View Full Version : Guile's Frame Data
IparryU
10-11-2008, 02:00 AM
UPDATE: LOOK AT THIS FOR ALL YOUR FRAME DATA NEEDS ON ALL CHARACTERS.
http://www.shoryuken.com/wiki/index....eet_Fighter_IV (http://www.shoryuken.com/wiki/index.php/Street_Fighter_IV)
-reps for gilley
FOR A SOFT COPY
http://www.geocities.com/fragmented0..._frameData.xls (http://www.geocities.com/fragmented000/sf4_frameData.xls)
-reps for terracotta
LEGEND
data:
strtup / hit / rec / grd adv / hit adv / grd recov / hit recov / dmg / stun / gauge / grd (H, L, U) / *cancel
*this will be added in either in the frame info or in a separate section that will have all cancelable moves. I will figure this out later depending on requests and what is easier to read.
move notation:
L == light
M == medium
H == hard
P == punch
K == kick
@ ==
$ ==
# == invisibility frames
x == no info
* == denotes the damage for each hit in the move
/ ==
() ==
[] ==
H == high guard
L == low guard
U == unblockable
C1 ==
C2 ==
C3 ==
close == close range
far == outside of close range
crouching == ducking (not standing or jumping or walking)
If you don't like my move set notation (especially for you weird people who say round house, fierce, forward, etc) you can go to hell ahead of time. The way I do notations is the same way they do in Japanese and the Master Guide (which is also in Japanese), hence a better translation and simplex context.
IparryU
10-11-2008, 02:05 AM
MOVE LIST
Close:
LP 3 2 7 +2 +5 10 13 20 50 H
MP 4 3 14 -3 0 13 16 60 100 H
HP 5 4 15 -1 -4 17 22 120[70] 200[150] 60 H
LK 3 3 8 0 +3 10 13 30 50 20 H
MK 5 2 16 -4 -1 13 16 60 100 40 H
HK 6 3 18 -3 +1 17 21 130 200 60 H
Far:
LP 4 2 7 +2 +5 10 13 30 50 20 H
MP 5 4 13 16 70 100 40 H
HP 5 3 14 +1 +5 17 21 120 200 60 H
LK 5 2 9 0 +3 10 13 40 50 20 H
MK 7 4 14 -2 +1 13 16 80 100 40 H
HK 13 5 14 -1 +3 17 21 110 200 60 H
Crouching:
LP 4 2 8 +1 +4 10 13 30 50 20 H
MP 4 5 10 -1 +2 13 16 70 100 40 H
HP 1 4 23 -9 -4 17 22 100[70] 200[150] 60 H
LK 4 2 9 0 +3 10 13 30 50 20 L
MK 7 4 14 -4 -1 13 16 70 100 40 L
HK 6 4(20)4 17 -3 x 17 x 110*140 200 60 L
Straight Jump:
LP 5 2 x x x 10 13 50 50 20 H
MP 7 4 x x x 13 16 80 100 40 H
HP 7 3 x x x 17 20 100 200 60 H
LK 7 6 x x x 8 11 40 50 20 H
MK 7 6 x x x 11 15 80 100 40 H
HK 6 3 x x x 15 18 100 200 60 H
Diagonal Jump:
LP 6 6 x x x 8 11 50 50 20 H
MP 5 5 x x x 11 15 80 100 40 H
HP 5 5 x x x 15 18 100 200 60 H
LK 5 5 x x x 8 11 30 50 20 H
MK 5 6 x x x 11 15 60 100 40 H
HK 6 5 x x x 15 18 100 200 60 H
Chopping Straight (f+mp - overhead):
15 3 14 -3 0 13 16 80 100 40 H
Spinning Back Knuckle (f+hp):
8 3 15 0 +4 17 21 120 200 60 H
Knee Bazooka (b/f+lk):
7 4 18 -11 -6 10 15 50 50 20 H
Rolling Spot (b/f+mk - spinning back kick):
11 4 14 -4 -1 13 16 60 100 40 H
Reverse Spin Kick (b/f+hk - upside down kick):
16 6 12 0 +4 17 21 120 200 60 H
