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Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | Notes |
Far LP | H | 30 | 3 | 2 | 9 | +6 | +2 | SM,EX,SA,CA | Rapid fire cancelable into light normal moves |
Far MP | H | 60 | 5 | 2 | 16 | +3 | -1 | SM,EX,SA,CA | - |
Far HP | H | 90 | 7 | 3 | 20 | +2 | -3 | SM,EX,SA,CA | - |
Far LK | H | 30 | 4 | 2 | 13 | +2 | -2 | - | - |
Far MK | H | 60 | 9 | 2 | 18 | +1 | -3 | - | - |
Far HK | H | 50,40 | 8 | 2(8)2 | 18 | +6 | -2 | - | 1st hit forces standing on hit, 2nd hit is crouchable if 1st hit misses |
Close LP | H | 30 | 4 | 2 | 10 | +5 | +1 | SM,EX,SA,CA | rapid fire cancelable into light normal attacks |
Close MP | H | 60 | 3 | 2 | 14 | +5 | +1 | SM,EX,SA,CA | - |
Close HP | H | 90 | 4 | 2 | 30 | -7 | -12 | SM,EX,SA,CA | - |
Close LK | H | 30 | 5 | 2 | 9 | +6 | +2 | - | - |
Close MK | H | 60 | 5 | 2 | 19 | 0 | -4 | SM,EX,SA,CA | - |
Close HK | H | 50,40 | 6 | 2(3)4 | 21 | +1 | -4.0 | SM,EX,SA,CA | 2nd hit ground bounces on airborne foes |
Crouch LP | H | 30 | 3 | 2 | 10 | +5 | +1 | SM,EX,SA,CA | Rapid fire cancel into light attacks |
Crouch MP | H | 60 | 4 | 3 | 12 | +6 | +2 | SM,EX,SA,CA | - |
Crouch HP | H | 90 | 6 | 4 | 26 | -4 | -10 | SM,EX,SA,CA | Forces standing on hit |
Crouch LK | L | 30 | 5 | 2 | 11 | +4 | 0 | SM,EX,SA,CA | Rapid fire cancel into light attacks |
Crouch MK | L | 60 | 6 | 3 | 16 | +2 | -2 | SM,EX,SA,CA | - |
Crouch HK | L | 90 | 5 | 3 | 29 | sweep | -12 | - | Causes sweep knockdown |
Jump up LP | M | 40 | 4 | 7 | until ground+4f | +12 | +4 | - | - |
Jump up MP | M | 70 | 5 | 3 | until ground+4f | +16 | +5 | - | - |
Jump up HP | M | 100 | 6 | 3 | until ground+4f | +20 | +8 | - | - |
Jump up LK | M | 40 | 5 | 6 | until ground+4f | +12 | +4 | - | - |
Jump up MK | M | 70 | 6 | 4 | until ground+4f | +16 | +5 | - | - |
Jump up HK | M | 100 | 6 | 3 | until ground+4f | +20 | +8 | - | - |
Jump forward LP | M | 40 | 4 | 7 | until ground+4f | +12 | +4 | - | - |
Jump forward MP | M | 70 | 5 | 3 | until ground+4f | +16 | +5 | - | - |
Jump forward HP | M | 100 | 6 | 3 | until ground+4f | +20 | +8 | - | - |
Jump forward LK | M | 40 | 4 | 6 | until ground+4f | +12 | +4 | - | - |
Jump forward MK | M | 70 | 6 | 3 | until ground+4f | +16 | +5 | - | - |
Jump forward HK | M | 100 | 7 | 3 | until ground+4f | +20 | +8 | - | - |
Launcher | H | 100 | 13 | 2 | 54 | switch | -34 | - | Crushes crouching attacks, launches opponent while tagging in teammate |
Cross Cancel | H | 40x3 | 4 | 19 | 46 | knockdown | -38 | - | Invulnerable frames 1-19, airborne frame 9, resembles EX Goshoryuken |
Goshoha | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - |
Syuretto | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - |
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | Notes |
Zugaihasatsu | M | 40,30 | 17 | 4 | 17 | +4 | -2 | - | 1st hit causes hard knockdown as Counter Hit against crouching opponent |
Tenmakujinkyaku | M | 70 | 13 | until ground | 4 | +16 | +5 | - | Input d+MK between frames 17-22 of forward jump to execute attack, causes float versus airborne foes |
Gohadoken | H | 60 | 15 | - | 31 | 0 | -5 | - | Projectile has 1 hit point |
Gohadoken EX | H | 60x2 | 15 | - | 31 | knockdown | +3 | - | Projectile has 2 hit points |
Shakunetsu Hadoken LP | H | 50 | 26 | - | 26 | knockdown | 0 | - | Projectile has 1 hit point |
Shakunetsu Hadoken MP | H | 35x2 | 26 | - | 32 | knockdown | +1 | - | Projectile has 2 hit points |
Shakunetsu Hadoken HP | H | 33x3 | 26 | - | 39 | knockdown | +3 | - | Projectile has 3 hit points |
Shakunetsu Hadoken EX | H | 47x3 | 26 | - | 26 | knockdown | +16 | - | Projectile has 3 hit points |
Zanku Hadoken | H | 40 | 15 | - | until ground+16f* | +12 | +7 | - | Projectile has 1 hit point, button strength determines angle of projectile, momentum halted during startup frames, knocks down airborne foes; *+5F recovery during backjump |
