https://docs.google.com/spreadsheet/lv?key=0Ahj9eopeop0SdDltVUdvbWx4ZjFUMWNBRW1mdmFwUEE&rm
I've basically sacrificed the majority of my leisure time in the last couple of daysweeks months to tidy up the framedata from the guide, apply all previous patches to it (including v2013), check almost all values of the old cast and record the framedata for the DLC characters with the help of @Street11.
I also noted and corrected any errors we have found in the guide or in the patch notes in the post below in detail. If you can contribute anything by pointing out if something is missing in the "notes" section, or an error, we'd be very grateful.
Differences to the guide or patch notes:
Move: Property "Value" ("old value")
Street Fighter Side
Abel s.MK: Startup 9 (7)
s.MK: Recovery 19 (17)
c.LK: Recovery 9 (8)
cl.HK: On Block -8 (-9)
Forward Kick: On Hit +6 (-1)
Shoulder Tackle: 49F back charge
EX Shoulder Tackle: Start Up 9F (10)
EX Falling Sky: Start Up 7F (-1)
EX Tornado Throw: Start Up 6F (-1)
EX Change of Direction: Start Up: 17F (-1)
Super Art: 49F back charge
Akuma cl.HK: On Hit +1 (0)
cl.HK: On Block -4 (-5)
cl.HK: Active 2(4)3 (2(3)4)
Tenmakujinkyaku: On Hit +16 (+17)
Tenmakujinkyaku: On Block +5 (+4)
HP Shakunetsu Hadoken: On Block +3 (-5)
Hyakkishu EX > Hyakki Gojin: On Hit +11 (+10)
Hyakkishu > Hyakki Gojin: On Block +12 (+10)
Hyakkishu EX > Hyakki Gojin: On BLock: +4 (+7)
Air Tatsu: On Block +6 (-11F [wrong syntax] [-5F after 1.06])
HK Tatsu: Damage 40,20x3 (instead of 40,20x2)
EX Tatsu: Start Up 12F (-1) Ex Tatsu: Damage 30x5 (instead of 35x5)
EX Goshoryuken: Start Up 3F (4)
EX Air Hadoken: Start Up 9F (10)
EX Air Tatsumaki Zankukyaku: Start up 8F (9)
EX Shakunetsu Hadoken: Start Up 26F (27)
Misogi: Start Up 22F (23)
Balrog s.LK: On Block +2 (+3)
cl.LK: On Block +3 (+2)
cl.MK: Recovery 12 (13)
c.HK: On Block -10F (despite notes saying -9F)
Buffalo Head: 54F back charge (47)
EX Buffalo Head: Start Up 13F (14)
LP Dash Low Straight: Start Up 13F (14)
MP Dash Low Straight: Start Up 14F (15)
HP Dash Low Straight: Start Up 14F (15)
EX Dash Low Straight: Start Up 14F (15)
LP Dash Straight: Start Up 4F (5)
MP Dash Straight: Start Up 7F (8)
HP Dash Straight: Start Up 7F (8)
EX Dash Straight: Start Up 8F (9)
LK Dash Upper: Start Up 5F (6)
MK Dash Upper: Start Up 7F (8)
HK Dash Upper: Start Up 7F (8)
EX Dash Upper: Start Up 8F (9)
Ex Dash Low Smash: Start Up 14F (15)
Crazy Buffalo: KKK Start Up 22F (23); Hold K 20F (21)
Crazy Buffalo: PPP Start Up 18F (19); Hold K 15F (16)
Cammy EX CADC: 5F (6)
s.MP: On Hit 0 (+2)
s.MP: On Block -4 (-2)
s.MP: Recovery 17 (16)
s.LK On Hit +4 (+5)
s.LK: On Block 0 (+1)
s.LK: Recovery 10 (9)
EX Spin Knuckle: Start Up 34F (35)
Cannon Strike: On hit +15 (+13)
EX Cannon Strike: Start Up 17F (-1)
EX Hooligan Combination, Razor Edge: Damage 120 (100)
EX Spiral Arrow: Start Up 8F (9)
Cannon Spike (All versions): knockdown (instead of hard kd)
Cannon Spike (All normal versions): -37F on block (-39)
EX Cannon Spike: Start Up 4F (5)
EX Cannon Spike: -28F on block (-29)
Cross Art: Start Up 9F (10)
Chun Li cl.MK vs Crouch: On Hit +6
Kintekishu: On Hit +2 (-2)
HP Kikoken: On Hit -4 (-2)
HP Kikoken: On Block -9 (-4)
EX Kikoken: Start Up 11F (12)
Spinning Bird Kick: 54F down charge
MK Spinning Bird Kick: On Hit +1 (-1)
MK Spinning Bird Kick: On Block -2 (-4)
EX Spinning Bird Kick: Start Up 7F (8)
EX Hazanshu: Start Up 27F (28)
EX Kioken: On Hit 13F (14)
Super Art: Start Up 8F (9)
Cody nj.HP: On Counter Hit causes groundbounce
Launcher: Start Up 12F (all other characters have 13F)
Dhalsim s.LP: Recovery 10 (9)
s.MP: Startup 6 (5)
s.HP: Active 3,3 (6)
s.LK: Not rapidfire cancelable
c.LP: Recovery 9 (8)
df.MP: On Hit -2 (-1)
EX Yoga Flame: Start Up 14F (15 according to patch 1.08)
Guile EX CADC: 14F (13)
c.LP: Recovery 8 (10)
c.HP: Startup 6 (5)
c.LK: On Hit +3 (+4 according to patch notes)
EX Sonic Boom: Start Up 10F (11)
Flash Kick: 54F down charge (47)
EX Flash Kick: Start Up 5F (6)
Hugo LP: On Hit -1 (0)
LP: On Block -5 (-4)
LP: Recovery 15 (14)
HK: On Hit +1 (+2)
HK: On Block -22 (-21)
HK: Recovery 33 (32)
c.MP: Startup 10 (9)
Body Press: On Hit +17 (+20)
Body Press: On Block +5 (+8)
Ultra Throw / Ex Ultra Throw: Start Up 9F (10)
EX Shootdown Backbreaker: 5F (6)
EX Giant Palm Breaker: Start Up 17F (18)
EX Monster Lariat: Start Up 14F (15)
EX Moonsault Press: Start Up 6F (7)
Added missing recovery of Ultra Throw / EX Ultra Throw
Added missing recovery Meat Squasher & EX Meat Squasher
Super Art: Start Up 6F (7)
Ibuki cl.HP: Active 2,2 (4)
cl.HK: Active 2,2 (4)
c.HP: On Hit +2 (0)
LP, MP, HP Raida: Start Up 2F (3)
EX Raida: Start Up 16F (8)
EX Kunai: Start Up 10F (11)
EX Kazakiri: Start up 6F (7)
MK Tsumuji: On Block -3 (-1)
HK Tsumuji: On Block -3 (0)
EX Tsumuji: Start Up 13F (14)
EX Neckbreaker: Start Up 16F (17)
Cross Art: Start Up 7F (6)
Juri s.MP: On Block -2 (-1)
s.HP: On Hit -3 (-2)
s.HP: Recovery 25 (23)
s.HP: On Block -8 (-7)
s.MK: On Block -4 (-3)
s.MK: Active 1,4 (5)
cl.MP: On Block -5 (-4)
cl.MK: On Block -9 (-8)
c.MP: On Block -1 (0)
c.HK: On Block -8 (-7)
c.HK: Recovery 26 (25)
Sekku: On hit +2 (+3)
Sekku: On Block -2 (0)
Fuhajin: On Block -4 (-3)
EX Fuhajin (LK+MK): Start Up 14F (15)
EX Fuhajin (LK+HK): Start Up 14F (15)
EX Fuhajin (MK+HK): Start Up 15F (16)
HK Senpusha: On Block -15 (-14)
EX Senpusha: On Block -18 (-30)
EX Shikusen: Start Up 15F (16)
EX Senpusha: Start Up 10F (11)
Cross Art: Start Up 9F (8)
Super Art: Start Up 13F (14)
Ken cl.LK: On Hit +3 (+4)
cl.MK: On Hit +8 (+7)
cl.MK: Recovery 10 (9)
cl.HK: On Hit -4 (-3)
cl.HK: On Block -9 (-8)
c.LP: Recovery 11 (9)
c.MP: Recovery 12 (11)
c.MK: Recovery 18 (17)
LK Tatsumaki Senpukyaku (air): On Hit +10 (+15)
MK Tatsumaki Senpukyaku (air): On Hit +10 (+14)
MK Tatsumaki Senpukyaku (air): On Block +5 (+4)
HK Tatsumaki Senpukyaku (air): Start Up 8F (7)
HK Tatsumaki Senpukyaku (air): On Hit +10 (+15)
EX Tatsumaki Senpukyaku (air): Start Up 7F (8)
EX Tatsumaki Senpukyaku: Start Up 7F (8)
Shoryuken (all versions): Added hit advantage.
MP Shoryuken: On Block -37 (-38)
MP Shoryuken: On Block -40 against crouching
EX Shoryuken: On Block -39 (-40)
Cross Art: Start Up 9F (8)
M. Bison s.MP: On Hit +5 (+7)
s.HP: On Block -8 (-7)
cl.MP: Recovery 14 (13)
HP Psycho Crusher: On Block from close range: -33
Double Knee Press: 54F back charge
EX Double Knee Press: Start Up 14F (15)
EX Double Knee Press: On Block -32 (-31)
Psycho Crusher: 54F back charge
EX Psycho Crusher: Start Up 15F (16)
Devil Reverse: 54F down charge
Devil Reverse Follow Up: On Block +5 (+1)
EX Deil Reverse Follow Up: On Block+5 (+1)
Head Press: 54F down charge
Head Press: Start Up 23-41 (23-36)
EX Head Press: Start Up 23-41 (24-36)
Super Art: 54F back charge
Super Art: Start Up 12F (13)
Poison EX CADC: 5F (8)
s.MP: On Block -2 (-1)
cl.LP: Recovery 11 (10)
cl.LK: On Hit +4 (+3)
c.HP: On Block -13 (-6 according to 1.0.8)
EX Whip of Love: Start Up 13F (14)
HK Kissed by a Goddess: On Block -42 (-36)
EX Kissed by a Goddess: Start Up 5F (6)
EX Aeolus Edge: Start Up 8F (9)
Super Art: Start Up 9F (10)
Rolento s.LP: +6/+2
s.LP: Recovery 8 (10)
s.HP: Active 1,2 (3)
cl.LP: +9/0
cl.LP: Recovery 7 (5)
c.MP: Active 2,2,2 (6)
EX Patriot Circle: Start Up 18F (19)
Super Art: Start Up 13F (14)
Cross Art: Start Up 7 (67)
Rufus :c.LK: On Block -1 (0)
Falcon Kick: On Hit +10 (+9)
Falcon Kick: On Block +2 (-4)
Fragrance Palm: On Block -8 (-7)
EX Galactic Tornado: Start Up 13F (14)
EX Messiah Kick: Start Up 12F (13)
EX Messiah Kick: On Hit -10 (-9)
Ryu s.HK: On Hit -5 (-6)
cl.MP: Recovery 18 (17)
LP Shoryuken: On Block -26 (-27)
MP Shoryuken: On Block -40 (-41)
HP Shoryuken: On Block -43 (-44)
EX Shoryuken: Start Up 4F (5)
EX Shoryuken: On Block -35 (-43)
HK Joudan: Unchanged block advantage of -6F as in patch 1.06 introduced. (1.08 states additional -4F block stun)
EX Joudan: Start Up 15F (16)
EX Tatsumaki: Start up 12F (13)
Air Tatsumaki: On Block +5 (+3)
EX Air Tatsumaki: Start Up 8F (9)
EX Hadoken: Start Up 12F (13)
Super Art: Start Up 4F (5)
Sagat s.LP: Recovery 8 (7)
s.HP: On Block -3 (-2)
s.LK: Active 1,3 (4)
s.HK: Active 2,3 (5)
cl.LK: Active 1,3 (4)
cl.MK: Active 2,2 (4)
cl.HK: Active 2,3 (5)
cl.HK: On Block -2 (-4)
EX High Tiger Shot: Start Up 12F (13)
EX High Tiger Shot: On Block +3 (+4)
Low Tiger Shit: On Hit -3 (+4)
EX Low Tiger Shot: Start Up 13F (14)
EX Low Tiger Shot: On Block +2 (-1)
LP Tiger Uppercut: On Block -40 (-41)
MP Tiger Uppercut: On Block -43 (-44)
HP Tiger Uppercut: On Block -43 (-44)
EX Tiger Uppercut: Start Up 3F (4)
EX Tiger Knee: Start Up 8F (9)
Vega s.HK: Active 2,2 (4)
cl.HK: Active 2,2 (4)
c.HP: Start Up 5F (4)
Scarlet Terror: 41F down charge (34)
EX Scarlet Terror: Start Up 5F (6)
Rolling Crystal Flash: 59F back charge (58)
Sky High Claw: 41F down charge (34)
Flying Barcelona Attack: 41F down charge (34)
Super Art: 41F down charge (34)
Zangief s.HP: On hit -3 (+3)
s.MK: On hit -3 (+3)
cl.LP: Recovery 7 (8)
cl.MK: On Hit +3 (+4)
Lariat: Damage 100[120 2nd/3rd hit] (150)
Flying Body Attack: On Block +5F (+4)
EX Spinning Piledriver: Start Up 5F (6)
EX Banishing Flat: Start Up 14F (15)
Quick Lariat: Start Up 5F (11)
Quick Lariat: On Block +8 (-4), -18 vs Crouching
Double Lariat: On Block -17 (-37), -43 vs Crouching
MK,HK,EX Flying Powerbomb: On Block - (-10,-1,-1)
EX Atomic Suplex: Start Up 3F (4)
Tekken Side
Asuka s./cl.MP: On Block -3 (+2 according to 1.08)
c.MP: On Block 0 (+3 according to 1.08)
c.MK: On Block -7 (-8)
c.HP: On Hit -7 (+3)
Leg Cutter (f.lk>df.hk): On Hit -8 (-2)
Leg Cutter (df.hk): On Block -6 (-2)
EX Exorcisor: Start Up 14F (15)
EX Mist Palm Thrust: On Block -1 (-7)
EX Double Lift Kicks: Start Up 10F (11)
EX Sweep Throw: Start Up 10F (11)
EX Onikubigari: Start Up 18F (19)
EX Onikubigari: Damage 190 (180)
Bob Crouch HK: On Block -13 (-12)
LP > LK > LK: On Block -13 (-12)
Perfect Press: On Block -13 (-12)
LP Cracker: On Hit -5 (0)
LP Cracker: On Block -22 (-17)
EX Cracker: On Block -17 (-31)
Cracker Jacker: On Block -10(-9)
Spiral Rocky: On Block -15 (-27)
Cross Cancel: Start Up 11F (10)
Super Art: Start Up 23F (24)
Bryan Standing LK: Far \ Close are different version. Neither is +5\0 as noted in the patch notes.
