Here on part 2 I am going to teach you how to use the frame data. Right here I have it broken down to 3 main categories that you need to know about. Which is startup, frames on block, and frames on hit.
Startup - How long it takes before your move is "active"
Frames on Block - When you throw out your move and the opponent blocks it or vise versa
Frames on Hit - When you throw out your move and the opponent gets hit or vise versa
Examples
1. Chun-Li does a Close Hard Punch (-7) in which you block it. What are ryu's options?
- Ryu could do any of the following with a red color code. Which are all less than 7 frames.
- In this example you can find ways to punish Chun-Li's attacks.
2. Ryu does a standing far medium punch (-4) in which the opponent blocks it. What are chun-li's options?
- Chun could do any of the following moves with the orange color code. Which are all less than 4 frames.
- In this example you can figure out which moves not to use against Chun-Li.
3. Chun-Li has the super bar filled out. What are ryu's options?
- Ryu can do any of the following moves with a star
- Ryu is SUPER limited when it comes to this situation because Chun-Li's super comes out in 1 or 2 frames depending on the situation. SHE CAN PUNISH ALMOST ANYTHING RYU DOES EVEN NORMALS YOU THOUGHT WERE CONSIDERED SAFE. So if you are able to pull out a move that is blocked make sure that move has a frame advantage of 2 or more.
So you know the basics of frame data but i'm pretty sure you won't always have the time to sift through all the frame data that SSF4 has to offer. Even though you might not use frame data towards your advantage it is essential that you know that it exists. After everything is all said and done I am giving you this app that does all the work for you :) ENJOY
"This website will let you choose a Super Street Fighter 4 character that you are attacking or blocking with, and on that is attacking you. After you do that, it will show you all of your punish options after blocking any move, or any followup option you can link after landing a move of your own. It's an extremely smart use of the frame data, and you don't really have to know anything about frame data to use it. Check it out and see what you can learn, or load it on your phone's browser at a tournament when you need a quick answer. The more you know...!" - taken from shoryuken.com
Ryu Frame Data
Move | Startup | Frame Adv. Block | Frame Adv. Hit |
---|---|---|---|
Close Light Punch*** | 3 | +2 | +5 |
Close Medium Punch | 3 | -3 | +3 |
Close Hard Punch | 5 | -15 | -10 |
Close Light Kick | 5 | -1 | +2 |
Close Medium Kick | 3 | -7 | -2 |
Close Hard Kick | 8 | -3 | +2 |
Far Light Punch*** | 4 | +2 | +5 |
Far Medium Punch | 5 | -4 | -1 |
Far Hard Punch | 8 | 0 | +4 |
Far Light Kick | 5 | -1 | +2 |
Far Medium Kick | 8 | -5 | -2 |
Far Hard Kick | 9 | -6 | -2 |
Crouch Light Punch | 3 | +2 | +5 |
Crouch Medium Punch*** | 4 | +2 | +5 |
Crouch Hard Punch | 4 | -18 | -13 |
Crouch Light Kick | 4 | -1 | +2 |
Crouch Medium Kick | 5 | -3 | 0 |
Crouch Hard Kick | 5 | -14 | D |
Chun-Li Frame Data
Move | Startup | Frame Adv. Block | Frame Adv. Hit |
Close Light Punch | 3 | +2 | +5 |
Close Medium Punch | 4 | -3 | 0 |
Close Hard Punch | 4 | -7 | -3 |
Close Light Kick | 3 | +1 | +4 |
Close Medium Kick | 4 | -4 | -1 |
Close Hard Kick | 4 | -3 | +2 |
Far Light Punch | 3 | +3 | +6 |
Far Medium Punch | 7 | +2 | +5 |
Far Hard Punch | 6 | -1 | +3 |
Far Light Kick | 4 | -1 | +2 |
Far Medium Kick | 7 | -2 | 0 |
Far Hard Kick | 12 | -4 | 0 |
Crouch Light Punch | 3 | +3 | +6 |
Crouch Medium Punch | 10 | -3 | 0 |
Crouch Hard Punch | 7 | -2 | +2 |
Crouch Light Kick | 3 | -1 | +2 |
Crouch Medium Kick | 5 | 0 | +3 |
Crouch Hard Kick | 7 | -5 | D |
Super Light Kick | 1+1 | -31 | D |
Super Medium Kick | 1+0 | -44 | D |
Super Hard Kick | 1+1 | -67 | D |
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