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Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | Notes |
Far LP | H | 30 | 5 | 3 | 7 | +7 | +3 | SM,EX,SA,CA | Rapid fire cancelable to light normal moves |
Far MP | H | 60 | 6 | 4 | 15 | +2 | -2.0 | SM,EX,SA,CA | - |
Far HP | H | 90 | 11 | 3 | 24 | -3.0 | -8.0 | - | - |
Far LK | H | 30 | 5 | 3 | 10 | +4 | 0 | SM,EX,SA,CA | - |
Far MK | H | 60 | 6 | 5 | 17 | 0 | -4.0 | - | - |
Far HK | H | 90 | 17 | 4 | 21 | 0 | -5 | - | airborne frames 7-24 |
Close LP | H | 30 | 5 | 3 | 7 | +7 | +3 | SM,EX,SA,CA | Rapid fire cancelable to light normal moves |
Close MP | H | 60 | 6 | 4 | 18 | -1 | -5.0 | SM,EX,SA,CA | - |
Close HP | H | 90 | 7 | 4 | 29 | floats | -8 | SM,EX,SA,CA | airborne frames 4-23 |
Close LK | H | 30 | 4 | 3 | 8 | +6 | +2 | SM,EX,SA,CA | Rapid fire cancelable to light normal moves |
Close MK | H | 30,30 | 7 | 3(6)2 | 24 | -5 | -9.0 | SM,EX,SA,CA | airborne frames 1-6 |
Close HK | H | 45,45 | 12 | 2(2)2 | 23 | 0 | -5 | 1st hit SM,EX,SA,CA | - |
Crouch LP | H | 30 | 4 | 4 | 8 | +5 | +1 | SM,EX,SA,CA | Rapid fire cancelable to light normal moves |
Crouch MP | H | 60 | 5 | 6 | 12 | +3 | -1.0 | SM,EX,SA,CA | - |
Crouch HP | H | 75 | 8 | 4 | 23 | -2 | -7 | SM,EX,SA,CA, on hit:jump | knockdown on airborne foes |
Crouch LK | L | 30 | 4 | 4 | 8 | +5 | +1 | SM,EX,SA,CA | Rapid fire cancelable to light normal moves |
Crouch MK | L | 60 | 6 | 2 | 18 | +1 | -3 | SM,EX,SA,CA | - |
Crouch HK | L | 90 | 9 | 2 | 25 | hard knockdown | -8.0 | - | - |
Jump up LP | M | 40 | 5 | 7 | until ground+4f | +12 | +4 | - | - |
Jump up MP | M | 70 | 6 | 7 | until ground+4f | +16 | +5 | - | - |
Jump up HP | M | 100 | 9 | 4 | until ground+4f | +20 | +8 | - | - |
Jump up LK | M | 40 | 6 | 10 | until ground+4f | +12 | +4 | - | - |
Jump up MK | M | 70 | 6 | 5 | until ground+4f | +16 | +5 | - | - |
Jump up HK | M | 100 | 9 | 4 | until ground+4f | +20 | +8 | - | - |
Jump forward LP | M | 40 | 5 | 11 | until ground+4f | +12 | +4 | - | - |
Jump forward MP | M | 70 | 6 | 6 | until ground+4f | +16 | +5 | - | Hard knockdown on airborne foes |
Jump forward HP | M | 75 | 8 | 4 | until ground+4f | +20 | +8 | - | Ground bounce on airborne foes |
Jump forward LK | M | 40 | 6 | 6 | until ground+4f | +12 | +4 | - | - |
Jump forward MK | M | 70 | 6 | 6 | until ground+4f | +16 | +5 | - | - |
Jump forward HK | M | 100 | 7 | 6 | 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 | 13 | 3 | 15 | hard knockdown | - | - | Similar to Fuhajin, full body invulnerability frames 1-12 |
Karen Kick | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - |
Assatsu Kick | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - |
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | Notes |
Sekku | M | 70 | 15 | 2 | 16 | +2 | -2 | - | Airborne frames 7-20 |
Fuhajin | H | 60 | 11 | 4 | 18 | floats | -4 | - | Hold button to store projectile, release button to fire projectile, last 3 frames of recovery can be canceled into projectile release |
