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omf2097:electra_frames

Electra Frame Data

/home/omf2097/har/electra/

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Recovery - The duration of frames in which the move is no longer active.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
1 4 3 +2 8 - LH -
Jab. Most bots wish they had a jab with this kind of range, but Electra has so many other pokes that you'll usually end up using this to retaliate after blocking something. Chains into b+K but doesn't combo, which is quite useful in air combos.
4P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
7 3 8 +2 30 - LH -
Fierce. Electra does a nice wide uppercut that for some reason doesn't hit until it's fully extended. This makes it way slower than most of his moves, and since it doesn't combo and hits high, it's useful only in very specific combos.
6K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
3 3 9 -4 20 - LH -
Knee. Electra does a little hopping knee with very short range but insane priority. It launches under good conditions, will trade with or beat almost anything, but is quite unsafe when blocked or whiffed. Your main footsies weapon, but remember not to let it whiff. Combos from a close db+P for a ghetto knockdown.
5K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2,7 1,4 6 0 14+14 - LH -
Forward. Electra hits once with his knee and once with his leg extended outward. The two hits combo, but that's it. The first hit of this move, like most bots' equivalent attacks, hits mid and stuffs almost anything else in the game. The second hit is rather slow, but has good reach. Proper timing is required to get this to work as a poke, but if you know when to use it, it's great.
4K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
9 6 2 +2 35 - LH -
Roundhouse. The move your opponents should fear. The roundhouse is extremely vulnerable (it's airborne on startup) and is very slow if it's not used from point-blank range, but it launches and it brings you physically forward. It's good for throw setups in the corner, as it's hard to punish when blocked. It's also amazing in air combos.
3P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2 3 3 +3 8 - LH -
Low jab. It doesn't have as much range as it looks, but it's Electra's fastest move and its range is great regardless. Combos into itself or db+P. Use in punishment situations or if the opponent has trained himself to react to df+K's startup. Goes under fireballs.
2P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
3 5 7 0 23 - LH -
Low strong. Considerably slower than low jab, same animation. Not impressive.
1P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
3 5 6 +2 30 - LH -
Low fierce. Electra leans forward and sticks out both arms. One of the game's best pokes, this move has superb range, good priority, and does plenty of damage. Did I mention it's fast? Combos into db+K at point-blank range, but unsafe at close range, where you should be using jabs anyway.
3K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2 4 3 +2 10 - L -
Low short. Not fast, but the absurd range on this move still makes it worthwhile. Use to keep the opponent blocking low.
2K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2 5 7 0 22 - L -
Low forward. Low short but slower. It doesn't really chain into anything, so it's not that great, except in air combos.
1K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
3 5 9 -1 35 - L -
Sweep. Like Electra's other low moves, it has great range and is fairly quick, plus it knocks down, something Electra usually has trouble doing. Throw one out after low pokes occasionally to make sure the opponent never punishes you.
j.P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2 12 3 - 25 - H -
The jump punch of doom. That's all there is to it. Electra creates lightning between his hands at a shallow angle and gradually expands them. Fully extended, the jump punch has godlike priority. Yes, it telegraphs itself, but there's often nothing the opponent can do to beat it. You can use it as a jump- in if you want, but often just jumping straight up and jump punching works too.
j.K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2 14 4 - 25 - H -
Overshadowed by his jump punch, Electra's jump kick is an attack most bots envy. The angle isn't the greatest, which means it'll often trade hits, but it stays out for almost the entire duration of his jump, making it a very safe jump-in.
214P Ball Lightning Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
5 - 17 -7 30 - LH -
Ball Lightning. A slow projectile that has so much lag on the end you'll be hard-pressed to use it as a setup for anything. It leaves you at a disadvantage even when it hits, actually. But it does do chip damage, and it can be controlled, and a projectile is never to be overlooked. Opponent doing something you don't like against your pokes? Get outside of poke range and fireball to at least trade hits. It's also difficult to jump against, because it's so achingly slow.
236P Electric Shards Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
1 21 12 -3 4+(6×6) - LH -
Electric Shards. Fires small electric bits out of the lightning between Electra's outstretched arms. This move is programmed so that nothing (except the Rising Blade) is invincible to it, and Electra's hands hit as well as the projectiles, so it's amazing defense. It cancels into Rolling Thunder if you use it as anti-air, which is especially useful against crossups or fake crossups. Since you're shutting down their options on the ground, they have to jump or charge a lot. It doesn't matter that the Shards does virtually zero damage, its consistency makes up for it. Watch out for fireballs, which punish extravagant Shards attempts easily.
656P Rolling Thunder (Air OK) Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
4 16 3 - 30 - LH -
Rolling Thunder. Reminiscent of the SF2:WW Blanka ball, this move gets outprioritized right and left, is likely to stop before it hits the opponent, and puts you at risk of being comboed even if it hits. It has exactly one use, and that's after Electric Shards.
23656P Extended Rolling Thunder Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
4 16 3 - 36 - LH 1-9 Projectile
Shadow Rolling Thunder. The better version of Rolling Thunder, it's faster, travels farther, knocks down and back, and rebounds when blocked so it's difficult to really punish. It's also totally invincible for a couple frames during startup, so it's good for going through projectiles or pokes db+P won't beat. If Electra didn't already have so many good moves, you'd be using this much more often.
omf2097/electra_frames.txt · Last modified: 2022/09/18 14:17 by aokmaniac13