FRAME DATA WISHLIST ON STEAM

THE LAST MARINE

A plasma rifle that runs hot, a lance that crosses the car, and jets that hover while jump is held.

Inputs are numpad notation for a hero facing right: 2 is down, 6 is forward, 236 is a quarter circle forward, 41236 a half circle forward. L is the light button (J), H the heavy (K), 66 a double tap forward or the dash key (L). Motions are lenient: the whole motion within 16 frames for a quarter circle and 22 for a half circle, diagonals optional, the button up to 5 frames late, and no more than 6 neutral frames between a half circle's back and its down. Presses buffer for 9 frames. Invuln is the frames nothing can hit or grab the hero (the grey strip under a frame meter); a dash carries 4 more into whatever it cancels into.

Normals

MoveInputStartupActiveRecoveryTotalInvulnDamageMeter
Plasma Bolt5L4proj. (20)610-2-
Plasma Bolt (up)8L4proj. (22)610-2-
Plasma Bolt (45°)9L4proj. (26)610-2-
FRAG8H86proj. (13)-29-4 + 1-
Lance5H1911534-7-
Lance (full charge)[5H]6111980-20-
Air Boltj.L4proj. (20)610-2-
Air Bolt (up)j.8L4proj. (15)610-2-
Air Bolt (45°)j.9L4proj. (22)610-2-
Jet Stompj.2L101 + proj.1525-6 + 1-

Gatling strings

J J J, J K J, J K K, K J J, K K J and K K K on the ground. Presses queue through a swing, and each link comes out on the recovery of the move before it. Frame 1 is the frame the link starts.

MoveInputStartupActiveRecoveryTotalInvulnDamageMeter
BUTT-STROKE5L > 5H541422-3-
FLASHBANG5H > 5L711623-1-
SHOULDER5H > 5H581426-3-
BRST-35L > 5L > 5L4proj. (25)1923-4 + 2×2-
BREACH5L > 5H > 5L9proj. (12)1827-3×5-
JET KNEE5L > 5H > 5H51014285-164-
SUPPRESS5H > 5L > 5L4proj. (36)2933-2×6-
INCENDIARY5H > 5H > 5L9proj. (7 hits, every 6)1423-1×7-
OVERCHARGE5H > 5H > 5H1312336-8-

Specials

MoveInputStartupActiveRecoveryTotalInvulnDamageMeter
HEAT DUMP(at full heat)41 (10) 1 + proj.217-2×2 + 1×18-
SCATTER236L7proj. (20)1320-2×5-
LANCE236H911928-9-
JUMP JET41236L331 + proj.2356-20 + 11 bar
DANGER CLOSE41236H53proj. (13)-30-18 + 4×2 + 11 bar

Ultimates

MoveInputStartupActiveRecoveryTotalInvulnDamageMeter
ORBITAL BARRAGE41236 41236 H130whole car251551-155every demon dies (bosses 18)3 bars
RESUPPLY41236 41236 L45the capsule and sentry6511-51crush 24, sentry 13 s3 bars

Movement

MoveInputStartupActiveRecoveryTotalInvulnDamageMeter
Dash66---91-9--
Air Dashj.66---91-9--

Gatlings and cancels

From \ intoPlasma BoltFRAGLanceAir BoltBUTT-STROKEFLASHBANGSHOULDERBREACHJET KNEESUPPRESSINCENDIARYOVERCHARGESCATTERLANCEJUMP JETDANGER CLOSEDashAir DashJump
Plasma Bolt 5L6-6-6-------88--6-6
Plasma Bolt (up) 8L66----------88--6-6
Plasma Bolt (45°) 9L66--------------6-6
FRAG 8H18-18---------1818181818--
Lance 5H27-27--2727-----2727272727-27
Lance (full charge) [5H]73-61--73------73-73-73-73
Air Bolt j.L---6-------------66
Air Bolt (up) j.8L---6-------------66
Air Bolt (45°) j.9L---6-------------66
Jet Stomp j.2L18----------------18-
HEAT DUMP (at full heat)5------------------
BUTT-STROKE 5L > 5H9-9----99---55--5-9
FLASHBANG 5H > 5L10-10------10--77777-10
SHOULDER 5H > 5H13-13-------131355555-13
BRST-3 5L > 5L > 5L14-14---------5511114-14
BREACH 5L > 5H > 5L12-12---------6610106-12
JET KNEE 5L > 5H > 5H15-15---------55885-15
SUPPRESS 5H > 5L > 5L22-22---------44554-22
INCENDIARY 5H > 5H > 5L10-10---------77777-10
OVERCHARGE 5H > 5H > 5H17-17---------1313131313-17
SCATTER 236L------------7714147--
LANCE 236H21-21---------2121212121--
JUMP JET 41236L49-49---------4949494949--
DANGER CLOSE 41236H--------------111111--
ORBITAL BARRAGE 41236 41236 H144-144---------144144144144144--
RESUPPLY 41236 41236 L47-47---------4747474747--

