Lizardman - Frame Data - SC5

Jaxel

Administrator

Character Notations​

  • SW = Sand Winger

Horizontal Attacks​

Attack IMP DMG JG GRD HIT CH GB
Refrain Ax 13 12 -15 -7 +2 +2 (31)
:A: :H: :G: cancel
Refrain Ax 13 12,12 -13 -6 +6 +6 (21.5)
:A::A: :H::H: NC / Jails (hit/block)
Razor Ax 17 12 -9 -4 +6 +6 (19)
:6::A: :H:
Lumber Ax 16 22 -23 -14 +6 +6 (31)
:3::A: :M: iRV[i16-i17] / Opp. FrS
Base Razor Ax 13 10 -11 -6 +8 +8 (31)
:2::A: :SL: TC[9-38] / ~FC
Sand Current 36 24 -26 -15 STN STN 15
:1::A: :L: TC[25-44]
Symplegades 18 22 -14 -7 STN STN 16
:4::A: :H: STN[14] / hRV[14-15]
Base Razor Ax 12 10 -11 -6 +8 +8 (31)
FC :A: :SL: TC[1-7] / ~FC
Desert Carrefour 15 16 -19 -12 -2 -2 (22)
WR :A: :H:
Desert Carrefour 15,46 16,26 -23 -16 STN STN 9
WR :A::B: :H::M: STN[12] / NC / Opp. FrC (block/hit) / Non-jailing (block)
83F total duration
Lope Side Ax 24 22*24*26 -13 -6 +8 +8 (31)
:7:*:8:*:9::A: :H: TJ[3-30] / Opp. ~BT (hit)
Rear Side Adze 15 14 -13 -6 +6 +6 (31)
BT :A: :H:
Rear Base Razor 15 12 -11 -6 +8 +8 (31)
BT :2::A: :SL: TC[10-40] / Opp. FrS / ~FC

Vertical Attacks​

Attack IMP DMG JG GRD HIT CH GB
Turnus Style
Furious Drought
20 16 -23 -12 0 0 (19)
:B: :M: :G: cancel / Opp. FrS (hit)
Turnus Style
Furious Drought
20 16,16 -27 -12 STN STN (10.5)
:B::B: :M::M: NC / Non-jailing (block)
Turnus Style
Furious Drought
20 16,16,30(53) -29 -12 KND KND 6
:B::B::B: :M::M::M: NC / Opp. FrC (block) / Non-jailing (block)
Mezentius Style
Twin Gravel
15 14 -15 -10 +2 +2 (19)
:6::B: :M: Thrust
Mezentius Style
Twin Gravel
15,38 14,14 -13 -8 +4 +4 (10.5)
:6::B::B: :M::H: NC on standing opponent / Thrust / Non-jailing (block)
Rising Grit 19 32 -22 -14 LNC LNC 12
:3::B: :M: Untechable KND
RO/W! capable
Sinker Sand Ax 16 16 -15 -8 +2 +2 (19)*15
:2::B: :M: Opp. FrC (hit) / TC[18-45] / ~FC
Only causes Guard crush when done WL
Mezentius Style
Camel Blow
18 21 -23 -8 +6 STN 13
:1::B: :M: TC[5-8] / Opp. FrS
RO capable
Sand Gale Dart 14 16 -19 -7 +2 STN (19)*15
:4::B: :H: CH STN[16] / iRV[14-15] / Thrust
Only causes Guard Crush
when done from FC or WL
Sinker Sand Ax 15 16 -15 -8 +2 +2 (19)
FC :B: :M: Opp. FrC (hit) / TC[17-44] / ~FC
Turnus Style
Sand Geyser
21 22 -17 -13 LNC LNC 12
WR :B: :M: TC[1-21]
Untechable KND
Overhead launch
RO capable
Lope Grudge Labrys 33 28*30*34 -17 -8 KND KND (19)
:7:*:8:*:9::B: :M: STJ[3-30] / Opp. FrC (block)
Rear Sand Ax 16 18 -13 -6 +4 +4 15
BT :B: :M:
Rear Base Ax 18 18 -15 -8 +2 +2 15
BT :2::B: :M: ~FC

