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omf2097:chronos_frames

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omf2097:chronos_frames [2022/06/12 13:09] – added navigation helper aokmaniac13omf2097:chronos_frames [2022/09/18 14:30] (current) aokmaniac13
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 ^5P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Guard  ^  Invuln  ^ ^5P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Guard  ^  Invuln  ^
-|{{omf2097:chronos_5p1.png }} {{ omf2097:chronos_5p2.png }} {{ omf2097:chronos_5p3.png}} |  2  |  4  |  4  |  +2  |  6.0   LH  |  -  |+|{{omf2097:chronos_5p1.png }} {{ omf2097:chronos_5p2.png }} {{ omf2097:chronos_5p3.png}} |  2  |  4  |  4  |  +2  |  12   LH  |  -  |
 |:::|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.||||||| |:::|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  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Guard  ^  Invuln  ^ ^4P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Guard  ^  Invuln  ^
-|{{omf2097:chronos_4p1.png }} {{ omf2097:chronos_4p2.png}}|  4  |  5  |  11  |  -3  |  17.5   LH  |  -  |+|{{omf2097:chronos_4p1.png }} {{ omf2097:chronos_4p2.png}}|  4  |  5  |  11  |  -3  |  35   LH  |  -  |
 |:::|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.||||||| |:::|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  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Guard  ^  Invuln  ^ ^6K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Guard  ^  Invuln  ^
-|{{omf2097:chronos_6k1.png }} {{ omf2097:chronos_6k2.png}}|  2  |  8  |  8  |  -5  |  10.0   LH  |  -  |+|{{omf2097:chronos_6k1.png }} {{ omf2097:chronos_6k2.png}}|  2  |  8  |  8  |  -5  |  20   LH  |  -  |
 |:::|Knee. Chronos' knee covers almost half the screen very quickly, hits both crouching and jumping opponents, and juggles for an air combo. Unfortunately, it also has loads of recovery during which Chronos is airborne, meaning you should only use it when you're sure it'll hit: in a combo, as anti-air (where it will often trade, but not in your favor), or to punish whiffed or blocked moves.||||||| |:::|Knee. Chronos' knee covers almost half the screen very quickly, hits both crouching and jumping opponents, and juggles for an air combo. Unfortunately, it also has loads of recovery during which Chronos is airborne, meaning you should only use it when you're sure it'll hit: in a combo, as anti-air (where it will often trade, but not in your favor), or to punish whiffed or blocked moves.|||||||
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 ^5K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Guard  ^  Invuln  ^ ^5K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Guard  ^  Invuln  ^
-|{{omf2097:chronos_5k1.png }} {{ omf2097:chronos_5k2.png}}|  3  |  5  |  5  |  +2  |  12.5   LH  |  -  |+|{{omf2097:chronos_5k1.png }} {{ omf2097:chronos_5k2.png}}|  3  |  5  |  5  |  +2  |  25   LH  |  -  |
 |:::|Toe kick. Like most standing kicks, Chronos' has lots of priority, decent speed and damage, and OK range. Fortunately, if you ever manage to hit with it, it'll chain into f+K for a knockdown. Great as a juggle opener though, since it does a ton of damage to the stun bar.||||||| |:::|Toe kick. Like most standing kicks, Chronos' has lots of priority, decent speed and damage, and OK range. Fortunately, if you ever manage to hit with it, it'll chain into f+K for a knockdown. Great as a juggle opener though, since it does a ton of damage to the stun bar.|||||||
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 ^4K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Guard  ^  Invuln  ^ ^4K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Guard  ^  Invuln  ^
-|{{omf2097:chronos_4k1.png }} {{ omf2097:chronos_4k2.png }} {{ omf2097:chronos_4k3.png}}|  3,10  |  2,4  |  5  |  +3  |  11.0+11.0   LH  |  -  |+|{{omf2097:chronos_4k1.png }} {{ omf2097:chronos_4k2.png }} {{ omf2097:chronos_4k3.png}}|  3,10  |  2,4  |  5  |  +3  |  22+22   LH  |  -  |
 |:::|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.||||||| |:::|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  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Guard  ^  Invuln  ^ ^3P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Guard  ^  Invuln  ^
-|{{omf2097:chronos_3p1.png }} {{ omf2097:chronos_3p2.png}}|  2  |  3  |  3  |  +3  |  4.0   LH  |  -  |+|{{omf2097:chronos_3p1.png }} {{ omf2097:chronos_3p2.png}}|  2  |  3  |  3  |  +3  |    LH  |  -  |
 |:::|Low jab. Chronos' fastest move, but not very distinctive apart from that. Chains into another df+P.||||||| |:::|Low jab. Chronos' fastest move, but not very distinctive apart from that. Chains into another df+P.|||||||
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 ^2P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Guard  ^  Invuln  ^ ^2P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Guard  ^  Invuln  ^
-|{{omf2097:chronos_2p1.png }} {{ omf2097:chronos_2p2.png}}|  3  |  5  |  7  |  0  |  11.0   LH  |  -  |+|{{omf2097:chronos_2p1.png }} {{ omf2097:chronos_2p2.png}}|  3  |  5  |  7  |  0  |  22   LH  |  -  |
 |:::|Low strong. Chronos sticks an arm out with decent range. It doesn't have much priority, but it's a good poke against moves that will beat your low kicks.||||||| |:::|Low strong. Chronos sticks an arm out with decent range. It doesn't have much priority, but it's a good poke against moves that will beat your low kicks.|||||||
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 ^1P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Guard  ^  Invuln  ^ ^1P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Guard  ^  Invuln  ^
