Cassandra Frame Data Notes by Ring [Archive]

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Mage

I'll make you submit!
Thanks to Ring, here is the frame data for Cassandra in Soulcalibur II:
Ring said:
-------------------------------------------------------------------------------
Basic Execution Time
-------------------------------------------------------------------------------

Regular & 8WR Moves

i11 = A
i12 = 2A / K
i13 = B / 3K / 2K
i14 = 236B / 1B
i15 = 6A / 2B / 66K
i16 = 236A / A_B+G / 66B+G / 6B / 3B / 6K
i17 = 66A / 33_99A / 44A / b6 / bA / kB
i18 = 66B / 33_99K / 44K / 11_77K / 3A+B
i19 = 22A / 4K
i20 = 88A / 66A+B
i21 = 1K / 66B+K / 66[bK]
i24 = 3A / 11_77A / 44B / B+K
i25 = 22_88K / A+B / 44B+K
i26 = 1A / b2 / 11_77B
i28 = 4B / 33_99B
i30 = agA / 22_88B
i32 = 236K
i36 = 44[A]
i37 = 8A+B
i38 = 4A
i48 = 22_88
i59 = 8[A+B]{1}
i72 = 44bA{1}
i78 = 8[A+B]{2}
i97 = 44bA{2}

---
i17 = 44A
i36 = 44[A]

i30 = 22_88B
i48 = 22_88

i37 = 8A+B
i59 = 8[A+B]{1}
i78 = 8[A+B]{2}

i72 = 44bA{1}
i97 = 44bA{2}


FC & WS Moves

i12 = FC A
i13 = FC K
i14 = WS B / FC B
i15 = 6A
i16 = WS K / 6B / 6K
i18 = WS A / FC 3B
i19 = 4K
i20 = FC 66B+K
i21 = FC 8K
i28 = 4B
i38 = WS [A] / 4A


Jumping & WL Moves

i17 = kB / 7K
i22 = 8B
i24 = 8A
i25 = 8K / A+B
i34 = WL K
i35 = WL 5~G
i37 = 8A+B
i40 = WL A / WL B
i46 = WL 5~A
i59 = 8[A+B]{1}
i78 = 8[A+B]{2}


Back Turned Moves

i11 = BT A / BT K
i12 = BT 2A / BT 2K
i13 = BT B
i14 = BT 2B


Stance Moves

i45 = 214~AT B
This section shows how certain moves' frames fluctuate:
Ring said:
-------------------------------------------------------------------------------
Advanced Data
-------------------------------------------------------------------------------

There are some moves which show fluctuation in their attack speed - depending on what kind of move they encounter, i.e. faster against linear / downward / horizontal etc.. Some have evasive frames, sway motion depending on position in space / distance to opponent. I haven't had the time to specify against what types of moves what speed applies for the relative attack. But it might already help to understand certain occurrences when trying to reproduce frame data.

B
i13~i14

3K
i13~i14

44A
i17~i18

44[A]
i36~i37

33_99B
i27~i28

66A+B
i20~i21

WS A
i17~i18

BT A
i10~i11

BT B
i13~i14

BT 2K
i11~i12
This section shows the differences between recovery frames after landing an attack on normal hit, counter hit, crouched hit, grounded hit or the recovery frames after your attack is 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

Some advice on reading this:

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 sword / foot for maximal advantage / minimal disadvantage.

Example:
A
H +5~6
B -3~-2
---
close range / early impact:
H +5
B -3
far range / late impact:
H +6
B -2

Moves with a block recovery of B -11 or worse are considered unsafe and may give your opponent free attacks.

Example:
236B
B -16
---
Guard possible from frame 16+ after opponent's recovery
= Cassandra cannot block attacks of speed i15 or faster.
Attack possible 16 frames after opponent's recovery
= all attacks add +16 to their base speed, i12 K will trade hits with opp's attack of speed i28 etc.
Note that blocking low or crouching take an additional frame of recovery. In the same example, Cassandra cannot crouch or block low any attacks of speed i16 or faster. Moreover, it is impossible to suffer a crouched hit by medium hitting attacks of speed i16.

Analogeously, if an attack gives +16 frames of advantage this means your opponent won't be able to block attacks of speed i15 etc.

Advantage given by Guard Break moves is different; if a GB move gives +20 frames of advantage, it will prevent your opponent from blocking attacks of speed i20 or faster and all of their attacks add +20 to their base speed.

There are exceptions, where a character will be able to attack earlier than being able to block and vice versa. This will be specified as a sidenote next to the relative attack.

If you ever have trouble in reproducing a particular maximum disadvantage, try using advance guard (g6). This will alter the moment of impact and tends to lead to an early hit more often.

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 mainly 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 / WS move.


Regular Moves

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

A,A
H +3
B -8

A,B
H +3
B -7

A,B,B
OCB
H x
B -17~-16

A,B,K
OCD
H -6
B -20

A,K
H +0~1
B -13~-12

agA
OBT
H +6~8
B -7~-5

6A
OCD
H +4~5
B -6~-5

6A,K
H +4
C x
B -11

3A
H +1~2
B -12~-11

3A,B
H x
B -18~-16

2A
~FC
OCD
H +5
B -5

1A
~FC
H x
B -15~-14

4A{1}
H +4~5
B -10~-9

4A{2}
H x
B -28

---
B
OCD
H +4~5
D +5~6
B -6~-5

B,B
OCD
H +1~2
B -12~-11

B*
H x
B -9~-8

B,6B
H x
B -16~-15

B,6
H x
B +21~22

B,K
OC
H +5~6
D +6~7
B +0~1

b6
~FC
OCD
H +2
C x
B -9

b2
OCD
H +0
B -10

b2,B
b2,B,B
b2,B,B,B
OCD
H +2
B -8

b2,B,B,B,K
H +6~9
B -14~-11

bA
H +6~7
B -6~-5

bA,A
H +8~9
B -1~0

bA,A,A
H x
B -16

6B
H +7
B -5

3B
H x
B -16~-15

2B
~FC
OCD
H1 +8
H2 +10
B1 -5
B2 -3
No different states of (dis-)advantage in between.

