Taki Frame Data Notes by Ring [Archive}

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Mage

I'll make you submit!
Thanks to Ring, here is the frame data for Taki from Soulcalibur II:
Ring said:
-------------------------------------------------------------------------------
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
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
This section shows the differences between recovery frames after landing an attack on normal hit, counter hit, crouched hit, grounded hit or the recovery frames after your attack is blocked or blocked while rising:
Ring said:
-------------------------------------------------------------------------------
Hit & Block Stun
-------------------------------------------------------------------------------
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
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
And this final sections talks about her Stance Transition:
Ring said:
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
Please note that this is subject to change as PS may decide to release patches with the HD version.
 
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