Kick Attacks​

Attack IMP DMG JG GRD HIT CH GB
Grudge High Kick 13 14 -15 -8 +2 +2 (22)
:K: :H: :G: cancel
Grudge Front Kick 18 24 -20 -11 +3 +3 10~14
:6::K: :M: Delayable (partial charge increases
Guard Gauge damage) / Opp. FrS
Grudge Front Kick 45 60 -20 +15 KND KND 6
:6::(K): :M: :GC: RO/W!
Clean Hit: A
Grudge Side Kick 16 16 -15 -8 +2 +2 (31)
:3::K: :M: Opp. FrS
Grudge Low Kick 15 12 -15 -14 -2 -2 (31)
:2::K: :L: TC[17-44] / ~FC
Grudge Earth Stomp 22 18 -21 -18 -2 -2 (31)
:1::K: :L: Opp. FrC (hit)
Mezentius Style
Lightning Head Masher
15 26 -13 -8 +6 +6 16
:4::K: :M: iRV[15-16] / Opp. FrS / Clean Hit: C
Ire Low Kick 14 12 -15 -14 -2 -2 (31)
FC :K: :L: TC[14~]
Scale Raiser Kick 16 12 -18 -13 +5 STN (19)
WR :K: :M: TC[1-3] / CH STN[18] / Opp. FrS
Lope Ire Shoot 21 22 -15 -6 0 0 (31)
:7::K: :H: TJ[3-27] / Opp. ~BT (hit)
Lope Ire Shoot 21 25*28 -15 -6 KND KND (31)
:8:*:9::K: :H: TJ[3-27]
RO/W! capable
Rear Grudge High Kick 15 16 -15 -8 +2 +2 (22)
BT :K: :H:
Rear Grudge Low Kick 17 14 -17 -14 -2 -2 (31)
BT :2::K: :L: Opp. FrS (hit) / ~FC

Simultaneous Press​

Attack IMP DMG JG GRD HIT CH GB
Mezentius Style
Rocky Smash
30 50 -37 +3 KND KND 7
:B+K: :H: :GC: TJ[18-38] / Late STC
RO/W! capable
Clean Hit: A
Mezentius Style
Sand Roll
88 80 -34 :UA: LNC LNC n/a
:1::B+K: :L: STC[5-135] / Clean hit: C
STN on grounded opponent
:G: cancel ~FDHT
70F duration when canceled
Rising Revenge
~ Sand Winger
29 28 +1 +11 STN STN 9
:8::B+K: (hit or guard) :M::SS: TC[4-9] / TJ[10~] / -25 on guard when no SW attack performed / Opp. FrC (block) / Clean hit: C
Rising Revenge 29 28 -37 -25 STN STN 9
:8::B+K: (long distance) :M: TC[4-9] / TJ[10~]
Opp. FrC (block) / Clean hit: C
Sand Revenger 25 36 -17 -10 +4 +4 11
:4::B+K: :M: STC[6-23] / TJ[23~]
Opp. FrS / Clean hit: C
Quick Sand Revenger 25 42 -41 -32 KND KND 11
:4::b-small::+::kG: :M: STC[6-23] / TJ[23~]
Clean hit: C / ~FDHT
RO/W! capable
Rolling Revenge 18 20 -16 -7 KND KND 15
BT :B+K: :M: TC[5-49] / ~BT