EX Mach Breaker: Start Up 10F (11 according to 1.08).
Heihachi MK: On Block 0 (-1)
c.HP: On Hit -6 (+6)
Eisho Mon: On Block +3 (+2)
Demon Kicker string added
EX Hell Axle: Start Up 13F (14)
HP Demon Breath: On Block -10 (-20)
EX Demon Breath: Start Up 16F (17)
Super Art: Start Up 15F (14)
Cross Art: Start up 9F (8)
Hwoarang c.LK: On Hit: +4 (+5)
c.LK: On Block 0 (+1)
c.HK: On Block -8 (-9)
MK > MK: On Block -6 (-7)
Low & High Smash Kick Combo: On Block -7 (-6)
LK Sky Rocket: On Block -24 (-27)
MK Sky Rocket: On Block -26 (-29)
HK Sky Rocket: On Block -18 (-20)
EX Sky Rocket: On Block -24 (-26)
EX Hunting Hawk: Start Up 14F (15)
LK Air Raid: On Hit +10 (+8 according to 1.08)
MK Air Raid: On Hit +11 (+6 according to 1.08)
HK Air Raid: On Hit +11 (+6 according to 1.08)
EX Air Raid: On Block +2 (0)
EX Air Raid Special: Start Up 17F (18)
EX Air Raid Special: Hit Advantage +12F (+10)
Jin EX CADC: 5 (8)
EX Penetrating Fist: Start Up 8F (9)
EX Median Line Destruction: Start Up 13F (14)
Cross Art: Start Up 8F (9)
Cross Art: Full body invincibility frames 1-9 (1-14)
Julia Backjump: 37F (35)
EX Lashing Arrow: Start Up 16F (17)
EX Swift Explosion: Start Up 39F (40)
LK Rising Kick: On Block -37 (-38)
MK Rising Kick: On Block -29 (-40) [-31 on crouching]
EX Rising Kick: Start Up 6F (7)
EX Tiger Strike: Start Up 16F (17)
Super Art: Start Up 4F (3 according to 1.08)
Kazuya Demon Slayer: On Hit +17 (instead of knockdown)
Demon Slayer: On Block -3 (-14)
EX Rising Sun: Start Up 22F (23)
EX Slaughter Hook: Start Up 10F (11)
EX Slaughter High Kick: Start Up 10F (11)
EX Devastator: Start Up 10F (11)
EX Demon God Fist: Start Up 19F (20)
Cross Art: Start Up 10F (9)
King EX CADC: 6F (7)
EX Running Jaguar Bomb: Start Up 9F (10)
EX Konvict Kick: Start Up 10F (11)
EX Giant Swing: Start Up 18F (19)
EX Tomahawk: Start Up 18F (19)
EX Reverse Arm Slam Combo: Start Up 12F (13)
Jaguar Step>Lariat: Can be EX and Super canceled
Super Art: Start Up 13F (12)
Cross Art: Full body invincibility frames 1-10 (1-9)
Kuma c.LP: On Hit +2 (+3)
c.LP: On Block -2 (-1)
Swing Swung: Damage 150 (190 according to 1.08 patch notes)
Bear Smash: Start Up 18F (20)
EX Rock'n Roll Circus: Start Up 6F (7)
EX Megaton Claw: Start Up 16F (17)
EX Headbutt: Start Up 5F (6)
Super Art: Start Up 7F (8)
Law c.MP: On Block +2 (+3)
Machine Gun Arrow (all hits): On Block -3 (-2)
LP>b+MP>b+MP: On Block -8 (-7)
MK Somersault Kick: On Block -4 (-5)
HK Somersault Kick: On Block -4 (-5)
EX Somersault Kick: Start up 16F (7)
HP Fist Fury Rush: On Hit knockdown (hard knockdown)
EX Fist Fury Rush: Start Up 16F (17)
EX Shaolin Spin Kicks: Start Up 11F (12)
Cross Art: Start Up 10F (9)
Cross Art: Full body invulnerability frames 1-10 (1-9)
Lei Cross Cancel: Start Up 5F (6 according to 1.08 notes)
Lillie s.LK: On Hit +5 (+4)
f.LK: On Hit 0 (-1)
Heavy Languish Beat: On Block -11 (-10)
Peacock Jive: On Hit knockdown (hard knockdown)
Feisty Rabbbit (all versions): Cancaelable into itself.
EX Feisty Rabbit: Start Up 16F (17)
EX Angle Knee: Start Up 6F (7)
Angel Knee Ascension: Jump cancelable
Angel Knee Ascension: On Block -11 (-)
LK Sunflower Lance: On Hit -3 (-4)
LK Sunflower Lance: On Block -5 (-6)
MK Sunflower Lance: On Hit -4 (-5)
MK Sunflower Lance: On Block -6 (-7)
HK Sunflower Lance: On Hit -6 (-7)
HK Sunflower Lance: On Block -10 (-11)
EX Sunflower Lance: Start Up 16F (17)
Divine Step: Start Up 27F (24)
Divine Step: On Block -20 (-17)
LK Air Spine Shot: On Hit +9 (0)
LK Air Spine Shot: On Block +2 (-7)
MK Air Spine Shot: On Hit +16 (+6)
MK Air Spine Shot: On Block +8 (-2)
HK Air Spine Shot: On Hit +11 (+1)
EX Air Spine Shot: On Hit +21 (+20)
EX Air Spine Shot: On Block +11 (+10)
LP Dendrobium: Start Up 4F (5)
MP Dendrobium: Start Up 6F (7)
HP Dendrobium: Start Up 10F (11)
EX Dendrobium: Start Up 6F (7)
Super Art: Start Up 9F (8)
Marduk EX CADC: 6F (5)
c.MK: Start Up 9 (10)
c.MK: On Hit -2 (-6)
c.HK: On Block -36 (-37)
Left Right to Gut Check: On Block -15 (-14)
Left Right to Power Elbow: On Block -5 (-4)
EX Gator Slam: Start Up 6F (7)
EX Northern Lights Suplex: Start Up 4F (5)
EX Double Leg Takedown: Start Up 8F (9)
Super Art: Start Up 3F (4)
Nina EX CADC: 4F (5)
c.LK: On Hit 0 (+1)
c.LK: On Block -4 (-3)
c.MP: On Block -2 (0)
c.HK: On Block -8 (-7)
Bermuda Triangle: On Hit +4 (+5)
LP Blond Bomb: On Hit 0F
HP Blond Bomb: On Hit hard knockdown
LK Geyser Cannon: On Block -7F (-6)
MK Geyser Cannon: Start Up 18F (15)
MK Geyser Cannon: On Block -7F (-6)
Backhand Slap: Start Up 9F (22)
EX Backhand Slap: Start Up 9F (28)
Super Art: Start Up 12F (11)
Cross Art: Start Up 9F (8)
Ogre Backdash: 18F (21)
s.MP: On Block +2 (+3)
s.HP: On Block -7 (-8)
s.MK: On Block -3 (-2)
s.HK: On Block +1 (+2)
cl.HK: On Hit -5 (-4)
cl.HK: On Block -11 (-10)
LP > MP: On Block -11 (-9)
f+HK > HK: On Hit -11 (-10)
f+HK > HK: On Block -15 (-13)
f+HK > HK > HK > HK: On Hit -11 (-10)
f+HK > HK > HK > HK: On Block -15 (-13)
EX Waning Moon: Start Up 9F (10)
HP Ancient Power: Start Up 9F (10)
HP Ancient Power: On Block -25 (-26)
EX Ancient Power: Start Up 9F (10)
EX Blazing Kick: Start Up 8F (9)
EX Blazing Kick: Full body invulnerability 1-7F
EX Owl's Hunt: Start Up 24F (25)
Indigo Punch EX: Start Up 19F (20)
Paul EX CADC: 5F (6)
s.hp: On Block -7 (-8)
c.hp: On Block -13F (-16)
LK Shredder: On Block -4F (-3)
EX Shredder: Start Up 6F (7)
EX Sway Start Up 30F (31)
EX Mountain Raze: Start Up 14F (15 according to 1.08 notes)
EX Mountain Raze: Full body invulnerability 1-16F (1-17 according to 1.08 notes)
EX Smasher: Start Up 11F (12)
EX Mortar Punch: Start Up 23F (24)
Super Art: Start Up 8F (7)
Cross Art: Start Up 10F (9)
Cross Art: Full body invulnerability 1-11F (1-10)
Raven s.HK: On Block -5 (-10; wrong translation)
c.MK: On Block -5 (-4)
EX Crossed Ninja Stars: Start Up 15F (16)
EX Crossed Ninja Stars EX (air): Start Up 14F (15)
EX Alter Ego (LK+MK): Start Up 17F (18)
EX Alter Ego (LK+HK): Start Up 23F (24)
EX Alter Ego (MK+HK): Start Up 20F (21)
Wind Cross 2nd hit: On Block -39F (-38)
EX Wind Cross: Start Up 7F (8)
Haze (forward): Recovery 38F (37)
Haze (backward): Recovery 45F (37)
Cross Art: Start Up 8F (7)
Steve EX CADC: 2F (5)
s.MP: On Block +5 (+6)
cl.MP: On Block +3 (+4)
c.HP: On Hit -2 (-1)
c.HP: On Block -8 (-7)
Foot Stomp Right Hook: On Hit hard knockdown (knockdown)
British Edge: On Hit +9 (+5)
Shoulder Rush: On Hit -3 (-2)
Shoulder Rush: On Block -9 (-8)
Uppercut: On Block -12 (-11)
Spin Low Hook: On Block -10 (-9)
MP Sonic Fang: Start Up 17F (14)
EX Sonic Fang: Start Up 14F (15)
EX Hellfire: Start Up 10F (11)
Super Art: Start up 4F (3)
Xiaoyu EX Shooting Star: Start Up 29F (30)
EX Hakkesho: Start Up 25F (22 according to 1.08 Patch notes)
Turn of Fortune: On Block -8 (-7)
Super Art: Start Up 9F (8)
Yoshimitsu cl.MP: On Block +2 (+3)
c.LK: Start Up 5 (4)
Oni Killer: Damage 130 (120)
Added missing b+LK (air) > MK target combo.
