USFIV Poison frame data thread

Vitality: 1000
Stun: 950
Forward Walking distance per frame 0.04
Backwards walking distance 0.03
Dash duration in frames: 17
Dash Distance: 1.14695
Backdash duration in frames: 8 Invincible , 10 Airborne, 4 recovery (22 in total)
Backdash distance 1.126295
Pre-Jump frames: 4
Jump duration in frames: 39
Diagonal Jump distance: 2.09

**Edit:[7/24/2014] Eternal corrected BradyGames frame Data guide. Noted with a *

*All normals have 1 Juggle point but not throughout the whole move.
Close :hk: it’s only the first hit.
Far :mp: It’s only the first active frame (I don’t know the usefulness in this?)
Crouching :mp: it’s only the first 2F(I think he means the first two frames) it’s active.
Far :hp: it’s only the first active frame.
Chained Normals do not have Juggle Points.
Jumping Normals Don’t have Juggle Points.
EX Whip of Love has a special set of Jumping normals that have 1 Juggle point.
**

Legend:
Normal / Hits / Block Level / Damage / Stun / Start Up / Active / Recovery / On Hit / On Block / Cancel / Notes* [ChainCancel or CH = Rapid fire normals], SP is special Cancel, SU is Super Cancel.

Close Normals:

:lp: / 1 / HL / 30 / 50 / 3 / 2 / 7 / +5 / +1 / Ch, Sp, Su / Whiffs on small crouching characters.
:mp: / 2 /HL / 40, 40 / 50,50 / 5 / 2(8)2 / 9 / + 6 / +3 / Sp, Su / 2nd hit will whiff against crouching characters.
:hp: / 1 / HL / 100 / 200 / 5 / 4 / 20 / -1 / -6 / Sp, Su / Forces Stand.
:lk: / 1 / HL / 30 / 50 / 4 / 3 / 5 / +6 / +3 / Ch / -
:mk: / 1 / HL / 70 / 100 / 5 / 2 / 11 / +4 / + 1 / Sp, Su / -
:hk: / 2 / HL / 70,40 / 150,50 / 6 / 2,6 / 18 / -2 / -6 / Sp, Su / Forces Stand

Standing Normals:

:lp: / 1 / HL / 30 / 50 / 6 / 2 / 7 / +5 / +2 / Sp, Su / Whiffs against small crouching characters
:mp: / 1 / HL / 70 / 100 / 7 / 3 / 19 / -5 / -8 / Sp, Su / -
:hp: / 1 / HL / 100 / 200 / 13 / 3 / 19 / 0 / -4 / - / -
:lk: / 1 / HL / 30 / 50 / 4 / 3 / 7 / +4 / +1 / - / -
:mk: / 1 / HL / 70 / 100 / 5 / 3 / 14 / 0 / -3 / Sp, Su / -
:hk: / 1 / HL / 100 / 200 / 9 / 2 / 22 / -2 / -6 / - / Whiffs against small and mid-sized crouching characters.

Crouching Normals:

:lp: / 1 / HL / 30 / 50 / 3 / 3 / 6 / +5 / +2 / Ch, Sp, Su / -
:mp: / 1/ HL / 70 / 100 / 6 / 4 / 15 / -2 / -5 / Sp, Su / -
:hp: / 1 / HL / 100 / 200 / 6 / 3 / 22 / -3 / -7 / Sp, Su / -
:lk: / 1 / L / 30 / 50 / 4 / 2 / 12 / 0 / -3 / Sp, Su/ -
:mk: / 1 / L / 70 / 100 / 6 / 2 / 19 / -4 / -7 / Sp, Su / -
:hk: / 1 / L / 90 / 100 / 9 / 2 / 31 / - / -15 / - / Hard Knockdown.

Jumping Normals:

:lp: / 1 / H / 50 / 50 / 4 / 5 / - / - / - / - / 1~3f Lower body Projectile Invincibility
:mp: / 1 / H / 80 / 100 / 6 / 2 / - / - / - / - / 1~5f Lower body projectile invincibility
:hp: / 1 / H / 100 / 200 / 7 / 2 / - / - / - / - / 1~6f Lower body projectile invincibility
:lk: / 1 / H / 50 / 50 / 5 / 5 / - / - / - / - / 1~4f Lower body projectile invincibility
:mk: / 1/ H / 80 / 100 / 5 / 6 / - / - / - / - / 1~10f Lower body projectile invincibility
:hk: / 1 / H / 100 / 200 / 6 / 5 / - / - / - / - / 1~5f Lower body projectile invincibility