Guile High Kick (df+hk - high roundhouse):
11 6 12 -1 x 17 x 110 200 60 H
Saving Attack:
Level 1: 21 2 35 -21 -21 15 15 60 100 20 H
Level 2: 17+12 2 35 -15 x 21 x 80 150 40 H
Level 3: 65 2 35 x x x x 140 200 60 U
German Suplex (natural grab/f+grab):
3 2 20 x x x x 120 100 40 0.9
Judo Throw (b+grab):
3 2 20 x x x x 120 80 40 0.9
Aerial Toss (while aerial, natural grab/f+grab):
3 2 x x x x x 150 150 40 1.25
Aerial Back Breaker (while aerial, b+grab):
3 2 x x x x x 150 150 40 1.25
Sonic Boom:
LP: 9 x x @29 +6 +10 18 22 50 50 20/20 H
MP: 9 x x @31 +4 +8 18 22 50 50 20/20 H
HP: 9 x x @33 +2 +6 18 22 50 50 20/20 H
EX: 11 x x @39 +1 +4 13 16 50*50 50*50 0 H
Somersault Kick (Flash Kick):
LK: 4 11 20+$23 -33 x 20 x 130[70] 200[100] 30/40 H
MK: 4 11 22+$23 -35 x 20 x 140[70] 200[100] 30/40 H
HK: 4 11 24+$23 -37 x 20 x 160[70] 200[100] 30/40 H
EX: 4 2*9 24+$23 -35 x 20 x 100*80 150*100 0/0 H
SUPER Double Somersault:
LK: 1+#2 1*5*2(9)1*8*2 20+$23 -24 x 20 x 95*40*40*60*30*80 0 0/0 H
MK: 1+#3 1*5*1(14)1*8*2 22+$23 -26 x 20 x 95*40*40*60*30*80 0 0/0 H
HK: 1+#5 1*5*1(19)1*8*2 24+$23 -28 x 20 x 95*40*40*60*30*80 0 0/0 H
ULTRA Somersault Explosion:
1+#6 1*3*1(30)1*1*1*2*1 31+$66 -77 x 20 x 60*30X7*65 0 0/0 H
AND SOME MORE INFO BY "WraithCo"
Close st. HP: Forces opponent to stand on hit. Data in [ ] is for active frames 3-4
cr. HP: Data in [ ] is for active frames 3-4.
cr. MK: On hit or block can be perform f+MP as follow up.
cr. RH: Knockdown.
Jumping attacks: 1-X leg invincibility to projectiles.
f+HP Backfist: Will not hit crouching opponents.
b+LK Knee Bazooka: 8-16 feet invincibility.
f/b+MK Rolling Sobat: 8-19 lower body invincibility. f version moves forward, b version moves back.
Reverse spin kick: 7-29 lower body invincibility
Guile High Kick: Puts opponent into special juggle state on hit.
FA lvl 1:
1-10F or 1F after button's are released: Has super armor.
Crumples on ground CH. Puts opponent in juggleable state on air hit. From frames 5-11 or on hit/block can cancel into dash/back dash. If charged, saving attack hits on frame 12 after releasing the buttons.
FA lvl 2: 1 ~ 1F after button's are released: Has super armor.
Crumples on ground hit. Floats on air hit. From frames 5~buttons released or on hit/block can cancel into dash/back dash. Charge time: 17-49F. If charged, saving attack hits on frame 12 after releasing the buttons.
FA lvl 3: 1 ~ 64F has super armor. Breaks super armor.
Crumples on ground hit. Floats on air hit. From frames 5~50 can cancel into dash/back dash. Charge time: 50F.
f+LP+LK Dragon Suplex: Knockdown. Opponent gets up 19F after Guile recovers.
b+LP+LK Judo Throw: Knockdown. Opponent gets up 67F after Guile recovers.
Flying Meyer: Knockdown.
Flying Buster Drop: Knockdown. Opponent gets up 71F after Guile recovers.
