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 Frame Data * Oni

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GxC Shield
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Messages : 1740
ID en ligne : GxC Shield (XBox360 & PC) // GxC_Kekkai (PSN)
Perso : Claw (SSFIVAE); Dhalsim (SFII) / Ky Kiske (GGXrd)

MessageSujet: Frame Data * Oni   6/1/2013, 20:17

Normal Moves

MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes
Close/Far Standing Low PunchHL305020C*Sp*Su33537-
Close/Far Standing Medium PunchHL7010040Sp*Su641103-
Close/Far Standing Hard PunchHL10020060Sp*Su7417-32Forces stand
Close/Far Standing Low KickHL305020Sp*Su45603-
Close/Far Standing Medium KickHL40*3050*5040*40Sp*Su61*414-21-
Close/Far Standing Hard KickHL40*70125*7560*20Su*-62(8 )418-42Forces stand
Crouching Low PunchHL255020C*Sp*Su33536-
Crouching Medium PunchHL6010040Sp*Su54736-
Crouching Hard PunchHL9020060Sp*Su5818-8-3Forces stand
Crouching Low KickL205020C*Sp*Su439-12-
Crouching Medium KickL6010040Sp*Su6216-4-1-
Crouching Hard KickL10015060-9224-8-Hard knockdown
Jump Up Low PunchH505020-510----
Jump Up Medium PunchH8010040-710---Limited juggle, pursuit property
Jump Up Hard PunchH11020060-84----
Jump Up Low KickH405020-59----
Jump Up Medium KickH8010040-55----
Jump up Hard KickH10020060-63(6)2----
Jump Toward Low PunchH505020-510----
Jump Toward Medium PunchH8010040-67----
Jump Toward Hard PunchH11020060-75----
Jump Toward Low KickH405020-410----
Jump Toward Medium KickH7010040-67----
Jump Toward Hard KickH10020060-64----
MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes

