Cassandras Frame Data

TagYouRPregnant

Team Ceddy Bear! ♥
Courtesy of Lags for posting this and updating it as well!

Okay, here we go. My frame data on Cassandra for SC4 version 1.03. I will update the missing items as I become more certain of the data. Almost all tests performed Cass vs. Cass.

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Impact Frames

i13: A/K/FC A/BT A/BT K/2A+G/2B+G
i14: 6A/2A/FC 236B/BT B+K
i15: B/2K/FC K/236B/BT B
i16: 6B/2B/1B/FC B/236/BT 2A/BT 2B
i17: 3A/4B/3K/2B+K/4B+K/33K/FC 236A/A+G/B+G
i18: WSA/FC 3B/6K/8K/66A/66K/236A/BT 2K
i19: 3B/22_88B
i20: 22_88A/66A+B
i21: 4A/1K/WSK
i22: 4K/4A+K/66B
i23: 8B
i24: 8A/44B
i25: WSB/A+B/8A+K/44A
i26: FC 1B/1A/8A+B/B+K/66B+K/44B+K
i27: 22_88K/22_88B+K
i28: 33B/44K

i35: 236K
i37: 8B+K
i38: WS[A]/22_88

i50+: 8[B+K]/44bA


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Auto Guard Impact Frames

FC 3B (i18): 10-17
4A+K (i22): 6-11
4B+K (i17): 6-11
236: 4-14
214: 20-27


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Safety Frames

A = -8 on block, -2 on hit, +0 on counter
AA = -4 on block, +6 on hit, +6 on counter (NC)
AK = -16 on block, -1 on hit, -1 on counter (NC)
6A = -8 on block, +2 on hit, +2 on counter
6AA = -9 on block, +1 on hit, +1 on counter (NC)
6AAA = -10 on block, +4 on hit, stun on counter (NCC)
3A = -16 on block, -4 on hit, -4 on counter
3AK = -20 on block, +2 on hit, stun on counter (NCC)
2A = -6 on block, +4 on hit, +8 on counter
1A = -17 on block, knockdown on hit, knockdown on counter
4A = -16 on block, -4 on hit, -4 on counter [NH is sometimes -5]
4AB = -5 on block, launcher on hit, launcher on counter (NCC) [Force Crouch on Block]
FC A = -6 on block, +4 on hit, +8 on counter
WSA = -12 on block, +6 on hit, stun on counter
WS[A] = -2 on block, stun on hit, stun on counter [NH/CH stun is normally +16; +17 at tip range]
8_9A = -6 on block, knockdown on hit, knockdown on counter
7A = -6 on block, ~+6 on hit, ~+6 on counter [NH/CH forces opponent into BT state] [NH/CH is +5 ~ +7 depending on range]
BT A = -2 on block, +8 on hit, +8 on counter
BT 2A = -4 on block, +6 on hit, +6 on counter

B = -6 on block, -2 on hit, +0 on counter
BB = -8 on block, +2 on hit, +2 on counter (NC)
BK = +2 on block, +9 on hit, +9 on counter (NCC)
6B = -8 on block, +4 on hit, +4 on counter
3B = -16 on block, launcher on hit, launcher on counter
2B = -15 on block, -3 on hit, -3 on counter
2BB = -26 on block, stun on hit, stun on counter (NCC) [Potentially worse than -26]
2BB:K = (AT) [On Hit JF for Knockdown]
2B8B = -23 on block, launcher on hit, launcher on counter (NCC) [Potentially worse than -23]
2B8BA = (NCC)
2B8BAA = (NCC)
1B = -8 on block, +0 on hit, +0 on counter
4B = -16 on block, -6 on hit, -6 on counter [Force Stand on Hit]
4BB = -14 on block, -4 on hit, -4 on counter (NC)
4BB:A = -8 on block, knockdown on hit, knockdown on counter (NC)
FC B = -8 on block, +0 on hit, +0 on counter
FC 3B = -16 on block, -6 on hit, -6 on counter
FC 1B = -14 on block, +3 on hit, +3 on counter
WSB = -8 on block, launcher on hit, launcher on counter
7_8_9B = -9 on block, +3 on hit, +3 on counter
BT B = -6 on block, +4 on hit, +4 on counter
BT 2B = -8 on block, +0 on hit, +0 on counter

K = -8 on block, +2 on hit, +2 on counter
6K = -15 on block, knockdown on hit, knockdown on counter
3K = -19 on block, stun on hit, stun on counter [Stun is Shakeable]
2K = -15 on block, -5 on hit, +1 on counter [Force Stand on Hit]
1K = -16 on block, -1 on hit, stun on counter [Force Crouch on NH]
4K = -6 on block, stun on hit, stun on counter [Stun is Shakeable]
FC K = -14 on block, -4 on hit, +2 on counter
WSK = +1 on block, +9 on hit, +9 on counter [Force Crouch on Block]
8K = -25 on block, knockdown on hit, knockdown on counter
8KB = (UB)
BT K = -4 on block, +4 on hit, +4 on counter
BT 2K = -19 on block, knockdown on hit, knockdown on counter

