Help obtaining Frame Data for SC3

Valakrie

[08] Mercenary
Hello everyone, I don't have a PS3 at the moment, however; I am interested in trying to learn Soul Calibur, and the game that I currently have is SC3. With that said, I'm having a very difficult time finding frame data for SC3. More specifically, I would like to have frame data for Nightmare if possible. Any suggested sites where I can find this kind of information?
 
I don't think anyone kept copies of it, but I can tell you some basics:

-A for Taki and Xianghua is 10 frames
-2A for most characters is 12 frames
-B for Cass, Raph, Sophitia, Taki, and Zas is 14 frames
-Throw is 16 frames
 
I don't think anyone kept copies of it, but I can tell you some basics:

-A for Taki and Xianghua is 10 frames
-2A for most characters is 12 frames
-B for Cass, Raph, Sophitia, Taki, and Zas is 14 frames
-Throw is 16 frames
Oh, is that so? Well, would it be possible for me to refer to SC4 frame data (when concerning Nightmare) and still be at least a little accurate when concerning some properties? Or are the changes for most characters moves just too drastic?
 
I'm not a NM expert. A lot of frame data has changed, so it's probably better to figure out his frames based on the stuff I gave you.

Also, I remember Xianghua's 6A is neutral on block, and Cass's 1K is neutral on hit. If you test an attack at neutral/zero frames then you can determine its speed if both characters trade hits (preferably with a kick since it won't weapon clash, just trade).



P.S.
Try asking Tiamat or LAU from the Nightmare forum if they can remember any of SC3 Nightmare's frames. Tell them I sent ya. =D
 
I have a FD copy of almost every character.

Twisted_Jesters Nightmare FD for NTSC-J version:

----------------------------------------------------------------------------
Execution Time
----------------------------------------------------------------------------

Regular & 8WR Moves

i12 = K
i13 = 3K
i15 = A,B+G / 6A / 6K / 1K / 66K / 33,99K
i17 = A / agA / aB / 2A / 4K / A+K
i18 = 11,77K
i19 = bA
i20 = 33,99B / 22,88K
i21 = 2K
i22 = 6B
i23 = 3A / B / 3B / 2B / 2A+B
i24 = 22,88A
i25 = 66B+K
i26 = A+B
i27 = 11,77B
i28 = 66A / 33,99A / 11,77A / 44A
i29 = 1A / 4A / 1B
i31 = 66B / 22,88B
i32 = bK / 3A+B
i33 = 66A+B
i36 = 44B / 44K
i37 = 4B
i45 = 2[K]
i50 = 1[A]
i63 = 4A+B


FC & WS Moves

i14 = WS K
i15 = FC K
i16 = WS B
i17 = FC A
i20 = FC 3B
i21 = FC 1,2B
i22 = WS A / FC A,B+G


Jumping & WL Moves

i23 = 7,8,9K
i27 = 7,8,9A
i34 = 7,8,9B
i35 = WL A
i37 = WL K
i36 = WL 5~G
i43 = WL B
i47 = WL 5~K


Back Turned Moves


Stance Moves

Stance moves appearing in parenthesis represent base speed when already in stance, i.e. the time required from (delayed) button press to impact.


---
Grim Stride

i6 = (GS A {GI 1})
i12 = (GS A {GI 2})
i13 = (GS A)
i17 = (GS K)
i20 = (GS B)

i14 = 236~GS A {GI 1}
i22 = 236~GS A {GI 2}
i23 = 236~GS A
i27 = 236~GS K
i30 = 236~GS B

---
Night Side Stance

i10 = (NSS K)
i14 = (NSS bA)
i19 = (NSS A+B)
i24 = (NSS A)
i27 = (NSS B)

i25 = B+K~NSS K
i29 = B+K~NSS bA
i34 = B+K~NSS A+B
i39 = B+K~NSS A
i42 = B+K~NSS B


------------------------------------------------------------------------------
Advanced Data
-------------------------------------------------------------------------------

Some moves actually have two impact frames. This means they have a different speed depending on what kind of attack the opponent does: upward B / downward B / stab type B / stab type K / roundhouse K, just to name a few.
In terms of punishment, attacks with speed fluctuation usually impact in the later frame. So NMs 6A is i15, bA i20 etc.

