You're not logged in | Login / Register | News Filter | Submit News

How to read frame data: Super Street Fighter 4 Arcade Edition

Guide last updated on
May 10, 2010 at 5:11 a.m. PDT


How to read frame data: Super Street Fighter 4

Here are links to the character frame data pages for Super Street Fighter 4.

| Abel | Adon | Akuma | Balrog (Boxer) | Blanka | Cammy | Chun Li | Cody
| C. Viper | Dan | Dee Jay | Dhalsim | Dudley | El Fuerte | E. Honda | Evil Ryu | Fei Long | Gen | Gouken | Guile | Guy | Hakan | Ibuki | Juri | Ken | Makoto | M. Bison (Dictator) | Oni | Rose | Rufus | Ryu | Sakura | Sagat | Seth | T. Hawk | Vega (Claw) | Yang | | Yun | | Zangief |

The frame data we have posted here on EventHubs.com can be a bit tricky to understand at first, but once you have a basic understanding of what the numbers mean, it's much easier to use this information to help your game.

Frames Per Second

Street Fighter 4 runs at 60 frames of animation per second. The frame data for the characters shows how many frames of animation their moves take.

For example, Ryu's Standing Hard Punch when done up close has a total of 38 frames of animation, which means it takes 38 of the 60 frames per second to execute the entire move.

This information is valuable because you can compare all of a character's moves to see which does the most damage, has the quickest recovery, etc.

How to read frame data

Here's what the text on the frame data pages means.

Move: The name of the attack you're using.

Startup: The number here represents how many frames of animation take place before this move is capable of hitting your opponent.

Active: Short for Active Frames. The number here shows how many frames of animation a move is capable of hitting for. For example, Ryu's Standing Hard Punch when used up close has 7 active frames.

Recover: Short for Recovery Frames. This number shows how long it takes you to finish off the animation for a move before you can input another command.

Total: Total number of frames before the move's animation is complete and you can do another action.

Frame Adv. Block: Short for Frame Advantage after Blocking. A number with a + before it means how many frames faster than your opponent you will recover if they block your attack. Negative numbers mean how much faster your opponent will recover than you after blocking it.

Frame Adv. Hit: Short for Frame Advantage after Hit. A number with a + before it means how many frames faster than your opponent you will recover after successfully hitting them with this attack. Negative numbers mean how much faster your opponent will recover than you after being hit.

Block stun: If your attack is blocked, this number shows how many frames of animation your opponent will be stunned for.

Hit stun: If your attack lands, this number shows how many frames of animation your opponent will be stunned for.

Damage: How much damage an attack does. Numbers with a * (asterisk) in front of them are the next hit of a move. For example Ken's Hard Punch Shoryuken is listed as doing 70* 40* 30 damage.

This means it does 70 damage on the first hit, 40 on the second and 30 on the third and final attack.

Numbers in parentheses are based on when the attack hits your opponent. For example, hitting with the early part of Ken's Light Punch Shoryuken does more damage (120) than hitting with it later in the animation (80).

Stun: How much stun each move does if it hits. The syntax is the same here as for damage. A * (asterisk) means the additional hits, while numbers in parentheses are how the stun can vary depend on where you hit.

Meter Gain: The Super meter you gain for having an attack that's block or hits.

If two numbers are listed with a / in between, the first number is how much Super you gain if the attack was blocked, the second if it hit.

Block: Indicates how you can block a move. H or High, L for Low, HL for both High and Low.

Chain, Special and Super: An X in these columns indicates the move cannot be used to Chain, cancel into a Special or Super. An O in this column indicates the move can be used to Chain, cancel into a Special or Super.

Cancel Ability: Shows which moves you can Cancel with. All of the indicators are separated with an * (asterisk).

C - Short for Chainable or Chain. Indicates that you can Chain this move into others to do a Chain combo.
Sp - Short for Special Move. Means you can Cancel this attack into a Special Move.
Su - Short for Super Move. Means you can Cancel this attack into a Super Move.

Contributions to this guide by Ashn0d.


Comments

Mantic said on April 4, 2010 at 10:05 a.m.

@Raziel: You assume something I'm not sure is the case normally. That is, that interpolation occurs. It certainly never did in any of the older arcade fighters, 2D or 3D. They all locked the display at 60Hz.

I haven't got the hardware here to know if SFIV actually does interpolate at higher framerates, but that would be a nice way of taking advantage of those multi-GPU rigs, so they probably do. However, what you posit about the handling of "keyframes" doesn't sound right to me. The timing aspects of the game should still be fixed, not based on some if statement reliant on the animation data but coming before the animation in execution. If it were done the way you describe, would that not cause timing problems in networked games?

I would more suspect that the input timings are hard-fudged to account for said hardware disparities and other latency issues. It's a shame Capcom's programmers don't tell about this stuff -- I remember learning a lot about the early VF series from explanations the developers provided about their i/o implementation.

