THTB
Arez | Booya | Riu48 - Rest Easy, Friends
Somberness Frame Data
How to understand this.
Execution (singular | cumulative)
1 - 8
1,1 - 11 | 21
1,1,1 - 13 | 38
1,1,4 - 14 | 39
1,1,F+1 - 13 | 38
1,3 - 12 | 22
1,3,2 - 27 | 50
2 - 9
2,1 - 15 | 29
2,1,B+4 - 25 | 55
2,1,F+2 - 22 | 52
3 - 9
4 - 9
4,4 - 15 | 26
D+1 - 6
D+2 - 7
D+3 - 7
D+4 - 12
B+2 - 16-64
B+3 - 11
B+4 - 22
F+2 - 16, 35 second hit
F+3 - 9
F+3,2 - 15 | 31
F+3,3 - 14 | 30, 38 second hit
F+3,3,B+3 - 17 | 61
F+4 - 28
Throw - 10
Low Forceball - 19
Low Forceball (full screen) - 46
High Forceball - 19
High Forceball (full screen) - 52
Flipkick - 9
Shadow Kick - 8
Nut Punch - 18
Double Low ball - 19, 39 second hit
Double Low ball (full screen) - 46, 56 second hit
Double High ball - 23, 43 second hit
Double High ball (full screen) - 56, 60 second hit
Ultra Flipkick - 9, 58 second hit
Eclipse Kick - 8
Eclipse Kick (full screen) - 21
Nutcracker - 18
Ball Buster (start up) - 2
Advantage (block | hit)
1 - 0 | 0
1,1 - 0 | +16
1,1,1 - 0 | +6
1,1,4 - 0 | +5
1,1,F+1 - +3 | +4
1,3 - 0 | +7
1,3,2 - 0 | +19, +27
2 - 0 | 0
2,1 - 0 | 0
2,1,B+4 - -8 | +1
2,1,F+2 - -3 | +55, +44
3 - 0 | +6
4 - -3 | +4
4,4 - -1 | 0
D+1 - -13 | +1
D+1 (vs crouch) - -13 | -1
D+2 - -6 | +30, +22
D+3 - -7 | +3
D+3 (vs crouch) - -7 | +10
D+4 - 0 | +12
D+4 (vs crouch) - 0 | +5
B+2 - -11 | -1 (+52, +43 max hold)
B+3 - -15 | +54, +51
B+4 - +3 | +28, +25
F+2 - -16 | +8
F+3 - 0 | +3
F+3,2 - 0 | +7
F+3,3 - -4 | +4
F+3,3,B+3 - 0 | +5
F+4 - 0 | +62, +50
Low Forceball - -23 | -4
High Forceball - -23 | -4
Flipkick - -12 | +23, +4
Shadow Kick - -29 | +17, +25
Nut Punch - -23 | +39
Double Low ball - +5 | +24
Double High ball - +5 | +24
Ultra Flipkick - -36 (-85 if second hit whiffs) | +51, +15
Eclipse Kick - -29 to -20 | +17 to +25, +25, +33
Nutcracker - -16 | +46
Ball Buster - N/A | +32
Duration (whiff | block | hit)
1 - 21 | 21 | 21
1,1 - 31 | 31 | 31
1,1,1 - 63 | 63 | 63
1,1,4 - 64 | 64 | 64
1,1,F+1 - 62 | 62 | 62
1,3 - 44 | 44 | 44
1,3,2 - 71 | 71 | 80
2 - 22 | 22 | 22
2,1 - 47 | 47 | 47
2,1,B+4 - 90 | 90 | 90
2,1,F+2 - 82 | 82 | 75
3 - 34 | 34 | 34
4 - 39 | 39 | 39
4,4 - 55 | 55 | 55
D+1 - 25 | 25 | 25
D+2 - 46 | 40 | 62
D+3 - 20 | 20 | 20
D+4 - 33 | 33 | 33
B+2 - 54-97 | 54 | 54-97
B+3 - 53 | 53 | 42
B+4 - 41 | 46 | 43
F+2 - 57 | 78 | 78
F+3 - 36 | 36 | 29
F+3,2 - 57 | 57 | 57
F+3,3 - 69 | 69 | 69
F+3,3,B+3 - 86 | 86 | 86
F+4 - 44 | 44 | 44
Forward Throw - 36 | N/A | 183
Backward Throw - 36 | N/A | 180
Low Forceball - 62 | 62 | 62
High Forceball - 62 | 62 | 62
Flipkick - 48 | 48 | 79
Shadow Kick - 60 | 64 | 63
Nut Punch - 56 | 68 | 68
Double Low ball - 54 | 54 | 54
Double High ball - 58 | 58 | 58
Ultra Flipkick - 48 | 121 | 121
Eclipse Kick - 66 | 64 | 63
Nutcracker - 56 | 61 | 61
Ball Buster - 91 | N/A | 386
Cancel Advantage (block | hit)
1 - +18 | +25
1,1 - +16 | +22
1,1,1 - +15 | +19
1,1,4 - +21 | +24
1,1,F+1 - +17 | +19
1,3 - +26 | +28
2 - +22 | +21
2,1 - +26 | +33
3 - +26 | +31
4 - +25 | +33
4,4 - +22 | +23
D+1 - +1 | +15
D+1 (vs crouch) - +1 | +13
D+3 - +2 | +12
D+3 (vs crouch) - +2 | +19
D+4 - +26 | +32
D+4 (vs crouch) - +26 | +25
F+2 - +21 | +14
F+3 - +21 | +16
F+3,2 - +25 | +31
F+3,3 - +23 | +28
F+3,3,B+3 - +24 | +27
Miscellaneous
Breaker (when grounded vs grounded opponent) - ~+6, ~+5
Ball Buster - invincibility on frames 1-2, 67 active frames
Eclipse Kick - armor on frames 2-14
Nutcracker - invincibility on frames 2-18
1,3,2 - 1 frame gap
DrDogg's Frame Data
Here's what I've done so far. It's only execution frames for the time being, but once I get a friend to help I'll be able to do block/hit frames.
