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Recovery - The duration of frames in which the move is no longer active.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

5P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2 3 3 +3 9 - LH -
Jab. Generic as ever, Shredder is lacking in the range department but makes up for it in speed. Use as anti-air, where you can easily follow up with a Flip Kick combo for huge damage. Shredder's fastest move, it chains into his fierce if you need free damage but you'd probably be better off using it to create pressure. If they start ducking jabs, they'll start getting hit by instant air headbutts.
4P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
3 5 7 +1 30 - LH -
Fierce. Shredder punches straight forward. Quite short-ranged for a fierce attack, and not as fast as it looks, this move has great priority. You can't use it as a generic poke because it hits high and it kills your momentum, but it'll stuff a lot of really important attacks your opponents try. Nearly guaranteed to connect in an air combo.
5K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
4 6 8 -3 20 - LH -
Forward. Unlike most forward kicks, Shredder's actually doesn't have much priority, or much usefulness. Watch for low attacks when you're playing Shredder, as his only real counter to them is a headbutt.
4K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
5 4 6 +4 35 - LH -
Roundhouse. Shredder does a roundhouse kick to the opponent's face. Chains into itself and a lot of other moves, making it mainly useful in combos. It's also good anti-air, at a shallow angle.
3P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
1 4 3 +2 8 - LH -
Low jab. Blindingly fast, this is a key move for Shredder. Chains into itself, but you'll rarely want to use more than one. Great priority because of its weird animation - takes down headbutts, leaps, etc. with ease. Plus, like his standing jab, feel free to combo if it knocks them into the air.
2P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
3 5 5 +2 22 - LH -
Low strong. Shredder does a crouching version of his fierce punch. Less useful than it seems, it's basically to remind the opponent that your range isn't really as bad as all your other moves make it look.
1P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
4 8 9 -4 30 - LH -
Low fierce. Slower version of low strong. Shredder's quite vulnerable already, he doesn't need slow normals weighing him down, especially ones that don't combo. Don't use this.
3K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
1 4 3 +2 10 - L -
Low short. Quite fast and unfortunately short-ranged. Just to annoy the opponent and keep them from doing slow moves, as it doesn't really do anything else. Chains into itself.
2K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2 7 5 0 22 - L -
Low forward, same as low short but slower. This move actually combos into headbutt within throw range, and Shredder is in throw range quite often.
1K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
6 6 10 -3 35 - L -
Sweep. Shredder's sweep is agonizingly slow and doesn't combo. Avoid it. Shredder's more effective when they don't duck anyway.
j.P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
1 11 3 - 25 - H -
Standard jump-in. Nothing special, actually not that great, but you'll be using it often enough.
j.K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2 9 5 - 25 - H -
The angle on this is perfect for air juggles or for after a Flip Kick, but not so hot for jumping in. If you're above them, it also works decently as air- to-air.
236P Headbutt (Air OK) Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
1 17 5 -14(-3 during ricochet) 30 - LH -
The glitchy Headbutt is Shredder's most important move. Shredder flies straight forward headfirst. Up close, it's got crazy priority but is unsafe when blocked and doesn't combo when it hits, making it a big risk to use. During flight, press d,d+K to stop it at any time nearly instantaneously (this has obvious advantages in every situation). When it connects (hit or blocked) while in flight, it has zero recovery - leading to a free combo and/or a free followup attack. Hold back when it's blocked to bounce back farther than most bots can punish. Headbutting properly is the key to a good Shredder.

Air Headbutt. During a Flip Kick, if this connects, it leads to a world of pain from the opponent, as it starts juggles easily. However, it's horribly vulnerable if it doesn't hit, so use with caution.
41236P Extended Headbutt Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2 17 6 -13(-3 during ricochet) 38 - LH 3-6 Projectile
Shadow Headbutt. Travels faster and farther, slightly slower. Think of this move as a run forward that happens to hit people, that you can stop with a Flip Kick command. As long as you don't use it close up, it's extremely good.
214P Flying Hands Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
3 20 8 -6 20+20 - LH -
Flying Hands. Shredder throws his hands forward; hits once with each hand. Trades with everything, unless it's a crouching move or a side-switching attack. It's also got loads of range, it's hilariously good at stopping people from jumping, and it's great in combos against slow opponents. Because it's got such odd priority, opponents will be wary of standing up when they're low on life, meaning you're free to headbutt their stuff.
252K Flip Kick Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
3,7 15 5 -3 22+22 - H 1-7 Projectile, 1-5 Jumping, 12-13 Projectile
Flip Kick. Shredder does a big slow vault through the air with one leg extended. The first hit is high, goes through projectiles, and works great as anti-air or a combo starter. The second hit is cancelable at any time (even after it hits!) into a jump attack, has great range and starts ground combos, and hopefully combos after the first hit. This move is awful against bots who crouch low (because they can duck the first hit and the most powerful options afterwards), but still his signature move. See the followups list below.

1st hit connects as anti-air → Air Headbutt → air combo
1st hit connects on ground → 2nd hit → immediate jumpkick → ground combo
1st hit connects on ground → immediate Air Headbutt → air combo
1st hit blocked → immediate jump punch beats anti-air → ground combo
1st hit blocked → immediate jump punch blocked → you get comboed
1st hit blocked → jump punch blocked → you are safe
1st hit ducked up close → immediate Air Headbutt → air combo
1st hit whiffs at mid range → you get comboed
1st hit whiffs at long range → 2nd hit blocked → you are safe

Important: After using flip kick you are locked out from using it again for 30 frames when you become airborne. If it hits you are locked out for 45 frames.