Each number is the first frame of the move on the left that the move on top can cancel it on. A dash means it can't (it waits for the move to end).

Moves

hitbox this frameprojectileevery box the move makesbody

Plasma Bolt

5L  J
startupactiverecovery
Startup4
Activeproj. (20)
Recovery6
Total10
Invuln-
Damage2
Hits1
Meter-

Each bolt adds 9 heat. Heat adds up to 60% to all his damage; at 100 the core dumps in a blast (damage 2) and holds the full bonus for 72 frames. Nothing locks out.

Cancels into
  • Plasma Bolt from 6
  • Lance from 6
  • BUTT-STROKE from 6
  • Dash from 6
  • Jump from 6
  • SCATTER from 8
  • LANCE from 8

Plasma Bolt (up)

8L  W + J
startupactiverecovery
Startup4
Activeproj. (22)
Recovery6
Total10
Invuln-
Damage2
Hits1
Meter-
Cancels into
  • Plasma Bolt from 6
  • FRAG from 6
  • Dash from 6
  • Jump from 6
  • SCATTER from 8
  • LANCE from 8

Plasma Bolt (45°)

9L  W + D + J
startupactiverecovery
Startup4
Activeproj. (26)
Recovery6
Total10
Invuln-
Damage2
Hits1
Meter-
Cancels into
  • Plasma Bolt from 6
  • FRAG from 6
  • Dash from 6
  • Jump from 6

FRAG

8H  W + K
startupactiverecovery
Startup86
Activeproj. (13)
Recovery-
Total29
Invuln-
Damage4 + 1
Hits2
Meter-

A grenade lobbed high. On its own it bounces and goes off after 75 frames (damage 4). Shoot it (a J in the throw with W still held goes at 45° and meets it; any of his shots or the lance will do) for the AIRBURST: damage 8 over a wider blast, 10 shrapnel bolts, and heat. The windup is long so the shot can be queued: a J pressed any time in the throw is held (aim and all) and comes out on the first cancel frame, timed to meet the frag.

Cancels into
  • Plasma Bolt from 18
  • Lance from 18
  • SCATTER from 18
  • LANCE from 18
  • JUMP JET from 18
  • DANGER CLOSE from 18
  • Dash from 18

Lance

5H  K
startupactiverecovery
Startup19
Active1
Recovery15
Total34
Invuln-
Damage7
Hits1
Meter-

Tapped: the weakest beam.

Cancels into
  • FLASHBANG from 27
  • Plasma Bolt from 27
  • Lance from 27
  • SHOULDER from 27
  • SCATTER from 27
  • LANCE from 27
  • JUMP JET from 27
  • DANGER CLOSE from 27
  • Dash from 27
  • Jump from 27

Lance (full charge)

[5H]  hold K
startupactiverecovery
Startup61
Active1
Recovery19
Total80
Invuln-
Damage20
Hits1
Meter-
Cancels into
  • Lance from 61
  • FLASHBANG from 73
  • Plasma Bolt from 73
  • SCATTER from 73
  • JUMP JET from 73
  • Dash from 73
  • Jump from 73

Air Bolt

j.L  J (air)
startupactiverecovery
Startup4
Activeproj. (20)
Recovery6
Total10
Invuln-
Damage2
Hits1
Meter-
Cancels into
  • Air Bolt from 6
  • Air Dash from 6
  • Jump from 6

