# Astaroth Frame Data Notes by Ring [Archive]

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#### Mage

##### I'll make you submit!
Courtesy of Ring, who managed to save the frame data before the old website was deleted. Here is the frame data for SCII Astaroth:
Ring said:
-------------------------------------------------------------------------------
Basic Execution Time
-------------------------------------------------------------------------------

Regular & 8WR

i12 = 6A
i15 = 2A_2B+G / 4B / 66B / K
i16 = A+G / 2K / A+K /
i17 = B+G / 22_88A / 4K
i18 = 6K / 3K / 66K / 33_99K
i19 = 4A / b*6 / 6B / 6B+K
i20 = A / b6 / 3A+B / B+K
i21 = 2A / 66A / 33_99A / B / 4A+B
i22 = 44A / 2B
i24 = 3B / 33_99B / 1B
i26 = 1K
i27 = 44B
i28 = 4 / 22_88B / 3[K] / A+B{1} / 8A+B{1}
i30 = 8A+B{2} / [K]
i31 = A+B{2} / 6A+B
i32 = 1A / 11_77A / 214A / / 11_77B / 44K / 11_77K
i33 = 4[A]
i34 = 22_88A+B / 6[B+K]
i35 = 22_88K
i36 = 3_9A / 3[A+B]
i38 = [A]
i39 = 2
i40 = 44[A]
i41 = 3B+K
i42 = 66[K] / 33_99[K]
i43 = 9B
i44 = 6[A+B]
i45 = 3_9[A]
i49 = 22_88[K]
i50 = 33_99
i51 = 4[A+B] / [B+G]
i52 = 1[A] / 11_77[A]
i56 = 9
i59 = 3
i60 = 44
i62 = 22_88[A+B]
i65 = 11_77
i80 = 236B+K

FC & WS

i12 = 6A
i15 = FC K
i16 = WS K
i19 = FC A / FC 3K
i20 = WS B / FC B+K
i22 = FC B
i26 = WS A

Jumping & WL

i25 = 8K
i26 = 8A
i27 = 8B
i35 = WL K / WL 5~G
i39 = WL B
i40 = WL A
i43 = 9B
i46 = WL 5~6A
i56 = 9

Back Turned

i15 = BT B+K
i16 = BT K / BT 2K
i18 = BT 2A
i19 = BT A
i20 = BT 2B
i22 = BT B

Stance

---
Soul Charge

i16 = SC1 G
i28 = SC1 6A
i31 = SC2 G
i43 = SC2 6A
The next section displays the variations of Astaroth's frame data with particular moves when they are normal hits, counter hits, crouched hits, grounded hits or blocked or blocked while rising:
Ring said:
-------------------------------------------------------------------------------
Block/Hit Data
-------------------------------------------------------------------------------
H = regular hit
C = counter hit
D = crouched hit
G = grounded hit
B = blocked
R = blocked while rising

Frame advantage is a fluctuating number. The amount varies with the moment of impact. Your recovery time starts as soon as you've input a move. Your opponents hit / block stun starts from the impact frame. Therefore, the later you hit your opponent during the animation of a move, the more advantage / less disadvantage you end up with. Try to touch your opponent with the tip of the axe / foot for maximal advantage / minimal disadvantage.

Example:
A
H +9~10
B -3~-2
---
close range / early impact:
H +9
B -3
far range / late impact:
H +10
B -2

It's also important to know that moves with a block recovery of B -11 or worse may give your opponent free attacks.

Example:
4A+B
H x
B -18
---
Guard possible from frame 18+ after opponent's recovery
= Astaroth cannot block attacks of speed i17 or faster.
Attack possible 18 frames after opponent's recovery
= all attacks add +18 to their base speed, i15 K will trade hits with opp's attack of speed i33 etc.
Note that blocking low or crouching take an additional frame of recovery. In the same example, Astaroth cannot crouch or block low any attacks of speed i18 or faster. Moreover, it is impossible to suffer a crouched hit by medium hitting attacks of speed i18.

There are exceptions, where you'll be able to attack earlier than being able to block and vice versa.

I also decided to list which moves force your opponent into crouch. This can be important since many characters don't have access to their fastest moves, making it harder to interrupt your mix-up or more importantly, impossible to punish certain moves on block. This is indicated by the abbrevation OC, which stands for opponent crouched. This can be extended to further describe under which conditions crouch results. OCB = opponent crouched on block. OCD = opponent remains crouched when hit already ducking. In the case of low hitting moves, this mainly happens when counterhitting a TC move.

Regular Moves

A
H +9~10
B -3~-2

[A]
H +16
B +0~1
AT prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to a +19
4B guaranteed when in range (close to RO). 66B guaranteed with perfect timing. Distance to opponent is character individual - 66B is slower at max. range - guaranteed impact not possible against some characters.

