Nightmare Frame Data Notes by Ring [Archive]

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Mage

I'll make you submit!
Thanks to Ring, we have access to the frame data for most characters in Soulcalibur II. Here is the frame data list for Nightmare (Siegfried):
Ring said:
-------------------------------------------------------------------------------
Basic Execution Time
-------------------------------------------------------------------------------

Regular & 8WR Moves

i12 = K
i13 = 3K / 66K / 33_99K
i14 = 6A
i15 = 6K / 2K / 1K / 4K
i16 = A_B+G / b6 / A+B
i17 = A / 3A / 2A / 88A / 3B / 33_99B
i18 = 22A / 11_77K
i19 = 33A / bgB
i20 = 22_88K / A+K
i21 = agA / 236K
i22 = 99A / 2B
i23 = B / 22_88B
i24 = a6 / 1B / 66A+K
i25 = 6B
i26 = 22_88bgB
i28 = 66A / 11_77B / 66kB
i30 = 1A
i31 = 4B / 66B
i32 = 4A / 11_77A / 3A+B
i33 = 2A+B
i36 = 44K / b:4
i38 = 6B:B / 44B
i42 = 236[K]
i43 = b4
i47 = 1[A]
i52 = 4
i57 = 236B


FC & WS Moves

i14 = WS K / FC K / 6A
i15 = 6K / 4K
i16 = WS B
i17 = WS A / FC A
i19 = FC B+G
i21 = FC B / FC A+G
i25 = 6B
i31 = 4B
i32 = 4A
i38 = 6B:B


Jumping & WL Moves

i22 = 8K
i27 = 8A
i28 = 66kB
i33 = 2A+B
i34 = 8B
i35 = WL 5~G
i37 = WL A / WL K
i43 = WL B
i46 = WL 5~K


Back Turned Moves

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

i11 = BT K
i14 = BT 2K
i16 = BT 2A
i18 = BT A
i20 = BT B
i21 = BT 2B


Stance Moves

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

---
i13 = (B*gB)
i15 = (A*gA)

---
Night Behind Stance

i10 = (NBS K)
i13 = (NBS A)
i18 = (NBS B)
i23 = (NBS 1A)
i25 = (NBS 1B)
i29 = (NBS 2A)

i22 = 66B+K~NBSR K
i35 = 66B+K~NBSR A
i37 = 66B+K~NBSR B

i25 = B+K~NBS K
i28 = B+K~NBS A
i38 = B+K~NBS B
i42 = B+K~NBS 2A

---
Night Side Stance

i10 = (NSS K)
i18 = (NSSL b:A)
i19 = (NSSL bA)
i22 = (NSS A)
i25 = (NSS B)
i27 = (NSSR bA)
i29 = (NSS A+B)

i25 = 2_8B+K~NSS K
i37 = 2_8B+K~NSS A
i41 = 2_8B+K~NSS B
i44 = 2_8B+K~NSS A+B

---
Night Lower Stance

i15 = (NLS B)
i22 = (NLS K)
i23 = (NLS 6B)
i26 = (NLS A)
i30 = (NLS A+B)

i34 = 4B+K~NLS B
i40 = 4B+K~NLS K
i41 = 4B+K~NLS A / 4B+K~NLS 6B
i49 = 4B+K~NLS A+B
This next section shows the frame data where it may fluctuate:
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. faster against linear / downward / horizontal 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.

6A
i13~i14

8A
i26~i27

99A
i21~i22

22A
i17~i18

1B
i23~i24

2A+B
i33~i34

66A+K
i24~i25

WL A
i36~i37

WL B
i42~i43

WL K
i37~i38

NLS K
i21~i22

lBT 2A
i16~i17

BT B
i20~i21

BT 2B
i21~i22

There are also a number of moves which TC in their impact frame. Those break high horizontal yet ignore most other high hitting move instead of trading hits.

2B
FC B
66B
NBS A
NBS B
NLS B
NLS A+B
This final 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:
Ring said:
-------------------------------------------------------------------------------
H/B 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.
Regular Moves

A
H +7~9
B -1~+1

[A]
~NSSR

A,A
H1 +0~2
H2 +4
B1 -10~-8
B2 -6
Special late impact occurs at far / max. range only.

A,A,B
OCB
H -6~-4
C x
B -16~-14

A,A,
~NLS

A,A*B
H -4~-2
C x
B +26~28

A,A*
~NLS

A,2A
H x
B -15~-13

A,2A,A4
NBS

A,2A,A
H x
B -12~-11

agA
H x
B +0~2
Allows for lBT attacks on close block.

a6
H x
B -8

6A
H1 x
H2 -2
B1 -10
B2 -16
Shorter block stun outside KD range.

6[A]
~NSSR

3A
H x
C x
B -15

2A
~FC
OCD
H1 -4
H2 -5
B1 -21
B2 -19
Less damaging, shorter hit stun yet longer block stun at far / max. range.

1A
H x
B -17~-16
Exceptional recovery: non-high hitting attacks of speed i17 or faster cannot be blocked. Attacks of speed i18 cannot be blocked but GId.

