Frame data

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noodalls
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Joined: May 2003
Posts: 2404
From: Australia
PSN: noodalls
#21 “Quote” Edit Post
Hit confirm windows (NCC or NC/latest input) arranged by window for NC/NCC

ws+1,3 NC 13/13
1,2 NC 14/14
b+1,4 NCC 15/15
db+2,3 NCC 18/18
1+2,3 NCC 19/19
b+3,3 NCC 22/25
df+1,1 NC 23/23
ss+2,4 25/27
RLX 2,f+3 NCC 26/34
RLX 2,3 NCC 27/34
f+4,3+4 NC 28/28
f+2,1,4 NCC 30/30
db+3,4 NC 30/30
b+1,4,3+4 NC 45/45
db+3+4,4 NCC 47/47
db+3+4,4,3 NCC 69/69

Last edited by noodalls on Sep 30th, 2012 at 08:31

noodalls
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From: Australia
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#22 “Quote” Edit Post
Half-time score is noodalls-36 inatekken-5 with 1 point for neither team. Second half to follow later. Noodalls is contesting 4 of those points as well.
noodalls
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Posts: 2404
From: Australia
PSN: noodalls
#23 “Quote” Edit Post
So, I need to redo the testing for HSP 3~4, HSP 4,3+4 and also ss+4. There were errors on df+1 and standing 3 and f,F+3 and f,f,F+3. Other than that, the data appears more correct on my list.

https://docs.google.com/open?id=0B7...emk5V182bDIzTk0
Ginsu
Tekken Lord Black
Joined: Dec 2005
Posts: 928
From: New Zealand
PSN: Ginsumitsu
#24 “Quote” Edit Post
Great, great work here noodalls~!

I haven't used google docs much - can the data be sorted etc easily in its googly form? Or do I need to cut paste into excel or the like...

I'd find it easier to look at punish options via a simple sort on execution etc.
noodalls
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Posts: 2404
From: Australia
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Ginsu
Tekken Lord Black
Joined: Dec 2005
Posts: 928
From: New Zealand
PSN: Ginsumitsu
#26 “Quote” Edit Post
Originally posted by noodalls
You can sort on the wiki.
Cheers, thought that might be the case, wasn't totally sure you'd migrated it over - thanks again...
noodalls
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#27 “Quote” Edit Post
Frame data for throws is done. Wiki page @ http://www.tekkenzaibatsu.com/wiki/...stie_Frame_Data

Missed HSP throw. That is now present.

Last edited by noodalls on Sep 29th, 2012 at 00:12

noodalls
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From: Australia
PSN: noodalls
#28 “Quote” Edit Post
Evading Nina's d+4


uf+4 F7
u+4 F8
ub_u+3+4 F8
ub_u_uf+1+2 F9
UB_U_UF F9
u+3 F10
ss+3+4 F11
f,F+4 F12
f,F+3+4 F12
uf+3 F13
f,F+3 F14
uf+3+4 F15
ss+4~3 F16
d,F+3 F18
3+4 F21
1+2+3+4 F30

4~3 none
FC+3+4 none
f+3+4 none
RLX f+3+4 none*

* none before active hit frames at least.

Edit - added the NC/NCC list and the low crush frame list to the wiki.

Last edited by noodalls on Oct 6th, 2012 at 21:52

lizanias
Spread Tekken <3
Joined: Jun 2001
Posts: 1694
From: Indonesia
PSN: xtc_LZN
#29 “Quote” Edit Post
Awesome job Noodalls..

Btw is the frame data for d+3~4 on the wiki?? I found it on the spreadsheet though.
Signature INDONESIAN Tekken scene = http://www.indotekken.com
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forest16
ForestTekkenVideos
Joined: Jan 2009
Posts: 3786
From: Canada
PSN: Forest613
XBL: ForestSkies
#30 “Quote” Edit Post
After a blocked RLX 2,4,b,N, they can jab Chreddy and float juggle before the HSD 4!?! Is the HSD 4 even guaranteed after RLX 2,4 hits them?

HSD 4 is much worse on block, too, longer recovery time, feels like.

Alot of Chreddy's moves and expecially his transitions feel much more sluggish.

uf+4 is 22 frames, a nerf of 4 frames!
noodalls
Moderator
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Posts: 2404
From: Australia
PSN: noodalls
Vulcan Hades
6th Dan
Joined: Sep 2012
Posts: 77
From: Canada
#32 “Quote” Edit Post
Originally posted by noodalls
Low crush frames


uf+4 F7
u+4 F8
ub_u+3+4 F8
ub_u_uf+1+2 F9
UB_U_UF F9
u+3 F10
ss+3+4 F11
f,F+4 F12
f,F+3+4 F12
uf+3 F13
f,F+3 F14
uf+3+4 F15
ss+4~3 F16
d,F+3 F18
3+4 F21
1+2+3+4 F30

4~3 none
FC+3+4 none
f+3+4 none
RLX f+3+4 none*

* none before active hit frames at least.

Edit - added the NC/NCC list and the low crush frame list to the wiki.