Poison Wind Steel Fist: On Hit -2 (+2)
Poison Wind Silver Fist: On Hit -30 (-38)
Poison Wind Silver Fist: On Hit -43 (-51)
f+MK > MP: On Block -11 (-10)
Flea to LK Poison Breath: On Hit 0 (+1 according to 1.08)
Flea to LK Poison Breath: On Block -22 (-20)
Flea to MK Poison Breath: On Hit +1 (+2 according to 1.08)
Flea to MK Poison Breath: On Block -22 (-26)
Flea to HK Poison Breath: On Block -21 (-4)
Flea to EX Poison Breath: Start Up 15F (16)
Flea to EX Poison Breath: On Block -22 (-6)
MP Suicide: Immune against "counter" moves (instead of strike invincible)
EX Poison Breath: Start Up 16F (17)
EX Gehosen: Start Up 6F (7)
Super Art: Start Up 7F (6)
Dr. GrammarFighting Game ScientistJoined: Posts: 1,622✭
I have some things to add for Hwoarang. I worked these out based on the numbers in the guide plus in-game testing, so it would be good if you could also verify them.
Tsunami Kick > Flamingo: Command f+MK > f / Recovery 21 / Hit adv +5 / Block adv +3 Reverse Kick > Flamingo: Command MP > MP > f / Recovery 12 / Hit adv +7 / Block adv +1 Middle Kick Combo (2) > Flamingo: Command MK > MK > f / Recovery 13 / Hit adv +6 / Block adv +1 Middle Kick Combo > Flamingo: Command MK > MK > MK > f / Recovery 14 / Hit adv +2 / Block adv -1 High Kick Combo > Flamingo: Command MK > MK > HK > f / Recovery 20 / Hit adv +1 / Block adv -2 Low & High Kick Combo > Flamingo: Command MK > MK > d+LK > HK > f / Recovery 20 / Hit adv +1 / Block adv -2 Low & High Smash Kick Combo > Flamingo: Command LK > MK > f / Recovery 12 / Hit adv +7 / Block adv +2 Quick Kick Combo > Flamingo: Command MP > MP > f during flamingo / Recovery 19 / Block adv 0 Flamingo Kick Combo > Flamingo: Command LK > MK > f during flamingo / Recovery 17 / Hit adv +2 / Block adv +1 Fire Storm > Flamingo: Command MK > LK > f during flamingo / Recovery 15 / Hit adv +6 / Block adv +4
The ones I'm most uncertain about are the Middle Kick Combo, High Kick Combo/Low & High Kick Combo, and Quick Kick Combo.
I feel like there are some errors with Blanka's normals.
far st. lp feels more like +3/-1, cr.lk more like +4/+0, and thats more consistent with the way lights work in this game having a difference of 4 frames between hit and block stun... I'll test some of Blanka's normals when I get a chance.
I feel like there are some errors with Blanka's normals.
far st. lp feels more like +3/-1, cr.lk more like +4/+0, and thats more consistent with the way lights work in this game having a difference of 4 frames between hit and block stun... I'll test some of Blanka's normals when I get a chance.
I tested it again, and s.lp and cl.lp are correct. However, c.lk is indeed wrong. Seems I have typed the start up into the hit adv column. It's +3 . The -1 on block is correct tho.
Lol, I also just found it that if you're dead close to blanka and he does his super raw, it hits behind the character as cross up. at least, when I record Paul walking forward and then replay it and do Blanka's super raw from close range, he blocks it. Oo
I have some things to add for Hwoarang. I worked these out based on the numbers in the guide plus in-game testing, so it would be good if you could also verify them.
Tsunami Kick > Flamingo: Command f+MK > f / Recovery 21 / Hit adv +5 / Block adv +3 Reverse Kick > Flamingo: Command MP > MP > f / Recovery 12 / Hit adv +7 / Block adv +1 Middle Kick Combo (2) > Flamingo: Command MK > MK > f / Recovery 13 / Hit adv +6 / Block adv +1 Middle Kick Combo > Flamingo: Command MK > MK > MK > f / Recovery 14 / Hit adv +2 / Block adv -1 High Kick Combo > Flamingo: Command MK > MK > HK > f / Recovery 20 / Hit adv +1 / Block adv -2 Low & High Kick Combo > Flamingo: Command MK > MK > d+LK > HK > f / Recovery 20 / Hit adv +1 / Block adv -2 Low & High Smash Kick Combo > Flamingo: Command LK > MK > f / Recovery 12 / Hit adv +7 / Block adv +2 Quick Kick Combo > Flamingo: Command MP > MP > f during flamingo / Recovery 19 / Block adv 0 Flamingo Kick Combo > Flamingo: Command LK > MK > f during flamingo / Recovery 17 / Hit adv +2 / Block adv +1 Fire Storm > Flamingo: Command MK > LK > f during flamingo / Recovery 15 / Hit adv +6 / Block adv +4
The ones I'm most uncertain about are the Middle Kick Combo, High Kick Combo/Low & High Kick Combo, and Quick Kick Combo.
Wait, do you mean the frame data including the transition into the flamingo stance?
I have some things to add for Hwoarang. I worked these out based on the numbers in the guide plus in-game testing, so it would be good if you could also verify them.
Tsunami Kick > Flamingo: Command f+MK > f / Recovery 21 / Hit adv +5 / Block adv +3 Reverse Kick > Flamingo: Command MP > MP > f / Recovery 12 / Hit adv +7 / Block adv +1 Middle Kick Combo (2) > Flamingo: Command MK > MK > f / Recovery 13 / Hit adv +6 / Block adv +1 Middle Kick Combo > Flamingo: Command MK > MK > MK > f / Recovery 14 / Hit adv +2 / Block adv -1 High Kick Combo > Flamingo: Command MK > MK > HK > f / Recovery 20 / Hit adv +1 / Block adv -2 Low & High Kick Combo > Flamingo: Command MK > MK > d+LK > HK > f / Recovery 20 / Hit adv +1 / Block adv -2 Low & High Smash Kick Combo > Flamingo: Command LK > MK > f / Recovery 12 / Hit adv +7 / Block adv +2 Quick Kick Combo > Flamingo: Command MP > MP > f during flamingo / Recovery 19 / Block adv 0 Flamingo Kick Combo > Flamingo: Command LK > MK > f during flamingo / Recovery 17 / Hit adv +2 / Block adv +1 Fire Storm > Flamingo: Command MK > LK > f during flamingo / Recovery 15 / Hit adv +6 / Block adv +4
The ones I'm most uncertain about are the Middle Kick Combo, High Kick Combo/Low & High Kick Combo, and Quick Kick Combo.
Wait, do you mean the frame data including the transition into the flamingo stance?
Yeah. The strings all have different recovery when using the transitions, which wasn't noted in the guide.
uh... I dunno how to record that he does the transition but then jumps on the earliest frame... =/ I'll try to record it for f.mk > f and tell you if I can come up with anything else frame wise. But that is basically guessing whether or not I've done it right. Not a fan of that. I fear I can't help you there reliably.
uh... I dunno how to record that he does the transition but then jumps on the earliest frame... =/ I'll try to record it for f.mk > f and tell you if I can come up with anything else frame wise. But that is basically guessing whether or not I've done it right. Not a fan of that. I fear I can't help you there reliably.
uh... I dunno how to record that he does the transition but then jumps on the earliest frame... =/ I'll try to record it for f.mk > f and tell you if I can come up with anything else frame wise. But that is basically guessing whether or not I've done it right. Not a fan of that. I fear I can't help you there reliably.
BRB
You could just hold up-forward to jump.
But then he doesn't do the transition doesn't he? However, watching the footage, I can tell you exactly when he goes into the stance. Seeing it has 1F startup\recovery, that means on the second frame you can already input an attack \ jump. I can tell you how much advantage he gets that way. Dunno if that is right, tho.
uh... I dunno how to record that he does the transition but then jumps on the earliest frame... =/ I'll try to record it for f.mk > f and tell you if I can come up with anything else frame wise. But that is basically guessing whether or not I've done it right. Not a fan of that. I fear I can't help you there reliably.
BRB
You could just hold up-forward to jump.
But then he doesn't do the transition doesn't he? However, watching the footage, I can tell you exactly when he goes into the stance. Seeing it has 1F startup\recovery, that means on the second frame you can already input an attack \ jump. I can tell you how much advantage he gets that way. Dunno if that is right, tho.
He does.
I'm pretty sure the transition is indeed 1f, so that method should work.
uh... I dunno how to record that he does the transition but then jumps on the earliest frame... =/ I'll try to record it for f.mk > f and tell you if I can come up with anything else frame wise. But that is basically guessing whether or not I've done it right. Not a fan of that. I fear I can't help you there reliably.
BRB
You could just hold up-forward to jump.
But then he doesn't do the transition doesn't he? However, watching the footage, I can tell you exactly when he goes into the stance. Seeing it has 1F startup\recovery, that means on the second frame you can already input an attack \ jump. I can tell you how much advantage he gets that way. Dunno if that is right, tho.
He does.
I'm pretty sure the transition is indeed 1f, so that method should work.
I just saw it myself that he does it when you hold uf. That means, I can help you. Will check it out now.
The transition takes 2F before the first jump frame occurs on the 3rd frame btw.
Cody's far LP is 4F startup not 5F Cody's EX Zonk is 17F startup not 18F, Regular Zonk actually still has 3 different charge levels each with different startup times ranging from 17F to 19F. The invincibility increases as well but there is no change in damage. Cody's far MP is NOT special cancelable :( Cody's c.LP I'm about 70% certain is +1F on block not 0F the move uses the exact same data as SF4 except they added 1F of recovery.
SimSimIV2nd. in command of the SFxT Defense ForceJoined: Posts: 1,192✭
Dhalsim: St.lk is not rapid fireable Razor chopp (overhead) = 4+ on hit
Simsimiv: Little known fact: Tatsu shaved his head for SFxT
Shaniril: I thought he shaved his head for the children
Tatsunical: for the sfxt playing children
Tatsunical: the children that play marvel can go f**k themselves
"this game is about winning, If you had the option of a 1) Big dick or 2) a small dick, would you choose 2 because it took more skill? Thought not"
-Bokkin
The original frame data must then have a mistake for the MK > MK string, right? It shows a 5f difference between the hitstun and blockstun, whereas you're saying it's 4f.
Cody's far LP is 4F startup not 5F Cody's EX Zonk is 17F startup not 18F, Regular Zonk actually still has 3 different charge levels each with different startup times ranging from 17F to 19F. The invincibility increases as well but there is no change in damage. Cody's far MP is NOT special cancelable :( Cody's c.LP I'm about 70% certain is +1F on block not 0F the move uses the exact same data as SF4 except they added 1F of recovery.
Problem with Zonk is that I have no visual cue when the input occurs, since it triggers on button release and is therefore not shown in the input list. When I do jump => EX Zonk it has 18F of animation. cl.hp => EX Zonk, also 18F from cancel to hit. Even via Reversal timing it has 18F. How did you test it? Didn't know they have the charge level in SFxT as well. I was able to hit with Zonk in 18F, so yeah, you're right. I think it's 18,19,20 tho.
s.lp has 4F, I even have that in my Cody spreadsheet I have on my pc. Error when converting it to the online doc.
The original frame data must then have a mistake for the MK > MK string, right? It shows a 5f difference between the hitstun and blockstun, whereas you're saying it's 4f.
The original frame data must then have a mistake for the MK > MK string, right? It shows a 5f difference between the hitstun and blockstun, whereas you're saying it's 4f.
The original frame data must then have a mistake for the MK > MK string, right? It shows a 5f difference between the hitstun and blockstun, whereas you're saying it's 4f.
Simple really, I go by the data from the dumped .bac / .bcm files and then double check in-game to verify. Note: if you do this you want to generally go by the XML data as that is the raw data, the HTML data is based off of dantarion's incomplete program that reads the xml data and converts it. Thus there are some errors in the HTML files.
How is that possible? The flamingo transition should only be changing recovery, not hitstun or blockstun.
Frame advantage and hitstun/blockstun are two different things. Frame advantage changes when you alter the recovery of a move. For example:
In SF4 Cody's c.LP is 4F startup, 4F active, 5F recovery. It has frame advantage of +2F on block and +6F on hit. That means that hitting on the first frame (5F) there is 10F of blockstun and 14F of hitstun but there is still 8frames before you are able to act again. If you add 1F of recovery it becomes +1F on block +5F on hit. The actual blockstun/hitstun didn't change the move itself just takes longer. That is why meaty attacks give more frame advantage, because you ht on a later active frame which means that there is effectively LESS recovery for your move but it has the same hitstun/blockstun but the lowered recovery means that it has more frame advantage.
Simple really, I go by the data from the dumped .bac / .bcm files and then double check in-game to verify. Note: if you do this you want to generally go by the XML data as that is the raw data, the HTML data is based off of dantarion's incomplete program that reads the xml data and converts it. Thus there are some errors in the HTML files.
I can't see anything there lol. dunno how you can see the frames there.
