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Abel's Frame Data Super Street Fighter 4 Arcade Edition

Last updated on Aug. 12, 2011

13 Comments

Abel Frame Data Super Street Fighter 4 Arcade Edition


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Normal Moves
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
Other, Special Moves, Supers & Ultras
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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