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Guy's Frame Data Super Street Fighter 4 Arcade Edition

Last updated on Aug. 12, 2011

7 Comments

Guy 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 6 3 6
Close Medium Punch HL 60 100 40 Sp*Su 5 2 16 1 5
Close Hard Punch HL 100 200 60 Sp*Su 5 2 19 -3 2
Close Light Kick HL 20 50 20 Sp*Su 5 3 11 -3 0
Close Medium Kick HL 80 100 40 Sp*Su 7 2 11 3 6
Close Hard Kick HL 100 200 60 Su 7 3 13 2 8
Far Light Punch HL 20 50 20 C*Sp*Su 4 2 6 3 6
Far Medium Punch HL 60 100 40 Sp*Su 5 2 16 -4 -1
Far Hard Punch HL 100 200 60 - 7 2 13 3 7
Far Light Kick HL 40 50 20 - 6 2 9 0 3
Far Medium Kick HL 70 100 40 - 8 2 12 -1 3
Far Hard Kick HL 110 200 60 - 8 3 16 -1 3
Crouch Light Punch HL 20 50 20 C*Sp*Su 4 2 6 2 5
Crouch Medium Punch HL 70 100 40 Sp*Su 6 3 9 3 5
Crouch Hard Punch HL 100 200 60 - 9 2 13 3 8
Crouch Light Kick L 20 50 20 Sp*Su 3 2 7 2 5
Crouch Medium Kick L 30*40 30*40 40*20 - 6 2(2)2 12 0 -
Crouch Hard Kick L 90[50] 100[80] 60 - 7 11 15 -10[-5] -[-3]
Jump Up Light Punch H 50 50 20 - 5 7 - - -
Jump Up Medium Punch H 80 100 40 - 5 4 - - -
Jump Up Hard Punch H 100 200 60 - 6 4 - - -
Jump Up Light Kick H 40 50 20 - 5 8 - - -
Jump Up Medium Kick H 80 100 40 - 6 3 - - -
Jump Up Hard Kick H 50*50 50*50 60*20 - 5 2(6)4 - - -
Jump Toward Light Punch H 50 50 20 - 5 7 - - -
Jump Toward Medium Punch H 80 100 40 - 5 3 - - -
Jump Toward Hard Punch H 100 200 60 - 6 4 - - -
Jump Toward Light Kick H 40 50 20 - 5 8 - - -
Jump Toward Medium Kick H 70 100 40 - 6 6 - - -
Jump Toward Hard Kick H 100 200 60 - 8 3 - - -
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
Ninja Sickle (DF+Hard Kick) HL 40*60 100*100 60*20 - 11 2(3)2 12+13 -9 -
Neck Breaker (F+Medium Punch) H 30*30 50*50 10*10 - 15 2*2 16 -2 2
Elbow Drop (D+Medium Punch Air) HL 80 100 40 - 8 until ground - - -
 ??(2??) HL 60 50 10 - 7 2 24 -8 -3
 ??(3??) HL 80 50 20 - 5 2 18 -9 3
 ??(4??) HL 100 130 20 Su 11 3 26 -11 -
 ??(4??)   100 0 30 - 3 2 20 - -
Medium Punch - Hard Punch HL 40 60 20 Sp*Su 7 2 23 -5 -2
Wall Jump - - - - - - - - - -
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 - 140 200 60 - 65 2 35 - -
Forward Throw 0.8 130 160 40 - 3 2 20 - -
Back Throw 0.8 130 120 40 - 3 2 20 - -
Dashing Elbow Light Punch HL 80 140 10/20 Su 19 3 21 -1 -
Dashing Elbow Medium Punch HL 130 160 10/30 Su 23 3 22 -2 -
Dashing Elbow Hard Punch HL 160 200 20/40 Su 30 3 22 -6 -
Dashing Elbow EX HL 120 200 -250/0 Su 10 3 24 -6 -
Hurricane Kick Light Kick HL 40x3 100*50x2 20/12x3 - 10 2(6) 1(7) 1 11+19 -18 -
Hurricane Kick Medium Kick HL 50x3 100*50x2 20/12x3 - 9 2(6) 2(6) 2 16+19 -15 -
Hurricane Kick Hard Kick - 50*20*20*70 50x4 20/12*10x3 - 6 3(6) 1(7) 1(6) 16+19 - -
Hurricane Kick EX HL 50x3*30 50x4 -250/0 - 4 1(6) 1(6) 1(5) 2 16+19 -20 -
- - - 20/- - - - 70 - -
- - - -250/- - - - 65 - -
Flip Throw 0.8 180 150 0/40 - 1 1 8 - -
Flying Elbow HL 80 100 0/40 - 13 until ground 8 - -
Run - - - 0 - - -   - -
Sudden Stop - - - 0 - - - 17 - -
Shadow Kick L 110 100 10/60 Su 4+9 6 22 -10 -
Neck Flip HL*H 100*70 100*100 10/40*40 - 4+22 2*3 20 -6 2
 ?? - - - -250/- - - -   - -
 ?? - - - 0 - - - 17 - -
 ??tsukuri L 120 100 0/60 Su 4+9 13 14 -9 -
  HL*H 100*70 200*100 0/40*40 - 4+23 2*3 20 -6 2
Air Grab 1 180 180 10/80 - 3 2 - - -
EX-Air Grab 1 170 180 -250/0 - 3 3 - - -
Super HL 80*40x5*100 0 -1000/0 - 1+7 2 10+18 -15 -
Ultra 1 HL 29*27x3*350 0 0 - 12 2(11) 2(16) 2(17) 1 40 -20 -
Ultra 2 0.9 500 0 0 - 0+1 2 38 - -
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.

Posted by MrPjSyrup on May 11, 2010 at 8:28 p.m. #1

Just wanted to know what the question marks were?

 

Posted by Artiskan on May 15, 2010 at 12:10 a.m. #2

@ #1 u know i wondered that myself when i was skimming through that whole list....maybe they're for the follow up to the bushin gokusaken chain combo follow-ups....

 

Posted by the_chap on October 25, 2010 at 3:24 a.m. #3

@1: ??(2??) is his chain combo, but only for the 2nd hit. Which basically means lp, mp.

??(3??) is lp, mp, hp.

??(4??) the 1st one is lp, mp, hp, hk. The 2nd one is the grab. (lp, mp, hp, D+hk)

 

Posted by Keetro on January 3, 2011 at 2:52 p.m. #4

like less recovery on his falling Elbow, more Active Frames or Less Start up on his MP, he is one of the few who has 1 frame block strings and need a block stun buff all around, plus his walks speed it really really bad. which forces him to jump to get everywhere, which every1 knows is dangerous in SSF4, he's a low low D, they have him as a High D but its a reason why people grab Makoto 1st

 

Posted by Keetro on January 4, 2011 at 12:38 p.m. #5

hey what does the dash - mean? and what is ?tsukuri?

 

Posted by Keetro on February 4, 2011 at 7:20 a.m. #6

They should make all of guy lights 3frames

 

Posted by Keetro on June 8, 2011 at 12:33 p.m. #7

ae changes plz

 

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