Other, Special Moves, Supers & Ultras

MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes
Back + Medium PunchHL605040Sp*Su561226-
Target Combo 1HL6015040Sp*Su641103-
Target Combo 2HL8016060Sp*Su7417-32Won't hit crouching opponent
Forward + Light PunchHL305020Sp*Su43625-
Forward + Medium PunchH30*5050*5040*20-152(1)217-52-
Forward + Hard PunchHL12020060Su12618-90Hitbox counts as projectile
Forward + Light KickHL505020-5310-21-
Forward + Medium KickHL7010040-13213-12-
Forward + Hard KickHL10020060-10222-6-2Can juggle
Focus Attack Level 1HL6010020-21236-22--
Focus Attack Level 2HL8015040-17+12236-16--
Focus Attack Level 3-14020060-64235---
Forward Throw0.9113015040-3220---
Back Throw0.9113012040-3220---
Fireball (Low Punch)HL6010010/20Su133347-8-4[air H] limited juggle / can cancel on the 18-19f
Fireball (Medium Punch)HL6010010/20Su133147-8-4[air H] limited juggle / can cancel on the 18-19f
Fireball (Hard Punch)HL6010010/20Su132847-8-4[air H] limited juggle / can cancel on the 18-19f
Charged FireballHL40*4050*5010/10*10Su45-7726[air H] limited juggle / can cancel on the 62-63f
EX FireballHL50*5050*50-250/0Su13-4344[air H] limited juggle / can cancel on the 16-17f / can juggle
Electric Fireball (Low Punch)HL6015010/20Su28-54-5-[H] limited juggle / can cancel on the 30-31f / can juggle
Electric Fireball (Medium Punch)HL60*30100*10010/20*20Su29-61-3-[H] limited juggle / can cancel on the 31-32f / can juggle
Electric Fireball (Hard Punch)HL50*50*20100*100*5010/20*20*20Su31-69-1-[H] limited juggle / can cancel on the 33-34f / can juggle
EX Electric FireballHL50x3100*100*50-250/0Su25-5012-[H] limited juggle / can cancel on the 27-28f / can juggle
Air Hadou Dash (Low Punch)HL701005/40-54After landing 11--[air H] limited juggle / projectile hitbox / from the 15f to 7 frame before landing, can cancel into tatsumaki or super / on hit can cancel into ultra / can juggle
Air Hadou Dash (Medium Punch)HL701005/40-54After landing 11--[air H] limited juggle / projectile hitbox / from the 15f to 7 frame before landing, can cancel into tatsumaki or super / on hit can cancel into ultra / can juggle
Air Hadou Dash (Hard Punch)HL701005/40-54After landing 16--[air H] limited juggle / projectile hitbox / on hit can cancel into ultra / can juggle
Dragon Punch (Low Punch)HL80 * 40 [80 * 30 * 30]80 * 60 [80 * 60 * 60]30/40 * 20 [40 * 10 * 10]-32*1214+10-15-1-16 lower half full invi / 1-4 throw invi / 5 onwards airborne / if the 1st hit lands, will get full hit(3 hit) / [H] limited juggle / 2nd hit can juggle / only 2nd hit of the full hit can be cancelled / [ ] represents full hit property
Dragon Punch (Medium Punch)HL70 * 40 [70 * 50 * 30]80 * 60 [80 * 60 * 60]20/40 * 20 [40 * 10 * 10]-32*1225+10-26-1-4 full invi / 5-16 lower half full invi / 5 onwards airborne / if the 1st hit lands, will get full hit(3 hit) / [H] limited juggle / 2nd hit can juggle / only 2nd hit of the full hit can be cancelled / [ ] represents full hit property
Dragon Punch (Hard Punch)HL80 * 40 [80 * 50 * 30]80 * 60 [80 * 60 * 60]20/40 * 20 [40 * 10 * 10]-34*1228+10-29-1-8 full invi / 9-10 hit invi / 11-18 lower half full invi / 8 onwards airborne / if the 1st hit lands, will get full hit(3 hit) / [H] limited juggle / 2nd hit can juggle / only 2nd hit of the full hit can be cancelled / [ ] represents full hit property
EX Dragon PunchHL100 * 70 * 80 [100 * 50 * 40]80 * 60 [80 * 60 * 60]-250/0-34*2*1028+10-27-1-18 full invi / 5 onwards airborne / if the 1st hit lands, will get full hit(3 hit) / [H] limited juggle / 2nd-3rd hit can juggle / only 2nd hit of the full hit can be cancelled / [ ] represents full hit property
Hurricane Kick (Low Kick)HL11015030/20-112(6)212+8-9-7-20 lower half projectile invi / 7 onwards airborne / [H] limited juggle / armor break / doesnt hit crouching opponent / 2nd kick has rear hitbox
Hurricane Kick (Medium Kick)HL80*50100*5030/20*10Su*-52(5) [2 (5) 2] (5) 116+12-22[-8]-5~6f feet invincible / 7~26f lower body projectile invincible / 7f~ airborne / 1st hit [ground hit] forces stand / [hit] limited juggle (1st airborne hit) / armor break / 2nd hit onwards pursuit property and whiffs on crouching opponents / 2nd hit on hit or block cause 3rd-4th hit to disappear / active frames in [] can hit once at most and 2nd half is aimed backwards / block advantage in [] assumes 4th hit