6A
i15~i16

bA
i19~i20

----------------------------------------------------------------------------
Block / Hit Stun
----------------------------------------------------------------------------
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 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
B -2~0
H +2~4
---
close range / early impact:
B -2
H +2
mid range impact:
B -1
H +3
far range / late impact:
B -0
H +4

---
It's also important to know that moves with a block recovery of B -10 or worse may give your opponent free attacks.

Example:
WS B
B -19
---
Guard possible from frame 20+ after opponent's recovery
= Nightmare cannot block attacks of speed i19 or faster.
Attack possible 19 frames after opponent's recovery
= all attacks add +19 to their base speed, Nightmare's i12 K will trade hits with opp's attack of speed i31 etc.
Note that blocking low or crouching take an additional frame of recovery. In the same example, Nightmare cannot crouch or block low any attacks of speed i20 or faster.


---
I 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 from crouch, making it harder to interrupt your mix-up or more importantly, impossible to punish certain moves on block.

This is indicated by this sign: *. If a move has a block recovery of B -6*, it means that you are at 6 frames of disadvantage, but your opponent is crouched.

Moves ending in GS or NSS refer to a different attack chart which will be found at the end of this document in the section called stance transition, as soon as I finish testing.


Regular Moves

---
A
B -2~0
H +2~4
C +4~6

[A]
~NSS

AA
B -9~-8
H +2~3
Early impact only occurs close to walls or when using AG on 1st at close range

A2A
B -19~-18*
H -9~-8
C x

A2AA
B -2~0
H x

A2A2A
B -16~-15*
H x

AA*B
B -17~-15*
H x

agA
B +0~1
H x

aB
B -3*
H +11
C x

a
~NSS

6A
B1 -18
B2 -16~-15
H1 -10
H2 -8~-7
C x

3A
B -23~-22
H -7~-6
C x

3AA
B -21
H x

3A2A
B -17~-15*
H x
SC3
B +8~10*

2A
~FC
B1 -21~-20*
B2 -15*
H -6~-4
C -2~0

1A
B -18~-15*
H x
SC3
B +6~9*

1A6
~GS

1[A]
B +6~9*
H x
SC3
B x

1[A]6
~GS

1AK
1[A]K
B
H x

4A
B +2~5
H x

---
B
B -1~0
H +3~4
D +4*
C +5~6

BB
B -14~-13
H +2~3

BBB
B -24~-21*
H x

bA
B -19~-17
H x

bA6
~GS

bK
~BT/FC
B -3~-2
H x
SC3
B x

6B
B1 -29
B2 -18~-17
H1 -19
H2 -8~-7

6B:B
B -18
H x

3B
B1 -12~-11*
B2 -13*
H1 x
H2 +4
D x
SC3
B1 +3~4
B2 +3

3
~NSS

2B
~FC
B -2~-1
H +3~4
D +4*

1B
B -7~-6*
H +5~6
C +10~11

1
~NSS

4B
~SC3
B -3~-2
H x

---
K
B -3
H +7

6K
B -5
H +3
C x

3K
B -8
H +4

3[K]
B -2
H x

2K
B -15*
H -3

2[K]
B x
H x

1K
~FC
B -14*
H +0
Exceptional recovery: attacks of speed i15 or faster cannot be blocked.

4K
B -15~-14
H -3~-2

4K*K
B -4
H x

---
A+B
B -26~-24
H x

3A+B
B -17~-16*
H x

2A+B
B -12*
H x

A+K
B -16
H +0
C x


8WR Moves

---
66A
33,99A
B -2~0
H x
SC3
B x

22,88A
B -15~-13
H +3~5*

22,88AB
B -17~-16*
H x

44A
11,77A
B -19~-16
H x

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

33,99B
B -21~-20
H x
C x

33,99B6
~GS

22,88B
~FC
B -19~-16
H x
SC3
B x
Exceptional recovery: attacks of speed i20 or faster cannot be blocked.

11,77B
B -16~-14*
H -2~0
C x

44B
~FC
B +1~2*
H x
SC3
B x

44BB
B -16
H x

---
66K
33,99K
B -11
H -3
C +4

66K6
~GS

22,88K
B +2~3
H +10~11
C +12~13

22,88K*K
B -14~-13
H +3~4
C x

11,77K
B -5~-4
H +5~6
C x

44K
B -11*
H x

---
66A+B
B -20~-17
H x

66[A+B]
~BT/FC
B -30~-27
H x
Exceptional recovery: even the fastest grounded hitting attacks can be blocked.

