Last updated on Aug. 12, 2011

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| Move | Block | Damage | Stun | Meter Gain | Cancel Ability | Startup | Active | Recover | Frame Adv. Block | Frame Adv. Hit | Notes |
| Close Light Punch | HL | 25*15 | 30*20 | 20*20 | C*Sp*Su | 4 | 3(8)3 | 11 | -3 | 0 | |
| Close Medium Punch | HL | 50*30 | 50*50 | 40*20 | Sp*Su | 5 | 3(8)2 | 14 | -2 | 4 | Forces stand |
| Close Hard Punch | HL | 80*30 | 100*100 | 60*20 | Sp*Su | 4 | 3(8)2 | 20 | -4 | 0 | Forces stand |
| Close Light Kick | HL | 30 | 50 | 20 | - | 5 | 2 | 9 | 0 | 3 | |
| Close Medium Kick | HL | 70 | 100 | 40 | Sp*Su | 7 | 2 | 16 | -4 | -1 | |
| Close Hard Kick | HL[H] | 100[30] | 150[50] | 60[20] | - | 6 | 6 | 16 | -4 | 0 | 1~4f whiffs on crouching, 5~6f overhead, Forces stand |
| Far Light Punch | HL | 30 | 50 | 20 | Sp*Su | 5 | 2 | 6 | 3 | 6 | |
| Far Medium Punch | HL | 80 | 100 | 40 | Su | 5 | 6 | 11 | -3 | 0 | |
| Far Hard Punch | HL | 130 | 200 | 60 | - | 12 | 3 | 17 | -2 | 2 | |
| Far Light Kick | HL | 40 | 50 | 20 | - | 5 | 3 | 8 | 0 | 3 | |
| Far Medium Kick | HL | 80 | 100 | 40 | - | 8 | 3 | 15 | -4 | -1 | Cannot strike crouching opponents |
| Far Hard Kick | HL | 100 | 200 | 60 | - | 14 | 2 | 19 | -3 | 1 | |
| Crouch Light Punch | HL | 30 | 50 | 20 | C*Sp*Su | 5 | 2 | 6 | 3 | 6 | |
| Crouch Medium Punch | HL | 70 | 100 | 40 | Sp*Su | 7 | 3 | 10 | 1 | 4 | |
| Crouch Hard Punch | HL | 70*40 | 100*50 | 60*20 | Sp*Su | 8 | 2*2 | 22 | -6 | D | 1st hit forces stand, 2nd hit juggles |
| Crouch Light Kick | L | 20 | 50 | 20 | C*Sp*Su | 5 | 3 | 7 | 1 | 4 | Low attack |
| Crouch Medium Kick | HL | 70 | 100 | 40 | Sp*Su | 8 | 5 | 13 | -4 | 1 | |
| Crouch Hard Kick | L | 100 | 200 | 60 | Sp*Su | 11 | 3 | 25 | -10 | D | Low attack, cannot fast recover |
| Jump Up Light Punch | H | 50 | 50 | 20 | - | 5 | 4 | - | - | - | |
| Jump Up Medium Punch | H | 80 | 100 | 40 | - | 5 | 6 | - | - | - | |
| Jump Up Hard Punch | H | 100 | 200 | 60 | - | 5 | 4 | - | - | - | |
| Jump Up Light Kick | H | 50 | 50 | 20 | - | 5 | 8 | - | - | - | |
| Jump Up Medium Kick | H | 80 | 100 | 40 | - | 4 | 6 | - | - | - | |
| Jump Up Hard Kick | H | 100 | 200 | 60 | - | 5 | 4 | - | - | - | |
| Jump Toward Light Punch | H | 50 | 50 | 20 | - | 5 | 8 | - | - | - | |
| Jump Toward Medium Punch | H | 80 | 100 | 40 | - | 5 | 10 | - | - | - | |
| Jump Toward Hard Punch | H | 100 | 200 | 60 | - | 5 | 8 | - | - | - | |
| Jump Toward Light Kick | H | 50 | 50 | 20 | - | 4 | 5 | - | - | - | |
| Jump Toward Medium Kick | H | 70 | 100 | 40 | - | 5 | 6 | - | - | - | |
| Jump Toward Hard Kick | H | 110 | 200 | 60 | - | 5 | 5 | - | - | - | |
| Move | Block | Damage | Stun | Meter Gain | Cancel Ability | Startup | Active | Recover | Frame Adv. Block | Frame Adv. Hit | Notes |
| Move | Block | Damage | Stun | Meter Gain | Cancel Ability | Startup | Active | Recover | Frame Adv. Block | Frame Adv. Hit | Notes |
| F+Medium Kick | HL | 80 | 100 | 40 | 7 | 2 | 16 | 0 | 3 | Dash cancelable | |
| Focus Attack Level 1 | HL | 60 | 100 | 20 | - | 21 | 2 | 35 | -21 | -21 | |
| Focus Attack Level 2 | HL | 80 | 150 | 40 | - | 17+13 | 2 | 35 | -15 | D | |
| Focus Attack Level 3 | - | 140 | 200 | 60 | - | 65 | 2 | 35 | D | D | |
| Forward Throw | 0.9 | 130 | 140 | 40 | - | 3 | 2 | 20 | - | D | Throw range 0.91 |
| Back Throw | 0.9 | 130 | 140 | 40 | - | 3 | 2 | 20 | - | D | Throw range 0.91 |
| Change of Direction Light Punch | HL | 30 | 50 | 20/30 | Su | 14 | 3 | 25 | -3 | 2 | Forces stand |
| Change of Direction Medium Punch | HL | 35 | 50 | 20/30 | Su | 16 | 3 | 25 | -3 | 2 | Forces stand |
| Change of Direction Hard Punch | HL | 40 | 50 | 20/30 | Su | 17 | 3 | 25 | -3 | 2 | Forces stand |
| Change of Direction EX | HL | 40 | 50 | -250/0 | Su | 16 | 3 | 25 | -3 | 2 | 1~18f armored, forces stand |
