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Author Topic: Zafina Movelist BR Update!!!!!!!!!!!!!!!!!!!!!!!!!!!(Frame Data)  (Read 2307 times)

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Offline Tangwa

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BR Changes

↑ Upgrade

↓ Downgrade

↕ Debatable


New Moves
1, 4
Zaf's jab followed with a backflip to TRT. Leaves her in TRT.
-7 on hit... :e_seng: but grants TRT so evasive

d/b+3
A new standing low that transits to SCR.
+frames on hit

WS+1, 2
A new follow-up to WS+1 that launches. ( 11-12 frames interruptable...so if you enter ws1,2 you will eat magic 4 either on hit or CH before the 2 comes out no matter what.....this move is now only for punishing 15 frames.......forget about using this move as a trick.....)

MNT 1
A fast mid punch that gets her out of the stance.



Changes from T6.0
d/f+2
↑ Better recovery frames. u/f+1 now connects after d/f+2.
↓ Range reduced.

f+2
↓ Doesn't spark on normal hit. No Spark on CH. Confirmed...lower damage

f+2,3,4 or f+2,3,SCR 3
↓ Wall combos are apparently axis-dependent. The last hits are not 100% guaranteed.

WS+2
↓ Less pushback on block.

d+2,4,3
↑ Inputting d+1+2 after d+2,4 leaves her in TRT.
↓ Launch punishable on block.

2,1,3
↑ The 3 is now delayable.....still useless and easily parried

ff+4
↓ Range reduced.

MNT 1,4
↕ Notation changed to MNT d+1,4.

MNT d/f+3~4
↕ Puts her in BT MNT.

SCR 3+4
↑ Better recovery. ff+3 now connects as a B! ender after SCR 3+4.
↑ Faster execution.
↓ Range reduced???

SCR 1+2
↑ Range increased.



« Last Edit: January 30, 2010, 10:09:52 PM by Tangwa »
:z_zafina2: - Tangwa  :z_nina2: - Tanglarn

Offline Tangwa

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Re: Zafina Movelist BR
« Reply #1 on: October 13, 2009, 09:14:23 AM »
Zafina Movelist

Even though her moves are slow and some what unsafe on block. But with her excellent backdash cancel and long range move you can overcome the unsafe moves and your opponent. Keep a distant between you and your opponent.

Move Description And Usage

Stance

Scarecrow - Scr [Zafina lift one of her legs up]
Mantis - Mnt [Zafina squats]
Tarantula - Trt [Zafina crawls]

Layout

[]. Attack Name
-Frames Input
-High[H], Mid[M], Or Low[L]
-Frames On Block, Hit , And Counter


______________________________________________________________________________________________________

1. 1
-10 Frames
-H
- +1, +8, +8

Uses: Simple 10 frame jab. Very meaty on hit so make sure to take advantage of the frames you get afterwards. Alot of moves can be used after this. 1 on hit, should make your opponent freeze.

2. 1,2
-10 Frames
-H,H
- -3, +5, +5

Uses: Natural combo and one of your options for punishing anything -10. Pretty good, but still highs. Not the most abusable string.

3. 1,2,3[~b]
-10 Frames
-H,H,H
- -9, +?, +? [~b Cancel Scr]

Uses: Her first three hit string, and still all highs. The good thing about this string is that it goes into Scarecrow and is NCc. This move is also slightly delay able [Yay.] The bad thing...It's H,H,H..

4. 1,3
-10 Frames
-H,H
- -7, -, -?

Uses: This should be your main -10 punisher as this is NC and most likely does more than 1,2 anyway. Weak to left sidestep, even at advantage.

5. 1,4
-10 Frames
-H,H
- -9?, -6? -?

Uses: This move looks bad already. -6 on hit!? Wow. On top of that, no one even uses this move. It's most likely NC, but unless its doing alot of damage

5. 1,4 Trt <BR>
-10 Frames
-H,M
- -7, -?, ?

Uses: Zaf's jab followed with a backflip to Trt. Leaves her in Trt. -7 on hit...  :e_seng: but grants Trt so evasive


6. D+1
-12 Frames
-M
- -12, - [opponent FC],  +?

Uses: Single mid arm swipe. On CH grants next 1 which will Knd.

7. D+1>1
-12 Frames
-M,M
- -12, Knd, Stun

Uses: The complete string seems to be better. It'll come up once in a blue but, although its rarely seen, on paper it seems to be really good. It can kinda make sense now, why the first hit would be unsafe, cause the second hit is delayable and Knd. Second hit of D+1, [1] on CH grants combo. Hits Grounded opponent.

8. Gut Punch(Update)
Df+1
-13 Frames
-M
- -5, +5, +6

Uses: The Scratch. Quick generic simple mid. It's 13 frames so this will most likely be your -13-15 punisher. On top of that it does have follow-ups and it is safe so not many will be attacking right after. Good pressure tool.

