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==cl.L== | <section begin=Movelist/> | ||
==Normals== | |||
===<big>{{clr|2|cl.L}}</big>=== | |||
<section begin=cl.L/> | <section begin=cl.L/> | ||
{{MoveData | {{MoveData | ||
|name=close s.L | |name=close s.L | ||
|image=Talos cl.L.png | |image=Talos cl.L.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 17: | Line 19: | ||
|advHit=6 | |advHit=6 | ||
|advBlock=4 | |advBlock=4 | ||
|description= | |description= Cancelable into Light attacks. Mediocre normal, since its slower then all other cl.l normals and doesn't convert into anything more then f.l without S3.3 or OD, despite its good advantage on hit | ||
}} | }} | ||
}} | }} | ||
<section end=cl.L/> | <section end=cl.L/> | ||
==cl.M== | |||
===<big>{{clr|5|cl.M}}</big>=== | |||
<section begin=cl.M/> | <section begin=cl.M/> | ||
{{MoveData | {{MoveData | ||
|name=close s.M | |name=close s.M | ||
|image=Talos cl.M.png | |image=Talos cl.M.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 43: | Line 46: | ||
}} | }} | ||
<section end=cl.M/> | <section end=cl.M/> | ||
==cl.H== | ===<big>{{clr|4|cl.H}}</big>=== | ||
<section begin=cl.H/> | <section begin=cl.H/> | ||
{{MoveData | {{MoveData | ||
|name=close s.H | |name=close s.H | ||
|image=Talos cl.H.png | |image=Talos cl.H.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 62: | Line 65: | ||
|advHit=-3 | |advHit=-3 | ||
|advBlock=-7 | |advBlock=-7 | ||
|description=cancelable into any ground attack except itself | |description= This is your main DP punish when it doesn't push you too far on block. Unlike boot, this doesn't scale the rest of the combo, and leads to some of Talos' biggest damage. It is also cancelable into any ground attack except itself, which allows for utility such as cancelling into S1.1 for tick throws, 'reverse-beat' into f.l to stay, and boot to catch backdashes/jumps. | ||
}} | }} | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 76: | Line 79: | ||
|advHit=-5 | |advHit=-5 | ||
|advBlock=-9 | |advBlock=-9 | ||
|description= | |description= Same properties as the first version, but slightly different frame data. This is what you get if you cancel cl.h into itself. | ||
}} | }} | ||
}} | }} | ||
<section end=cl.H/> | <section end=cl.H/> | ||
==f.L== | |||
===<big>{{clr|2|f.L}}</big>=== | |||
<section begin=f.L/> | <section begin=f.L/> | ||
{{MoveData | {{MoveData | ||
|name=far s.L | |name=far s.L | ||
|image=Talos f.L.png | |image=Talos f.L.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 98: | Line 102: | ||
|advHit=5 | |advHit=5 | ||
|advBlock=3 | |advBlock=3 | ||
|description= | |description= Alright keep-out tool, althought forshadowed by f.m. however it has its uses if using S3.3 since f.l > S3.3 > S3.3/OD is an actual hitconfirm. It can also be used for tick throws in offense, and allows for good resets at the end of combos. | ||
}} | }} | ||
}} | }} | ||
<section end=f.L/> | <section end=f.L/> | ||
==f.M== | |||
===<big>{{clr|5|f.M}}</big>=== | |||
<section begin=f.M/> | <section begin=f.M/> | ||
{{MoveData | {{MoveData | ||
|name=far s.M | |name=far s.M | ||
|image=Talos f.M.png | |image=Talos f.M.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 120: | Line 125: | ||
|advHit=3 | |advHit=3 | ||
|advBlock=0 | |advBlock=0 | ||
|description= | |description= Talos' best poke for grond control. Only 1 frame slower then f.l and excellent recovery and range for its speed, it makes for a great tool to challenge ground approaches to encourage jumps. It'ss biggest issue, tho, is that it provides no reward what so ever, not even using KA | ||
}} | }} | ||
}} | }} | ||
<section end=f.M/> | <section end=f.M/> | ||
==f.H== | |||
===<big>{{clr|4|f.H}}</big>=== | |||
<section begin=f.H/> | <section begin=f.H/> | ||
{{MoveData | {{MoveData | ||
|name=far s.H | |name=far s.H | ||
|image=Talos f.H.png | |image=Talos f.H.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 146: | Line 152: | ||
}} | }} | ||
<section end=f.H/> | <section end=f.H/> | ||
==cr.L== | ===<big>{{clr|2|cr.L}}</big>=== | ||
<section begin=cr.L/> | <section begin=cr.L/> | ||
{{MoveData | {{MoveData | ||
|name=cr.L | |name=cr.L | ||
|image=Talos cr.L.png | |image=Talos cr.L.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 168: | Line 174: | ||
}} | }} | ||
<section end=cr.L/> | <section end=cr.L/> | ||
==cr.M== | ===<big>{{clr|5|cr.M}}</big>=== | ||
<section begin=cr.M/> | <section begin=cr.M/> | ||
{{MoveData | {{MoveData | ||
|name=cr.M | |name=cr.M | ||
|image=Talos cr.M.png | |image=Talos cr.M.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 186: | Line 192: | ||
|advHit=0 | |advHit=0 | ||
