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Breakthrough Freddy Krueger Frame Data

Somberness

Lights
How to understand this.
Execution
1 - 10
1,1 - 15
1,1,1 - 14
2 - 10
2,2 - 17
2,2,1+2 - 19
3 - 16
3,3 - 16
4 - 17
D+1 - 6
D+2 - 10
D+3 - 7
D+4 - 13
B+1 - 16
B+1,2 - 14
B+1,2,2 - 17
B+1,2,U+1 - 26
B+2 - 17
B+2,4 - 22
B+3 - 17
B+3,3 - 16
B+4 - 21
F+2 - 18
F+2,1 - 10
F+2,1,4 - 22
F+2,1,B+3 - 15
F+4 - 12
F+4,2 - 13
F+4,2,1 - 10
F+4,3 - 7
U+3 - 13
Throw - 10
Nightmare Stance (start up) - 18
1 - 15
2 - 15
3 - 15
Hell Spike - 16
Sweet Dreams - 59 until it hits a standing opponent, 19 start up
Glove Toss - 15
Glove Toss (full screen) - 43
Freddy Fingers - 25
Freddy Fingers (full screen) - 53
Hell Blast - 16
Deep Sleep - 40 until it hits a standing opponent, 10 start up
Power Glove Toss - 14
Power Glove Toss (full screen) - 43
Freddy's Edge - 25
Freddy's Edge (full screen) - 55
What A Rush - 15

Block Advantage
1 - 0
1,1 - -2
1,1,1 - 0
2 - 0
2,2 - -13
2,2,1+2 - -4
3 - -6
3,3 - -2
4 - -8
D+1 - -13
D+2 - 0
D+3 - -7
D+4 - 0
B+1 - -9
B+1,2 - -3
B+1,2,2 - 0
B+1,2,U+1 - -4
B+2 - 0
B+2,4 - 0
B+3 - 0
B+3,3 - -2
B+4 - +3
F+2 - 0
F+2,1 - -19
F+2,1,4 - -9
F+2,1,B+3 - -3
F+4 - -5
F+4,2 - -5
F+4,2,1 - -7
F+4,3 - -1
U+3 - 0
Nightmare Stance
1 - -1
2 - -5
3 - -2
Hell Spike - -13
Sweet Dreams - +21
Glove Toss - -5
Freddy Fingers - -5
Hell Blast - -6
Deep Sleep - +19
Power Glove Toss - -3
Freddy's Edge - +1
What A Rush - -22

Hit Advantage
1 - 0
1,1 - 0
1,1,1 - +9
2 - +3
2,2 - +4
2,2,1+2 - +45, +53
3 - 0
3,3 - +39, +22
4 - +9
D+1 - +1
D+1 (vs crouch) - -1
D+2 - +33, +26
D+3 - +3
D+3 (vs crouch) - +10
D+4 - +13
D+4 (vs crouch) - +6
B+1 - +5
B+1,2 - +4
B+1,2,2 - +49, +57
B+1,2,U+1 - +61, +49
B+2 - +4
B+2,4 - +34, +8
B+3 - +4
B+3,3 - +39, +22
B+4 - +27, +19
F+2 - +5
F+2,1 - +2
F+2,1,4 - +10, +15
F+2,1,B+3 - +16, +12
F+4 - +1
F+4,2 - +41, +28
F+4,2,1 - +42, +29
F+4,3 - +9
U+3 - +49, +37
Forward Throw - +7
Backward Throw - +7
Nightmare Stance
1 - +68, +58
2 - +49, +57
3 - +22, +12
Hell Spike - +64, +52
Sweet Dreams - +87
Glove Toss - +7
Freddy Fingers - +1
Hell Blast - +68
Deep Sleep - +87
Power Glove Toss - +45, +28
Freddy's Edge - +30
What A Rush - +17

Duration
1 - 28
1,1 - 49
1,1,1 - 74
2 - 33
2,2 - 62
2,2,1+2 - 84
3 - 42
3,3 - 64
4 - 45
D+1 - 25
D+2 - 47
D+3 - 20
D+4 - 33
B+1 - 45
B+1,2 - 62
B+1,2,2 - 85
B+1,2,U+1 - 98
B+2 - 44
B+2,4 - 73
B+3 - 36
B+3,3 - 65
B+4 - 45
F+2 - 42
F+2,1 - 75
F+2,1,4 - 89
F+2,1,B+3 - 83
F+4 - 37
F+4,2 - 55
F+4,2,1 - 78
F+4,3 - 52
U+3 - 32
Throw - 36
Nightmare Stance - 39-350
1 - 43
2 - 47
3 - 44
Hell Spike - 51
Sweet Dreams - 56
Glove Toss - 47
Freddy Fingers - 57
Dream Shift Away - 42
Dream Shift Towards - 40
Hell Blast - 51
Deep Sleep - 39
Power Glove Toss - 44
Freddy's Edge - 51
Hell Shift Away - 42
Hell Shift Towards - 40
What A Rush - 63

