Shadow Frame Data

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The data here only applies to one and two player modes. Frame data can change in tournament mode based on Arm and Leg speed enhancements. Descriptions assume Hyper Mode and Rehit Mode are on.

Startup - Refers to the duration of frames prior to the first frame which can hit. E.G. a move with startup 3 will hit on frame 4.

Active - Refers to the duration of frames which can register a hit. A higher number means the move can potentially hit much later.

Recovery - The duration of frames in which the move is no longer active.

Frame Advantage - The difference in time between how long an opponent is in blockstun and when your character can act again, calculated from the first possible hit frame and ignoring cancels. A move hitting on the last active frame will have better frame advantage than hitting on the first active frame.

Damage - Damage dealt by the move on hit. This value is adjusted by your pilot's power stat.

Stun - Stun dealt by the move on hit. This value is constant, however your opponent's stun bar is adjusted by their pilot's endurance stat.

Guard - H indicates a move which can be blocked high (standing). L indicates a move which can be blocked low (crouching).

Invuln - Invulnerability properties will be described here.

6P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
1 4 3 +2 8 - LH -
Jab. Shadow sticks his arm all the way out, meaning this move could have great anti-air and anti-high poke potential. Unfortunately, it's slower than it looks, severely limiting its usefulness. Chains into itself.
5P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2 7 5 0 22 - LH -
Strong. Same as a jab, but slower and bigger. While this move is nothing to write home about, you'll probably end up using it because Shadow doesn't have anything better to poke high with. Chains into itself or jab, but doesn't combo.
4P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
3 5 6 +2 28 - LH -
Fierce. Shadow punches with both arms. Ironically, this move is basically a bigger, slower version of his strong punch. You'd think it would have good priority or chain into something, but it doesn't.
6K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
3 4 5 +1 12 - LH -
Short. Shadow kicks the opponent's shins. Again, if it weren't so darned slow it would be great at stuffing crouching attacks, and at least it can occasionally do that. Chains into itself.
5K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
3 5 8 -1 22 - LH -
Forward. The usual: Bigger and slower version of the short. Absolutely useless except in combos, since it chains into sweep.
4K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
4 10 6 -6 32 - LH -
Roundhouse. Shadow kicks his foot up at a 45-degree angle. I've tried desperately to find a use for this move, because it's so cool. The best I can come up with is that it's not that bad at close range: fairly fast, good anti- air, knocks down. If you let his foot fully extend, though, the move is a joke. Doesn't chain or start juggles or anything, except really close against a wall.
3P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
1 3 2 +5 12 - LH -
Low jab. I know I tell you to use low punches in every one of these, but with Shadow you really have to do it, because it's literally his only fast move. df+P is as fast as anything else on the market, and for an added bonus, chains into the other low punches. Unfortunately, its horrible range means it's basically to keep the opponent marginally off you. Don't even try to poke with it, as bots with low-attack stuffers (like, umm, all the top tiers) will own you.
2P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
1 5 5 +2 22 - LH -
Low strong. Slower and bigger than low jab, but only one frame slower, meaning it still combos into itself. Mashing d+P in a combo is often Shadow's only way to stun the opponent, which means this move is relatively good.
1P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
5 7 7 -1 28 - LH -
Low fierce. Like most of his other stuff, this move would be really cool if it had any priority whatsoever, comboed into or out of anything, or was fast. It's none of those. Stick with your low strong, kids.
3K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2 3 5 +2 12 - L -
Low short. May combo into itself, I don't remember. In any case, this is a gimpy low kick with absolutely no worth considering Shadow actually has good low moves that aren't this one.
2K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
3 5 7 -1 20 - L -
Low forward. A slower version of the worst low short in the game, this move is in the running for game's worst move, right up there with Thorn's roundhouse. It's useful only in combos against a stunned opponent, because it chains into K or d+P.
1K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
3 6 7 -6 30 - L -
Sweep. A really amazing move. Unpunishable except at close range, fast, ducks a lot of moves, loads of priority, juggles at close range. Unfortunately, Shadow can't use this move to its full potential, because he has such trouble getting to close range, and when there, he has to worry about it being blocked. Plus, Shadow Kick is so good that you don't want your opponent reminded he should be blocking low.
j.P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
3 12 4 - 20 - H -
Another very respectable move. Shadow punches downward. The DE team, in their attempt to play with our minds, has made this move actually a good air-to- air attack, able to beat high-priority stuff like Razor Spin on a regular basis. Its angle means it's also good for jumping in. Whether it works against the anti-air most of the rest of the cast enjoys (but you, of course, do not) is another matter.
j.K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2 12 5 - 25 - H -
Shadow kicks upward. Another move that in a well-balanced game would have a use, like air-to-air or insane speed or crossup ability or… you get the picture. It's really just a bad move, though. Note that you can use it to jump in because it hits all the way up into his inner thigh, but you might as well just punch instead.
214P Shadow Punch Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
8 - 7 0 30 - LH -
Shadow Punch. Shadow exudes a shadow which rushes up and uppercuts the opponent. Unpunishable against slow pilots, juggles, hits people who try to jump over the expected Shadow Kick, yada yada yada. Good on wakeup, but this move hits HIGH, so it gets stuffed by every low jab in the game. Since low jab is often the fastest, safest move a character has, this makes it basically a “please hit me for piddly damage” move except in very specific situations. Like all shadow attacks, it can be hit as if it were you, and it's really slow with a special “powering up” animation, which is bad. Very bad. Hey, I wish Shadow could actually do that uppercut HIMSELF. It'd be better than his fierce punch.
214K Shadow Slide Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
7 - 8 -3 30 - L -
The infamous Shadow Kick, aka Shadow Slide (because the shadow slides along the ground, leg and arm out). Another one of Shadow's really good moves (scratch that, the second one), this one is basically instantaneous after the powering up, has buckets of priority, goes extremely fast, and juggles. Unfortunately, you're in for a world of pain when it's blocked, and it won't connect if you're both in the corner. Be very careful with this move: it could win you the round or get you stunned.
j.236P Shadow Dive Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
11 - 12 - 30 - H -
Shadow Dive. Shadow creates a shadow that dives downward at an angle with a punch. Totally safe when blocked, but not while you're drifting to the ground after it finishes. Also surprisingly slow, given that some bots (Garg) have blazingly fast air-to-ground attacks. Knocks down, at least. Good for keeping you in the air to avoid a hazard or a Stasis Activator or something, but that's it.
252P Shadow Grab Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
4 - 11 - 0 - - -
Shadow Grab. Goes straight up but doesn't hit anything except another Shadow Grab, then comes down behind the opponent and grabs them in a special animation during which they recover stun but are putty in your hands. If you grab a stunned opponent, they STAY stunned, meaning you can grab, punch, over and over until they die. It has way more vertical and forward range than it looks like, and it's practically a free win for you, but it gets stuffed by anything that hits behind you… or pretty much anything that throws off the opponent's horizontal position (including making the opponent block). If you block anything, it disappears, which is bad. Did I mention it's really slow? The only known way to re-stand a falling opponent in a combo.