SC2 Frame Data Archive: Organized Edition

Party Wolf

Administrator
Assassin's Frame Data
Written by SilentWall
Assisted by MONEYMUFFINS
Version 0.6


Reminder: All moves are tested in 0 range in SC2 US Gamecube version.
In theory, a lot of moves can get +1 to +2 more advantage on the top of it that depends on the range and situation. For instance, a move with "H+2 B-6" can get +1 in far range and +2 in super tip range, so the move will become "H+3 B-5" in far range and "H+4 B-4" in super tip range. In the other words, a move can get better frame advantage from farther range on hit and on block.
On the contrary, for impact frame data, the moves will get +1 or +2 more on the impact frame that depends on the range and situation. For instance, an i14 B will become i15 in far range and it probably will become i16 in super tip range.
However, for the frame advantage and the impact frame data, some moves stay the same no matter it is in close range and tip range.


Remarks:
r = right side
l = left side
* = the fastest version
~ = delay the move
= go to next stage or move or motion
{#} = different hit box with different damage and property of the move.


-------------------------------------------------------------------------------
Basic Execution Time
-------------------------------------------------------------------------------

i10 = lBTA
i11 = rBTA
i12 = A / 2A / FC2A / lBTB / 4K / (r_l)BTK
i13 = BT2A / rBTB / K / BT2K
i14 = 6A / 6B / BT2B
i15 = B / 2kB / FC2B / FC2K
i16 = 2B / FC3B / *kgK / 3K / 33K / WSK / (A_B)+G
i17 = 4A / 66A / 33A / WSA / 6K / 11K / 2B+K
i18 = *aK / WSB / 2K
i19 = 3A / (22_88)A / b6 / 1K
i20 = 3B / 66K
i21 = 6A+B / FCA+B / A+K
i22 = 1B / 8B / G9B / 33B / A+B
i23 = *bK / 66B / 22B
i24 = 44A / 4B / 2A+K
i25 = 8A / 44K
i26 = 3B+K
i27 = 8K
i29 = 11B / 44B / (22_88)K
i30 = 9B / 66A+B
i31 = 11A
i32 = 1A / 2kK
i33 = B+K
i38 = WLB / WLK
i40 = WLA / *Run>K
i41 = *FCbA
i44 = 4(B)
i65 = 44B+K

Regular Moves

A
H +5 for a combo of AA
C +5 for a combo of (ch)AAB
B -2

AA (Normal Hit Combo)
H +4
C +5 for a combo of A (ch)AB
B -6

AAB (Counter Hit Combo)
H 0
B -14
B -9 and force crouching if meet this condition - (CH)AA~B

AAK
H -7
C -7 for a combo of AA (ch)KK
B -15

AAKK
H x
B -11

aK
H +2
C x while a(ch)K for a combo of a(ch)KK and a(ch)KB
B -10

aKB
H x
B -18

aKK
H +1
B -16 > forces opponent into FC

6A
H +7
C +7 BT
B -2

2A
H +6
B -4

1A
H +1
B -9

4A
H +2
B -12

3A
H +2
C +2 for a combo of (ch)3AAB
B -13

3AA
H +4
C +8
B -7

3AAB (Counter Hit Combo)
H x
B -17

7_8_9A
H +3 BT
B -8

66A
H x
B -12

33A
H x
B -32

33AB
H x
B -17

33A(B]
H x
B +18 GB

22A
H +5 (it causes BT in 0 range)
C +5 for a combo of (ch)22AB
B -11

22AB
H x
B -7

22ABG
H -17
B -33

88A
H +10 (it causes BT in 0 range)
C +7 for a combo of (ch)88AB
B -6

88AB
H x
B -7

88ABG
H -12
B -28

11A
H x
B -15

44A
H -2
B -13

FC2A
H +1
B -6

WSA
H +6
B -4

WSAB
H x
B +23 GB

WLA
H +1
B -14

rBTA / lBTA
H +4
B -6

rBT2A / lBT2A
H +5
B -5

--------------------

B
H +3
B -6

BB
H 0
B -10

BK
H +7
B -5

BKG
H -16
B -25

b6
H +5
C +9
B -7

bK (Counter Hit Combo)
H x
B -10 > forces opponent into FC

2B
H +2
B -10

2BB
H +5
B -10

6B
H +6
C +6 for a combo of (ch)6BA
B -4

6BA (Counter Hit Combo)
H +1
B -10

6BB
H +3
B -13

3B
H x
B -18

1B
H x
B -10 > forces opponent into FC

4B
H x
B -14 > forces opponent into FC

4(B]
H x
B +21 GB

9B
H x
B -4

7_8B
H +1
B -9

(G]9B
H +2
B -8

66B
H +3
B -7

66BB
H 0
B -12

66B~B
H x
B -12

66B4B
H x
B -13

66B4(B]
H x
B +24 GB

33B
H x for a combo of 3BB
B -16

33BB (Normal Hit Combo)
H x
B -15

22B
H x
C x > higher launch than regular hit
B -16

11B
H x
B -16

44B
H x
B -14

WLB
H +1
B -7

FC2B
H 0
B -10

FC2BB
H +5
B -10
** Same as FC3BB

FC3B
H +1
B -9

WSB
H x
C x > higher launch than regular hit
B -13

FCbA
H +7
B -17

WSbA
H +6
B -16


rBTB
H +1
B -11

lBTB
H +3
B -7

BT2B
H +1
B -9

----------------

K
H +4
B -8

KK
H +1
B -9

kgK
H +5
C stun
B -13

6K
H -7
B -19

6KK
H +2
B -9

6K~K
H -1
C stun
B -12

3K
H +2
C stun
B -9

2K
H +4
B -18

2kB
H 0
B -16

2kK
H x
B -11

1K
H 0
B -12

1KA
H +1
B -9

1KAB
H -2
C stun
B -13

1KABG
H -19
B -29

1KK / 1K~K
H -3
C x for 1K(CH)K
B -18

1KKB
H x
B -16

4K
H +3 > forces opponent into BT
B -7

7K
H +3
B -8

8_9K
H x
B -7 > forces opponent into FC

66K
H -3
B -8

66K2_8
H -7
B -12

66KK
H +4
C +4 for a combo of 66K (ch)KK
B -8

66KK2_8
H -6
B -18

66KKK
H x
B -13

33K
H x
B -22 > forces opponent into FC

22K
H x
B -4

88K
H x
B -4

11K
H x
H -4 for tip range hit
B -20
B -17 for tip range block

44K
H x
B -6

44KK
H x
B -11

WLK
H x
B -12

WSK
H x
B -14

FC2K
H +1
B -11

rBTK
H +3
B -7

lBTK
H +3
B -5

lBTKK
H +1
C stun for this condition - lBTK(ch)K
B -10

rBT2K
H +1
B -9

lBT2K
H +4
B -6

--------------

A+B
H x
B -18

6A+B
H +4
B -7

FCA+B / WSA+B
H x
B -18

66A+B
H x
B -15

B+K
H x
B -7 > forces opponent into FC

2B+K
H x
B -9 > forces opponent into FC

3B+K
H x
B -12

44B+K
UB

2A+K
H x for 2nd string on hit only.
C x
B -15
** the 2nd string can force to hit when opponent is standing to block the 1st string and his back is against to the wall or edge.

------------------------

SCLV1>9B
B +31 GB

SCLV2>3B+K
B +25 GB

SCLV2>FCA+B
B +20 GB
-------------------------------------------------------------------------------
Basic Execution Time
-------------------------------------------------------------------------------

Regular & 8WR

i12 = 6A
i14 = 4B
i15 = 2A_2B+G / 66B / K
i16 = A+G / 2K / A+K
i17 = B+G / 22_88A / 4K
i18 = 6K / 3K / 66K / 33_99K
i19 = 4A / b*6 / 6B / 6B+K
i20 = A / b6 / 3A+B / B+K
i21 = 2A / 66A / 33_99A / B / 4A+B
i22 = 44A / 2B
i24 = 3B / 33_99B / 1B
i26 = 1K
i27 = 44B
i28 = 4(B) / 22_88B / 3[K] / A+B{1} / 8A+B{1}
i30 = 8A+B{2} / [K]
i31 = A+B{2} / 6A+B
i32 = 1A / 11_77A / 214A / (B) / 11_77B / 44K / 11_77K
i33 = 4[A]
i34 = 22_88A+B / 6[B+K]
i35 = 22_88K
i36 = 3_9A / 3[A+B]
i38 = [A]
i39 = 2(B)
i40 = 44[A]
i41 = 3B+K
i42 = 66[K] / 33_99[K]
i43 = 9B
i44 = 6[A+B]
i45 = 3_9[A]
i49 = 22_88[K]
i50 = 33_99(B)
i51 = 4[A+B] / [B+G]
i52 = 1[A] / 11_77[A]
i56 = 9(B)
i59 = 3(B)
i60 = 44(B)
i62 = 22_88[A+B]
i65 = 11_77(B)
i80 = 236B+K


FC & WS

i12 = 6A
i15 = FC K
i16 = WS K
i19 = FC A / FC 3K
i20 = WS B / FC B+K
i22 = FC B
i26 = WS A


Jumping & WL

i25 = 8K
i26 = 8A
i27 = 8B
i35 = WL K / WL 5~G
i39 = WL B
i40 = WL A
i43 = 9B
i46 = WL 5~6A
i56 = 9(B)


Back Turned

i15 = BT B+K
i16 = BT K / BT 2K
i18 = BT 2A
i19 = BT A
i20 = BT 2B
i22 = BT B


Stance

---
Soul Charge

i16 = SC1 G
i28 = SC1 6A
i31 = SC2 G
i43 = SC2 6A


-------------------------------------------------------------------------------
Hit/Block Data
-------------------------------------------------------------------------------
H = regular hit
C = counter hit
D = crouched hit
G = grounded hit
B = blocked
R = blocked while rising


Regular Moves

A
H +9~10
B -3~-2

[A]
H +16
B +0~1
AT prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to a +19
4B guaranteed when in range (close to RO). 66B guaranteed with perfect timing. Distance to opponent is character individual - 66B is slower at max. range - guaranteed impact not possible against some characters.

A,A
H +3~4
B -7~-6

A,[A]{1}
H x
B -7~-6

A,[A]{2}
H x
B +4~5

A,[A]{3}
H +17
AT prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to a +20.
4B guaranteed. 66B guaranteed with perfect timing.

A,B
H +0~2
C x
B -15~-13

6A
H +7
B -6

6A,B
H x
B1 -10
B2 -14~-12
Shorter block stun at mid/far range.

6A,
H x

3_9A
H x
B -1~+2

3_9[A]
H x

2A{1}
~FC
OCD
H +0~1
B -12~-11
Exceptional recovery: non-high hitting attacks of speed i12 or faster cannot be blocked. Attacks of speed i13 cannot be blocked but GId.

2A{2}
OCD
H +1
G +12
B -10~-9
Ground hit AT prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing prevents attacking for a number of frames = adv. up to +15.

1A
~FC
H x
B1 -11~-9
B2 -13
Shorter block stun at max. range.

1[A]
~FC
H x
B1 -13~-11
B2 -19
Shorter block stun at max. range.

1[A],A
~FC
H x
B1 -23~-20
B2 -12
Extended block stun at max. range.

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

4A
H +9~10
C x
B -1~0

4[A]
H +17
AT prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to a +20

214A
H x
B -25~-23

214A~A
OCD
H1 -15
H2 -7~-6
B1 -35
B2 -27~-26
Earliest impact much more unsafe. All spins follow this data.

---
B
H +3~5
B -7~-5

OC
H +10~12
B +3~5
SC2
B +35~39

B,A
H -3
B -12

B,8A
H -2
B -10

B,B
H x
B1 -2
B2 -13~-12
Shorter block stun and less launch height but more damaging at mid/far range.

B,(B)
H x
B +22~23

B,B6
H +5
C x
B -1
Allows for lBT attacks at same (dis-)advantage.

b6
OCB
H +3~4
B -5~-4

b6,K
H +4~5
C x
B -15~-14
Earliest impact only occurs close to wall.

6B
OCD
H1 +3
H2 -2~+1
C x
B1 -11
B2 -17~-14
Shorter hit/block stun at any range other than point blank.

3B
H x
C x
B1 -6
B2 -14~-12
Shorter block stun at mid/far range.

3(B)
H x

2B
~FC
OC
H +6~10
B -4~0
SC2
B +31~35

2(B)
~FC
H x
B +17~21

1B
~FC
H x
B g -22~-18 / a -21~-17
Exceptional recovery: non-high hitting attacks of speed i21 cannot be blocked. Attacks of speed i22 cannot be blocked but GId.

4B
OCD
H +2~3
C x
B -9~-8
Hit stun prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to +5~6.

4(B)
OCB
H x
B +5~6

---
K
H +4
B -6

[K]
H x
B +0

6K
H1 x
H2 +5
B -15~-13
Early impact only occurs close to wall / RO.

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

3[K]
H +4
C +6
B -6

3K,A
H x
B -1~+1
Turns opponent sideways on block. Setup for sidethrow with a wall to Astaroth's left.

3K,[A]
H +2~3
B -12~-11

2K
~FC
OC
H +1
B -19
Exceptional recovery: non-high hitting attacks of speed i19 cannot be blocked. Attacks of speed i20 cannot be blocked but GId.

1K
~FC
H +3~5
C x
B -16~-14
Exceptional recovery: non-high hitting attacks of speed i16 or faster cannot be blocked. Attacks of speed i17 cannot be blocked but GId. Strange sideturn on hit. Orientation causes some of Astaroth's attacks to whiff. 66B for instance. Opponent has similar problems. Some attacks may impact 1 frame slower than regular.

1K,A
H x
B +5~8
Allows for rBT attacks on close block.

4K
OC
H -1~+1
B -12~-10

4K~A+B+K
~SC1
OC
H +0~2
B -11~-9

4K,K
OC
H -4
B -19

4K,B+K
H +13
B -1~0
AT prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to a +16.

---
A+G
TRW
H t +7

B+G
TRW
H +7

B+G6
TRW
H +5

2A_2B+G
TRW
H +9

A_B+G
TRW
{L} +8
{R} +9
{B} +8

---
A+B{1}
8A+B{1}
H -14~-13
B -23~-22

A+B{2}
H x
B -18

8A+B{2}
H x
B -17

6A+B
H x
B -5~-3

6[A+B]
H x
B -1~+1

3A+B
H x
C x
B -5~-4

3[A+B]
H +41
B -5~-4
SC1
B +28~29
AT prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to a +44.

4A+B
H x
B -18
SC1
B +22

4[A+B]
H x

A+K
H +1~2
C x
B -10~-9

B+K
H +13
B -1~0
AT prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to a +16.

6B+K
H +8~10
C x
B -7~-5

6[B+K]
H x
B -22~-16

3B+K
~FC
H x
B1 -13~-11
B2 -7~-5
Exceptional recovery: non-high hitting attacks of speed i13 or faster cannot be blocked. Attacks of speed i14 cannot be blocked but GId. Extended block stun at far range.

236B+K
H x


8WR Moves

66A
33_99A
H +1~3
C x
B -10~-8

66[A]
H -10~-8
C x
B -15~-13

66[A],B
H x
B +24~26

22_88A
OCD
H -4~-3
B -14~-13

22_88A,A
H1 -5
H2 +0
B -17~-16
Extended hit stun at far range.

11_77A
See 1A series.

44A
H1 -7~-6
H2 x
C x
B -17~-15
Knocks down at far range.

44[A]
H +14~16
B -22~-20
66B guaranteed on late hit, opp. close to wall.

---
66B{1}
H x
B -9
SC2
B +23

66B{2}
H -3~-2
B -14~-13

33_99B
H x
C x
B1 -6
B2 -14~-12
Shorter block stun at mid/far range.

22B
H x
B -9
SC2
B +11

88B
H x
B -9~-7
SC2
B +11~13

11_77B
OCB
H x
B -16
SC2
B +18

11_77(B)
OCB
H x
B -16
SC1
H x
B +18

11_77B,K
H x
B -20~-16

44B
OC
H -5~-2
C x
B -12~-9

44(B){1}
OC
H -4~0
C x
B -10~-6
SC2
B +12~16

44(B){2}
H x

44B~2_8
OCB
H x
B -16
SC2
B +18

44B~2_8,K
H x
B -20~-16

---
66K
33_99K
H x
B -11~-3

66[K]
H x
B -7~+3

33_99[K]
H x
B -9~+3

22_88K
OCB
H x
B -9

22_88[K]
OCB
H1 x
H2 +32
B -10
Quake stun guarantees any attack of speed i31 or faster in range. It also prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to a +35.

44K
11_77K
~FC
OCB
H x
B -9~-6

---
22_88A+B
H x
B -22~-18

22_88[A+B]
H x


FC & WS Moves

WS A
H x
B +1~3
Turns opponent sideways on block at midrange. Setup for sidethrow with a wall to Astaroth's right.

FC 1A
OCD
H -2~0
B -15~-13
Exceptional recovery: non-high hitting attacks of speed i15 or faster cannot be blocked. Attacks of speed i16 cannot be blocked but GId.

FC A
OCD
H -3~-1
B -16~-14
Exceptional recovery: non-high hitting attacks of speed i16 or faster cannot be blocked. Attacks of speed i17 cannot be blocked but GId.

WS B
H +0~1
D x
B -7~-6

FC 2B
OCB
H -1~0
B -14~-13
Exceptional recovery: non-high hitting attacks of speed i14 or faster cannot be blocked. Attacks of speed i15 cannot be blocked but GId.

FC B
H +2~3
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.

WS K
OCD
H -5
C x
B -13
Hit stun prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = disadv. up to -2.

WS K,A
~FC
H x
B1 -18~-17
B2 -15~-14
Exceptional recovery: non-high hitting attacks of speed i18 or faster cannot be blocked. Attacks of speed i19 cannot be blocked but GId.
Extended block stun at max. range.

FC K
~FC
OC
H +0
B -16
Exceptional recovery: non-high hitting attacks of speed i16 or faster cannot be blocked. Attacks of speed i17 cannot be blocked but GId.
Hit stun prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to +3.

FC 3K
H x
B -10~-4


Jumping & WL Moves

8A
H x
B -14~-13

WL A
OCD
H +2~3
B -9~-8

9B
OCB
H x
B -9~-8
SC1
B +31~32

9(B)
H x
B +24~25

8B
OCB
H x
B -17~-16

WL B
~FC
OCB
H x
B -10~-7

8K
OCD
H +2
B -12

WL K
H x
B -9


Back Turned Moves

BT A
H +5~6
B -3~-2

BT 2A
~FC
OCD
H +2~3
B -8~-7

BT B
OCD
H +3~5
B -8~-6

BT 2B
~FC
OCD
H +3~4
B -12~-11
Exceptional recovery: non-high hitting attacks of speed i12 or faster cannot be blocked. Attacks of speed i13 cannot be blocked but GId.

BT K
H -2
B -12

BT 2K
~FC
OCD
H +4
B -9
Hit stun prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevent attacking for a number of frames = adv. up to +7.

BT B+K
~BT
H -7
C x
B -18
Berserker's Frame Data
Written by SilentWall
Version 0.1


Reminder: All moves are tested in 0 range in SC2 US Gamecube version.
In theory, a lot of moves can get +1 to +2 more advantage on the top of it that depends on the range and situation. For instance, a move with "H+2 B-6" can get +1 in far range and +2 in super tip range, so the move will become "H+3 B-5" in far range and "H+4 B-4" in super tip range. In the other words, a move can get better frame advantage from farther range on hit and on block.
On the contrary, for impact frame data, the moves will get +1 or +2 more on the impact frame that depends on the range and situation. For instance, an i14 B will become i15 in far range and it probably will become i16 in super tip range.
However, for the frame advantage and the impact frame data, some moves stay the same no matter it is in close range and tip range.


Remarks:
r = right side
l = left side
* = the fastest version
~ = delay the move
= go to next stage or move or motion
{#} = different hit box with different damage and property of the move.


-------------------------------------------------------------------------------
Basic Execution Time
-------------------------------------------------------------------------------

i12 = 6A
i13 = BTB+K
i14 = 4B
i15 = 66B / K / FC2K / 3A+G
i16 = rBTA / 2K / WSK / BTK / BT2K / (A_B)+G / 214B+G / 2A+G
i17 = 2A(PickUp) / 22A / rBT2A
i18 = lBTA / lBT2A / BT2B / 6K / 3K / 66K
i19 = 4A / FC2A / *b6 / 6B / FC3K / 6B+K
i20 = A / WSB / BTB / 3A+B
i21 = 2A / 66A / 66(A] / 44A / B / 4A+B
i22 = WSA / 2B / FC2B / 1K / FC3(K] / 2A+K
i24 = 3B / 1B
i25 = *(B]6 / 8K
i26 = 8A / 44B
i28 = 4(B] / 8B / (22_88)B / 3(K] / (5_8)A+B{1}
i30 = (B] / (K] / *kB / (5_8)A+B{2}
i31 = (11_77)B / 6A+B
i32 = 1A{1} / 214A / 44K / (22_88)A+B{1}
i33 = 4(A]
i34 = WLK / 6(B+K]
i35 = (22_88)A+B{2}
i36 = (A] / (3_9)A{1} / 1A{2} / 3(A+B]
i37 = WLB
i39 = 9A{2} / WLA / 2(B]
i40 = 3A{2} / 44(A] / 22K / A+G>2A+G
i41 = A+G>A+G
i42 = 66(K]
i43 = 9B
i44 = 6(A+B]
i45 = (3_9)(A]
i50 = 33(B]
i52 = 1(A]
i56 = 9(B]
i59 = 3(B] / 44(B]
i61 = (22_88)(A+B]
i65 = (11_77)(B]
i80 = 236B+K


Regular Moves

A
H +9 for combos of AA and AB
B -3

(A]
H x for combos of (A]A, (A]B and (MidRangeHit)(A](A]
B 0

AA (Normal Hit Combo)
H +3
B -7
*** The 2nd hit string can be delayed.

A(A] / (A](A]
H +15 > forces opponent into BT
UB
*** The 2nd hit string can be delayed.

AB / (A]B (Normal Hit Combo)
H 0
C x while A(ch)B
B -15
*** The 2nd hit string can be delayed.

6A
H +7
B -6

6AB
H{1} x with 36 damage in close range
H{2} x with 31 damage in far range
B{1} -10
B{2} -14
*** The 2nd hit string can be delayed.

6A(B]
UB
*** The 2nd hit string can be delayed.

3A / 9A
H{1} x with 37 damage in close range.
H{2} x with 44 damage in far range.
B{1} -1 in close range.
B{2} +3 in far range.

3(A] / 9(A]
UB

2A
H 0
B -12

2A (Pick Up Motion hits standing opponent)
H +1
B -11
*** This pick up move can not pick up like Astaroth's 2A

1A / 11A
H{1} x for 41 damage in close range
H{2} x for 34 damage in far range
B{1} -17 in close range
B{2} -13 in far range

1(A] / 11(A]
H x for a combo of 1(A]A
B -13

1(A]A / 11(A]A (Normal Hit Combo)
H x
B -23

1(A]B / 11(A]B
H x
B -9

4A
H +9
C x
B -1

4(A]
H +16 > AT > forces opponent into BT
B -1

8A
H x
B -14

66A / 33A
H +1
C x
B -10

66(A] / 33(A]
H -10
C x
B -14

66(A]B / 33(A]B
H x
B +24 > GB

22A
H -4
B -14

22AA (Normal Hit Combo)
H -5 while (hit)22AA in 0 range
H -4 while 22A(hit)A in 0 range
B -16 in 0 range
H +1 in mid range
B -13 in mid range
*** The weird hit box of body parts affect the frame advantage in 0 range.

44A
H{1} -7 in close range
C{1} x in close range
B{1} -17 in close range
H{2} x in far range
B{2} -15 in far range

44(A]
H{1} +14 > spin stun
B{1} -22 > It causes Berserker in into BT position while blocking it in very close range.
H{2} +16 in far range
B{2} -20 in far range

214A
H -15 for combos of 214AAA and (hit)214A214B+G(breakable)
B -25

214AA (Normal Hit Combo)
H -15 in very 0 range
H -8 in close range
B -35 in 0 range
B -26 in close range
*** The weird hit box of body parts affect the frame advantage in 0 range.

214AAA (Normal Hit Combo)
H -15 in 0 range
H -8 in close range
B -35 in 0 range
B -26 in close range
*** The weird hit box of body parts affect the frame advantage in 0 range.

214AAAA (Normal Hit Combo)
H x
B -27 in 0 range
B -21 in close range
B -18 in mid range
*** The weird hit box of body parts affect the frame advantage in 0 range.

214A>214B+G
?

FC2A
H -3
B -19

FC2AB
H x
B -23

WSA
H x
B -10

WLA
H +2
B -8

rBTA
H +4 in 0 range
H +7 in close range
B -8 in 0 range
B -3 in close range
*** The weird hit box of body parts affect the frame advantage in 0 range.

lBTA
H +2 in 0 range
H +8 in close range
B -8 in 0 range
B -2 in close range
*** The weird hit box of body parts affect the frame advantage in 0 range.

rBT2A
H +2 in 0 range
H +4 in mid range
B -12 in 0 range
B -7 in mid range
*** The weird hit box of body parts affect the frame advantage in 0 range.

lBT2A
H -2 in 0 range
H +4 in mid range
B -10 in 0 range
B -6 in mid range
*** The weird hit box of body parts affect the frame advantage in 0 range.


B
H +3 for combos of BB, B~A and B~8A
B -7

(B]
H +3 for combos of (B]~A and (B]~8A
B -4

BA / (B]A (Normal Hit Combo)
H -3
B -12
*** The 2nd hit string can be delayed

B8A / (B]8A (Normal Hit Combo)
H -2
B -9
*** The 2nd hit string can be delayed.

BB / (B]B (Normal Hit Combo)
H +4
C x while B(ch)B for a combo of B(ch)BB
B -7

BBB / (B]BB
H x
B -11

b6
H +3
C +3 for a combo of (ch)b6K
B -5 > forces opponent into FC

(B]6
H +3
C +3 for a combo of (ch)(B]6K
B -3 > forces opponent into FC

b6K / (B]6K (Counter Hit Combo)
H +5
C x
B -14

3B / 33B
H x
B -6

3(B] (i59) / 33(B] (i50)
UB

3(B]G / 33(B]G
?

2B
H +6
B -4 > forces opponent into FC

2(B]
H x
B +17 > GB

1B
H x
B -21

4B
H -1
C x
B -9

4(B]
H x
B +5 > forces opponent into FC

6B
H +3
C x
B -11

9B
H x
B -9 > forces opponent into FC

9(B]
H x
B +24 > GB

8B
H x
B -17 > forces opponent into FC

66B
H{1} x as a mid move in close range
B{1} -9 as a mid move in close range
H{2} -3 as a high move in far range
C{2} x as a high move in far range
B{2} -14 as a high move in far range
***

22B / 88B
H x
B -9

11B / 11(B]
H x for a combo of 11BK
B -16 > forces opponent into FC

11BK / 11(B]K
H x
B -20 > It causes Berserker in into BT position.
*** The push back of 11(B] could cause the 2nd hit string to whiff.
*** The 2nd hit string can be delayed.

77B / 77(B]
H x for a combo of 77BK
B -16 > forces opponent into FC

77BK / 77(B]K
H x
B -20 > It causes Berserker into BT position.
*** The push back of 77(B] could cause the 2nd hit string to whiff.
*** The 2nd hit string can be delayed.

44B
H -6 > forces opponent into FC
C x
B -12 > forces opponent into FC

44(B] ~ release B
H -4 > forces opponent into FC
C x
B -10 > forces opponent into FC

44(B]
UB

FC2B
H -1
B -14

WSB
H{1} 0 with 29 damage in close range
B{1} -7 in close range
H{2} -1 with 25 damage in far range
B{2} -8 in far range

WLB
H x
B -11 > forces opponent into FC

BTB
H 0 in 0 range
H +2 in mid range
B -10 in 0 range
B -8 in mid range
*** The weird hit box of body parts affect the frame advantage in 0 range.

BT2B
H 0 in 0 range
H +4 in mid range
B -14 in 0 range
B -11 in mid range
*** The weird hit box of body parts affect the frame advantage in 0 range.


K / 4K
H +4
B -6

(K] / 4(K]
H x
B 0

kB
H x
B -13 > forces opponent into FC

6K
H{1} x with 25 damage
H{2} +5 with 25 damage in tip range
C x
B -14

3K
H +3
C +3 for a combo of 3KA
B -5

3(K]
H +4
C +6 for a combo of 3(K]A
B -6

3KA / 3(K]A (Counter Hit Combo)
H x
B -1
*** Player can input A when he keeps holding the 3(K] for easier input.
*** The 2nd hit string can be delayed.

3K(A] / 3(K](A]
H x
B -12
*** The 2nd hit string can be delayed.

2K
H +1 > forces opponent into FC
B -19

1K / 11K
H +2 > forces opponent into stand
C x
B -12

8K
H +2
B -12

66K / 33K
H x
B -11

66(K]
H x
B -9

33(K]
H x
B -7

22K
H{1} x in 56 damage
B{1} -10 > forces opponent into FC
H{2} +31 in 0 damage
B{2} No Block Stun
*** 22K{2}'s quake is counted as Mid.

44K
H x
B -9 > forces opponent into FC

WSK
H -5
C x for a combo of (ch)WSKA
B -13

WSKA (Counter Hit Combo)
H x
B -19

FC2K
H -1
B -16

FC3K
H x
B -11

FC3(K]
H x
B -8

WLK
H x
B -9

JumpBack>WLK
H +6
B -9

rBTK / lBTK
H -2
B -12

rBT2K / lBT2K
H +6
B -9


A+B / FCA+B
H{1} -14 with 32 damage in close range
B{1} -23 in close range
H{2} x with 59 damage in mid range
B{2} -20 in mid range

8A+B / FC~8A+B
H{1} -14 in 32 damage in close range
B{1} -23 in close range
H{2} x in 59 damage in mid range
B{2} -18 in mid range
*** 8A+B{2} is in farther range than A+B{2}.

6A+B
H x
B -5

6(A+B]
H x
B -1

3A+B / FC3A+B
H x
B -5

3(A+B] / FC3(A+B]
H x
B -5

4A+B
H x for a combo of 4A+B(K]
B -13

4A+BK
H x
B -11

4A+B(K] (Normal Hit Combo)
H x
B -7

4A+B(K]G
?

22A+B / 88A+B
H{1} x in 35 damage in close range
B{1} -24 > It cause Berserker into BT position while it is blocked in close range.
B{1} -23 in mid range.
H{2} x in 50 damage in far range
B{2} -18 in far range.

22(A+B]
UB

88(A+B]
UB

2A+K
H x
B -26

6B+K
H +8
C x
B -7

6(B+K]
H x
B -22

236B+K
UB

BTB+K
H -8 > Berserker stays in BT
C x
B -18 > Berserker stays in BT

(hit)A+G>A+G>whiff
H -53
B -53

(hit)A+G>2A+G>whiff
H -62
B -62

2A+G / 2B+G (hits standing opponent)
H -11
B -16


SCLV2>(B]
B +30 > GB

SCLV2>2B
B +31 > GB

SCLV3>2(B]
UB

SCLV1>9B
B +31 > GB

SCLV2>88B _ 22B
B +11 > GB

SCLV1>11(B] _ 77(B]
B +18 > GB

SCLV2>11B _ 77B
B +18 > GB

SCLV3>11B _ 77B
UB

SCLV3>44B
UB

SCLV2>44(B] ~ release B
H -4 > forces opponent into FC
C x
B +12 > GB

SCLV1>3(A+B]
B +28 > GB

SCLV2>4A+B
GB > x (UB)
-------------------------------------------------------------------------------
Basic Execution Time
-------------------------------------------------------------------------------

Regular & 8WR Moves

i11 = A
i12 = 2A / K
i13 = B / 3K / 2K
i14 = 236B / 1B
i15 = 6A / 2B / 66K
i16 = 236A / A_B+G / 66B+G / 6B / 3B / 6K
i17 = 66A / 33_99A / 44A / b6 / bA / kB
i18 = 66B / 33_99K / 44K / 11_77K / 3A+B
i19 = 22A / 4K
i20 = 88A / 66A+B
i21 = 1K / 66B+K / 66[bK]
i24 = 3A / 11_77A / 44B / B+K
i25 = 22_88K / A+B / 44B+K
i26 = 1A / b2 / 11_77B
i28 = 4B / 33_99B
i29 = 22_88B
i30 = agA
i32 = 236K
i36 = 44[A]
i37 = 8A+B
i38 = 4A
i48 = 22_88(B)
i59 = 8[A+B]{1}
i72 = 44bA{1}
i78 = 8[A+B]{2}
i97 = 44bA{2}

---
i17 = 44A
i36 = 44[A]

i29 = 22_88B
i48 = 22_88(B)

i37 = 8A+B
i59 = 8[A+B]{1}
i78 = 8[A+B]{2}

i72 = 44bA{1}
i97 = 44bA{2}


FC & WS Moves

i12 = FC A
i13 = FC K
i14 = WS B / FC B
i15 = 6A
i16 = WS K / 6B / 6K
i17 = WS A
i18 = FC 3B
i19 = 4K
i20 = FC 66B+K
i21 = FC 8K
i28 = 4B
i38 = WS [A] / 4A


Jumping & WL Moves

i17 = kB / 7K
i22 = 8B
i24 = 8A
i25 = 8K / A+B
i34 = WL K
i35 = WL 5~G
i37 = 8A+B
i40 = WL A / WL B
i46 = WL 5~A
i59 = 8[A+B]{1}
i78 = 8[A+B]{2}


Back Turned Moves

i11 = BT A / BT K
i12 = BT 2A / BT 2K
i13 = BT B
i14 = BT 2B


Stance Moves

i45 = 214~AT B


-------------------------------------------------------------------------------
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.

