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Accent Core Character and System Frame Data

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Johnny's notes(Most thanks go to POScrub, as all I did was edit/make some corrections/normals/ODs/IK) HS: Move extends to full on frame 12. 6P: 1->4F Upper Body Invincibility. 5->16F Above Knee Invcincibility. Ground hit causes 28F float effect. 80% Proration. 6K: 7->13F Upper Body Invincibility. 35F float effect. CH causes Wallstick(78F total untechable, 30F Wallstick). FRC Timing 12->13F. 6H: Midair hit causes blowback. Dedo/DAA: 50% proration. 1->13F Invincibility. 14->23F Above Knees Invincibility. 14->28F Throw Invincibility. Causes 28F Wallbounce. 2P: 90% Proration. 2K: 75% Proration. 2S: 75% Proration. 2H: CH causes Stagger effect(53F Max). 1->35F Johnny is in CH state. 2D: 2nd hit causes Knockdown. j.H: CH Causes Stagger effect(39F Max). Air Hit causes opponent to plummet. j.D: Causes 24F Wallbounce. 5F Landing Recovery. Throw: Causes float effect. 40% Proration. Opponent may tech 15F after your throw recovery ends. Airthrow: Causes 60F Wallbounce. 50% Proration. Specials/ODs: Mist Finer P(LV1): Midair Hit causes 36F Blowback. Midair CH causes Knockdown. *1 *2 Mist Finer K(LV1): Hit causes 25F float effect. 85% Proration. *1 *2 Mist Finer S(LV1): Ground Hit causes Knockdown. 85% Proration. *1 *2 Mist Finer P(LV2): Hit causes 55F Wallbounce. 19->20F FRC Timing. *1 *3 Mist Finer K(LV2): Hit causes 70F Blowback. Hit causes 40F Slide effect. 90% Proration. FRC Timing 19->20F. *1 *3 Mist Finer S(LV2): Hit causes 42F Float effect. Hit causes Vacuum effect. 85% Proration. FRC Timing 19->20F. 1* 3* Mist Finer P(LV3): Hit causes Float effect. Hit causes Knockdown. Active as shown: {4(3)}x3 {3(4)4(3)}x2 3(4)4. *1 *3 Mist Finer K(LV3): Hit causes Float effect. Hit causes Knockdown. Hits 3, 5, 6, and 9 have a GB rating of 15. Must be blocked low or FDed in the air. Active as shown: (4)4(4)2(4)3(5)2(4)3(4)3(5)2. *1 *3 Mist Finer S(LV3): Hit causes Knockdown. Hits 7, and 8 have a GB of 20. May be blocked by any means. Active frames as shown: {2(5)}x5 2(4)3(4)3(5)2 *1 *3 Mist Finer Stance: Mist Stance Cancel input possible on 2F+. Fastest possible time to input Mist Stance Cancels as shown- LV1:9F. LV2 6F. LV3: 4F. All other Mist Stance options available must be done one frame later. LV1: 10F. LV2: 7F. LV3: 5F. Mist Stance Dash: From 2->9F, additional Mist Stance Dash input possible. From 10F+, Mist Stance Cancel or Jackhound input possible. From 12F+, all Mist Stance inputs possible. Mist Stance Backdash: From 10F+, Mist Stance Cancel or Jackhound input possible. From 12F+, all Mist Stance inputs possible. Mist Stance Cancel: Fastest possible Mist Cancels available as shown- LV1: 12(8F+4F). LV2: 9(5F+4F). LV3: 7(3F+4F) Glitter Is Gold: 6F Hit Stop. Powers up Mist Finer by 1 level. Uses up 1 Coin per use. Ensenga: 1st hit causes Knockdown. 2nd hit causes Blowback effect. Upon landing, is in a crouching state until recovery ends. 6F Hit Stop on 1st hit. 90% Proration. Frame advantage listed was performed as quickly off the ground as possible.(2nd hit has a 17F startup) Bacchus Sigh: FRC Timing 41->46F. Hit causes Mist Finer to become unblockable for 357F. 28F is the soonest the Mist can hit the opponent at point blank range(Tested on Sol) Divine Blade Transport: From 8F+, Johnny becomes airborne. Johnny is in a CH state until he lands. 5F recovery upon landing. FRC Timing 11->13F. 9->31F, Divine Blade input possible. Divine Blade: Hit causes opponent to plummet. 