8-Way Run Moves​

Note: A 10 frame quickstep is performed before the attack when :2:*:8:*:1:*:7:*:3:*:9: 8-Way Run moves are input from neutral.
Attack IMP DMG JG GRD HIT CH GB
Grit Draft 19 30 -19 -12 +3 +3 (19)
:(6)::A: :M: Opp. FrS
Grit Draft 19 32 -17 -10 +5 +5 (19)
:(3):*:(9)::A: :M: Opp. FrS
Double Ire Hatchet 20 14 -29 -22 -12 STN (22)
:(2):*:(8)::A: :M: TC[7-12] / Opp. FrS
Double Ire Hatchet 20 14,14 -22 -16 +2 STN (16.5)
:(2):*:(8)::A::B: :M::M: NC / TC[7-12] / Opp. FrS / Jails (hit/block)
Delayable 2nd hit
RO capable (CH only)
75F duration
Hunting Draft
~ Sand Winger
19 16 -35 -18 -12 -1 (22)
:(4)::A: :M::SS: TC[7-13] / Delayable
Opp. FrS
Hunting Draft
~ Sand Winger
19 20 -35 -18 -12 -1 (22)
:(1):*:(7)::A: :M::SS: TC[7-13] / Delayable
Opp. FrS
Hunting Draft
~ Sand Winger
49 30 -35 -14 +4 +4 8
:(4):*:(1):*:(7)::(A): :M::SS: TC[7-47] / Opp. FrS
Camilla Style
Dune Riser
~ Sand Winger
23 34 -35 -21 LNC LNC 9
:(6)::B: :M::SS: TJ / ~SW / Untechable KND
RO capable
Mezentius Style
Cannon Pelekys
26 36 -22 -14 SLNC SLNC 10
:(3):*:(9)::B: :M: TC[5-13]
Overhead launch
RO capable
Turnus Style
Dune Smash
25 36 -21 -12 KND KND 10
:(2):*:(8)::B: :M: Opp. FrC (block)
Lower Labrys 26 16 -19 -14 +4 +4 (31)
:(1):*:(7)::B: :L: STC / Opp. FrS (hit)
~FC
Turnus Style
Severing Pelekys
30 18 -27 -21 LNC LNC 9
:(4)::B: :M:
Turnus Style
Severing Pelekys
30 18,12(27) -16 -9 KND KND 6.33
:(4)::B::A: :M::H: NC
Untechable KND
Non-jailing (block)
RO capable
Turnus Style
Severing Pelekys
30 18,12,25(43) -28 +12 KND KND 4.33
:(4)::B::A::A: :M::H::H: :GC: NC
Untechable KND
Non-jailing (block)
RO capable
Mezentius Style
Grit Blast
16 42 -25 -16 KND KND 13
:(6)::K: :M: TC[6-17] / Clean Hit: C
Longer KND "roll" on CH
RO/W! capable
Mezentius Style
Scale Basher
25 36 -27 -10 STN STN 10
:(3):*:(9)::K: :M: RO/W! capable
-11 on hit without stun
Grudge Float Kick 20 18 -13 -6 +8 +8 13
:(2):*:(8)::K: :M: TJ[9-28] / Opp. FrS
Mezentius Style
Sinker Spin Kick
25 20 -26 -23 KND KND (22)
:(1):*:(7)::K: :L: STC / Untechable KND / iRV[25-26]
Killing Bite 21 20 -23 -16 KND KND 13
:(4)::K: :M: Opp. FrC (block)
Sand Rage Myrmex 21 20,25 -23 -16 KND KND 13
:(4)::K: :M: :AT: against downed opponent (head side)
Turnus Style
Screw Shot
24 40 -26 -13 KND KND 9
:(6)::A+B: :M: Thrust
Hits :4:*:6: ground rolls
RO/W! capable
Sand Drifter 21 26 -25 -22 KND KND (31)
RUN :K: :L: TC[11~] / Untechable KND
RO capable

Edge Attacks​

Attack IMP DMG JG GRD HIT CH GB
Sandland Battalion 15 18,10x4,
30(65)
-28 -8 LNC LNC 5.16
:6::bA+B+K: :M:x6 :BE: NC / Thrust (all but last hit)
Non-jailing (block)
RO capable
Sandland Predator 18 30,30 -23 +2 LNC LNC 12
:1::bA+B+K: :M: :BE::GC::AT: TC[5-55] / iRV[18-19] Overhead launch
Sanddrake Catapult
~ Sand Winger
40 15 +9 :UA: STN STN n/a
SW :A+B+K: :M::SS: :BE: ~SW
STN[26]
-55~:G: on JG
Sanddrake Catapult
~ Sand Winger
n/a n/a n/a n/a n/a n/a n/a
SW :a-small::+::b-small::+::kG: :SS: :BE: ~SW
Devourer of God 14 30,7,7,
7,10,10
(72)
-32 -25 KND KND 10
:2::3::6::2::3::6::A+B+K: :M: On hit :M:x5 :CE: Invincible [12-14]
TJ immediately after impact, then TC, then late TJ
RO capable
-41 when Ukemi JGed
gRV[-16~25]
jgRV[-23~32]
60F total duration (not on hit)

