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.

Blanka

Blanka’s Normals and Unique Attacks

MoveDamageHeightCancelStartupActiveRecoveryOn hitOn Block
LP300highspecial5310+3-3
MP700highsuper only10315+3-4
HP800highspecial10717+3-3
LK300highchain, special447+5-2
MK600highspecial8317+4-2
HK800high7915+6-4
LP300highchain, special638+4-2
MP600highspecial9516-1-5
HP800high156200-5
LK200low5210+3-3
MK500lowspecial8316+5-5
HK900low11423+25 HKD-12
j.LP300oh453 (on landing)~~
j.MP700ohspecial773 (on landing)~~
j.HP800oh933 (on landing)~~
n j.HP800oh733 (on landing)~~
j.LK300oh563 (on landing)~~
j.MK500oh763 (on landing)~~
j.HK800oh1163 (on landing)~~
f.MP300>300oh>high202>120+3-2
f.MK300>300high93>218+6-1
b.MK600highspecial9612+8+2
f.HP1100high18431+18-15
df.HP1000low141022+29 KD-18

Blanka’s Specials and Supers

MoveCommandDamageHeightStartupActiveRecoveryOn HitOn Block
Coward Crouchd+PP2522~124
Wild Liftd+PP>P600high8731-21
Raid Jumpd+PP>K
Surprise Forward Hopf+KKK27
Surprise Back Hopb+KKK32
Electric Thunderqcb+P800high102>2>217~-3
Overdrive Electric Thunderqcb+PP400>600high102>2>217~+4
Light Rolling Attackb[c]f+LP1000high101111 (42)*~-23
Medium Rolling Attackb[c]f+MP1200high121911 (42)*~-23
Heavy Rolling Attackb[c]f+HP1300high222025 (33)*~-15
Overdrive Rolling Attackb[c]f+PP800high182217 (25)*~-7
light Vertical Rolling Attackd[c]u+LK1200high81948 (43)*~-27
medium Vertical Rolling Attackd[c]u+MK1300high81948 (43)*~-27
heavy Vertical Rolling Attackd[c]u+HK1400high81948 (43)*~-27
Overdrive Vertical Rolling Attackd[c]u+KK800>800high78>648(56)*~-40
Aerial Rolling Attackb[c]f+LP1000high13~17~-6 ~ -2
Overdrive Aerial Rolling Attackb[c]f+PP600>600high>high13~10(12)*~-6 ~ +8
Blanka-chan Bombd,d+P50
Blanka-chan Bomb chargedd,d+P800high36~
Blanka-chan Bomb ODd,d+PP400***high36~
Shout of Earthqcf(x2)+P2000high8962+15 KD-29
Lightning Beastqcb(x2)+P1~9
Rolling Cannonany direction + punch400high325~~~
Ground Shave Cannonballqcf(x2)+K400×5>
2000
high10361+50 KD-46

* 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

MoveDamageHeightStartupActiveRecoveryOn HitOn Block
Forward Throw1200high (grab)5323KD +18
Back Throw1200high (grab)5323KD +11
Drive Impact800high26235+35 (KD)/ +65 (Wall Splat KD)-3 / +72 (WS HKD)
Drive Reversal 500*high20326KD +23-8
Drive Parry18 (minimum)29
Drive Rush94524

* 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

MoveDamageHeightCancelStartupActiveRecoveryOn HitOn Block
LP300highchain, special437+5-2
MP600high6413+6-1
HP800highspecial, super8320+2-3
LK300highspecial5310+2-3
MK700high8318+3-4
HK900high11321+2-4
cr.LP300highchain, special428+5-2
cr.MP600highspecial7314+5-2
cr.HP700high10415+7+1
cr.LK200lowchain537+3-2
cr.MK500lowspecial8318+1-5
cr.HK900low9324HKD +31-10
j.LP300oh4103 (on landing)
j.MP600ohspecial683 (on landing)
j.HP800oh853 (on landing)
j.LK300oh4103 (on landing)
j.MK600oh763 (on landing)
j.HK800oh1063 (on landing)
b.MP500lowspecial, target combo5512+4-1
f.HK800lowsuper, jump*18325+26 KD-12
b.HK800lowsuper, jump*9318+54 KD-7
b.MP>HK500>600lowsuper, jump*9323+49 KD-12 > -19
HP>HK200>600lowspecial**134(12)329+33 KD-12

