World Heroes Perfect: Join #srksnk on efnet! Frame Data for almost half the cast!

WHAT WHAT! :rofl:

You all seem to have forgotten I am the OG Jack Pioneerā€¦ :wink:

i smash jack with erick

You pioneered a Jack that cant even beat one-button-Rasputin! :rofl:

But then again I dont play the gameā€¦so I am playing a upset roleā€¦

With it being the ultimate insult to you both if I beat you with my Jack since I donā€™t play itā€¦ :confused: :confused:

One button Rasputin wont win nowā€¦even though once again I dont even play the gameā€¦

Iā€™m gonna laugh if I sneak up and beat either one of you in this gameā€¦you all got all the frame data, all the vids, all the online comp, Cap. Kidd infinites, blah blah blah, strats etc,ā€¦and I mean cā€™mon, no way you should lose to meā€¦when I dont play the game, dont have competitionā€¦

Plus I still believe a copy will never if not rarely be better than the Originalā€¦

Aww Lukas, you are killing the hype with your ā€˜i dont care i dont even play this gameā€™ attitude. :frowning:

Thank the Triad for that man seriousā€¦

:sweat:

As I say when we meet in MWC Iā€™ll be playing it pretty hardcoreā€¦:rock: :tup:

You really should get kaillerap2p or 2df setup so you can play online with us.

Grad School is taking up my online time pretty muchā€¦thats why Iā€™ve made it a goal as soon as I get my Masters to devote that time I used on Grad School online to online netplayā€¦:angel:

Just picked up this game a couple days ago and Iā€™m loving it. Currently play Brocken, Hanzou, and Fuuma.

Glad to hear that! Unless thereā€™s some other big request, Iā€™ll get to Fuuma & Brocken next in the frame data.

And speaking of which, Keits, I finally finished your man! This took the longest of anyone yetā€¦

MUDMAN:

Far LP: 7f, -1 on standing block, +0 on crouch block, -1 on standing hit, +1 on crouching hit
Far MP: 6f, +5 on standing block, +6 on crouch block, +5 on standing hit, +6 on crouching hit
Far HP: 13-14f, +1 on standing block, +3 on crouch block, +6 on standing hit, +7 on crouching hit
Far LK: 5f, +2 on standing block, +3 on crouch block, +2 on standing hit, +1 on crouching hit
Standing MK: 5f, +6 on standing block, +7 on crouch block, +9 on standing hit, +7 on crouching hit
Far HK: 7-17f, -5 to +5 on standing block, -3 to +7 on crouch block, +0 to +10 on standing hit, +1 to +11 on crouching hit
Far f+HK: 7-17f, -5 to +5 on standing block, -3 to +7 on crouch block, +0 to +10 on standing hit, +1 to +11 on crouching hit
d/f+LK: 8-19f, -12 to -1 on block
d/f+MK: 9-23f, -15 to -1 on block
d/f+HK: 10-28f, -20 to -2 on block

Close LP: 5f, +5 on standing block, +6 on crouch block, +5 on standing hit, +7 on crouching hit
Close MP: 6f, +2 on standing block, +3 on crouch block, +5 on standing hit, +3 on crouching hit
Close HP: 8f, +0 on standing block, +2 on crouch block, +5 on standing hit, +6 on crouching hit
Close LK: 5f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit
Close HK: 9-13f, +4 on standing block, +6 on crouch block, +12 on standing hit, +10 on crouching hit
Close f+HK: 8f, +0 on standing block, +2 on crouch block, +5 on standing hit, +6 on crouching hit

Crouching LP: 3f, +6 on block, +5 on standing hit, +4 on crouching hit
Crouching MP: 4f, +3 on block, +5 on standing hit, +3 on crouching hit
Crouching HP: 9f, +5 on standing hit, does not hit crouchers
Crouching LK: 4f, +6 on block, +5 on standing hit, +4 on crouching hit
Crouching MK: 5f, +3 on block, +5 on standing hit, +3 on crouching hit
Crouching HK: 5f, -1 on block