| Punch Change of Direction 2nd Hit | H | 40 | 50 | 10/20 | - | 15 | 4 | 28 | -9 | -4 | Mid attack |
| Kick Change of Direction 2nd Hit | L | 50 | 50 | 20/30 | Su | 22 | 4 | 24 | -5 | -1 | Low attack |
| Punch Change of Direction 3rd Hit | H | 100 | 50 | 10/30 | - | 10 | 2 | 44 | -35 | D | Armor Break |
| Kick Change of Direction 3nd Hit | L | 150 | 100 | 30/30 | - | 22 | 2 | 53 | -44 | D | Low attack, Armor Break |
| Kick Wheel Light Kick | H | 120 | 200 | 30/40 | - | 20 | 7 | 2+19 | -10 | -5 | 1~26f low invuln, 11f~ airborne, Forces stand, Mid attack |
| Kick Wheel Medium Kick | H | 140 | 200 | 30/40 | - | 24 | 7 | 2+20 | -11 | -6 | 1~30f low invuln, 14f~ airborne, Forces stand, Mid attack |
| Kick Wheel Hard Kick | H | 160 | 200 | 30/40 | - | 27 | 7 | 1+22 | -12 | -7 | 1~32f low invuln, 15f~ airborne, Forces stand, Mid attack |
| Kick Wheel EX | H | 60*120 | 100*100 | -250/0 | -- | 17 | 7*3 | 2+19 | -6 | 0 | 1~26f low invuln, Forces stand, Mid attack |
| Marseilles Roll Light Kick | - | - | - | 20/- | - | - | - | 27 | - | - | 5~23f strike and projectile invincible, 24~26f projectile invincible |
| Marseilles Roll Medium Kick | - | - | - | 20/- | - | - | - | 30 | - | - | 5~25f strike and projectile invincible, 26~29f projectile invincible |
| Marseilles Roll Hard Kick | - | - | - | 20/- | - | - | - | 32 | - | - | 5~27f strike and projectile invincible, 28~31 projectile invincible |
| Marseilles Roll EX | - | - | - | -250/- | - | - | - | 32 | - | - | 1~32f strike invincible |
| Sky Fall Light Punch | - | 0*140 | 100 | 30/0*100 | - | 5 | 2 | 31 | - | D | Cannot fast recover |
| Sky Fall Medium Punch | - | 0*150 | 150 | 30/0*100 | - | 6 | 4 | 31 | - | D | Cannot fast recover |
| Sky Fall Hard Punch | - | 0*160 | 200 | 30/0*100 | - | 9 | 6 | 31 | - | D | Cannot fast recover |
| Sky Fall EX | - | 0*160 | 150 | -250/0 | - | 6 | 2 | 31 | - | D | Cannot fast recover |
| Tornado Throw Light Punch | 1.3 | 150 | 100 | 30/80 | - | 5 | 2 | 51 | - | D | 1~6f unthrowable, throw range 1.33 |
| Tornado Throw Medium Punch | 1.1 | 170 | 150 | 30/80 | - | 5 | 2 | 45 | - | D | 1~6f unthrowable, throw range 1.13 |
| Tornado Throw Hard Punch | 0.9 | 190 | 200 | 30/80 | - | 5 | 2 | 39 | - | D | 1~6f unthrowable, throw range 0.93 |
| Tornado Throw EX | 1.25 | 190 | 150 | -250/0 | - | 5 | 2 | 54 | - | D | 1~6f strike invincible, throw range 1.25 |
| Super | HL | 0*335 | 0 | -1000/0 | - | 1+5 | 2 | 41 | -32 | D | 1f invincible, 2~7f strike(Light) throw(Medium) projectile(Hard) invincible |
| Ultra 1 | HL | 45*416 | 0 | 0/0 | - | 1+13 | 2 | 46 | -30 | D | 1~4f invincible, 5~14f strike/projectile invincible, Armor Break |
| Ultra 2 | 1 | 431 | 0 | 0/0 | - | 1+7 | 6 | 51 | - | - | 1f invincible, armored on first frame onwards until release or cancel |
| Move | Block | Damage | Stun | Meter Gain | Cancel Ability | Startup | Active | Recover | Frame Adv. Block | Frame Adv. Hit | Notes |
Frame data translated and compiled by SFilp. Previous contributions by Gilley.
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
Posted by Abel fan on December 14, 2009 at 5:02 p.m. #9
actually its a 1 frame link after the f-mk
Posted by smiletmike101 on February 1, 2010 at 3:27 p.m. #10
They dont mention the frame advantage after the overhead part of his close hard kick.It seems like it is +5, or +6, altough it is probably +5.
Posted by Didiplouf on March 20, 2010 at 2:47 p.m. #11
I would like to know, what's the frame advantage after a 6MK6 on guard ? (from ABEL)
Posted by Mienaikage on March 27, 2010 at 8:14 a.m. #12
+1 I believe, but I could be wrong.
Posted by Profound_sadness on May 22, 2010 at 7:19 a.m. #13
@ #3
derp video recording software derp
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