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All Current Frame Data For The Characters In The Demo Build

Circus

Part-Time Kano Hostage
I've had a bunch of time on my hands and an obsession for analyzing frame data to get a better picture of how NRS is intending characters to play. I've searched twitch and youtube like a manic lunatic finding every piece of frame data I could get from literally anywhere I can, and I've found almost all of it.

So, here's an early Christmas gift from JTCircus to you all!
Hope some of you appreciate the effort! I know a couple people have been asking. ;)

Disclaimer: This is from an early build of MK11. Some of this isn't final frame data, but it could just be used to get a decent idea of what it could be later.

I'm missing poke frame data for Sonya, Cassie, Johnny, and Geras.
Also missing ALL of Kano's frame data (FeelsSOBadMan)
If you have it, I'd HIGHLY appreciate it.


*the links above the images lead to additional frame data provided by @Konqrr *




Stress Test Frame Data:

Skarlet - https://i.imgur.com/8BBTzlH.png
Scorpion - https://i.imgur.com/7IId5gT.png
Baraka - https://i.imgur.com/7cWcO5Q.png
brought to you by @Konqrr


Beta Frame Data:

Kabal - https://i.imgur.com/3GMO3M1.png
Jade - https://i.imgur.com/KsYfITI.png


Cassie Cage
All Frame Data and Special Move Gaps
https://i.imgur.com/YHz8whR.png

Just Pokes, Strings, and Specials
https://i.imgur.com/mMxFsGd.png

Johnny Cage


Baraka

Raiden

Skarlet
(credit to @Eddy Wang )
See more of Skarlet's frame data in this doc:
https://docs.google.com/spreadsheets/d/1um3PS-18rxtHbuOiUPQQ5hIcKGA2YKw_-13CqvPaOaQ/edit?usp=sharing


Subzero
see more Subzero frame data here! Credit to @iamShorteh :
http://fatalgaming.be/mk11/sub-zero/


Scorpion

Sonya

Geras

Kano
Just linking the image because of image cap on thread:
Full Kano Frame Data (jump attacks, wakeups, +special move gaps)
https://imgur.com/qTWJRTk

Just Pokes, Strings, and Specials
https://i.imgur.com/WJfxSuC.png

Edit:
@iamShorteh has began compiling frame data for MK11 in one website for easy access.
Check it for a more accessible outlet to get frame data!

http://fatalgaming.be/mk11/
 
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Circus

Part-Time Kano Hostage
Scorpion spear -55 and that is not combostarter by default, iceball of Sub-zero is -16 and that is combostarter meterless? EX-spear is +15, what lul
The ex spear could only be activated if it hits. The fact it has a Block Adv written is just for some strange instance or something I'd imagine lol.
 
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Cashual

PSN: Cansuela
Why is EX blade spark for Baraka -12 on hit? Is that a mistake? Is it +12? Or some weird property of the move where it doesn’t grant hit advantage?
 

Circus

Part-Time Kano Hostage
Why is EX blade spark for Baraka -12 on hit? Is that a mistake? Is it +12? Or some weird property of the move where it doesn’t grant hit advantage?

I think it's just to balance how good those double mid projectiles are.

In Street Fighter 5, Ken's projectile is negative on hit too. It's because they don't want him to use it up close.

Even though it's negative on hit, if you are at a distance and your opponent gets hit by it, you'll be positive because the travel time it takes for the fireball to get to them.

They didn't want Ken to use his fireballs up close like Ryu and it seems like NRS doesn't want Baraka using his ex fireballs up close either.
 
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Eddy Wang

Skarlet scientist
You still have a lot missing, hope this helps you complete Skarlet frame data
This was taken from a video which was scrolled pretty fast so some proprieties might be wrong, but still i think i detain most of her frame data by now, and only a very few missing

https://docs.google.com/spreadsheets/d/1um3PS-18rxtHbuOiUPQQ5hIcKGA2YKw_-13CqvPaOaQ/edit?usp=sharing


Also guys, notice how every move in the game regularly has 2 to 4 active frames only, 7 active frames when its a really strong like a jump kick. And in Raiden's case his B2 its 16 active frames because its two moves, so i think each blow of the overheads has 8 active frames.

This game is going to be amazing, nothing seems too crazy as of it yet.
 

Circus

Part-Time Kano Hostage
What should I focus on as a beginner to reading frames? Is there a certain column I should look out for as an “easier” character to grasp?
I found a video of Ketchup and Mustard explaining frame data for MKX. Hope it helps!

I think I might make one using footage from MK11 to help people out a bit more though. Tons of time on my hands, so why not?

 

Circus

Part-Time Kano Hostage
You still have a lot missing, hope this helps you complete Skarlet frame data
This was taken from a video which was scrolled pretty fast so some proprieties might be wrong, but still i think i detain most of her frame data by now, and only a very few missing

https://docs.google.com/spreadsheets/d/1um3PS-18rxtHbuOiUPQQ5hIcKGA2YKw_-13CqvPaOaQ/edit?usp=sharing


Also guys, notice how every move in the game regularly has 2 to 4 active frames only, 7 active frames when its a really strong like a jump kick. And in Raiden's case his B2 its 16 active frames because its two moves, so i think each blow of the overheads has 8 active frames.