Jumping LP: 6f
Neutral Jumping LP: 8f
Jumping MP: 5f
Neutral Jumping MP: 5f
Jumping HP: 5f
Neutral Jumping HP: 5f
Jumping LK: 4f, +3 or worse on standing block, +4 or worse on crouch block, +3 or worse on standing hit, +5 or worse on crouching hit
Jumping MK: 7f
Neutral Jumping MK: 10f
Jumping HK: 7f
Neutral Jumping HK: 10f

Dashing LP: 7f, +1 on standing block, +2 on crouch block, +1 on standing hit, +3 on crouching hit
Dashing MP: 6f, +4 on standing block, +5 on crouch block, +4 on standing hit, +5 on crouching hit
Dashing HP: 8-11f, -3 on standing block, -1 on crouch block, +2 on standing hit, +3 on crouching hit
Dashing LK: 5f, +2 on standing block, +3 on crouch block, +2 on standing hit, +1 on crouching hit
Dashing MK: 5f, -2 on standing block, -1 on crouch block, +1 on standing hit, -1 on crouching hit
Dashing HK: 8-18f, -1 on standing block, +1 on crouch block, +4 on standing hit, +5 on crouching hit
Dashing d+LP: 3f, +2 on block, +1 on standing hit, +0 on crouching hit
Dashing d+MP: 4f, -1 on block, +1 on standing hit, -1 on crouching hit
Dashing d+HP: 9f, +1 on standing hit, does not hit crouchers
Dashing d+LK: 4f, +2 on block, +1 on standing hit, +0 on crouching hit
Dashing d+MK: 5f, -1 on block, +1 on standing hit, -1 on crouching hit
Dashing d+HK: 5f, -6 on block

ABC: Taunt, can?t be canceled, does nothing, you?re screwed if you ever use this
ABC in air: Can perform another ABC or an air attack after 21f

qcb+LP: 17f, -3 on standing block, -2 on crouch block
qcb+MP: 17f, -10 on standing block, -9 on crouch block
qcb+HP: 17f, -12 on standing block, -11 on crouch block

qcf+LP: 10f, -23 or better on standing block, -22 or better on crouch block, -23 or better on standing hit, -22 or better on crouching hit
qcf+MP: 16f, -13 or better on standing block, -12 or better on crouch block, -13 or better on standing hit, -12 or better on crouching hit
qcf+HP: 22f, -3 or better on standing block, -2 or better on crouch block, -3 or better on standing hit, -2 or better on crouching hit

qcf+LK: 10-46f, +9 on standing block, +12 on crouch block, +11 on standing hit, +13 on crouching hit
qcf+MK: 18-54f, +16 on standing block, +19 on crouch block, +18 on standing hit, +20 on crouching hit
qcf+HK: 26-62f, +25 on standing block, +28 on crouch block, +27 on standing hit, +29 on crouching hit

d,u+LP: 10f, -22 on standing block, -20 on crouch block
d,u+MP: 14f, -31 on standing block, -29 on crouch block
d,u+HP: 16f, -41 on standing block, -39 on crouch block

qcf+LP w/ full meter: 9f, -7 or better on standing block, -6 or better on crouch block, -7 or better on standing hit, -6 or better on crouching hit
qcf+MP w/ full meter: 15f, -2 or better on standing block, -1 or better on crouch block, -2 or better on standing hit, -1 or better on crouching hit
qcf+HP w/ full meter: 21f, +5 or better on standing block, +6 or better on crouch block, +5 or better on standing hit, +6 or better on crouching hit

hcb,f+HP/MP+LK/HK: 71f startup, additional 163f before he can move

hcb,f+HP/MP+LK/HK w/ full meter: 71f startup, additional 163f before he can move

NOTES: The jumping LK is a unique move. It can be blocked high or low, and it can repeatedly be performed immediately after leaving the ground to create a strong corner lockdown game. This takes a lot of practice to execute properly but helps to make Mudman one of the better characters in the game. Note that when blocked standing, even if performed perfectly, there is a 1-frame gap for the opponent to perform some sort of reversal; if the lockdown is not performed perfectly, autoguard normals can also be used. Even with this in mind, the corner is still a hellish place to be for characters like Muscle, Jack, & Ryofu.

Those recovery frames make the super a very risky proposition outside the corner, since the opponent can backdash on wakeup. The problem is that the beam is considered a projectile, so the opponent can use a move that destroys projectiles and dash in with a combo. Even in the corner, it is vulnerable to certain EX moves & supers on wakeup.

