Frame Data

Tiamat

[11] Champion
thanks to TWISTED JESTER for his hard work on this data!

Attack Speed

i13 236~GS A {GI 1}
i14 K / 6K
i15 ag:A / 6A / 3K / 1K / WS K / FC K / FCC K
i16 aB / 66K / 33_99K / WS B / BT K / BT B+K
i17 A_B+G / A / agA / 4K / FC A
i19 bA / 11_77K / A+K / BT A_B+G / BT 2K
i20 FC 3B / iWS K / BT A
i21 2K / iWS B / BT 2A
i22 6B / 33_99B / 2A+B / FC 1_2B / FC A_B+G / 236~GS A {GI 2}
i23 3A / B / 3B / 2B / 8K / WS A / 236~GS A
i24 B+K~NSS K
i25 2A / 66B+K / iFC 3B / BT 2B
i26 8A / 22_88A / 11_77A / BT B
i27 iFC A_B+G
i28 66A / 33_99A / 11_77B / B+K~NSS 236~GS A{GI 1} / iWS A
i29 1A / 4A / 1B / 236~GS K
i30 44K / B+K~b:A
i31 B+K~bA
i32 66B / 3A+B / 236~GS B
i33 22_88B / WL~G
i34 8B / B+K~NSS A+B
i35 44B
i36 4[K] / A+B
i37 B+K~NSS 236~GS A{GI 2}
i38 4B / B+K~NSS 236~GS A
i39 66A+B / B+K~NSS A
i40 2B+K
i41 WL~K
i42 B+K~NSS B / B+K~NSS 236~GS K
i43 236~GS A+B
i47 B+K~NSS 236~GS B
i49 1[A]
i57 B+K~NSS 236~GS A+B
i66 4A+B

---
K (i13)~i14 – some rare situations where it trades whereas 6K doesn’t. Those moves are 99% the same speed and both trade in the same situation, but there are exceptions where only K does (against particular slow moves).

2A+B (i20)~i21~(i22) – depending on how close the enemy gets, speed varies. I.e. against advancing moves (enemy hit box close), it can be i20, against keep-out moves, it’s i22. Often enough, it’s i21.

WS A (i22)~i23 – faster against some move types.

B+K~NSS B i41~42 – fairly unreliable impact frame.

1[A] i49~i50 – depending on what move it goes against.

NSS A - avoids a number of linear attacks before and during impact frame.


Frame Data

A
B -7~-5
H -3~-1
C +0~2

[A]
~NSS

A,A
B -14~-13
H -4~-3
Close impact only near wall or after 1st hit whiffs (crouch~block).

A,A*B
B -18~-17*
H x

A,2A
B -16~-15*
H x
Close impact only near wall or after 1st hit whiffs (crouch~block).

A,2A,A
B -18~-17*
H x

aB
B -3
H +9
C +11

[aB]
~NSS

agA
B +0~2
H x

a:G:A (fast input)
B +2~4(?)
H x

ag:A (slow input)
B +8~10
H x

6A
B -17~-14
H -8~--5
C x
Earliest impact only at point blank or against wall.

3A
B -23~-22
H -8~-7
C x

3A,A
B -22~-21
H x

3A,2A
B -18~-17*
H x

3A,2A6
~GS

2A
~FC
B -18*
H -2

1A
B -21~-18*
H x

1A6
~GS

1[A]
B +3~6
H x

1[A]6
~GS

1aK
B +1
H x

1[a]K
B +1
H x

4A
B +3~4
H x

7A
B -12~-11
H +2~3!