Cancel Advantage (block)
1 - +18
1,1 - +13
1,1,1 - +25
2 - +25
2,2 - +15
3 - +17
3,3 - +21
4 - +18
D+1 - +1
D+3 - +2
D+4 - +21
B+1 - +11
B+1,2 - +18
B+1,2,U+1 - +17
B+2 - +19
B+3 - +24
B+3,3 - +21
F+2 - +19
F+2,1 - +18
F+2,1,4 - +17
F+4 - +15
F+4,2 - +9
F+4,2,1 - +10
F+4,3 - +23

Cancel Advantage (hit)
1 - +24
1,1 - +32
1,1,1 - +33
2 - +24
2,2 - +32
3 - +23
3,3 - +62, +45
4 - +35
D+1 - +15
D+1 (vs crouch) - +13
D+3 - +12
D+3 (vs crouch) - +19
D+4 - +27
D+4 (vs crouch) - +20
B+1 - +25
B+1,2 - +29
B+1,2,U+1 - +74, +62
B+2 - +23
B+3 - +20
B+3,3 - +62, +45
F+2 - +21
F+2,1 - +39
F+2,1,4 - +36, +41
F+4 - +21
F+4,2 - +55, +42
F+4,2,1 - +59, +46
F+4,3 - +33

Miscellaneous
Breaker (when grounded vs grounded opponent) - ~+24, ~+23
 

M2Dave

Zoning Master
Best. Thread. On. The. Internet.

On a serious note, I see that d+2 is 10 frames, which is interesting. All this time I thought that it was a little bit faster. f+4 is 12 frames, which is great.
 

xxteefxx

Kenshi Moderator
YAAAY sweet ^_^

i only captured some frames for my personal work...It does take a lot of work to fully frame capture every move! haha....ty XXZ

though, are u sure about those frames on the special move :S? sweet dreams 59? and EX 43? ....hmm i will double check that. though thnx again XXZ
 

Somberness

Lights
The move can sometimes hit a frame earlier, but I just picked the latest one in both cases. That's just how it works for certain attacks.
 

xxteefxx

Kenshi Moderator
The move can sometimes hit a frame earlier, but I just picked the latest one in both cases. That's just how it works for certain attacks.
ahh...alright.hmm this is very confusing to me... I am not that good with Adobe as well, so it's kinda hard to understand. Though from my previous try outs, my reptile frame data chart was like the actual DR.Dogg one....but my krugur chart, is WAAAY off from this lol
what program u use by the way XXZ?
 

Somberness

Lights
Avidemux because I can quick select the range without counting 1 by 1. But the sweet dreams figures look accurate to me.
 

M2Dave

Zoning Master
XXZ, I have been thinking, do you think you can do total recovery frames for the glove toss and other projectiles in the game? In other words, how long does it take a character to block on the first frame the projectile is on the screen?
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Lol @ b2 and b3 being the exact same speed. That...is fucking gay.
 

Somberness

Lights
XXZ, I have been thinking, do you think you can do total recovery frames for the glove toss and other projectiles in the game? In other words, how long does it take a character to block on the first frame the projectile is on the screen?
Yes.
 

Somberness

Lights
Ok, I am done, but exactly do you want to know? If I just do the amount of frames after the projectile becomes active, then something like Nightwolf's arrow will look amazing. I was thinking projectiles per second and maybe damage per second.
 

M2Dave

Zoning Master
XXZ said:
Ok, I am done, but exactly do you want to know? If I just do the amount of frames after the projectile becomes active, then something like Nightwolf's arrow will look amazing. I was thinking projectiles per second and maybe damage per second.
Take a look at this and scroll down to Guile's LP Sonic Boom. The total recovery frames are 29 frames. My question is, how do we get such results for the projectiles in MK? I wonder how this data was collected.
 

Somberness

Lights
It could be the total duration, which would fit in with the projectiles per second calculation. Or, it could be after the 9 startup frames. I have both so it doesn't really matter, but I say the entire duration should be considered the recovery since you can't block while throwing the projectile. Just image a projectile with 59 frames of startup and only 1 recovery, then imagine one with 1 startup and 30 recovery. The first example would look way better than it really is.
 

M2Dave

Zoning Master
XXZ said:
It could be the total duration, which would fit in with the projectiles per second calculation. Or, it could be after the 9 startup frames. I have both so it doesn't really matter, but I say the entire duration should be considered the recovery since you can't block while throwing the projectile. Just image a projectile with 59 frames of startup and only 1 recovery, then imagine one with 1 startup and 30 recovery. The first example would look way better than it really is.
All right.

So, start up frames + recovery frames = total recovery frames. Is that the way to do the calculation? If so, can you give an example with Kano's knife toss or Freddy's glove toss based on your testing?
 