66B+K
~FC
B -2~-1*
H x


FC & WS Moves

WS A
B -11~-10
H -1~0

WS AA6
~GS

WS AA
B -20~-19
H x

FC A
~FC
B1 -21~-20*
B2 -15*
H -6~-4
C -2~0

WS B
B -19
H x
C x

WS
~NSS

FC 3B
B -16~-14
H1 x
H2 -7~-6

FC 1,2B
~FC
B -13~-12
H +4~5

WS K
B -9~-7
H +4~6

FC K
~FC
B -14*
H +0
Exceptional recovery: attacks of speed i15 or faster cannot be blocked.

FC A,B+G
~FC
B -18~-17*
H x
Exceptional recovery: attacks of speed i19~i18 or faster cannot be blocked.


Jump & WL Moves

8,9A
B -9~-7
H x

7A
B -9~-7
H +0~2*

WL A
B -22~-20*
H -11~-9

8,9B
B -2~-1*
H x

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

WL B
B -16~-14
H x

7,8,9K
B1 -10~-9
B2 -6~-3
H1 +4~5
H2 +8~11
C x
Special late impact occurs at far / max. range only.

WL K
B -14~-13
H +0~1
C x


Stance Moves

---
Grim Stride

GS A
B -16~-15
H +6~7*
C +18~19

GS B
B1 -21
B2 -18
H x
C x

GS B6
~GS

GS K
B -22
H -9

GS KK
B -6
H x

---
Night Side Stance

NSS A
B1 -13~-11
B2 -9
H1 +1~3
H2 +5

NSS [A]
~NSS

NSS B
B -16~-14*
H -2~0
C x

NSS bA
B -15~-14
H x
SC2
B +1~2

NSS K
B -15
H x
C x

NSS A+B
B -14~-13
H x
SC3
B +8~9
 
I have a FD copy of almost every character.

Twisted_Jesters Nightmare FD for NTSC-J version:

Wow, thank you for the information, Ring! If I may ask, would you happen to also have frame data for Siegfried (The other player that I play against uses this character primarily). Thanks again; and happy new year, by the way!
 
Valakrie said:
Wow, thank you for the information, Ring! If I may ask, would you happen to also have frame data for Siegfried (The other player that I play against uses this character primarily). Thanks again; and happy new year, by the way!
No problem. Happy new year too =P Here's the data for Siegfried:

----------------------------------------------------------------------------
Execution Time
----------------------------------------------------------------------------

Regular & 8WR Moves

i12 = K
i14 = 6A / 4A / 3K / 6K
i15 = A,B+G / 1K / 66K / 33,99K
i16 = b6 / A+B
i17 = A / 2A / 3B / 33,99B / 4B
i18 = 4K
i19 = 3A
i20 = agA / 22,88K
i21 = 2K
i22 = 2B
i23 = 66A / 33,99A / B / 11,77B
i24 = 1B
i25 = 6B / 22,88B
i27 = 1A
i28 = 2A+B
i29 = 22,88A
i30 = 44K
i31 = 66B / b:4
i32 = 44A / 11,77A
i33 = 66A+B
i39 = 44B
i44 = b4
i51 = 236B


FC & WS Moves

i14 = WS K
i15 = FC K
i17 = WS A / FC A / WS B / FC A,B+G
i21 = FC B


Jumping & WL Moves

i22 = 11,77K
i23 = 7,8,9K
i26 = 7,8,9A
i30 = 44K
i34 = 7,8,9B
i35 = WL G
i37 = WL K
i46 = WL G~K


Back Turned Moves


Stance Moves

Stance moves appearing in parenthesis represent base speed when already in stance, i.e. the time required from (delayed) button press to impact.

---
Chief Hold

i11 = (CH A) / (CH K)
i18 = (CH B)
i29 = (CH A+B)

---
Side Hold

i11 = (SH K)
i22 = (SH A) / (SH A+B)
i29 = (SH B)

---
Reverse Side Hold

i18 = (RSH B) / (RSH K)
i29 = (RSH A+B)
i?? = (RSH A)

---
Base Hold

i16 = (BH K)
i21 = (BH A)
i35 = (BH B)
i?? = (BH A+B)

