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 | 20 | 50 | 20 | C*Sp*Su | 4 | 2 | 7 | 2 | 5 | |
| Close Medium Punch | HL | 60 | 100 | 40 | Sp*Su | 5 | 2 | 9 | 3 | 6 | |
| Close Hard Punch | HL | 90 | 200 | 60 | Sp*Su | 9 | 2 | 16 | 0 | 5 | Forces stand |
| Close Light Kick | HL | 20 | 50 | 20 | C*Sp*Su | 5 | 1 | 7 | 3 | 6 | |
| Close Medium Kick | HL | 60 | 100 | 40 | Sp*Su | 7 | 4 | 11 | -1 | 2 | |
| Close Hard Kick | HL | 40*60 | 125*75 | 60*20 | Su | 12 | 1(8)3 | 17 | -2 | 3 | Forces stand |
| Far Light Punch | HL | 20 | 50 | 20 | C*Sp*Su | 6 | 2 | 7 | 2 | 5 | |
| Far Medium Punch | HL | 70 | 100 | 40 | Su | 7 | 2 | 12 | 0 | 3 | |
| Far Hard Punch | HL | 100 | 200 | 60 | - | 14 | 4 | 16 | -2 | 3 | |
| Far Light Kick | HL | 30 | 50 | 20 | Sp*Su | 6 | 2 | 8 | 1 | 4 | |
| Far Medium Kick | HL | 60 | 100 | 40 | - | 8 | 3 | 11 | 0 | 3 | |
| Far Hard Kick | HL | 100 | 200 | 60 | - | 11 | 6 | 15 | -2 | 2 | |
| Crouch Light Punch | HL | 20 | 50 | 20 | C*Sp*Su | 4 | 2 | 10 | -1 | 2 | |
| Crouch Medium Punch | HL | 60 | 100 | 40 | Sp*Su | 5 | 3 | 9 | 2 | 5 | |
| Crouch Hard Punch | HL | 90 | 200 | 60 | Sp*Su | 8 | 2 | 18 | -2 | 2 | |
| Crouch Light Kick | L | 20 | 50 | 20 | C*Sp*Su | 5 | 2 | 12 | -3 | 0 | |
| Crouch Medium Kick | L | 60 | 100 | 40 | Sp*Su | 7 | 3 | 16 | -5 | -2 | |
| Crouch Hard Kick | L | 100 | 200 | 60 | - | 12 | 3 | 18 | -3 | - | Low attack, cannot fast recover |
| Jump Up Light Punch | H | 40 | 50 | 20 | - | 5 | 7 | - | - | - | |
| Jump Up Medium Punch | H | 70 | 100 | 40 | Sp | 7 | 6 | - | - | - | |
| Jump Up Hard Punch | H | 90 | 200 | 60 | Sp | 8 | 6 | - | - | - | |
| Jump Up Light Kick | H | 30 | 50 | 20 | Sp | 6 | 5 | - | - | - | |
| Jump Up Medium Kick | H | 70 | 100 | 40 | - | 9 | 5 | - | - | - | |
| Jump Up Hard Kick | H | 90 | 200 | 60 | - | 7 | 7 | - | - | - | |
| Jump Toward Light Punch | H | 40 | 50 | 20 | - | 7 | 6 | - | - | - | |
| Jump Toward Medium Punch | H | 70 | 100 | 40 | Sp | 8 | 5 | - | - | - | |
| Jump Toward Hard Punch | H | 90 | 200 | 60 | - | 8 | 5 | - | - | - | |
| Jump Toward Light Kick | H | 40 | 50 | 20 | Sp | 7 | 7 | - | - | - | |
| Jump Toward Medium Kick | H | 60 | 100 | 40 | - | 7 | 4 | - | - | - | |
| Jump Toward Hard Kick | H | 90 | 200 | 60 | Sp | 6 | 7 | - | - | - | |
| 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 Punch | H | 70 | 100 | 40 | - | 20 | 5 | 3+8 | -2 | 1 | Mid attack |
| F+Hard Kick | HL | 40*60 | 125*75 | 60*20 | Su | 12 | 1(8)3 | 17 | -2 | 3 | 1~11f , Forces stand, 1st hit cancellable |
| Super Jump | - | - | - | - | - | - | - | - | 1~3 ( | ||
| Focus Attack Level 1 | HL | 60 | 100 | 20 | - | 26 | 2 | 40 | -26 | -26 | |
| Focus Attack Level 2 | HL | 90 | 150 | 40 | - | 17+17 | 2 | 40 | -20 | D | |
| Focus Attack Level 3 | - | 150 | 200 | 60 | - | 70 | 2 | 40 | D | D | |
| Forward Throw | 0.9 | 130 | 100 | 40 | - | 3 | 2 | 20 | - | D | Throw range 0.9 |
| Back Throw | 0.9 | 120 | 160 | 60 | - | 3 | 2 | 20 | - | D | Throw range 0.9 |
| Thunder Knuckle Light Punch | HL | 100 | 150 | 20/30 | Su | 16 | 6 | 21 | -2 | 2 | 1~15f , 16~21f , Armor Break |
| Thunder Knuckle Medium Punch | HL | 120 | 200 | 20/30 | Su | 14 | 4 | 20 | -1 | 3 | Armor Break |
| Thunder Knuckle Hard Punch | HL | 70 | 150 | 30/40 | Su | 7 | 16 | 14+13 | -22 | D | 1~6f invincible, Pursuit Property, Armor Break |
| Thunder Knuckle EX | HL | 60*60 | 100*100 | -250/0 | Su | 27 | 17 | 38 | -5 | D | Pursuit Property, Armor Break, , , |
| Burning Kick Light Kick | HL | 100 | 100 | 20/30 | - | 23 | 4 | 17 | -2 | D | |
| Burning Kick Medium Kick | HL | 100 | 100 | 20/30 | - | 25 | 3 | 17 | -1 | D | |
| Burning Kick Hard Kick | HL | 100 | 100 | 20/30 | - | 27 | 2 | 17 | 0 | D | |
| Burning Kick EX | HL | 20x3*80 | 50x3*100 | -250/0 | - | 9 | 2 * 1 * 2(11) 10 | 23 | -12 | D | 1~8f invincible, Pursuit Property, 4th hit |
| Burning Kick Light Kick (Air) | HL | 100 | 100 | 10/30 | - | 21 | 8 | 12 | 6 | D | |
| Burning Kick Medium Kick (Air) | HL | 100 | 100 | 10/30 | - | 19 | 8 | 12 | 4 | D | |
| Burning Kick Hard Kick (Air) | HL | 100 | 100 | 10/30 | - | 17 | 9 | 12 | 2 | D | |
