Chronos Frame Data

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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Recovery - The duration of frames in which the move is no longer active.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.

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 Guard Invuln
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.
4P Startup Active Recovery Frame Adv. Damage Guard Invuln
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.
6K Startup Active Recovery Frame Adv. Damage Guard Invuln
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.
5K Startup Active Recovery Frame Adv. Damage Guard Invuln
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.
4K Startup Active Recovery Frame Adv. Damage Guard Invuln
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.
3P Startup Active Recovery Frame Adv. Damage Guard Invuln
2 3 3 +3 8 LH -
Low jab. Chronos' fastest move, but not very distinctive apart from that. Chains into another df+P.
2P Startup Active Recovery Frame Adv. Damage Guard Invuln
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.
1P Startup Active Recovery Frame Adv. Damage Guard Invuln
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.
3K Startup Active Recovery Frame Adv. Damage Guard Invuln
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.
2K Startup Active Recovery Frame Adv. Damage Guard Invuln
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.
1K Startup Active Recovery Frame Adv. Damage Guard Invuln
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.
j.P Startup Active Recovery Frame Adv. Damage Guard Invuln
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.
j.K Startup Active Recovery Frame Adv. Damage Guard Invuln
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.
25P Small-Scale Teleportation Startup Active Recovery Frame Adv. Damage Guard Invuln
9 - 8 - - - -
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't mean it's not useful, though: use Chronos' impressive poke arsenal to get just out of their range, then teleport. As their move whiffs, you'll be at full screen or knee range, your choice. It's also great to run from a jump-in you have no answer for, like Rising Blade or Gargoyle's air game. In this case, teleport behind them to end up about a half-screen away. New players should stay away from this move, as it'll just get them comboed.
214P Stasis Activator Startup Active Recovery Frame Adv. Damage Guard Invuln
6 - 11 -1 - LH -
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.
63214P Stasis Activator Startup Active Recovery Frame Adv. Damage Guard Invuln
6 - 11 -1 - LH -
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.
214K Matter Phasing (Air OK) Startup Active Recovery Frame Adv. Damage Guard Invuln
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.