Neutral and f+HK are a major part of his rushdown. Try to find ways to set them up from their max distance, and keep the pressure on!

Look at how safe the slides are at max distance - you can catch people off-guard with slide into d,u+P, and then begin rushing them down once theyā€™re scared!

You can combo the EX fireball, but it is probably better saved for defensive situations thanks to its invincibility and safety. The MP version is probably the best one overall ? gives you frame advantage anywhere except point-blank, and the startup isn?t a major downside like it is with the HP version.

Contrary to what the frames would suggest, qcb+HP is usually safe as long as you make sure to move backwards during the last hit. Look for opportunities to cancel normals into this, as the chip damage is huge.

And one last thing: I forgot to include the neutral jumping kicks in Dragonā€™s frame data, so thatā€™s been updated and everything should be complete now!

-Josh

Youā€™re snappinā€™ Josh!:tup:

Oh yeah Keits, you might as well update the OP with the info on 2DF.

It may take a few days, but I always bring home the bacon eventually!

FUUMA:

Far LP: 4f, +6 on standing block, +7 on crouch block, +6 on standing hit, +8 on crouching hit
Far MP: 7f, +6 on standing block, +7 on crouching block, +6 on standing hit, +7 on crouching hit
Far HP: 6f, -3 on standing block, -1 on crouch block, +2 on standing hit, +3 on crouching hit
Standing LK: 6f, +6 on block, +5 on standing hit, +4 on crouching hit
Far MK: 7f, +1 on standing block, +2 on crouch block, +4 on standing hit, +2 on crouching hit
Far HK: 7f, -2 on standing block, +0 on crouch block, +3 on standing hit, +4 on crouching hit

Close LP: 4f, +5 on standing block, +6 on crouch block, +5 on standing hit, +7 on crouching hit
Close MP: 5f, +2 on standing hit, +3 on crouching hit
Close HP: 4f, +0 on standing block, +2 on crouch block, +1 on standing hit, -2 on crouching hit
Close MK: 5f, +1 on standing block, +2 on crouch block, +4 on standing hit, +2 on crouching hit
Close HK: 11f, +3 on standing block, +5 on crouch block, +8 on standing hit, +9 on crouching hit
Close f/b+HK: 7f, -11 on standing block, -9 on crouch block, -6 on standing hit, -5 on crouching hit

Crouching LP: 4f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit
Crouching MP: 7f, +2 on standing block, +3 on crouch block, +5 on standing hit, +3 on crouching hit
Crouching HP: 9f, -3 on standing block, -1 on crouch block, +5 on hit
Crouching LK: 4f, +7 on block, +6 on standing hit, +5 on crouching hit
Crouching MK: 4f, +3 on block, +5 on standing hit, +3 on crouching hit
Crouching HK: 6f, -2 on block

Jumping LP: 5f
Neutral Jumping LP: 5f
Jumping MP: 4f
Neutral Jumping MP: 5f
Jumping HP: 5f
Neutral Jumping HP: 5f
Jumping LK: 7f
Jumping MK: 4f
Neutral Jumping MK: 7f
Jumping HK: 4-5f
Neutral Jumping HK: 6f

Dashing LP: 4f, +3 on standing block, +4 on crouch block, +3 on standing hit, +5 on crouching hit
Dashing MP: 7f, +6 on standing block, +7 on crouch block, +6 on standing hit, +7 on crouching hit
Dashing HP: 6f, -1 on standing block, +1 on crouch block, +4 on standing hit, +5 on crouching hit
Dashing LK: 6f, +3 on block, +2 on standing hit, +1 on crouching hit
Dashing MK: 7f, +0 on standing block, +1 on crouch block, +3 on standing hit, +1 on crouching hit
Dashing HK: 11f, -1 on standing block, +1 on crouch block, +4 on standing hit, +5 on crouching hit
Dashing d+LP: 4f, +2 on standing block, +3 on crouching block, +2 on standing hit, +1 on crouching hit
Dashing d+MP: 7f, +2 on standing block, +3 on crouch block, +5 on standing hit, +3 on crouching hit
Dashing d+HP: 9f, -3 on standing block, -1 on crouch block, +5 on standing hit, +3 on crouching hit
Dashing d+LK: 4f, +4 on block, +3 on standing hit, +2 on crouching hit
Dashing d+MK: 4f, +2 on block, +4 on standing hit, +2 on crouching hit
Dashing d+HK: 6f, -2 on block