Air Bolt (up)

j.8L  W + J (air)
startupactiverecovery
Startup4
Activeproj. (15)
Recovery6
Total10
Invuln-
Damage2
Hits1
Meter-
Cancels into
  • Air Bolt from 6
  • Air Dash from 6
  • Jump from 6

Air Bolt (45°)

j.9L  W + D + J (air)
startupactiverecovery
Startup4
Activeproj. (22)
Recovery6
Total10
Invuln-
Damage2
Hits1
Meter-
Cancels into
  • Air Bolt from 6
  • Air Dash from 6
  • Jump from 6

Jet Stomp

j.2L  S + J (air)
startupactiverecovery
Startup10
Active1 + proj.
Recovery15
Total25
Invuln-
Damage6 + 1
Hits2
Meter-
Cancels into
  • Plasma Bolt from 18
  • Air Dash from 18

HEAT DUMP

(at full heat)  any shot that fills the core
startupactivegaprecovery
Startup4
Active1 (10) 1 + proj.
Recovery2
Total17
Invuln-
Damage2×2 + 1×18
Hits20
Meter-

OVERHEAT, VENTS OPEN. Not an input: when his heat fills, every vent on the suit blows at once. Everything within 120 px is thrown away from him all round for 2 damage (and stunned), then he runs hot for 72 frames, his damage held at +60% while the core cools. Heat builds slowly: 1.5 a bolt, 67 bolts from cold. Shown here off a bolt fired one shy of full.

Cancels into
  • Plasma Bolt from 5

BUTT-STROKE

5L > 5H  J K
startupactiverecovery
Startup5
Active4
Recovery14
Total22
Invuln-
Damage3
Hits1
Meter-
Cancels into
  • SCATTER from 5
  • LANCE from 5
  • Dash from 5
  • BREACH from 9
  • Plasma Bolt from 9
  • Lance from 9
  • JET KNEE from 9
  • Jump from 9

FLASHBANG

5H > 5L  K J
startupactiverecovery
Startup7
Active1
Recovery16
Total23
Invuln-
Damage1
Hits1
Meter-
Cancels into
  • SCATTER from 7
  • LANCE from 7
  • JUMP JET from 7
  • DANGER CLOSE from 7
  • Dash from 7
  • SUPPRESS from 10
  • Plasma Bolt from 10
  • Lance from 10
  • Jump from 10

SHOULDER

5H > 5H  K K
startupactiverecovery
Startup5
Active8
Recovery14
Total26
Invuln-
Damage3
Hits1
Meter-
Cancels into
  • SCATTER from 5
  • LANCE from 5
  • JUMP JET from 5
  • DANGER CLOSE from 5
  • Dash from 5
  • INCENDIARY from 13
  • Plasma Bolt from 13
  • Lance from 13
  • OVERCHARGE from 13
  • Jump from 13

BRST-3

5L > 5L > 5L  J J J
startupactivegaprecovery
Startup4
Activeproj. (25)
Recovery19
Total23
Invuln-
Damage4 + 2×2
Hits3
Meter-
Cancels into
  • Dash from 4
  • SCATTER from 5
  • LANCE from 5
  • JUMP JET from 11
  • DANGER CLOSE from 11
  • Plasma Bolt from 14
  • Lance from 14
  • Jump from 14

BREACH

5L > 5H > 5L  J K J
startupactiverecovery
Startup9
Activeproj. (12)
Recovery18
Total27
Invuln-
Damage3×5
Hits5
Meter-
Cancels into
  • SCATTER from 6
  • LANCE from 6
  • Dash from 6
  • JUMP JET from 10
  • DANGER CLOSE from 10
  • Plasma Bolt from 12
  • Lance from 12
  • Jump from 12

JET KNEE

5L > 5H > 5H  J K K
startupactiverecoveryinvincible
Startup5
Active10
Recovery14
Total28
Invuln5-16
Damage4
Hits1
Meter-
Cancels into
  • SCATTER from 5
  • LANCE from 5
  • Dash from 5
  • JUMP JET from 8
  • DANGER CLOSE from 8
  • Plasma Bolt from 15
  • Lance from 15
  • Jump from 15