If you have 1.08, try to reversal a -17F move with ex or normal zonk. I'll check then again.
I don't have 1.08 since I only have the PC version.
Anyways, if you check my signature you'll see I run the SF4 modding tool wiki that handles information on gameplay modding for SF4 and that is why I'm able to understand that stuff. I'm hardly an expert though, I give that title to Error001 and Razor5170 who know ALOT more about it than me and have been answering questions I have when I've been writing the wiki articles.
Blanka.
I see you've already fixed his crlk on block.
Rock Crusher f or b+MP M - it does hit high, however there's a chargeable version of it that has startup about 25 and it hits mid.
Thank you very much for your hard work.
Ibuki EX Kunai: Start Up 10F (-1) EX Kazakiri: Start up 6F (-1) MK Tsumuji: On Block -3 (-6) HK Tsumuji: On Block -3 (-6) EX Tsumuji: Start Up 13F (-1) EX Neckbreaker: Start Up 16F (-1) Cross Art: Start Up 7F (+1)
Is her Super Art 0F start up? It's listed as 1, but doesn't look like it.
Dhalsim LP Yoga Flame: Start up 17 (+1) MP Yoga Flame: Start up 20 (+1) HP Yoga Flame: Start up 23 (+1)
I have not yet changed it in the doc, as I'm unsure if this is true (normally, the normal versions are correct). Can someone please reaffirm this? Super, Cross Art etc are all correct for him otherwise.
SimSimIV2nd. in command of the SFxT Defense ForceJoined: Posts: 1,192✭
Chop is +3 on hit according to my footage. Also +3 in the data.
Fixed s.lk
My bad. It appears you an hit with it meaty on a standing opponent, and therefor make it +4.
Dhalsim
LP Yoga Flame: Start up 17 (+1)
MP Yoga Flame: Start up 20 (+1)
HP Yoga Flame: Start up 23 (+1)
Are you referring to + on block? Because hp is +1, mp is -2 and lp is -5 or something I think:o
Simsimiv: Little known fact: Tatsu shaved his head for SFxT
Shaniril: I thought he shaved his head for the children
Tatsunical: for the sfxt playing children
Tatsunical: the children that play marvel can go f**k themselves
AsaCarterRainbow Ballin' Since '99Joined: Posts: 254✭
Thanks for the blanka data. Now I can attempt some links now. I was curious if you would ever be able to find the dlc character's recovery for the moves?
Thanks for the blanka data. Now I can attempt some links now. I was curious if you would ever be able to find the dlc character's recovery for the moves?
I have asked multiple times, but no one was able to answer me if I can find out the active frames or a way to calculate them. Then I could just do a whiff move, count the frames and then deduct the active frames. The rest is the recovery.
Take all this data with a grain of salt. This along with the original data from the guide has a bunch of errors. The first move I randomly picked from the DLC characters to check was wrong. I would bug capcom/combofiend to get a new frame data guide out to us. IMHO, if capcom really wants to push this game, they would make the frame data available.
There really isn't any easy way to figure out active frames of an attack. The only way you could possibly try to do this is with macros(PC version) or a programmable controller and a MASSIVE amount of free time and OCD. Even then, you could probably only figure out normal attacks. Multiple hitting moves would be pretty hard to figure out. How would you do this? Knock your opponent down, then stick out a normal attack(with frame accurate timing) that will hit your opponent when they wake up. Keep changing the frame values in your macro until the attack no longer hits your opponent when they wake up. Subtract this number with the number of startup frames and you'll get the active frames range. This would also require knowing a few other values, like # of frames you recover before your opponent on a specific knockdown. It would be pretty complicated to figure it all out manually.
The best bet would be to have capcom get those values to us.
Post edited by gilley on
It is better to keep your mouth closed and let people think you are a fool than to open it and remove all doubt. --Mark Twain
Take all this data with a grain of salt. This along with the original data from the guide has a bunch of errors. The first move I randomly picked from the DLC characters to check was wrong. I would bug capcom/combofiend to get a new frame data guide out to us. IMHO, if capcom really wants to push this game, they would make the frame data available.
There really isn't any easy way to figure out active frames of an attack. The only way you could possibly try to do this is with macros(PC version) or a programmable controller and a MASSIVE amount of free time and OCD. Even then, you could probably only figure out normal attacks. Multiple hitting moves would be pretty hard to figure out. How would you do this? Knock your opponent down, then stick out a normal attack(with frame accurate timing) that will hit your opponent when they wake up. Keep changing the frame values in your macro until the attack no longer hits your opponent when they wake up. Subtract this number with the number of startup frames and you'll get the active frames range. This would also require knowing a few other values, like # of frames you recover before your opponent on a specific knockdown. It would be pretty complicated to figure it all out manually.
The best bet would be to have capcom get those values to us.
Of course, it should be without saying that everything isn't official or professionally done. I don't claim to make no errors and some stuff is tricky to figure out (all the charge moves, super and corss arts especially). At least for normals, most should be right tho. That is, if I don't make any mistakes and since there is A LOT of data and equal chances to screw something up (In fact, 9 times per entry), chances are, I'll do a few errors eventually. That's why pointing them out helps a lot. I'd like to consider this "community" work down the line. Even if everyone would check just a few moves of his character and confirm them or points out erros would help a lot.
That said, I'd be grateful if you'd also say which error you found.
I doubt Capcom would publish framedata. Have they ever done it? I mean Combo would be our best bet, but dunno who could contact him.
I thought as much. That method is out of question since it requires too much effort. I know a way how to do it for cancable normals, but even that requires a good amount of extra effort.
Blanka close s.hk. I definitely punished a -6f attack with it so it's definitely not 7f startup. I didn't go into detail with testing exactly what the startup is. When I use it, it feels very fast like his SF4 version which has 3f startup.
The SSF4 guide that came out was done with help from capcom, so they are definitely down to give us the data. The people who made the frame data chart for that guide said they got a special dev kit from capcom that let them figure out all the frame datas.
It is better to keep your mouth closed and let people think you are a fool than to open it and remove all doubt. --Mark Twain
Blanka close s.hk. I definitely punished a -6f attack with it so it's definitely not 7f startup. I didn't go into detail with testing exactly what the startup is. When I use it, it feels very fast like his SF4 version which has 3f startup.
The SSF4 guide that came out was done with help from capcom, so they are definitely down to give us the data. The people who made the frame data chart for that guide said they got a special dev kit from capcom that let them figure out all the frame datas.
Then you used his far s.hk which has 4F start up, but looks EXACTLY THE SAME. I found this out by accident myself. I tested it multiple times, if you're close it hits on the 7f frame, if you're not dead close it's 4F.
Yeah, but they had some sort of business relationship. It's different to approach them and say "compile us all the data for free".
I can vouch for what zUkUu said. The close version of HK is indeed 7f start-up (at least in PC 1.06)
I believe Lars frame data is already done by someone. I have a problem finding the Lars section so I cannot give you a link, but I remember it being pretty much accurate.
I'll try to confirm the 4 characters currently done, but I don't have a recording device (I use a different method) so I'll do it only if you're okay.
I can vouch for what zUkUu said. The close version of HK is indeed 7f start-up (at least in PC 1.06)
I believe Lars frame data is already done by someone. I have a problem finding the Lars section so I cannot give you a link, but I remember it being pretty much accurate.
I'll try to confirm the 4 characters currently done, but I don't have a recording device (I use a different method) so I'll do it only if you're okay.
The more the merrier! :D You and your insane knockdown dash method x).
I think after I've done all the DLC characters, I'll also put up a list of their walk speed, dash frames, CADC and vitallity - or is that somewhere around?
I'll double check any error you find to make sure I can find the error as well, so we have really a 100000% correct data down the line. I'd appreciate in particular if you do of all Charge moves (as in CADC moves) and super \ cross arts, Zonk\Ex Zonk (lvl 1), Ibuki's Super Art and Dhalsim's Yoga Blast\Fire. ^^
There's no data related to walk speed, dash, CADC, or health afaik. It'll have to be tested separately. I do know that Lei has 17f forward dash, 1000 health, 4+34f jump diagonal and vertical (1f faster than Ryu), with the fastest CADC being 5+17f.
Sim's Yoga Blast would be a difficult one, but I'll try to do those after I'm done confirming what you already did. It's gonna take a while since reading week doesn't start til next week.
2. So far, from what I found in Cody:
- far st.LP is +2 on block
- far st.LK is -1 on block
- far st.HK has 10f start-up, is +3 on hit
- cr.LP is +1 on block
- cr.HK is -7 on block
- f+MP is +1 on block
- Knife st.LP is 0 on block
- Knife cr.LP hits high (not low)
- LK Ruffian Kick has 16f start-up
- HK Ruffian Kick has 8f start-up
- Zonk has 1~12f strike invincibility (have to test more to make sure); did not test projectile invincibility yet
**I have a problem with Cody's close st.LK. If I use 1hit-jump method, it is +5 on hit and +1 on block, but if I try a normal -> normal link frame perfect, it acts like it's +6 on hit and +2 on block. (eg. frame perfect cl.st.LK -> far st.HK on hit catches jumping opponents while they're grounded, suggesting that it hit them during their 4f pre-jump frames. If it had 5f gap like it should've, they would get hit by far st.HK while airborne. In addition, this sequence trades with 4f moves without invincibility after they get hit by cl.st.LK). Same goes with Knife cr.HP; it is +6 for sure but it links into Knife cr.MP, cr.MK and sweep.
EDIT: WHOA wth. I wanna delete duplicate posts but I don't see an option anywhere.
2. So far, from what I found in Cody:
- far st.LP is +2 on block
- far st.LK is -1 on block
- far st.HK has 10f start-up, is +3 on hit
- cr.LP is +1 on block
- cr.HK is -7 on block
- f+MP is +1 on block
- Knife st.LP is 0 on block
- Knife cr.LP hits high (not low)
- LK Ruffian Kick has 16f start-up
- HK Ruffian Kick has 8f start-up
- Zonk has 1~12f strike invincibility (have to test more to make sure); did not test projectile invincibility yet
**I have a problem with Cody's close st.LK. If I use 1hit-jump method, it is +5 on hit and +1 on block, but if I try a normal -> normal link frame perfect, it acts like it's +6 on hit and +2 on block. (eg. frame perfect cl.st.LK -> far st.HK on hit catches jumping opponents while they're grounded, suggesting that it hit them during their 4f pre-jump frames. If it had 5f gap like it should've, they would get hit by far st.HK while airborne. In addition, this sequence trades with 4f moves without invincibility after they get hit by cl.st.LK). Same goes with Knife cr.HP; it is +6 for sure but it links into Knife cr.MP, cr.MK and sweep.
EDIT: WHOA wth. I wanna delete duplicate posts but I don't see an option anywhere.
Thanks for the confirmation for Paul's CA.
-Far s.hk is indeed 10F! I even reproduce why it was amiss. When Paul lands he ducks, and since s.hk hits rather high, Paul was ducking under it and raised into it. So I hit meaty with it. X
-far s.lp is +2. Converting error from my local spreadsheet. (aka typo).
-Knife s.lp is -1. ☑
-f.mp is 0. ☑
-cl.lk is +5 on hit. ☑
-s.lk is -1 on block. X
-c.hk is -7. X
I also checked a few other normals and they were all correct. Cody was the first character I've done and wasn't quite comfy at that point. Also, I'll stop using auto-jump for testing since it can seem to have an impact on testing higher hitting moves. Pause => Jump it is! takes more time, but isn't worth the risk for errors that it seems to bring with it to use auto jump.
So thanks for pointing the errors out.
Full body Strike invulnerability, or just upper?
Knife c.lp has been fixed. Dunno why that was there. I remember thinking it was a low when setting up the raw data. After testing it and seeing that it was a high I thought I had changed it
Charge move are a hell to check since they always seem to be 1-2F slower then they actually are due to the whole charging crap. I found a new method for that tho. I record Paul doing Raze, block that and input with reversal timing. That way I have no 2F long button press or anything, at least I hope it doesn't use a 2F long button press to charge it later when the move actually comes out. Would seem weird tho, so I don't think that is the case. I also use that method now for CA \ Super Arts since he is airborne, you can see him moving as soon as the cinematic freeze ends.
That said, I just tried that for Ruffians and still come up with the same results, but this time MK Ruffian is also 1F slower. WTF IS GOING ON WITH THE GAME? Why does it add frames where ever it wants? When using Ex Ruffian for instance, there is a frame where cody stands, but doesn't glow yellow. I can only fathom that there is 1f of animation where he stands up before the start up of the move starts. When I compare the pose Paul is in during the cinematic freeze, and that 1f where cody doesn't glow, it's exactly the same. So maybe for reversal timing, you have that additional frame of animation?
