SC6 Frame Data Archive

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  • #24
thugish-pond, I just updated the frame data on hit only for Xianghua for you. Take a look.

Lovelain, look interesting.

Guys, I'm not sure if PS4 Remote Play can output 60 fps through computer to screen reliably. Is it possible to record the PS4 game play in computer?
For efficiency, I set 60 fps now and record and check each move twice. I think it is faster than the 120 fps record method.

Raphael's impact frame data is up!
Xianghua's hit data is updated!
 
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Taki7, the impact frame of A is i10 as high. If you press the 6 at the 10th frame of A, it will become a JF version of a6 (a:6) which, is i10,18 as high-mid (two hits). And it is different to the normal a6 which is i15 as mid only.

Guys, since the SC6 PC bot released, I will focus on some general and stance frame data more which, the PC bot lacks. If you want to get the basic move list frame data, I recommend you to use SC6 PC bot.
https://github.com/rougelite/SCUFFLE/releases
 
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hey quick question,

have you had the opportunity to figure out the basic universal frame stuff?

-Window of GI
-how many +frames you get from GI

Thanks wallace
 
hey quick question,

have you had the opportunity to figure out the basic universal frame stuff?

-Window of GI
-how many +frames you get from GI

Thanks wallace
IIRC, GI window is from frames 2-10.

+frames for GI =

MichaelJackson said:
GI lvl 1: +8
GI lvl 2: +16
GI lvl 3: +28
 
IIRC, GI window is from frames 2-10.
I've heard 2–11, but I’ve only confirmed the startup frames personally.

RE is 6–30 (no charge) or 6–50 (full charge), so slower than GI but with a much larger window.

Does anyone have frame data for mitsurugi? I cant seem to find it anywhere.
Someone ripped frame data using Scuffle and put it here: https://docs.google.com/spreadsheets/d/16J5NOajXjvfYGTe0Aj6vr9XXz6UIFOUXapPLxwW6Txc/edit?usp=sharing. It needs to be verified and put in the wiki, though.
 
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Xianghua's CH data is updated!
General Frame data section is added!

werD, No problem. I will focus on the general frame data more.
 
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Thanks, Slade and bk4k

My test result for the GI is:
- The GI windows is from 2nd to 11th frame. (Total 10 frames)
- The GI's whiff motion costs 40 frames.
- Defender can use B+G in Post-GI.
- There are 3 level of GI:
GI lvl 1: +8
GI lvl 2: +16
GI lvl 3: +28

Confirmed!


However, it is hard to classify which moves will be GIed in the higher level. Some slow moves (i46) I tested still get GI-Lvl3. Maybe the classification is depends on reward, not speed.
 
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Yeah I suspect it's based on the damage, or maybe guard break damage of the move being GI'd, rather than the move's startup.

Thanks for testing!
 
However, it is hard to classify which moves will be GIed in the higher level. Some slow moves (i46) I tested still get GI-Lvl3. Maybe the classification is depends on reward, not speed.
Judging from some of the lethal-hit trigger descriptions in the in-game movelist, this game has a new set of move classifications: light, medium, and heavy. I would expect these classifications to be the same with respect to both LH and GI.

Looking through the Voldo Bible, which has his entire movelist with properties including GI level, I don’t see any obvious pattern. His heavy moves (level-1 GI) range from i12 to i30, -14 to +2 on block, -4 to +2 on hit, and 26 to 80 damage. Looks ad hoc to me.
 
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I found a new stun that will cause wall hit, but no RO. For example: Xianghua's 3B+K (H+2 without wall hit).
What should I call this stun? Pushing Stun? Lean-Back Stun?
 
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I found a new stun that will cause wall hit, but no RO. For example: Xianghua's 3B+K (H+2 without wall hit).
What should I call this stun? Pushing Stun? Lean-Back Stun?
I've been calling it a stumble.

Yoshimitsu gets the same stun on CH/LH BBB, or WS B on normal hit.
 
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