1[A]
H x
B -9~-8

4A
H x
B +3~5
Allows for lBT attacks on close block.

4[A]
~NSSL

---
B
OCD
H +2~4
C +6~8
B -8~-6


~NLS

B,B
OCB
H x
B -11~-8

B,2A
H x
B -14~-13

B,2A4
~NBS

B,2[A]
H x
B +2~3

bgB
OCD
H -2
B -12

bg
~NLS

bgB,B
H x
B -23~-22

bgB,
~NBS

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

b4
OCB
H x
B +11~12
SC1
B +37~38

6B
H x
B -18~-12
SC2
B +16~22

6B:B
H -17~-16
B -27~-26
SC2
B +13~14

6B:B:B
H x
B -19

3B
H1 x
H2 -4~-2
B -16~-14
Less damaging outside launch range.

3
~NBS

2B
~FC
OCD
H +6~7
B -3~-2

1B
H1 x
H2 -4~-2
B -14~-12

4B
H x
B -14~-13

4
~NBS

---
K
H +6
B -4

6K
H +2
C x
B -8

3K
OCD
H +2~3
B -8~-7
Hit stun prevents opponent from buffering. Must know exact recovery for earliest retaliation. Premature input or mashing completely prevent attacking for a number of frames = adv. up to +5~6.

3K,K
~FC
H +0
C x
B -10

3K,K,K
H x
B -16~-13

2K
1K
~FC
OCD
H +3
B -9

4K
OCH
H +0
B -10

4K,K
H +3
B -10

4K,[K]~2_8
~NBS

4K,[K]~2_8,6B
OCD
H +1~2
B -9~-8

---
A+B
~NSSR

A+B,A
OCD
H -1~+1
B -17~-15

3A+B
H x
B -17
SC2
B +23

2A+B
H x
B -21~-18

{2]A+B
H x
B -17~-14

A+K
H +9
C +12
B +1

A+K,K
OCD
H +2~3
C x
B -13~-12
Hit stun prevents opponent from buffering. Must know exact recovery for earliest retaliation. Premature input or mashing completely prevent attacking for a number of frames = adv. up to +5~6.

A+K,A
H +9~11
B +1~3

A+K,[A]
~NSSR

A+K,A,A
H +0~2
B -13~-11

A+K,A,A,B
OCB
H -6~-4
C x
B -17~-15

A+K,A,A,
~NLS

A+K,A,A*B
H -4~-2
B +26~28

A+K,A,A*
~NLS

A+K,A,2A
H x
B -8~-6

A+K,A,2A,A4
~NBS

A+K,A,2A,A
H x
B -12~-11


8WR Moves

66A
H x
B -3~+1

33A
H x
B -15~-13

99A
H x
B -19~-17

22A
H +3~4
B -2~-1

22[A]
~NSSL

22A,A
H -3
B -13

22A,[A]
NBS

22A,A,
~NLS

88A
H +2~3
B -11~-10

88[A]
~NSSR

88A,A
H -4
B -14

88A,[A]
~NBS

22_88A,A,B
OCB
H -8~-6
B -18~-16

22A,A,
NLS

22_88A,A,6B
H1 x
H2 -17~-16
B1 -22
B2 -27~-26
Shorter block stun outside KD range.

11_77A
44A
H x
B +3~5
Allows for lBT attacks on close block.

11_77[A]
44[A]
NSSR

---
66B
~FC
H x
C x
D x
B -14~-12
Exceptional recovery: non-high hitting attacks of speed i14 or faster cannot be blocked. Attacks of speed i15 cannot be blocked but GId.

33_99B
H1 x
H2 -1~+1
B -16~-14
Less damaging outside launch range.

33_99
~NBS

22_88B
OCD
H +0~2
B -12~-10

22_88
~NLS

22_88B,B
22_88bgB
OCD
H -5~-4
B -15~-14

22_88B,
22_88bg
~NLS

22_88B,B,B
22_88BgB,B
H -1~0
B -11~-10

22_88B,B,
22_88BgB,
~NLS

22_88B,B,K
22_88BgB,K
H x
B -14

11_77B
H x
B -16~-14

44B
OCB
H x
B -12~-10
SC1
B +18~20

44
NLS

44B,B
H x
B -28~-27

44B,
~NBS

---
66K
33_99K
H -2~-1
B -17~-16

66[K]
~NBS

66[K]~2_8
~NBS

66[K]~2_8,6B
OCD
H +1~2
B -9~-8

66K:K
H +2
B -8

66K,B
H1 x
H2 -4~-2
B -16~-14
More damaging outside KD range.

66K,
~NBS

66kB
~FC
H x
B +3
Allows for rBT attacks at same advantage.
Hold G for easier transition to FC/WS.

22_88K
H +9
C +12
B +1
See A+K series.

11_77K
H +4~5
C x
B -6~-5

44K
OCB
H x
B +3
Built-in moves:
i12 = ~A (= 3A)
i11 = ~[a+G] (= A+G)
i11 = ~[a+B+K+G]~SC1~G
i14 = 2A (= 33A)
i17 = 8A (= 99A)
i23 = ~[a+B+K]~SC1~G~K
i27 = ~[a+B] (= 3A+B)
Special buffer moves occur 5 frames earlier but have the same properties as their regular counterpart.