B
i13~i14

3K
i13~i14

44A
i17~i18

44[A]
i36~i37

33_99B
i27~i28

66A+B
i20~i21

WS A
i17~i18

BT A
i10~i11

BT B
i13~i14

BT 2K
i11~i12


----------------------------------------------------------------------------
Hit/Block Data
----------------------------------------------------------------------------
H = regular hit
C = counter hit
D = crouched hit
G = grounded hit
B = blocked
R = blocked while rising


Regular Moves

A
H +5~6
B -3~-2

A,A
H +3
B -8

A,B
H +3
B -7

A,B,B
OCB
H x
B -17~-16

A,B,K
OCD
H -6
B -20

A,K
H +0~1
B -13~-12

agA
OBT
H +6~8
B -7~-5

6A
OCD
H +4~5
B -6~-5

6A,K
H +4
C x
B -11

3A
H +1~2
B -12~-11

3A,B
H x
B -18~-16

2A
~FC
OCD
H +5
B -5

1A
~FC
H x
B -15~-14

4A{1}
H +4~5
B -10~-9

4A{2}
H x
B -28

---
B
OCD
H +4~5
D +5~6
B -6~-5

B,B
OCD
H +1~2
B -12~-11

B*(B)
H x
B -9~-8

B,6B
H x
B -16~-15

B,6(B)
H x
B +21~22

B,K
OC
H +5~6
D +6~7
B +0

b6
~FC
OCD
H +2
C x
B -9

b2
OCD
H +0
B -10

b2,B
b2,B,B
b2,B,B,B
OCD
H +2
B -8

b2,B,B,B,K
H +6~9
B -14~-11

bA
H +6~7
B -6~-5

bA,A
H +8~9
B -1~0

bA,A,A
H x
B -16

6B
H +7
B -5

3B
H x
B -16~-15

2B
~FC
OCD
H1 +8
H2 +10
B1 -5
B2 -3
No different states of (dis-)advantage in between.

2B,B
H x
B1 -22
B2 -10
Considerably more block stun at far/max range.

2B,b8B
H x
B -22

2B,b8B,A
H x
B -51

2B,b8B,A,A
H x
B -52

2B,b8B,A,K
H x
B -47

1B
~FC
OCD
H -1~0
B -11~-10

4B{1}
H +2~3
B -15~-14

4B{2}
H x
B -20

---
K
H +5
B -5

kB
H x
B -23~-21

SC2
kB,B
H x
B +25~27

6K
H +6
B -9

3K
OCD
H +5~6
B -6~-5

2K
~FC
OCD
H +2
B -8

1K
OC
H +0
C x
B -15

4K
H +6~9
B -14~-11

---
A+B
OCB
H x
B -8

3A+B
H x
B -15~-14

8A+B
OCB
H x
B -10~-8
SC1
B +21

8[A+B]{1}
H x
B +21~23

8[A+B]{2}
H1 x
H2 +36
Quake stun guarantees attacks of speed i35 or faster. It also 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 a +39.

---
B+K
OCD
H +3~5
D +4~6
B -10~-8

B+K,B
H x
B -17~-16

B+K,(B)
H x
B -8~-7


8WR Moves

66A
33_99A
H +2~3
B -14~-13

22A
H +4~5
C x
B -12~-11

22A,A
H x
B -13~-12

88A
H +5
C x
B -12

88A,A
OBT
H +4~6
B -16~-14

11_77A
H +3~5
B -14~-12

11_77A,K
H +6~7
B -16~-15

44A
H +4~5
B -4~-3

44[A]
H +20~21
B -2~-1
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 a +23~24.

44A,A
~FC
H x
B -16~-15

44A,B
H x
B -15

---
66B
OCD
H +0
B -10

66B,B
H +1
B -13

33_99B
OCB
H x
B -4~-3
SC1
B +26~27

22_88B
H x
B -3

22_88(B)
H x
B +35

11_77B
H +5
B -12

44B
H x
B -17~-16

---
66K
H x
B -15

33_99K
H -5~-4
B -17
Allows for lBT attacks at same (dis-)advantage.

33_99K,K
H x
B -15

33_99K*K
H x
B -11

22_88K
OC
H +4~5
B -18~-17

22_88K,K
H +6~9
B -14~-11

44K
11_77K
H x
C x
B -9

---
66A+B
H x
B -16~-15

---
66B+K
H +3~4
B -3~-2
SC2
B +31~32

44B+K
OCB
H x
B -13~-12


FC & WS Moves

WS A
OBTC
H +1~3
B -14~-12

WS [A]
H x
B -14~-12

FC A
~FC
OCD
H +5
B -5

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

FC 3B{1}
H -1
B -13

FC 3B{2}
H x
B -53~-52

FC 3B{3}
H +14
B -6

FC 3B,B~G
H -15
B -27

FC 3B,B
OCB
H x
B -11~-10

FC B
~FC
OCD
H -1~0
B -10~-9

WS K
OCH
H +0~2
B -9~-7

FC K
~FC
OCD
H +2
B -11

FC 8K
OCD
H +6~8
D +7~9
B -9~-7


Jumping & WL Moves

8A
H x
B -4~-3

WL A
H x
B -16~-15

8B
H +5~6
B -4~-3

WL B
H +0~2
B -10~-9

8K
H +1
B -9

8K,K
H x
B -23~-22

7K
H x
B -23~-21

SC2
7K,B
H x
B +25~27

WL K
OCD
H +3~4
B -6~-5


Back Turned Moves

BT A
H +6~7
B -4~-3

BT 2A
~FC
OCD
H +7
B -3

BT B
OCD
H +9~10
D +10~11
B -2~-1

BT 2B
~FC
OCD
H +8~9
B -2~-1

BT K
H +3~4
B -7~-6

BT 2K
~FC
OCD
H +3~5
B -7~-5


Stance Moves

---
Angelic Dash

AD A
H x
B -21~-20

AD A,B
H x
B -23

AD B
H x
B -16~-15
SC2
B +23~24

AD K
H x
B -12~-11

AD 2_8*B
H x
B -22

AD 2_8*B,A
H x
B -51

AD 2_8~B,A,A
H x
B -52

AD 2_8~B,A,K
H x
B -47

AD 2_8~K
H +1
B -9

AD 2_8~K,K
H x
B -23~-22

---
Angelic Twirl

AT B
OCB
H x
B -13~-11
SC1
B +27~29

SC1
AT *B
H x
B +25~27

AT G
H x
B -15
Cervantes' Frame Data
Written by SilentWall
Version 0.4


Reminder: All moves are tested in 0 range in SC2 US Gamecube version.
In theory, a lot of moves can get +1 to +2 more advantage on the top of it that depends on the range and situation. For instance, a move with "H+2 B-6" can get +1 in far range and +2 in super tip range, so the move will become "H+3 B-5" in far range and "H+4 B-4" in super tip range. In the other words, a move can get better frame advantage from farther range on hit and on block.
On the contrary, for impact frame data, the moves will get +1 or +2 more on the impact frame that depends on the range and situation. For instance, an i14 B will become i15 in far range and it probably will become i16 in super tip range.
However, for the frame advantage and the impact frame data, some moves stay the same no matter it is in close range and tip range.


Remarks:
r = right side
l = left side
* = the fastest version
~ = delay the move
= go to next stage or move or motion
{#} = different hit box with different damage and property of the move


-------------------------------------------------------------------------------
Basic Execution Time
-------------------------------------------------------------------------------

i11 = A / BTA / lBTK
i12 = K / rBTK
i13 = 6K / WSK
i14 = BT2B
i15 = 3A / B / 1B / 4B / FC2B / BTB / 3K / 2K / BT2K / BTA+B
i16 = FC2A / BT2A / 6B / 4K / 66K / 6B+K / (A_B)+G
i17 = aB / 2A / 66B
i18 = 6A / WSA / 3B / 2B / 6A+B / 3A+B / 2A+B
i19 = 66A / b2 / A+B / FCA+B
i20 = b:A / bgB(2 hits string) / WSB / 22_88B / 1K
i21 = bgB / 22K / 8K / 2B+K
i22 = 66A+B
i23 = 6(B] / 11K / 44K / 4A+B
i24 = agA / 4A / 8A / 44B
i25 = 22A
i26 = 1a:B / 1A+K
i27 = 44A / 11B / 66kB / 8A+B / 1B+K
i28 = a4 / 3aB / kgK
i30 = 1A
i32 = 8B
i34 = 33A / 9A+B / 3B+K
i35 = a4B
i36 = DCB / DC2B
i37 = 9(A+B] / 2(B+K]
i38 = WLB
i39 = WLA / WLK
i40 = 1(B+K] / Run>K
i43 = DC2A
i45 = DCK
i47 = 1(A] / 1a(B]
i49 = 44A+B
i53 = DCA
i56 = 4B+K
i61 = 1AB
i67 = 1A+B
i77 = 44(A+B]
i78 = DC6>B+K


Regular Moves

A
H +3 for a combo of AA
B -4

AA (Normal Hit Combo)
H +1
B -7
*** Duckable after blocking A

a4
H x
B -3

a4B
H x > AT
B -6

aB
H -2
B -8

agA
H +7 > forces opponent into BT
B -2

6A
H +1 > forces opponent into BT
C x
B -2

4A
H +2
C stun
B -5

3A
H +3
B -8

3aB (Counter Hit Combo)
H x
B -15 while (block)3a(block)B
B -14 while (hit)3a(block)B

3a(B]
H x
B +17 > GB

2A
H 0
B -7

1A
H x
B -16

1(A]
H x
B -6

1AB
H x
B +2

1a:B
H x
B -11

1a(B]
UB

7_8_9A
H +1
B -9

66A
H x
B -9

33A
H x
B -10

22A
H -7
B -17

22AA
H x
B -17 while (block)22AA
B -16 while (hit)22A(block)A

22AB
H x
B -1

11A / 44A
H x
B -10

FC2A
H +1
B -8

WSA
H -7 for a combo of WSAB
C stun
B -15

WSAB (Normal Hit Combo)
H -8 while (hit)WSAB
H -9 while (block)WSA (hit)B
B -13

WSA(B]
H x
B -14

WLA
H x
B -16

rBTA
H +4
B -6

lBTA
H +5
B -5

rBT2A
H +7
B -4

lBT2A
H +7
B -3


B
H +3 for a combo of BB
B -9

BB (Normal Hit Combo)
H 0
C 0 for a combo of B(ch)BB
B -12

BBB
H x
B -19 > forces opponent into FC

BBA
H x
B -14

BB4B
H x
B -1

bgB (2 hits string) (i20)
H x
B -19 > forces opponent into FC

bgB (1 hit) (i21)
H 0
C 0 for a combo of (ch)bgBB
B -12

bgBB (i21) (Counter Hit Combo)
H x
B -19 > forces opponent into FC

bgBA
H x
b -14

bgB4B
H x
B -1 > forces opponent into FC

b:A
H +3 > spin stun
C +17 > spin stun
B -5

b2
H x
B -4

6B
H +6
B -6

6BB
H x
B -17

6(B]
H 0 for a combo of 6(B]B
B -7

6(B]B (Normal Hit Combo)
H x
B -17

3B / 33B
H{1} x in close range
C{1} x launches higher for a combo of (ch)3BB
B{1} -12 in close range
H{2} -5 in far range
B{2} -15 in far range
*** Different damage in different range.

2B
H +2
B -3

1B
H 0
B -10

4B
H +3
C +3 for a combo of (ch)4BK
B -7

4BK (Counter Hit Combo)
H x
B -9

7_8_9B
H +4
B +6

66B
H x > AT
B -14

88B
H +4
B -6

22B
H +5
B -5

11B
H x
B -6 > forces opponent into FC

44B
H x
B -9

FC2B
H +2
B -8

WSB
H x
B -14

WLB
H x
B -13

BTB
H +7
B -2

BT2B
H +8
B -2


K
H +4
B -6

kgK / 66kB
H x
B +3

6K
H +1
B -8

3K
H +4
B -7

2K
H +1
B -13

1K
H +2 > forces opponent into FC
B -15

4K
H +3
C +3 for a combo of (ch)4KK
B -7

4KK (Counter Hit Combo)
H +4
H x while (hit)4K(hit)K
B -7

7_8_9K
H +4
B -6

66K /33K
H +3
C x
B -9

22K
H 0
B -13

88K
H 0
B -13

11K
H -1 > forces opponent into stand
B -11

44K
H x
B -8 > forces opponent into FC

FC2K
H +1
B -13

WSK
H +4
C +13
B -6

WLK
H +3
B -6

RUN K
H x
B -33

rBTK
H +7
B -3

lBTK
H +8
B -2

rBT2K
H +7
B -3

lBT2K
H +9
B -2


A+B
H -9
B -18

A+BA
H x
B -22

A+BB
H x
B -13 > forces opponent into FC

6A+B
H +1 for a combo of 6A+BB
B -9

6A+BB (Normal Hit Combo)
H x
B -17 > forces opponent into FC

3A+B
H +2
C +13 > spin stun
B -12

2A+B
H x
B -11 > forces opponent into FC

1A+B
UB

4A+B
H +3 > forces opponent into FC
B -10

8A+B
H x
B -19

9A+B / 33A+B
H x
B -7 > forces opponent into FC

9(A+B] / 33(A+B]
H x
B -9

66A+B / 22A+B
H x
B -6

44A+B
H x
B -7

44(A+B]
UB

FC2A+B
H x
B -24

FC2A+B > Mash B
H x
B +17 > GB

BTA+B
H x
B +3

1A+K
H x
B -25

6B+K
H +2 > forces opponent into FC
B -9 > forces opponent into FC

3B+K
H x
B -1

2B+K
H -9
B -14

2(B+K]
H x
B -14

1B+K
H x
B -8

1(B+K]
H x
B +21 > GB

4B+K
H x
B -1 > forces opponent into FC


DC A
UB

DC 2A
H -1
C -1 for combos of DC (ch)2A 2A and DC (ch)2AAB
B -16

DC 2A > SCC
H +5
B -10

DC 2A 2A (Counter Hit Combo)
H 0
B -7 while DC (hit)2A (block)2A
B -8 while DC (block)2A (block)2A

DC 2A A
H -7 for a combo of DC (block)2A (hit)AB
B -15

DC 2AAB (Counter Hit Combo)
H -8 while DC 2A (hit)AB
H -9 while DC 2A (block)A (hit)B
B -13

DC 2AA(B]
H x
B -14

DC B
H x
B -15

DC 2B
H x
B -24?

DC K
H +7 > forces opponent into FC
B -10

DC 6 B+K
H x
B -2 > forces opponent into FC


SCLV3 > 1AB
UB

SCLV2 > BB4B
B +24 > GB

SCLV1 > bgB4B
B +24 > GB

SCLV2 > 11B
B +26 > GB

SCLV2 > 8A+B
B +17 > GB

SCLV3 > 8A+B
B +18 > GB

SCLV1 > 44A+B
B +28 > GB

SCLV2 > 1B+K
B +30 > GB

SCLV1 > 4B+K
B +29 > GB

SCLV3 > DC B
UB

SCLV1 > DC 6 B+K
B +29 > GB
-------------------------------------------------------------------------------
Basic Execution Time
-------------------------------------------------------------------------------

Regular & 8WR Moves

i11 = 4B / 6b9
i12 = K
i13 = A / 2A / 2B / 6K / 8B+K
i14 = 2K / 23K / 1K
i15 = B
i16 = A_B+G / 66B / 4K / 66K
i17 = 3A / k2
i18 = 66A / 44A / 6B / 3B / 3K / 33_99K
i19 = 6A / 6A+B / 2A+B
i20 = 22_88B / 8A+B
i21 = 4A / 214B / 376231A+B
i22 = 99A / 66[K]
i23 = 33A / 6(B) / 4A+B / 1A+B
i25 = 22_88K / 2A+K / 44K
i26 = 1A / 11_77A / 11_77K
i27 = 1[K] / 1_2_3B+K
i28 = 22_88A / 66A+B / 6B+K
i29 = 1B / 11_77B / 6[B+K]
i31 = 1(B) / 11_77(B) / 33_99B / 44B
i37 = 44B+K
i40 = 236B / 3A+B
i45 = 44A+B
i51 = 214A
i72 = 4B+K
i74 = 44[A+B]
i106 = 3[A+B]

i28 = 22_88A / 66A+B
i30 = 22_88A~G
i41 = 22_88A~G~4B

i27 = 1_2_3B+K
i32 = 1_2_3B+K~G
i43 = 1_2_3B+K~G~4B


FC & WS Moves

i11 = 4B / 6b9
i13 = FC A / 6K
i14 = WS K / FC K
i15 = FC 2B
i16 = WS A+B / 4K
i17 = WS A / FC 1B / WS B+K
i18 = WS B / FC 3K / 6B
i20 = FC 3B
i21 = 4A
i25 = FC 3(B) / FC 3A+B


Jumping & WL Moves

i18 = 8B
i26 = 8K
i29 = 8A
i34 = WL K
i35 = WL 5~G
i36 = WL A
i37 = WL B
i40 = 236B
i45 = WL 5~4B


Back Turned Moves

i12 = BT K / BT 2K
i13 = BT A / BT 2A
i14 = BT B / BT 2B


Stance Moves

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

---
Whip Stance

i18 = (WP 376231A+K)
i22 = (WP A+B)
i39 = (WP A+K)

---
Spiral Serenade

i13 = (SS K)
i14 = (SS A)
i15 = (SS A+B) / (SS B+K)
i17 = (SS B)

i35 = A+B~SS K
i36 = A+B~SS A
i37 = A+B~SS A+B
i39 = A+B~SS B

---
Spiral Tribute

i12 = (ST K)
i15 = (ST A)
i18 = (ST B)
i25 = (ST 2A)
i40 = (ST A+B)

---
Serpent's Embrace

i14 = (SE A) / (SE K)
i15 = (SE 6B+K{1})
i17 = (SE 66K)
i27 = (SE B)
i69 = (SE A+B)


-------------------------------------------------------------------------------
Advanced Data
-------------------------------------------------------------------------------

There are some moves which show fluctuation in their attack speed - depending on what kind of move they encounter, i.e. 1 frame faster / slower against linear / downward / horizontal / stab / left side 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
i16~i17

33A
i22~i23

44A
i18~i19

(SS A)
i14~i15

(SE A)
i14~i15

1(B)
i30~i31

214B
i21~i22

44B
i30~i31

44K
i25~i26

1A+B
i22~i23

4A+B
i22~i23

1_2_B+K
i27~i28


----------------------------------------------------------------------------
Hit/Block Data
----------------------------------------------------------------------------
H = regular hit
C = counter hit
D = crouched hit
G = grounded hit
B = blocked
R = blocked while rising


Regular Moves

A
H +5~6
B -5~-4

A,A
H +2~3
B -8~-7

A,[A]
~WP
OBT
H -1~+4
C x
B -15~-10

A,[A]6
~SS
OBT
H +3~7
C x
B -11~-7

6A
H +5~6
C x
B -7~-6

3A
H +3~4
B -9~-8

2A
~FC
OCD
H +7~8
B -4~-3

1A
~WP
OC
H +0~2
B -17~-15

1A,A
~FC
OC
H +2~0
B -12
Slightly shorter hit stun at far / max range.

4A
H +7~8
C x
B -1~0

214A
H x

---
B
OCD
H +5~6
B -5~-4

B,B
OCD
H +0
B -10

B,(B)
~WP
OCD
H -3~-1
B -14~-12

B,(B)6
~SS
OCD
H -2~0
B -13~-11

6B
OCD
H +4~5
B -6~-5

6(B)
OCD
H1 +7~9
H2 +7~8
B1 -10~-8
B2 -10~-9
Slightly shorter hit and block stun at far / max. range.

6(B)~2
OBT
OCD
H -3~+1
D -6~-2
B -28~-24
Crouched hit prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = disadv. up to -3~+1

6(B)~8
OBT
H1 -3~+1
H2 +3
B1 -28~-24
B2 -22
Special late hit occurs close to RO / wall or when using AG.

6b9
~WP
H -10
B -25

6b9,K
~WP
OC
H +4
B -6

3B
H x
C x
B -12~-11

2B
~FC
OCD
H +3~4
B -7~-6

1B
OCD
H +6
B -4

1(B){1}
H x
B -15
SC1
B +19

1(B){2}
H +4~6
B -7~-5
SC1
B +30~32

4B
H +3~4
B -5~-4

236B
OCB
H x
B1 -4~-1
B2 +3~4
Special late impact occurs at max. range only.

214B
OCD
H -7~-5
B -13~-10

214(B)
~SE
OCD
H -14~-12
B -20~-18

---
K
H +4
B -6

k2
OCD
H +2
C x
B -8

6K
H +5
B -5

3K
H +1
C x
B -14

2K
~FC
OCD
H -1
B -11

23K
~FC
OCD
H +7
B -6
Crouched hit prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to +10

1K
OCD
H +5
B -6

1[K]
H x
B +2

4K
H x
B -3

---
6A+B
H +5~6
B -11~-10

3A+B
~WP
H x
B -15

3[A+B]{1}
~WP
H x
B -15
SC2
B +17

3[A+B]{2}
~WP
H x

2A+B
OCB
H x
C x
B -7~-5

1A+B
H x
C x
B -9~-8

4A+B~G
~WP
OCD
H +0~1
B -10~-9

4A+B
OCD
H +0~1
B -12~-11

4A+B,B
H x
B +23~24

4A+B,(B)
H x

8A+B
~FC
OCD
H +0~2
B -13~-11

8A+B,A{1}
H x

8A+B,A{2}
H +9~10
B -2~-1

---
2A+K
~FC
H x
B -25~-24
Exceptional recovery: non-high hitting attacks of speed i25 or faster cannot be blocked. Attacks of speed i26 cannot be blocked but GId.

---
6B+K
H x
B -6

6[B+K]{1}
OBT
H +8
B -17
AT prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to +11.

6[B+K]{2}
H +10
B -14~-11
AT prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to +13.

1_2_3B+K
H x
B -10
SC1
B +15

4B+K
H x

8B+K
~WP
H -10
B -25

8B+K,K
~WP
OC
H +4
B -6


8WR Moves

66A
H x
B -11

33_99A
H x
B +1~3

22_88A
OBT
H1 +10
H2 +5
B -19~-16
AT prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to +13.

11_77A
~WP
OC
H +0~2
B -17~-15

11_77A,A
~FC
OC
H +2~0
B -12
Slightly shorter hit stun at far / max range.

44A
OBT
H +14~17
B -8~-5

44A~B
~SS
OBT
H +6~9
B -16~-13

44[A]
~WP
OBT
H +8~11
B -14~-11

---
66B
H +0
C x
B -9

66(B)
~ST
H +2
C x
B -7

33_99B
44B
~WP
OCB
H x
B +3~5
SC2
B +37~39

44(B)
~SS
OCB
H x
B +2~4
SC2
B +36~38

22_88B
H x
B -4~+2

22_88(B)
~ST
H x
B +1~7

11_77B
H +6
B -4

11_77(B){1}
H x
B -15
SC1
B +19

11_77(B){2}
H +4~6
B -7~-5
SC1
B +30~32

---
66K
H x
B -1~0
Allows for BT attacks at same (dis-)advantage.

66[K]
H x
B +8~9
Allows for lBT attacks at same advantage.

33_99K
H +1
C x
B -14

22_88K
~FC
H x
B -25~-24
Exceptional recovery: non-high hitting attacks of speed i25 or faster cannot be blocked. Attacks of speed i26 cannot be blocked but GId.

11_77K
H x
B -4

44K
~FC
H x
B -31~-26

---
66A+B
OBT
H1 +10
H2 +5
B -19~-16
AT prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to +13

44A+B
H x
B -14~-13

44[A+B]
H x

---
44B+K
~WP
H x
B -14

44[B+K]{1}
~WP
H x
B -15
SC2
B +17

44[B+K]{1}~6
~SS
OCD
H -10~-6
B -19~-15

44[B+K]{2}
~WP
H x


FC & WS Moves

WS A
OCD
H +3
B -5

FC A
~FC
OCD
H +7~8
B -4~-3

WS B
OCH
H +9~11
B -4~-2

FC 3B
~FC
OCD
H +3
B -10

FC 3(B)
~FC
OCD
H +0~1
B -16~-15

FC 2B
~FC
OCD
H +0~1
B -10~-9

FC 1B
H1 x
H2 -4
B1 -14
B2 -8

WS K
H +8
B -2

FC 3K
~FC
H +2
B -8

FC K
~FC
OCD
H -1
B -11

WS A+B
H +2~4
B1 -8~-6
B2 -3
Special late impact occurs on block only.

WS A+B,A
H x
B1 -16
B2 -7~-5
Earliest impact occurs mainly close to RO / wall or when using AG.

FC 3A+B
H x
B -15

FC 3[A+B]{1}
~WP
H x
B -15
SC2
B +17

FC 3[A+B]{1}~6
~SS
OCD
H -36~-33
B -45~-42

FC 3[A+B]{2}
~WP
H x

WS B+K
OCD
H -25~-22
B -34~-31
Ivy must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = disadv. on hit up to a -28~-26. I have also identifed a special late impact at maximum range. Which is unfortunately quite hard to test because of the buffer lock. Here's an estimate:
H -19
B -28


Jumping & WL Moves

8A
H +4~6
B -17~-15

WL A
~FC
H1 +3
H2 +5~6
B1 -17
B2 -15~-14
Late impact occurs at far/max range.

8B
OCD
H -1~0
C x
B -17~-16

7B
OCD
H -5~-4
B -18~-17

WL B
OCB
H x
C x
B -5~-3

8K
H x
B -4

WL K
H x
B -5


Back Turned Moves

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

lBT A
H +5~6
B -5~-4

rBT A
H +6~7
B -4~-3

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

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

BT 2B
~FC
OCD
H +3~4
B -7~-6

BT K
H +3
B -10
Allows for same side BT attacks at same advantage. Only works on hit and at close range.

BT 2K
~FC
OCD
H +4
B -6
On hit, Ivy must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames.
Strangely enough, the buffer lock does not apply after the kick has been blocked or whiffed.


Stance Moves

---
Whip Stance

WP A+B
~SE
H -3~+1
C x
B -16~-11

WP A+K
H x
B -24~-21

---
Spiral Serenade

SS A
~ST
OBT
H +1~4
B +1~4

SS B
~WP
OCD
H -12~-11
B -24~-23

SS B,B
~WP
H -7~-5
B -13~-11

SS K
~SS
H +4
C x
B +4

SS (A_K)+B
~SS
H +7

---
Spiral Tribute

ST A
~SE
H +2~6
C x
B -2~+2

ST 2A
~WP
H -1~+1
B -23~-21

ST B
OCD
H -3~0
B -8~-5

ST B:B
ST B:6B
ST B:6B~B
OCD
H -5~-2
B -10~-7

ST B:B:B
H x
D x
B -6~-3

ST B:6B:4B
OCD
H -6~-3
B -11~-8

ST B:6B:4B~B
OCD
H -6~-3
B -6~-3

ST B:6B:4B:6B
OCD
H -5~-2
B -20~-17

ST B:6B:4B:6B~B
OCD
H -4~-1
B -8~-5

ST B:6B:4B:6B:4B
H x
D x
B +24~27

ST K
~ST
H +1
C x
B -3

ST A+B
~WP
OCH
H +1~3
B +22~24

---
Serpent's Embrace

SE A
H -4~-2
B -16~-14

SE A,A
H x
B1 -12
B2 -6~-4
Earliest impact occurs mainly close to RO / wall or when using AG.

SE 2A
H x
B -24~-22

SE B
H x
B1 +29
B2 +33
B3 +36
Special late impact occurs at max. range only.

SE (B)
H x

SE K
~SE
H x
B -4~-2

SE 66K
~SE
H x
B -9~-7

SE A+B
H x

SE 6B+K{1}
H x
B1 -8
B2 -1

SE 6B+K{2}
H x
B +37~39

SE B+K
OCB
H x
B -24~-22

SE 4B+K
OCB
H x
B -24~-22


Stance Transition

Specified advantage refers to the chart at the beginning of each section. Manual transition is treated seperately. Interestingly enough, I found that there are individual differences between the various strings/starters. For instance, earlier block recovery. These are listed as seperate entries under the relative string, replacing regular data.

---
Spiral Serenade

i1 = G / g2
i13 = K
i14 = A
i15 = (A_K)+B
i17 = B
i33 = G~4B

A,[A]6
H +3~7
B -11~-7

B,(B)6
H -2~0
B -13~-11

44A~B
H +6~9
B -16~-13
i5 = G
i37 = G~4B

44(B)
H x
B +2~4
SC2
B +36~38
i5 = G
i37 = G~4B

44[B+K]{1}~6
H -10~-6
B -19~-15

FC 3[A+B]{1}~6
H -36~-33
B -45~-42

SS K
H +4
C x
B +4
i12 = G
i44 = G~4B

SS (A_K)+B
H +7
Hit stun prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to +10

---
A+B~SS = i22
In any situation of advantage, subtract 22 frames and then refer to the chart above. It's pretty simple. Just have a look at these GB situations:

1(B){1}
SC1
B g/a +19
~A+B~SS
B -3

1(B){2}
SC1
B g/a +30~32
~A+B~SS
B +8~10

SE B
B1 g/a +29
~A+B~SS
B +7

SS stance can't be entered from whip stance because of WP A+B. Therefore it isn't available after SC2 44B / 3[A+B] / ST A+B.