20F untechable time. FRC Timing 9->10F Divine Blade(Air): Hit causes opponent to plummet. 20F untechable time. FRC Timing 15->16F. Frame advantage listed was performed as quickly off the ground as possible.(17F startup) Killer Joker Transport: From 8F+, Johnny becomes airborne. Johnny is in a CH state until he lands. 5F recovery upon landing. FRC Timing 10->12F. 9->28F, Killer Joker input possible. Killer Joker: Hit causes 36F Float effect. Hit causes Vacuum effect. FRC Timing 13->15F. *1 Killer Joker(Air): Hit causes 31F Float effect. Hit causes Vacuum effect. FRC Timing 12->14F. RCing or FRCing the move will reset the jump count. *1 Jackhound: 13->15F Strike Invincibility. Can pass through the opponent. Ground hit causes Stagger effect(47F Max). Hitting an opponent during Slide effect causes 46F Float effect. Johnny is in a CH state until the move ends. 60% Proration. From 28F+, Return Jack input possible. *1 Mist Stance Jackhound: 6->8F Strike Invincibility. Can pass through though the opponent. Ground hit causes Stagger effect(52F Max). Hitting an opponent during Slide effect causes 51F Float effect. Johnny is in a CH state until the move ends. 70% Proration. Fastest possible Mist Stance Jackhounds possible according to level as shown(includes frames requires to get into Mist Stance)- LV1: 15F(9+6). LV2: 12F(6+6). LV3: 10F(4+6). From 21F+, Return Jack input possible. *1 Mist Stance Dash Jackhound: 3->5F Strike Invincibility. Can pass through the opponent. Ground hit causes Stagger effect(65F Max). Hitting an opponent during Slide effect causes 47F Float effect. Johnny is in a CH state until the move ends. 80% Proration. Fastest total startup possible, assuming you are already in Mist Stance, is 4F(1F Dash+3F startup of Jackhound). From 18F+, Return Jack input possible. *1 Return Jack: 13->15F Invincibility. Can pass through the opponent. Hit causes 49F Float effect. Johnny is in a CH state until recovery ends. 60% Forced Proration. Hit raises Johnny's current Mist Finer level by 1. That's my name(Sore ga ore no na da): 1->8F Invincibility. 9->10F Throw Invincibility. 9->17F Above Knees Invincibility. Hit causes Knockdown. Roman Cancel possible on 1st hit. Roman Cancel Hit causes forced standing effect. Frame Advantage +25. Joker Trick: 54F IK Activation. The Card stays active for 177F. Will keep going off screen for the full amount of frames or stop if someone is hit or it is blocked. If Johnny is hit while the card is out it vanishes. *1 *1: 0F Hit Stop *2: Cancels projectiles, but loses hit potential. *3: Cancels projectiles, and retains hit potential. (RB'S NOTES, NOT PART OF THE MOOK) -Mist Finer Stance notes are noting how many frames it takes to both get into Mist Stance and then input the Stance Cancel. It doeS NOT take the Cancel's recovery frames into account. -Mist Stance Cancel takes into account the total frames of going into Mist Stance, waiting for the soonest possible Cancel point, and the recovery frames of the Cancel. -You may ONLY perform Killer Joker(Air) once per time you are airborne. Inputting the command a second time will cause a j.S to come out. -For his Overdrive, Forced Standing Effect means that if they're airborne they get pulled down in front of him no matter how far in the air/far away they are. You can rename this "Forced Teleport" or some shit I guess to avoid confusion. If an opponent was previously ducking before you RCed it when hitting them, they will stay ducking.

