Xianghua Frame Data Notes by Ring [Archive]

Status
Not open for further replies.

Mage

I'll make you submit!
Thanks to Ring, we can post the frame data for most of the characters in Soulcalibur II. Here is the frame data for Xianghua:
Ring said:
-------------------------------------------------------------------------------
Basic Execution Time
-------------------------------------------------------------------------------

Regular & 8WR Moves

i10 = A
i12 = 2A / K
i13 = B / 66K
i14 = 6A / 6B / 6K / 3K / 2K
i15 = A_B+G / 2B / 4K
i16 = 214B+G / 66A / 3B / 6A+B
i17 = 33_99B / 33_99K / 44A+B
i18 = aK / 1B / A+B
i19 = 22_88A / 22_88B
i20 = 44K / 3A+B / 3B+K
i21 = 3A / 4A / 33_99A / bK
i22 = 1A / 4B / B+K
i23 = 66B / 4A+B
i24 = 44A / 1K / 11_77K / 2A+B / 1B+K
i27 = aB / 1A+B
i28 = 6B+K
i29 = 1kA
i30 = 66A+B
i31 = 11_77B / 44B
i33 = bA / 22_88K
i36 = kB
i38 = 11_77A / 2A+K
i39 = 2B+K
i60 = 4B+K

---
i28 = 6B+K
i33 = 6B+K~G
i43 = 6B+K~G~A
i64 = 6B+K~2_8~A_B
i67 = 6B+K~2_8~G
i77 = 6B+K~2_8~G~A


FC & WS Moves

i12 = FC A
i14 = FC K / 6A / 6B / 6K
i15 = FC B / 4K
i16 = WS K
i19 = FC 3B
i20 = WS A / WS B
i21 = 4A / 4B
i25 = WS A+B
i41 = WS bA
i50 = WS bA~G / WS 3bB
i63 = WS bA~G~FC A


Jumping & WL Moves

i18 = aK
i22 = 8B
i24 = 8A
i29 = 8K
i35 = WL 5~G
i36 = kB
i37 = WL A / WL B
i39 = WL K
i44 = WL 5~A


Back Turned Moves

lBT = left rear side, opp. step to the right
rBT = right rear side, opp. step to the left

i10 = BT A
i11 = BT K
i12 = BT 2A / BT 2K
i13 = BT B
i14 = rBT 2B
i15 = lBT 2B


Stance Moves

---
i31 = A+K~B
i37 = A+K~5~G
i40 = A+K~5~FC A
i52 = [A+K]~B
i57 = [A+K]~5~FC A
i58 = [A+K]~5~G

---
i35 = 66B+K~A
i45 = 66B+K~G
i55 = 66B+K~5~A

---
i41 = 44B+K~G
i51 = 44B+K~5~A

---
i42 = 22_88B+K~A_B
i45 = 22_88B+K~G
i55 = 22_88B+K~5~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 Stun
----------------------------------------------------------------------------
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:
A
H +6~7
B -1~0
---
close range / early impact:
H +6
B -1
far range / late impact:
H +7
B +0


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

Example:
A,A,B
B -15
---
Guard possible from frame 15+ after opponent's recovery
= Xianghua cannot block attacks of speed i14 or faster.
Attack possible 15 frames after opponent's recovery
= all attacks add +15 to their base speed, i12 K will trade hits with opp's attack of speed i27 etc.
Note that blocking low or crouching take an additional frame of recovery. In the same example, Xianghua cannot crouch or block low any attacks of speed i15 or faster. Moreover, it is impossible to suffer a crouched hit by medium hitting attacks of speed i15.

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.


Regular Moves

A
H +6~7
B -1~0

A,A
H +5~6
B -5~-4

A,A~2_8
H -25~-24
B -35~-34

A,A,B
H -1~0
B -15~-14

A,A,4B
OCD
H +6~7
B -4~-3

A,A,4B,B~G
H -3~-2
B -13~-12

A,A,4B,B
OCD
H +2~3
B -10~-9

A,A,4B,B,A
H +2~3
B -10~-9
Allows for rBT attacks at same (dis-)advantage.