---
Spiral Tribute
i1 = :2G
i11 = G
i12 = K
i15 = A
i18 = B
i25 = 2A
i40 = A+B
i49 = G~4B

66(B)
H +2
B -7

22_88(B)
H x
B +1~7

SS A
H +1~4
B +1~4
i30 = 2A
i48 = G~4B

ST K
H +1
C x
B -3
i41 = G~4B

---
Serpent's Embrace

i5 = 2G
i14 = A / K
i15 = 6B+K{1}
i17 = 66K
i27 = B
i30 = 2A
i41 = G~4B
i59 = (B)
i67 = A+B

214(B)
H -14~-12
B -20~-18
i9 = G
i44 = [G]~4B

WP A+B
H -3~+1
C x
B -16~-11
i13 = G
i48 = [G]~4B

ST A
H +2~6
C x
B -2~+2
i6 = G
i41 = [G]~4B

SE K
H x
B -4~-2
i7 = G
i42 = [G]~4B

SE 66K
H x
B -9~-7
i7 = G
i42 = [G]~4B
-------------------------------------------------------------------------------
Basic Execution Time
-------------------------------------------------------------------------------

Regular & 8WR Moves

i12 = K
i13 = 6A / 6b9
i14 = 3K / K+G
i15 = 66B / 33_99B / 2K
i16 = A_B+G
i17 = 6B
i18 = A / aA / 22_88A / 66A / 2B / 3B / 6kB / A+B
i19 = 1A / bK / 4K / 6A+B / 6B+K / A+K
i20 = 236A_B+G / B / 22_88B
i21 = 66K / 33_99K / 6A+K / 1_3A+K
i22 = 2A / 33A / 44B / 1K
i23 = 99A / 6K / 1_3A+B
i24 = 3A / kB / 2B+K
i25 = 11_77B / 4kB
i26 = 44A / 11_77K / 44K / 2A+B / 4A+B
i27 = 4A / aB
i28 = 11_77A
i29 = 6b3
i30 = 1B / 2A+K
i33 = 4B / 66(B) / 33_99(B) / 11_77(B)
i34 = 22_88K / 4B+K
i35 = 2_8~5B
i37 = B+K
i43 = 4A+K
i63 = 4(B)~B
i65 = 214A+B

i37 = B+K
i40 = B+K~G
i52 = B+K~G~K


FC & WS Moves

i13 = 6A / 6b9
i14 = WS K
i15 = FC K
i17 = FC 3B / 6B / 6kB
i18 = WS A / FC A
i20 = WS B / FC 2B
i21 = FC A+B
i25 = FC 1B


Jumping & WL Moves

i20 = 8K
i26 = 7_9K / 11_77K / 44K
i27 = 8A
i31 = 8B
i35 = WL 5~G
i36 = WL A
i37 = 9B
i38 = WL B
i39 = WL K
i46 = WL 5~K


Back Turned Moves

i12 = BT K
i15 = BT 2K
i17 = BT A / BT 2A
i19 = BT B / BT 2B


Stance Moves

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

---
Legend Rush

i19 = (LR B)

---
Monument

i18 = (MO K)
i22 = (MO A)
i28 = (MO B)

i27 = 236~MO K
i37 = 236~MO A_B
i39 = 236~MO G
i41 = 236~MO A+K

i44 = 236~MO B+K
i46 = 236~MO B+K~G
i58 = 236~MO B+K~G~K

i74 = 236~MO A+B~K
i78 = 236~MO A+B
i91 = 236~MO A+B~G
i103 = 236~MO A+B~G~K

---
Tribute

i17 = (TR K)
i27 = (TR B)
i29 = (TR A)

i33 = 214~TR A
i34 = 214~TR K
i36 = 214~TR B
i49 = 214~TR G


-------------------------------------------------------------------------------
Advanced Data
-------------------------------------------------------------------------------

There are some moves which show fluctuation in their attack speed - depending on what kind of move they encounter, i.e. 1 frame faster / slower against linear / downward / horizontal / stab / left side 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.


33A = i22~i23

22_88A = i18~i19

11_77A = i27~i28

6b9 = i13~i14

44B = i22~i23

4K = i19~i20

4kB = i25~i26

22_88K = i33~i34

6A+B = i19~i21

2A+B = i26~i27

4A+B = i26~i27

6A+K = i20~i21

2A+K = i30~i31

K+G = i14~i15

WL A = i36~i37

WL K = i39~i40

BT A = i16~i17

BT B = i19~i20

BT 2K = i14~i15


-------------------------------------------------------------------------------
Evasive Frames + Auto-GI
-------------------------------------------------------------------------------

bK
15-19

4K
5-9

236~MO
7-15

214~TR
9-15


----------------------------------------------------------------------------
Hit/Block Data
----------------------------------------------------------------------------
H = regular hit
C = counter hit
D = crouched hit
G = grounded hit
B = blocked
R = blocked while rising


Regular Moves

A
H +6~7
B -1~0

A,A
H +4~5
B -6~-5

A,A~2_8
H -10~-9
B -20~-19

A,A,B
H x
B -9~-8

aA
H +4~5
C +6~7
B -3~-2

aA,B
H x
B -17~-15

aB
H -6
B -16

6A
H +0~1
B -10~-9

6A,A
H +0~2
B -10~-8
Early impact does not always occur unless using AG or ducking 1st before blocking 2nd. Late impact only occurs if 1st whiffs.

6A,A:A+B+K
~SC1
H +2~4
B -8~-6

6A,A,A
H x
B -12~-10
Early impact only occurs close to wall / when ducking 1st and 2nd before blocking. If 1st and 2nd connect, 3rd cannot be ducked and always scores latest hit = -10 = safe.

6A,A,B
H -9~-6
B -24~-21

6A,A,b8
H -13~-11
B -3~-1
Early impact only occurs close to wall / when ducking 1st and 2nd before blocking.

6A,A,b8,A
OBT
H +1
B -21
Exceptional recovery: attacks of speed i21 cannot be blocked. Also prevents Kilik from buffering. Must know exact moment of recovery. Otherwise, attacks are delayed = (dis-)advantage up to -2 / -22.

6A,A,b8,B
H x
B1 -23
B2 -16~-15
Less damage and shorter block stun at close range.

6A,A,b2
OC
H1 -7
H2 -5
B1 -17
B2 -15
Special late impact occurs at max. range only.

6A,A:B+K
H x
B -11

3A
OCD
H +2~5
C +4~7
B -9~-6

3A,B
H x
B -19~-18

3A,B+K
H x
B -11~-10
Allows for rBT attacks at same disadvantage.

2A
~FC
H +0~1
B -12~-11

1A
~FC
OCD
H +3
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.

4A
~FC
H x
B -8~-7

---
B
OCD
H +3~6
B -8~-5

B,B
OCD
H +4~7
B -6~-3

B,B~2_8
OCD
H -22~-19
B -12~-9

B,A
H x
B -5~-4
Allows for rBT attacks at same disadvantage.

B,2A
H x
B -22~-20

bK
H +2~3
C x
B -8~-7

6B
H1 +1
H2 -3~-1
B1 -9
B2 -12~-10
More damage but shorter hit and block stun at far range.

6b9
H -13~-11
B -3~-1

6b9,A
OBT
H +1
B -21
Exceptional recovery: attacks of speed i21 cannot be blocked. Also prevents Kilik from buffering. Must know exact moment of recovery. Otherwise, attacks are delayed = (dis-)advantage up to -3 / a -25.

6b9,B
H x
B1 -23
B2 -16~-15
Less damage and shorter block stun at close range.

6b3
OC
H1 -7
H2 -5
B1 -17
B2 -15
Special late impact occurs at max. range only.

3B
H x
B -6~-5

3B,B
H x
B -17~-16

2B
~FC
OCD
H1 +4~5
H2 +6~9
B1 -6~-5
B2 -4~-1
Early impact only occurs when running towards Kilik or using forward moving attacks.

1B
H -1
C x
B -11

4B
H x
B -23~-19
SC2
B +7~11

4(B){1}
H x
B -23~-19
SC2
B +7~11
SC2 GB pushes back farther than 4B.

4(B):{2}
H x
B -22~-18
SC2
B +8~12
Timed release shortly before entering LR. Sometimes causes vocal overlap with charge shout. SC2 GB pushes back farther than 4B.

4(B){3},B
H x

---
K
H +5
B -5

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

6K
H x
B -11

6kB
H x
B -8~-7

3K
H -1
B -11

2K
~FC
OCD
H +3
B -9

1K
~FC
OCD
H -7~-6
C x
B -21~-20

1K,B
H -6~-4
C x
B -19~-17

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

4K,B
H x
B1 -5~-4
B2 -2
Special late impact occurs at max. range only.

---
A+B~G
OCD
H +0
B -11

A+B
OCB/D
H +1
B -12

6A+B
H x
B -12~-10

3A+B
OCD
H1 +9
H2 +4
B -8~-6

2A+B
H -2
B -17

1A+B
OCD
H1 +11
H2 +4
B -8~-6

4A+B
H +4~6
B -6~-4

4A+B,B
H x
B -8~-7

4A+B,B,B
H -8~-5
B -18~-13

214A+B
H x

---
A+K
OBT
OCB
H +1
B -11

6A+K
H x
B -7

3A+K
OC
H -3
B -14

2A+K
H x
B -17~-14

4A+K
H x
B -8~-7

---
B+K
H x
B -12~-10
SC2
B +22~24
Allows for rBT attacks at same (dis-)advantage.

6B+K
H x
B -11

2B+K
H +3~5
B -9~-7

4B+K
H x
B -12~-11


8WR Moves

66A
H x
B -10~-9

33A
OCD
H -2~+1
B1 -10
B2 -8
B3 -11
Allows for lBT and rBT attacks at same (dis-)advantage. More damage but slightly shorter block stun at max. range.

33A,A
H x
B -14~-12

99A
OCD
H +0~2
D +1~3
B1 -10
B2 -8
B3 -10
Allows for lBT attacks at same (dis-)advantage. More damage but slightly shorter block stun at max. range.

99A,A
H x
B -16~-14
Natural combo at close and mid range. Natural combo on crouching opponent at close and far range.

22_88A
OCD
H1 -5
H2 -2
H3 -1
C1 -3
C2 +0
C3 -1
B1 -15
B2 -12
B3 -11
Allows for lBT attacks at same disadvantage. Slightly greater block and hit stun at med and far range. Counter hit further increases hit stun at close and med range only.

22_88A~236
~MO

22A,B~G
OCD
H1 -11
H2 -8
H3 -7
C1 -9
C2 -6
C3 -7
B1 -21
B2 -18
B3 -17

88A,B~G
OCD
H1 -12
H2 -9
H3 -8
C1 -10
C2 -7
C3 -8
B1 -22
B2 -19
B3 -18

22_88A,B
H x
B -11~-10

22_88A,A
~FC
H x
B -18~-17
Exceptional recovery: non-high hitting attacks of speed i18 or faster cannot be blocked. Attacks of speed i19 cannot be blocked but GId.

22_88A,A,A
H x
B -28~-27

11_77A
OCD
H -1~+1
B -12~-10

44A
H -1~0
B -10~-9

44A~236
~MO

44A,A
~FC
H x
B -13

---
66B
33_99B
OCH
H -3~-1
C x
B -8~-6
SC2
B +28~30

66(B):{1}
OCH
H -2~-1
B -6
SC2
H -1

66(B){2}
OCB
H +9
B -8~-6
SC2
B +27~29

22_88B
H x
B -8~-7

2_8~5B
OCD
H +2
B -8

2_8~5B,B
OCB/D
H +5
B -5

2_8~5B,B,4B
H x
B -28~-24

2_8~5B,B,B
OCB/D
H +5
B -5

2_8~5B,B,B,B
OC
H +5~6
B -5~-4

11_77B
H x
B -18~-14

11_77(B){1}
H x
B -18~-14

11_77(B){2}
H x
B -23~-19
SC2
B +7~11

44B
OCH1
H1 -13~-10
H2 -9~-4
B -24~-15
More damage at far range but doesn't force crouch and has less push-back on block

---
66K
33_99K
OCD
H +1~3
D +2~4
B -9~-7

66K*A+B+K
~SC1
OCD
H -1~+1
D +0~2
B -11~-10
Exceptional recovery: attacks of speed i12 or faster cannot be blocked. There is the option of defending via 2G.

66K,K
H +0
B -10

66K,K,B
H x
C x
B -15~-14

22_88K
OCD
H -8~-6
B -21~-19

22_88kA
H x
B -14~-11

44K
11_77K
OCB
H x
B1 -7~-3
B2 -1
Special late impact occurs at max. range or vs rising opponent.


FC & WS Moves

WS A
H -1
B -11

FC A
~FC
OCD
H +0
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.

WS B
H x
B -9~-8

FC 3B
H +4
C x
B -7
Allows for lBT attacks at same (dis-)advantage.

FC 2B
~FC
OCD
H1 -2~-1
H2 +0~2
B1 -9~-8
B2 -7~-5
Early impact only occurs when running towards Kilik or using forward moving attacks.

FC 1B
~FC
OCD
H +2~7
B -9~-4

WS K
H +0
B -10

WS K,B
H x
B -15~-14

FC K
~FC
OCD
H +1
B -9
Hit stun prevents opponent from buffering. Must know exact moment of recovery. Premature input or mashing completely prevent attacking for a number of franes = adv. up to +4.

FC A+B
OC
H +4~5
B -7~-6


Jumping & WL Moves

8A
H +0~1
B -6~-5

WL A
H x
B -22~-20

9B
OCB
H x
B -4~-2

8B
OCB/D
H +2~4
B -4~-2

WL B
H x
B -17~-16

8K
H -2
B -12

7_9K
OCB
H x
B1 -7~-3
B2 -1
Special late impact occurs at max. range or vs rising opponent.

WL K
OCD
H +0
B -15


Back Turned Moves

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

lBT A
H +4~5
B -7~-6

rBT A
H +5
B -5

BT 2A
~FC
OCD
H1 +1
H2 +3
B -8~-7
Slightly longer hit stun at mid / far range.

lBT B
OCD
H1 +1~3
H2 +5
B1 -9~-7
B2 -4
Late impact occurs at mid / far range only.

rBT B
OCD
H +1~4
B -9~-6

BT 2B
~FC
OCD
H +2~5
B -9~-5

BT K
H +3
B -7

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


Stance Moves

---
Monument

MO A
~FC
H +0~1
B -10~-9
Exceptional recovery: non-high hitting attacks of speed i10 or faster cannot be blocked. Attacks of speed i11 cannot be blocked but GId.

MO B
OCD
H -2~-1
B -12~-11

MO K
H x
B -11

MO A+B
OCB
H x
B +0~1
SC2
B +40~41

MO A+B~K
H x
B1 -22~-21
B2 -18
Latest impact occurs at max. range only.

MO A+K
H x
B -17~-14

MO B+K
H x
B -13~-12
SC2
B +21~22

---
Tribute

TR A
H x
B -24~-23

TR B
H +0~1
C x
B -20~-19

TR K
H x
B -36
Link's Frame Data
Written by SilentWall
Version 0.3


Reminder: All moves are tested in 0 range in SC2 US Gamecube version.
In theory, a lot of moves can get +1 to +2 more advantage on the top of it that depends on the range and situation. For instance, a move with "H+2 B-6" can get +1 in far range and +2 in super tip range, so the move will become "H+3 B-5" in far range and "H+4 B-4" in super tip range. In the other words, a move can get better frame advantage from farther range on hit and on block.
On the contrary, for impact frame data, the moves will get +1 or +2 more on the impact frame that depends on the range and situation. For instance, an i14 B will become i15 in far range and it probably will become i16 in super tip range.
However, for the frame advantage and the impact frame data, some moves stay the same no matter it is in close range and tip range.


Remarks:
r = right side
l = left side
* = the fastest version
~ = delay the move
= go to next stage or move or motion
{#} = different hit box with different damage and property of the move


G2-Recovery for Link's stances and moves:
The guard ability of G2-Recovery can last 6 frames. The guard is activated from 2nd frame after (G]+2 input. It can be input in any frame of the whole motion. Also, it can be input more than 1 times but it has a reload time between each (G]+2. For instance, you can input (G]+2 at the 3rd frame of 6A. And you can input (G]+2 at 4th frame and 60th frame of Boom. A2. (It is special for Link.)
All Link's moves with G2-Reccovery is showing below:

6A
Boomerang Stance
Boom. A
Boom. A2
Boom. A8
Bow Stance
Bow B
Bow B9
Bow B3
Bow (B]
Bomb Stance
Bomb K


-------------------------------------------------------------------------------
Basic Execution Time
-------------------------------------------------------------------------------

Regular & 8WR Moves

i11 = BTA
i12 = A / lBT2A / BTK
i13 = 2A / rBT2A / K / FC2K
i14 = B / 1B / BTB / BT2B / 3K / 2K / BT2K
i15 = 8B / WSB / FC2B / 4K / (22_88)K / WSK
i16 = 6A / WSA / FC2A / (A_B)+G / 66B+G
i17 = 6B / *bA
i18 = 3B / 33K
i19 = 4A / (22_88)A / 4B
i20 = 33A / 22B / 1K
i21 = 3A / 8A / 66B / 6K
i23 = 8K
i24 = 2B / 1A
i25 = 66A / 11A / 66bA / 11B
i26 = 214A / (G]8A / 44B
i31 = Boom.>(A_A2_A8)
i32 = (G]8B
i34 = WLK / Bomb>K
i38 = WLB / FR>A / FR>B
i39 = 8(A]
i40 = 11(A] / WSA
i41 = Bow>B9
i44 = 11AB
i45 = FR>K
i46 = *66b(A] / Bow>B
i47 = 44(B]
i48 = BS>A
i49 = Bow>B3
i52 = 44B+K / BS>K
i59 = 11(A]B
i62 = BS>B
i75 = FR>SR>B / FR>SR>K
i79 = 214(A]
i80 = Bow>(B]
i81 = 44(B+K]
i84 = FR>(rSR_lSR)>A
i134 = *Bomb>~K>UB (input K in the 121th frame or later)


Stance Moves:
(Stance moves represent base speed when already in stance.)

Boomerang Stance (stance moves can be executed after 15th frame of Boomerang Stance):
i16 = Boom. A
i16 = Boom. A2
i16 = Boom. A8
** Without buffer, input Boom.2+A_8+A will get i17

Bow Stance (stance moves can be executed after 29th frame of Bow Stance):
i13 = Bow B9
i17 = Bow B
i20 = Bow B3
i51 = Bow (B]
** Without buffer, input Bow3+B will get i21

Bomb Stance (stance moves can be executed after 20th frame of Bomb Stance):
i14 = Bomb K
i114 = *Bomb ~K > UB

Forward Roll Stance (stance moves can be executed after 30th frame of FR Stance):
i8 = FR B
i8 = FR A
i15 = FR K

Side Roll Stance (stance moves can be executed after 30th frame of SR Stance):
i15 = SR B
i15 = SR K
i19 = rSR A / lSR A

Back Somersault Stance (stance moves can be executed after 30th frame of BS Stance):
i13 = BS A
i17 = BS K
i32 = BS B


------------------------------------------------
Regular moves
------------------------------------------------

A
H +5
B -4

(A]
UB

AA
H +3
B -9

A(A] > Boom.
H +2
B -9

AB
H 0
C 0 > combo for rest of K
B -10

ABB+K > Bomb
?

ABK
H x
B -4

AB(K] > Bomb
?

6A
H +2
C +5
B -10
* It has G2-Recovery windows for whole move.

6AA / 6A~A
H x
B -21

6AAB / 6A~AB
H x
B-15

66A
H x
B-17

3A
H +4 > FC
B -16

2A
H +5
B -8

1A
H 0
C x
B -19

4A / 44A
H +5
C +1 > spin
B -10

4(A] / 44(A] > Boom.
?

7_8_9A
H x
B -18

7_8_9(A]
H x
B -54

(G]7_8_9A
H x
B -11

214A
H x
B -32

214(A]
UB

33A
H 0
C stun
B -16

22A
H x
B -20

88A
H x
B -11

11A
H x
B -22

11(A]
H x
B -17

11AB / 11(A]B
H x
B -15

WSA
H +4
B -14

WS(A] > Boom.
?

FC2A
H +5
B -5

WLA
H +2
B -18

rBTA
H +5
B -5

lBTA
H +4
B -6

rBT2A
H +5
B -5

lBT2A
H +4
B -6


B
H +2
C +4
B -8

(B] > Bow
?

BB
H 0
B -10

BK
H +4 > BT
B -12

bA
H -1
B -18

b(A]
C combo for b(A] > release A
B x for UB

6B
H +2
C +2 > combo for 6BBBBBBB
B -10

6BB
H +1 > combo for the rest of Bs
B -9

6BBB
H +1 > combo for the rest of Bs
B -9

6BBBB
H +1 > combo for the rest of Bs
B -9

6BBBBB
H +2 > combo for the rest of Bs
B -8

6BBBBBB
H +1 > combo for the rest of Bs
B -9

6BBBBBBB
H x
B -16

3B
H x
B -13

3(B] > Bow
?

2B
H x
C x > combo for next B
B -17 > FC

2BB
H x
C x > combo for next B
B -10 > FC

2BBB
H x
B -9 > FC

1B
H +3
B -10

4B
H +4
C +4 > combo for 4BA
B -13

4BA
H x
B -15

4B(A]
H x
B -8

7_8_9B
H x
B -20

(G]7_8_9B
H x
B -7

44B
H +6
C stun
B -10

44(B]
H stun
B +30 > GB

44(B] > Bow
?

66B
H x
B -17

66bA
H x
B -13

66b(A]
H x
B -8

22B
H x
B -13

22(B] > Bow
?

11B
H +4
C x
B -6

WSB
H +4
B -6

FC2B
H +2
B -8

WLB
H x
B -16

rBTB / lBTB
H +3
B -7

rBT2B / lBT2B
H +3
B -7


K
H +2
B -6

(K] > Bomb

6K
H x
B -4

6(K] > Bomb

3K
H +2
C x
B -10

2K
H +2
B -13

1K
H +2
C x > 1KK combo
B -18

1KK
H +4
H +6 when (block)1K(hit)K
B -6

4K
H +4 > BT
B -12

7K
H -3
B -12

8_9K
H x
B -13

33K
H +4
C x
B -6

22K / 88K
H +4
B -7

22(K] > Bomb
?

22K6 > FR
?

22K4 > BS
?

WSK
H x
B -4

WSK2B
H x
B -17 > FC

FC2K
H 0
B -15

WLK
H -4
C x > combo WLKK
B -19

WLKK
H +4
B -6
* If first K is blocked and opponent keeps guarding, the second K must whiff.

rBTK / lBTK
H +2
B -4

BT2K
H +3
B -7


44B+K
H x
B -23 > GB

44(B+K]
UB


Boom. A
H x
B -64
B -21 when opponent guards the returned boomerang in 0 range

Boom. (A] > Boom.
?

Boom. A2_A8
H x
B -64

Boom. (A]2 > Boom.
?

Bow B
H x
B +6 > GB

Bow (B]
UB

Bow B3
H x
B -40

Bow B9
H x
B +12 > GB for tall characters in 0 range

Bomb K
H x
B -25

Bomb ~K
H x
B -35

FR A
H +1
C stun
B -16

FR B
H x
B -20

FR K
H x
B -4

FR K2B
H x
B -17 > FC

rSR A / lSR A
H x
B -11

SR B
H x
B -20

SR K
H x
B -4

SR K2B
H x
B -17 > FC

BS A
H 0
C stun
B -15

BS B
H x
B -7

BS K
H +4
C x
B -6

-----------------------------------

SCLV1 > (G]8B
B +28 > GB

SCLV1 > BS B
B +28 > GB

SCLV1 > 66B
B +18 > GB

SCLV2 > 33B
B +18 > GB

SCLV3 > 44(B]
UB
Lizardman's Frame Data
Written by SilentWall
Version 0.5


Reminder: All moves are tested in 0 range in SC2 US Gamecube version.
In theory, a lot of moves can get +1 to +2 more advantage on the top of it that depends on the range and situation. For instance, a move with "H+2 B-6" can get +1 in far range and +2 in super tip range, so the move will become "H+3 B-5" in far range and "H+4 B-4" in super tip range. In the other words, a move can get better frame advantage from farther range on hit and on block.
On the contrary, for impact frame data, the moves will get +1 or +2 more on the impact frame that depends on the range and situation. For instance, an i14 B will become i15 in far range and it probably will become i16 in super tip range.
However, for the frame advantage and the impact frame data, some moves stay the same no matter it is in close range and tip range.


Remarks:
r = right side
l = left side
* = the fastest version
~ = delay the move
= go to next stage or move or motion
{#} = different hit box with different damage and property of the move.


-------------------------------------------------------------------------------
Basic Execution Time
-------------------------------------------------------------------------------

i10 = rBTA
i11 = A / lBTA / rBT2A / rBTK / rBT2K
i12 = 2A / FC2A / lBT2A / lBTB / K / lBTK
i13 = B / 4B / rBTB / rBT2B / 2K / FC2K / lBT2K
i14 = 1B / WSB / FC2B / lBT2B / 3K
i15 = 6A / 2B / AS B
i16 = AS A / 3B / 6K / WSK / 214B+K / (A_B)+G
i17 = WSA / 33A / 6B / b:6 / 7K_k:B
i18 = FC3B / 33K / (44_11)K / (3_33)A+B / WSB+K
i19 = 66A / (4_44)A / 88A / 4K
i20 = AS K
i21 = 22A / (G]8K / 66A+B / *21(4]~B+K
i22 = (7_8_9)B / (44_33)kB
i23 = 1K / *214~5B+K
i24 = 3A / (7_8_9)A / 44B / B+K / 66B+K / 4B+K / 4B+KG
i25 = 66B / 33B / (8_9)K / 66K / 22K / A+B / (11_33)B+K
i26 = 11A / b2 / 11B
i27 = A+K / *2145~B+K(step>throw)
i29 = 1A / 22B
i31 = *agA
i32 = WLK
i35 = ASS A / ASS B
i36 = 1(K]
i37 = WS(A] / 44(A] / 8A+B
i40 = WLA / WLB / *Run>K
i44 = ASS K
i46 = A+KK
i48 = 22(B]
i50 = 4(A]
i52 = 4(B+K] / 4(B+K]G
i78 = 8(A+B]
i88 = 1B+K
*** Without buffering, all impact frame of AS and ASS moves such as AS B (i15) have to add one more frame on top of them or one frame slower. (It is for the extra one initial frame of 236 stance which can hide in the buffer.)


Regular Moves

A
H +7 for combos of AA and AB
B 0

AA (Normal Hit Combo)
H +2 while (hit)AA
H +3 while A(hit)A
B -8

AB (Normal Hit Combo)
H +3
C +3 for combos of A (ch)BB and A (ch)BK
B -7

ABB
H x
B -17 > forces opponent into FC

ABK
H -6
B -20

agA
H 0 > forces opponent into BT
B -13

6A
H +1
B -10

6AK
H +1
C x
B -11

3A
H +1
C +1 for a combo of (ch)3AB
B -12

3AB (Counter Hit Combo)
H x
B -18

2A
H +5
B -5

1A
H x for a combo of 1AA
B -15

1AA
H x
B -25

4A / 44A
H +5
B -4

4AA / 44AA / 4(A]A / 44(A]A
H x for a combo of 4A(hit)AA
B -16

4AAA / 44AAA / 4(A]AA / 44(A]AA
H x
B -26

4AAB / 44AAB / 4(A]AB / 44(A]AB
H x
B -10 > forces opponent into FC

4AA(B] / 44AA(B] / 4(A]A(B] / 44(A]A(B]
H x
B +21 > GB

4AA(B] / 44AA(B] / 4(A]A(B] / 44(A]A(B]
UB

4AB / 44AB / 4(A]B / 44(A]B
H x
B -14 while (hit)4A (block)B
B -15 while 4A(block)B

4(A] (i50)
H +6 > spin stun
B +2

7_8_9A
H x
B -4

44(A] (i37)
H +22 > spin stun for combos of 44(A]B and 44(A]AA
B -2
*** 44(A]B (Normal Hit Combo)
*** 44(A]AA (Normal Hit Combo)

66A
H +7
B -8

33A
H +2
B -14

22A
H x
B -4

22AA
H +1
B -11

88A
H +1
B -11

88AA
H x
B -4

11A
H +7
C +7 for a combo of (ch)11AK
B -5

11AA
H x
B -8

11A(A]
UB

11AK (Counter Hit Combo)
H +3
B -14

WSA
H +1
C +1 > forces opponent into BT
B -14

WS(A]
H x
B -14

FC2A
H +5
B -5

WLA
H x
B -16

rBTA / lBTA
H +7
B -3

rBT2A
H +6
B -3

lBT2A
H +7
B -3


B
H +4 for a combo of BB
B -6

BB
H -4
B -15

B 6B
H x
B -16

BK
H +5 > forces opponent into FC
B 0 > forces opponent into FC

b6
H +2
C x
B -10

b2
H 0
C 0 for a combo of (ch)b2B
B -10

b2B (Counter Hit Combo)
H +2
C +2 for a combo of b2 (ch)BB
B -8

b2BB
H +2
C +2 for a combo of b2B (ch)BB
B -8

b2BBB
H +2
C +2 for a combo of b2BB (ch)BB
B -8

b2BBB B
H x
B -12

b2BBB K
H +1
B -9

b2 6B
H x
B -12

6B
H +1
B -14

3B
H x
B -16

2B
H +8
C +10 for a combo of (ch)2BB
B -5

2BB (Counter Hit Combo)
H x
B -12

1B
H -1
B -11

4B
H +7
B -5

7_8_9B
H +6
B -4

66B
H x
B -4

33B
H x
B -15

22B
H x
B -3

22(B]
H x
B +35

11B
H +5
B -12

44B
H x
B -17

WSB
H +7
B -4

FC2B
H -1
B -11

FC3B
H -1
B -13

FC3BB
H x
B -11 > forces opponent into FC

FC3BBG
H -15
B -27

WLB
H 0
B -10

rBTB
H +10
B -1

lBTB
H +9
B -1

rBT2B
H +8
B -3

lBT2B
H +8
B -1


K
H +5
B -5

kB / 7K
H x
B -23

6K
H +6
B -9

2K
H +2
B -8

3K
H +6
B -7

1K
H x
B -26

1(K]
H x
B -31

4K
H +1
B -9

8_9K / ASS K
H +1
C +1 for a combo of (ch)8KK and ASS (ch)KK
B -9

8_9KK / ASS KK
H x
B -23

66K
H x
B -14

66(K]
H x
B -14

33K
H -5
C -5 for a combo of (ch)33KK
B -17

33KK (Counter Hit Combo)
H x
B -15

33K ~K
H x
B -11

22K
H -1
C -1 for a combo of (ch)22KK
B -18

22KK (Counter Hit Combo)
H +1
B -9

11K / 44K
H x
B -9

44kB
H x
B -23

WSK / AS K
H 0
B -10

WSKK / AS KK
H +4 for a combo of WSK (hit)KK
B -8

WSKKK / AS KKK
H x
B -32

WSKKA / AS KKA
H x for a combo of WSKK (hit)AB
B -12

WSKKAB / AS KKAB
H x
B -21

WSKKB / AS KKB
H x
B -8 > forces opponent into FC

FC2K
H +2
B -11

WLK
H +3
B -7

G(8]K
H +6
B -9

rBTK
H +3
B -7

lBTK
H +3
B -7

rBT2K
H +4
B -7

lBT2K
H +3
B -7


A+B
H x
B -8

3A+B / 33A+B
H x
B -15

8A+B
H x
B -10 > forces opponent into FC

8(A+B]
H x
B +21 > GB

8(A+B]
UB

66A+B
H x
B -15

A+K
H x
B +1

A+KK
H x
B -12

B+K
H +3
C +3 for a combo of (ch)B+KB
B -10

B+KB (Counter Hit Combo)
H x
B -12

4B+K
H +3
B -11

4B+KG
H ?
B ?

4(B+K]
H +5
B +29 > GB

4(B+K]G
H?
B?

66B+K
H +6 for a combo of 66B+KA
C +6 for a combo of (ch) 66B+KAB
B -4

66B+KA (Normal Hit Combo)
H -2
C x for a combo of 66B+K (ch)AB
B -12

66B+KAB (Counter Hit Combo)
H x
B -16

33B+K
H x
B -13 > forces opponent into FC

WSB+K
H x
B -12

AS A / ASS A
H x for a combo of AS AA
B -15

AS AA / ASS AA
H x
B -16

AS B
H x
B -14

AS K series
*** see WSK series

ASS A
*** see AS A series

ASS B
H x for a combo of ASS BAAA
B -22
*** ASS BA (Normal Hit Combo)
*** ASS BAA (Normal Hit Combo)
*** ASS BAAA (Normal Hit Combo)

ASS K
*** see 8K series


SCLV2 > kB > it will do second hit string automatically
B +25 > GB

SCLV3 > kB > it will do second hit string automatically
UB
*** If the first hit is blocked, the second hit string will become GB (B +25).

SCLV2 > 7KB
B +25 > GB
*** If the first hit is blocked, the second hit string can not be executed by input B. However, player can input B to buffer the second hit string before the first hit is blocked.

SCLV3 > 7KB
UB
*** If the first hit is blocked, the second hit string can not be executed by input B. However, player can input B to buffer the second hit string before the first hit is blocked. Then, the second hit string will become GB (B +25).

