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Abel's Frame Data: Street Fighter 4

Last updated on April 25, 2009

8 Comments

Abel Frame Data: Street Fighter 4


If you have trouble understanding this data, please check out the how to read frame data guide here on EventHubs.com.

Move Startup Active Recover Frame Adv. Block Frame Adv. Hit Block stun Hit stun Damage Stun Meter Gain Block Cancel Ability
Close Light Punch 4 3(8)3 11 -3 0 13*10 16*13 25*15 30*20 20*20 HL C*Sp*Su
Close Medium Punch 5 3(8)2 14 -2 +4 13 16*19 50*30 50*50 40*20 HL Sp*Su
Close Hard Punch 4 3(8)2 20 -4 0 17 22*21 80*30 100*100 60*20 HL Sp*Su
Close Light Kick 5 2 9 0 +3 10 13 30 50 20 HL -
Close Medium Kick 7 2 16 -4 -1 13 16 70 100 40 HL Sp*Su
Close Hard Kick 6 6 16 -4 0 17 21 100[30] 150[50] 60[20] HL[H] -
Far Light Punch 5 3 5 +3 +6 10 13 30 50 20 HL C*Su
Far Medium Punch 5 6 11 -3 0 13 16 80 100 40 HL Su
Far Hard Punch 12 3 17 -2 +2 17 21 130 200 60 HL -
Far Light Kick 5 3 8 0 +3 10 13 40 50 20 HL -
Far Medium Kick 8 3 15 -4 -1 13 16 80 100 40 HL -
Far Hard Kick 14 2 19 -3 +1 17 21 100 200 60 HL -
Crouch Light Punch 5 2 6 +3 +6 10 13 30 50 20 HL C*Sp*Su
Crouch Medium Punch 7 3 10 +1 +4 13 16 70 100 40 HL Sp*Su
Crouch Hard Punch 8 2*2 22 -6 - 17 22*- 70*40 100*50 60*20 HL Sp*Su
Crouch Light Kick 5 3 7 +1 +4 10 13 20 50 20 L C*Sp*Su
Crouch Medium Kick 8 5 13 -4 -1 13 16 60 100 40 L Sp*Su
Crouch Hard Kick 11 3 25 -10 - 17 - 100 200 60 L Sp*Su
Jump Up Light Punch 5 4 - - - 8 11 50 50 20 H -
Jump Up Medium Punch 5 6 - - - 11 15 80 100 40 H -
Jump Up Hard Punch 5 4 - - - 15 18 100 200 60 H -
Jump Up Light Kick 5 8 - - - 8 11 50 50 20 H -
Jump Up Medium Kick 4 6 - - - 11 15 80 100 40 H -
Jump Up Hard Kick 5 4 - - - 15 18 100 200 60 H -
Jump Forward Light Punch 5 8 - - - 8 11 50 50 20 H -
Jump Forward Medium Punch 5 10 - - - 11 15 80 100 40 H -
Jump Forward Hard Punch 5 8 - - - 15 18 100 200 60 H -
Jump Forward Light Kick 4 5 - - - 8 11 50 50 20 H -
Jump Forward Medium Kick 5 6 - - - 11 15 70 100 40 H -
Jump Forward Hard Kick 5 5 - - - 15 18 110 200 60 H -
Forward + Medium Kick 7 2 16 0 +3 17 20 80 100 40 HL C
Level 1 Focus Attack 21 2 35 -21 -21 15 15 60 100 20 HL -
Level 2 Focus Attack 17+13 2 35 -15 - 21 - 80 150 40 HL -
Level 3 Focus Attack 65 2 35 - - - - 140 200 60 - -
Foward + Throw 3 2 20 - - - - 130 140 40 0.9 -
Back + Throw 3 2 20 - - - - 130 140 40 0.9 -
Change of Direction Light Punch 14 3 29 -7 -2 24 29 30 50 20/30 HL Su
Change of Direction Medium Punch 16 3 25 -3 +2 24 29 35 50 20/30 HL Su
Change of Direction Hard Punch 17 3 25 -3 +2 24 29 40 50 20/30 HL Su
Change of Direction EX 16 3 25 -3 +2 24 29 40 50 0/0 HL Su
Second Middle 15 4 28 -9 -4 22 27 40 50 10/20 H -
Secondoro 22 4 24 -5 -1 22 26 50 50 20/30 L Su
Middle Finish 10 2 44 -35 - 10 - 80 40 10/30 H -
Finishuro 22 2 53 -44 - 10 - 150 100 30/30 L -
Wheel Kick Light Kick 20 7 2+19 -8 -3 17 22 120 200 30/40 H -
Wheel Kick Medium Kick 24 7 2+20 -9 -4 17 22 140 200 30/40 H -
Wheel Kick Hard Kick 27 7 1+22 -10 -5 17 22 160 200 30/40 H -
Wheel Kick EX 17 7*3 2+19 -6 -1 17 22 120*60 100*100 0/0 H -
Marceaux Rolling Light Kick - - 27 - - - - - - 20/0 - -
Marceaux Rolling Medium Kick - - 30 - - - - - - 20/0 - -
Marceaux Rolling Hard Kick - - 32 - - - - - - 20/0 - -
Marceaux Rolling EX - - 32 - - - - - - 0/0 - -
Sky Fall Light Punch 5 2 31 - - - - 0*140 100 30/0*100 - -
Sky Fall Medium Punch 6 4 31 - - - - 0*150 150 30/0*100 - -
Sky Fall Hard Punch 9 6 31 - - - - 0*160 200 30/0*100 - -
Sky Fall EX 6 2 31 - - - - 0*160 150 0/0 - -
Tornado Throw Light Punch 5 2 51 - - - - 180 100 30/80 1.3 -
Tornado Throw Medium Punch 5 2 45 - - - - 200 140 30/80 1.1 -
Tornado Throw Hard Punch 5 2 39 - - - - 220 200 30/80 0.9 -
Tornado Throw EX 5 2 54 - - - - 200 150 0/0 1.25 -
Super 1+5 2 41 -32 - 10 - 0*335 0 0/0 HL -
Ultra 1+13 2 46 -30 - 17 - 384-551 0 0/0 HL -
Move Startup Active Recover Frame Adv. Block Frame Adv. Hit Block stun Hit stun Damage Stun Meter Gain Block Cancel

