SC2's Cervantes' Frame Data

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SilentWall

[10] Knight
Cervantis's Frame Data
Writen by SilentWall
Version 0.4

Reminds: 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



@@Let me know if you guys found some error.
 
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