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 (//), 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.