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Ryu's Frame Data Super Street Fighter 4 Arcade Edition

Last updated on Aug. 12, 2011

11 Comments

Ryu's 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 3 3 6 +2 +5
Close Medium Punch HL 70 100 40 Sp*Su 3 3 21 -3 +3
Close Hard Punch HL 100[80] 200[150] 60 Sp*Su 5 7 26 -15 -10 Forces stand
Close Light Kick HL 30 50 20 - 5 5 7 -1 +2
Close Medium Kick HL 80 100 40 Sp*Su 3 5 16 -7 -2
Close Hard Kick HL 40*70 125*75 60*20 Su 8 8(2)4 15 -1 +4
Far Light Punch HL 30 50 20 C*Sp*Su 4 3 6 +2 +5
Far Medium Punch HL 80 100 40 Sp*Su 5 4 14 -4 -1
Far Hard Punch HL 120 200 60 - 8 3 15 0 +4
Far Light Kick HL 40 50 20 - 5 6 6 -1 +2
Far Medium Kick HL 80 100 40 - 8 2 17 -5 -2
Far Hard Kick HL 110 200 60 - 9 4 20 -6 -2
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 4 8 +2 +5
Crouch Hard Punch HL 90 200 60 Sp*Su 4 8 28 -18 -13 Forces stand
Crouch Light Kick L 20 50 20 Sp*Su 4 3 9 -1 +2 Low attack
Crouch Medium Kick L 60 100 40 Sp*Su 5 3 14 -3 0 Low attack
Crouch Hard Kick L 90 100 60 - 5 4 28 -14 D Low attack, cannot fast recover
Jump Up Light Punch H 50 50 20 - 10 7 - - -
Jump Up Medium Punch H 80 100 40 - 5 5 - - -
Jump Up Hard Punch H 100 200 60 - 6 5 - - -
Jump Up Light Kick H 40 50 20 - 5 9 - - -
Jump Up Medium Kick H 80 100 40 - 6 10 - - -
Jump Up Hard Kick H 100 200 60 - 4 4 - - -
Jump Toward Light Punch H 50 50 20 - 4 7 - - -
Jump Toward Medium Punch H 50*30 50*50 40*20 - 7 3*4 - - - Both hits juggle
Jump Toward Hard Punch H 100 200 60 - 6 5 - - -
Jump Toward Light Kick H 40 50 20 - 4 8 - - -
Jump Toward Medium Kick H 70 100 40 - 6 6 - - -
Jump Toward Hard Kick H 100 200 60 - 7 7 - - -
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
Overhead F + Medium Punch H 30*50 50*50 40*20 - 17 1(1)2 14 -2 +3 Overhead attack
F + Hard Punch HL 40*50 50*50 60*20 Sp*Su 17 2*2 18 0 +4
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 35 D D
Forward Throw 0.9 130 140 40 - 3 2 20 - D Knockdown, Range 0.9
Back Throw 0.9 130 120 40 - 3 2 20 - D Knockdown, Range 0.9
Fireball HL 60 100 10/20 Su 13 - 45 -6 -2 Can super cancel up until 16th frame
Fireball EX HL 50*50 50*50 -250/0 Su 12 - 40 +1 D 2nd hit pursuit property
Dragon Punch Light Punch HL 100[70] 200[100] 30/40 Su 3 14 14+10 -17 D 1~2f invincible, 3~4f unthrowable, 3~16f lower body invuln, 4~f airborne
Dragon Punch Medium Punch HL 80*50 150*50 20/20*20 Su 3 2*12 25+18 -34 D 1~5f invincible, 6~16f lower body invuln
Dragon Punch Hard Punch HL 100*50 150*50 20/20*20 Su 3 2*12 28+18 -37 D 1~2f invincible, 3~4f unthrowable, 3~16f lower body invuln, 3~f airborne
Dragon Punch EX HL 80*60 100*100 -250/0 Su 3 2*12 30+18 -39 D 1~16f invincible, 6~f airborne
Hurricane Kick Light Kick HL 100 200 30/30 - 11 2(6)2 12+5 -6 D 7~20f projectile invuln, 7~f airborne/unthrowable, whiffs on crouching opponents
Hurricane Kick Medium Kick HL 110 200 30/30 - 12 {2(6)}x4*2 18+3 -2 D 7~45f projectile invuln, 7~f airborne/unthrowable, whiffs on crouching opponents
Hurricane Kick Hard Kick HL 120 200 30/30
12 {2(6)}x4*2 18+3 -2 D 7~45f projectile invuln, 7~f airborne/unthrowable, whiffs on crouching opponents
Hurricane Kick EX HL 30x4*40 40x5 -250/0 - 11 {1(3)}x4*1 18+3 -1 D 6~27f projectile invuln, 6~f airborne/unthrowable, four hits pursuit property
Hurricane Kick Light Kick (Air) HL 70 100 10/40 - 9 2(6)2(6)2 10 - D
Hurricane Kick Medium Kick (Air) HL 80 100 10/40 - 9 2(6)2(6)2 10 - D
Hurricane Kick Hard Kick (Air) HL 90 100 10/40 - 9 2(6)2(6)2 10 - D
Hurricane Kick EX (Air) HL 40x5 50x5 -250/0 - 7 {1(3)}x4*1 4 - D Four hits pursuit property
Super HL 50x4*100 0 -1000/0 - 1+2 - 52 +11 D 1f invincible, Pursuit Property
Ultra 1 HL 42x7 * 75 0 0/0 - 0+11 - 120 -25 D 1~9f invincible, Pursuit Property
Ultra 2 HL 270 * 38x4 * 50x3 [270 * 233] 0 0/0 - 0+8 3*3x7 43+41 -84 D 1~10f invincible, 11~f airborne
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes

Frame data translated and compiled by Nyoro.