Cammy’s Specials and Supers

MoveCommandDamageHeightStartupActiveRecoveryOn HitOn Block
light Spiral Arrowqcf+LK800high91321KD +26 (+48 if late hit)**-12 ~ 0***
medium Spiral Arrowqcf+MK900high91521KD +26 (+48 if late hit)**-14 ~ 0***
heavy Spiral Arrowqcf+HK300*700high153(1)1221KD +29 (+48 if late hit)-12 ~ -1***
charged Spiral Arrowqcf+HK[c]150×4*200high27(25)3(1)1220+47 KD / Launch-14
Overdrive Spiral Arrowqcf+KK150×4*200high133(1)1220+47 KD / Launch-14
light Cannon Spikef,d,df+LK900
(800 if late hit)**
high51240+20 KD-36
medium Cannon Spikef,d,df+MK1000 (800 if late hit)**high61241+21 KD-36
heavy Cannon Spikef,d,df+HK1200 (800 if late hit)**high71244+22 KD-36
charged Cannon Spikef,d,df+HK[c]1100>100×4high241245+16 KD-40
Overdrive Cannon Spike623KK1100>100×4high61246+16 KD-40
light Quick Spin Knuckleqcb+LP800high21416+2-3
medium Quick Spin Knuckleqcb+MP800high24416+3-2
heavy Quick Spin Knuckleqcb+HP800high28417+5+3
Overdrive Quick Spin Knuckleqcb+PP800high25417+7-2
Cannon Strike*j.qcb+LK600high13~12 land~~
Overdrive Cannon Strikej.qcb+KK800high13~12 land~~
Hooligan Combination*qcf+LP
Overdrive Hooligan Combinationqcf+PP
Razor’s Edge Slicerqcf+P1000low50913+48 KD+2
Razor’s Edge Slicerqcf+P[c]
> No Input
800>400low>low709(10)517+48 KD+2
Overdrive Razor’s Edge Slicerqcf+PP
> No Input
800>400low>low509(10)517+48 KD+2
Hooligan Cannon Strikeqcf+P>K600high+13until land12 on landing
Hooligan Cannon Strikeqcb+HP>K800high+13until land12 on landing
Hooligan Cannon Strikeqcb+PP>K800high+13until land12 on landing
Reverse Edgeqcb+HP
>d.K
800oh+18413 on landing+6 ~ +9-4 ~-1
Reverse Edgeqcb+HP[c]
>d.K
600*600oh>oh+184(14)413 on landing+8-2
Reverse Edgeqcb+PP
>d.K
600*600oh>oh+184(14)413 on landing+8-2
Fatal Leg Twisterqcb+HP
>P+LK
1800grab+10330 on landing+18 HKD
Spin Drive Smasherqcf(x2)+K2000high9+3 > 1238+10 KD-24
Killer Bee Spinqcb(x2)+K2750 or 220×6(late hit)high13937 on landing+12 KD / +70 if launches-24
Aerial Killer Bee Spinqcf(x2)+P2750 or 220×8(late hit)high13until
landing
37 on landing+12 KD / +70 if launches~
Delta Red Assaultqcf(x2)+P4000high91538-33

* 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

MoveDamageHeightStartupActiveRecoveryOn HitOn Block
forward Throw1200high(grab)5323+17 KD
back Throw1500high (grab)5323+14 KD
Aerial Throw1200aerial (grab)533 (on landing)+22 KD
Drive Impact800high26235+35 (KD)/ +65 (Wall Splat KD)-3 (when parried)
Drive Reversal500*high20326+23 KD-8
Drive Parry18 (minimum)29
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

