Last updated on Aug. 12, 2011

If you have trouble understanding this data, please check out the how to read frame data guide here on EventHubs.com.
| Move | Block | Damage | Stun | Meter Gain | Cancel Ability | Startup | Active | Recover | Frame Adv. Block | Frame Adv. Hit | Notes |
| Close Light Punch | HL | 30 | 50 | 20 | C*Sp*Su | 4 | 2 | 6 | 3 | 6 | |
| Close Medium Punch | HL | 70 | 100 | 40 | Sp*Su | 3 | 2 | 13 | -1 | 4 | |
| Close Hard Punch | HL | 100 | 200 | 60 | Sp*Su | 4 | 2 | 26 | -10 | -6 | |
| Close Light Kick | HL | 40 | 50 | 20 | - | 5 | 2 | 7 | 2 | 5 | |
| Close Medium Kick | HL | 70 | 100 | 40 | Su | 5 | 2 | 14 | -2 | 1 | |
| Close Hard Kick | HL | 40*70 | 125*75 | 60*20 | Su | 6 | 2(4)4 | 17 | -3 | 2 | |
| Far Light Punch | HL | 40 | 50 | 20 | C*Sp*Su | 3 | 2 | 5 | 4 | 7 | |
| Far Medium Punch | HL | 80 | 100 | 40 | Su | 4 | 2 | 13 | -1 | 2 | |
| Far Hard Punch | HL | 120 | 200 | 60 | - | 6 | 3 | 16 | -1 | 3 | |
| Far Light Kick | HL | 40 | 50 | 20 | - | 3 | 2 | 8 | 1 | 4 | |
| Far Medium Kick | HL | 80 | 100 | 40 | - | 9 | 2 | 13 | -1 | 2 | |
| Far Hard Kick | HL | 60*40 | 125*75 | 60*20 | - | 8 | 2(8)2 | 16 | 0 | 5 | Forces stand |
| Crouch Light Punch | HL | 30 | 50 | 20 | C*Sp*Su | 3 | 2 | 7 | 2 | 5 | |
| Crouch Medium Punch | HL | 60 | 100 | 40 | Sp*Su | 4 | 3 | 9 | 2 | 5 | |
| Crouch Hard Punch | HL | 100 | 200 | 60 | Sp*Su | 6 | 4 | 23 | -9 | -4 | Forces stand |
| Crouch Light Kick | L | 20 | 50 | 20 | C*Sp*Su | 4 | 2 | 9 | 0 | 3 | Low attack |
| Crouch Medium Kick | L | 60 | 100 | 40 | Sp*Su | 5 | 3 | 13 | -2 | 1 | Low attack |
| Crouch Hard Kick | L | 90 | 100 | 60 | - | 6 | 3 | 24 | -9 | D | Low attack, cannot fast recover |
| Jump Up Light Punch | H | 50 | 50 | 20 | - | 4 | 7 | - | - | - | |
| Jump Up Medium Punch | H | 80 | 100 | 40 | - | 5 | 3 | - | - | - | |
| Jump Up Hard Punch | H | 100 | 200 | 60 | - | 6 | 3 | - | - | - | |
| Jump Up Light Kick | H | 40 | 50 | 20 | - | 5 | 6 | - | - | - | |
| Jump Up Medium Kick | H | 80 | 100 | 40 | - | 6 | 4 | - | - | - | |
| Jump Up Hard Kick | H | 100 | 200 | 60 | - | 5 | 3 | - | - | - | |
| Jump Toward Light Punch | H | 50 | 50 | 20 | - | 4 | 7 | - | - | - | |
| Jump Toward Medium Punch | H | 80 | 100 | 40 | - | 5 | 3 | - | - | - | |
| Jump Toward Hard Punch | H | 100 | 200 | 60 | - | 6 | 3 | - | - | - | |
| Jump Toward Light Kick | H | 40 | 50 | 20 | - | 4 | 6 | - | - | - | |
| Jump Toward Medium Kick | H | 70 | 100 | 40 | - | 6 | 3 | - | - | - | |
| Jump Toward Hard Kick | H | 100 | 200 | 60 | - | 7 | 3 | - | - | - | |
| 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 + MP | H | 30*50 | 50*50 | 40*20 | - | 17 | 2*2 | 17 | -5 | 0 | Forces stand, overhead |
| D+Medium Kick (Air) | H | 60 | 100 | 40 | - | 12 | Until ground | - | - | - | Mid attack |
| Focus Attack Level 1 | HL | 60 | 100 | 20 | - | 21 | 2 | 35 | -21 | -21 | |
| Focus Attack Level 2 | HL | 80 | 150 | 40 | - | 17+12 | 2 | 35 | -15 | D | |
| Focus Attack Level 3 | - | 140 | 200 | 60 | - | 65 | 2 | 40 | D | D | |
| Forward Throw | 0.9 | 130 | 120 | 40 | - | 3 | 2 | 20 | - | D | Throw range 0.91 |
| Back Throw | 0.9 | 130 | 120 | 40 | - | 3 | 2 | 20 | - | D | Throw range 0.91 |
| Fireball | HL | 60 | 100 | 10/20 | Su | 14 | - | 44 | -4 | 0 | 17~18f super cancelable |
| Fireball EX | HL | 60*60 | 100*100 | -250/0 | Su | 14 | - | 44 | -1 | D | |
| Red Fireball Light Punch | HL | 50 | 200 | 10/30 | Su | 25 | - | 50 | -4 | D | |
| Red Fireball Medium Punch | HL | 35*35 | 50*100 | 20/16*16 | Su | 25 | - | 57 | -3 | D | Pursuit Property |
| Red Fireball Hard Punch | HL | 33x3 | 35x3 | 20/16x3 | Su | 25 | - | 63 | -1 | D | Pursuit Property |
| Red Fireball EX | HL | 47x3 | 70x2*100 | -250/0 | Su | 25 | - | 50 | 12 | D | Pursuit Property |
| Air Fireball | HL | 40 | 50 | 5/20 | - | 14 | - | 16 | - | - | |
| Air Fireball EX | HL | 40*40 | 50 | -250/0 | - | 8 | - | 9 | - | - | |