9. Df+1,2
-13 Frames
-M,M
- -11, +1~2, Knd

Uses: NC. This move is very good. Probably top 10 material. Plus small Frames on hit i think, and (df+1),2 CH knocks down for a free follow-up.

10. Shamshir(Update)
Df+1,4
-13 Frames
-M,H
- -6, -1, -1

Uses: Nc. Her other Df+1 follow-up. Df+1 into scorpion kick. Safe but high. Very damaging for such a fast move. Her 13 frames punisher. Not sure if + frames on hit.

11. Lapis Dagger(Update)
Uf+1
-18 Frames
-H
- +2, +7, KD

Uses: Strong high punch which grants frames.

12. Ereshkigal Smack(Update)
. WS+1
-14 Frames
-M
- -15, KD, KD

Uses: Similar to Lili's While Standing 1 [This is the same as the second 1 in D+1,1] only this move is alot better. This knocks down on hit! Same on Counter and is safe. Top 10 material. But it is slow. On CH you get f+2,3 for juggle possibility.

13. WS+1,2 <BR>
-15 Frames
-M
- -14, Stun, JG?

Uses: A new follow-up to WS+1 that launches [second hit looks like db+4,2 or Trt 2]. ( 11-12 frames interruptable...so if you enter ws1,2 you will eat magic 4 either on hit or CH before the 2 comes out no matter what.....this move is now only for punishing 15 frames.......forget about using this move as a trick.....Ws 1 not safe -12).


13. 2
-10 Frames
-H
- -?, -?, +?

Uses: Her 10 frame 2 is alot better than her 1 string since 2 goes into mids and open more stances and possible mix-ups. Probably not going to be very abused, but definitely better than 1.

14. 2,1
-10 Frames
-H,M
- -6, +3, JG

Uses: 2 to mid back arch mid NCc. Your pretty good if an opponent ducked the 2 because unlike 1,2, the second hit here is a mid. So they'll have to be pretty fast to try and WS punish the whiffed 2. Safe High, Mid string with +3 on hit. On a crouched opponent Df+1, Db+1, and Db+2 all become uninterruptable. Nothing to parade about, but also something to consider. If second hit of 2,[1] hits on CH you get df+1 combo follow-up.

15. Kapara(Update)
2,1,3[~D]
-H,M,L
- -17, KD, KD

Uses: High mid low punch into a "deceptive" low.............goes to Mnt...........this move will not hit, 5 years old kids know how to low parry this move...In BR last hit is delayable and still useless

16. 2,2
-10 Frames
-H,M
- -10?, +1?, Grants 1+2 which Knd

Uses: NCc. The second mid option she has after 2, only this one seems to be worse.


17. Anamalech(Update)
2,2,1+2
-H,M,M,M,M
- -9, KD, KD

Uses: String of mids, opponent recover FC.

18. Backhand Thrust(Update)
Db+2
-13 Frames
-M
- -9, +3, KD


Uses: Very useful mid. Probably one of her more annoying moves because it's safe and provides follow-up and Oki on CH. Frames on hit are unknown, but they're most likely positive. Tracks well.

19. Poison Rosette(Update)
D+2
-M
- -16, +3, KD
Uses: Probably not as fast as db+2, but has alot of range. This mid also hits grounded, and according to Frame Data, it knocks down on CH. Probably so the rest of the strings can connect afterwards. This move by itself. Eh, a little iffy. Only use to follow-up some moves.

20.Poison Tip(Update)
D+2,4[~1+2]
-M,M
- -25, -4, -4

Uses: NC. Second mid arched kick that follows D+2. Only use is, this two hit can put you in Mnt so you can most likely avoid the jab punish and whiff punish afterwards with something quick.

20. D+2,4, 1+2 Trt
-? Frames
-M,M
- -12, -?, ?

Uses: Same move as above but recover as Trt instead of Mnt, which grants her Trt evasion instead of Mnt evasion.


21.Poison Rosette(Update)
D+243
-MMM
- -16, KD, KD

Uses: This whole three-hit string is mid. It's apparently -13 so its not pretty. But this string has been seen to hit grounded. The whole D+2 D+2,4 D+2,4,1+2 D+2,4,3 are all mix up because each move can be punished by only one thing.....for example D+2 is -15 on block, but if you do D+2,4 and your opponent thought you did only D+2...they will eat D+2[4] kick as CH...Not sure how to explain any clearer....

22. Df+2
-16 Frames
-M
- -12, JG, JG

Uses: Sadly this is her earliest launcher. 15 frames would be better but, at least she isn't Steve. High crush. Not abusable obviously. Basically to be used as a whiff punisher.

