Autor Wątek: Setsuka Frame Data - 1.03 ver.  (Przeczytany 1382 razy)

CheeseOfTheDay

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Setsuka Frame Data - 1.03 ver.
« dnia: Marzec 06, 2010, 17:01:51 »
Framedata powstała dzięki pracy następujących osób.
KasumiChan, Sacharja oraz CheeseOfTheDay.

Gdyby coś się nie zgadzało, bądź było nieczytelne, piszcie.


Attack Speed

i12: A/FC 3a:B
i13: K/FC 2A/FC 3aB
i14: 2A/6K/44B+K/BT A/BT K
i15: 2K/3K/FC 3B/WS K/FC 2K
i16: B/6B/2B/WS A/FC 2B/66B/BT 2A
i17: 4A/1B/4B/WS B/33B/BT B+K/A+G_B+G_214B+G
i18: 66A/bA
i19: 3B/22B/1K/4K/44A/G9K/BT 2K
i20: aB/9K/BT B/BT 2B
i21: 3A/44B/A+KA
i22: 6A/1A/22K/66K/FC 3A+B/2B+K
i23: 22A/33K/a:g:B/agB/B+K/22A+B/66B+K
i24: 11K/44K/G9A/G9B
i25: 9A/9B
i26: A+KB
i29: 11A/11B/2A+B
i30: 66A+B



Frame Data

A
B -9
H -3

AA
B -6
H +4

a:g:B
B -22
H x

aB
B -16
H x

6A
B -8
H 0

6AA
B -15
H +4

1A
B -25
H -13

1AA
B -21
H -11

1A:A
B -21
H x

4A
B -10-11 (-10 from tip range, -11 from close and mid range)
H +5

3A
B -6
H +4

2A
B -6
H +4
C +8

FC A
B -6
H +4
C +8

FC 3a:B
B -20~-22
H x

WS A
B -2
H +6

7_8_9 A
B -4
H +8

---
B
B -4
H 0

BB
B -6
H +4

bA
B -23
H x

6B
B -8
H +2

3B
B -9
H x

2B
B -8
H +2

1B
B -18
H -8

1B:B
B -8
H x

4B
B -14
H +2

FC B
B -6
H +2

FC 3B
B -20
H -8

FC 3B:B
B -8
H x

WS B
B -8
H x

7_8_9 B
B -8
H +4

---
K
B -8
H +2

6K
B -14
H +2

3K
B -8
H +2

2K
B -14
H -4
C +2

1K
B -9
H x

4K
B +0~2
H x

FC K
B -13
H -4
C +2

WS K
B -6
H +4

7_8_9 K
B -10
H x

---
2A+B
B -16
H x

FC 3A+B
B -19
H x

B+K
B -14
H -8

B+K 61B
H +6

2B+K
B -3
H x

---
66_33_99 A
B -8
H +4

22_88 A
B -9
H x

11_77 A
B -16-15 (range dependent)
H +2~3 (range dependent)

44A
B -16
H -8

44AA
B -8
H x

66B
B -16
H +2

66BA
B -4
H x

33_99 B
B -10
H x

22_88 B
B -16
H -6

22_88 BB
B -12
H x

11_77 B
B -6
H x

44B
B -12
H +4

44BA
B -16
H x

66K
B -10
H +4

33_99K
B -10
H +4
CH +14

22_88 K
B -10
H x

11_77 K
B -17 (some 18i moves can punish it)
H -2

44K
B -11
H +1

44KB
B -16
H +2

66_33_99 A+B
B -3
H x

22_88 A+B
B -20
H x

22_88 A+BA
B -4
H x

66B+K
B -8
H x

44B+K
B -16
H x

---
BT A
B -2
H +8

BT 2A
B -6
H +4

BT B
B -6
H +4

BT 2B
B -8
H 0

BT K
B -5
H +3

BT 2K
B -19
H x

BT B+K:B
B -14
H x

---
A+KA
B -3
H +13~14 (+13 from far range, +14 from close and mid range. On some characters randomly).

A+KB
B1 -15 (when setska ends in BT after opp block)
B2 -3 (when opp block after Setska jump over)
H x


TC Frame Data

Stances:

236 from 7 frame have TC frames.
214 from 6 frame have TC frames.


Moves:

4A - from 9 frame have TC frames.
3A - from 4 frame.
2A - from 9 frame.
iFC A - from 3 frame.
11A - from 8 frame.
22A - from 7 frame (from 8~10 frame vs few moves)
a:g:B - from 6 frame (from 9 frame vs few moves)
iWS A - from 1 frame (can be ~2-10 frames more vs some moves).
iWS B - from 1 frame (can be ~2-4 frames more vs few moves).
33B - from 11 frame.
bA - from 10 frame.
2143a:B - from 1 frame.
2143B - from 5-10 frame (depends on what high it will crush).
1K - from 6 frame (can be 1 frame more vs some moves).
BT B+K - from 5 frame .

---
Moves with  not so good TC properties.

66B+K
TC from 13 frame, so more then half of exe time.

2K
TC from 12~13 frame. So TC properties 2~3 frames before hit box activate lol.

11K
Most crappy TC move ever. TC 1~2 frames before hit box activate.

22A+B
TC properties from 8~12 or even more frame. Not consistent at all. Highly depends on what move it will crush, vs some moves it probably don?t crush at all.


3K
Well its not a TC move, but it have some funny properties. After Nightmares aB on NH it will always TC under a:g:A from mid distance. So or it?s a bug or 3K have TC properties in 1~2 frames;d. Probably its ?invisible frames? bug.

---

TJ Frame Data

9A  TJ on 7 frame
9B  TJ on 7 frame
9K  TJ low from 13 frame and s-low from 14 frame

G9A_G9B_G9K TJ in 6 frame. Just like standard jump.

A+K TJ in 10 frame


66B+K and 2A+B don?t TJ at all


---

GI/aGI Frame Data

A+B

5i - {GI 1} (JI)
6-11i - {GI 2}

A+B aGI window is 7 frames long.

LvL 1-3 attack
H +8
On miss 0



Rapel
2i - {GI 1} (JI) (+30 adv)
3-8i - {GI 2} (+20 adv)

6G/3G GI have 7 frames window.

Parry
2-10i - {GI 1}

4G/1G GI have 9 frames window.


---

3A is 21i but hit box will activate frame sooner vs some A moves, clashing in 20 frame.

A+KA exe can be +1/-1 vs some moves.

11A is one frame slower from tip range, also have 1 frame less disadvantage on block and 1 frame more advantage on hit.