Jump to content
Dustloop Forums

Recommended Posts

Posted

May notes:toot:

---

Standing

5P: 80% proration

5K: 4-17F Lower Body Invincible. 4-14F Grab invincible

5H: 13-16F Lower body invincible. Causes staggar on a standing opponent on CH (max. 47 frames)

6P: 1-18F Above the knees invincible . Launches standing opponents. has 3X stun modifier.

6P (charged): 1-11 Above the knees invincibility. On ground hit, blowback and downs. On air hit, blowback. Prorates 90%. Attack startup of 9F after releasing the button. Charging changes the startup, blockstun, and dizzy multiplier. (See table below).

6H: Causes stagger on a standing opponent on CH (max. 47 frames). On air opponents upon CH untechable for 80 frames

6H: (charged): Causes stagger on a standing opponent on CH (max. 47 frames). On air opponents upon CH untechable for 80 frames. Attack startup of 9F after releasing button.

6H: (max. charged): Causes stagger on a standing opponent on CH (max. 47 frames). On air opponents upon CH untechable for 80 frames. Hitstun is 29 frames on crouching opponents (tested on Sol)

5D: Holding down D button past frame 15 activates 'Na~nte ne'.

Dead Angle: 1-21F Invincible 22-37F grab invincible. Causes wallbounce on hit (28 f. untechable) 50% proration.

Crouching

2P: 80% proration

2K 7-10F low stance. 80% proration.

2H: Causes sweep on standing opponents. CH launches and vaccuums opponent (52 F untechable)

3K: 5-7F and 29-40F low stance. 8-28F invincible except low. Sweeps opponents. FRC point on 29-30F.

Jumping

j.H: Launches air opponents (untechable 28 frames). CH on standing opponents causes launch.

j.D: Launches opponents (21 frames untechable). 1.75X stun. 29F after initiating move able to normal cancel.

j.2H: On guard, level 4 attack.

Grab: Downs opponent. 50% proration.

Air Grab: Downs opponent. 50% proration.

Special

Na~nte ne: Launches opponent (untechable 30 f.)

Mr. Dolphin-horizontal(S): 3-6F, 9-16F Lower body inv. 7-8, 17-19 foot inv. Airborne 1f~. Counter hit state from airborne state to landing. 4-14f able to cancel to 'Onward, Mr. Dolphin-horizontal'. *1

Mr. Dolphin-horizontal(H): 4-7F, 10-27F Lower body inv. 8-9, 28-30f foot inv. Airborne 1~f. Counter hit state from airborne state to landing. 5-25f able to cancel to 'Onward, Mr. Dolphin-horizontal'. *1

Mr. Dolphin-Vertical(S): 1-3F throw inv. 4~F airborne. Causes vacuum on hit (35F untechable) 18F~ must be blocked high/air. On a crouching opponent takes 21F to hit (tested on Sol.) 7~f able to cancel to 'Onward, Mr. Dolphin-Vertical'.*1

Mr. Dolphin-vertical(H): 1-3F throw inv. 4~f airborne. Causes knockdown on hit (40F untechable). On a crouching opponent takes 29F to hit (tested on Sol). 7~F able to cancel to 'Onward, Mr. Dolphin-vertical'.*1

Restive Rolling: Airborne 13~F. Launches on hit (35F untechable). 26-52F able to cancel to 'Directional Change'. FRC on 13-14F.

Aerial Restive Rolling(S): Launches on hit (30F untechable). 23-49F able to cancel to 'Directional Change'.

Aerial Restive Rolling(H): 29-55F able to cancel to 'Directional Change'. 35F untechable. FRC time on 16-18F.

Directional Change: Launches on hit (25F untechable). 26-34F able to cancel into itself. May be performed up to 3 times after 'Restive Rolling'.

Applause for the Victim: 1-10F upper body inv. 11-25F low stance. Launces on hit (16F untechable). 55F total. FRC on 20-21F. Projectile active 17F after release (49F active time).*2

Overhead Kiss: 1-5F throw inv. Causes wallbounce (80F untechable). May's total air time is 42F. 60% proration.

Force Break

Jackhound: 16-33F Lower body inv. and airborne. 34-39, 48-51F low stance. 40-47F inv. except feet. 52-64F foot inv. Causes bounce on hit (60F. untechable). CH state from start to end. 80% proration.

Onward, Mr. Dolphin-horizontal (S): 30F untechable time.

Onward, Mr. Dolphin-horizontal (H): 30F untechable time.

Onward, Mr. Dolphin-vertical: 30F untechable time.

Overdrive

Ultimate Whiner: 1-10F inv. 11-13F grab inv. 1st hit on air opponents causes knockdown. 3rd-8th hit on air opponent 20F untechable time. 9th hit causes knockdown (20F untechable). 2nd-8th hits have 0 hitstop.

Great Yamada Attack: 5-22F strike inv. Wallbounces on hit (80F untechable).