I mean that makes sense for Super Arts, since the cinematic freeze would otherwise consume 1F of start up, but why is it there for special moves? AND WHY ISN'T IT CONSISTENT FOR ALL SPECIALS?
Want to point out: Cody's Zonk invincibility varies based on charge time just like in SF4. Level 3 has strike and projectile upper body invincibility until 2F before active while level 1 has significantly less.
TYVM for double checking. It's strange tho, out of everything, f+MP being +1 on block was the one I was the most confident with.
I was wondering if you could test 2 of my testing methods with your recording device. I use:
1. Put dummy on Jump + Block All, land a normal on his landing recovery (dummy blocks it), then neutral empty jump with the dummy to see which side lands first by how many frames.
2. Put dummy on record + Block All, and with a dummy, land a normal then neutral jump right away for 4~5 seconds, so that it will do neutral empty jump right after the normal's recovery is over. Put it to Replay, block the normal manually, then neutral empty jump with the dummy to see which side lands first by how many frames.
If you could test f+MP with the above 2 methods that would be great. If you still get 0 on f+MP block then it means I would have to come up with a new method of measuring frame advantage.
Like I said before (I think in the Paul section), there seems to be 2 reversal timings, and the 2nd one is actually 1f slower than the 1st one. I swear I can punish a certain move with a reversal and sometimes I cannot punish the same move with the same reversal within the same range.
To test the special start-up I do:
- Put dummy on Record
- whiff normal neutral jump -> do a special right when they land or before they land (I tap a button to make sure the dummy doesn't charge anything. If I do it a bit early the special still comes out with negative edge, so all I have to do is not do it too late)
- get a character with a special start-up that you know, put dummy to Replay, whiff normal neutral jump with him right after you get out of pause -> do a special. As long as there's no invincibility frames, the moves with the same start-up should trade. This is how I test normal start-up as well
- of course, the character with the same jump frames is preferred (Cody has 4+35f jump, same with Ryu)
Non-EX Zonk is upper body invincibility only.
Also, it seems like you can "cancel" the last recovery frame of normals such as Knife st.HP and Knife cr.HP with another move other than jump/dash. This is the only possibility I can think of that would explain Knife cr.HP being +6 on hit and being possible to link into cr.MK/sweep/Knife cr.MP. I know some of Lei's stance normals do this, so it's nothing quite new.
TY for pointing that out Eternal. I don't know Cody much and didn't know there were different Zonk levels. For the one I tested I charged for about 80 frames so I think that is level 1?
EDIT: Cody's close st.LP, far st.LP, close st.MP, cr.MP, close st.HP, cr.HP, close st.LK, far st.LK, cr.LK, cr.HK, Knife st.LP, Knife cr.LP all have juggle potential of 2. Cody's far st.MP, close st.MK, far st.MK, cr.MK, Knife st.MP, Knife cr.MP, b+MP, f+MP all have juggle potential of 3. Cody's far st.HP, close st.HK, far st.HK, Knife st.HP, Knife cr.HP all have juggle potential of 4. Not sure about f+HK, but it has at least 4. The moves mentioned above all add 1 juggle count per hit.
Dr. GrammarFighting Game ScientistJoined: Posts: 1,622✭
edited February 13
Hwoarang:
Crouch HK: Cancel occurs on frame 14?
Spinning Trip Kick (misspelled): Block adv +1?
MK > MK: Cancelable into BC/LA
High Kick Combo: Cancelable into LA
Low & High Kick Combo: Cancelable into LA
Low & High Smash Kick Combo: Cancelable into BC/LA
Quick Kick Combo: Cancelable into LA
Flamingo Kick Combo: Cancelable into LA
Fire Storm: Cancelable into BC (heavy only)/LA
Special Step: Cancelable into SA
Jin:
Power Stance: not cancelable into Power Stance
Law:
Dragon Rush Combo: Cancelable into SM/CA, EX/SA (occurs on abnormal frame)
In general, it seems like recovery frames haven't been updated in cases where frames were changed in moves. For example, Julia's st.MP should have 10 recovery frames, and cr.MP should have 11.
Comments
Move: Property "Value" ("old value")
Street Fighter Side
Abels.MK: Startup 9 (7)
s.MK: Recovery 19 (17)
c.LK: Recovery 9 (8)
cl.HK: On Block -8 (-9)
Forward Kick: On Hit +6 (-1)
Shoulder Tackle: 49F back charge
EX Shoulder Tackle: Start Up 9F (10)
EX Falling Sky: Start Up 7F (-1)
EX Tornado Throw: Start Up 6F (-1)
EX Change of Direction: Start Up: 17F (-1)
Super Art: 49F back charge
Akuma
cl.HK: On Hit +1 (0)
cl.HK: On Block -4 (-5)
cl.HK: Active 2(4)3 (2(3)4)
Tenmakujinkyaku: On Hit +16 (+17)
Tenmakujinkyaku: On Block +5 (+4)
HP Shakunetsu Hadoken: On Block +3 (-5)
Hyakkishu EX > Hyakki Gojin: On Hit +11 (+10)
Hyakkishu > Hyakki Gojin: On Block +12 (+10)
Hyakkishu EX > Hyakki Gojin: On BLock: +4 (+7)
Air Tatsu: On Block +6 (-11F [wrong syntax] [-5F after 1.06])
HK Tatsu: Damage 40,20x3 (instead of 40,20x2)
EX Tatsu: Start Up 12F (-1)
Ex Tatsu: Damage 30x5 (instead of 35x5)
EX Goshoryuken: Start Up 3F (4)
EX Air Hadoken: Start Up 9F (10)
EX Air Tatsumaki Zankukyaku: Start up 8F (9)
EX Shakunetsu Hadoken: Start Up 26F (27)
Misogi: Start Up 22F (23)
Balrog
s.LK: On Block +2 (+3)
cl.LK: On Block +3 (+2)
cl.MK: Recovery 12 (13)
c.HK: On Block -10F (despite notes saying -9F)
Buffalo Head: 54F back charge (47)
EX Buffalo Head: Start Up 13F (14)
LP Dash Low Straight: Start Up 13F (14)
MP Dash Low Straight: Start Up 14F (15)
HP Dash Low Straight: Start Up 14F (15)
EX Dash Low Straight: Start Up 14F (15)
LP Dash Straight: Start Up 4F (5)
MP Dash Straight: Start Up 7F (8)
HP Dash Straight: Start Up 7F (8)
EX Dash Straight: Start Up 8F (9)
LK Dash Upper: Start Up 5F (6)
MK Dash Upper: Start Up 7F (8)
HK Dash Upper: Start Up 7F (8)
EX Dash Upper: Start Up 8F (9)
Ex Dash Low Smash: Start Up 14F (15)
Crazy Buffalo: KKK Start Up 22F (23); Hold K 20F (21)
Crazy Buffalo: PPP Start Up 18F (19); Hold K 15F (16)
Cammy
EX CADC: 5F (6)
s.MP: On Hit 0 (+2)
s.MP: On Block -4 (-2)
s.MP: Recovery 17 (16)
s.LK On Hit +4 (+5)
s.LK: On Block 0 (+1)
s.LK: Recovery 10 (9)
EX Spin Knuckle: Start Up 34F (35)
Cannon Strike: On hit +15 (+13)
EX Cannon Strike: Start Up 17F (-1)
EX Hooligan Combination, Razor Edge: Damage 120 (100)
EX Spiral Arrow: Start Up 8F (9)
Cannon Spike (All versions): knockdown (instead of hard kd)
Cannon Spike (All normal versions): -37F on block (-39)
EX Cannon Spike: Start Up 4F (5)
EX Cannon Spike: -28F on block (-29)
Cross Art: Start Up 9F (10)
Chun Li
cl.MK vs Crouch: On Hit +6
Kintekishu: On Hit +2 (-2)
HP Kikoken: On Hit -4 (-2)
HP Kikoken: On Block -9 (-4)
EX Kikoken: Start Up 11F (12)
Spinning Bird Kick: 54F down charge
MK Spinning Bird Kick: On Hit +1 (-1)
MK Spinning Bird Kick: On Block -2 (-4)
EX Spinning Bird Kick: Start Up 7F (8)
EX Hazanshu: Start Up 27F (28)
EX Kioken: On Hit 13F (14)
Super Art: Start Up 8F (9)
Cody
nj.HP: On Counter Hit causes groundbounce
Launcher: Start Up 12F (all other characters have 13F)
Dhalsim
s.LP: Recovery 10 (9)
s.MP: Startup 6 (5)
s.HP: Active 3,3 (6)
s.LK: Not rapidfire cancelable
c.LP: Recovery 9 (8)
df.MP: On Hit -2 (-1)
EX Yoga Flame: Start Up 14F (15 according to patch 1.08)
Guile
EX CADC: 14F (13)
c.LP: Recovery 8 (10)
c.HP: Startup 6 (5)
c.LK: On Hit +3 (+4 according to patch notes)
EX Sonic Boom: Start Up 10F (11)
Flash Kick: 54F down charge (47)
EX Flash Kick: Start Up 5F (6)
Hugo
LP: On Hit -1 (0)
LP: On Block -5 (-4)
LP: Recovery 15 (14)
HK: On Hit +1 (+2)
HK: On Block -22 (-21)
HK: Recovery 33 (32)
c.MP: Startup 10 (9)
Body Press: On Hit +17 (+20)
Body Press: On Block +5 (+8)
Ultra Throw / Ex Ultra Throw: Start Up 9F (10)
EX Shootdown Backbreaker: 5F (6)
EX Giant Palm Breaker: Start Up 17F (18)
EX Monster Lariat: Start Up 14F (15)
EX Moonsault Press: Start Up 6F (7)
Added missing recovery of Ultra Throw / EX Ultra Throw
Added missing recovery Meat Squasher & EX Meat Squasher
Super Art: Start Up 6F (7)
Ibuki
cl.HP: Active 2,2 (4)
cl.HK: Active 2,2 (4)
c.HP: On Hit +2 (0)
LP, MP, HP Raida: Start Up 2F (3)
EX Raida: Start Up 16F (8)
EX Kunai: Start Up 10F (11)
EX Kazakiri: Start up 6F (7)
MK Tsumuji: On Block -3 (-1)
HK Tsumuji: On Block -3 (0)
EX Tsumuji: Start Up 13F (14)
EX Neckbreaker: Start Up 16F (17)
Cross Art: Start Up 7F (6)
Juri
s.MP: On Block -2 (-1)
s.HP: On Hit -3 (-2)
s.HP: Recovery 25 (23)
s.HP: On Block -8 (-7)
s.MK: On Block -4 (-3)
s.MK: Active 1,4 (5)
cl.MP: On Block -5 (-4)
cl.MK: On Block -9 (-8)
c.MP: On Block -1 (0)
c.HK: On Block -8 (-7)
c.HK: Recovery 26 (25)
Sekku: On hit +2 (+3)
Sekku: On Block -2 (0)
Fuhajin: On Block -4 (-3)
EX Fuhajin (LK+MK): Start Up 14F (15)
EX Fuhajin (LK+HK): Start Up 14F (15)
EX Fuhajin (MK+HK): Start Up 15F (16)
HK Senpusha: On Block -15 (-14)
EX Senpusha: On Block -18 (-30)
EX Shikusen: Start Up 15F (16)
EX Senpusha: Start Up 10F (11)
Cross Art: Start Up 9F (8)
Super Art: Start Up 13F (14)
Ken
cl.LK: On Hit +3 (+4)
cl.MK: On Hit +8 (+7)
cl.MK: Recovery 10 (9)
cl.HK: On Hit -4 (-3)
cl.HK: On Block -9 (-8)
c.LP: Recovery 11 (9)
c.MP: Recovery 12 (11)
c.MK: Recovery 18 (17)
LK Tatsumaki Senpukyaku (air): On Hit +10 (+15)
MK Tatsumaki Senpukyaku (air): On Hit +10 (+14)
MK Tatsumaki Senpukyaku (air): On Block +5 (+4)
HK Tatsumaki Senpukyaku (air): Start Up 8F (7)
HK Tatsumaki Senpukyaku (air): On Hit +10 (+15)
EX Tatsumaki Senpukyaku (air): Start Up 7F (8)
EX Tatsumaki Senpukyaku: Start Up 7F (8)
Shoryuken (all versions): Added hit advantage.
