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 | 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 |
| 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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