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#### SilentWall

##### [10] Knight

Writen by SilentWall

Version 0.1

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

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

i12 = 6A

i13 = BTB+K

i14 = 4B

i15 = 66B / K / FC2K / 3A+G

i16 = rBTA / 2K / WSK / BTK / BT2K / (A_B)+G / 214B+G / 2A+G

i17 = 2A(PickUp) / 22A / rBT2A

i18 = lBTA / lBT2A / BT2B / 6K / 3K / 66K

i19 = 4A / FC2A / *b6 / 6B / FC3K / 6B+K

i20 = A / WSB / BTB / 3A+B

i21 = 2A / 66A / 66(A] / 44A / B / 4A+B

i22 = WSA / 2B / FC2B / 1K / FC3(K] / 2A+K

i24 = 3B / 1B

i25 = *(B]6 / 8K

i26 = 8A / 44B

i28 = 4(B] / 8B / (22_88)B / 3(K] / (5_8)A+B{1}

i30 = (B] / (K] / *kB / (5_8)A+B{2}

i31 = (11_77)B / 6A+B

i32 = 1A{1} / 214A / 44K / (22_88)A+B{1}

i33 = 4(A]

i34 = WLK / 6(B+K]

i35 = (22_88)A+B{2}

i36 = (A] / (3_9)A{1} / 1A{2} / 3(A+B]

i37 = WLB

i39 = 9A{2} / WLA / 2(B]

i40 = 3A{2} / 44(A] / 22K / A+G>2A+G

i41 = A+G>A+G

i42 = 66(K]

i43 = 9B

i44 = 6(A+B]

i45 = (3_9)(A]

i50 = 33(B]

i52 = 1(A]

i56 = 9(B]

i59 = 3(B] / 44(B]

i61 = (22_88)(A+B]

i65 = (11_77)(B]

i80 = 236B+K

Regular Moves

A

H +9 for combos of AA and AB

B -3

(A]

H x for combos of (A]A, (A]B and (MidRangeHit)(A](A]

B 0

AA (Normal Hit Combo)

H +3

B -7

*** The 2nd hit string can be delayed.

A(A] / (A](A]

H +15 > forces opponent into BT

UB

*** The 2nd hit string can be delayed.

AB / (A]B (Normal Hit Combo)

H 0

C x while A(ch)B

B -15

*** The 2nd hit string can be delayed.

6A

H +7

B -6

6AB

H{1} x with 36 damage in close range

H{2} x with 31 damage in far range

B{1} -10

B{2} -14

*** The 2nd hit string can be delayed.

6A(B]

UB

*** The 2nd hit string can be delayed.

3A / 9A

H{1} x with 37 damage in close range.

H{2} x with 44 damage in far range.

B{1} -1 in close range.

B{2} +3 in far range.

3(A] / 9(A]

UB

2A

H 0

B -12

2A (Pick Up Motion hits standing opponent)

H +1

B -11

*** This pick up move can not pick up like Astaroth's 2A

1A / 11A

H{1} x for 41 damage in close range

H{2} x for 34 damage in far range

B{1} -17 in close range

B{2} -13 in far range

1(A] / 11(A]

H x for a combo of 1(A]A

B -13

1(A]A / 11(A]A (Normal Hit Combo)

H x

B -23

1(A]B / 11(A]B

H x

B -9

4A

H +9

C x

B -1

4(A]

H +16 > AT > forces opponent into BT

B -1

8A

H x

B -14

66A / 33A

H +1

C x

B -10

66(A] / 33(A]

H -10

C x

B -14

66(A]B / 33(A]B

H x

B +24 > GB

22A

H -4

B -14

22AA (Normal Hit Combo)

H -5 while (hit)22AA in 0 range

H -4 while 22A(hit)A in 0 range

B -16 in 0 range

H +1 in mid range

B -13 in mid range

*** The weird hit box of body parts affect the frame advantage in 0 range.

44A

H{1} -7 in close range

C{1} x in close range

B{1} -17 in close range

H{2} x in far range

B{2} -15 in far range

44(A]

H{1} +14 > spin stun

B{1} -22 > It causes Berserker in into BT position while blocking it in very close range.

