DOAIsBetter Posted September 17, 2007 Posted September 17, 2007 Sorry if this has been asked before, but to my credit I did quite afew searchs for this, so my question is how exactly do you read the frame data? I am used to the start up, active, and recovery parts since they apply to all fighting games but for th most part the rest is foreign to me. edit: who would of thought 2 days with no answer.
EiseneFaust Posted September 20, 2007 Posted September 20, 2007 I'm also curious about this info DOA. I think I know what damage is of course but like what does GB+/- (Assume guard break, but what is the - and + about then?), Level (how strong it is?), for Guard what does HLF mean? (assume high, low, fuzzy?), and I have now idea what SD is and especially the +2 [+7] (is that for multi hits?), for Cancel I've seen cCJRF (assume close, any cancel?, jump, roman, frc?, there is prolly one for special but I don't know what it looks like either) as you can see, I'm fairly confuzzled. any help would be appreciated.
Koozebanian Fazoob Posted September 20, 2007 Posted September 20, 2007 There is a page that answers that but it's not done right now. :I I think with Sol the [ ] is in reference to his Dragon Install mode... meaning what is in [ ] is what it is for Dragon Install. Anyway, a quick rundown: TG: Tension Gain, how much Tension you get for the move. With normals, you only get it on hit or guard. With specials, there are two numbers... one for wiffed, the second for hit/guard. GB+: How much the move increases the guard bar when it is blocked. GB-: How much the move decreases the guard bar on hit. Lv: The 'level' of the attack... indirectly describes how much hit/guard stun the move causes. Guard: Describes how you can guard the attack, - H: High - L: Low - A: Normal Air Blocking is okay - F: If you are in the air, you have to FD the attack (can't normal block) - any: Any way you want to block it - ##dots: It's a throw, and the # of dots is the distance it can throw from. Cancel: Tells you how this move can be canceled out of: - c: Cycle... means you can cancel the move into itself. - C or S: Cancels to Specials. - J: Jump Cancel - R: Roman Cancel - F: False Roman Cancel SD: Static Difference. This is how much frame advantage or disadvantage you have assuming the move is blocked on the first possible active frame (ie, the worst case scenario for a normal, standing block). DAA: Dead Angle Attack.
Henaki Posted September 20, 2007 Posted September 20, 2007 MOVE: Move you do DAMAGE: How much life it removes out of 420 TG: Tension Gained out of 100 GB+: Think it's how many points of guard bar it adds on block GB-: Think it's how many points of guard bar it removes on hit LV: Level of move Guard: H: High L: Low A: Air F: Faultless Defense In Air Cancel: c: Self Chain, C: Gattling Chain J: Jump R: Roman Cancel F: Force Roman Cancel Startup: How many frames before it goes active (out of 60 per second) Active: How many frames the hit box is there (out of 60 per second) Recovery: How many frames the move takes to recover after the hitbox goes away (out of 60 per second) SD: Blocked advantage or disadvantage Notes: Any special properties edit: GODDAMMIT GWYRGYN
Koozebanian Fazoob Posted September 20, 2007 Posted September 20, 2007 Laffo Henaki. Also what the fuck, I just noticed that 4r5 answer this EXACT QUESTION 7 posts up from mine. What the hell?
Henaki Posted September 20, 2007 Posted September 20, 2007 really oh god i just wasted four minutes of my life that ill never get back
EiseneFaust Posted September 20, 2007 Posted September 20, 2007 Dang it! how did I miss 4r5's post... I hate it when I do something like that... sorry about that guys... I messed up. But you guys also added some extra info too... I appreciate all the info guys.
bizarro Posted September 20, 2007 Posted September 20, 2007 For Dizzy's frame data, you forgot to include the slash bubble Oh and also, errors on the recovery times for the fish summons. The correct values are: -214K -> 36F -214P -> 36F -214H -> 36F -214S -> 41F You set the K fish at 41F and HS fish at 22F
4r5 Posted September 20, 2007 Posted September 20, 2007 I swear I've answered this question, like, 8 times already. I really should of just slapped together a page and handed it to you, to upload.
Koozebanian Fazoob Posted September 21, 2007 Posted September 21, 2007 I already have a page for it done but well... it's not 'done' done.
EclipsingBinary Posted September 25, 2007 Posted September 25, 2007 Also, one thing that came up during discussion with POscrub that would be VERY helpful for reading the frame data is Arc's convention in how they write their entries for move start-up. As far as we can tell, if a move has x listed in its start-up, then that means that the move has x-1 activation frames, and becomes active on the xth frame. (This is as opposed to interpreting the data as saying "x number of activation frames; becomes active on the (x+1)th frame.) So does this mean that the last start-up frame and the first active frame overlap? For example, Baiken's 5H is listed as having 10F start-up, 1F active, and 24F recovery. Does that mean that the 10th frame is the only active frame, and that the move only lasts for a total of 34F after the initial 5H input? Also, how does this affect overdrives, which have start-up values listed for both before and after the super freeze?
