#### Mage

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

This next section shows the frame data where it may fluctuate:Ring said:-------------------------------------------------------------------------------

Basic Execution Time

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Regular & 8WR Moves

i12 = K

i13 = 2A / 6B / 6K

i14 = A

i15 = 6A / 2K

i16 = B / 66B / 3K

i17 = 4A / 1B / 4K

i18 = 66A / 3B / 2B / 33_99B / 22_88K / A+B

i19 = a6 / 11_77A / 4B / 11_77B / 214B / 44K / 11_77K / 236K / 4A+B / 9A+B

i20 = 236B / 66K / 33_99K

i21 = 3A / 33_99A / 44A

i22 = 1K

i23 = 66A+B

i24 = 236A+B

i25 = 44B

i27 = 1A / 22_88A / 22_88B

i29 = 3A+B / 236A

i33 = 214K

i34 = 214A

i36 = 214

i23 = 66A+B

i47 = 66A+B~G

i59 = 66A+B~G~K

i67 = 44aB

i74 = 44aB~G

i83 = 44aB~G~K

FC & WS Moves

i12 = FC A

i13 = 6B / 6K

i14 = WS B / FC B / WS K / FC K

i15 = 6A

i17 = WS A / WS A+B / 4A / 4K

i18 = FC 3A

i19 = 4B

i20 = FC 4A+B / FC 9A+B

i21 = FC 6A+B

i23 = FC 3B

WJ & WL Moves

i24 = 8K

i26 = 8A

i28 = 8B

i35 = WL 5~G

i36 = WL K

i40 = WL B

i42 = WL A

i46 = WL 5~K

BT Moves

i10 = BT A

i11 = BT 2A

i12 = BT K

i13 = BT B

i14 = BT 2B / BT 2K

Stance Moves

Stance moves appearing in parenthesis represent base speed when already in stance. The amount of frames it takes from input to impact.

---

Advance Step

i15 = (AS K)

i20 = (AS B)

i23 = (AS A+B)

i29 = (AS A)

i19 = 236~AS K

i20 = 236~AS B

i24 = 236~AS A+B

i26 = 236~AS 5~G

i28 = 236~AS 5~FC 6B

i29 = 236~AS A

---

Retreat Step

i17 = (RS A)

i20 = (RS B) / (RS K)

i19 = 214~RS B

i33 = 214~RS K

i34 = 214~RS A

i36 = 214~RS

i37 = 214~RS 5~G

i49 = 214~RS 5:K

i37 = 214~236~AS K

i38 = 214~236~AS B

i42 = 214~236~AS 5~G

i44 = 214~236~AS 5~FC 6B

---

Spiral Envelopement

i49 = A+K~236~AS K

i50 = A+K~G

i53 = A+K~214~RS B

i56 = A+K~236~AS 5~G

i62 = A+K~G~K

i67 = A+K~214~RS 5~G

i63 = A+K~A+K~236~AS K

i67 = A+K~A+K~214~RS B

i70 = A+K~A+K~236~AS 5~G

i80 = A+K~A+K~G

i81 = A+K~A+K~214~RS 5~G

i92 = A+K~A+K~G~K

---

Circular Envelopement

i42 = B+K~G

i54 = B+K~G~K

---

Envelopment Sway

i15 = (ES B)

i16 = (ES K)

i22 = (ES A)

---

Envelopment Traverse

i13 = (ET K)

i14 = (ET A)

i15 = (ET B)

---

Quick Parade

i22 = (QP B)

i56 = 1A+B~QP B

---

Preparation I

i10 = (PR1 A)

i19 = (PR1 6A)

i20 = (PR1 B)

i23 = (PR1 2B)

i33 = (PR1)

---

Preparation II

i15 = (PR2 K)

i20 = (PR2 B)

i21 = (PR2 4A)

i26 = (PR2 6A)

i33 = (PR2)

---

Preparation III

i15 = (PR3 B)

i18 = (PR3 6A)

i19 = (PR3 K)

---

Preparation IV

i12 = (PR4 B)

i14 = (PR4 6A)

i24 = (PR4 K)

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.

3A

i21~i22

2A

i13~i14

214A

i33~i34

8A

i26~i27

FC A

i12~i13

WS A+B

i17~i18

BT A

i10~i11

BT 2A

i11~i12

Please note that this is subject to change as PS may decide to release patches with the HD version of SCII.Ring said:-------------------------------------------------------------------------------

H/B Data

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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 +4~5

B -10~-9

---

close range / early impact:

H +4

B -10

far range / late impact:

H +5

B -9

It's also important to know that attacks with a block recovery of

B -11 or worse give your opponent free attacks.

Example:

1K

B -18

---

Guard possible from frame 18+ after opponent's recovery

= Raphael cannot block attacks of speed i17 or faster.

