Spark Report post Posted September 21, 2010 I've had a few hours to test some stuff and here's what I have so far. I can't think of a way to get the frame data for the D attacks yet, so they might not be available. Character Proration: 90% Jump Speed: 4 Frames (For all 3 jumps) Move : DMG : ST : SD : P1 : P2 5A : 200 : 6 : 0 : 80% : 84% 2A : 150 : 7 : +1* : 80% : 84% //*At least +1 it's difficult to test as it cancels into almost everything. 6A : 620 : 10 : -17 : 80% : 89% // Has a guard point j.A : 180 : 7 : - : 90% : 84% 5B : 640 : 9 : -1 : 85% : 89% 2B : 480 : 10 : -16 : 80% : 86% 6B(1) : 600 : 22 : - : 100% : 92% // Has repeat prorate 6B(2) : 600 : - : +8 : 100% : 92% // Has repeat prorate j.B : 560 : 11 : - : 90% : 86% 5C : 710 : 16 : -5 : 90% : 92% 2C : 780 : 12 : -10 : 100% : 92% // Doesn't seem to have head attribute invincibility on the first active frame. 6C : 1000 : 25 : +6 : 82% : 92% 3C : 720 : 12 : -2 : 90% : 88% j.C : 760 : 12 : - : 85% : 89% BC : 800 : ? : ? : 100% : 70% 4BC : 800 : ? : ? : 100% : 70% j.BC : 800 : ? : ? : 100% : 60% 236A : 680 : 14 : +2 : 100% : 89% 236B : 650 : 22 : -8 : 100% : 107% // Can cancel start up into D ->236B : 850 : ? : -13 : 100% : 50% 236C : 750 : 21 : -10 : 80% : 92% // An overhead j.214B : 700 : 15 : - : 75% : 92% // Has to be barriered in the air Wolf Form: D(To Wolf) : - : (12 At Most) : - : - : - // Is in counter hit state for a portion of the transform D(From Wolf) : - : (7 At Most) : - : - : - // Is in counter hit state for a portion of the transform j.D(To Wolf/From Wolf) : - : ? : - : - : - 5A : 300 : ? : ? : 85% : 82% j.A : 180 : ? : ? : 80% : 86% 5B : 640 : ? : ? : 80% : 89% j.B : 450 : ? : ? : 80% : 86% 236A : 900 : ? : ? : 75% : 89% j.236A : 900 : ? : ? : 75% : 89% 214A : 900 : ? : ? : 75% : 92% j.214A : 900 : ? : ? : 75% : 92% 236B : 900 : ? : ? : 75% : 92% j.236B : 900 : ? : ? : 75% : 92% 214B : 900 : ? : ? : 75% : 92% j.214B : 900 : ? : ? : 75% : 92% 236D : 2300 : ? : ? : 100% : 50% j.236D : 2300 : ? : ? : 100% : 50% 632146D : 3008* : 10 : -25(At least) : ? : ? // Total Damage when it hits by itself (Min DMG is 1842) - 1st Hit: 1000 DMG - 2nd Hit: 150 DMG - 3-18 Hit: ? - 19 Hit: 2500 DMG j.236236C : 2942 : ? : ? : - : - // Min DMG is 1120 214214C : Death : 14 : -25(At least) : - : - Share this post Link to post Share on other sites
KirbyMorph Report post Posted September 21, 2010 How exactly do you find out their frame data? Share this post Link to post Share on other sites
Spark Report post Posted September 21, 2010 How exactly do you find out their frame data? It's simple, you use other character's known frame data and use that to figure it out. For example you can tell Makoto's 5A is 5 frame start up because on IB you can punish Tager's 4D which is -5 on IB. But, you can't punish Ranga's Hells Fang which is -4 on normal block. Then you do the opposite to figure out the attacks on block. EDIT: Thank you Spark, this would be amazing for me ^^ Share this post Link to post Share on other sites
Spark Report post Posted September 23, 2010 Updated. I'll update with more stuff when I have time. Share this post Link to post Share on other sites
Ronove Report post Posted September 23, 2010 Thank you Spark! 5B at -1 is pretty damn sweet. Even 3C at -3, considering how far Valk gets pushed at the end of a blockstring. I'm going to test 236A this afternoon, if it really has +frames on block it would be really useful in a variety of situations (resetting pressure, closing distance, etc) [edit] Tested this while playing against my sparring partner who plays litchi. 236A is surely safe on block, you can at the very least block after that. Share this post Link to post Share on other sites
GenoWhirl Report post Posted September 23, 2010 6C has to be the most amazing thing ever ;_; +6 means you can do whatever even on IB unless you fight ID happy people. Although I bet it can be hit out of easily Share this post Link to post Share on other sites
seyu Report post Posted September 24, 2010 reading how you actually test that i also gotta thanks you. i just thought you could read that from that game date, but apparently it really is a lot of work. so thank you again for the effort. @ geno u play makoto too right? 3C goes right under it:3 Share this post Link to post Share on other sites
GenoWhirl Report post Posted September 24, 2010 Me, Makoto? Hell, no And spark, what do you mean about not being able to find wolf move data? How do you even find P1/2 in the first place D:? Share this post Link to post Share on other sites
Spark Report post Posted September 24, 2010 Me, Makoto? Hell, no And spark, what do you mean about not being able to find wolf move data? How do you even find P1/2 in the first place D:? You can't find what the start up frames and the SD on them because you can't block as the wolf. To find the initial proration and combo proration you just use the formula for computing damage and work backwards. Share this post Link to post Share on other sites
