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Frame Data SF6

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0% found this document useful (0 votes)
497 views121 pages

Frame Data SF6

Uploaded by

Yassine
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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STREET FIG Street Fighter 6 Frame Data for Every Character @ ww ERG / TIPS N BY DAVI BRAID IN 22, 2023 BY DAVI BRAID In the ever-evolving landscape of competitive fighting games, understanding the intricate mechanics that govern each move and decision is crucial for maintaining an edge over opponents. One vital aspect that distinguishes skilled players, besides fully understanding their characters, is their mastery of frame data—the precise timing and advantage of each move. If you're determined to succeed and strive for greatness, delving into the frame data of the most frequently used moves for each character is essential. Quick Navigation { show } Blanka Blanka’s Normals and Unique Attacks Move Damage Height LP MP. HP LK MK HK LP MP. HP LK MK HK j.lP j.MP j.HP 300 700 800 300 600 800 300 600 800 200 500 900 300 800 high high high high high high high high high low low low oh oh oh Cancel special super only special chain, special special chain, special special special special Startup 5 Active Recovery 3 10 3 15 7 7 4 7 3 7 9 15 3 8 5 16 6 20 2 10 3 16 4 23 3 5 (on landing) 3 7 (on landing) 3 3 (on landing) On On hit Block +3 3 +304 +3 3 4 2 4 2 +64 +42 A 5 0 5 B33 +5 5 +25 12 HKD Move nj.HP j.LK j.MK f.MP f.MK b.MK f.HP df.HP Damage Height 800 oh 300 oh 500 oh 800 oh 300>300 oh>high 300>300 high 600 high 1100 high 1000 low Cancel special Startup Active 20 9 2>1 3>2 Recovery 3(on landing) 3 (on landing) 3(on landing) 3(on landing) 20 31 22 On 43 +6 +8 +18 +29 KD On Block Blanka’s Specials and Supers Move Coward Crouch Wild Lift Raid Jump Surprise Forward Hop Surprise Back Hop Electric Thunder Command Damage d+PP - d+PP>P 600 d+PP>K - f+KKK - b+KKK - qeb+P 800 Height high high Startup 25 27 32 10 Active 2>2>2 Recovery 22-124 31 17 On Hit Move Command Damage Height Startup Active Recovery Overdrive Electric qcb+PP 400>600 high 10 2>2>2 17 Thunder Light Rolling b[c]f+LP. 1000 high 10 11 11 (42)* Attack Medium Rolling b[c]f#MP = 1200 high 12 19 11 (42)* Attack Heavy Rolling b[c]f+HP 1300 high 22 20 25 (33)* Attack Overdrive Rolling, b[c]f+PP 800 high 18 22 17 (25)* Attack light Vertical Rolling Attack d{cju+Lk 1200 high 8 19 48 (43)* medium Vertical : d[clutMK 1300 high 8 19 48 (43)* Rolling Attack heavy Vertical Rolling Attack d{cjutHK 1400 high 8 19 48 (43)* Move Command Overdrive Vertical Rolling Attack d[clu+KK Aerial Rolling biclftLP Attack Overdrive Aerial Rolling Attack b[c]f+PP. Blanka- chan d,d+P Bomb. Blanka- chan d,d+P Bomb. charged Blanka- chan d,d+PP Bomb OD Shout of arth gqefix2)+P Lightning icb(x2)+P Beast aeobe2y Rolling any Cannon direction + Damage 800>800 1000 600>600 800 400%** 2000 400 Height high high high>high high high high high Startup 13 50 36 36 Active Recovery 8>6 25 48(56)* 10(12)* 62 On Hit +15 KD On Move Command Damage Height Startup Active Recovery Hit punch Ground 400%5> +50 Shave qctx2)+k high 10 3 61 2000 KD Cannonball * Blanka’s rolling specials keep him active until he lands. These moves also have a longer recovery animation when blocked. ** Blanka’s level 2 super is an Install Super. While active, most of his special attacks deal 100 extra damage and his Overdrive Vertical Rolling Attack deals 150 extra damage total. *** The damage of the OD Blanka Chan doll is 400 for each hit. Blanka’s Throws and Drive Actions oO On Move Damage Height Startup Active Recovery Hit Block Forward 1500 nen 3 23 KD +18 +18 - Throw (grab) Back high 1200 5 3 23 KD+11 = Throw (grab) +35 (KDy -3/ Drive +65 +72 800 high 26 2 35 Impact (Wall (WS. Splat HKD) KD) On On Move Damage Height Startup Active Recovery . Hit Block Drive 500* high 20 3 26 KD +23 -8 Reversal Drive 8 = = 1 29 = = Parry (minimum) Drive - - 9 45 24 - - Rush * This damage is recoverable much like the damage you take when armoring through an attack. ** Must be done out of a parry or cancellable normal Cammy Cammy’s Normals and Unique Attacks Move LP MP. HP LK MK HK cr.LP cr.MP cr.HP. cr.LK cr.MK cr.HK Damage Height 300 600 800 300 700 900 300 600 700 200 500 900 300 600 800 high high high high high high high high high low low low oh oh oh Cancel chain, special special, super special chain, special special chain special special Startup Active Recovery 24 3(on landing) 3 (on landing) 3(on On Hit +5 +6 +2 +2 +3 +2 +5 +5 +7 +3 +1 HKD +31 or Blo Move Damage Height Cancel jk 300 i.MK 600 HK 800 b.MP 500 HK 800 b.HK 300 oh oh oh low low low b.MP>HK 500>600 low HP>HK = 200>600 low special, target combo super, jump* super, jump* super, jump* special** Startup 13 Cammy’s Specials and Supers Move light Spiral Arrow Command qcf+LK Damage 800 Height high Active Recovery landing) 10 3 {on landing) 6 3(on landing) 3 (on 6 - landing) 5 12 3 25 3 18 3 23 4(12)3 29 Startup Active 9 13 on or Hit Blo 41 +26 “12 KD +54 7 KD 449-12 KD -19 +33 12 KD Recovery 21 Move medium Spiral Arrow heavy Spiral Arrow charged Spiral Arrow Overdrive Spiral Arrow light Cannon Spike medium Cannon Spike heavy Cannon Spike charged Cannon Spike Overdrive Cannon Spike light Quick Spin Knuckle medium Quick Spin Command qcftMK acftHK qcf+HK(c] qcf+kK f,d,df+LK f,d,df+MK f,d,df+HK f,d,df+HK{[c] 623KK qcb+LP. qcb+MP Damage 900 300*700 150x4*200 150x4*200 900 (800 if late hity* 1000 (800 if late hit)** 1200 (800 if late hity** 1100>100%4 1100>100x4 800 800 Height Startup high high high high high high high high high high high 27(25) 24 21 24 Active 3112 3(1)12 3(112, Recovery 21 21 20 20 40 4 45 46 Move Command Damage Height Startup Active Recovery Knuckle heavy Quick qcb+HP 800 high 28 4 17 Spin Knuckle Overdrive Quick Spin qcb+PP 800 high 25, 4 7 Knuckle Cannon -qcb+LK 600 high 13 ~ 12 land Strike* i 8 Overdrive . j.qcb+KK 800 high 13, ~ 12 land Cannon Strike Hooligan 5 qcf+LP - - - - - Combination* Overdrive Hooligan acf+PP - - - - - Combination Razor's Edge . qcf+P 1000 low 50 9 13 Slicer Razor's Edge —qcf+P[c] ° 800>400 — low>low 70 9(10)5 17 Slicer >No Input Overdrive qcf+PP Razor's Edge 800>400 — low>low 50 9(10)5 17 : >No Input Slicer Hooligan actP>K 600 high 418 until — 120n Cannon Strike land landing Hooligan putP>K 00 high ag unl Zon Cannon strike "2 land landing Move Hooligan Cannon Strike Reverse Edge Reverse Edge Reverse Edge Fatal Leg Twister Spin Drive smasher Killer Bee Spin Aerial Killer Bee Spin Delta Red Assault Command qcb+PP>K qcb+HP >d.K qcb+HP[c] >d.K qcb+PP >d.K qcb+HP >P+LK gefix2}+K geb(x2)+K gefix2}+P qcf(x2)+P Damage 800 800 600*600 600*600 1800 2000 2750 or 220x6(late hit) 2750 or 220x8(late hit) 4000 Height high oh oh>oh oh>oh grab high high high high Startup +13 +18 +18 +18 +10 Active until land 4(14)4 4044 43>12 until landing Recovery 12 0n landing 13 0n landing 13 0n landing 13 0n landing 300n landing 38 37 on landing 37 0n landing 38 * The distance and reach of this attacks change depending on the kick button used. ** Canon Spike is more powerful during its initual active frames %*# Spacing the Spiral Arrow correctly can make it very safe Cammy’s Throws and Drive Actions Move forward Throw back Throw Aerial Throw Drive Impact Drive Reversal Drive Parry Drive Rush Damage 1200 1500 1200 800 500* Height high(grab) high (grab) aerial (grab) high high Startup 5 26 20 Active 8 (minimum) Recovery 23 23 3 (on landing) 35 26 On On Hit Block +17 KD +14 KD +22 KD +35 (KD)/ (when (Wall (Wall arried) Splat KD) +23 KD * This damage is recoverable much like the damage you take when armoring through an attack. ** Must be done out of a parry or cancellable normal Chun Li Chun Li’s Normals and Command Normals LP MP. HP LK MK HK Move Damage Height Cancel 300 600 800 300 500 900 high high high high high high stance, special, chain stance, special stance stance, special stance, special stance Startup Active Recovery 4 14 On Hit +5 +6 +2 42 +4 +4 On Move Damage Height Cancel Startup Active Recovery Hit i stance, crLP 300 high 4 3 7 +4 special stance, cr.MP 600 high 6 4 13 +4 special stance, crHP 4502 high " 36)5 18 1 special stance, crLK 200 low special, 4 3 10 0 chain crMK 500 low Stamey 3 19 2 special HKD cr.HK 900 low stance 9 6 19 +33 j.lp 300 oh - 4 10 3 land - j.MP 300x2 oh special 7 4(6)S 3 land - target j.HP. 500 oh 5 9 6 3 land - combo. j.lk 300 oh - 4 8 3 land - j.MK 500 oh - 6 5 3 land - b. HK ee B00 oh - 8 5 Bland - ub.HK neutral j.HK — 800 oh - 8 7 3 land - stance, (borf)+MP 600 high 7 3 15, +2 super On Move Damage Height Cancel Startup Active Recovery Hit i stance, b.HP 800 high 8 5 15, +5 super df.HP 800 oh stance 21 4 14 1 f.HK 800 high stance 16 2 23 1 df.HK 800 oh - 37 2 13 +7 target j.d.MK 300 high combo, 3 11 3 land - special j.HP>j.HP 500 oh - 16 4 3 land - target j.d.MK>j.d.MK 300 high combo, 3 W 3 land = special j.d.MK>j.d.MK . 