Chun Li

Chun Li’s Normals and Command Normals

MoveDamageHeightCancelStartupActiveRecoveryOn HitOn Block
LP300highstance, special, chain436+5-2
MP600highstance, special5410+6+1
HP800highstance13320+2-4
LK300highstance, special5310+2-2
MK500highstance, special7416+4-2
HK900highstance14318+40
cr.LP300highstance, special437+4-2
cr.MP600highstance, special6413+4-2
cr.HP450×2highstance, special113(5)518+1-3
cr.LK200lowstance, special, chain43100-2
cr.MK500lowstance, special7319-2-6
cr.HK900lowstance9619HKD +33-7
j.LP300oh4103 land
j.MP300×2ohspecial74(6)53 land
j.HP500ohtarget combo963 land
j.LK300oh483 land
j.MK500oh653 land
ub.HK or ub.HK800oh853 land
neutral j.HK800oh873 land
(b or f) + MP600highstance, super7315+2-3
b.HP800highstance, super8515+5-1
df.HP800ohstance21414+1-2
f.HK800highstance16223-1-4
df.HK800oh37213+7+5
j.d.MK300hightarget combo, special3113 land
j.HP>j.HP500oh1643 land
j.d.MK>j.d.MK300hightarget combo, special3113 land
j.d.MK>j.d.MK
> j.d.MK
500highspecial6113 land

Chun Li’s Specials and Supers

MoveCommandDamageHeightStartupActiveRecoveryOn HitOn Block
Wall Jumpup forward (against the wall)
light Kikokenb[c]f+LP600high15up to 9032-3-7
medium Kikokenb[c]f+MP600high12up to 5533-3-7
heavy Kikokenb[c]f+HP600high11up to 2532-2-6
Overdrive Kikokenb[c]f+PP400×2high1128+50
light Hundred Lightning Kicksqcf+LK250×2>300high82>2>220+3-8
medium Hundred Lightning Kicksqcf+MK225×4high142>2>2>222+3-8
heavy Hundred Lightning Kicksqcf+HK200×5high232>2>2>215+50 KD-3
Overdrive Hundred Lightning Kicksqcf+KK160×5high82>2>2>221+3-3
Lightning Kick Barrageqcf+KK>KK100×4>300high102>2>2>129+29 KD-13
light Aerial Hundred Lightning Kicksj.qcf+LK300×3high82>2>215 on landing-3 ~ +1-5 ~ -3
medium Aerial Hundred Lightning Kicksj.qcf+MK250×4high102>2>2>215 on landing-3 ~ +1-5 ~ -3
heavy Aerial Hundred Lightning Kicksj.qcf+HK220×5high122>2>2>215 on landing-3 ~ -2-7 ~ -6
Overdrive Aerial Hundred Lightning Kicksj.qcf+KK200×5>300high62>2>2>215 on landing+21 KD-32(-16)
light Spinning Bird Kickd[c]u+LK333×2>334high92>2>26 (+24 on landing)+33 KD-18
medium Spinning Bird Kickd[c]u+MK200×4>400high162>2>2>28 (+21 on landing)+34 KD-17
heavy Spinning Bird Kickd[c]u+HK180×6>320high212>2>2>28 (+22 on landing)+33 KD-18
Overdrive Spinning Bird Kick[2]8KK100×6>200high162>2>2>28 (+15 on landing)+55 ~ +41 KD-12
light Hazanshuqcb+LK1000oh232210-9
medium Hazanshuqcb+MK1000oh27316+2-3
heavy Hazanshuqcb+HK1000oh32318+6-1
Overdrive Hazanshuqcb+KK1000oh26316+53 KD OTG*-5
light Tensho Kicksd,d+LK450×2high52>227+12 land+29 KD-37
medium Tensho Kicksd,d+MK450×550high72>231+12 land+25 KD-41
heavy Tensho Kicksd,d+HK200×3>600high92>2>2>226+12 landKD +37-57
Overdrive Tensho Kicksd,d+KK180×5>500high63>316+25 landKD +30-40
Kikoshoqcf(x2)+P300×4>500high77044+22 KD-22
Aerial Kikoshoj.qcf(x2)+P300×4>600high75016 land+14 KD-20
Hoyoku-senqcf(x2)+K2000high112×3>2x3>2
2×6>2>3
48+29 KD-35
Soten Rankaqcb(x2)+K4000high82>1>136+6 HKD-24

Chun Li’s Throws and Drive Actions

MoveDamageHeightStartupActiveRecoveryOn HitOn Block
forward Throw1200high (grab)5323+11 KD
back Throw1200high (grab)5323+13 KD
Aerial Throw1200aerial (grab)533 (on landing)+10 KD
Drive Impact800high26235+35 (KD)/ +65 (Wall Splat KD)-3 (when parried)
Drive Reversal500*high20326+23 KD-8
Drive Parry18 (minimum)29
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

