Frame Data and Frame Related Discussion

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aris
The Beard Signal
Joined: Jan 2004
Posts: 864
From: USA California
#1 “Quote” Edit Post
This is the most current frame data I could find. I got it from the tekken wiki. Ill test some of the unknown data as soon as i can. Also some of this might be off so if you notice something you know is wrong, let me know. The format is...

Move =Impact, BLOCK, HIT, COUNTER HIT

Impact table
i10 = 1/ 1,1/ 1,2/ 1,3/ 2/ 2,1
i11 = WS+4/f+1+4_f+2+3
i12 = 4,1/ df+4/ WS+1,3/WS+1+2/ Throws
i13 = df+1
i14 = f+4,4/ db+2,1/ b+3
i15 = 3,1/ df+2/ d+4/ b+2,1/ b+4,3/ WS+2/ f+Throws
i16 = b+1/ WS+3/ ff+2
i17 = f+1+2/ df+3/ uf+3
i18 = d+1/ d+2/ CD+1


Frame Data
MOVE =i , B, H, CH

1 =i10, +1, +8, +8
1,1 =i10, -4, +7, +7
1,1,3 =i10 -9, KD, KD
1,2 =i10,-7, +4, +4
1,2,1 =i10, -12, KD, KD
1,3 =i10, -7, +1, +9
1,3,1 =i10, -3, +6, +6
1,3,2 =i10, -10, KD, KD

2 =i10, 0, +9, +9
2,1 =i10, -2, +4, +4
2,1,3 =i10 -9, KD, KD
2,1,4 =i10, -12, +1, +1

3 =i15, -9, +2, +2
3,1 =i15, -2, +7, +7
3,1,2 =i15, -12, KD, KD

4 =i12, -7, +1, +7
4,1 =i12, -6, +8, +8
4,3 =i12, -10, KD, KD
4,4 =i12, +3, KD, KD

3+4~tech =i25, KD, KD, KD

f+2 =i22, -5, +7, +7
f+2,4 =i22, -5, KD, KD

f+3 =i20~21, -7, +5, +5
f+3,2 =i20~21, -6, +3, KD
f+3,3 =i20~21, -11, +1, +4 (+5 on CH vs crouching opp)

f+4 =i14, -7, +4, +4
f+4,4 =i14, -11, 0, 0
f+4,d+4 =i14, -12, 0, 0

f+1+2 =i17, -12, KD, KD

df+1 =i13, -2, +7, +7
df+1,4 =i13, -7, KD, KD

df+2 =i15, -12, KD, KD

df+3 =i17 (possibly i18 VS crouching), -6, +6, +10 (+12 on crouching CH)

df+4 =i12, -7, +4, +4

d+1 =i18, 0, +7, KD

d+2 =i18, -13, 0, +4

d+3 =i16, -18, -4, 0
d+3,4 =i16, -10, +2, +20(Techable)

db+4 =i12, -13, -2, -2

d+4 =i15, -15, -9, -4
d+4,1 =i15, -11, +5, +5
d+4,1,3 =i15, -13, KD, KD
d+4,4 =i15, -15, KD, KD

db+1 =i10, -5, +6, +6

db+2 =i14, -7, +3, +3
db+2,1 =i14, -10, +1, +1
db+2,1,2 =i14, -14, KD, KD

db+3 =i22, -18, KD(-6 on partial hit), KD

b+1 =i16, -7, +9, +20(Possible to hold down)

b+2 =i15, -4, +7, +7
b+2,1 =i15, -3, +6, +6
b+2,1,3 =i15, -18, KD(-6 on partial hit), KD

b+3 =i14, -9, +3, +3

b+4 =i15, -4, +5, +5
b+4,2 =i15, -7, +4, +6
b+4,2,1 =i15, +4, +8, +8
b+4,3 =i15, -9, KD, KD

b+1+2 =i22, +3, KD, KD

b+3+4 =i26, -2, KD, KD

ub+2 =i20, -7, +9, KD

uf+2 =i29, -6, +7, KD

uf+3 =i17, -7, KD, KD

uf+4 =i22, -9, KD, KD

ff+2 =i16, -12, KD, kD

ff+3 =i23, +3, KD, KD

ff+4 =i25~26, -1, +3, KD

qcb+2 =i29, -12, KD, KD

fff+2 =i18 (includes input), +4, KD, KD

fff+4 =i25, -7, KD, KD

WR+3 = i?, -20, ?, ?