A+B {1} = -21 on block, knockdown on hit, knockdown on counter (NC)
A+B {2} = -10 on block, knockdown on hit, knockdown on counter (NC) [2nd Hit Force Crouch on Block] [Max Range]
8A+B = -8 on block, +6 on hit, +6 on counter
8A+BK = -14 on block, knockdown on hit, knockdown on counter (NCC)
B+K = -14 on block, -4 on hit, -4 on counter
B+KB = -18 on block, launcher on hit, launcher on counter (NCC)
B+K = +4 on block, launcher on hit, launcher on counter
2B+K = -11 on block, +0 on hit, stun on counter
4B+K = -17 on block, -7 on hit, -7 on counter
8B+K = -16 on block, knockdown on hit, knockdown on counter [Force Crouch on Block]
8[B+K] = (UB)
BT B+K = -9 on block, launcher on hit, launcher on counter [Cass recovers in BT state]
4A+K = -16 on block, -6 on hit, -6 on counter
8A+K = -12 on block, -6 on hit, +4 on counter [Force Crouch on Block]
8A+KK = -25 on block, knockdown on hit, knockdown on counter (NCC)
K+G = (Taunt)

33_66_99A = -11 on block, +7 on hit, +7 on counter
22A = -13 on block, +3 on hit, stun on counter
88A = -11 on block, +3 on hit, stun on counter
22_88AA = -1 on block, +9 on hit, stun on counter (NCC)
11_44_77A = -10 on block, ~+7 on hit, knockdown on counter [NH forces opponent into BT state] [NH is +7 or +8 depending on range]
66B = -2 on block, stun on hit, stun on counter
33_99B = -2 on block, launcher on hit, launcher on counter [Force Crouch on Block]
22_88B = -6 on block, knockdown on hit, knockdown on counter [Force Crouch on Block]
22_88 = +6 on block, knockdown on hit, knockdown on counter (GB) [Force Crouch on Block]
11_44_77B = -16 on block, launcher on hit, launcher on counter
44bA = (UB) [Cass recovers in BT state]
66K = -12 on block, +8 on hit, stun on counter [Stun is Shakeable]
66[K] = -12 on block, +8 on hit, stun on counter [Stun is Shakeable] [Cass recovers in BT state]
33K = -18 on block, -8 on hit, -4 on counter
33KK = -9 on block, knockdown on hit, knockdown on counter (NCC)
33KA+K = -5 on block, knockdown on hit, knockdown on counter
22_88K = -10 on block, -4 on hit, +6 on counter [Force Crouch on Block]
22_88KK = -25 on block, knockdown on hit, knockdown on counter (NCC)
11_44_77K = -9 on block, knockdown on hit, knockdown on counter
66A+B = -14 on block, knockdown on hit, knockdown on counter
66A+B:4 = (AT) [On Hit JF for Knockdown]
33_66_99B+K = -9 on block, +3 on hit, stun on counter [Force Crouch on Block]
33_66_99B+KA = -12 on block, -2 on hit, stun on counter (NC)
33_66_99B+KAB = -18 on block, knockdown on hit, knockdown on counter (NCC) [3rd Hit Force Crouch on Block]
33_66_99B+KAK = -18 on block, -2 on hit, -2 on counter (NCC)
22_88B+K = -12 on block, stun on hit, stun on counter [Force Crouch on Block]
11_44_77B+K {1} = -18 on block, knockdown on hit, knockdown on counter [Force Crouch on Block]
11_44_77B+K {2} = -6 on block, knockdown on hit, knockdown on counter [Force Crouch on Block] [Max Range]
[6]~K (Slide) = -22 on block, knockdown on hit, knockdown on counter

2A+G = +11 on hit

236A = -18 on block, launcher on hit, launcher on counter
236AB = -16 on block, knockdown on hit, knockdown on counter (NC) [Force Crouch on Block]
236B = -19 on block, knockdown on hit, knockdown on counter
236:B = -19 on block, knockdown on hit, knockdown on counter
236 = -16 on block, stun on hit, stun on counter
236: = -16 on block, stun on hit, launcher on counter
236K = +0 on block, knockdown on hit, knockdown on counter
2362_8A = -18 on block, launcher on hit, launcher on counter
2362_8AB = -16 on block, knockdown on hit, knockdown on counter (NC) [Force Crouch on Block]
2362_8B = -23 on block, launcher on hit, launcher on counter [Potentially worse than -23]
2362_8BA = (NC)
2362_8BAA = (NC)
2362_8K = -18 on block, knockdown on hit, knockdown on counter [Potentially -19 on Block]
2362_8KB = (UB)
214A = -18 on block, launcher on hit, launcher on counter
214AB = -16 on block, knockdown on hit, knockdown on counter (NC) [Force Crouch on Block]
214B = -19 on block, knockdown on hit, knockdown on counter
214 = -16 on block, stun on hit, stun on counter
214K = +0 on block, knockdown on hit, knockdown on counter