MoveDamageHeightCancelStartupActiveRecoveryOn HitOn Block
LP300highchain, special436+4-1
MP600high7313+5+2
HP800highspecial9618+4-4
LK300highspecial5212+2-2
MK600high9316+6-1
HK800high12326+1-5
cr.LP300highchain, special538+4-1
cr.MP600highspecial6414+4-1
cr.HP800high8220+6-2
cr.LK200lowchain5210+2-2
cr.MK700low8419-6
cr.HK900low141015HKD +33-11
j.LP300oh473 (on landing)~~
j.MP300oh643 (on landing)~~
j.HP700oh963 (on landing)~~
j.LK500oh463 (on landing)~~
j.MK800oh863 (on landing)~~
j.HK800oh1053 (on landing)~~
f.MK700highsuper19516+6+2
b.HK500>300highspecial73,320+1-5
j.d.LK300oh6until landing3 (on landing)~~
LP>MK600high9318+2-3
LP>MK>MK625high14321+2-8
MP>HP500high11724-2-10
MP>HP>HK600high13330-13
MP>MP500high12217+2-2
MP>MP>HP900high20224+43 (KD)-8
MP>MP>b.HP
(feint)
23 total0-4-6
j.MP>HP700oh87~~~

Dee Jay’s Specials and Supers

MoveCommandDamageHeightStartupActiveRecoveryOn HitOn Block
light Air Slasherb[c]f+LP21 total
medium Air Slasherb[c]f+MP600high17all the way270-5
heavy Air Slasherb[c]f+HP500>500high17all the way43+3-3
Overdrive Air Slasherb[c]f+PP500> 500high10all the way+5+2
Jackknife Maximumd[c]u+LK26 +32
Jackknife Maximumd[c]u+MK600> 500high63>432~-55
Jackknife Maximumd[c]u+HK600> 200> 500high64>5>432~-55
Jackknife Maximumd[c]u+KK300×5high66>3>344~-55
Roll Through Feint236LK26 total
Quick Rolling Sobat236MK1000high12323+34 KD-6
Double Rolling Sobat236HK700>700high153>424+2-10
Double Rolling Sobat236KK700>600high192>319+39 KD-2
Machine Gun Uppercut214LP1650
(9 hits)
high15435+34 KD-19
Machine Gun Uppercut214MP1900
(12 hits)
high22435+32 KD-19
Machine Gun Uppercut214HP2200
(16 hits)
high28435+40 KD-19
Machine Gun Uppercut214PP2500
(17 hits)
high28435+23 KD-19
Jus Coolqcb+K37 total
Funky Slicerqcb+K>LK800low12320+2-3
Waning Moonqcb+K>MK1000oh25316+2
Maximum Strikeqcb+K>HK100015525-10
Juggling Dashqcb+K>f.P40 total
Juggling Swayqcb+K>f.P
>b.P
61 total
Jus Coolqcb+KK5008536+33 KD-22
Funky Slicerqcb+KK
>LK
900low9324+6-2
Waning Moonqcb+KK
>MK
1100oh19517+7-1
Maximum Strikeqcb+KK
>HK
1000high11521+55 KD-8
Juggling Dashqcb+KL
>f.P>b.P
35 total
Juggling Swayqcb+KK
>f.P>b.P
85 total
Speedy Maracasd,d+PP133 total minimum
The Greatest Sobatqcf(x2)+K1800high7445+32 HKD-24
Lowkey Sunrise Festivalqcf(x2)+LP300 (up to 2600)high12546+6*-29
Marvelous Sunrise Festivalqcf(x2)+MP300 (up to 2800)high12546+6*-29
Headliner Sunrise Festivalqcf(x2)+HP200 (up to 3000)high12546+6*-29
Weekend Pleasureqcb(x2)+P4000high9548+26 KD-28

* This is the frame advantage for most hits of the super, but the advantage can significantly change depending on the finisher.

