Koihime Enbu Frame Data
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Koihime Enbu RyoRaiRai Ver2.12 Frame DataDiscord: https://discord.gg/bcM7ww
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About this document~
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Startup, active & recovery frame data is based on attacks that have whiffed to their end state.
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Because an attack needs to start from frame 1, if an attack states a startup of 10F, the hitbox itself will appear on Frame 11.
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Related to above, if an attack recovers in 11F, a move with 10F startup will not punish.
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Numberical values in () for multi-part attacks indicate recovery.
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For assists, the Startup [F]rames given are for the controlled character calling the assist, not the startup of the assist character themselves.
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About 'Attack Reach'
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The value given represents the tip of the hitbox from the centre of the character. For attacks that have movement as part of the attack itself, add the movement value to the
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attack range to get the effective Attack Reach.
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About 'Damage' Notation
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Proration is not recorded at all, only 'true' damage is listed. [So be aware of throws for example]
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Throw damage is listed as 160, but the true value is 128, as one hit of proration occurs due to the throw itself counting as a hit at the start costing 20% in damage.
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About calculating recovery / advantage frames
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Recovery of ground attacks are calculated with the opponent standing immediately next to the player character, after your move connects / is blocked.
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Recovery of knockdown attacks are calculated from the moment the character hits the ground.
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Recovery of aerial attacks are calculated from the 1st frame after landing.
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'Attack Level'
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Levels represent by numerical values; the higher value will 'win' when occuring on the same frame. When nullifying a projectile with normals, the attack level needs to be the same
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or higher. [So to nullify a level 3 fireball, your level 2 stand medium won't work, but your level 3 stand heavy will - Presuming the attack actually has the capability to do this]
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'Attack Type'
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Specifies attack type [mid, low, overhead, etc]. Used for guarding and hitboxes. [So your overhead might have a lower body invincibile hitbox because the character does a hop]
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Knockback #1
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Knockback on attacks; lows are uniform in terms of knockback distance. Knockback on other attacks vary by the attack / attack level.
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There are generally one of two types of knockback that a move can have; low or mid / high.
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Knockback #2
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In addition to the above, attack level also has an effect on knockback. Also, total knockback depends on freeze-time of the move. [Presumably,
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freeze time refers to, for example, when the screen freezes during a super and so on]
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Hougeki '2nd time'
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Doing the same Hougeki effect twice in a combo, while doing damage, won't apply the same Hougeki effect, but the effect it does have is listed anyway.
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Hougeki '2nd time' Aerial
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Same as above, but for attacks done in the air.
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Counter-Hit changes
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Counter hits occur when striking an enemy in the startup of their attack. Damage goes up, and hit-stun increases depending on attack level.
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Damage:20% increase
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*However, Hougeki combos don't follow this 20% rule.
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Additional hit-stun by attack level:
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0   +2F
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1   +3F
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2   +3F
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3   +4F
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4   +4F
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5   +4F
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6   +5F
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6+ +5F fixed
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Damage calculation (calculated by number of hits)
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Combo #
Normal combo
Hougeki combo
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1100%100%
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280%60%
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360%50%
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440%40%
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520%30%
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620%20%
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2210%10%
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Below 10% Calculation:
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Truncate the decimal point. Damage displayed is calclated by truncating the demical point and adding 0 at the end.
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Other notes...
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Throws typically lose against everything, other than other throws. [Presumably this means when attacks interact at the same frame]
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If command throws occur on the same frame, then both players are rejected.
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Throwing during a dash will stop the dash completely.
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When thrown in a counter-hit state, you cannot break the throw.
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When backdashing, you cannot be thrown for 11F.
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Backdashes are invincible from 1F - 10F.
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Jumping is throw-invincible from 1F.
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While in blockstun, you cannot be thrown.
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On waking up, you are invincible for 1F and throw invincible for 9F.
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You are throw invincible for 9F after blocking something.
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Inputs are stored for 6F, except when cancelling into something, unless you hold the button down. [Double-check this is accurate]
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You can't cancel into assists from normals, and presumably anything else. [Unless there are a few exceptions?]
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'Strike Attribute' - Blow / Cut. Blow = physical kicks or punches. Cut = weapons attacks.
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'Cancel [F]' - Maximum window of time to cancel something, in frames. [So hit-confirming something is easier if it has a lot of frames to late cancel from]
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https://www.reddit.com/r/Fighters/comments/88x3u8/158_japanese_fighting_game_terminologies/
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