Attack possible 18 frames after opponent's recovery

= all attacks add +18 to their base speed, i12 K will trade hits with opp's attack of speed i30 etc.

There are exceptions, where you'll be able to attack earlier than being able to block and vice versa.

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.

Regular Moves

A

H +4~5

B -10~-9

A,A

H +3~4

B -11~-10

A,2A

~FC

OCD

H -1~0

B -16~-15

A,B

H +4

B -4

A,

~P4

a6

H +1~3

B -10~-8

[a]6

~P2

6A

H +5

C x

B -6

3A

H1 +4~5

H2 +1

B1 -10~-9

B2 -14

Shorter hit and block stun at far / max. range.

2A

~FC

OCD

H +2~3

B -13~-12

Exceptional recovery: non-high hitting attacks of speed i13 or faster cannot be blocked. Attacks of speed i14 cannot be blocked but GId.

1A

~FC

H +6~7

C x

B -17~-16

4A

OBTH

H +2~4

C +4~6

B -13~-11

Counter spin 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 +7~9.

---

B

OCD

H +2~3

B -10~-9

B,B

OCD

H +1~2

B -11~-10

6B

H +8~9

B +0~1

6

~PR4

6B,B

H +7

C -1

B -5

Shorter hit stun after 1st scored CH.

6B,B~A+B+K

~SC1

H +3

C -5

B -9

6B,

~PR2

6B,B,B

H -2~-1

B -9~-8

6B,B,

~PR3

3B

OCD

H1 x

H2 +1~2

C x

B1 -9~-8

B2 -6~-5

Extended block stun, reduced push-back and less damaging outside launch range.

2B

~FC

OCD

H +1

D +1~2

B -9~-8

1B

OCD

H +1~3

B -16~-14

1B,B

H +4~6

B -18~-16

4B

H +6~7

B -4~-3

4B,B

OCB

H +3~5

C x

B -7~-5

4B,

H x

B +34~35

---

K

H +4

B -7

6K

H +3~4

B -7~-6

3K

H +4~5

B -8~-7

2K

~FC

OCD

H +5

B -11

Hit stun prevents opponent from buffering. Must know exact recovery for earliest retaliation. Premature input or mashing completely prevents attacking for a number of frames = adv. up to +8. Exceptional recovery: non-high hitting attacks of speed i11 or faster cannot be blocked. Attacks of speed i12 cannot be blocked but GId.

1K

H +4

C x

B -18

4K

H -4~-1

C x

B -14~-11

---

A+B

H +1~3

C x

B -15~-13

[A+B]

H x

B -12~-10

A+B,A

H +4~5

C x

B -18~-17

3A+B

H x

B -15

4A+B

OCB

H x

B -14~-13

9A+B

OCD

H +4~5

B -9~-8

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 +7~8.

9[A+B]

~PR2

8WR Moves

66A

H1 +6

H2 +5

B1 -4

B2 -7

Shorter hit and block stun at max. range.

66A,A

H +5

B -11

66A,A,B

OCD

H +9

C x

B -6

66A,A,

~PR2

33_99A

H -1~+1

B -11~-9

33_99[A]~B+K

~SC1

H +3~5

B -7~-5

33_99A,A

H +2~4

B -11~-9

33_99A,B

OCD

H +4~5

B -13~-12

33_99A,

~PR2

22A

H +5~6

B -10~-9

22A,A

~FC

OCD

H +6~7

B -15~-14

22A,B

OCD

H +5~7

B -9~-7

22A,

~PR2

88A

H +6~7

B -9~-8

88A,A

~FC

OCD

H +5~6

B -15~-14

88A,B

OCD

H +5~7

B -9~-7

88A,

~PR2

11_77A

~FC

OCD

H +3~4

B -17~-16

44A

H +2~3

C x

B -10~-9

---

66B

H +5~6

B -7~-6

66

~PR3

33_99B

OCD

H +5~6

B -13~-12

Exceptional recovery: attacks of speed i13 or faster cannot be blocked.

33_99

~PR4

22_88B

H +1

C x

B -22

11_77B

H +0~1

B -10~-9

11_77B,A

H +5~6

B -7~-6

11B,A,B

H +4

C x

B -11

44B

H x

B -8~-7

---

66K

33_99K

H +3

C x

B -9

22_88K

H +1~3

C x

B -7~-5

Allows for lBT attacks at same (dis-)advantage. 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 +4~6.

44K

11_77K

H +7~8

B -5~-4

44K~214

~RS

---

66A+B

H x

B -11~-9

FC & WS Moves

WS A

H +6

B -1

FC 3A

~FC

H +2~4

B -12~-10

Exceptional recovery: non-high hitting attacks of speed i12 or faster cannot be blocked. Attacks of speed i13 cannot be blocked but GId.

