#### Mage

##### I'll make you submit!

Ring said:-------------------------------------------------------------------------------

Basic Execution Time

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

Regular & 8WR Moves

i11 = 4B / 6b9

i12 = K

i13 = A / 2A / 2B / 6K / 8B+K

i14 = 2K / 23K / 1K

i15 = B

i16 = A_B+G / 66B / 4K / 66K

i17 = 3A / k2

i18 = 66A / 44A / 6B / 3B / 3K / 33_99K

i19 = 6A / 6A+B / 2A+B

i20 = 22_88B / 8A+B

i21 = 4A / 214B / 376231A+B

i22 = 99A / 66[K]

i23 = 33A / 6/ 4A+B / 1A+B

i25 = 22_88K / 2A+K / 44K

i26 = 1A / 11_77A / 11_77K

i27 = 1[K] / 1_2_3B+K

i28 = 22_88A / 66A+B / 6B+K

i29 = 1B / 11_77B / 6[B+K]

i31 = 1/ 11_77/ 33_99B / 44B

i37 = 44B+K

i40 = 236B / 3A+B

i45 = 44A+B

i51 = 214A

i72 = 4B+K

i74 = 44[A+B]

i106 = 3[A+B]

i28 = 22_88A / 66A+B

i30 = 22_88A~G

i41 = 22_88A~G~4B

i27 = 1_2_3B+K

i32 = 1_2_3B+K~G

i43 = 1_2_3B+K~G~4B

FC & WS Moves

i11 = 4B / 6b9

i13 = FC A / 6K

i14 = WS K / FC K

i15 = FC 2B

i16 = WS A+B / 4K

i17 = WS A / FC 1B / WS B+K

i18 = WS B / FC 3K / 6B

i20 = FC 3B

i21 = 4A

i25 = FC 3/ FC 3A+B

Jumping & WL Moves

i18 = 8B

i26 = 8K

i29 = 8A

i34 = WL K

i35 = WL 5~G

i36 = WL A

i37 = WL B

i40 = 236B

i45 = WL 5~4B

Back Turned Moves

i12 = BT K / BT 2K

i13 = BT A / BT 2A

i14 = BT B / BT 2B

Stance Moves

Stance moves appearing in parenthesis represent base speed when already in stance.

---

Whip Stance

i18 = (WP 376231A+K)

i22 = (WP A+B)

i39 = (WP A+K)

---

Spiral Serenade

i13 = (SS K)

i14 = (SS A)

i15 = (SS A+B) / (SS B+K)

i17 = (SS B)

i35 = A+B~SS K

i36 = A+B~SS A

i37 = A+B~SS A+B

i39 = A+B~SS B

---

Spiral Tribute

i12 = (ST K)

i15 = (ST A)

i18 = (ST B)

i25 = (ST 2A)

i40 = (ST A+B)

---

Serpent's Embrace

i14 = (SE A) / (SE K)

i15 = (SE 6B+K{1})

i17 = (SE 66K)

i27 = (SE B)

i69 = (SE A+B)

The next section covers slightly more advanced frame data where the recovery time may vary slightly:

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. 1 frame faster / slower against linear / downward / horizontal / stab / left side 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.

3A

i16~i17

33A

i22~i23

44A

i18~i19

(SS A)

i14~i15

(SE A)

i14~i15

1

i30~i31

214B

i21~i22

44B

i30~i31

44K

i25~i26

1A+B

i22~i23

4A+B

i22~i23

1_2_B+K

i27~i28

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:

And finally this section highlights the differences when using Ivy's different stances:Ring said:----------------------------------------------------------------------------

Block/Hit Data

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

H = regular hit

C = counter hit

D = crouched hit

G = grounded hit

B = blocked

R = blocked while rising

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 -5~-4

---

close range / early impact:

H +5

B -5

far range / late impact:

H +6

B -4

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

Example:

9B

B -17

---

Guard possible from frame 17+ after opponent's recovery

= Ivy cannot block attacks of speed i16 or faster.

Attack possible 17 frames after opponent's recovery

= all attacks add +17 to their base speed, i12 K will trade hits with opp's attack of speed i29 etc.

