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Strategy Sonya Frame Data

Somberness

Lights
How to understand this.
Execution (singular | cumulative)
1 - 7
1,1 - 8 | 23
1,1,2 - 18 | 39
1,1,4 - 16 | 40
2 - 10
2,1 - 16 | 27
2,1,B+3 - 15 | 45
2,1,B+4 - 18 | 48
3 - 13
3,1 - 14 | 31
3,1,2 - 14 | 51
3,1,4 - 16 | 53
4 - 10
4,4 - 9 | 29
D+1 - 6
D+2 - 7
D+3 - 8
D+4 - 12
B+2 - 17
B+2,1 - 15 | 33
B+2,1,F+2 - 17 | 53
B+3 - 15
B+4 - 25
F+2 - 19
F+2,2 - 24 | 43
F+2,2,4 - 26 | 53
F+4 - 22
Throw - 10
Military Stance (start up) - 10
1 - 11 | 21
1+3 - 12 | 22
2 - 16 | 26
3 - 8 | 18
4 - 8, 23 second hit | 18, 33 second hit
B+2 - 14 | 24
B+4 - 12 | 22
F+1 - 15, 32 second hit | 25, 42 second hit
Energy Ring Blast - 20
Energy Ring Blast (full screen) - 44
Leg Grab - 17
Kiss - 37
Arc Kick - 22-35
Kartwheel - 23, 29 second hit
Air Drop - 4
Air Drop (including diagonal jump, minimum) - 10
Air Throw - 9
Rings Of Justice - 20, 47 second hit
Rings Of Justice (full screen) - 44, 69 second hit
Krazy Legs - 17
Deadly Kiss - 37-80
Arc Wave - 18-31
Kartwheel Bash - 23, 29 second hit
Air Strikes - 4, 8 second hit, 19 third hit
Air Strikes (including diagonal jump, minimum) - 10
SF Beat Down - 16, 31 second hit, 52 third hit, 75 fourth hit

Advantage (block | hit)
1 - 0 | 0
1,1 - 0 | +3
1,1,2 - -1 | +2
1,1,4 - -6 | +48, 31
2 - 0 | +1
2,1 - 0 | +4
2,1,B+3 - -9 | +29, 2
2,1,B+4 - -6 | +22, +18
3 - -5 | +2
3,1 - 0 | +50, +33
3,1,2 - -4 | +32, +19
3,1,4 - -9 | +43, +26
4 - -11 | +2
4,4 - -16 | +3
D+1 - -12 | +2
D+1 (vs crouch) - -12 | 0
D+2 - -5 | +29, +22
D+3 - -9 | +1
D+3 (vs crouch) - -9 | +8
D+4 - 0 | +12
D+4 (vs crouch) - 0 | +5
B+2 - 0 | +3
B+2,1 - 0 | +2
B+2,1,F+2 - -3 | +76, +52
B+3 - -9 | +31, -2
B+4 - -1 | +21, +18
F+2 - 0 | +3
F+2,2 - 0 | +15
F+2,2,4 - 0 | +62, +70
F+4 - 0 | +50
Forward Throw - N/A | +12
Backward Throw - N/A | +7
Military Stance
1 - -4 | +21
1+3 - -3 | +7
2 - -5 | +44, +52
3 - -4 | +49, +32
4 - 0 | +49, +31
B+2 - -8 | +68, +43
B+4 - -1 | +22, +12
F+1 - +1 | +32, +19
Energy Ring Blast - -7 | +12
Energy Ring Blast (full screen) - +16 | +37
Leg Grab - -31 | +40, +28
Kiss - -7 | +36
Arc Kick - ~-20 | ~+20
Kartwheel - -3 | +62, +51
Air Drop - -17 to -25 | ~+37
Rings Of Justice - -4 | +28
Rings Of Justice (full screen) - +18 | +52
Krazy Legs - -31 | +11, +19
Deadly Kiss - -7 | +36
Arc Wave - ~-20 | ~+20
Kartwheel Bash - -3 | +62, +51
Air Strikes - ~-27 | ~+9
SF Beat Down - 0 | +6