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

Regular Moves

A
B +0~1
H +8~9

[A]
~SH

AA
B -9~-7
H +1~3

AAB
B -13~-11*
H x

AA
~BH

A2A
B -14~-12*
H x
C x

A2AA
B -17~-16*
H x

agA
B +0~2
H x

ag[A]
~RSH

6A
B -17~-16
H -2~-1
C x

6[A]
~SH

3A
B -15~-13
H x

2A
~FC
B1 -21~-20*
B2 -15*
H -6~-4
C -2~0
¨
1A
B -16~-14*
H -6~-4
C +1~3

1AA
B -21~-19*
H x

4A
B -7
H +2
C +7

4[A]
~RSH

---
B
B -8~-6
H +3~5
D +4~5*
C +7~9


~BH

BB
B -14
H -4

BBB
B -20
H x

BB
~CH

B2A
B -16~-15*
H x

B2[A]
B +8~9
H x

B2A4
~CH

b6
B -7~-6
H +1~2*

b4
B -1~+1*
H x
SC3
B +8~10

6B
B -17~-12
H x

3B
B -21~-19
H1 x
H2 -10~-9
C1 x
C2 -10~-9

3
~CH

2B
~FC
B -2~-1
H +7~8
D +8*

2
~BH

1B
B -15~-12
H1 x
H2 -3~0
SC3
B1 x
B2 -3~0

4B
B -10
H +6*

4BB
B -14
H +4*

4BBB
B -16
H +3*

236B
B x
H x

---
K
B -3
H +5
C +8

6K
B -6
H +4
C x

3K
B -9~-8
H +3~4
D +4*
C +6~7

3KK
~FC
B -22~-21*
H x

3KKB
B -16~-15
H x

2K
B -15*
H -3

2KK
2KKK
2KKKK
2KKKKK
H +1
B -11

1K
~FC
B -14
H +0
C +4
Exceptional recovery: attacks of speed i15 or faster cannot be blocked.

4K
B -4
H +5
C x

---
A+B
~SH

A+BA
B -17~-15*
H +0~2

2A+B
B -15~-13*
H x

2[A+B]
~BH


8WR Moves

66A
B -13~-12
H x

33,99A
B -11~-10
H x

22,88A
B -17~-15
H x

44A
11,77A
B -6~-4
H x

44[A]
11,77[A]
~RSH

---
66B
~FC
B -17~-15
H x
D x
C x
SC3
B +8~10

33,99B
B -21~-19
H1 x
H2 -10~-9
C1 x
C2 -10~-9

33,99
~CH

22,88B
B -21~-19
H x

22,88BB
B -20~-18*
H x

11,77B
B -20~-19
H -10~-9

11,77
~CH

44B
B -16~-14
H x
SC3
B +3~5

44
~BH

44BB
B -21~-20
H x

44B
~CH

---
66K
33,99K
B -11
H -1
C x

66K*B
B -17
H -6
C x

22,88K
B +2~3
H +8~9
C +12~13

22,88KA
B +2~4
H +7~9

22,88K[A]
~SH

22,88KAA
B -9~-8
H +2~3

22,88KAA*B
B -17~-16*
H x

22,88KA2A
B -7~-5*
H x
C x

22,88KA2AA
B -18~-17*
H x

22,88KA:2A
B -14~-12*
H +9~11
C x

22,88KA:2AA
B -18~-16*
H x

22,88K*K
B -14~-13
H +2~3
C x

11,77K
B -12~-11
H x

44K
(~BT/FC)
B -20~-19
H x

---
66A+B
B -20~-18
H x
D x
SC2
B -1~+1

66A+B2
~FC
B -21~-19
H x
D x
SC2
B -2~0
Even the fastest grounded hitting moves can be blocked.


FC & WS Moves

WS A
B -23~-21
H -11~-9

WS [A]
~SH

WS AA
B -23~-21*
H x

WS AA2
~FC
B -23~-21
H -10~-8
Exceptional recovery: attacks of speed i24 cannot be blocked.

FC A
~FC
B1 -21~-20*
B2 -15*
H -6~-4
C -2~0

WS B
B -16~-15
H x
C x

WS
~CH

FC B
~FC
B -10~-9
H +4~5
D +5*

FC
~BH

WS K
B -8~-7
H +4~5

FC K
~FC
B -16
H -2
C +4
Exceptional recovery: attacks of speed i17 or faster cannot be blocked.

FC A,B+G
~FC
B -22
H x


Jump & WL Moves

8,9A
B -8~-7
H x

7A
B -8~-7
H +2~3*

WL A
B -22~-20*
H -11~-9

8,9B
B -2~-1*
H x

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

WL B
B -16~-15
H x

WL
~CH

7,8,9K
B1 -10~-9
B2 -6~-3
H1 +4~5
H2 +8~11
C x
Special late impact occurs at max. range only.

