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All Kameo Cooldowns

UghGetOuttaHere

Number Cruncher. Jack of All Trades.
Post Status: Living

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All Kameo Cooldowns
-These are rounded estimates of Kameo Cooldowns presented in seconds.
-Tests were conducted with standard sight and lap stopwatch. Human error is in play.
-All trials uniformly began as soon as the kameo bar depletes.
-I tried avoiding decimals as much as I could for simplicity
-The trials assume a full kameo meter and that the-move-in-question was only used 1 time. (Hint: Multiply half-bar Rates by 2 for full length results)
-Kameos can only ever be hit by two types of attacks— this rule does not count moves designed to counter kameos.
Heavy: Universally, d2 (uppercut) does 5% damage and knocks down the kameo.
Light: 99% of attacks in the game hit light and will always do 2% damage
Moves that hit kameo + main, deal both instances of damage. However, the main can tank the hit if the kameo is directly behind them. The kameo is recalled but not deactivated or damaged when protected in this way.
-Somewhere down the line Kameo cooldowns got increased recharge rates if they are used twice in a combo. Those will not be tested.

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The Formula: Trials will be presented as: X+Y=Z or just Y.

X - Delay: The amount of time before Rate begins.

Y - Rate: The rate at which the kameo recharges calculated in seconds. This is the most important information in any given formula due to the the fact that higher[longer] Rates override lower ones. Note: Rate can be changed but the Delay always stays the same.

Z - Total duration from button press.

If no formula is shown, Delay can be assumed to be zero'd out, thus leaving only the Rate.

(G) - This move grants invincibility if used as GetUp attack
(G&R) - This move ALSO grants invincibility when used as reversal.

The key words in [brackets] are the "archtypes" that NRS used to describe kameos.

Throws: Information will be presented as damage value/distance after throw/frame advantage after throw
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Deactivation: The state in which a kameo is unusable regardless of meter(s), often denoted with a blacked out kameo picture. The deactivation penalty must complete before Delay cooldown begins. Hitting/Breaking a kameo: 6 second deactivation. Note: There are situations where a kameo may appear to be deactivated but can still be used for throw/breaker.
Shujinko/Motaro/Tremor - All have reduced deactivation (down to 3 seconds) if hit with a LIGHT attack during their Non damaging ambush moves (sans Motaro teleport). HEAVY attacks will inflict standard deactive cooldown.

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Cyrax
[Defense/RushDown Prevention/Projectiles]
Vertical Helicopter: 5+9.5 = 15
Bombs: 4+10 = 14
(G) Net: 2+10 = 12
Horizontal Helicopter: 3+19 = 23
Throw: 10%/Fullscreen/+9
Ex Throw: 10%/Launch

Darrius (+5%)
[Offense/Combos/Punishment]
Tornado Kick: 4+25 = 29
(G) Swing Darrius: 2+10 = 12
Back Flip~>Overhead: 4+10 = 14
Heelturn: 4+10 = 14
Throw: 12%/Midscreen/+11

Frost
[Offense/Projectiles/Control]
(G) Ice Krash: 2+10 = 12
Frostys Revenge (stab stab): 1.5+8.5 = 10
Ice ball: 4+16 = 20
Cancel: 8
Ice Karpet: 1+10 = 11
Throw: 12%/Fullscreen/+5

Goro (-5%)
[Well Rounded/Offensive/Mix Ups]
Low Grab: 4.5+16.5 = 21
Up Punch: 4.5+16.5 = 21
(G) Punch Walk: 3+9.5 = 12.5
Stomp: 7+33 = 40
Throw: 11%/Fullscreen/+5

Janet Cage
[Combos/Offense/Stunt Double]
Hop Punch: 2+10 = 12
(G&R) Nut Punch: 2+10 = 12
Ninja Mime: 1+10 = 11
Stunt Double: 20
Throw: 14%/Fullscreen/+15

Jax (+10%)
[Defense/Tricky/Antiair/Antiground]
Ground Pound: 2+10 = 12
Back Breaker: 2+10 = 12
(G) Energy Wave: 2.7
Throw: 11%/Midscreen/+4
Ex Throw: 11%/16%/21%

Kano (-5%)
[Offense/Kombos/Horizontal Control]
(G) Laser: 9
Knives: 4+10 = 14
Kano Ball: 4+10 = 14
Ball Cancel: 10
Throw: 11%/Midscreen/+2