23. B+2
- 24 Frames up [Slow as Hell]
-H
- -7~-8, - on hit, Stun

Uses: Her homing move......it's so slow that it doesn't counter SSHKHK....Sadly it's High slow and - frames on hit........but on CH you get f+2,3 combo follow-up....probably best used to catch sidewalker....

24. Backfist(Update)
F+2
-18 Frames?
-M
- -18, -6, CHJG

Uses: Pretty slow move but it has range. No real reason to use this move alone.

25.Ettimu(Update)
F+2,3[~B]
-18 Frames?
-M,H
- -1 +8?, +8
If stance is canceled: -9 on block

Uses: This'll be one of ur wall combos. It's also used to end juggles. Definitely not used outside of a combo and I'm pretty sure it goes into Scarecrow with + Frames. Something to consider if you feel you want to whiff punish with it. You can press B to remain standing. Can delay second hit.

26. Ettimu Kick(Update)
F+2,3,4
-M,H,M
- -18, KD, KD

Uses: F+2,3 into a lunge kick. This will most likely be your main wall combo of choice. Dont see much use other than in combo or F+2>3,4 baiting.

27. ff+2
-? Frames
-H
- +1, Knd, Knd

Uses: Advancing elbow?. When your not using ff+4 you might want to use this. Gives advantage on block. Not much, but its still something. Also knocks down on hit. Not top 10 material, that it's something to throw in once in a blue. Range is not that great. Crushes jabs i think.

28. Rising Claw(Update)
WS+2[~d]
-M
- -14, JG, JG
If blocked and transitions into MNT: -31 on block

Uses: Huh?! Her long range while rising launcher. No different than any other, she still gets her normal juggles out of it. One of the longest WS launcher. Crushes alot of moves. Input D will make her roll back into Mnt. As for the Mnt option, you'll loose the JG option if you go into Mnt. But it will make you safe to 14frames punisher moves. However they could dash in and try to catch you while you're rolling backwards. It's a 50/50 for your opponent if you roll back to MNT they have to punish with something different than ws 2 without the roll plus they have to dash.

29. Scimitar Kick(Update)
Df+3[~B]
-M
- -5, +1, +6
If transition is canceled:
-10, -4, +1

Uses: Regular mid. Very linear. Has follow-ups. Auto Enters into Scarecrow. Press B quickly to cancel.

30. Dueling Scimitars(Update)
Df+3,4
-M,H
- -6, +9, CHJG( Only if 4 hits by itself)

Uses: Fun fact: This move is very steppable. More fun facts: The second move is a high and easily ducked. This move should only be used as her 14 frame punisher only. Or you can mind game with them by doing Df+3 Df+3 Df+3 then Df+3,4 for CH Stun, but i highly doubt it will work with skilled players....

31. Pukku(Update)
Df+3,D+4[~D to remain in crouch]
-M,L
- -16, -2, -2

Uses: Df+3 into a low sweep. The Df+3 series looks dissapointing. The only thing i can think of with this move, is to save it for a match ender[Ex: Jin's 1,3_Paul's 1,4_Nina's 4,3 etc.] Which is still cool. Just make sure you dont use Df+3 beforehand. Not sure if it's NC.

32. Ereshkigal Stomp(Update) 
B+3
-M
- -15 +1, KD  <<<<<  ส่วนตัวคิดว่าข้อมูลมันน่าจะผิดนะ b3  -15เลยหรอ? (เดี๋ยวไว้มีโอกาสจะไปเช็คให้นะครับ)

Uses: Ground stomp that can be used as a normal attack. Good move for oki usage, at rage does a tons of damage.

33. Scarecrow Side Kick(Update) 
F+3[~B]
-19
-H
- +3, KD, KD

Uses: Clipping kick that Auto-Enters into Scarecrow. You can press B quickly to cancel the transition. Looks good on block and hit. Not a bad move at all. But becareful it's High and slow.......

34. Sagaris(Update) 
ff+3[~B to cancel transition]
-?
-M
- +0, +5, KD

Uses: Advancing mid left kick, almost identical to the Mishima ff+3. On CH JG. Very useful as Oki option.

35. Sagaris Smash(Update) 
ff+3,1
-M,M
- -16, KD, KD

Uses: Two mids. Advancing mid left kick into left punch....will only hit opponent if they dont know this move exist......

36. fff+3
-? Frames
-M
- +12?, Knd, Knd

Uses: Haagenti!!!! the only female character in the game to have a male version of while running kick [Not counting Leo because Leo is a He/She]. She does not fall down when she does it and she gets advantage on block. Top 10 material, tracks her left. A bit slower than others while running moves but can be buffered like Dragunov's iRA. Her very own, iHT!!!!!!!