Mike Z Report post Posted September 24, 2010 If you really wanted to put the work in - if he has a first-frame-invincible move as the wolf, or even something where he makes a sound effect on the first frame, you can use those as helpers to find the SD...if the other move or the SFX comes out, then you know the previous move was over. You could also use gold burst if he can burst... Share this post Link to post Share on other sites
Spark Report post Posted September 29, 2010 Big update now that I have regular access to the character. 236A is +2 and not +3. Jump start up speed added and proration data for all the wolf attacks added. I'm still missing the repeat proration data. Share this post Link to post Share on other sites
STenSatsu Report post Posted September 30, 2010 Only ones I've really noticed are j.214b, 6b, and I think the wolf j.236x moves. Share this post Link to post Share on other sites
GenoWhirl Report post Posted September 30, 2010 6C has 50% Same Proration, I'm fucking sure of it Share this post Link to post Share on other sites
Master Bigode Report post Posted October 2, 2010 j214B has a very harsh same move proration. (about 10%) No funny FC-only loops for you. Share this post Link to post Share on other sites
NeonCrusader Report post Posted October 3, 2010 6A guard point is active starting on frame 5, ends as soon as recovery begins, and does not work against lows. Share this post Link to post Share on other sites
TheBaron Report post Posted October 4, 2010 In wolf mode A. has 6 frame startup B. has 10 frame startup J.A. has 6 frame startup J.B. has 7 frame startup 236.A has 22 frame startup 236.B has 22 frame startup J. 236.A has 22 frame startup J 236.B has 22 frame startup Share this post Link to post Share on other sites
TheBaron Report post Posted October 4, 2010 All of these frame advantage/disadvantage number are done visually (frame counting off a capture card), so take them, like the info on the previous post with a grain of salt. wolf a is +3 on block wolf b is -4 j.a. Is -2 on block J.B. is -2 on block I think is 236a/ J.236a is about -6 but I'm probably wrong . (it's too hard to figure out what's a recovery frame and what's a landing frame). 236B/ J.236b looks like +5 on block 236 A/ J236A and 236b/ J236b look to be the exact same moves, with the same attributes (including being airborn during startup). Does anyone who's better with Tager care to test this more thoroughly? Share this post Link to post Share on other sites
Daggerman2311 Report post Posted October 9, 2010 What does ST, SD, P1, and P2 stand for? Share this post Link to post Share on other sites
STenSatsu Report post Posted October 9, 2010 st=startup frames sd=static disadvantage i think. Basically frame advantage P1= proration when used to start a combo P2= proration when used within a combo Share this post Link to post Share on other sites
Master Bigode Report post Posted October 9, 2010 Move start up, Static Difference (frame advantage), Starting Proration, Proration Multiplier. For more info see http://dustloop.com/guides/bbcs/systemGuide/systemGuide.html Share this post Link to post Share on other sites
Master Bigode Report post Posted October 9, 2010 Valk can cancel the start up frames of his dash into a jump. Doing so will make his jump go farther horizontally. Share this post Link to post Share on other sites
GenoWhirl Report post Posted December 26, 2010 According to the BBS, CS2 Valk Frame Data コンボレート80 Combo Rate 80% Move Damage P1 P2 Other 5A 200 80 84 2A 150 80 84 6A 620 70 89 5B 640 80 89 2B 480 80 86 6B 600 100 92 (Same move prorate???) 3C 720 90 88 5C 710 80 92 2C 780 100 92 6C 1000 80 94 Same Move Prorate 70% j.A 180 90 84 j.B 560 90 86 j.C 760 80 89 236A 680 100 89 236B 650 100 89 Bonus Proration 120% ~236B 850 100 50 j.214B 700 75 92 BC 90 55 4BC 100 55 WORUFU 5A 300 70 82 5B 640 80 89 j.A 180 80 86 j.B 450 80 86 236D 100 50 Konig Wolf 900 75 92 >mfw 236B I knew 5B > 3C > 236B Rapid would be superior in the end :U Share this post Link to post Share on other sites
OrionXElite Report post Posted December 28, 2010 There is most definitely repeat proration on 6B. Its a FC and it vacuums so if it didn't repeat prorate with its 92 P2, Valk would be able to go 2C>6B for god knows how long and it would do insane damage. Share this post Link to post Share on other sites
Toasty Report post Posted March 23, 2011 http://dustloop.com/guides/bbcs2/frameData/valkenhayn.html Thought I should post this here since Valk's CS2 frame data was recently translated. Some moves have less + frames on block now, but it looks like his 6A has full body guard point now, which could be incredibly useful in the right situations, especially considering that a CH 6A can be picked up into a combo now. Share this post Link to post Share on other sites