Updated: Zukuu and Street11 have finished compiling the frame data for all of the DLC characters in the game. These are now available like the other characters in the Google Doc spreadsheet via links at the top of the page to select a character. If you find erros or have additions for any character, please post them here:
http://forums.eventhubs.com/viewtopic...
or
http://forums.shoryuken.com/discussio...
Omg thanks eventhubs, this is going to be so handy for comboing!
Ah I was waiting for this to get posted, glad it can help more people out like it did me.
Thanks for all the hard word, man.
Ah, the link leads me right to my girl, Alisa. Now I know just how safe all my chipping Destructive Form normals are. Don't hate me. She's not invincible. I can say that for certain.
Shoutouts to the community for putting this together. Why hasn't capcom released this information themselves? I know they want to keep it a little mysterious so people can figure out things on their own, but the game has been out a year and this information would really help level up the community and (theoretically) make the game more entertaining.
@7 Speaking of Paul, we've also discovered a glitch with Paul, that LITERALLY makes him "toughest in the universe". He's so tough, he even ignores your frame advantage:
http://www.capcom-unity.com/ask_capco...
That's also the reason why the data for Alisa and Dudley can be 1F off for SOME moves on block (Blanka and Cody have been checked again, Blanka had 2 moves, Cody the ones listed above).
The second thing turns out to be true for ALL characters, so it's probably intentional.
Great Guy Zuuku, kicked ass in wow, kicks ass in Fighting Games; forever cool.
@zUkUu
Would you by chance be able to figure out how much frame advantage can be added to Hwoarang's moves if he flamingo crouch cancels?
Cheers
@14
As a matter of fact, I already did that by request:
Move | Command | Hit / Block
Tsunami Kick > Flamingo: Command f+MK > f| +5/+3
Reverse Kick > Flamingo: Command MP > MP > f|+8/+2
Middle Kick Combo (2) > Flamingo: Command MK > MK > f|+6/+2
Middle Kick Combo > Flamingo: Command MK > MK > MK > f| +4/0
High Kick Combo > Flamingo: Command MK > MK > HK > f | +3/0
Low & High Kick Combo > Flamingo: Command MK > MK > d+LK > HK > f| +3/0
Low & High Smash Kick Combo > Flamingo: Command LK > MK > f| +8/2
Quick Kick Combo > Flamingo: Command MP > MP > f| float/+1
Flamingo Kick Combo > Flamingo: Command LK > MK > f| +2/+1
Fire Storm > Flamingo: Command MK > LK > f| +6/+4
@13
So someone remembers :p
@All
Check the SRK link to see which characters are already proof tested and what is different to the guide. Not all have their moves checked so far. The priority are DLC characters - I'll do that afterwards for every one. In general, many EX Moves are 1F faster then written in the guide, and many Super/Cross Arts are 1F slower. Normals seem to be correct in there so far.
Lars has been just finished. Sakura will be next (probably ready in 1-2 days).
And the same with steve's flicker cancels would be cool
@15 For sure man :P One of my favorite dest locks; I wanted to friend/message you on EH at one point to talk about Wow and FGs but I imagined that would be too creepy. :P
@zUkUu
Ummm, you are amazing. Seriously you are a really nice person. Thank you so much!
Now, if I can tack on another request, it would be dash frame data. This would be for the sake of figuring out 'Special Move Dash Canceling' advantage/disadvantage. I'm really curious to see if some dash cancels could create new combo opportunities.
For example, Hwoarang's 'Reverse Kick' MP > MP Start:6 Active:4 Recover:20 Hit:-1 Block:-7
Great job zUkUu, how did you guys find frame this frame data? I'd like to help out any way possible.
@17
Nah, all cool. I used to write with hundreds of people back in the day. Not exclusively talking about WoW, but all sorts of stuff. Some of it was just "fan post", but I never considered myself anything special, so I was always down to the earth and friendly.
@19
The most helpful thing would be to collect all sorts of "notes" for the moves. Stuff like "strike invincibility, can be canceled by, throw invulnerable" etc, since I've no clue about almost all of the DLC characters. That's why it's missing from Lars's EX upkicks or EX Upball, they all have most likely invincibility, but I can only guess.
zUkUu your the best man. someone posted a link to it in in PJay's stream and i was using it to get better at understanding frame data and now i can come up with combo possibilities. thanks man.