|advBlock=-3 | |advBlock=-3 | ||
|description= | |description= Decent range low that also converts into S3.3, giving it good use in neutral. not very useful otherwise | ||
}} | }} | ||
}} | }} | ||
<section end=cr.M/> | <section end=cr.M/> | ||
==cr.H== | |||
===<big>{{clr|4|cr.H}}</big>=== | |||
<section begin=cr.H/> | <section begin=cr.H/> | ||
{{MoveData | {{MoveData | ||
|name=cr.H | |name=cr.H | ||
|image=Talos cr.H.png | |image=Talos cr.H.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 212: | Line 219: | ||
}} | }} | ||
<section end=cr.H/> | <section end=cr.H/> | ||
==dj.L== | ===<big>{{clr|2|dj.L}}</big>=== | ||
<section begin=dj.L/> | <section begin=dj.L/> | ||
{{MoveData | {{MoveData | ||
|name=diagonal j.L | |name=diagonal j.L | ||
|image=Talos dj.L.png | |image=Talos dj.L.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 230: | Line 237: | ||
|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= | |description= Biggest highlight of this normal is its whooping 15 active frames. This makes it very good for meaties and rewarding combos/pressure on block. You'll use this a lot after knockdowns | ||
}} | }} | ||
}} | }} | ||
<section end=dj.L/> | <section end=dj.L/> | ||
==dj.M== | |||
===<big>{{clr|5|dj.M}}</big>=== | |||
<section begin=dj.M/> | <section begin=dj.M/> | ||
{{MoveData | {{MoveData | ||
|name=diagonal j.M | |name=diagonal j.M | ||
|image=Talos dj.M.png | |image=Talos dj.M.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 256: | Line 264: | ||
}} | }} | ||
<section end=dj.M/> | <section end=dj.M/> | ||
==dj.H== | ===<big>{{clr|4|dj.H}}</big>=== | ||
<section begin=dj.H/> | <section begin=dj.H/> | ||
{{MoveData | {{MoveData | ||
|name=diagonal j.H | |name=diagonal j.H | ||
|image=Talos dj.H.png | |image=Talos dj.H.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 274: | Line 282: | ||
|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= | |description= long range, high damage and great active frames make this a good jump in that can hit deep. not much more then that because it takes time to startup and very inclined downwards. | ||
}} | }} | ||
}} | }} | ||
<section end=dj.H/> | <section end=dj.H/> | ||
==nj.L== | |||
===<big>{{clr|2|nj.L}}</big>=== | |||
<section begin=nj.L/> | <section begin=nj.L/> | ||
{{MoveData | {{MoveData | ||
|name=neutral j.L | |name=neutral j.L | ||
|image=Talos nj.L.png | |image=Talos nj.L.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 296: | Line 305: | ||
|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= | |description= Stop sign. Very quick air to air with great range and good active frames, you can even stuff some approach if you do it low to the ground. | ||
}} | }} | ||
}} | }} | ||
<section end=nj.L/> | <section end=nj.L/> | ||
==nj.M== | |||
===<big>{{clr|5|nj.M}}</big>=== | |||
<section begin=nj.M/> | <section begin=nj.M/> | ||
{{MoveData | {{MoveData | ||
|name=neutral j.M | |name=neutral j.M | ||
|image=Talos nj.M.png | |image=Talos nj.M.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 322: | Line 332: | ||
}} | }} | ||
<section end=nj.M/> | <section end=nj.M/> | ||
==nj.H== | ===<big>{{clr|4|nj.H}}</big>=== | ||
<section begin=nj.H/> | <section begin=nj.H/> | ||
{{MoveData | {{MoveData | ||
|name=neutral j.H | |name=neutral j.H | ||
|image=Talos nj.H.png | |image=Talos nj.H.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 344: | Line 354: | ||
}} | }} | ||
<section end=nj.H/> | <section end=nj.H/> | ||
==B+M== | ===<big>{{clr|5|B+M}}</big>=== | ||
<section begin=B+M/> | <section begin=B+M/> | ||
{{MoveData | {{MoveData | ||
|name=B+M | |name=B+M | ||
|image=Talos B+M.png | |image=Talos B+M.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 366: | Line 376: | ||
}} | }} | ||
<section end=B+M/> | <section end=B+M/> | ||
==F+H== | ===<big>{{clr|4|F+H}}</big>=== | ||
<section begin=F+H/> | <section begin=F+H/> | ||
{{MoveData | {{MoveData | ||
|name=F+H | |name=F+H | ||
|image=Talos F+H.png | |image=Talos F+H.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 384: | Line 394: | ||
|advHit=wall bounce | |advHit=wall bounce | ||
|advBlock=-12 | |advBlock=-12 | ||
|description=armored during frames 1-15; applies 50% damage/dizzy/meter reduction as combo starter | |description= The boot. armored during frames 1-15, so it can function as a semi-reversal that is not liimited by cooldown. It's a good tool to use and take turns when you expect an opponent to mash. Its long reach also make it good to beat backdashes; Tho, it applies 50% damage/dizzy/meter reduction as combo starter so the reward is underwhelming at times, is very unsafe on block and has a slow startup, so overusing this is a very bad idea. | ||