Unique Attacks:

:f: :mp: / 1 / H / 60 / 50 / 16 / 10 / 10 / -1 / -8 / - / Airborne frames 7-25
:3k: / - / - / - / - / - / - / - / - / - / - / Backflip takes 48 frames, Invincible during frames 1-33, Backward movement distance: 1.47516

Normal Throws:

:lp: + :lk: / 150 / 150 / 3 / 2 / 20 / Range: 0.793
:b: :lp: + :lk: / 140 / 150 / 3 / 2 / 20 / Range: 0.843

Focus Attacks:

Level 1: / 1 / LH / 60 / 100 / 10+11 / 2 / 35 / -21(-1) / -21(-1) / Crumple on counter hit, hyper armor for 1 hit before release.
Level 2: / 1 / LH / 90 / 150 / 18+11 / 2 / 35 / - / -15(+5) / Crumple state on hit, hyper armor for 1 hit before release.
Level 3: / 1 / - / 150 / 200 / 65 / 2 / 35 / - / - / Unblockable, Crumple state on hit, hyper armor for 1 hit before release.

EX Level 1: / 1 / LH / 90 / 100 / 10+11 / 2 / 35 / -21(-1) / -21(-1) / Crumple state on counterhit or if used in combos, infinite hyper armor before release
EX Level 2: / 1 / LH / 135 / 150 / 18+11 / 2 / 35 / - / -15(+5) / Crumple state on hit, infinite hyper armor before release.
EX Level 3: / 1 / - / 225 / 200 / 65 / 2 / 35 / - / - / Unblockable, Crumples on hit, infinite hyper armor.

Special Moves:

Whip of Love: / 1 / HL / 40 / 50 / 12-15-17 / 2 / 21 / +2 / -4 / Whip of Love follow up, Su / Forces Stand, Causes free juggle state against aerial opponent, juggle potential 2.
Whip of Love 2nd hit / 1 / HL / 50 / 50 / 13 / 3 / 25 / -4 / -9 / Whip of Love Follow up, Su / Juggle potential 2.
Whip of Love 3rd hit / 1 / HL / 80 / 50 / 13 / 1 / 32 / - / -12 / - / Hard knockdown, Juggle potential 2.

Whip of Love’s Juggle point is 3, it starts at 0 with a air juggle. Juggle usage incrementally by 1 per hit.

EX Whip of Love / 1 / HL / 40 / 50 / 13 / 3 / 21 / +1 / -3 / Whip of love follow up, Su / Forces Stand, Causes free juggle state against aerial opponent, juggle potential 2.
EX Whip of Love 2nd hit / 1 / HL / 30 / 50 / 13 / 3 / 31 / -9 / -13 / Whip of love follow up, Su / Juggle potential 2.
EX Whip of Love 3rd Hit / 1 / HL / 30 / 50 / 13 / 5 / 28 -8 / -12 / Whip of Love follow up, Su, / Juggle potential 2.
EX Whip of love 4th hit / 1 / HL / 80 / 50 / 11 / 3 / 24 / - / -6 / Jump / Jump Cancleable on hit only, juggle potential 2.

Love me Tender / 1 / HL / 90 / 150/ 27 / 5 / 16 / +4 / -1 / - /Armor Breaker, Cancleable into follow up attack on hit, puts airborne targets into free juggle state, airborne frames 9-32, hurbox high enough to evade most projectiles frames 13-25.
Love me Tender hit throw / 1 / - / 100 / 50 / - / - / - / - / - / - / Hard knockdown

EX Love me Tender 1 / HL / 50,150 / 50,50 / 22 / 5 / 15 / - / +2 / - /Armor Breaker, frames 1-26 projectile invincible, frames 6-26 airborne, hard knockdown.

Kissed by a Goddess :lk: / 2 / HL / 80,30 / 100,50 / 5 / 2(3)1 / 39+12 on ground/ - / -31 / Su / Soft knockdown, Super/ Focus cancelable on 1st hit only, frames 1-5 invincible, airborne starting on frame 11, 1 hit causes free juggle state, 2nd hit juggle potential 1.
Kissed by a Goddess :mk: / 2 / HL / 90,40 / 100,50 / 4 / 2(4)2 / 42+12 on ground / - / -46 / Su / Same as :lk:
Kissed by a Goddess :hk: / 3 / HL / 80,30,30 / 100, 50, 50 / 10 / 3(6)3(3)3 / 43+13 on ground / - / -58 / Su / Soft Knockdown, Super/Focus cancelable on 1st hit only, airborne starting on frame 20, 1st hit causes free juggle state, 2nd hit juggle potential 1, 3rd hit juggle potential 2.

