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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 AttacksMove 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
HKDMove
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
BlockBlanka’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
HitMove 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
KDOn
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
CammyCammy’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
BloMove 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
21Move
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
46Move 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 landingMove
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 safeCammy’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 LiChun 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
+4On
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
superOn
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
+
+
KIMove
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)
KIMove
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
KIMove 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 NormalsMove
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
+33On
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 SupersMove
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
42Move
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
+2Move
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 AttacksMove
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~-1Move 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
HitMove
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
+42Move
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
KDMove
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 -8On 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. HondaE. 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
KDol °
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 SupersMove 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
HeadbuttMove
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
52Move 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
DamashiMove 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 AttacksMove
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
AMove
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
AMove
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
24Move 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) KDMove 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
JamieJamie'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+) targetMove
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
HKDMove
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 1Move
(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 -1KMove
(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)* 1GMove
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
(TurMove
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 +42Move
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 +7kMove 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
JPJP’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
HKEMove
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
+6Move
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
KKOn 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
JuriJuri’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
42Move
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
+2Move
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
42Move
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
Blocli , 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
23Move 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 landMove
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
23Move 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 AttacksMove
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
HKDi , 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
HadokenMove
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
KickMove 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
KimberlyKimberly’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
+7Move
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
+4Move
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
KEMove 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 +2Move
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 AttacksCommand
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
KDName
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
23Name
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
33Name
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
24Name
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 ~66Name 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 +1Input
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
+2Input 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
BlastName
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
+54Name
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
+52Name
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 normalRyu
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
comboMove
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
+1Ol
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
ChargedMove
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
+3Move
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 Kyakuse 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 normalZangief
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 2-4Move
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
+HMove
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 3Name
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
427Name 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
BlockOn
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 timeKK: 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 DirectionsWhen 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.
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