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Makoto's Frame Data Super Street Fighter 4 Arcade Edition

Last updated on Aug. 12, 2011

10 Comments

Makoto 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
Stand Light Punch HL 30 50 20 Sp*Su 4 4 5 2 5
Stand Medium Punch HL 60 100 40 Sp*Su 5 7 7 2 5
Stand Hard Punch HL 80 200 60 Sp*Su 6 3 24 -9 -5
Stand Light Kick HL 40 50 20 Sp*Su 5 3 8 0 3
Stand Medium Kick HL 70 100 40 Sp*Su 6 4 12 -2 1
Stand Hard Kick HL 100 250 60 Su 8 8 12 -2 2
F+Light Punch HL 30 50 20 Sp*Su 3 4 7 0 3
F+Medium Punch HL 90 100 40 Su 7 6 8 0 3
F+Hard Punch HL 90 200 60 - 13 8 18 -8 -4
F+Light Kick HL 40 50 20 - 7 3 12 -4 -1
F+Medium Kick HL 90 100 40 - 15 3 16 -1 2
F+Hard Kick L 110 200 60 - 19 3 23 -8 -
Crouch Light Punch HL 20 50 20 C*Sp*Su 4 4 6 1 4
Crouch Medium Punch HL 60 100 40 Sp*Su 7 6 9 -1 2
Crouch Hard Punch L 90 100 60 - 7 3 24 -9 -
Crouch Light Kick L 30 50 20 Sp*Su 4 4 7 0 3
Crouch Medium Kick HL 70 100 40 - 7 6 8 0 3
Crouch Hard Kick HL 90 100 60 - 9 4 17 -18 -1
Jump Up Light Punch H 50 50 20 - 4 9 - - -
Jump Up Medium Punch H 80 100 40 - 5 6 - - -
Jump Up Hard Punch H 100 250 60 - 8 2 - - -
Jump Up Light Kick H 40 50 20 - 4 9 - - -
Jump Up Medium Kick H 80 100 40 - 7 10 - - -
Jump Up Hard Kick H 100 200 60 - 7 5 - - -
Jump Toward Light Punch H 50 50 20 -- 4 9 - - -
Jump Toward Medium Punch H 80 100 40 - 5 6 - - -
Jump Toward Hard Punch H 100 200 60 - 6 5 - - -
Jump Toward Light Kick H 40 50 20 - 4 9 - - -
Jump Toward Medium Kick H 80 100 40 - 7 5 - - -
Jump Toward Hard Kick H 100 200 60 - 9 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
Lunge Punches (F+Hard Punch - Hard Punch) HL 50*80 50*100 20*20 - 7 3(3)5 18 -5 -1
Light Kick - Medium Kick HL 50 100 40 - 2 4 14 -4 -1
F+Medium Kick - Hard Kick HL 100 200 60 - 8 7 14 -3 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 - 140 200 60 - 64 2 35 - -
Forward Throw 0.9 100 200 40 - 3 2 20 - 1
Back Throw 0.9 130 120 40 - 3 2 20 - -
Upwards Punch Light Punch HL 100 160 30/40 Su 8 8 31 - -
Upwards Punch Medium Punch HL 100 160 30/40 Su 10 8 32 - -
Upwards Punch Hard Punch HL 100 160 30/40 Su 13 8 32 - -
Upwards Punch EX HL 140 200 -250/0 Su 10 8 32 - -
Dash Punch Light Punch Level 1 HL 90 120 20/40 Su 8 5 23 -8 0
Dash Punch Light Punch Level 2 HL 105 135 20/40 Su 4+8 5 23 -7 1
Dash Punch Light Punch Level 3 HL 120 150 20/40 Su 24+8 5 23 -6 2
Dash Punch Light Punch Level 4 HL 135 165 20/40 Su 44+8 5 23 -5 -
Dash Punch Light Punch Level 5 HL 150 180 20/40 Su 64+8 5 23 -4 -
Dash Punch Medium Punch Level 1 HL 100 120 20/40 Su 15 5 21 -7 1
Dash Punch Medium Punch Level 2 HL 115 135 20/40 Su 4+15 5 21 -6 2
Dash Punch Medium Punch Level 3 HL 130 150 20/40 Su 24+15 5 21 -5 3
Dash Punch Medium Punch Level 4 HL 145 165 20/40 Su 44+15 5 21 -4 -
Dash Punch Medium Punch Level 5 HL 160 180 20/40 Su 64+15 5 21 -3 -
Dash Punch Hard Punch Level 1 HL 110 120 20/40 Su 20 5 19 -6 2
Dash Punch Hard Punch Level 2 HL 125 135 20/40 Su 4+20 5 19 -5 3
Dash Punch Hard Punch Level 3 HL 140 150 20/40 Su 24+20 5 19 -4 4
Dash Punch Hard Punch Level 4 HL 155 165 20/40 Su 44+20 5 19 -3 -
Dash Punch Hard Punch Level 5 HL 170 180 20/40 Su 64+20 5 19 -2 -
Dash Punch EX HL 120 150 -250/0 Su 13 6 16 -4 -
Dash Punch Cancel - - - - - - - 12 - -
Overhead Chop Light Punch H 90 200 30/30 Su 22 6 16 -4 4
Overhead Chop Medium Punch H 100 200 30/30 Su 23 6 15 -5 5
Overhead Chop Hard Punch H 150 200 30/30 Su 24 6 14 -5 -
Overhead Chop EX H 120 200 -250/0 Su 18 6 19 -4 -
Grab and Choke (Karakusa) 0.93 * 0.99 * 1.06 40 80 20/40 - 2 47 - 12 Grab range is Light 0.93 * Medium 0.99 * Hard 1.06
Grab and Choke EX (Karakusa) 0.98 60 120 -250/0 - 5 2 47 - 12
Aerial Axe Kick Light Kick HL 90 120 10/40 - 11 4 After Grounded 11 - -
Aerial Axe Kick Medium Kick HL 100 140 10/40 - 13 4 After Grounded 11 - -
Aerial Axe Kick Hard Kick HL 150 200 10/40 - 15 4 After Grounded 11 - -
Aerial Axe Kick EX H 60*100 100*120 -250/0 - 15 1*4 After Grounded 11 - -
Super HL - - -1000/0 - 1+0 720 11 - -
Ultra 1 HL 75*405 0 0/0 - 0+6 3 47 -29 -
Ultra 2 HL 105 * 75 * 60 * 150 [60 * 45 * 45 * 60] 0 0/0 After Wall Jump 0 Until Grounded After Grounded 26 -28 -
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 IrPanda on May 9, 2010 at 5:52 p.m. #1

