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Frame Data:
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Notation:
For projectiles, * indicates when a projectile is released. Note, sometimes i got lazy, listed projectiles as something like 14/26, assume projectile released on frame 15 in this case.
x/x/o refers to cancellability of a move, is it rapid fire move/special cancellable/super cancellable?
Moves with damage 1100, 1000 indicate damage varies according to when the move hits, like 1100 up close, 1000 far.
x,x/o,x/o,o refers to cancellability of moves, e.g. can cancel into special only on close hit, but cancels into super fine on either close or far hit.
Moves 1000+400, have a first hit of 1000, and 2nd hit of 400.
Cancellability written in the form: x+x/o+x/o+o, where the first symbol indicates cancellability of the 1st hit, and the second symbol indicates the cancellability of the second hit.
So the described move is not rapid fire on either hit, cancels into specials on only the first hit, and cancels into a super on either hit.
Note’s on /'s and +'s and :'s
/'s indicate a change from startup/recovery to a hit, a + indicates more recovery, or in the case of hits, another hit becoming active immediately after the previous hit.
[edit] :'s now used for super startup, to match Buktooth’s way of listing.
:'s separate the startup frames before and after the super flash freeze for supers.
Note, sometimes use your judgement when reading a move. Some moves that clearly don’t hit, like athena’s teleport, obviously don’t hit. 17/12/14 refers to 17 frames of startup, 12 frames of teleporting, and 14 frames of recovery. Until I can get around to revising all my work and including full notes to all the moves that need’em, well use your own judgement.
Counters tend to be listed in the form 14/25 or 3/14/25
14/25 generally means the counter is active from frame 0, stays out for 14, has 25 frames of recovery.
3/14/25 counter has 3 frames of startup, counter active for 14, 25 frames of recovery if whiffed.
Examples:
for supers, 4:5/13/11 means 4 frames of startup before flash, 5 startup after flash, 13 active hit frames, 11 recovery.
4/5+3+3/13, means 4 frames startup, 5 active hit frames, followed immediately by next hit for 3 frames, followed immediately by next hit for 3 frames, then 13 frames of recovery.
Some air moves, stay active or keep recovering until they land. This is indicated writing land in a slot where there would be a number.
Example:
14/land/13.
Move has 14 frames of startup, hits till landing, 13 frames of recovery while landing.
14/5/land+13
Move has 14 frames of startup, 5 active hit frames, then is recovering till lands, then needs 13 more frames to recover.
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Normals:
Close Standing:
LP: 300 +8/+8 o/o/o
2/4/5
MP: 700 +0/+0 x/o/o
5/10/12
HP: 1000 +6/+6 x/o/o
4/6/14
LK: 300+200 -2/-2 x+x/o+o/o+o
3/6/5/6/13
MK: 800 -2/-2 x/o/o
3/7/17
RH: 400+800 +2/+2 x+x/x+x/o+x
7/6/2/4/18
Far Standing:
LP: 200 +7/+7 o/o/o
3/4/6
MP: 1200 -1/-1 x/x/o
6/5/17
HP: 1200 -10/-10 x/x/x
17/11/25
LK: 300+200 -2/-2 x+x/o+o/o+o
3/6/5/6/13
MK: 700 -2/-2 x/x/o
7/8/16
RH: 1100 -6/-6 x/x/o
6/6/24
Crouching:
LP: 200 +7/+7 o/o/o
3/4/6
MP: 700 -9/-9 x/x/o
5/3/26
HP: 1100,700 -7/-7 x,x/o,x/o,o
4/10/21
LK: 200 +2/+2 o/o/o
4/6/8
MK: 800 -3/-3 x/x/o
5/8/17
RH: 1000 down/-10 x/x/o
6/5/29
Jumping:
LP: 500 4/22 special cancellable
MP: 700 4/10 special cancellable
HP: 1100 5/6 not special cancellable
LK: 400 4/22 special cancellable
MK: 800 5/5 not special cancellable
RH: 1100 6/8 not special cancellable
Throws:
HP: 1600 52 pixels 3/1/13
RH: 1800 52 pixels 5/1/13
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Special Moves:
Nailbomb: HCF + P
Command throw.
LP: 1800 52 pixels 3/1/22
MP: 1900 50 pixels 3/1/22
HP: 2000 48 pixels 3/1/22
Gore Fest: HCB, F + P
Command throw
LP: 1000 52 pixels 6/1/24
MP: 1100 50 pixels 6/1/24
HP: 1200 48 pixels 6/1/24
Tranquility: DP+P (followup to Gorefest)
All buttons same.
1000 77 pixels 57-131 pixels (vertical reach?)
19/5/29 airborne from frames 2-52
De-cide: HCF + K
All versions: down/-21 block low parry low not airblockable
16/7/29
LK: 1000
MK: 1100
RH: 1200
De-cide Slayer: DP + K (follow up to Mayhem)
All versions:
17/2/33, downs on hit hits mid parry high not airblockable
Listed damage is standalone damage. All buttons do 800 if
move done as follow up to Mayhem.
LK: 1200
MK: 1300
RH: 1400
Outrage: QCB + K
All versions: block mid parry high not airblockable
LK: 200 x 6 -4/-4
16/2/2/2/2/2/2/2/2/2/2/2/18
MK: 200 x 6, 100x3 -11/-2
16/2/1/2/1/2/1/2/1/2/1/2/1/2/1/2/1/2/18
RH: 100 x 12 -5/+5
29/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/18
Ravenous: (midair) QCB + K
All versions: +1/+1 block mid parry high airblockable
LK: 200 per hit. 7/2/2/2/2/2/2/…land/22
MK: 200x2->100 per hit. 9/2/1/2/1/2/1/2/1/…land/22
RH: 100 per hit. 11/2+2+2+2+2+…land/22
Explanation: Basically once activated, ravenous keeps doing hits till Vice lands, where there’s 22 frames of recovery.
MK version starts with 200x2 hits, then the rest of the hits are 100 damage per hit.
RH version constantly hits, every other frame.
Mayhem: QCB + P
All versions:
down/-9 block mid parry high not airblockable
LP: 800 9/19/28
MP: 900 7/22/28
HP: 1000 6/25/28
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Supers:
Withering Force: QCF x 2 + P
Command throw
All versions: 5+27/1/20
5 frames of startup before flash, jump for next 27 frame, only
1 frame to grab (frame 33)
Grab range: 52 pixels from landing spot.
Airborne from frames 7-32
Lvl 1: frames 1-9 full body invincible
Lvl 2: frames 1-15 full body invincible
Lvl 3: frames 1-23 full body invincible
Negative Gain: HCB x 2 + P
Command throw.
All versions: 76 pixels grab range
5+1/1/52 (5 frames of startup before flash, 1 frame of startup after flash)
airborne from 19-30
Lvl 1: 2600 frames 1-7 full body invincible
Lvl 2: 3800 frames 1-15 full body invincible
Lvl 3: 5500 frames 1-23 full body invincible