37. Spinning Sweep(Update) 
FC,d/f+3
-L
- -25, KD, KD

Uses: Low sweep that knocks down your opponent FDFT, looks like it has range, and offers b+3 or follow-up of choice. Very good move but, horribly unsafe. Use with caution. (B+3 is probably not guaranteed as much as B+1+2 or D+2 is.)

38. Arali(Update) 
UB or U or UF+3
-?
-M
- -8, KD, KD

Uses: Mid jumping kick that crushes lows, its safe.


Uses: Her new low kick in BR which put you in Scr for mix up. However you can't cancel Scr so i'm not sure how punishable is this move.....[/color]

40. WS 3
-? Frames
-H
- +?, Knd, Knd

Uses: Gerneric high spinning lunge kick.

41. Euphrates(Update) 
Db+4[~D]
-?
-L
- -13, -4, +3
If transition into Mantis- -21, -13 , -13

Uses: Regular sweeping low. Does not trip and does not have blocked sweep animation. Can transition into Mnt but not really recommended. Can be also done as FC.

42. Lift Cannon(Update)
Db+4,2
-?
-L,M
- -13, JG, JG

Uses: Low sweep into a rising launcher. This is NCc, but its jab punishable. With this launcher follow-up, it kinda makes the sweep a bit more safer. Uninterruptible.

43. D+4
-? Frames
-L
- -17, ?, ?

Uses: This regular, chipping, standing low is -17 ON BLOCK!!!! It barely does anytype of damage. If you're going to use a low, you may as well use FC,Df+3 for better damage on Normal Hit.

44. D+4,3
-? Frames
-L,H
- -9?, JG, JG

Uses: It sucks that the follow-up to this move is a high. Looks kinda like slower can-can kicks. NCc and lanuches. Not so impressive. This move picks up grounded opponents. [Good to end combos. Wall carries very well?]

45. Df+4(Update)
-15 Frames
-M
- -13, -2 , +3

Uses: Flashy Mid kick that has her bend back [Looks alot like a high crush], not sure if safe or not. Shouldn't be used outside combos unless your trying to CH DF+4

46. Mikku(Update)
Df+4,1
-15 Frames?
-M,M
- -12, +8, KD

Uses: Mid kick followed by a big slap. This is your prominent juggle ender [After B! Status.] Knocks back very far, not the best move to use outside of a combo unless your trying to CH DF+4,1. DF+4,1 doesn't Knd, while DF+4, [1] hit only Knd.

47. F+4
-14 Frames
-H
- -?, Knd, Knd

Uses: Her high scorpion kick. Her other 14 frames punish move, less damage than Df+3,4 but it Knd and grants D+2, B+1+2, maybe B+3 and BT Oki.

48.Tiamat's Tail(Update)
B+4
M
- -9, -3 , -3
 
Uses: Slow mid kick, looks as if she's lunging at her opponent. Don't see much uses for this as it's quite slow. But it's NC mid mid move which Knd on hit.

49. Tiamat's Tail(Update)
B+4,4
M,M
- -14, KD, KD

Uses: Another mid lunge kick,  follow-up comes out almost as slow as the first kick. NC Knd on hit. Probably used as wall mix up since it's mid mid and wall splat.

50. Whirlwind(Update)
ff+4
-M
- 8, KD, KD

Uses: Advancing kick, looks like a faster version of Bryan's ff+3 with a jump. Good range, Great whiff punisher, Top 10 Material but can be jabbed while executing this move which will make you float.....but still Top 10 material. Doesn't track as well as it looks.

51. Whirlwind(Update)
Uf+4
-M
- -15, JG, JG

Uses: Mid launcher. Slow and has no range. Not like most hopkicks, this will not be ur panic move. Jab punishable and just simple juggle afterwards. Crush jabs maybe.

52. WR+4[~D]
-? Frames
-L
- -?, Knd, Knd[~Trt]

Uses: This is the generic sliding low that every character has. Can go into Trt. Sadly can't be buffered.

53. WS 4
-12 Frames <BR change to 11 frames  :e_china:>
-M
- -?, +?, +?

Uses: Generic WS 4. It's 12 frames. It's Short. It's not a Knee. It's not damaging :e_seng: <BR change to 11 frames  :e_china:>

54. Manticore(Update)
1+2
-17 frame
- M
- -12, +4, CHJG

Uses: This move is pretty good. It hits grounded in some angle. So it serves as a great Oki tool when you dont want to use D+2 or B+3. Tracks one side but not sure which. And looks like it crushes highs. Worth CH hunting. -10~-12 on block but if try to punish and you input 4...4 will CH.......switch between 1+2 and 1+2,4 making them guess....

55. 1+2,4
-17 Frames
-Mid, Mid
- -12, +?, Knd

Uses: NC, a mid follow-up kick to 1+2. -12 on block...making next hit interruptable. If 1+2,4 CH df+1 combo follow-up.

