Lizardman's Frame Data

SilentWall

[10] Knight
Lizardman's Frame Data
Writen by SilentWall
Version 0.5

Lizardman

Reminds: All moves are tested in 0 range in SC2 US Gamecube version.
In theory, a lot of moves can get +1 to +2 more advantage on the top of it that depends on the range and situation. For instance, a move with "H+2 B-6" can get +1 in far range and +2 in super tip range, so the move will become "H+3 B-5" in far range and "H+4 B-4" in super tip range. In the other words, a move can get better frame advantage from farther range on hit and on block.
On the contrary, for impact frame data, the moves will get +1 or +2 more on the impact frame that depends on the range and situation. For instance, an i14 B will become i15 in far range and it probably will become i16 in super tip range.
However, for the frame advantage and the impact frame data, some moves stay the same no matter it is in close range and tip range.


Remarks:
r = right side
l = left side
* = the fastest version
~ = delay the move
> = go to next stage or move or motion
{#} = different hit box with different damage and property of the move.


-------------------------------------------------------------------------------
Basic Execution Time
-------------------------------------------------------------------------------
i10 = rBTA
i11 = A / lBTA / rBT2A / rBTK / rBT2K
i12 = 2A / FC2A / lBT2A / lBTB / K / lBTK
i13 = B / 4B / rBTB / rBT2B / 2K / FC2K / lBT2K
i14 = 1B / WSB / FC2B / lBT2B / 3K
i15 = 6A / 2B / AS B
i16 = AS A / 3B / 6K / WSK / 214B+K / (A_B)+G
i17 = WSA / 33A / 6B / b:6 / 7K_k:B
i18 = FC3B / 33K / (44_11)K / (3_33)A+B / WSB+K
i19 = 66A / (4_44)A / 88A / 4K
i20 = AS K
i21 = 22A / (G]8K / 66A+B / *21(4]~B+K
i22 = (7_8_9)B / (44_33)kB
i23 = 1K / *214~5B+K
i24 = 3A / (7_8_9)A / 44B / B+K / 66B+K / 4B+K / 4B+KG
i25 = 66B / 33B / (8_9)K / 66K / 22K / A+B / (11_33)B+K
i26 = 11A / b2 / 11B
i27 = A+K / *2145~B+K(step>throw)
i29 = 1A / 22B
i31 = *agA
i32 = WLK
i35 = ASS A / ASS B
i36 = 1(K]
i37 = WS(A] / 44(A] / 8A+B
i40 = WLA / WLB / *Run>K
i44 = ASS K
i46 = A+KK
i48 = 22(B]
i50 = 4(A]
i52 = 4(B+K] / 4(B+K]G
i78 = 8(A+B]
i88 = 1B+K
*** Without buffering, all impact frame of AS and ASS moves such as AS B (i15) have to add one more frame on top of them or one frame slower. (It is for the extra one initial frame of 236 stance which can hide in the buffer.)


Regular Moves

A
H +7 for combos of AA and AB
B 0

AA (Normal Hit Combo)
H +2 while (hit)AA
H +3 while A(hit)A
B -8

AB (Normal Hit Combo)
H +3
C +3 for combos of A (ch)BB and A (ch)BK
B -7

ABB
H x
B -17 > forces opponent into FC

ABK
H -6
B -20

agA
H 0 > forces opponent into BT
B -13

6A
H +1
B -10

6AK
H +1
C x
B -11

3A
H +1
C +1 for a combo of (ch)3AB
B -12

3AB (Counter Hit Combo)
H x
B -18

2A
H +5
B -5

1A
H x for a combo of 1AA
B -15

1AA
H x
B -25

4A / 44A
H +5
B -4

4AA / 44AA / 4(A]A / 44(A]A
H x for a combo of 4A(hit)AA
B -16

4AAA / 44AAA / 4(A]AA / 44(A]AA
H x
B -26

4AAB / 44AAB / 4(A]AB / 44(A]AB
H x
B -10 > forces opponent into FC

4AA(B] / 44AA(B] / 4(A]A(B] / 44(A]A(B]
H x
B +21 > GB

4AA(B] / 44AA(B] / 4(A]A(B] / 44(A]A(B]
UB

4AB / 44AB / 4(A]B / 44(A]B
H x
B -14 while (hit)4A (block)B
B -15 while 4A(block)B

4(A] (i50)
H +6 > spin stun
B +2

7_8_9A
H x
B -4

44(A] (i37)
H +22 > spin stun for combos of 44(A]B and 44(A]AA
B -2
*** 44(A]B (Normal Hit Combo)
*** 44(A]AA (Normal Hit Combo)