}} | }} | ||
}} | }} | ||
<section end=F+H/> | <section end=F+H/> | ||
==j.D+M== | |||
===<big>{{clr|5|j.D+M}}</big>=== | |||
<section begin=j.D+M/> | <section begin=j.D+M/> | ||
{{MoveData | {{MoveData | ||
|name=j.D+M | |name=j.D+M | ||
|image=Talos j.D+M.png | |image=Talos j.D+M.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 410: | Line 421: | ||
}} | }} | ||
<section end=j.D+M/> | <section end=j.D+M/> | ||
==j.D+H== | ===<big>{{clr|4|j.D+H}}</big>=== | ||
<section begin=j.D+H/> | <section begin=j.D+H/> | ||
{{MoveData | {{MoveData | ||
|name=j.D+H | |name=j.D+H | ||
|image=Talos j.D+H.png | |image=Talos j.D+H.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 432: | Line 443: | ||
}} | }} | ||
<section end=j.D+H/> | <section end=j.D+H/> | ||
==Forward Throw | ==Throws== | ||
<section begin=Forward Throw | ===<big>{{clr|0|Forward Throw}}</big>=== | ||
<section begin=Forward Throw/> | |||
{{MoveData | {{MoveData | ||
|name=Forward Throw | |name=Forward Throw | ||
|image=Talos Forward Throw | |image=Talos Forward Throw.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 450: | Line 462: | ||
|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= | |description= Slower then the command grab, not as damaging and just as bad to whiff, tho its not limited by cooldown. Can convert into a combo with KA6, simillar to uncharged S1.1. | ||
}} | }} | ||
}} | }} | ||
<section end=Forward Throw | <section end=Forward Throw/> | ||
==Back Throw | |||
<section begin=Back Throw | ===<big>{{clr|0|Back Throw}}</big>=== | ||
<section begin=Back Throw/> | |||
{{MoveData | {{MoveData | ||
|name=Back Throw | |name=Back Throw | ||
|image=Talos Back Throw | |image=Talos Back Throw.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 475: | Line 488: | ||
}} | }} | ||
}} | }} | ||
<section end=Back Throw | <section end=Back Throw/> | ||
==Air Throw | ===<big>{{clr|0|Air Throw}}</big>=== | ||
<section begin=Air Throw | <section begin=Air Throw/> | ||
{{MoveData | {{MoveData | ||
|name=Air Throw | |name=Air Throw | ||
|image=Talos Air Throw | |image=Talos Air Throw.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 494: | Line 507: | ||
|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= | |description= Actually pretty useful in combos, since Talos can juggle a f.l afterwards and either go into knockdown with S3.3 or get a reset into S1.1/boot mix. | ||
}} | }} | ||
}} | }} | ||
<section end=Air Throw | <section end=Air Throw/> | ||
==Specials== | |||
===<big>{{clr|6|S1.1}}</big>=== | |||
< | |||
{{ | |||
| | |||
| | |||
< | |||
<section begin=S1.1/> | <section begin=S1.1/> | ||
{{MoveData | {{MoveData | ||
|name=Meteor Breaker Charge | |name=Meteor Breaker Charge | ||
|image=Talos S1.1.png | |image=Talos S1.1.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 590: | Line 532: | ||
|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description= | |description= Chargeable until frame 90; transitions into Quick Meteor Breaker after frames 3-24 and Charged Meteor Breaker after frame 25; dash-cancelable after frame 5; armored after 25 frames; auto-faces opponent. You will be using this stance to bait mashing during mixups while setting up a charge command grab. | ||
}} | }} | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 604: | Line 546: | ||
|advHit=grd bounce | |advHit=grd bounce | ||
|advBlock=- | |advBlock=- | ||
|description= | |description= The fast version of the command grab. Deals very good damage, and can combo using FA6 if you can't get a charged version. | ||
}} | }} | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 618: | Line 560: | ||
|advHit=grd bounce | |advHit=grd bounce | ||
|advBlock=- | |advBlock=- | ||
|description=armor disabled after 7 frames | |description= (armor disabled after 7 frames). One of the things that make Talos scary. Extremely high damage, and converts meterlessly for very high damage, using meter can allow you to extend it even further. in conjuction to the charged stance, it can be used in mash-safe mixups | ||
}} | }} | ||
}} | }} | ||
<section end=S1.1/> | <section end=S1.1/> | ||
==S1.2== | |||
===<big>{{clr|6|S1.2}}</big>=== | |||
<section begin=S1.2/> | <section begin=S1.2/> | ||
{{MoveData | {{MoveData | ||
|name=Meteor Slam | |name=Meteor Slam | ||
|image=Talos S1.2.png | |image=Talos S1.2.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 640: | Line 583: | ||
|advHit=knockdown | |advHit=knockdown | ||
|advBlock=- | |advBlock=- | ||