Sonic Boom:
LP: On air hit, puts opponent into special juggle state. Frame 12 character specific cancel. Hit stop 8. Charge time 55F.
MP: On air hit, puts opponent into special juggle state. Frame 12 character specific cancel. Hit stop 8. Charge time 55F.
HP: On air hit, puts opponent into special juggle state. Frame 12 character specific cancel. Hit stop 8. Charge time 55F.
EX: On air hit, puts opponent into special juggle state. Can juggle. Frame 14 character specific cancel. Hit stop 8. Charge time 55F.
Somersault Kick:
LK: 1-3 fully invincible. 4-14 invincible to throws. 4-5 upper body invincibility. 6~ airborne. Puts opponent into special juggle state. Breaks super armor. Data in [ ] is for active frames 3-11. Charge time 55F.
MK: 1-3 fully invincible. 4-14 invincible to throws. 6~ airborne. Puts opponent into special juggle state. Breaks super armor. Data in [ ] is for active frames 3-11. Charge time 55F.
RH: 1-3 fully invincible. 4-14 invincible to throws. 6~ airborne. Puts opponent into special juggle state. Breaks super armor. Data in [ ] is for active frames 3-11. Charge time 55F.
EX: 1-5 fully invincible. 4-14 invincible to throws. 6~ airborne. Puts opponent into special juggle state. Breaks super armor. 2nd hit can juggle. Charge time 55F.
Double Somersault (Super):
LK: 1~ 7 frames after super flash fully invincible. 12-20 invincible to throws. On air hit or 6th hit puts opponenent into special juggle state. Can juggle. Charge time 55F.
MK: 1~8 frames after super flash fully invincible. 17-25 invincible to throws. On air hit or 6th hit puts opponenent into special juggle state. Can juggle. Charge time 55F.
RH: 1~10 frames after super flash fully invincible. 24-32 invincible to throws. On air hit or 6th hit puts opponenent into special juggle state. Can juggle. Charge time 55F.
Somersault Explosion (Ultra):
1~9 frames after super flash fully invincible. 9th hit only occurs if 8th hit hits. Puts opponent into special juggle state on air hit. Can juggle. Charge time 55F.
GOOD SHIT MAN. this even helped me out and i have the book...
Joe The Condor
10-11-2008, 06:45 AM
What do the numbers, and letters represent?
IparryU
10-11-2008, 07:01 AM
What do the numbers, and letters represent?
if that wasn't sarcastic, please specify. I am editing as we speak so the sooner you let me know the sooner i can fix it.
thanks for pointing it out in advance
IparryU
10-11-2008, 08:02 AM
*UPDATED*
http://forums.shoryuken.com/showthread.php?p=5632752#post5632752
OK, all of Guile's data has been posted. the only thing that i need to do is declare some of my notation (the $ and # in the supers and ultra section) as well as add what moves cancel into supers and Save Attacks.
I was just going to make another section for the moves that can cancel into Supers and SA cause that would be easier for reference. I will go ahead with that, but if there are any objections, i will fix otherwise. I hope you enjoy
What do the numbers, and letters represent?
:rofl: my skype add on says phone numbers in canada and netherlands
gilley
10-12-2008, 01:17 AM
WOW, the super FK has more invincibility if you use roundhouse!?! All this time I've been using short kick cause I didn't think that it would matter which button you use.
Hrm, some of these numbers seem a little funny. You list the 4th column as "hit advantage". But you show guile's c.strong a -1 hit advantage. He can link 2 of them so I would think he'd have some + advantage after it. Same thing with his f+rh kick, he can link moves after it.
IparryU
10-12-2008, 01:22 AM
*UPDATE*
RETARDED COLUMS FIXED, THE HIT AND GUARD WERE FLIPPED... I APOLOGIZE
WOW, the super FK has more invincibility if you use roundhouse!?! All this time I've been using short kick cause I didn't think that it would matter which button you use.