Somberness

Lights
Kano - 17 frames until it becomes active, 30 frames after that where he can't do anything, total duration is 47. 60/47 = 1.28 knives per second and 11.5% damage per second
Freddy glove - 15 frames until it becomes active, 32 frames after that where he can't do anything, total duration is 47. 60/47 = 1.28 gloves per second and 8.94% damage per second
 

M2Dave

Zoning Master
XXZ said:
Kano - 17 frames until it becomes active, 30 frames after that where he can't do anything, total duration is 47. 60/47 = 1.28 knives per second and 11.5% damage per second
Freddy glove - 15 frames until it becomes active, 32 frames after that where he can't do anything, total duration is 47. 60/47 = 1.28 gloves per second and 8.94% damage per second
Interesting.

You should post all your discoveries in a thread. Just explain how the process works. I will help if needed. I am pretty sure many people would be interested in this. It would be a good way to educate the community.

I am also curious about Kabal's iaGBs even though you have to do them low to the ground to acquire the correct frame data.
 

Somberness

Lights
Interesting.

You should post all your discoveries in a thread. Just explain how the process works. I will help if needed. I am pretty sure many people would be interested in this. It would be a good way to educate the community.

I am also curious about Kabal's iaGBs even though you have to do them low to the ground to acquire the correct frame data.
I already did a rough estimate of air gas blasts. Just over 2 per second and a little over 18% damage per second.
The process is pretty simple for most characters, just take the first frame the game reads your input and then jump afterwords and then just minus the the jump frames (they are always the same). Skarlet is a little trickier. For her I got only 14 recovery frames, so I guess it was only 4 previously. She can do just under 2 cancelled daggers per second if it is right. I need to test it more and some others like Shang's upskull where I have not figured out when it becomes active first. And Kabal's projectiles too, as they appear a little behind/above him.
 

M2Dave

Zoning Master
XXZ said:
I already did a rough estimate of air gas blasts. Just over 2 per second and a little over 18% damage per second.
The process is pretty simple for most characters, just take the first frame the game reads your input and then jump afterwords and then just minus the the jump frames (they are always the same). Skarlet is a little trickier. For her I got only 14 recovery frames, so I guess it was only 4 previously. She can do just under 2 cancelled daggers per second if it is right. I need to test it more and some others like Shang's upskull where I have not figured out when it becomes active first. And Kabal's projectiles too, as they appear a little behind/above him.
I'm not sure about Skarlet. The dagger cancel recovery could be the same as before because 4 frames of recovery for a projectile is literally nothing. I'm thinking that maybe the game disables qick consecutive dagger cancels.
 

Trini_Bwoi

Kombatant
Kano - 17 frames until it becomes active, 30 frames after that where he can't do anything, total duration is 47. 60/47 = 1.28 knives per second and 11.5% damage per second
Freddy glove - 15 frames until it becomes active, 32 frames after that where he can't do anything, total duration is 47. 60/47 = 1.28 gloves per second and 8.94% damage per second
Oh man Noob can totally teleport slam these :bigsmile:
 

Somberness

Lights
I'm not sure about Skarlet. The dagger cancel recovery could be the same as before because 4 frames of recovery for a projectile is literally nothing. I'm thinking that maybe the game disables qick consecutive dagger cancels.
You have to keep in mind the startup too, which is 19. So 19+4 is 23 while it might be 33 (or a little more) now. Seems about it right considering a human still needs time to input the cancel + attack command.
 

Jim

Emperor of the Moon
1 - 10
2 - 10
3 - 16
4 - 17

d+1 - 6
d+2 - 10
d+3 - 7
d+4 - 13

b+1 - 16
b+2 - 17
b+3 - 17
b+4 - 21

f+2 - 18
f+4 - 12

u+3 - 13

throw - 10

nightmare stance - 18 frames before you can attack, 38 before you can cancel out of the stance (does not include recovery)
nightmare stance,1 - 15
nightmare stance,2 - 15
nightmare stance,3 - 15

hell spike - 16
sweet dreams - 59
glove toss - 15
glove toss (full screen) - 43
freddy fingers - 25
freddy fingers (full screen) - 53
dream shift away (startup and recovery) - 42
dream shift toward (startup and recovery) - 40

ex hell spike - 16
ex sweet dreams - 40
ex glove toss - 14
ex glove toss (full screen) - 43
ex freddy fingers - 25
ex freddy fingers (full screen) - 55
ex dream shift away (startup and recovery) - 42
ex dream shift toward (startup and recovery) - 40

x-ray - 15
Do you have the frame data for what each move/string is on block? Does Freddy have anything that is plus on block? I'm trying to figure out what I should be doing up close with him and it is hard. NMS~teleport works reasonable well on some of the cast. Mid screen sometimes I mix it up to a forward enhanced teleport but are there any other strings I should be using up close for safer pressure?