66A
H +7
B -8

33A
H +2
B -14

22A
H x
B -4

22AA
H +1
B -11

88A
H +1
B -11

88AA
H x
B -4

11A
H +7
C +7 for a combo of (ch)11AK
B -5

11AA
H x
B -8

11A(A]
UB

11AK (Counter Hit Combo)
H +3
B -14

WSA
H +1
C +1 > forces opponent into BT
B -14

WS(A]
H x
B -14

FC2A
H +5
B -5

WLA
H x
B -16

rBTA / lBTA
H +7
B -3

rBT2A
H +6
B -3

lBT2A
H +7
B -3


B
H +4 for a combo of BB
B -6

BB
H -4
B -15

B 6B
H x
B -16

BK
H +5 > forces opponent into FC
B 0 > forces opponent into FC

b6
H +2
C x
B -10

b2
H 0
C 0 for a combo of (ch)b2B
B -10

b2B (Counter Hit Combo)
H +2
C +2 for a combo of b2 (ch)BB
B -8

b2BB
H +2
C +2 for a combo of b2B (ch)BB
B -8

b2BBB
H +2
C +2 for a combo of b2BB (ch)BB
B -8

b2BBB B
H x
B -12

b2BBB K
H +1
B -9

b2 6B
H x
B -12

6B
H +1
B -14

3B
H x
B -16

2B
H +8
C +10 for a combo of (ch)2BB
B -5

2BB (Counter Hit Combo)
H x
B -12

1B
H -1
B -11

4B
H +7
B -5

7_8_9B
H +6
B -4

66B
H x
B -4

33B
H x
B -15

22B
H x
B -3

22(B]
H x
B +35

11B
H +5
B -12

44B
H x
B -17

WSB
H +7
B -4

FC2B
H -1
B -11

FC3B
H -1
B -13

FC3BB
H x
B -11 > forces opponent into FC

FC3BBG
H -15
B -27

WLB
H 0
B -10

rBTB
H +10
B -1

lBTB
H +9
B -1

rBT2B
H +8
B -3

lBT2B
H +8
B -1


K
H +5
B -5

kB / 7K
H x
B -23

6K
H +6
B -9

2K
H +2
B -8

3K
H +6
B -7

1K
H x
B -26

1(K]
H x
B -31

4K
H +1
B -9

8_9K / ASS K
H +1
C +1 for a combo of (ch)8KK and ASS (ch)KK
B -9

8_9KK / ASS KK
H x
B -23

66K
H x
B -14

66(K]
H x
B -14

33K
H -5
C -5 for a combo of (ch)33KK
B -17

33KK (Counter Hit Combo)
H x
B -15

33K ~K
H x
B -11

22K
H -1
C -1 for a combo of (ch)22KK
B -18

22KK (Counter Hit Combo)
H +1
B -9

11K / 44K
H x
B -9

44kB
H x
B -23

WSK / AS K
H 0
B -10

WSKK / AS KK
H +4 for a combo of WSK (hit)KK
B -8

WSKKK / AS KKK
H x
B -32

WSKKA / AS KKA
H x for a combo of WSKK (hit)AB
B -12

WSKKAB / AS KKAB
H x
B -21

WSKKB / AS KKB
H x
B -8 > forces opponent into FC

FC2K
H +2
B -11

WLK
H +3
B -7

G(8]K
H +6
B -9

rBTK
H +3
B -7

lBTK
H +3
B -7

rBT2K
H +4
B -7

lBT2K
H +3
B -7


A+B
H x
B -8

3A+B / 33A+B
H x
B -15

8A+B
H x
B -10 > forces opponent into FC

8(A+B]
H x
B +21 > GB

8(A+B]
UB

66A+B
H x
B -15

A+K
H x
B +1

A+KK
H x
B -12

B+K
H +3
C +3 for a combo of (ch)B+KB
B -10

B+KB (Counter Hit Combo)
H x
B -12

4B+K
H +3
B -11

4B+KG
H ?
B ?

4(B+K]
H +5
B +29 > GB

4(B+K]G
H?
B?

66B+K
H +6 for a combo of 66B+KA
C +6 for a combo of (ch) 66B+KAB
B -4

66B+KA (Normal Hit Combo)
H -2
C x for a combo of 66B+K (ch)AB
B -12

66B+KAB (Counter Hit Combo)
H x
B -16

33B+K
H x
B -13 > forces opponent into FC

WSB+K
H x
B -12

AS A / ASS A
H x for a combo of AS AA
B -15

AS AA / ASS AA
H x
B -16

AS B
H x
B -14

AS K series
*** see WSK series

ASS A
*** see AS A series

ASS B
H x for a combo of ASS BAAA
B -22
*** ASS BA (Normal Hit Combo)
*** ASS BAA (Normal Hit Combo)
*** ASS BAAA (Normal Hit Combo)

ASS K
*** see 8K series


SCLV2 > kB > it will do second hit string automatically
B +25 > GB

SCLV3 > kB > it will do second hit string automatically
UB
*** If the first hit is blocked, the second hit string will become GB (B +25).

SCLV2 > 7KB
B +25 > GB
*** If the first hit is blocked, the second hit string can not be executed by input B. However, player can input B to buffer the second hit string before the first hit is blocked.

SCLV3 > 7KB
UB
*** If the first hit is blocked, the second hit string can not be executed by input B. However, player can input B to buffer the second hit string before the first hit is blocked. Then, the second hit string will become GB (B +25).

SCLV2 > 66B
B +31 > GB

SCLV3 > 33B
UB

SCLV3 > 22(B]
UB

SCLV1 > 8A+B
B +20 > GB

SCLV3 > 8A+B
UB

SCLV3 > 66A+B
UB

SCLV3 > 33B+K
UB


@@Let me know if you guys found some error.
 
Last edited:
  • Thread starter
  • Moderator
  • #2
Hi there, I just updated the frame data of Lizardman. Please take a look. I will finish the frame data of the remaining characters (Necrid and Berserker). Have fun.
@@Let me know if you guys found some error.
 
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