Fei Long's Frame Data Super Street Fighter 4 Arcade Edition

Guide last updated on
August 12, 2011 at 11:42 a.m. PDT


Fei Long 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 30 50 20 C*Sp*Su 3 2 7 +2 +6
Close Medium Punch HL 70 100 40 Sp*Su 5 2 16 +3 +7
Close Hard Punch HL 100[80] 200[150] 60 Sp*Su 4 5 25 -12 -7 Forces stand
Close Light Kick HL 30 50 20 - 4 2 9 0 +3
Close Medium Kick HL 75 100 40 Sp*Su 4 2 18 -6 -3
Close Hard Kick HL 120 200 60 Su 6 3 24 -9 -5
Far Light Punch HL 30 50 20 C*Sp*Su 3 2 7 +2 +6
Far Medium Punch HL 80 100 40 Su 5 2 16 -4 -1
Far Hard Punch HL 120 200 60 - 7 3 18 -3 +1
Far Light Kick HL 40 50 20 - 4 2 11 -2 +1
Far Medium Kick HL 70 100 40 - 7 2 18 -6 -3
Far Hard Kick HL 110 200 60 - 9 4 20 -6 -2
Crouch Light Punch HL 20 50 20 C*Sp*Su 3 2 9 0 +3
Crouch Medium Punch HL 65 100 40 Su 4 3 9 +2 +5
Crouch Hard Punch HL 100 200 60 - 8 3 20 -5 0 Forces stand
Crouch Light Kick L 20 50 20 C*Su 3 3 8 0 +3 Low attack
Crouch Medium Kick L 80 100 40 Su 5 4 13 -3 0 Low attack
Crouch Hard Kick L 100 150 60 - 6 2 25 -9 KD Low attack, cannot fast recover
Jump Up Light Punch H 50 50 20 - 4 4 - - -
Jump Up Medium Punch H 80 100 40 - 5 3 - - -
Jump Up Hard Punch H 100 200 60 - 6 4 - - -
Jump Up Light Kick H 50 50 20 - 4 5 - - -
Jump Up Medium Kick H 80 100 40 - 6 6 - - -
Jump Up Hard Kick H 100 200 60 - 6 5 - - -
Jump Toward Light Punch H 50 50 20 - 4 5 - - -
Jump Toward Medium Punch H 80 100 40 - 5 5 - - -
Jump Toward Hard Punch H 100 200 60 - 6 6 - - -
Jump Toward Light Kick H 40 50 20 - 4 8 - - -
Jump Toward Medium Kick H 70 100 40 - 5 4 - - -
Jump Toward Hard Kick H 100 200 60 - 6 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 H 60 100 40 - 18 2 2+14 -4 +1 6th frame onward airborne, high attack
Forward + Hard Kick HL 90*60 150*50 60*20 - 15 2(7)2 15 -1 +3
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 0.88 130 130 40 - 3 2 20 - D Knockdown, Range 0.88
Back Throw 0.88 140 140 40 - 3 2 20 - D Knockdown, Range 0.88
Rekka Ken Light Punch (1) HL 50 50 10/10 - 7 2 21 -4 0 16 frames to cancel into second rekka
Rekka Ken Medium Punch (1) HL 55 50 10/10 - 9 2 23 -6 -2 18 frames to cancel into second rekka
Rekka Ken Hard Punch (1) HL 60 50 10/10 - 10 2 25 -8 -4 19 frames to cancel into second rekka
Rekka Ken Light Punch (2) HL 50 50 10/10 - 7 2 23 -6 -2 17 frames to cancel into third rekka
Rekka Ken Medium Punch (2) HL 55 50 10/10 - 7 2 25 -8 -4 17 frames to cancel into third rekka
Rekka Ken Hard Punch (2) HL 60 50 10/10 - 7 2 27 -10 -6 17 frames to cancel into third rekka
Rekka Ken Light Punch (3) HL 60 50 10/10 - 7 2 36 -19 D
Rekka Ken Medium Punch (3) HL 60 50 10/10 - 9 2 36 -19 D
Rekka Ken Hard Punch (3) HL 60 50 10/10 - 9 2 40 -23 D
Rekka Ken EX (1) HL 65 50 -250/0 - 7 2 25 0 +2
Rekka Ken EX (2) HL 65 50 0/0 - 7 2 27 -1 0
Rekka Ken EX (3) HL 70 50 0/0 - 9 2 40 -23 D
Flame Kick Light Kick HL 120[70] 200[100] 30/40 Su 5 12 16+22 -29 D 1~4f invincible, 6f unthrowable, 7~f airborne
Flame Kick Medium Kick HL 140*90 200[100] 30/40 Su 5 12 20+22 -31 D 1~5f invincible, 6f unthrowable, 7~f airborne
Flame Kick Hard Kick HL 100*60 100*100 30/40*20 Su 5 2*10 24+22 -35 D 1~5f invincible, 6f unthrowable, 7~f airborne, 2 hit pursuit property
Flame Kick EX HL 100*50x2 100*50x2 -250/0 Su 5 2*8*11 18+22 -38 D 1~6f invincible, 7~f airborne, 2~3 hit pursuit property
Flying Kick Light Kick HL 30*30*40 50x3 10/30*20*20 - 14 2(5)4(6)2 5+16 -4 0 1~8f invincible, 9~f airborne, pursuit property, 1st hit armor break
Flying Kick Medium Kick HL 30*30*50 50x3 10/30*20*20 - 16 2(5)4(6)2 5+14 -2 +2 1~10f invincible, 11~f airborne, pursuit property, 1st hit armor break
Flying Kick Hard Kick HL 40*40*60 50x3 10/30*20*20 - 18 2(5)4(6)2 4+13 0 +4 13~f airborne, pursuit property, 1st hit armor break
Flying Kick EX HL 30*30*40 50x3 -250/0 - 18 2(5)4(6)2 4+13 0 +4 1~12f invincible, 13~36f projectile invincible, pursuit property, 1st hit armor break
Flip Grab 0.92 0 0 10/40 - 14 2 51 - +7 Range 0.9
Flip Grab EX 1.23 0 0 -250/0 - 12 2 51 - +7 Range 1.2
Super HL 50x4*170 0 -1000/0 - 1+5 2(10) 2(12) 2(11) 2(20) 2 57 -38 D 1~6f invincible, pursuit property
Ultra 1 HL 60x4*165[375] 0 0/0 - 0+10 2(11) 2(12) 2(10) 2(21) 2 57 -38 D 1~10f invincible
Ultra 2 - 470 0 0/0 - 0+1 35 61 - D
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

SteadiestShark said on August 8, 2010 at 9:33 p.m.

Jeez... I didn't realise how much I was putting myself at risk with my rekka pressure...

-4 (1st hit blocked) or -6 (second hit blocked)? sheesh.

If the triggerhappy scrubs of online play read this, I'd be screwed.

#1
kay_nock said on September 27, 2010 at 7:12 a.m.

Yeah same, didn't know how bad rekkas could be. From now I'm not going to do the second rekka, too dangerous IMO.

#2


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