Super Screaming Spinning Whirlwind: 1F nomi inv? From start to finish grab inv. Floats on airborne opponents. 7f hitstop each hit. Cancellable to 'Deluxe Tile Bomber' after super freeze.

Deluxe Tile Bomber: Causes knockback on hit (60F untechable)

May and the Jolly Crew: IK mode activation 70F. 1-18F inv.

*1 FRC timing is 10-12F after hit or block. 30F minimum charge time.

*2 The number of dolphins released depends on the amount of time charged.

1 dolphin: 1-121F/ 2 dolphins: 122-271F/ 3 dolphins: 272-631F/ 6 dolphins: 632-1113F.

On 1114F 3 dolphins are auto-released.

Link to 6P frame chart thanks to PhaethonH

http://www.dustloop.com/forums/showpost.php?p=125058&postcount=10

---

I think I missed like 1 thing on 63214H about the 2nd hit activating on the 1st hit or something, but otherwise complete.

Just FYI, I refer to 'low profile' (when a char is really low to the ground, like Ky's slide) as 'low stance'. I also put 'Irukasan, Ganbatte' as 'Onward, Mr. Dolphin' because 'Mr. Dolphin, do your best' is too nerdy.

  • Replies 295
  • Created
  • Last Reply

Top Posters In This Topic

Posted

Currently, I've settled on "Removes OTG state" or "Bounce that removes down state" , but I'm sure we can do better. Any suggestions?

Heh, I missed the JH OTG property. Thanks for pointing that out POS.

I just always refer to this effect as "lifting", like "lifts downed opponents", or "able to lift" or something like that. In the case of Jackhound I would say "causes bounce and lifts downed opponents". I think more people should have a say on this, so we're all at the same level.

Posted

the kanji for Jam's parry move is: 祓斧 I've seen it translated as Futsuono (EChang) and Hochifu (#R Jam combo vid), but I can't really help any more than that. also lol at mandatory HnK plug.

Posted

I made some minor changes to some of the headers of the character's htmls ... Jam/Slayer/Pote/Venom ... because they were pointing to the wrong images and also Slayer/Pote still had 'Name' after their name. Also for Slayer, You probably want to move that note at the top down below the chart in one of the note tables and remove the unused note table from the bottom.

Posted

I noticed a couple minor minor typos in the May frame data: -6P (Charge) probably causes "blowback" on hit, not "blockback" -There's an unneeded "_" after "Mr. Dolphin-Vertical (H)" -"Everyone, please applaud!" is the only special move not fully capitalized and it is really bugging me. I didn't check all the numbers, but I can if you think it is neccessary.

Posted

I found a mistake on the I-No frame data: -Sultry Performance (P) j.235P Instead of j.236P You are doing a great job, this is very useful.

Posted

"Staggers on ground hit (max: 39F). Untechable on air hit for 24F. From frame 8 on, can cancel into follow up (It's Late)." - from Slayer's Under Pressure, it staggers on CH ground hit.

Posted

For the Bite, you put the Tension gain where the damage is supposed to be. Oh yeah if its not much can anyone upload the GC table on how to calculate stun etc. I think it really helps and...i miss it.

Posted

omg i'm lame T_T Bite is screwed, yes. Well, cuurently uploaded Sl data isn't final ver. in fact, i hope in final it's fixed.

Posted

A little question: in Eddie's frame data, the Force Break named Drill Special has a "HA" in its Guard Colum. Shouldn't it be "LA"? Because, if it's like the old Mine Drill, it's a low attack.

Posted

Status

Unchecked

There is your answer :(

GB - please patch that up; also while you're there, "Kezuri" = "Chip damage" (for Amorphous notes). Thanks for the correction enokrad.

Posted

regarding Venom's comments: I never met "plummets" (jH description) in english framedata before, should we use this very word? Chip damage==Block damage? And by the way, anyone has the idea what does "Hit stop 0" means (Dark Angel)? Regarding *2, it means that when balls collide, they always will have the same speed, and both will change it's direction (split) unless hit by moves marked *2. Charged stinger aim (S and H) comments: "See %1 for more notes." => "See *1 for more notes." Something like that...

Posted

Could we have a glossary of abbreviations and conventions used in the frame data accessible from the Select page?

Posted

on i-no's page it says: Sultry Performance (P) j.235P should be j.236p and: Chemical Love (Horizontal) 632136K ->> 632146K

Posted

Could we have a glossary of abbreviations and conventions used in the frame data accessible from the Select page?

It's on the 'to-do' list.

Guess I need to put it here, since the other topic is going to be closed soon.

This and all others from the other thread were uploaded.

Almost done with this bitch, just a few characters left with nothing up for them yet. No surprize ABA and Zappa aren't done.

Posted

i'm starting insertion of Sol's data even though i was told not to =) i just hate stagnation =))

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...