A,A,4B,B,B
H x
B -6

aB
H x
B -3~-2

aK
H1 +2~4
H2 +6
B1 -10~-8
B2 -6
Special late hit occurs at max. range of 2nd hit.
Hit/block spark appears close to opponent's foot.

aK,B
~FC
H x
B -18~-17
Exceptional recovery: non-high hitting attacks of speed i18 or faster cannot be blocked. Attacks of speed i19 cannot be blocked but GId.

aK,2_8B
~FC
H x
B -21~-20
Exceptional recovery: non-high hitting attacks of speed i21 or faster cannot be blocked. Attacks of speed i22 cannot be blocked but GId.

aK,K
OCB
H +1~2
B -16~-15

6A
H +7~8
B -2~-1

3A
~FC
H +3~5
C +7~9
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.

3A,K~G
H -8~-6
C -4~-2
B -27~-25

3A,K
H x
B -9~-8

2A
~FC
OCD
H +6
B -3

1A
~FC
OCD
H +6~7
B -7~-6

4A
OBT
H +6~8
B -4~-2

---
B
OCD
H +3~4
B -7~-6

B,B
OCD
H +0~1
B -10~-9

bA
H +8~10
C +9~11
B -7~-5

bA,A
OCD
H +0~2
B -10~-8

bK
OCD
H +6~7
B -4~-3

bK,B
H x
B -15~-13

bK,bB
H x
B -14~-13

6B
H +6
B -4

6B,A
H +1
B -10

6B,B
OC
H +3~5
B -13~-11

3B
H x
B -12~-11

2B
~FC
OCD
H +6~7
B -4~-3

1B
~FC
OCB
H +4~5
B -9~-8

1B,A~G
~FC
H -15~-14
B -28~-27

1B,A
1B*A{1}
H +6~8
B -16~-14

1B*A{2}
H +1
B -17

4B
OCD
H +6~7
B -4~-3

4B,B~G
H -3~-2
B -13~-12

4B,B
OCD
H +2~3
B -10~-9

4B,B,A
H +2~3
B -10~-9
Allows for rBT attacks at same (dis-)advantage.

4B,B,B
H x
B -6

---
K
H +4
B -6

kB
OCB
H x
B1 -6~-3
B2 -1
Special late hit occurs at max. range only.
Block spark appears close to opponent's foot.

kB,B
kB*B
H1 -4
H2 +0~2
C x
B1 -14
B2 -10~8
Special late impact at med/far range.

6K
H x
B -12

3K
OCD
H +6
B -5

2K
~FC
OCD
H -1
B -16
Exceptional recovery: non-high hitting attacks of speed i16or faster cannot be blocked. Attacks of speed i17cannot be blocked but GId.

1K
H +5
C x
B -12

1kA
H +0~1
B -10~-9

1kA,A
H1 +1~3
H2 +6
B1 -9~-8
B2 -6
Special late hit occurs at max. range of 2nd hit.
Hit/block spark appears close to opponent's foot.

1kA,A,B
~FC
H x
B -8~-17
Exceptional recovery: non-high hitting attacks of speed i18 or faster cannot be blocked. Attacks of speed i19 cannot be blocked but GId.

1kA,A,2_8B
~FC
H x
B -21~-20
Exceptional recovery: non-high hitting attacks of speed i21 or faster cannot be blocked. Attacks of speed i22 cannot be blocked but GId.

1kA,A,K
OCB
H +1~2
B -16~-15

4K
H x
B -3

---
A+B
H x
B -15~-14

[A+B]
H x
B +20~21

6A+B
OCB&D
H +5~6
B -6~-5

3A+B
H x
B -17~-14
SC2
B +18~21

2A+B
~FC
H x
B -23~-22
Exceptional recovery: non-high hitting attacks of speed i23 or faster cannot be blocked. Attacks of speed i24 cannot be blocked but GId.