500 high special 6 " 3 land - > j.d.MK Chun Li’s Specials and Supers Move Command Damage Height Startup Active Recovery up forward Wall jum (against the - - - - - P wall) light , b[c]f+LP 600 high 15 up to 90 32 Kikoken, Move medium Kikoken heavy Kikoken Overdrive Kikoken light Hundred Lightning Kicks medium Hundred Lightning Kicks heavy Hundred Lightning Kicks Overdrive Hundred Lightning Kicks Lightning Kick Barrage light Aerial Command Damage biclf#MP 600 biclf+HP 600 b[clf+PP. 400%2 acftLk 250%2>300 aqcftMK 225x4 acftHK 200x5 qcf+KK 160x5 qcftKK>KK — 100x4>300 j.gchHLK = 300x3 Height Startup high high high high high high high high high 12 23 Active up to 55 up to 25, 2>2>2 2>2>2>2 2>2>2>2 2>2>2>2 2>2>2>1 2>2>2 Recovery 33 32 28 20 22 21 29 150n landing + + KI Move Hundred Lightning Kicks medium Aerial Hundred Lightning Kicks heavy Aerial Hundred Lightning Kicks Overdrive Aerial Hundred Lightning Kicks light Spinning Bird Kick medium Spinning Bird Kick heavy Spinning Bird Kick Command j.qc+MK j.qcf+HK j.qcf+KK d{clu+Lk d[clu+Mk d[clu+Hk Damage 250x4 220x5, 200x5>300 333x2>334 200%4>400 180x6>320 Height Startup high high high high high high 21 Active 2>2>2>2 2>2>2>2 2>2>2>2 2>2>2 2>2>2>2 2>2>2>2 Recovery 150n landing 1So0n landing 150n landing 6 (+24 on landing) 8 (+21 on landing) 8 (+22 on landing) KI Move Overdrive Spinning Bird Kick light Hazanshu medium Hazanshu heavy Hazanshu Overdrive Hazanshu light Tensho Kicks medium Tensho Kicks heavy Tensho Kicks Overdrive Tensho Kicks Kikosho Command [218KK qcb+LK qcb+MK qcb+HK qcb+Kk d,d+LK d,d+MK d,d+HK d,d+KK acf(x2)+P Damage 100x6>200 1000 1000 1000 1000 450x2 450x550 200x3>600 180x5>500 300x4>500 Height Startup high oh oh oh oh high high high high high 23 27 32 26 Active 2>2>2>2 2>2 2>2 2>2>2>2 3>3 70 Recovery 8 (+15 on landing) 21 27412 land 31412 land 26412 land 16425 land +€ + KI KI + KI KI Move Comman Aerial Kikosho j.qcf(x2)+P Hoyoku- y qcflx2)+k sen Soten b(x2)+k cb(x Ranka 4 id Damage 300x4>600 2000 4000 Height Startup Active high high high 7 11 8 50 Recovery 16 land 2x3>2x3>2 2x6>2>3 2>1>1 Chun Li’s Throws and Drive Actions Move Damage Height Startup forward 1200 Throw back 1200 Throw Aerial 1200 Throw Drive Impact Drive Reversal high (grab) high (grab) aerial (grab) high 26 high 20 Active Recovery 23 23 3(on landing) 35 26 36 On Hit +1 KD +13 KD +10 KD +35 (kKDy +65 (Wall Splat KD) +23 KD On Block 3 (when, KI +€ parried) : . On On Move Damage Height Startup Active Recovery Hit Block Drive 8 - - 1 29 - - Parry (minimum) Drive Rush * This damage is recoverable much like the damage you take when armoring through an attack. ** Must be done out of a parry or cancellable normal Dee Jay Dee Jay’s Normals and Command Normals Move LP MP HP LK MK HK cr.LP cr.MP cr.HP. cr.LK cr.MK cr.HK j.MP j.HP Damage Height 300 600 800 300 800 300 600 800 200 900 300 300 700 500 high high high high high high high high high oh oh oh oh Cancel chain, special special special chain, special special chain Startup Active Recovery 3(on landing) 3 (on landing) 3(on landing) 3(on landing) On Hit +4, +5 44 42 +6 41 +4 +4 +6 42 HKD +33 On Move Damage Height Cancel Startup Active Recovery Hit i 3(on j.MK 800 oh = 8 6 ~ landing) 3(on j.HK 800 oh - 10 5 ' ~ landing) £.MK 700 high super_—-19 5 16 46 b.HK 500>300 high special 7 33 20 41 | until — 3 (on j.d.lK 300 oh - 6 . 1, ~ landing landing) LP>MK 600 high - 9 3 18 42 LP>MK>MK 625 high - 14 3 2 +2 MP>HP 500 high - W 7 24 2 MP>HP>HK = 600 high - 13 3 30 MP>MP 500 high - 12 2 7 42 +43 MP>MP>HP = 900 high - 20 2 24 (KD) MP>MP>b.HP - ~ - 23total 0 - 4 (feint) j.MP>HP 700 oh - 8 7 ~ ~ Dee Jay’s Specials and Supers Move light Air Slasher medium Air Slasher heavy Air Slasher Overdrive Air Slasher Jackknife Maximum Jackknife Maximum Jackknife Maximum Jackknife Maximum Roll Through Feint Quick Rolling Sobat Double Rolling Command Damage b[c]f+LP b[c]f+MP- bic]f+HP. b[c]f+PP d{cJu+Lk d{cju+MK d[clu+HK d{cju+KK 236LK 236MK 236HK 600 500>500 500> 500 600> 500 600> 200> 500 300x5, 1000 700>700 Height high high high high high high high high Startup 21 total 26+ 26 total Active all the way all the way all the way 3>4 4>5>4 6>3>3 304 Recovery 27 43 32 32 44 23 24 On Hit 43 +5 32 434 KD 42 Move Sobat Double Rolling Sobat Machine Gun Uppercut Machine Gun Uppercut Machine Gun Uppercut Machine Gun Uppercut Jus Cool Funky Slicer Waning Moon Maximum Strike Juggling Dash Command 236KK 214LP 214MP. 214HP 214PP qeb+k qcb+K>LK qcb+K>MK qcb+K>HK qeb+Kor.P Damage Height 700>600 high 1650 @hits) "8 1909 igh (12 hits) 2000 (i6hitsy 8 2500 igh (17 hits) 800 low 1000 oh 1000 Startup 19 15 22 28 28 37 total 12 25 40 total Active Recovery 2>3 35 35 35 35 20 25 On Hit +39 KD 434 KD +32 KD +40 KD +23 KD +2 Move Juggling Sway Jus Cool Funky Slicer Waning Moon Maximum Strike Juggling Dash Juggling sway Speedy Maracas The Greatest Sobat Lowkey Sunrise Festival Marvelous Sunrise Festival Command qeb+KoF.P >bP qcb+KK qcb+KK >LK qcb+KK >MK qcb+KK >HK qcb+KL >fP>b.P qcb+KK >fP>b.P d,d+PP qcf(x2)+k qef(x2)+LP qcf(x2)*MP Damage Height 500 900 1100 1000 1800 300 (up to 2600) 300 (up to 2800) oh high high high high Startup 61 total 35 total 85 total 133 total minimum Active Recovery 36 24 21 45 46 46 On Hit +33 KD +6 47 +55 KD +32 HKD +6* +6" Move Command Headliner 200 (up Sunrise qcf(x2)+HP to 3000) Festival Weekend qcb(x2)}#P 4000 Pleasure * This is the frame advantage for most hits of the super, but the advantage can Damage Height high 12 9 significantly change depending on the finisher. Dee Jays’s Throws and Drive Actions Move Damage Height Startup Forward Throw Back 1200 Throw Drive Impact Drive 500* Reversal Drive Parry high (grab) high (grab) high 26 high 20 Active 8 (minimum) Recovery 23 23 35 26 Startup Active Recovery 46 48 oO Hit +34KD +22 KD 435 (Koy +65 (Wall Splat KD) +23 KD On Hit +6* +26 KD On Block 3/ (ws HKD) On On Move Damage Height Startup Active Recovery . Hit Block Drive - - 9 45 24 - - Rush * This damage is recoverable much like the damage you take when armoring through an attack. ** Must be done out of a parry or cancellable normal Dhalsim Dhalsim’s Normals and Unique Attacks Move LP MP. HP, LK MK HK cr.LP cr.MP cr.HP cr.LK cr.MK cr.HK Damage Height Startup Active 300 700 1000 300 600 800 300 600 800 200 500 900 300 700 800 300 high high high high high high high high high high high high Recovery 20 3(on landing) 3(on landing) 3(on landing) 3 (on landing) On Hit 1 +4 5-41 3-49 +22 ~ +37 HKD On Blocl 10~-4 -10~ +2 16~-1 Move Damage Height Startup Active i.MK 500 jHK — 800 b.MP 700 b.HP 900 b.MK 600 b.HK — 1000 db.HP 800 db.LK 200 db.MK 500 db.HK 900 j.2LP 500 2k — 500 high high high sp su high high high low high high "1 10 3 3 until landing until landing Recovery 3(on landing) 3 (on landing) 16 29 17 20 20 10 20 22 9(on landing) 6 (on landing) Dhalsim’s Specials and Supers Move Yoga Fire qcf+P Command Damage 600 Height Startup Active