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Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | Notes |
Far\Close LP | H | 30 | 5 | 4 | 8 | +5 | +1 | SM,EX,SA,CA | - |
Far\Close MP | H | 60 | 8 | 4 | 10 | +7 | +3 | SM,EX,SA,CA | - |
Far HP | H | 90 | 11 | 4 | 22 | -1 | -6 | - | - |
Far LK | H | 30 | 5 | 2 | 9 | +6 | +2 | SM,EX,SA,CA | - |
Far MK | H | 60 | 7 | 4 | 15 | +2 | -2 | - | - |
Far HK | H | 90 | 13 | 6 | 23 | -4 | -9 | - | - |
Close HP | H | 90 | 7 | 4 | 22 | -1 | -6 | SM,EX,SA,CA | - |
Close LK | H | 30 | 5 | 2 | 9 | +6 | +2 | SM,EX,SA,CA | - |
Close MK | H | 60 | 6 | 3 | 16 | +2 | -2 | SM,EX,SA,CA | - |
Close HK | H | 90 | 11 | 4 | 15 | +6 | +1 | - | - |
Crouch LP | H | 30 | 4 | 4 | 6 | +7 | +3 | SM,EX,SA,CA | - |
Crouch MP | L | 60 | 5 | 4 | 11 | +6 | +2 | SM,EX,SA,CA | - |
Crouch HP | H | 90 | 6 | 7 | 20 | -1 | -7 | SM,EX,SA,CA | Forces standing on hit |
Crouch LK | L | 30 | 5 | 4 | 10 | +3 | -1 | SM,EX,SA,CA | - |
Crouch MK | L | 60 | 8 | 8 | 12 | +1 | -3 | SM,EX,SA,CA | - |
Crouch HK | L | 90 | 9 | 2(20)2 | 23 | sweep knockdown | -5 | - | - |
Jump LP | M | 40 | 5 | 4 | until ground+4f | +12 | +4 | - | - |
Jump MP | M | 70 | 7 | 7 | until ground+4f | +16 | +12 | - | - |
Jump HP | M | 100 | 11 | 4 | until ground+4f | +20 | +8 | - | - |
Jump LK | M | 40 | 5 | 8 | until ground+4f | +12 | +4 | - | - |
Jump MK | M | 70 | 7 | 7 | until ground+4f | +16 | +12 | - | - |
Jump HK | M | 100 | 12 | 9 | until ground+4f | +20 | +8 | - | - |
Launcher | H | 100 | 13 | 2 | 54 | switch | -34 | - | Crushes crouching attacks, launches opponent while switching characters |
Cross Cancel | H | 120 | 14 | 7 | 23 | hard knockdown | -8 | - | Similar to 2nd hit of Hunting Tomahawk, full body invulnerability frames 1-20 |
Wild Stallion | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - |
Mad Axes | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - |
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | Notes |
Kolda | H | 80 | 12 | 3 | 27 | +6 | 0 | - | Ground bounce on airborne foes |
Party Crasher | H | 60 | 8 | 3 | 21 | +7 | +2 | - | Input f+MP within 9 frames of inputting f for attack, knockdown on airborne foes |
- | H | 30 | 5 | 4 | 8 | +5 | +1 | SM,EX,SA,CA | - |
- | H | 50 | 8 | 4 | 13 | +2 | 0 | SM,EX,SA,CA | Knockdown on airborne foes |
- | H | 40 | 14 | 10 | 13 | -2 | -8 | - | Knockdown on airborne foes |
Baiyuan Sanshou | L | 70 | 12 | 3 | 26 | sweep knockdown | -7 | - | - |
- | H | 30 | 5 | 4 | 8 | +5 | +1 | SM,EX,SA,CA | - |
- | H | 50 | 15 | 3 | 22 | -4 | -7 | - | Doesn’t combo with LP, knockdown on airborne foes |
Divine Impact | M | 90 | 16 | 9 | 19 | knockdown | -10 | - | - |
Divine Intervention | L | 70 | 13 | 4 | 14 | +3 | 0 | SM,EX,SA,CA | Knockdown on airborne foes |
- | H | 50 | 6 | 5 | 19 | -3 | -6 | - | Knockdown on airborne foes |
Trickling Stream | L | 60 | 15 | 7 | 10 | +4 | +1 | SM,EX,SA,CA | - |
Raging Rapids | H | 70 | 13 | 5 | 26 | floats | -9 | - | - |
- | H | 60 | 12 | 4 | 19 | -2 | -5 | - | Knockdown on airborne foes |
Slow Power Punch Combo | H | 80 | 18 | 3 | 27 | floats | -6 | - | - |
Slow Power Punch to Low Kick | L | 70 | 12 | 2 | 32 | -12 | -16 | SM,EX,SA,CA | - |
Slow Power Punch to High Kick | H | 80 | 12 | 4 | 25 | -8 | -11 | SM,EX,SA,CA | Floats airborne foes, forces standing on hit |
- | H | 60 | 9 | 3 | 20 | -2 | -5 | - | Stagger (+35) on Counter Hit, slip (+18) on crouching Counter Hit, input MP or HP between frames 3-15 for follow-up attack, knockdown on airborne foes |