Khameleon
[Versatile/Utility/Extender]
Glass Shield: 1+3 = 4

K. Fan Toss: 1+8.5 = 9.5
K. Fan Lift: 3.8
K. Throw: 11%/Fullscreen/+7

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(G) M. Ball Roll: 2+8.5 = 10.5
M. Sai Toss: 3.8
M. Throw: 9%/Midscreen/+31

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J. Razor rang: 8.5
J. Glow: 3.8
J. Throw: 13%/Fullscreen/+7


Kung Lao
[Offense/Combo Starter/Movement]
Teleport: 2.5+9.5=12
Low Hat: 4
Low Hat Hold: 6
(G&R) Spin: 2.5+12.5 = 15
Throw: 12%/Fullscreen/+12

Motaro (-5%)
Was used to measure Sindel's Inspire. Denoted with (parenthesis)
[Offense/Movement/Control]
Teleport: 2+11 = 12 / (2+5=7)
Reflect: 2+3 = 5 / (2+1.3=3.3)
Low Shot: 1+3.5 = 4.5 / (1+1.5= 2.5)
3 Shot: 3+19 = 22 / (16.5, hard to truely test this because Inspire deactivates during recharge)
Throw: 12%/Fullscreen/+10

Sindel
Queens Kommand&Enhanced: 6 sec lock out
Inspire Lifetime: 11 sec
Inspire buffs Rate by somewhere between 55% to 65%

Sareena (+5%)
[Offense/Projectile/Fire Damage?]
Portal Meter Drain: 5+10 = 15 (Active/Rate)
Interrupted: 6.5+4.5+9.5 = 20.5 (Active/Delay/Rate)
Single Knife: 3 sec
Double Knifes: 3+9 = 13
(G&R) Demon Flip: 1.5+9.5 = 11
Throw: 12%/Fullscreen/+9

Sektor
[Defense/Projectile/Combos]
Up Rocket: 6+10 = 16
Homing missile: 4.5+20 = 24.5
Tele Punch: 1+10 = 11
(G) Flame Thrower: 9
Throw: 11%/Fullscreen/+13

Shujinko (+10%)
[Defense/Unorthodox Counters]
Full Charge: 4 sec
Run/Meditate Interruption: 3 sec (for a "light" hit)
(G) Kopy Kat
Throw 11%/Fullscreen/+5

Sonya
[Offense/Projectile/Combos]
(G&R) Leg grab: 1+10 = 11
Square Wave: 3+10 = 13
Energy Ring: 3
Full charge: 5
Cancel: 2+8 = 10
Throw 14%/Midscreen/+2

Tremor: (+10%)
Cooldowns appear to be uneffected when performed as an ambush.
Throw: 12%/Midscreen/+8

[Offense]
Rock Punch: 1+10 = 11
Up Rock Punch: 1+10 = 11
Ground Pound: 1+10 = 11

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[Range]
Lava: 1+8 = 9
Up Lava: 1+8 = 9
Rolling Rock: 1+10 = 11
Rock Toss: 1+10 = 11

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[Support]
(G&R) Crystal Punch: 9
Armor: 2.5+9 = 11.5


Scorpion
[Well Rounded/Combo Extension/Movment]
Flames: 2+10 = 12
Overhead Slice: 1.5+13.5 = 15
(Armor) Retreat Spear: 1+8 = 9
Throw: 12%/Fullscreen/+2

Stryker (-5%)
[Offense/Projectiles/Mix-Up]
Grenade: 3+16= 19
(G) Low Baton: 9 sec
(G) Overhead Baton: 1.5+8.5=11
Hand Cuffs: 2+10=12
Throw: 11%/Fullscreen/+11

Subzero (+5%)
[Well Rounded/Combo Extension/Movment]
Armor: 2+13 = 15
Freeze: 2+13 = 15
(G&R) Cold Shoulder: 1+8 = 9
Armor+Shoulder: 2+25(13*2) = 27
Throw: 13%/Fullscreen/+11

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Grouped Info:

Throw Damage Values
9% - Kha (M)
10% - Cyr
11% - Shu, Gor, Jax, Stry, Kha (K), Sek, Kan
12% - Fro, Mot, Scor, Sar, Dar, Trem, KLao
13% - Sub, Kha (J)
14% - Son, Jan
 
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UghGetOuttaHere

Number Cruncher. Jack of All Trades.
almost certain that tremor’s crystalline armor has a higher delay when used as an ambush
I actually saw a post in the Tremor thread today that said it takes 30 seconds. I 2nd guessed myself and tested it again today before i updated everything and i got 23. Im going to test it one more...time... and yeah i think im off by 1 second..

Its most likely the 6 extra second deactivation from being hit? If you add the kameo penalty in it would be 29 seconds, as you say