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Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | Notes |
Far LP | H | 30 | 6 | 2 | 5 | +10 | +6 | SM,EX,SA,CA,quick spin | - |
Far MP | H | 60 | 7 | 3 | 9 | +9 | +6 | SM,EX,SA,CA,quick spin | - |
Far HP | H | 90 | 9 | 3 | 17 | +5 | 0 | - | Forces standing on hit |
Close LP | H | 30 | 4 | 2 | 8 | +7 | +3 | SM,EX,SA,CA,quick spin | - |
Close MP | H | 60 | 6 | 4 | 10 | +9 | +4 | SM,EX,SA,CA,quick spin | +30 on crouching Counter Hit |
Close HP | H | 90 | 5 | 2 | 18 | +5 | 0 | SM,EX,SA,CA | Forces standing on hit |
Crouch LP | H | 30 | 4 | 2 | 10 | +5 | +1 | SM,EX,SA,CA,quick spin | - |
Crouch MP | H | 60 | 7 | 2 | 10 | +9 | +5 | SM,EX,SA,CA,quick spin | - |
Crouch HP | H | 90 | 6 | 5 | 22 | -1 | -7 | SM,EX,SA,CA | Neck upwards invincible against air attacks 3-5F, forces standing on hit |
Crouch LK | L | 30 | 5 | 2 | 10 | +5 | +1 | SM,EX,SA,CA,quick spin | - |
Crouch MK | H | 60 | 8 | 2 | 19 | 0 | -4 | SM,EX,SA,CA,quick spin | - |
Crouch HK | L | 90 | 11 | 2 | 26 | hard knockdown | -8 | - | - |
Jump LP | M | 40 | 6 | 2 | until ground+4f | +12 | +4 | - | - |
Jump MP | M | 70 | 6 | 3 | until ground+4f | +16 | +5 | - | - |
Jump HP | M | 100 | 6 | 5 | until ground+4f | +20 | +8 | - | - |
Jump LK | M | 40 | 8 | 4 | until ground+4f | +12 | +4 | - | - |
Jump MK | M | 70 | 7 | 2 | until ground+4f | +16 | +5 | - | - |
Jump HK | M | 100 | 8 | 2 | 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 | 8 | 2 | 26 | hard knockdown | -9 | - | Similar to Shoulder Rush, full body invulnerability frames 1-9 |
Gut Wrencher | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - |
Armlock Throw | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - |
Chopping Straight | M | 80 | 17 | 2 | 15 | +2 | -3 | - | hard knockdown ground bounce against crouching counter hit |
Foot Stomp | L | 50 | 15 | 2 | 15 | -5 | -7 | - | - |
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | Notes |
Foot Stomp Right Hook | H | 60 | 6 | 2 | 6 | hard knockdown | -4 | - | - |
Ducking Body | H | 60 | 16 | 2 | 15 | +4 | 0 | - | stagger (+25) on crouching counter hit |
Ducking Hook | H | 40 | 8 | 2 | 15 | 0 | -2 | - | - |
Flicker | - | - | 1 | - | - | - | - | - | Causes Steve to enter Flicker Stance, cancellable to Flicker Jab on frame 1 |
- | H | 30 | 8 | 2 | 9 | +6 | +4 | - | Input MP between frames 1-12 for follow-up attack |
British Edge | H | 60 | 9 | 3 | 9 | +5 | +5 | - | Slip (+29) on crouching Counter Hit |
Weaving A | - | - | - | - | 23 | - | - | weaving B, quick spin | Upper body invulnerability frames 1-20 |
Weaving B | - | - | - | - | 26 | - | - | weaving A, quick spin | Upper body invulnerability frames 1-18 |
Shoulder Rush | H | 50 | 8 | 2 | 26 | -2 | -8 | - | Forces standing on hit |
Uppercut | H | 70 | 9 | 4 | 27 | floats | -11 | - | - |
Quick Spin | - | - | - | - | 25 | - | - | - | Upper body invulnerability frames 1-19 |
Spin Gut Punch | H | 100 | 9 | 2 | 18 | knockdown | 0 | - | Floats, crumples on standing Counter Hit, wall bounces on crouching Counter Hit |
Spin Low Hook | L | 90 | 9 | 2 | 27 | hard knockdown | -9 | - | - |
Sonic Fang LP | H | 50,60 | 14 | 2(5)4 | 23 | knockdown | -7 | - | - |
Sonic Fang MP | H | 50,60 | 14 | 2(5)4 | 23 | knockdown | -7 | - | - |
Sonic Fang HP | H | 50,60 | 18 | 2(5)4 | 23 | knockdown | -7 | - | - |
Sonic Fang EX | H | 70,50 | 15 | 2(5)4 | 23 | floats | -7 | - | Projectile invulnerable frames 1-25 |
Swaying LK | counter | 140 | - | - | 66 | - | - | - | Counters all strikes to Steve’s upper body from frames 1-25, +3 advantage if counter is triggered |
Swaying MK | counter | 140 | - | - | 66 | - | - | - | Counters all strikes to Steve’s upper body from frames 1-25, +3 advantage if counter is triggered |
