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 | 4 | 3 | 5 | +3 | +6 | |
| Close Medium Punch | HL | 70 | 100 | 40 | Sp*Su | 6 | 3 | 8 | +4 | +7 | |
| Close Hard Punch | HL | 100 | 200 | 60 | Sp*Su | 8 | 4 | 13 | +1 | +6 | Forces stand |
| Close Light Kick | HL | 30 | 50 | 20 | - | 4 | 4 | 6 | +1 | +4 | |
| Close Medium Kick | HL | 90 | 100 | 40 | Sp*Su | 6 | 4 | 14 | -4 | -1 | |
| Close Hard Kick | HL | 110 | 200 | 60 | Su | 8 | 6 | 17 | -5 | -1 | |
| Far Light Punch | HL | 30 | 50 | 20 | C*Sp*Su | 3 | 2 | 6 | +3 | +6 | |
| Far Medium Punch | HL | 90 | 100 | 40 | - | 7 | 3 | 11 | 0 | +3 | |
| Far Hard Punch | HL | 120 | 200 | 60 | - | 8 | 4 | 17 | -3 | +1 | |
| Far Light Kick | HL | 40 | 50 | 20 | - | 5 | 4 | 8 | -1 | +2 | |
| Far Medium Kick | HL | 70 | 100 | 40 | - | 8 | 5 | 9 | 0 | +3 | |
| Far Hard Kick | HL | 110 | 200 | 60 | - | 10 | 5 | 15 | -2 | +2 | |
| Crouch Light Punch | HL | 20 | 50 | 20 | C*Sp*Su | 4 | 4 | 5 | +2 | +6 | |
| Crouch Medium Punch | HL | 60 | 100 | 40 | Sp*Su | 5 | 3 | 10 | +1 | +4 | |
| Crouch Hard Punch | HL | 100 | 200 | 60 | Sp*Su | 7 | 3 | 16 | -1 | +4 | Forces stand |
| Crouch Light Kick | L | 20 | 50 | 20 | Sp*Su | 3 | 4 | 8 | -1 | +2 | Low block |
| Crouch Medium Kick | L | 70 | 100 | 40 | - | 7 | 7 | 13 | -6 | -3 | Low block |
| Crouch Hard Kick | L | 100 | 100 | 60 | - | 7 | 3 | 24 | -9 | - | Low block |
| Jump Up Light Punch | H | 50 | 50 | 20 | - | 4 | 8 | - | - | - | |
| Jump Up Medium Punch | H | 80 | 100 | 40 | - | 6 | 4 | - | - | - | |
| Jump Up Hard Punch | H | 120 | 200 | 60 | - | 8 | 8 | - | - | - | Air-to-air knocks down |
| Jump Up Light Kick | H | 40 | 50 | 20 | - | 5 | 8 | - | - | - | |
| Jump Up Medium Kick | H | 80 | 100 | 40 | - | 7 | 7 | - | - | - | |
| Jump Up Hard Kick | H | 100 | 200 | 60 | - | 8 | 3 | - | - | - | |
| Jump Toward Light Punch | H | 50 | 50 | 20 | - | 4 | 8 | - | - | - | |
| Jump Toward Medium Punch | H | 80 | 100 | 60 | - | 9 | 3 | - | - | - | |
| Jump Toward Hard Punch | H | 100 | 200 | 60 | - | 11 | 6 | - | - | - | |
| Jump Toward Light Kick | H | 40 | 50 | 20 | - | 5 | 8 | - | - | - | |
| Jump Toward Medium Kick | H | 70 | 100 | 40 | - | 7 | 7 | - | - | - | |
| Jump Toward Hard Kick | H | 90 | 200 | 60 | - | 9 | 11 | - | - | - | |
| 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 |
| Fake Stone/Knife Throw | HL | - | - | - | - | - | - | 32 | - | - | |
| Knife Pick Up | HL | - | - | - | Su | - | - | 27 | - | - | |
| Knife Throw | HL | 70 | 100 | 10/20 | - | 26 | - | 45 | +7 | - | |
| Knife Standing Light Punch | HL | 40 | 50 | 20 | C | 4 | 3 | 6 | +2 | +5 | |
| Knife Standing Medium Punch | HL | 80 | 100 | 40 | Su | 6 | 4 | 10 | 0 | +3 | |
| Knife Standing Hard Punch | HL | 120 | 200 | 60 | Su | 8 | 3 | 17 | -2 | +2 | |
| Knife Crouching Light Punch | HL | 40 | 50 | 20 | C | 3 | 4 | 7 | 0 | +3 | |
| Knife Crouching Medium Punch | HL | 80 | 100 | 40 | Su | 7 | 2 | 14 | -2 | +1 | |
