Link's Frame Data

Thread starter Moderator #1
Link's Frame Data
Writen by SilentWall
Version 0.3


Reminds: All moves are tested in 0 range in SC2 US Gamecube version.
In theory, a lot of moves can get +1 to +2 more advantage on the top of it that depends on the range and situation. For instance, a move with "H+2 B-6" can get +1 in far range and +2 in super tip range, so the move will become "H+3 B-5" in far range and "H+4 B-4" in super tip range. In the other words, a move can get better frame advantage from farther range on hit and on block.
On the contrary, for impact frame data, the moves will get +1 or +2 more on the impact frame that depends on the range and situation. For instance, an i14 B will become i15 in far range and it probably will become i16 in super tip range.
However, for the frame advantage and the impact frame data, some moves stay the same no matter it is in close range and tip range.

Remarks:
r = right side
l = left side
* = the fastest version
~ = delay the move
> = go to next stage or move or motion
{#} = different hit box with different damage and property of the move


G2-Recovery for Link's stances and moves:
The guard ability of G2-Recovery can last 6 frames. The guard is activated from 2nd frame after (G]+2 input. It can be input in any frame of the whole motion. Also, it can be input more than 1 times but it has a reload time between each (G]+2. For instance, you can input (G]+2 at the 3rd frame of 6A. And you can input (G]+2 at 4th frame and 60th frame of Boom. A2. (It is special for Link.)
All Link's moves with G2-Reccovery is showing below:
6A
Boomerang Stance
Boom. A
Boom. A2
Boom. A8
Bow Stance
Bow B
Bow B9
Bow B3
Bow (B]
Bomb Stance
Bomb K


-------------------------------------------------------------------------------
Basic Execution Time
-------------------------------------------------------------------------------

Regular & 8WR Moves

i11 = BTA
i12 = A / lBT2A / BTK
i13 = 2A / rBT2A / K / FC2K
i14 = B / 1B / BTB / BT2B / 3K /2K / BT2K
i15 = 8B / WSB / FC2B / 4K / (22_88)K / WSK
i16 = 6A / WSA / FC2A / (A_B)+G / 66B+G
i17 = 6B / *bA
i18 = 3B / 33K
i19 = 4A / (22_88)A / 4B
i20 = 33A / 22B / 1K
i21 = 3A / 8A / 66B / 6K
i23 = 8K
i24 = 2B / 1A
i25 = 66A / 11A / 66bA / 11B
i26 = 214A / (G]8A / 44B
i31 = Boom.>(A_A2_A8)
i32 = (G]8B
i34 = WLK / Bomb>K
i38 = WLB / FR>A / FR>B
i39 = 8(A]
i40 = 11(A] / WSA
i41 = Bow>B9
i44 = 11AB
i45 = FR>K
i46 = *66b(A] / Bow>B
i47 = 44(B]
i48 = BS>A
i49 = Bow>B3
i52 = 44B+K / BS>K
i59 = 11(A]B
i62 = BS>B
i75 = FR>SR>B / FR>SR>K
i79 = 214(A]
i80 = Bow>(B]
i81 = 44(B+K]
i84 = FR>(rSR_lSR)>A
i134 = *Bomb>~K>UB (input K in the 121th frame or later)


Stance Moves:
(Stance moves represent base speed when already in stance.)

Boomerang Stance (stance moves can be executed after 15th frame of Boomerang Stance):
i16 = Boom. A
i16 = Boom. A2
i16 = Boom. A8
** Without buffer, input Boom.2+A_8+A will get i17

Bow Stance (stance moves can be executed after 29th frame of Bow Stance):
i13 = Bow B9
i17 = Bow B
i20 = Bow B3
i51 = Bow (B]
** Without buffer, input Bow3+B will get i21

Bomb Stance (stance moves can be executed after 20th frame of Bomb Stance):
i14 = Bomb K
i114 = *Bomb ~K > UB

Forward Roll Stance (stance moves can be executed after 30th frame of FR Stance):
i8 = FR B
i8 = FR A
i15 = FR K

Side Roll Stance (stance moves can be executed after 30th frame of SR Stance):
i15 = SR B
i15 = SR K
i19 = rSR A / lSR A

Back Somersault Stance (stance moves can be executed after 30th frame of BS Stance):
i13 = BS A
i17 = BS K
i32 = BS B


------------------------------------------------
Regular moves
------------------------------------------------

A
H +5
B -4

(A]
UB

AA
H +3
B -9

A(A] > Boom.
H +2
B -9

AB
H 0
C 0 > combo for rest of K
B -10

ABB+K > Bomb
?

ABK
H x
B -4

AB(K] > Bomb
?

6A
H +2
C +5
B -10
* It has G2-Recovery windows for whole move.