#1
YAYIAMLEET said on May 3, 2010 at 7:16 p.m.

Too long. Don't care anymore.

#2
Yakitsukuse said on May 10, 2010 at 9:14 a.m.

Something I'm not getting: I've heard people say multiple times that Boxer has a 3 frame jab and that's why it's really good and blah blah. But when I look at the frame data for his jabs, they seem like they're the same as everyone elses.

What am I missing here?

#3
ds123 said on May 21, 2010 at 7:50 p.m.

Why does frame data continue to confuse everyone? All it is is just a breakdown of how long a move takes to start up, how long it takes for you to recover from it, and how long it can actively hit your opponent - all down to the 1/60th of a second.

Replace to word "frame" with "1/60th of a second" and it'll make everything infinitely easier.

#4
StrangeOldMan said on June 27, 2010 at 6:20 a.m.

I think frame data analysis is really getting a bit too far. Playing the game often enough and you will get the feel of each move, their reach and timings.

#5
shadow050 said on July 14, 2010 at 3:02 p.m.

aha! i knew most ppl had a faster jab than vega... ridiculous, when one remembers how much vega's speed is supposed to be revered. he has longer start up and recovery than many people on his attacks.

he IS quick, but that's often cancelled out by the extreme strictness of inputs for him.

#6
jinrou626 said on July 25, 2010 at 7:34 p.m.

I hope eventhubs is giving credit to the Super Street Fighter 4 Technical Guide by Enterbrain because that's exactly where they got the frame data from. I can tell because they have the same frame mistakes :)

#7
julesaiah said on July 30, 2010 at 11:58 a.m.

man this is really good stuff, too bad i don't understand this... :( maybe in the future...

#8
ultimatevega said on December 1, 2010 at 7:13 a.m.

Mmm Bloody Claw coming....watch out for DarkestShadow54, I'm dangerous.....

#9
MoonRazor said on December 24, 2010 at 1 a.m.

Does Pursuit Property mean your character will automatically go in the direction of the opponents character? Just wonder what it means exactly.

#10
mikejkelley said on February 28, 2011 at 3:15 p.m.

@7

I think this is how it works. "Start-up" is exactly that, the number of frames it takes to start from a NEUTRAL position (eg jumping, standing, crouching,) and not an ACTIVE position (successful punch, kick, super, etc.)

In other words, start-up frames are applied to consecutive punches/kicks as "time already served."

eg break down of a 2 hit combo (in which lp has 3 frame start-up and mp has 7 frame start-up):

lp, plays start-up frames 1-3, plays hit on frame 4
mp plays start-up frames 5-7 (it's not starting all over again, but from the point lp hit), plays hit frame on 8

This sort of math isn't universal in all situations though because many of the combos (especially target combos) are completely arbitrary and ignore frame data.

#11
mikejkelley said on February 28, 2011 at 3:44 p.m.

@Raziel #28 and Mantic #62

After studying SSF4 for awhile now I can say with near certainty that they are not using skeletal animation in the game itself. Interpolation is not occurring.

#12
mikejkelley said on March 5, 2011 at 9:34 p.m.

After studying SSF4 for awhile more now I can say with near certainty that they ARE using skeletal animation in the game itself lol. Interpolation seems to be occurring, but wouldn't impact gameplay as the number of startup frames, active, when it hits, etc., will always be the same.

#13
cjcneocon said on March 6, 2011 at 12:15 a.m.

I am having a real difficult time wrapping my head around frame rate. Can anyone direct me to a video tutorial with demonstrations on how to use frame data

#14
Jay1thrash said on January 23, 2012 at 1:14 p.m.

How do you read frame data to figure out which one of your moves beats another characters moves or which move would counter hit theirs on block. I know Cody's medium kick beats bisons scissor kick or rose' soul spiral but why?

#15
kaka said on April 30, 2012 at 11:29 a.m.

are there frames for crouching and standing from crouch? also for standing from KO

#16
VengeanceCometh said on June 11, 2012 at 1:31 p.m.

I have a question: What does the parenthesis indicate in the Active frames column? For C.Viper's Close Hard Kick it's 1(8)3.

#17
SaveDaGravvy said on May 20, 2014 at 3:08 p.m.

I'm trying to find the frame data for everyone's FACD...Does anyone know where this can be found?

#18


Post a comment

You're not logged in, you must Login to your account to post a comment.

If you do not have an account, you need to Register to comment. It's a free and quick process.

You're not logged in, you must Login to your account to post a comment.

If you do not have an account, you need to Register to comment. It's a free and quick process.



Live Streams
Name  Viewers 
PandaxGaming 164
D1MX 162
game_versus 45
Prod1gyX 41
A4Andre 38
Tiers
Gains
 Losses 
Game-Specific News
Follow & Search EventHubs
RSS Twitter Facebook

          Submit News | Advertise | About | Privacy Policy
Capcom Pro Tour     Major League Gaming (MLG)