Seth's Frame Data Super Street Fighter 4 Arcade Edition

Guide last updated on
August 12, 2011 at 10:30 p.m. PDT


Seth 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 4 2 5 4 7
Close Medium Punch HL 75 100 40 Sp*Su 7 2 10 0 3
Close Hard Punch HL 90[80] 200[150] 60 Sp*Su 4 5 20 -7 -2 Forces stand
Close Light Kick HL 35 50 20 - 4 2 6 3 6
Close Medium Kick HL 70 100 40 Sp*Su 7 2 12 0 3
Close Hard Kick HL 40*70 125*75 60*20 Su 7 2*2 16 0 5 1st hit can be cancelled
Far Light Punch HL 30 50 20 C*Sp*Su 5 2 5 4 7
Far Medium Punch HL 60 100 40 Su 6 2 13 -1 2
Far Hard Punch HL 80 200 60 - 13 3 30 -15 -11
Far Light Kick HL 40 50 20 - 4 2 8 1 4
Far Medium Kick HL 60 100 40 - 8 2 13 -1 2
Far Hard Kick HL 90 200 60 - 10 3 18 -3 1
Crouch Light Punch HL 20 50 20 C*Sp*Su 4 2 6 3 6
Crouch Medium Punch HL 50 100 40 Sp*Su 5 2 11 -1 3
Crouch Hard Punch HL 60*30 100*100 60*20 Sp*Su 11 2(2)2 18 -3 D 1st hit forces stand,
Crouch Light Kick L 20 50 20 C*Sp*Su 5 2 8 1 4 Low attack
Crouch Medium Kick L 50 100 40 Sp*Su 7 2 14 -5 -1 Low attack
Crouch Hard Kick L 80 100 60 - 8 2 25 -9 D Low attack, cannot fast recover
Jump Up Light Punch H 50 50 20 - 5 5 - - -
Jump Up Medium Punch H 80 100 40 - 6 4 - - -
Jump Up Hard Punch H 80 200 60 - 9 4 - - -
Jump Up Light Kick H 45 50 20 - 5 6 - - -
Jump Up Medium Kick H 80 100 40 - 6 9 - - -
Jump Up Hard Kick H 100 200 60 - 7 4 - - -
Jump Toward Light Punch H 50 50 20 - 4 10 - - -
Jump Toward Medium Punch H 50*30 50*50 40*20 - 4 2*3 - - - , Pursuit Property
Jump Toward Hard Punch H 80 200 60 - 4 2 - - -
Jump Toward Light Kick H 45 50 20 - 6 8 - - -
Jump Toward Medium Kick H 70 100 40 - 6 5 - - -
Jump Toward Hard Kick H 90 200 60 - 6 8 - - -
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
Head Stomp (1) H 50 50 40 - 3 Until ground 7 - -
Head Stomp (2) H 30 50 40 - 4 Until ground 7 - -
Head Stomp (3) H 35 50 40 - 5 Until ground 7 - -
Dive Kick H 60 100 60 - 12 Until ground - - - Pursuit Property
Wall Jump - - - - - - - - - -
Focus Attack Level 1 HL 65 100 20 - 21 2 35 -21 -21
Focus Attack Level 2 HL 85 150 40 - 17+12 2 35 -15 D
Focus Attack Level 3 - 150 200 60 - 65 2 35 D D
Forward Throw 0.9 130 150 40 - 3 2 20 D D Throw range 0.9
Back Throw 0.9 130 150 40 - 3 2 20 D D Throw range 0.9
Sonic Boom HL 60 50 10/20 Su 14 - 47 -5 -1
Sonic Boom EX HL 45*45 50*50 -250/0 Su 14 - 61 -3 1
Dragon Punch Light Punch HL 80*60 100*50 30/40 * 10 * 10 Su 5 2*16 11+13 -19 D , 1~7f cannot be thrown, 1st hit cancellable
Dragon Punch Medium Punch HL 90*60 100*50 30/40 * 10 * 10 Su 5 2*16 21+13 -29 D 1~7f invincible, , 1st hit cancellable
Dragon Punch Hard Punch HL 100*80 100*50 30/40 * 10 * 10 Su 5 2*16 24+13 -32 D 1~7f invincible, ,
Dragon Punch EX HL 100*50 100*50 -250/0 Su 5 2*16 26+13 -34 D 1~22f invincible,
Dragon Punch (2nd) HL 40 25 0/10 - 4 8 13 - -
Dragon Punch (3rd) HL 10[20x5] 10[10x5] 0/10[0] - 4 20[4x5] 13 - -
Spin Kicks Light Kick HL 10*100 0*200 20/10*35 - 12 2 36 -24 D Armor Break
Spin Kicks Medium Kick HL 10*100 0*200 20/10*35 - 14 2 36 -24 D Armor Break
Spin Kicks Hard Kick HL 10*100 0*200 20/10*35 - 16 2 36 -24 D Armor Break
Spin Kicks EX HL 20*100 0*250 -250/0 - 16 2 36 -24 D , Armor Break
Tanden Engine Light Punch 2.5 0 0 10/01/11 - 21 24 25 19 23
Tanden Engine Medium Punch 3.5 0 0 10/01/11 - 24 25 25 19 23
Tanden Engine Hard Punch 4.5 0 0 10/01/11 - 26 26 25 19 23
Tanden Engine EX HL 0 0 -500/0 - 23 24 25 19 23
Spinning Pile Driver Light Punch 1.1 130 50*150 30/40*40 - 3 2 49 D D Throw range 1.15
Spinning Pile Driver Medium Punch 1 140 50*150 30/40*40 - 3 2 49 D D Throw range 1.05
Spinning Pile Driver Hard Punch 0.9 150 50*150 30/40*40 - 3 2 49 D D Throw range 0.95
Spinning Pile Driver EX 1.1 170 50*150 -250/0 - 3 2 49 D D 1~4f invincible, Throw range 1.1
Yoga Teleport - 0 0 - - - - 48 - - 1~32f invincible
Super Light Punch HL 10x20*150 0 -1000/0 - 6 80 81 -45 D 1f invincible, Pursuit Property,
Super Medium Punch HL 10x20*150 0 -1000/0 - 11 80 81 -45 D 1f invincible, Pursuit Property,
Super Hard Punch HL 10x20*150 0 -1000/0 - 16 80 81 -45 D 1f invincible, Pursuit Property,
Ultra 1 HL 380 0 0/0 - 1+10 - 66 -25
1~23f invincible
Ultra 2 HL 0 * 24x13 * 60 0 0/0 - 1+10 80 104 -89
1~88f 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 SFilp. Previous contributions by Gilley.


Comments

IrPanda said on May 22, 2010 at 11:26 a.m.

@2 i dont think thats right

#1
capcomdointhingsright said on July 3, 2012 at 1:31 p.m.

Listen up people!!!

Forget about that BORING frame data up there, I have an announcement:

Anyone who disagrees with this statement molests pandas and thinks Clayfighter64 is the greatest fighting game of all time

#2


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