WS+1 =i12, -2, +4, +4
WS+1,3 =i12, -10, KD, KD

WS+2 =i15, -12, KD, KD
WS+3 =i16, -10, KD, KD
WS+4 =i11, -6, +5, +5

WS+1+2 =i12, -14, KD, KD

FC+1 =i10, -5, +6, +6
FC+2 =i11, -4, +7, +7
FC+3 =i16, -17, -3, -3
FC+4 =i12, -15, -4, -4

SS+2 =i?, -10, +4, +4
SS+2,3 =i?, -11, 0, KD
SS+2,1+2 =i?, -7, +1, +1
SS+2,1+2,4 =i?, -10, KD, KD

BT d+3 =i19, -11, KD, KD

d3+4 (on grounded opponent) =i24, -12, -1, -1

CD+1 =i18 (with perfect crouch dash), -2, KD, KD
CD+2 =i22, -14, KD, KD
CD+3 =i20, -20, -9, KD
CD+4 =i21, -10, KD, KD


Throw Break Data

*just as a note, ALL throws in tekken have the same throw break window. That is 15 frames after impact. There is one frame (frame 13 on a i12 throw) in which the throw can not be broken.

1+3 = i12, -2
2+4 = i12, 0
Left Side Throw = -3
Right Side Throw = -3
f+1+4 = i11, -5
f+2+3 = i11, -5
ff+1+2 = i?, -7
d+1+3_2+4 = 0
ff+2,1+2 = +5
db+3,1+2 = +5
CD+4~Extention = -2
Tackle = -?


Sabaki and reversals

b+3+4 = Vulnerable f1-6. Parries f7-15. Vulnerable f16-27. Hits F28.

df+1+2 = f1-4 vulnerable. f5-15 reverses. f16-25 vulnerable. f26 recovered.

Last edited by aris on Apr 8th, 2010 at 10:29

aris
The Beard Signal
Joined: Jan 2004
Posts: 864
From: USA California
#2 “Quote” Edit Post
Tested some stuff today and made a few corrections.
aris
The Beard Signal
Joined: Jan 2004
Posts: 864
From: USA California
#3 “Quote” Edit Post
Added crouch dash moves and a hand full of others.
TRUE!
planted an Inception
Joined: Dec 2005
Posts: 2326
From: USA California
#4 “Quote” Edit Post
Wattup obi-kush.....i think you meant d/f+1 not d/f+3 for i13
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yo mama is f~UChN b1ch cuz she RLX with my d1ch and takes it in the VTS and suck my DCK until my flamingo plays dead in full crouch position and AOPs all over my Wang.
aris
The Beard Signal
Joined: Jan 2004
Posts: 864
From: USA California
#5 “Quote” Edit Post
Maybe I did, maybe I didnt...fixed.
meboy
Berserker
Joined: Mar 2009
Posts: 414
From: United States
PSN: meboy88
#6 “Quote” Edit Post
damn obi-kush thats some crazy shit you got there


------

CD+3 i think it more than -15 on block~~~ i wanna say its around 18-20ish range


CD+1 is 18!? wtf... hmmmm can it really be that high?

Last edited by meboy on Sep 28th, 2009 at 08:45

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tyler2k
____________________
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#7 “Quote” Edit Post
I assume meboy meant to type CD+3, my guess is that it's no more than 17 on block, it's definitely launch punishable by most of the cast, but I don't think it that it's as bad as you (meboy) think.
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adipati
Raijin
Joined: Jul 2005
Posts: 647
From: Indonesia
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#8 “Quote” Edit Post
meebe you could replace
i10 = 1/1,1/1,2/1,3/2/2,1
with
i10 = 1_1,1_1,2_1,3_2_2,1?

no?
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aris
The Beard Signal
Joined: Jan 2004
Posts: 864
From: USA California
#9 “Quote” Edit Post
Maybe ill add some spaces if you think it needs to be more readable. But this is the standard format for impact tables.
Lacuna_Loki
Shihan
Joined: Jan 2009
Posts: 124
From: France
PSN: Loki_VBS
XBL: What ?
#10 “Quote” Edit Post
Dragunov BR Frames ! (in tables)

Perhaps it would be more readable for some people.

aris
The Beard Signal
Joined: Jan 2004
Posts: 864
From: USA California
#11 “Quote” Edit Post
Loki: Most of the data on that page is way off.

