JuiceboxAbel

Yatagarasu Frame Data notes

Jun 18th, 2015
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  1. Universal Rules
  2.  
  3. - Throws startup in 4 frames
  4.  
  5. - Jumps have 4 pre-jump frames where you can be hit grounded, except for Chadha and Aja, who have 6 pre-jump frames.
  6.  
  7. - Superjumping adds an additional 2 pre-jump frames.
  8.  
  9. - If you attack while jumping, you are vulnerable for 3 frames upon landing to all attacks and throws. This increases to 4 frames for a superjump.
  10.  
  11. - If you do not attack while superjumping, you are still vulnerable for 2 frames upon landing to all attacks and throws.
  12.  
  13. - If you do not attack when you normal jump, you can guard immediately upon landing.
  14.  
  15. - Backdashes are throw invincible for 5 frames
  16.  
  17. - UOHs leave the ground on the 6th frame, except for Hina and Shimo, for them it's the 4th frame
  18.  
  19. - Grounded BL Counters grant additional +3 on hit
  20.  
  21. - The special move buffer is 8 frames, except for charge special moves, which is 9 frames. (After inputting the directions for a special move, you can leave the stick at neutral for 7 frames and press direction+button on the 8th frame and the special move will still come out.)
  22.  
  23. - The following characters gain a -wider- hurtbox while crouching: Azure, Hanzo, Juzumaru, Hina, Shimo, Jet, Chadha
  24. ---
  25. CHARACTER NOTES
  26.  
  27. Crow
  28. - F+HK becomes invincible to throws/lows on the 15th frame.
  29.  
  30. - EX fireball is active on the screen for 72 frames. The entire duration of the move for Crow is 36 frames (15+21).
  31.  
  32. - LP uppercut is low invincible for 4 frames, and becomes fully vulnerable on the 5th frame.
  33.  
  34. - HP uppercut is fully invincible for 5 frames, and becomes low vulnerable on the 6th frame. It becomes fully vulnerable on the 8th frame while airborne.
  35.  
  36. - EX uppercut is fully invincible for 8 frames, and becomes fully vulnerable on the 9th frame.
  37.  
  38. - LK/HK tatsu become throw invincible on the 2nd frame.
  39.  
  40. - EX tatsu becomes throw invincible on the 7th frame.
  41.  
  42. - LK/HK/EX tatsu's hurtbox rises as it starts. It can be hit low on its 1st or 2nd frame but most lows miss after that.
  43.  
  44. - Shahohassetsu (Super1) is fully invincible for 6 frames, and becomes fully vulnerable on the 7th frame while airborne.
  45.  
  46. - Kasanejumonji (Super2) is fully invincible for 14 frames, and becomes fully vulnerable on the 15th frame (the 1st active frame).
  47.  
  48. Kou
  49. - F+HK becomes low/throw invincible on the 15th frame
  50.  
  51. - LP uppercut is low invincible for 4 frames, and becomes fully vulnerable on the 5th frame.
  52.  
  53. - HP uppercut is fully invincible for 3 frames, and becomes low vulnerable on the 4th frame. It becomes fully vulnerable on the 8th frame while airborne.
  54.  
  55. - EX uppercut is fully invincible for 4 frames, and becomes low vulnerable on the 5th frame. It becomes fully vulnerable on the 7th frame while airborne.
  56.  
  57. - Isshazetsumei (Super1) is fully invincible for 3 frames, and becomes fully vulnerable on the 4th frame.
  58.  
  59. - Kasanejumonji (Super2) is fully invincible for 6 frames, and becomes fully vulnerable on the 7th frame.
  60.  
  61. Hina
  62. - The charge time for Hina's special moves is 42 frames.
  63.  
  64. - EX Yugizan, HK Retsugizan, and EX Retsugizan startup based on the distance between Hina and her opponent. HP Yugizan never takes longer than 33 frames to startup.
  65.  
  66. - EX Retsugizan can be cancelled into any version of Bogetsuzan on hit or block.
  67.  
  68. - LP Shinenzan is fully invincible for 3 frames, and becomes fully vulnerable on the 4th frame.
  69.  
  70. - HP Shinenzan is fully invincible for 5 frames, and becomes fully vulnerable on the 6th frame.
  71.  
  72. - EX Shinenzan is fully invincible for 6 frames, and becomes fully vulnerable on the 7th frame.
  73.  
  74. - LP Bogetsuzan becomes throw invincible on its 4th frame.
  75.  
  76. - HP Bogetsuzan becomes throw invincible on its 5th frame.
  77.  
  78. - EX Bogetsuzan is low and throw invincible on its 1st frame, and Hina's physical box shrinks while airborne.
  79.  