MP Shoryuken: On Block -37 (-38)
MP Shoryuken: On Block -40 against crouching
EX Shoryuken: On Block -39 (-40)
Cross Art: Start Up 9F (8)
M. Bison
s.MP: On Hit +5 (+7)
s.HP: On Block -8 (-7)
cl.MP: Recovery 14 (13)
HP Psycho Crusher: On Block from close range: -33
Double Knee Press: 54F back charge
EX Double Knee Press: Start Up 14F (15)
EX Double Knee Press: On Block -32 (-31)
Psycho Crusher: 54F back charge
EX Psycho Crusher: Start Up 15F (16)
Devil Reverse: 54F down charge
Devil Reverse Follow Up: On Block +5 (+1)
EX Deil Reverse Follow Up: On Block+5 (+1)
Head Press: 54F down charge
Head Press: Start Up 23-41 (23-36)
EX Head Press: Start Up 23-41 (24-36)
Super Art: 54F back charge
Super Art: Start Up 12F (13)
Poison
EX CADC: 5F (8)
s.MP: On Block -2 (-1)
cl.LP: Recovery 11 (10)
cl.LK: On Hit +4 (+3)
c.HP: On Block -13 (-6 according to 1.0.8)
EX Whip of Love: Start Up 13F (14)
HK Kissed by a Goddess: On Block -42 (-36)
EX Kissed by a Goddess: Start Up 5F (6)
EX Aeolus Edge: Start Up 8F (9)
Super Art: Start Up 9F (10)
Rolento
s.LP: +6/+2
s.LP: Recovery 8 (10)
s.HP: Active 1,2 (3)
cl.LP: +9/0
cl.LP: Recovery 7 (5)
c.MP: Active 2,2,2 (6)
EX Patriot Circle: Start Up 18F (19)
Super Art: Start Up 13F (14)
Cross Art: Start Up 7 (67)
Rufus
:c.LK: On Block -1 (0)
Falcon Kick: On Hit +10 (+9)
Falcon Kick: On Block +2 (-4)
Fragrance Palm: On Block -8 (-7)
EX Galactic Tornado: Start Up 13F (14)
EX Messiah Kick: Start Up 12F (13)
EX Messiah Kick: On Hit -10 (-9)
Ryu
s.HK: On Hit -5 (-6)
cl.MP: Recovery 18 (17)
LP Shoryuken: On Block -26 (-27)
MP Shoryuken: On Block -40 (-41)
HP Shoryuken: On Block -43 (-44)
EX Shoryuken: Start Up 4F (5)
EX Shoryuken: On Block -35 (-43)
HK Joudan: Unchanged block advantage of -6F as in patch 1.06 introduced. (1.08 states additional -4F block stun)
EX Joudan: Start Up 15F (16)
EX Tatsumaki: Start up 12F (13)
Air Tatsumaki: On Block +5 (+3)
EX Air Tatsumaki: Start Up 8F (9)
EX Hadoken: Start Up 12F (13)
Super Art: Start Up 4F (5)
Sagat
s.LP: Recovery 8 (7)
s.HP: On Block -3 (-2)
s.LK: Active 1,3 (4)
s.HK: Active 2,3 (5)
cl.LK: Active 1,3 (4)
cl.MK: Active 2,2 (4)
cl.HK: Active 2,3 (5)
cl.HK: On Block -2 (-4)
EX High Tiger Shot: Start Up 12F (13)
EX High Tiger Shot: On Block +3 (+4)
Low Tiger Shit: On Hit -3 (+4)
EX Low Tiger Shot: Start Up 13F (14)
EX Low Tiger Shot: On Block +2 (-1)
LP Tiger Uppercut: On Block -40 (-41)
MP Tiger Uppercut: On Block -43 (-44)
HP Tiger Uppercut: On Block -43 (-44)
EX Tiger Uppercut: Start Up 3F (4)
EX Tiger Knee: Start Up 8F (9)
Vega
s.HK: Active 2,2 (4)
cl.HK: Active 2,2 (4)
c.HP: Start Up 5F (4)
Scarlet Terror: 41F down charge (34)
EX Scarlet Terror: Start Up 5F (6)
Rolling Crystal Flash: 59F back charge (58)
Sky High Claw: 41F down charge (34)
Flying Barcelona Attack: 41F down charge (34)
Super Art: 41F down charge (34)
Zangief
s.HP: On hit -3 (+3)
s.MK: On hit -3 (+3)
cl.LP: Recovery 7 (8)
cl.MK: On Hit +3 (+4)
Lariat: Damage 100[120 2nd/3rd hit] (150)
Flying Body Attack: On Block +5F (+4)
EX Spinning Piledriver: Start Up 5F (6)
EX Banishing Flat: Start Up 14F (15)
Quick Lariat: Start Up 5F (11)
Quick Lariat: On Block +8 (-4), -18 vs Crouching
Double Lariat: On Block -17 (-37), -43 vs Crouching
MK,HK,EX Flying Powerbomb: On Block - (-10,-1,-1)
EX Atomic Suplex: Start Up 3F (4)
Tekken Side
Asukas./cl.MP: On Block -3 (+2 according to 1.08)
c.MP: On Block 0 (+3 according to 1.08)
c.MK: On Block -7 (-8)
c.HP: On Hit -7 (+3)
Leg Cutter (f.lk>df.hk): On Hit -8 (-2)
Leg Cutter (df.hk): On Block -6 (-2)
EX Exorcisor: Start Up 14F (15)
EX Mist Palm Thrust: On Block -1 (-7)
EX Double Lift Kicks: Start Up 10F (11)
EX Sweep Throw: Start Up 10F (11)
EX Onikubigari: Start Up 18F (19)
EX Onikubigari: Damage 190 (180)
Bob
Crouch HK: On Block -13 (-12)
LP > LK > LK: On Block -13 (-12)
Perfect Press: On Block -13 (-12)
LP Cracker: On Hit -5 (0)
LP Cracker: On Block -22 (-17)
EX Cracker: On Block -17 (-31)
Cracker Jacker: On Block -10(-9)
Spiral Rocky: On Block -15 (-27)
Cross Cancel: Start Up 11F (10)
Super Art: Start Up 23F (24)
Bryan
Standing LK: Far \ Close are different version. Neither is +5\0 as noted in the patch notes.
EX Mach Breaker: Start Up 10F (11 according to 1.08).
Heihachi
MK: On Block 0 (-1)
c.HP: On Hit -6 (+6)
Eisho Mon: On Block +3 (+2)
Demon Kicker string added
EX Hell Axle: Start Up 13F (14)
HP Demon Breath: On Block -10 (-20)
EX Demon Breath: Start Up 16F (17)
Super Art: Start Up 15F (14)
Cross Art: Start up 9F (8)
Hwoarang
c.LK: On Hit: +4 (+5)
c.LK: On Block 0 (+1)
c.HK: On Block -8 (-9)
MK > MK: On Block -6 (-7)
Low & High Smash Kick Combo: On Block -7 (-6)
LK Sky Rocket: On Block -24 (-27)
MK Sky Rocket: On Block -26 (-29)
HK Sky Rocket: On Block -18 (-20)
EX Sky Rocket: On Block -24 (-26)
EX Hunting Hawk: Start Up 14F (15)
LK Air Raid: On Hit +10 (+8 according to 1.08)
MK Air Raid: On Hit +11 (+6 according to 1.08)
HK Air Raid: On Hit +11 (+6 according to 1.08)
EX Air Raid: On Block +2 (0)
EX Air Raid Special: Start Up 17F (18)
EX Air Raid Special: Hit Advantage +12F (+10)
Jin
EX CADC: 5 (8)
EX Penetrating Fist: Start Up 8F (9)
EX Median Line Destruction: Start Up 13F (14)
Cross Art: Start Up 8F (9)
Cross Art: Full body invincibility frames 1-9 (1-14)
Julia
Backjump: 37F (35)
EX Lashing Arrow: Start Up 16F (17)
EX Swift Explosion: Start Up 39F (40)
LK Rising Kick: On Block -37 (-38)
MK Rising Kick: On Block -29 (-40) [-31 on crouching]
EX Rising Kick: Start Up 6F (7)
EX Tiger Strike: Start Up 16F (17)
Super Art: Start Up 4F (3 according to 1.08)
Kazuya
Demon Slayer: On Hit +17 (instead of knockdown)
Demon Slayer: On Block -3 (-14)
EX Rising Sun: Start Up 22F (23)
EX Slaughter Hook: Start Up 10F (11)
EX Slaughter High Kick: Start Up 10F (11)
EX Devastator: Start Up 10F (11)
EX Demon God Fist: Start Up 19F (20)
Cross Art: Start Up 10F (9)
King
EX CADC: 6F (7)
EX Running Jaguar Bomb: Start Up 9F (10)
EX Konvict Kick: Start Up 10F (11)
EX Giant Swing: Start Up 18F (19)
EX Tomahawk: Start Up 18F (19)
EX Reverse Arm Slam Combo: Start Up 12F (13)
Jaguar Step>Lariat: Can be EX and Super canceled
Super Art: Start Up 13F (12)
Cross Art: Full body invincibility frames 1-10 (1-9)
Kuma
c.LP: On Hit +2 (+3)
c.LP: On Block -2 (-1)
Swing Swung: Damage 150 (190 according to 1.08 patch notes)
Bear Smash: Start Up 18F (20)
EX Rock'n Roll Circus: Start Up 6F (7)
EX Megaton Claw: Start Up 16F (17)
EX Headbutt: Start Up 5F (6)
Super Art: Start Up 7F (8)
Law
c.MP: On Block +2 (+3)
Machine Gun Arrow (all hits): On Block -3 (-2)
LP>b+MP>b+MP: On Block -8 (-7)
MK Somersault Kick: On Block -4 (-5)
HK Somersault Kick: On Block -4 (-5)
EX Somersault Kick: Start up 16F (7)
HP Fist Fury Rush: On Hit knockdown (hard knockdown)
EX Fist Fury Rush: Start Up 16F (17)
EX Shaolin Spin Kicks: Start Up 11F (12)
Cross Art: Start Up 10F (9)
Cross Art: Full body invulnerability frames 1-10 (1-9)
Lei
Cross Cancel: Start Up 5F (6 according to 1.08 notes)
Lillie
s.LK: On Hit +5 (+4)
f.LK: On Hit 0 (-1)
Heavy Languish Beat: On Block -11 (-10)
Peacock Jive: On Hit knockdown (hard knockdown)
Feisty Rabbbit (all versions): Cancaelable into itself.
