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Rose's Frame Data Super Street Fighter 4 Arcade Edition

Guide last updated on
August 12, 2011 at 6:28 p.m. PDT


Rose 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 20 50 20 C*Sp*Su 4 2 10 -1 2
Close Medium Punch HL 70 100 40 Sp*Su 6 2 11 1 4
Close Hard Punch HL 90 200 60 Sp*Su 6 2 19 -3 1
Close Light Kick HL 40 50 20 Sp*Su 4 2 10 -1 2
Close Medium Kick HL 70 100 40 Sp*Su 7 3 11 0 3 1~20 cannot be thrown
Close Hard Kick HL 100 200 60 Sp*Su 7 2 18 -2 3
Far Light Punch HL 20 50 20 C*Sp*Su 4 2 11 -2 1
Far Medium Punch HL 70 100 40 Sp*Su 7 2 12 0 3
Far Hard Punch HL 100 200 60 - 11 5 18 -5 -1
Far Light Kick HL 30 50 20 - 4 2 10 -1 2
Far Medium Kick HL 70 100 40 - 6 2 13 -1 2
Far Hard Kick HL 100 200 60 - 9 2 19 -3 1
Crouch Light Punch HL 20 50 20 sp/chp/Su 3 3 8 0 3
Crouch Medium Punch HL 60 100 40 Sp*Su 4 3 14 -3 0
Crouch Hard Punch HL 100 150 60 Sp*Su 5 5 28 -15 -10 Forces stand
Crouch Light Kick L 30 50 20 - 4 4 6 1 4 Low attack
Crouch Medium Kick L 60 100 40 Sp*Su 7 2 12 0 3 Low attack
Crouch Hard Kick L 90 200 60 - 9 2 26 -10 D Low attack, cannot fast recover
Jump Up Light Punch H 40 50 20 - 4 6 - - -
Jump Up Medium Punch H 70 100 40 - 6 6 - - -
Jump Up Hard Punch H 90 150 60 - 9 6 - - -
Jump Up Light Kick H 50 50 20 - 4 7 - - -
Jump Up Medium Kick H 80 100 40 - 7 6 - - -
Jump Up Hard Kick H 90 200 60 - 11 5 - - -
Jump Toward Light Punch H 40 50 20 - 4 6 - - -
Jump Toward Medium Punch H 70 100 40 - 7 3 - - -
Jump Toward Hard Punch H 90 150 60 - 7 7 - - -
Jump Toward Light Kick H 30 50 20 - 4 7 - - -
Jump Toward Medium Kick H 60 100 40 - 7 5 - - -
Jump Toward Hard Kick H 100 200 60 - 6 5 - - -
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
Slide L 60 100 40 - 7 8 12 -6 -3 Low attack
Forward + Hard Kick HL 100 200 60 - 11 2 21 -5 -1
Focus Attack Level 1 HL 60 100 20 - 21 2 35 -21 -21
Focus Attack Level 2 HL 80 150 40 - 17+14 2 35 -15 D
Focus Attack Level 3 - 120 200 60 - 65 2 35 D D
Forward Throw 1 140 100 40 - 3 2 20 - D Throw range 1.0
Back Throw 1 140 100 40 - 3 2 20 - D Throw range 1.0
Soul Spark Light Punch HL 80 50 20/20 Su 14 - 52 -12 -8
Soul Spark Medium Punch HL 80 50 20/20 Su 22 - 52 -4 0
Soul Spark Hard Punch HL 80 50 20/20 Su 29 - 53 2 6
Soul Spark EX HL 30*70 50*50 -250/0 Su 14 - 48 0 4
Soul Spiral Light Kick HL 100 100 20/40 Su 12 6 23 -8 D Armor Break
Soul Spiral Medium Kick HL 100 100 20/40 Su 15 6 21 -6 D Armor Break
Soul Spiral Hard Kick HL 100 100 20/40 Su 16 6 19 -4 D Armor Break
Soul Spiral EX HL 100 100 -250/0 Su 13 6 21 -6 D 1~11f invincible, Armor Break
Soul Reflect Light Punch HL 50 100 20/30 Su 13 2 27 -8 D gives super gauge +100, 11~22f , increases super damage by 5% up to 7 times/35%, EX
Soul Reflect Medium Punch HL 50 100 20/30 Su 13 3 25 -7 D , 10~19f , EX
Soul Reflect Hard Punch HL 50 100 20/30 Su 12 2 26 -7 D , 11~19f , EX
Soul Reflect EX HL 50 100 -250/0 Su 8 2 24 -5 D , 7~14f , Increases damage of reflected projectile by 10%,
Soul Throw Light Punch 0.4 160 100 20/40 - 6 10 26+8 D D Throw range 0.4
Soul Throw Medium Punch 0.4 160 100 20/40 - 6 11 27+8 D D Throw range 0.4
Soul Throw Hard Punch 0.4 160 100 20/40 - 6 11 30+8 D D Throw range 0.4
Soul Throw EX 0.4 160 100 -250/0 - 6 11 30+8 D D 1~7f invincible, Throw range 0.4
Super HL 50x4*100 0 -1000/0 - 1+8 - 53 16 D 1~7f invincible
Ultra 1 HL 498 0 0/0 - 1+11 14 44 -37 D 1~11f invincible, Armor Break
Ultra 2 HL 120*120 0 0/0 - 1+4 600 4 - D
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.


Comments

Amar said on May 10, 2010 at 8:15 a.m.

Sweetness.

#1
TKDlero said on July 7, 2010 at 1:33 a.m.

There's no dash info here. I was hoping to learn backdash's invincibility frames

#2


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