C0R Posted March 19, 2011 Posted March 19, 2011 Uh, 6b has always been gapless between the two hits, would be worthless if it wasn't. Guess what guys, Alex just posted the Hakumen data, which means I'll just suffer the consequences. CREDIT GOES TO KAYEFF FOR TRANSLATING AND SHTKN FOR THE SCANS Who ever wants to go and dig through the CS1 data to mock up the changes, have fun. I'll just sit pretty with the cs2 stuff.
Aginor Posted March 19, 2011 Posted March 19, 2011 I have no problem with you posting the frame data. It's fine. I can do the changes if nobody else wants to.
Zeromus_X Posted March 19, 2011 Posted March 19, 2011 6B -1....hot. 5A and 2A only -1 and -2 respectively, and 2B neutral instead of +1, but still really good. j236A..."+1"? Sounds awesome, but what's with the quotes? Does it have to be TK'd to get the best +frames like Rachel TK Iris? 214D +40...so beautiful
pochp Posted March 19, 2011 Posted March 19, 2011 2C is faster, I like this Also, j.2C at -1, I dunno what it is in CS1, but maybe that's why we're seeing it being used in videos. I can't wait to have safe pressure and mixups, with with on top of this, the nerf to IB. j.C having 4f landing recovery, does anyone know if is this also the case in CS1? As in, will we have to adjust to this? Thanks for posting this btw.
C0R Posted March 19, 2011 Posted March 19, 2011 All moves with recovery based on the active frames (such as 236a and j.2c) have their frame data noted with the optimal spacing and perfect timing. Besides that I dunno. I assume j.2c is the tip right off the ground and 236a is the tk version for the extra frame of blockstun.
FlyingVe Posted March 19, 2011 Posted March 19, 2011 SD assumes the move connects on the first active frame, and for air moves at the lowest possible altitude. This is why Tager's j2C is listed as -2, but you can still punish it in an actual match (because it usually isn't done at the lowest possible height), this also means projectiles generate more frame advantage the further they get to travel (effectively).
woki Posted March 20, 2011 Posted March 20, 2011 I've got to look at the CS2 frame data for Mu and one thing caught my attention. 2C: ground hit has hit stun of 19f 6C: 20f startup It's somewhat sad that she can't do mid-screen knockdown against standing opponent (non-CH), just because it's one frame short... PS. Some notes that might be useful for CS1 players: 2C: 6f-16f head-invincibility 6A: 5f-14f head-invincibility 6B: 8f-23f foot-invincibility J.C: 4f landing recovery J.2C: 10f landing recovery 623C: 1f-18f full-body guard point against every type of attacks (does it mean invincible? lol) Also 236D has 46f startup...
C0R Posted March 20, 2011 Posted March 20, 2011 (edited) 623 has full guard point, a ton of active frames and full invincibility, along with the bonus of you not being in CH state for the entire duration, making it probably the safest reversal in the game. About 2c > 6c not connecting, 5c is an attack level higher than 2c, meaning that it'd have additional hitstun unless 2c has special extra properties, so 5c > 6c works (I'm pretty sure). Seeing as the mixup is mainly off 2b and 6b, it should be relatively simple and easy to safe hitconfirm into 5c >6c. Just noticed this myself, not sure if it's been posted before, but check out this. Charged Steins track until they become active. Edited March 20, 2011 by C0R