Koozebanian Fazoob Posted October 2, 2007 Posted October 2, 2007 I've uploaded fixes for Millia, Johnny, Dizzy, Bridget, Axl, and ABA. Should be more correct now hopefully.
rtl42 Posted October 2, 2007 Posted October 2, 2007 So does this mean that the last start-up frame and the first active frame overlap? For example, Baiken's 5H is listed as having 10F start-up, 1F active, and 24F recovery. Does that mean that the 10th frame is the only active frame, and that the move only lasts for a total of 34F after the initial 5H input? Also, how does this affect overdrives, which have start-up values listed for both before and after the super freeze? oh, sorry, i didn't see this post :x I'm not sure, actually, but that sounds like a reasonable interpretation on how to read active frames. I'm not sure how I'd be able to double-check that, though.
Amperture Posted October 27, 2007 Posted October 27, 2007 Sorry if this has already been noted. Either I'm on drugs or Chipp's shurikens have changed from j236k to j214k. (Edit: Even worse, it's j214p after checking in training mode) Also, are there printer-friendly versions of these?
Hellmonkey Posted December 4, 2007 Posted December 4, 2007 For the question marks in system data for guard recovery, Potemkin's is fast and the rest are slow.
Necrosis Posted December 5, 2007 Posted December 5, 2007 Missing Dizzy's IK, I think. You're also missing Sol's permanent dragon install, but oddly the rest of the secret moves are in there. And those were the only two where I really wanted to know the frames... >>
EclipsingBinary Posted December 5, 2007 Posted December 5, 2007 On the Johnny page, the command for Glitter is Gold (coin toss move) is listed as 236P. The correct command is 236H.
rtl42 Posted December 5, 2007 Posted December 5, 2007 Missing Dizzy's IK, I think. You're also missing Sol's permanent dragon install, but oddly the rest of the secret moves are in there. And those were the only two where I really wanted to know the frames... >> surprise -- they're not in the frame data. -------- also, Sol's Fafnir's comment should say THROW INVINCIBLE, not strike invincible.
Oiboi Posted December 28, 2007 Posted December 28, 2007 Just thought I'd note, on the Zappa frame data note, the author said: Supposedly, according to the Mook, Unsummon/Dog Zappa's moves are all special cancelable, although the Ghost/Sword versin of the same move are not (j.P, K, D). Why this matters, is beyond me, as Unsummon Zappa has no air specials, Dog Zappa can use the dog anytime, it doesn't cancel his jumping attacks per se. Seems rather silly to me. The point is that he can use his unsummon off of any move during these modes (except in the air, and the summon, obviously). Not exactly silly, but not sure why the Mook decided to be so specific about that, or are FB's even considered specials?
RoBoBOBR Posted January 2, 2008 Posted January 2, 2008 where can i see how much frames knockdown lasts for each character?
4r5 Posted January 2, 2008 Posted January 2, 2008 http://www.dustloop.com/ggac/data/charts.html Rising From Ground It's missing order-sol and ABA. I remember ABA's being absurdly long, like in the hundreds.
Spark Posted January 3, 2008 Posted January 3, 2008 Anyone know Robo-Ky's jumping start up frames? The chart doesn't seem to have his and I can't remember if it was 5 frames or not.
POscrub Posted January 3, 2008 Posted January 3, 2008 4r5: To fill in the missing data Taken from the GGXX Wiki ttp://wiki.livedoor.jp/ggxx_matome/d/%a4%a4%a4%ed%a4%a4%a4%ed%a5%c7%a1%bc%a5%bf%bd%b8 Order is face up down / lying on back down / Jump speed A.B.A.: 52 / 66 / 4 Order Sol: 49 / 53 / 3 Sparks: Confirmed, Robo-Ky's jump has a startup of 5F.
rtl42 Posted January 3, 2008 Posted January 3, 2008 4r5: To fill in the missing data Taken from the GGXX Wiki ttp://wiki.livedoor.jp/ggxx_matome/d/%a4%a4%a4%ed%a4%a4%a4%ed%a5%c7%a1%bc%a5%bf%bd%b8 Order is face up down / lying on back down / Jump speed A.B.A.: 52 / 66 / 4 Order Sol: 49 / 53 / 3 Sparks: Confirmed, Robo-Ky's jump has a startup of 5F. AH! that site needs to be bookmarked/stickied on DustLoop, somewhere.
Zybonx Posted March 8, 2008 Posted March 8, 2008 Does anyone know where I can find frame data for #R?
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