FC 3A,A

~FC

H +1~3

C x

B -8~-6

FC 3A,A~A+B+K

~SC1

H +5~7

C x

B -4~-2

FC 3A,A,B

OCD

H +2~4

B -10~-8

FC 3A,A,

~PR2

FC A

~FC

OCD

H +1

B -13

Exceptional recovery: non-high hitting attacks of speed i13 or faster cannot be blocked. Attacks of speed i14 cannot be blocked but GId.

WS B

OCD

H +5~6

B -7~-6

FC 3B

H +5~7

B -13~-11

FC 3

~PR2

FC 2B

~FC

OCD

H +1~2

B -11~-10

FC 1B

~FC

OCD

H +3~4

B -11~-10

WS K

OCD

H +6

B -6

FC K

~FC

OCD

H +4

B -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 +7. Exceptional recovery: non-high hitting attacks of speed i12 or faster cannot be blocked. Attacks of speed i13 cannot be blocked but GId.

WS A+B

H1 +6~7

H2 +4~5

C x

B1 -5~-4

B2 -4~-2

Extended block stun yet shorter hit stun and less damaging at far / max. range.

WS [A+B]

~PR3

WJ & WL Moves

8A

OBTH

H +4~5

B -11~-10

WL A

~FC

H +4~6

B -15~-13

8B

OCB

H x

B -17~-16

WL B

H x

B -14~-13

8K

OCB

H +3

B -12

WL K

H +4~5

B -10~-9

Back Turned Moves

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

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

lBT A

H +6~7

B -6~-5

rBT A

H +7

B -5

lBT 2A

~FC

OCD

H +3~4

B -7~-6

rBT 2A

~FC

OCD

H +4

B -6

BT B

OCD

H +4~5

B -6~-5

BT 2B

~FC

OCD

H +3~4

B -7~-6

BT K

H +3

B -7

BT 2K

~FC

OCD

H +4

B -6

Stance Moves

---

Advance Step

AS A

OBT

H -10~-9

B -15~-14

AS A,B

H x

B -20~18

AS A,

H x

B +22~24

AS B

OCB

H x

B -11~-8

SC2

B +24~27

AS K

H +2~3

B -10~-9

AS A+B

H x

C x

B -10~-9

SC1

B +24~25

---

Retreat Step

RS A

H -1

C +4

B -15

RS B

H +4~5

C x

B -6~-5

RS

H x

B -11~-10

SC1

B +25~26

RS K

H x

B -12~-11

---

Envelopement Sway

ES A

OCD

H +1~3

C x

B -7~-5

ES B

H -1~0

C x

B -8~-7

ES

~PR3

ES K

OCD

H +2~3

B -5~-4

---

Envelopement Traverse

ET A

OCD

H +5~6

B -1~0

ET [A]

~PR3

ET B

H +2~3

C x

B -7~-6

ET

~PR3

ET K

OCD

H +2~3

B -7~-6

---

Envelopement Hop

EH A

H +2~3

B -7~-6

EH A,B

H +4~5

C x

B -3~-2

EH A,

~PR3

EH B

H +3~4

C x

B -4~-3

EH

~PR3

---

Quick Parade

QP B

OCD

H +0~2

B -6~-4

QP B:B

H +0~1

B -7~-6

QP B:

~PR3

---

Preparation I

PR1 A

H -3~-2

C +2~3

B -18~-17

Earliest impact only occurs when running towards Raphael or using forward moving attacks.

PR1 6A

OBTC

OCD

H +2~3

B -8~-7

Earliest impact only occurs when running towards Raphael or using forward moving attacks.

PR1 6A,B

H +6

C x

B -10

PR1 B

H +4~5

C x

B -6~-5

PR1

H x

B -11~-10

SC1

B +25~26

PR1 2B

OCD

H -1~+1

B -16~-14

---

Preparation II

PR2 6A

OBTC

OCD

H +3~5

B -6~-4

PR2 6A,B

H +6

C x

B -10

PR 4A

H +0~1

C x

B -17~-16

PR2 B

H +4~5

C x

B -6~-5

PR2

H x

B -11~-10

SC1

B +25~26

PR2 K

H +2~3

B -10~-9

---

Preparation III

PR3 6A

H +1~3

B -10~-8

PR3 6[A]

~PR2

PR3 B

OCB

H x

B -11~-8

SC2

B +24~27

PR3 K

H +7~8

B -5~-4

PR3 K~214

~RS

---

Preparation IV

PR4 6A

OCD

H +3

B -7

PR4 B

H +4~6

C x

B -7~-5

PR4

~PR2

PR4 K

H +3

C x

B -9