Swaying HK | counter | 140 | - | - | 66 | - | - | - | Counters all strikes to Steve’s upper body from frames 1-25, +3 advantage if counter is triggered |
Swaying EX | counter | 180 | - | - | 66 | - | - | - | Counters all strikes to Steve’s upper body from frames 1-26, +3 advantage if counter is triggered |
Hellfire LP | H | 60 | 16 | - | 30 | 0 | -3 | - | Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, projectile has one hit of durability, projectile travels to 1/2 screen in 9 frames |
Hellfire MP | H | 60 | 16 | - | 30 | 0 | -3 | - | Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, projectile has one hit of durability, projectile travels to 1/2 screen in 9 frames |
Hellfire HP | H | 60 | 16 | - | 30 | 0 | -3 | - | Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, projectile has one hit of durability, projectile travels to 1/2 screen in 9 frames |
Hellfire EX | H | 60x2 | 11 | - | 30 | +8 | +5 | - | Can be Super charged: 51 frames to perform Super Art, projectile has two hits of durability, projectile travels to 2/3 screen in 9 frames |
Flicker | - | - | 24 | - | - | - | - | flicker jab | - |
Flicker Jab LP | L | 100 | 8 | 2 | 29 | -6 | -11 | - | Recovery can be canceled 1 frame earlier if canceled into Flicker Jab, Slip (+10) on crouching Counter Hit, ground bounce on aerial foe |
Flicker Jab MP | H | 100 | 8 | 2 | 29 | -6 | -11 | - | Recovery can be canceled 1 frame earlier if canceled into Flicker Jab, Slip (+10) on crouching Counter Hit |
Flicker Jab HP | H | 100 | 8 | 2 | 27 | -3 | -8 | - | Recovery can be canceled 1 frame earlier if canceled into Flicker Jab, Slip (+10) on crouching Counter Hit |
Flicker Jab EX | L,H,H | 50x3 | 8 | 2(8)2(9)2 | 18 | knockdown | -11 | - | Recovery can be canceled 1 frame earlier if canceled into Flicker Jab, ground bounce on aerial foe |
Peekaboo | - | - | 10 | - | - | - | - | LP, MP, HP | Can move forward during stance, throw invulnerable during stance, cancel stance by crouching, Weaving A, Weaving B or Quick Spin |
Patella Smash | H | 60 | 18 | 3 | 34 | +8 | -20 | Albion Combination | Armor frames 1-19 |
Cutting Elbow | H | 70 | 13 | 6 | 23 | floats | -6 | - | Upper body invulnerability frames 1-14 |
Albion Combination | H | 30x2,40 | 21 | 4(10)3(23)2 | 21 | ground bounce | -6 | - | - |
Ducking LK | - | - | - | - | 25 | - | - | LP, MP, HP | Projectile invulnerability frames 1-21, input LP/MP/HP between frames 1-20 for follow-up attack |
Ducking MK | - | - | - | - | 28 | - | - | LP, MP, HP | Projectile invulnerability frames 1-21, input LP/MP/HP between frames 1-20 for follow-up attack |
Ducking HK | - | - | - | - | 30 | - | - | LP, MP, HP | Projectile invulnerability frames 1-21, input LP/MP/HP between frames 1-20 for follow-up attack |
Ducking EX | - | - | - | - | 26 | - | - | LP, MP, HP | Projectile invulnerability frames 1-21, input LP/MP/HP between frames 1-20 for follow-up attack |
Fox Hunt | H | 120 | 9 | 6 | 17 | +3 | -3 | EX,SA | floats on counter hit |
Skyscraper | H | 80 | 13 | 4 | 22 | floats | -6 | - | - |
Gatling Gun | standing throw | 200 | 15 | 2 | 26 | hard knockdown | - | - | - |
Hellfire Rush | H | 310 (60) | 3 | - | 70 | hard knockdown | -42 | - | 65-frame cinematic freeze before attack begins, full body invulnerability frames 1-7, projectile has one hit of durability, projectile travels 2/3 screen in 9 frames |
Cross Art | H | 150+ | 7 | 2(13)4(15)2(16)2 | 29 | switch | -13 | - | 64-frame cinematic freeze before attack begins, full body invulnerability frames 1-8, if first attack whiffs and 4th attack hits, +34 frame advantage |
Huge shout out to both Zukku and Street11 for letting us use the frame data.