Assassin's Frame data by SilentWall

SilentWall

[10] Knight
Assassin's Frame Data
Writen by SilentWall
Assist by MONEYMUFFINS
Version 0.5


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 = lBTA
i11 = rBTA
i12 = A / 2A / FC2A / lBTB / 4K / (r_l)BTK
i13 = BT2A / rBTB / K / BT2K
i14 = 6A / 6B / BT2B
i15 = B / FC2B / FC2K / *2kB
i16 = 2B / FC3B / *kgK / 3K / 33K / WSK / (A_B)+G
i17 = 66A / 33A / WSA / 6K / 11K / 2B+K
i18 = *aK / WSB / 2K
i19 = 4A / 3A / (22_88)A / B6 / 1K
i20 = 3B / 66K
i21 = 6A+B / FCA+B / A+K
i22 = 1B / 8B / G9B / 33B / A+B
i23 = *bK / 66B / 22B
i24 = 44A / 4B / 2A+K
i25 = 8A / 44K
i26 = 3B+K
i27 = 8K
i29 = 11B / 44B / (22_88)K
i30 = 9B / 66A+B
i31 = 11A
i32 = 1A / 2kK
i33 = B+K
i38 = WLB / WLK
i40 = WLA / *Run>K
i41 = *FCbA
i44 = 4(B]
i65 = 44B+K

Regular Moves

A
H +5 for a combo of AA
C +5 for a combo of (ch)AAB
B -2

AA (Normal Hit Combo)
H +4
C +5 for a combo of A (ch)AB
B -6

AAB (Counter Hit Combo)
H 0
B -14
B -9 and force crouching if meet this condition - (CH)AA~B

AAK
H -7
C -7 for a combo of AA (ch)KK
B -15

AAKK
H x
B -11

aK
H +2
C x while a(ch)K for a combo of a(ch)KK and a(ch)KB
B -10

aKB
H x
B -18

aKK
H +1
B -16 > forces opponent into FC

6A
H +7
C +7 BT
B -2

2A
H +6
B -4

1A
H +1
B -9

4A
H +2
B -12

3A
H +2
C +2 for a combo of (ch)3AAB
B -13

3AA
H +4
C +8
B -7

3AAB (Counter Hit Combo)
H x
B -17

7_8_9A
H +3 BT
B -8

66A
H x
B -12

33A
H x
B -32

33AB
H x
B -17

33A(B]
H x
B +18 GB

22A
H +5 (it causes BT in 0 range)
C +5 for a combo of (ch)22AB
B -11

22AB
H x
B -7

22ABG
H -17
B -33

88A
H +10 (it causes BT in 0 range)
C +7 for a combo of (ch)88AB
B -6

88AB
H x
B -7

88ABG
H -12
B -28

11A
H x
B -15

44A
H -2
B -13

FC2A
H +1
B -6

WSA
H +6
B -4

WSAB
H x
B +23 GB

WLA
H +1
B -14

rBTA / lBTA
H +4
B -6

rBT2A / lBT2A
H +5
B -5

--------------------

B
H +3
B -6

BB
H 0
B -10

BK
H +7
B -5

BKG
H -16
B -25

b6
H +5
C +9
B -7

bK (Counter Hit Combo)
H x
B -10 > forces opponent into FC

2B
H +2
B -10

2BB
H +5
B -10

6B
H +6
C +6 for a combo of (ch)6BA
B -4

6BA (Counter Hit Combo)
H +1
B -10

6BB
H +3
B -13

3B
H x
B -18

1B
H x
B -10 > forces opponent into FC

4B
H x
B -14 > forces opponent into FC

4(B]
H x
B +21 GB

9B
H x
B -4

7_8B
H +1
B -9

(G]9B
H +2
B -8

66B
H +3
B -7

66BB
H 0
B -12

66B~B
H x
B -12

66B4B
H x
B -13

66B4(B]
H x
B +24 GB

33B
H x for a combo of 3BB
B -16

33BB (Normal Hit Combo)
H x
B -15

22B
H x
C x > higher launch than regular hit
B -16

11B
H x
B -16

44B
H x
B -14

WLB
H +1
B -7

FC2B
H 0
B -10

FC2BB
H +5
B -10
** Same as FC3BB

FC3B
H +1
B -9

WSB
H x
C x > higher launch than regular hit
B -13

FCbA
H +7
B -17

WSbA
H +6
B -16


rBTB
H +1
B -11

lBTB
H +3
B -7

BT2B
H +1
B -9

----------------

K
H +4
B -8

KK
H +1
B -9

kgK
H +5
C stun
B -13

6K
H -7
B -19

6KK
H +2
B -9

6K~K
H -1
C stun
B -12

3K
H +2
C stun
B -9

2K
H +4
B -18

2kB
H 0
B -16

2kK
H x
B -11

1K
H 0
B -12

1KA
H +1
B -9

1KAB
H -2
C stun
B -13

1KABG
H -19
B -29

1KK / 1K~K
H -3
C x for 1K(CH)K
B -18

1KKB
H x
B -16

4K
H +3 > forces opponent into BT
B -7

7K
H +3
B -8

8_9K
H x
B -7 > forces opponent into FC

66K
H -3
B -8

66K2_8
H -7
B -12

66KK
H +4
C +4 for a combo of 66K (ch)KK
B -8

66KK2_8
H -6
B -18

66KKK
H x
B -13

33K
H x
B -22 > forces opponent into FC

22K
H x
B -4

88K
H x
B -4

11K
H x
H -4 for tip range hit
B -20
B -17 for tip range block

44K
H x
B -6

44KK
H x
B -11

WLK
H x
B -12

WSK
H x
B -14

FC2K
H +1
B -11

rBTK
H +3
B -7

lBTK
H +3
B -5

lBTKK
H +1
C stun for this condition - lBTK(ch)K
B -10

rBT2K
H +1
B -9

lBT2K
H +4
B -6

--------------

A+B
H x
B -18

6A+B
H +4
B -7

FCA+B / WSA+B
H x
B -18

66A+B
H x
B -15

B+K
H x
B -7 > forces opponent into FC

2B+K
H x
B -9 > forces opponent into FC

3B+K
H x
B -12

44B+K
UB

2A+K
H x for 2nd string on hit only.
C x
B -15
** the 2nd string can force to hit when opponent is standing to block the 1st string and his back is against to the wall or edge.

------------------------

SCLV1>9B
B +30 GB

SCLV2>3B+K
B +25 GB

SCLV2>FCA+B
B +20 GB

----------------------------------------------------------------


@@Let me know if you guys found some error.
 
Last edited:
  • Thread starter
  • Moderator
  • #2
Just updated the Assassin's Frame data. Take a look.
Let me know if you guys found some error.
 
Back