SCLV2 > 66B
B +31 > GB

SCLV3 > 33B
UB

SCLV3 > 22(B]
UB

SCLV1 > 8A+B
B +20 > GB

SCLV3 > 8A+B
UB

SCLV3 > 66A+B
UB

SCLV3 > 33B+K
UB
-------------------------------------------------------------------------------
Basic Execution Time
-------------------------------------------------------------------------------

Regular & 8WR Moves

i11 = A
i12 = 2A / K
i13 = B / 2B / 1K
i14 = 1B / 3K
i16 = A_B+G / 6A+B / 3B+K
i17 = 6A / 4B / 6K / A+B / 22_88A+B
i18 = 236B / 33_99K / B+K
i19 = 66A / 33_99A / 6bA / 3B
i20 = 3A / aK / 2aB / 6B / 6b4 / 22_88B / 4K / 66B+K / 33_99B+K
i21 = 2K / 66K
i22 = 4A / 11_77B / 2B+K
i24 = 22_88A
i25 = 44B / 236K / 88K
i26 = 66B
i27 = ak4 / 236A / b2 / 33_99B
i28 = 44K / 11_77K / 3A+K
i29 = 1A
i30 = 22K
i31 = 44A / 11_77A
i32 = kB
i34 = 4A+B
i64 = 4[A+B] / 4B+K

---
i19 = 66A
i30 = 66A~G
i35 = 66A~G~A
i42 = 66A~G~5~A
i42 = 66A~G~8B

i25 = 236K
i49 = 236K~G
i60 = 236K~G~A


FC & WS Moves

i12 = FC A
i13 = FC K
i14 = FC B
i15 = WS A
i16 = WS B
i17 = FC 6A+B / 6A / 6K / 4B
i19 = FC 6B+K / 6bA
i20 = WS K / 6B / 6b4 / 4K
i21 = WS A+B / FC A+B
i22 = 4A
i27 = FC 3A
i29 = FC 1A
i35 = FC 4A+B
i65 = FC 4[A+B] / FC 4B+K


Jumping & WL Moves

i21 = 66K
i22 = 8A / 8K
i28 = 44K / 11_77K
i31 = 8B
i35 = WL 5~G
i39 = WL B
i40 = WL A
i41 = WL K
i45 = WL 5~A


Back Turned Moves

i10 = BT A / BT K
i11 = BT 2A / BT 2K
i13 = BT B
i14 = BT 2B


Stance Moves

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

---
Right Outer

i14 = (RO A)
i19 = (RO B)
i29 = (RO K)

---
Behind Lower

i18 = (BL A)
i23 = (BL B)
i24 = (BL K)
i45 = (BL (B))

---
Right Cross

i19 = (RC A)
i22 = (RC B)
i30 = (RC K)

---
Left Outer

i19 = (LO B)
i26 = (LO K)
i29 = (LO (B))
i33 = (LO A)

---
Left Inner

i19 = (LI A)
i21 = (LI K)
i27 = (LI B)
i60 = (LI (B))


-------------------------------------------------------------------------------
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.

22_88A
i24~i25

3B
i18~i19

33_99B
i26~i27

kB
i31~i32

WL B
i38~i39

WL K
i40~i41

RO B
i18~i19

LI K
i21~i22

LI B
i26~i27


-------------------------------------------------------------------------------
Hit/Block Data
-------------------------------------------------------------------------------
H = regular hit
C = counter hit
D = crouched hit
G = grounded hit
B = blocked
R = blocked while rising


Regular Moves

A
H +9
B +0

A,A
~RC
H +11~12
B +1~2
Early impact does not occur when 1st A was blocked. Push-back causes 2nd to score late impact.

ak
~LO
OCB
H +5~6
B -2~-1

ak4
OCB
H x
B -5~-4

6A
~RO
H +6~7
B -4~-3

3A
H +6
C x
B -6

2A
~FC
OCD
H +6
B -4

2aB
~LI
H x
B +3

1A
~FC
OBT
H +2~3
B -10~-9

4A
~BL
H +6~8
B1 +4
B2 +6~7
Slightly longer block stun at mid / far range. Earliest hit impact does not occur against all characters.

4A,2K
~RO
H +7~9
B1 +5
B2 +7~8
Slightly longer block stun at mid / far range. Earliest hit impact does not occur against all characters.

4A,B
H x
B -12

4A,bB
~LO
H x
B -9

4A,bA
OC
H +2
B -8

4A,bA,A
H +5
C x
B -4

4A,bA,A,B
H x
B -11

4A,bA,A,(B)
H x
B +19

4A,b4
~LI
See 6b4 series.

236A
~BL
OCD
H1 -14
H2 -10
B -16
H1 reflects disadvantage when only 4 hits connect. H2 results when all 5 connect.

---
B
~RO
OCD
H +16~17
B +6~7

b2
~RO
OCB
H x
B -5~-4

6B
H x
B -12

6bB
~LO
H x
B -9

6bA
OC
H +2
B -8

6bA,A
H +5
C x
B -4

6bA,A,B
H x
B -11

6bA,A,(B)
H x
B +19

6b4~G{1}
~LI
OCD
H1 -6
H2 +1
B -6
Special late impact occurs at max. range and on hit only.

6b4~G{2}
~LI
OCD
H -14
B -8

6b4~G{3}
~LI
OCD
H -14
B -9

6b4~G{4}
~LI
OCD
H -7
B -3

6b4{5}
~LI
OCD
H x
B -11

3B
H x
B -10~-9

2B
~FC
OCD
H +2
D +3
B -8

1B
H -1~+1
B -13~-11

4B
~LO
OCD
H +17~18
B +7~8

236B
~LI
H x
B -4~-2

236B~G
H x
B -5~-3

---
K
H +6
B -4

kB
OCB
H x
B -9~-8

kB,A
~FC
H x
B -17

kB,[A]
~FC
H x
B -17

kB,K
OCB
H x
B -13~-12

kB,[K]
OCB
H x
B +9~10

6K
H x
B -5

3K
OCD
H +1
B -9

2K
OCD
H -2
B -16

2K,B
~RO
H x
B -4~-3

2K,K
~FC
H +1~2
C x
B -12~-11

1K
~FC
OCD
H -1
B -15

4K
H x
B -5

236K{1}~G
H x
B -11

236K{2}~G
H x
B -13

236K{3}~G
H x
B -7

236K{4}
H x
B -2

---
A+B
H x
B -21~-20

A+B2
~RC
OCH
H -3~-2
B -17~-16

6A+B
~BL
H x
B -3

6A+B~G
H x
B -20

4A+B
H x
B -17~-16

4[A+B]
H x
B -17~-16

3A+K
~FC
OCD
H x
D -16
B -23

B+K
OCD
H -9~-8
D -7~-6
B -13~-12

JF B+KB
OCD
H -21
B -27

JF B+KBB
OCD
H -21
D -18
B -24

JF B+KBBB
OCD
H -7
B -18

JF B+KBBBA
~RO
H x
B -28~-24

3B+K
OCD
H -6~-5
B -21~-20
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 = disadv. up to -3~-2.

3B+K~B
~RO
OCD
H -2~-1
B -16~-15

2B+K
OCD
H +1~2
B -14~-13

2B+K,B
OCD
H -7
B -17

4B+K
H x


8WR Moves

66A
~FC
OCB
H x
B -7~-4

33_99A
H x
B -5~-3

22A
~LI
H -2~-1
C +12~13
B -4~-3
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 +1~2.

88A
H -1~0
C +13~14
B +1~2
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 +2~3.

11_77A
44A
~FC
H -9~-7
B -19~-17
Exceptional recovery: non-high hitting attacks of speed i19 or faster cannot be blocked. Attacks of speed i20 cannot be blocked but GId.

---
66B
~LO
OCB
H x
B -26~-25
SC1
B +14~15

66B~G
OCB
H x
B -22~-21
SC1
B +18~19

33_99B
~BL
H x
C x
B +5~7
SC1
B +35~37

22_88B
~LO
H x
B -17

11_77B
H x
B1 -12~-10
B2 -7
Special late impact of last hit only occurs when 1st was blocked at close range.

44B
~RC
H +1~3
B -4~-2
SC2
B +27~29

---
66K
H x
C x
B +0~6

66K,K
~FC
H -1
C x
B -11

66K,B
~RO
H x
B -2

33_99K
H +4~5
C x
B -6~-5

22K
~FC
H x
B -19~-16
Exceptional recovery: non-high hitting attacks of speed i19 or faster cannot be blocked. Attacks of speed i20 cannot be blocked but GId.

22K,K
H x
B -12~-11
Earliest impact only occurs if opponent cancels crouch before blocking.

88K
~FC
H -1~+1
B -9~-7

11_77K
44K
H x
B -1~+1

---
66A+B
33_99A+B
H x
B -21~-20

66B+K
33_99B+K
H x
B -13~-12


FC & WS Moves

WS A
OCD
H +5~6
B -7~-6

FC 3A
~RO
H +8~10
B -24~-22

FC 3A,A
~RO
H1 +8~9
H2 +15
B -24~-23
Special late impact may only occur when 1st hit connected.

FC 3A,A,A
~RO
H1 +8~10
H2 +15
B -19~-17
Special late impact may only occur when 1st and 2nd hit connected.

FC 2A
~FC
OCD
H +6
B -4

FC 1A
~FC
OC
H +3
B -10

FC 1A,B
~LO
OCB
H x
B -2~-1

WS B
~LI
OCD
H +5~6
B -5~-4

FC B
~FC
OCD
H -1~0
B -11~-10

WS K
H x
B -9~-8

WS K,K
H x
B -5~0

FC K
~FC
OCD
H -1
B -14

WS A+B
~LI
H x
B +3

FC A+B
~LI
H x
B +3


Jumping & WL Moves

8A
H +3
B -8

WL A
~RC
OBT
H -15~-14
B -31~-30

8B
~LO
OCB
H x
B -6

WL B
~RO
H x
B -14~-13

8K
H -11~-10
B -21~-20

WL K
OCB
H x
B -9~-8


Back Turned Moves

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

lBT A
H +4~5
B1 -7
B2 -5
No different states of disadvantage in between.

rBT A
H +4~5
B -6~-5

lBT 2A
~FC
OCD
H +4~5
B -6~-5

rBT 2A
~FC
OCD
H +5~6
B -5~-4

BT B
OCD
H +7~8
B -3~-2

BT 2B
~FC
OCD
H +8~9
B -2~-1

BT K
H1 +3
H2 +5~6
B1 -7
B2 -5~-4
No different states of (dis-)advantage in between.

BT 2K
~FC
OCD
H +7~10
B -3~0


Stance Moves

---
Right Outer

RO A
~BL
H +21~22
B +11~12

RO A,K
H x
B -11~-10

RO A,[K]
H x
B +9~10

RO B
~RC
OCB/D
H +2~4
B -3~-1

RO B,B
~RC
H -4~-2
B -14~-12

RO B,B,K~G
H -15~-13
B -25~-23

RO B,(B)
~RC
H -3~-2
B -8~-7

RO B,(B),K~G
H -14~-13
B -19~-18

RO B,B,K
H x
B -6

RO K
OCB
H x
B -7~-6

RO K,A
~FC
H x
B -17

RO K,[A]
~FC
H x
B -17

RO K,K
OCB
H x
B -13~-12

RO K,[K]
OCB
H x
B +9~10

---
Behind Lower

BL A
H -6~-4
B -16~-14

BL B
~LO
OCD
H -16~-14
B -16~-14

BL (B)
~LO
OCD
H -16~-14
B +14~16

BL K
H -16~-15
B -24~-23

BL K,K
H x
B -10~-8

---
Right Cross

RC A
~FC
OCB
H x
B -7~-4

RC B
H x
B1 -12~-10
B2 -7
Special late impact of last hit only occurs when 1st was blocked at close range.

RC K
~FC
H x
B -19~-16
Exceptional recovery: non-high hitting attacks of speed i19 or faster cannot be blocked. Attacks of speed i20 cannot be blocked but GId.

RC K,K
H x
B -12~-11
Earliest impact only occurs if opponent cancels crouch before blocking.

---
Left Outer

LO A
H +2~3
B -8~-7

LO A,K
OBT
H -2~-1
B -10~-9

LO B
~RC
H -4~-2
B -14~-12

LO B,K~G
H -15~-13
B -25~-23

LO (B)
~RC
H -3~-2
B -8~-7

LO (B),K~G
H -14~-12
B -19~-17

LO B,K
H x
B -6

LO K
~FC
H -5~-3
B -13~-11
Prevents Maxi from buffering. Must know exact recovery for earliest retaliation. Premature input or mashing completely prevent attacking for a number of frames = disadv. up to -8~-6.

---
Left Inner

LI A
H x
B -14~-13

LI aA
~RC
H x
B -11~-10

LI B
~BL
OCB
H x
B +3~4
SC1
B +34~35

LI (B)
~BL
H x
B +36~37

LI K
H -1~+3
C x
B -8~-4
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 +2~6.

LI K,K
H x
B -5


Stance Transition

---
Right Outer

i12 = G
i14 = RO A
i19 = RO B
i23 = 5~A
i29 = RO K

RO B breaks A type attacks and trades hits with certain high hitting attacks in frame 18.

6A
H +6~7
B -4~-3

4A,2K
H +7~9
B1 +5
B2 +7~8
Slightly longer block stun at mid / far range. Earliest hit impact does not occur against all characters.
---
i13 = G
i24 = 5~A
i32 = :RO K

B
OCD
H +16~17
B +6~7

b2
OCB
H x
B -5~-4

2K,B
H x
B -4~-3

JF B+KBBBA
H x
B -28~-24

3B+K~B
OCD
H -2~-1
B -16~-15

66K,B
H x
B -2

FC 3A
H +8~10
B -24~-22

FC 3A,A
H1 +8~9
H2 +15
B -24~-23
Special late impact may only occur when 1st hit connected.

FC 3A,A,A
H1 +8~10
H2 +15
B -19~-17
Special late impact may only occur when 1st and 2nd hit connected.

WL B
H x
B -14~-13


---
Behind Lower

i15 = G
i18 = BL A
i23 = BL B
i24 = BL K
i26 = 5~A
i45 = BL (B)

4A
H +6~8
B1 +4
B2 +6~7
Slightly longer block stun at mid / far range. Earliest hit impact does not occur against all characters.
---
i17 = G
i28 = 5~A

236A
OCD
H1 -14
H2 -10
B -16
H1 reflects disadvantage when only 4 hits connect. H2 results when all 5 connect.
---
i11 = G
i22 = 5~A

6A+B
H x
B -3
---
i18 = G
i29 = 5~A

33_99B
H x
C x
B +5~7
SC1
B +35~37

RO A
H +21~22
B +11~12

LI B
OCB
H x
B +3~4
SC1
B +34~35

LI (B)
H x
B +36~37


---
Right Cross

i12 = G
i19 = RC A
i22 = RC B
i30 = RC K
i23 = [G]~5:A

A,A
H +11~12
B +1~2
Early impact does not occur when 1st A was blocked. Push-back causes 2nd to score late impact.

44B
H +1~3
B -4~-2
SC2
B +27~29

A+B2
OCH
H -3~-2
B -17~-16

WL A
OBT
H -15~-14
B -31~-30

RO B
OCB/D
H +2~4
B -3~-1

RO B,B
LO B
H -4~-2
B -14~-12
---
i4 = G
i15 = [G]~5:A

RO B,(B)
LO (B)
H -3~-2
B -8~-7
---
i4 = G
i15 = [G]~5:A

LI aA
H x
B -11~-10


---
Left Outer

i18 = G
i19 = LO B
i26 = LO K
i29 = LO (B)
i33 = LO A
i29 = [G]~5:A

aK
OCB
H +5~6
B -2~-1

4A,bB
6bB
H x
B -9

4B
OCD
H +17~18
B +7~8

66B
OCB
H x
B -26~-25
SC1
B +14~15
---
i8 = G
i17 = [G]~5:A

22_88B
H x
B -17

FC 1A,B
OCB
H x
B -2~-1

8B
OCB
H x
B -6

BL B
OCD
H -16~-14
B -16~-14
---
i8 = G
i17 = [G]~5:A

BL (B)
OCD
H -16~-14
B +14~16
---
i8 = G
i17 = [G]~5:A


---
Left Inner

i18 = G
i19 = LI A
i21 = LI K
i27 = LI B
i29 = [G]~5:A
i60 = LI (B)

LI K ignores strikes from left to right in it's impact frame.

LI B breaks A type attacks and trades hits with a number of other attacks in frame 26.

2aB
H x
B +3

6b4~G{1}
OCD
H1 -6
H2 +1
B -6
Special late impact occurs at max. range and on hit only.

6b4~G{2}
OCD
H -14
B -8

6b4~G{3}
OCD
H -14
B -9

6b4~G{4}
OCD
H -7
B -3

6b4{5}
OCD
H x
B -11

236B
H x
B -4~-2

22A
H -2~-1
C +12~13
B -4~-3
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 +1~2.

WS B
OCD
H +5~6
B -5~-4

WS A+B
H x
B +3

FC A+B
H x
B +3
----------------------------------------------------------------------------
Basic Execution Time
----------------------------------------------------------------------------

Regular & 8WR Moves

i10 = A
i11 = 2A
i12 = K
i13 = B / 6b*9 / 1K / 66K / 33_99K
i14 = 2B / 6b9 / 3K
i15 = A_B+G / 6A / 3A / 6K
i16 = 22_88A / b*6 / 236B
i17 = 6B / b6 / kB / 2K
i18 = 4A / 11_77B / 6b*3
i19 = 236A / 3B / 66B / 33B / 4K
i20 = bA
i21 = 1B / 236(B){1} / 22_88B / 2A+B / A+K
i22 = 44A / A+B
i23 = 66A / 33_99A / 44B
i24 = 63214[A] / 4A+K
i25 = a6
i27 = B+K
i29 = 236(B){2} / 66A+B
i31 = 11_77A / 4B / 4B+K
i32 = 236[A]
i34 = 6b4 / 6b:3
i35 = 1A
i41 = 1(B)
i55 = 1[A]
i70 = 1A,B
i90 = 1[A],B

i29 = 66A+B
i32 = 66A+B~G
i41 = 66A+B~G~BT A
i42 = 66A+B~G~A

i31 = 4B
i34 = 4B6~MS A+B {GI1}
i39 = 4B6~MS A+B {GI2}
i42 = 4B6~MS A


FC & WS Moves

i12 = FC A / WS K
i14 = FC K
i15 = WS B / FC B / 6A / 6K
i16 = FC 3B / FC 1B
i17 = WS A / 6B
i18 = 4A
i19 = 4K
i22 = WS A+B / FC 6A+K
i25 = FC 4A+K
i27 = FC 6A+B~MS A
i29 = FC 1A+B
i33 = FC 4B+K
i34 = FC 4A+B~RL K


Jumping & WL Moves

i21 = 8K
i24 = 8B
i25 = 8A
i34 = WL K
i35 = WL 5~G
i40 = WL A
i41 = WL B
i56 = [G]~8A+B


Back Turned Moves

i10 = BT A / BT 2A
i11 = BT K
i12 = BT 2K
i13 = BT B / BT 2B


Stance Moves

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

---
Mist

i12 = (MS A)
i19 = (MS B) / (MS K)

i18 = 6A+B~MS A+B {GI1}
i23 = 6A+B~MS A+B {GI2}
i26 = 6A+B~MS A
i33 = 6A+B~MS B_K
i47 = 6A+B~MS A+B
i53 = 6A+B~MS B+K~RL K

---
Relic

i10 = (RL [A+B]*4)
i18 = (RL K)
i20 = (RL B)
i23 = (RL A)

i33 = 4A+B~RL K
i35 = 4A+B~RL B
i38 = 4A+B~RL A
i46 = 4A+B~RL B+K~MS A
i51 = 4A+B~RL G
i53 = 4A+B~RL 4A+B
i58 = 4A+B~RL [A+B]{1}
i61 = 4A+B~RL G~A
i69 = 4A+B~RL [A+B]{2}
i87 = 4A+B~RL [A+B]{4}
i88 = 4A+B~RL [A+B]{3}

---
Half Moon Dance

i8 = (HMD ~A)
i19 = (HMD K) / (HMD *K)
i21 = (HMD B)
i24 = (HMD A)

i33 = 2_8B+K~HMD ~A
i44 = 2_8B+K~HMD K
i46 = 2_8B+K~HMD B
i49 = 2_8B+K~HMD *B
i50 = 2_8B+K~HMD 6A+B~MS A
i54 = 2_8B+K~HMD *K
i56 = 2_8B+K~HMD 5~G
i57 = 2_8B+K~HMD 4A+B~RL K
i63 = 2_8B+K~HMD A
i65 = 2_8B+K~HMD 5~A
i66 = 2_8B+K~HMD bA
i69 = 2_8B+K~HMD *bA
i72 = 2_8B+K~HMD *A

---
Full Moon Dance

i19 = (FMD K)

i41 = 3_9B+K~FMD (B)
i57 = 3_9B+K~FMD K
i80 = 3_9B+K~FMD A
i85 = 3_9B+K~FMD B


----------------------------------------------------------------------------
Hit/Block Data
----------------------------------------------------------------------------
H = regular hit
C = counter hit
D = crouched hit
G = grounded hit
B = blocked
R = blocked while rising


Regular Moves

A
H +6~7
B -4~-3

A,A
H +3~4
B -6~-5

a6
H -13~-11
B -23~-21

6A
H +6~7
C +11~12
B -6~-5

6A,A
DOSc
H -12~-10
C +19~21
B -21~-19

3A
DOSc
H +2
C +31
B -7

2A
~FC
H +4~5
B -6~-5

1A
KDN
H +30~31
B -18~-17
SL
H +32
B -16

1A*1
~FC
KDN
H +40~41
B -8~-7
SL
H +42
B -6

1A,B
LNC
H +56~58
B +36~38

4A
OBTc
H +4~5
B -4~-3
SL
H +5~7
B -3~-1

4A6
~MS
H +6~7
B -2~-1

236A
H -10
C -8
B -8

236[A]
H -10~-9
C -8~-7
B +2~3

---
B
OCD
H -4~-3
D -3
B -8~-7

B,B
OCD
H +0
B -10

B,B6
~MS
H +6
B -4

B*B
H +0~1
B -15~-14

B*B2_8
~HMD
H +2~3
B -13~-12

b6
KDNc
H +0~2
C +53~55
B -16~-14
Exceptional recovery: attacks of speed i16 or faster cannot be blocked.

b2_8
OCD
H -10~-9
D -10
B -15~-14
Exceptional recovery: attacks of speed i15 or faster cannot be blocked.

b2_8~1B
KDN
H +27
B -10

bA
KDNc
H +3~6
C +30~33
B -19~-16
Exceptional recovery: attacks of speed i19 or faster cannot be blocked.

6B
OCD
H +5
B -4

6b9
H +8~9
B +1~2

6b3
OCD
H -3
B -16

6b:3
KDN
H +56~58
B -8~-6

6b4
KDN
H +24~26
B -14~-12

6B,4B
DOSc
H +0~3
C +21~24
B -16~-13

6B,4B6
~MS
H -22
B -31

3B
LNC
H +44~45
D +45
B -7~-6
R -6

2B
~FC
OCD
H +2~3
D +3
B -8~-7
R -6

1B
LNC
H +38~39
D +39~40
C +46~47
B -13~-12

1(B)
LNC
H +39~38
D +40
C +47
B -12
SC1
B +28

4B
DOSc
H +0~3
C +21~24
B -16~-13

4(B)
KD
H +62~64
B -14~-12
SC1
B +27~29

236B
KDNc
H -4
C +18
B -9
SC2
B +21

236(B){1}
KDNc
H -4
C +18
B -9
SC2
B +21

236(B){2}
KDN
H +18
C +36
B -1
SC2
B +21

---
K
H +2
B -5

k6
KDNc
H +4
C +49
B -9

kB
KDN
H k +29~32
B -16

kB2
KDN
H k +36~39
B +3

6K
KDNc
H +5~6
C +26~27
B -11~-10

3K
OCD
H +6
B -6

2K
~FC
KDN
H +21
B -29
Exceptional recovery: attacks of speed i29 or faster cannot be blocked.

2K,B
OCD
H -13
B -28

2K,B6
~MS
H -6
B -21

1K
~FC
OCD
H +2
B -8

4K
KDN
H +31~33
B -11~-9

4K,B
OCB
KDN
H +27~29
B -13~-11

4K&B
H ~

---
2A+B
OCD
H1 +5~7
H2 +12~14
D +8
B +0~2
R +3
Special late impact occurs at max. range vs advancing opponent, forward moving attacks or minimal step to opp's right.

A+B~G
LNC
H +34~37
D +35~37
B -14~-11

A+B
LNC
H +37~40
B -14~-11

A&B
H ~

A+G
TRW
H +10

B+G
TRW
H +11

(A_B)+G
TRW
{L} +10
{R} +14
{B} +11

A+K
TRW
H1 +28
H2 -7
D -4
B -21

A+K6
TRW
H1 +10
H2 -7
D -4
B -21

4A+K
H -13~-11
B -23~-21

B+K
OCD
TRW
H1 +10
H2 -1
B g -11~-9 / a -12~-10

4B+K
KDN
H +41~43
D +27~29
B -19~-17


8WR Moves

66A
H +5~7
B -8~-6

66A~2_8
~HMD
H +9~11
B -4~-2

66A,A
H -5~-4
B -9~-8

33_99A
DOSc
H +2~3
C +29~30
B -9~-8

22_88A
H +3~4
C +3~4
B -10~-9
Exceptional recovery: attacks of speed i10 or faster cannot be blocked.

22_88A,A
H +2~3
B -11~-10
Exceptional recovery: attacks of speed i11 or faster cannot be blocked.

22_88A,A6
~MS
B +0~1
H +13~14

11_77A
~FC
KDN
H +32~33
B -11~-9
Exceptional recovery: non-high hitting attacks of speed i11 or faster cannot be blocked. Attacks of speed i12 cannot be blocked but GId.

44A
KDNc
H +2~5
C +24~27
B -10~-7

44[A]
~RL
KDNc
H +6~9
C +28~31
B -6~-3

---
66B
OCD
H +3~4
B -6~-5

66B,B
OCD
H +3~4
D -13~-12
B -22~-21

66B,B2_8
~HMD
H +10~11
B -15~-14

66B,B,B
OCB
KDN
H +23~24
B -19~-18
SL
H +24~25
B -18~-17

66B,B,(B)
KDN
H +26
B +16
SL
H +27~28
B +17~18

33_99B
LNC
H +43~46
D +44~46
B -12~-9

33_99(B)
~RL
LNC
H +37~40
D +38~40
B -9~-6

33_99B,B~G
LNC
H +34~37
D +35~37
B -21~18
Exceptional recovery: attacks of speed i19 or slower can be blocked.

33_99B
~B
LNC
H +27~29
D +28~29
B -20~-18

*B{1}
LNC
H +33~35
D +34~35
B -20~-18

*B{2}
LNC
H +33~35
D +34~35
B -20~-18

33_99B&B
H ~

33_99B&*B{1}
H ~

33_99B&*B{2}
H ~

22B
OCB
KDN
H +30~31
B -12~-11
R -10

88B
OCB
KDN
H +30~31
B -12~-11
R -11

SC2
22_88B,B
OCB
KDN
H +35~36
B -17~-16

11_77B
H +0~1
B -11~-10

11_77B,A
H +0
B -12

11_77B,A6
~MS
H +5
B -7

11_77B,A,B~G
H -13
B -25
Allows for BT moves at same disadvantage.

11_77B,A,B
OCB
KD
H +31~32
B -12~-11
R -10

44B
OCB
H +42
D +43
B -4

44B,B
H +22~23
D +23~24
C +23~24
B -17~-16

44B,(B)
H +30~31
D +31~32
C +31~32
B +19~20

44B&B
LNC
H +24~25

---
66K
KDNc
H +4
C +49
B -9

33_99K
KDNc
H +7
C +52
B -6

22_88K
KDNc
H +7~8
C +29~30
B -3~-2

11_77K
44K
KDN
H +31~33
B -11~-9
See 4K series.

---
66A+B
KDN
H +36~37
B -4~-3
R -2


FC & WS

WS A
OCD
H +1
B -8

WS A,A
OBT
H +6~7
B -3~-2

FC A
~FC
OCD
H +7
B -3

WS B
OCD
H +7
B -4

FC 3B
OCD
H +0~2
B -10~-8

FC 2B
~FC
OCD
H +0
B -10

FC 1B
LNC
H +33~34
D +34~35
B -10~-9

FC 1B,B
KDN
H +20~22
D +21~22
B +29~30
R +31~32

FC 1B&B
KDN
G +15

WS A+B
LNC
H +38~39
D +39~40
C +43~44
B -13~-12

FC 1A+B
KD
H +32~33
B -16~-15

WS K
OCD
H +5~7
B -7~-5

FC K
OCD
H +1
B -9


Jumping & WL

8A
OBT
H +8~9
B -3~-2

WL A
H +0~3
B -10~-7

8B
OCD
H +3~4
B -7~-6

WL B
~FC
OCB
KDN
H +35~37
D +36~37
B -7~-5

8K
H +3~4
B -10~-9

WL K
OCD
H +7
B -3

[G]9A+B
OCB
KDN
H +37~39
B -5~-3

[G]8A+B
KDN
H +40~42
B -5~-3

[G]7A+B
OCD
H +5~7
B -9~-7

WJ A+B
OCB
KDN
H +37~39
B -5~-3


Back Turned Moves

BT A
H +7~8
B -1~0

BT 2A
~FC
OCD
H +5~6
B -6~-5

BT B
OCD
H +8
B -2

BT 2B
~FC
OCD
H +8~9
B -2~-1

BT K
H +9~10
B -6~-5

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


Stance Moves

MS A
~MS
H -2
C +7
B -5

MS A~B+K
~RL
H -4
C +5
B -7

MS A,A
MS A,A,A
H +0
B -10

MS A,A~B+K
MS A,A,A~B+K
~RL
H +7
B -3

MS B
MS A,B
~MS
H +7~8
B -10~-9

MS B
MS A,B
TRW
H +28

MS B6
MS A,B6
TRW
H +10

MS B~G
MS A,B~G
H -7~-6
B -24~-23

MS K
MS A,K
H -5~-3
B -15~-13
Exceptional recovery: non-high hitting attacks of speed i15 cannot be blocked. Attacks of speed i16 cannot be blocked but GId.

MS A+B
OCB
KDN
H +49~51
D +50~51
B -4~-2
R -2~-1

---
RL A
KDN
H +17~18
B -12~-11

RL A,B
~MS
KDN
H +12~13
B -17~-16

RL B
KDN
H +39~41
D +25~27
B -18~-17
R -16

RL 4A+B~G / [A+B]{1}~G
KDN
H +11~12

RL 4A+B / [A+B]{1}
~RL

RL A+B{2}~G / A+B{4}~G
KDN
H +29~31

RL A+B{2} / A+B{4}
~RL

RL A+B{3}
KDN
H +25~26

RL K
OCD/C
H -5
B -20
Exceptional recovery: attacks of speed i13 / i28 cannot be blocked but GId.

RL [K]
~RL
H +5
B -10

---
HMD ~A
H +3
B -7

HMD A
H +4~5
B -7~-6

HMD A,A
KDN
H +49~50
B -5~-4

HMD A,A~4A+B
~RL
KDN
H +66~67
B +12~13

HMD B
OC
H +5~6
D +6
B -16~-15

HMD B,B
KDN
H -3
D +46
B -13

HMD bA
KDN
H +27
B -10

HMD ~K
OCD
H -7
B -15

HMD *K
OCD
H -5
B -15

---
FMD A
KDN
H +3

FMD (B)
H -1~+2
B -17~-14

FMD B
KDN
H +32~34

FMD K
OCD
H -4
B -12


Stance Transition

Specified advantage always refers to the chart at the beginning of a section. Manual transition is treated seperately. Interestingly enough, I found that there are individual differences between the various strings/starters. For instance, MS throw speed, earlier block recovery than regular, earlier HMD A. These are listed as seperate entries under the relative string, replacing regular data.