| Burning Kick EX (Air) | HL | 20x3*80 | 50x3*100 | -250/0 | - | 6 | 2 * 1 * 2(10) 8 | 15 | 2 | D | Pursuit Property, 4th hit, |
| Seismo Hammer | L | 120 | 100 | 20/30 | Su | 24 | 8 | 31 | -18 | D | , Low attack |
| Seismo Hammer EX | L | 120 | 100 | -250/0 | Su | 19 | 5 | 18 | -2 | D | 1~13f invincible, , Low attack |
| HL | - | - | 0/0 | - | - | - | 6 | - | - | ||
| Super Light Punch | HL | 80*80*140 | 0 | -1000/0 | - | 1+13 | 1(33) 1(19) 2 | 59+56 | -96 | D | 1~5f invincible, Pursuit Property, 3rd hit |
| Super Medium Punch | HL | 80*80*140 | 0 | -1000/0 | - | 1+7 | 1(15) 1(21) 2 | 59+56 | -96 | - | 1~5f invincible, Pursuit Property, 3rd hit |
| Super Hard Punch | HL | 80*80*140 | 0 | -1000/0 | - | 1+5 | 1(8) 1(29) 2 | 36+35 | -52 | D | 1~4f invincible, Pursuit Property, 3rd hit |
| Ultra 1 | HL | 60 * 98x3 * 126 | 0 | 0/0 | - | 0+6 | 3(53) 5(8) 5(10) 5(10) 5 | 59+59 | -201 | D | 1~10f invincible |
| Ultra 2 | HL | 38*342 | 0 | 0/0 | - | 0+10 | until ground | - | - | - | 1~11f 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 JC on January 20, 2009 at 4:46 a.m. #1
What does 'Frame Adv.' means?
and Also SP, C and S in the 'cancel' column
Posted by EvilOtaku on January 21, 2009 at 10:13 a.m. #2
I think its best to think of Frame Advantage as the number of frames until you opponent can make a move. If its positive you have the advantage over your opponent and can probably lead into a combo. If its negative then they have the advantage over you and can punish you. And to put the chart into perspective i believe the game runs at 60 frames per second.
Please anyone correct me if I'm wrong
Posted by ShardZ on February 17, 2009 at 10:52 a.m. #3
60fps is correct, most fighting games run at that speed.
Posted by The Psycho Spanish Ninja, Jink on February 26, 2009 at 2:42 p.m. #4
If you know the range of the attacks and how far each attack pushes backward your opponents. Then you can easily read the frames and formulate your link combos and poking strings, right here. Just by reading.
And after knowing what you can do, you can forget about the frames. Just use these numbers as reference of "what against what" then everything should be fine. The rest of the fights goes on Mix Ups, gamble and reflexes.
Posted by Awesome on May 12, 2009 at 12:56 p.m. #5
Good stuff guys, thank you for your efforts! I've got a few questions regarding Viper's super Jump:
How many frames does it take it to leave the ground if you super jump? Is it 4 frames like normal jumps or faster?
Also if you cancel the super jump into air burning kick, how many frames are spent on the super jump before going into startup frames of the burning kicks? Is it simply 1 frame for the super jump if you immediately do the air burning kick?
And finally something about air moves like the burning kicks. Does the recovery frame reading include how long it takes to recover after you land as well, or is there also a landing-lag similar to what you get after normal jumps and/or jumps+attacks? I'm assuming it's like that but just wondering if anyone knows for sure.
Thanks!
Posted by sleepyedgar on May 29, 2009 at 4:59 a.m. #6
Jump Forward Hard Kick deals 900 dmg... dam i got 2 use that move more often!
Posted by LostSymphonies on June 28, 2009 at 12:22 p.m. #7
Jump Forward Hard Punch links to ultra. :)
Posted by E on August 25, 2009 at 2:36 p.m. #8
What I would like to know, is what purpose does either the lp or mp supers have ? they have more start up time, more RECOVERY time, and do the same damage. Are they like Abels supers and give different invulnerabilities on Start up or something ?
Posted by Dasvanu on October 22, 2009 at 6:47 a.m. #9
with lp and mp super, you can do lk burning kick > lp super or sometimes mp near the corner
Posted by James on December 13, 2009 at 3:37 p.m. #10
Lp and mp supers have loads more range than hp. Long range punish.
Posted by mark on January 8, 2010 at 10:52 a.m. #11
dasvanu. you can use the super midscreen after a seismic hammer, superjump burnkick.
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