NightAntilli
Well-Known Member
I wanted to do more characters but only managed to do Leifang's.
It's not guaranteed to be fully complete or accurate, but this is what I got. And obviously it might change for release.
I didn't record the damage.
Not all moves have been checked for distance variances, meaning, if two similar moves or stun states have a small difference in frame advantage, it likely means the lower one is correct.
The data is for the final move of the string on its own.
KD= knock down. The computer was set to immediately stand up on knock down. Most knockdowns bring the game back to neutral.
L=Launch. The given frames are an indication for how long the opponent stays in the air and thus the launch height.
SW=Sweep stun. Didn't know what else to call it. Looks like a semi sitdown or semi push-up depending on the side it hits and the footing of characters.
C= Opponent crumbles to the floor if no hold takes place
B = Bound
FS= Fatal Stun
Format is;
Attack (
/
/
), Start-up - active - recovery frames (xx (x) xx), Frame advantage on block/normal hit/ counter hit / high counter hit (+/-x)
General Attacks
10 (2) 13, -5 / -3 / +3 / +36

9 (2) 18, -9 / -7 / -3 / +31


18 (3) 25, -3 / +0 / +23 / +23



14 (3) 23, -13 / -13 / +21 / +20




15 (3) 23, -6 / +0KD / +0KD / +0KD




15 (2) 29, -14 / +8 / +21L / +22L



20 (2) 24, -9 / +31 / +31 /+31


14 (2) 29, -14 / -3 / +20 / +20



22 (3) 31, -5 / -3 / +0KD / +0KD




24 (2) 20, -8 / +9 / +26L / +28L



28 (3) 27, -5 / +14KD / +19L / +22L



21 (4) 33, -19 / +9 / +9 / +9 (the +9 becomes -6 from far away for all types of hits)


11 (3) 21, -11 / -11 / +22 / +22



20 (3) 23, -6 / +0KD / +0KD / +0KD




21 (4) 33, -19 / +9 / +9 / +9 (the +9 becomes -6 from far away for all types of hits)



24 (3) 29, -15 / +17L / +25L / +29L

14 (3) 30, -14 / +3 / +13 / +13


18 (2) 20, -12 / +14 / +24 / +24




25 (3) 18, -10 / +16 / +18SW / +19SW

12 (3) 24, -12 / -12 / +19 / +19


13 (3) 23, -6 / +0KD / +0KD / +0KD




25 (2) 24, -15 / +7KD / +7KD / +18KD

18 (3) 25, -11 / +29 / +29 / +29


15 (3) 26, -9 / -3 / +18 / +18



28 (3) 25, -6 / +0KD / +0KD / +0KD


:[P]: 48 (3) 25, +8 / +39KD / +39KD / +39KD


22 (3) 23, -3 / +25 / +25 / +25




28 (3) 22, -12 / +12 / +14 / +14SW

17 (3) 18, -5 / +40 / +40 / +40

17 (2) 25, -15 / -14 / +24 / +24


12 (4) 27, -7 / +15 / +15 / +15

24 (4) 21, -8 / +26 / +26 / +26

15 (2) 21, -4 / +0 / +4 / +4

14 (2) 21, -13 / -10 / +34 / +34



20 (2) 27, -16 / -5 / +17 / +17




21 (2) 24, -7 / +0KD / +0KD / +0KD




24 (2) 26, -13 / +18 / +18 / +18


18 (3) 30, -14 / +3 / +13 / +13



18 (2) 20, -12 / +14 / +24 / +24





25 (3) 18, -10 / +16 / +19 / +10KD



26 (3) 23, -12 / +11 / +13 / +13SW

19 (2) 24, -9 / +31 / +26L / +29L

17 (3) 26, -12 / -12 / +17 / +17


15 (3) 24, -11 / -5 / +19 / +19


18 (2) 32, -15 / +23 / +23 / +23



17 (2) 29, -13 / +2KD / +13KD / +13KD


14 (3) 23), -6 / +0KD / +0KD / +0KD


4 (10) 10 (2) 25, -6 / +24 / +51C / +51C


13 (4) 38, -12 / +0KD / +2KD / +0KD


22 (2) 26, -14 / -14 / +18 / +18



15 (3) 30, -12 / +24 / +16L / +18L




10 (3) 25, -16 / +29 / +19L / +24L





14 (3) 30, -13 / +24 / +14L / +17L



23 (2) 30, -15 / +17 / +25L / +29L

0 (10) 10 (2) 27, -6 / +17 / +17 / +44C

4 (10) 10 (12) 15, -6 / +4 / +19 / +19
11 (2) 29, -14 / -3 / +20 / +20

22 (3) 31, -5 / -3 / +0KD / +0KD


24 (2) 20, -8 / +9 / +26L / +28L

28 (3) 27, -5 / +14KD / +19L / +22L

14 (2) 26, -11 / +29 / +19L / +22L

12 (3) 30, -14 / +3 / +13 / +13


18 (2) 20, -12 / +14 / +24 / +24




25 (3) 18, -10 / +16 / +19SW / +10KD

15 (4) 24, -13 / +9 / +29L / +33L

16 (3) 30, -9 / +16L / +27L / +33L

15 (2) 25, -9 / -2 / +12 / +12

13 (3) 23, -10 / -7 / +20 / +20


21 (3) 29, -15 / +17L / +25L / +29L

17 (3) 22, -12 / -10 / +11 / +11


16 (3) 25, -8 / -8 / +23 / +23


18 (4) 33, -19 / +9 / +9 / +9 (the +9 becomes -6 from far away for all types of hits)