ABC: 20f
f+ABC: 20f
b+ABC: 22f
d+ABC: 32f

qcf+LP: 10f, -16 or better on standing block, -15 or better on crouch block, -16 or better on standing hit, -15 or better on crouching hit
qcf+MP: 12f, -13 or better on standing block, -12 or better on crouch block, -13 or better on standing hit, -12 or better on crouching hit
qcf+HP: 16f, -10 or better on standing block, -9 or better on crouch block, -10 or better on standing hit, -9 or better on crouching hit

qcfx2+LP: 30f, -12 or better on standing block, -11 or better on crouch block, -12 or better on standing hit, -11 or better on crouching hit
qcfx2+MP: 30f, -10 or better on standing block, -9 or better on crouch block, -10 or better on standing hit, -9 or better on crouching hit
qcfx2+HP: 33f, -7 or better on standing block, -6 or better on crouch block, -7 or better on standing hit, -6 or better on crouching hit

dp+LP: 10f, -30 on standing block, -29 on crouch block
dp+MP: 10f, -38 on standing block, -37 on crouch block
dp+HP: 10f, -51 on standing block, -50 on crouch block

dp+LP in air: 2f, -29 to -26 on block
dp+MP in air: 2f, -41 to -38 on block
dp+HP in air: 2f, -54 to -51 on block

qcb+LK: 21-65f depending on distance, -9 or worse on standing block, -8 or worse on crouch block, -17 or worse on standing hit, -15 or worse on crouching hit
qcb+MK: 21-65f depending on distance, -9 or worse on standing block, -8 or worse on crouch block, -17 or worse on standing hit, -15 or worse on crouching hit
qcb+HK: 16-56f depending on distance, -9 or worse on standing block, -8 or worse on crouch block, -17 or worse on standing hit, -15 or worse on crouching hit

d/f,d,d/b+HP in air: 1f

qcf+LP w/ full meter: 10f, -5 or better on standing block, -4 or better on crouch block, -5 or better on standing hit, -4 or better on crouching hit
qcf+MP w/ full meter: 12f, -3 or better on standing block, -2 or better on crouch block, -3 or better on standing hit, -2 or better on crouching hit
qcf+HP w/ full meter: 15f, -2 or better on standing block, -1 or better on crouch block, -2 or better on standing hit, -1 or better on crouching hit

qcfx2+LP w/ full meter: 14f, -8 or better on standing block, -7 or better on crouch block, -8 or better on standing hit, -7 or better on crouching hit
qcfx2+MP w/ full meter: 18f, -7 or better on standing block, -6 or better on crouch block, -7 or better on standing hit, -6 or better on crouching hit
qcfx2+HP w/ full meter: 22f, -6 or better on standing block, -5 or better on crouch block, -6 or better on standing hit, -5 or better on crouching hit

hcb,u/b+HP: 56f, -26 on standing block, -24 on crouch block
qcbx3+ABC: 30f, -13 or better on standing block, -12 or better on crouch block

hcb,u/b+HP w/ full meter: 56f, -26 on standing block, -24 on crouch block
qcbx3+ABC w/ full meter: 29f, +27 or better on standing block, +28 or better on crouch block

NOTES: Fuumaā€™s ABC moves are too slow to be useful as cancels, so their only purpose is as fakes.

The divebomb super should not be used from a very long distance, as the dive will whiff even if you used the Hero version. In that case, even with the projectiles hitting, youā€™ll still be around -36 with the opponent rather close to youā€¦not good times. If the dive is blocked, however, it is much safer than the -26 suggests as it pushes you all the way back to the opposite corner. A great move for chip damage, with the added bonus of sometimes crossing people up in the middle of blocking!

The giant fireball super is annoying for guys like Muscle/Erick/J.Max, but rather risky against others.

The mid-air DP can be used after a ground DP or qcb+K. Still a terrible move for the most part, though using it after a blocked ground DP can sometimes screw up your opponentā€™s attempt to punish.

