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):
This next section shows the frame data where it may fluctuate: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 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:------------------------------------------------------------------------------
Advanced Data
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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
Please note that this is subject to change as PS may decide to release patches with the HD version.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
6BB
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