- Purpose: to get a basic overview of some frame data that is important to figure out the “smell of the game”, mainly as regards defensive situations.
- Based on information from the 2nd Open Beta.
- Data mainly from @kedako_faital https://twitter.com/kedako_faital HUGE thank you to Kedako-san for his diligent work.
- Intended audience: people with basic knowledge about fighting games.
- This is a living document, I will update it based on new information I find. But it will only include bigger picture stuff, as more detailed information (tables etc.) are better suited for wikis which I’m not interested in writing.
Main findings – defense
- Riseup timings are the same for all characters (55F).
- Hard knockdowns, only certain moves result in hard knockdowns (2D on grounded opponent, AA 6PCH, Drunkard Shade on airborne opponent, etc.).
- Backdashes only have a few strike invulnerable frames from frame 1 (4-6F total, depends on character) in comparison to their total duration (16-24F total, depends on character).
- Throw invulnerability frames: 5F after riseup (confirmed), 5F after end of blockstun (I think I saw this somewhere, to be confirmed?).
- Block properties depend on the attack level of the move that you blocked (see this table).
- IB has a 3F window. IB reduces pushback and allows you to punish certain moves as many moves are in fact punishable on block if you are in range. IB is especially useful if your character has quick far-reaching moves that can lead to combos (on CH), and if they have forward momentum moves (with invulnerable frames). For oldschool GG-players: IB does not reduce blockstun.
- FD and IFD (instant FD) increases pushback, increases blockstun (2F), and allows you to avoid difficult defensive situations, or give you an opportuniy to punish a whiffed attack. Regular FD pushes your character backwards, whereas IFD pushes your opponent’s character backwards, even further than FD. IFD also has a 3F window. Riseup IFD versus grounded meaties is probably useful, especially when combined with defensive option-selects.
- Jump has 4F startup (except for Nagoriyuki). You can get hit during this startup. You can block in air, but this increases your risk meter. Jumping has three different types of landing recovery. (1) A general 6F recovery that can be cancelled into non-movement options. (2) A 3F recovery when you cannot block that occurs if you double jumped, did an air attack, or did an air dash while airborne. (3) If you land while in blockstun (e.g. if you air blocked), a landing motion occurs, lasting for 19F. You can block while in the landing motion state.
- Throws, 2F startup, CH state on whiff, 4D/6D input. Duration of throw break window? Duration of whiff animation?
- Abare, abaroo… seems to be between 4-6F startup for the quickest moves.
Main findings – attack properties
- Attack properties are divided into five different attack levels with different properties on hit and on block.
- As for CH attack properties, the increases in hitstun and hitstop (and slowdown?) depend on the attack level and the type of counter hit at two levels:
(1) There exists three types of CH: Weak CH, Medium CH, Strong CH with different properties as regards hitstun and histop (and maybe slowdown?). I’m not sure what determines this categorization.
(2) CH properties also change if they are due to high risk meter (RCH). I’m not sure exactly how much the risk meter must have increased to generate this property.
Strong CH and RCH seem to generate the same outcomes = 31F of hitstop and 36/37F of histun (standing/crouching).
See this tweet for table.
- There is some type of “combo proration property” for attacks. For example, 5S2H or 2D into Pierce with Zato leads to a full combo (i.e. the 2nd hit of Pierce hits and puts the opponent in an airborne juggle state), whereas 2K2D into Pierce results in the second hit of Pierce hitting OTG. Since the 5S2H starter also works, it cannot be the number of hits, nor time passed, that determine if this combo works. I saw FAB discuss this with Ruu as well…
- There is some type of “wall break property system” for attacks and combos…
- There is some type of “infinite protection system” implemented for combos…
Details (notes and sources)
- 55 frames total for both upward and downward facing knockdowns.
- 5 frames of throw invulnerability after riseup.
- Total duration = 16-24F (depends on character)
- Strike invulnerability = between F1-6 (depends on character)
- Airborne state = F1-19 (depends on character)
Attack levels – block properties
- Lvl 0: 9F
- Lvl 1: 11F
- Lvl 2: 13F
- Lvl 3: 16F
- Lvl 4: 18F
- FD adds 2 additional frames of blockstun.
- Air blocking: Same blockstun properties as the above. If you land while in blockstun, a landing motion occurs. The duration of the landing motion is 19F. If an attack hits you during the landing motion, you will block it. Think of it as an additional 19F of blockstun.
Attack levels – hit properties
- Three types of CH states exist: Weak CH, Medium CH, Strong CH.
- CH properties also change if they are due to high risk meter (RCH).
- 3 frame window.
- Reduces pushback.
- Increases tension meter (more than normal block).
Faultless Defense Instant Block
- 3 frame window.
- Uses meter.
- Increases block stun (2f)
- Increases pushback more than regular FD.
- Opponent‘s character is pushed backwards.
- Jump startup = 4F, except for Nagoriyuki who has 5F jump startup and 10F highjump startup.
- Landing recovery (1) = 6F, but can be cancelled into options other than movement options.
- Landing recovery (2) = 3F recovery frames during which you cannot block. This state is activated if you double jump, do an air move, or an air dash.
- Lowest possible AD = 3F or 4F after jump startup is completed (depends on characters, some characters can shorten 4F to 3F by performing AD from super jump).
- Forward AD duration is shortened if you cancel the AD with a move or FD (e.g. from 25F to 19F).
Counter hit properties
- See previous notes.
Charge moves during RCs
Character data summary
- From the left: character, defense rating, guts rating, face up riseup, face down riseup, backdash duration, backdash strike inv duration, xxxx