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I don't think so. There is a generic Kanji for when a move can gattling cancel (which I just replace with 'G'), but that's about it. There's a lot of info that isn't in there all the time. There's also random shit like Pote's 5P which you can cancel even if it wiffs. :x And yeah, the proper way to edit these templates is to open up a text editor and fill it in like that. I recommend jEdit if you don't already have a decent editor. The reason you shouldn't use the "html editor" programs is because they massively bloat up files with pointless junk that doesn't do anything. I have no idea why HTML editors are so awful, even today.

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Teyah - Millia looked good. Just one extra tip: watch for spacing issues. Seems like a lot of your stuff wasn't spaced properly, although that's not really a big deal for me to go and fix. I use Spaces instead of tabs (Tabs are hideous) and use 2 for each indent, although it's not a problem if you use Tabs since I can convert them pretty easy. Consistency is the key, because if it's consistent then I can just macro it to clean it up.

Also when you saved the HTML, it got that annoying 'pairing' thing where it writes all of the data to the millia_files folder and then changes all of the HTML to point to that instead of where it should. So if you've got to save HTML, you should use 'View Source' and just copy and paste instead, in the future.

HellMonkey - Same thing about formatting and spaces and all that. Your stuff looks good, but I'm guessing you don't have any idea about those Force Breaks?

Edit:

Please Select Your Character:

http://www.dustloop.com/data/ac/select.html

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GB - Nice job with the front page. A bit odd of a choice though, considering AC doesn't use the character wheel anymore, but looks great nonetheless.

Teyah - Millia looked good. Just one extra tip: watch for spacing issues. Seems like a lot of your stuff wasn't spaced properly, although that's not really a big deal for me to go and fix. I use Spaces instead of tabs (Tabs are hideous) and use 2 for each indent, although it's not a problem if you use Tabs since I can convert them pretty easy. Consistency is the key, because if it's consistent then I can just macro it to clean it up.

Also when you saved the HTML, it got that annoying 'pairing' thing where it writes all of the data to the millia_files folder and then changes all of the HTML to point to that instead of where it should. So if you've got to save HTML, you should use 'View Source' and just copy and paste instead, in the future.

By spacing issues, do you mean within the html code itself? If so... then yeah, I'm guilty of that, I just do the bare minimum to ensure that the page will display correctly. Since most people don't bother checking the source, keeping it clean isn't a huge priority for me. (Lazy, I know)

At any rate, I'm not a fan of tabs and don't use them - so any that you may have found in there were probably originally in the template files, I would think.

For your second comment, I don't really understand what you mean there. On my copies, all of the framedata info is still in the millia.htm file - the only thing in the millia_files folder is the gif and the .css file that contains background/table info and the like. I doublechecked the source of my copies with the version you put up just now, they appear identical (spacing issues aside).

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GB - Nice job with the front page. A bit odd of a choice though, considering AC doesn't use the character wheel anymore, but looks great nonetheless.

Oh right, I totally forgot. I guess if I can find a screenshot of the new select screen I'll rework the thing to look like it instead.

By spacing issues, do you mean within the html code itself? If so... then yeah, I'm guilty of that, I just do the bare minimum to ensure that the page will display correctly. Since most people don't bother checking the source, keeping it clean isn't a huge priority for me. (Lazy, I know)

At any rate, I'm not a fan of tabs and don't use them - so any that you may have found in there were probably originally in the template files, I would think.

Yeah the HTML itself was a little wonky, but not really bad or anything. Tabs aren't really an issue as I just Tabs > Spaces them anyway.

For your second comment, I don't really understand what you mean there. On my copies, all of the framedata info is still in the millia.htm file - the only thing in the millia_files folder is the gif and the .css file that contains background/table info and the like. I doublechecked the source of my copies with the version you put up just now, they appear identical (spacing issues aside).

Yeah the thing is that Windows pairs those sets of files, so if you try to delete /milia_files, it deletes the HTML. Also it changes the HTML so that it points to the local copy of the data (so it changes ../images/mi.gif to be /millia_images/mi.gif).