Duration (whiff | block | hit)
1 - 20 | 20 | 20
1,1 - 40 | 40 | 40
1,1,2 - 67 | 67 | 67
1,1,4 - 66 | 66 | 66
2 - 28 | 28 | 28
2,1 - 49 | 49 | 49
2,1,B+3 - 81 | 81 | 81
2,1,B+4 - 81 | 81 | 81
3 - 38 | 38 | 42
3,1 - 51 | 51 | 51
3,1,2 - 82 | 82 | 82
3,1,4 - 82 | 82 | 82
4 - 41 | 41 | 41
4,4 - 72 | 72 | 72
D+1 - 24 | 24 | 24
D+2 - 48 | 39 | 62
D+3 - 23 | 23 | 23
D+4 - 33 | 33 | 33
B+2 - 36 | 36 | 36
B+2,1 - 57 | 57 | 57
B+2,1,F+2 - 83 | 83 | 78
B+3 - 51 | 51 | 51
B+4 - 53 | 53 | 53
F+2 - 40 | 40 | 40
F+2,2 - 59 | 59 | 59
F+2,2,4 - 88 | 88 | 88
F+4 - 45 | 45 | 45
Forward Throw - 36 | N/A | 167
Backward Throw - 36 | N/A | 222
Military Stance - 21-315 | N/A | N/A
1 - 42 | 42 | 42
1+3 - 42 | 42 | 159 (208 with 1+2)
2 - 48 | 48 | 48
3 - 39 | 39 | 39
4 - 50 | 50 | 55
B+2 - 49 | 49 | 49
B+4 - 40 | 40 | 40
F+1 - 58 | 58 | 58
Energy Ring Blast - 47 | 47 | 47
Leg Grab - 75 | 75 | 89
Kiss - 66 | 71 | 71
Arc Kick - 50 | 68 | 68
Kartwheel - 44 | 59 | 44
Rings Of Justice - 71 | 71 | 71
Krazy Legs - 75 | 75 | 150
Deadly Kiss - 29-108 (64 no hold/cancel) | 71 | 71
Arc Wave - 48 | 63 | 63
Kartwheel Bash - 44 | 59 | 44
SF Beat Down - 102 | 102 | 481

Cancel Advantage (block | hit)
1 - +12 | +18
1,1 - +19 | +19
1,1,2 - +21 | +24
1,1,4 - +16 | +70, +53
2 - +26 | +18
2,1 - +24 | +23
3 - +16 | +27
3,1 - +14 | +64, +47
3,1,2 - +25 | +62, +49
3,1,4 - +19 | +71, +54
4 - +10 | +23
4,4 - +25 | +44
D+1 - 0 | +14
D+1 (vs crouch) - 0 | +12
D+3 - +3 | +13
D+3 (vs crouch) - +3 | +20
D+4 - +26 | +32
D+4 (vs crouch) - +26 | +25
B+2 - +26 | +21
B+2,1 - +24 | +23
F+2 - +27 | +24
F+2,2 - +27 | +31
Military Stance
F+1 - +27 | +58, +45
Air Drop - N/A | ~+55

Miscellaneous
Breaker (when grounded vs grounded opponent) - ~-1, ~-2
Arc Wave - armor on frames 17-34
Kartwheel Bash - armor on frames 2-23
SF Beat Down - invincibility on frames 1-2, armor on frames 3-93
3,1,4 - 2 frame gap
Rings Of Justice - 7 frame gap
 

Justice

Warrior
Is there an update for this? I thought I'd ask since there have been so many patches since this list was written.
 

BoysBoysBoys

Apprentice
Both dive kicks are actually 4 frames (3 startup, hits on 4th), air throw is definitely 9. I believe arc kick's first active frame is the 22nd as I can't get lower than that, and her legs are already going through her opponent. Ex version is 18.

Kartwheel is -3 on block while dive kick is anywhere from -17 to -24 depending on impact position.
Does her overhead F4 or MS B4/sweep give adv?
 

Somberness

Lights
I created a new thread since the other one was dead. I found out that you have to wait 7 frames after you jump forward/backward to use a special, and 8 frames for a neutral jump. You will just get a jump kick/punch instead if you do it too fast. I don't know if this is universal, but it probably is. Wasn't difficult to figure out, just never really tried.

edit: Nevermind, it is just exclusive to dive kick. Great, more work to do. :(
 

Evil_Riu48

Kombatant
I created a new thread since the other one was dead. I found out that you have to wait 7 frames after you jump forward/backward to use a special, and 8 frames for a neutral jump. You will just get a jump kick/punch instead if you do it too fast. I don't know if this is universal, but it probably is. Wasn't difficult to figure out, just never really tried.

edit: Nevermind, it is just exclusive to dive kick. Great, more work to do. :(
yea but it is 6 not 7 frames before you can do a divekick and it works the same wait for kabal IRFB and other in-mid-air specials
 

Somberness

Lights
yea but it is 6 not 7 frames before you can do a divekick and it works the same wait for kabal IRFB and other in-mid-air specials
It could be that I was unlucky and got jump kicks after only 6 frames but I never got a dive kick then. Are you counting the frame before up appears? And for the case of a neutral jump (or pressing up first when diagonal jumping), subtracting 3? I could explain what that is but I think you already know.

The second part I know is not true because in testing for 30 seconds, I did an air fan with Kitana after waiting only 5 frames off a neutral jump. But I did notice that I would get a punch even after that with the inputs being correct.. I guess you got to have timing and be fast with the input. Or it is just random. :eek: I know for sure you can't get a dive kick that fast though.
 

