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omf2097:flail_frames

Flail Frame Data

/home/omf2097/har/flail/

The data here only applies to one and two player modes. Frame data can change in tournament mode based on Arm and Leg speed enhancements. Descriptions assume Hyper Mode and Rehit Mode are on.

Startup - Refers to the duration of frames prior to the first frame which can hit. E.G. a move with startup 3 will hit on frame 4.

Active - Refers to the duration of frames which can register a hit. A higher number means the move can potentially hit much later.

Recovery - The duration of frames in which the move is no longer active.

Frame Advantage - The difference in time between how long an opponent is in blockstun and when your character can act again, calculated from the first possible hit frame and ignoring cancels. A move hitting on the last active frame will have better frame advantage than hitting on the first active frame.

Damage - Damage dealt by the move on hit. This value is adjusted by your pilot's power stat.

Stun - Stun dealt by the move on hit. This value is constant, however your opponent's stun bar is adjusted by their pilot's endurance stat.

Guard - H indicates a move which can be blocked high (standing). L indicates a move which can be blocked low (crouching).

Invuln - Invulnerability properties will be described here.

5P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2 4 2 +3 10 - LH -
Jab. Flail has a really tiny, gimpy jab that chains into and out of plenty of useful moves but is just too small to hit anyone unless you're so close that df+P would work anyway. If you're in range, feel free, it hits mid and it's totally safe. Use in combos.
4P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
4 3(4)3 5 -2 30 - LH -
Fierce. Flail rotates his massive torso and sticks one arm way out. It's fast, does decent damage, hits mid, and has range most bots would die for, making it useful even though its range is outclassed by a lot of Flail's other moves. While it hits mid, it tends to lose to slide kicks (Flail's mortal enemy), so use mainly when your other ranged moves are getting too unsafe or predictable.
6K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
71) 3 2 +4 10 - LH -
Short. Flail flicks one chain forward. Doesn't combo or anything, and it's quite slow, but the priority is good. I have yet to see a use for this move other than tick throwing. Maybe you can try it against things that tend to beat low short.
5K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
5 6 3 +2 20 - LH -
Forward. Flail flicks his back chain forward more slowly and a little farther. Good in air combos, or for making the opponent nervous, since it recovers more quickly than it looks. Of course, for moves that hit high, you have better options, many of them.
4K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
7 11 5 -2 35 - LH -
Roundhouse. Flail swings one chain straight out in a big loop. Hits high, extremely slow (it may not even combo after a jump-in, that's how slow), chains into a lot of things but may not combo (b+K,df+P is particularly useful), but does good damage and has lots of priority and hits even on the way back. If Spinning Chains weren't around, this move would be one of Flail's key weapons, but as is, it's just a high attack to stuff people who jump in the wrong area.
3P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2 3 3 +3 10 - LH -
Low jab. Fairly average, and since Flail ducks so low, the priority is decent as well. Perfectly timed, it'll beat a lot of things, and it's safe and chains into itself or Spinning Chains. Like most bots without amazing normals, you'll be using low jab a lot to get out of tight spots at close range.
2P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
3 5 6 +1 22 - LH -
Low strong. Like low jab but slower and more powerful. Since you're playing Flail, you should have given up on the idea of doing damage on a regular basis anyway, so don't use this move.
1P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
5 7 7 -2 30 - L -
Low fierce. Flail does a long-ranged punch to the enemy's feet. Acts like most sweep attacks, but doesn't duck as much stuff. Use it to counterattack whiffed/blocked low moves and whatnot. Also surprisingly effective in air combos.
3K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
4 5 0 +4 10 - LH -
Low short. This move is so slow and awkward it should be treated as a poke rather than a jab-class attack. The move hits on exactly three frames of animation; it is imperative that you memorize where those hit so you can use its impeccable priority and safety to stuff anything that crosses those paths. Surprising range, but Flail wasn't hurting for range anyway.
2K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
