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'''Frames'''<br> | '''Frames'''<br> | ||
From left to right, the numbers are startup frames (before the move actually hits), the active frames (when the move is hitting) and the recovery frames (how long before your character can act again.)<br> | From left to right, the numbers are startup frames (before the move actually hits), the active frames (when the move is hitting) and the recovery frames (how long before your character can act again.)<br> | ||
If two or more numbers appear separated by a | If two or more numbers appear separated by a * sign (e.g. 3*3), it means there are two hits during the active period that follow one immediately after the other, with no break.<br> | ||
If they are separated by a third number in | If they are separated by a + sign (e.g. 3+3), it means the hitbox changes during but the move will only hit once.<br> | ||
If they are separated by a third number in parentheses (i.e. 3(5)3) it means the two 3-frame hits would be separated by an inactive period of 5 frames.<br><br> | |||
'''Advantage'''<br> | '''Advantage'''<br> | ||
The first number is advantage on hit; the second is advantage on block. A negative number indicates disadvantage. "KD" indicates the move knocks down.<br> | The first number is advantage on hit; the second is advantage on block. A negative number indicates disadvantage. "KD" indicates the move knocks down.<br> |
Revision as of 16:13, 11 July 2013
How to read the normals table
Frames | Advantage | Cancel | Block | Hitbox | Notes | ||
---|---|---|---|---|---|---|---|
Standing Close | |||||||
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3/4/9 | -1/-3 | R,C,S,Su | HL |
Frames
From left to right, the numbers are startup frames (before the move actually hits), the active frames (when the move is hitting) and the recovery frames (how long before your character can act again.)
If two or more numbers appear separated by a * sign (e.g. 3*3), it means there are two hits during the active period that follow one immediately after the other, with no break.
If they are separated by a + sign (e.g. 3+3), it means the hitbox changes during but the move will only hit once.
If they are separated by a third number in parentheses (i.e. 3(5)3) it means the two 3-frame hits would be separated by an inactive period of 5 frames.
Advantage
The first number is advantage on hit; the second is advantage on block. A negative number indicates disadvantage. "KD" indicates the move knocks down.
KOF 2k2 has universal hit- and blockstun: All lights have 11 frames of hitstun and 9 frames of blockstun. Grounded heavies have 19 frames of hitstun and 17 frames of blockstun. Jumping heavies also have 17 frames of blockstun, but only 11 frames of hitstun. Command normals always have 19 frames of hitstun and 17 frames of blockstun, even when done in the air. All CDs, ground and air, do 21 frames of blockstun and knock down on hit.
Cancel
How the move can be cancelled.
- R - Rapid cancel. Can be cancelled into other light attacks.
- C - Command. Can be cancelled into command normals.
- S - Special. Can be cancelled into special moves.
- Su - Super. Can be cancelled into super moves.
Block
How the move must be blocked.
- H - The move must be blocked high, i.e. it hits overhead.
- L - The move must be blocked low.
- HL - The move can be blocked high or low. Note that jumping CD can be blocked low, unlike other jumping normals.
Hitbox
Red: Attack box (hitbox)
Blue: Hittable box (hurtbox)
Cyan: Collision box (pushbox)
Green: Autoguard box (guard point)
Magenta: Grab attack box
Orange: Fireball attack box
Yellow: Fireball hittable box
If a move has a yellow box but no orange one it will cancel fireballs but is not a projectile itself.
Notes
Special notes about the move, if any.