- Joined
- Dec 23, 2013
- Messages
- 144
- Reaction score
- 53
- Points
- 28
- Age
- 30
- Location
- Australia
- Website
- skullgirlsguru.tumblr.com
- Steam
- Dean[SG]
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)
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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