FlyingVe Posted March 20, 2011 Posted March 20, 2011 (edited) CREDIT GOES TO KAYEFF FOR TRANSLATING AND SHTKN FOR THE SCANS I have no problem with you posting the frame data. It's fine. I can do the changes if nobody else wants to. Here are the changes. Note that there might be some inaccuracies and many nerfs/buffs may not be listed as we never had true frame data in the first place. 5A: *none* 5B: p1= 90>100 5C: startup= 14>12 p2= 90>94 SD= -9>-4 2A: *none* 2B: startup= 10>8 SD = +1>+/-0 p1= 85>80 2C: startup= 16>14 SD= -20>-13 p2= 88>91 6A: p1= 75>80 6B: SD= -3>-1 p1= 90>70 p2= 91>94 60% repeat proration 6C: SD= -26>-27 p1= 90>100 p2= 95>96 3C: SD= -16>-10 p1= 100>90 Jump Cancelable on hit or block jA: p1= 80>90 jB: ???? jC: ???? j2C: ???? Throw: damage= 1000>700 p1= 100>90 *p2= 60>100,55 Back Throw: damage= 1000>700 p1= 100>90 *p2= 60>100,55 Air Throw: p2= 60>100,55 236A: startup= 31->23 damage= 400x3>400x5 *p1= .04>60 *p2= 1>60 j236A: startup= 31->23 damage= 400x3>400x5 *p1= .04>60 *p2= 1>60 214D: SD= 38>40 236D: damage= 800>500 623C: SD= -20>-27 63214C(lvl1): *none* 63214C(lvl2): *none* 63214C(lvl3): ???? 63214C(lvl4): SD= +10>+7 632146C: startup= 14>5+5 632146D: ???? Credit to KayEff and the dustloop translation team, and Cor for the link. Edited March 21, 2011 by FlyingVe
Zeromus_X Posted March 20, 2011 Posted March 20, 2011 2B: startup= 10>8 8 frame startup and increased range? Ragna's 5B better watch out
FlyingVe Posted March 20, 2011 Posted March 20, 2011 It's hitbox extends past the hurtbox too (unlike Ragna's). Ragna's 5B has always been overrated despite still being a great normal.
C0R Posted March 20, 2011 Posted March 20, 2011 Would like to note that 3c is JUMP CANCELABLE ON BLOCK. Stay hype.
SolarMisae Posted March 21, 2011 Posted March 21, 2011 3c is JUMP CANCELABLE ON BLOCK. =o CS2 can't come fast enough. <3
TD Posted March 21, 2011 Posted March 21, 2011 do we still not know the startup of cs2 and/ or 1's 236d and 214d? ln cs1 we missed alot of stuff not being able to know the startup of 236d. ldk, if not hopefully it gets found out lol
FlyingVe Posted March 21, 2011 Posted March 21, 2011 We know the start up in CS2, but as for CS1... we'd just be guessing, which I why I didn't list them in the changes, you cant know if it changed if you don't know what it was in the first place.
TD Posted March 21, 2011 Posted March 21, 2011 well what's the cs2 startup? though it may be different, l have a big hunch that its not :3
FlyingVe Posted March 21, 2011 Posted March 21, 2011 At the top of my post there's a link to the translation. (Quoted from Cor). You can see for yourself.
TD Posted March 22, 2011 Posted March 22, 2011 yume has realized the awesomeness that is sky blue. :D
TD Posted March 22, 2011 Posted March 22, 2011 all her dlc's are really nice, l cant decide which to main >.< though currently im sticking with the blue. orange if l know what stage im playing on
Zeromus_X Posted March 22, 2011 Posted March 22, 2011 I like Nao's "royal" red and gold color. I also like the white, Dizzy, and "statue" colors. Actually, Mu has a lot of pretty colors, haha =3
pochp Posted March 22, 2011 Posted March 22, 2011 I prefer her original color because I'm too lazy to press start and chose another one, but I'd probably go for dlc green. Red/Gold is also really cool. orange if l know what stage im playing on What? Sounds interesting.
SolarMisae Posted March 22, 2011 Posted March 22, 2011 Blue is always the best. This so much. <3 I love any and all blue colors for some reason.
TD Posted March 22, 2011 Posted March 22, 2011 I prefer her original color because I'm too lazy to press start and chose another one, but I'd probably go for dlc green. Red/Gold is also really cool. What? Sounds interesting. if im playing on mu's stage ill pick the orange also, mu's regular colors are nice but they're awfully bland...
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