---
Mist

i4 = A+B {GI1}
i6 = K {TC}
i9 = A+B {GI 2}
i12 = A
i19 = B_K
i33 = A+B
i39 = RL K
i41 = RL B
i41 = RL~G
i44 = RL A
i51 = RL~G~A


4A6
H +6~7
B -2~-1
i17 = g(A_B)
i20 = (A_B)+G
i29 = ~G
i35 = ~G~A

22_88A,A6
B +0~1
H +13~14
i17 = g(A_B)
i20 = (A_B)+G
i29 = ~G
i35 = ~G~A

B,B6
H +6
B -4
i17 = g(A_B) / (A_B)+G
i27 = ~G
i33 = ~G~A

6B,4B6
H -22
B -31
i26 = ~G
i32 = ~G~A

11_77B,A6
H +5
B -7
i15 = (A_B)+G
i17 = g(A_B)
i24 = ~G
i30 = ~G~A

2K,B6
H -6
B -21
i17 = g(A_B) / (A_B)+G
i29 = ~G
i35 = ~G~A

MS A
H -2
C +7
B -5

MS B
MS A,B
H +7~8
B -10~-9

RL A,B
KDN
H +12~13
B -17~-16

---
6A+B~MS = i14

66B,B,(B)
B +16~18
~6A+B
MS
B +2~4

44B,(B){2}
B +20
MS
B +5~6

SC1 4(B)
B +27~29
MS
B +13~15

SC1 1(B)
B +28
MS
B +14

---
Relic

i18 = K
i20 = B
i23 = A
i23 = MS A+B{GI 1}
i25 = MS K{TC}
i28 = MS A+B{GI 2}
i31 = MS A
i36 = ~G
i38 = 4A+B
i38 = MS B_K
i43 = [A+B]{1}
i46 = ~G~A
i50 = MS~G
i52 = MS A+B
i54 = [A+B]{2}
i66 = MS~G~A
i72 = [A+B]{4}
i73 = [A+B]{3}


44[A]
KDNc
H +6~9
C +28~31
B -6~-3
i34 = ~G
i44 = ~G~A

33_99(B)
LNC
H +37~40
D +38~40
B -9~-6
i44 = ~G
i54 = ~G~A

MS A~B+K
H -4
C +5
B -7
i20 = ~G
i30 = ~G~A

MS A,A~B+K
MS A,A,A~B+K
H +7
B -3
i20 = ~G
i30 = ~G~A

RL [K]
H +5
B -10
i20 =~G
i30 = ~G~A

HMD A,A~4A+B
KDN
H +66~67
B +12~13

---
4A+B~RL = i15

66B,B,(B)
~4A+B
RL
B +1~3

44B,(B){2}
RL
B +5~6

SC1 4(B)
RL
B +12~14

SC1 1(B)
RL
B +13

---
Half Moon Dance

i8 = ~A
i19 = K{1}
i19 = MS A+B{GI 1}
i21 = B
i21 = MS K{TC}
i24 = *B
i24 = MS A+B{GI 2}
i27 = MS A
i29 = *K{1}
i30 = K{2}
i31 = N~G
i34 = *K{2}
i34 = MS B_K
i34 = RL K
i36 = RL B
i38 = A
i39 = RL A
i40 = N~A
i41 = bA
i44 = *bA
i47 = *A
i48 = MS A+B
i54 = RL 4A+B


B*B2_8
H +2~3
B -13~-12
i34 = A

66B,B2_8
H +10~11
B -15~-14
i34 = A

66A2_8
H +9~11
B -4~-2

---
2_8B+K = i25

66B,B,(B)
~2_8B+K
HMD
B -9~-7

44B,(B){2}
HMD
B -5~-4

SC1 4(B)
HMD
B +2~4

SC1 1(B)
HMD
B +3

1A,B
HMD
B +11

---
Full Moon Dance

3_9B+K~FMD
i41 = (B)
i57 = K
i66 = ~[any direction]~A
i72 = ~G
i74 = *K
i78 = HMD ~A
i79 = N~A
i80 = A
i85 = B
i85 = ~[any]~66A+B
i88 = *B
i92 = *A
Necrid's Frame Data
Written by SilentWall
Version 0.1


Reminder: All moves are tested in 0 range in SC2 US Gamecube version.
In theory, a lot of moves can get +1 to +2 more advantage on the top of it that depends on the range and situation. For instance, a move with "H+2 B-6" can get +1 in far range and +2 in super tip range, so the move will become "H+3 B-5" in far range and "H+4 B-4" in super tip range. In the other words, a move can get better frame advantage from farther range on hit and on block.
On the contrary, for impact frame data, the moves will get +1 or +2 more on the impact frame that depends on the range and situation. For instance, an i14 B will become i15 in far range and it probably will become i16 in super tip range.
However, for the frame advantage and the impact frame data, some moves stay the same no matter it is in close range and tip range.


Remarks:
r = right side
l = left side
* = the fastest version
~ = delay the move
= go to next stage or move or motion
{#} = different hit box with different damage and property of the move.


-------------------------------------------------------------------------------
Basic Execution Time
-------------------------------------------------------------------------------

i11 = BTA
i12 = A / lBT2B
i13 = 6A / FC2A / BT2A / 3K / FC2K / BT2K
i14 = 4B / K / k6
i15 = B / 3B / FC3B / FC2B / 2K
i16 = *bgB / BTB / rBT2B / 33K / A_B+G
i17 = 44A / WSA / 66B / 6K / 4K / kB / BTB+K
i18 = 4A / 2B / BTK / BT4K
i19 = 2A / 33A / 33B / 66K
i20 = 3A / *aK / 6B / 1B / WSK / FC2A+B / FC3A+B
i21 = 1A / *aB / 22K / 8K
i22 = *bA
i23 = *agA / BTA+B
i24 = 44K / 11K
i25 = 22A
i26 = 8A / 44B / A+K
i27 = 2A+B
i28 = 66A / (22_88)B / (22_88)(B] / 8B
i29 = 66A+B / 3A+B
i30 = 11A
i32 = WDK
i33 = 2B+K
i34 = WLK
i36 = WLA / BT(A+B]
i37 = WLB
i40 = 1(A] / 1(B]
i41 = A+B / WDB
i42 = WDA /
i44 = 1A+B
i46 = 66(B]
i51 = ET>B / ET>2B
i59 = ET>2A
i60 = (A+K] / ET>K
i61 = B+K / B+K4 / B+K6
i69 = FC3(A+B] / ET>A


Regular moves

A
H +4 for a combo of AA
C +4 for a combo of (ch)A(A]
B -7

AA (Normal Hit Combo)
H +1
B -9

A(A] (Counter Hit Combo)
H +2 > forces opponent into BT
C x while A (ch)(A]
B -12

aB
H x in 0 range
B -2 in 0 range
*** The hit box is inside the body.

aK
H x
B -7

aKB
H x
B -9

agA
H x
B -26

6A
H 0
C 0 for a combo of (ch)6AB and (ch)6AAA
B -10

6AB
H x
B -11

6A(B]
H x
B -11

6AA (Counter Hit Combo)
H +1 > spin for a combo of 6A (hit)AA in mid range only.
C 0 while (ch)AA
B -5

6AAA (Counter Hit Combo)
H x
B -23

3A
H +6
C > stun
B -6

3AK / 3A~K
H +4
C +9 while 3A (ch)K
B -9

2A
H +4
C +4 for a combo of (ch)2AK
B -17

2AK (Counter Hit Combo)
H -2
B -18

1A
H +4 > forces opponent to stand
C x
B -26

1(A]
H x
B -16

4A
H +4
C +7 > forces opponent into BT for a combo of (ch)4AB
B -4

4AB (Counter Hit Combo)
H x
B -12 > forces opponent into FC

8A
H x
B -20

66A
H x
B -3

44A
H x
B -3

33A
H x
B -5

22A
H{1} x with 20 damage for a combo of 22AB
B{1} -17
H{2} -5 > forces opponent into stand
B{2} -15

22AB (Normal Hit Combo)
H x
B -21

11A
H -9 > forces opponent into stand
B -19

WSA
H +6
C +6 for a combo of (ch)WSAA
B -12

WSAA
H x
B -23

WSAA2
H -2
B -20

FC2A
H +3
B -10

WLA
H -13 > forces opponent into stand
B -24

rBTA / lBTA
H +2
B -11

rBT2A / lBT2A
H 0
B -12


B
H +3
C +3 for a combo of (ch)BB:B
B -12

BB (Counter Hit Combo)
H -3 for a combo of B (hit)B:B
B -13

BB:B (Counter Hit Combo)
H x
B -10

bA
H +4
B -6

bgB
H x
B -14

6B
H x
B -15

3B
H x for a combo of 3B~B
B -12

3BB / 3B~B
H x
B -15

2B
H +2
B -4

1B
H x
B -14

1(B]
H x
B +27 > GB

4B
H +5
C x
B -5

8B
H x
B -17 > forces opponent into FC

66B
H x
B -15

66(B]
H x
B +24 > GB

44B
H x for a combo of 44BA
B -7 > forces opponent into FC

44BA (Normal Hit Combo)
H x
B -23

33B
H x
B -12

33BA / 33B~A
H x
B -9

33BAG
H x
B -18

22B / 88B
H x for a combo of 22(B] / 88(B]
B -9

22(B] / 88(B]
H x
B -3

FC2B
H +1
B -12

FC3B
H -2
C +4 for a combo of (ch)FC3BB
B -10

FC3BB (Counter Hit Combo)
H x
B -9

WLB
H 0
C +6 for a combo of (ch)WLBB
B -12

WLBB (Counter Hit Combo)
H x
B -14

rBTB / lBTB
H x
B -8 > forces opponent into FC

rBT2B
H +2
B -8

lBT2B
H +1
B -12


K
H +2
B -6

k6
H +4
C +9
B -9

kB (Counter Hit Combo)
H x
B -19
*** The 2nd hit string is 40 damage.

kB2 (Counter Hit Combo)
H x
B 0
*** The 2nd hit string is 18 damage.

6K
H x
B -5

3K
H +6
B -7

2K
H +3
B -9

4K
H -4
C x
B -14

8K
H x > Necrid stays on the ground
B ? > Necrid stays on the ground

66K
H x > Necrid stays in the BT position
B -10 > Necrid stays in the BT position

44K
H x
B -7 > forces opponent into FC

33K
H x
B -22 > forces opponent into FC

22K / 88K
H 0
B -13

11K
H -1 > forces opponent into stand
B -11

WSK
H x for a combo of WSKK
B -9

WSKK
H x
B ? > GB > Necrid stays on the ground

FC2K
H -9
B -19

WLK
H x
B -9

JumpBack>WLK
H +6
B -9

BTK
H x
B -15

BT4K
H x > Necrid stays in BT position
B -11 > Necrid stays in BT position

rBT2K / lBT2K
H -5
B -20

A+B
H x
B +21 > GB

3A+B
H x
B -21

2A+B
H x for a combo of 2A+B 2A_B
B -24

2A+B 2A _ B
H > breakable throw
B -14

1A+B
H x
B +1 > forces opponent into FC

66A+B
H x
B -4 > forces opponent into FC

FC2A+B / WSA+B
H x
B 0

FC3A+B
H x
B -26

FC3(A+B]
UB

BTA+B
H 0 > forces opponent into BT
B -13 > Necrid stays in BT position

BT(A+B]
H x > Necrid stays in BT position
B -6 > Necrid stays in BT position

A+K
H -9
B -22

(A+K]
H -12
B -19
*** It causes opponent into BT while it hits in 0 range sometimes.

B+K / B+K4 / B+K6
UB

2B+K
H x
B -9

BTB+K
H x
B -14 > forces opponent into FC

WDA
H x
B -14

WDB
H x
B -12 > forces opponent into FC

WDK
H x
B -19

ETA
UB

ET2A
H -1
C -1 for combos of ET (ch)2A2A and ET (ch)2AAA
B -15

ET2A2A (Counter Hit Combo)
H +4
B -9

ET2AA (Counter Hit Combo)
H +6
C +6 for a combo of ET2A (ch)AA
B -12

ET2AAA (Counter Hit Combo)
H x
B -23

ET2AAA2
H -2
B -20

ETB
H x
B -15

ET2B
H x
B ?

ETK
H +7 > forces opponent into FC
C +7 for a combo of ET (ch)KKK
B -10

ETKK (Counter Hit Combo)
H x for combo of ETK (hit)KK
B -9

ETKKK (Counter Hit Combo)
H x
B ? > GB > Necrid stays on the ground

SCLV2 > 6A(B]
B +26 > GB

SCLV2 > 6B
B +25 > GB

SCLV2 > 66B
B +24 > GB

SCLV2 > 44B
B +25 > GB

SCLV1 > FC3BB
B + 30 > GB by the special mid attack of last B.

SCLV2 > FC3BB
B +? > GB by the low attack of last B.

SCLV3 > WSKK
UB

SCLV3 > A+B
UB

SCLV2 > 1A+B
B +35 > GB

SCLV3 > 66A+B
UB

SCLV1 > WSA+B
B +30 > GB

SCLV2 > FC3A+B
B +14 > GB

SCLV1 > 2B+K
B + 30 > GB by the special mid attack.

SCLV2 > 2B+K
B +? > GB by the low attack.

SCLV1 > WDB
B +24 > GB

SCLV3 > ETB
UB

SCLV3 > ETKKK
UB (the last K)
-------------------------------------------------------------------------------
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 / agA / 3A / 2A / 88A / 3B / 33_99B
i18 = 22A / 11_77K
i19 = 33A / bgB
i20 = 22_88K / A+K
i21 = 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(B)
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


------------------------------------------------------------------------------
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


-------------------------------------------------------------------------------
Hit/Block Data
-------------------------------------------------------------------------------
H = regular hit
C = counter hit
D = crouched hit
G = grounded hit
B = blocked
R = blocked while rising


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,(B)
~NLS

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

A,A*(B)
~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

(B)
~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(B)
~NLS

bgB,B
H x
B -23~-22

bgB,(B)
~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(B)
~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(B)
~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,B
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,(B)
~NLS

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

A+K,A,A*(B)
~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,(B)
~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,(B)
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(B)
~NBS

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

22_88(B)
~NLS

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

22_88B,(B)
22_88bg(B)
~NLS

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

22_88B,B,(B)
22_88BgB,(B)
~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(B)
NLS

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

44B,(B)
~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,(B)
~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 (B)
~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 (B)
~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 (B)
~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 (B)
~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 (B)
~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 (B)
~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
-------------------------------------------------------------------------------
Basic Execution Time
-------------------------------------------------------------------------------

Regular & 8WR Moves

i12 = K
i13 = 6B / 6K
i14 = A / 2A
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(B)

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 (B)
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 (B))

---
Preparation II

i15 = (PR2 K)
i20 = (PR2 B)
i21 = (PR2 4A)
i26 = (PR2 6A)
i33 = (PR2 (B))

---
Preparation III

i15 = (PR3 B)
i18 = (PR3 6A)
i19 = (PR3 K)

---
Preparation IV

i12 = (PR4 B)
i14 = (PR4 6A)
i24 = (PR4 K)


-------------------------------------------------------------------------------
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


-------------------------------------------------------------------------------
Hit/Block Data
-------------------------------------------------------------------------------
H = regular hit
C = counter hit
D = crouched hit
G = grounded hit
B = blocked
R = blocked while rising


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,(B)
~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(B)
~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,(B)
~PR2

6B,B,B
H -2~-1
B -9~-8

6B,B,(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,(B)
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,(B)
~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,(B)
~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,(B)
~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,(B)
~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(B)
~PR3

33_99B
OCD
H +5~6
B -13~-12
Exceptional recovery: attacks of speed i13 or faster cannot be blocked.

33_99(B)
~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,(B)
~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(B)
~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,(B)
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 (B)
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 (B)
~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 (B)
~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,(B)
~PR3

EH B
H +3~4
C x
B -4~-3

EH (B)
~PR3

---
Quick Parade

QP B
OCD
H +0~2
B -6~-4

QP B:B
H +0~1
B -7~-6

QP B:(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 (B)
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 (B)
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 (B)
~PR2

PR4 K
H +3
C x
B -9
Seong Mi-na's Frame Data
Written by SilentWall
Version 0.4


Remarks:
r = right side
l = left side
* = the fastest version
~ = delay the move
= go to next stage or move or motion
{#} = different hit box with different damage and property of the move


Seong Mi-na's ATER:
1A+B and 3A+B are Mi-na's Attack Throw (AT). ATE is stand for Attack Throw Escape (breaking throw). ATER is stand for Attack Throw Escape Recovery (breaking throw recovery). ATE is not equal ATER.


For Kilik and Mi-na's side, the correct way to do is to input any directional buttons in special windows such as 65, [6] and 6[6] after Attack Throw Escape. For example, if you want to do ATE>ATER>free 3B, you need to input [3] in special windows to activate ATER and then mash [3]BBB.., then you will have a free 3B. If you input [3] too early, it will not work. Kilik and Mi-na's Attack Throw Escape Recovery can have maximum 24 vulnerable frames advantage against to opponent, on the other words, you can do a free 6A+K, 88B and 6K after an ATER. Sounds broken? Actually, it is not. The tricky part is next. Opponent is not allowed to do ATER here, but he can break throw in different timing to get different number of frame disadvantage. There are 10 frames breaking windows in this AT. If opponent breaks the throw in 1st windows and you did ATER, opponent will get -24 frames disadvantage. If opponent breaks the throw in 10th windows and you did ATER, opponent will get -14 frame disadvantage that only allow you to do a free 3K. So when an opponent mash a button to break throw, he is easier to get earliest breaking windows and -24 frame disadvantage. Therefore, the opponent have to time the later breaking windows to get less frame disadvantage, but he probably will miss the input windows if he time it too late. In addition, when you buffer the free move, the timing doesn't affect the advantage. However, you have to make sure you buffer it into a right windows (I guess around 15 frames depends on which directional input). Mostly, buffer it in the latest windows is better. However, each directional input have different input windows that you have to figure it out by yourself.


Frame data of these AT:
1A+B and 3A+B - Impact frame is i23.
2nd hit of the throw animation - 27th frame
3rd hit of the throw animation - 40th frame
ATE's windows - 40th to 50th frames (breaking throw windows)
ATER's windows - 64th frame is the earliest input frame of ATER. Try to do the ATER and buffer in the latest input windows that will give better result.
** If opponent break the throw in the 50th frame, the ATER's windows will be delay 10 frames.


Reminder: All moves are tested in 0 range in SC2 US Gamecube version.
In theory, a lot of moves can get +1 to +2 more advantage on the top of it that depends on the range and situation. For instance, a move with "H+2 B-6" can get +1 in far range and +2 in super tip range, so the move will become "H+3 B-5" in far range and "H+4 B-4" in super tip range. In the other words, a move can get better frame advantage from farther range on hit and on block.
On the contrary, for impact frame data, the moves will get +1 or +2 more on the impact frame that depends on the range and situation. For instance, an i14 B will become i15 in far range and it probably will become i16 in super tip range.
However, for the frame advantage and the impact frame data, some moves stay the same no matter it is in close range and tip range.


-------------------------------------------------------------------------------
Basic Execution Time
-------------------------------------------------------------------------------

Regular & 8WR Moves

i12 = K / rBTK / lBTK / A+B(1st hit)
i13 = 6A / G+K
i14 = 3K / WSK / rBT2K
i15 = 3B / 66B / 2K / FC2K / lBT2K
i16 = lBTA / A+B(2nd hit) / 3A+K / A+G / B+G
i17 = *3aA / rBTA / rBT2A / lBT2A / 8K
i18 = A / aA / 22A / 66A / FC2B / BTB / BT2B / 6kB
i19 = 1A / WSA / FC2A / 6B / bA / bK / 4K / A+B(3rd hit) / 6A+B / 6B+K
i20 = B / 22B / WSB / 66K / 6A+K
i21 = 6B2 / 33K / 8A+B / 2B+K / 1A+K
i22 = 2A / 33A / 44B / FC2A+B
i23 = 99A / 4B / 6K / 3A+B / 1A+B
i24 = (B]3K / kB / A+K / 9B+K
i25 = FC1B
i26 = 3A / 4A / 44A / 1K / 44K / 2A+B / 4A+B
i27 = 8A
i28 = 11A
i31 = 2A+K
i34 = 22K
i35 = 4(B] / 25B / 85B
i36 = 4B+K / WLA
i37 = 8B / WLB / B+K
i40 = WLK
i44 = 4A+K
i51 = 1B+K
i56 = 9A+BB
i85 = 9A+B

Regular Moves

A
H +6 for a combo of AA
B -1

AA (Normal Hit Combo)
H +4
C +4 for a combo of (ch)AAB
B -6

AAB (Counter Hit Combo)
H x
B -10

AA2
H -10
B -20

aA
H +3
C +6 for a combo of (ch)aAB
B -3

aAB (Counter Hit Combo)
H x
B -17
*** Player can input B in the impact windows.

6A
H 0 for a combo of 6AK
B -10

6AK (Normal Hit Combo)
H -1
B -11

3A
H x
B -9

3AA
H +8
B -2

2A
H 0
B -12

1A
H +3
B -12

4A
H -3
B -10

7_8_9A
H 0
B -6

66A
H x
B -10

44A
H -1
C -1 for a combo of (ch)44AA
B -10

44AA (Counter Hit Combo)
H x
B -14

33A
H{1} -2 with 23 damage
B{1} -9
H{2} +1 with 28 damage in far range
B{2} -11 in far range

33AA
H x
B -14

99A
H{1} 0 with 24 damage for a combo of 99AA while it is hit in specific range and angle.
B{1} -8
H{2} +2 with 28 damage in far range
B{2} -10 in far range

99AA
H x
B -14

22A
H -5
C -3 for a combo of (ch)22AB
B -15

22AA
H x
B -18

22AB (Counter Hit Combo)
H x
B -12

22ABG
H -12
C -10
B -22

11A
H -1
B -13

WSA
H -1
B -11

FC2A
H 0
B -16

WLA
H x
B -22

rBTA
H +4
B -6

lBTA
H +3
B -7

rBT2A
H +1
B -8

lBT2A
H +2
B -8


B
H +3
C +3 for a combo of (ch)BB
B -8

BB (Counter Hit Combo)
H +1
B -9

bA
H +4
C x
B -9

bK
H +2
C x while it is b(ch)K only
B -8

6B
H -6 for a combo of 6BB while it is hit in crouching opponent in tip range only.
B -11

6BA
H -6
B -16

6BB
H x
B -26 > force opponent into FC (26 recovery frames with standing guard ability, but it cannot guard low and duck.)
*** Next move cannot be buffered in this recovery of 6BB

6B2
H -1 > forces opponent into FC
C x
B -18

3B
H{1} x with 33 damage
B{1} -11
H{2} +2 with 28 damage in far range
B{2} -8 in far range

4B / 11B
H x
B -7 > forces opponent into FC

4(B] / 11(B]
H x
B +23 > GB

7_8_9B
H x
B -4

25B
H +2 > forces opponent into FC
B -8 > forces opponent into FC

85B
H +2 > forces opponent into FC
B -8 > forces opponent into FC

(B]3K
H +3
B -9

66B / 33B
H -3 > forces opponent into FC
C x
B -8

22B
H x
B -8

44B
H{1} -12 ~ -9 in close range with 19 damage
B{1} -21 ~ -18 in close range.
H{2} -7 ~ -4 in far range with 23 damage
B{2} -19 ~ -15 in far range.

WSB
H x
B -9

FC2B
H -1
B -8

FC1B
H +2
B -9

WLB
H x
B -17

BTB
H +1
B -9

BT2B
H +1
B -9


K
H +5
B -5

kB
H +2
B -8

6K
H x
B -11

6kB
H x
B -8

3K
H -1
C -1 for a combo of (ch)3KK
B -11

3KK (Counter Hit Combo)
H x
B -10

2K
H +3
B -9

1K
H x for a combo of 1KK
B -18

1KK (Normal Hit Combo)
H x
B -21

4K
H +2 for a combo of 4KB
B -8

4KB (Normal Hit Combo)
H x
B -5

7_8_9K
H +3
B -7

66K
H x for a combo of (hit)66KKK
B -6

66KK (Normal Hit Combo)
H +3 while it is 66K(hit)K and it can be a combo of 66K(hit)KK
B -7

66KKK
H x
B -10

33K
H +1
C +1 for a combo of (ch)33KK
B -9

33KK (Counter Hit Combo)
H x
B -18

22K
H -8 for a combo of 22kA
B -20

22kA (Normal Hit Combo)
H x
B -12

44K
H x
B -7 > forces opponent into FC

WSK
H x
B -18

FC2K
H +1
B -10

WLK
H 0
B -15

rBTK / lBTK
H +3
B -7

rBT2K
H +4
B -6

lBT2K
H +4
B -7


A+B
H +1
B -9
*** the 1st hit (i12) and 2nd hit (i16) are super short which cannot reach opponent in normal 0 range.

A+BA
H -21
B -26

A+BAA
H +8
B -2

A+BAB
H x
B -13

A+BABG
H -12
B -17

A+BA+B
H -1
B -12

6A+B (Counter Hit Combo)
H x
C x
B -12

6A+BG
H +4
B -6

3A+B
H{1} > AT in close range. (see Mi-na's AT's explanation)
B{1} -8 in close range
H{2} +4 in far range with 9 damage
B{2} -6 in far range

1A+B
H{1} > AT in close range. (see ATER's explanation)
B{1} -8 in close range
H{2} +4 in far range with 9 damage
B{2} -6 in far range

2A+B
H -1 in close range.
H -2 in far range.
B -16 in close range.
B -17 in far range.

4A+B
H +4 for a combo of 4A+BB (Not for 4A+BDelayB)
B -6

4A+BB (Normal Hit Combo) / 4A+B(Delay)B
H x
B -8

4A+BBB (Normal Hit Combo) / 4A+B(Delay)BB
H -8
B -18

9A+B
UB x

9A+BB
H x
B +26 > GB

8A+B
H x
B -17

FC2A+B
H +3 > forces opponent into FC
B -7 > forces opponent into FC

FC2A+BG
H +3 > forces opponent into FC
B -6

A+K (i24)
H x
B -15 (B-16 is in extreme close range)
*** i24 impact is the earliest frame in extreme close range. i25 impact is for the normal 0 range.

6A+K
H x
B -7

3A+K
H +4
B -8

3A+KA
H -11
B -21

3A+KK
H x
B -21

2A+K
H x
B -17

1A+K
H -3 > forces opponent into FC
B -15

4A+K
H x
B -7

B+K
H x
B -13

6B+K / 66B+K
H x
B -11

2B+K
H -5
B -17

1B+K
H x
B -8

4B+K
H x
B -12

9B+K
H x
B -54 > BT (1st hit in the back hit)
B -28 (2nd hit in the front hit)

G+K
H -12
C -7
B -2


SCLV3 > 4(B]
UB

SCLV3 > 8B
UB

SCLV2 > 66B
B +27 > GB

SCLV3 > 8A+B
UB

SCLV2 > B+K
B +21 > GB

SCLV3 > B+K
UB

SCLV3 > 1B+K
UB
-------------------------------------------------------------------------------
Basic Execution Time
-------------------------------------------------------------------------------

i11 = A
i12 = 2A / K / FC A
i13 = 6A / B / 2K / 3K / 22_88K / 236B / FC K
i14 = 1B / WS B
i15 = 2B / 236236B / 33_66_99K / WS A / FC B / FC 3B
i16 = A_B+G / 66A+G / 236A / WS K
i17 = 3B / 6B / 7K_kB
i18 = 3A / 3A+B / 4A / 4B / 11_44_77B / 44K / WS A+B / WS B+K
i19 = 33_66_99A / 88A
i21 = 22A / 1K
i22 = 7_8_9B
i24 = 7_8_9A / 44A / 33_99B / B+K / 66B+K
i25 = 66B
i26 = 11_77A / b2 / 2368B / 44B+K
i27 = A+K
i29 = 1A / 8_9K
i30 = 22_88B
i32 = 4[A] / 1[K]
i37 = 8A+B
i46 = A+K~K / 22_88(B)
i47 = WS [A+B]


----------------------------------------------------------------------------
Hit/Block Data
----------------------------------------------------------------------------

A = i11
BS -1 HS +7

AA
BS -7 HS +4

AK
BS g-14~-15 a-15~16 HS -2~-1

2A = i12
BS -3 HS +7

3A = i18
BS -13 HS -3~-4

6A = i13
BS -5 HS +3

6AB
BS -5 HS +2

4A = i18
BS -4~3 HS +4~5

4[A] = i32
BS +2~3 HS g+14~15 / a+16~17

4AB
BS -14g -15a HS KND

4[A]B
BS -14g HS KND

1A = i29
BS -16g HS KND

1AA
BS -24 HS KND

66A = i19
BS -13 HS +4

44A = i24
BS a-4 HS +6 CH KND

11_77A = i26
BS -5 HS +7

11_77AA
BS -8 HS KND

33_99A = i19
BS g-13 a-14 HS +4

22A = i21
BS -4 HS KND

88A = i19
BS g-8 a-9 HS +5 CH KND

236A = i16
BS -13~14g -14~15a HS KND

236AA
BS -15g -16a HS KND

3A+B = i18
BS -15 HS KND

8A+B = i37
BS -9~-10a HS KND

A+K = i27
BS +1 HS KND

A+KK = i46
BS -11g -12a HS KND

B = i13
BS -6 HS +4

BB
BS -10g -11a HS +0

BK
BS-6a HS +0

B2 = i26
BS -9g -10a HS+0

2B = i15
BS -5 HS +8 CH +11

2BB(:4)
BS -21g -22a

2B8B
BS -21g HS KND

3B = i17
BS -13 HS KND

6B = i17
BS -8g -9a HS +4 CH KND

1B = i14
BS -10g -11a HS -1

4B = i18
BS -1~-2a HS +5~+6a
(advantage is 1 frame more at max range)

236B = i13
BS -14~19g -15~20a HS KND
(-14g at any range except max, then it becomes -19g)

236236B = i15~16
BS -12g -13a

236B8B = i26
BS -21g -22a HS KND

11_44_77B = i18
BS -12a HS KND

22_88B = i30
BS -4 HS KND

22_88(B) = i46
BS +33 HS KND

33_99B = i24
BS g-14 a-15 HS KND

66B = i25
BS -3 HS KND

B+K = i24
BS g-9 a-10 HS +3

B+KB
BS g-19 a-20 HS KND

44B+K = i26
BS a-12 g-13 HS KND
(needs more looking at, looks like she can attack before she can guard)

66B+K = i24
BS a-4 g-3 HS +6

66B+KB
BS g-12 a-13 HS ?