Note that blocking low or crouching take an additional frame of recovery. In the same example, Ivy cannot crouch or block low any attacks of speed i17 or faster. Moreover, it is impossible to suffer a crouched hit by medium hitting attacks of speed i17.

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.

Moves ending in SS, ST, SE and WP refer to a different attack chart which is found at the end of this document in the section called stance transition.

Regular Moves

A

H +5~6

B -5~-4

A,A

H +2~3

B -8~-7

A,[A]

~WP

OBT

H -1~+4

C x

B -15~-10

A,[A]6

~SS

OBT

H +3~7

C x

B -11~-7

6A

H +5~6

C x

B -7~-6

3A

H +3~4

B -9~-8

2A

~FC

OCD

H +7~8

B -4~-3

1A

~WP

OC

H +0~2

B -17~-15

1A,A

~FC

OC

H +2~0

B -12

Slightly shorter hit stun at far / max range.

4A

H +7~8

C x

B -1~0

214A

H x

---

B

OCD

H +5~6

B -5~-4

B,B

OCD

H +0

B -10

B,

~WP

OCD

H -3~-1

B -14~-12

B,6

~SS

OCD

H -2~0

B -13~-11

6B

OCD

H +4~5

B -6~-5

6

OCD

H1 +7~9

H2 +7~8

B1 -10~-8

B2 -10~-9

Slightly shorter hit and block stun at far / max. range.

6~2

OBT

OCD

H -3~+1

D -6~-2

B -28~-24

Crouched hit prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = disadv. up to -3~+1

6~8

OBT

H1 -3~+1

H2 +3

B1 -28~-24

B2 -22

Special late hit occurs close to RO / wall or when using AG.

6b9

~WP

H -10

B -25

6b9,K

~WP

OC

H +4

B -6

3B

H x

C x

B -12~-11

2B

~FC

OCD

H +3~4

B -7~-6

1B

OCD

H +6

B -4

1{1}

H x

B -15

SC1

B +19

1{2}

H +4~6

B -7~-5

SC1

B +30~32

4B

H +3~4

B -5~-4

236B

OCB

H x

B1 -4~-1

B2 +3~4

Special late impact occurs at max. range only.

214B

OCD

H -7~-5

B -13~-10

214

~SE

OCD

H -14~-12

B -20~-18

---

K

H +4

B -6

k2

OCD

H +2

C x

B -8

6K

H +5

B -5

3K

H +1

C x

B -14

2K

~FC

OCD

H -1

B -11

23K

~FC

OCD

H +7

B -6

Crouched hit prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to +10

1K

OCD

H +5

B -6

1[K]

H x

B +2

4K

H x

B -3

---

6A+B

H +5~6

B -11~-10

3A+B

~WP

H x

B -15

3[A+B]{1}

~WP

H x

B -15

SC2

B +17

3[A+B]{2}

~WP

H x

2A+B

OCB

H x

C x

B -7~-5

1A+B

H x

C x

B -9~-8

4A+B~G

~WP

OCD

H +0~1

B -10~-9

4A+B

OCD

H +0~1

B -12~-11

4A+B,B

H x

B +23~24

4A+B,

H x

8A+B

~FC

OCD

H +0~2

B -13~-11

8A+B,A{1}

H x

8A+B,A{2}

H +9~10

B -2~-1

---

2A+K

~FC

H x

B -25~-24

Exceptional recovery: non-high hitting attacks of speed i25 or faster cannot be blocked. Attacks of speed i26 cannot be blocked but GId.

---

6B+K

H x

B -6

6[B+K]{1}

OBT

H +8

B -17

AT prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to +11.

6[B+K]{2}

H +10

B -14~-11

AT prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to +13.

1_2_3B+K

H x

B -10

SC1

B +15

4B+K

H x

8B+K

~WP

H -10

B -25

8B+K,K

~WP

OC

H +4

B -6

8WR Moves

66A

H x

B -11

33_99A

H x

B +1~3

22_88A

OBT

H1 +10

H2 +5

B -19~-16

AT prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to +13.

11_77A

~WP

OC

H +0~2

B -17~-15

11_77A,A

~FC

OC

H +2~0

B -12

Slightly shorter hit stun at far / max range.