The qcb+K is another move that should almost never be used. It whiffs smaller crouching characters and itā€™s never safe even if it hits. There are even gaps in the middle of the move where the opponent can DP/super/autoguard you.

Like Hanzou, Fuuma can perform an infinite with repeated dashing LPs or dashing MPs, but it requires almost perfect timing and is not something you will see in a real match. Nowhere near as good as Hanzouā€™s ABC infinites, thankfully!

Notice how Fuumaā€™s startup and/or recovery are slightly worse than Hanzouā€™s for a few normals that look the same. Really, a lot of this characterā€™s strengths lie in things that cannot be captured in frame data: Mobility, air mixup game thanks to his command grab, an answer to just about anything, and so on.

-Josh

How about that, peopleā€¦2 in one day!

BROCKEN:

Standing LP: 3f, +5 on standing block, +6 on crouch block, +5 on standing hit, +7 on crouching hit
Far MP: 8f, +7 on standing block, +8 on crouch block, +7 on standing hit, +8 on crouching hit
Close MP: 6f, +10 on standing hit, +11 on crouching hit
Far HP: 12f, +0 on standing block, +2 on crouch block, +5 on standing hit, +6 on crouching hit
Close HP: 12f, +9 on standing block, +11 on crouch block, +14 on standing hit, +15 on crouching hit
Standing LK: 4f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit
Standing MK: 10f, +4 on standing block, +5 on crouch block
Standing HK: 11-13f, -2 on block, +6 on standing hit, +4 on crouching hit
Far f+HK: 18f, +2 on standing block, +4 on crouch block, +7 on standing hit, +8 on crouching hit
Close f+HK: 10f, +0 on standing block, +2 on crouch block, +5 on standing hit, +6 on crouching hit

Crouching LP: 3f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit
Crouching MP: 8f, +2 on standing block, +3 on crouch block, +5 on standing hit, +3 on crouching hit
Crouching HP: 8-10f, -3 on standing block, -1 on crouch block, +5 on standing hit, +3 on crouching hit
Crouching LK: 4f, +6 on block, +5 on standing hit, +4 on crouching hit
Crouching MK: 7f, +3 on block, +5 on standing hit, +3 on crouching hit
Crouching HK: 8-10f, -1 on block, +5 on standing hit, +3 on crouching hit

Jumping LP: 5f
Jumping MP: 5f
Jumping HP: 6f
Jumping LK: 5f
Neutral Jumping LK: 4f
Jumping MK: 6f
Jumping HK: 10f
Jumping d/f+HK: 11f

Dashing LP: 3f, +2 on standing block, +3 on crouch block, +2 on standing hit, +4 on crouching hit
Dashing MP: 8f, +1 on standing block, +2 on crouch block, +1 on standing hit, +2 on crouching hit
Dashing HP: 12f, +11 on standing block, +13 on crouch block, +16 on standing hit, +17 on crouching hit
Dashing LK: 4f, +3 on standing block, +4 on crouch block, +3 on standing hit, +2 on crouching hit
Dashing MK: 10f, +0 on standing block, +1 on crouch block
Dashing HK: 11-13f, -7 on standing block, +1 on standing hit, -1 on crouching hit
Dashing d+LP: 3f, +3 on standing block, +4 on crouch block, +3 on standing hit, +1 on crouching hit
Dashing d+MP: 8f, +2 on standing block, +3 on crouch block, +5 on standing hit, +3 on crouching hit
Dashing d+HP: 8-10f, -3 on standing block, -1 on crouch block, +5 on standing hit, +3 on crouching hit
Dashing d+LK: 4f, +2 on block, +1 on standing hit, +0 on crouching hit
Dashing d+MK: 7f, +3 on block, +5 on standing hit, +3 on crouching hit
Dashing d+HK: 8-10f, -1 on block, +5 on standing hit, +3 on crouching hit

ABC: 4f, -22 on hit
ABC in air: 3f, lasts until he runs into the wall or performs a followup
-> ABC: Makes Brocken land immediately, up to +6 if ABC is blocked and canceled
-> b,f+LK: 6f, -2 or better on block, -11 or better on direct missile hit
-> b,f+MK: 6f, -2 or better on block
-> b,f+HK: 6f, -2 or better on block