Posted by choze on January 3, 2009 at 11:05 a.m. #1

how do i read this. how does the cancel ability work.

 

Posted by BHeaggans on January 9, 2009 at 10:54 a.m. #2

This part of the guide is for learning what moves are safe on block, what moves give you advantage. The most important numbers for you to know is the start up, frame advantage on block and frame advantage on hit. The start up frames is good to know for offense while the block and hit frames are good for both offense and defense. The letters in the cancel situation goes as follows. C= means that the move can cancel or chain into itself, Sp= means that you can cancel the move with a special attack, and S= means the move can be super cancel or canceled into the super attack.

You can use the start up frames and the hit frames to create link combos. For example: Ryu can do this cr.lk, cr.lp, cr.mp, hadouken, shinkuu hadouken. The breakdown of this combo goes like this: frist you do a cr.lk and cancel into a cr.lp. (In most street fighter games all light attacks can chain into each other). Then you link the cr.lp into a cr.mp. (the hit advantage on the cr.lp is +5 frames which means you would recover 5 frames before the opponent does after hitting them with a crouching light punch). Then you cancel the cr.mp into the Hadouken ( cr.mp is able to be canceled into a special attack, which is shown by having Sp in the cancel column). And then end the combo by canceling the Hadouken into the Shinkuu Hadouken. (Hadouken is super cancelable which is why it has the S in the cancel column). This is just 1 of many things that you can do and create by using this chart. I hope this helps out.

 

Posted by Bheaggans on January 9, 2009 at 12:01 p.m. #3

I forgot to mention that the reason that the cr.mp is able to link from the cr.lp is because the start up time for the cr.mp is 4 frames. And since the cr.lp leaves you at a +5 frame advantage you can link the cr.mp behind it because the cr.lp recovers fast enough to do so. Thats how links work using the frame data.

 

Posted by majestic angel on January 17, 2009 at 10:10 a.m. #4

it's a great upgrade on ryu,but i think that his lounging fierce punch and medium over head punch should be much faster to give him more link combos and unpredictability on his attacks.plus,if you add that famous hop kick he had in the alpha series and made it an over head also,this would be the ryu that all gamers will find that is the true to the legend of this character.that and other little tweaks like a triple hitting hoduken like akuma's, a ken style shoryuken and a akuma tatsumaki or hurricane kick that would leave more combo opportunities with offensive pressure. if a ryu like this was to be in a game,it should become an unlockable character in a future game.Because,we all know,that's going to be very abusive!!! still,the regular ryu should at least have a faster fierce lounging punch and the medium over head.

 

Posted by Header on May 14, 2009 at 3:02 a.m. #5

Can it be that there is a misktake in cr. medium kick (Frame Adv. Hit = 0), how can that be, you can link this move to a Fireball and also to a Hurricane Kick.
If I am wrohng please correct me. I am new to the scene.

 

Posted by shun on May 19, 2009 at 12:10 a.m. #6

cause its not a link into the fireball/tatsu. It is a cancel, so your basically canceling the cr.mk into the special move.

 

Posted by kLo on June 18, 2009 at 1:41 a.m. #7

Hmm... i may be wrong, but isn't ryu's cr. medium punch chainable? Atleast to another cr. medium punch right?

 

Posted by JWangSDC on October 29, 2009 at 6:15 a.m. #8

no c.mp is linkable, not chainable. Chainable means it auto combo's just by mashing the move again. Linkable means that since your frame advantage is greater than or equal to the startup of the next move, it will combo but you have the advantage minus the startup frame + 1 as the number of frames in which you can input the linked command.

For example you have +4 hit stun from the C.MP and you have a 4 startup on the C.MP that means there is exactly one frame where you can re enter the CMP input and have it combo.

 

Posted by Deathwish on February 27, 2010 at 3:08 p.m. #9

BHeaggans possibly one of the best explanations ever. Your read deff help me out. JWangSDC now i see why timing is so important. that one frame you have to combo has got to be perfect and now i know why some of my moves dont always combo into eachother.

 

Posted by newt on November 19, 2010 at 2:27 a.m. #10

Sorry if i seem noobish, I'm trying to understand how to read the frame chart...can anyone please tell me, for instance when you link the cr.mk to hadouken, the recovery frames from the cr.mk don't count anymore right?...you actually get + 12 frames for your hadouken right?

 

Posted by slipperysim on September 7, 2011 at 5:06 a.m. #11

@Jwang
cr mp links into cr hk, so im a little unsure in reading this chart can you clarify

 

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