Hrm, some of these numbers seem a little funny. You list the 4th column as "hit advantage". But you show guile's c.strong a -1 hit advantage. He can link 2 of them so I would think he'd have some + advantage after it. Same thing with his f+rh kick, he can link moves after it.
ya i know, i accidently mixed up some columns....
so you must be one of them weirdls that use strong, fierce, etc...:arazz:
(that is just a joke so dont get mad at me cause i work hard for you)
Solmin
10-14-2008, 12:22 PM
Does hit advantage mean, if someone uses a move with less hit advantage, the person who has the higher hit advantage will achieve priority and thus counter the slower move?
Thanks BTW for the post.
I'm trying to compile button for button counter moves for Guile.
I keep getting foiled by Ken's standing forward kick so wondering what is best way to counter it. Crouching jab?
thanks for all the help again.
IparryU
10-15-2008, 02:28 AM
ok thanks to AdverseSolutions, we got scans of all the frame data and i dont have to type this shit in anymore, i will post the tranlation shit after im done fixing all my other pages. THANK GOD!
http://www.sendspace.com/file/dzgsra
terracotta
10-15-2008, 04:36 AM
IparryU: thanks for the info!
what are "guard recovery" and "hit recovery"?
IparryU
10-15-2008, 06:03 AM
IparryU: thanks for the info!
what are "guard recovery" and "hit recovery"?
hit recovery = the time it takes from when i hit you and i reset back to neutral state.
guard recovery = the time it takes from when i hit you when you are blocking and i reset back to neutral state.
post if you need a more detailed explanation, i have no problem going into depth if needed :wgrin:
terracotta
10-16-2008, 05:40 AM
i'm still not sure i understand it so i posted an example.. everythign's clearer with an example.
1. low strong that isn't blocked:
startup = 4 frames
hit = 5 frames
recovery = 10 frames
hit adv = 2 frames
shouldn't that mean the hit recovery was 5+10+2=17?
2. blocked low strong:
startup = 4
hit = 5
rec = 10
guard adv = -1
wouldn't the guard recovery be 5+10-1=14?
also i tried putting it into a spreadsheet and i noticed close standing LP and MP only had 9 columns of numbers. those are just some.. i think far MP had 7 columns only. could you confirm which columns should be empty in each case?
gilley
10-16-2008, 11:08 AM
hit advantage is how many frames of advantage you have after hitting with the attack(oponent doesn't block the attack). Block advantage is how many frames of advantage you have after your attack is blocked.
If you have +2 hit advantage, that means you have 2 frames after the attack comes out to do whatever you want. If you have -4 block advantage, that means if your opponent blocks your attack, you will have 4 frames where you're opponent can do anything to you. You will still be stuck recovering from your attack. In this situation, they could jab or throw you(for example).
EDIT: your attack still has the same amount of frames. It's just the hit reaction it causes when it hits, will give you +2 frames advantage. Likewise with block advantage, your attack if blocked would cause your opponent to come out of block animation before you recover from your attack animation(if you have -negative advantage).
terracotta
10-17-2008, 04:54 AM
i understand what hit and guard (frame) advantage are - my point was that if you have startup, hit, recovery and hit/guard advantage frame data, then it seems you can calculate hit/guard recovery values yourself:
"hit recovery" = hit + recovery + hit advantage
"guard recovery" = hit + recovery + guard advantage
at least, these follow from the given definition of "hit recovery" and "guard recovery".
yet the calculated value is somehow different from the given value, so i think the definition needs to be checked or clarified..
Saisyu Kusanagi
10-17-2008, 06:00 AM
i'm still not sure i understand it so i posted an example.. everythign's clearer with an example.
1. low strong that isn't blocked:
#1)startup = 4 frames
#2)hit = 5 frames
#3)recovery = 10 frames
[4]/ [5]/ [10] True time of contact for the move is the 5th frame. Always take one from the active hit and add it to the start up. The first four frames have no hitting effect which can be interrupted by attack that gets to the attacking frame faster than 5 frames. (Normal attack animation conflict only! Does not apply to moves that have special properties ie:invinciblity).