Finally some frame data!! :)

 

Posted by SpARelentless on May 10, 2010 at 7:12 a.m. #2

cr.HK -15 on block, lol you can punish it on HIT with Abel's U1 even X)

 

Posted by SpARelentless on May 10, 2010 at 7:12 a.m. #3

block = hit ^^

 

Posted by NA on May 10, 2010 at 8:44 a.m. #4

@SpARelentless
Makoto's cr.HK is generally used as an anti-air, so it is something of a non-issue.

 

Posted by IrPanda on May 10, 2010 at 9:48 a.m. #5

I wish this was more detailed like Guiles frame data.....Like how many invincible frames and note on some move , stuff like that.

 

Posted by SpARelentless on May 15, 2010 at 3:20 a.m. #6

@NA

Ah yeah I can see that, guess I'm too used to 3s Makoto where it was safe on block on a grounded opponent.

 

Posted by whitey_deluca on May 28, 2010 at 5:52 a.m. #7

The blockstun and hitstun information would be useful for her because of her ability to feint which cancels the recovery of whatever move you're feinting from. So the hit/blockstun info is important for figuring out frame advantage on feint.

 

Posted by IrPanda on June 13, 2010 at 10:58 a.m. #8

i think that move hit and block stun value changes when u feint....and i think this Frame data has some rough spots to

 

Posted by IrPanda on June 24, 2010 at 4:15 p.m. #9

level 3 dash punch is atleast +4 on hit cuz u can land c.lp after

 

Posted by Aikinage on September 30, 2011 at 6:11 a.m. #10

Gonna be interesting to see the v.2012 frame data, as charged hayates are supposed to be getting +frames on block at some levels and also armour breaks.

A complete set of frame data would include info for every move during Super. Super is apparently getting a 3 second extension in v.2012, presumably to encourage more use (although EX moves are too good to pass up sometimes).

 

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