56.Manticore Kick(Update)
1+2,4,4
-M,M,M
- -11, KD, KD

Uses: She does the first 4 a second time. Guess this will be used to bait opponents after abusing 1+2,4 (Although it can be interrupted by jabs.) The last 4 on CH gives Knd (FDFT) which guarantees B+3 or BT set-ups. These kicks look like they track. Not a very useful move....rather stick with 1+2,4 because if 1+2,4 CH you get combo but if you do 1+2,4,4 you loose your JG option.....

57. F+1+2
- 17 Frames
- M
- -?, Knd, Knd

Uses: Double palm strike....similar to Nina's B+1+2. Safe and Knd. Worth using.

58. B+1+2
- 17? Frames
- L
- -21, -7, ?

Uses: One of her most annoying move [other than Df+1], the long range double arm low. On hit pushes your opponent abit. Use as low poke nothing else. Also used as a follow-up move [eg. F+4 then B+1+2 but prefer D+2 because of the damage].

59. Df+1+2
-? Slow as hell
-M
- -? <BR -10>, JG, JG

Uses: She bends back and wave her  arms then swipe your opponent. Similar animation to Db+1+2. Safe. High crush. JG [Df+1+2, F+2,3~b F+2,3 Scr 3+4 b!] <BR this move becomes homing making it more useful. But still abit slow>

60. Sirrush(Update)
Db+1+2[~D]
-L
- -16, KD, KD [JG~MNT]

Uses: She bend her back and wave her arm into a low swipe. Her low JG starter. Pretty Deceptive at first. She takes both arms and basically sweeps the opponent. The low is pretty slow, but useful nonetheless. Crushes highs. <BR less pushback on block>

61. Sirrush Rise(Update)
Db+1+2,1+2
-?
-L, M
- -14, KD, KD

Uses: The second part to the Db+1+2. She bends back with a double hand swipe. Safe i think. It's another safe option for Db+1+2 but you'll loose JG option if you do Db+1+2, 1+2 instead of Db+1+2....however if they block Db+1+2 and try to punish you while you did Db+1+2, 1+2 they will eat the second hit. But if they punish you with 11-14 frames moves you will loose. If they punish you with 15 frames both you and your opponent will get hit. If they punish with 16 frames or higher, they will eat the second hit. Not sure how to make this any clearer.

62. Acinaces(Update)
db+3[SCR]
-?
-L
- -8, +3, +3


63. ff+3+4[~D]
-?
-M, M
- -10, Knd, Knd [~MNT]

Uses: She does a arial double spinning kick. Covers alot of ground, crushes lows, hits grounded, Tracks pretty well, Jab punishable. Can transition into Mantis making her safe from jabs.

64. SS 1+2
-?
-M
- -? opponent FC, +?, Knd

Uses: She bends her back and hit your opponent with her arm. Pretty useful move. Puts your opponent in FC and you can move more freely than b+3 on block. Knd (FDFA) on CH.

« Last Edit: January 28, 2010, 08:05:49 PM by Tangwa »
:z_zafina2: - Tangwa  :z_nina2: - Tanglarn

Offline Tangwa

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Re: Zafina Movelist BR
« Reply #2 on: October 13, 2009, 09:15:00 AM »
In-Depth Stances

Scarecrow   (3+4) [~DB or D to Cancel]

This is where she raises her left leg and starts standing on right left. She can move in this stance, and obviously cannot block. This stance seems to be annoying because it has  pretty fast moves and mix-ups coming out of it. As well as good attacks that can keeppressure without having to revert to normal standing position. This will be most likely be your prefered stance if you want to keep attacking and chipping at your opponent. But becareful her Scr moves are very linear and can be sidestepped or side walked easily.

64. scr1(Update)
-10 Frames
-High
- -3, +8 +8

Uses: Gives + on block and + on hit. And is still 10 frames in stance. Pretty good for interrupting attackers while going into stance from strings and other moves.

65. Scr 2(Update)
-14 frames
-Mid
- -7, +7, JG

Uses: Fast, CH hunting laucher move.

66. Scr 2,2(Update)
- 14 frames
- Mid,Mid
- -10, +8, KD

Uses: NC, Second hit B!. If CH with only the second hit of Scr 2, [2], opponent is Knd FDFA.

67. Scr 3(Update)

- 13 frames
- Mid
- -6, +5, +5

Uses: A linear mid kick. Not sure if safe or not but should be.

68. Scr 3,3(Update)
- 13 frames
- Mid
- -6, +5, +5

Uses: Follow-up to her first Scr 3 mid kick. NC. Safe. Linear.

69. Scr 3,3,4 [~D](Update)
- 13 frames
- Mid, Mid, Low
- -25, JG[MNT], JG[MNT]


Uses: A low kick which trips then on normal hit for combo.

