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Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | Notes |
Far LP | H | 30 | 5 | 2 | 13 | +2 | -2 | SM,EX,SA,CA | Rapid fire cancelable to light normal moves |
Far MP | H | 60 | 5 | 3 | 13 | +5 | +1 | SM,EX,SA,CA | - |
Far HP | H | 90 | 8 | 3 | 25 | -3 | -7 | SM,EX,SA,CA | - |
Far LK | H | 30 | 4 | 2 | 10 | +5 | +1 | - | - |
Far MK | H | 60 | 6 | 3 | 17 | +1 | -3 | - | - |
Far HK | H | 90 | 6 | 3 | 20 | +2 | -3 | - | - |
Close LP | H | 30 | 6 | 2 | 9 | +6 | +2 | SM,EX,SA,CA | Rapid fire cancelable to light normal moves |
Close MP | H | 60.0 | 5.0 | 3.0 | 14.0 | +5 | +1 | SM,EX,SA,CA | - |
Close HP | H | 90 | 7 | 3 | 18 | +5 | -1 | SM,EX,SA,CA | forces standing |
Close LK | H | 30 | 3 | 2 | 8 | +7 | +3 | SM,EX,SA,CA | - |
Close MK | H | 60 | 7 | 3 | 11 | +7 | +3 | - | - |
Close HK | H | 90 | 6 | 3 | 19 | +3 | -2 | - | - |
Crouch LP | H | 30 | 4 | 2 | 10 | +5 | +1 | SM,EX,SA,CA | Rapid fire cancelable to light normal moves |
Crouch MP | H | 60 | 7 | 3 | 13 | +5 | +1 | SM,EX,SA,CA | - |
Crouch HP | H | 90 | 11 | 4 | 18 | +4 | -4 | - | forces standing |
Crouch LK | L | 30 | 4 | 2 | 10 | +5 | +1 | SM,EX,SA,CA | - |
Crouch MK | L | 60 | 5 | 4 | 15 | +2 | -2 | SM,EX,SA,CA | - |
Crouch HK | L | 90 | 15 | 12 | 20 | hard knockdown | -12 | - | - |
Jump up LP | M | 40 | 6 | 2 | until ground+4f | +12 | +4 | - | - |
Jump up MP | M | 70 | 7 | 6 | until ground+4f | +16 | +5 | - | - |
Jump up HP | M | 100 | 6 | 8 | until ground+4f | +20 | +8 | - | - |
Jump up LK | M | 40 | 6 | 14 | until ground+4f | +12 | +4 | - | - |
Jump up MK | M | 70 | 7 | 10 | until ground+4f | +16 | +5 | - | - |
Jump up HK | M | 100 | 6 | 10 | until ground+4f | +20 | +8 | - | - |
Jump forward LP | M | 40 | 6 | 7 | until ground+4f | +12 | +4 | - | - |
Jump forward MP | M | 70 | 7 | 3 | until ground+4f | +16 | +5 | - | - |
Jump forward HP | M | 100 | 8 | 8 | until ground+4f | +20 | +8 | - | - |
Jump forward LK | M | 40 | 5 | 7 | until ground+4f | +12 | +4 | - | - |
Jump forward MK | M | 70 | 6 | 14 | 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 | 15 | 22 | 18 | hard knockdown | -15 | - | Similar to EX Psycho Crusher, full body invulnerability frames 1-17 |
Deadly Throw | throw | 140 | 5 | 2 | 20 | hard knockdown | - | - | - |
DeathTower | throw | 140 | 5 | 2 | 20 | hard knockdown | - | - | - |
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | Notes |
Hell Attack | M | 70 | 6 | 4 | until ground+4f | +16 | +5 | - | Knockdown on airborne foes |
Psycho Crusher LP | H | 120 | 15 | 23 | 18 | knockdown | -7 | - | Airborne frames 15-48 |
Psycho Crusher MP | H | 130 | 15 | 27 | 22 | knockdown | -13 | - | Airborne frames 15-52 |
Psycho Crusher HP | H | 140 | 15 | 33 | 22 | knockdown | -16 (-33 from close) | - | Airborne frames 15-58 |
Psycho Crusher EX | H | 75x2 | 15.0 | 23 | 18 | knockdown | -15 | - | Full body invulnerability frames 1-15, airborne frames 16-49, absorbs 1 projectile hit |
Head Press | M | 140 | 23-41 | until ground | until grounded+16f (on whiff) | -22 | -26 | - | Homes to foe’s position, knockdown on airborne foe, airborne on frame 1 |
Head Press EX | M | 160 | 23-41 | until ground | until grounded+16f (on whiff) | hard knockdown | -26 | - | Full body invulnerability from startup until active, homes to foe’s position, airborne frame 1 |
Somersault Skull Diver | M | 80 | 8 | 3 | until grounded+8f | +18 | +15 | - | Input P 32-86 frames after Head Press hit or block to execute attack |
Somersault Sull Diver EX | M | 60x2 | 8 | 3 | until grounded+8f | +18 | +15 | - | Input PP 32-86 frames after Head Press hit or block to execute attack, full body invulnerability frames 1-10 |
Devil Reverse | - | - | - | - | 49 | - | - | - | Homes to foe’s position, input P between frames 13-40 for follow-up attack |
Devil Reverse EX | - | - | - | - | 49 | - | - | - | Full body invulnerability frames 1-14, homes to foe’s position, input PP between frames 13-40 for follow-up attack |
Devil Reverse followup | M | 70 | 35 | until ground | until grounded+16f (on whiff) | float | +5 | - | Alter position of attack with b and f , airborne frame 1 |
Devil Reverse EX followup | M | 50,50 | 35 | until ground | until grounded+16f (on whiff) | float | +5 | - | Invulnerable frames 1-grounded/hit/block, alter position of attack with b and f , airborne frame 1 |
Bison Warp | - | - | - | - | 51 | - | - | - | Invulnerable frames 1-30 |
Double Knee Press LK | H | 60,40 | 11 | 2(1)4 | 20 | knockdown | -2 | - | Can be Super Charged: 51 frames for EX version, 100 frames for Super Arts, airborne frames 13-17 |
Double Knee Press MK | H | 50,20 | 17 | 2(1)4 | 23 | knockdown | -5 | - | Can be Super Charged: 51 frames for EX version, 100 frames for Super Arts, airborne frames 19-23 |
Double Knee Press HK | H | 50,30 | 21 | 2(1)4 | 22 | knockdown | -6 | - | Can be Super Charged: 51 frames for EX version, 100 frames for Super Arts, airborne frames 23-27 |
Double Knee Press EX | H,L | 25x4,50 | 14.0 | 2(1)2(11)4(7)18 | 30 | float | -32.0 | - | Full body projectile invulnerability frames 1-38, can be Super Charged: 51 frames to perform Super Arts, airborne frames 17-21 |
Knee Press Nightmare | H | 25x2,275 | 12.0 | (1)2(11)4(2)2 | 27 | hard knockdown | -10 | - | 65 frame cinematic freeze before attack begins, full body invulnerability frames 1-11, projectile invincible |
Cross Art | H | 150+ | 9 | 2 | 47 | switch | -27 | - | 63 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.