1#)Start up: Tells you how many frames of animation there are in the beginning of the attack that are not attack frames.
#2)Active Hit frames: Tells you after the start up sequence how many frames are hitting frames that can make contact on the enemies hit box.
#3)Recovery or Base Neutral Animation: Tells you if the attack is not cancled or does not make contact with a hit box of any kind the amount of frames it takes to return
to the neutral standing animation.
From a seasoned player like my self if I read this it means if I see you wiff this move at a certain range I know your open to attack and can not gaurd for 10 frames.
gilley
10-19-2008, 02:19 PM
A little off topic here, but would you mind translating the combos in the Guile section. Specifically combo #7. If I'm reading this correctly, it says...
jump fierce > crouch strong > EX sonic > ultra
how the hell are they doing that?
EDIT: combo #4?!? c.short > c.short > c.jab > medium FK > ultra
jeez what they hell are they smoking :wow:
gilley
10-19-2008, 08:16 PM
Ignore my last post, I translated those combos incorrectly. The real combo is..
j.fierce > c.strong > EX sonic > lvl2 focus > dash in > ultra
Yes, guile has enough time to hit with a lvl2 focus while the EX sonic is hitting :woot:
IparryU
10-22-2008, 07:05 PM
Ignore my last post, I translated those combos incorrectly. The real combo is..
j.fierce > c.strong > EX sonic > lvl2 focus > dash in > ultra
Yes, guile has enough time to hit with a lvl2 focus while the EX sonic is hitting :woot:
ya i really gots to try that one out... that "looks" hard as hell, but i bet it can be done with ease... if you can do it
Guile's c. FP isn't 0 frame startup btw. Haha, that would be sick! It's like 5 frames or something.
IparryU
10-24-2008, 06:26 PM
Guile's c. FP isn't 0 frame startup btw. Haha, that would be sick! It's like 5 frames or something.
ya i need to correct that one....
sorry, i was just rushing my ass off to get his stuff on board.
IparryU
10-26-2008, 04:13 AM
ya this is updated... i havent cleaned up the rest of the post cause i have a 4 month old son..... if you are a parent you would understand... sorry everyone.
specifically post #21 IS NOT FIXED
http://forums.shoryuken.com/showpost.php?p=5632752&postcount=2
crazydiamond
11-13-2008, 11:55 AM
Guile High Kick: Puts opponent into special juggle state on hit.
So does this mean you can hit :df: + HK as anti-air then hit them with a somersault kick? Similar to Claws hop kick into ex wall dive?
Sorry if this has already been discussed I've just picked up Guile recently.
gilley
11-13-2008, 03:40 PM
So does this mean you can hit :df: + HK as anti-air then hit them with a somersault kick? Similar to Claws hop kick into ex wall dive?
Sorry if this has already been discussed I've just picked up Guile recently.
The only thing you can juggle with after the df+roundhouse is his EX FK for 1 hit. This new normal doesn't seem to be well designed. You would think that Guile should be able to juggle with regular FK's or a SB or any normal attack but he can't. He can't even juggle with super/ultra.
crazydiamond
11-13-2008, 03:47 PM
The only thing you can juggle with after the df+roundhouse is his EX FK for 1 hit. This new normal doesn't seem to be well designed. You would think that Guile should be able to juggle with regular FK's or a SB or any normal attack but he can't. He can't even juggle with super/ultra.
Thanks for that. Still though, one hit is better than nothing. Just something to make playing him a bit more fun than just zoning games. (not that zoning isn't fun BTW.) :rofl:
the df+hk is a joke but its good for showing off and looking pretty. on SA crumple, dash forward then DF+hk into ex flash kick. the kick will whiff, op will think he's about to hit the ground with no punishment then gets a two hit ex flash kick in his face. i do it to ryu also to punish his ultra. he does an ultra, you jump over it, do DF+hk x 2 (yea ryu takes that long to recover), both will whiff then you do ex flash kick....all eye candy.