EX Feisty Rabbit: Start Up 16F (17)
EX Angle Knee: Start Up 6F (7)
Angel Knee Ascension: Jump cancelable
Angel Knee Ascension: On Block -11 (-)
LK Sunflower Lance: On Hit -3 (-4)
LK Sunflower Lance: On Block -5 (-6)
MK Sunflower Lance: On Hit -4 (-5)
MK Sunflower Lance: On Block -6 (-7)
HK Sunflower Lance: On Hit -6 (-7)
HK Sunflower Lance: On Block -10 (-11)
EX Sunflower Lance: Start Up 16F (17)
Divine Step: Start Up 27F (24)
Divine Step: On Block -20 (-17)
LK Air Spine Shot: On Hit +9 (0)
LK Air Spine Shot: On Block +2 (-7)
MK Air Spine Shot: On Hit +16 (+6)
MK Air Spine Shot: On Block +8 (-2)
HK Air Spine Shot: On Hit +11 (+1)
EX Air Spine Shot: On Hit +21 (+20)
EX Air Spine Shot: On Block +11 (+10)
LP Dendrobium: Start Up 4F (5)
MP Dendrobium: Start Up 6F (7)
HP Dendrobium: Start Up 10F (11)
EX Dendrobium: Start Up 6F (7)
Super Art: Start Up 9F (8)
Marduk
EX CADC: 6F (5)
c.MK: Start Up 9 (10)
c.MK: On Hit -2 (-6)
c.HK: On Block -36 (-37)
Left Right to Gut Check: On Block -15 (-14)
Left Right to Power Elbow: On Block -5 (-4)
EX Gator Slam: Start Up 6F (7)
EX Northern Lights Suplex: Start Up 4F (5)
EX Double Leg Takedown: Start Up 8F (9)
Super Art: Start Up 3F (4)
Nina
EX CADC: 4F (5)
c.LK: On Hit 0 (+1)
c.LK: On Block -4 (-3)
c.MP: On Block -2 (0)
c.HK: On Block -8 (-7)
Bermuda Triangle: On Hit +4 (+5)
LP Blond Bomb: On Hit 0F
HP Blond Bomb: On Hit hard knockdown
LK Geyser Cannon: On Block -7F (-6)
MK Geyser Cannon: Start Up 18F (15)
MK Geyser Cannon: On Block -7F (-6)
Backhand Slap: Start Up 9F (22)
EX Backhand Slap: Start Up 9F (28)
Super Art: Start Up 12F (11)
Cross Art: Start Up 9F (8)
Ogre
Backdash: 18F (21)
s.MP: On Block +2 (+3)
s.HP: On Block -7 (-8)
s.MK: On Block -3 (-2)
s.HK: On Block +1 (+2)
cl.HK: On Hit -5 (-4)
cl.HK: On Block -11 (-10)
LP > MP: On Block -11 (-9)
f+HK > HK: On Hit -11 (-10)
f+HK > HK: On Block -15 (-13)
f+HK > HK > HK > HK: On Hit -11 (-10)
f+HK > HK > HK > HK: On Block -15 (-13)
EX Waning Moon: Start Up 9F (10)
HP Ancient Power: Start Up 9F (10)
HP Ancient Power: On Block -25 (-26)
EX Ancient Power: Start Up 9F (10)
EX Blazing Kick: Start Up 8F (9)
EX Blazing Kick: Full body invulnerability 1-7F
EX Owl's Hunt: Start Up 24F (25)
Indigo Punch EX: Start Up 19F (20)
Paul
EX CADC: 5F (6)
s.hp: On Block -7 (-8)
c.hp: On Block -13F (-16)
LK Shredder: On Block -4F (-3)
EX Shredder: Start Up 6F (7)
EX Sway Start Up 30F (31)
EX Mountain Raze: Start Up 14F (15 according to 1.08 notes)
EX Mountain Raze: Full body invulnerability 1-16F (1-17 according to 1.08 notes)
EX Smasher: Start Up 11F (12)
EX Mortar Punch: Start Up 23F (24)
Super Art: Start Up 8F (7)
Cross Art: Start Up 10F (9)
Cross Art: Full body invulnerability 1-11F (1-10)
Raven
s.HK: On Block -5 (-10; wrong translation)
c.MK: On Block -5 (-4)
EX Crossed Ninja Stars: Start Up 15F (16)
EX Crossed Ninja Stars EX (air): Start Up 14F (15)
EX Alter Ego (LK+MK): Start Up 17F (18)
EX Alter Ego (LK+HK): Start Up 23F (24)
EX Alter Ego (MK+HK): Start Up 20F (21)
Wind Cross 2nd hit: On Block -39F (-38)
EX Wind Cross: Start Up 7F (8)
Haze (forward): Recovery 38F (37)
Haze (backward): Recovery 45F (37)
Cross Art: Start Up 8F (7)
Steve
EX CADC: 2F (5)
s.MP: On Block +5 (+6)
cl.MP: On Block +3 (+4)
c.HP: On Hit -2 (-1)
c.HP: On Block -8 (-7)
Foot Stomp Right Hook: On Hit hard knockdown (knockdown)
British Edge: On Hit +9 (+5)
Shoulder Rush: On Hit -3 (-2)
Shoulder Rush: On Block -9 (-8)
Uppercut: On Block -12 (-11)
Spin Low Hook: On Block -10 (-9)
MP Sonic Fang: Start Up 17F (14)
EX Sonic Fang: Start Up 14F (15)
EX Hellfire: Start Up 10F (11)
Super Art: Start up 4F (3)
Xiaoyu
EX Shooting Star: Start Up 29F (30)
EX Hakkesho: Start Up 25F (22 according to 1.08 Patch notes)
Turn of Fortune: On Block -8 (-7)
Super Art: Start Up 9F (8)
Yoshimitsu
cl.MP: On Block +2 (+3)
c.LK: Start Up 5 (4)
Oni Killer: Damage 130 (120)
Added missing b+LK (air) > MK target combo.
Poison Wind Steel Fist: On Hit -2 (+2)
Poison Wind Silver Fist: On Hit -30 (-38)
Poison Wind Silver Fist: On Hit -43 (-51)
f+MK > MP: On Block -11 (-10)
Flea to LK Poison Breath: On Hit 0 (+1 according to 1.08)
Flea to LK Poison Breath: On Block -22 (-20)
Flea to MK Poison Breath: On Hit +1 (+2 according to 1.08)
Flea to MK Poison Breath: On Block -22 (-26)
Flea to HK Poison Breath: On Block -21 (-4)
Flea to EX Poison Breath: Start Up 15F (16)
Flea to EX Poison Breath: On Block -22 (-6)
MP Suicide: Immune against "counter" moves (instead of strike invincible)
EX Poison Breath: Start Up 16F (17)
EX Gehosen: Start Up 6F (7)
Super Art: Start Up 7F (6)
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6 · Off Topic Insightful Disagree Agree 6Like LOLTsunami Kick > Flamingo: Command f+MK > f / Recovery 21 / Hit adv +5 / Block adv +3
Reverse Kick > Flamingo: Command MP > MP > f / Recovery 12 / Hit adv +7 / Block adv +1
Middle Kick Combo (2) > Flamingo: Command MK > MK > f / Recovery 13 / Hit adv +6 / Block adv +1
Middle Kick Combo > Flamingo: Command MK > MK > MK > f / Recovery 14 / Hit adv +2 / Block adv -1
High Kick Combo > Flamingo: Command MK > MK > HK > f / Recovery 20 / Hit adv +1 / Block adv -2
Low & High Kick Combo > Flamingo: Command MK > MK > d+LK > HK > f / Recovery 20 / Hit adv +1 / Block adv -2
Low & High Smash Kick Combo > Flamingo: Command LK > MK > f / Recovery 12 / Hit adv +7 / Block adv +2
Quick Kick Combo > Flamingo: Command MP > MP > f during flamingo / Recovery 19 / Block adv 0
Flamingo Kick Combo > Flamingo: Command LK > MK > f during flamingo / Recovery 17 / Hit adv +2 / Block adv +1
Fire Storm > Flamingo: Command MK > LK > f during flamingo / Recovery 15 / Hit adv +6 / Block adv +4
The ones I'm most uncertain about are the Middle Kick Combo, High Kick Combo/Low & High Kick Combo, and Quick Kick Combo.
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2 · Off Topic Insightful Disagree Agree 2Like LOLthanks for the input!
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0 · Off Topic Insightful Disagree Agree Like LOL- Spam
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0 · Off Topic Insightful Disagree Agree Like LOLSeriously, awesome. <3
SFxT Points - Juri, Cammy, Julia
SFxT Anchors - Marduk, Law, Nina
KOF13 - Athena/Yuri/Terry
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0 · Off Topic Insightful Disagree Agree Like LOLOnly thing I can confirm/see at the moment. ^_^ Can't thank you enough for the work
SFxT Points - Juri, Cammy, Julia
SFxT Anchors - Marduk, Law, Nina
KOF13 - Athena/Yuri/Terry
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0 · Off Topic Insightful Disagree Agree Like LOLfar st. lp feels more like +3/-1, cr.lk more like +4/+0, and thats more consistent with the way lights work in this game having a difference of 4 frames between hit and block stun... I'll test some of Blanka's normals when I get a chance.
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0 · Off Topic Insightful Disagree Agree Like LOL- Spam
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0 · Off Topic Insightful Disagree Agree Like LOLHowever, c.lk is indeed wrong. Seems I have typed the start up into the hit adv column. It's +3 . The -1 on block is correct tho.
Lol, I also just found it that if you're dead close to blanka and he does his super raw, it hits behind the character as cross up. at least, when I record Paul walking forward and then replay it and do Blanka's super raw from close range, he blocks it. Oo Wait, do you mean the frame data including the transition into the flamingo stance?
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0 · Off Topic Insightful Disagree Agree Like LOL- Spam
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0 · Off Topic Insightful Disagree Agree Like LOLI'll try to record it for f.mk > f and tell you if I can come up with anything else frame wise. But that is basically guessing whether or not I've done it right. Not a fan of that. I fear I can't help you there reliably.
BRB
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0 · Off Topic Insightful Disagree Agree Like LOL- Spam
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0 · Off Topic Insightful Disagree Agree Like LOLHowever, watching the footage, I can tell you exactly when he goes into the stance. Seeing it has 1F startup\recovery, that means on the second frame you can already input an attack \ jump. I can tell you how much advantage he gets that way. Dunno if that is right, tho.
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0 · Off Topic Insightful Disagree Agree Like LOLI'm pretty sure the transition is indeed 1f, so that method should work.
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0 · Off Topic Insightful Disagree Agree Like LOLThe transition takes 2F before the first jump frame occurs on the 3rd frame btw.
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0 · Off Topic Insightful Disagree Agree Like LOLCody's far LP is 4F startup not 5F
Cody's EX Zonk is 17F startup not 18F, Regular Zonk actually still has 3 different charge levels each with different startup times ranging from 17F to 19F. The invincibility increases as well but there is no change in damage.
Cody's far MP is NOT special cancelable :(
Cody's c.LP I'm about 70% certain is +1F on block not 0F the move uses the exact same data as SF4 except they added 1F of recovery.
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0 · Off Topic Insightful Disagree Agree Like LOLSt.lk is not rapid fireable
Razor chopp (overhead) = 4+ on hit
Shaniril: I thought he shaved his head for the children
Tatsunical: for the sfxt playing children
Tatsunical: the children that play marvel can go f**k themselves
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0 · Off Topic Insightful Disagree Agree Like LOL-Bokkin
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0 · Off Topic Insightful Disagree Agree Like LOLReverse 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
hope everything is correct.
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0 · Off Topic Insightful Disagree Agree Like LOL- Spam
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0 · Off Topic Insightful Disagree Agree Like LOLWhen I do jump => EX Zonk it has 18F of animation. cl.hp => EX Zonk, also 18F from cancel to hit. Even via Reversal timing it has 18F. How did you test it?
Didn't know they have the charge level in SFxT as well. I was able to hit with Zonk in 18F, so yeah, you're right. I think it's 18,19,20 tho.
s.lp has 4F, I even have that in my Cody spreadsheet I have on my pc. Error when converting it to the online doc.
I checked again, c.lp is 0.
S.mp's cancel is fixed.
Good stuff. Thanks. Chop is +3 on hit according to my footage. Also +3 in the data.
Fixed s.lk
She will probably be the last SF character. =/
Will do 2 Tekken characters so I have 3/3, (Lars and Bryan), and then do 2 SF and then 2 Tekken, then elena, then lei or christie.
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0 · Off Topic Insightful Disagree Agree Like LOLI'll check flamingo stance transition again...
It's +6/+2
so neither seems wrong.
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0 · Off Topic Insightful Disagree Agree Like LOL- Spam
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0 · Off Topic Insightful Disagree Agree Like LOLSimple really, I go by the data from the dumped .bac / .bcm files and then double check in-game to verify. Note: if you do this you want to generally go by the XML data as that is the raw data, the HTML data is based off of dantarion's incomplete program that reads the xml data and converts it. Thus there are some errors in the HTML files.
Frame advantage and hitstun/blockstun are two different things. Frame advantage changes when you alter the recovery of a move. For example:
In SF4 Cody's c.LP is 4F startup, 4F active, 5F recovery. It has frame advantage of +2F on block and +6F on hit. That means that hitting on the first frame (5F) there is 10F of blockstun and 14F of hitstun but there is still 8frames before you are able to act again. If you add 1F of recovery it becomes +1F on block +5F on hit. The actual blockstun/hitstun didn't change the move itself just takes longer. That is why meaty attacks give more frame advantage, because you ht on a later active frame which means that there is effectively LESS recovery for your move but it has the same hitstun/blockstun but the lowered recovery means that it has more frame advantage.
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0 · Off Topic Insightful Disagree Agree Like LOLIf you have 1.08, try to reversal a -17F move with ex or normal zonk. I'll check then again.
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0 · Off Topic Insightful Disagree Agree Like LOLAnyways, if you check my signature you'll see I run the SF4 modding tool wiki that handles information on gameplay modding for SF4 and that is why I'm able to understand that stuff. I'm hardly an expert though, I give that title to Error001 and Razor5170 who know ALOT more about it than me and have been answering questions I have when I've been writing the wiki articles.
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0 · Off Topic Insightful Disagree Agree Like LOL^Bubbleberry_VII you are so godlike for making this.
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1 · Off Topic Insightful Disagree Agree 1Like LOLI see you've already fixed his crlk on block.
Rock Crusher f or b+MP M - it does hit high, however there's a chargeable version of it that has startup about 25 and it hits mid.
Thank you very much for your hard work.
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0 · Off Topic Insightful Disagree Agree Like LOLEX Kunai: Start Up 10F (-1)
EX Kazakiri: Start up 6F (-1)
MK Tsumuji: On Block -3 (-6)
HK Tsumuji: On Block -3 (-6)
EX Tsumuji: Start Up 13F (-1)
EX Neckbreaker: Start Up 16F (-1)
Cross Art: Start Up 7F (+1)
Is her Super Art 0F start up? It's listed as 1, but doesn't look like it.
Dhalsim
LP Yoga Flame: Start up 17 (+1)
MP Yoga Flame: Start up 20 (+1)
HP Yoga Flame: Start up 23 (+1)
I have not yet changed it in the doc, as I'm unsure if this is true (normally, the normal versions are correct). Can someone please reaffirm this? Super, Cross Art etc are all correct for him otherwise.