Recovery high 15 On Hit 42 +3 +3 H 3 HKD +33, -21~+4 -21~45 33 Blocl Hit Move Yoga Fire Yoga Fire (hold) Yoga Arch Yoga Arch light Yoga Flame medium Yoga Flame heavy Yoga Flame Overdrive Yoga Flame light Yoga Blast medium Yoga Blast heavy Yoga Command qcf+PP acf#PIc] acftLK qcf+KK heb+LP, hcb+MP heb+HP_ heb+PP. hcb+LK hcb+MK hcb+HK Damage 500>500 400>400 600 500>500 800 450>450 400x3 100>200x4 1000 1200 1200 Height Startup Active Recovery high high high high high high high high high high high 13 45 20 26 1071 close 171 25 24 27 20 15(29) 17(80) 16(30) 24 23 20 20 On Hit KD +49 KD +49 KD +45, KD +50 KD +39 KD +42 KD +42 Move Blast Overdrive Yoga Blast Yoga Comet Yoga Comet Yoga Float Aerial Yoga Float Yoga Teleport Yoga Teleport Yoga Teleport Yoga Teleport light Yoga Inferno medium Yoga Inferno Command hcb+KK j.heb+P j.heb+PP. d+KK jd+kK f+PPP or FEKKK b+PPP or b+KKK APP or jf+KKK j.b+PPP or j.b+KKK qefix2)+LP gefix2)+MP Damage 500>500 800 600>600 160x12 175*12 Height Startup Active high high high high high 12 10 30 54 all the 30 way 36 15, 5 4 9 9 10 104 10 104 Recovery 20 24 31 20 20 On Hit KD +42 +24 KD 424 KD Move heavy Yoga Inferno Yoga Sunburst Merciless Yoga Dhalsim's Throws and Drive Actions Move Forward Throw Back Throw down Thow Drive Impact Drive Command Damage qcfx2)+HP_— 170«12 2800 (in 5 b(x2)+K acb(x2)+1 hits) fxayex 400716010 acto) >2000 Damage Height Startup 1200 1200 1200 500* high (grab) high (grab) high (grab) high 26 high 20 Height Active On Startup Active Recovery Hit i 427 10 84 40 KD 7 all the 36 +50 way KD 10 5 75 “19 KD. On On Recovery hit Block 23 4+31KD - 23 +19KD - 23 +35KD - 435 (KD)/ 3/ +65 +72 35 (Wall (WS Splat. HKD) KD) 26 +23KD -8 On On Move Damage Height Startup Active Recovery . hit Block Reversal Drive _ _ 1 8 _ _ Parry (minimum) Drive 9 45 24 Rush ~ ~ ~ ~ * This damage is recoverable much like the damage you take when armoring through an attack. ** Must be done out of a parry or cancellable normal E. Honda E. Honda’s Normals and Unique Attacks Move LP MP. HP, LK MK HK HK cr.LP cr.MP cr.HP. cr.LK cr.MK cr.HK Damage Height Cancel 300 700 900 300 700 400>400 400>400 300 600 800 200 500 900 300 high high high high high high high high high high oh target combo, special target combo, special special special special special special, chain. special chain Startup Active Recovery 10 2>4 2>4 35 22 22 14 3(on landing) On On Hit Bloc! +404 +4041 1 6 4-41 +4 3 15 1.5 +4041 302«3 4300233 +3 3 +5 2 +30 -10 KD ol ° Move Damage Height Cancel Startup Active Recovery " " Hit Bloc! 3 (on j.MP 700 oh - 6 8 - - landing) 3 j.HP 800 oh - 9 4 (on - - landing) 3 j.lK 300 oh - 6 6 (on - - landing) : 3 (on j.MK 700 oh - 9 6 : - + landing) 3 HK 800 oh - 10 8 (on - landing) 3(on u.HP 800 oh - 10 8 - - landing) f.HK 900 low = 14 3 a 45 dfHK 800 oh kara* 22 6 18 303 3 j.d.MK 500 oh - 1 9 (on - - landing) 434 LP>MP 300600 high — special 5#4. 344.20 wo 71° MP>df.HK 700*800 oh kara* 10+22 3*10 18 +30~«3 E. Honda’s Specials and Supers Move Command Damage Height Startup Active Recovery Sumo d,d+K - - 52 - - Spirit* light 2>2>1 Hundred 80x5>400 >2>1>2 unered gcb+LP . high 12 14 Hand (80x5>450)* (2>2>1> Slap 2>1>2)* medium 2>2>1>1>1 Hundred 80x8>360 >1>1>1>2 qcb+MP high 18 17(14)* Hand (80x7>490)* (2>2>1>1 Slap >1>1>1>2)* 2>2>1>1> heavy 1>1>1>1> Hundred 80x11>320 | 112122 qcb+HP high 21 17(14)* Hand (80%10>450)* (2>2>1> Slap q>1>1>1> 1>1>1>2)* 4>2>2> Overdrive 2>2>2> Hundred 80x8>160 | 2>2>2 qcb+PP high 19 12 Hand (80x9>130)* (4>2>2 Slap >2>2>2 >1>1>2)* light sumo b(o)FHLP 1000 high 10 22 20 Headbutt medium sumo b(fMP = 1100 high 10 24 20 Headbutt Move heavy Sumo Headbutt Overdrive Sumo Headbutt light Sumo Smash medium Sumo Smash heavy Sumo Smash Overdrive Sumo Smash light Oicho Throw medium Oicho Throw Oicho. Throw Command b(o)f+HP b(o)f+PP d(ju+LK d(Qu+MK d(c)ju+HK d(cu+KK heb+LK hcb+MK heb+HK Damage 1300 1000 400>1000 400>1000 400>1000 400>1000 2000 2200 2400 Height high high high>oh high>oh high>oh high>oh high (grab) high (grab) high (grab) Startup 1 1 11 Active 34 26 4>7 4>6 12>9 Recovery 20 30 52 52 52 Move Command Damage Height Startup Active Recovery Oicho high heb+4KK 2800 7 3 52 Throw (grab) sumo bash acfrk - - 14+ 51+ - asi Sumo bash acf+kK - - 13+ 34+ - asi Teppo Triple qcftK>P —-400>400 high 9 353 22 Slap 1 Teppo Triple qcf+KK-P -400>400 high 9 353 17 Slap 1 Teppo Triple qcftK>P>P 600 high 14f 4 38 Slap 2 Teppo Triple qcftKK>P>P 800 high 14 4 38 Slap 2 Taiho Cannon qcf+K>d.P 400>400 high 12 2>3 Lift 32 (15 on hit) Taiho Cannon qcf+KK>d.P 500>500 high 12 2>3 Lift 32 (15 on hit) Neko dod+P 600 high 11 5 14 Damashi Move Command Damage Height Startup Active Recovery Show of acf(x2}+P 2000 high 7 5 48 Force Ultimate Killer Head Ram b(o)f>b>f+K 2800 high 12 218 45 The Final qcb(x2)}#P_ 4000 high 9 3>3 51 Bout * After using Sumo Spirit, some of Honda's frame data changes until he uses the specials that consume it. The frame advantage and damage for when he has a Sumo Spirit charge is represented between parenthesis. E. Honda’s Throws and Drive Actions oO On Move Damage Height Startup Active Recovery Hit Block Forward 1200 high 5 3 23 17 KD + - Throw (grab) Back high 1200 5 3 23 +24KD - Throw (grab) +35 (KD) -3/ Drive 800 high 26 2 35 +65 +72 i Impact 8 (Wall (ws. Splat HKD) KD) Move Drive Reversal Drive Parry Drive Rush Guile i ‘ On On Damage Height Startup Active Recovery . Hit Block 500* high 20 3 26 +23KD -8 8 = = 1 | 29 = = (minimum) - - 9 45 24 - - Guile’s Normals and Unique Attacks Move LP MP HP, LK MK HK cr.LP cr.MP cr.HP cr.LK cr.MK cr.HK cr.HK Damage Height 300 600 900 300 700 800 300 600 900 200 500 450x2 300 high high high high high high high high high low low oh Cancel chain, special target combo, special super super super chain, special target combo, special chain target combo target combo Startup Active Recovery 2>3 21 3(on landing) Hit Adv +4 +6 +3 4 43 +5 +5 1 +4 HKD 434 Bic A Move j.MP j.HP £.MP. f.HP b.HP b.LK b.MK or £.MK f.HK df.HK MP>b.HP. d.MP>d.MP- d.MK>f.MP Damage Height 700 800 300 500 800 800 800 800 500 700 1000 1000 600 360 900(720) oh oh oh oh oh high high high high high high high high high high Cancel special special kara* special Startup Active Recovery 3(on landing) 3(on landing) 3(on landing) 3(on landing) 3(on landing) 19 20 21 15 26 23 26 21 Hit Adv +3 +5 4 KD +35, KD +44 H Ble A Move d.HK>df.HK Damage Height Cancel 600 high special Startup Active 10 Guile’s Specials and Supers Move light Sonic Boom Sonic Boom Sonic Boom Sonic Boom light Damage biclf+LP b[c]f+MP bic]f+HP biclf+PP Somersault d{cju+LK Kick medium Somersault Kick heavy Somersault d{clu+HK Kick d{cju+MK Damage 550 550 550 500>500 1000 (1200)* 1100 (1300)* 1200 (1400)* Height high high high high low low low Startup 10 10 Hit Ble Recover y Adv At KD 25 -30 +33 On Recovery Hit B - 30 + - 30 + - 30 + K - 28 + 6 26415 K land + 1 6 27415 K land + 28415 K 6 land + Move Overdrive Somersault d{cju+KK Kick light Sonic Blade medium Sonic Blade heavy Sonic Blade Overdrive Sonic Cross Sonic Cross Overdrive Sonic Cross Sonic Cross Sonic Cross Sonic Break Damage qcb+LP qcb+MP. gqeb+HP qeb+PP>fP qeb+P >f.PP qcb+PP qcb+PP >1P qcb+PP > f.PP PP Damage 1000>600 400 400 250*250 600(800)* >400 400%2>500 3002 400>400>500 400x3*500 600 each Height Startup Recovery low low low low low low low low low low 21 31 10 10 15 10 W [46] [86] [102] [101] Hit 26+20 land 28 29 23 28 28 24 28 28 24 Move Damage Damage Height Startup Recovery Hit Sonic Break biclf.P>P 600 each low " - 24 (followup) OD Sonic Break b[c]f.PP>P 500*500 low 11 - 24 (followup) Sonic 200%6*800 biclf>b>f+P low 8 51 81 Hurricane (2000) " Sonic piefborrHp 200%6*600 yg 52 68 Hurricane (1800) Solid ‘bx2)+P 1(1500) 5 wpe - - Puncher ‘4X2 (7500) Crossfire 30+40 blclf>b>f+K —4000(3000) low 9 6 Somersault land Guile’s Throws and Drive Actions M D Height Startup Active Ri on on love Damage Hei artu tive Recover Be Hele P "Y wit — Block forward high +16 1200 5 3 23 - Throw (grab) KD k high 2 bad 1200 8 3 23 8 Throw (grab) KD Aerial aerial 3 (on +23 1200 5 3 - Throw (grab) landing) KD Move Damage Height Startup Active Recovery Hit Block down - aerial 3 (on 16 Aerial 1200 b 5 3 landing) Kb landin Throw (grab) 8 435 (Koy Drive 800 high 26 2 35 “68 wh i (when Impact 8 (wall partied) Splat KD) Dri 423 rive 500* high 20 3 26 8 Reversal KD Drive ; 8 Parry - (minimum) - - Drive Rush * This damage is recoverable much like the damage you take when armoring through an attack. ** Must be done out of a parry or cancellable normal Jamie Jamie's damage doesn’t start at 100%. He only gets to do full damage when he has 2 drinks. Then, he gets extra damage for the following drinks up to the forth That's when his appearance changes and so does his frame data. The damage values represent Jamie’s damage at 2 drinks unless the move demands more than that. As for the the advantages on block and on hit, the ones between parenthesis represent Jamie's frame data at 4 drinks. Jamie’s Normals and Unique Attacks Move Damage Height Cancel Startup Active Recovery OnHit lp (no 70% high special 5 3 9 2 “ drinks) LP(1.