a good way to use it though is to simply hold DF, do a couple jabs then DF+hk. itll whiff since op will more than likely be blocking low and what does people like to do after they see a whiffed move like that..thats right, poke. people who dont use guile dont even know that its a DF move so they dont know that youre charging. if all fails just have two bars to dash cancel. you do this once then throw the op next time around after the df+hk. not saying you can do this all day but itll catch people off guard sometimes.
ya i really gots to try that one out... that "looks" hard as hell, but i bet it can be done with ease... if you can do it
it does work in the corner, i did it several times. the only hard part is the SA hit. you have to make sure you charge it to level 2 but at the same time if you over charge op will be able to block. just study guiles SA speed and know when he flashes white, when he flashes, thats when it reaches level 2 and you let it go asap. after the SA hit, you dont even have to dash to do the ultra, you can just charge until guile recovers from SA then do the ultra motion. you can practice without the jumping fierce.
crazydiamond
11-14-2008, 01:26 AM
Just used the down forward HK into flash kick today against Sagat. It worked fine against that angle of jump and the extra damage on the EX flash kick is well worth it since it was guaranteed.
KarnovKarnov
12-02-2008, 11:59 AM
Few questions:
The entry for far MP reads:
MP 5 4 13 16 70 100 40 H
Which I think is missing the Hit Adv. column, unless it gives +70 on hit. What's the correct number for this?
Is the frame advantage for sonic booms for sonic booms done at point blank?
So is it possible for him to do a <something> into close LP boom, then do standing jabs until he is pushed to nearly far fierce range, then link far standing jab (which +5 on hit) to far fierce (which is +5 on hit) to far fierce? I read that double far fierce link is possible, I'm just curious if there's any odd pushback effects that would prevent combos like this from sonic boom.
True Tatsu
12-16-2008, 12:15 PM
This may be a more general question (not guile specific) but how much does a full ultra bar scale damage compared to using half an ultra bar? is there some specific increment?
Is the damage listed for the ultra using a full ultra bar or just a half?
thx in advance
EDITED: already answered (http://forums.shoryuken.com/showthread.php?p=5663669#post5663669) full Ultra bar does 150% listed damage.
Hotobu
01-09-2009, 10:03 PM
Thank you for this, but I'd like to make a suggestion. You put the following
strtup / hit / rec / grd adv / hit adv / grd recov / hit recov / dmg / stun / gauge / grd (H, L, U) / *cancel before every box you have. Maybe some folks are used to looking at it this way, but I'm not and I have to keep scrolling up and down to see what column is what. Granted I'll get it eventually, but this isn't just for me. I'm sure that there are alot of other people who will have the same issue.
Actually I'd like to suggest this to all the characters that have frame data up. doing it like this is just more user friendly.
edit: Truthfully I could (and we as a community should) put this into an Excel spreadsheet. I'm a busy guy so I can't (see: don't want to saddle myself with the burden to) do all the characters, but I'd be willing to do it for Guile, and then pass it on to the next guy. It'd be simple enough to have a volunteer for each character, and each character could have their own sheet.
If y'all are with me on it I can get the ball rolling.
terracotta
01-11-2009, 02:01 AM
i've put Guile's, Bison's, Balrog's and Sim's data into a spreadsheet actually. Guile's was taken from this thread, which is missing data, sadly. if anyone wants a copy just PM me.
good thing about putting it in a spreadsheet is basically this: FILTERS. for example you can use filters to show moves with certain numbers of frames - if you know Gief's banishing fist gives him 10 frames block stun (-10 frames advantage), then you can use an Excel filter to find moves with less than 10 frames start up.
syngin
01-12-2009, 03:44 PM
Regarding the frame data on the Wiki, what is the "Cancel Ability" data?
IparryU
01-16-2009, 10:13 PM
Thank you for this, but I'd like to make a suggestion. You put the following before every box you have. Maybe some folks are used to looking at it this way, but I'm not and I have to keep scrolling up and down to see what column is what. Granted I'll get it eventually, but this isn't just for me. I'm sure that there are alot of other people who will have the same issue.