| Knife Crouching Hard Punch | HL | 120 | 200 | 60 | Su | 9 | 4 | 12 | +2 | +7 | Forces stand |
| Knife Jumping Light Punch | H | 50 | 50 | 20 | - | 4 | 4 | - | - | - | |
| Knife Jumping Medium Punch | H | 80 | 100 | 40 | - | 7 | 3 | - | - | - | |
| Knife Jumping Hard Punch | H | 120 | 200 | 60 | - | 8 | 6 | - | - | - | |
| Bad Spray | HL | 60 | 100 | 0/40 | - | 25 | 12 | 29 | -20 | - | Only during stamding tech |
| Stomach Blow (F + MP) | HL | 60 | 100 | 40 | - | 8 | 3 | 12 | +1 | +6 | |
| Crack Kick (F + HK) | HL | 110 | 200 | 60 | - | 14 | 3 | 12 | +1 | - | 4~24f low invincible |
| Jaw Crusher (B + MP) | HL | 80 | 100 | 40 | - | 6 | 4 | 13 | -1 | +5 | |
| Hammer Hook (F + HP) | H | 40*60 | 50*50 | 60*20 | - | 18 | 1*3 | 21 | -6 | -1 | |
| 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 | - | |
| Focus Attack Level 3 | UB | 140 | 200 | 60 | - | 64 | 2 | 35 | - | - | |
| Forward Throw | 0.98 | 130 | 140 | 40 | - | 3 | 2 | 20 | - | - | |
| Back Throw | 0.98 | 130 | 120 | 40 | - | 3 | 2 | 20 | - | - | |
| Bad Stone Light Punch | HL | 50 | 150 | 10/20 | Su | 29 | 16 | 44 | +4 | +8 | |
| Bad Stone Medium Punch | HL | 50 | 150 | 10/20 | Su | 29 | 20 | 46 | +2 | +6 | |
| Bad Stone Hard Punch | HL | 50 | 150 | 10/20 | Su | 29 | 27 | 48 | 0 | +4 | |
| Bad Stone EX | HL | 70*50 | 100*100 | -250/0 | Su | 24 | 24 | 40 | +8 | +15 | |
| Criminal Upper Light Punch | HL | 80*20x3 | 70*30x3 | 20/5x4 | Su | 13 | 2(1)14 | 22 | -5 | - | |
| Criminal Upper Medium Punch | HL | 70*20x4 | 70*30x4 | 20/10*5x4 | Su | 13 | 2(1)20 | 23 | -8 | - | |
| Criminal Upper Hard Punch | HL | 60*20x5 | 70*30x5 | 20/10*2x5 | Su | 13 | 2(1)18 | 28 | -10 | - | |
| Criminal Upper EX | HL | 60*20x6 | 50*30x6 | -250/0 | Su | 7 | 2(1)12 | 30 | -11 | - | 1~4f invincible, 5~9f unthrowable |
| Ruffian Kick Light Kick | L | 120 | 150 | 20/40 | - | 15 | 8 | 20 | -7 | - | 2~10f airborne |
| Ruffian Kick Medium Kick | HL | 130 | 100 | 20/40 | - | 11 | 4 | 25 | -8 | - | 2~7f airborne |
| Ruffian Kick Hard Kick | HL | 100 | 100 | 20/40 | Su | 7 | 13 | 27 | -19 | - | |
| Ruffian Kick EX | L | 130 | 150 | -250/0 | - | 11 | 7 | 25 | -11 | - | 2~7f airborne, 11~17f projectile invuln, 11~20f upper body invuln |
| Zonk Knuckle Level 1 | HL | 130 | 200 | 40/40 | - | 16 | 3 | 26 | -8 | - | 1~11f upper body invuln, charge 1 second |
| Zonk Knuckle Level 2 | HL | 140 | 200 | 40/40 | - | 17 | 3 | 26 | -8 | - | 1~14f upper body invuln, charge 1.5 seconds |
| Zonk Knuckle Level 3 | HL | 150 | 200 | 40/40 | - | 18 | 3 | 26 | -8 | - | 1~17f upper body invuln, charge 2 seconds |
| Zonk Knuckle EX | HL | 90*70 | 150*100 | -250/0 | Su | 16 | 1*2 | 26 | -7 | - | 1~16f invincible, charge 1 second |
| Super Light Kick | L*HLx6 | 60*45x5*65 | 0 | -1000/0 | - | 1+11 | - | 30 | -16 | - | 1~19f invincible |
| Super Medium Kick | HL | 60*45x5*65 | 0 | -1000/0 | - | 1+7 | - | 30 | -16 | - | 1~8f invincible |
