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Akuma's Frame Data Super Street Fighter 4 Arcade Edition

Last updated on Aug. 12, 2011

13 Comments

Akuma Frame Data Super Street Fighter 4 Arcade Edition


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

Normal Moves
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
Other, Special Moves, Supers & Ultras
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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