70. Scr 3,f+3(Update)
- 13 frames
- Mid, High
- -3, KD, KD

Uses: Another follow-up to her first Scr 3 mid kick. NC. High though but safe. Linear.

71.Df+3(~D)(Update)
Df3[~D to enter Mantis]
- 28 frames
- Low
- 21, JG[MNT], JG[MNT]

Uses: Low sweep slide from SCR than juggles. Crush high and some mid. Can go into Mnt but not sure why because you loose your ws 4, df+1, f+2,3 Scr 3+4 b! combo.....maybe makes the move safer? this move doesn't track 360 degree...looks like it but no..

72. Scr d+3(Update)
- 18 frames
- Low
- -6,+3,+10

Uses: A linear low chip kick.

73. Scr d+3, 3(Update)
- 18 frames
- Low,High
- +0, KD, KD

Uses: A linear low chip kick to her F+3 high kick. Probably grants frames on block. NCc? if second hits combo granted.

74. Scr d+3, d+3(Update)
- 18 frames
- Low,Low
- -8, +8, +8

Uses: A linear low chip kick to another low chip kick. Most likely to be unsafe. Unsure if it's NC.

75. Scr 4[~D](Update)
[~b to transition out of Scarecrow]
- 14 frames
- Mid
- -15, JG, JG


Uses: Launcher from Scarecrow. Stays in SCR, can go back to neutral Standing Position. Really unsafe but have pushback, although its the only launcher from SCR. High Risk High Reward. Fast and Crush alot of moves.

76. Scr 1+2[~D](Update)
- 1+2[~D to enter Tarantula]
- 17 frames
- +6, KD, JG

Uses: Looks like it crushes highs. Gives advantage on block. On CH it flips the opponent a little and gives maybe small juggle (But definitely a free hit.) Can go into Tarantula. Tracks a bit. Useful.

77. Scr 3+4[~D](Update)
3+4[~D to enter Mantis]
- 17 frames
- Mid,Mid
- -12, JG[MNT], JG[MNT]

Uses: Front flip from Scarecrow. This will be ur main B! Low Crush. <BR Apparently it has better recovery and it's abit faster.>

Mantis
(D+3+4) [~Db to Cancel]
This is where She squat down as if she's in Xiayou AOP. She's constantly crushing highs in this stance, so it already has some use. Whats even better, is that she also crushes some mids in this stance as well. The stance seems to offer alot of quick annoying low and mid pokes and strings. But most moves which transits into this stance are always puts you on - frames so there's not much point to transit into this stance to do mind games....she can move pretty freely in this stance, can sidestep pretty far but her front and back dash is abit short....Due note that she can block moves in this stance...All High Mid Low, but blocking a move put her out of her stance. <BR you can do universal backflip (u~ub 3+4 to enter Mnt)

78. Mnt 1(Update)
- High
- 13 frames
- -7 +5 +5

Uses: A fast mid punch that gets her out of the stance.[/color]

79. Mnt d1(Update)
- Low
- 16 frames
- -11,+0,+0

Uses: Low from mantis. She stays in mantis.

80. Mnt d1,4 (Update)
- Low Mid
- 16 frames
- -16,KD,KD

Uses: NCc. Follow-up kick that take her out of Mantis. Unsafe. Should only be used in combos.

81. Mnt 2(Update)
- Mid
- 13 frames
- -15, -3, KD

Uses: Mid strike. Stays in Mnt. On CH grants full string or Stun Knd

82. Mnt 21(Update)
- Mid,Mid
- 13 frames
- -17, +6, +6

Uses: A follow-up to the first mid strike. Stays in Mnt. If second hit of Mnt 2,1 hits the next 4 is granted.

83. Mnt 2,1,4(Update)
- Mid, Mid, Mid
- 13 frames
- -13, KD, KD

Uses: NCc mid stikes.

84. Mnt D+3(Update)
- Low
- 16 frames
- -12,-1,-1

Uses: Low chip kick. Stays in Mnt. Good for CH hunting.

85. Mnt D+3,1(Update)
- Low Mid
- 16 frames
- -8, KD, KD

Uses: Follow-up mid from her Low chip kick. Stays in Mnt. Good for CH hunting. NCc

86. Mnt Uf+3 (Update)
[~d to stay in Mantis]
-  Mid
- 30 frames
- -14, KD, KD

Uses: A Flip Stomp. Can Cancel Mnt. Not sure if safe or not. Hit Grounded. If opponent doesn't move it stomp them on the same spot, making her very close to her opponent. [eg. FC Df+3~D Mnt Uf+3]

87. Mnt 3(Update)
- Low
- 22 frames
- -14,+3, CHJG[MNT]

Uses: Low chip kick. Stays in Mnt. JG on CH.