1A+B
OCD
H +1~3
C x
B -11~-9

4A+B
H x
B -11~-8

---
A+K~B
H x
B -9
SC2
B +26

[A+K]~B
H x
B +30

2A+K
H x
B -12~-10

2A+K,K
OCB
H +8
B -4

2A+K,2K
H x
B -18~-16

---
B+K
OCB
H x
B -10~-7

6B+K
OCB
H x
B -6~-3
SC2
B +29~32

3B+K
H x
B -9

2B+K
H1 x
H2 +26
B +15
Quake stun prevents opponent from blocking. Attacks of speed i25 or faster score guaranteed hits. Also prevents opponent from buffering. Must know exact recovery for earliest retaliation. Untimely input or mashing completely prevent attacking for a number of frames = adv. up to a +29.

1B+K
OCD
H +5~6
B -9~-8

4B+K
H x


8WR Moves

66A
H x
B -13~-11

33_99A
H +4~7
C x
B -12~-9

22_88A
~FC
OBT
H +7~8
B -10~-9

11_77A
H x
B -6~-5

44A
H x
B -15~-13

44[A]
H +4~5
B -3~-2

---
66B
OCD
H +6~8
B -4~-2

66B4
H -34~-32
B -44~-42

66B,B
H x
B -13

66B,B4
H x
B -41

33_99B,B~G
OCD
H -3~-2
D -2~-1
B -18~-17

33_99B,B,B~G
OCD
H -2~-1
D -1~0
B -17~-16

33_99B,B,B
OCB
H x
B -17~-16

22B
H1 x
H2 -1
B -10

88B
H x
B -10

11_77B
44B
H x
C x
B -16~-15

44B4
H x
C x
B -47~-46

---
66K
OBT
H +3~5
B -10~-8
Allows for rBT attacks at same (dis-)advantage.

66K,B~G
H -12~-10
B -25~-23

66K,B
OCB
H x
B -6~-3

33_99K
H +1
B -11

33_99K,A
H x
B -14~-13

22_88K
OCB
H x
B1 -6~-3
B2 -1
Special late hit occurs at max. range only.
Block spark appears close to opponent's foot.
See kB series.

11_77K
H +5
C x
B -12
See 1K series.

44K
H x
B -9

---
66A+B
H x
B -19~-16

44A+B
H +1~2
C x
B -9~-8


FC & WS Moves

WS A
OCD
H +3~4
C +4~5
B -7~-6

WS A,A
OCD
H +0
B -11

FC A
~FC
OCD
H +5
B -5

WS B
H x
B -8~-7

WS bA
H +6~8
B -16~-14

FC 3B
H x
B -9~-8

FC 3bB
H x
B -14~-13

FC 1_2B
~FC
OCD
H +0~1
B -10~-9

WS K
H x
B -14

FC K
~FC
H -1
B -14
Exceptional recovery: non-high hitting attacks of speed i14 or faster cannot be blocked. Attacks of speed i15 cannot be blocked but GId.

WS A+B{1}
H -7
B -20

WS A+B{2}
H +3
B -10

WS A+B,A
H +2~3
B -10~-9
Allows for rBT attacks at same (dis-)advantage.

WS A+B,B
H x
B -6

WS A+B,2B
~FC
H 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.


Jumping & WL Moves

8A
OBT
H +7~8
B -3~-2

WL A
H +3
B -7

8B
OCD
H +1~2
D +2~3
B -9~-8

WL B
H +5~6
B -8~-7

8K
OCB
H x
B -3~-1
Xiangua is forced into rBT at same disadvantage when using AG at close range. This state causes the built-in B to whiff away from opponent.

8K,B
H +3
C x
B -7


Back Turned Moves

lBT = left rear side, opp. step to the right
rBT = right rear side, opp. step to the left

lBT A
H +7~8
B -4~-3

rBT A
H +7~8
B -3~-2

BT 2A
~FC
OCD
H +5~6
B -5~-4

BT B
OCD
H +5~6
B -5~-4

lBT 2B
~FC
OCD
H +4~5
B -6~-5

rBT 2B
~FC
OCD
H +3~4
B -7~-6

BT K
OCD
H +5
B -5

BT 2K
~FC
OCD
H +1~2
B -10~-9
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