Akromaniac27
Ready to lose your head?
The information here is for the most part correct, aside from stuff like Advantage on hit and block. That info was taken from in game, and while majority of it IS correct, some are rather off. Included are true frames of impact on whiff, hit, and block. I will make a note as to when it's fully complete.
***When opening the spoilers, it's best to right-click "view image" so that way it doesn't zoom in like 500%...***
Lasso Stance
Normals and Strings:
*d3- is active for roughly 3 frames(I didn't bother to really add active frames because from so much that I checked, they're only active on the frame of impact)
** both b3 and f3 are +7 on block
Specials
Straight Tiara - 17f but due to it being a projectile, the fastest it will hit, is on the 18th frame. It will only hit on the 17th frame if used at point blank range without a combo(though this is inconsistent; 18f is pretty much the norm). 18f to roughly 28f of impact, ranging from being -15 to -4 on block due to distance. On the 32nd frame of it spinning, you can MB it on whiff(you can MB on hit the very frame it hits) and it will make contact on the 33rd frame. MBing it makes it +3 on block, and +29 on hit. Normal straight tiara is -12 on hit point blank.
Lasso Grab- Is active from the 24th to 25th frame. On block, if it makes contact on the 24th frame, it is +14; if it makes contact on block on the 25th frame, it is now +15. 20f of recovery when whiffed. When it makes contact on hit, there is a 4f delay until the special wraps around the opponent. I still have to check to see if this gap can potentially allow for an escape.
Amazonian Uppercut - -8 to -10 on block with two hits; -37 if only the last hit hits on block. When it crosses up, it now becomes +6
Amazonian Smash- 16f to ~26f for impact. On block, it doesn't matter as to how fast you hit them, or distance necessarily, but as to WHERE you hit them. The speed of impact is slightly inconsistent but the place of impact remains the same. For example, as you'll see below, hitting them at the tip of the head leaves you neutral, but if you hit them on the 18th frame at the tip, you're at -1, yet hitting them at frame 16 up to the 21st(only one i got recorded for the placement), you'll still be neutral. Here's a quick breakdown as to what it'll be 99% of the time:
Lasso Spin- 20f impact. Active until the 29th frame, but only in front of her and towards the very end of its active frames, it moves to the top of her
***Forward Dash: 17f
***Back Dash: 29f
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Sword Stance
Normals and Strings:
*some stuff like b3 and f3 are subject to be tweaked. Still have to double check the change of frames for distance.
*112- on the 53rd frame, you and the opponent are neutral, so there is a 1f gap. It is enough to back dash, and for the inconsistent properties of parries, it is enough for it to be parried
*223- the 3 is active for 3f once it reaches frame 67(67-69f it can hit when on whiff)
Specials
Shield Toss - 17f but due to it being a projectile, the fastest it will hit, is on the 18th frame. Impact can be made from frame 18 to frame 27. Below is a look as to the block adv/disadv is due to distance:
Amalthea Bash- 11f minimum for impact, up to 18f. It takes a minim of 11f after impact on block before you can MB it, and it takes 18f for the MB to now make contact. You can only afford a 2f delay in between against parry characters so it won't be interrupted(by anything, parries aside). Against the others, to beat out a 6f move, you can only afford a 6f delay. Below is a look at her block adv/disadv due to distance:
Shield strike: 1f to parry. If used as a normal, 8f till impact; so from that 2nd frame to the 7th, is your window for a parry. -5 on block.
***Back Dash: 37f
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LS
***Cancelling from Lasso to Sword into a special takes minimum 13f***
SS
***Cancelling from Sword to Lasso into a special takes minimum 10f***
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*****Cancelling out of a bounce cancel (either back or forward dash) takes 7f minimum(that's the fastest I was able to get it) before you can cancel. Dashing back will remove 1f from the back dash duration itself as oppose to forward dashing which remains the same in duration. Continuing combos is possible by forward dashing out of a bounce cancel on hit, but at the expense of 2 bars
***When opening the spoilers, it's best to right-click "view image" so that way it doesn't zoom in like 500%...***
Lasso Stance
Normals and Strings:
** both b3 and f3 are +7 on block
Specials
Straight Tiara - 17f but due to it being a projectile, the fastest it will hit, is on the 18th frame. It will only hit on the 17th frame if used at point blank range without a combo(though this is inconsistent; 18f is pretty much the norm). 18f to roughly 28f of impact, ranging from being -15 to -4 on block due to distance. On the 32nd frame of it spinning, you can MB it on whiff(you can MB on hit the very frame it hits) and it will make contact on the 33rd frame. MBing it makes it +3 on block, and +29 on hit. Normal straight tiara is -12 on hit point blank.