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Through the magic of science, the select screen now mimics Accent Core instead of Slash.

the "change page title" spell should be casted too, yes...

to avoid confusion

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HellMonkey - Same thing about formatting and spaces and all that. Your stuff looks good, but I'm guessing you don't have any idea about those Force Breaks?

Edit:

Please Select Your Character:

http://www.dustloop.com/data/ac/select.html

I'll try to figure them out, though there is some new stuff with difficult kanji.

moonspeak :psyduck:

Also, what's the best way for me to edit the frame data? to POscrub- You can infer the meanings of some of the things I wrote (tatami disappearing), especially if you already know the moves, I didn't want to prolong it.

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Any editor that is used for coding or similar is your best bet. jEdit is free and it's alright. Make sure you set it to Soft Emulated Tabs and 2 spaces per tab of course. There are other good editors out there but I'm drawing a blank at the moment... most of the other ones I use are too heavy for this sort of thing. If you want accurate spacing, don't ever use Word or Notepad or Wordpad. Actually, never use any Microsoft product when working with web editing. That seems to be a good rule.

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To whoever asked, I am not translating Axl or anyone because I can't read Japanese. Go me.

Edit: Also it looks like a lot of the formatting problems I was seeing was some sort of retarded problem copy > pasting from the View Source page in firefox. Instead I did View Source > File > Save and it saved fine. Go Firefox.

Po - What do those Baiken follow ups follow up on?

Edit: Also if you'll notice, we added a new column to separate the name of the move from the input command.

Other important note... there is a difference between F and A for blocking. H = High, L = Low, F = Air Faultless, A = Air without Faultless.

For Cancel, c = Self Cancel, G = Gattling, R = Roman, F = False Roman

Po - You seem to be missing your *1 note.

Alright, I updated the Baiken charts with all the new info. It's still missing a lot of the names though, so just fill those in and it should be okay. Actually you should check over the Cancel and Guard columns again because I noticed a few errors in them just in passing. Make sure you work off the new version.

Also I updated the character template a bit to fix a few errors and add the notes table, so if you start a new character, use it:

http://www.dustloop.com/data/ac/chara.html

Next up I guess is putting Johnny into the tables.

It would be helpful for people to declair who they are translating/putting into charts so we don't have two people doing the same thing.

Edit AGAIN: I've removed the "nospecial" class as in retrospect it was ugly anyway. All "special" fields should just be class="special".

First half of Johnny is now up.

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Well I'm not going to go out of my way to make my own design when the old one was perfectly good. And to be fair I rewrote most of their HTML to actually be good (and use CSS).

Heh, no problem, really :D I like what you are doing...I was just expecting something that looks as plain as these forums =p

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I'm almost done with Ky =] I have only to finish the Overdrive part, translate some minor notes... and translate into English(the chart is actually in Portuguese)

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Before I go out

G. Blood:

I really don't think you should be handling the inserts for people. But that's just me.

Given that everything's already setup, copying and pasting in the appropriate <tr> / <td>

rows is all they need to do to edit. And that's not out of anybody's reach. If there's trouble with saving the html files, with the browsers adding extra code, just post up the original code in .txt, and likewise have people resubmit in .txt. Ghetto solution, but it'll work.

I'm happy if people want to do all of the HTML for me. Sometimes it's just easier for me to make the changes than ask/wait for others to do it, especially when it comes to technical/design stuff like when I make CSS changes (which I do, frequently). Also, I'm guessing a lot of people don't want to go through the tedious work of dumping it all into the HTML, which I am willing to pick up the slack on. RedBeard translated Johnny for example, and I put him into the HTML. Now RedBeard is free to translate Axl.

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I'm almost done with Ky =]

I have only to finish the Overdrive part, translate some minor notes... and translate into English(the chart is actually in Portuguese)

cool...........will be waiting.

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i gladly would, but...i can't...:vbang: don't know good japanese. if i translated it, it'd probably look like this: gravedigger: it is the swinging closely to, the fourth break it is becoming. recovering is sky to the quicker. invulnerable at the, startup is same as the slash. ...desu.

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