As always with manually done frame data, some things may be slightly off due to various issues such as human error, data capture error, etc. But I try to make this as accurate as possible.
Projectiles are based on close proximity, and execution frames may vary with character hit box size. I have no X-Ray frame data because I don't have a reliable way to determine active frames.
Once I have all of the frame data completed, I'll put it in an easy to read format.
Attack - Execution Frames
1 - 8
2 - 9
3 - 10
4 - 9
d+1 - 6
d+2 - 7
d+3 - 7
d+4 - 12
b+2 (no charge) - 16
b+2 (full charge) - 64
b+3 - 11
b+4 - 22
f+2 - 16
f+3 - 9
f+4 - 28
Throw - 10
Combos
1,1,1 - 8
1,1,f+1 - 8
1,1,4 - 8
1,3,2 - 8
2,1,f+2 - 9
2,1,b+4 - 9
f+3,2 - 9
4,4 - 9
f+3,3,b+3 - 9
Specials
d,f+2 - 19
d,b+2 - 19
d,b+3 - 9
b,f+4 - 8 (12 frames from max range)
b,d+1 - 18
EX Specials
d,f+2 - 19
d,b+2 - 22
d,b+3 - 9
b,f+4 - 8 (22 frames from full screen)
b,d+1 - 18
X-Ray - N/A
How to understand this.
Execution (singular | cumulative)
1 - 8
1,1 - 11 | 21
1,1,1 - 13 | 38
1,1,4 - 14 | 39
1,1,F+1 - 13 | 38
1,3 - 12 | 22
1,3,2 - 27 | 50
2 - 9
2,1 - 15 | 29
2,1,B+4 - 25 | 55
2,1,F+2 - 22 | 52
3 - 9
4 - 9
4,4 - 15 | 26
D+1 - 6
D+2 - 7
D+3 - 7
D+4 - 12
B+2 - 16-64
B+3 - 11
B+4 - 22
F+2 - 16, 35 second hit
F+3 - 9
F+3,2 - 15 | 31
F+3,3 - 14 | 30, 38 second hit
F+3,3,B+3 - 17 | 61
F+4 - 28
Throw - 10
Low Forceball - 19
Low Forceball (full screen) - 46
High Forceball - 19
High Forceball (full screen) - 52
Flipkick - 9
Shadow Kick - 8
Nut Punch - 18
Double Low ball - 19, 39 second hit
Double Low ball (full screen) - 46, 56 second hit
Double High ball - 23, 43 second hit
Double High ball (full screen) - 56, 60 second hit
Ultra Flipkick - 9, 58 second hit
Eclipse Kick - 8
Eclipse Kick (full screen) - 21
Nutcracker - 18
Ball Buster (start up) - 2
Advantage (block | hit)
1 - 0 | 0
1,1 - 0 | +16
1,1,1 - 0 | +6
1,1,4 - 0 | +5
1,1,F+1 - +3 | +4
1,3 - 0 | +7
1,3,2 - 0 | +19, +27
2 - 0 | 0
2,1 - 0 | 0
2,1,B+4 - -8 | +1
2,1,F+2 - -3 | +55, +44
3 - 0 | +6
4 - -3 | +4
4,4 - -1 | 0
D+1 - -13 | +1
D+1 (vs crouch) - -13 | -1
D+2 - -6 | +30, +22
D+3 - -7 | +3
D+3 (vs crouch) - -7 | +10
D+4 - 0 | +12
D+4 (vs crouch) - 0 | +5
B+2 - -11 | -1 (+52, +43 max hold)
B+3 - -15 | +54, +51
B+4 - +3 | +28, +25
F+2 - -16 | +8
F+3 - 0 | +3
F+3,2 - 0 | +7
F+3,3 - -4 | +4
F+3,3,B+3 - 0 | +5
F+4 - 0 | +62, +50
Low Forceball - -23 | -4
High Forceball - -23 | -4
Flipkick - -12 | +23, +4
Shadow Kick - -29 | +17, +25
Nut Punch - -23 | +39
Double Low ball - +5 | +24
Double High ball - +5 | +24
Ultra Flipkick - -36 (-85 if second hit whiffs) | +51, +15
Eclipse Kick - -29 to -20 | +17 to +25, +25, +33
Nutcracker - -16 | +46
Ball Buster - N/A | +32