66B+KBA
BS g-15 a-16 HS KND

K = i12
BS -5 HS +5

KK
BS -6 HS +5

3K = i13
BS -6 HS +5

2K = i13
BS -7 HS +2

1K = i21
BS g-13 a-14 HS +1 CH KND

1[K] = i32
BS a-16 g-17 HS KND
(again with the attacking before she can block)

66K = i15
BS g-14 a-15 HS KND

33K= i15
BS g-12 a-13 HS KND

44K = i18
BS -9 HS KND

7K_kB = i17
BS -21~22g HS KND

22_88K = i13
BS -4 HS +8

33_99K = i15
BS -13g HS KND

9K = i28~29
BS -4~6 HS +4~6
(BS is -2 when only the late second hit of 9K is blocked)

9K~1_2_3
BS -2~+0 HS +8~10
(BS is +2 when only the late second hit is blocked)

9K,A
BS -11 HS KND

9K,A,B
BS -20g -21a HS KND

9K,B
BS +25 HS KND

9K,K
BS -33 HS KND

WS A = i15
BS -6 HS +4

WS B = i14
BS -3 HS +6

WS K = i16
BS -9 HS +0

WS A+B = i18
BS -13g HS +1

WS [A+B] = i47
BS +0 HS +0

WS B+K = i18
BS -11 HS KND

FC A = i12
BS -3 HS +6

FC B = i15
BS -10g -11a HS -1

FC 3B = i15
BS -5 HS +7

FC K = i13
BS -10 HS +3

7_8_9B = i22
BS -4 HS +6

7_8_9A = i24
BS -3~4 HS KND

A+G_B+G = i16

66A+G = i16
-------------------------------------------------------------------------------
Basic Execution Time
-------------------------------------------------------------------------------

Regular & 8WR Moves

i8 = 2b:A
i9 = 2bA
i10 = A
i11 = 6A / K
i12 = 3A
i13 = B / 22_88K
i14 = 3K / 1K
i15 = 3B / 1B
i16 = 66B+G / a*6 / 33_99A / 88A / b*6 / 6B / 2B / 11_77B / 4K / 11_77K
i17 = A_B+G / a6 / 66B / 33_99B / 6K / 66K / 6A+K / 4B+K~A
i18 = 4A / 2K
i19 = 22A / 44A
i20 = 66A / 2A / 22_88B
i21 = 22bA
i22 = 11_77A / 33_99K
i23 = 1A
i24 = 44B / A+K
i26 = 4B / 44K
i28 = 4B+K
i38 = 2A+K
i46 = 44(B)
i61 = 41236B


FC & WS Moves

i11 = 6A
i12 = FC A
i14 = WS K / FC K / FC A+K
i15 = FC B
i16 = FC 1A+B / FC 6A+K / 6B / 4K
i17 = WS A / 6K
i18 = WS B / FC 4B+K~A / 4A
i26 = 4B
i29 = FC 4A+B / FC 4B+K


Jumping & WL Moves

i17 = 66K / 6A+K
i21 = 8K
i22 = 8A / 8B
i24 = A+K
i34 = WL A / WL K
i35 = WL 5~G
i39 = WL B
i44 = WL 5~A


Back Turned Moves

i10 = BT A
i11 = BT 2A
i12 = BT K
i13 = BT B
i14 = BT 2K
i15 = BT 2B
i18 = BT B+K


Stance Moves

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

---
Possession

i8 = (PO 4A)

i14 = (PO K)
i17 = (PO A)
i19 = (PO A_B+G) / (PO A+K) / (PO k:A)
i21 = (PO B)
i23 = (PO 2K)
i39 = (PO 8K)
i41 = (PO A+B)

i15 = 214~PO A+B:G
i16 = 214~PO A+B~G
i19 = 214~PO 4A
i22 = 214~PO K
i26 = 214~PO A+B:G~A
i27 = 214~PO A+B~G~A
i27 = 214~PO :2A / PO :8A
i27 = 214~PO 6~G / PO 6~g2
i28 = 214~PO k:A
i30 = 214~PO :B+G
i31 = 214~PO A / PO 2A
i31 = 214~PO 2_8~PO K
i32 = 214~PO :A+G
i33 = 214~PO B / 214~PO A+K
i34 = 214~PO :2K
i35 = 214~PO 6:G~A
i36 = 214~PO 6~G~A
i37 = 214~PO 6~PO K
i38 = PO A_B+G
i41 = PO [A] / PO 2[A]
i41 = PO 2_8~4~G
i45 = PO 2K
i47 = PO 8K
i51 = PO 2_8~4~A
i57 = PO A+B
i60 = PO G
i70 = PO 5~A

---
Wind Roll

i17 = (WR 2_8A)
i20 = (WR 4A)
i21 = (WR K)

i38 = B+K~WR A
i41 = B+K~WR 2K / B+K~WR G
i43 = B+K~WR B
i50 = B+K~WR 8A
i51 = B+K~WR 4A
i52 = B+K~WR 5~FC 6A
i53 = B+K~WR 5~FC A
i54 = B+K~WR K
i55 = B+K~WR 2A

---
Soul Charge

i16 = SC1 G
i26 = SC1 A
i29 = SC1 b2
i32 = SC2 G
i42 = SC2 A


-------------------------------------------------------------------------------
Hit/Block Data
-------------------------------------------------------------------------------
H = regular hit
C = counter hit
D = crouched hit
G = grounded hit
B = blocked
R = blocked while rising


Regular Moves

A
H +3
B -2

A,A
H +1~2
B -7~-6
Exceptional recovery: attacks with a directional input except 4_6 and 44_66 occur at +4~5 frames instead of +1~2. For instance, 3B = i11 rather than i14 and 33B = i13 rather than i16. Throws come out faster when done with a directional input, 2A+G etc. This earlier recovery is only available on hit; all attacks occur at -7~-6 on block.

A,A,B
~FC
OCD
H +0~1
B -16~-15

A,A,6B
H x
B -21~-19

A,B
OCD
H -1~0
B -13~-12

A,B,B1
~PO
OCD
H +13~14
B +1~2

A,B,B~G
OCD
H -2~-1
B -14~-13

A,B,B
OCD
H -1~0
B -16~-15

A,B,K
H x
B -4

A,B,4B+K~G
OCD
H -9~-8
B -21~-20

A,B,4B+K
~FC
H x
B -7

a6
H x
B -15

6A
H +3
B -2

6A,A
H +1~2
B -7~-6
Exceptional recovery : attacks with a single directional input except 4_6 lead to 8WR-counterpart. These occur at +10~11 frames instead of +1~2. For instance 2B = 22B = i10 instead of i19. The same applies on block: 8WR attacks occur at +2~3 instead of -7~-6. 2K = 22K = i11 instead of i20. Throws come out faster when done with a directional input, 2A+G etc. Side WR and ST - 2_8A+B_B+K occur earlier than regular recovery. 8WR conversion is available for quite some time after impact and allows for a powerful delay game.

6A,A,B
H -5~-4
B -14~-13

6A,A,6B
H x
B -21~-19

3A
~FC
OCD
H +7
B -3

2A
~FC
OCD
H -1~0
B -16~-15
Exceptional recovery: non-high hitting attacks of speed i16 or faster cannot be blocked. Attacks of speed i17 cannot be blocked but GId.

2A,K
~FC
H -2
B -18
Exceptional recovery: non-high hitting attacks of speed i18 or faster cannot be blocked. Attacks of speed i19 cannot be blocked but GId. Hit stun prevents opponent from buffering. Must know exact recovery for earliest retaliation. Premature input or mashing automatically delay attacking for a number of frames = adv. up to +1.

1A
~FC
H +1~4
C x
B -29~-26
Exceptional recovery: non-high hitting attacks of speed i29 or faster cannot be blocked. Attacks of speed i30 cannot be blocked but GId.

4A
OBT
H -6~-4
B -17~-15
Earliest block impact does not occur against all characters.

---
B
OCD
H -6
B -8

B1
~PO
OCD
H +4
B +2

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

B,B,B1
~PO
OCD
H +9~10
B +1~2

B,B,B~G
OCD
H -6~-5
B -14~-13

B,B,B
OCD
H -1~0
B -16~-15

B,A
H +1~2
B -8~-7

B,A1
~PO
H +9~10
B +0~1

B,A,A+B
~ST

B,A,A
~FC
H +1~4
C x
B -23~-20
Exceptional recovery: non-high hitting attacks of speed i23 or faster cannot be blocked. Attacks of speed i24 cannot be blocked but GId.

B,A,K
H x
B -8

B,A,[K]
H x
B +8

B,A,6K
OCB
H x
C x
B -19

B,K
H x
B -6~-5

B,[K]
H x
B +6~7

B,K,A
H -1
B -9

B,K,A~214
~PO
H +1
B -7

b6
H x
B -18

SC1
b2
H +9
B -4

b{2]
H x
B -4
SC1
B +38

b2,A
H -1~0
B -9~-8

6B
H +4
B -6

3B
H x
C x
B -19

2B
~FC
OCD
H +2
B -8

2bA
H -1
B -9

2bA~214
~PO
H +1
B -7

1B
~FC
OCD
H +2
B -5

4B
H x
B -19

41236B
H x

---
K
H +4
B -8

K,K
H +3
B -9

K,K1
~PO
H +10
B -2

K,K,K
H -1
B -11

K,K,2K
~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.

6K
OCD
H -2~-1
B -15~-14

6K,A
H -1
B -9

6K,A~214
~PO
H +1
B -7

3K
OCD
H +1
B -6

3K~B+K
~WR

3K,K
OCD
H -2
B -10

3K,K~B+K
~WR

3K,K,K:A+B+K
~SC

3K,K,K
H x
B -12

2K
OCD
H1 +0
H2 -5
B -12
Shorter hit stun and less damaging at far / max. range.

2K,K
OCD
H +2
B -11

1K
~FC
OCD
H +2
B -11
Exceptional recovery: non-high hitting attacks of speed i11 or faster cannot be blocked. Attacks of speed i12 cannot be blocked but GId.

4K
H +6~7
B -4~-3

4K,K
~FC
OCD
H +0~2
B -16~-14
Exceptional recovery: non-high hitting attacks of speed i16 or faster cannot be blocked. Attacks of speed i17 cannot be blocked but GId. Earliest impact only occurs when 1st hit is crouched or whiffs and when using AG on 1st.

4K,A
~PO
OCD/C
H +1
B -11

---
A+K
OC
H +1~3
C x
B -9~-7

6A+K
H -9~-8
B -20~-18

2A+K
OCB
H x
B -47~-44

4B+K
~FC
H x
B -6

4B+K,A
H -1
B -9

4B+K,A~214
~PO
H +1
B -7


8WR Moves

66A
H +3~4
B -8~-7

66A1
~PO
H +13~14
B +2~3

66A,A
H +0~1
B -9~-8

66A,A1
~PO
H +10~11
B +0~1

66A,B
OCD
H -11~-9
B -13~-11

66A,B,B
H x
B -19

33_99A
H +2~3
B -8~-7
Built-in B can be discretionarily delayed under the condition that any button is being continually held. While maintaining this state, Taki is unable to block attacks of speed (H i12 / B i22) or faster.

33_99A1
~PO
H +20~21
B +10~11

33_99A
~B
H +0
B -10

~B,B
H -1
B -11

~B,B,B
H +1
B -11

22A
H +1~2
B -10~-9

22A,A
H +2
B -9

22A,A,A
H x
B -20~-19

88A
H +2~3
B -9~-8

88A,A
H +2
B -10

88A,A,A
H x
B -19~-18

22_88A,K
H x
B -12~-11

11_77A
H1 -5~-4
H2 -11
C x
B -27~-25
2nd hit whiffs by default on block and after 1st scores late impact.

44A
H -1~+1
B -16~-14
Exceptional recovery: attacks of speed i16 or faster cannot be blocked but possibly evaded by using built-in movement 2_8_6. This will also enable Taki to defend via 2G.

---
66B
H x
B1 -15
B2 -18~-16
SC2
B +24~25
Shorter block stun, no push-back and less damaging on late impact.

33_99B
B1 -15
B2 -18
SC2
B +24
Slightly less range than 66B. Special late impact unavailable. Guard Break is unaffected by range fluctuation.

22_88B
H x
B1 -19
B2 -18~-17
Earliest impact only occurs close to wall / RO.

22_88bA
H x
B -12~-11

11_77B
OCD
H +3~4
B -7~-6

11_77B,K
H -6
C x
B -8

11_77B,K1
~PO
H +9
C x
B +7

44B
H +6
C x
B -12

44(B)
H x
B +28

---
66K
H -10~-9
B -20~-18

33_99K
OCB
H x
B -7

33_99K1
~PO
OCB
H x
B -7

22_88K
H x
B -18

22_88K~B+K
~WR

22_88K,A
H x
B -9~-8

11_77K
H +6~7
B -4~-3

11_77K,K
~FC
OCD
H +0~2
B -15~-13
Exceptional recovery: non-high hitting attacks of speed i16 or faster cannot be blocked. Attacks of speed i17 cannot be blocked but GId. Earliest impact only occurs when 1st hit is crouched or whiffs and when using AG on 1st.

44K
OCB
H x
B -11~-10


FC & WS Moves

WS A
OCD
H +8
B -2

WS A,A
H +2
B -7

WS A,A,A
H x
B -13~-12

FC A
~FC
OCD
H +7
B -3

WS B
OCD
H -1~0
B -13~-12

WS B~A+B
~ST

WS B,B
OC
H +4~5
B -11~-10

FC B
~FC
OCD
H +5
B -5

WS K
H +3
C x
B -7

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

FC 1A+B
H +5~6
B -15~-14
Exceptional recovery: attacks of speed i15 or faster cannot be blocked. Attacks of speed i16 cannot be blocked but GId.

FC A+K
~FC
H +2
B -11
Exceptional recovery: non-high hitting attacks of speed i11 or faster cannot be blocked. Attacks of speed i12 cannot be blocked but GId.

FC A+K,K
H +3
C x
B -7


Jumping & WL Moves

8A
H x
B -5

WL A
H x
B -4

8B
OCD
H +1~2
B -9~-8

WL B
OCD
H +2~3
B -11~-10

WL B~A+B
~ST

WL B,B
OC
H +4~5
B -11~-10

8K
H -6~-5
B -21~-20

8K,K
~FC
OCD
H +0~1
C x
B -15~-14
Earliest impact only occurs when 1st hit is crouched or whiffs. Exceptional recovery: non-high hitting attacks of speed i15 or faster cannot be blocked. Attacks of speed i16 cannot be blocked but GId.

8K,K1
~PO
OCD
H +6~7
B -9~-8
Earliest impact only occurs when 1st hit is crouched or whiffs.

8K,K,K
H x
B -9~-8

SC1
7K,B
H x
B -27
SC2
B +10

WL K
OCD
H +6
B -6

WL K~B+K
~WR

WL K,K
OCD
H -2
B -10

WL K,K~B+K
~WR

WL K,K,K:A+B+K
~SC

WL K,K,K
H x
B -12


Back Turned Moves

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

BT A
H +7
B -5

lBT 2A
~FC
OCD
H +6
B -7

rBT 2A
~FC
OCD
H +7
B -6

BT B
OCD
H +5
B -7

BT B,A
H -1
B -9

BT B,A~214
~PO
H +1
B -7

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

BT 2B1
~PO
OCD
H +11
B -2

BT K
H +7
B -5

BT K6
~WR

BT 2K
~FC
OCD
H +9
B -4

BT B+K
OCB
H x
B -3


Stance Moves

---
Stalker

ST A
H x
B -19~-17

ST B
H x
B -19~-17
SC1
B +26~28

ST K
OCB
H +3
B -2

ST K,A
~FC
H x
B -21~-19

ST K,{A}
B -25

---
Wind Roll

WR A
H -1
B -9

WR A~214
~PO
H +1
B -7

WR 2_8A
H +1
C x
B -7

WR 4A
~PO
OCD/C
H -1
B -15

WR B
H x
B -36~-34

WR B,B
H x
B -48~-46

WR B:B
H x
B -46~-44

WR B,B,B
H x
B -19~-17

WR B,K
H x
B -51~-49

WR B:B+K
H x
B -49~-47

WR K
OCB
H x
B -15

WR 2K
~FC
OCD
H +2
B -11
Exceptional recovery: non-high hitting attacks of speed i11 or faster cannot be blocked. Attacks of speed i12 cannot be blocked but GId.

WR 6K
H -6~-5
B -21~-20

WR 6K,K
~FC
OCD
H +0~1
C x
B -15~-14
Exceptional recovery: non-high hitting attacks of speed i15 or faster cannot be blocked. Attacks of speed i16 cannot be blocked but GId. Earliest impact only occurs when 1st hit is crouched or whiffs.

WR 6K,K1
~PO
OCD
H +6~7
B -9~-8
Earliest impact only occurs when 1st hit is crouched or whiffs.

WR 6K,K,K
H x
B -9~-8

---
Possession

PO A
H x
B -21~-20

PO 2A
H x
B -22~-21

PO 4A
H -1
B -9

PO 4A~214
~PO
H +1
B -7

PO B
OCB
H x
B -3
SC2
B +33

PO K
OCD
H -14
B -29

PO 2K
H x
B -40
Exceptional recovery: grounded hitting attacks of speed i22 or faster cannot be blocked.

PO 8K
OCB
H +9
B -1

PO 8K1
~PO
OCB
H +19
B +9

PO 8K,A
H x
B -20~-18

PO 8K,{A}
B -23

PO A_B+G
H x

PO A+B
H x

PO A+K
H x
B -15~-14


Stance Transition

Specified advantage refers to the chart at the beginning of a section. I found that there are individual differences between the various strings / starters. For instance, earlier availability of PO B. These are listed as seperate entries under the relative string, replacing regular data.


---
Possession

i7 = PO A+B:G
i8 = PO A+B~G
i11 = PO 4A
i14 = PO K
i18 = PO A+B:G~A
i19 = PO A+B~G~A
i19 = PO :2A / PO :8A
i19 = PO 6~G / PO 6~g2
i20 = PO k:A
i22 = PO :B+G
i23 = PO A / PO 2A
i23 = PO 2_8~PO K
i24 = PO :A+G
i25 = PO B / PO A+K
i26 = PO :2K
i27 = PO 6:G~A
i28 = PO 6~G~A
i29 = PO 6~PO K
i30 = PO A_B+G
i33 = PO [A] / PO 2[A]
i33 = PO 2_8~4~G
i37 = PO 2K
i39 = PO 8K
i43 = PO 2_8~4~A
i49 = PO A+B
i52 = PO G
i62 = PO 5~A


A,B,B1
H +13~14
B +1~2

66A
H +13~14
B +2~3

66A,A
H +9~10
B +0~1
i1 = PO A+B:G
i2 = PO A+B~G
i5 = PO 4A
i12 = PO A+B:G~A
i13 = PO A+B~G~A
i17 = PO A / PO :B+G
i19 = PO B / PO :A+G / PO A+K
i24 = PO A_B+G
i27 = PO [A] / PO 2[A]
i43 = PO A+B

33_99A
H +20~21
B +10~11

B1
H +4
B +2

B,A1
H +9~10
B +0~1

B,B,B1
H +9~10
B +1~2

11_77B,K1
H +9
B +7

K,K1
H +10
B -2

8K,K1
WR 6K,K1
H +6~7
B -9~-8

4K,A
H +1
B -11
i1 = PO A+B:G
i2 = PO A+B~G
i10 = PO :B+G
i11 = PO 6~G / PO 6~g2
i12 = PO A+B:G~A
i13 = PO A+B~G~A
i13 = PO :B
i17 = PO :4A
i19 = PO A+K
i19 = PO 6~G:A
i20 = PO 6~G~A
i21 = PO 6~G~PO K
i29 = PO :A / PO :2A
i30 = PO A+G / PO ~B+G
i43 = PO A+B
i45 = PO 8K

33_99K1
H x
B -7

BT 2B1
H +11
B -2

WR 4A
H -1
B -15
See 4K,A.

PO 8K1
H +19
B +9

2bA~214
2B,A~214
6K,A~214
B,K,A~214
4B+K~A~214
BT B,A~214
WR A~214
PO 4A~214
---
H +1
B -7
-------------------------------------------------------------------------------
Basic Execution Time
-------------------------------------------------------------------------------

Regular & 8WR Moves

i10 = A
i11 = K
i12 = 2A
i13 = 22_88A / B / 3K / 4K
i14 = 2B / 1B / 1K / 11_77K
i16 = 6A / 6B / 6K / 236B+G
i17 = A_B+G / 33_99A / 44A / 22_88K / 1A+B
i18 = 3A / 4A / 66K / 3A+B
i19 = 66A / 3B / 4B / 33_99B / 44K / 2A+B
i20 = 4A+B
i21 = 66B
i22 = 44B
i23 = 1A / 11_77A / 33_99K / 6A+B
i24 = 4B+K
i25 = 11_77B / 236B
i27 = 22_88B / 66A+B
i29 = 2K
i58 = 236(B)
i65 = 214B

---
i34 = A+B~G
i41 = A+B
i44 = A+B~WC2 A

i37 = B+K
i41 = B+K~G
i51 = B+K~G~A
i52 = B+K~G~6B


FC & WS Moves

i12 = FC A / WS B
i13 = 4K
i14 = FC B / FC K
i15 = WS K
i16 = FC 3B / 6A / 6B / 6K
i17 = WS A / FC 1A+B
i18 = 4A
i19 = 4B


Jumping & WL Moves

i21 = 66B
i22 = 8A
i23 = 8K / 33_99K
i25 = 11_77B
i27 = 8B
i35 = WL 5~G
i36 = WL B
i37 = WL K
i41 = WL A
i44 = WL 5~A


Stance Moves

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

---
Wind Charmer 1

i17 = (WC1 A)
i18 = (WC1 A_B+G)

i28 = 22_88B+K~WC1 G
i38 = 22_88B+K~WC1 5~A
i43 = 22_88B+K~WC1 A
i44 = 22_88B+K~WC1 A_B+G

---
Wind Charmer 2

i10 = (WC2 A)
i13 = (WC2 2K)
i14 = (WC2 2B)
i16 = (WC2 B)
i18 = (WC2 K)
i21 = (WC2 2A)
i29 = (WC2 B+K)
i30 = (WC2 A+K)

i35 = 2_8B+K~WC2 G
i44 = 2_8B+K~WC2 A
i47 = 2_8B+K~WC2 2K
i48 = 2_8B+K~WC2 2B
i50 = 2_8B+K~WC2 B
i52 = 2_8B+K~WC2 K / 4K
i55 = 2_8B+K~WC2 2A
i63 = 2_8B+K~WC2 B+K
i64 = 2_8B+K~WC2 A+K

---
Wind Sault

i32 = 6B+K~WST K
i41 = 6B+K~WST B
i42 = 6B+K~WST A
i51 = 6B+K~WST G
i61 = 6B+K~WST 5~A

---
Soul Charge

i16 = SC1 G
i26 = SC1 G~A
i32 = SC2 G
i42 = SC2 G~A


-------------------------------------------------------------------------------
Hit/Block Data
-------------------------------------------------------------------------------
H = regular hit
C = counter hit
D = crouched hit
G = grounded hit
B = blocked
R = blocked while rising


Regular Moves

A
H +1
B -9

A,A
H +2
B -10

A,A~2_8
~WC1
H +1
B -11

A,A,B
A,A*B
OCB
H x
B -11~-10

A,B
OCD
H +0
B -8

6A
H +3
B -7

6A,A
H +3
B -7

6A,B
OCH
H +1
B -9

3A
~WC2
OBT
H +5
C +10
B -5

3A,A
H +1
B -4

2A
~FC
OCD
H +1
B -9

1A
~FC
OC
H +3
C x
B -10

4A
H -5
B -13

4A,A
~FC
OC
H +1
B -10

4A*A
~FC
OC
H -4
B -15

4A,K
H +3
B -9

4A,[K]
H x
B +9

---
B
H +2
B -8

B,A
H +2
B -7

B,B
OCD
H +1
B -4

B,B~2_8
~WC2
H -1
B -6

B,B,A~2_8
~WC2
H -11
B -16

B,B,A
OC
H -2
B -12

B,B,K
OCB
H x
B -3

B,B,4K
~WC2
OCB
H x
B -6

6B
H +0
B -10

6B,A
~GS
H -11
B -23

6B,B
OCB
H x
B -14~-13
SC2
B +16~17

3B
H x
B -10

3B,6B
OC
H -5~-4
B -10~-9

3B,6(B)
H x
B +20~21

2B
~FC
OCD
H +0
B -9

1B
~GS
H -16
B -26

4B
H -11~-9
B -21~-19

4B~2_8
~WC2
H +1~3
B -9~-7

4B~6
~WST

4B,B
H x
B1 -12~-10
B2 -8
Special late hit occurs at max. range only.

4B,(B)
H x
B +26~27

236B
H x
B -12
SC2
B +23

236(B)
H x
B +23

214B
H x

---
K
H +4
B -8

6K
H -3
C x
B -13

3K
OCD
H +0
B -9
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 +3.

2K
~FC
OCD
H1 x
H2 -1~0
B -12~-10

2K,A
H -4~-3
B -13~-12

2K,[A]
H x
B -21

1K
~FC
OCD
H +0
B -10

4K
OCD
H +0
B -8

---
A+B
H x
B +21~22

6A+B
H x
B -9~-8
SC2
B +21~22

3A+B
OBT
H +0
C x
B -5

2A+B
~GS
H -12~-11
C x
B -18~-17

1A+B
H x
B -13

4A+B
~WC2
OCB
H +2
B -2

B+K
H x
B +24~25

B+K~G~6B
H x
B -4~+1
SC2
B +28~33

4B+K
H x
B -22~-20


8WR Moves

66A
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 +0.

66A,A
H x
B -11~-10

66A,[A]
H x
B -15~-14

33_99A
H x
B -8~-7

22A
H +7
B -1

22A~2_8
~WC1
H -13
B -21

88A
H +6
B -2

88A~2_8
~WC1
H -14
B -22

11_77A
~FC
OC
H +0
C x
B -15

44A
H x
B -3

44A,A
H -8
B -12

44A,A,A
H -9
B -13

44A,A,A,236B
H x
B -15

---
66B
H x
B -8~-3
SC2
B +24~29

33_99B
H x
B -10
See 3B series.

22_88B
H x
B -11~-9

22_88B~2_8
~WC1
H x
B -10~-8

22_88B~6
~WST

11_77B
OC
H -9
B -19
SC1
B +16

11_77B~2_8
~WC1
H +0
B -10
SC1
B +25

11_77B~6
~WST

44B
OCB
H x
B -2~-1

---
66K
~WC2
H x
B -6

33_99K
H -3~-2
B -6~-5

33_99K,A
H +2
B -9

22_88K
H +1
B -8

11_77K
~FC
OCD
H +0
B -10

44K
OCD
H +0
C x
B -12

---
66A+B
H x
B -12~-11


FC & WS Moves

WS A
H x
B -4

FC A
~FC
OCD
H +1
B -9

WS B
OCD
H +1
C x
B -9

FC 3B
~FC
OCD
H -1
B -9

FC 3B,B
H +1
B -10

FC B
~FC
OCD
H +0
B -9

WS K
H +5
B -1

FC K
~FC
OCD
H +0
B -10


Jumping & WL Moves

8A
~GS
H -18
B -28

WL A
~FC
OC
H +3
B -5

8B
OCB
H x
B -9~-8

WL B
H -4~-2
B -15~-13

8K
OCD
H -5
B -13

WL K
~FC
H x
B -12
Exceptional recovery: attacks of speed i12 or faster cannot be blocked.


Stance Moves

---
Wind Charmer 1

WC1 A
H x
B -8~-7

WC1 A_B+G
OBT
H +8
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 +11.

---
Wind Charmer 2

l = left rear side, opp. step to the right
r = right rear side, opp. step to the left

lWC2 A
H -5
B -15

lWC2 A,A
~GS
H -13
B -23

rWC2 A
H -8
B -18

rWC2 A,A
~GS
H -19
B -28

WC2 2A
H x
B -17~-16

WC2 B
H +0
B -4

WC2 B,B
H x
B -12

WC2 2B
~FC
OCD
H -5
B -15

WC2 K
H x
B -15

WC2 4K
~WC2
H x
B -11

WC2 2K
~FC
OCD
H +0
B -10

WC2 A+K
H x
B -9~-8

WC2 B+K
H x
B -7

---
Wind Sault

WST A
~FC
H x
B -14~-13

WST B
OCB
H x
B -12
SC1
B +24

WST K
H x
B -19
Exceptional recovery: attacks of speed i19 or faster cannot be blocked.

---
Gale Stance

GS B
H x
B +24~29


Stance Transition

Specified advantage always refers to the chart at the beginning of a section. There may be individual differences between the various strings/starters. For instance, WC2 throw speed. These are listed as seperate entries under the relative string, replacing regular data.

---
Wind Charmer 1
WC1

i5 = G

i15 = 5~A
i17 = A
i18 = A_B+G

---
A,A~2_8
H +1
B -11

22A~2_8
H -13
B -21

88A~2_8
H -14
B -22

22_88B~2_8
H x
B -10~-8

11_77B~2_8
H +0
B -10
SC1
B +25

---
Wind Charmer 2
WC2

i5 = A+K / B+K {GI 1}
i10 = A
i13 = 2K
i14 = 2B
i16 = B
i16 = B+K {GI 2}
i18 = K / 4K
i19 = A+K {GI 2}
i21 = 2A
i29 = B+K
i31 = A+K

---
3A
WC2
OBT
H +5
C +10
B -5
i17 = aG / bG
i19 = A_B+G

B,B~2_8
WC2
H -1
B -6
i18 = aG / bG / A_B+G

B,B,A~2_8
WC2
H -11
B -16
i18 = aG / bG / A_B+G

B,B,4K
WC2
OCB
H x
B -6
i17 = aG / bG
i19 = A_B+G

4B~2_8
WC2
H +1~3
B -9~-7
i18 = aG / bG / A_B+G

4A+B
WC2
OCB
H +3
B -2
i17 = aG / bG
i19 = A_B+G

66K
WC2
H x
B -6
i20 = aG / bG

WC2 4K
H x
B -11
-------------------------------------------------------------------------------
Basic Execution Time
-------------------------------------------------------------------------------

Regular & 8WR Moves

i12 = A / 1A
i13 = 4A / K / 6K
i14 = 33_99A / 6B / 3K
i15 = 2B / 2K
i16 = A_B+G
i17 = K+G / 4A+B
i18 = 44B / 11_77B / 1K / 11_77K
i19 = 3A / 22_88A / B / 66B / 33_99B / 66K / 66A+B / 66A+K
i20 = 6A / 66A / 44A / 11_77A / 22_88B / 4K
i21 = 2A / 3B / 22_88K / 3A+B
i22 = bA / 44K
i24 = 4B / 33_99K
i25 = 1B / A+B
i26 = 6A+B
i27 = 2A+B / A+K
i33 = 4[A+B] / 3A+K / 1A+K
i45 = 44(B) / 11_77(B)
i50 = [A+K]
i52 = 4A+K
i70 = 3[A+B]


FC & WS Moves

i13 = FC A / 4A / 6K
i14 = 6B
i15 = WS A / WS B / FC K
i16 = FC B+K / FC A_B+G
i17 = FC 4A+B / FC 4K+G
i18 = WS K / FC 3B
i20 = FC 3A+B / 6A / 4K
i24 = FC B / 4B
i26 = FC 6A+B
i33 = FC 4[A+B]
i52 = FC 4A+K
i69 = FC 3[A+B]


Jumping & WL Moves

i21 = 8K
i23 = 8B
i25 = 8A
i37 = WL K / WL 5~G
i39 = WL A
i40 = WL B
i48 = WL 5~1A


Stance Moves

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

---
Blind Stance

i11 = (BS A)
i12 = (BS 2A)
i13 = (BS 4B) / (BS K)
i14 = (BS 3K)
i16 = (BS 66B) / (BS 1[K])
i17 = (BS 6A) / (BS A+B)
i19 = (BS 2B)
i20 = (BS B)
i21 = (BS 6B) / (BS 2A+B) / (BS 2A+K)
i23 = (BS 66A)
i24 = (BS 66bA)
i27 = (BS 2[K])
i32 = (BS A+K)
i52 = (BS 66[A])

i20 = 214~BS A
i22 = 214~BS 2A / 214~BS K
i23 = 214~BS 4B / 214~BS 3K
i25 = 214~BS 1[K]
i26 = 214~BS 6A / 214~BS A+B
i28 = 214~BS 2B
i29 = 214~BS B
i30 = 214~BS 6B / 214~BS 2A+B / 214~BS 2A+K

---
Callisto Rush

i13 = (CR A)
i14 = (CR A+B)
i16 = (CR B+K)

i15 = 236~CR A
i16 = 236~CR A+B
i23 = 236~CR B+K
i31 = 236~CR A_B+G
i32 = 236~CR B
i39 = 236~CR K


-------------------------------------------------------------------------------
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.

2A
i20~i21

9A
i25~i26

3B
i20~i21

bA
i22~i23

6A+B
i26~(i27)

WS B
(i14)~i16

FC B+K
i16~i17

236~CR A+B
i16~i17

236~CR A_B+G
i31~i32


----------------------------------------------------------------------------
Hit/Block Data
----------------------------------------------------------------------------
H = regular hit
C = counter hit
D = crouched hit
G = grounded hit
B = blocked
R = blocked while rising


Regular Moves

A
H +5
B -2

A,A
H +5
B -5

A,B
OCD
H +1~2
B -9~-8

A,B,A
H x
B -11~-9

A,B,A4
~BS
H x
B -4~-2

A,K
OCD
H +2
B -8

6A
~BS
H +8~9
B +0~1

3A
H +0~2
B -16~-14

2A
OCD
H -4~-3
C x
B -11~-10
Exceptional recovery: attacks of speed i11 or faster cannot be blocked.

2A,A
2A,A,A
H -3~-2
B -13~-12
Exceptional recovery: attacks of speed i13 or faster cannot be blocked.

2A,K{1}
~BS/FC
H x
B -25
Exceptional recovery: grounded hitting attacks of speed i16 or faster cannot be blocked. Prevents Voldo from buffering. Must know exact recovery for earliest retaliation. Premature input or mashing automatically delays attacks by a number of frames = disadv. up to -28.

2A,K{2}
~BS/FC
OCB
H -3
B -14
Even the fastest grounded hitting options can be blocked but it takes quite some time before attacks are possible. Prevents Voldo from buffering. Must know exact recovery for earliest retaliation. Premature input or mashing automatically delays attacks by a number of frames = disadv. up to -17.