Hurricane Kick (Hard Kick)HL80*40*40100*50*5030/20*10*10Su*-52(4) [2 (5) 1] (5) [1 (5) 1] (5)113+8-13[-1]-5~6f feet invincible / 7~36f lower body projectile invincible / 7f~ airborne / 1st hit [ground hit] forces stand / [hit] limited juggle (1st airborne hit) / armor break / 2nd hit onwards pursuit property and whiffs on crouching opponents / 4nd hit on hit or block cause 5th-6th hit to disappear / active frames in [] can hit once at most and 2nd half is aimed backwards / block advantage in [] assumes 6th hit
EX Hurricane KickHL30x4*4040x5-250/0-111(3) 1(3) 1(3) 1(3) 118+3-1-6-27 lower half projectile invi / 5 onwards airborne / 1st~4th hit [ground H] forces stand / 1st~4th hit [air H] or 5th hit [ground H] limited juggle / can juggle
Air Hurricane Kick (Low Kick)HL705010/30-92(6) 2(6) 2After landing 10--[H] limited juggle / will only do 1 hit / 2nd kick has rear hitbox
Air Hurricane Kick (Medium Kick)HL60*6050*5010/30*30-7[2(6)2](6)2After landing 10--[H] limited juggle / the [ ] in active frames only hit once, the 2nd kick hits behind / 3rd hit can juggle
Air Hurricane Kick (Hard Kick)HL80*8050*5010/30*30-7[2(6)2](6)2After landing 10--[H] limited juggle / the [ ] in active frames only hit once, the 2nd kick hits behind / 3rd hit can juggle
EX Air HurricaneHL40x550x5-250/0-71(3) 1(3) 1(3) 1(3) 1After landing 4--[H] limited juggle / can juggle
EX Air Hurricane (follwing Zanku Hadosho)HL140200-250/0-72(2)2(2)2(2)2(2)2After landing 22--[H] limited juggle / can juggle / hitboxes disappear after hit
Demon Palm (Low Punch)HL13015030/30Su18721-7-2-21 airborne / [H] hard knockdown / can juggle
Demon Palm (Medium Punch)HL10015030/30Su18720-6-1 full invi / 2-21 airborne / [H] hard knockdown / can juggle
Demon Palm (Hard Punch)HL140[90]15030/30Su301115-1-4-33 airborne / [H] hard knockdown / [ ] value represents if hit from a distance
EX Demon PalmH*HL80*90100*100-250/0-*Su234*329-9-1 full invi / 2-8 lower half full invi / 2-26 airborne / 1st hit [air hit] limited juggle / 2nd hit [ground H] hard knockdown, [air H] limited juggle / can juggle
Demon Slash (Low Kick)HL12015020/60Su17225-21[air H] free juggle
Demon Slash (Medium Kick)HL12020020/60Su30225-4-10-28 projectile invincible / [H] limited juggle (cant juggle)
Demon Slash (Hard Kick)HL120[100]15020/60Su28~34225-8-[H] limited juggle (cant juggle) / hitbox active on contact with opponent, can hit cross up / value in [ ] is if hit as cross up / cancellable only from a front hit
EX Demon SlashHL100[80]100-250/0Su29~34231-10-1f till 3rd recovery frame, projectile invi / [H] limited juggle / hitbox active on contact with opponent, can hit cross up / value in [ ] is if hit as cross up / cancellable only from a front hit
Super13700-1000/0-1+03613--1~post freeze 2, full invi / [H] hard knockdown / can be cancelled from any normal moves
Super (Air)13500-1000/0-1+030After landing 32--1~post freeze 6, full invi / [H] hard knockdown / can be cancelled from jump normal moves / strikes airborne opponents
Ultra 1 (PPP)HL38x7*84[450]00/0-0+111(1) until edge of screen101-3-1~post freeze 12, full invi / [H] hard knockdown / armor break / 1st hit land will lock into full animation / value in [ ] for full animation / 1st hit count as physical hit(not projectile)
Ultra 1 (KKK)-45x7*6000/0-0+9-93--1~ post freeze 10, full invi / [H] hard knockdown / cannot hit grounded opponents
Ultra 1 (Air)HL45x800/0-0+14[4]-After landing 51-25-1~post freeze 5, full invi / [H] hard knockdown / [] refers to cancelled version
Ultra 2HL38x7[525]00/0-0+92*3x748-30-1~post freeze 12, full invi / [H] hard knockdown / armor break / 1st hit land will lock / values in [ ] for full animation / 1st hit does 0 chip damage
MoveBlockDamageStunMeter GainCancel AbilityStartupActiveRecoverFrame Adv. BlockFrame Adv. HitNotes

Source EventHubs et Shoryuken

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DadaKen

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Messages : 2558
ID en ligne : DadaKen
Perso : Poison

MessageSujet: Re: Frame Data * Oni   15/1/2013, 09:57

Merci pour ces frames datas ! Ces derniers temps je m'intéresse à Oni. study
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