Lasso Grab- Is active from the 24th to 25th frame. On block, if it makes contact on the 24th frame, it is +14; if it makes contact on block on the 25th frame, it is now +15. 20f of recovery when whiffed. When it makes contact on hit, there is a 4f delay until the special wraps around the opponent. I still have to check to see if this gap can potentially allow for an escape.
Amazonian Uppercut - -8 to -10 on block with two hits; -37 if only the last hit hits on block. When it crosses up, it now becomes +6
Amazonian Smash- 16f to ~26f for impact. On block, it doesn't matter as to how fast you hit them, or distance necessarily, but as to WHERE you hit them. The speed of impact is slightly inconsistent but the place of impact remains the same. For example, as you'll see below, hitting them at the tip of the head leaves you neutral, but if you hit them on the 18th frame at the tip, you're at -1, yet hitting them at frame 16 up to the 21st(only one i got recorded for the placement), you'll still be neutral. Here's a quick breakdown as to what it'll be 99% of the time:
- At the very tip of the head, you're neutral. 18f = -1
- Hitting them at the face/head area, leaves you at -2. 16f = -3
- Hitting at the shoulder leaves you at -1
- Hitting at the arm leaves you neutral. 23f = +3
- Hitting at the thigh/knee area leaves you between +5 to +6
*I have to double check with various moves, but from a few, WW is between +20-+25 after the parry. I believe this is mainly due to the amount of recovery the move itself has that she parries(this was on F23 derp's ice breath). She gets more advantage the later the move gets parried, and recovers faster as oppose to a near immediate parry though the total recovery is longer. Within 3f after the parry is active and a move does get parried, it takes her roughly 11f until she can move. When a move gets parried around the 15th frame after Bracelets is active, she is able to move 7f after.
***Forward Dash: 17f
***Back Dash: 29f
Sword Stance
Normals and Strings:
*112- on the 53rd frame, you and the opponent are neutral, so there is a 1f gap. It is enough to back dash, and for the inconsistent properties of parries, it is enough for it to be parried
*223- the 3 is active for 3f once it reaches frame 67(67-69f it can hit when on whiff)
Specials
Shield Toss - 17f but due to it being a projectile, the fastest it will hit, is on the 18th frame. Impact can be made from frame 18 to frame 27. Below is a look as to the block adv/disadv is due to distance:
- 18f = -5
- 23f = 0
- 27f = +6
Amalthea Bash- 11f minimum for impact, up to 18f. It takes a minim of 11f after impact on block before you can MB it, and it takes 18f for the MB to now make contact. You can only afford a 2f delay in between against parry characters so it won't be interrupted(by anything, parries aside). Against the others, to beat out a 6f move, you can only afford a 6f delay. Below is a look at her block adv/disadv due to distance:
- 11f = -12
- 13f = -10
- 15f = -8
- 17f = -6
- 18f = -5
Shield strike: 1f to parry. If used as a normal, 8f till impact; so from that 2nd frame to the 7th, is your window for a parry. -5 on block.
- Used as a hit - +1
- Normal Parry - -2
- 2 Follow Up - +5
- 23 Follow Up - +25 (with tech roll and wake up)
***Back Dash: 37f
LS
***Cancelling from Lasso to Sword into a special takes minimum 13f***
SS
***Cancelling from Sword to Lasso into a special takes minimum 10f***
*****Cancelling out of a bounce cancel (either back or forward dash) takes 7f minimum(that's the fastest I was able to get it) before you can cancel. Dashing back will remove 1f from the back dash duration itself as oppose to forward dashing which remains the same in duration. Continuing combos is possible by forward dashing out of a bounce cancel on hit, but at the expense of 2 bars
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