-330* high special, drink+) target Move MP. HP LK LK>LK MK HK LP MP. HP LK LK MK HK Damage 600* 100x2>700 (900)* 330* 600* 800* 250* 600* 900* 200* 220* 500* 400x2* 300* 700* 800* 300* Height high high high high high high high high high high low low low>low oh oh oh oh Cancel combo special chain, special special special chain, special special special chain ch sp su te sp Startup Active Recovery 1>1>3 28 3 land 3 land 3 land 3 land On Hit +1(43)"* +33 HKD Move Damage j.MK 500* jHK = 440x2* d+KK — 600* f£.MK — 570* * Damage at 2 drinks (100%). Jami Move The Devil Inside (up tol drin* The Devil Inside (up to2 drinks) The Devil Inside (3 up to drinks) The Devil Inside Height Cancel oh oh high oh jump Startup Active Recovery OnHit 9 22 ’s Specials and Supers 3(5)4 Command Damage Height Startup d,d+P dd+P (hold) d,d+P (hold) d,d+P (hold) 48 92 141 188 3 land - - 3 land KD - +53 22 Launch 20 1 “= Active Recovery 1 Move (up to 4 drinks) The Devil Inside (4 drinks activation) light Freeflow Strikes light Freeflow Strikes (Punch Follow Up) light Freeflow Strikes (Punch Ender) light Freeflow Strikes (Kick Follow Up) light Freeflow Strikes Command Damage Height Startup d,d+P - qcf+LP 350* qcf+LP>f.P 350* qcf#LP 550* >f.P>f.P qcfLP>f.P — 250* qcf+LP 450* >fP>EP high high high high high 13/ 16* Active 2 (2>2)** 2 (2>2)** Recovery 01 24 (20)* 1G 28 3 30 (28)* +27 32 7 64 -1K Move (Kick Ender) medium Freeflow Strikes medium Freeflow Strikes (Punch Follow Up) medium Freeflow Strikes (Punch Ender) medium Freeflow Strikes (Kick Follow Up) medium Freeflow Strikes (Kick Ender) heavy Freeflow Command Damage Height acf+MP 400* high qcfeMP>fP 400* high ac MP goo high >fP>EP 8 qcf#MP>f.K 300* high ach*MP 500" high SEKOLK qcHP = 450" high Startup Active 16 2 (2>2)* 16 2 16 2 (2>2>3)** 7 2 21 2 19 2 (2>2)"* Recovery 01 24(20)* = -14 28 (27)* 3(- 30 (28)* +27 32 7 As 64 (+2 KD 24 (20)* 1G Move Strikes heavy Freeflow Strikes (Punch Follow Up) heavy Freeflow Strikes (Punch Ender) heavy Freeflow Strikes (Kick Follow Up) heavy Freeflow Strikes (Kick Ender) Overdrive Freeflow Strikes Overdrive Freeflow Strikes Command qcftHP>fP acf+HP >fP>EP acf+HP>F.K qcf+MP >fKOEK qcf+PP qcf+PP >f.P Damage Height Startup 450* 650* 300* 550* 450* 450* high high high high high high 19(15)* 19 (16)* 19 (15)* 24 13.(15)* Active 2 (2>2)** 2 (2>2>3)** 2 (2>2)e* 2 (2>2)** Recovery 01 28 (27)* 3¢ 28 (32) 3 28(27)* 3 as 64 142 KD 24 0 28 (27)* 3¢ Move Command Damage Height Startup (Punch Follow Up) Overdrive Freeflow qcf+PP strik TES SEPDEP (Punch Ender) Overdrive Freeflow Strikes (Kick Up) qcf+PP >f.K Overdrive Freeflow Strikes (Kick Ender) qcf+PP >EKOEK light Stagger qcb+LP Step medium Stagger qcb+MP Step heavy Stagger qcb+HP. Step Overdrive qcb+PP Stagger 750* 350* 600* 900* 1000* 1200* 1100* high high high high high high high 13 (16)* 20 Active 2 (2>2>3)** Recovery 01 30 (28)* “7 KD* 32 7 64 +1k 7 +39 17 +39 17 +39 15 +73 (Tur Move Step light Arrow Kick medium Arrow Kick heavy Arrow Kick Overdrive Arrow Kick Luminous Dive Kick (requires 1 drink) Overdrive Dive Kick (requires 1 drink) light Bakkai (requires 2 drinks) Command f,d,df+LK f.d,df+MK f,d,df+HK f,d,df+PP qcb+Kk (while airborne) qcb+KK (while airborne) icf+LK Damage Height Startup 500>500* high 6 50> hg 700* 8 500>400 high 10 >500* 50-450 g >550* 8 1000 high 11 800* high 11 800* high 18 Active Until landing Until landing 2>3>2>2 Recovery 01 54 +42 53 +34 53 +39 53 +40 13 (on +46 landing) KD +59 (468 13 (on KD landing) Bou (gro only 24 +42 Move medium Bakkai (requires 2 drinks) heavy Bakkai (requires 2 drinks) Overdrive Bakkai (requires 2 drinks) Tenshin (requires 2 drinks) Overdrive Tenshin (requires 2 drinks) Swagger Hermit Punch (requires 4 drinks) Breaking Command Damage Height Startup aqcf+MK qcf+Lk qcf+LK heb+P, hcb+PP qcf+PP>f.P qefix2)+k 1400* 1600* 2000* 682* 2100 high 22 high 26 high 21 high (grab) high (grab) high B 19 (grab) high 10 Active 2>2>2> 2>2>2 2>2>2>2 >2>2>2 3>2>2> 2>2>2> 2>2>2>2 3>5>2>2> 2>2>2>2> 2>2>2>2 Recovery O01 31 +35 32 +35, 62 +12 52 +8 52 +8 39 +20 74 +7k Move Command Damage Height Startup Active Recovery O01 Breaking 3>5>2>2> (drink qcf(x2)+K[c]_ 1750 high 10 2>2>2>2> 107 -1K ender) 2>2>2>2 The Devil's qeb(x2}4P - - 1 g00%#* = 5 - Song Getsugo 418 qcf(x2)+K 4500 high 10 3>3 42 Saiho (He * Damage at two drinks ** Frame Data at 4 drinks Jamie’s Throws and Drive Actions M D Height Start Acti Re on On love jamage jel; artul \ctive ecover) 8 8 P Y wit — Block Forward 1599 high 3 23 424KD = Throw (grab) Back high 1200 5 3 23 4+36KD -— Throw (grab) +35 (KD -3/ Drive 00 high 26 2 35 +65 472 Impact (Wall (WS. Splat HKD) KD) On On Move Damage Height Startup Active Recovery . Hit — Block Drive | 500* high 20 3 26 +23KD -8 Reversal Drive 8 = = 1 | 29 = = Parry (minimum) Drive - - 9 45 24 - - Rush * This damage is recoverable much like the damage you take when armoring through an attack. ** Must be done out of a parry or cancellable normal JP JP’s Normals and Unique Attacks Move LP MP HP. LK MK HK cr.LP cr.MP cr.HP er.LK cr.MK cr.HK j.lP j.MP jk MK Damage 300 700 800 300 600 800 300 600 800 200 700 900 300 700 800 300 600 Height high high high high high high high high high low low low oh oh oh oh oh Cancel chain, special special special special chain, special special special chain Startup Active Recovery 3 10 3 21 2 22 3 11 3 19 4 7 2 11 4 14 6 20 2 10 3 17 3 21 4 3 land 2 3 land 5 3 land 8 3 land 6 3 land +4 4 +3 +3 4H 47 +4 +6 a +2 +3 427 HKE Move HK b.MP £.MK df.HP f.HK b.MP>MP HK>HP. HK>HP>H? HK>HP>HK Damage Height 800 oh 500 high 700 H 900 low 300>600 - 500 high 800>500 high 800>500>1000 oh 800>500>1000 low Cancel target combo, special special special special JP’s Specials and Supers Move Triglav Overdrive Triglav light Stribog Command Damage d.d+P 800 d.d+PP. 500>500 qef+LP 300>700 Guard high high high Startup 1 22 12>20 12>20>21 12>20>21 Startup 22 20 16 Active Active 20 3,3 Recovery 3 land 31 24 20 20 22 22 Recovery 24 14 28 Hit Ady +5 +3 417 HKE 43 +3 +3 43 Hi Ad KD +3) Move medium Stribog heavy Stribog Overdrive Stribog light Departure medium Departure heavy Departure Overdrive Departure Departure: Window Departure: Shadow Torbalan Torbalan Torbalan Torbalan Torbalan Feint Command qcf+MP qcf+HP acftPP qcb+LP qcb+MP qcb+HP qcb+PP qcb+P> qcb+LP/MP qcb+P> qcb+HP acftLK qcf+MK acftHK qcf+KK qcf#Kfc] Damage 400>800 300>500 300>500 800 800 1000 1000 400>400 Guard high high high high oh low high Startup 20 28 22 182 182 182 20 22 26 26 22 34 total Active 3>3 3>3 3>3 (gy (12)1 (2 8)1(25)1 Recovery 27 22 50 total 50 total 50 total 40 total 21 28 24 24 Ad KD +4 KD +81 KD +6) +6 +6 Move Embrace Embrace Amnesia Amnesia bomb Overdrive Amnesia Amnesia bomb. Chornobog Lovushka Interdiction Command Damage qcb+k qcb+KK d.d+K [successful parry] d.d+KK [successful overdrive parry] (qcfx2)+P (qcbx2)+P (qcfx2)+k 1800 2600 600>600 400>1600 5004 4000 Guard mid (grab) mid (grab) high high>oh >low>oh high Startup Active 25 25 8 (total) JP’s Throws and Drive Actions 20 all the way Recovery 35 35 58 62 Ad KD +1) KD +i +4 KK On On Move Damage Height Startup Active Recovery . Hit — Block Forward high 1200 3 23 +24KD - Throw (grab) Back high 1200 5 3 23 4+36KD - Throw (grab) 435, (Koy -3/ Drive | +65 472 800 high 26 2 35 Impact (Wall (WS Splat HKD) KD) Drive 500* high 20 3 26 +23KD -8 Reversal Drive 8 = = 1 | 29 = = Parry (minimum) Drive - 9 45 24 - - Rush * This damage is recoverable much like the damage you take when armoring through an attack. ** Must be done out of a parry or cancellable normal Juri Juri’s Normals and Unique Attacks Move LP MP. HP LK MK HK cr.LP Damage 300 600 800 300 400>300 1000 300 Height Cancel high high high high high high high chain, special special, target combo special special special chain, special Startup Active Recovery On Hit +5 47 +1 43 +3 +4 On Blocl 42 Move cr.MP cr.HP cr.LK cr.MK cr.HK j.lP j.MP j.HP j.LK j.MK ub,HK / uf. HK neutral j.HK f.MP £.MK Damage Height 600 900 200 500 900 300 700 900 300 500 800 800 600 600 high high low low low oh oh oh oh oh oh oh high oh Cancel Startup special 6 special 8 chain 5 special 8 special 7 special 8 Active Recovery 4 14 4 23 3 8 3 19 3 23 5 3 (upon landing) 5 3 (upon landing) 3 6 (upon landing) 6 3 (upon landing) 3 5 (upon landing) 3 5 (upon landing) 4 3 (upon landing) 3 7 2 23 On Hit 45 +3 +3 H1 +32 HKD 424 +33 HKD +4 +2 Move f.HP b.HK MP>b.HP_ LP (Feng Shui Engine)* MP (Feng Shui Engine)* HP (Feng Shui Engine)* LK (Feng Shui Engine)* MK (Feng Shui Engine)* HK (Feng Shui Engine)* cr.LP (Feng Damage Height Cancel 500x2 400x2 500 100 400 600 100 300>200 800 100 high high high high high high high high high high special special target combo chain, special chain, special chain, special chain, special chain, special chain, special chsp su Startup 15>23 10>19 12 5>8 4 Active Recovery 3>3 3>3 2(1)3 20 24 17 On Hit +2 KD +35, +5 47 KD +29 oa +3 KD 434 +4 42 Move Shui Engine)* cr.MP (Feng Shui Engine)* crHP (Feng Shui Engine)* cr.LK (Feng Shui Enginey* cr.MK (Feng Shui Engine)* crHK (Feng Shui Engine)* j.up (Feng Shui Engine)* j.MP (Feng Damage Height Cancel 400 700 100 300 100 500 high high low low low oh oh chain, special special, jump chain, special chain, special special chain, special chain, special Startup Active Recovery 23 23 3 (upon landing) 3 (upon landing) On Hit +5 KD +34 +3 +1 HKD +32 Blocl i , On On Move Damage Height Cancel Startup Active Recovery Hit Bloc! Shui Enginey* HP Fen ‘hain, 3 feng 700 oh one 42 6 (pon oO - Shui special landing) Enginey* LK Fen| chain, 3 (upon feng 400 oh 4 6 (up KD - Shui special landing) Engine)* j.Mk Feng 50 on chain, 6 3tupon Shui special landing) Engine)* j.HK Fe ‘hain, 3 (Feng 600 oh aim 40 6 (upon De Shui special landing) Enginey* neutral HK h 5 in 1 (Feng 600 oh eins 40 4 UpO! KD - special landing) Shui Engine)* MP (Feng | chain, 400 high 8 3 17 +4 3 Shui special Engine)* Move f.MK (Feng Shu Engine)* HP (Feng Shui Engine)* b.HK (Feng Shui Engine)* Damage Height 400>400 high 300>300 high Cancel special chain, special chain, special Startup 21 15>23 10>19 Juri’s Specials and Supers Move light Fuhajin medium Fuhajin heavy Fuhajin Overdrive Fuhajin Command qcb+LK qcb+MK qcb+Hk qcb+KK Dai 600 600 500 600 mage Guard high high high high Active 3>3 3>3 Startup 25 Recovery 23 20 Active On On Hit Blocl KD +23 KD +40 KD +20 Recovery 21 21 20 23 Move Command Damage Guard Startup Active Recovery Saihasho —_qcf+Lk 400 high 16 10 20 Saihasho —gcfLK(with 5 hin 16 80 3 i (enhanced) _fuha stock)* 8 Overdri verarve qcftLK+MK — 400x2 high 11 120 27 Saihasho Ankensatsu qcf*MK 600 high 24 4 19 land Ankensatsy 4°MK nkensatsu with fuha 600 high 24 4 19 land (enhanced) stock)* Ankensatsu qcf#LK+HK 800 high 24 4 19 land se f+HK 1000 high 18 4 27 a Ohsatsu ac "8! Go ; Ohsat: SEHK OWA Joo5500 high 18 4123 27 Satsufuha stock)* e (enhanced) Overdrive Go qcftMK+HK — 600>400x2 high 18 4(12)3(28)5 28 Ohsatsu light acf+LP 400x2 high 11 302)2 22 Tensenrin medium - 2414 qcf+mP 300x4 high 5 8(5)2(3)2 Tensenrin land heavy FHP 3004 high 5 as. Tensenrin 4 (1200) e land Move Overdrive Tensenrin Shiku-sen Shiren-sen Overdrive Shiku-sen, Overdrive Shiren-sen Sakkai Fuhazan Sakkai Fuhazan (with fuha stock) Feng Shui Engine Feng Shui Engine (with dash) Command qcf+PP j.qcb+K j.qcb+K>K j.qeb+KK j.qcb+K>k qcf(x2}+K qef(x2)+Kic]* qcb(x2)+P qcb(x2)+P(c) Damage 600>200x3 >400 400 300x2>600 300 300x3, 1800 2300 300 Guard Startup high high high high high 18 16 12 Active 4(1)2(6)2(2)2 until landing 4(4)4(17)4 until landing 4(4)4(17)4 43>35>23+ (projectile) 43>35>23+ (projectile) 10 seconds 11 (for the dash, and then 10 seconds for the effect) Recovery 32419 land 18 land 23(29)+12 land 18 land 27(34)+7 land 58 57 23 Move Command Kaisen. Dankai qcb(x2)+K Raku Damage 4000 Guard Startup high 10 Juri’s Throws and Drive Actions Move Damage Height Startup Forward 1200 Throw Back Throw 1200 Air 1200 Throw Drive Impact Drive ke Reversal Drive Parry Drive - high (grab) high (grab) aerial (grab) high high 26 20 Active 8 (minimum) 45 Active 52 R On ecovel "Y nit KD 23 +18 KD 23 +1 +35 (KD) +65 35 (Wall Splat KD) KD 26 +23 29 - 24 - Recovery 52 On Block -3/ +72 (ws HKD) On On Move Damage Height Startu Active — Recovet 5 8 P Y Hit — Block Rush * This damage is recoverable much like the damage you take when armoring through an attack. ** Must be done out of a parry or cancellable normal Ken Ken’s Normals and Unique Attacks Move LP MP HP, LK MK HK cr.LP cr.MP cr.HP cr.LK cr.MK cr.HK j.lP j.MP Damage 300 600 800 300 600 800 300 700 800 200 500 900 300 700 Height high high high high high high high high high low low low oh oh Cancel chain, special special, target combo special special target combo special, target combo special special special special Startup Active Recovery 20 25 24 3(on landing) 3(on landing) +4 +3 43 +1 45 +3 +3 4 +31 HKD i , On On Move Damage Height Cancel Startup Active Recovery hit Bloc 3(on j.HP 800 oh - 9 6 ~ + landing) 3 j.lK 300 oh - 6 6 (on ~ ~ landing) j.MK 500 oh - 7 6 3(on ~ ~ landing) j.HK (back 3(on or 800 oh - 10 7 landing) ~ ~ forward 8 jump) j.HK 3 (neutral 900 oh - 6 4 (on ~~ . landing) jump) +36 MP>HP 600>400 high>high special 5>11 453 19 (ko) Ken’s Specials and Supers Move Command Damage Height Startup Active Recovery © light Hadoken d,df,f+LP 600 high 16 - 33 3 medium . d.df,f+MP_ 600 high 14 - 35 5 Hadoken Move heavy Hadoken Overdrive Hadoken light Shoryuken medium Shoryuken heavy Shoryuken Shoryureppa* light Tatsumaki Senpukyaku medium Tatsumaki Senpukyaku heavy Tatsumaki Senpukyaku Overdrive Tatsumaki Senpukyaku Aerial Tatsumaki Command d,df,f+HP d,df,f+PP f,d,df+LP f,d,df+MP f,d,df+HP f,d,df+PP qcb+LK qcb+MK qcb+Hk qcb+kK qcb+k (airborne) Damage 600 400>400 1100 700>600 800>300 >300 200x5, >600 300*400 (700) 450*450 (900) 300>300 >400 300 >200x3 >600 700 Height Startup Active high high high high high high high high high high high 12 10>10 2>3 2>2 2>2> 2>2>2 4>3> 3>3>3 2>2>2 Recovery 37 28 21412 28412 35415, 35415 14418 11420 14417 21413 14 + KI KL KI KI KI I+ KI I+ KL KL KI + Move Command Damage Height Startup Active Recovery © Senpukyaku Aerial ers qcb+KK . 