8_9A
B -12~-11
H x

---
66A
B -3~-1
H x

33_99A
B -5~-3
H x

22_88A
B -16~-14
H +0~2

22_88A,B
B -17~-16*
H x

44A
11_77A
B -14~-12
H x

---
B
B -7~-6
H -2~-1
C +0~1

B,B
B -16
H -3

B,B,B
B -26~-24*
H x

bA
B -21~-20
H x

bA6
~GS

6B
B -28~-26
H -17~-15

6B:B
B -21~-19
H x
SC
B -5~-3

3B
B1 -14*
B2 -14*
H1 x
H2 +0
C1 x
C2 +0
SC
B +0

3
~NSS

2B
~FC
B -8
H +0
D +0*

1B
B -8~-7*
H +5~6
C +9~10

1
~NSS

4B
B -4~-2
H x

7B
B -5~-4*
H +1~2*

8_9B
B -5~-4*
H x

---
66B
B -4
H x
SC
B +4

33_99B
B -25~-24
H x
C x

33_99B6
~GS

22_88B
~FC
B -21~-20*
H x

11_77B
B -17~-16*
H -3~-2
C x

44B
~FC
B -16~-15*
H x

44B,B
B -22~-21
H x

44B,
~NSS

---
K
B -8
H +2

6K
B -11
H -3
C x

3K
B -9
H +0
D +0*

3[K]
B -4
H x

2K
B -12~-11*
H -7~-6

2[K]
B x
H x

1K
~FC
B -14*
H -4
C +2

4K
B -16
H -5
C -2

4K*K
B -4
H x
C x

4[K]
B -16
H -5

4[K]*K
B -4
H x
C x

4[K]B
B -28~-26
H -17~-15

4[K]B:B
B -21~-19
H x
SC
B -5~-3

7_8_9K
B -9~-8
H1 +5~6
H2 +8
H3 +10
Late impact only occurs at far / max range and never on block.

---
66K
33_99K
B -13
H -5
C +2

66K6
~GS

22_88K
B -10*
H x

22_88K6
~GS

11_77K
B -5~-4
H +4~5
C x

44K
~BT/FC
B -12~-10/-17~-15
H x
Delay concerns attacks only. Safe on block. Just frame timing when fully grounded gives BT +4~6.

---
A+B
B -23
H x

3A+B
B -18~-17*
H x

2A+B
B -18*
H x

4A+B
B x
H x

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

---
A+K
B -20
H x

---
2B+K
~FC
B +3*
H x

66B+K
~FC
B -4~-3*
H x

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

WS A,A6
~GS

WS A,A
B -23~-22
H x

FC A
~FC
B -18~-17*
H -8~-7
C -3~-2

WS B
B -20~-19
H x
C x
SC
H x

WS
~NSS

FC 3B
B -20~-18
H1 x
H2 -9

FC B
~FC
B -8
H +0
D +0*

WS K
B -6~-5
H +4~5

FC K
~FC
B -14*
H -4
C +2

FC A_B+G
~FC
B -18*
H x

---
BT A
B -2
H +8

BT 2A
~FC
B -6
H +4

BT B
B -6
H +4
D +4*

BT 2B
~FC
B -8
H +0
D +0*

BT K
B -4
H +4

BT 2K
~FC
B -20*
H x

BT B+K
B -14
H x

---
GS A
B -17~-16
H +7~8!
C +18

GS B
B -22~-21
H x
C x

GS B6
~GS

GS
~NSS

GS K
B -42
H -29

GS K,K
B -11
H x

GS A+B
B -22
H x

---
NSS A
B -13~-11
H +1~3

NSS [A]
~NSS

NSS B
B -20~-19*
H -4~-3
C x

NSS bA
B -18
H x
SC
B +6

NSS b:A
B -18
H x
SC
B +6

NSS K
B -18~-17
H x
C x

NSS A+B
B -17~-16
H x
SC
B +0~1
 
couldn't do a search due to minimum letter requirements.. but which are his best moves to transistion to NSS on block ?
I'm guessing 11 is massively better than 3
 
Anyone feel like testing the frames of the A+B counterattack on block? It might be the same as regular A+B but with more push-back, has anyone looked into this?
 
Anyone feel like testing the frames of the A+B counterattack on block? It might be the same as regular A+B but with more push-back, has anyone looked into this?