If i got some notes down for like sakura or any other DLC character whats the best way to get em to you. not gonna be anytime soon its 2:18 AM here.
@21
Via one of the links I posted in the first comment (EH or SRK forum). If anyone requests something, that belongs there as well (please with as much additional information as possible, e.g the exact commands or setups). I'll get to it when I've time to do it.
Also, the game itself is rather curious. You can combo stuff you wouldn't be possible to do according to the frame data. We have not been able to track it down yet, but we assume that you can cancel the last frame of a normal (by a special, super or another normal), making it essentially +1F.
E.G: Cody's c.hp is +6 on hit, but can be link-canceled into his c.hk (7F start up), or knife s.mp (7F start up). Street11 posted he just did with Ken c.lp, c.lp xx Srk (c.lp is 4F start up and yields +3F on hit; you can rapidfire cancel it, but then you can't cancel it by a special move, thus again the theory that you can cancel the last frame).
This is excellent work, really it is. Shoutout to zUkUu and street11 for providing this.
*looks into Yoshimitsu's data...*
this frame data is really awesome!!
one thing though! i'm pretty sure vega GAINS a 10% BUFF if he
removes the mask using EX~ i've noticed the damage increase during
my training with vega~ i haven't noticed/experimented with him
LOSING the mask via damage yet, but i'm assuming he probably gets
the 10% health penalty from that~
besides that, thanks for all your effort zukuu!
we all really appreciate it!
I have been using this
https://docs.google.com/spreadsheet/c...
almost since the game came out.
screw waiting on Capcom to release the frame data lol! Thnx!
Yo zukuu bad ass man! Thanks for the selfless labor! Very cool indeed!
I only just found out about this the other day. I saw a lot of frame data stuff but noticed that Cole was missing. Thank you for doing this and all others involved. All I am waiting for is Cole though. I can help with some of his stuff with getting his list together. I just would like to know some things about him that aren't adding up especially with his new nerfs. I also think he got some more hidden nerfs that may or may not kill his tournament viability.
@39
Unless I messed up updating the changes, it should be. If you find errors please point them out. (recovery can be off for some moves - that will be fixed after the DLC data is done, since recovery is hardly relevant).
@40
The exclusive characters aren't on the agenda since they are tournament banned anyway. I could test some Cole stuff for you if you want tho.
@35
That would take ALOT of additional work (tho, it has been done for Paul and Lei at least - but hasn't been added.) It can be pretty easily found out as well if you just play a bit in the training mode, or look at the combo threads of each character, so the effort might not worth it.
@27
Will look into it.
This flipping great man thank you and god bless!!!!
Probably not the best place to post this but I think some chars still need a nerf lol
Chun cr.lk - add a frame to start up and reduce her hit box slightly
Jin - that mp stance thing? That needs tweaking no hit box on start up???? Wtf too safe and leads to a lot
Heihachi - mp overhead thing that links into lp this should be punishable on block with a lp follow up
Law - too much safe pressure lol
Im sure there's more lol but I think overall if something is safe and leads to a lot of damage then it should be punishable on block epically if you don't have to use meter, string overheads that lead to big damage should be punishable in most cases baring a few characters that may need it
Oh I think heihachi f.lp f.mp ground bounce thing should be nerfd in the sense of the locked hit box, it sucks you in no matter what I think it should be situational so it has to be more precise or the second hit will wiff
Feedback on my nerfs would be great just to see if I'm on my own with them lol
Hey zUkUu, great job. Now, you said you were working on the DLC characters. Does this mean all the original characters are done? (I know, dumb question, but I just want to be sure.)
@47
No. Some are proof checked (start up at least) and some errors fixed (like air tatsu block advantage etc). Other then that, it's a work in progress. I'll check ALL the old characters (at least start up and things that seems off) after the DLC data is done.
Help would be appreciated. If you find anything that seems fishy, please report it via one of the links in the first comment.
isn't it
high; block high, vulnerable to low
med; blocks both standing or crouching
low; blow low, vulnerable to overheads?
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