-|{{omf2097:chronos_1p1.png }} {{ omf2097:chronos_1p2.png}}|  5  |  8  |  8  |  -2  |  17.0   LH  |  -  |+|{{omf2097:chronos_1p1.png }} {{ omf2097:chronos_1p2.png}}|  5  |  8  |  8  |  -2  |  34   LH  |  -  |
 |:::| Low fierce. Exactly like low strong, but slower and more powerful. There's not much reason to use it except in combos.||||||| |:::| Low fierce. Exactly like low strong, but slower and more powerful. There's not much reason to use it except in combos.|||||||
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 ^3K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Guard  ^  Invuln  ^ ^3K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Guard  ^  Invuln  ^
-|{{omf2097:chronos_3k1.png }} {{ omf2097:chronos_3k2.png}}|  2  |  4  |  4  |  +1  |  5.0   L  |  -  |+|{{omf2097:chronos_3k1.png }} {{ omf2097:chronos_3k2.png}}|  2  |  4  |  4  |  +1  |  10   L  |  -  |
 |:::|Low short. Great range and speed and chains into another low kick. Oddly enough, this move doesn't have much priority, but it doesn't need it, since it can usually stuff opposing moves from a safe distance before they even start. Totally safe when blocked, forces opponent to duck, great for tick throws because it's hard to distinguish from low forward.||||||| |:::|Low short. Great range and speed and chains into another low kick. Oddly enough, this move doesn't have much priority, but it doesn't need it, since it can usually stuff opposing moves from a safe distance before they even start. Totally safe when blocked, forces opponent to duck, great for tick throws because it's hard to distinguish from low forward.|||||||
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 ^2K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Guard  ^  Invuln  ^ ^2K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Guard  ^  Invuln  ^
-|{{omf2097:chronos_3k1.png }} {{ omf2097:chronos_3k2.png}}|  3  |  5  |  6  |  0  |  10.0   L  |  -  |+|{{omf2097:chronos_3k1.png }} {{ omf2097:chronos_3k2.png}}|  3  |  5  |  6  |  0  |  20   L  |  -  |
 |:::|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.||||||| |:::|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  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Guard  ^  Invuln  ^ ^1K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Guard  ^  Invuln  ^
-|{{omf2097:chronos_3k1.png }} {{ omf2097:chronos_3k2.png}}|  3  |  11  |  15  |  -20  |  15.0   L  |  -  |+|{{omf2097:chronos_3k1.png }} {{ omf2097:chronos_3k2.png}}|  3  |  11  |  15  |  -20  |  30   L  |  -  |
 |:::|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.||||||| |:::|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  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Guard  ^  Invuln  ^ ^j.P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Guard  ^  Invuln  ^
-|{{ omf2097:chronos_jp.png }}|  3  |  10  |  3  |  -  |  11.0   H  |  -  |+|{{ omf2097:chronos_jp.png }}|  3  |  10  |  3  |  -  |  22   H  |  -  |
 |:::|Karate chop from above Chronos' head, making it decent air-to-air or as a starter for Activator combos. It's Chronos' only anti-air besides the old block-and-jab standby, so you'll use it more often than you'd like.||||||| |:::|Karate chop from above Chronos' head, making it decent air-to-air or as a starter for Activator combos. It's Chronos' only anti-air besides the old block-and-jab standby, so you'll use it more often than you'd like.|||||||
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 ^j.K  ^  Startup  ^  Active ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Guard  ^  Invuln  ^ ^j.K  ^  Startup  ^  Active ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Guard  ^  Invuln  ^
-|{{omf2097:chronos_jk1.png }}{{ omf2097:chronos_jk2.png}}|  2  |  10  |  5  |  -  |  12.5   H  |  -  |+|{{omf2097:chronos_jk1.png }}{{ omf2097:chronos_jk2.png}}|  2  |  10  |  5  |  -  |  25   H  |  -  |
 |:::|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.||||||| |:::|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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 ^214K Matter Phasing (Air OK)  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Guard  ^  Invuln  ^ ^214K Matter Phasing (Air OK)  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Guard  ^  Invuln  ^
-|{{omf2097:chronos_214k.png }}{{ omf2097:chronos_214k_k.png}}|  6*  |  *  |  *  |  -  |  17.5   H  |  -  |+|{{omf2097:chronos_214k.png }}{{ omf2097:chronos_214k_k.png}}|  6*  |  *  |  *  |  -  |  35   H  |  -  |
 |:::|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't get enough air to clear the wall, he'll just appear at the opposite wall. While Chronos is vulnerable on startup, he's moving backward, so he's hard to hit, and you can do this while airborne, making it a great move to escape traps. The kick is quite easily blocked and punished, so make sure you're hitting with it close to where Chronos hits the ground, or so high up Chronos is out of range when he lands. Note that it starts juggles, so against predictable opponents, just run away and force them onto the defensive with this move.||||||| |:::|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't get enough air to clear the wall, he'll just appear at the opposite wall. While Chronos is vulnerable on startup, he's moving backward, so he's hard to hit, and you can do this while airborne, making it a great move to escape traps. The kick is quite easily blocked and punished, so make sure you're hitting with it close to where Chronos hits the ground, or so high up Chronos is out of range when he lands. Note that it starts juggles, so against predictable opponents, just run away and force them onto the defensive with this move.|||||||
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omf2097/chronos_frames.1655060994.txt.gz · Last modified: 2022/06/12 13:09 by aokmaniac13