Actually I'd like to suggest this to all the characters that have frame data up. doing it like this is just more user friendly.
edit: Truthfully I could (and we as a community should) put this into an Excel spreadsheet. I'm a busy guy so I can't (see: don't want to saddle myself with the burden to) do all the characters, but I'd be willing to do it for Guile, and then pass it on to the next guy. It'd be simple enough to have a volunteer for each character, and each character could have their own sheet.
If y'all are with me on it I can get the ball rolling.
well, i would love to make all this so esilly read and what not, but I have a 7 month old son, a commission based job where i need to put in atleast 11 hours a day, and on top of that, i have to do all that Database (excell format type of thing) every day for client and customer data.
if you are by all means any more busy than me (also account that i did 4 characters frame data) please ask everyonefor help. else if, you can copy and paste, then put in it in your post and of course i will copy it, paste it, and give you ass loads of credit for it.
not flamming, but many people say/ask for shit that hey can do without more than 3 hours of effort (that can all be done in one business week)
UPDATE: but just to be honest... i do need to update this shit.
gilley
01-17-2009, 02:42 AM
Regarding the frame data on the Wiki, what is the "Cancel Ability" data?
I put up the frame data for all the characters.
C chain
Sp special
S super
syngin
01-17-2009, 05:01 AM
I put up the frame data for all the characters.
C chain
Sp special
S super
Cheers.
IparryU
01-18-2009, 04:20 AM
I put up the frame data for all the characters.
you wouldh't happen to have a link of that would ya? I would love to put it in the very first post so everyone can get a good look at it.
I must admit, I just threw up numbers and in a jacked up format. I want to change it, but I honestly dont have any time at all. i do appologize for all the ppl that look at my data and have no fuckin clue about it....
that is why if giley puts up a linke (or i get off my lazy ass and find it) i will gladly put it up so everyone can see....
cheers
Hotobu
01-18-2009, 10:32 PM
well, i would love to make all this so esilly read and what not, but I have a 7 month old son, a commission based job where i need to put in atleast 11 hours a day, and on top of that, i have to do all that Database (excell format type of thing) every day for client and customer data.
if you are by all means any more busy than me (also account that i did 4 characters frame data) please ask everyonefor help. else if, you can copy and paste, then put in it in your post and of course i will copy it, paste it, and give you ass loads of credit for it.
not flamming, but many people say/ask for shit that hey can do without more than 3 hours of effort (that can all be done in one business week)
UPDATE: but just to be honest... i do need to update this shit.
Eh, maybe you misunderstood what I said, but the time it would have taken to fill my request would have taken you less time than to type out a thinly veiled snide reply and put up the "I'm just sayin'" coverup at the end.
All I asked was for you to copy the following:
strtup / hit / rec / grd adv / hit adv / grd recov / hit recov / dmg / stun / gauge / grd (H, L, U) / *cancel
And put it before all of the applicable boxes at the top. Seeing that pasting is as simple as a Shift+insert, it would have taken you all of 30 seconds to edit your post and drop it in before each box.
gilley
01-18-2009, 10:46 PM
you wouldh't happen to have a link of that would ya? I would love to put it in the very first post so everyone can get a good look at it.
I must admit, I just threw up numbers and in a jacked up format. I want to change it, but I honestly dont have any time at all. i do appologize for all the ppl that look at my data and have no fuckin clue about it....
that is why if giley puts up a linke (or i get off my lazy ass and find it) i will gladly put it up so everyone can see....
cheers
It's on the SRK wiki in the SF4 section
http://www.shoryuken.com/wiki/index.php/Street_Fighter_IV
Hotobu
01-19-2009, 02:06 AM
It's on the SRK wiki in the SF4 section
http://www.shoryuken.com/wiki/index.php/Street_Fighter_IV
Is there a legend for the cancel ability category?
syngin
01-19-2009, 02:51 AM
Is there a legend for the cancel ability category?
Dude, that was answered like 5 posts before yours.
Hotobu
01-19-2009, 08:14 AM
Dude, that was answered like 5 posts before yours.
Except for S*
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