Awesome work! Thanks for all those precious numbers. Chreddie is one of the few character boards of TTT2 to have frame data up and I'm grateful for it!

btw I had no idea some of those moves were low crush. 3+4 avoids both highs and lows, leads to 45 damage and is safe on block. What a sick move! lol
noodalls
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Posts: 2404
From: Australia
PSN: noodalls
#33 “Quote” Edit Post
Evading Jabs
RLX 2 All
RLX 4 all
RLX 3~4 All

d F1

db_d+1 F4
db+2 F4
f+3 F4-11 F4-12*
d+3 F4
d+3~4 F4
d+4 F4
db+4 F4
3+4 F4-22 F4-26*
db+3+4 F5-25 F5-26*
df+2 F6-10*
b+2 F6 F4*
db+3 F6
db+1+2 F6 F7*
3~4 F6
f+1+2 F7 F5*
df+1 F7-10*
FC+3+4 F7-11 F5-17*
b+4 F9
d+3+4 F7 F8*

ws+1, ws+2 ws+4 none
df+4 none
f+4 none
f,F+4 none!! F3*
f+3+4 none. F9-13*
ws+3 none. F7-15*
*Works on Marduk, not on Paul
noodalls
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From: Australia
PSN: noodalls
#34 “Quote” Edit Post
P2 f on F31, N on F32, d on F33, df+2 on F34
P1 F44 d+4 --> crushes
(quick note while testing)

Tested the above moves against EWGF. To my mind, the difference between a crush move and a move with evasive animation is that a crush move will not be hit, even if a high hitbox overlaps the opponent's hurtbox. Obviously with jabs, there's a higher probability of hitboxes not connecting, and moreso with Marduk compared with Paul.
To try to work out which moves actually crush, I used the high move with the fattest known high hurtbox, EWGF. As far as I can tell, anything that isn't hit by this is a true high crush, anything else is just an evasive move.



True high crushes
RLX 1 all
RLX 3 all
RLX 4 all
d+1 F4
d+3 F4
d+4 F4
db+4 F4
3+4 F4
f+3 F4
3~4 F6
db+3 F6
d+3+4 F8



Not true high crushes
df+1
df+2
b+4
FC+3+4
RLX 2
f+1+2
db+3+4
db+1+2


b+2 avoids EWGF F6

Last edited by noodalls on Oct 7th, 2012 at 03:42

noodalls
Moderator
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Posts: 2404
From: Australia
PSN: noodalls
#35 “Quote” Edit Post
Using tag to try to get moves to hit on their last active frame, I found the following.

b+3+4 i33 (+3F)
ws+3_d,f+3 i23 (+4F)
df+2 i16 (+2F)
df+3+4 i16 (=)
f,F+3+4 i40 (+6F)
f+3+4 2nd hit i29 (+2F)
ss+4 2nd i36 (+6F) (gives +19 on CH!)
u+3 i42 (+4F)
uf+3+4 2nd i27 (=)
ws+3+4 i28 (+6F)
3+4 i38 (+2F)
noodalls
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Posts: 2404
From: Australia
PSN: noodalls
#36 “Quote” Edit Post
Originally posted by noodalls while checking out grounded hits in Tekken6BR
Grounded hits
- Same
FC+4 13
d+4 15
df+3+4~d 15
RLX 3 16
HSP d+4 17
Hsp D+4 17
ws+3 19
ss+4 21
FC,df+4 24
f,F+4,3 44

Slower
WS+3+4 28
f+3+4 29
b+3+4 33
f,F+3+4 39
3+4 40
u+3 41
b+4,4 56 & 62
b+4,4,3+4 95
b,B+3+4 95
noodalls
Moderator
Joined: May 2003
Posts: 2404
From: Australia
PSN: noodalls
#37 “Quote” Edit Post
Originally posted by noodalls
Using tag to try to get moves to hit on their last active frame, I found the following.

b+3+4 i33 (+3F)
ws+3_d,f+3 i23 (+4F)
df+2 i16 (+2F)
df+3+4 i16 (=)
f,F+3+4 i40 (+6F)
f+3+4 2nd hit i29 (+2F)
ss+4 2nd i36 (+6F) (gives +19 on CH!)
u+3 i42 (+4F)
uf+3+4 2nd i27 (=)
ws+3+4 i28 (+6F)
3+4 i38 (+2F)


Looking at df+2, if you could get this to double hit at i15 or i16 with Nina's b+1+2, you could probably combo two df+2s together. Hard as hell to get it to hit late though, as both moves lunge forward quite a bit.
noodalls
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noodalls
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From: Australia
PSN: noodalls
#39 “Quote” Edit Post
Using Kuni's d+1+2,4 (teleport) to try to hit late active frames

3 i21 (+1)
3~4 2nd hit i39 (+2)
b+3+4 i31 (+1)
b+4 i22 (+2)
d,f+3 i24 (+5)
d+4 i16 (+1)
df+2 i16 (+2)
df+3+4 i19 (+3)
f,F+3 i26 (same)
Tiger ss+2 i24

Tag method
d+2,3 i43 (+1)
Mr.Taliban
5th Dan
Joined: Mar 2012
Posts: 48
#40 “Quote” Edit Post
cant find the frame data for d+3~4
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