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omf2097:shredder_frames [2022/06/19 19:25] aokmaniac13omf2097:shredder_frames [2022/09/18 14:26] (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:shredder_5p1.png }}{{ omf2097:shredder_5p2.png}}|  2  |  3  |  3  |  +3  |  4.5   -  |  LH  |  -  |+|{{omf2097:shredder_5p1.png }}{{ omf2097:shredder_5p2.png}}|  2  |  3  |  3  |  +3  |    -  |  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.|||||||| |:::|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.||||||||
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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:shredder_4p1.png }}{{ omf2097:shredder_4p2.png}}|  3  |  5  |  7  |  +1  |  15.0   -  |  LH  |  -  |+|{{omf2097:shredder_4p1.png }}{{ omf2097:shredder_4p2.png}}|  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.|||||||| |:::|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.||||||||
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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:shredder_5k1.png }}{{ omf2097:shredder_5k2.png}}|  4  |  6  |  8  |  -3  |  10.0   -  |  LH  |  -  |+|{{omf2097:shredder_5k1.png }}{{ omf2097:shredder_5k2.png}}|  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.|||||||| |:::|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.||||||||
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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:shredder_4k1.png }}{{ omf2097:shredder_4k2.png}}|  5  |  4  |  6  |  +4  |  17.5   -  |  LH  |  -  |+|{{omf2097:shredder_4k1.png }}{{ omf2097:shredder_4k2.png}}|  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.|||||||| |:::|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.||||||||
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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:shredder_3p1.png }}{{ omf2097:shredder_3p2.png}}|  1  |  4  |  3  |  +2  |  4.0   -  |  LH  |  -  |+|{{omf2097:shredder_3p1.png }}{{ omf2097:shredder_3p2.png}}|  1  |  4  |  3  |  +2  |    -  |  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.|||||||| |:::|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.||||||||
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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:shredder_2p1.png }}{{ omf2097:shredder_2p2.png}}|  3  |  5  |  5  |  +2  |  11.0   -  |  LH  |  -  |+|{{omf2097:shredder_2p1.png }}{{ omf2097:shredder_2p2.png}}|  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.|||||||| |:::|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.||||||||
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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:shredder_2p1.png }}{{ omf2097:shredder_2p2.png}}|  4  |  8  |  9  |  -4  |  15.0   -  |  LH  |  -  |+|{{omf2097:shredder_2p1.png }}{{ omf2097:shredder_2p2.png}}|  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.|||||||| |:::|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.||||||||
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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:shredder_3k1.png }}{{ omf2097:shredder_3k2.png}}|  1  |  4  |  3  |  +2  |  5.0   -  |  L  |  -  |+|{{omf2097:shredder_3k1.png }}{{ omf2097:shredder_3k2.png}}|  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.|||||||| |:::|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.||||||||
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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:shredder_3k1.png }}{{ omf2097:shredder_3k2.png}}|  2  |  7  |  5  |  0  |  11.0   -  |  L  |  -  |+|{{omf2097:shredder_3k1.png }}{{ omf2097:shredder_3k2.png}}|  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.|||||||| |:::|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.||||||||
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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:shredder_1k1.png }}{{ omf2097:shredder_1k2.png}}|  6  |  6  |  10  |  -3  |  17.5   -  |  L  |  -  |+|{{omf2097:shredder_1k1.png }}{{ omf2097:shredder_1k2.png}}|  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.|||||||| |:::|Sweep. Shredder's sweep is agonizingly slow and doesn't combo. Avoid it. Shredder's more effective when they don't duck anyway.||||||||
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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:shredder_jp1.png }}{{ omf2097:shredder_jp2.png}}|  1  |  11  |  3  |  -  |  12.5   -  |  H  |  -  |+|{{omf2097:shredder_jp1.png }}{{ omf2097:shredder_jp2.png}}|  1  |  11  |  3  |  -  |  25   -  |  H  |  -  |
 |:::|Standard jump-in. Nothing special, actually not that great, but you'll be using it often enough.|||||||| |:::|Standard jump-in. Nothing special, actually not that great, but you'll be using it often enough.||||||||
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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:shredder_jk1.png }}{{ omf2097:shredder_jk2.png}}|  2  |  9  |  5  |  -  |  12.5   -  |  H  |  -  |+|{{omf2097:shredder_jk1.png }}{{ omf2097:shredder_jk2.png}}|  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.|||||||| |:::|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.||||||||
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 ^236P Headbutt (Air OK)  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^236P Headbutt (Air OK)  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:shredder_236p1.png }}{{ omf2097:shredder_236p2.png }}{{ omf2097:shredder_236p3.png}}|  1  |  17  |  5  |  -14(-3 during ricochet)  |  15.0   -  |  LH  |  -  |+|{{omf2097:shredder_236p1.png }}{{ omf2097:shredder_236p2.png }}{{ omf2097:shredder_236p3.png}}|  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.|||||||| |:::|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.||||||||
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 ^41236P Extended Headbutt  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^41236P Extended Headbutt  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:shredder_236p1.png }}{{ omf2097:shredder_236p2.png }}{{ omf2097:shredder_236p3.png}}|  2  |  17  |  6  |  -13(-3 during ricochet)  |  19.0   -  |  LH  |  3-6 Projectile  |+|{{omf2097:shredder_236p1.png }}{{ omf2097:shredder_236p2.png }}{{ omf2097:shredder_236p3.png}}|  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.|||||||| |:::|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.||||||||
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 ^214P Flying Hands  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^214P Flying Hands  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:shredder_214p.png }}{{ omf2097:shredder_214p_p.png}}|  3  |  20  |  8  |  -6  |  10.0+10.0   -  |  LH  |  -  |+|{{omf2097:shredder_214p.png }}{{ omf2097:shredder_214p_p.png}}|  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.|||||||| |:::|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.||||||||
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 ^252K Flip Kick  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^ ^252K Flip Kick  ^  Startup  ^  Active  ^  Recovery  ^  Frame Adv.  ^  Damage  ^  Stun  ^  Guard  ^  Invuln  ^
-|{{omf2097:shredder_252k1.png }}{{ omf2097:shredder_252k2.png }}{{ omf2097:shredder_252k3.png }}{{ omf2097:shredder_252k4.png }}{{ omf2097:shredder_252k5.png }}{{ omf2097:shredder_252k6.png }}{{ omf2097:shredder_252k7.png}}|  3  |  15  |  5  |  -13  |  11.0+11.0   -  |  H  |  1-7 Projectile, 1-5 Jumping, 12-13 Projectile +|{{omf2097:shredder_252k1.png }}{{ omf2097:shredder_252k2.png }}{{ omf2097:shredder_252k3.png }}{{ omf2097:shredder_252k4.png }}{{ omf2097:shredder_252k5.png }}{{ omf2097:shredder_252k6.png }}{{ omf2097:shredder_252k7.png}}|  3,7   15  |  5  |  - |  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||||||||+|:::|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.||||||||
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omf2097/shredder_frames.1655688328.txt.gz · Last modified: 2022/06/19 19:25 by aokmaniac13