| Dragon Punch Light Punch | HL | 100[70] | 100 | 30/40 | Su | 3 | 14 | 17+18 | -28 | D | 1~2f invincible, 3~16f low invuln, 3~4f unthrowable, 6~f airborne |
| Dragon Punch Medium Punch | HL | 70*60 | 80*50 | 30/30*16 | Su | 3 | 2*12 | 25+18 | -34 | D | 1~5f invincible, 6~16f low invuln, 6~f airborne |
| Dragon Punch Hard Punch | HL | 70*50*30 | 70*50*30 | 30/30*10*10 | Su*Su | 3 | 2*2*12 | 28+18 | -37 | D | 1~6f invincible, 7~18f low invuln, 8~f airborne |
| Dragon Punch EX | HL | 80*60*50 | 100*50*50 | -250/0 | Su*Su | 3 | 2*2*12 | 28+18 | -37 | D | 1~18f invincible, 8~f airborne |
| Hurricane Kick Light Kick | HL | 70 | 50 | 20/20 | - | 11 | 2(6)2 | 12+8 | -9 | D | 7~20f projectile invincible, 7~f airborne, hits standing chars only |
| Hurricane Kick Medium Kick | HL | 80*40*40 | 100*50*50 | 20/20*10*10 | Su | 5 | 2(5) [2(5)2] (5)1 | 16+12 | -8 | D | 7~26f projectile invincible, 7~f airborne, first hit forces stand |
| Hurricane Kick Hard Kick | HL | 80*40x3 | 100*50x3 | 20/20*10x3 | Su | 5 | 2(5) [1(5)1] (5) [1(5)1] (5) 1 | 13+8 | -1 | D | 7~36f projectile invincible, 7~f airborne, first hit forces stand |
| Hurricane Kick EX | HL | 40x5 | 50 | -250/0 | - | 11 | 1(3) 1(3) 1(3) 1(3) 1 | 18+3 | -1 | D | 6~27f projectile invincible, all hits force stand, pursuit property |
| Hurricane Kick Light Kick (Air) | HL | 60 | 50 | 10/30 | - | 9 | [2(6)2] (6)2 | 10 | - | D | |
| Hurricane Kick Medium Kick (Air) | HL | 70 | 50 | 10/30 | - | 9 | [2(6)2] (6)2 | 4 | - | D | |
| Hurricane Kick Hard Kick (Air) | HL | 80 | 50 | 10/30 | - | 9 | [2(6)2] (6)2 | 4 | - | D | |
| Hurricane Kick EX (Air) | HL | 40x5 | 50x5 | -250/0 | - | 7 | 1(3) 1(3) 1(3) 1(3) 1 | 4 | - | D | Pursuit Property |
| Demon Flip | - | - | - | 20/- | - | - | - | - | - | - | 5~39f airborne, 27~37f inputs accepted |
| Demon Flip EX | - | - | - | 0/0 | - | - | - | - | - | - | Tracks opponent |
| Demon Flip Slide | L | 100 | 200 | 0/40 | - | 39+7 | 15 | 14 | -11 | D | Low attack, cannot fast recover |
| Demon Flip Punch | H | 110 | 200 | 0/30 | - | 27+8 | 2 | 4 | - | Cannot fast recover, Armor Break |
|
| Demon Flip Dive Kick | HL | 70 | 100 | 0/30 | - | 27+11 | Until ground | 4 | - | - | Forces stand |
| Demon Flip Throw | 0.9 | 150 | 150 | 0/60 | - | 27+3 | 2 | 17 | - | D | Throw Range 0.9 |
| Teleport Punch | - | - | - | - | - | - | - | 61 | - | - | 1~49f invincible, 1~44f Ultra 2 cancelable |
| Teleport Kick | - | - | - | - | - | - | - | 53 | - | - | 1~40f invincible, 1~36f Ultra 2 cancelable |
| Super | 0.9 | 330 | 0 | -1000/0 | - | 1+0 | 36 | 13 | - | D | 1f invincible |
| Ultra 1 | 0.9 | 510 | 0 | 0/0 | - | 0+5 | 33 | 19 | - | D | 1~6f invincible, can cancel from normal moves |
| Ultra 2 | HL | 50*450 | 0 | 0/0 | - | 0+14 | 2 | 46 | -27 | - | 1~15f invincible |
| 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 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
Posted by TG on November 20, 2009 at 7:57 p.m. #11
i'm kind of confused about the cancelability thing, because in the prima guide it calls this "comboability" or something- yet it doesn't seem like the moves it says necessarily combo into eachother, unless I'm just not doing it right.
For example, a fireball cancelling into a super. When I do say a lp fireball and buffer the lp into a super, after the fireball hits (block or no block), the opponent can still safely jump away to get out of the super- even if I'm right in his face. Does this just mean it CAN cancel even though it doesn't actually combo, or am I just doing it wrong? I'm kind of new to the frame data reading stuff, so sorry for the noob question...
Posted by Keron on November 23, 2009 at 6:20 a.m. #12
Exactly, you can cancel it but can't combo it since Raging Demon is a grab and you can't grab anyone when they're taking damage. Same goes for Gief and a few others.
Posted by Richard_Nguyen on June 18, 2010 at 1:27 p.m. #13
I'm pretty sure far light punch is +7 on hit.
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