Cassandras Frame Data

44B+K isn't -12 on block, at least at mid range/up close. Cass herself can punish it with FC236B. Also, 1K is -1 (Cass can beat herself out using FC236B, and clash wth FC236 against 236B)
 
The frame data should definitely be revisited for 1.03.

First off, I am going off of the following assumptions for my testing purposes with Cass vs. Cass in Training Mode (so if these assumptions are wrong, then the data is slightly off):
AA = i13
K = i13
FC 236B = i14
6A = i14
BB = i15
236B = i15
236 = i16
6B = i16

I have not been thorough enough yet, but I am not sure blocked 66A+B is -15. I am pretty sure that it is at least -14, but, so far, I have not been able to BB or 236B punish this in training mode.

Also, as someone mentioned to me before (IdleMind, I think), and I went ahead and tried to verify myself: WS[A] on block is NOT positive frames. It is either most likely either -1 or -2. I was able to beat 236B after blocked WS[A] with 236B. 236 would clash. So, unless I was slow, I am pretty sure that this move cannot be considered a frame trap since it is not positive.

Secondly, since the information is not in the first post, blocked 8A+BK is at least -14. It might even be -15, but does not appear to be -16. It was punishable by FC 236B but not punishable by 236 or 6B. (Again, thanks to IdleMind for forcing me to verify the frame data myself since I originally thought the K was safe).

Lastly, this is just a strange weird observation, and one that requires further testing, but the K in 8A+BK does not appear to be hoppable or TJ'able if the 8A+B was blocked (at least in Cass vs. Cass). The K can be 8G'ed or TJ'ed if the 8A+B whiffs. That is pretty hot though if a blocked 8A+B does indeed limit their options to 3G, 2G, and 1G to counter the low K. (Forgot who pointed out they couldn't seem to hop the K).
 
I updated the wiki with data from here and caliburforum. If anyone wants to get all the frame data finished and send me the info I'll put it on the wiki. I don't know how to figure it out myself...well I kinda do but the way I'd do it would take way too much time. peace!
 
I made some general updates to the Frame Data on the Cassandra Wiki.

Bunch of wrong stuff like frame traps that aren't and no status effects (such as launchers, knockdowns, and stuns) for most of the moves. Those should mostly be in place now. Also got rid of some moves that don't actually exist.
 
Quake Stun on 8B+K should be 13 frames since only A and K are guaranteed. Don't know if its variable if you try to mash out of it.
 
Is 22_88AA really only -1 on block?

Yes it is. These low numbers are pretty simple to setup and test in training. Cass vs. Cass

22_88AA -> AA

After having 22_88AA blocked:
AA loses AA
AA trades with 6A
AA loses to 2A (most likely due to TC properties)
AA beats BB

Thus, -1 on block can be inferred.

Side note, but I am redoing the Cass frame data for 1.03 since we are all apparently a bunch of slackers and I do not trust the numbers currently posted.
 
Side note, but I am redoing the Cass frame data for 1.03 since we are all apparently a bunch of slackers and I do not trust the numbers currently posted.

I appreciate it.

I don't really have time to do frame data anymore.
 
Yes it is. These low numbers are pretty simple to setup and test in training. Cass vs. Cass

22_88AA -> AA

After having 22_88AA blocked:
AA loses AA
AA trades with 6A
AA loses to 2A (most likely due to TC properties)
AA beats BB

Thus, -1 on block can be inferred.

Side note, but I am redoing the Cass frame data for 1.03 since we are all apparently a bunch of slackers and I do not trust the numbers currently posted.

Thanks! Reliable and up-to-date frame data would be most excellent.
 
Yes it is. These low numbers are pretty simple to setup and test in training. Cass vs. Cass

22_88AA -> AA

After having 22_88AA blocked:
AA loses AA
AA trades with 6A
AA loses to 2A (most likely due to TC properties)
AA beats BB

Thus, -1 on block can be inferred.

Side note, but I am redoing the Cass frame data for 1.03 since we are all apparently a bunch of slackers and I do not trust the numbers currently posted.

Wow. I did not even really think of it as a huge deal until I got to the 8WR moves in my frame data test. Apparently, I have errored.

Everyone always seemed to referenced the 22_88A series as one. This should no longer be the case. The properties for 22A and 88A *ARE* actually different. 22_88AA are identical however.
 
Wow. I did not even really think of it as a huge deal until I got to the 8WR moves in my frame data test. Apparently, I have errored.

Everyone always seemed to referenced the 22_88A series as one. This should no longer be the case. The properties for 22A and 88A *ARE* actually different. 22_88AA are identical however.

The properties of sophie's 22 and 88A are different too, one of them ACTUALLY sidesteps.
 
Just a random tidbit, but...

I always get the feeling that most people (who do not main Cass) are basing her frames off of SC3 or something, since they grumble about perceived frame traps that are not actually frame traps... so, just for the record, Cass only has 5 frame traps on block in SC4 1.03. Everything else is actually disadvantage or unsafe.

236K = +0
WSK = +1 and force crouch
BK = +2
B+K = +4
22_88 = +6 and force crouch

I'm almost done frame testing the 8WR moves, so I am sort of slowly whittling away her movelist. I should be done within a week or so.
 
Is +0 on block considered a frame trap?

EDIT: one more question, does WSK give as many frames on block as it did in 3? 236B keeps getting beat out by stuff and it's weirding me out.
 
Just a random tidbit, but...

I always get the feeling that most people (who do not main Cass) are basing her frames off of SC3 or something, since they grumble about perceived frame traps that are not actually frame traps... so, just for the record, Cass only has 5 frame traps on block in SC4 1.03. Everything else is actually disadvantage or unsafe.

236K = +0
WSK = +1 and force crouch
BK = +2
B+K = +4
22_88 = +6 and force crouch

I'm almost done frame testing the 8WR moves, so I am sort of slowly whittling away her movelist. I should be done within a week or so.


...And I forgot about 214K. That is +0 on block too. My bad. Too easy to forget about the Angel Twirl moves since they are identical to their Angel Step counterparts.
 
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

I definte TJ frames as having met the following criteria:
1) Normal throws whiff
2) Lows whiff
3) Air throws catch

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

I define TC frames have having met the following criteria:
1) Normal throws whiff
2) Highs whiff
3) Crouch throws catch

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
 
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