|description=armored during frames 3-8 | |description= a command grab with more defensive uses: it can't be charged and cannot be be a combo starter, even with KA, but its armored during frames 3-8, so it can be used to steal turns during pressure. It also boosts a smaller cooldown, but this is less significant since in the case of S1.1, its cooldown would already replnenish by the time the combo it started ends. Probably the worst pick in this slot, and only worth if you're running a set using KD, since KA is so essential for S1.1. | ||
}} | }} | ||
}} | }} | ||
<section end=S1.2/> | <section end=S1.2/> | ||
==S2.1== | |||
===<big>{{clr|3|S2.1}}</big>=== | |||
<section begin=S2.1/> | <section begin=S2.1/> | ||
{{MoveData | {{MoveData | ||
|name=Titan Smash Charge | |name=Titan Smash Charge | ||
|image=Talos S2.1.png | |image=Talos S2.1.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 663: | Line 607: | ||
|advHit= | |advHit= | ||
|advBlock= | |advBlock= | ||
|description=chargeable until frame 90; transitions into Quick Titan Smash after frames 3-24 and Charged Titan Smash after frame 25; armored after 25 frames; dash-cancelable after frame 5; auto-faces opponent | |description=chargeable until frame 90; transitions into Quick Titan Smash after frames 3-24 and Charged Titan Smash after frame 25; armored after 25 frames; dash-cancelable after frame 5; auto-faces opponent. Works identically to S1.1 charge stance, and since its also visually identical, an opponent will have to guess between the two versions in the given setups. | ||
}} | }} | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 677: | Line 621: | ||
|advHit=tumble | |advHit=tumble | ||
|advBlock=- | |advBlock=- | ||
|description= | |description= Dedicated anti air hitgrab. Deals very high damage, and is KA-cancellable simillar to S1.1. This gives it a lot of utility in combos. It's also a strong mixup tool in conjuction to S1.1. Usually, the two specials will be paired together in sets. | ||
}} | }} | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 691: | Line 635: | ||
|advHit=wall bounce | |advHit=wall bounce | ||
|advBlock=- | |advBlock=- | ||
|description= | |description=Armor disabled after 9 frames. Charged version allows for a meterless conversion, and deals massive damage. While this is strong, its also much less practical to land then charged S1.1. Still very useful regardless. | ||
}} | }} | ||
}} | }} | ||
<section end=S2.1/> | <section end=S2.1/> | ||
==S2.2== | |||
===<big>{{clr|3|S2.2}}</big>=== | |||
<section begin=S2.2/> | <section begin=S2.2/> | ||
{{MoveData | {{MoveData | ||
|name=Titan Wreck | |name=Titan Wreck | ||
|image=Talos S2.2.png | |image=Talos S2.2.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 713: | Line 658: | ||
|advHit=backslide | |advHit=backslide | ||
|advBlock=- | |advBlock=- | ||
|description=armored during frames 3-8 | |description=Simillar to S1.2 in that it sacrafices its utility with KA and can't be charged, but is armored during frames 3-8, so it has the potential to interrupt jump ins and thus leaves a generous window to use. Is the better pure the anti air, given the armor combined with a better hitbox, but you're sacraficing important combo routes and mixups. Although, due to being so good at its job, its not as situational as S1.2. autofaces opponent during frames 1-6 | ||
}} | }} | ||
}} | }} | ||
<section end=S2.2/> | <section end=S2.2/> | ||
==S3.1== | |||
===<big>{{clr|8|S3.1}}</big>=== | |||
<section begin=S3.1/> | <section begin=S3.1/> | ||
{{MoveData | {{MoveData | ||
|name=Magnetic Buster | |name=Magnetic Buster | ||
|image=Talos S3.1.png | |image=Talos S3.1.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 736: | Line 682: | ||
|advHit=6 | |advHit=6 | ||
|advBlock=2 | |advBlock=2 | ||
|description=pulls opponents inward; cancelable into S1 and S2 | |description= The one special you're never going to use. It has decent range, and is plus on block along with a vacuum effect, but it doesn't hit airborne opponents at all, and Talos' frame data is too slow to utilize the advantage it provides on hit. It doesn't even have nearly as much utility iin combos as S3.2.pulls opponents inward; cancelable into S1 and S2 | ||
}} | }} | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 750: | Line 696: | ||
|advHit=sweep | |advHit=sweep | ||
|advBlock=-15 | |advBlock=-15 | ||
|description= | |description= | ||
}} | }} | ||
}} | }} | ||
<section end=S3.1/> | <section end=S3.1/> | ||
==S3.2== | |||
===<big>{{clr|8|S3.2}}</big>=== | |||
<section begin=S3.2/> | <section begin=S3.2/> | ||
{{MoveData | {{MoveData | ||
|name=Magnetic Snare | |name=Magnetic Snare | ||
|image=Talos S3.2.png | |image=Talos S3.2.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 773: | Line 720: | ||
