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Move | Hit | Damage | Startup | Hit Adv | Block Adv | Cancel | Notes |
Far LP | H | 30 | 3 | +6 | +2 | SM,EX,SA,CA | Rapid fire cancelable to light normal moves |
Far MP | H | 60 | 7 | +3 | -1 | - | - |
Far HP | H | 90 | 8 | +1 | -4 | SM,EX,SA,CA | - |
Far LK | H | 30 | 4 | +4 | 0 | SM,EX,SA,CA | - |
Far MK | H | 60 | 9 | +3 | -1 | - | - |
Far HK | H | 90 | 10 | +4 | -1 | - | - |
Close LP | H | 30 | 3 | +6 | 0 | SM,EX,SA,CA | Rapid fire cancelable to light normal moves |
Close MP | H | 60 | 4 | +4 | +1 | SM,EX,SA,CA | - |
Close HP | H | 90 | 3 | -1 | -7 | SM,EX,SA,CA | - |
Close LK | H | 30 | 4 | +3 | -1 | SM,EX,SA,CA | - |
Close MK | H | 60 | 4 | -1 | -5 | SM,EX,SA,CA | - |
Close HK | H | 90 | 6 | float | -1 | - | Juggle count starts at 1 on hit |
Crouch LP | H | 30 | 3 | +6 | +2 | SM,EX,SA,CA | Rapid fire cancelable to light normal moves |
Crouch MP | H | 60 | 5 | -1 | -5 | SM,EX,SA,CA | - |
Crouch HP | H | 90 | 4 | -2 | -5 | SM,EX,SA,CA | - |
Crouch LK | L | 30 | 3 | +4 | 0 | SM,EX,SA,CA | - |
Crouch MK | L | 60 | 5 | 0 | -4 | SM,EX,SA,CA | - |
Crouch HK | L | 90 | 7 | hard knockdown | -7 | - | - |
Jump up LP | M | 40 | 3 | +12 | +4 | - | - |
Jump up MP | M | 70 | 4 | +16 | +5 | - | - |
Jump up HP | M | 100 | 5 | +20 | +8 | - | - |
Jump up LK | M | 40 | 4 | +12 | +4 | - | - |
Jump up MK | M | 70 | 5 | +16 | +5 | - | - |
Jump up HK | M | 100 | 6 | +20 | +8 | - | - |
Jump forward LP | M | 40 | 7 | +12 | +4 | - | - |
Jump forward MP | M | 70 | 4 | +16 | +5 | - | Knockdown vs airborne |
Jump forward HP | M | 100 | 5 | +20 | +8 | - | - |
Jump forward LK | M | 40 | 4 | +12 | +4 | - | - |
Jump forward MK | M | 70 | 5 | +16 | +5 | - | - |
Jump forward HK | M | 100 | 6 | +20 | +8 | - | - |
Launcher | H | 100 | 13 | switch | -34 | - | Crushes crouching attacks |
Cross Cancel | H | 40,70 | 6 | hard knockdown | - | - | - |
Sailor Shot | throw | 130 | 5 | hard knockdown | - | - | - |
Choba Throw | throw | 130 | 5 | hard knockdown | - | - | - |
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | Notes |
Flower Kick | M | 70 | 15 | 0 | -4 | - | - | ||
Hadouken | H | 50 | 16-26 | -3 | -7 | - | - | ||
Hadouken Lvl 2 | H | 70.0 | 28-35 | +4 | -1.0 | - | - | ||
Hadouken Lvl 3 | H | 90 | 40.0 | +6 | +1 | - | - | ||
Hadouken EX | H | 50,50 | 16-26 | floats | 0 | - | - | ||
Hadouken EX lvl 2 | H | 60,60 | 28-35 | floats | 0.0 | - | - | ||
Hadouken EX Lvl 3 | H | 70,75 | 40.0 | floats | -1 | - | - | ||
Shouoken LP | H | 40,10 | 6 | floats | -11 | - | Airborne frames | ||
Shouoken MP | H | 60,10x3 | 7 | knockdown | -19 | - | Airborne frames | ||
Shouoken HP | H | 60,20x2,3x10 | 12 | knockdown | -17 | - | Airborne frames | ||
Shouoken EX | H | 10,20x2,10x5 | 12 | floats | -17 | - | Airborne frames, Invulnerability frames | ||
Shunpukyaku LK | H | 40 | 22 | +4 | -4 | - | Can be charged 51 frames for EX version or 100 frames for Super Art | ||
Shunpukyaku MK | H | 30x2 | 17 | knockdown | -2 | - | Can be charged 51 frames for EX version or 100 frames for Super Art | ||
Shunpukyaku HK | H | 30x3 | 12 | knockdown | -3 | - | Can be charged 51 frames for EX version or 100 frames for Super Art | ||
Shunpukyaku EX | H | 30x3 | 13 | floats | +5 | - | Can be charged 51 frames for Super Art | ||
Shunpukyaku (Air) | H | 45x2 | 9 | floats | +13 | - | - | ||
Shunpukyaku EX (Air) | H | 30x5 | 9 | knockdown | -22 | - | - | ||
Sakura Otoshi | M | - | 16 | - | - | P | Button strength determines jump arc and distance | ||
Sakura Otoshi EX | M | - | 16 | - | - | P | Tracks to opponents position | ||
P Follow Up (vs grounded) | H | 60 | 4 | ground bounce | +5 | - | - | ||
P Follow Up (vs airborne) | - | 40,20,70 | 4 | knockdown x2,hard knockdown | - | - | - | ||
P Follow Up EX (vs grounded) | M | 60 | 4 | ground bounce | +5 | - | - | ||
P Follow Up EX (vs airborne) | - | 50,50,100 | 4 | knockdown x2,hard knockdown | - | - | - | ||
Haru Ranman | L,L,H | 30,30,270 | 6 | hard knockdown | -13 | - | Cinematic freeze when start up begins, Invulnerablity frames | ||
Cross Art | H | 150+ | 12 | switch | -26 | - | Cinematic freeze when start up begins, Invulnerablity frames |
Huge shout out to both Zukku and Street11 for letting us use the frame data.