2>2>2> Tatsumaki 900(700) high an 14 +e (airborne) 252 Senpukyaku light Dragonlash fddf+LK 1000 ~—shigh_—=s18(20)—«6 9413 + Kick medium Dragonlash f,ddf*MK ©1100 -—shigh_—s18(20)—'5 wos Kick heavy Dragonlash fdjdf+HK 1200 ~—shigh~—=«28(30)5 813 Kick Overdrive Dragonlash fdjdf+KK 5002700 high —«9(20) 26.9415 “ Kick Jinrai Kick qcf+LK 500 low 12 3 28 + Jinrai kick qcFeMK ~——600 high 16 3 24 * Jinrai kick qcFfHK 700 high 25 3 19 Kl Kazekama f+K>f+LK 500 high 6 4 19 7 Kofi + Shin Kick ae 8 ° Gorai Ax oral Axe qcf+K>fMK 1000 high 18 3 20 # Kick Senka Si enna snap qcf+K>f+HK 800 high 10 3 25 KI Kick Move Command Damage Height Startup Active Recovery © Overdrive - acf+kk 600 high 13 2 25 4 Jinrai Kick Kazekama qcf+KK>fLK 500 low «6 3 20 # Shin Kick Gorai Axe qcf+KK>f.MK 1000 oh 7 3 24 3 Kick Senka Snap : Wick qcf+KK>fHK 800 high 10 4 20 Kl Dragonlash ragonlas! qcb(x2)}#K 2000 high 7 3 40 # Flame Shippu 2>3> . qcfx2)*K 2700 = shigh 6 32 # Jinraikyaku 3>3>2 Shinryu m qcfix2)sP —4000~—high 7 3613 305 + Reppa Ken’s Throws and Drive Actions on On Move Damage Height Startup Active Recover ge Nels P Y wit — Block Forward high 1200 3 23 KDH8 = Throw (grab) Back high ac 1200 8 3 23 KD+11 - Throw (grab) Move Damage Height Startup Active Recovery Hit Block 435, (KDy -3/ Drive +65 +72 800 high 26 2 35 Impact (Wall (WS Splat HKD) KD) Drive 500* high 20 3 26 KD +23 -8 Reversal Drive _ _ 1 8 29 _ _ Parry (minimum) Drive - 9 45 24 - - Rush * This damage is recoverable much like the damage you take when armoring through an attack. ** Must be done out of a parry or cancellable normal Kimberly Kimberly’s Normals and Unique Attacks LP MP HP LK MK HK cr.LP cr.MP Move Damage Height Cancel 270 540 630 270 540 630 270 450 high high high high high high high high chain, special special special special special chain, special special Startup Active Recovery Hi +5 43 43 4 4 47 +4 +7 Move cr.HP_ er.LK cr.MK cr.HK j.MP j.HP j.LK j.MK j.d.MP df.MK b.HK f.HK f.HK>8 f.HK>9 f.HK>7 LP>MP. Damage Height 720 180 540 810 270 450 630 270 540 630 540 450 720 720 360(324) high low low low oh oh oh oh oh oh high low oh high Cancel special chain special jump target combo Startup Active Recovery 8 5 22 27 20 20 until land 24 3 land 3 land 3land 3land 3 land 3 land 8 land 16 19 3+18(10) land 30+3 30+3 30+3 18 Hi +3 42 +5 43 Hr +5 +4 Move LP>MP>HP Damage 440(352) LP>MP>HP>HK ——_520(364) LP>MP>d.HP 580(464) LP>MP>d.HP>HK = 750(525) LP>MP>d.HP>d.HK 750(525) MP>HP 360 Height Cancel oh oh oh oh oh oh target 10 combo - 26 target Ber 40 combo - 15 - 15 special 10 Kimberly's Specials and Supers Move light Bushin Senpukyaku medium Bushin Senpukyaku heavy Bushin Senpukyaku Overdrive Bushin Command Damage 360>270 qcb+LK >360 qcb+MK ——360x3 450>360 >360 qcb+HK High Startup high 6 high 7 high 8 qcb+KK ——-450>180x3 high 6 >360 Active 6>6>6>3 6>6>6>3 6>6>6>3, 6>6>6 >6>3 Startup Active Recovery 25 24 25 24 23 26 Recovery 6>17(0n landing) 8>17(0n landing) 11>17(on landing) 11>17(0n landing) H KE KE +2 KE 42 KE KE Move Command Damage Senpukyaku Aerial Bushin j.qeb+K Senpukyaku Overdrive Aerial j.qeb+KK Bushin Senpukyaku light Vagabond —qcf+LP Edge medium Vagabond —_qcf+MP Edge heavy Vagabond —qcf+HP Edge Overdrive Vagabond —_qcf+PP. Edge Sprint acftk Torso qcf+K>LK Cleaver Shadow f+K>MK Slide a" Neck qcf+K>HK 225x2>450 450>90x2 >270>450 810 540x2 360>180 360>180 900 720 900 High high high high high high high high low high Startup 24 8+21 8+10 8419 Active 2>2>2 2>3>2 >B>2 Recovery 12 (on landing) 12 (on landing) 22~25 28~31 21~31 28~31 + Move Hunter Emergency Stop Arc Step Bushin Hojin Kick Bushin Izuna Otoshi Overdrive Sprint Overdrive Torso Cleaver Overdrive Shadow Slide Overdrive Neck Hunter Command Damage qcftK>P - qcf+K> = (let Kimberly run up to the opponent) 270>180 qcf+K>K (during Arc 630 Step) qcf+K>P (during Arc 1440 Step) qcf+KK - qcf#KK>LK — 540x2 qcf+KK>MK 700>200 qcf+KK>HK — 810>270 High low high (grab) low high Startup 8414 8H15 8415413 8415413 8(6) 8H17 8+8 8H15 Active 2>2 84 23 Recovery O 25 ~26 (+40n # landing) 20 (on . landing) ~ 40 (on #8 landing) HI 16 +4 19 KL 19 +2 Move Overdrive Emergency Stop Arc Step Bushin Hojin Kick Bushin Izuna Otoshi Hidden Variable Overdrive Hidden Variable Genius at Play Overdrive Genius at Play Command qcf+KK>P cf+KK (let Kimberly run up to the opponent) acftKK>K (during Arc Step) aqcftKK>P (during Arc Step) qcb+P qcb+PP d>d>P (when no bombs are left) d>d>PP (when no bombs are left) Damage 180>90 420 900 High low high (grab) Startup 6413 8413 8413413 8413413 42 42 Active 2>2 Recovery O 25 ~ 26+4 (on landing) 20 (on landing) 40 (on landing) 7~17 7~14(4+3 on landing) Move Command d>d+P Shuriken (must have Bomb stocks) Overdrive d>d+PP Shuriken (must have Bomb stocks) Spread Nue Twister j.qcf+P Overdrive j.qcf+PP Nue Twister Bushin Beats cf(x2)+K Bushin Beats (with atleast? —— qcf(x2)}+K shuriken bomb) Bushin soca 7 Scramble 10? Soaring Bushin j.qeb(x2)+P Scramble Damage 450 4502 1440 900 1800 2000 2600 2600 High Aerial (grab) Aerial (grab) Startup 18 (throw) +103 (to. explode) 19 (throw) +103 (to explode) Active 10 (the explosion) 10 (the explosion) until landing until landing Recovery O +E + 20(on 42 landing) HI +c 20(on HI landing) (g be 40 + 40 +# 39(on . landing) 39 (on . landing) Move Command Damage High Startup Active Recovery O Bushin 1 + Ninjastar qcf(x2)+P 4000 low 8 6 51 HI Cypher Kimberly’s Throws and Drive Actions M D. Height Start Acti Re on On love Damage Heig artup Active Recovery Forward high KD 1082 5 3 23 - Throw (grab) +18 Back high kD 1082 5 3 23 - Throw (grab) 411 Air 1200 aerial Throw (grab) +35 (KD)/ -3/ Drive +65 +72 800 high 26 2 35 Impact (Wall (WS Splat HKD) KD) Drive 500% high 20 3 26 Og Reversal +23 Drive 8 - - 1 29 - - Parry (minimum) Drive - - 9 45 24 - - On 0 Move Damage Height Startup Active Recovery " Hit — Block Rush * This damage is recoverable much like the damage you take when armoring through an attack. ** Must be done out of a parry or cancellable normal Lily Lily’s Normals and Unique Attacks Command LP MP HP LK MK HK cr.LP cr.MP cr.HP cr.LK cr.MK cr.HK Damage 350 800 900 300 600 1000 300 700 500>500 200 500 450>450 300 700 800 Height high high high high high high high high high low low oh oh oh Cancel special, chain. special special, chain special special, chain super only special chain special Startup Active 3>3 2>2 On oc Recovery . Hit BI 8 +600 +1 7 14 22 0 5 12 14 15 #2001 2 15 8 +5 18 +1 3 22 o 2 12 4200-2 18 15 +32 24 HKD 3(on landing) 3(on landing) 3(on landing) Command Damage Height jk 300 oh j.MK 500 oh i.HK 800 oh HP 900 high df.HP 900 oh b.HP 1000 high j.d.HP 800 oh f.HP>HP 500 high fHP>HP>HP 500 high j.MP>MP 700 oh Cancel special, target combo target combo super only (level 2) Lily’s Specials and Supers Startup Active 20 20 Recovery 3(on landing) 3(on landing) 3(on landing) 24 18 18 3(on landing) 27 42 3(on landing) On Hit 4H +2 45 +23 KD Name light Condor Wind (gains Windblad stock) light Condor Wind (gains Windblad stocks) medium Condor Wind (gains Windblad stock) heavy Condor Wind (gains Windblad stock) Overdrive Condor Wind (gains Windblad stock) Condor Wind (attack) light Condor Spire Input qcb+LP qcb+LP[c] qcb+MP gqcb+HP. qcb+PP qcb+PP[c] acf+LK Damage 900 1100 1200 800 Guard high high high high Startup 46 47 ~ 109 23[93] 25~93 21 40 Active Recovery 25 25 23 Name medium Condor Spire heavy Condor Spire Overdrive Condor Spire Condor Spire (Windclad) Condor Spire (Windclad) Condor Spire (Windclad) Condor Spire (Windclad) Tomahawk Buster Tomahawk Buster Tomahawk Buster Tomahawk Buster Tomahawk Buster (With Input qcf#MK acftHK acftkKK 236LK (Windclad) 236MK (Windclad) 236HK (Windclad) 236KK (Windclad) f,d,df+LP f,d,df+MP f,d,df+HP f.d,df+PP f,d,df+LP (Windclad) Damage 900 1000 1000 100>100>800 100>100>900 100>100>1000 100>100>1000 900 1000 1200 800>600 400>600 Guard Startup Active high high high high high high high high high high high high 25 5>18 5>18 5>18 24 total Recovery 16 16 14 14 33 37 38 43 33 Name Windclad Stock) Tomahawk Buster (With Windclad Stock) Tomahawk Buster (With Windclad Stock) Tomahawk Buster (With Windclad Stock) Condor Dive Condor Dive Condor Dive (with Windclad Stock) Overdrive Condor Dive (with Windclad Stock) Input Damage Guard fdidFMP so9s800 high (Windclad) e fdhoFHP soos1000 high (Windclad) 8 fd.df+PP 400>600>600 - (Windclad) jPP 800 - j.PPP 1400 - j.PP (With Windclad — 200>800 high Stock) j.PPP (with 200>1400 high Windclad Stock) Startup Active 12 12 until landing until landing until landing until landing Recovery 37 38 43 24 24 24 24 Name