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Fakua Frame Data 2.0

Dean[SG]

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some data was (still) inconclusive, so anyone that can add to this, or correct me again. please do. thank you (also this is 1v1 scaling).

Fukua Frame Data

s.LP
Damage: 300, 200 on second hit
Hits: Mid
Active frames: 3
Frame Data: 5.start up +1 on block +0 first hit -2 on second hit
Recovery -23 frames of recovery on first hit, 33 frames
recovery mashed, -41 frames at max recovery.

s.LK
Damage: 400, 400 on second hit
Hits: Mid, but can be dodged on some characters crouching
Active Frames: 3
Frame Data: 8.start up +7 on block +4 on hit
Recovery: -32

s.MP
Damage: 550
Hits: Mid
Active Frames: 3
Frame Data: 13.start up -4 on block +3 on hit
Recovery: -36

s.MK
Damage: 650
Hits: Mid
Active Frames: 3
Frame Data:10.start up -4 on block +0 on hit
Recovery: -34

s.HP
Damage: 1000
Hits: Mid
Active Frames: 3
Frame Data: 12 start up -4 on block +1 on hit
Recovery: -37

s.HK
Damage: 1000
Hits: Mid
Active Frames: 9
Frame Data: 19 start up -15 on block +61 on hit (close)
Recovery: -55

c.LP
Damage: 300 ( 300 on second hit as well )
Hits: Mid
Active Frames: 3
Frame Data: 6. start up +7 on block +4 on hit
Recovery: -18 first hit, -26 mashing, -31 max.

c.LK
Damage: 200 ( 200 on second hit as well )
Hits: Low
Active: 3
Frame Data: 7 start up +6 on block +3 on hit
Recovery: -21

c.MP
Damage: 600
Hits: Mid
Active Frames: 3
Frame Data: 9 start up -2 on block +2 on hit
Recovery: -32
(Can now easily convert into c.HP for Easy Ground Bounce Combos).

c.MK
Damage: 300 x 2, 400
Hits: Low
Active frames: 10
Frame Data: 10 start up -7 on block -5 on hit
Recovery: -53

c.HP
Damage: 900
Hits: Mid
Active: 3
12 start up -13 to -15 on block -3 on hit (Or a groundbounce vs air)

c.HK
Damage: 1100
Hits: Low
Active: 26
Frame Data: 12 start up -27 on block 19+ on hit (close) +25 on hit (Maximum Distance)
Recovery: -58

j.LP
Damage: 300
Hits: High (would miss crouching opponents normally)
Active: 4
Frame Data 7 start up +14 on block on ground +10 in air +8 on hit
Recovery: -19

j.LK
Damage: 300
Hits: High (would miss crouching opponents normally)
Active: 4
Frame Data: 7 start up +15 on block on ground +9 in air +12 on hit
Recovery: -20

j.MP
Damage: 150 x 3, 131, 114, 167
Hits: High
Active: 12
Frame Data: 11 start up +18 on block on ground +8 in air +7 on hit
Recovery: -33

j.MK
Damage: 500
Hits: High
Active: 6
Frame data:10 start up +18 on block on ground +3 in air +3 on hit
Recovery: -28

j.HP
Damage: 900
Hits: High
Active: 8
Frame Data: 10 start up +14 on block on ground -4 in air -3 on hit
Recovery: -34

j.HK
Damage: 750
Hits: Mid (those crouching can block this).
Active: 3
Frame Data: 9 start up +5 on block on ground +5 in air +18 on hit
Recovery: -36
Note (you can also follow this move up with HP in the air, if you can land a hit, you can chain j.HK with itself, or with j.HK with HP follow up 3 times until IPS kicks in).

Love Dart
Damage: 350
Start-up: 12 frames
Recovery: 16

Platonic Drillationship
Light:
Damage: 350 x 3
Hits: Mid
Active: 12
Frame Data: 9 start up, +5 on hit
Recovery -17

Medium:
Damage: 300 x 3, 437
Hits: Mid
Active: 17
Frame Data: 12 on start-up, +4 on hit
Recovery: 20

Hard:
Damage: 300 x 3, 262, 459
Hits: Mid
Active: 22
Frame Data: 15 start up (is also strike invulnerable on start up, making it a good reversal), +3 on hit
Recovery: 21

(Some data is N/A from the rest of this section).

Tender Embrace
Damage: 1800
4 Frame Start up
-41 Recovery

Inevitable Snuggle
Damage: 1800
35 Frames of start up.
Hyper Armour
-79 Recovery

Blown Kiss (Lv 1 super)
Damage: 2625
12 frames of start up, Invincible on Flash. (4 Frames of Vulnerability before flash)


Best Friends Forever! (Lv 1 super)
Damage: 3000
24 frame start up.
Completely invincible throughout.
Puts opponent in a Crumple State.
Punishable when Whiffed

Twice Shy (Lv 3 super)
Damage: 5750
Start Up: 4 Frames
Completely Invincible.
Punishable when Whiffed.
Creates a Wallbounce that you can follow up on.

Head Over Heels (Lv 5 super)
5 frame start up
3000 Damage
Punishable when Whiffed.
(Greatly Increases the Damage Scaling from that combo, if you don't combo after the grab, you lose your buff)
 
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data for the drill special

start up: 8 frames(someone check me on this since i'm not too good with counting frames and hopefully the training adv mode does enough for me to tell you this)

hit= +65
block= -36

for the shadows someone help on this but i think its

37-42 frames of start up

low= juggle state
mid= launch
overhead= juggle state.

again someone please test this out for me so that i don't feel like a jackass giving misinformation
 
Is there any website where the frame data is actually current? I went to shoryuken but theres is outdated+incomplete. Is the in-game's frame data in training room our only source??