6AA / 6A~A
H x
B -21

6AAB / 6A~AB
H x
B-15

66A
H x
B-17

3A
H +4 > FC
B -16

2A
H +5
B -8

1A
H 0
C x
B -19

4A / 44A
H +5
C +1 > spin
B -10

4(A] / 44(A] > Boom.
?

7_8_9A
H x
B -18

7_8_9(A]
H x
B -54

(G]7_8_9A
H x
B -11

214A
H x
B -32

214(A]
UB

33A
H 0
C stun
B -16

22A
H x
B -20

88A
H x
B -11

11A
H x
B -22

11(A]
H x
B -17

11AB / 11(A]B
H x
B -15

WSA
H +4
B -14

WS(A] > Boom.
?

FC2A
H +5
B -5

WLA
H +2
B -18

rBTA
H +5
B -5

lBTA
H +4
B -6

rBT2A
H +5
B -5

lBT2A
H +4
B -6


B
H +2
C +4
B -8

(B] > Bow
?

BB
H 0
B -10

BK
H +4 > BT
B -12

bA
H -1
B -18

b(A]
C combo for b(A] > release A
B x for UB

6B
H +2
C +2 > combo for 6BBBBBBB
B -10

6BB
H +1 > combo for the rest of Bs
B -9

6BBB
H +1 > combo for the rest of Bs
B -9

6BBBB
H +1 > combo for the rest of Bs
B -9

6BBBBB
H +2 > combo for the rest of Bs
B -8

6BBBBBB
H +1 > combo for the rest of Bs
B -9

6BBBBBBB
H x
B -16

3B
H x
B -13

3(B] > Bow
?

2B
H x
C x > combo for next B
B -17 > FC

2BB
H x
C x > combo for next B
B -10 > FC

2BBB
H x
B -9 > FC

1B
H +3
B -10

4B
H +4
C +4 > combo for 4BA
B -13

4BA
H x
B -15

4B(A]
H x
B -8

7_8_9B
H x
B -20

(G]7_8_9B
H x
B -7

44B
H +6
C stun
B -10

44(B]
H stun
B +30 > GB

44(B] > Bow
?

66B
H x
B -17

66bA
H x
B -13

66b(A]
H x
B -8

22B
H x
B -13

22(B] > Bow
?

11B
H +4
C x
B -6

WSB
H +4
B -6

FC2B
H +2
B -8

WLB
H x
B -16

rBTB / lBTB
H +3
B -7

rBT2B / lBT2B
H +3
B -7


K
H +2
B -6

(K] > Bomb

6K
H x
B -4

6(K] > Bomb

3K
H +2
C x
B -10

2K
H +2
B -13

1K
H +2
C x > 1KK combo
B -18

1KK
H +4
H +6 when (block)1K(hit)K
B -6

4K
H +4 > BT
B -12

7K
H -3
B -12

8_9K
H x
B -13

33K
H +4
C x
B -6

22K / 88K
H +4
B -7

22(K] > Bomb
?

22K6 > FR
?

22K4 > BS
?

WSK
H x
B -4

WSK2B
H x
B -17 > FC

FC2K
H 0
B -15

WLK
H -4
C x > combo WLKK
B -19

WLKK
H +4
B -6
* If first K is blocked and opponent keeps guarding, the second K must whiff.

rBTK / lBTK
H +2
B -4

BT2K
H +3
B -7


44B+K
H x
B -23 > GB

44(B+K]
UB


Boom. A
H x
B -64
B -21 when opponent guards the returned boomerang in 0 range

Boom. (A] > Boom.
?

Boom. A2_A8
H x
B -64

Boom. (A]2 > Boom.
?

Bow B
H x
B +6 > GB

Bow (B]
UB

Bow B3
H x
B -40

Bow B9
H x
B +12 > GB for tall characters in 0 range

Bomb K
H x
B -25

Bomb ~K
H x
B -35

FR A
H +1
C stun
B -16

FR B
H x
B -20

FR K
H x
B -4

FR K2B
H x
B -17 > FC

rSR A / lSR A
H x
B -11

SR B
H x
B -20

SR K
H x
B -4

SR K2B
H x
B -17 > FC

BS A
H 0
C stun
B -15

BS B
H x
B -7

BS K
H +4
C x
B -6

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

SCLV1 > (G]8B
B +28 > GB

SCLV1 > BS B
B +28 > GB

SCLV1 > 66B
B +18 > GB

SCLV2 > 33B
B +18 > GB

SCLV3 > 44(B]
UB

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

@@Let me know if you guys found some error.
 
Last edited:
Thread starter Moderator #2
Hi, I have just updated the frame data for Link on the first post. Please take a look.
It is for fukou_da_man and linkorz. Hope you guys like it. Yeah!