|advHit=air flip | |advHit=air flip | ||
|advBlock=- | |advBlock=- | ||
|description=pulls opponents | |description=An excellent combo tool that pulls opponents towards you, and is ''special cancellable.'' You will use this to extend your combos inconjuction to S2.1, as well as resets into boot/S1.x mixups. It's got a good hitbox for anti airing, tho its not nearly as good as the S2.x specials. It's also Talos' only move that can combo into OD during air juggles. You'll be using this for offensive, mixup-oriented playstyle sets. | ||
}} | }} | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 787: | Line 734: | ||
|advHit=sweep | |advHit=sweep | ||
|advBlock=-15 | |advBlock=-15 | ||
|description= | |description= Combo ender, decent way to get a knockdown. | ||
}} | }} | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 805: | Line 752: | ||
}} | }} | ||
<section end=S3.2/> | <section end=S3.2/> | ||
== | |||
<section begin= | ===<big>{{clr|8|jS3.1}}</big>=== | ||
<section begin=jS3.1/> | |||
{{MoveData | {{MoveData | ||
|name=Aerial Magnetic Attract | |name=Aerial Magnetic Attract | ||
|image=Talos | |image=Talos jS3.1.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 826: | Line 774: | ||
}} | }} | ||
}} | }} | ||
<section end= | <section end=jS3.1/> | ||
==S3.3== | ===<big>{{clr|8|S3.3}}</big>=== | ||
<section begin=S3.3/> | <section begin=S3.3/> | ||
{{MoveData | {{MoveData | ||
|name=Spartan Rush | |name=Spartan Rush | ||
|image=Talos S3.3.png | |image=Talos S3.3.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 845: | Line 793: | ||
|advHit=1 | |advHit=1 | ||
|advBlock=-3 | |advBlock=-3 | ||
|description= | |description= A very useful move in Talos' arsenal, which sadly has to compete with the amazing S3.2; A strong footsies as it is an advancing, highly active, safe on block move, as well as a great tool that can converts off of many normals that Talos otherwise gets no reward from, such as 2m and f.L. Leads into a knockdown with its followup so its fairly rewarding, and can combo into OD on grounded opponents | ||
}} | }} | ||
}} | }} | ||
<section end=S3.3/> | <section end=S3.3/> | ||
== | |||
<section begin= | ===<big>{{clr|8|jS3.3}}</big>=== | ||
<section begin=jS3.3/> | |||
{{MoveData | {{MoveData | ||
|name=Aerial Spartan Rush | |name=Aerial Spartan Rush | ||
|image=Talos | |image=Talos jS3.3.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 870: | Line 819: | ||
}} | }} | ||
}} | }} | ||
<section end= | <section end=jS3.3/> | ||
==OD== | ===<big>{{clr|0|OD}}</big>=== | ||
<section begin=OD/> | <section begin=OD/> | ||
{{MoveData | {{MoveData | ||
|name=Colossal Crush | |name=Colossal Crush | ||
|image=Talos OD.png | |image=Talos OD.png | ||
|caption= | |caption= | ||
|data= | |data= | ||
{{AttackData-RT | {{AttackData-RT | ||
Line 889: | Line 838: | ||
|advHit=grd bounce | |advHit=grd bounce | ||
|advBlock=- | |advBlock=- | ||
|description=can | |description= Strongest hitting OD in the game, also being a command grab that is unescapable post-flash, and can be comboed into for massive damage at the end of combos. However, sadly, its not a very notable or versitile OD in the game otherwise: has the least invul frames all of all ODs, extremely long recovery and small range make it very risky and hard to use defensively, and has no real use other then a big combo ender. | ||
}} | }} | ||
}} | }} | ||
<section end=OD/> | <section end=OD/> | ||
<section end=Movelist/> | |||
==Other== | |||
===<big>{{clr|0|Forward Dash}}</big>=== | |||
<section begin=Forward Dash/> | |||
{{MoveData | |||
|name=Forward Dash | |||
|image=Talos Forward Dash.png | |||
|caption= | |||
|data= | |||
{{AttackData-RT | |||
|version=Forward Dash | |||
|damage= | |||
|stun= | |||
|guard=- | |||
|cancel=None | |||
|startup= | |||
|active= | |||
|recovery= | |||
|total=22 | |||
|advHit= | |||
|advBlock= | |||
|description=transitions into forward run after 15f if holding Fwd; cancelable into any attack or jump (but not walk/block) after 20f in both cases. Probably the worst dash in the game in terms of speed and utility in neutral, tho its not actually bad by any means | |||
}} | |||
{{AttackData-RT | |||
|version=Forward Run | |||
|damage= | |||
|stun= | |||
|guard=- | |||
|cancel=Any | |||
|startup= | |||
|active= | |||
|recovery= | |||
|total= | |||
|advHit= | |||
|advBlock= | |||
|description=cancelable into attack or jump; transitions into forward run stop | |||
}} | |||
{{AttackData-RT | |||
|version=Forward Run Stop | |||
|damage= | |||
|stun= | |||
|guard=- | |||
|cancel=Any | |||
|startup= | |||
|active= | |||
|recovery= | |||
|total=10 | |||