  80. - All Bogetsuzans can be super-cancelled during their landing recovery.
  81.  
  82. - Kantanenzan (Super1) is fully invincible on frames 5 through 7. It has a very small hitbox on its tip that does additional damage.
  83.  
  84. - Issenkosa (Super2) is fully invincible for 10 frames, and becomes fully vulnerable on the 11th frame.
  85.  
  86. Hanzo
  87. - The charge time for Hanzo's command grab is 36 frames.
  88.  
  89. - Crouching HP can be superjump-cancelled.
  90.  
  91. - F+HK becomes throw invincible on the 5th frame.
  92.  
  93. - F+LK can be chained into from crouching HP, crouching LP, and standing HK. This does not affect its frame data or properties.
  94.  
  95. - HK and EX Makigeri can be superjump-cancelled. Superjump-cancelling the 2nd hit of EX Makigeri allows combos, but superjump-cancelling the 3rd hit does not. The 1st and 4th hits of EX Makigeri cannot be superjump-cancelled.
  96.  
  97. - EX Makigeri is fully invincible for 8 frames, and becomes fully vulnerable on the 9th frame.
  98.  
  99. - EX Mozuotoshi can be done without charge by inputting down, up+PP.
  100.  
  101. - EX Mozuotoshi is throw invincible on the 1st frame.
  102.  
  103. - During EX Jibarashi Hanzo's physical box disappears for 6 frames, allowing you to go through the opponent if close enough.
  104.  
  105. - Shinshinmumyo (Super1) has a startup of 7 frames. The 1st of the 7 frames is during the 20-frame super flash.
  106.  
  107. - Tenraigin (Super2) has lower body armor for its first 2 frames, and upper body armor for its first 4 frames. On Tenraigin's 8th frame Hanzo's physical box disappears for 10 frames. On the 19th and 20th frames of startup Hanzo is fully invincible.
  108.  
  109. Azure
  110. - All versions of Reppu can be cancelled into EX Keiho.
  111.  
  112. - All versions of Reppu have two hits. The first hit is active for 24 frames directly next to Azure after he throws it. After that the hitbox becomes smaller and travels along the ground infinitely. The listed frame data is only for the first hit of Reppu. The two hits of Reppu do not combo into each other normally.
  113.  
  114. - LK Mueikyaku becomes throw invincible on the 6th frame.
  115.  
  116. - HK Mueikyaku becomes throw invincible on the 8th frame.
  117.  
  118. - EX Mueikyaku is throw invincible on the 1st frame.
  119.  
  120. - On the 10th/13th/7th frames of LK/HK/EX Keiho, Azure's physical box is removed for 10 frames.
  121.  
  122. - All versions of Rokumon can be superjump-cancelled on hit or block.
  123.  
  124. - Rokumon cannot be blocked except by a standing Azure, Chadha, and Aja. Aginst a standing Kotaro LP Rokumon misses but HP and EX Rokumon connect.
  125.  
  126. - Kukyogachirin (Super2) is fully invincible for 5 frames, and becomes fully vulnerable on the 6th frame.
  127.  
  128. Chadha
  129. - crouching HP has armor on the 10th through 20th frames. If crouching HP hits an airborne opponent you get a juggle state similar to an air BL Counter.
  130.  
  131. - LP Impact can reflect projectiles if a projectile touches its 15th-28th frames.
  132.  
  133. - HP Impact can reflect projectiles if a projectile touches its 23rd-36th frames.
  134.  
  135. - EX Impact can reflect projectiles if a projectile touches its 20th-35th frames. It also has armor and throw invincibility for its first 3 frames.
  136.  
  137. - LK/HK/EX Today's Kick becomes throw invincible on the 7th/9th/8th frame.
  138.  
  139. - EX Megadeath is throw invincible on its 1st frame.
  140.  
  141. - EX Running Punish can have anywhere from 1 to 32 frames of armor depending on the distance to the opponent.
  142.  
  143. - EX Nudas Punish has armor for its first 3 frames.
  144.  
  145. - Gigadeath has 1 frame of startup. That frame is during the 20-frame super flash, so you cannot input anything in response to it. It technically has no invincibility, but an attack that is connecting with Chadha exactly on the 1st super flash frame will lose.
  146.  
  147. - LK Great Moment is fully invincible for frames 1 through 22. The 23rd through 28th frames have armor and are throw invincible.
  148.  
  149. Dark Juzumaru
  150. - LK Emushi is throw invincible on its 1st frame.
  151.  
  152. - HK Emushi is fully invincible for 4 frames, and becomes fully vulnerable on the 5th frame.
  153.  
  154. - EX Emushi is fully invincible for 6 frames, and becomes fully vulnerable on the 7th frame.
  155.  