Zanku Hadoken EX | H | 40 | 9 | - | until ground+9f* | +20 | +14 | - | 10 frames between release of projectiles, each projectile has 1 hit point, momentum halted during startup frames, knocks down airborne foes;* +5F recovery during backjump |
Goshoryuken LP | H | 100 | 3 | 14 | 35 | knockdown | -27 | - | Full body invulnerability frames 1-2, airborne on frame 6 |
Goshoryuken MP | H | 90,50 | 3 | 14 | 43 | knockdown | -33 | - | Full body invulnerability frames 1-4, airborne on frame 6, 2nd hit whiffs on crouching foes |
Goshoryuken HP | H | 60,40,30 | 3 | 16 | 36 | knockdown | -36 | - | Full body invulnerability frames 1-6, airborne on frame 8, 2nd hit whiffs on crouching foes |
Goshoryuken EX | H | 90,50,40 | 3 | 16 | 46 | knockdown | -36 | - | Full body invulnerability frames 1-19, airborne on frame 9 |
Tatsumaki Zankukyaku LK | H | 50 | 12 | 2(6)2 | 20 | floats | -8 | - | Airborne frame 7, lower body projectile invulnerability frames 7-33 |
Tatsumaki Zankukyaku MK | H | 40x3 | 6 | 2(5)2(5) 2(5)1 |
28 | floats | -7 | - | Airborne frame 8, lower body projectile invulnerability frames 8-43 |
Tatsumaki Zankukyaku HK | H | 40,20x3 | 6 | 2(5)1(5)1(5) 1(5)1(5)1 |
24 | floats | -3 | - | Airborne frame 8, lower body projectile invulnerability frames 8-50 |
Tatsumaki Zankukyaku EX | H | 30x5 | 12 | 1(3)1(3)1(3) 1(3)1 |
21 | floats | -8 | - | Airborne frame 8, lower body projectile invulnerability frames 8-47 |
Tatsumaki Zankukyaku (air) | H | 50 | 10 | 2(6)2(6)2 | until ground+10f | floats | +6 | - | - |
Tatsumaki Zankukyaku EX (air) | H | 40x5 | 8 | 1(3)1(3)1 (3)1(3)1 |
until ground+4f | floats | -16 | - | - |
Hyakkishu | - | - | - | - | 40 | - | - | - | Button strength determines distance of jump, airborne on frame 6, can be Super Charged 51 frames for EX version or 100 frames for Super Art |
Hyakkishu EX | - | - | - | - | 40 | - | - | - | Tracks opponent, airborne on frame 7, can be Super Charged 51 frames for Super Art |
Hyakkishu > Hyakki Gozan | L | 80 | 10 | 15 | 15 | hard knockdown | -13 | - | - |
Hyakkishu EX > Hyakki Gozan | L | 80 | 10 | 15 | 15 | hard knockdown | -13 | - | - |
Hyakkishu > Hyakki Gosho | M | 100 | 9 | 2 | until ground+4f | hard knockdown | +12 | - | Input P between frames 13-31 of Hyakkishu to execute, causes ground bounce on Counter Hit |
Hyakkishu EX > Hyakki Gosho | M | 100 | 9 | 2 | until ground+4f | ground bounce | +12 | - | Input P between frames 13-31 of EX Hyakkishu to execute, causes ground bounce |
Hyakkishu > Hyakki Gojin | H | 70 | 12 | until ground | 4 | +16 | +12 | - | Input K between frames 13-36 of Hyakkishu to execute, knocks down airborne foes |
Hyakkishu EX > Hyakki Gojin | H | 70 | 12 | until ground | 4 | +11 | +4 | - | Input K between frames 13-36 of EX Hyakkishu to execute, knocks down airborne foes |
Hyakkishu > Hyakki Gosai | throw | 150 | 4 | 2 | until ground+17f | hard knockdown | - | - | Input LP+LK between frames 13-36 of Hyakkishu or EX Hyakkishu to execute |
Ashura Senku P | - | - | - | - | 63 | - | - | - | Full body invulnerability frames 1-34 |
Ashura Senku K | - | - | - | - | 59 | - | - | - | Full body invulnerability frames 1-28 |
Raging Demon | H | 300 | 0 | 35 | 14 | hard knockdown | - | - | 68 frame freeze before attack begins, unblockable |
Misogi | M,H | 300/200 | 22 | 36(12)35 | 49 | hard knockdown | -43 | - | 88 frame freeze before attack begins, tracks opponent, invulnerable frames 1-85, if 1st hit whiffs Akuma creates two columns, each generating a projectile with 1 hit point each |
Cross Art | H | 150+ | 9 | 2 | 45 | switch | -25 | - | 63 frame freeze before attack begins, invulnerable frames 1-10 |
Huge shout out to both Zukku and Street11 for letting us use the frame data.