CharTemplate (SSFIV): Difference between revisions

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==Frame Data==
==Frame Data==
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! align="center" | Move Name
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! align="left" colspan="12" style="background: #333333;" | Standing Far Attacks
! align="left" colspan="12" class="tableHeader" | Standing Far Attacks
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| align="center"  |[[File:Jab.gif]]
| align="center"  |[[File:Jab.gif]]

Revision as of 18:27, 24 February 2011

Frame Data

Move Name Block (HL) Damage Stun Super Meter Gain Cancel Ability Startup Active Recovery Frames On Guard Frames On Hit Notes
Standing Far Attacks
Jab.gif HL 30 50 20 sp/su 5 3 6 +3 +6
Strong.gif HL 80 100 40 su 5 6 11 -3 +1
Fierce.gif HL 130 200 60 - 12 3 17 -2 +2
Short.gif HL 40 50 20 - 5 3 8 0 +3
Forward.gif HL 80 100 40 - 8 3 15 -4 -1 Whiff against crouchers
Roundhouse.gif HL 100 200 60 - 14 2 19 -3 +1
Standing Close Attacks
Jab.gif HL 25*15 30*20 20*20 ch/sp/su*su 4 3(8)3 11 -3 0
Strong.gif HL 50*30 50*50 40*20 sp/su*su 5 3(8)2 14 -2 +4 [Hit] Forces stand
Fierce.gif HL 80*30 100*100 60*20 sp/su*su 4 3(8)2 20 -4 0 [Hit] Forces stand
Short.gif HL 30 50 20 - 5 2 9 0 +3
Forward.gif HL 70 100 40 sp/su 7 2 16 -4 -1
Roundhouse.gif HL[H] 100[30] 150[50] 60[20] - 6 6 16 -4 0 Hit] Forces stand, active frame 1-4 wont hit crouchers, active frames 5-6 refer to [] (overhead)
Crouching Attacks
Jab.gif HL 30 50 20 ch/sp/su 5 2 6 +3 +6
Strong.gif HL 70 100 40 sp/su 7 3 10 +1 +4
Fierce.gif HL 70*40 100*50 60*20 sp/su 8 2*2 22 -6 - 1st part [Ground Hit] Forces Stand, 2nd [Hit] Floats opponent
Short.gif L 20 50 20 ch/sp/su 5 3 7 +1 +4
Forward.gif HL 70 100 40 sp/su 8 5 13 -4 +1
Roundhouse.gif L 100 200 60 sp/su 11 3 25 -10 - [Hit] Hard Knockdown cannot fast recover
Straight Up Jump Attacks
Jab.gif H 50 50 20 - 5 4 - - - [Projectile Invulnerability] Till end of active frames (leg part only)
Strong.gif H 80 100 40 - 5 6 - - - [Projectile Invulnerability] Till end of active frames (leg part only)
Fierce.gif H 100 200 60 - 5 4 - - - [Projectile Invulnerability] Till end of active frames (leg part only)
Short.gif H 50 50 20 - 5 8 - - - [Projectile Invulnerability] Until just before startup (leg part only)
Forward.gif H 80 100 40 - 4 6 - - - [Projectile Invulnerability] Till end of active frames (leg part only)
Roundhouse.gif H 100 200 60 - 5 4 - - - [Projectile Invulnerability] Till end of active frames (leg part only)
Forward / Back Jump Attacks
Jab.gif H 50 50 20 - 5 8 - - - [Projectile Invulnerability] Till end of active frames (leg part only)
Strong.gif H 80 100 40 - 5 10 - - - [Projectile Invulnerability] Till end of active frames (leg part only)
Fierce.gif H 100 200 60 - 5 8 - - - [Projectile Invulnerability] Till end of active frames (leg part only)
Short.gif H 50 50 20 - 4 5 - - - [Projectile Invulnerability] Till end of active frames (leg part only)
Forward.gif H 70 100 40 - 5 6 - - - [Projectile Invulnerability] Until just before startup (leg part only)
Roundhouse.gif H 110 200 60 - 5 5 - - - [Projectile Invulnerability] Till end of active frames (leg part only)
Unique Attacks
Right.gif + Forward.gif HL 80 100 40 dash 7 2 16 0 +3 Dash cancellable
Focus Attacks
Focus Attack LVL 1 HL 60 100 20 - 21 2 35 -21 -21 1~10F or 1F after button's are released: Has super armor.
Crumples on ground Counter Hit. Puts opponent in jugglable state on air hit. From frames 5~11 or on hit/block can cancel into dash/back dash. If charged, saving attack hits on frame 13 after releasing the buttons.
Focus Attack LVL 2 HL 80 150 40 - 17+13 2 35 -15 - 1~1F after button's are released: Has super armor.
Crumples on ground hit. Floats opponent on air hit. From frames 5~ buttons released or on hit/block can cancel into dash/back dash. Charge time: 17-49F. If charged, saving attack hits on frame 13 after releasing the buttons.
Focus Attack LVL 3 - 140 200 60 - 65 2 35 - - 1~64F has super armor. Breaks super armor.
Crumples on ground hit. Floats opponent on air hit. From frames 5~50 can cancel into dash/back dash. Charge time: 50F.
Normal Throws
Forward Throw 0.9 130 140 40 - 3 2 20 - - Hard Knockdown / Opponent gets up 68F after throw recovers (from SF4 vanilla)
Back Throw 0.9 130 140 40 - 3 2 20 - - Hard Knockdown / Opponent gets up 57F after throw recovers (from SF4 vanilla)
Special Moves