Throw Attacks​

Attack IMP DMG JG GRD HIT CH GB
Mezentius Style
Sand Tomb
17 55*5(chip) n/a n/a KND KND n/a
:A+G: :H::TH: :A: break
RO capable
Mezentius Style
Santana Storm
17 50*5(chip) n/a n/a KND KND n/a
:B+G: :H::TH: :B: break
Mezentius Style
Reptile Rumble
17 65*6(chip) n/a n/a KND KND n/a
:2::1::4::B+G: :H::TH: :B: break
Untechable KND
Mezentius Style
Scale Brusher
17 65*6(chip) n/a n/a KND KND n/a
Left :A+G:*:B+G: :H::TH: :A:*:B: break
Untechable KND / ~BT
Mezentius Style
Sadistic Rush Lift
17 60*6(chip) n/a n/a KND KND n/a
Right :A+G:*:B+G: :H::TH: :A:*:B: break
Untechable KND
RO capable
Mezentius Style
Sand Bomb
17 70*7(chip) n/a n/a KND KND n/a
Behind :A+G:*:B+G: :H::TH: :A:*:B: break (Astaroth, Voldo, and Z.W.E.I. only)
Untechable KND
RO capable

Special Stances​

Sand Winger​

Attack IMP DMG JG GRD HIT CH GB
Sand Winger n/a :SS: n/a n/a n/a n/a n/a
:A+B: :SS: TJ[17-44]
27F startup before moves can be performed
55F total duration (no move performed)
Atomic Revenger 26 46 -48 -27 KND KND 8
SW :K: :M: TJ / STC / Opp. FrC (block) / Clean Hit: C
 

Slade

[14] Master
Something interesting about 1B BE came to my attention a little while ago. When you JG 1B BE, highs will whiff right through him. Earlier I had assumed that it has the same TC frames as 1B (F5-8), but apparently not--it's TC for the entire animation. Since 1B BE's total duration is 55 frames, because:
-23 on JG +5 recovery frames on Aeon -19 of opponent's recovery frames from JGing (as per the data provided by Noodalls)=-37, so 37 recovery frames
and
17 startup frames, F18 is first active frame, 2nd active frame is irrelevant here because it overlaps with recovery frames unless first active frame whiffs and 2nd lands

So F18+F37=55 total frames, proven empirically in training with these scenarios:
Aeon blocks Astaroth's 22B (-10 on block), whiffs 1B BE and guards. Astaroth 11A (i36+10F step) hits at F56 and can be blocked. Same setup into 11K (i35+10F step) causes 11K to hit at F55, which Aeon cannot block. And finally, to confirm that the TC window does indeed end on the final frame, I tried punishing it on JG (-23) with two different i23 highs, both of which were blocked. After rechecking to make sure it actually is -23 (it is), I deduced that Aeon was TCing the first active frame of both attacks and blocking the 2nd.

tl;dr: The total duration of a move is its impact frames+(-1)(JG frames - 14)
e.g. Standard K i13, -15 on JG:
13+(-1)(-15-14)
13+29
=42 total frames

As far as I've figured, this simple little method should work for any move in the game as long as it can be JGed.
EDIT: Except for some special cases like Hilde C3A, where the 2nd hit only comes out on hit/block. Or strings in general, for that matter.
 

Slade

[14] Master
Corrected some errors in the impact frames of 8wayrun moves, including:
44B
33K
11B
44[A]
22A
as well as verifying all the others.

Also found out that 11K STCs under Sieg 66K. That's nice to know.
 