Evil_Riu48

Kombatant
It could be that I was unlucky and got jump kicks after only 6 frames but I never got a dive kick then. Are you counting the frame before up appears? And for the case of a neutral jump (or pressing up first when diagonal jumping), subtracting 3? I could explain what that is but I think you already know.

The second part I know is not true because in testing for 30 seconds, I did an air fan with Kitana after waiting only 5 frames off a neutral jump. But I did notice that I would get a punch even after that with the inputs being correct.. I guess you got to have timing and be fast with the input. Or it is just random. :eek: I know for sure you can't get a dive kick that fast though.
how are you counting frames? are you recording a vid and then counting the frames by picture in a computer ?
 

Somberness

Lights
how are you counting frames? are you recording a vid and then counting the frames by picture in a computer ?
Yes. I found out all air fireballs have 5 frames of a jump required to execute after any type of jump. It's better to do a neutral jump when throwing air fireballs because diagonal jumps gets higher faster and if you do it the fastest possible, the neutral jump will always be lower.
 

Evil_Riu48

Kombatant
Yes. I found out all air fireballs have 5 frames of a jump required to execute after any type of jump. It's better to do a neutral jump when throwing air fireballs because diagonal jumps gets higher faster and if you do it the fastest possible, the neutral jump will always be lower.
if you are counting the frames in a move like at dive kick which you have to be according to you at 7 frames in the air before you can do the dive kick how can you be 100% sure that in the video you are using to count the frames you did the input for the dive kick at the earliest frame possible?

what i am saying is that how do you now for sure you did not do the input at 7 frames and then when you try to do it faster you did it at 5 frames but never manage to do it at 6 frames ?
 

Somberness

Lights
if you are counting the frames in a move like at dive kick which you have to be according to you at 7 frames in the air before you can do the dive kick how can you be 100% sure that in the video you are using to count the frames you did the input for the dive kick at the earliest frame possible?

what i am saying is that how do you now for sure you did not do the input at 7 frames and then when you try to do it faster you did it at 5 frames but never manage to do it at 6 frames ?
I just did it enough times to figure out the limit.
 

A F0xy Grampa

Problem X Promotions
Gonna have to unstick this [MENTION=1503]DrDogg[/MENTION] since there is now an updated version. Thanks to both you and Somberness
 

xenogorgeous

.... they mostly come at night. Mostly.
F+4 is neutral ? No frame advantage ? I think this little move works so good as poke .... was almost sure that could give some advantage, due how the block stun effect seems to work ....

By chance, Sonya footsie game = underrated
 

A F0xy Grampa

Problem X Promotions
F+4 is neutral ? No frame advantage ? I think this little move works so good as poke .... was almost sure that could give some advantage, due how the block stun effect seems to work ....

By chance, Sonya footsie game = underrated
Sonyas footsie game is probly the best out of any characters.

Mileenas D4, fast projectile, advancing low, safe mid range launcher, shit ton of anti airs and a divekick.

F4 being neutral can be used as as a pseudo frametrap, kinda like how Sektor can get a stand block jailed B34 into 12B1.

If you get a blocked F4 and the opponent doesnt have a move faster than 7 frames you can go for a 114. All they can do is duck, if they try any standing attacks they should get beat out since Sektor Sonya and KL have the fastest standing jabs right?

If they duck and know how to punish her strings it becomes risky, but if they duck and poke her strings you can start to divekick.
 

xenogorgeous

.... they mostly come at night. Mostly.
Sonyas footsie game is probly the best out of any characters.

Mileenas D4, fast projectile, advancing low, safe mid range launcher, shit ton of anti airs and a divekick.
yep, man, I'm aware that you are a Sonya's gameplay specialist .... your posts are very interesting.

I have been playing for fun with Sonya in Training Session, and she is incredible good ... the amount of possibilites she has if you mix her special moves + military instance possibilites , plus her normal moves and her overall good speed, can make Sonya a monster of character, pretty pretty good ....

Ed Boons already have stated that Sonya is not for begginers, she is for advanced players in MK9 .... I'm starting to firmly believe in Ed's words, hehe :D
 

lazybird123

Purple Belt in BJJ, White Belt in MK
Advantage after cancelling into Military Stance. For advantage after cancelling out of the stance, subtract 10 from each number.
1 - -5....
Does this mean that 1~MS is +5 on block?

Thanks I'm not sure exactly what you mean here.
 

Somberness

Lights
Does this mean that 1~MS is +5 on block?

Thanks I'm not sure exactly what you mean here.
Nope, because the info for that is probably all wrong, lol. I found out the block stun changes if you cancel the attack after I did this and I just haven't updated it yet.