Talim 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 Talim in Soulcalibur II:
Ring said:
-------------------------------------------------------------------------------
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
i17 = A_B+G / 236B+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
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 A+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
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:
----------------------------------------------------------------------------
Block/Hit Data
----------------------------------------------------------------------------
H = regular hit
C = counter hit
D = crouched hit
G = grounded hit
B = blocked
R = blocked while rising


Frame advantage is a fluctuating number. The amount varies with the moment of impact. Your recovery time starts as soon as you've input a move. Your opponents hit / block stun starts from the impact frame. Therefore, the later you hit your opponent during the animation of a move, the more advantage / less disadvantage you end up with. Try to touch your opponent with the tip of the sword / foot for maximal advantage / minimal disadvantage.
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
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,
H x
B +26~27

236B
H x
B -12
SC2
B +23

236
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
This final section talks about Talim's Stance Transition:
Ring said:
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
Please note that this is subject to change as PS may decide to release patches with the HD version.
 
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