1A
~FC
OCD
H +6~7
B -4~-3

4A
~BS
H +7~8
B -3~-2

4A,A
H +6~7
B -2~-1

---
B
OCD
H +3~4
B -7~-6

B,B
B,B,B
OCD
H +1
B -8

bA
H +2~3
B -7~-6

6B
H +5
C x
B -5

6B,B
H x
B -20

3B
H x
B -9~-8

3B,B
OCD
H +0~1
B -15~-14

2B
OCD
H -3~0
B -10~-7

2B4
~BS
OCD
H +4~7
B -3~0

2B,B
(~BS)
OCD
H -1~+2
B -8~-5

1B
~FC
OCD
H -1~+1
D +0~2
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.

1B,K
~MCFT

4B
OCD
H +5~6
C x
B -7~-6

4(B)
~MCHT

---
K
6K
H +5
B -5

3K
OCD
H -1
B -11

2K
~FC
H -1
B -11

1K
~BS
H x
B -3

4K
H +6
B -7

4[K]
~MCFT

---
A+B
OCB/D
H -1~0
B -11~-10

6A+B
~BS
OCB
H x
B -14~-13
SC2
B +26~27
Exceptional recovery: attacks of speed i14 or faster cannot be blocked.

3A+B
H x
B1 -26~-18
B2 -13~-10
SC2
B1 +14~22
B2 +24~27
Special late impact occurs at max. range only.

3[A+B]
H x

2A+B
~FC
H x
B -24~-22
Exceptional recovery: non-high hitting attacks of speed i24 or faster cannot be blocked. Attacks of speed i25 cannot be blocked but GId.

4A+B
OCD
H +3~5
B -7~-5

4[A+B]{1}
OCD
H +8~10
B -2~0
1st hit - release shortly before 2nd occurs for change of data.

4[A+B]{2}
OCD
H +4~5
B -6~-5
2nd hit

4[A+B]{3}
OCD
H +10~11
B +0~1
2nd hit - release shortly before 3rd occurs for change of data.

4[A+B]{4}
OCD
H +4~5
B -6~-5
3rd hit

---
A+K
OCD
H1 -10~-9
H2 -4~-3
B -20
Late impact only rarely occurs on block.

[A+K]
(OBT)
OCD
H1 -11~10
H2 -5~-4
B -17
Late impact only rarely occurs on block.

3A+K
~MCHT

1A+K
~MCFT

4A+K
H x


8WR Moves

66A
H x
B -19~-18

33_99A
H1 +2
H2 +5
C x
B1 -10
B2 -7
Only two moments of impact defined. No different states of (dis-)advantage in between. In addition, only a limited number of BS attacks are available: A / 2A / B / 2B / K / 1K / 2K / 3K

22_88A
H -1~+1
B -11~-9

11_77A
OCD
H +0
B -7

44A
OCD
H +2~3
B -7~-6

---
66B
33_99B
H x
B -15~-14
SC2
B +25~26

22_88B
H x
B -16~-15

44B
11_77B
OCD
H -1~+1
B -11~-9

44B,A
OCD
H +5
B -3

44B,A,A
H +6~7
B -2~-1

44(B)
OCD
H +4

---
66K
~BS
H x
B -9

33_99K
H x
B -11

22_88K
~FC
OC
H +7~9
C x
B -7~-5

11_77K
~BS
H x
B -3

44K
~BS/FC
H -8~-7
B -18~-17
Even the fastest grounded hitting options can be blocked but it takes quite some time before attacks are possible. Prevents Voldo from buffering. Must know exact recovery for earliest retaliation. Premature input or mashing automatically delays attacksby a number of frames = disadv. up to -21~-20.

---
66A+B
H x
B -17

66A+B,K
H x
B -9~-5

66A+K
H x
B -38~33
SC2
B +2~7

66A+K,K
~FC
H x
B -26
Exceptional recovery: grounded hitting attacks of speed i17 or faster cannot be blocked.


FC & WS Moves

WS A
OCD
H -3
C x
B -13

FC A
~FC
OCD
H +7
B -3

WS B
OCD
H +1~4
C +3~6
B -11~-8

WS (B)
~MCFT

WS B,B
OCD
H +0~1
B -12~-11

FC 3B
~BS
H x
B -14~-13

FC B
~FC
OCD
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.

WS K
~BS
H +7
B -5

FC K
~FC
H +0
B -10


Jumping & WL Moves

8A
OBT
H +4
B -6
Early input of G forces Voldo into a short jump during recovery after impact. This allows your opponent to connect attacks of speed i16 or faster on guaranteed air hit. Avoid this by delaying input of G - even attacks of speed i10 can be blocked this way.

WL A
H +6~7
B -6~-5

8B
OCD
H +2~3
B -10~-9

WL B
H +6~7
B -6~-5

8K
~BS/FC
H x
B -24
Exceptional recovery: grounded hitting attacks of speed i15 or faster cannot be blocked. Prevents Voldo from buffering. Must know exact recovery for earliest retaliation. Premature input or mashing automatically delays attacks by a number of frames = disadv. up to -27.

WL K
~BS/FC
H x
B -24~-23
Exceptional recovery: grounded hitting attacks of speed i15 or faster cannot be blocked. Prevents Voldo from buffering. Must know exact recovery for earliest retaliation. Premature input or mashing automatically delays attacks by a number of frames = disadv. up to -27.

FC B+K
~FC
OCD
H1 -10
H2 -6~-4
B1 -20
B2 -16~-14
Exceptional recovery: non-high hitting attacks of speed i20 or faster cannot be blocked. Attacks of speed i21 cannot be blocked but GId. Late impact occurs at mid / far range only.


Stance Moves

---
Blind Stance

BS A
H +7~8
B -3~-2

BS 6A
H x
B -8~-6

lBS 2A
~FC
OCD
H +4~5
B -6~-5

rBS 2A
~FC
OCD
H +5
B -5

BS 4A
~BS
H +6
C x
B -4

BS 4A,B
~BS
OCD
H +2~3
B -10~-9

BS 66A
(~BS)
OBT
H +0~2
B -13~-11

BS 66[A]
H x
B -6~-4

BS B
OCD
H +4
B -6

BS 6B
H x
B -12
SC1
B +28

BS 2B
~FC
OCD
H -1~+1
B -13~-11

BS 4B
~BS
OCD
H +1~4
B -9~-6

BS 4B,4B
~BS
OCD
H +1~2
B -7~-6

BS 4B,5B
H x
B -16

BS 66B
OCB
H x
C x
B -16~-13
SC2
B +25~28

BS 66bA
OCB
H +2~3
C x
B -8~-7

lBS K
H +3
B -7

rBS K
H +5
B -5

BS 6K
~BS
H +3
B -7

BS 3K
~FC
OCD
H +1
B -13
Hit stun prevents opponent from buffering. Must know exact recovery for earliest retaliation. Premature input or mashing automatically delays attacks for a number of frames = adv. up to +4.

BS 2K
~BS/FC
H -25~-24
C x
B -35~-34
Exceptional recovery: grounded hitting attacks of speed i16 / i26 cannot be blocked. Prevents Voldo from buffering. Must know exact recovery for earliest retaliation. Premature input or mashing automatically delays attacks for a number of frames = disadv. up to -28 / -38.

BS 1K
H x
B -15

BS A+B
~BS
H x
B1 -18~-15
B2 -9~-8
Late impact occurs at max. range only.

BS A+B~G
~MCHT

BS 2A+B
~BS
H x
B -25~-23

BS A+K
OCD
H1 -10~-9
H2 -4~-3
B -20
Late impact only rarely occurs on block.

BS [A+K]
(OBT)
OCD
H1 -11~10
H2 -5~-4
B -17
Late impact rarely occurs on block.

BS 2A+K
~MCHT

---
Callisto Rush

CR A
H -5~-3
C +2~4
B -8~-6

CR A,A
OCD
H +1~2
C x
B -9~-8

CR A,3A
H +4~6
B -10~-8

CR A,4A
~BS
OCD
H +7
C x
B -3

CR A,4A,A
H +6~7
B -2~-1

CR B
OCB/D
H -3~-1
D -2~0
C +2~5
B -13~-11

CR B,B
H x
B -10~-8

CR B,(B)
~MCFT

CR B,B,B
OCB
H x
B -15~-13

CR [bA]
OCB/D
H -1~0
B -11~-10

CR K
~BS/FC
H -25~-24
C x
B -35~-34
Exceptional recovery: grounded hitting attacks of speed i16 / i26 cannot be blocked. Prevents Voldo from buffering. Must know exact recovery for earliest retaliation. Premature input or mashing automatically delays attacks for a number of frames = disadv. up to -28 / -38.

CR A+B
~FC
H -11~-10
C x
B -24~-23

CR B+K
~FC
OCD
H1 -10
H2 -6~-4
B1 -20
B2 -16~-14
Exceptional recovery: non-high hitting attacks of speed i20 or faster cannot be blocked. Attacks of speed i21 cannot be blocked but GId. Late impact occurs at mid / far range only.

---
Mantis Crawl Head Towards

MCHT A
~BS
H x
B -22

MCHT B
H x
B -29
Exceptional recovery: attacks of speed i29 cannot be blocked.

MCHT K
~BS
H x
B -7~-5

MCHT A+B
~BS
H x
B1 -18~-15
B2 -9~-8
Late impact occurs at max. range only.

MCHT A+B~G
~MCHT

MCHT B+K
~MCHT

MCHT [B+K]
~MCHT

MCHT 66
~MCHT

---
Land Fish Head Towards

LFHT A
~FC
OC
H -10
C x
B -20
Even the fastest grounded hitting options can be blocked but it takes quite some time before attacks are possible.

LFHT B
~FC
H -3~-2
B -11~-10
Even the fastest grounded hitting options can be blocked but it takes quite some time before attacks are possible.

LFHT K
~FC
H +0~1
B -10~-9

LFHT B+K
H x

---
Mantis Crawl Feet Towards

MCFT A
H x
B -6

MCFT B
~BS
H x
B -42

MCFT K
~FC
H +0~1
B -10~-9

MCFT A+B
H x
B -23

MCFT A+B~G
~MCFT

MCFT B+K
~MCFT

MCFT [B+K]
~MCFT

---
Land Fish Feet Towards

LFFT A
~BS
H x
B -22

LFFT B
~BS/FC
H -11
B -16
Even the fastest grounded hitting options can be blocked but it takes quite some time before attacks are possible.

LFFT K
~BS
H x
B -12


Stance Transition

---
Blind Stance

i11 = BS A
i12 = BS 2A
i13 = BS 4B / BS K
i14 = BS 3K
i16 = BS 66B / BS 1[K] / BS aG / BS bG
i17 = BS 6A / BS A+B
i18 = BS 4A
i18 = BS G~1A
i19 = BS 2B
i20 = BS B
i21 = BS 6B / BS 2A+B / BS 2A+K
i24 = BS 66A / BS 66bA
i27 = BS 2[K]
i32 = BS A+K
i36 = BS 66[A]
i60 = BS [A+K]

A,B,A4
H x
B -4~-2

6A
H +8~9
B +0~1

4A
H +7~8
B -3~-2

2B4
H +4~7
B -3~0

1K
~BS
H x
B -3

6A+B
H x
B -14~-13
SC2
B +26~27

44B,A
H +5
B -3

66K
H x
B -9

11_77K
H x
B -3

FC 3B
H x
B -14~-13

WS K
H +7
B -5

BS 4A
H +6
C x
B -4

BS 4A,B
H +2~3
B -10~-9

BS 4B
H +1~4
B -9~-6

BS 4B,4B
H +1~2
B -7~-6

BS 6K
H +3
B -7

BS A+B
H x
B1 -18~-15
B2 -9~-8

BS 2A+B
H x
B -25~-23

CR A,4A
H +7
C x
B -3

MCHT A
~BS
H x
B -22

MCHT K
H x
B -7~-5

MCHT A+B
H x
B1 -18~-15
B2 -9~-8

MCFT B
H x
B -42

LFFT A
H x
B -22

LFFT K
H x
B -12
-------------------------------------------------------------------------------
Basic Execution Time
-------------------------------------------------------------------------------

Regular & 8WR Moves

i10 = A
i12 = 2A / K
i13 = B / 66K
i14 = 6A / 6B / 6K / 3K / 2K
i15 = A_B+G / 2B / 4K / 214B+G
i16 = 66A / 3B / 6A+B
i17 = 33_99B / 33_99K / 44A+B
i18 = aK / 1B / A+B
i19 = 22_88A / 22_88B
i20 = 44K / 3A+B / 3B+K
i21 = 3A / 4A / 33_99A / bK
i22 = 1A / 4B / B+K
i23 = 66B / 4A+B
i24 = 44A / 1K / 11_77K / 2A+B / 1B+K
i27 = aB / 1A+B
i28 = 6B+K
i29 = 1kA
i30 = 66A+B
i31 = 11_77B / 44B
i33 = bA / 22_88K
i36 = kB
i38 = 11_77A / 2A+K
i39 = 2B+K
i60 = 4B+K

---
i28 = 6B+K
i33 = 6B+K~G
i43 = 6B+K~G~A
i64 = 6B+K~2_8~A_B
i67 = 6B+K~2_8~G
i77 = 6B+K~2_8~G~A


FC & WS Moves

i12 = FC A
i14 = FC K / 6A / 6B / 6K
i15 = FC B / 4K
i16 = WS K
i19 = FC 3B
i20 = WS A / WS B
i21 = 4A / 4B
i25 = WS A+B
i41 = WS bA
i50 = WS bA~G / WS 3bB
i63 = WS bA~G~FC A


Jumping & WL Moves

i18 = aK
i22 = 8B
i24 = 8A
i29 = 8K
i35 = WL 5~G
i36 = kB
i37 = WL A / WL B
i39 = WL K
i44 = WL 5~A


Back Turned Moves

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

i10 = BT A
i11 = BT K
i12 = BT 2A / BT 2K
i13 = BT B
i14 = rBT 2B
i15 = lBT 2B


Stance Moves

---
i31 = A+K~B
i37 = A+K~5~G
i40 = A+K~5~FC A
i52 = [A+K]~B
i57 = [A+K]~5~FC A
i58 = [A+K]~5~G

---
i35 = 66B+K~A
i45 = 66B+K~G
i55 = 66B+K~5~A

---
i41 = 44B+K~G
i51 = 44B+K~5~A

---
i42 = 22_88B+K~A_B
i45 = 22_88B+K~G
i55 = 22_88B+K~5~A


----------------------------------------------------------------------------
Hit/Block Data
----------------------------------------------------------------------------
H = regular hit
C = counter hit
D = crouched hit
G = grounded hit
B = blocked
R = blocked while rising


Regular Moves

A
H +6~7
B -1

A,A
H +5~6
B -5~-4

A,A~2_8
H -25~-24
B -35~-34

A,A,B
H -1~0
B -15~-14

A,A,4B
OCD
H +6~7
B -4~-3

A,A,4B,B~G
H -3~-2
B -13~-12

A,A,4B,B
OCD
H +2~3
B -10~-9

A,A,4B,B,A
H +2~3
B -10~-9
Allows for rBT attacks at same (dis-)advantage.

A,A,4B,B,B
H x
B -6

aB
H x
B -3~-2

aK
H1 +2~4
H2 +6
B1 -10~-8
B2 -6
Special late hit occurs at max. range of 2nd hit.
Hit/block spark appears close to opponent's foot.

aK,B
~FC
H x
B -18~-17
Exceptional recovery: non-high hitting attacks of speed i18 or faster cannot be blocked. Attacks of speed i19 cannot be blocked but GId.

aK,2_8B
~FC
H x
B -21~-20
Exceptional recovery: non-high hitting attacks of speed i21 or faster cannot be blocked. Attacks of speed i22 cannot be blocked but GId.

aK,K
OCB
H +1~2
B -16~-15

6A
H +7~8
B -2~-1

3A
~FC
H +3
C +7~9
B -16~-17
Exceptional recovery: non-high hitting attacks of speed i16 or faster cannot be blocked. Attacks of speed i17 cannot be blocked but GId.

3A,K~G
H -8~-6
C -4~-2
B -27~-25

3A,K
H x
B -9~-8

2A
~FC
OCD
H +6
B -3

1A
~FC
OCD
H +6~7
B -7~-6

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

---
B
OCD
H +3~4
B -7~-6

B,B
OCD
H +0~1
B -10~-9

bA
H +8~10
C +9~11
B -7~-5

bA,A
OCD
H +0~2
B -10~-8

bK
OCD
H +6~7
B -4~-3

bK,B
H x
B -15~-13

bK,bB
H x
B -14~-13

6B
H +6
B -4

6B,A
H +1
B -10

6B,B
OC
H +3~5
B -13~-11

3B
H x
B -12~-11

2B
~FC
OCD
H +6~7
B -4~-3

1B
~FC
OCB
H +4~5
B -9~-8

1B,A~G
~FC
H -15~-14
B -28~-27

1B,A
1B*A{1}
H +6~8
B -16~-14

1B*A{2}
H +1
B -17

4B
OCD
H +6~7
B -4~-3

4B,B~G
H -3~-2
B -13~-12

4B,B
OCD
H +2~3
B -10~-9

4B,B,A
H +2~3
B -10~-9
Allows for rBT attacks at same (dis-)advantage.

4B,B,B
H x
B -6

---
K
H +4
B -6

kB
OCB
H x
B1 -6~-3
B2 -1
Special late hit occurs at max. range only.
Block spark appears close to opponent's foot.

kB,B
kB*B
H1 -4
H2 +0~2
C x
B1 -14
B2 -10~8
Special late impact at med/far range.

6K
H x
B -12

3K
OCD
H +6
B -5

2K
~FC
OCD
H -1
B -16
Exceptional recovery: non-high hitting attacks of speed i16or faster cannot be blocked. Attacks of speed i17cannot be blocked but GId.

1K
H +5
C x
B -12

1kA
H +0~1
B -10~-9

1kA,A
H1 +1~3
H2 +6
B1 -9~-8
B2 -6
Special late hit occurs at max. range of 2nd hit.
Hit/block spark appears close to opponent's foot.

1kA,A,B
~FC
H x
B -8~-17
Exceptional recovery: non-high hitting attacks of speed i18 or faster cannot be blocked. Attacks of speed i19 cannot be blocked but GId.

1kA,A,2_8B
~FC
H x
B -21~-20
Exceptional recovery: non-high hitting attacks of speed i21 or faster cannot be blocked. Attacks of speed i22 cannot be blocked but GId.

1kA,A,K
OCB
H +1~2
B -16~-15

4K
H x
B -3

---
A+B
H x
B -15~-14

[A+B]
H x
B +20~21

6A+B
OCB&D
H +5~6
B -6~-5

3A+B
H x
B -17~-14
SC2
B +18~21

2A+B
~FC
H x
B -23~-22
Exceptional recovery: non-high hitting attacks of speed i23 or faster cannot be blocked. Attacks of speed i24 cannot be blocked but GId.

1A+B
OCD
H +1~3
C x
B -11~-9

4A+B
H x
B -11~-8

---
A+K~B
H x
B -9
SC2
B +26

[A+K]~B
H x
B +30

2A+K
H x
B -12~-10

2A+K,K
OCB
H +8
B -4

2A+K,2K
H x
B -18~-16

---
B+K
OCB
H x
B -10~-7

6B+K
OCB
H x
B -6~-3
SC2
B +29~32

3B+K
H x
B -9

2B+K
H1 x
H2 +26
B +15
Quake stun prevents opponent from blocking. Attacks of speed i25 or faster score guaranteed hits. Also prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevent attacking for a number of frames = adv. up to a +29.

1B+K
OCD
H +5~6
B -9~-8

4B+K
H x


8WR Moves

66A
H x
B -13~-11

33_99A
H +4~7
C x
B -12~-9

22_88A
~FC
OBT
H +7~8
B -10~-9

11_77A
H x
B -6~-5

44A
H x
B -15~-13

44[A]
H +4~5
B -3~-2

---
66B
OCD
H +6~8
B -4~-2

66B4
H -34~-32
B -44~-42

66B,B
H x
B -13

66B,B4
H x
B -41

33_99B,B~G
OCD
H -3~-2
D -2~-1
B -18~-17

33_99B,B,B~G
OCD
H -2~-1
D -1~0
B -17~-16

33_99B,B,B
OCB
H x
B -17~-16

22B
H1 x
H2 -1
B -10

88B
H x
B -10

11_77B
44B
H x
C x
B -16~-15

44B4
H x
C x
B -47~-46

---
66K
OBT
H +3~5
B -10~-8
Allows for rBT attacks at same (dis-)advantage.

66K,B~G
H -12~-10
B -25~-23

66K,B
OCB
H x
B -6~-3

33_99K
H +1
B -11

33_99K,A
H x
B -14~-13

22_88K
OCB
H x
B1 -6~-3
B2 -1
Special late hit occurs at max. range only.
Block spark appears close to opponent's foot.
See kB series.

11_77K
H +5
C x
B -12
See 1K series.

44K
H x
B -9

---
66A+B
H x
B -19~-16

44A+B
H +1~2
C x
B -9~-8


FC & WS Moves

WS A
OCD
H +3~4
C +4~5
B -7~-6

WS A,A
OCD
H +0
B -11

FC A
~FC
OCD
H +5
B -5

WS B
H x
B -8~-7

WS bA
H +6~8
B -16~-14

FC 3B
H x
B -9~-8

FC 3bB
H x
B -14~-13

FC 1_2B
~FC
OCD
H +0~1
B -10~-9

WS K
H x
B -14

FC K
~FC
H -1
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.

WS A+B{1}
H -7
B -20

WS A+B{2}
H +3
B -10

WS A+B,A
H +2~3
B -10~-9
Allows for rBT attacks at same (dis-)advantage.

WS A+B,B
H x
B -6

WS A+B,2B
~FC
H x
B -15~-14
Exceptional recovery: non-high hitting attacks of speed i15 or faster cannot be blocked. Attacks of speed i16 cannot be blocked but GId.


Jumping & WL Moves

8A
OBT
H +7~8
B -3~-2

WL A
H +3
B -7

8B
OCD
H +1~2
D +2~3
B -9~-8

WL B
H +5~6
B -8~-7

8K
OCB
H x
B -3~-1
Xianghua is forced into rBT at same disadvantage when using AG at close range. This state causes the built-in B to whiff away from opponent.

8K,B
H +3
C x
B -7


Back Turned Moves

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

lBT A
H +7~8
B -4~-3

rBT A
H +7~8
B -3~-2

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

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

lBT 2B
~FC
OCD
H +4~5
B -6~-5

rBT 2B
~FC
OCD
H +3~4
B -7~-6

BT K
OCD
H +5
B -5

BT 2K
~FC
OCD
H +1~2
B -10~-9
-------------------------------------------------------------------------------
Basic Execution Time
-------------------------------------------------------------------------------

Regular & 8WR Moves

i4 = A+K
i5 = A+K{GI1}
i10 = 2b:A
i11 = A
i12 = 2A / 1A
i13 = 6b*9 / K / 3K
i14 = B / 2B / 6b9 / 6B+K
i15 = A_B+G / 66A+G / 6A / 3A / 6K / 66K / 33_99K / 22_88K / 6A+B
i16 = 214A+B / 6K+G / 4A / 3B / 2K / 22_88B
i17 = 6B
i18 = bA / 6b*3 / 11_77B / 44bB
i19 = 4K / 11_77K / 66B / 33_99B
i20 = 1B / 66B+K
i21 = 3B+K / 33_99B+K
i22 = 33_99A / 22_88A / 2A+B / 1B+K / 22_88B+K
i23 = 44A
i24 = 44bA
i25 = 66A
i26 = 214A
i29 = 66A+B / 11_77A+B / 44A+B
i30 = 2A+K
i31 = 11_77A / 6b:3
i32 = 9B+K
i36 = 1(B){1}
i37 = 1K
i39 = 44B+K / 11_77B+K
i40 = 3(B)
i42 = 4B / 2[A+B]
i45 = 66[A+K]
i40 = 236B{1}
i55 = 9A+B~2 / 8A+B / 22_88A+B
i58 = 1(B){2} / 236B{2}
i71 = 2A+K~A
i80 = 44B

i29 = 66A+B
i40 = 66A+B~2B
i46 = 66A+B~B:6B+K
i48 = 66A+B~G
i52 = 66A+B~G~A+K
i53 = 66A+B~B:3B+K
i54 = 66A+B~B:1B+K
i56 = 66A+B~A~PG 6A+B
i59 = 66A+B~G~A
i65 = 66A+B~A~PG A+B
i82 = 66A+B~B~MD~G / 66A+B~B~MD A+B
i87 = 66A+B~B~MD~G~A+K
i88 = 66A+B~B~MD A
i90 = 66A+B~A~PG~G
i93 = 66A+B~B~MD~G~A
i92 = 1(B){3}
i113 = 9A+B

i45 = 66[A+K] / 66A+K~G
i54 = 66A+K~BT A

i26 = 4B+K~G
i31 = 4B+K~5~A+K
i33 = 4B+K~3B+K / 4B+K~A~PG 6A+B
i34 = 4B+K~1B+K / 4B+K~2A+B
i37 = 4B+K~5~A
i42 = 4B+K~A~PG A+B
i51 = 4B+K~A~PG K
i61 = 4B+K~A~PG A
i62 = 4[B+K]2~MD~G / 4[B+K]2~MD A+B
i67 = 4B+K~A~PG~G
i73 = 4[B+K]2~MD~G~A
i78 = 4B+K~A~PG~G~A

i39 = 44B+K
i49 = 44B+K~A~PG 6A+B
i50 = 44B+K~G~(WS)
i52 = 44B+K~G
i58 = 44B+K~A~PG A+B
i62 = 44B+K~G~FC 2A
i63 = 44B+K~G~WS B
i65 = 44B+K~B~MD~G / 44B+K~B~MD A+B
i67 = 44B+K~A~PG K
i70 = 44B+K~B~MD~G~A+K
i76 = 44B+K~B~MD~G~A
i77 = 44B+K~A~PG A
i83 = 44B+K~A~PG~G
i88 = 44B+K~A~PG~G~A+K


FC & WS Moves

i12 = FC A
i13 = WS B
i14 = FC 2K
i15 = FC B / WS K / 6A / 6K
i16 = FC 3B / 4A
i17 = WS A / FC 3K / FC 1K / 6B
i19 = 4K
i22 = FC 3B+K
i23 = FC 1B+K


Jumping & WL Moves

i21 = 8K
i24 = 8B
i25 = 8A
i32 = 9B+K
i35 = WL K / WL 5~G
i40 = WL A
i40 = 236B{1}
i41 = WL B
i45 = WL 5~A
i55 = 9A+B~2 / 8A+B / 22_88A+B
i113 = 9A+B


Back Turned Moves

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

i10 = BT A / BT 2A
i11 = BT K / BT 2K
i12 = FC A
i13 = BT B / BT 2B

BT attacks on Yoshi's left rear side can be 1 frame slower than indicated, depending on what kind of move they encouter.
Only lBT A / 2A / 2K are affected.

BT attacks on Yoshi's rear right side can be 1 frame faster than indicated, depending on what kind of move they encounter.
Only rBT A / 2A / 2K are affected.

BT B / 2B / K are very consistent in their speed.


Stance Moves

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

---
i15 = (44b*B)
i22 = (44b*A)

---
Pogo

i17 = (PG A+B)

i23 = A+B~PG 6A+B
i32 = A+B~PG A+B
i41 = A+B~PG K
i51 = A+B~PG A
i53 = A+B~PG [A+B]
i57 = A+B~PG~G
i62 = A+B~PG~G~A+K
i66 = A+B~PG B+K~MD~G / A+B~PG B+K~MD A+B
i68 = A+B~PG~G~A
i72 = A+B~PG B+K~MD A
i77 = A+B~PG B+K~MD~G
i82 = A+B~PG B+K~MD~G~A+K
i84 = A+B~PG B+K~MD K
i88 = A+B~PG B+K~MD~G~A

---
Meditation

i51 = B+K~MD~G / B+K~MD A+B
i56 = B+K~MD~G~A+K
i57 = B+K~MD A
i62 = B+K~MD~G~A
i72 = B+K~MD 4_6~G
i75 = B+K~MD 8~PG 6A+B
i79 = B+K~MD K
i80 = B+K~MD B
i83 = B+K~MD 4_6~A
i84 = B+K~MD 7_8_9~PG A+B

---
Soul Charge

i16 = SC1 G
i21 = SC1 A+K
i26 = SC1 2b:A
i27 = SC1 A
i31 = SC2~G
i36 = SC2 A+K
i41 = SC2 2b:A
i42 = SC2 A


-------------------------------------------------------------------------------
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.

1A
i12~i13

214A
i25~i26

bA
i18~i19

1B
i19~i20

44bA
i24~i25

2A+B
i21~i22


-------------------------------------------------------------------------------
Hit/Block Data
-------------------------------------------------------------------------------
H = regular hit
C = counter hit
D = crouched hit
G = grounded hit
B = blocked
R = blocked while rising


Regular Moves

A
H +7~8
B +0

A,A
H +3~4
B -6~-5

6A
H +6~7
B -3~-2

3A
OCD
H +2
B -7

3A,B
H x
B -13~-12
Exceptional recovery: attacks of speed i13 or faster cannot be blocked.

3A*B
H x
B -11~-10

2A
~FC
OCD
H +5
B -5

1A
~FC
OCD
H +4~5
B -6~-5

1A,A
~FC
OCD
H +2~3
B -8~-7
If the first spin connects, consecutive spins only rarely score a late impact. On the other hand, whenever a spin is blocked, the next has a greater chance score a late impact.

4A
H +6
B -1
Allows for rBT attacks at same (dis-)advantage.

4A,A
H +2~3
B -6~-5
All spins allow for rBT attacks at same (dis-)advantage. If the first spin connects, consecutive spins only rarely score a late impact. On the other hand, whenever a spin is blocked, the next has a greater chance score a late impact.

214A
H x
B -30~-28

---
B
OCD
H +5~6
D +6
B -7~-6

B,B
OCD
H +0
B -10

bA
OCD
H -2~-1
C -24
D -1
B -14~-13

6B
OCD
H +3
B -7

6b9
H +6~7
B -1~0
Earliest block impact does not occur against all characters.

6b*3
OCD
H +0
B -13

6b:3
H x
B +0~2
Earliest block impact does not occur against all characters.

3B
H x
C x
B -11~-10

3(B)
H x
C x
B -11~-10

2B
~FC
OCD
H +2~3
B -8~-7

2b:A
~FC
OCD
H +5
B -5

1B
OCD
H -1~0
D +0~1
B -11~-9

1(B){1}
OCB/D
H -5~-4
C x
B -11~-10

1(B){2}
H -1~0
C x

1(B){3}
H x

4B
H x
B +28~29

---
K
H +1
B -9

K,K
H +1~2
B -9~-8

K,K,K
OBT
H +2~3
B -12~-11

6K
H x
B -20

6K,2K
~FC
H x
B -30

6K,K
H x
B -16~-15

3K
OCD
H +0
B -10

2K
OCD
~FC
H +4
B -10

1K
H x
B -16
Exceptional recovery: non-high hitting attacks of speed i16 or faster cannot be blocked. Attacks of speed i17 cannot be blocked but GId.

4K
H +4 / +6
B -11 / -9
No different states of (dis-)advantage in between. Late impact occurs at max. range.

4K,B
OCB/D
H +5~7
C x
B -8~-6
If 4K connects on counter hit, ~B has a greater chance to score late impact.

4K,(B){1}
OCB/D
H -5~-4
B -12~-11

4K,(B){2}
H -1~0

---
6A+B
OBT
H +2~3
C +6~7
B -16~-15
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 +9~10.

2A+B
OCD
H +5~7
D +7
B +0~1
Earliest impact does not occur against all characters.

2[A+B]
H x
B +31~32

2A+B~A~PG~G
H -24~-23
D -23
B -30~-29

2[A+B]~A~PG~G
H x
B +0~1

2A+B,B
H +9~10
C x
B +0~1

---
6B+K
OCD
H -4
B -14

6B+K,B
H -1
B -9

CH
6B+K,B
H +4

6B+K,B,B
H +4
B -7

6B+K,B,B,B
H x
B -12

6B+K,B,B,(B)
H x
B -12

3B+K
OCB
H x
C x
B -3~-2

1B+K
H +9~10
C x
B +0~1

---
A+K
H x
B -16


8WR Moves

66A
H +3~6
B1 -7~-6
B2 -8~-7
Allows for rBT attacks at same (dis-)advantage. Shorter block stun at far / max. range.

33_99A
22_88A
H +2~3
C x
B -14~-13
Exceptional recovery: attacks of speed 14 or faster cannot be blocked.