18 (3) 26, -12 / +28 / +29L / +33L



28 (3) 26, -15 / +28 / +29L / +33L
15 (2) 29, -14 / +8 / +21L / +24L


25 (2) 24, -15 / +8KD / +8KD / +18KD

7 (10) 13 (2) 21, -6 / +0 / +23 / +23

25 (2) 27, -16 / +62FS / +62FS / +62FS


21 (2) 24, -7 / +0KD / +0KD / +0KD


24 (2) 26, -13 / +18 / +18 / +18

18 (3) 29, -15 / +17L / +25L / +30L

30 (3) 23, -11 / +6KD / +6KD / +6KD
:[P+K]: 61 (3) 23, +5 / +6KD / +6KD / +6KD
23 (3) 27, -5 / +14KD / +19L / +22L

28 (5) 21, -3 / +7KD / +38B / +38B

20 (4) 33, -18 / +9 / +9 / +9 (the +9 becomes -6 from far away for all types of hits)
While rising
15 (2) 29, -14 / +8 / +21L / +24L
Back Turned

15 (3) 21, -8 / +22 / +22 / +22

13 (3) 21, -12 / -11 / +22 / +22


13 (3) 21, -11 / -11 / +22 / +22



19 (3) 23, -6 / +0KD / +0KD / +0KD




18 (4) 33, -18 / +9 / +9 / +9 (the +9 becomes -6 from far away for all types of hits)



23 (23) 29, -15 / +17 / +25L / +29L
14 (2) 33, -16 / +0KD / +0KD / +0KD

14 (2) 30, -14 / +13L / +26L / +31L

15 (2) 27, -14 / +8 / +10 / +10
30 (3) 24, +1 / +4 / +19 / +19
:[P+K]: 46 (3) 24, +9 / +19 / +19 / +19
10 (2) 19, -6 / -6 / -6 / +30
Unshu ( 3 (35) 17)
16 (3) 25, -3 / +0 / +23 / +23

9 (24) 17

14 (10) 11 (2) 25, -6 / +4 / +19 / +19
20 (3) 24, -5 / +19 / +46C / +46C

20 (3) 22, -12 / -10 / +11 / +11
18 (3) 25, -8 / +18 / +45C / +45C

24 (4) 33, -18 / +9 / +9 / +9 (the +9 becomes -6 from far away for all types of hits)
22 (1) 0, +28
Fatal Rush (block only available for first move, Fatal stun is same for all types of hits)
18 (2) 28, -12 / +69FS

26 (3) 25, +97FS


28 (2) 30, +97FS



28 (2) 30, +0 (break blow)




28 (2) 30, +91
/

27 (2) 30, -15, KD / KD / KD
Holds
All normal & advanced holds are 0 (18) 12
Parries are 0 (15) 15
Back turned parries are 3 (15) 15
Did not test it during stun.
I still dislike the fact that there are many moves that leave you at the exact same disadvantage whether the opponent blocked it or if you got a normal hit. The attacker should be rewarded for landing a normal hit, at least in the reduction of disadvantage, but preferably getting at least a minor advantage like +1.
It's not guaranteed to be fully complete or accurate, but this is what I got. And obviously it might change for release.
I didn't record the damage.
Not all moves have been checked for distance variances, meaning, if two similar moves or stun states have a small difference in frame advantage, it likely means the lower one is correct.
The data is for the final move of the string on its own.
KD= knock down. The computer was set to immediately stand up on knock down. Most knockdowns bring the game back to neutral.
L=Launch. The given frames are an indication for how long the opponent stays in the air and thus the launch height.
SW=Sweep stun. Didn't know what else to call it. Looks like a semi sitdown or semi push-up depending on the side it hits and the footing of characters.
C= Opponent crumbles to the floor if no hold takes place
B = Bound
FS= Fatal Stun
Format is;
Attack (
General Attacks
While rising
Back Turned
:[P+K]: 46 (3) 24, +9 / +19 / +19 / +19
Unshu ( 3 (35) 17)
Fatal Rush (block only available for first move, Fatal stun is same for all types of hits)
Holds
All normal & advanced holds are 0 (18) 12
Parries are 0 (15) 15
Back turned parries are 3 (15) 15
Did not test it during stun.
I still dislike the fact that there are many moves that leave you at the exact same disadvantage whether the opponent blocked it or if you got a normal hit. The attacker should be rewarded for landing a normal hit, at least in the reduction of disadvantage, but preferably getting at least a minor advantage like +1.