Duration (whiff | block | hit)
1 - 21 | 21 | 21
1,1 - 31 | 31 | 31
1,1,1 - 63 | 63 | 63
1,1,4 - 64 | 64 | 64
1,1,F+1 - 62 | 62 | 62
1,3 - 44 | 44 | 44
1,3,2 - 71 | 71 | 80
2 - 22 | 22 | 22
2,1 - 47 | 47 | 47
2,1,B+4 - 90 | 90 | 90
2,1,F+2 - 82 | 82 | 75
3 - 34 | 34 | 34
4 - 39 | 39 | 39
4,4 - 55 | 55 | 55
D+1 - 25 | 25 | 25
D+2 - 46 | 40 | 62
D+3 - 20 | 20 | 20
D+4 - 33 | 33 | 33
B+2 - 54-97 | 54 | 54-97
B+3 - 53 | 53 | 42
B+4 - 41 | 46 | 43
F+2 - 57 | 78 | 78
F+3 - 36 | 36 | 29
F+3,2 - 57 | 57 | 57
F+3,3 - 69 | 69 | 69
F+3,3,B+3 - 86 | 86 | 86
F+4 - 44 | 44 | 44
Forward Throw - 36 | N/A | 183
Backward Throw - 36 | N/A | 180
Low Forceball - 62 | 62 | 62
High Forceball - 62 | 62 | 62
Flipkick - 48 | 48 | 79
Shadow Kick - 60 | 64 | 63
Nut Punch - 56 | 68 | 68
Double Low ball - 54 | 54 | 54
Double High ball - 58 | 58 | 58
Ultra Flipkick - 48 | 121 | 121
Eclipse Kick - 66 | 64 | 63
Nutcracker - 56 | 61 | 61
Ball Buster - 91 | N/A | 386
Cancel Advantage (block | hit)
1 - +18 | +25
1,1 - +16 | +22
1,1,1 - +15 | +19
1,1,4 - +21 | +24
1,1,F+1 - +17 | +19
1,3 - +26 | +28
2 - +22 | +21
2,1 - +26 | +33
3 - +26 | +31
4 - +25 | +33
4,4 - +22 | +23
D+1 - +1 | +15
D+1 (vs crouch) - +1 | +13
D+3 - +2 | +12
D+3 (vs crouch) - +2 | +19
D+4 - +26 | +32
D+4 (vs crouch) - +26 | +25
F+2 - +21 | +14
F+3 - +21 | +16
F+3,2 - +25 | +31
F+3,3 - +23 | +28
F+3,3,B+3 - +24 | +27
Miscellaneous
Breaker (when grounded vs grounded opponent) - ~+6, ~+5
Ball Buster - invincibility on frames 1-2, 67 active frames
Eclipse Kick - armor on frames 2-14
Nutcracker - invincibility on frames 2-18
1,3,2 - 1 frame gap
DrDogg's Frame Data
Here's what I've done so far. It's only execution frames for the time being, but once I get a friend to help I'll be able to do block/hit frames.
As always with manually done frame data, some things may be slightly off due to various issues such as human error, data capture error, etc. But I try to make this as accurate as possible.
Projectiles are based on close proximity, and execution frames may vary with character hit box size. I have no X-Ray frame data because I don't have a reliable way to determine active frames.
Once I have all of the frame data completed, I'll put it in an easy to read format.
Attack - Execution Frames
1 - 8
2 - 9
3 - 10
4 - 9
d+1 - 6
d+2 - 7
d+3 - 7
d+4 - 12
b+2 (no charge) - 16
b+2 (full charge) - 64
b+3 - 11
b+4 - 22
f+2 - 16
f+3 - 9
f+4 - 28
Throw - 10
Combos
1,1,1 - 8
1,1,f+1 - 8
1,1,4 - 8
1,3,2 - 8
2,1,f+2 - 9
2,1,b+4 - 9
f+3,2 - 9
4,4 - 9
f+3,3,b+3 - 9
Specials
d,f+2 - 19
d,b+2 - 19
d,b+3 - 9
b,f+4 - 8 (12 frames from max range)
b,d+1 - 18
EX Specials
d,f+2 - 19
d,b+2 - 22
d,b+3 - 9
b,f+4 - 8 (22 frames from full screen)
b,d+1 - 18
X-Ray - N/A