Mash LP: 15f, 21f recovery after the move stops
Mash MP: 37f, 29f recovery after the move stops
Mash HP: 47f, 38f recovery after the move stops

qcf+LP:: 18f, -14 or better on standing block, -13 or better on crouch block
qcf+MP: 34f, -6 or better on standing block, -5 or better on crouch block
qcf+HP: 47f, +0 or better on standing block, +1 or better on crouch block

qcf+LK: 13f, -32 or better on standing block, -31 or better on crouch block
qcf+MK: 27f, -15 or better on standing block, -14 or better on crouch block
qcf+HK: 43f, -2 or better on standing block, -1 or better on crouch block

d,f,d/f+LP: 16f, -31 on standing block, -30 on crouch block
d,f,d/f+MP: 16f, -40 on standing block, -39 on crouch block
d,f,d/f+HP: 16f, -56 on standing block, -55 on crouch block

d,f,d/f+LP w/ full meter: 15f, -28 on standing block, -27 on crouch block
d,f,d/f+MP w/ full meter: 15f, -27 on standing block, -26 on crouch block
d,f,d/f+HP w/ full meter: 15f, -26 on standing block, -25 on crouch block

BC,ABC: 44-f, -14 to -5 on standing block, -13 to -5 on crouch block

BC,ABC w/ full meter: 43-80f, -5 on block from long range

NOTES: The Hero super is unblockable up close, and completely invincible until he explodes! Look for opportunities to set this up as a meaty - it is always possible to backdash out of it, but this is not particularly easy. For some reason, I find this move easier to execute by pressing BC,BC,ABC.

The air ABC is a nice pressure tool when canceled ASAP. It can even be used in combos ? try standing LKx2, low MK, jump cancel into ABC.

The missiles after air ABC are strange ? they must be blocked in the direction they originally came from. This means that if you?re on 1P side and drop a missile while crossing over, the opponent must hold Right to block the missile and then Left to block Brocken?s attacks! It sounds like this could lead to unblockables, but in practice I have not found any guaranteed setups for this.

Most characters can crouch under the anti-air wave special, leading to potentially nasty stuff. Just don?t use this unless you actually see that your opponent?s in the air.

The mash P move is rather unsafe since it always pushes the opponent back before the recovery begins. It will catch new players, but once they figure it out you can forget it.

Dashing HP is every bit as good as the frame data suggests. If it hits, you can combo another dashing HP followed with a low HP; this is actually a re-dizzy combo when your life is in the red!

Standing HK is an overhead! Rather annoying when mixed in with low HK (from a distance) or low LK -> standing LK -> above combo into air ABC (up close). Dashing HP sets this up very well with its sizable frame advantage, as do various other normals to a lesser extent. Additionally, it is still overhead when used as a dash attack, which is not the case with other overhead normals; it is actually unsafe on block when used from a dash, however.

BTW, over the course of this I realized that we should make a listing of practical redizzy combos at low life. Generally speaking, 4-hit combos will get the first dizzy and 5-hit combos will redizzy. Thatā€™s a lot of potential for nastiness, and we need to make use of it!

-Josh

Wow. Go Josh!
:rock::rock::rock::rock:

How can I use Gokuu in the arcade version of World Heroes Perfect?
I meanā€¦ you guys seem to be talking as if you guy use him, how can you ā€˜unlockā€™ him?

I dont think you can in the arcadeā€¦but you can in the home Neo Geo Versionsā€¦

Fight as Zeus, Dio and Son Guko

In a 2 player VS, at the character select screen, hold B and C, and press A.Code Effect
Play as Dio At the character selection screen, hold B and press up, up, down, down, left, left, right, right, BC.
Play as Son Guko At the character selection screen, hold C and press up, up, down, down, left, left, right, right, B + C.
Fight as Zeus In a 2 player VS, at the character select screen, hold B and C, and press A.

And they are all available from default on the PS2 versionsā€¦

-Dark Geese

Thanks for your response. SO you canā€™t use Gokuu, say, if someone plays on MAME?

After reading this thread (skimming it) it seems to imply that you guys use Gokuu in tournaments. So does this mean that you guys use the home versions for tournaments?

We use the home version for tournamentsā€¦World Heroes Gorgeous/Anthologyā€¦

I dont know much about the MAME issueā€¦let Josh etc answer that for youā€¦