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1 · Off Topic Insightful Disagree Agree 1Like LOLMy bad. It appears you an hit with it meaty on a standing opponent, and therefor make it +4.
Are you referring to + on block? Because hp is +1, mp is -2 and lp is -5 or something I think:o
Shaniril: I thought he shaved his head for the children
Tatsunical: for the sfxt playing children
Tatsunical: the children that play marvel can go f**k themselves
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0 · Off Topic Insightful Disagree Agree Like LOL- Spam
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0 · Off Topic Insightful Disagree Agree Like LOLThere really isn't any easy way to figure out active frames of an attack. The only way you could possibly try to do this is with macros(PC version) or a programmable controller and a MASSIVE amount of free time and OCD. Even then, you could probably only figure out normal attacks. Multiple hitting moves would be pretty hard to figure out. How would you do this? Knock your opponent down, then stick out a normal attack(with frame accurate timing) that will hit your opponent when they wake up. Keep changing the frame values in your macro until the attack no longer hits your opponent when they wake up. Subtract this number with the number of startup frames and you'll get the active frames range. This would also require knowing a few other values, like # of frames you recover before your opponent on a specific knockdown. It would be pretty complicated to figure it all out manually.
The best bet would be to have capcom get those values to us.
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0 · Off Topic Insightful Disagree Agree Like LOLThat said, I'd be grateful if you'd also say which error you found.
I doubt Capcom would publish framedata. Have they ever done it? I mean Combo would be our best bet, but dunno who could contact him.
I thought as much. That method is out of question since it requires too much effort. I know a way how to do it for cancable normals, but even that requires a good amount of extra effort.
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0 · Off Topic Insightful Disagree Agree Like LOLThe SSF4 guide that came out was done with help from capcom, so they are definitely down to give us the data. The people who made the frame data chart for that guide said they got a special dev kit from capcom that let them figure out all the frame datas.
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0 · Off Topic Insightful Disagree Agree Like LOLYeah, but they had some sort of business relationship. It's different to approach them and say "compile us all the data for free".
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0 · Off Topic Insightful Disagree Agree Like LOLI believe Lars frame data is already done by someone. I have a problem finding the Lars section so I cannot give you a link, but I remember it being pretty much accurate.
I'll try to confirm the 4 characters currently done, but I don't have a recording device (I use a different method) so I'll do it only if you're okay.
Lei's Frame data BY ME /brag- https://docs.google.com/spreadsheet/ccc?key=0AjGMy8pIpXbudDhNT0ZJOXl4Zi1jSEtpX0tGdXV2Y2c
"...by your words you will be justified, and by your words you will be condemned."
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1 · Off Topic Insightful Disagree Agree 1Like LOLI think after I've done all the DLC characters, I'll also put up a list of their walk speed, dash frames, CADC and vitallity - or is that somewhere around?
I'll double check any error you find to make sure I can find the error as well, so we have really a 100000% correct data down the line. I'd appreciate in particular if you do of all Charge moves (as in CADC moves) and super \ cross arts, Zonk\Ex Zonk (lvl 1), Ibuki's Super Art and Dhalsim's Yoga Blast\Fire. ^^
Also Paul's Cross Art really 10F?
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1 · Off Topic Insightful Disagree Agree 1Like LOLThere's no data related to walk speed, dash, CADC, or health afaik. It'll have to be tested separately. I do know that Lei has 17f forward dash, 1000 health, 4+34f jump diagonal and vertical (1f faster than Ryu), with the fastest CADC being 5+17f.
Sim's Yoga Blast would be a difficult one, but I'll try to do those after I'm done confirming what you already did. It's gonna take a while since reading week doesn't start til next week.
Lei's Frame data BY ME /brag- https://docs.google.com/spreadsheet/ccc?key=0AjGMy8pIpXbudDhNT0ZJOXl4Zi1jSEtpX0tGdXV2Y2c
"...by your words you will be justified, and by your words you will be condemned."
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0 · Off Topic Insightful Disagree Agree Like LOLLei's Frame data BY ME /brag- https://docs.google.com/spreadsheet/ccc?key=0AjGMy8pIpXbudDhNT0ZJOXl4Zi1jSEtpX0tGdXV2Y2c
"...by your words you will be justified, and by your words you will be condemned."
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1 · Off Topic Insightful Disagree Agree 1Like LOLLei's Frame data BY ME /brag- https://docs.google.com/spreadsheet/ccc?key=0AjGMy8pIpXbudDhNT0ZJOXl4Zi1jSEtpX0tGdXV2Y2c
"...by your words you will be justified, and by your words you will be condemned."
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0 · Off Topic Insightful Disagree Agree Like LOLLei's Frame data BY ME /brag- https://docs.google.com/spreadsheet/ccc?key=0AjGMy8pIpXbudDhNT0ZJOXl4Zi1jSEtpX0tGdXV2Y2c
"...by your words you will be justified, and by your words you will be condemned."
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0 · Off Topic Insightful Disagree Agree Like LOL2. So far, from what I found in Cody:
- far st.LP is +2 on block
- far st.LK is -1 on block
- far st.HK has 10f start-up, is +3 on hit
- cr.LP is +1 on block
- cr.HK is -7 on block
- f+MP is +1 on block
- Knife st.LP is 0 on block
- Knife cr.LP hits high (not low)
- LK Ruffian Kick has 16f start-up
- HK Ruffian Kick has 8f start-up
- Zonk has 1~12f strike invincibility (have to test more to make sure); did not test projectile invincibility yet
**I have a problem with Cody's close st.LK. If I use 1hit-jump method, it is +5 on hit and +1 on block, but if I try a normal -> normal link frame perfect, it acts like it's +6 on hit and +2 on block. (eg. frame perfect cl.st.LK -> far st.HK on hit catches jumping opponents while they're grounded, suggesting that it hit them during their 4f pre-jump frames. If it had 5f gap like it should've, they would get hit by far st.HK while airborne. In addition, this sequence trades with 4f moves without invincibility after they get hit by cl.st.LK). Same goes with Knife cr.HP; it is +6 for sure but it links into Knife cr.MP, cr.MK and sweep.
EDIT: WHOA wth. I wanna delete duplicate posts but I don't see an option anywhere.
Lei's Frame data BY ME /brag- https://docs.google.com/spreadsheet/ccc?key=0AjGMy8pIpXbudDhNT0ZJOXl4Zi1jSEtpX0tGdXV2Y2c
"...by your words you will be justified, and by your words you will be condemned."
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0 · Off Topic Insightful Disagree Agree Like LOL-Far s.hk is indeed 10F! I even reproduce why it was amiss. When Paul lands he ducks, and since s.hk hits rather high, Paul was ducking under it and raised into it. So I hit meaty with it. X
-far s.lp is +2. Converting error from my local spreadsheet. (aka typo).
-Knife s.lp is -1. ☑
-f.mp is 0. ☑
-cl.lk is +5 on hit. ☑
-s.lk is -1 on block. X
-c.hk is -7. X
I also checked a few other normals and they were all correct. Cody was the first character I've done and wasn't quite comfy at that point. Also, I'll stop using auto-jump for testing since it can seem to have an impact on testing higher hitting moves. Pause => Jump it is! takes more time, but isn't worth the risk for errors that it seems to bring with it to use auto jump.
So thanks for pointing the errors out.
Full body Strike invulnerability, or just upper?
Knife c.lp has been fixed. Dunno why that was there. I remember thinking it was a low when setting up the raw data. After testing it and seeing that it was a high I thought I had changed it
Charge move are a hell to check since they always seem to be 1-2F slower then they actually are due to the whole charging crap. I found a new method for that tho. I record Paul doing Raze, block that and input with reversal timing. That way I have no 2F long button press or anything, at least I hope it doesn't use a 2F long button press to charge it later when the move actually comes out. Would seem weird tho, so I don't think that is the case. I also use that method now for CA \ Super Arts since he is airborne, you can see him moving as soon as the cinematic freeze ends.
That said, I just tried that for Ruffians and still come up with the same results, but this time MK Ruffian is also 1F slower. WTF IS GOING ON WITH THE GAME? Why does it add frames where ever it wants? When using Ex Ruffian for instance, there is a frame where cody stands, but doesn't glow yellow. I can only fathom that there is 1f of animation where he stands up before the start up of the move starts. When I compare the pose Paul is in during the cinematic freeze, and that 1f where cody doesn't glow, it's exactly the same. So maybe for reversal timing, you have that additional frame of animation?
I mean that makes sense for Super Arts, since the cinematic freeze would otherwise consume 1F of start up, but why is it there for special moves? AND WHY ISN'T IT CONSISTENT FOR ALL SPECIALS?
I swear, this game...
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1 · Off Topic Insightful Disagree Agree 1Like LOL- Spam
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1 · Off Topic Insightful Disagree Agree 1Like LOLTYVM for double checking. It's strange tho, out of everything, f+MP being +1 on block was the one I was the most confident with.
I was wondering if you could test 2 of my testing methods with your recording device. I use:
1. Put dummy on Jump + Block All, land a normal on his landing recovery (dummy blocks it), then neutral empty jump with the dummy to see which side lands first by how many frames.
2. Put dummy on record + Block All, and with a dummy, land a normal then neutral jump right away for 4~5 seconds, so that it will do neutral empty jump right after the normal's recovery is over. Put it to Replay, block the normal manually, then neutral empty jump with the dummy to see which side lands first by how many frames.
If you could test f+MP with the above 2 methods that would be great. If you still get 0 on f+MP block then it means I would have to come up with a new method of measuring frame advantage.
Like I said before (I think in the Paul section), there seems to be 2 reversal timings, and the 2nd one is actually 1f slower than the 1st one. I swear I can punish a certain move with a reversal and sometimes I cannot punish the same move with the same reversal within the same range.
To test the special start-up I do:
- Put dummy on Record
- whiff normal neutral jump -> do a special right when they land or before they land (I tap a button to make sure the dummy doesn't charge anything. If I do it a bit early the special still comes out with negative edge, so all I have to do is not do it too late)
- get a character with a special start-up that you know, put dummy to Replay, whiff normal neutral jump with him right after you get out of pause -> do a special. As long as there's no invincibility frames, the moves with the same start-up should trade. This is how I test normal start-up as well
- of course, the character with the same jump frames is preferred (Cody has 4+35f jump, same with Ryu)
Non-EX Zonk is upper body invincibility only.
Also, it seems like you can "cancel" the last recovery frame of normals such as Knife st.HP and Knife cr.HP with another move other than jump/dash. This is the only possibility I can think of that would explain Knife cr.HP being +6 on hit and being possible to link into cr.MK/sweep/Knife cr.MP. I know some of Lei's stance normals do this, so it's nothing quite new.
TY for pointing that out Eternal. I don't know Cody much and didn't know there were different Zonk levels. For the one I tested I charged for about 80 frames so I think that is level 1?
EDIT: Cody's close st.LP, far st.LP, close st.MP, cr.MP, close st.HP, cr.HP, close st.LK, far st.LK, cr.LK, cr.HK, Knife st.LP, Knife cr.LP all have juggle potential of 2. Cody's far st.MP, close st.MK, far st.MK, cr.MK, Knife st.MP, Knife cr.MP, b+MP, f+MP all have juggle potential of 3. Cody's far st.HP, close st.HK, far st.HK, Knife st.HP, Knife cr.HP all have juggle potential of 4. Not sure about f+HK, but it has at least 4. The moves mentioned above all add 1 juggle count per hit.
Lei's Frame data BY ME /brag- https://docs.google.com/spreadsheet/ccc?key=0AjGMy8pIpXbudDhNT0ZJOXl4Zi1jSEtpX0tGdXV2Y2c
"...by your words you will be justified, and by your words you will be condemned."
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0 · Off Topic Insightful Disagree Agree Like LOLCrouch HK: Cancel occurs on frame 14?
Spinning Trip Kick (misspelled): Block adv +1?
MK > MK: Cancelable into BC/LA
High Kick Combo: Cancelable into LA
Low & High Kick Combo: Cancelable into LA
Low & High Smash Kick Combo: Cancelable into BC/LA
Quick Kick Combo: Cancelable into LA
Flamingo Kick Combo: Cancelable into LA
Fire Storm: Cancelable into BC (heavy only)/LA
Special Step: Cancelable into SA
Jin:
Power Stance: not cancelable into Power Stance
Law:
Dragon Rush Combo: Cancelable into SM/CA, EX/SA (occurs on abnormal frame)
In general, it seems like recovery frames haven't been updated in cases where frames were changed in moves. For example, Julia's st.MP should have 10 recovery frames, and cr.MP should have 11.
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0 · Off Topic Insightful Disagree Agree Like LOL