Mage
I'll make you submit!
Thanks to Ring, we have access to the frame data of most of the Soulcalibur II cast. Here is the list for Raphael's frame data:
This next section shows the frame data where it may fluctuate:Ring said:-------------------------------------------------------------------------------
Basic Execution Time
-------------------------------------------------------------------------------
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
-------------------------------------------------------------------------------
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
-------------------------------------------------------------------------------
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