- | H | 50 | 14 | 4 | 28 | -11 | -14 | SM,EX,SA,CA | Input K or f+P between frames 3-26 for next attack, knockdown on airborne foes |
Red Orchid Combo | H | 90 | 11 | 4 | 31 | +6 | -15 | - | Forces standing on hit, knockdown on airborne foes |
Mountain Crusher | H | 50 | 14 | 4 | 28 | -1 | -12 | SM,EX,SA,CA | Knockdown on airborne foes |
Swift Step | - | - | - | - | 31 | - | - | - | Airborne frames 15-25, input 55 between frames 1-27 to cancel attack into backdash, backdash is 4 frames shorter than normal backdash |
Swift Step EX | - | - | - | - | 32 | - | - | - | Armor frames 1-15, airborne frames 16-26, input b,b between frames 1-28 to cancel attack into backdash, backdash is 4 frames shorter than normal backdash |
Lashing Arrow | H | 120 | 16 | 10 | 14 | knockdown | -9 | - | Airborne frames 16-29 |
Lashing Arrow EX | H | 100 | 17 | 10 | 14 | wall bounce | -9 | - | Armor frames 1-16, airborne frames 17-29 |
Swift Step Explosion | M | 100 | 39 | 8 | 15 | crumples | -5 | - | Airborne frames 15-24, knockdown on airborne foe, input b,b between frames 1-33 to cancel attack into backdash, backdash is 4 frames shorter than normal backdash |
Swift Step Explosion EX | M | 100 | 40 | 8 | 15 | crumples | -5 | - | Armor frames 1-15, airborne frames 16-25, knockdown on airborne foe, input b,b between frames 1-34 to cancel attack into backdash, backdash is 4 frames shorter than normal backdash |
Rising Kick LK | H | 130 | 6 | 6 | 44 | knockdown | -38 | - | Full body strike invulnerability frames 1-9, Julia’s body is strike invulnerable frame 10, airborne frames 8-40 |
Rising Kick MK | H | 80,60 | 7 | 1(1)6 | 36 | knockdown | -40 | - | Full body strike invulnerability frames 1-6, airborne frames 7-39, 2nd hit whiffs on crouching foes |
Rising Kick HK | H | 100,60 | 7 | 1(1)8 | 38 | knockdown | -24 | - | Airborne frames 7-42 |
Rising Kick EX | H | 100,70 | 7 | 1(1)6 | 42 | knockdown | -26 | - | Full body invulnerability frames 1-10, airborne frames 7-39 |
Tiger Strike | H | 50,100 | 13 | 3 | 28 | hard knockdown | -9 | - | Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, on hit engages 57 frame cinematic throw |
Tiger Strike EX | H | 80,120 | 17 | 3 | 45 | hard knockdown | -26 | - | Can be Super charged: 51 frames to perform Super Art, on hit engages 70 frame cinematic throw |
Wind Roll LK | - | - | - | - | 24 | - | - | - | Projectile invulnerability frames 1-15 |
Wind Roll MK | - | - | - | - | 25 | - | - | - | Projectile invulnerability frames 1-16 |
Wind Roll HK | - | - | - | - | 26 | - | - | - | Projectile invulnerability frames 1-17 |
Wind Roll EX | - | - | - | - | 24 | - | - | - | Projectile invulnerability frames 1-17 |
Tequila Sunrise Elbow Smash 1st | M | 50 | 16 | 7 | 35 | +3 | -20 | - | Input P between frames 12-22 for followup attack, knockdown on airborne foes |
Tequila Sunrise Elbow Smash 2nd | H | 80 | 25 | 9 | 13 | knockdown | +2 | - | - |
Hunting Tomahawk 1st hit | H | 60 | 8 | 4 | 33 | -3 | -13 | - | Knockdown on airborne foes |
Hunting Tomahawk 2nd hit | H | 100 | 25 | 7 | 23 | knockdown | -8 | - | - |
Wind Roll Explosion 1st hit | L | 50 | 17 | 2 | 35 | -3 | -13 | - | Knockdown on airborne foes |
Wind Roll Explosion 2nd hit | H | 100 | 18 | 7 | 23 | knockdown | -8 | - | - |
Iron Mountain Rush | H | 310 | 3 | 3 | 35 | hard knockdown | -16 | - | 68 frame cinematic freeze before attack begins, full body invincibility frames 1-4 |
Cross Art | H | 150+ | 9 | 2 | 46 | switch | -26 | - | 63 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.