This game is going to be amazing, nothing seems too crazy as of it yet.
Awesome! I'll add your doc to the OP because it's more full!
 
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STRYKIE

Are ya' ready for MK11 kids?!
Interesting to see that D2s are generally safer on block (there could be exceptions once we see the full roster of course). Always seemed like whoever was behind making them -15 or whatever in MKX thought they were doing frame data for Injustice 1.


Why is EX blade spark for Baraka -12 on hit? Is that a mistake? Is it +12? Or some weird property of the move where it doesn’t grant hit advantage?
Keep in mind frame data for projectiles only take into account if they're used point blank. At mid range or so they wouldn't be that bad.
 

SaltShaker

In Zoning We Trust
Looking at this in a visual sense, I now have a much better idea how these characters will play come launch time. Loving the early distribution of playstyle and like Eddy mentioned the decreased priority in active frames. That's huge gameplay changer for all the right fighting game reasons. Hard to not think this won't be by far the best NRS title to date.

Also, excellent work @Circus and much appreciated it!

@Circus is definitely one of my top 5 members right now. You’ve been killin it these past few weeks!
Agreed. It's refreshing to see threads like these returning among the sea terrible or derailed threads out there.

What's the point of this if we don't have the game yet and it's likely to change in the final build?
Because it gives you a general overview of what to expect from your character, regardless of knowing some of the data will change. Some characters have completely revamped gameplay, some are similar to their old self, and some are brand new, so it's cool to get the general idea of their style early on. Geras for example, I now know he would absolutely be someone I would never ever play, whereas for Circus it may be the first person he tries out of these characters. If you're taking it as literal as "this move is currently safe but you don't know if it will change by release so there's no point", you'd be missing the point.
 

iamShorteh

GF | iamShorteh "Vengeance will be mine!"
Royal Contributor
I've got all of the MKXL frame data up on http://fatalgaming.be/mkx/
It's a free, and intended as a publicly accessibel central community resource to store all of the frame data info.
For MK11 I'm going to be hosting the frame data database just as I did for MKX.

With your help I can add all of this pre-beta info in there! @Circus if you're interested send me a PM and we can go over the details.

on-topic:
Overview

http://fatalgaming.be/mk11/

I've got a full list of the data for MK11 Sub-Zero made available at:
http://fatalgaming.be/mk11/sub-zero/

the info @Eddy Wang provided for Skarlet in the same easily searchable format:
http://fatalgaming.be/mk11/skarlet/
 

Vslayer

The Shinnok Slayer
Premium Supporter
I like what I'm seein', she's looking really strong. Is her B12 that kick that can be canceled? It's kinda like Cassie's F34. Man, I'll be really bummed if I have to play Sonya instead of Cassie this time around. Hopefully Cass will still be a rush down and a corner boss.
 

Circus

Part-Time Kano Hostage
I like what I'm seein', she's looking really strong. Is her B12 that kick that can be canceled? It's kinda like Cassie's F34. Man, I'll be really bummed if I have to play Sonya instead of Cassie this time around. Hopefully Cass will still be a rush down and a corner boss.
Hah! I'm glad I'm not the only person who saw that comparison. I'm sure NRS has something awesome in store for Cassie, but so far I'd say this current Sonya, with her restand combo ender and mixups from the second hit of her strings, plays a ton like Cassie did in MKXL.

I've got all of the MKXL frame data up on http://fatalgaming.be/mkx/
It's a free, and intended as a publicly accessibel central community resource to store all of the frame data info.
For MK11 I'm going to be hosting the frame data database just as I did for MKX.

With your help I can add all of this pre-beta info in there! @Circus if you're interested send me a PM and we can go over the details.

on-topic:
Overview

http://fatalgaming.be/mk11/

I've got a full list of the data for MK11 Sub-Zero made available at:
http://fatalgaming.be/mk11/sub-zero/

the info @Eddy Wang provided for Skarlet in the same easily searchable format:
http://fatalgaming.be/mk11/skarlet/

@iamShorteh

I'd be more than happy if you added all this info onto your site!

I'm adding the link to your website and Subzero's frame data to the OP!
 

UsedForGlue

"Strength isn't everything"
Premium Supporter
What possible good reason is there for Sonya's launcher with a built in mix up to be -9 on block?

I honestly don't understand NRS sometimes. If this doesn't change by the final build, ill just give up trying to understand.
 

Circus

Part-Time Kano Hostage
WOW! Impressive! Isnt the frame data gonna be in the game tho? Regardless, good shit @Circus !
Thanks man! And yeah, the game will have frame data for every character, but this is just for pre-release for everyone on here could get an idea of NRS's intentions for how each move will be used so far.


What possible good reason is there for Sonya's launcher with a built in mix up to be -9 on block?

I honestly don't understand NRS sometimes. If this doesn't change by the final build, ill just give up trying to understand.
-9 is still jab punishable by everyone. Some characters get some serious beef from their jab strings.

That and mixing is kind of her preferred gameplan. Aside from her decent projectile she doesn't really have much range at all, so IMO it'd be unfortunate if when she finally got in on her opponent she'd get full 35% combo punished for doing what she was built to do.