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 | 3 | 10 | +6 | +2 | SM,EX,SA,CA | - |
Far\Close MP | H | 60 | 7 | 7 | 18 | -4 | -8 | - | - |
Far HP | H | 40,50 | 9 | 3 | 23 | 0 | -5 | - | - |
Far\Close LK | H | 30 | 4 | 5 | 7 | +5 | +1 | - | - |
Far MK | H | 60 | 7 | 7 | 11 | +3 | -1 | - | - |
Far HK | H | 90 | 7 | 4 | 15 | +6 | +1 | - | - |
Close LP | H | 30 | 4 | 3 | 5 | +9 | 0.0 | SM,EX,SA,CA | - |
Close HP | H | 90 | 9 | 5 | 24 | -3 | -9 | SM,EX,SA,CA | forces standing |
Close MK | H | 60 | 6 | 5 | 11 | +5 | +1 | SM,EX,SA,CA | - |
Close HK | H | 90 | 7 | 4 | 15 | +7 | +1 | - | forces standing |
Crouch LP | H | 30 | 5 | 2 | 7 | +8 | +4 | SM,EX,SA,CA | - |
Crouch MP | H | 20x3 | 9 | 6 | 10 | +9 | +5 | - | - |
Crouch HP | H | 90 | 10 | 4 | 15 | +6 | +1 | - | - |
Crouch LK | L | 30 | 4 | 3 | 12 | +2 | -2 | SM,EX,SA,CA | - |
Crouch MK | L | 60 | 6 | 5 | 15 | +1 | +3 | SM,EX,SA,CA | - |
Crouch HK | L | 90 | 9 | 11 | 18 | sweep knockdown | -9 | - | - |
Jump LP | M | 40 | 5 | 3 | until ground+4f | +12 | +4 | - | - |
Jump MP | M | 20x3 | 6 | 6 | until ground+4f | +16 | +5 | - | Knockdown against airborne opponents |
Jump HP | M | 100 | 9 | 3 | until ground+4f | +20 | +8 | - | - |
Jump LK | M | 40 | 4 | 7 | until ground+4f | +12 | +4 | - | - |
Jump MK | M | 70 | 7 | 6 | until ground+4f | +16 | +5 | - | - |
Jump HK | M | 100 | 7 | 4 | until ground+4f | +20 | +8 | - | - |
Launcher | H | 100 | 13 | 2 | 54 | switch,float | -34 | - | Crushes crouching attacks, launches opponent while switching characters |
Cross Cancel | H | 120 | 15 | 21 | 30 | float | -9 | - | Invulnerable frames 1-15, resembles EX Patriot Circle but juggling afterward isn’t possible |
Colonel Carrier | throw | 130.0 | 5.0 | 2.0 | 20.0 | hard knockdown | - | - | - |
Deadly Package | throw | 130.0 | 5.0 | 2.0 | 20.0 | hard knockdown | - | - | - |
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | Notes |
Trick Rod | H | 60.0 | 8.0 | 6.0 | 12.0 | +1 | -3.0 | - | Airborne frames 3-20, knocks down airborne opponent |
Spike Rod | H | 60 | 6 | until ground | 33 | -15 | -19 | - | Knocks down airborne opponent on hit, leave input N or hold d/f/b to direct hop after Spike Rod, if non-N input is held normal moves are possible after 13th frame of hop |
Trick Landing | - | - | - | - | 33 | - | - | - | Input command between frames 27-34 of jump, leave input N or hold d/f/b to direct hop after Trick Landing, if non-N input is held normal moves are possible after 13th frame of hop |
Stinger LK | - | - | - | - | 53 | - | - | - | Input P between frames 16-46 for follow-up |
Stinger LK | - | - | - | - | 57 | - | - | - | Input P between frames 16-46 for follow-up |
Stinger LK | - | - | - | - | 59 | - | - | - | Input P between frames 16-47 for follow-up |
Stinger LK | - | - | - | - | 58 | - | - | - | Input P between frames 13-47 for follow-up |
Stinger follow-up | H | 50 | 16 | - | until ground+7f | +21 | +13 | - | Button strength determines angle of knife, knife is destroyed by normal projectiles and attacks, knocks down airborne opponent |
Stinger EX follow-up | H | 40 | 16 | - | until ground+6f | knockdown | +3 | - | Knocks down on hit, knives are destroyed by normal projectiles and attacks |
Mekong Delta Attack (no input) | - | - | - | - | 47 | - | - | - | Input P between frames 12-44 for attack, frame 39 earliest starting point of attack |
Mekong Delta Attack LP | H | 60 | 4 | 14 | 9(wiff) 24 (hit or block) | -4 | -8 | - | Knocks down airborne opponent |
Mekong Delta Attack MP | H | 60 | 4 | 14 | 9(wiff) 24 (hit or block) | -4 | -8 | - | Knocks down airborne opponent |
Mekong Delta Attack HP | H | 60 | 4 | 16 | 9(wiff) 24 (hit or block) | -4 | -8 | - | Knocks down airborne opponent |
Mekong Delta Attack EX | H | 140 | 3 | 21 | 19 | +1 | -3 | - | Projectile invincible frames 1-23, knocks down airborne opponent |
Mekong Delta Air Raid LP | - | - | - | - | 23 | - | - | - | Input P between frames 6-16 for follow-up |
Mekong Delta Air Raid MP | - | - | - | - | 37 | - | - | - | Input P between frames 6-30 for follow-up |
Mekong Delta Air Raid HP | - | - | - | - | 48 | - | - | - | Input P between frames 6-41 for follow-up |
Mekong Delta Air Raid EX | - | - | - | - | 46 | - | - | - | Projectile invincible frames 1-41, input P between frames 5-41 for follow-up |
Mekong Delta Air Raid follow-up | M | 60 | 31 | 3 | 16 | +5 | -4 | - | Knocks down airborne opponents |
Mekong Delta Air Raid EX follow-up | M | 80 | 31 | 2 | 16 | +7 | -3 | - | Projectile invincible frames 1-30, knocks down airborne opponents, causes ground bounce on Counter Hit |
Mekong Delta Escape | - | - | - | - | varies | - | - | - | May cancel into any air normal move or Spike Rod after wall jump, wall jump can be directed by holding f or b |
Mekong Delta Escape EX | - | - | - | - | varies | - | - | - | Invulnerable until Rolento touches back wall, may cancel into any air normal move or Spike Rod after wall jump, wall jump can be directed by holding f or b |
Patriot Circle | H | 40 | 15 | 12 | 26.0 | -1 | -5 | - | Can be Super Charged 51 frames for EX version or 100 frames for Super Art, input qcf+P between frames 7-33 for next attack |
Patriot Circle 2nd | H | 60 | 20 | 12 | 27 | +1 | -6 | - | Input qcf+P between frames 1-34 for next attack |
Patriot Circle 3rd | H | 55 | 25 | 9 | 30 | float | -9 | - | Sets up juggle on hit |
Patriot Circle EX | H | 120 | 18.0 | 21 | 28 | float | -3 | - | Can be Super Charged 51 frames for Super Art, invulnerable frames 1-19, sets up juggle on hit |
Patriot Sweeper | H | 10x3,10x4,30,55x4 | 13.0 | 6(13)8(25)11 | 32 | hard knockdown | -11 | - | 52 frame freeze before attack begins, invulnerable frames 1-14, causes hard knockdown |
Cross Art | H | 150+ | 7.0 | 2 | 47 | switch | -27 | - | 63 frame freeze before attack begins, invulnerable frames 1-8 |
Huge shout out to both Zukku and Street11 for letting us use the frame data.