T. Hawk's Frame Data Super Street Fighter 4 Arcade Edition

Guide last updated on
August 12, 2011 at 10:07 p.m. PDT


T. Hawk 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 40 50 20 C*Sp*Su 3 2 6 3 7
Close Medium Punch HL 90 100 40 Sp*Su 5 4 10 0 6
Close Hard Punch HL 130 200 60 - 8 3 14 1 6
Close Light Kick HL 30 50 20 Sp*Su 3 3 10 -2 1
Close Medium Kick HL 70 100 40 Sp*Su 6 3 12 -1 2
Close Hard Kick HL 140 200 60 - 8 3 17 0 4
Far Light Punch HL 40 50 20 Sp*Su 4 2 7 3 6
Far Medium Punch HL 90 100 40 - 6 3 12 -1 2
Far Hard Punch HL 120 200 60 - 8 2 21 -5 -1
Far Light Kick HL 30 50 20 Sp*Su 4 4 9 -2 1
Far Medium Kick HL 70 100 40 - 6 3 11 0 3
Far Hard Kick HL 120 200 60 - 10 5 22 -7 -3
Crouch Light Punch HL 30 50 20 C*Sp*Su 4 3 8 0 3
Crouch Medium Punch HL 80 100 40 - 6 3 13 -2 1
Crouch Hard Punch HL 90*50 100*100 60*20 - 8 2*3 20 -5 -1
Crouch Light Kick L 40 50 20 Sp*Su 4 3 8 0 3
Crouch Medium Kick L 70 100 40 - 6 4 12 -2 1
Crouch Hard Kick L 120*50 100*100 20*20 - 11 2(9)2 20 -7 -
Jump Up Light Punch H 60 50 20 Sp 4 4 - - -
Jump Up Medium Punch H 90 100 40 - 6 5 - - -
Jump Up Hard Punch H 140 200 60 - 10 4 - - -
Jump Up Light Kick H 50 50 20 - 4 3 - - -
Jump Up Medium Kick H 90 100 40 - 7 3 - - -
Jump Up Hard Kick H 120 200 60 - 10 4 - - -
Jump Toward Light Punch H 60 50 20 - 4 6 - - -
Jump Toward Medium Punch H 90 100 40 - 8 4 - - -
Jump Toward Hard Punch H 120 200 60 - 10 3 - - -
Jump Toward Light Kick H 50 50 20 - 4 8 - - -
Jump Toward Medium Kick H 90 100 40 - 7 6 - - -
Jump Toward Hard Kick H 120 200 60 - 10 4 - - -
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
Heavy Body Press (D+Hard Punch Air) H 110 150 60 - 6 9 - - -
Heavy Shoulder (D+Medium Punch Air) - 80 90 40 - 7 10 - - -
Thrust Peak (DF+Light Punch) HL 40 50 20 Sp*Su 3 7 - -8 -5
Focus Attack Level 1 HL 90 100 20 - 23 5 32 -21 -21
Focus Attack Level 2 HL 120 150 40 - 17+16 5 32 -15 -
Focus Attack Level 3 - 170 200 60 - 65 5 32 - -
Forward Throw 0.9 130 140 40 - 3 2 20 - -
Back Throw 0.9 160 140 40 - 3 2 20 - -
Mexican Typhoon Light Punch 1.5 150 200 40/100 - 2 2 52 - -
Mexican Typhoon Medium Punch 1.45 200 200 40/100 - 2 2 50 - -
Mexican Typhoon Hard Punch 1.4 230 200 40/100 - 2 2 48 - -
Mexican Typhoon EX 1.45 200 150 -250/0 - 4 2 47 - -
Tomahawk Buster Light Punch HL 130 200 30/40 - 5 4*7 17+11 -14 -
Tomahawk Buster Medium Punch HL 150 200 30/40 - 6 4*7 21+11 -18 -
Tomahawk Buster Hard Punch HL 160 200 30/40 - 8 4*7 26+11 -23 -
Tomahawk Buster EX HL 80*50 150*150 -250/0 - 5 4*7 29+11 -26 -
Condor Dive HL 120 100 20/30 - 11 until ground 22 - -
Condor Dive EX H 100[150] 50 -250/0 - 11 until ground 22 - -
Condor Spire Light Punch HL 120 200 20/30 - 20 9 4+7 -7 -5
Condor Spire Medium Punch HL 120 200 20/30 - 20 10 4+7 -8 -6
Condor Spire Hard Punch HL 120 200 20/30 - 20 11 5+7 -10 -8
Condor Spire EX HL 150 150 -250/0 - 15 9 4+7 -3 -
Super 1.35 430 0 -1000/0 - 1+0 2 41 - -
Ultra 1 1.4 510 0 0/0 - 1+0 2 41 - -
Ultra 2 1.1 450 0 0/0 - 0+3 6 18+26 - -
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

Doopliss said on July 3, 2010 at 6:24 a.m.

s.MP is +6, not +4. probably +2 on block as well.

#1
liluoke said on October 23, 2010 at 12:31 a.m.

damn, condor spire has so many active frames and has pretty low frame disadvantage on block, a good thawk player will pretty much always have advantage off of that move

#2


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