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Akuma's (Gouki) Frame Data: Street Fighter 4

Last updated on April 25, 2009

10 Comments

Akuma (Gouki) 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 2 6 +3 +6 10 13 30 50 20 HL C*Sp*Su
Close Medium Punch 3 2 13 -1 +4 13 18 70 100 40 HL Sp*Su
Close Hard Punch 4 2 26 -10 -6 17 21 100 200 60 HL Sp*Su
Close Light Kick 5 2 7 +2 +5 10 13 40 50 20 HL C
Close Medium Kick 5 2 14 -2 +1 13 16 70 100 40 HL Su
Close Hard Kick 6 2(4)4 17 -3 +2 17 21*22 40*70 125*75 60*20 HL Su*-
Far Light Punch 3 2 5 +4 +7 10 13 30 50 20 HL C*Sp*Su
Far Medium Punch 4 2 13 -1 +2 13 16 80 100 40 HL Su
Far Hard Punch 6 3 16 -1 +3 17 22 120 200 60 HL -
Far Light Kick 3 2 8 +1 +4 10 13 40 50 20 HL -
Far Medium Kick 9 2 13 -1 +2 13 16 80 100 40 HL -
Far Hard Kick 7 2(8)2 16 0 +5 17 22 50*60 125*75 60*20 HL -
Crouch Light Punch 3 2 7 +2 +5 10 13 30 50 20 HL C*Sp*Su
Crouch Medium Punch 4 3 9 +2 +5 13 16 70 100 40 HL Sp*Su
Crouch Hard Punch 6 4 23 -9 -4 17 22 100 200 60 HL Sp*Su
Crouch Light Kick 4 2 9 0 +3 10 13 20 50 20 L C*Sp*Su
Crouch Medium Kick 5 3 13 -2 +1 13 16 70 100 40 L Sp*Su
Crouch Hard Kick 6 3 24 -9 - 17 - 110 200 60 L -
Jump Up Light Punch 4 7 - - - 8 11 50 50 20 H -
Jump Up Medium Punch 5 3 - - - 11 15 80 100 40 H -
Jump Up Hard Punch 6 3 - - - 15 18 100 200 60 H -
Jump Up Light Kick 5 6 - - - 8 11 40 50 20 H -
Jump Up Medium Kick 6 4 - - - 11 15 80 100 40 H -
Jump Up Hard Kick 5 3 - - - 15 18 100 200 60 H -
Jump Forward Light Punch 4 7 - - - 8 11 50 50 20 H -
Jump Forward Medium Punch 5 3 - - - 11 15 80 100 40 H -
Jump Forward Hard Punch 6 3 - - - 15 18 100 200 60 H -
Jump Forward Light Kick 4 6 - - - 8 11 40 50 20 H -
Jump Forward Medium Kick 6 3 - - - 11 15 70 100 40 H -
Jump Forward Hard Kick 7 3 - - - 15 18 100 200 60 H -
F+Medium Punch 17 2*2 17 -5 0 13 18 30*50 50*50 40*20 H -
Down + Medium Kick (Air) 12  ??? - - - 10 13 60 100 40 H -
Level 1 Focus Attack 21 2 35 -21 -21 15 15 60 100 20 HL -
Level 2 Focus Attack 17+12 2 35 -15 - 21 - 80 150 40 HL -
Level 3 Focus Attack 65 2 40 - - - - 140 200 60 - -
Forward + Throw 3 2 20 - - - - 130 120 40 0.9 -
Back + Throw 3 2 20 - - - - 130 120 40 0.9 -
Fireball 14 - 44 -4 0 18 22 60 100 10/20 HL Su
Fireball EX 14 - 44 -1 - 13 - 60*60 100*100 0/0 HL Su
Red Fireball Light Punch 25 - 50 -4 - 13 - 50 100 20/30 HL Su
Red Fireball Medium Punch 25 - 57 -3 - 13 - 50*50 100*100 20/16x2 HL Su
Red Fireball Hard Punch 25 - 63 -1 - 13 - 50x3 50*50*100 20/16x3 HL Su
Red Fireball EX 25 - 50 +12 - 13 - 60x3 100x3 0/0 HL Su
Fireball (Air) 14 - 14 - - 20 24 40 50 10/20 HL -
Fireball EX (Air) 8 - 7 - - 20 24 40*40 50 0/0 HL -
Shoryuken Light Punch 3 14 17+18 -28 - 20 - 130[70] 200 30/40 HL Su
Shoryuken Medium Punch 3 2*12 25+18 -34 - 20 24*- 80*80 100*100 30/16x2 HL Su
Shoryuken Hard Punch 3 2*2*12 28+18 -37 - 20 24*-*- 80*60*50 100*50*50 30/30*10*10 HL Su
Shoryuken EX 3 2*2*12 28+18 -37 - 20 - 80*60*50 100*50*50 0/0 HL Su
Hurricane Kick Light Kick 11 2(6)2 12+8 -9 - 20 - 70 100 20/20 HL -
Hurricane Kick Medium Kick 5 2(5)2(5)2(5)1 16+12 -8 - 20 24*-*- 80*40 100*50*50 20/20*10*10 HL Su*-*-
Hurricane Kick Hard Kick 5  ??? 13+8 -1 - 20 24*-x3 80*40*40 100*50x3 20/20*10x3 HL Su*-x3
Hurricane Kick EX 11  ??? 18+3 -1 - 20 - 40x5 50 0/0 HL -
Hurricane Kick (Air) 9 2(6)2(6)2 10 - - 20 -  ??? 50 10/30 HL -
Hurricane Kick EX(Air) 7  ??? 4 - - 20 - 40x5 50 0/0 HL -
Demon Flip - - - - - - - - - 20 - -
Demon Flip Gouzan 39+7 15 14 -11 - 17 - 100 200 -/40 L -
Demon Flip Gousho 27+8 2 4 - - 17 - 110 200 -/30 H -
Demon Flip Goujin 27+11  ??? 4 - - 17 21 70 100 -/30 HL -
Demon Flip Gousai 27+3 2 4 - - - - 150 200 -/60 0.9 -
Teleport Punch - - 57 - - - - - - - - -
Teleport Kick - - 49 - - - - - - - - -
Super 1+0 35 13 - - - - 330 0 0/0 0.9 -
Ultra 1+4 33 19 - - - - 456-600 0 0/0 0.9 -
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 Takuma on November 29, 2008 at 5:49 p.m. #1