WL K
B -14
H +0
C x

WL KB
B -16~-15
H x


Stance Moves

---
Chief Hold

CH A
B1 -11~-9
B2 -4~-2
H1 -2~0
H2 +4~6
Earliest impact only occurs close to wall / RO.

CH [A]
~SH

CH B
B -2~-1*
H x
D x

CH {1}
B +1~2*
H x
SC3
B +12~13

CH {2}
B +7~8
H x
SC3
B x

CH K
~CH

CH KK
B -10
H +2

CH A+B
B -3~-2
H x


---
Side Hold

SH A
B -16~-14*
H +4~6
C x

SH [A]
~RSH

SH AA
B +4~5
H x

SH A[A]
~RSH

SH A2A
B -16~-14*
H x

SH B
B -16~-14
H1 x
H2 x

SH
~RSH

SH K
B -5
H x
C x

SH A+B
B -29~-28
H -15~-14

---
Reverse Side Hold

RSH A
B -8~-6
H x

RSH [A]
~BH

RSH B
B -20~-19
H1 x
H2 -6

RSH K
B -23~-22*
H x

RSH [K]
~RSH

RSH A+B
~FC
B -12~-11
H x
SC3
B x
Exceptional recovery: attacks of speed i13~i12 or faster cannot be blocked.

---
Base Hold

BH A
B -16~-12
H x

BH B
B -12~-10
H x
SC3
B +9~11

BH K
B -20~-16
H x

BH A+B
B -13~-11*
H x
SC3
B x


Jaxel said:
Hey Ring...

Can you send me the FD for every character?
Of course. If you want, I also have SC2 FD for Astaroth, Cassandra, Ivy, Kilik, Maxi, Mitsurugi, Nightmare, Raphael, Sophitia, Taki, Talim, Voldo, Xian, Yoshi and Yunsung.

Some characters are missing though: Mina, Cervantes, Heihachi, Spawn, Lizardman and Necrid. I am missing FD for some SC3 characters too, but I still have to check it. I will send everything to you in PM later.
 
Awesome Greven! I've been looking for that data. I understand the Japanese. I'd actually like to put that in the wiki for the sake of completionism but only if it could be converted to the wiki's code somehow for less work.
 
Just remember the frame data between JP/EU and the US version is very different in some cases.

For example Nightmare's 4B in JP/EU is -2~-3 on block.....but in US version it is +5~+6
 
Yea I realized that through verification when I started this. Hopefully someone has it for every character somewhere for the US version. If not I'll just go by whichever came out later and take that as the "re-balanced recent" version.
 
Well release wise it was
(">" im using like an arrow to mean "then")

- US version release >
(month or two passes) >
- PAL/JP release, more negative frames (absolutely no buffs iirc) and some glitches removed >
(half a year or a year later not sure) >
- SC3 AE released, some characters get buffs some get nerfs. new moves are added for a few characters like Zasalamel



No one has full frame data for the US version to my knowledge.
 
I've decided to make PAL wikis now since the Japanese have all that delicious data up. Should something happen to their site I want to be sure we still have the data. So the unlabeled SC3 wiki is NTSC. As of this post I've only done Abyss'. No dmg will be listed since I do not own the PAL version.
 
Hello everyone, I don't have a PS3 at the moment, however; I am interested in trying to learn Soul Calibur, and the game that I currently have is SC3. With that said, I'm having a very difficult time finding frame data for SC3. More specifically, I would like to have frame data for Nightmare if possible. Any suggested sites where I can find this kind of information?
You can just buy the BradyGames Guide for the game, its white and comes with a mCD. here's there nightmare scans.
 

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I have the Brady games guide... It doesn't give frame data. It doesn't give much info that can't be discovered by just playing the game. It's really not that useful tbh.

The combos are mostly taken from your move list in game (except for ring out options). Then it tells you some generic strategies (no match ups or frame data though). The best thing is it tells you how to get to night terror, the "best" 8 moves for each character, and how to get items in the shop... It's kinda lame tbh.

Unlike the mvc3 guide Which had frame data and more in depth strategy.
 
I know this is way late to this thread, and most of the links are dead, but if anyone could send me any and all frame data they have for SC2 and SC3, I would be sincerely grateful!
 
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