Zasalamel frame data

BB isn't that bad off. I mean being unsafe sucks but at least Sophi EWGF won't go in completely.

On a brighter note 6BA upgrades to +13. 6BA KK next to a wall/corner is a combo! Man I love this move. Top 10 IMO when used properly.
 
Hi
Ive been trying to check a few of Zas's moves against the Wiki, I'm finding a few differences... maybe I'm doing it wrong so I'll post one here and let someone check it if you will please

Wiki - A+K --- on guard is +7

my test --- on guard is +10 & +11 at farest hit
I tested against Taki's AA, after A+K I did 6A and it clashes with Taki's AA
At the farest range 6A hits

Taki's AA is i10 & Zas 6A is i20 so if they clash its +10 for Zas

IS this right? or am I wrong

thanks
 
Um, 6B+K will go over their head after 6BA on hit, dunno why you'd want to, though. Maybe useful if you hit them at tip range and you really want to mix up with grab.
 
Hi
Ive been trying to check a few of Zas's moves against the Wiki, I'm finding a few differences... maybe I'm doing it wrong so I'll post one here and let someone check it if you will please

Wiki - A+K --- on guard is +7

my test --- on guard is +10 & +11 at farest hit
I tested against Taki's AA, after A+K I did 6A and it clashes with Taki's AA
At the farest range 6A hits

Taki's AA is i10 & Zas 6A is i20 so if they clash its +10 for Zas

IS this right? or am I wrong

thanks

That could very well be true Shark. I didn't bother re-testing A+K when I did the frame data because it's mostly useless, but i'll double check now.
 
Hi Freaky
I have worked out that B+K is i11 not i12

This is how you can check it
Zas vs Zas
1st Zas 1K then AA
2nd Zas Stand normal then AA
the 2 AA's Clash which means 1K is 0 on hit

Then Zas vs either X or Yoshi - both i11 AA's
Zas do 1K then B+K & X/Yoshi stand normal then AA

Both characters moves hit at the same time so B+K is i11

also maybe the best find of all is

A+B
Wiki Says
Guard -5 Hit -1 Counter -1

But in fact
Guard +6 Hit +10 Counter +10


Please check
 
Data that you get from setting the computer to "1st action: Guard" and "2nd action, Attack" is not accurate for moves that force crouch, like A+B. Test these moves by recording the A+B and testing against that.
 
Some of Zas' moves have inconsistent or odd hitboxes and shouldn't be used as a standard for frame testing. These include:

AA
3A+B
6B+K
22A

Your best bets for testing frames are moves like B+K, K, BB, 4B, and 3K. That being said I retested some of the things you mentioned and here are the results I got:

All tests are Zas(1P) vs. Zas(2P)

-1K
I did lots of testing with this in the past, so I just checked again real quick.

Test #1
1) 2P: 1K (hit)
2) 1P: B+K | 2P: B+K
3) 1P B+K wins

Test #2
1)2P: 1K (hit)
2)1P: K (i13) | 2P: B+K (i12)
3)K and B+K tie

Result
1K = -1 on hit/CH

-B+K
I thought it was i11 at one point too but it isn't. You would be able to punish things like Zas' AA and 66B+K with it.

Test #1
1)2P: BB4 (i16 and +4 on hit)
2)1P: B+K (i12) | 2P: BB4 (i16)
3)B+K and BB4 tie

Result
B+K = i12

-A+B
I don't know how you got those results, but that seems way off.

Test #1
1)2P: A+B (blocked)
2)1P: 4K (i21) | 2P: 4B (i16)
3)4K and 4B tie

Test #2 (Note: this was done near wall)
1)2P: A+B (hit)
2)1P: 66K (i17) | 2P: 4B (i16)
3)66K and 4B tie

Result
A+B = -5 on block, -1 on hit/CH

-A+K
Results were inconsistent, but the general range was +6 to +8 on block.
 
Zas's CH 6A SHK is -2...
CH 1BBA, and CH 66BB is +12 on SHK stun...
CH 6kB (last hit only) is +12...

Makes for some nasty wall combos:
A+K, 6kB, B+K, W!, b:K, 66A+B = 103d.
3B, W!, 1BBA, B+K, W!, b:K, 66A+B = 93d.
 
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