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omf2097:chronos_frames [2022/06/11 22:04] – Added startup, active, recovery aokmaniac13 | omf2097:chronos_frames [2022/09/18 14:30] (current) – aokmaniac13 | ||
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+ | ====== Chronos Frame Data ====== | ||
+ | [[: | ||
+ | |||
+ | The data here only applies to one and two player modes. | ||
+ | |||
+ | **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+ | **Recovery** - The duration of frames in which the move is no longer active.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. | ||
+ | |||
+ | **Damage** - Damage dealt by the move on hit. This value is adjusted by your pilot' | ||
+ | |||
+ | **Guard** - H indicates a move which can be blocked high (standing). | ||
+ | |||
+ | **Invuln** - Invulnerability properties will be described here. | ||
+ | |||
^5P ^ Startup | ^5P ^ Startup | ||
- | |{{omf2097: | + | |{{omf2097: |
- | |:::|Move Details||||||| | + | |:::|Jab. One of the worst jabs in the game, because it's fairly slow and Chronos has a lot of moves that overshadow it. In combos, however, it's a lot better, because it chains into itself or (under certain circumstances) your fierces. Like most jabs, it works well as a combo starter against airborne opponents.||||||| |
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^4P ^ Startup | ^4P ^ Startup | ||
- | |{{omf2097: | + | |{{omf2097: |
- | |:::|Move Details||||||| | + | |:::|Fierce. Chronos does a vicious backhand that causes a wall hit on an airborne opponent. It's got decent range, hits high, and has a deceptively small upper-body hitbox, making it good to punish almost anything. Anything slow, that is, because b+P is slower than it looks.||||||| |
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^6K ^ Startup | ^6K ^ Startup | ||
- | |{{omf2097: | + | |{{omf2097: |
- | |:::|Move Details||||||| | + | |:::|Knee. Chronos' |
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^5K ^ Startup | ^5K ^ Startup | ||
- | |{{omf2097: | + | |{{omf2097: |
- | |:::|Move Details||||||| | + | |:::|Toe kick. Like most standing kicks, Chronos' |
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^4K ^ Startup | ^4K ^ Startup | ||
- | |{{omf2097: | + | |{{omf2097: |
- | |:::|Move Details||||||| | + | |:::|Roundhouse. Chronos does a forward-moving kick that hits once on the way up and once on the way down. The two hits are a natural combo, and it juggles, meaning you can tack on a lot of damage.||||||| |
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^3P ^ Startup | ^3P ^ Startup | ||
- | |{{omf2097: | + | |{{omf2097: |
- | |:::|Move Details||||||| | + | |:::|Low jab. Chronos' |
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^2P ^ Startup | ^2P ^ Startup | ||
- | |{{omf2097: | + | |{{omf2097: |
- | |:::|Move Details||||||| | + | |:::|Low strong. Chronos sticks an arm out with decent range. It doesn' |
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^1P ^ Startup | ^1P ^ Startup | ||
- | |{{omf2097: | + | |{{omf2097: |
- | |:::|Move Details||||||| | + | |:::| Low fierce. Exactly like low strong, but slower and more powerful. There' |
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^3K ^ Startup | ^3K ^ Startup | ||
- | |{{omf2097: | + | |{{omf2097: |
- | |:::|Move Details||||||| | + | |:::|Low short. Great range and speed and chains into another low kick. Oddly enough, this move doesn' |
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^2K ^ Startup | ^2K ^ Startup | ||
- | |{{omf2097: | + | |{{omf2097: |
- | |:::|Move Details||||||| | + | |:::|Low forward. A slightly slower, more powerful version of low short which is also very useful. Chains into other low kicks, and is a combo (except at max range) to db+K. This move alone can train your opponent to stick out only mid- hitting moves, because all their low- and high-hitters will get stuffed by d+K. Try it and see.||||||| |
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^1K ^ Startup | ^1K ^ Startup | ||
- | |{{omf2097: | + | |{{omf2097: |
- | |:::|Move Details||||||| | + | |:::|Slide. The same move as low forward, except it scoots across the screen. Often combos off of other moves for a knockdown, and great for punishing a whiffed move. Bad recovery, except at max range or against the computer.||||||| |
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^j.P ^ Startup | ^j.P ^ Startup | ||
- | |{{ omf2097: | + | |{{ omf2097: |
- | |:::|Move Details||||||| | + | |:::|Karate chop from above Chronos' |
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^j.K ^ Startup | ^j.K ^ Startup | ||
- | |{{omf2097: | + | |{{omf2097: |
- | |:::|Move Details||||||| | + | |:::|Double-footed jumpkick. Kinda slow, but hits at a perfect angle and has plenty of priority. You'll be using this a lot, because it combos into a b+K combo to (usually) kill someone.||||||| |
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^25P Small-Scale Teleportation | ^25P Small-Scale Teleportation | ||
|{{ omf2097: | |{{ omf2097: | ||
- | |:::|Move Details||||||| | + | |:::|Teleport. Chronos dissolves and reappears. Hold left or right to teleport to the screen edge, or nothing to teleport right behind the opponent. Chronos is totally vulnerable as he phases in and out, though, so it's not an offensive move unless combined with an Activator. That doesn' |
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^214P Stasis Activator | ^214P Stasis Activator | ||
- | |{{omf2097: | + | |{{omf2097: |
- | |:::|Move Details||||||| | + | |:::|The legendary Stasis Activator. Slow, lots of startup and recovery, bad range, but if it hits, it freezes the opponent for several seconds, ripe for a combo. (They can even be thrown if it catches their ground move!) Can be directed with the arrow keys. Use this move as often as humanly possible, just to instill the fear of a death-inducing freeze combo on your opponent. Activator → Teleport will often catch people who like to jump at you. Remember, Chronos can easily create space to throw one.||||||| |
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^63214P Stasis Activator | ^63214P Stasis Activator | ||
- | |{{omf2097: | + | |{{omf2097: |
- | |:::|Move Details||||||| | + | |:::|Extended Stasis Activator. This move stops about half a screen away and stays there for a while. Great for traps: Activator in front of their nose for a free teleport in, Activator as they get up to establish your perfect range, etc.||||||| |
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^214K Matter Phasing (Air OK) ^ Startup | ^214K Matter Phasing (Air OK) ^ Startup | ||
- | |{{omf2097: | + | |{{omf2097: |
- | |:::|Move Details||||||| | + | |:::|Matter Phasing. Chronos leaps toward the back wall and comes out through the front wall in the same arc with a single-footed jumpkick. If he doesn' |
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