Slade

[14] Master
Added guard "burst" values. These are values in the wiki that indicate the number of times it takes for a move to "break" the guard. This can be seen in-game as a special effect that occurs on the opponent's guard meter indicator that shows they've reached the breaking point.
These values are indicated as GB values in parenthesis.
For moves that have multiple GB values due to the jump/crouch guard burst values, they are notated as (n)*m, where (n) is the number of blocks required to put the opponent at the breaking point, and *m is the number of blocks required to break the opponent using the jump/crouch bug.
 

Slade

[14] Master
Conferred the wiki with the frame data from this. Much of it was accurate but there were a few OBOEs that have been corrected.
 

Slade

[14] Master
Update:
  • Find end of TJ window for 8B+K
  • Find STC and TJ window of SW K
  • Verify 1B+K impact frame change i87 → i88
  • Find impact frame for 2nd hit of AA (very difficult to test due to AA's 2nd hit having less range than the first)
  • Find impact frames for 2nd and 3rd hits of BBB
  • Find impact frame for 2nd hit of 22AB
  • Find stance transition frames for 44A, 44[A], and 66B
  • Find impact frames for 2nd and 3rd hits of 44BAA
  • Find TJ and TC frames on CE (good fucking luck with this one)
 
Last edited by a moderator:

Slade

[14] Master
A note on what it means for a string to "jail":
"Jail" in the context of fighting games is a term adopted from Tekken. In its strictest definition, jailing refers to a property some strings have where, despite subsequent hits being high, they cannot be ducked if the previous hit was blocked. A relatable example would be Pyrrha's AA versus Astaroth's AA: hers jails, Astaroth's does not. However, one of the most common complaints I see regarding SCV is the necessity of memorizing canned countermeasures to strings, especially countermeasures that are counterintuitive. This is my justification for adopting a looser, inferred definition of jailing for the purpose of the notes. Generally, if it refers to a string in which a subsequent hit is high, jailing will refer to the opponent's inability to duck the high, as per the standard definition. In the context of vertical strings, however, I will be using it to describe whether a subsequent vertical hit can be avoided by 8wayrun, sidestep, or quickstep. The major flaw with this is that some formal clarity is lost from the definition, but I consider it a worthwhile compromise to facilitate the reader's ability to learn countermeasures to specific moves exclusively through information on the wiki. In the cases where this fails, such as a specific case of a string that is only steppable by certain characters, character-specific punishment guides located in their respective Soul Arenas can and should be consulted for further information.

Regarding redundancy of information:
Owing to the nature of the wiki's layout, it is desirable to maximize the density of information presented in the wiki's note sections for each move so as to avoid markup issues and the general unreadability that comes with verbosity. A large aspect of this is the extirpation of redundancy; however, I believe that it is an ancillary concern to the necessity of clarity in the information's presentation. It should not be necessary for a reader to have to consult a language specification to decipher the meaning of the notes, and due to the recency of my wikis' adoption of this standard, some redundancy has been conserved for the purpose of presenting new information in an intuitive way. These include:

Jails (hit/block) // Specifying that a string jails on hit for a natural combo is redundant with both the definition of Natural Combo and information regarding hit levels and forced standing states

Non-jailing // Redundant with the provision of positive jailing information; it can be inferred any string not specified as jailing is non-jailing. However, this is necessary until jailing information is comprehensively adopted into the wiki, because currently the absence of information regarding this property is not enough to imply the information of absence of this property.

Keep in mind that this is still in its baby steps so there may be inconsistencies as I start rolling it out. When in doubt, standard rules of inference apply, specifically:
  • If a string is NC, it jails on hit
  • If a string jails on block, there's a possibility it does not jail on JG
  • If a string jails on JG, it will almost certainly jail on block
  • If a string does not jail on block, then it almost certainly will not jail on JG

tl;dr: I'm adding more info on how to beat strings to the wikis. PM me if you have questions or concerns.
 
Last edited:

Slade

[14] Master
Added that 33K without a stun (e.g. after landing the 33K → 33K tech trap) is -11 on hit.