H{2} +16 in far range

B{2} -20 in far range

214A

H -15 for combos of 214AAA and (hit)214A214B+G(breakable)

B -25

214AA (Normal Hit Combo)

H -15 in very 0 range

H -8 in close range

B -35 in 0 range

B -26 in close range

*** The weird hit box of body parts affect the frame advantage in 0 range.

214AAA (Normal Hit Combo)

H -15 in 0 range

H -8 in close range

B -35 in 0 range

B -26 in close range

*** The weird hit box of body parts affect the frame advantage in 0 range.

214AAAA (Normal Hit Combo)

H x

B -27 in 0 range

B -21 in close range

B -18 in mid range

*** The weird hit box of body parts affect the frame advantage in 0 range.

214A>214B+G

?

FC2A

H -3

B -19

FC2AB

H x

B -23

WSA

H x

B -10

WLA

H +2

B -8

rBTA

H +4 in 0 range

H +7 in close range

B -8 in 0 range

B -3 in close range

*** The weird hit box of body parts affect the frame advantage in 0 range.

lBTA

H +2 in 0 range

H +8 in close range

B -8 in 0 range

B -2 in close range

*** The weird hit box of body parts affect the frame advantage in 0 range.

rBT2A

H +2 in 0 range

H +4 in mid range

B -12 in 0 range

B -7 in mid range

*** The weird hit box of body parts affect the frame advantage in 0 range.

lBT2A

H -2 in 0 range

H +4 in mid range

B -10 in 0 range

B -6 in mid range

*** The weird hit box of body parts affect the frame advantage in 0 range.

B

H +3 for combos of BB, B~A and B~8A

B -7

(B]

H +3 for combos of (B]~A and (B]~8A

B -4

BA / (B]A (Normal Hit Combo)

H -3

B -12

*** The 2nd hit string can be delayed

B8A / (B]8A (Normal Hit Combo)

H -2

B -9

*** The 2nd hit string can be delayed.

BB / (B]B (Normal Hit Combo)

H +4

C x while B(ch)B for a combo of B(ch)BB

B -7

BBB / (B]BB

H x

B -11

b6

H +3

C +3 for a combo of (ch)b6K

B -5 > forces opponent into FC

(B]6

H +3

C +3 for a combo of (ch)(B]6K

B -3 > forces opponent into FC

b6K / (B]6K (Counter Hit Combo)

H +5

C x

B -14

3B / 33B

H x

B -6

3(B] (i59) / 33(B] (i50)

UB

3(B]G / 33(B]G

?

2B

H +6

B -4 > forces opponent into FC

2(B]

H x

B +17 > GB

1B

H x

B -21

4B

H -1

C x

B -9

4(B]

H x

B +5 > forces opponent into FC

6B

H +3

C x

B -11

9B

H x

B -9 > forces opponent into FC

9(B]

H x

B +24 > GB

8B

H x

B -17 > forces opponent into FC

66B

H{1} x as a mid move in close range

B{1} -9 as a mid move in close range

H{2} -3 as a high move in far range

C{2} x as a high move in far range

B{2} -14 as a high move in far range

***

22B / 88B

H x

B -9

11B / 11(B]

H x for a combo of 11BK

B -16 > forces opponent into FC

11BK / 11(B]K

H x

B -20 > It causes Berserker in into BT position.

*** The push back of 11(B] could cause the 2nd hit string to whiff.

*** The 2nd hit string can be delayed.

77B / 77(B]

H x for a combo of 77BK

B -16 > forces opponent into FC

77BK / 77(B]K

H x

B -20 > It causes Berserker into BT position.

