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omf2097:thorn_frames

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Thorn Frame Data

/home/omf2097/har/thorn/

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Recovery - The duration of frames in which the move is no longer active.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

6P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2 4 4 +1 5.0 - LH -
Jab using Thorn's elbow spike. The weird hitbox and lack of range and comboability means it's useful only in combos. You can't even fake into throw with it.
5P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
3 6 6 0 12.5 - LH -
Strong punch to an opponent's midsection. Has way more priority than it should, and it's completely safe, but near-zero range. Use in footsies games, obviously, or just whiff to create the impression that you're vulnerable.
4P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
4 6 7 +1 16.0 - LH -
Fierce. Use for ground combos or punishment, as it links to Spike Charge or Speed Kick.
5K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
4 7 8 -3 11.0 - LH -
Short kick, hits midlevel with plenty of range. A safe way to stuff low pokes, but Thorn's hitbox is so huge during the move it's not very effective against anything else.
4K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
13 3 12 -2 17.5 - LH -
Roundhouse kick, Thorn stands on his hands and does a double-footed kick. Has my vote for the worst move in the game. I'm not kidding. Not only is it overshadowed by Speed Kick, it's too slow to be of any use at all.
3P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2 4 4 +1 4.5 - LH -
Low jab. Fast, safe, chains to itself, plenty of priority, and long- ranged to boot. Use this as much as possible, especially in situations where other bots would be unable to hit an opponent.
2P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2 2(3)3 4 0 11.0 - LH -
Low strong. Thorn does an uppercut with both his elbow spikes. The middle- of-the-road option, with the speed of low jab and the anti-air capability of low fierce. Not a bad move, but not an amazing one either, mostly just to tack on some more damage after a low jab connects.
1P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
5 3(3)4 8 -8 17.5 - LH -
Low fierce. Low strong, but slower, bigger, and knocks down (juggles, in fact, under the right circumstances). Surprisingly good anti-air, especially since Thorn crouches quite low during startup. However, it's slow and unsafe when blocked (except on wakeup). It's not likely to beat anything Speed Kick won't, but what it will beat, it can punish for a whole lot of damage.
3K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2 4 4 +1 5.0 - L -
Low short. Thorn sticks a foot out with slightly less range than his low jab. Since it doesn't combo into anything, it's really just to annoy people.
2K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
3 7 9 -4 11.0 - L -
Merely a slower and thus less useful df+K.
1K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
6 11 12 -11 15.0 - L -
Sweep. Thorn's sweep has loads of range. Because it takes so long for Thorn's leg to extend, it's super-slow, but starts hitting at normal sweep range just as fast as everyone else's sweep. Thus, this is a very versatile move. It's great for restricting the opponent's movement at long range, and fast enough to be a nice surprise every once in a while at close range. Just make sure it doesn't miss.
j.P Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
3 9 5 - 12.5 - H -
Thorn extends both spikes forward. Air-to-air, if you don't want to risk an air Speed Kick.
j.K Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2 9 5 - 12.5 - H -
Jumpkick with loads of range that also hits with Thorn's entire back leg, making it the perfect crossup. Of course, Thorn can't really take advantage of this because of his limited ground combos, but that doesn't mean it's not a great move.
j.3K Off-Wall Attack (Against the wall) Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
7 20 - - 12.5 - H 2-27 Projectile
Off-Wall Attack, Thorn's bad Jet Swoop knockoff. It goes across the screen, it juggles for big damage, it has a weird angle that most anti-airs won't work against, and sometimes it's even safe when blocked - so what's not to like? The fact that every bot can simply jump punch it out of the air, or block it and hurt you, puts a real damper on its usefulness.
656P Spike Charge Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
2 20 5 -19 3.0+22.5 - LH 1-7 Projectile
Spike Charge. Thorn rushes forward with shadows behind him and attempts to throw the opponent. This move has extremely weird invincibility properties: it goes through projectiles on startup, it can't be hit by low kicks, and it will sometimes beat midlevel ground attacks for no apparent reason.1) Think of it as a Speed Kick for low or slow attacks. If you're a fast pilot, it will also catch whiffed moves from beyond Speed Kick range, or opponents jumping away. However, it's extremely unsafe. Try using it as a round opener against overly aggressive opponents.
236K Speed Kick (Air OK) Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
1 7(2)6 7 -10 15.0 - LH -
Speed Kick, one of the best moves in the game. Great priority, works well as anti-air, knocks down, perfectly safe when whiffed or blocked late, combo starter when it hits late, doable in air for a good (if slow) combo- starting dive attack. Basically, if the opponent twitches, throw out all that stuff in the above sections about poking and Speed Kick it for more damage and a free knockdown. Other OMF experts believe this move is better as a midrange poke than as anti-air.

Air Speed Kick. Very good anti-air, keeps you airborne for a while to avoid hazards or grab the fireball in the Fire Pit, and starts crazy juggles if it hits on the way down. I love this move, but it's really really slow.
41236K Extended Speed Kick (Air OK) Startup Active Recovery Frame Adv. Damage Stun Guard Invuln
1 8(2)6 12 -2 15.0+15.0 - LH 1-7 Projectile
Shadow Speed Kick, a very inconsistent move. If you're lucky, it hits twice and starts a juggle combo, or hits twice and knocks down. If you're unlucky, the second hit whiffs entirely and you die. Mad range, though, making it a great way to get close.
1)
When Spike Charge connects, Thorn may take a few extra steps before throwing the opponent. This should not be mistaken for any form of invulnerability.
omf2097/thorn_frames.1661700627.txt.gz · Last modified: 2022/08/28 09:30 by aokmaniac13