Dan's Frame Data Super Street Fighter 4 Arcade Edition

Guide last updated on
August 12, 2011 at 11:36 a.m. PDT


Dan Frame Data Super Street Fighter 4 Arcade Edition


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Normal Moves
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Close Light Punch HL 25 50 20 C*Sp*Su 4 2 10 -1 +2
Close Medium Punch HL 65 100 40 Sp*Su 6 2 17 +2 +8
Close Hard Punch HL 95 200 60 Sp*Su 8 2 19 -3 +1
Close Light Kick HL 25 50 20 - 3 2 6 +3 +6
Close Medium Kick HL 40*30 50*50 40*20 Sp*Su 6 2*2 14 -2 +1
Close Hard Kick HL 100 200 60 Su 8 2 14 +2 +6
Far Light Punch HL 25 50 20 C*Sp*Su 4 2 5 +4 +7
Far Medium Punch HL 70 100 40 Su 6 2 13 -1 +2
Far Hard Punch HL 110 200 60 - 11 2 18 -2 +2
Far Light Kick HL 35 50 20 - 4 2 9 0 +3
Far Medium Kick HL 70 100 40 - 7 2 14 -2 +1
Far Hard Kick HL 110 200 60 - 11 2 18 -2 +2
Crouch Light Punch HL 25 50 20 C*Sp*Su 4 2 8 +1 +4
Crouch Medium Punch HL 70 100 40 Sp*Su 5 2 10 +2 +5
Crouch Hard Punch HL 100 200 60 Sp*Su 11 3 22 -7 -2 Forces stand
Crouch Light Kick L 20 50 20 C*Sp*Su 4 2 9 0 +3 Low attack
Crouch Medium Kick L 65 100 40 Sp*Su 7 2 12 0 +3 Low attack
Crouch Hard Kick L 90 150 60 - 12 2 22 -6 D Low attack, cannot fast recover
Jump Up Light Punch H 45 50 20 - 4 7 - - -
Jump Up Medium Punch H 75[25] 100[50] 40[20] - 8 6 - - -
Jump Up Hard Punch H 100 200 60 - 12 4 - - -
Jump Up Light Kick H 40 50 20 - 4 8 - - -
Jump Up Medium Kick H 75 100 40 - 7 5 - - -
Jump Up Hard Kick H 100 200 60 - 10 4 - - -
Jump Toward Light Punch H 45 50 20 - 4 7 - - -
Jump Toward Medium Punch H 75 100 40 - 7 5 - - -
Jump Toward Hard Punch H 95 200 60 - 7 4 - - -
Jump Toward Light Kick H 40 50 20 - 4 7 - - -
Jump Toward Medium Kick H 70 100 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
Jump Taunt HL 0 0 0 - 14 30 22 - -
Crouch Taunt HL 0 0 0 - 14 26 21 -36 -33
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 UB 140 200 60 - 65 2 35 D D
Forward Throw 1.03 120 100 40 - 3 2 20 - D Throw range 1.03
Back Throw 0.96 130 120 40 - 3 2 20 - D Throw range 0.96
Fireball Light Punch HL 70 100 20/20 Su 14 8 40 0 +4 15~16f super cancelable
Fireball Medium Punch HL 70 100 20/20 Su 14 10 41 -1 +3 15~16f super cancelable
Fireball Hard Punch HL 70 100 20/20 Su 14 15 42 -2 +2 15~16f super cancelable
Fireball EX HL 50*60 50*50 -250/0 Su 14 20 40 +3 +6
Dragon Punch Light Punch HL 110[70] 200[100] 30/40 Su 4 13 15+11 -18 D 1~2f invincible, 3~4f unthrowable, 5~16f lower body invinciblility
Dragon Punch Medium Punch HL 120[80] 200[100] 30/40 Su 4 13 25+19 -36 D 1~4f invincible, 5~16f lower body invincibility
Dragon Punch Hard Punch HL 140[100] 200[100] 30/40 Su 4 13 28+19 -39 D 1~4f invincible, 5~16f lower body invincibility
Dragon Punch EX HL 70*60 100*100 -250/0 Su 4 1*12 31+19 -40 D 1~16f invincible
Hop Kicks Light Kick HL 90 100 40/30 - 17 10 11 0 D Armor Break
Hop Kicks Medium Kick HL 60*40 100*50 40/30*20 - 17 2(6)2 10+11 -2 D Armor Break
Hop Kicks Hard Kick HL 50*40*30 100*50*50 40/30*20*10 - 17 2(6)3(6)2 10+11 -2 D Armor Break
Hop Kicks EX (1 hit) HL 40 100 -250/0 - 8 10 5+9 -3 D Armor Break
Hop Kicks EX (2, 3 Hits) HL 40x2 50*50 - - 8 2(9)2 8+25

Armor Break
Hop Kicks Light Kick (Air) HL 90 100 10/30 - 8 14 17 - -
Hop Kicks Medium Kick (Air) HL 60*40 100*100 10/30*30 - 5 1(9)2 17 - -
Hop Kicks Hard Kick (Air) HL 50*40*30 100x3 10/30x3 - 5 1(9)1(10)2 17 - -
Hop Kicks EX (Air) HL 50x3 100x3 -250/0 - 5 1(6)1(7)1 7 - -
Super HL 15x18*80 0 -1000/0 - 1+3 174(22)14 23+26 -42 D 1~12f invincible
Super - Legendary Taunt HL - - -1000/0 Ultra 1+0 - 397 - - 1f invincible, 1~231f ultra cancelable
Ultra 1 HL 465 0 0/0 - 0+10 12 64 -55 D 1~9f invincible
Ultra 2 HL 60x5*68 0 0/0 - 0+15 22 156 -85 - 1~8f 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.


Comments

Spaghetti_Time said on September 4, 2010 at 12:52 p.m.

Dan has horrible startup for his basic attacks. They'll probably never improve it.

#1
MISINKO said on June 1, 2012 at 9:35 p.m.

Standing strong isn't right. It should be 5 frames on start-up, not 6. Same with crouching hard kick, it's 10 frames on start-up now (standing strong is +10 on counter hit, which you can combo into U1 from, which is 10 frames). Probably won't change it anyway. No Dan love I see...

#2


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