88. Mnt 3,4(Update)
- Low, Low
- 22 frames
- -17,-1,-1

Uses: A low follow-up from her low chip kick. Stays in Mnt. NC.

89. Mnt 3,4,4(Update)
- Low,Low,Mid
- 22 frames
- -18,-4,KD

Uses: A low low into her flip stomp move but doesn't knd. I think it's launch punishable.

90. Mnt 3,4,d+4(Update)
- Low,Low,Mid
- 22 frames
- -22,+9,+9

Uses: A low sweep follow up from her first two low kicks. Grants frames. I think it's launch punisable too. A mid low mix up between  Mnt 3,4,4 and Mnt 3,4,d+4.

91. Mnt 4(Update)
- 17 frames
- L
- -19,-3, JG[MNT]

Uses: Another low sweep. JG on CH.

92. Mnt 4,3(Update)
- Low, Mid
- 17 frames
- 33, JG[MNT], JG[MNT]

Uses: NCc. Her low sweep into backward launch kick. Launches opponent very high. Safe. <BR Launch punisable>

93. Mnt D+4 (Update)
[~d to stay in Mantis]
- Low
- 20 frames
- -22,+4,KD

Uses: Sliding low that returns her to neutral stance. Unsafe but, has range. <BR can input D to remain in Mnt>


94. Mnt Df+3 <BR can input 4 to backturn in Mnt>[/color](Update)
- Mid
- 15 frames
- 16,+11,KD

Uses: A safe linear mid handstand split kick. Range is VERY short.

95. Mnt 2+3(Update)
-?
-BT
- None

Uses: Turn around in Mnt.

Tarantula
(D+1+2) [~Db to Cancel]

This where she is crawling. Surpassing Mantis, this stance protects you from some highs, mids, and special mids! The bad thing is that there are barely any options out of it. And the transition into the stance seems to be slow. Nothing really promising here. Does not cancel itself while Back Turned. I personally find this stance less than useless. You are prone to many attacks and your opponent might as well just jump over you or side walk [All her moves in Trt a linear] and attack you when you try to cancel the stance. The good thing is they can't launch you in this stance. because when they hit you, you float head towards them. making combo most likely to wiff. But however you are Knd and FUFA which gives your opponent the edge. She can't take alot of free damage because her movelist are unsafe already and your knd which is very bad for her because she looses the advantage. Getting hit out of the stance isn't and option for her. To play her effectively, try not to eat free damage or get Knd...and Tarantula stance = free damage.... Most of her moves in Trt aren't launch punisable because she usually remain in Trt making the launch move wiff or make her float weird.

96. Trt 1[~D](Update)
- Low
- 18 frames
- -11,+5,KD

Uses: Low Arm Swipe from Tarantula. On Counter this move guarantees Trt 3 which knocks down or Trt 1+2. Possibly -11. Leaves her in Tarantula.<BR Trt 1 CH Loose Trt 3 follow...opponent FDFT>

97. Trt 2[~D](Update)
- Mid
- 33 frames
- -9 , JG , JG

Uses: Mid launcher from Tarantula resembling WS+2. Slow start-up, but safe and does not leave her in Tarantula. Might Hit Grounded opponent.

98. Trt 3 [~D](Update)
[~U to recover in neutral and ~D to recover in Mantis]
- Mid
- 14 frames
- -7,KD,KD

Uses: Mid sting kick from Tarantula. Can go into Mantis or Standing Position. Unknown if unsafe. If transit to Mnt, d+3,1 combo not guaranteed. In Trt, Trt 1(why would anyone do this is beyond me) and Trt D+1+2 guaranteed. On Standing not sure what's guranteed.

99. Trt 4 Mnt[~D](Update)
- Mid
- 28 frames
- -24, +?, +?

Uses: A mid arched kick from Tarantula [Like D+2, (4,3)]. Put her in Mnt. Slow.

100. Trt 4,3[~D](Update)
- Mid,Mid
- 28 frames
- -16,KD,KD

Uses: NCc. A follow-up mid cartwheel kick from Tarantula [Like D+2, (4,3)]. Df+1 JG follow up.

101. Trt 1+2[~D](Update)
- Mid Mid
- 19 Frames
- 11,KD,KD

Uses: She jump, spin, and Lunges at the opponent. Pretty good range, two-hit mid, crushes lows. Not sure if Ground hit move guaranteed.

102. Trt D+1+2 Mnt[~D](Update)
- Low
- 25 frames
- 20,KD,KD

Uses: She lunges forward and grab your opponent's foot. Put her in Mnt. Not sure if Mnt Uf+3 guaranteed but Mnt d+3 is.