*** The push back of 77(B] could cause the 2nd hit string to whiff.

*** The 2nd hit string can be delayed.

44B

H -6 > forces opponent into FC

C x

B -12 > forces opponent into FC

44(B] ~ release B

H -4 > forces opponent into FC

C x

B -10 > forces opponent into FC

44(B]

UB

FC2B

H -1

B -14

WSB

H{1} 0 with 29 damage in close range

B{1} -7 in close range

H{2} -1 with 25 damage in far range

B{2} -8 in far range

WLB

H x

B -11 > forces opponent into FC

BTB

H 0 in 0 range

H +2 in mid range

B -10 in 0 range

B -8 in mid range

*** The weird hit box of body parts affect the frame advantage in 0 range.

BT2B

H 0 in 0 range

H +4 in mid range

B -14 in 0 range

B -11 in mid range

*** The weird hit box of body parts affect the frame advantage in 0 range.

K / 4K

H +4

B -6

(K] / 4(K]

H x

B 0

kB

H x

B -13 > forces opponent into FC

6K

H{1} x with 25 damage

H{2} +5 with 25 damage in tip range

C x

B -14

3K

H +3

C +3 for a combo of 3KA

B -5

3(K]

H +4

C +6 for a combo of 3(K]A

B -6

3KA / 3(K]A (Counter Hit Combo)

H x

B -1

*** Player can input A when he keeps holding the 3(K] for easier input.

*** The 2nd hit string can be delayed.

3K(A] / 3(K](A]

H x

B -12

*** The 2nd hit string can be delayed.

2K

H +1 > forces opponent into FC

B -19

1K / 11K

H +2 > forces opponent into stand

C x

B -12

8K

H +2

B -12

66K / 33K

H x

B -11

66(K]

H x

B -9

33(K]

H x

B -7

22K

H{1} x in 56 damage

B{1} -10 > forces opponent into FC

H{2} +31 in 0 damage

B{2} No Block Stun

*** 22K{2}'s quake is counted as Mid.

44K

H x

B -9 > forces opponent into FC

WSK

H -5

C x for a combo of (ch)WSKA

B -13

WSKA (Counter Hit Combo)

H x

B -19

FC2K

H -1

B -16

FC3K

H x

B -11

FC3(K]

H x

B -8

WLK

H x

B -9

JumpBack>WLK

H +6

B -9

rBTK / lBTK

H -2

B -12

rBT2K / lBT2K

H +6

B -9

A+B / FCA+B

H{1} -14 with 32 damage in close range

B{1} -23 in close range

H{2} x with 59 damage in mid range

B{2} -20 in mid range

8A+B / FC~8A+B

H{1} -14 in 32 damage in close range

B{1} -23 in close range

H{2} x in 59 damage in mid range

B{2} -18 in mid range

*** 8A+B{2} is in farther range than A+B{2}.

6A+B

H x

B -5

6(A+B]

H x

B -1

3A+B / FC3A+B

H x

B -5

3(A+B] / FC3(A+B]

H x

B -5

4A+B

H x for a combo of 4A+B(K]

B -13

4A+BK

H x

B -11

4A+B(K] (Normal Hit Combo)

H x

B -7

4A+B(K]G

?

22A+B / 88A+B

H{1} x in 35 damage in close range

B{1} -24 > It cause Berserker into BT position while it is blocked in close range.

B{1} -23 in mid range.

H{2} x in 50 damage in far range

B{2} -18 in far range.

22(A+B]

UB

88(A+B]

UB

2A+K

H x

B -26

6B+K

H +8

C x

B -7

6(B+K]

H x

B -22

236B+K

UB

BTB+K

H -8 > Berserker stays in BT

C x

B -18 > Berserker stays in BT

(hit)A+G>A+G>whiff

H -53

B -53

(hit)A+G>2A+G>whiff

H -62

B -62

2A+G / 2B+G (hits standing opponent)

H -11

B -16

SCLV2>(B]

B +30 > GB

SCLV2>2B

B +31 > GB

SCLV3>2(B]

UB

SCLV1>9B

B +31 > GB

SCLV2>88B _ 22B

B +11 > GB

SCLV1>11(B] _ 77(B]

B +18 > GB

SCLV2>11B _ 77B

B +18 > GB

SCLV3>11B _ 77B

UB

SCLV3>44B

UB

SCLV2>44(B] ~ release B

H -4 > forces opponent into FC

C x

B +12 > GB

SCLV1>3(A+B]

B +28 > GB

SCLV2>4A+B

GB > x (UB)

@@Let me know if you guys found some error.