A,A
H +3~4
B -7~-6

A,[A]{1}
H x
B -7~-6

A,[A]{2}
H x
B +4~5

A,[A]{3}
H +17
AT prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to a +20.
4B guaranteed. 66B guaranteed with perfect timing.

A,B
H +0~2
C x
B -15~-13

6A
H +7
B -6

6A,B
H x
B1 -10
B2 -14~-12
Shorter block stun at mid/far range.

6A,
H x

3_9A
H x
B -1~+2

3_9[A]
H x

2A{1}
~FC
OCD
H +0~1
B -12~-11
Exceptional recovery: non-high hitting attacks of speed i12 or faster cannot be blocked. Attacks of speed i13 cannot be blocked but GId.

2A{2}
OCD
H +1
G +12
B -10~-9
Ground hit AT prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing prevents attacking for a number of frames = adv. up to +15.

1A
~FC
H x
B1 -11~-9
B2 -13
Shorter block stun at max. range.

1[A]
~FC
H x
B1 -13~-11
B2 -19
Shorter block stun at max. range.

1[A],A
~FC
H x
B1 -23~-20
B2 -12
Extended block stun at max. range.

1[A],B
OCB
H x
B -9~-8

4A
H +9~10
C x
B -1~0

4[A]
H +17
AT prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to a +20

214A
H x
B -25~-23

214A~A
OCD
H1 -15
H2 -7~-6
B1 -35
B2 -27~-26
Earliest impact much more unsafe. All spins follow this data.

---
B
H +3~5
B -7~-5

OC
H +10~12
B +3~5
SC2
B +35~39

B,A
H -3
B -12

B,8A
H -2
B -10

B,B
H x
B1 -2
B2 -13~-12
Shorter block stun and less launch height but more damaging at mid/far range.

B,
H x
B +22~23

B,B6
H +5
C x
B -1
Allows for lBT attacks at same (dis-)advantage.

b6
OCB
H +3~4
B -5~-4

b6,K
H +4~5
C x
B -15~-14
Earliest impact only occurs close to wall.

6B
OCD
H1 +3
H2 -2~+1
C x
B1 -11
B2 -17~-14
Shorter hit/block stun at any range other than point blank.

3B
H x
C x
B1 -6
B2 -14~-12
Shorter block stun at mid/far range.

3
H x

2B
~FC
OC
H +6~10
B -4~0
SC2
B +31~35

2
~FC
H x
B +17~21

1B
~FC
H x
B g -22~-18 / a -21~-17
Exceptional recovery: non-high hitting attacks of speed i21 cannot be blocked. Attacks of speed i22 cannot be blocked but GId.

4B
OCD
H +2~3
C x
B -9~-8
Hit stun prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to +5~6.

4
OCB
H x
B +5~6

---
K
H +4
B -6

[K]
H x
B +0

6K
H1 x
H2 +5
B -15~-13
Early impact only occurs close to wall / RO.

3K
OCD
H +5
B -5
Hit stun prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to +8.

3[K]
H +4
C +6
B -6

3K,A
H x
B -1~+1
Turns opponent sideways on block. Setup for sidethrow with a wall to Astaroth's left.

3K,[A]
H +2~3
B -12~-11

2K
~FC
OC
H +1
B -19
Exceptional recovery: non-high hitting attacks of speed i19 cannot be blocked. Attacks of speed i20 cannot be blocked but GId.

1K
~FC
H +3~5
C x
B -16~-14
Exceptional recovery: non-high hitting attacks of speed i16 or faster cannot be blocked. Attacks of speed i17 cannot be blocked but GId. Strange sideturn on hit. Orientation causes some of Astaroth's attacks to whiff. 66B for instance. Opponent has similar problems. Some attacks may impact 1 frame slower than regular.

1K,A
H x
B +5~8
Allows for rBT attacks on close block.

4K
OC
H -1~+1
B -12~-10

4K~A+B+K
~SC1
OC
H +0~2
B -11~-9

4K,K
OC
H -4
B -19

4K,B+K
H +13
B -1~0
AT prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to a +16.

---
A+G
TRW
H t +7

B+G
TRW
H +7

B+G6
TRW
H +5

2A_2B+G
TRW
H +9

A_B+G
TRW
{L} +8
{R} +9
{B} +8

---
A+B{1}
8A+B{1}
H -14~-13
B -23~-22

A+B{2}
H x
B -18

8A+B{2}
H x
B -17

6A+B
H x
B -5~-3

6[A+B]
H x
B -1~+1

3A+B
H x
C x
B -5~-4

3[A+B]
H +41
B -5~-4
SC1
B +28~29
AT prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to a +44.

4A+B
H x
B -18
SC1
B +22

4[A+B]
H x

A+K
H +1~2
C x
B -10~-9

B+K
H +13
B -1~0
AT prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to a +16.