Thanks to Gilley and DannyCat for providing this frame data.

Posted by RiK on December 20, 2008 at 6:30 p.m. #1

Anyone mind explaining what all this means?

 

Posted by MidnightZero on January 29, 2009 at 12:43 a.m. #2

its just what every move does if you slow it down like taking every frame and finding the damage % for every move

 

Posted by AnguzBeef on February 13, 2009 at 2:58 p.m. #3

Holy crap somebody already took frames. This is crazy, how the crap do you even do that. Take notes while you play? You'd look so weird sitting at the machine just looking at it taking notes. Awesome!

 

Posted by CriticalBill on February 20, 2009 at 12:27 p.m. #4

Can you even detect this with the normal eye?

 

Posted by Fou Luz on March 26, 2009 at 3:01 a.m. #5

This art is not artwork, actually. Those pictures have been redrawed over the rendered 3D character. Look at borderlines, they're so straight. Look at the fingers. If you go to Japanese website of Street Fighter, you can see the 3D character posing as this images, so that you can compare with them. The original SFIV art is unlockable in the game and is awesome. I hope they release a book or just the PC version so that we can take screenshots.

 

Posted by björn on May 1, 2009 at 10:33 a.m. #6

on the forward medium kick, what does frame advantage block and hit means?

 

Posted by Kikuichimonji on May 8, 2009 at 8:53 a.m. #7

Frame advantage is how many frames faster you recover than your opponent after your attack is blocked or hits. For Abel, usually you dash cancel the step kick which actually increases the net frame advantage by 1 since it usually has 17 frames recovery but his dash is 16 frames.

 

Posted by Endo on August 6, 2009 at 10:32 p.m. #8

According to this, you have a 0 frame time to input the HP after the forward MK. Unless the dash actually cancels the active time for the forward MK, then that would give one a 2 frame window to do that move oO. 1/30 of a second, piece of cake =D

 

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