light Mexican Typhoon medium Mexican Typhoon heavy Mexican Typhoon Overdrive Mexican Typhoon Breezing Hawk Thunderbird Thunderbird (with Windclad Stock) Soaring Thunderbird Soaring Thunderbard (With Windclad Stock) Input 360+LP 360+MP 360+HP 360+PP gcfioe2)+P acf(x2)}+K acf(x2)+k j.qcfix2)+Kk (aerial) jeqet(x2)+k (aerial) Damage 2000 2400 2800 2900 80x13 > 1160 100x7 > 1800 10012 > 1600 100x7 > 1800 100x12 > 1600 Guard Startup Active mid (grab) mid (grab) mid (grab) mid (grab) high high high high high 2>2>2>2 2>2>2 25>2 2>18>2 25>2 Recovery 53 53 53 53 63 63 58 ~66 58 ~66 Name Input Damage Guard Startup Active high (grab) Raging box2)}#P_ 1500 < 3000 Typhoon P20 . Lily’s Throws and Drive Actions Move Damage Height Startup Active Forward high 1200 5 3 Throw (grab) Back goo>600 ‘8h 3 Throw (grab) Drive 800 high 26 2 Impact Drive so0* high «20 3 i Reversal 8 Drive 1 8 Parry (minimum) D rive - 5 ts Rush Recovery 23 23 35 26 29 24 Recovery 106 oO Hit +18 KD +11. KD +35 (KDy/ +65 (Wall Splat KD) +23 KD On Block -3/ +72 (ws. HKD) * This damage is recoverable much like the damage you take when armoring through an attack, ** Must be done out of a parry or cancellable normal Luke Luke’s Normals and Unique Attacks Input Damage Guard Cancel Startup Active Recovery HitA LP 300 high = spsute 7 2 1 42 target MP 600 high combo, 9 4 16 42 super* HP 800 high special 10 3 23 A LK 300 high special 5 2 12 +3 MK 700 high - 7 3 20 +1 Input HK cr.LP cr.MP cr.HP. cr.LK cr.MK cr.HK f.MP Damage Guard 900 300 600 800 200 2000 4000 300 700 800 300 500 800 600 high high high high high low low oh oh oh oh oh oh oh Cancel chain, special special special chain target combo, special special Startup Active Recovery 10 2 6 17 27 3on landing 3on landing 3on landing 3on landing 3on landing 3on landing 2 HitA +2 +5 +5 4 +28 HKD +2 Input Damage Guard Cancel Startup Active Recovery HitA b.HP 800 high sp su 16 3 20 +3 b.HK 1000 high - 12 4 24 +4 HP 800 high Bag 3 19150n 3 combo contact) , target LP>MP. 320 high 8 4 20 2 combo LP>MP>HP 600(420)* high special 10 3 27 +274 MP>MP 300 high super* 12 2 23 0 target MP>MP>MP 300(240)* high rest ay 2 29 6 combo MP>MP>MP>MP_ 500(350)* high - aa 2 27 +331 f.HP>f.HP 600 high special 11 2 34 +251 cr.MK>cr.HP 480 high - 9 3 25 +1 Luke’s Specials and Supers Name Input Damage Guard Startup Active Recovery Hit. light Sand qcf+LP 600 high 14 5 33 3 Blast medium Sand qcf+MP 600 high 17 7 30 0 Blast Name heavy sand Blast Overdrive Sand Blast Fatal Shot light Rising Uppercut medium Rising Uppercut heavy Rising Uppercut Overdrive Rising Uppercut Slam Dunk light Flash Knuckle charged light Input acf+HP qcf+PP qcf+tPP>PP df,df+LP d,f,df+MP_ d,f,df+HP d,f,df+PP d,f,df+PP>PP qcb+LP qcb+LP[c] Damage 600 400x2 600 900 (g00)** 1000 (800) 1200 (800) 800,600 600 700 600>200 Guard Startup high high high high high high high high high high 20 26 Active 22 Recovery 27 24 42 22+12 Landing 24+12 Landing 26414 Landing 35+15, Landing 14+16 Landing 31 25 Hi it. +3 +41 +48 +28 +28 +29 +25 +14 +32 +54 Name Flash Knuckle Perfect light Flash Knuckle Medium Flash Knuckle charged medium Flash Knuckle Perfect medium Flash Knuckle HP Flash Knuckle HP Flash Knuckle (hold) HP Flash Knuckle (perfect) Flash Knuckle Input qcb+LPic}* qcb+MP qcb+MP[c] qcb+MP[c]* gqeb+HP qcb+HP[c] qcb+HPIc]* qcb+PP Damage 700>200 900 800>200 850>250 1000 1000>300 1200>400 400%2 Guard Startup high high high high high high high high 26 30 29 22 33 33 Active 2,2 2,2 2,2 2,2 2,2 Recovery 22 27 27 27 21 24 24 39 H it. KD 43 +54 KD KD ~4e +63 +63 +52 Name DDT Aerial Flash Knuckle Aerial Flash Knuckle (hold) Aerial Flash Knuckle Avenger No Chaser Impaler Avenger No Chaser Impaler Vulcan Blast Eraser Pale Rider Input qcb+PP>PP j.214P j.204(P] j.214PP qcf+k qcf+K>P acf+K>K qcftKK qcl+KK>P qcf+KK>K qefix2)+P acf(x2)+P qcflx2)+k Damage Guard Startup 500>1500 - 1 700 high 14 1000 high 23 1300 high 14 - - 12 1000 high 12512 1100 oh 12>13 - - "1 1300 high 11>12 1100 oh 11>13 2000 high 6 2800 high 5S 4000 high 10 Active 31 13>7>7>5, Recovery 13 0n landing 150n landing 150n landing 33 19 27 45 51 92 Hit, HKE +12 +32 +30 +32 +38 417 +30 +18 HKE * If Luke charges his attack only until his arm flashes, he gets a perfect special which has special properties ** The last active frames of Rising Uppercut deal less damage Luke’s Throws and Drive Actions oO On Move Damage Height Startup Active Recover ge Hers P Y Hit — Block Forward high 1200 5 3 23 +19KD - Throw (grab) Back high ac 1200 '8 3 23 +19KD - Throw (grab) +35 (Koy -3/ Drive , 465472 800 high 26 2 35 Impact (Wall (WS Splat HKD) KD) Drive 500* high 20 3 26 +23KD -8 Reversal Drive - 1 a °9 - - Parry (minimum) Drive - - 9 45 24 - - Rush * This damage is recoverable much like the damage you take when armoring through an attack. ** Must be done out of a parry or cancellable normal Ryu Ryu’s Normals and Unique Attacks On Move Damage Height Cancel Startup Active Recovery Hit E i chain, stp 300 high special, 4 3 7 +4 normal special, st.MP 600 high target 6 4 " +7 combo, special, st.HP 800 high target 10 5 18 3 combo Move st.LK st.MK St.HK* cer.LP cr.MP cr.HP. cr.LK cr.MK cr.HK j.MP j.HP j.LK j.MK j.HK fMP f.HP b+HP b+tHK Damage 300 700 900 300 700 900 200 500 900 300 350>350 800 300 500 500 Height high high high high high high oh oh oh oh oh oh oh high high high Cancel special chain, special special special chain special special special special Startup Active Recovery 5 9 12 12 20 20 7 10 2*3 5(5)3 11 18 20 14 21 19 23 25 21 On Hit +2 +4 +9 +4 +5 +3 +3 +1 +32 HKD +2 +6 +1 Ol Move Damage Height Cancel Startup Active Recovery ” Hit ftHK high special* 16 4 20 +20 target MP>LK high>high 645 43016 4S combo . +36 MP>LK>HK high>high - 6+5+16 4*3*4 20 wm +36 HP>HK. high>high - 1019 = -5*4 20 wm * Can be used to juggle your adversary if they are airborne. If used to punish counter, this button causes a crumple state. Ryu’s Specials and Supers Move Command Damage Height Startup Active Recovery C light Hadoken —qcf+LP 600 high 16 - 31 4 medium . qcfeMP 600 high 14 - 33 3 Hadoken heavy f+HP- 600 high 12 35 5S a - . Hadoken ae 8 Overdrive qcfPP —400>400 high 12 - 28 45 Hadoken Denjin Charge d,d+P - - 39 - 13 - Denjin qcfiP 400>400 high 12 - 30 45 Charged Move Hadoken* Overdrive Denjin Charged Hadoken light Shoryuken medium Shoryuken heavy Shoryuken Overdrive Shoryuken light Tatsumaki Senpukyaku medium Tatsumaki** Senpukyaku heavy Tatsumaki Senpukyaku** Overdrive Tatsumaki Senpukyaku light High Command qcf+PP f,d,df+LP f,d,df+MP- f,d,df+HP f.d,df+PP qeb+LK qcb+MK qcb+HK qcb+KK acf+LK Damage 300(x2) >400 1100 1200 1400 800>800 800 900 1000 200x5, 1000 Height Startup Active high high high high high high high high high high 2*8 Deke 2eee Qe Recovery 26 21412 30+12 34415 37415 14418 11+20, 14417 10+13 22 c +5 +3 +3 42 +2 KC +5 +3 Move Blade Kick medium High Blade Kick heavy High Blade Kick Overdrive High Blade Kick Shinku Hadouken Denjin Hadouken Shinkuu Hashogeki Denjin Hashogeki Shin Shoryuken Command qcftMK acftHK cf qefix2)+P. gcfloe2)+P gcb(x2)+P qcb(x2)+P qeftx2)+k Damage 1100 1300 800 400x5, 400x4 >800 2600**** 3000 4000 (4400) Height Startup high high high high high high high high 25 29 Active Recovery * To fire a Denjin Hadouken, the player must use a Denjin Charge 33 79 79 39 39 32+39 c +4 +4 Be +4 +2 +2 +2 42 ** The Shoryuken is completely invulnerable to airborne attacks during its initial frames *+* There's a gap of 13 frames between each attack of Ryu’s Tatsumaki Senpuu Kyaku se Ryu's level 2 supers can be charged. There's a partial charge, for extra 200 damage, and a full charge, for extra 400 damage. When you hit a fully charged one, the enemy enters a tumble state. Ryu’s Throws and Drive Actions M D. Height Start Acti Re on On love Damage Hei artu tive Recovel ge ete! P "Y Hit — Block Forward high 1200 3 23 +18KD - Throw (grab) Back high 1200 3 23 +11KD - Throw (grab) +35 (KDY-3/ Drive . +65 +72 800 high 26 2 35 Impact (Wall (WS. Splat HKD) KD) Drive . 