44A

OBT

H +14~17

B -8~-5

44A~B

~SS

OBT

H +6~9

B -16~-13

44[A]

~WP

OBT

H +8~11

B -14~-11

---

66B

H +0

C x

B -9

66

~ST

H +2

C x

B -7

33_99B

44B

~WP

OCB

H x

B +3~5

SC2

B +37~39

44

~SS

OCB

H x

B +2~4

SC2

B +36~38

22_88B

H x

B -4~+2

22_88

~ST

H x

B +1~7

11_77B

H +6

B -4

11_77{1}

H x

B -15

SC1

B +19

11_77{2}

H +4~6

B -7~-5

SC1

B +30~32

---

66K

H x

B -1~0

Allows for BT attacks at same (dis-)advantage.

66[K]

H x

B +8~9

Allows for lBT attacks at same advantage.

33_99K

H +1

C x

B -14

22_88K

~FC

H x

B -25~-24

Exceptional recovery: non-high hitting attacks of speed i25 or faster cannot be blocked. Attacks of speed i26 cannot be blocked but GId.

11_77K

H x

B -4

44K

~FC

H x

B -31~-26

---

66A+B

OBT

H1 +10

H2 +5

B -19~-16

AT prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to +13

44A+B

H x

B -14~-13

44[A+B]

H x

---

44B+K

~WP

H x

B -14

44[B+K]{1}

~WP

H x

B -15

SC2

B +17

44[B+K]{1}~6

~SS

OCD

H -10~-6

B -19~-15

44[B+K]{2}

~WP

H x

FC & WS Moves

WS A

OCD

H +3

B -5

FC A

~FC

OCD

H +7~8

B -4~-3

WS B

OCH

H +9~11

B -4~-2

FC 3B

~FC

OCD

H +3

B -10

FC 3

~FC

OCD

H +0~1

B -16~-15

FC 2B

~FC

OCD

H +0~1

B -10~-9

FC 1B

H1 x

H2 -4

B1 -14

B2 -8

WS K

H +8

B -2

FC 3K

~FC

H +2

B -8

FC K

~FC

OCD

H -1

B -11

WS A+B

H +2~4

B1 -8~-6

B2 -3

Special late impact occurs on block only.

WS A+B,A

H x

B1 -16

B2 -7~-5

Earliest impact occurs mainly close to RO / wall or when using AG.

FC 3A+B

H x

B -15

FC 3[A+B]{1}

~WP

H x

B -15

SC2

B +17

FC 3[A+B]{1}~6

~SS

OCD

H -36~-33

B -45~-42

FC 3[A+B]{2}

~WP

H x

WS B+K

OCD

H -25~-22

B -34~-31

Ivy must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = disadv. on hit up to a -28~-26. I have also identifed a special late impact at maximum range. Which is unfortunately quite hard to test because of the buffer lock. Here's an estimate:

H -19

B -28

Jumping & WL Moves

8A

H +4~6

B -17~-15

WL A

~FC

H1 +3

H2 +5~6

B1 -17

B2 -15~-14

Late impact occurs at far/max range.

8B

OCD

H -1~0

C x

B -17~-16

7B

OCD

H -5~-4

B -18~-17

WL B

OCB

H x

C x

B -5~-3

8K

H x

B -4

WL K

H x

B -5

Back Turned Moves

lBT = left rear side, opp. step to the right

rBT = right rear side, opp. step to the left

lBT A

H +5~6

B -5~-4

rBT A

H +6~7

B -4~-3

BT 2A

~FC

OCD

H +5~6

B -5~-4

BT B

OCD

H +6~7

B -2~-1

BT 2B

~FC

OCD

H +3~4

B -7~-6

BT K

H +3

B -10

Allows for same side BT attacks at same advantage. Only works on hit and at close range.

BT 2K

~FC

OCD

H +4

B -6

On hit, Ivy must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames.

Strangely enough, the buffer lock does not apply after the kick has been blocked or whiffed.