I freaking love this website

 

Posted by n8 on February 24, 2009 at 8:14 a.m. #2

yeah im with you buddy..

:D

 

Posted by waimea on March 10, 2009 at 2:01 p.m. #3

what does 1+4 mean for the startup on ultra? I'm sorry, I couldn't find it on the "how to read frame data" page.

 

Posted by Shun Goku Satsu on March 28, 2009 at 6:47 p.m. #4

There's always a 1 frame start on the flash, beyond that the +4 means it'll take at least 4 frames to grab, excluding the distance he needs to travel first.

I'd like to request if notes for things can be added like on Sagat's frame data, if anyone would obligue.

 

Posted by mr. assumption on April 15, 2009 at 7:51 p.m. #5

i'll assume when referring to the Ultra damage that its saying thats the base damage at the LOWEST powered rage meter possible. Because the full bar does about 600.

 

Posted by GenX on June 14, 2009 at 12:42 a.m. #6

for Far Hard Kick's Active, what does 2(8)2 mean? when it hits it takes 8 frames otherwise it's 2+2?

 

Posted by xkingdom on July 31, 2009 at 12:30 p.m. #7

because Akuma Far Hard Kick had 2 hit, (8) is the frame in between 2 kicks

 

Posted by kaiserdemon on August 1, 2009 at 7:50 p.m. #8

that's odd, i swear f+medium punch can be canceled into akuma's super or ultra special, cause that's what i do when doing kara demon...but why isn't it here

 

Posted by blah on August 7, 2009 at 8:54 p.m. #9

It's not on here because this isn't a chart for karas, canceling the f+strong isn't a super cancel, just a kara cancel.

 

Posted by Cubo on November 18, 2009 at 3:58 a.m. #10

very nice, thanks a lot

 

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