|advHit= | |||
|advBlock= | |||
|description=cancelable into attack or jump; all actions enabled after 10 frames | |||
}} | |||
}} | |||
<section end=Forward Dash/> | |||
===<big>{{clr|0|Back Dash}}</big>=== | |||
<section begin=Back Dash/> | |||
{{MoveData | |||
|name=Back Dash | |||
|image=Talos Back Dash.png | |||
|caption= | |||
|data= | |||
{{AttackData-RT | |||
|damage= | |||
|stun= | |||
|guard=- | |||
|cancel=None | |||
|startup= | |||
|active= | |||
|recovery= | |||
|total=28 | |||
|advHit= | |||
|advBlock= | |||
|description= Interestingly enough, this is tied for the best backdash in the game in combination of total duration and amount of invul frames. | |||
}} | |||
}} | |||
<section end=Back Dash/> | |||
<templatestyles src="clr/styles.css"/> | |||
[[Category:Rising Thunder: Community Edition]] |
Latest revision as of 09:42, 16 February 2022
Normals
cl.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
35 | Mid (Whiffs crouching) | 50 | Spc/OD/KA | 6 | 2 | 7 | 15 | 6 | 4 | - |
Cancelable into Light attacks. Mediocre normal, since its slower then all other cl.l normals and doesn't convert into anything more then f.l without S3.3 or OD, despite its good advantage on hit |
cl.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
70 | Mid | 100 | Spc/OD/KA | 9 | 3 | 15 | 27 | air flip | -2 | - |
cl.H
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
close s.H | 95 | Mid | 150 | Any | 11 | 4 | 22 | 37 | -3 | -7 | - |
This is your main DP punish when it doesn't push you too far on block. Unlike boot, this doesn't scale the rest of the combo, and leads to some of Talos' biggest damage. It is also cancelable into any ground attack except itself, which allows for utility such as cancelling into S1.1 for tick throws, 'reverse-beat' into f.l to stay, and boot to catch backdashes/jumps. | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
close s.H (alt) | 85 | Mid | 100 | Any | 11 | 4 | 24 | 39 | -5 | -9 | - |
Same properties as the first version, but slightly different frame data. This is what you get if you cancel cl.h into itself. |
f.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
35 | Mid | 50 | Spc/OD/KA | 7 | 2 | 8 | 17 | 5 | 3 | - |
Alright keep-out tool, althought forshadowed by f.m. however it has its uses if using S3.3 since f.l > S3.3 > S3.3/OD is an actual hitconfirm. It can also be used for tick throws in offense, and allows for good resets at the end of combos. |
f.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
75 | Mid | 100 | OD/KA | 8 | 3 | 13 | 24 | 3 | 0 | - |
Talos' best poke for grond control. Only 1 frame slower then f.l and excellent recovery and range for its speed, it makes for a great tool to challenge ground approaches to encourage jumps. It'ss biggest issue, tho, is that it provides no reward what so ever, not even using KA |
f.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
110 | Mid | 200 | OD/KA | 12 | 5 | 21 | 38 | -3 | -7 | - |
cr.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
35 | Mid | 50 | Spc/OD/KA | 7 | 2 | 8 | 17 | 5 | 3 | - |
cancelable into Light attacks |
cr.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
70 | Low | 100 | Spc/OD/KA | 9 | 3 | 16 | 28 | 0 | -3 | - |
Decent range low that also converts into S3.3, giving it good use in neutral. not very useful otherwise |
cr.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
105 | Low | 150 | KnAdv | 10 | 4 | 22 | 36 | sweep | -7 | - |
dj.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
55 | High | 50 | Special | 6 | 15 | - | - | - | - | - |
Biggest highlight of this normal is its whooping 15 active frames. This makes it very good for meaties and rewarding combos/pressure on block. You'll use this a lot after knockdowns |
dj.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
85 | High | 100 | None | 7 | 10 | - | - | - | - | - |
dj.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
105 | High | 200 | None | 8 | 7 | - | - | - | - | - |
long range, high damage and great active frames make this a good jump in that can hit deep. not much more then that because it takes time to startup and very inclined downwards. |
nj.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
55 | High | 50 | Special | 6 | 15 | - | - | - | - | - |
Stop sign. Very quick air to air with great range and good active frames, you can even stuff some approach if you do it low to the ground. |
nj.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
85 | High | 100 | None | 7 | 10 | - | - | - | - | - |
nj.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
105 | High | 200 | None | 8 | 7 | - | - | - | - | - |
B+M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