Others

Unblockable

103. b+2+4
-alot Frames
-M
- JG, JG, JG

Uses: Zafina waves her arm the lunges with her right arm. It's an unblockable. So far no set up yet but it's far and JG on hit.

Credit : Afrit P Lhong , OMFGITZROGER! (Tekken Zaibatsu)







« Last Edit: January 28, 2010, 08:02:10 PM by Tangwa »
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Offline Tangwa

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Re: Zafina Movelist , Safe on block , Top 10 move list
« Reply #3 on: October 13, 2009, 09:29:21 AM »
Zafina Safe on Block

1. 1  (+1on block , +8on hit)

2. 2  (ไม่มีข้อมูลครับ)

3. 1,2  (-3on block , +4on hit)

4. 1,2,3~B  (-9 on block , ไม่มีข้อมูลครับ)

5. 2,1  (-6on block , +3on block)

6. f+2,3~B  (ไม่มีข้อมูลครับ)

7. f,f+4  (ไม่มีข้อมูลครับ)

8. db+2  (-8~-9on block , +เฟรม นิดนิง on hit)

9. df+1,4  (ไม่มีข้อมูลครับ)

10. df+1  (-5on block , +5 on hit)

11. f+4  (ไม่มีข้อมูลครับ)

12. df+3, 4  (ไม่มีข้อมูลครับ , +? on hit)

13. f+1+2   (ไม่มีข้อมูลจ้า)

14. uf+1  (+1 on block , +? on hit)

15. 2,2,1+2  (-11 on block)

16. 1,3  (-7 on block , -? on hit)

17. f,f+2  (+1 on block , knd on hit)

18. f,f+4  (ไม่มีข้อมูล)

19. b+3   (-3 เค้าเข้าFC on block , - ? onhit)

20. ws+2~B  (-14 on block , JG on hit)

21. u/f3 (-9 on block)

22. b4 (-9 on block)

23. ff3(~b)(+0 onblock)

24. f3(+3 onblock)

25.b2 (-7~8)






« Last Edit: January 30, 2010, 07:21:27 PM by Tangwa »
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Offline Tangwa

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Re: Zafina Movelist , Safe on block , Top 10 move list
« Reply #4 on: October 13, 2009, 09:53:21 AM »
เดี๋ยวย้ายTop 10 Move ไปอีกกระทู้เลยนะครับ  :grin:
« Last Edit: November 16, 2009, 07:17:47 PM by Tangwa »
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Offline DNNKid

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Re: Zafina Movelist , Safe on block , Top 10 move list
« Reply #5 on: October 20, 2009, 05:24:11 PM »
ข้อ 9 นี่ b1+2 รึป่าวคับ  :smiley:

Zafina Top 10 Move

1. 1 2_3(MM)(MH)- พันนิช10เฟรม  เซฟทั้ง2อัน

2. d/f1 2_4(MM)(MH) - พันนิช13เฟรม อันแรกไม่เซฟ(-11) อันที่สองเซฟครับ

3. d/f2(M) - ท่าเปิด JG 16 เฟรม ไม่เซฟ(-12)

4. 1+2(4)(MM) - ออก17เฟรม hit ground on CHต่อJGได้ ไม่เซฟ(-11,-10)

5. ff 4 (M) - ท่าตอดๆ ระยะยาวใช้ได้ เซฟครับ

6.ws 2(M)(~D) - ท่าเปิดJG  ออก18เฟรมแต่ ระยะยาวมากกกกกกกกกกกกกกกก เข้าmntได้ ไม่เซฟ(-14)

7.d/b3(L) - +เฟรม on hitเข้าscr auto ไม่เซฟ

8.FC d/f3(L)(~D) - ท่าตัดขา ระยะค่อนข้างยาว เข้าmntได้ ถ้าโดนจะล้มแบบหน้าคว่ำหันหลัง กดดันเค้าต่อได้ กันได้ = ลอยจ๊ะ  :laugh:

9.1+2(L) - ท่าตอดสุดตรีน ระยะยาวมาก   ออก17เฟรม -20 on block :laugh:

10.b1(M) - ท่าเอาch ระยะยาวพอๆกับb1+2 ไว้ใช้สลับกับb1+2 ไม่เซฟ(no data) in ch ต่อคอมได้ครับผม

Offline Tangwa

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Re: Zafina Movelist , Safe on block , Top 10 move list
« Reply #6 on: October 20, 2009, 09:02:42 PM »
พิมตกไปครับ ขอบคุณครับ :grin:
:z_zafina2: - Tangwa  :z_nina2: - Tanglarn

Offline Tangwa

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Re: Zafina Movelist BR Update!!!!!!!!!!!!!!!!!!!!!!!!!!!
« Reply #7 on: January 28, 2010, 08:13:02 PM »
อัพเดทค่าเฟรมครั้งยิ่งใหญ่ครับ  :grin:
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