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 |
| 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 |
| 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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