Line 43: | Line 43: | ||
=Frame Data= | =Frame Data= | ||
Standing Close: (point blank-soonest possible connect) | |||
A i7 +5 | |||
B i8 +1 | |||
C i11 -1 | |||
D i10 -8 | |||
Standing Far: | |||
A i9 +2 | |||
B i10 +2 | |||
C i13 +1 | |||
D i15 -2 | |||
Crouching: (Point blank range) | |||
A i8 +2 | |||
B i8 +2 | |||
C i9 -5 | |||
D i11 KD/-14 | |||
A+B i27 Hit:-1 Block:+5 | |||
d+A+B i12 Hit:-3 Block:+3 | |||
C+D(TOP) i13 KD/-24 | |||
Throw (f+C & b+C) | |||
Instant. 2 frame delay like any other move, then throw animation begins. Throw breaks leave both at even frame advantage. | |||
Specials: | |||
dp+B i6 KD/-12 | |||
dp+D i6 KD/-31 | |||
(Weird. If you do f,d,df+K, it takes 7 frames to connect from the button press. If you do f,d,df,K, it takes 6 frames to connect from the button press.Tested, and all specials are this way. All numbers adjust to smallest possible from button press.) | |||
hcf+D i13 | |||
qcf+P i15 -5 (point blank) | |||
qcb+A i14 KD/-11 | |||
qcb+C i22 KD/-1 (Not a typo) | |||
qcb+K i17 KD/-19 (+12 if Brake'd) | |||
qcf,qcf+A KD/-51 (Yes, you can actually jump, land, and jump again before she can do anything) | |||
qcf,qcf+C KD/-14 (This is assuming you stay and block the final dive. You can actually move before then, but run a good risk of getting hit with the dive if you jump. You can backdash so the dive misses, and have all the time in the world the smack her) | |||
qcf,qcf+B Vacuum KD/-33 (Blocking the dive) | |||
qcf,qcf+D Vacuum KD/-32 (Blocking the dive) | |||
=Attack Notes= | =Attack Notes= |
Revision as of 13:48, 4 April 2006
Introduction
To come.
Gameplay Overview
To come.
Move List
Command Normal Moves
"Step Kick"
in the air, d B
"Air Crossover"
in the air, CD
Special Command Moves
Spirit Slam
qcf P
Combo Kick
during j, qcb K
Twisting Flight
dp K
Double Blow Onslaught
qcb P
Lunging Thigh
hcf D
*Tiger Tail Kick (Break Move)
qcb K
Super Moves
Lotus Land Punch
qcf x2 P
Flying Queen of Chaos
qcf x2 K
Attributes
To come.
Frame Data
Standing Close: (point blank-soonest possible connect)
A i7 +5
B i8 +1
C i11 -1
D i10 -8
Standing Far:
A i9 +2
B i10 +2
C i13 +1
D i15 -2
Crouching: (Point blank range)
A i8 +2
B i8 +2
C i9 -5
D i11 KD/-14
A+B i27 Hit:-1 Block:+5
d+A+B i12 Hit:-3 Block:+3
C+D(TOP) i13 KD/-24
Throw (f+C & b+C)
Instant. 2 frame delay like any other move, then throw animation begins. Throw breaks leave both at even frame advantage.
Specials:
dp+B i6 KD/-12
dp+D i6 KD/-31 (Weird. If you do f,d,df+K, it takes 7 frames to connect from the button press. If you do f,d,df,K, it takes 6 frames to connect from the button press.Tested, and all specials are this way. All numbers adjust to smallest possible from button press.)
hcf+D i13
qcf+P i15 -5 (point blank)
qcb+A i14 KD/-11
qcb+C i22 KD/-1 (Not a typo)
qcb+K i17 KD/-19 (+12 if Brake'd)
qcf,qcf+A KD/-51 (Yes, you can actually jump, land, and jump again before she can do anything)
qcf,qcf+C KD/-14 (This is assuming you stay and block the final dive. You can actually move before then, but run a good risk of getting hit with the dive if you jump. You can backdash so the dive misses, and have all the time in the world the smack her)
qcf,qcf+B Vacuum KD/-33 (Blocking the dive)
qcf,qcf+D Vacuum KD/-32 (Blocking the dive)
Attack Notes
To come.
Bread'n'Butter Combos
st. b xx qcb b(break w/ab), qcf c (37/31)
cr. a xx qcb b(break w/ab), qcf c (35/29)
st. c/cr. c/st. d xx qcb b(break w/ab), qcf c (40/34)
cr. a(x2) xx qcb a (28/19)
st. c/cr. c xx qcb c (36/28)
st. d xx qcfx2 p (64/45 s, 88/60 p)
Corner stuff(corner only)
st. c xx qcb b(break w/ab), dp d (39/32)
st. c xx qcb b(break w/ab), qcfx2 k (73/55 s, 99/72 p)
j. d xx qcb b(air), qcfx2 k (73/54 s, 99/71 p)
Counter hit stuff
qcb b(counter hit, break w/ab), qcb b(break w/ab), qcf c (46/40)
qcb b(counter hit, break w/ab), qcfx2 k (58/45 s, 84/62 p)
(corner)qcb b(counter hit, break w/ab), qcb b(break w/ab), qcfx2 k (79/61 s, 105/78 p)
(near corner)air qcb d(air counter hit), dp d (31/25)
(near corner)air qcb d(air counter hit), qcfx2 k (65/48 s, 91/65 p)
qcf c(air counter hit), qcf c (32/30)
T.O.P. Notes
She does a flip kick like Marshall Law. Probably one of the worst in the game IMO, but you could use it as an anti air when the opponent is right above you.
Overall Strategy
To come.
Matchup Notes
To come.
Advanced Tactics
To come.