11_77A
~FC
H +4~6
B -11~-9
Exceptional recovery: non-high hitting attacks of speed i11 cannot be blocked. Attacks of speed i12 cannot be blocked but GId.

44A
H +3~5
C x
B -9~-7

---
66B
33_99B
H x
B -14~-12

66B,B+K
H -4~0
D -3~+1
B -9~-5

66B,[B+K]
~lBT
H -2~+2
D -1~+3
B -7~-3
rBT attacks are also possible but require early JF input.

66B,B+K,A+B
H1 -14
H2 -12
H3 -6
H4 -2
B1 -24
B2 -22
B3 -16
B4 -10
These are the results from either H/B at the very same distance. There may be other states of (dis-)advantage in between. Exceptional recovery: attacks of speed x cannot be blocked. Attacks of speed x+1 cannot be blocked but GId.

66B,B+K,A+B,K
H x
B -28

22_88B
H +4
B -13
Exceptional recovery: attacks of speed i13 or faster cannot be blocked.

11_77B
OCD
H +0~1
B -11~-10

11_77B,A
H +2~3
B -10~-9

11_77B,A,B~G
H -25~-24
B -37~-36
Yoshimitsu is able to block high and medium hitting attacks with 2G while cancelling ~B.

11_77B,A,B
OCB
H x
B -12~-11
Exceptional recovery: attacks of speed i12 or faster cannot be blocked. Shortly after impact, Yoshimitsu is able to block high and medium hitting attacks with 2G, even when ~B was stepped.

44bB
H +7~8
B -4~-3

44bA~G
H x
B -15
Against most characters, only the 1st spin connects on block, 2nd whiffs, therefore unsafe. It's not possible to cancel right after the 1st spin. Yoshimitsu must know exact recovery for earliest retaliation. Premature input or mashing completely prevent attacking for a number of frames = disadv. up to -18.

44bA
H x
B -12

---
66K
H x
B -13~-10

33_99K
H x
B -11~-8

22_88K
OBTC
H +1~2
B -8~-7

44K
11_77K
See 4K series.

---
66A+B
OCB
H x
B -8~-7

66A+B~2B
OCD
H -7~-5
B -20~-18

22_88A+B
H x
B +35~37
Late impact prevents opponent from buffering. Must know exact reocvery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to +40.

66B+K
See 66B series.

33_99B+K
H x
B -3~-2

22_88B+K
H +9~10
C x
B +0~1


FC & WS Moves

WS A
H +4~5
B -8~-7

FC A
~FC
OCD
H +5
B -5

WS B
OCD
H +5~7
B -6~-4

FC 3B
~FC
OCD
H +1~2
C x
B -9~-8

FC B
~FC
OCD
H +0
B -10

WS K
H x
B -10

FC 3K
H x
B -22~-21
Exceptional recovery: non-high hitting attacks of speed i22 or faster cannot be blocked. Attacks of speed i23 cannot be blocked but GId.

FC 1K
~FC
OCD
H +0~1
B -12~-11
Exceptional recovery: non-high hitting attacks of speed i12 or faster cannot be blocked. Attacks of speed i13 cannot be blocked but GId.

FC 1K,K
~FC
OCD
H -17~-16
B -29~-28
Whenever a kick connects, the next has a greater chance score a late impact. Exceptional recovery: non-high hitting attacks of speed x cannot be blocked. Attacks of speed x+1 cannot be blocked but GId.

FC 2K
~FC
OCD
H +2
B -8


Jumping & WL Moves

8A
OBT
H +4~5
B -7~-6

WL A
H +3~5
B -10~-8

8B
OCD
H +3~4
B -7~-6

WL B
OCB
H x
B -7~-5

8K
H x
B -10

WL K
H x
B -11

9A+B
H x

9[A+B]
H x

8A+B
H x
B +35~37
Guard break properties change on late impact. It causes a buffer lock and prevents opponent from buffering. Must know exact reocvery for earliest retaliation. Premature input or mashing completely prevent attacking for a number of frames = adv. up to +40.

9B+K
H x
B -10~-9

9B+K,K
H x
B -10~-9


Back Turned Moves

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

BT B
OCD
H +7~8
B -3~-2

BT 2B
~FC
OCD
H +7~9
B -3~-1

lBT A
H +7~8
B -1~0

rBT A
H +6~7
B -2~-1

lBT 2A
~FC
OCD
H +4~5
B -7~-6

rBT 2A
~FC
OCD
H +3 / +6
B -8 / -5

BT K
H +9~11
B -6~-4

BT 2K
~FC
OCD
H +3~5
B -8~-4


Stance Moves

PG A
~FC
H +5~6
B -18~-17
Exceptional recovery: attacks of speed i18 or faster cannot be blocked. Attacks of speed i19 cannot be blocked but GId.

PG A+B
H +1
B -9

PG [A+B]
H x
B -6
SC1
B +29

PG 6A+B
H -21 / -18 / -17
B -31 / -28 / -27
Moment of impact can be influenced by using 4_6.

PG K
H x
B -20~-19

---
MD A
H +5~6
B -18~-17
Exceptional recovery: attacks of speed i18 or faster cannot be blocked. Attacks of speed i19 cannot be blocked but GId.

MD B
H -7~-6

MD A+B
H1 -14
H2 -10
H3 -3
H4 +3
B1 -24
B2 -21
B3 -12
B4 -6
These are the results from either H/B at the very same distance. There may be other states of (dis-)advantage in between. Exceptional recovery: attacks of speed x or faster cannot be blocked. Attacks of speed x+1 cannot be blocked but GId.

MD A+B,K
H x
B -28

MD K
H x
B -16
Exceptional recovery: attacks of speed i16 or faster cannot be blocked. Attacks of speed i17 cannot be blocked but GId.
Regular & 8WR Moves

i13 = A / 2A / K
i14 = 6K
i15 = B / 2K
i16 = A_B+G / kgK / 6B / 2B / 3K / 33_99K
i17 = 3A / 33_99A / 2B+K
i18 = 4K / 44K
i19 = 22_88A / b4 / b6 / 1K / 11_77K
i20 = 6A / 3B / 66K
i22 = 1A / 4A / 33_99B / 6A+B
i23 = 66A / 66B / 22_88B / A+B
i24 = 44A / 1B / 4B / 2A+K
i26 = 4A+B
i29 = 11_77B / 44B / 22_88K
i30 = 9B
i31 = 66A+B
i32 = 11_77A
i33 = B+K

i24 = 4B
i44 = 4(B)

i26 = 4A+B
i39 = 4A+B~G
i52 = 4A+B~G~2A

i29 = 44B
i40 = 44B~G
i53 = 44B~G~2A

i65 = 44B+K


FC & WS Moves

i12 = FC A
i13 = WS K
i14 = 6K
i15 = FC B / FC K
i16 = FC 3B / 6B
i18 = WS B / 4K
i20 = WS A / 6A
i22 = 4A
i24 = 4B
i26 = WS A+B / FC 6A+B
i27 = FC 4A+B


WJ & WL Moves

i22 = 8B
i25 = 8A
i27 = 8K
i35 = WL 5~G
i39 = WL B / WL K
i41 = WL A
i47 = WL 5~2A


BT Moves

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

i10 = lBT A
i11 = rBT A
i12 = lBT B / BT K
i13 = BT 2A / rBT B / BT 2K
i14 = BT 2B


Stance Moves

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

---
Crane

i20 = (CR 2K)
i22 = (CR B)
i23 = (CR K)
i24 = (CR A+B)
i25 = (CR 8A)
i26 = (CR A)
i30 = (CR 9B)
i40 = (CR 2kK)

---
Crane Dash

i10 = (CRD K)
i18 = (CRD B)
i20 = (CRD A)

---
Land Walk

i18 = (LW K)
i21 = (LW A)
i26 = (LW B)

i55 = 214~LW A
i58 = 214~LW K
i59 = 214~LW B / 214~LW G
i67 = 214~LWD K / 214~LWD B
i73 = 214~LW B+K
i76 = 214~LW B+K~G
i87 = 214~LW B+K~G~FC A
i93 = 214~LW [bK]

---
Land Walk Dash

i10 = (LWD K) / (LWD B)
i17 = (LWD *B)
i20 = (LWD A)

i67 = 214~LWD K
i79 = 214~LWD A


-------------------------------------------------------------------------------
Hit/Block Data
-------------------------------------------------------------------------------
H = regular hit
C = counter hit
D = crouched hit
G = grounded hit
B = blocked
R = blocked while rising


Regular Moves

A
H +4
B -5

A,A
H +0~1
C +5~6
B -6~-5

A,A4
~LW

A,A,B
H +0~1
B -14~-13

CH
A,A*B
OCB
H x
B -10~-9

A,A,K
H -2~-1
B -10~-9

A,A,K,K
OCB
H x
B -11

6A
H +6~7
B -7~-6

6A4
~LW

6A,A~G
H -7~-6
B -20~-19
Exceptional block recovery: non-high hitting attacks of speed i20 or faster cannot be blocked. Attacks of speed i21 cannot be blocked but GId.

6A,A
OCD
H -5~-3
B -19~-17

6A*A
H x
B -13~-11

3A
H1 +2
H2 +0~1
C x
B -16~-14
Shorter hit stun at mid / far range. Less advantage yet opponent remains crouched when hit while ducking.

2A
~FC
OCD
H +4
B -11

1A
~FC
OCD
H -3~-1
C x
B -12~-10

4A
H +4~5
B -8~-7

---
B
H +3
B -6

B,B
B*B
OCD
H +0~1
B -10~-9

B,B4
B*B4
~LW

B,K~G
~FC
H g -14 / a -7
B g -23 / a -16

B,K
B*K
H +7~8
B -5~-4

b6
H +5~6
C +9~10
B -7~-6

b4
OCD
H -5~-2
B -11~-8
SC2
B +23~26

6B
OCD
H -1
C +5
B -5

6B,B
~FC
H -1
B -12

6B*B
~FC
OCB
H x
B -12

6B,A
H x
B -6~-5

3B
H x
B -11~-10

2B
~FC
H +2
B -10

2B,B
H +5~6
B -10~-9

1B
~FC
OC
H +4
C x
B -15
Exceptional block recovery: non-high hitting attacks of speed i15 or faster cannot be blocked. Attacks of speed i16 cannot be blocked but GId.

4B
OCB
H x
B -12~-11

4(B)
H x
B +23~24

---
K
H +4
B -8

K6
~CR
H +14
B +2

K,4A+B~G
H -35
B -47

K,4A+B
H x
B -7~-4

K,K
OCD
H -2
B -13

K,K6
~CR
OCD
H +8
B -3

kgK
H -2
C x
B -13

kgK6
~CR
H +8
C x
B -3

6K
H +5
B -5

6K,K
OCD
H +4
B -6
Hit stun prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to +7.

6K,K,A
H +3
B -14

6K,K,A4
~LW

6K,K,A,A~G
H -6
B -23
Exceptional block recovery: non-high hitting attacks of speed i23 or faster cannot be blocked. Attacks of speed i24 cannot be blocked but GId.

6K,K,A,A
H x
B -19~-18

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

6K,K,4A+B~G
H -23
B -33

6K,K,4A+B
H x
B -7~-4

3K
H1 +2
H2 -4
C x
B -9
Shorter hit stun at max. range. Results in disadvantage, yet opponent remains crouched when hit while ducking.

2K
~FC
OCD
H +1
B -11

1K
H +0
B -12

1K,K
~FC
H -3~-2
C x
B -18~-17

1K,K,B~G
H -23~-22
B -38~-37

1K,K,B
H x
B -16~-14

1K,K,6K
~CR
H -4~-3
B -19~-18

1K,K,4A+B~G
H -30~-29
B -45~-44

1K,K,4A+B
H x
B -7~-4

1K,A
H +1~2
B -9~-8

1K,A,B~G
H -19~-18
B -29~-28

1K,A,B
H -3~-1
C x
B -15~-13

4K
H +6
B -9

---
A+B
H x
B -20

6A+B
H +4~5
B -8~-7

4A+B
H x
B -12~-9
SC1
B +25~28

2A+K
~FC
H x
B -13~-12
Exceptional block recovery: non-high hitting attacks of speed i13 or faster cannot be blocked. Attacks of speed i14 cannot be blocked but GId. Yun-seong also must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = disadv. up to -17.

B+K
OCB
H x
B -5
R +1~2

2B+K
OCB
H x
B -9~-5
R -4~-3


8WR Moves

66A
H +1~3
C x
B -15~-13

33_99A
H x
B -32~-31

33_99A,B
H x
B -17~-16

33_99A,(B)
H x
B +18~19

22A
H +11~13
C +5~7
B -5~-3

22A6
~CR
H +19~21
B +3~5

22A,B~G
H -17~-15
C -23~-21
B -33~-31

88A
H +10~12
C +4~6
B -6~-4

88A6
~CR
H +18~20
B +2~4

88A,B~G
H -18~-16
C -24~-22
B -34~-32

22_88A,B
H x
B -7~-6

11_77A
H -4
B -21

44A
H -3~-1
C x
B -9~-7
Hit stun prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevents attacking for a number of frames = adv. up to +1~3.

66B
H +3~4
B -7~-6

66B6
~CR
H +10~11
B +0~1

66B,B
H +4~5
B -8~-7

66B,(B)
~CR
H +9~10
B -3~-2

66B*B
H x
B -8~-7

66B,4B
H x
B -13~-12

66B,4(B)
H x
C x
B +24~25

33_99B
H x
B -16~-15

33_99(B)
~CR
H x
B +7~8

22_88B
H x
C x
B -16~-15

11_77B
H x
B -26

44B
H x
B -14~-12

---
66K
OCD
H +1
B -4

66K6
~CR
H +12
B +7

66K~2_8
~FH
H +4
B -1

66K,K
H +4
B -8

66K,K6
~CR
H +9
B -3

66K,K~2_8
~FH
H +4~2
B -8~-10
Fluctuation depends on timing of FH-transition. For minimal disadvantage, try inputting 2_8 in the earliest possible moment without cancelling the 2nd kick.

66K,K,K
H x
B -28

33_99K
OCB
H x
B -22~-21

22K
H x
B -4~0

88K
H x
B -4~0
Allows for lBT attacks at same disadvantage.

11_77K
~FC
H1 x
H2 +0
B1 -16
B2 -14
Extended block stun at far range. Exceptional block recovery: non-high hitting attacks of speed B1 i16 / B2 i14 or faster cannot be blocked. Attacks of speed B1 i17 / B2 i15 cannot be blocked but GId. Hit stun of late hit H2 prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevent attacking for a number of frames = adv. up to +3.

44K
H x
B -18

---
66A+B
OCB
H x
B -18~-17
SC1
B +12~13

44B+K
H x


WJ & WL Moves

8A
OBT
H -7~-5
B -14~-12

8B
OCD
H +1~2
B -9~-8

9B
H x
B -4~-3
R -2
SC2
B +30~31
R +32

9K
OCB
H x
B -9~-5
R -3~-2
Allows for lBT attacks on close block.

8K
OCB
H x
B -9~-5
R -3~-2

7K
OCD
H +1~5
B -9~-5
R -3~-2

WL A
H -1~+0
B -11~-10

WL B
OCD
H +1
B -7

WL B,B
WL B*B
~FC
H -1
B -12

WL B,A
WL B*A
H x
B -6~-5

WL K
H x
B -21~-19


FC & WS Moves

WS A
H +3~5
C +15~17
B -7~-5

WS A,B~G
H -20~-18
C -8~-6
B -30~-28

WS A,B
H x
B +23~24

FC A
~FC
OCD
H +1~2
B -6~-5

WS B
H x
C x
B -13

FC 3B
~FC
H +1~2
B -9~-8

FC B
~FC
H +0~1
B -10~-9

FC B,B
H +5~6
B -10~-9

WS K
H -7
C x
B -16

FC K
~FC
OCD
H +1
B -11


BT Moves

BT attacks show fluctuations in speed. Depending on the distance to your opponent and how much side/backturned you were, they may impact 1 frame slower than indicated.

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

lBT A = i10
H +4~5
B -6~-5

rBT A = i11
H +8
B +1

BT 2A = i13
~FC
OCD
H +5~6
B -5~-4

lBT B = i12
OCD
H1 +3
H2 +5
B1 -7
B2 -5
Extended hit and block stun at far range.

rBT B = i13
H +1
B -11

BT 2B = i14
~FC
OCD
H -3~-2
B g -14~-13 / a -13~-12

lBT K = i12
H +3
B -5

lBT K,K
H +1
C x
B -10

rBT K = i12
H +3
B -7

BT 2K = i13
H -3
B -13
Exceptional block recovery: non-high hitting attacks of speed i13 or faster cannot be blocked. Attacks of speed i14 cannot be blocked but GId.


Stance Moves

---
Crane

CR A
H x
B -11~-7

CR [A]
~CR
H x
B -8~-4

CR 8A
OBTH
H -7~-5
B -14~-12

CR B
H x
B -8~-6

CR 8B
H x
B -4~-3
R -2

CR A+B
OCB
H x
B -17~-16

CR K
H +2
C x
B -10

CR 2K
OCD
H -6
B -16

CR 2K,K
H -6
B -16

CR 2K,K6
~CR
H +10
B +0

CR 2K,A
H x
B -8
Allows for rBT attacks on close block.

CR 2K,A4
~LW

CR 2kK
H x
B -13~-12

---
Crane Dash

CRD A
OBTH
H +3~5
B -4~-2

CRD A,B~G
H -20~-18
B -27~-25

CRD A,B
H x
B +23~24

CRD B
H x
B -20~-19

CRD K
H x
B -18

---
Land Walk

LW A
H x
B -19~-17

LW B
OCB
H x
B -13~-12
SC1
B +27~28

LW K
OCD
H -13~-12
B -28~-27

LW K,K
H -4~-3
B -19~-18

LW K,K,K
H -4~-3
C x
B -19~-18

LW B+K
H x
B +32~33

---
Land Walk Dash

LWD A
OBTH
H +3~5
B -4~-2

LWD A,B~G
H -20~-18
B -27~-25

LWD A,B
H x
B +23~24

LWD B
H x
B -20~-19

LWD *B
H x
B -19~-18

LWD K
H x
C x
B -22

---
Flamingo Hop

FH A
~FC
OCD
H -4~-3
C x
B -11~-10

FH B
OCB
H x
B -12~-11

FH K
H +1
B +1

FH K6
~CR
H +10
B +10

FH K4
~LW

FH K,K
H x
B -12


Stance Transition

Specified advantage refers to the chart at the beginning of a section. I found that there are individual differences between the various strings/starters. For instance, CRC speed, CR 9B speed, earlier LW K. These are listed as seperate entries under the relative string, replacing regular data.

---
Crane

i1 = CR G
i2 = CR A+B{GI 1}
i6 = CR A+B{GI 2}

i19 = CR G~(guard low)
i21 = CR G~(duck)

i20 = CR 2K
i22 = CR B
i23 = CR K
i24 = CR A+B
i25 = CR 8A
i26 = CR A
i30 = CR 8B
i32 = CR G~2A
i40 = CR 2kK
i41 = CR {2K},K
i41 = CR 8K~G
i45 = CR 44~G
i54 = CR 8K~2A
i54 = CR {2K},A
i58 = CR 8K~B
i58 = CR 44~2A
i62 = CR 44~B

i24 = CRD K
i33 = CRD B
i34 = CRD *K
i35 = CRD A
i40 = CRD G
i41 = CRD 5~WS K
i53 = CRD 5~2A
i58 = CRD *B
i60 = CRD *A


K6
H +14
B +2

K,K6
H +8
B -3

kgK6
H +8
B -3

6K,K,6K
H +3
B -7
i12 = CR G~(guard low)
i14 = CR G~(duck)
i25 = CR G~2A

1K,K,6K
H -4~-3
B -19~-18
i12 = CR G~(guard low)
i14 = CR G~(duck)
i25 = CR G~2A

22A6
H +19~21
B +3~5

88A6
H +18~20
B +2~4

66B6
H +10~11
B +0~1
i28 = CR 8A
i33 = CR 8B
i44 = CR 8K~G
i57 = CR 8K~2A
i61 = CR 8K~B

66B,(B)
H +9~10
B -3~-2

66K6
H +12
B +7

66K,K6
H +9
B -3

CR [A]
H x
B -8~-4

CR 2K,K6
H +10
B +0

FH K6
H +10
B +10
 
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General Frame Data:
- Turning Back = 10 frames
- Stand into FC and iWS = 5 frames (46789 and 8WR moves can cancel the crouching motion)
- FC into Stand = 7 frames (46789 and 8WR moves can cancel the standing motion)
- FC into stand with buffer (iStand) = 1 frame (it must buffer 4 or 6 in the move's recovery. It cannot be performed after blocking opponent's Low.)
- Minimum side step into standing moves = 9 frames (46 and 8WR moves can cancel the step)
- The fastest LV1 SCC costs 16 frames.
- Everyone will waste 34 frames for a full jump except for Voldo. Voldo's full jump wastes 36 frames.
- The full animation of Guard Impact and its whiff recovery total up to 41 frames.


Post-GI options for defender:
- Repel (6+G) can GI all High and Mid moves including Throw, but it CANNOT GI Low moves. *It has 20 frames advantage if it succeeds. And it has around 9 frames GI ability after execution.
- Parry (4+G) can GI all Mid and Low moves, but it CAN'T GI High moves. *It has 25 frames advantage if it succeeds. And it has around 11 frames GI ability after execution.
- [G]+2 can guard everything EXCEPT Low Moves and Throws. Beware of BB (mid-mid string): to guard the second hit of BB is difficult;
player has to do [G]>Tap2>release 2 instantly after 1 frame tap. By the way, [G]+2 has around 7 frames guard ability after the tap 2. Keep holding [G] will get all this 7 frames, otherwise it will not guard. This guard is like normal guard. Input G2 will not affect you to perform GI later.​
- In Parry Post-GI, [2]545 can turn the body. Input 2545 also work, but not consistent. Input [8]545 works well. (useless?)
*When opponent gets GI-ed, he needs 1 extra frame to guard Low moves after finishing the Post-GI. That means i21 Low moves can't be guarded Post-GI.


SC2 Throw Range Ranking: (The smaller number; the farther range can reach.)

___ 0 / Voldo's 236[A+G] and 236[B+G]. (i33, R:D L:D, 13 breaking frames)
___ 1 / Berserker's B+G>B+G. (i41, Second Throw, 13 breaking frames)
___11 / Voldo's 236A+G and 236B+G. (i31, R:D L:D, 13 breaking frames)
__ 16 / Astaroth's 3A+G and 3B+G. (i38, 7 breaking frames)
44-43 / Astaroth's [B+G], [B+G]6 and [B+G]4. (i51, R:C L:D, 7 breaking frames in [B+G]6 and [B+G]4)
44-43 / Berserker's B+G and 214B+G. (i16, R:C L:B, 7 breaking frames in 214B+G)
65-63 / Kilik's 236A+G (A break, B break for 2nd part) & 236B+G. (i20, R:D L:C, 8 breaking Fs in 236A+G & 10 breaking Fs in 236B+G)
__ 66 / Yoshi's 6K+G (A break). (i16, R:D L:D, 13 breaking frames)
67-66 / Astaroth's normal throws, B+G6 (A Break) and B+G4 (B Break). (i16, R:A L:C, 7 breaking Fs in B+G6 and B+G4)
67-66 / Berserker's A+G throw. (i16, R:A L:C)
__ 67 / Voldo's 214A+G. (i25, Direct Input, R:A L:A, 13 breaking frames) Not sure for 214[bG]??
__ 69 / Ivy's SS (B break). (i20, R:A L:B , 5 breaking frames)
70-69 / Astaroth's 2A+G and 2B+G. (i15, 7 breaking frames)
70-69 / Berserker's 3A+G and 3B+G. (i15, 7 breaking frames)
73-72 / Kilik's normal throws. (i16, R:C L:C)
73-72 / Necrid's normal throws. (i16, R:A L:C)
__ 73 / Nightmare's normal throws. (i16, R:C L:B)
74-73 / Voldo's normal throws and K+G (A break). (i16, R:B L:B, 10 breaking frames from 19th-28th frames in K+G)
__ 74 / Mitsu's normal throws. (i15, R:C L:C)
75-74 / Maxi's normal throws. (i16, R:C L:B)
76-74 / Raphael's normal throws. (i16, R:C L:B)
__ 75 / Yoshi's normal throws(i15), 66A+G(i15) & 214A+B(i16, A break). (R:C L:B, 13 breaking Fs in 66A+G & 7 breaking Fs in 214A+B)
76-75 / Cervantes's normal throws. (i16, R:B L:B, 12 breaking frames in A+G(FrontSide) and 13 breaking frames in B+G)
76-75 / Taki's normal throws. (i17, R:B L:D)
76-75 / Lizardman's 214B+K. (i16, R:C L:B, Unbreakable)
__ 76 / Lizardman's normal throws. (i16, R:B L:C)
__ 76 / Voldo's 214B+G (Don't hold [B+G]). (i32, R:A L:A, Direct Input, Unbreakable) **BSB+G is breakable like normal throw.
77-76 / Mi-na's normal throws. (i16, R:C L:B)
__ 77 / Taki's 66B+G. (i16, R:B, L:D, 8 breaking frames)
78-77 / Assassin's normal throws. (i16, R:D L:C)
78-77 / Xianghua's normal throws and 214B+G. (i15, R:C L:D, 9 breaking frames in 214B+G)
78-77 / Yun-seong's normal throws and B+G4. (i16, R:D L:C, 13 breaking frames in all throws)
79-78 / Ivy's normal throws. (i16, R:D L:D)
__ 79 / Talim's normal throws (i17) and 236B+G (i16). (R:B L:B, 7 breaking Fs in 236B+G and 2 breaking Fs {B break} in 2nd part)
82-80 / Link's normal throws and 66B+G. (i16, R:B L:B, 13 breaking frames in all throws)
86-84 / Sophitia's 66A+G (B break). (i16, R:B L:C, 7 breaking frames)
90-88 / Cassandra's 66B+G. (i16, R:B L:C, 10 breaking frames)
__ 91 / Sophitia's normal throws. (i16, R:B L:C)
93-92 / Cassandra's normal throws. (i16, R:B L:C)
__ 98 / Ivy's CS (A break). (i19, R:B L:A, Direct Input, 5 breaking frames)

*** Most of normal throws above are i16 and the breaking windows is from 18th to 30th frame, total 13 frames.
*** R = Right Side Tracking / L = Left Side Tracking / The best to the worst tracking ranking is A to D. For example: R:A L:C
*** I think all BT>Throws are R:A L:A that means full 100% tracking for both side.


Auto-GI frame data:

Assassin's Auto GI:
3B+K ~ All vertical moves and throws. GI frames: 2nd-7th
6A+B ~ High-Mid moves and throws. GI frames: 19th-24th

Astaroth / Berserker's Auto-GI:
6B+K / 66B+K ~ High-Mid moves and throws. GI frames: 19th-26th
6[B+K] ~ High-Mid moves and throws. GI frames: 34th-41st

Cassandra's Auto GI:
4A ~ High-Mid horizontal moves and throws. GI frames: 5th-10th
4B ~ High-Mid vertical moves and throws. GI frames: 5th-10th
FC3B ~ Over-head vertical moves only. GI frames: 4th-7th
214G ~ High-Mid vertical moves and throws:
214(2nd)G ~ GI frames: 20th-28th
214(18th)G ~ GI frames: 4th-12th
214(36th)G ~ GI frames: 1st-9th

Cervantes's Auto-GI:
33A ~ High horizontal moves and throws. GI frames: 8th-21th
22K / 88K ~ Mid horizontal moves and throws. GI frames: 8th-15th
A+K ~ High-Mid horizontal moves. GI frames: 6th-18th (no G2-Guard)
B+K ~ All vertical moves. GI frames: 6th-18th (no G2-Guard)

Ivy's Auto-GI:
4A+B ~ All horizontal moves and throws. GI frames: 17th-54th
4A+BG ~ All horiznotal moves and throws. GI frames: 17th-34th
4A+BB ~ All horiznotal moves and throws. GI frames: 17th-41st
B+K ~ High-Mid horizontal moves and throws. GI frames: 9th-21st
Whip>B+K ~ All horizontal moves and throws. GI frames: 9th-33th
WSB+K ~ Everythings (except regular UB). GI frames: 13th-44th

Kilik's Auto-GI:
bK ~ High-Mid horizontal moves and throws. GI frames: 15th-19th
4K ~ High-Mid horizontal moves and throws. GI frames: 5th-9th
236 ~ All horizontal moves and throws. GI frames: 7th-16th
214 ~ Over-head vertical moves only. GI frames: 10th-16th

Link's Auto GI:
bA ~ High-Mid horizontal moves and throws:
b(7th)A (i17) ~ GI frames: 7th-12th
b(6th)A (i18) ~ GI frames: 6th-13th
b(2nd)A (i22) ~ GI frames: 6th-17th

Mi-na's Auto-GI:
bK ~ High-Mid horizontal moves and throws. GI frames: 15th-19th
6K ~ Over-head vertical moves only. GI frames: GI frames: 6th-11th
4K ~ High-Mid horizontal moves and throws. GI frames: 5th-9th

Mitsurugi's Auto GI:
a6(i25) / 4A+K(i24) ~ Over-head vertical moves only. GI frames: 8th-11th / 7th-10th
4B+K / 44B+K ~ High-Mid horizontal moves and throws. GI frames: 7th-10th
Relic 6+G or A+B+K ~ All horizontal moves and throws. GI frames: 4th-12th
Mist A+B ~ High-Mid moves and throws. GI frames: 3th-8th

Necrid's Auto GI:
1A+B ~ High-Mid horizontal moves. GI frames: 8th-15th
22K / 88K ~ Mid horizontal moves and throws. GI frames: 8th-15th

Nightmare's Auto-GI:
3A ~ High-Mid horizontal moves and throws. GI frames: 8th-12th (no G2-Guard)
NLK / NL[K] ~ All horizontal moves and throws. 11th-15th

Raphael's Auto-GI:
1A+B ~ High-Mid horizontal moves. GI frames: 8th-15th
9A+B ~ High-Mid horizontal moves and throws. GI frames: 13th-17th
214(1st)>(B] ~ High-Mid vertical moves and throws. GI frames: 8th-13th
214(1st)>(B]Release@9th ~ High-Mid vertical moves and throws. GI frames: 8th only
PrepIV A ~ All horizontal moves. GI frames: 6th-18th (Prep>moves will cut the GI frames shorter)
Raphael's Auto-Evade:
B+K ~ High-Mid moves. Auto-Evade frames: 1st-19th (20th frame won't hit, but it doesn't execute the evasive motion)
A+K ~ Mid-Low moves. Auto-Evade frames: 1st-26th
236 ~ High moves. Auto-Evade frames: 4th-23rd

Sophitia's Auto-GI:
A+B - High-Mid horizontal moves and throws. GI frames: 6th-14th
*** The last GI frame (14th) will not activate its' following move.

Taki's Auto-GI:
4B ~ Over-head vertical moves only. 6th-13th

Talim's Auto GI:
BTA+K ~ High-Mid horizontal moves and throws. GI frames: 4th-19th
BTB+K ~ High-Mid vertical moves and throws. GI frames: 4th-16th

Voldo's Auto-GI:
MC[B+K] ~ Over-head vertical moves only. GI frames: 33rd-36th

Xianghua's Auto-GI:
4A+B ~ High-Mid horizontal moves and throws. GI frames: 3rd-7th (It beats G2-Guard hold)
66B+K ~ High horizontal moves and throws. GI frames: 6th-21st
22B+K ~ High-Mid moves and throws. GI frames: 6th-15th
44B+K ~ High-Mid vertical moves and throws. GI frames: 12th-16th
b(2nd)A (i33) ~ High horizontal moves and throws. GI frames: 6th-11th
b(8th)A (i39) ~ GI frames: 12th-17th
66B4 ~ High-Mid vertical moves and throws.

Yoshimitsu's Auto GI:
A+K ~ High-Mid moves and throws. GI frames: 5th-13th

Yun-seong's Auto GI:
4A+B ~ All vertical moves and throws. GI frames: 2nd-7th
6A+B(i22) ~ High-Mid moves and throws. GI frames: 19th-24th
WSA+B(i26) ~ High-Mid moves and throws. GI frames: 23rd-28th
CRA+B ~ High-Mid moves and throws. GI frames: 2nd-6th
 
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