Ryu's Frame Data Super Street Fighter 4 Arcade Edition

Guide last updated on
August 12, 2011 at 11:45 a.m. PDT


Ryu's 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 30 50 20 C*Sp*Su 3 3 6 +2 +5
Close Medium Punch HL 70 100 40 Sp*Su 3 3 21 -3 +3
Close Hard Punch HL 100[80] 200[150] 60 Sp*Su 5 7 26 -15 -10 Forces stand
Close Light Kick HL 30 50 20 - 5 5 7 -1 +2
Close Medium Kick HL 80 100 40 Sp*Su 3 5 16 -7 -2
Close Hard Kick HL 40*70 125*75 60*20 Su 8 8(2)4 15 -1 +4
Far Light Punch HL 30 50 20 C*Sp*Su 4 3 6 +2 +5
Far Medium Punch HL 80 100 40 Sp*Su 5 4 14 -4 -1
Far Hard Punch HL 120 200 60 - 8 3 15 0 +4
Far Light Kick HL 40 50 20 - 5 6 6 -1 +2
Far Medium Kick HL 80 100 40 - 8 2 17 -5 -2
Far Hard Kick HL 110 200 60 - 9 4 20 -6 -2
Crouch Light Punch HL 30 50 20 C*Sp*Su 3 2 7 +2 +5
Crouch Medium Punch HL 60 100 40 Sp*Su 4 4 8 +2 +5
Crouch Hard Punch HL 90 200 60 Sp*Su 4 8 28 -18 -13 Forces stand
Crouch Light Kick L 20 50 20 Sp*Su 4 3 9 -1 +2 Low attack
Crouch Medium Kick L 60 100 40 Sp*Su 5 3 14 -3 0 Low attack
Crouch Hard Kick L 90 100 60 - 5 4 28 -14 D Low attack, cannot fast recover
Jump Up Light Punch H 50 50 20 - 10 7 - - -
Jump Up Medium Punch H 80 100 40 - 5 5 - - -
Jump Up Hard Punch H 100 200 60 - 6 5 - - -
Jump Up Light Kick H 40 50 20 - 5 9 - - -
Jump Up Medium Kick H 80 100 40 - 6 10 - - -
Jump Up Hard Kick H 100 200 60 - 4 4 - - -
Jump Toward Light Punch H 50 50 20 - 4 7 - - -
Jump Toward Medium Punch H 50*30 50*50 40*20 - 7 3*4 - - - Both hits juggle
Jump Toward Hard Punch H 100 200 60 - 6 5 - - -
Jump Toward Light Kick H 40 50 20 - 4 8 - - -
Jump Toward Medium Kick H 70 100 40 - 6 6 - - -
Jump Toward Hard Kick H 100 200 60 - 7 7 - - -
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
Overhead F + Medium Punch H 30*50 50*50 40*20 - 17 1(1)2 14 -2 +3 Overhead attack
F + Hard Punch HL 40*50 50*50 60*20 Sp*Su 17 2*2 18 0 +4
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 D
Focus Attack Level 3 - 140 200 60 - 65 2 35 D D
Forward Throw 0.9 130 140 40 - 3 2 20 - D Knockdown, Range 0.9
Back Throw 0.9 130 120 40 - 3 2 20 - D Knockdown, Range 0.9
Fireball HL 60 100 10/20 Su 13 - 45 -6 -2 Can super cancel up until 16th frame
Fireball EX HL 50*50 50*50 -250/0 Su 12 - 40 +1 D 2nd hit pursuit property
Dragon Punch Light Punch HL 100[70] 200[100] 30/40 Su 3 14 14+10 -17 D 1~2f invincible, 3~4f unthrowable, 3~16f lower body invuln, 4~f airborne
Dragon Punch Medium Punch HL 80*50 150*50 20/20*20 Su 3 2*12 25+18 -34 D 1~5f invincible, 6~16f lower body invuln
Dragon Punch Hard Punch HL 100*50 150*50 20/20*20 Su 3 2*12 28+18 -37 D 1~2f invincible, 3~4f unthrowable, 3~16f lower body invuln, 3~f airborne
Dragon Punch EX HL 80*60 100*100 -250/0 Su 3 2*12 30+18 -39 D 1~16f invincible, 6~f airborne
Hurricane Kick Light Kick HL 100 200 30/30 - 11 2(6)2 12+5 -6 D 7~20f projectile invuln, 7~f airborne/unthrowable, whiffs on crouching opponents
Hurricane Kick Medium Kick HL 110 200 30/30 - 12 {2(6)}x4*2 18+3 -2 D 7~45f projectile invuln, 7~f airborne/unthrowable, whiffs on crouching opponents
Hurricane Kick Hard Kick HL 120 200 30/30
12 {2(6)}x4*2 18+3 -2 D 7~45f projectile invuln, 7~f airborne/unthrowable, whiffs on crouching opponents
Hurricane Kick EX HL 30x4*40 40x5 -250/0 - 11 {1(3)}x4*1 18+3 -1 D 6~27f projectile invuln, 6~f airborne/unthrowable, four hits pursuit property
Hurricane Kick Light Kick (Air) HL 70 100 10/40 - 9 2(6)2(6)2 10 - D
Hurricane Kick Medium Kick (Air) HL 80 100 10/40 - 9 2(6)2(6)2 10 - D
Hurricane Kick Hard Kick (Air) HL 90 100 10/40 - 9 2(6)2(6)2 10 - D
Hurricane Kick EX (Air) HL 40x5 50x5 -250/0 - 7 {1(3)}x4*1 4 - D Four hits pursuit property
Super HL 50x4*100 0 -1000/0 - 1+2 - 52 +11 D 1f invincible, Pursuit Property
Ultra 1 HL 42x7 * 75 0 0/0 - 0+11 - 120 -25 D 1~9f invincible, Pursuit Property
Ultra 2 HL 270 * 38x4 * 50x3 [270 * 233] 0 0/0 - 0+8 3*3x7 43+41 -84 D 1~10f invincible, 11~f airborne
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.


Comments

newt said on November 19, 2010 at 2:27 a.m.

Sorry if i seem noobish, I'm trying to understand how to read the frame chart...can anyone please tell me, for instance when you link the cr.mk to hadouken, the recovery frames from the cr.mk don't count anymore right?...you actually get + 12 frames for your hadouken right?

#1
slipperysim said on September 7, 2011 at 5:06 a.m.

@Jwang
cr mp links into cr hk, so im a little unsure in reading this chart can you clarify

#2


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