Change of Direction Jab.gif HL 30 50 20/30 su 14 3 25 -3 +2 [Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 25-26F can follow with second middle/low
Change of Direction Strong.gif HL 35 50 20/30 su 16 3 25 -3 +2 [Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 27-28F can follow with second middle/low
Change of Direction Fierce.gif HL 40 50 20/30 su 17 3 25 -3 +2 [Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 28-29F can follow with second middle/low
Change of Direction EX.gif HL 40 50 -250/0 su 16 3 25 -3 +2 1-18F [Armor] / [Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 27-28F can follow with second middle/low
Second Mid H 40 50 10/20 - 15 4 28 -9 -4 [Crouch Hit] Frame Adv -5 / [Air Hit] Puts opponent in jugglable state / 30-31F can follow with finish middle/low
Second Low L 50 50 20/30 su 22 4 24 -5 -1 [Air Hit] Puts opponent in jugglable state / 36-37F can follow with finish middle/low
Finish Mid H 100 100 10/30 - 10 2 44 -35 - [Hit] Hard Knockdown / Armor Break / Opponent gets up 43F after throw recovers (from SF4 vanilla)
Finish Low L 150 100 30/30 - 22 2 53 -44 - [Hit] Hard Knockdown / Armor Break / Opponent gets up 70F after throw recovers (from SF4 vanilla)
Wheel Kick Short.gif H 120 200 30/40 - 20 7 2+19 -10 -5 1-17F [Hit/Projectile Invul.] (lower half part only) / 11F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 25F (opp Ryu)
Wheel Kick Forward.gif H 140 200 30/40 - 24 7 2+20 -11 -6 1-20F [Hit/Projectile Invul.] (lower half part only) / 14F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 29F (opp Ryu)
Wheel Kick Roundhouse.gif H 160 200 30/40 - 27 7 1+22 -12 -7 1-22F [Hit/Projectile Invul.] (lower half part only) / 15F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 31F (opp Ryu)
Wheel Kick EX.gif H 60*120 100*100 -250/0 -- 17 7*3 2+19 -6 0 1-26F [Hit Invul.] (lower half part only) / 1-26F [Projectile Invul.] / 11F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / 2nd hit can juggle / Hit on crouching opp on the 23F (opp Ryu)
Marseilles Roll Short.gif - - - 20/- - - - 27 - - 5-26 [Hit Invul.] / 5-23F can cross opponent
Marseilles Roll Forward.gif - - - 20/- - - - 30 - - 5-29 [Hit Invul.] / 5-25F can cross opponent
Marseilles Roll Roundhouse.gif - - - 20/- - - - 32 - - 5-31 [Hit Invul.] / 5-27F can cross opponent
Marseilles Roll EX.gif - - - -250/- - - - 32 - - 1-32 [Hit Invul.] / 5-27F can cross opponent
Sky Fall Jab.gif - 0*140 100 30/0*100 - 5 2 31 - - 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla)
Sky Fall Strong.gif - 0*150 150 30/0*100 - 6 4 31 - - 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla)
Sky Fall Fierce.gif - 0*160 200 30/0*100 - 9 6 31 - - 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla)
Sky Fall EX.gif - 0*160 150 -250/0 - 6 2 31 - - 1-5F [Hit Invul.] / 6-7F [Hit Invul.] (upper half only) / 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 62F after throw recovers (from SF4 vanilla) / CAN JUGGLE !!!
Tornado Throw Jab.gif 1.3 160 100 30/80 - 5 2 51 - - 1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla)
Tornado Throw Strong.gif 1.1 180 150 30/80 - 5 2 45 - - 1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla)
Tornado Throw Fierce.gif 0.9 200 200 30/80 - 5 2 39 - - 1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla)
Tornado Throw EX.gif 1.25 200 150 -250/0 - 5 2 54 - - 1-6F [Hit Invul.] / Hard Knockdown / Opponent gets up 49F after throw recovers (from SF4 vanilla)
Super Combos
Heartless HL 0*335 0 -1000/0 - 1+5 2 41 -32 - 1F-blackout [Full Invul.] / after blackout, 1-6F LP: [Hit Invul], MP:[Throw Invul.], HP:[Projectile Invul.] / Hard Knockdown / Armor Break / Opponent gets up 57F after throw recovers (from SF4 vanilla)
Ultra Combos
Soulless HL 45*455 0 0/0 - 1+13 2 46 -30 - 1-blackout+7 [Full Invul.] / 8-16F [Hit Invul.](Except feet) / 8-16F [Projectile Invul.] / Hard Knockdown / Armor Break / CAN JUGGLE !!! / Opponent gets up 57F after throw recovers (from SF4 vanilla)
Breathless 1.0 480 0 0/0 - 1+7 6 51 - - 1F-end of blackout [Full Invul.] / 1F after blackout till end of active frames [Armor][Throw Invul.] / [Hit] Hard Knockdown / Hold button to delay (up to 92F) / Active frames come 7F after button release / Can be cancelled with any Punch (20F recovery) / Ground Throw range 1.0
Move Name Block (HL) Damage Stun Super Meter Gain Cancel Ability Startup Active Recovery Frames On Guard Frames On Hit Notes