66A+K
H x
B -16~-13


FC & WS Moves

WS A
H +6~7
B -12~-11

WS [A]
~NSSR

WS A,A*2
~FC
H -2~-1
B -20~-19
Exceptional recovery: non-high hitting attacks of speed i20 or faster cannot be blocked. Attacks of speed i21 cannot be blocked but GId.

WS A,A
H x
B -22~-21
Exceptional recovery: attacks of speed i22 or faster cannot be blocked.

FC A
~FC
OCD
H -4
B -18
Exceptional recovery: non-high hitting attacks of speed i18 or faster cannot be blocked. Attacks of speed i20 and i19 cannot be blocked but GId.

WS B
H x
C x
B1 -16
B2 -19
Shorter block stun and less damaging at far / max. range.

WS
~NBS

FC B
OCD
H +3~4
B -11~-10
Exceptional recovery: non-high hitting attacks of speed i11 or faster cannot be blocked. Attacks of speed i12 cannot be blocked but GId.

FC
~NLS

WS K
H x
B -15~-13

FC K
H +0
B -12
Exceptional recovery: non-high hitting attacks of speed i12 or faster cannot be blocked. Attacks of speed i13 cannot be blocked but GId.

FC A+G
H x
B -12
Exceptional recovery: non-high hitting attacks of speed i12 or faster cannot be blocked. Attacks of speed i13 cannot be blocked but GId.

FC B+G
H x
B -14
Exceptional recovery: non-high hitting attacks of speed i14 or faster cannot be blocked. Attacks of speed i15 cannot be blocked but GId.


Jumping & WL Moves

8A
H x
B -19~-17

WL A
H -12~-10
B -23~-21

8B
OCB
H x
B -10~-8

WL B
H x
B -17~-15

WL
~NBS

8K
H x
B1 -13~-12
B2 -7
Special late impact occurs at max. range only.

7K
H1 -3~-2
H2 +3
B -13~-12
Special late impact doesn't seem to occur on block.

WL K
OCD
H +0~2
B -15~-13


Back Turned Moves

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

BT A
H +6~8
B -4~-2

lBT 2A
~FC
OCD
H +5~7
B -4~-2

rBT 2A
~FC
OCD
H +5~7
B -5~-3

BT B
H x
D x
B -1~0

BT 2B
~FC
OCD
H +10~11
B +0~1

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

BT 2K
~FC
OCD
H +5~6
B -4~-3


Stance Moves

---
Night Behind Stance

NBS A
OCD
H -4~+1
B -10~-5

NBS [A]
~NSSR

NBS 2A
NBS bA
H1 x
H2 -16
B -23~-22

NBS 2[A]
~NSSL

NBS 1A
H1 +9~10
H2 +12~13
B1 -4~-3
B2 -1~0

NBS 1[A]
~NSSR

NBS 1A,A
H x
B -15~-14

NBS B
OCB
H x
D x
B -9~-6

NBS 1B
H x
B -6

NBS K
~NBS

NBS K,K
H +1
B -11


---
Night Side Stance Right

NSSR A
H +8~10
C x
B -15~-13

NSSR A,A
H x
B -8~-6

NSSR A,2A
H x
B -17~-16

NSSR B
H x
C x
B -16~-13
Less launch height and damage at far / max. range.

NSSR
~NBS

NSSR bA
H -6~-5
C x
B -25~-24

NSSR A+B
OCB
H +9~11
B -12~-10
SC1
B +26~28
Exceptional recovery: attacks of speed i12 or faster cannot be blocked.

NSSR [A+B]
~NSSL

NSSR K
H x
C x
B -6


---
Night Side Stance Left

NSSL A
H +8~10
C x
B -15~-13

NSSL A,A
H x
B -27~-25

NSSL A,2A
H x
B -16~-15

NSSL B
H x
C x
B1 -16~-15
B2 -34~-33
Less launch height and damage at far / max. range.
Much slower recovery when blocked at max. range.

NSSL
~NBS

NSSL bA
H x
B -19

NSSL A+B
OCB
H +9~11
B -12~-10
SC1
B +26~28
Exceptional recovery: attacks of speed i12 or faster cannot be blocked.

NSSL [A+B]
~NSSR

NSSL K
H x
C x
B -6

---
Night Lower Stance

NLS A
H1 +7~8
H2 +4
C x
B -13~-11
Shorter hit stun at max. range.

NLS [A]
~NSSR

NLS B
H1 +2
H2 +5
B1 -9
B2 -6
Extended block and hit stun at far / max. range.
Less damaging at mid / far range.

NLS
~NBS

NLS 6B
OCB
H x
B -14~-13

NLS A+B
~FC
H x
B -13~-11
SC1
B +23~25

NLS K
H x
B -13

NLS [K]
~NSSL
Please note that this is subject to change as PS may decide to release patches with the HD version.
 
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