6B+K
H +8~10
C x
B -7~-5

6[B+K]
H x
B -22~-16

3B+K
~FC
H x
B1 -13~-11
B2 -7~-5
Exceptional recovery: non-high hitting attacks of speed i13 or faster cannot be blocked. Attacks of speed i14 cannot be blocked but GId. Extended block stun at far range.

236B+K
H x

8WR Moves

66A
33_99A
H +1~3
C x
B -10~-8

66[A]
H -10~-8
C x
B -15~-13

66[A],B
H x
B +24~26

22_88A
OCD
H -4~-3
B -14~-13

22_88A,A
H1 -5
H2 +0
B -17~-16
Extended hit stun at far range.

11_77A
See 1A series.

44A
H1 -7~-6
H2 x
C x
B -17~-15
Knocks down at far range.

44[A]
H +14~16
B -22~-20
66B guaranteed on late hit, opp. close to wall.

---
66B{1}
H x
B -9
SC2
B +23

66B{2}
H -3~-2
B -14~-13

33_99B
H x
C x
B1 -6
B2 -14~-12
Shorter block stun at mid/far range.

22B
H x
B -9
SC2
B +11

88B
H x
B -9~-7
SC2
B +11~13

11_77B
OCB
H x
B -16
SC2
B +18

11_77
OCB
H x
B -16
SC1
H x
B +18

11_77B,K
H x
B -20~-16

44B
OC
H -5~-2
C x
B -12~-9

44{1}
OC
H -4~0
C x
B -10~-6
SC2
B +12~16

44{2}
H x

44B~2_8
OCB
H x
B -16
SC2
B +18

44B~2_8,K
H x
B -20~-16

---
66K
33_99K
H x
B -11~-3

66[K]
H x
B -7~+3

33_99[K]
H x
B -9~+3

22_88K
OCB
H x
B -9

22_88[K]
OCB
H1 x
H2 +32
B -10
Quake stun guarantees any attack of speed i31 or faster in range. It also prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to a +35.

44K
11_77K
~FC
OCB
H x
B -9~-6

---
22_88A+B
H x
B -22~-18

22_88[A+B]
H x

FC & WS Moves

WS A
H x
B +1~3
Turns opponent sideways on block at midrange. Setup for sidethrow with a wall to Astaroth's right.

FC 1A
OCD
H -2~0
B -15~-13
Exceptional recovery: non-high hitting attacks of speed i15 or faster cannot be blocked. Attacks of speed i16 cannot be blocked but GId.

FC A
OCD
H -3~-1
B -16~-14
Exceptional recovery: non-high hitting attacks of speed i16 or faster cannot be blocked. Attacks of speed i17 cannot be blocked but GId.

WS B
H +0~1
D x
B -7~-6

FC 2B
OCB
H -1~0
B -14~-13
Exceptional recovery: non-high hitting attacks of speed i14 or faster cannot be blocked. Attacks of speed i15 cannot be blocked but GId.

FC B
H +2~3
B -11~-10
Exceptional recovery: non-high hitting attacks of speed i11 or faster cannot be blocked. Attacks of speed i12 cannot be blocked but GId.

WS K
OCD
H -5
C x
B -13
Hit stun prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = disadv. up to -2.

WS K,A
~FC
H x
B1 -18~-17
B2 -15~-14
Exceptional recovery: non-high hitting attacks of speed i18 or faster cannot be blocked. Attacks of speed i19 cannot be blocked but GId.
Extended block stun at max. range.

FC K
~FC
OC
H +0
B -16
Exceptional recovery: non-high hitting attacks of speed i16 or faster cannot be blocked. Attacks of speed i17 cannot be blocked but GId.
Hit stun prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to +3.

FC 3K
H x
B -10~-4

Jumping & WL Moves

8A
H x
B -14~-13

WL A
OCD
H +2~3
B -9~-8

9B
OCB
H x
B -9~-8
SC1
B +31~32

9
H x
B +24~25

8B
OCB
H x
B -17~-16

WL B
~FC
OCB
H x
B -10~-7

8K
OCD
H +2
B -12

WL K
H x
B -9

Back Turned Moves

BT A
H +5~6
B -3~-2

BT 2A
~FC
OCD
H +2~3
B -8~-7

BT B
OCD
H +3~5
B -8~-6

BT 2B
~FC
OCD
H +3~4
B -12~-11
Exceptional recovery: non-high hitting attacks of speed i12 or faster cannot be blocked. Attacks of speed i13 cannot be blocked but GId.

BT K
H -2
B -12

BT 2K
~FC
OCD
H +4
B -9
Hit stun prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevent attacking for a number of frames = adv. up to +7.

BT B+K
~BT
H -7
C x
B -18
Please note that this is subject to change as PS might decide to do some patches.

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