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Question Frame data on arrows?

Scoot Magee

But I didn't want to dash
I'm looking for frame data on the 4 different arrows. I'm using the electric arrow to try to continue pressure on block and also to setup mixup situations on hit. Anyone have info?
 
Apparently they are +4 at point blank, wouldn't be surprised if it's only the green one since it has no damage at range or utility.
 

Scoot Magee

But I didn't want to dash
I didn't realize it says +3 in the move list for arrows. I'm not sure if that's for the green arrows only but I didn't see any data on the other arrows. The electric arrow doesn't let you combo when grounded even though it looks like you can but it gives a ton of advantage on hit.
 

Scoot Magee

But I didn't want to dash
Just a note. I've been using a lot of d1 xx any arrow, mostly ice and it is a good tool. You have to mix it up with d1 xx savage blast though if you don't want to get blown up. Characters with fast normals can interrupt it on reaction. Aquamans 7 frame uppercut blows it up pretty badly so beware.
 

Seapeople

This one's for you
Here's what I could find just in training mode. They're all at least this much advantage, possibly slightly more.
All arrows are around +3 on block, and all low arrows are around neutral on block.

Arrow on hit: +28
Low Arrow on hit: +10
Electric on hit: +22
Low Electric on hit: +22
Freeze on hit: +60
 

Erazor

Noob
Just a note. I've been using a lot of d1 xx any arrow, mostly ice and it is a good tool. You have to mix it up with d1 xx savage blast though if you don't want to get blown up. Characters with fast normals can interrupt it on reaction. Aquamans 7 frame uppercut blows it up pretty badly so beware.
How can Aquaman interrupt a combo with a normal (without his trait)?

Here's what I could find just in training mode. They're all at least this much advantage, possibly slightly more.
All arrows are around +3 on block, and all low arrows are around neutral on block.

Arrow on hit: +28
Low Arrow on hit: +10
Electric on hit: +22
Low Electric on hit: +22
Freeze on hit: +60
I wonder why you can't combo Arrow into a normal if it's that much advantage on hit. So far, the only thing the AI hasn't blocked is Ice Arrow into anything.
 

Seapeople

This one's for you
I wonder why you can't combo Arrow into a normal if it's that much advantage on hit. So far, the only thing the AI hasn't blocked is Ice Arrow into anything.
I think it's just how they were designed. I guess you could say some moves "capture" the opponent and let you continue the combo, like his freeze arrow. Some things like his regular arrows (and most other projectiles) just put you at big advantage but the opponent can block whatever you follow up with.
 

Scoot Magee

But I didn't want to dash
If you D1 arrow it can be interrupted inbetween the d1 and the arrow, not after the arrow. Try it in training mode. Set green arrow to do d1 arrow and pick aquaman. After the d1 just mash d1 or d2 and it will beat it clean. D2 is unsafe but it still works at 7 frames.

The reason electric arrow wont let you combo on the ground is because it puts you in a stagger similar to scorpions teleport in mk9. If you want to combo off electric arrow it has to be a juggle, it actually slows them down in the air.
 

Seapeople

This one's for you
If you D1 arrow it can be interrupted inbetween the d1 and the arrow, not after the arrow. Try it in training mode. Set green arrow to do d1 arrow and pick aquaman. After the d1 just mash d1 or d2 and it will beat it clean. D2 is unsafe but it still works at 7 frames.

The reason electric arrow wont let you combo on the ground is because it puts you in a stagger similar to scorpions teleport in mk9. If you want to combo off electric arrow it has to be a juggle, it actually slows them down in the air.
I didn't say anything about d1~arrow but I agree with what you're saying. Using it from max d1 distance can make it safer against some characters because it puts you outside the range of a lot of pokes. F2d13 & 223 on block both set this up really nicely.