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omf2097:electra_frames

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omf2097:electra_frames [2022/06/16 01:44] – created aokmaniac13omf2097:electra_frames [2022/09/18 14:17] (current) aokmaniac13
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 ^5P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^5P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:electra_5p1.png }}{{ omf2097:electra_5p2.png}}|  1  |  4  |  3  |  +2  |  4.0   -  |  LH  |  -  |+|{{omf2097:electra_5p1.png }}{{ omf2097:electra_5p2.png}}|  1  |  4  |  3  |  +2  |    -  |  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.|||||||| |:::|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.||||||||
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 ^4P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^4P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:electra_4p.png}}|  7  |  3  |  8  |  +2  |  15.0   -  |  LH  |  -  |+|{{omf2097:electra_4p.png}}|  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.|||||||| |:::|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.||||||||
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 ^6K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^6K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:electra_6k.png}}|  3  |  3  |  9  |  -4  |  10.0   -  |  LH  |  -  |+|{{omf2097:electra_6k.png}}|  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.|||||||| |:::|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.||||||||
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 ^5K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^5K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:electra_5k1.png }}{{ omf2097:electra_5k2.png}}|  2,7  |  1,4  |  6  |  0  |  7.0+7.0   -  |  LH  |  -  |+|{{omf2097:electra_5k1.png }}{{ omf2097:electra_5k2.png}}|  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.|||||||| |:::|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.||||||||
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 ^4K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^4K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:electra_4k1.png }}{{ omf2097:electra_4k2.png }}{{ omf2097:electra_4k3.png}}|  9  |  6  |  2  |  +2  |  17.5   -  |  LH  |  -  |+|{{omf2097:electra_4k1.png }}{{ omf2097:electra_4k2.png }}{{ omf2097:electra_4k3.png}}|  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.|||||||| |:::|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.||||||||
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 ^3P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^3P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:electra_3p1.png }}{{ omf2097:electra_3p2.png}}|  2  |  3  |  3  |  +3  |  4.0   -  |  LH  |  -  |+|{{omf2097:electra_3p1.png }}{{ omf2097:electra_3p2.png}}|  2  |  3  |  3  |  +3  |    -  |  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.|||||||| |:::|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.||||||||
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 ^2P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^2P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:electra_3p1.png }}{{ omf2097:electra_3p2.png}}|  3  |  5  |  7  |  0  |  11.5   -  |  LH  |  -  |+|{{omf2097:electra_3p1.png }}{{ omf2097:electra_3p2.png}}|  3  |  5  |  7  |  0  |  23   -  |  LH  |  -  |
 |:::|Low strong. Considerably slower than low jab, same animation. Not impressive.|||||||| |:::|Low strong. Considerably slower than low jab, same animation. Not impressive.||||||||
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 ^1P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^1P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:electra_1p1.png }}{{ omf2097:electra_1p2.png}}|  3  |  5  |  6  |  +2  |  15.0   -  |  LH  |  -  |+|{{omf2097:electra_1p1.png }}{{ omf2097:electra_1p2.png}}|  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.|||||||| |:::|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.||||||||
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 ^3K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^3K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:electra_3k1.png }}{{ omf2097:electra_3k2.png}}|  2  |  4  |  3  |  +2  |  5.0   -  |  L  |  -  |+|{{omf2097:electra_3k1.png }}{{ omf2097:electra_3k2.png}}|  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.|||||||| |:::|Low short. Not fast, but the absurd range on this move still makes it worthwhile. Use to keep the opponent blocking low.||||||||
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 ^2K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^2K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:electra_3k1.png }}{{ omf2097:electra_3k2.png}}|  2  |  5  |  7  |  0  |  11.0   -  |  L  |  -  |+|{{omf2097:electra_3k1.png }}{{ omf2097:electra_3k2.png}}|  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.|||||||| |:::|Low forward. Low short but slower. It doesn't really chain into anything, so it's not that great, except in air combos.||||||||
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 ^1K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^1K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:electra_1k1.png }}{{ omf2097:electra_1k2.png}}|  3  |  5  |  9  |  -1  |  17.5   -  |  L  |  -  |+|{{omf2097:electra_1k1.png }}{{ omf2097:electra_1k2.png}}|  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.|||||||| |:::|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.||||||||
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 ^j.P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^j.P  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:electra_jp1.png }}{{ omf2097:electra_jp2.png}}|  2  |  12  |  3  |  -  |  12.5   -  |  H  |  -  |+|{{omf2097:electra_jp1.png }}{{ omf2097:electra_jp2.png}}|  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.|||||||| |:::|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.||||||||
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 ^j.K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^j.K  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:electra_jk1.png }}{{ omf2097:electra_jk2.png}}|  2  |  14  |  4  |  -  |  12.5   -  |  H  |  -  |+|{{omf2097:electra_jk1.png }}{{ omf2097:electra_jk2.png}}|  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.|||||||| |:::|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.||||||||
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 ^214P Ball Lightning  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^214P Ball Lightning  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:electra_214p.png }}{{ omf2097:electra_214p_p.png}}|  5  |  -  |  17  |  -7  |  15.0   -  |  LH  |  -  |+|{{omf2097:electra_214p.png }}{{ omf2097:electra_214p_p.png}}|  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.|||||||| |:::|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.||||||||
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 ^236P Electric Shards  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^236P Electric Shards  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:electra_236p.png }}{{ omf2097:electra_236p_p.png}}|  1  |  21  |  12  |  -3  |  2.0+(3.0x6)  |  -  |  LH  |  -  |+|{{omf2097:electra_236p.png }}{{ omf2097:electra_236p_p.png}}|  1  |  21  |  12  |  -3  |  4+(6x6)  |  -  |  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.|||||||| |:::|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.||||||||
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 ^656P Rolling Thunder (Air OK)  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^656P Rolling Thunder (Air OK)  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:electra_656p1.png }}{{ omf2097:electra_656p2.png}}|  4  |  16  |  3  |  -  |  15.0   -  |  LH  |  -  |+|{{omf2097:electra_656p1.png }}{{ omf2097:electra_656p2.png}}|  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.|||||||| |:::|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.||||||||
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 ^23656P Extended Rolling Thunder  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^23656P Extended Rolling Thunder  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:electra_656p1.png }}{{ omf2097:electra_656p2.png}}|  4  |  16  |  3  |  -  |  18.0   -  |  LH  |  1-9 Projectile  |+|{{omf2097:electra_656p1.png }}{{ omf2097:electra_656p2.png}}|  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.|||||||| |:::|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.||||||||
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omf2097/electra_frames.1655365497.txt.gz · Last modified: 2022/06/16 01:44 by aokmaniac13