2B,B
H x
B1 -22
B2 -10
Considerably more block stun at far/max range.

2B,b8B
H x
B -22

2B,b8B,A
H x
B -51

2B,b8B,A,A
H x
B -52

2B,b8B,A,K
H x
B -47

1B
~FC
OCD
H -1~0
B -11~-10

4B{1}
H +2~3
B -15~-14

4B{2}
H x
B -20

---
K
H +5
B -5

kB
H x
B -23~-21

SC2
kB,B
H x
B +25~27

6K
H +6
B -9

3K
OCD
H +5~6
B -6~-5

2K
~FC
OCD
H +2
B -8

1K
OC
H +0
C x
B -15

4K
H +6~9
B -14~-11

---
A+B
OCB
H x
B -8

3A+B
H x
B -15~-14

8A+B
OCB
H x
B -10~-8
SC1
B +20~22

8[A+B]{1}
H x
B +21~23

8[A+B]{2}
H1 x
H2 +36
Quake stun guarantees attacks of speed i35 or faster. It also prevents opponent from buffering. Must know exact recovery for earliest retaliation. Premature input or mashing completely prevent attacking for a number of frames = adv. up to a +39.

---
B+K
OCD
H +3~5
D +4~6
B -10~-8

B+K,B
H x
B -17~-16

B+K,
H x
B -8~-7


8WR Moves

66A
33_99A
H +2~3
B -14~-13

22A
H +4~5
C x
B -12~-11

22A,A
H x
B -13~-12

88A
H +5
C x
B -12

88A,A
OBT
H +4~6
B -16~-14

11_77A
H +3~5
B -14~-12

11_77A,K
H +6~7
B -16~-15

44A
H +4~5
B -4~-3

44[A]
H +20~21
B -2~-1
Hit stun prevents opponent from buffering. Must know exact recovery for earliest retaliation. Premature input or mashing completely prevent attacking for a number of frames = adv. up to a +23~24.

44A,A
~FC
H x
B -16~-15

44A,B
H x
B -15

---
66B
OCD
H +0
B -10

66B,B
H +1
B -13

33_99B
OCB
H x
B -4~-3
SC1
B +26~27

22_88B
H x
B -3

22_88
H x
B +35

11_77B
H +5
B -12

44B
H x
B -17~-16

---
66K
H x
B -15

33_99K
H -5~-4
B -17
Allows for lBT attacks at same (dis-)advantage.

33_99K,K
H x
B -15

33_99K*K
H x
B -11

22_88K
OC
H +4~5
B -18~-17

22_88K,K
H +6~9
B -14~-11

44K
11_77K
H x
C x
B -9

---
66A+B
H x
B -16~-15

---
66B+K
H +3~4
B -3~-2
SC2
B +31~32

44B+K
OCB
H x
B -13~-12


FC & WS Moves

WS A
OBTC
H +1~3
B -14~-12

WS [A]
H x
B -14~-12

FC A
~FC
OCD
H +5
B -5

WS B
OCD
H +6~8
B -4~-2

FC 3B{1}
H -1
B -13

FC 3B{2}
H x
B -53~-52

FC 3B{3}
H +14
B -6

FC 3B,B~G
H -15
B -27

FC 3B,B
OCB
H x
B -11~-10

FC B
~FC
OCD
H -1~0
B -10~-9

WS K
OCH
H +0~2
B -9~-7

FC K
~FC
OCD
H +2
B -11

FC 8K
OCD
H +6~8
D +7~9
B -9~-7


Jumping & WL Moves

8A
H x
B -4~-3

WL A
H x
B -16~-15

8B
H +5~6
B -4~-3

WL B
H +0~2
B -10~-9

8K
H +1
B -9

8K,K
H x
B -23~-22

7K
H x
B -23~-21

SC2
7K,B
H x
B +25~27

WL K
OCD
H +3~4
B -6~-5


Back Turned Moves

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

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

BT B
OCD
H +9~10
D +10~11
B -2~-1

BT 2B
~FC
OCD
H +8~9
B -2~-1

BT K
H +3~4
B -7~-6

BT 2K
~FC
OCD
H +3~5
B -7~-5


Stance Moves

---
Angelic Dash

AD A
H x
B -21~-20

AD A,B
H x
B -23

AD B
H x
B -16~-15
SC2
B +23~24

AD K
H x
B -12~-11

AD 2_8*B
H x
B -22

AD 2_8*B,A
H x
B -51

AD 2_8~B,A,A
H x
B -52

AD 2_8~B,A,K
H x
B -47

AD 2_8~K
H +1
B -9

AD 2_8~K,K
H x
B -23~-22

---
Angelic Twirl

AT B
OCB
H x
B -13~-11
SC1
B +27~29

SC1
AT *B
H x
B +25~27

AT G
H x
B -15
Please note that this is subject to change as PS may decide to release patches with the HD version.
 
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