| Super Hard Kick | HL | 60*45x5*65 | 0 | -1000/0 | - | 1+7 | - | 29 | -16 | - | 1~12f invincible |
| Ultra 1 | HL | 83*385 | 0 | 0/0 | - | 0+13 | 2 | 50 | -31 | - | 1~14f invincible |
| Ultra 2 | HL | 23x7*45x5*120 | 0 | 0/0 | - | 0+7 | - | 47 | -28 | - | 1~14f 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 Nyoro.
Posted by CodyTravers on May 10, 2010 at 5:51 a.m. #1
Lets see if we cant do something about my frame data boredom.
Posted by CriTikAlx on May 10, 2010 at 11:10 a.m. #2
I think the frame advantage for close hp is wrong. I definitely recall being able to do close hp, crouch mp xx hp criminal upper as a punish combo. I don't have the game with me though so I can't test that.
Posted by dommafia on May 10, 2010 at 2:53 p.m. #3
i'll test it and post back
Posted by dommafia on May 10, 2010 at 3:09 p.m. #4
yup that combo does work. The funny thing is that if u did EX CU (criminal upper) it does 256 damage while with regular HP CU it does 288 damage :\
Posted by dommafia on May 10, 2010 at 3:13 p.m. #5
more stun though *
Posted by dommafia on May 11, 2010 at 9:38 a.m. #6
is this official btw? i hear a lot of rumors going around that this frame data info is incorrect like the prima guide book or w/e.
Posted by NumeroGaijin on May 14, 2010 at 10:19 a.m. #7
Did anyone notice that it says Cody has +21 frames on his focus lvl1 and on focus lvl 2 he has +15 frames of advantage??? That has to be incorrect
Posted by dj_kgroove on May 21, 2010 at 3:08 p.m. #8
Hammer Hook should be -6 on block not +6
Posted by canabalistic999 on May 31, 2010 at 11:32 p.m. #9
@dommafia im pretty sure that the c.hp or s.hp link to c.mp is only possible off a counter, but thats probably what u meant by for a punish.
@dj_kgroove your right it is -6
Posted by EnkiduV3 on June 7, 2010 at 10:32 p.m. #10
I always hate when these frame data tables say you can cancel an EX move into a Super... Granted we all know that you can't, and write it off as "it works in training mode, so that's why the data is there."
I guess I just wish the data would be fixed for practical reasons, due to the impossible feat needed to cancel an EX Zonk or CU into Super.
Posted by GUNNAH_MAN on July 10, 2010 at 6:33 a.m. #11
@canabalistic999 st.hp to cr.mp xx hp.CU works without counter, its a common punish that just requires you to be at close range
Posted by Cornwallas on October 20, 2010 at 9:41 a.m. #12
Frame data sheet is wrong, you block codys overhead(Hammer Hook/Forward + Hard Punch) high not low
Posted by Cornwallas on October 20, 2010 at 9:44 a.m. #13
"Hammer Hook should be -6 on block not +6"
lmao seriously! why would something be a possitive on block but a negative on hit
Posted by Links on June 28, 2011 at 12:58 p.m. #14
When is AE frame data coming? I don't see a 3 frame crouch short!
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