  156. - You can fake HP Okimunpe by holding down HP when you activate the move.
  157.  
  158. - EX Okimunpe has armor for its first 16 frames and is throw invincible for its first 3 frames.
  159.  
  160. - When inputting Rimuse, the 1st, 2nd, or 3rd Rimuse can be either LP or HP.
  161.  
  162. - Raikurutekunpe (Super1) is fully invincible for 3 frames, and becomes fully vulnerable on the 4th frame.
  163.  
  164. - Raikuruhoshi (Super2) is fully invincible for 9 frames, and becomes fully vulnerable on the 10th frame while airborne.
  165.  
  166. Light Juzumaru
  167. - LK Emushi is throw invincible on its 1st frame.
  168.  
  169. - HK Emushi is fully invincible for 4 frames, and becomes fully vulnerable on the 5th frame.
  170.  
  171. - EX Emushi is fully invincible for 6 frames, and becomes fully vulnerable on the 7th frame.
  172.  
  173. - EX Okimunpe and EX Rera have armor for its first 3 frames.
  174.  
  175. - When inputting a followup for Rera, the earliest accepted input is on the 15th frame, and the latest accepted input is on the 19th frame. When a followup is input on the 15th or 16th frames, the followup starts on the 17th frame. When a followup is input on the 17th through 19th frames, that initial frame is the 1st frame of startup for the followup.
  176.  
  177. - When inputting a followup for EX Rera, the earliest accepted input is on the 13th frame, and the latest accepted input is on the 18th frame. When a followup is input on the 13th or 14th frames, the followup starts on the 15th frame. When a followup is input on the 15th through 18th frames, that initial frame is the 1st frame of startup for the followup.
  178.  
  179. - When inputting Rimuse, the 1st, 2nd, or 3rd Rimuse can be either LP or HP.
  180.  
  181. - 1st LP, 2nd LP, 1st HP, and 2nd HP Rimuse can be cancelled on hit or block into any strength of Rera.
  182.  
  183. - Raikurutekunpe (Super1) is fully invincible for 3 frames, and becomes fully vulnerable on the 4th frame.
  184.  
  185. - Raikuruhoshi (Super2) is fully invincible for 9 frames, and becomes fully vulnerable on the 10th frame while airborne.
  186.  
  187. Shimo
  188. - EX shinkoenzan is fully invincible for 6 frames.
  189.  
  190. - The earliest that a followup will come out of any Shingetsu is the 4th frame.
  191.  
  192. - EX Shingetsu (run) is throw invincible for 6 frames.
  193.  
  194. - Shinenzan is throw invincible on its 1st frame.
  195.  
  196. - EX Shinenzan is fully invincible for 6 frames.
  197.  
  198. - All strengths of Retsugizan are superjump-cancellable.
  199.  
  200. - Kantanenzan (Super1) is fully invincible on frames 5 through 8. It has a very small hitbox on its tip that does additional damage.
  201.  
  202. - Issenkosa (Super2) is fully invincible for 6 frames, and becomes fully vulnerable on the 7th frame.
  203.  
  204. JET
  205. - LP Jet Blow is throw invincible from its 4th through 11th frames.
  206. - HP Jet Blow is throw invincible from its 5th through 12th frames.
  207. - EX Jet Blow is throw invincible from its 2nd through 8th frames.
  208.  
  209. - EX Jet Knuckle is fully invincible for 3 frames.
  210.  
  211. - EX Jet Ducking is high-invincible for all 16 frames.
  212.  
  213. - LK/HK/EX Jet Straight are throw invincible for 5 frames.
  214. - EX Jet Straight is high-invincible for all 23 frames.
  215.  
  216. - LP Jet Upper is high invincible for 10 frames.
  217. - HP Jet Upper is high invincible for 14 frames.
  218. - EX Jet Upper is high invincible for 12 frames.
  219.  
  220. *Note* Technically they aren't "invincible" to highs, but Jet's upper (head) hurtbox disappears and he can go "through" many upper-body attacks. EX Jet Upper reduces Jet's hurtbox more than LP and HP do.
  221.  
  222. - LGJ (Super2) is fully invincible for 4 frames.
  223.  
  224. Kotaro
  225. - EX Kakushin is throw invincible for 20 frames.
  226. - EX Kakushin is low invincible for its 4th through 20th frames.
  227.  
  228. Aja
  229. - When you input the Light version of any of Aja's special moves, you can hold the button down to charge the special move. Holding the button down for 15 frames or less results in a "Level 1" version of that Light special. Holding the button down for 16 to 33 frames gives a "Level 2" version of that Light special. A full charge is 34 frames, which gives a "Level 3" version of that Light special.
  230.  
  231. - (more Aja notes in progress)
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