5 7 0 +4 20 - LH -
Low forward. Like low short but slower, making it generally better for anti-air when you can see it coming (since it spends more time above his head).
1K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
1 14 12 -20 30 - L -
Flail leans way back and runs the opponent down with his spiked wheels. Knocks down. A fairly slow and short slide kick, ironically, since you're on wheels. The major benefit of this move is its range (although you need a fast pilot to get this) and its ability to duck an obscene amount of moves. Try it and see. At point-blank range, it will also combo from almost anything. Of course, it's very unsafe, just like everything else Flail does.
j.P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2 10 6 - 25 - H -
Not a very impressive jump move, but you'll be using it a lot anyway, because you have no other option. Flail throws both fists out at a shallow angle. Can be hard to anti-air with some moves because Flail raises his wheels during the move.
j.K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
5 6 2 - 20 - H -
Flail swings one chain up, over and down, extending it fully for a brief period. If this move were more smoothly animated, it would be great, but right now it just tends to miss. Like low short, this move takes practice, but if you put time into it, it makes a good anti-air.
525P Swinging Chains Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
1 2(1)3(1)3(1)3(1)1 9 -6 10 x3 - LH -
Spinning Chains, aka “Swinging Chains”, aka “The Chains”. Flail spins in a circle with both chains straight out. You can move him left or right with the arrow keys. His signature move, because you'll be using it way too often. The range and speed of this move is ridiculous - it's the perfect round opener. The priority is surprisingly low, and it actually doesn't hit close to Flail's body (meaning you should watch out for jump attacks or low kicks), and it does piddly damage and doesn't knock down, but since it can tag someone from half the screen away near-instantly, it's stupidly effective against anyone trying to poke you or jump. Quite safe against most things if you hold back while doing it. Does up to three hits if you hold forward.
525K Swinging Chains Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2 4(2)6(2)6(2)6(2)1 9 -5 30 x2 - LH -
Spinning Chains, but bigger and badder. The kick version is only fractionally slower than the punch one, and at about low fierce range it starts to juggle for two hits and respectable damage. It takes forever to finish, but is quite mobile on the ground, so you can run away if they don't have the agility to immediately sweep you when it's blocked/whiffs, or move forward to press the advantage. The main advantage is the knockdown, allowing you to hopefully get into your proper range.
454P Charging Punch Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
8 8(2)2 6 -11 30 - LH -
Charging Punch. Flail does a fierce punch while wheeling forward. He stops in his tracks to finish the punch when it's blocked, meaning he's very vulnerable. Don't use this move, as the range advantage you get is negated by the huge risk.
21454P Extended Charging Punch Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
8 8(2)2 6 -11 36 - LH 1-8 Projectile
Shadow Charging Punch. As usual, better than the Charging Punch in what matters: it's faster and it goes through projectiles on startup. This move is useful only in combos or to punish a whiffed move from long range. It's vulnerable, but less so if it hits late into its motion. It's suicide against another Flail, since it will always lose to Flail's jump punch.
656K Spinning Throw (Air OK) Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2 4 13 -9 6+60 - -2) -
Spinning Throw. The only real command throw in the game, it's slightly slower and longer-ranged than a real throw, can catch jumping opponents' legs, and does slightly more damage than his normal throw (and throws them to the opposite wall). If it whiffs (which it shouldn't, since you're being careful), Flail just grabs the air ineffectually with his chains. Flail's only tool to be fearsome up close, but it's a good enough incentive that everybody uses only jabs up close for fear of being thrown. Tick throw into it until they catch on. Against high-endurance pilots, actually does negative stun damage.

Air Spinning Throw. Same animation as the ground one; if it hits, you just land together and then begin the throw animation. You'll never actually connect with this, because an opponent above you is likely to be kicking you instead of passively being thrown, but it's still awesome.
1)
Let's not kid ourselves, that first frame isn't gonna hit.
2)
Air spinning throw is blockable on the ground
omf2097/flail_frames.txt · Last modified: 2022/09/18 14:28 by aokmaniac13