500* high 20 3 26 +23KD -8 Reversal D rive - - 1 8 / 29 - - Parry (minimum) Drive - - 9 45 24 - - Rush * This damage is recoverable much like the damage you take when armoring through an attack. ** Must be done out of a parry or cancellable normal Zangief Zangief’s Normal On ¢ Move Damage Height Cancel Startup Active Recovery Hit BI i hain, up 400 high SIM 3 9 +4 +2 super, target MP 700 high 9 4 17 +2 2 combo HP 1000 high - 16 3 22 3002«83 +40 HP[c]* 1400 high - 32 3 22 KD +3 LK 400 high - 6 2 7 2-4 Move MK HK cr.LP cr.MP cr.HP. cr.LK cr.MK cr.HK j.lP j.MP j.MK j.HK Damage 800 1000 300 700 1000 250 700 1000 300 700 800 300 500 800 Height high high high high high low low low oh oh oh oh oh oh Cancel Startup chain, super chain, super chain 4 Active Recovery 19 21 27 3 (on landing) 3(on landing) 3(on landing) 3(on landing) 3(on landing) 3 (on landing) On Hit +1 43 +6 +3 +20 KD 42 +32 HKD +1 +H Move df.MP f.MK f.HP 6HK 3HK d>d.MK j.dHP jutHP MP>MP MP>MP>MP d>d.MK>MK Zangief’s Specials and Supers Damage Height 800 600 900 1300 1000 500 800 800 600 900 500 high high oh oh high high high Cancel target combo special target combo Startup Active Recovery On Hit 21 A 14 0 15 +6 + 95 28 KD 0 +21 KD 7 +4 3 (on landing) 3 (on landing) 20 +2 427 32 KD 19 3 Name Double Lariat Double Lariat light Screw Piledriver medium Screw Piledriver heavy Screw Piledriver Overdrive Screw Piledriver Borscht Dynamite Overdrive Borscht Dynamite Russian Suplex Russian Suplex Command Damage PP PPP 360+LP 360+MP 360+HP 360+PP j.360+K j.360+KK heb+K (Close) fcb+KK (Close) 1200 500*1000 (1500) 2500 2900 3300 3400 2900 3000 2900 3200 Height Startup Active Recovery On high 15 high 12 high (grab) high (grab) high (grab) high (grab) aerial** (grab) aerial** (grab) high (grab) high (grab) 31 25 27 26 54 54 54 54 3(?) land 3(?) land 50 50 427 +38 +30 HKD +28 +28 +28 +19 +19 +26 427 Name Command Damage Height Startup Active Recovery Or Siberian high heb+K(Far) 2700 28 2 a 429 Express (grab) Overdrive ove heb+KK high Siberian 3000 23 2 44 429 (Far) (grab) Express Tundra high dd+HK 2400 8 6 5024 45K storm (countery* Aerial aerial** Russian qcf(x2)+K 3500 an 7 60 +29 (grab) slam Cyclone - qcf(x2)+P 3160 high 18 102 52 +5K Lariat Cyclone 7 487 qcfx2)+P[c] 1100 high 18 10225 Lariat (laur Bolsh orn! 4800 high Storm 360(x2)+P. 7 1 116 +26 buster (5300) (grab) * Tundra Storm is Zangief’s counter that returns from Street Fighter 5. Unfortunately, it only work on kick attacks. This is a very situational move that is often not worth using. ** These are “air grabs,” and they can only affect enemies who touch the grabs hitbox while not grounded. *** This is the version you get by holding down the punch button. It causes the enemy to enter a juggle state. Zangief’s Throws and Drive Ac’ Move Damage Height Startup neutral 1200 Throw forward 1500 Throw down forward 1200 Throw down Throwsex 1900 down back 600+900 Throw*** back Throwsss "400 Drive Impact Drive 500* Reversal Drive Parry high (grab) high (grab) high (grab) high (grab) high (grab) high (grab) high high 26 20 Active 8 (minimum) Recovery 23 23 23 23 23 23 35 26 On Hit +22 +10 +33 +14 +9 +8 +35 (KD) +65 (Wall Splat KD) +23 KD On Block On Move Damage Height Startup Active Recovery . Hit Block Drive Rush * This damage is recoverable much like the damage you take when armoring through an attack. ** Must be done out of a parry or cancellable normal *** This throw side switches How to Understand the Frame Data To fully understand a tier list, you must understand the fighting game lingo. Once your eyes go through the tables, there's a good chance you will feel a bit overwhelmed. Taking that into consideration, we decided to break it down for you so you can start learning how to better understand the frame data of Street Fighter 6. Normal Attacks These are the normal attacks that do not demand any input. They are also referred to as normals or buttons. LP: light punch MP: medium punch HP: heavy punch LK; light kick MK: medium kick HK: heavy kick PP: Two punches at the same time PPP: Three punches at the same time KK: Two kicks at the same time KKK: Three kicks at the same time You don't have to wait for the entire recovery of air normal attacks if the character touches the floor. In other words, timing your attack to happen right when you are landing can grant you extra “plus frames.” As for you you will find in the tables below, check the captions below: st: standing er: crouching j:jumping As for the height of the attacks, we have: high: medium height attacks that can be blocked either standing or crouching. oh: overhead attacks that must be guarded while standing. low: low blows that must be blocked while crouching. grab: grabs can't be blocked and are either grounded or aerial. You must also pay attention to the use of the moves beside the frame adventage. A cancellable move can be interrupted before the end of its recovery frames. If a move can be cancelled into something else, you will find the following caption: chain: usually means a move can be cancelled into itself or a similar move, like other light attacks. special: this means that a move can be cancelled into a special attack. target combo: this means the button can be cancelled into another specific button. As for the damage and active frames, if an attack has two hits, it will be represented by this simbol: “>” to separate each individual hit. However, in case of critical arts, the damage will be represented between parentheses. Motions and Directions When you depend on commands to execute the moves in classic controls, you can except the following: u: up ub: up back uf: up forward b: back f: forward d: down n: neutral db: down back df: down forward qcf: quarter circle forward qcb: quarter circle back hef: half circle forward heb: half circle back 360: A 360 is a full circle motion. Icl: Charge. It means you have to either hold that direction or button. Super Cancel Level 1: can be cancelled from any special cancellable attack. Level 2: can be cancelled from special cancellable normals and overdrive special attacks Level 3: can be cancelled from special cancellable normals, overdrive specials, and specials Frame Advantage Fighting games are designed to run at exactly 60 frames per second. Although modern games can be set to run at more than that, frames are also used as a mesure of time in the genre. So, having a 30 frame advantage over an enemy means you have half a second to act. Although that doesn't sound like much, many attacks will have no more than a 5 frame window to be punished. We also count your frame advantage when an enemy is knocked down (KD). However, in that situation, you can't hit an enemy until they stand up. However, that’s when the guessing game occurs. Note that there's also a thing called Hard Knockdown (HKD). When hit by an attack that causes a hard knockdown (such as as sweep, also called cr.HK), a character cannot backrise. KD: Knockdown HKD: Hard Knockdown WS: Wall Splat ~: Varies. This is usually used in jumping attacks since their recovery depends on when they land, changing the frame advantage significantly depending of the character's height when the hit happened. You will pressure the enemy into guessing if you are going to attack, throw, or walk back to whiff punish them. That said, when you see that a move is -15 on block, it means that after your attack is blocked, your character is vulnerable for a quarter of a second. However, it the attack is +3 on block, it means that your opponent is locked in blockstun for 3 frames after you recovered from a move. This is what we call Frame Advantage. Save this guide for later? Hit the button below and welll send this post to your inbox! Email READ NEXT How to Beat Kimberly in Street Fighter 6 How to Run in Street Fighter 6 How to Switch Characters in the Battle Hub in Street Fighter

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