Cody's Frame Data Super Street Fighter 4 Arcade Edition

Guide last updated on
August 12, 2011 at 11:14 a.m. PDT


Cody 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 3 5 +3 +6
Close Medium Punch HL 70 100 40 Sp*Su 6 3 8 +4 +7
Close Hard Punch HL 100 200 60 Sp*Su 8 4 13 +1 +6 Forces stand
Close Light Kick HL 30 50 20 - 4 4 6 +1 +4
Close Medium Kick HL 90 100 40 Sp*Su 6 4 14 -4 -1
Close Hard Kick HL 110 200 60 Su 8 6 17 -5 -1
Far Light Punch HL 30 50 20 C*Sp*Su 3 2 6 +3 +6
Far Medium Punch HL 90 100 40 - 7 3 11 0 +3
Far Hard Punch HL 120 200 60 - 8 4 17 -3 +1
Far Light Kick HL 40 50 20 - 5 4 8 -1 +2
Far Medium Kick HL 70 100 40 - 8 5 9 0 +3
Far Hard Kick HL 110 200 60 - 10 5 15 -2 +2
Crouch Light Punch HL 20 50 20 C*Sp*Su 4 4 5 +2 +6
Crouch Medium Punch HL 60 100 40 Sp*Su 5 3 10 +1 +4
Crouch Hard Punch HL 100 200 60 Sp*Su 7 3 16 -1 +4 Forces stand
Crouch Light Kick L 20 50 20 Sp*Su 3 4 8 -1 +2 Low block
Crouch Medium Kick L 70 100 40 - 7 7 13 -6 -3 Low block
Crouch Hard Kick L 100 100 60 - 7 3 24 -9 - Low block
Jump Up Light Punch H 50 50 20 - 4 8 - - -
Jump Up Medium Punch H 80 100 40 - 6 4 - - -
Jump Up Hard Punch H 120 200 60 - 8 8 - - - Air-to-air knocks down
Jump Up Light Kick H 40 50 20 - 5 8 - - -
Jump Up Medium Kick H 80 100 40 - 7 7 - - -
Jump Up Hard Kick H 100 200 60 - 8 3 - - -
Jump Toward Light Punch H 50 50 20 - 4 8 - - -
Jump Toward Medium Punch H 80 100 60 - 9 3 - - -
Jump Toward Hard Punch H 100 200 60 - 11 6 - - -
Jump Toward Light Kick H 40 50 20 - 5 8 - - -
Jump Toward Medium Kick H 70 100 40 - 7 7 - - -
Jump Toward Hard Kick H 90 200 60 - 9 11 - - -
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
Fake Stone/Knife Throw HL - - - - - - 32 - -
Knife Pick Up HL - - - Su - - 27 - -
Knife Throw HL 70 100 10/20 - 26 - 45 +7 -
Knife Standing Light Punch HL 40 50 20 C 4 3 6 +2 +5
Knife Standing Medium Punch HL 80 100 40 Su 6 4 10 0 +3
Knife Standing Hard Punch HL 120 200 60 Su 8 3 17 -2 +2
Knife Crouching Light Punch HL 40 50 20 C 3 4 7 0 +3
Knife Crouching Medium Punch HL 80 100 40 Su 7 2 14 -2 +1
Knife Crouching Hard Punch HL 120 200 60 Su 9 4 12 +2 +7 Forces stand
Knife Jumping Light Punch H 50 50 20 - 4 4 - - -
Knife Jumping Medium Punch H 80 100 40 - 7 3 - - -
Knife Jumping Hard Punch H 120 200 60 - 8 6 - - -
Bad Spray HL 60 100 0/40 - 25 12 29 -20 - Only during stamding tech
Stomach Blow (F + MP) HL 60 100 40 - 8 3 12 +1 +6
Crack Kick (F + HK) HL 110 200 60 - 14 3 12 +1 - 4~24f low invincible
Jaw Crusher (B + MP) HL 80 100 40 - 6 4 13 -1 +5
Hammer Hook (F + HP) H 40*60 50*50 60*20 - 18 1*3 21 -6 -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 UB 140 200 60 - 64 2 35 - -
Forward Throw 0.98 130 140 40 - 3 2 20 - -
Back Throw 0.98 130 120 40 - 3 2 20 - -
Bad Stone Light Punch HL 50 150 10/20 Su 29 16 44 +4 +8
Bad Stone Medium Punch HL 50 150 10/20 Su 29 20 46 +2 +6
Bad Stone Hard Punch HL 50 150 10/20 Su 29 27 48 0 +4
Bad Stone EX HL 70*50 100*100 -250/0 Su 24 24 40 +8 +15
Criminal Upper Light Punch HL 80*20x3 70*30x3 20/5x4 Su 13 2(1)14 22 -5 -
Criminal Upper Medium Punch HL 70*20x4 70*30x4 20/10*5x4 Su 13 2(1)20 23 -8 -
Criminal Upper Hard Punch HL 60*20x5 70*30x5 20/10*2x5 Su 13 2(1)18 28 -10 -
Criminal Upper EX HL 60*20x6 50*30x6 -250/0 Su 7 2(1)12 30 -11 - 1~4f invincible, 5~9f unthrowable
Ruffian Kick Light Kick L 120 150 20/40 - 15 8 20 -7 - 2~10f airborne
Ruffian Kick Medium Kick HL 130 100 20/40 - 11 4 25 -8 - 2~7f airborne
Ruffian Kick Hard Kick HL 100 100 20/40 Su 7 13 27 -19 -
Ruffian Kick EX L 130 150 -250/0 - 11 7 25 -11 - 2~7f airborne, 11~17f projectile invuln, 11~20f upper body invuln
Zonk Knuckle Level 1 HL 130 200 40/40 - 16 3 26 -8 - 1~11f upper body invuln, charge 1 second
Zonk Knuckle Level 2 HL 140 200 40/40 - 17 3 26 -8 - 1~14f upper body invuln, charge 1.5 seconds
Zonk Knuckle Level 3 HL 150 200 40/40 - 18 3 26 -8 - 1~17f upper body invuln, charge 2 seconds
Zonk Knuckle EX HL 90*70 150*100 -250/0 Su 16 1*2 26 -7 - 1~16f invincible, charge 1 second
Super Light Kick L*HLx6 60*45x5*65 0 -1000/0 - 1+11 - 30 -16 - 1~19f invincible
Super Medium Kick HL 60*45x5*65 0 -1000/0 - 1+7 - 30 -16 - 1~8f invincible
Super Hard Kick HL 60*45x5*65 0 -1000/0 - 1+7 - 29 -16 - 1~12f invincible
Ultra 1 HL 83*385 0 0/0 - 0+13 2 50 -31 - 1~14f invincible
Ultra 2 HL 23x7*45x5*120 0 0/0 - 0+7 - 47 -28 - 1~14f 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

CodyTravers said on May 10, 2010 at 5:51 a.m.

Lets see if we cant do something about my frame data boredom.

#1
CriTikAlx said on May 10, 2010 at 11:10 a.m.

I think the frame advantage for close hp is wrong. I definitely recall being able to do close hp, crouch mp xx hp criminal upper as a punish combo. I don't have the game with me though so I can't test that.

#2


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