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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 | - |
Far MP | H | 60 | 7 | 2 | 18 | +1 | -3 | SM,EX,SA,CA | - |
Far HP | H | 90 | 7 | 3 | 20 | +2 | -3 | - | - |
Far LK | H | 30 | 4 | 2 | 11 | +4 | 0 | - | - |
Far MK | H | 60 | 7 | 3 | 17 | +1 | -3 | - | whiffs on crouchers |
Far HK | H | 90 | 13 | 2 | 25 | -2 | -7 | - | whiffs on crouchers |
Close LP | H | 30 | 3 | 2 | 10 | +5 | +1 | SM,EX,SA,CA | - |
Close MP | H | 30x2 | 4 | 3(5)3 | 17 | +1 | -3 | SM,EX,SA,CA | - |
Close HP | H | 90 | 4 | 4 | 21 | 0 | -5 | SM,EX,SA,CA | - |
Close LK | H | 30 | 4 | 2 | 8 | +7 | +3 | - | - |
Close MK | H | 20x3 | 5 | 3(7)4 | 15 | +4 | 0 | 1st hit SM,EX,SA,CA | +6 on hit against crouchers |
Close HK | H | 90 | 5 | 3 | 22 | +1 | -5 | SM,EX,SA,CA, on hit:jump | forces standing |
Crouch LP | H | 30 | 4 | 3 | 7 | +7 | +3 | SM,EX,SA,CA | Rapid fire cancelable into light normal moves |
Crouch MP | L | 60 | 11 | 5 | 17 | -1 | -5 | - | - |
Crouch HP | H | 60,30 | 6 | 2(6)2 | 23 | 0 | -5 | 1st hit SM,EX,SA,CA | - |
Crouch LK | L | 30 | 3 | 4 | 7 | +6 | +2 | - | - |
Crouch MK | L | 60 | 5 | 3 | 17 | +1 | -3 | SM,EX,SA,CA | - |
Crouch HK | L | 90 | 8 | 4 | 24 | hard knockdown | -8 | - | - |
Jump up LP | M | 40 | 7 | 6 | until ground+4f | +12 | +4 | - | - |
Jump up MP | M | 70 | 5 | 3 | until ground+4f | +16 | +5 | - | - |
Jump up HP | M | 60x2 | 5 | 2(2)2 | until ground+4f | +20 | +8 | - | Knockdown on airborne foes |
Jump up LK | M | 40 | 4 | 7 | until ground+4f | +12 | +4 | - | - |
Jump up MK | M | 70 | 5 | 6 | until ground+4f | +16 | +5 | - | - |
Jump up HK | M | 100 | 5 | 8 | until ground+4f | +20 | +8 | - | - |
Jump forward LP | M | 40 | 4 | 6 | until ground+4f | +12 | +4 | - | - |
Jump forward MP | M | 70 | 5 | 3 | until ground+4f | +16 | +5 | - | - |
Jump forward HP | M | 70 | 6 | 8 | until ground+4f | +20 | +8 | - | Knockdown on airborne foes |
Jump forward LK | M | 40 | 5 | 10 | until ground+4f | +12 | +4 | - | - |
Jump forward MK | M | 70 | 6 | 5 | until ground+4f | +16 | +5 | - | - |
Jump forward HK | M | 100 | 5 | 5 | until ground+4f | +20 | +8 | - | - |
Launcher | H | 100 | 13 | 2 | 54 | switch | -34 | - | Crushes crouching attacks, launches opponent while switching characters |
Cross Cancel | H | 20x4, 30 | 7 | 2(1)2(3)2(4)2(3)2 | 19 | hard knockdown | -18 | - | Similar to EX Spinning Bird Kick, full body invincibility frames 1-8 |
Koshuyo | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - |
Kirinshu | throw | 140 | 5 | 2 | 20 | hard knockdown | - | - | - |
Ryuseiraku | throw | 190 | 5 | 2 | until ground+4f | hard knockdown | - | - | - |
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | Notes |
Kakukyakuraku | M | 80 | 38 | 7 | 5 | +11 | +7 | - | Airborne frames 12-44, knockdown on airborne foes |
Rear Spin Kick | H | 40 | 11 | 4 | 15 | -5 | -4 | - | Airborne frames 16-22, knockdown on airborne foes |
Kakusenshu | H | 70 | 16 | 3 | 16 | +2 | -2 | - | Knockdown on airborne foes |
Yosokyaku | M | 50 | 4 | 3 | until ground+4f | +17 | +10 | - | Knockdown on airborne foes, can be repeated up to 3 times, can perform any jumping attack after it connects |
wall jump | - | - | - | - | 28 | - | - | - | - |
Kintekishu | H | 50 | 6 | 4 | 15 | 2 | -6 | - | Knockdown on airborne foes |
Tenkukyaku | H | 50 | 13 | 3 | 40 | floats | -30 | jump | Input d,u+MK between frames 13-45 for follow-up attack, knockdown on airborne foes |