Anyway I made a ton of corrections on the first post. Most of the "?"s are gone. I also completed the throw break data.
Lacuna_Loki
Shihan
Joined: Jan 2009
Posts: 124
From: France
PSN: Loki_VBS
XBL: What ?
#12 “Quote” Edit Post
Thanx very much Aris. I've just updated the stuff. I made my tables one year ago, that's why there were so many mistakes.
meowcat
Warrior
Joined: Dec 2006
Posts: 172
From: Australia
#13 “Quote” Edit Post
Originally posted by Lacuna_Loki
Dragunov BR Frames ! (in tables)

Perhaps it would be more readable for some people.



Thanks for the table, I find that much easier to read. Can you confirm that all this data is correct now?

BTW Aris, awesome work on winning that Launch party tourney. Watched the live stream a few nights ago. Reps for ripping it up with Dragu on that Pos laggy TV.
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Lacuna_Loki
Shihan
Joined: Jan 2009
Posts: 124
From: France
PSN: Loki_VBS
XBL: What ?
#14 “Quote” Edit Post
Originally posted by meowcat
Thanks for the table, I find that much easier to read. Can you confirm that all this data is correct now?

BTW Aris, awesome work on winning that Launch party tourney. Watched the live stream a few nights ago. Reps for ripping it up with Dragu on that Pos laggy TV.


Confirmed !
kaida
2nd Dan
Joined: Jul 2006
Posts: 23
From: USA Alaska
#15 “Quote” Edit Post
does anyone know the recover for a for a bt opponent? have this idea that an U/F 2 that puts an opponent into a BT (in the instance of a roll recovery) is subject to eat a D/F 2. since i dont know that frame data i cant confirm, but seems to work.

uf2 on hit is +7 on hit therefore df2 a 15i becomes 8i if bt recovery <8i it's garunteed right? even 7i could be sufficient on a player error.
aris
The Beard Signal
Joined: Jan 2004
Posts: 864
From: USA California
#16 “Quote” Edit Post
Most moves have different frame data if they hit an opponents side or back (usually far less advantagious). Certain moves (this is very rare) retain normal frame data. This is because they have a specific hit stun animation. An example of this for dragunov is ub+2, which is why if it hits the opponents side or back, you get a free df+2.

Also i should point out that it takes 5 frame to turn around in t6.
kaida
2nd Dan
Joined: Jul 2006
Posts: 23
From: USA Alaska
#17 “Quote” Edit Post
Ah, i see, thanks for the info. Is there anychance the data will be updated with BT frames?
aris
The Beard Signal
Joined: Jan 2004
Posts: 864
From: USA California
#18 “Quote” Edit Post
You mean generic BT data? Well i know BT 1_2_3_4 are all i10. Since dragunov has no way to manually go back turned i didnt think it was too important to add. I think that info was released in an arcadia magazine a while ago. Ill look around for it.
kareeeeem
Kyu
Joined: Oct 2009
Posts: 9
#19 “Quote” Edit Post
Is the hit analysis in training mode correct? If so there are some mistakes in here.

For example you listed 1,2 as +4 on hit, and df+1 as +7 on hit while both actually show a disadvantage on hit using the hit analysis.
aris
The Beard Signal
Joined: Jan 2004
Posts: 864
From: USA California
#20 “Quote” Edit Post
Hit analasys is not by any means accurate. It never has been. It is however a good beggining point to get an idea of who recorvers first (in some cases). Also to show if Just frames are possible or canceled are possible.

The reason 1,2 and df1 show odd data in 'hit analasys' mode is because those moves are part of further strings. Hit analasys mode mode is not accurate in cases like this.

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