Frame Data Redux

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Fujin
Joined: Dec 2004
Posts: 572
From: USA Pennsylvania
#21 “Quote” Edit Post
so the special version of the hellsweeps is a natural combo and the normal is not?

is that what makes the special version so much better? the fact that it can't be interrupted between sweep and the ~1 punch?
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Yu_Mingfei
Dragon Lord
Joined: Jan 2000
Posts: 862
#22 “Quote” Edit Post
All Hellsweep variations combo on hit.

Normal Hellsweeps/short range jf Hellsweeps juggle on the first hit, so the second isn't blockable. Long range jf hellsweeps cause so much hit stun that the second ensuing hit cannot be blocked: the opponent is still standing when that second hit connects, so it is a Natural Combo rather than a Juggle Combo. Something of a split hair in this case.

Distant TGF-3 works the same way; distant TGF-4 is not a natural combo and the sweep can be blocked.
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Sirami
War Lord
Joined: Oct 2004
Posts: 784
From: United States
#23 “Quote” Edit Post
This is too awesome! Thanks for all of this!

I had no idea how usefull b+2 is! It's a great poke! Great range, tracks well, only -2 on block, +2 on hit means that 1,1,2 comes out 8 frames after they recover. Once I found this out, I was able to poke my way to victory against my buddy, who plays Law. Mixing 1,1[2], d/f+1,4, and throws after a successfull b+2 works wonders!

I would have never thought that Kaz's poke game could compete with Law's.

Secondly, I thought that d/f+1,f+2 was WAY worse than -13. Since I know most character's ranged punishers now, I have started using his d/f+1 as my primary mid against some characters. Characters like Law and Steve don't get much at all off of a blocked f+2! Still don't want to use it on a good Kaz player though, with a consistant 13 frame EWGF, and ya REALLY don't want to use it against Hei, with his 13 frame TP!

Seriously, d/f+1,4 mixed with d/b+4 or throw = really good Tech Oki!
d/f+1,f+2 is for if they start ducking the 4. This is still a great mixup against most characters, because the juggle I use off of d/f+1,4 sets them right back up for OKI. I got several perfects playing with that Law player just because I launched him and succeeded in my OKI mixup three times.

I had no idea how easy it was for Kaz to settup OKI. I had been using d/f+4[4], but that's crap damage, and doesn't reset the opp for OKI.

Thanks a bunch! I'm playing Kaz on a regular basis again!

Last edited by Sirami on Jun 3rd, 2005 at 07:28

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JnKzm
Iron Fist God
Joined: Nov 2004
Posts: 3030
From: USA Florida
#24 “Quote” Edit Post
i use b+2 to set up other moves up, preferrably when pressure at the walls, b+2 on hit, then b+4, gambling for ch.
b+2, 112
b+2, iws+1,2_2

blocked ewgf sends opponent back, walls behind them, then do 1,1, then b+2, etc



b+2 on hit is +2 frames

Last edited by JnKzm on Jun 3rd, 2005 at 07:38

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Shadow5587
Iron Fist God
Joined: Feb 2003
Posts: 1780
From: USA New York
PSN: shadow5587
XBL: shadow5587
#25 “Quote” Edit Post
looks to me like OCf+4, d/f+1,4 is possible AND you can get your regular d/f+1,4 combos, is this true? It seems to work for me.
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MCP
MCP=?\ (?_o) /?
Joined: Jan 2003
Posts: 9526
From: USA California
PSN: MCPtz
#26 “Quote” Edit Post
Yes it is true, but it doesn't seem to work too often in matches...so use it at your own risk.

haha I never noticed the comment on f,f,n+2 is "10 hits suck".
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Jaguar King
Banned By Mod
Joined: Jul 2002
Posts: 3986
From: Chile
#27 “Quote” Edit Post
Originally posted by Sirami
This is too awesome! Thanks for all of this!

I had no idea how usefull b+2 is! It's a great poke! Great range


Son, b+2's range is short.
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Izumi-0verdrive
Dragon Lord
Joined: Jan 2005
Posts: 852
From: USA North Carolina
#28 “Quote” Edit Post
nevermind, i'll post this in the ask a question get an answer sticky...

Last edited by Izumi-0verdrive on Jul 6th, 2005 at 04:51

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MCP
MCP=?\ (?_o) /?
Joined: Jan 2003
Posts: 9526
From: USA California
PSN: MCPtz
#29 “Quote” Edit Post
d/f+3 special properties:
OC: f+1,1,2 gauaranteed at perfect front angle. Off center it is not gauranteed.
on standing: does not seem to ever gaurantee f+1,1,2.
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Izumi-0verdrive
Dragon Lord
Joined: Jan 2005
Posts: 852
From: USA North Carolina
#30 “Quote” Edit Post
i wish namco made kaz's d/f+3 as fast as paul's b+3.... it would actually be useful then...
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Maxi Milian
Maximum Damage
Joined: Dec 2001
Posts: 3310
From: Sweden
#31 “Quote” Edit Post
The frame data that has been listed here is top notch so this might be unnecessary, but i just wanted to say i?ve compiled a txt with Kazuyas framedata translated from the T5 Perfect Guide. Its been translated directly so its not pretty but every practical attack has been listed anyway.

Dont think it will add anything but here it is anyway

ftp://tekken:tekken@maximi.mine.nu/...a_Framedata.txt
Izumi-0verdrive
Dragon Lord
Joined: Jan 2005
Posts: 852
From: USA North Carolina
#32 “Quote” Edit Post
you're right, it's not pretty. good stuff though, i get that book aug 22nd ^_^
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joelrmsdn
4th Dan
Joined: May 2008
Posts: 43
From: Trinidad and Tobago
#33 “Quote” Edit Post
Originally posted by Jaeger
Ya WS+1+2 has nice frames but if you hit it you'll be sad since that means you could have launched with TP... but ya it is good to just throw out if you are not sure. On hit uninterruptible d/f+2.

P.S. thanks for the data
can some 1 please tell me y i can get the uppr cut with kaz but not the tgf wnt it d same thing but jus with defferent bottons please an thanks alot an happy new year
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Izumi-0verdrive
Dragon Lord
Joined: Jan 2005
Posts: 852
From: USA North Carolina
#34 “Quote” Edit Post
is this frame data current? like is it for T6 Bloodline Rebellion?
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kyangwy
Kyu
Joined: Dec 2010
Posts: 4
#35 “Quote” Edit Post
Kazuya da best

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