Cyrax Frame Data

SprintSprint Sugar addictJoined: Posts: 363
EXE: First active frame of the move
CAN: Duration of the move when chained or cancelled
DUR: Duration of the move when left to complete

FRAME-ADV: Frame advantage on block/hit.
(many moves have a special property that forces this to zero)

CANCELADV: Frame advantage when cancelled into another move or chain.

NOTES: L/M/H. H+ for moves that whiff crouchblock.

MOVE        EXE CAN DUR FRAME-ADV CANCELADV NOTES
                          BLK  HIT  BLK  HIT
FP            9  13  22    0    0  +16  +22  H
> FP          15  24  25    0    0  +11  +25  H
> > FP        17  --  47  -3  xx            M
> BP          18  27  39    0    0  +18  +32  H
> > FP        12  13  42  -10  xx  +19  xx  H
> > FK        10  22  37    0  xx  +15  xx  H+
BP            12  19  29    0    0  +20  +32  H
> FP          15  22  29    0    0  +20  +29  H
> > BP        28  --  55    0  xx            H  (can otg after, blockable)
> BP          20  26  47    0    0            H
> > f+FP      19  --  66    0  xx            M
FK            10  11  36  -6  +5  +19  +30  H
> FK          12  14  36  -4  +4  +18  +26  H+
> > BK        14  --  36  +5    D            H+
BK            19  --  49  -3  +5  +18  +26  H
d+FP          6  11  25  -11  +1  +1  +15  H
d+BP          10  --  39  -2  xx            H+
d+FK          9  13  24  -8  +1  +3  +12  L
d+BK          13  16  30  +1  +16  +25  +30  L
b+FP          14  --  37  +1    0            T  (9f tech window from 14-22f)
> BP,FP,BP                    +34            T
b+BP          30  --  --  -5  +21            M  (hit.adv. if explosion whiffs)
> explosion  +9  --  64  -2  xx            H  (blk.adv. if 1st hit whiffs)
b+FK          16  --  54  -11  xx            H
b+BK          18  --  52  -7  xx            L
f+BP          29  31  45  +11  ??  +25  +40  H  (blk.adv. if second hit whiffs)
> followup    15  --  51  --  xx            H  (automatic on hit)
u+BK          14  --  46  -5  xx            M
Any Throw    10  --  36    0  xx            T

nj.P          9  --  ??  +3  xx            M  (blk.adv. at lowest height)
nj.K          10  --  ??  +5  xx            M  (blk.adv. at lowest height)
j.P            6  --  ??  +17  +32            M  (adv. at lowest height)
j.K            7  --  ??  +18  xx            H  (blk.adv. at lowest height)

d,f,FP        9  --  31  --  xx            U  (vs air only)
d,b,FP        --  --  46  --  --              (22f before teleport)
b,f,BP        17  --  89  -90  xx            H  (134f duration on block)
b,b,FK        18  --  59  -21  +84            H  (comboable)
d,f,FK        22  44  48  -2  xx            H
> FP+FK      12  --  48  --  xx            U
Any Bomb    114  --  41  --  xx            U  (bomb appears at 13f)

d,f,FP+BL      9  --  34  --  xx            U  (vs air only)
d,b,FP+BL    11  --  46  -8  xx            H  (22f before teleport)
b,f,BP+BL    18  --  64  -90  xx            H  (135f duration on block)
> projectile  +3  --  64  -16  -3            H  (when the above doesn't hit)
b,b,FK+BL    18  --  59  -21  +83            H  (comboable, drains 1 bar)
d,f,FK+BL      9  --  --  --  --            L
> hit 2      +16  ??  47  -1  xx            H
> FP+FK      12  --  48  --  xx            U
Sticky Bomb  18  --  52  -7  xx            H

XRay          15  --  60  +2  xx            H+

Mostly accurate. It's hard to measure things with this stupid game engine.
- Many moves have a special flag that makes them neutral unless you cancel into another move.
- Links are always blockable unless the opponent is put into a comboable state (Net, Launchers), or you hit them with something unblockable.
- No active frames because it's impossible to tell where they are without a lot of tedious work.

Calculate whiff advantage by subtracting move 2 duration from move 1 cancel advantage:
- f+BP xx Bomb on hit = 40 - 41 = -1f

Calculate gaps by subtracting move 1 cancel advantage from move 2 startup (EXE - 1)
- FP,BP on block = (18 - 1) - 16 = 1f gap.
- A 0f gap allows switching between standing and crouching.
- A 1f gap allows Player B to reversal.
- A 2f gap allows Player A to reversal.
"Player A" refers to whoever the game assigns to win trades for a particular match. Win trades, lose to frametraps.

Updated for latest patch (as of June 25). Major changes are:
- Command grab hitstun reduced by 30f
- Command grab tech window increased to 9f from 2f
- f+BP hitstun reduced by 17f
- Net damage reset no longer works.
- Net cooldown time significantly reduced.
- Net allows the opponent to tech throws.
- Various minor changes that I think were typos on my part.
Blah

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