shtkn Posted August 8, 2012 Posted August 8, 2012 [table=width: 700, class: grid] [/td] [td] :ballKA: Startup 24 27 23 33 26 24 28 34 27 28 27 35 27 Active 1 1 1 1 1 1 5 1 8 4 3 1 3 Recovery 40 34 38 28 25 37 29 32 23 36 31 37 31 Guard Point Frames 15~24 17~27 15~23 16~33 14~26 16~24 17~28 16~34 19~27 14~28 17~27 15~35 17~27 Frame Adv -23 -17 -21 -11 -5 -20 -17 -15 -14 -23 -17 -20 -17 [/table] note translations: Took a shot at translating.. I'm a bit rusty plus I'm still not 100% on the fighting game vocab but hopefully this is better than nothing I highlighted the parts that I thought people might care the most about. Yu Narukami With a relatively quick startup and a shorter prep (1-14) this is one of the better AOAs. However, with a long guard point, it's easy to be dash-countered. Chie Satonaka Startup is the fastest of all chars and she's airborne from the 6th frame. It can break their guard, stop a throw-escape (t.n. not understanding why they use throw-escape instead of just throw), as well as abare; the strongest AOA. Yousuke Hanamura Because he's airborne from the 15th frame, good for countering an opponent's low attack. The somewhat slow startup can mean the occasional painful block. Yukiko Amagi While the startup is long, the gap after block is short so it's okay to use it without too much worry. Try hitting at its max range to reduce risk. Kanji Tatsumi The highlight is the -5 frames on block. It's no risk on block, but the reach is short, which means you'll be whiffing unless you're up close and personal. Naoto Shirogane An average AOA like Yu's. Since the movement is just the leg it's good for going for a guard break. On block, it's risky, so use it when you have meter. Kuma / Teddie Because you can input directionals to move a bit, Kuma's AOA can come in handy as a cross-up or to punish a throw-escape. The large movement means it's better for crossup than even some overhead attacks. Mitsuru Kirijo Super slow startup, but puts you in the air quickly. You can move during the attack but it's not hard to beat so don't use it too much. Akihiko Sanada Startup varies by cyclone level (level zero is shown). At level 3, it becomes the fastest startup AOA. The attack part is long so it's good for hitting backsteps, too. Aigis The startup is slow to go airborne so it's easy to read, but the guard point is long and it becomes airborne quickly. Use it when the opponent least expects. Labrys Although the startup seems slow, the time before she drops her axe is small and from the flash it's only 11 frames to active, so it's hard to guard after seeing the movement. Elizabeth Slowest startup but with very little movement in prep frames (time before guard point) it seems fast. With a long guard point, it can be used to stop abare. Shadow Labrys Stats are exactly like Labrys. Because you can attack along with Asterius it's strong as a risk-free way to shake/break a guard. http://i.imgur.com/uex3E.jpg http://i.imgur.com/xus4q.jpg
Rikir Posted August 13, 2012 Posted August 13, 2012 Oooh nice. Have they released character specific frame data yet?
Circuitous Posted August 14, 2012 Posted August 14, 2012 They're releasing a little at a time through Arcadia magazine. Nothing complete yet.
jesseBoKe Posted August 14, 2012 Posted August 14, 2012 (edited) Took a shot at translating.. I'm a bit rusty plus I'm still not 100% on the fighting game vocab but hopefully this is better than nothing I highlighted the parts that I thought people might care the most about. Yu Narukami With a relatively quick startup and a shorter prep (1-14) this is one of the better AOAs. However, with a long guard point, it's easy to be dash-countered. Chie Satonaka Startup is the fastest of all chars and she's airborne from the 6th frame. It can break their guard, stop a throw-escape (t.n. not understanding why they use throw-escape instead of just throw), as well as abare; the strongest AOA. Yousuke Hanamura Because he's airborne from the 15th frame, good for countering an opponent's low attack. The somewhat slow startup can mean the occasional painful block. Yukiko Amagi While the startup is long, the gap after block is short so it's okay to use it without too much worry. Try hitting at its max range to reduce risk. Kanji Tatsumi The highlight is the -5 frames on block. It's no risk on block, but the reach is short, which means you'll be whiffing unless you're up close and personal. Naoto Shirogane An average AOA like Yu's. Since the movement is just the leg it's good for going for a guard break. On block, it's risky, so use it when you have meter. Kuma / Teddie Because you can input directionals to move a bit, Kuma's AOA can come in handy as a cross-up or to punish a throw-escape. The large movement means it's better for crossup than even some overhead attacks. Mitsuru Kirijo Super slow startup, but puts you in the air quickly. You can move during the attack but it's not hard to beat so don't use it too much. Akihiko Sanada Startup varies by cyclone level (level zero is shown). At level 3, it becomes the fastest startup AOA. The attack part is long so it's good for hitting backsteps, too. Aigis The startup is slow to go airborne so it's easy to read, but the guard point is long and it becomes airborne quickly. Use it when the opponent least expects. Labrys Although the startup seems slow, the time before she drops her axe is small and from the flash it's only 11 frames to active, so it's hard to guard after seeing the movement. Elizabeth Slowest startup but with very little movement in prep frames (time before guard point) it seems fast. With a long guard point, it can be used to stop abare. Shadow Labrys Stats are exactly like Labrys. Because you can attack along with Asterius it's strong as a risk-free way to shake/break a guard. Edited August 14, 2012 by jesseBoKe
eternal Posted August 14, 2012 Posted August 14, 2012 So, with some exceptions (like Kanji, apparently), most of these should be punishable on block, right? At least with a 5A or something. I'm new to airdashers so I don't really know what's usually punishable.
Kikuichimonji Posted August 14, 2012 Posted August 14, 2012 So, with some exceptions (like Kanji, apparently), most of these should be punishable on block, right? At least with a 5A or something. I'm new to airdashers so I don't really know what's usually punishable.Yes. As a general rule, both in Guilty Gear and Persona, the universal overhead option is unsafe. There are exceptions (Chipp is +1 on block on his Dust, Kanji is apparently only -5). With Yu I can get 5B 5C 214D OMB 214B dash 2B j.c 214B 2B j.c 214A AAA on most blocked AOAs.
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