I actually think NM/opponent is on even frames.. i used to do 33B after it gets blocked.. and manage to outspeed them

-LAU
 
couldn't do a search due to minimum letter requirements.. but which are his best moves to transistion to NSS on block ?
I'm guessing 1 is massively better than 3


So since I can't really find it it TM's frame data, i'm probably gonna answer my own question
against a wall gs~NSS K will NOT get CH'd by i10 (taki AA) i12 (yun's K) but will get get CH'd by i13 moves (Ks..raph's 6B)
So i'm assuming that NSS K didni't start until 13 frames after transition from gs. Now gs~NSS K clashes with i21 (8K and 4K from mitsu) so we can deduce that NSS K is a i8 move from NSS.

Now we can build the rest of the NSS frame data relative to that , which leads me to have b:A at i14, A at i23, and A+B at i18.

The best transition seems to be (all on block)
1 at long range,
1 up close--b:A trades with i13 (so +1)
[A]--b:A trades with i14 (0)
a--b:A trades with i15 (-1)
up close NSS [A]--b:A trades with i16 (-2)
wr --b:A trades with i18 (-4)
3--k trades with i16 (-8)
GS --k trades with i21 (-13)

Is this all common knowledge.... am i off ? the only problem is this seems kinda silly is that 2A defeats a lotta options
 
well from a certain range, NSS [A] blocked > NSS K will beat 2As. also [A] > NSS K will beat 2As

unless it's Maxi.
 
Anyone feel like testing the frames of the A+B counterattack on block? It might be the same as regular A+B but with more push-back, has anyone looked into this?

Interesting query. So I decided to do it. Funny thing about A+B is it has a TC. Didn't test for those frames yet. The A+B counter on block is -14.

EDIT: The TC is somewhere around the 31st frame.
 
sure A+B got TC frames... but like you said.. when it's kinda ridiculous like frame 31... it becomes useless.. and if you do manage to TC you just got lucky.

-LAU
 
So since I can't really find it it TM's frame data, i'm probably gonna answer my own question
against a wall gs~NSS K will NOT get CH'd by i10 (taki AA) i12 (yun's K) but will get get CH'd by i13 moves (Ks..raph's 6B)
So i'm assuming that NSS K didni't start until 13 frames after transition from gs. Now gs clashes with i21 (8K and 4K from mitsu) so we can deduce that NSS K is a i8 move from NSS.

Now we can build the rest of the NSS frame data relative to that , which leads me to have b:A at i14, A at i23, and A+B at i18.

The best transition seems to be (all on block)
1 at long range,
1 up close--b:A trades with i13 (so +1)
[A]--b:A trades with i14 (0)
a--b:A trades with i15 (-1)
up close NSS [A]--b:A trades with i16 (-2)
wr --b:A trades with i18 (-4)
3--k trades with i16 (-8)
GS --k trades with i21 (-13)

Is this all common knowledge.... am i off ? the only problem is this seems kinda silly is that 2A defeats a lotta options


Excellent. I gotta dblcheck these =)
 
Wow this really helps I do GS K a lot never thought it was that bad and I use that move a lot o.O nice post it helps.
 
Wow this really helps I do GS K a lot never thought it was that bad and I use that move a lot o.O nice post it helps.
Hehe....just make sure you do GS KK all the time, and pray the people you play with don't know to duck the second hit after blocking the first.
 
Yea I kinda try to use that move as a mixup but they kinda put me on block or they get a hit on me or they just keep on blocking it works sometimes.
 
"44K
~BT/FC
B -12~-10/-17~-15
H x
Delay concerns attacks only. Safe on block. Just frame timing when fully grounded gives BT +4~6."

What does it mean on "Just frame timing when fully grounded give BT +4~6"? Does it mean the Grounded hit?

I watched a Korean vids, which showed the JF 44K. How can I do it? Any idea?

Thank you.
 
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