Fuhajin LK | H | 40 | 12 | - | 21 | +11 | +4 | - | Projectile travels 51 frames across 3/4 screen then disappears |
Fuhajin MK | H | 50 | 12 | - | 21 | +11 | +4 | - | Airborne frames 4-12, projectile travels 51 frames across 3/4 screen then disappears, knockdown on airborne foes |
Fuhajin HK | H | 60 | 12 | - | 21 | +11 | +4 | - | Airborne frames 4-12, projectile travels 51 frames across 2/3 screen then disappears, knockdown on airborne foes |
Fuhajin EX (LK+MK) | H | 50,70 | 14 | - | 26 | knockdown | +11 | - | Projectile travels 47 frames across 3/4 screen then disappears |
Fuhajin EX (MK+HK) | H | 50,70 | 14 | - | 24 | knockdown | +13 | - | Airborne frames 5-16, projectile travels 45 frames across 3/4 screen then disappears |
Fuhajin EX (LK+HK) | H | 50,70 | 16 | - | 26 | knockdown | +11 | - | Airborne frames 5-16, projectile travels 45 frames across 2/3 screen then disappears |
Shikusen LK | H | 40 | 15 | until ground | until ground+15f | knockdown | -3 | 2nd impact | - |
Shikusen MK | H | 40 | 15 | until ground | until ground+15f | knockdown | -3 | 2nd impact | - |
Shikusen HK | - | 40 | 15 | until ground | until ground+15f | knockdown | -3 | 2nd impact | - |
Shikusen EX | - | 50,25x2,60 | 15 | until ground | until ground+14f | wall bounce | -20 | - | - |
2nd Impact | H | 20,20 | 10 | 4(5)3 | until ground+20f | knockdown | -6 | 3rd strike | - |
3rd Strike | H | 80 | 21 | 3 | until ground+10f | knockdown | -13 | - | - |
Kasatuchi LP | counter | - | - | - | 48 | - | - | - | Full body strike counter frames 1-32 |
Kasatuchi MP | counter | - | - | - | 48 | - | - | - | Full body strike counter frames 1-32 |
Kasatuchi HP | counter | - | - | - | 48 | - | - | - | Full body strike counter frames 1-32 |
Kasatuchi EX | counter | - | - | - | 49 | - | - | - | Full body strike counter frames 1-33 |
Senpusha LK | H | 60,40 | 10 | 3(1)4 | 22 | 0 | -5 | - | Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, airborne frames 10-20 |
Senpusha MK | H | 45,25x3 | 12 | 3(1)4(5)4(1)4 | 20 | floats | -10 | - | Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, airborne frames 12-37 |
Senpusha HK | H | 50,30x3 | 17 | 3(1)4(5)4(1)5 | 26 | floats | -15 | - | Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, airborne frames 17-42 |
Senpusha EX | H | 12x5,20 | 10 | 3(1)4(3)6(1) 3(4)6(1)3 | 31 | floats | -18 | - | Can be Super Charged: 51 frames to perform Super Art, full body invulnerability frames 1-14, projectile invulnerability frames 15-50, airborne frames 11-50 |
Kaisen Dankairaku | L,L,H | 300 | 13 | 4(1)6(1)4(1)3(1) 2(5)4(4)4(6)4 | 75 | hard knockdown | -79 | - | 69 frame cinematic freeze before attack begins, full body invulnerability frames 1-18, airborne frames 106-187 |
Cross Art | H | 150+ | 9 | 2 | 67 | switch | -47 | - | 71 frame cinematic freeze before attack begins, full body invulnerability frames 1-9 |
Huge shout out to both Zukku and Street11 for letting us use the frame data.