SUPPRESS

5H > 5L > 5L  K J J
startupactivegaprecovery
Startup4
Activeproj. (36)
Recovery29
Total33
Invuln-
Damage2×6
Hits6
Meter-
Cancels into
  • SCATTER from 4
  • LANCE from 4
  • Dash from 4
  • JUMP JET from 5
  • DANGER CLOSE from 5
  • Plasma Bolt from 22
  • Lance from 22
  • Jump from 22

INCENDIARY

5H > 5H > 5L  K K J
startupactivegaprecovery
Startup9
Activeproj. (7 hits, every 6)
Recovery14
Total23
Invuln-
Damage1×7
Hits7
Meter-
Cancels into
  • SCATTER from 7
  • LANCE from 7
  • JUMP JET from 7
  • DANGER CLOSE from 7
  • Dash from 7
  • Plasma Bolt from 10
  • Lance from 10
  • Jump from 10

OVERCHARGE

5H > 5H > 5H  K K K
startupactiverecovery
Startup13
Active1
Recovery23
Total36
Invuln-
Damage8
Hits1
Meter-
Cancels into
  • SCATTER from 13
  • LANCE from 13
  • JUMP JET from 13
  • DANGER CLOSE from 13
  • Dash from 13
  • Plasma Bolt from 17
  • Lance from 17
  • Jump from 17

SCATTER

236L  S D + J
startupactiverecovery
Startup7
Activeproj. (20)
Recovery13
Total20
Invuln-
Damage2×5
Hits5
Meter-
Cancels into
  • SCATTER from 7
  • LANCE from 7
  • Dash from 7
  • JUMP JET from 14
  • DANGER CLOSE from 14

LANCE

236H  S D + K
startupactiverecovery
Startup9
Active1
Recovery19
Total28
Invuln-
Damage9
Hits1
Meter-
Cancels into
  • Plasma Bolt from 21
  • Lance from 21
  • SCATTER from 21
  • LANCE from 21
  • JUMP JET from 21
  • DANGER CLOSE from 21
  • Dash from 21

JUMP JET

41236L  A S D + J
startupactiverecovery
Startup33
Active1 + proj.
Recovery23
Total56
Invuln-
Damage20 + 1
Hits2
Meter1 bar
Cancels into
  • Plasma Bolt from 49
  • Lance from 49
  • SCATTER from 49
  • LANCE from 49
  • JUMP JET from 49
  • DANGER CLOSE from 49
  • Dash from 49

DANGER CLOSE

41236H  A S D + K
startupactiverecovery
Startup53
Activeproj. (13)
Recovery-
Total30
Invuln-
Damage18 + 4×2 + 1
Hits4
Meter1 bar
Cancels into
  • JUMP JET from 11
  • DANGER CLOSE from 11
  • Dash from 11

ORBITAL BARRAGE

41236 41236 H  A S D A S D + K
startupactiverecoveryinvincible
Startup130
Activewhole car
Recovery25
Total155
Invuln1-155
Damageevery demon dies (bosses 18)
Hits-
Meter3 bars

Time stops for the flash and the act; the final blow kills every demon in the car at once (bosses take 18). It cancels anything but getting hit, grabbed or killed, and its startup counts the frames time is stopped.

Cancels into
  • Plasma Bolt from 144
  • Lance from 144
  • SCATTER from 144
  • LANCE from 144
  • JUMP JET from 144
  • DANGER CLOSE from 144
  • Dash from 144

RESUPPLY

41236 41236 L  A S D A S D + J
startupactiverecoveryinvincible
Startup45
Activethe capsule and sentry
Recovery6
Total51
Invuln1-51
Damagecrush 24, sentry 13 s
Hits-
Meter3 bars

RESUPPLY: a drop capsule crushes what it lands on, heals half his health, empties his heat, refuels his jets and opens into a sentry that fires for fifteen seconds. Costs 3 bars.

Cancels into
  • Plasma Bolt from 47
  • Lance from 47
  • SCATTER from 47
  • LANCE from 47
  • JUMP JET from 47
  • DANGER CLOSE from 47
  • Dash from 47

Dash

66  D D or L
invincible
Startup-
Active-
Recovery-
Total9
Invuln1-9
Damage-
Hits-
Meter-

No cancels: it plays out.

Air Dash

j.66  D D or L (air)
invincible
Startup-
Active-
Recovery-
Total9
Invuln1-9
Damage-
Hits-
Meter-

No cancels: it plays out.