70 | Mid | 100 | Spc/OD/KA | 10 | 4 | 22 | 36 | -7 | -10 | - |
pulls opponents inward |
F+H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
115 | Mid | 150 | KnAdv | 15 | 4 | 27 | 46 | wall bounce | -12 | - |
The boot. armored during frames 1-15, so it can function as a semi-reversal that is not liimited by cooldown. It's a good tool to use and take turns when you expect an opponent to mash. Its long reach also make it good to beat backdashes; Tho, it applies 50% damage/dizzy/meter reduction as combo starter so the reward is underwhelming at times, is very unsafe on block and has a slow startup, so overusing this is a very bad idea. |
j.D+M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
85 | High | 100 | None | 7 | 12 | - | - | - | - | - |
125% gravity during first 20 frames |
j.D+H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
105 | High | 200 | None | 8 | 7 | - | - | - | - | - |
crossup air attack |
Throws
Forward Throw
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
55+55 | Unblk | 50+0 | KnAdv | 5 | 3 | 27 | 35 | - | - | - |
Slower then the command grab, not as damaging and just as bad to whiff, tho its not limited by cooldown. Can convert into a combo with KA6, simillar to uncharged S1.1. |
Back Throw
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
135 | Unblk | 150 | None | 5 | 3 | 27 | 35 | - | - | - |
Air Throw
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
60+60 | Unblk | 125+0 | None | 5 | 3 | - | - | - | - | - |
Actually pretty useful in combos, since Talos can juggle a f.l afterwards and either go into knockdown with S3.3 or get a reset into S1.1/boot mix. |
Specials
S1.1
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Meteor Breaker Charge | - | - | - | Other | 3 | - | - | 90 | - | - | - |
Chargeable until frame 90; transitions into Quick Meteor Breaker after frames 3-24 and Charged Meteor Breaker after frame 25; dash-cancelable after frame 5; armored after 25 frames; auto-faces opponent. You will be using this stance to bait mashing during mixups while setting up a charge command grab. | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Quick Meteor Breaker | 100+75 | Unblk | 100+0 | KnAdv | 4 | 3 | 53 | 60 | grd bounce | - | - |
The fast version of the command grab. Deals very good damage, and can combo using FA6 if you can't get a charged version. | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Charged Meteor Breaker | 150!+75 | Unblk | 150!+0 | KnAdv | 4 | 3 | 53 | 60 | grd bounce | - | - |
(armor disabled after 7 frames). One of the things that make Talos scary. Extremely high damage, and converts meterlessly for very high damage, using meter can allow you to extend it even further. in conjuction to the charged stance, it can be used in mash-safe mixups |
S1.2
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
150 | Unblk | 100 | None | 6 | 2 | 57 | 65 | knockdown | - | - |
a command grab with more defensive uses: it can't be charged and cannot be be a combo starter, even with KA, but its armored during frames 3-8, so it can be used to steal turns during pressure. It also boosts a smaller cooldown, but this is less significant since in the case of S1.1, its cooldown would already replnenish by the time the combo it started ends. Probably the worst pick in this slot, and only worth if you're running a set using KD, since KA is so essential for S1.1. |
S2.1
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Titan Smash Charge | - | - | - | Other | 3 | - | - | 90 | - | - | - |
chargeable until frame 90; transitions into Quick Titan Smash after frames 3-24 and Charged Titan Smash after frame 25; armored after 25 frames; dash-cancelable after frame 5; auto-faces opponent. Works identically to S1.1 charge stance, and since its also visually identical, an opponent will have to guess between the two versions in the given setups. | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Quick Titan Smash | 150! | Unblk | 150! | KnAdv | 4 | 5 | 36 | 45 | tumble | - | - |
Dedicated anti air hitgrab. Deals very high damage, and is KA-cancellable simillar to S1.1. This gives it a lot of utility in combos. It's also a strong mixup tool in conjuction to S1.1. Usually, the two specials will be paired together in sets. | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Charged Titan Smash | 225! | Unblk | 200! | KnAdv | 4 | 5 | 36 | 45 | wall bounce | - | - |
Armor disabled after 9 frames. Charged version allows for a meterless conversion, and deals massive damage. While this is strong, its also much less practical to land then charged S1.1. Still very useful regardless. |
S2.2
