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WORK IN PROGRESS!
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Hit me (Franck Frost#3335) up on the 02um Discord server (https://discord.gg/8JNXHxf) if you find any mistake or have any question.
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Reading Framedata:
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- The start-up of a move includes its first active frame:
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Kyo's cl.C's start-up is 3f = cl.C is active frame 3 onwards.
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Consequently, if a move is 3/4/6, its total number of frames isn't 13 but 12.
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A jump not being a "move", 4f of start-up does mean you're in the air frame 5.
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- Hitstun / Blockstun / Hitstop: (Bare some exceptions)
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Light (ground) = 11 / 9 / 8
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A few chars, like Ryo and Yuri, have 12f hitstop on their grounded lights. This makes their chain timings practically the same as in 98.
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Light (air) = 11 / 9 / 12
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Heavy (ground) , Command Normals(air & ground) , Specials , Supers = 19 / 17 / 12
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Heavy (air) = 11 / 17 / 12
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CD (air , ground , GCCD) = KD / 21 / 12
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Fireball:
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Short range = 30 / 28
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Long range = 32 / 30
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-> Stun includes the frame of contact.
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Consequently, to get a combo at the earliest cancel timing the second move should start and reach in "hitstun of the first move" frames or less
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Same logic for a true blockstring but with blockstun instead
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-> Frame advantage (FA) = Hitstun/Blockstun - (active frames left + recovery)
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Terry's qcb+A is 13/10/18.
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Point blank, it's blocked on the first active frame, 9 active frames left for 17f of blockstun -> FA on block = -10
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On the tip, it's blocked on the last active frame, 0 active frames left for 17f of blockstun -> FA on block = -1
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Normals' hitboxes generally don't "move" so they always hit on the first active frame unless meatied or ran into, thus their FA is constant
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In 99% of cases, Hitstun = Blockstun + 2, you can assume that for moves that don't knock down: FA on hit = FA on block + 2
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-> Links on hit/block depend on the corresponding FA.
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To link a move after another, it has to start and reach in "FA of the first move" frames or less.
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Linking a move with y frames of start-up after a move with z frames of FA is an xf link where x = (z-y) + 1
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- Some universal frame data:
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-> Normal Throws are frame 1
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-> Normal Roll: 0/24/9. Full invuln to hits from frame 1 and until recovery. Throwable at any point.
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GCRoll lasts 25f and is full invuln to hits and unthrowable all the way. No recovery.
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-> If a jump is 4/X/1, the buffered super jump is 0/X/1
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The same logic applies to buffered hyper hops.
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-> GCCD are 8/4/29 and -11 on block. To connect but recover in time to block the GCCD,
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A light has to be at least +3 on block
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A heavy, a command normal or a special, +11 on block
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-> Max activation:
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Raw = You enter max mode frame 1 but that animation lasts 21f
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Quick Max / Max cancel / Max bypass = Lasts 1f
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