Voldo Frame Data Notes by Ring [Archive]

Status
Not open for further replies.

Mage

I'll make you submit!
Thanks to Ring, here is the frame data for Voldo in Soulcalibur II:
Ring said:
-------------------------------------------------------------------------------
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 / 11_77
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
The next section covers slightly more advanced frame data where the recovery time may vary slightly:
Ring said:
-------------------------------------------------------------------------------
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
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 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.

Example:
4B
H +5~6
B -7~-6
---
close range / early impact:
H +5
B -7
far range / late impact:
H +6
B -6

Moves with a block recovery of B -11 or worse are considered unsafe and may give your opponent free attacks.

Example:
6B,B
B -20
---
Guard possible from frame 20+ after opponent's recovery
= Voldo cannot block attacks of speed i19 or faster.
Attack possible 20 frames after opponent's recovery
= all attacks add +20 to their base speed, i13 K will trade hits with opp's attack of speed i33 etc.
Note that blocking low or crouching take an additional frame of recovery. In the same example, Voldo cannot crouch or block low any attacks of speed i20 or faster. Moreover, it is impossible to suffer a crouched hit by medium hitting attacks of speed i20.

Analogeously, if an attack gives +16 frames of advantage this means your opponent won't be able to block attacks of speed i15 etc.

Advantage given by Guard Break moves is different; if a GB move gives +20 frames of advantage, it will prevent your opponent from blocking attacks of speed i20 or faster and all of their attacks add +20 to their base speed.

There are exceptions, where a character will be able to attack earlier than being able to block and vice versa. This will be specified as a sidenote next to the relative attack.

If you ever have trouble in reproducing a particular maximum disadvantage, try using advance guard (g6). This will alter the moment of impact and tends to lead to an early hit more often.

I also decided to list which moves force your opponent into crouch. This can be important since many characters don't have access to their fastest moves, making it harder to interrupt your mix-up or more importantly, impossible to punish certain moves on block.
This is mainly indicated by the abbrevation OC, which stands for opponent crouched. This can be extended to further describe under which conditions crouch results. OCB = opponent crouched on block. OCD = opponent remains crouched when hit already ducking. In the case of low hitting moves, this mainly happens when counterhitting a TC / WS move.

Moves ending in BS or MC refer to a different attack chart which will be found at the end of this document in the section called stance transition.


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
~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
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
~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,
~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
Finally, this section talks about Voldo's Stance Transitions:
Ring said:
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
Please note that this is subject to change as PS may decide to release patches with the HD version.
 
Status
Not open for further replies.
Back