Stance Moves

---

Whip Stance

WP A+B

~SE

H -3~+1

C x

B -16~-11

WP A+K

H x

B -24~-21

---

Spiral Serenade

SS A

~ST

OBT

H +1~4

B +1~4

SS B

~WP

OCD

H -12~-11

B -24~-23

SS B,B

~WP

H -7~-5

B -13~-11

SS K

~SS

H +4

C x

B +4

SS (A_K)+B

~SS

H +7

---

Spiral Tribute

ST A

~SE

H +2~6

C x

B -2~+2

ST 2A

~WP

H -1~+1

B -23~-21

ST B

OCD

H -3~0

B -8~-5

ST B:B

ST B:6B

ST B:6B~B

OCD

H -5~-2

B -10~-7

ST BB

H x

D x

B -6~-3

ST B:6B:4B

OCD

H -6~-3

B -11~-8

ST B:6B:4B~B

OCD

H -6~-3

B -6~-3

ST B:6B:4B:6B

OCD

H -5~-2

B -20~-17

ST B:6B:4B:6B~B

OCD

H -4~-1

B -8~-5

ST B:6B:4B:6B:4B

H x

D x

B +24~27

ST K

~ST

H +1

C x

B -3

ST A+B

~WP

OCH

H +1~3

B +22~24

---

Serpent's Embrace

SE A

H -4~-2

B -16~-14

SE A,A

H x

B1 -12

B2 -6~-4

Earliest impact occurs mainly close to RO / wall or when using AG.

SE 2A

H x

B -24~-22

SE B

H x

B1 +29

B2 +33

B3 +36

Special late impact occurs at max. range only.

SE

H x

SE K

~SE

H x

B -4~-2

SE 66K

~SE

H x

B -9~-7

SE A+B

H x

SE 6B+K{1}

H x

B1 -8

B2 -1

SE 6B+K{2}

H x

B +37~39

SE B+K

OCB

H x

B -24~-22

SE 4B+K

OCB

H x

B -24~-22

Ring said:Stance Transition

Specified advantage refers to the chart at the beginning of each section. Manual transition is treated seperately. Interestingly enough, I found that there are individual differences between the various strings/starters. For instance, earlier block recovery. These are listed as seperate entries under the relative string, replacing regular data.

---

Spiral Serenade

i1 = G / g2

i13 = K

i14 = A

i15 = (A_K)+B

i17 = B

i33 = G~4B

A,[A]6

H +3~7

B -11~-7

B,6

H -2~0

B -13~-11

44A~B

H +6~9

B -16~-13

i5 = G

i37 = G~4B

44

H x

B +2~4

SC2

B +36~38

i5 = G

i37 = G~4B

44[B+K]{1}~6

H -10~-6

B -19~-15

FC 3[A+B]{1}~6

H -36~-33

B -45~-42

SS K

H +4

C x

B +4

i12 = G

i44 = G~4B

SS (A_K)+B

H +7

Hit stun prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to +10

---

A+B~SS = i22

In any situation of advantage, subtract 22 frames and then refer to the chart above. It's pretty simple. Just have a look at these GB situations:

1{1}

SC1

B g/a +19

~A+B~SS

B -3

1{2}

SC1

B g/a +30~32

~A+B~SS

B +8~10

SE B

B1 g/a +29

~A+B~SS

B +7

SS stance can't be entered from whip stance because of WP A+B. Therefore it isn't available after SC2 44B / 3[A+B] / ST A+B.

---

Spiral Tribute

i1 = :2G

i11 = G

i12 = K

i15 = A

i18 = B

i25 = 2A

i40 = A+B

i49 = G~4B

66

H +2

B -7

22_88

H x

B +1~7

SS A

H +1~4

B +1~4

i30 = 2A

i48 = G~4B

ST K

H +1

C x

B -3

i41 = G~4B

---

Serpent's Embrace

i5 = 2G

i14 = A / K

i15 = 6B+K{1}

i17 = 66K

i27 = B

i30 = 2A

i41 = G~4B

i59 =

i67 = A+B

214

H -14~-12

B -20~-18

i9 = G

i44 = [G]~4B

WP A+B

H -3~+1

C x

B -16~-11

i13 = G

i48 = [G]~4B

ST A

H +2~6

C x

B -2~+2

i6 = G

i41 = [G]~4B

SE K

H x

B -4~-2

i7 = G

i42 = [G]~4B

SE 66K

H x

B -9~-7

i7 = G

i42 = [G]~4B