SC2's Mina's Frame Data

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SilentWall

[10] Knight
Seong Mina's Frame Data
Writen 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


Mina's ATER:
1A+B and 3A+B are Mina'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 Mina'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 Mina'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 allow 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 oppoenent break the throw in the 50th frame, the ATER's windows will be delay 10 frames.



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.


-------------------------------------------------------------------------------
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 / 66A / aA / 22A / 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 Mina'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
 
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