If you have trouble understanding this data, please check out the how to read frame data guide here on EventHubs.com.
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | Notes |
Far LP | H | 30 | 4 | 2 | 10 | +5 | +1 | SM,EX,SA,CA | Rapid fire cancelable to light normal moves |
Far MP | H | 60 | 5 | 4 | 17 | 0 | -4 | SM,EX,SA,CA | - |
Far HP | H | 90 | 5 | 3 | 18 | +4 | -1 | - | - |
Far LK | H | 30 | 5 | 2 | 9 | +6 | +2 | - | Rapid fire cancelable to light normal moves |
Far MK | H | 60 | 8 | 4 | 15 | +2 | -2 | - | - |
Far HK | H | 90 | 13 | 5 | 17 | +3 | -2 | - | - |
Close LP | H | 30 | 4 | 2 | 9 | +6 | +2 | SM,EX,SA,CA | Rapid fire cancelable to light normal moves |
Close MP | H | 60 | 4 | 3 | 16 | +2 | -2 | SM,EX,SA,CA | - |
Close HP | H | 90 | 6 | 4 | 19 | +3 | -3 | SM,EX,SA,CA | Forces standing on hit |
Close LK | H | 30 | 4 | 3 | 7 | +7 | +3 | - | Rapid fire cancelable to light normal moves |
Close MK | H | 60 | 5 | 2 | 21 | -2 | -6 | - | - |
Close HK | H | 90 | 6 | 3 | 23 | 0 | -6 | - | Forces standing on hit |
Crouch LP | H | 30 | 4 | 2 | 10.0 | +5 | +1 | SM,EX,SA,CA | Rapid fire cancelable to light normal moves |
Crouch MP | H | 60 | 5 | 5 | 10 | +6 | +2 | SM,EX,SA,CA | - |
Crouch HP | H | 90 | 5 | 4 | 29 | -7 | -13 | - | Forces standing on hit |
Crouch LK | L | 30 | 4 | 2 | 12.0 | +3 | 0 | - | Rapid fire cancelable to light normal moves |
Crouch MK | L | 60 | 7 | 4 | 18 | -1 | -5 | - | - |
Crouch HK | L | 90,90 | 6 | 4(20)4 | 21 | sweep knockdown | -5 | - | - |
Jump up LP | M | 40 | 5 | 2 | until ground+4f | +12 | +4 | - | - |
Jump up MP | M | 70 | 7 | 4 | until ground+4f | +16 | +5 | - | - |
Jump up HP | M | 100 | 7 | 3 | until ground+4f | +20 | +8 | - | - |
Jump up LK | M | 40 | 8 | 6 | until ground+4f | +12 | +4 | - | - |
Jump up MK | M | 70 | 7 | 6 | until ground+4f | +16 | +5 | - | - |
Jump up HK | M | 100 | 6 | 3 | until ground+4f | +20 | +8 | - | - |
Jump forward LP | M | 40 | 6 | 6 | until ground+4f | +12 | +4 | - | - |
Jump forward MP | M | 70 | 6 | 5 | until ground+4f | +16 | +5 | - | - |
Jump forward HP | M | 100 | 6 | 5 | until ground+4f | +20 | +8 | - | - |
Jump forward LK | M | 40 | 6 | 5 | until ground+4f | +12 | +4 | - | - |
Jump forward MK | M | 70 | 6 | 6 | until ground+4f | +16 | +5 | - | - |
Jump forward HK | M | 100 | 6 | 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 | 100 | 5 | 11 | 47 | hard knockdown | -36 | - | Similar to HK Flash Kick, full body invulnerability frames 1-7 |
Dragon Suplex | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - |
Judo Throw | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - |
Flying Mare | throw | 180 | 5 | 2 | until ground+4f | hard knockdown | - | - | - |
Flying Buster Drop | throw | 180 | 5 | 2 | until ground+4f | hard knockdown | - | - | - |
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | Notes |
Straight Chop | M | 50 | 16 | 3 | 16 | +4 | -2 | - | Hard knockdown on airborne foes |
Spinning Back Knuckle | H | 100 | 9 | 3 | 15 | +7 | +2 | - | Knockdown on airborne foes |
Knee Bazooka | H | 50 | 7 | 4 | 15 | -2 | -4 | - | Knockdown on airborne foes |
Rolling Sobat | H | 60 | 11 | 4 | 14 | +3 | -1 | - | Lower body projectile invulnerability frames 7-8, lower body invulnerability frames 9-21, knockdown on airborne foes |
Reverse Spin Kick | H | 90 | 16 | 6 | 12 | +7 | +2 | - | 6F-29F throw invincible; knockdown on airborne foes |
Guile High Kick | H | 80 | 8 | 2 | 16 | floats | +2 | - | - |
Target Combo | M | 50 | 16 | 3 | 16 | +4 | -2 | - | - |
Flash Kick LK | H | 120(60) | 5 | 11 | 43 | knockdown | -42 | - | Requires d charge of 47 frames to execute, full body invulnerability frames 1-6 |
Flash Kick MK | H | 120(70) | 5 | 11 | 45 | knockdown | -44 | - | Requires d charge of 47 frames to execute, full body invulnerability frames 1-6 |
Flash Kick HK | H | 120(80) | 5 | 11 | 47 | knockdown | -46 | - | Requires d charge of 47 frames to execute, full body invulnerability frames 1-6 |
Flash Kick EX | H | 90.800000000000000 | 5.0 | 11.0 | 47.0 | knockdown | -44.0 | - | Requires d charge of 47 frames to execute, full body invulnerability frames 1-7 |
Sonic Boom LP | H | 50 | 10 | - | 23 | +8 | +5 | - | Requires 49 frames back charge, Can be Super Charged: 51 frames for EX version, 100 frames for Super Art, projectile has 1 point of durability, knockdown on airborne foes |
Sonic Boom MP | H | 50 | 10 | - | 25 | +6 | +3 | - | Requires 49 frames back charge, Can be Super Charged: 51 frames for EX version, 100 frames for Super Art, projectile has 1 point of durability, knockdown on airborne foes |
Sonic Boom HP | H | 50 | 10 | - | 27 | +4 | +1 | - | Requires 49 frames back charge, Can be Super Charged: 51 frames for EX version, 100 frames for Super Art, projectile has 1 point of durability, knockdown on airborne foes |
Sonic Boom EX | H | 40x2 | 10 | - | 29 | +10 | +7 | - | Requires 49 frames back charge, Can be charged 51 frames for Super Art, projectile has 1 point of durability, knockdown on airborne foes |
Sonic Hurricane | H | 120,20x4,120 | 8 | 41 | 34 | hard knockdown | -29 | - | 89 frame cinematic freeze before attack begins, full body invulnerability frames 1-8, active duration increases if projectile hits enemy projectile |
Cross Art | H | 150+ | 9 | 2(12)2(15)2 | 35 | switch | -15 | - | 64 frame cinematic freeze before attack begins, full body invulnerability frames 1-9, 1st hit must connect to enter cinematic |
Huge shout out to both Zukku and Street11 for letting us use the frame data.