Tenshokyaku | H | 20x5 | 5 | 4(2)1(4)2(4)1(5)1 | 24 | knockdown | -37 | - | Full body invulnerability frames 1-8, airborne frames 5-37 |
- | M | 70 | 6 | 8 | until ground+4f | +20 | +8 | - | Input HP during active frames for followup attack, knockdown on airborne foes |
Target Combo | M | 40 | 5 | 3 | until ground+4f | +20 | +8 | - | - |
Kikoken LP | H | 50 | 15 | - | 37 | -6 | -11 | - | Projectile has 1 point of durability, projectile active for 99 frames, knocks down airborne foes |
Kikoken MP | H | 50 | 13 | - | 34 | -3 | -8 | - | Projectile has 1 point of durability, projectile active for 76 frames, knocks down airborne foes |
Kikoken HP | H | 50 | 11 | - | 35.0 | -4 | -9 | - | Projectile has 1 point of durability, projectile active for 44 frames, knocks down airborne foes |
Kikoken EX | H | 50x2 | 11 | - | 26 | 13 | +8 | - | Projectile has 2 points of durability, knocks down airborne foes |
Hazanshu LK | H | 70 | 24 | 2 | 20 | +5 | -2 | - | Airborne frames 3-23, hard knockdown on airborne foes, Stagger on crouching Counter Hit |
Hazanshu MK | M | 100 | 26 | 2 | 20 | +6 | 0 | - | Airborne frames 3-25, hard knockdown on airborne foes, Stagger on crouching Counter Hit |
Hazanshu HK | M | 110 | 27 | 2 | 20 | hard knockdown | 0 | - | Airborne frames 3-26, ground bounce on crouching Counter Hit |
Hazanshu EX | M | 130 | 27 | 2 | 20 | ground bounce | 0 | - | Full body invulnerability frames 1-16, projectile invulnerability frames 17-29, airborne frames 4-27 |
Spinning Bird Kick LK | H | 20x5 | 14 | 2(2)1(5)2(4)2(4)2 | 23 | 0 | -3 | - | Airborne frames 14-48, first hit forces standing on hit, knocks down airborne foes |
Spinning Bird Kick MK | H | 15x6,30 | 15 | 2(2)1(5)1(5)2(4)2(6)1(5)2 | 24 | 1 | -2 | - | Airborne frames 15-61, first hit forces standing on hit, knocks down airborne foes |
Spinning Bird Kick HK | H | 12x8,34 | 23 | 2(1)2(5)1(5)1(5) 1(7)1(4)2(5)1(5)2 | 24 | -1 | -4 | - | Airborne frames 23-82, first hit forces standing on hit, knocks down airborne foes |
Spinning Bird Kick EX | H | 20x4,30 | 7 | 2(1)2(3)2(4)2(3)2 | 19 | knockdown | -10 | - | Full body invulnerability frames 1-9, first hit forces standing on hit, airborne frames 8-37 |
Lightning Kicks LK | H | 20x4 / 20x5 | 5 | 2(6)2(6)2(6)2 | 24 | 2 / -22 | -1 / -25 | - | Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, input K for additional hits, knocks down airborne foes |
Lightning Kicks MK | H | 20x4 / 20x8 | 7 | 1(4)2(4)1(4)1 | 22 | 2 / 3 | -1 / 0 | - | Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, input K for additional hits, knocks down airborne foes |
Lightning Kicks HK | H | 20x4 / 20x8 | 7 | 1(4)1(4)1(3)1 | 23 | 1 / 4 | -2 / 1 | - | Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, input K for additional hits, knocks down airborne foes |
Lightning Kicks EX | H | 30x3,50 | 6 | 3(5)3(5)3(5)3 | 19 | floats | -3 | - | Can be Super charged: 51 frames to perform Super Art |
Senretsukyaku | H | 20,10x12,60,100 | 8 | 2(23)2(3)2(3)2(3)2 (3)2(3)2(3)2(3)2 (3)2(3)2(2)2(3)2(35)2(24)2 | 42 | hard knockdown | -22 | - | 84 frame cinematic freeze before attack begins, full body invulnerability frames 1-9 |
Cross Art | H | 150+ | 9 | 2 | 46 | - | -26 | - | 62 frame cinematic freeze before attack begins, full body invulnerability frames 1-10 |
Huge shout out to both Zukku and Street11 for letting us use the frame data.