EX Kissed by a Goddess / 4 / HL / 90,30,30,20 / 100,50,50,30 / 4 / 3, 2(1)3(1)3 / 37+13 on ground / - / -39 / Su / Soft Knockdown, Super/Focus cancelable on 1st hit only, invincible frames 1-12, airborne starting on frame 13, 1st hit causes free juggle state, 1st hit juggle potential 2, 2nd hit juggle potential 3, 3rd hit juggle potential 4, 4th hit juggle potential 5.

Aeolus Edge :lp: / 1 / HL / 70 / 50 / 15 / - / 30 / 0 / -3 / Su / Causes free juggle state against aerial opponent.
Aeolus Edge :mp: / 1 / HL / 70 / 50 / 17 / - / 27 / +3 / 0 / Su / ( 45% screen length) , causes free juggle state on aerial opponent.
Aeolus Edge :hp: / 1 / HL / 70 / 50 / 23 / - / 20 / +10 / +7 / Su / (30% of the screen length), causes free juggle state on aerial opponent.

Aeolus Edge’s juggle potential is 3, it starts at 0 on a air juggle. It increases by 1 per use.

EX Aeolus Edge / 2 / HL / 50,50 / 50,50 / 9 / - / 29 / +4 / +2 / Su / (75% screen length), Both hits cause free juggle state on aerial opponent, 1st hit juggle potential 1, 2nd hit juggle potential 2, Neither hit raises juggle counter.

EX Aeolus Edge juggle potential is 3 and starts at 0 on the first hit. The 2nd hit also starts at 0 juggle points but produces 1 Juggle point on hit.

Supers & Ultras:

Super / 6 / HL / 40x3, 50, 100, 100 / 0 / 0+2 / 11(19)10 / 50 / - / -36 / Frames 1-3 invincible, frame 4 projectile invincible, airborne frames 5-23 & 32-77, hard knockdown, every hit before the last one causes free juggle state.

Ultra 1 / 11 / HL / 75, 30x2,15,30x6,135 / 0 / 0+10 / - / 61 / - / -34 / Frames 1-10 invincible, projectile hit triggers ultra cutscene, hard knockdown, ultra destroyed by other projectiles, juggle potential 1.

Ultra 2 / 3 / - / 30x2,450, / 0 / 0+2 / 4 / 79 / - / - / Ultra Throw, frames 1~5 invincible, reach 0.649, hard knockdown.

Reserved.

Nice thanks

Whip of Love frame data… is it the same for all strengths or something?

Can guarantee that it’s not for start up.

WoL start up is lp: 12 mp: 15 hp: 17 ex: 13. It’s in the chart but it’s kind of hard to read.

Whip of love is the same frame data. And yes only the start up is different which is 12f for jab and so on. That’s out of the app, your welcome to test it yourself

But yeah they all do the same damage and stun…wonder why you would use any but ex or jab

You trade distance for speed. Sometimes jab won’t reach; sometimes strong won’t reach and you have to use EX.

Character specific juggles as well… EX WoL to :hp: WoL is a mid-screen juggle for some, but usually mostly a near/corner combo.

Fierce WoL can be comboed into from cl.HP (where you don’t really need it), cr.HP (for those characters with weird hurtboxes) and cl.HK after the second hit.

Thank you for this. Oh… one question… one the U1 it says “Frames 1-1- invincible”. Is this supposed to be 1-11?

It’s suppose to be 1~10 frames, I’ll edit it in, I was in a rush…but thanks for looking out.

Is there no way to put this shit in a table or something?

I’ll look into using Google Documents later in the month, bare with it for right now please.

Thanks for posting this!
Its too bad you really have to cancel all her pokes (except st MK) to make them safe.

I don’t know if that’s really true. Max range standing fierce is -4, but you’re not going to be able to jab punish from there.

Stand fierce is completely focus punishable though…so you gotta be alittle cautious when your using it all willy nilly.

I knew the range on U2 was bad, but 0.649 is pretty brutal. I need to go look at how that compares to Guy’s U2’s range.

I feel like U2 is only ever viable as a punish, so the range doesn’t matter all that much. It’s not a 720.