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
135! | Unblk | 150! | None | 6 | 3 | 41 | 50 | backslide | - | - |
Simillar to S1.2 in that it sacrafices its utility with KA and can't be charged, but is armored during frames 3-8, so it has the potential to interrupt jump ins and thus leaves a generous window to use. Is the better pure the anti air, given the armor combined with a better hitbox, but you're sacraficing important combo routes and mixups. Although, due to being so good at its job, its not as situational as S1.2. autofaces opponent during frames 1-6 |
S3.1
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Magnetic Buster | 85 | Mid (Whiffs airborne) | 100 | Spc/OD/KA | 15 | 5 | 14 | 34 | 6 | 2 | - |
The one special you're never going to use. It has decent range, and is plus on block along with a vacuum effect, but it doesn't hit airborne opponents at all, and Talos' frame data is too slow to utilize the advantage it provides on hit. It doesn't even have nearly as much utility iin combos as S3.2.pulls opponents inward; cancelable into S1 and S2 | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Clothesline (S3v1/v3) | 100 | Mid | 100 | KnAdv | 12 | 4 | 32 | 48 | sweep | -15 | - |
S3.2
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Magnetic Snare | 100! | Mid (Whiffs standing and crouching) | 125! | Spc/OD/KA | 15 | 5 | 12 | 32 | air flip | - | - |
An excellent combo tool that pulls opponents towards you, and is special cancellable. You will use this to extend your combos inconjuction to S2.1, as well as resets into boot/S1.x mixups. It's got a good hitbox for anti airing, tho its not nearly as good as the S2.x specials. It's also Talos' only move that can combo into OD during air juggles. You'll be using this for offensive, mixup-oriented playstyle sets. | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Snare Clothesline (S3v2) | 125! | Mid | 100! | KnAdv | 18 | 4 | 32 | 54 | sweep | -15 | - |
Combo ender, decent way to get a knockdown. | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Snare Colossal Crush (OD) | 325! | Unblk | 0 | None | 5+12+0 | 3 | 60 | 80 | grd bounce | - | - |
can grab opponents in ground and air hit stun (but not block stun) |
jS3.1
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
70 | Mid | 100 | None | 12 | 5 | - | - | - | - | - |
pulls opponents inward; can attack/block after 2 landing frames, and walk after 4 frames |
S3.3
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
75 | Mid | 100 | OD/KA | 12 | 8 | 14 | 34 | 1 | -3 | - |
A very useful move in Talos' arsenal, which sadly has to compete with the amazing S3.2; A strong footsies as it is an advancing, highly active, safe on block move, as well as a great tool that can converts off of many normals that Talos otherwise gets no reward from, such as 2m and f.L. Leads into a knockdown with its followup so its fairly rewarding, and can combo into OD on grounded opponents |
jS3.3
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
75 | Mid | 100 | None | 12 | 8 | - | - | - | - | - |
can attack/block after 8 landing frames, and walk after 10 frames |
OD
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
325! | Unblk | 0 | None | 5+0+0 | 2 | 60 | 67 | grd bounce | - | - |
Strongest hitting OD in the game, also being a command grab that is unescapable post-flash, and can be comboed into for massive damage at the end of combos. However, sadly, its not a very notable or versitile OD in the game otherwise: has the least invul frames all of all ODs, extremely long recovery and small range make it very risky and hard to use defensively, and has no real use other then a big combo ender. |
Other
Forward Dash
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Forward Dash | - | - | - | None | - | - | - | 22 | - | - | - |
transitions into forward run after 15f if holding Fwd; cancelable into any attack or jump (but not walk/block) after 20f in both cases. Probably the worst dash in the game in terms of speed and utility in neutral, tho its not actually bad by any means | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Forward Run | - | - | - | Any | - | - | - | - | - | - | - |
cancelable into attack or jump; transitions into forward run stop | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Forward Run Stop | - | - | - | Any | - | - | - | 10 | - | - | - |
cancelable into attack or jump; all actions enabled after 10 frames |
Back Dash
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | None | - | - | - | 28 | - | - | - |
Interestingly enough, this is tied for the best backdash in the game in combination of total duration and amount of invul frames. |