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*This section is tentative and should not yet be considered final as they need to go through additional verification

Tech Jump Frames

8A (i24): 7-24
8B (i23): 7-23
1K (i21): 13-20
8K (i18): 15-18
A+B (i25): 17-25
8A+B (i26): 9-23
B+K (i26): 11-25
8B+K (i37): 13-26 [Untested after Frame 26]
BT B+K (i14): 14? [Untested from Frame 10 to 13]
8A+K (i25): 11-25
66K (i18): 18
22_88K (i27): 11-27
44K (i28): 17-? [Untested after Frame 17]
66B+K (i26): ? [Untested]
22_88B+K (i27): ? [Untested]
44B+K (i26): ? [Untested]
[6]~K (i??): ? [Untestable]
8G (i??): 6-? Untested after Frame 6]

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*This section is tentative and should not yet be considered final as they need to go through additional verification

Tech Crouch Frames

1A (i26): 16-26 [Finalized]
2B (i16): 16 [Finalized]
1B (i16): 16 [Finalized]
4B (i17): 6-13 [Needs Retest]
4K (i22): 19-22
8K (i18): 6-11
2B+K (i17): 4-17 [Finalized]
66A (i18): 6-13 [Finalized]

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Feel free to disagree with my findings (and I implore folks to test specific moves on their own if they believe something is out of line). However, please cite your test scenario so that your results can be replicated by others in the community for consensus, if there is some sort of huge variance.

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Edit #1 (1-26-09): Added safety frames for most BT moves
Edit #2 (2-26-09): Added impact frames for some moves
Edit #3 (3-14-09): Added most remaining impact frames
Edit #4 (4-14-09): Minor - added impact frames for WS[A] and 236 aGI
Edit #5 (5-09-09): Minor - left out impact frame for 4A+K. Added TJ and TC section
Edit #6 (5-15-09): Minor - added post-2A+G frames
 
Not all of it is. Case in point, K still being -2 on block and +9 on hit. I only wish. Lol.

Most of the got squashed stuff was done during 1.02 then had the major moves corrected after 1.03 was released.

ie. We should probably still have people look through this again. Lol.
 
I only meant the 2K frame data she stated was correct, I haven't seen got squashed before.
 
Were they ever not? It always seemed to me like a staple of sisters vs. sisters that 236B hurts when it doesn't hit. For some reason I just get really annoyed whenever I don't get my free 236B's, or if like a 6B or 3B comes out online.
 
Internet sucks. GGs Kotomi. Where are you located?

All forms of 236B(236B, 236:B, 236, 236:) are free 236Bs on block.
 
I'm in chicago, but unfortunately I don't get that much play time in. I'm still stuck playing like SC2 Cass because I haven't had the time to actually play SC4 seriously. Not that she's that much different, just missing WSB, lol. Unfortunately I haven't become comfortable with throw breaks and gi online yet, as I think I broke all of 0 throws in those matches. Playing against Cass when you can't break throws is not very fun at all, lol
 
I feel you on this. Last night I got utterly destroyed by a Sophie because I couldn't even AA punish a blocked 236B even though there didn't feel like there was much lag against a 4 green player.

I think what is worse is when you know you did the right thing but get punished for it anyways. Like blocking Sophie's 6AB (which I am pretty sure is not a frame trap) but being unable to retaliate with Cass' BB before 236B hits for CH damage. Somehow, I could never interrupt it and punish him for attacking out of disadvantage.

Even being an online player, it just causes endless frustration sometimes. I end up turtling and eat soul gauge damage because I lose confidence in my ability to punish moves that I know are unsafe on block... which then leads to me eating unblockables left and right :(. Speaking of which, I am jealous that Sophie actually has useful unblockables compared to Cass. I think all we have is 8[B+K] on wake-ups, although I've actually had 8KB land when I've been able to get a person to freeze up near walls or ring edges.
 
I have actually found a use for the horrid 44bA. If someone uses some long attack then if you start it fast enough you can catch then before they can do anything about it.

BTW when I said use I meant like once in a hundred rounds or something because that has got to be one of the worst unblockables in the game.
 
I actually think 44ba g is more useful than the move itself in the fact that most players ive seen usually try to sidestep it instead of punish you before you can get it off >.<
 
WS = while standing up, or while rising. As in, the transition from a crouched state to standing.
 
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