Dee Jays’s Throws and Drive Actions

MoveDamageHeightStartupActiveRecoveryOn HitOn Block
Forward Throw1200high (grab)5323+34 KD
Back Throw1200high (grab)5323+22 KD
Drive Impact800high26235+35 (KD)/ +65 (Wall Splat KD)-3 / +72 (WS HKD)
Drive Reversal 500*high20326+23 KD-8
Drive Parry18 (minimum)29
Drive Rush94524

* 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

MoveDamageHeightStartupActiveRecoveryOn HitOn Blocl
LP300high438+4-1
MP700high9411-2-5
HP1000high16427-6-11
LK300high9411+2-6
MK600high12318-2-6
HK800high17320+1-6
cr.LP300high539+4-1
cr.MP600high123160-4
cr.HP800low19424-1-12
cr.LK200low4716-5 ~ +1-10 ~ -4
cr.MK500low101314-3 ~+9-10 ~ +2
cr.HK900low121620+22 ~ +37
HKD
-16 ~ -1
j.LP300high443 (on landing)
j.MP700high983 (on landing)
j.HP800high1343 (on landing)
j.LK300high643 (on landing)
j.MK500high1163 (on landing)
j.HK800high10103 (on landing)
b.MP700high8616+2-3
b.HP900sp su14729-9-16
b.MK600high7417+30
b.HK1000high146200-9
db.HP800high10420+3-3
db.LK200low5310+1-5
db.MK500low8320-3-7
db.HK900low9322HKD +33-7
j.2LP500high10until
landing
9 (on landing)-21 ~ +4
j.2K500high9until
landing
6 (on landing)-21 ~ +5

Dhalsim’s Specials and Supers

MoveCommandDamageHeightStartupActiveRecoveryOn HitOn Block
Yoga Fireqcf+P600high1533-2-6
Yoga Fireqcf+PP500>500high131(7)1 close24KD +49-3
Yoga Fire (hold)qcf+P[c]400>400high451(7)124KD +49-3
Yoga Archqcf+LK600high1827-1
Yoga Archqcf+KK500>500high1820+1-2
light Yoga Flamehcb+LP800high161515(29)KD +33-4
medium Yoga Flamehcb+MP450>450high201517(30)KD +33-4
heavy Yoga Flamehcb+HP400×3high261716(30)KD +45-4
Overdrive Yoga Flamehcb+PP100>200×4high182524KD +50-11
light Yoga Blasthcb+LK1000high121023KD +39-6
medium Yoga Blasthcb+MK1200high151020KD +42-3
heavy Yoga Blasthcb+HK1200high151020KD +42-3
Overdrive Yoga Blasthcb+KK500>500high121020KD +420
Yoga Cometj.hcb+P800high3054~~~
Yoga Cometj.hcb+PP600>600high30all the way~~~
Yoga Floatd+KK36~
Aerial Yoga Floatj.d+KK15~
Yoga Teleportf+PPP or f+KKK524
Yoga Teleportb+PPP or b+KKK431
Yoga Teleportj.f+PPP or j.f+KKK915
Yoga Teleportj.b+PPP or j.b+KKK919
light Yoga Infernoqcf(x2)+LP160×12high1010420+24 KD-15
medium Yoga Infernoqcf(x2)+MP175×12high1010420+24 KD-15
heavy Yoga Infernoqcf(x2)+HP170×12high108440+27 KD-22
Yoga Sunburstqcb(x2)+K2800 (in 5 hits)high7all the way36+50 KD-4
Merciless Yogaqcf(x2)+K400>160×10
>2000
high10575+19 KD-62

Dhalsim’s Throws and Drive Actions

MoveDamageHeightStartupActiveRecoveryOn hitOn Block
Forward Throw1200high (grab)5323+31 KD
Back Throw1200high (grab)5323+19 KD
down Thow1200high (grab)5323+35 KD
Drive Impact800high26235+35 (KD)/ +65 (Wall Splat KD)-3 / +72 (WS HKD)
Drive Reversal 500*high20326+23 KD-8
Drive Parry18 (minimum)29
Drive Rush94524

* 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

MoveDamageHeightCancelStartupActiveRecoveryOn HitOn Block
LP300hightarget combo, special5310+4-1
MP700hightarget combo, special10413+4+1
HP900highspecial8720-1-6
LK300highspecial429+5-1
MK700high10416+4-3
HK400>400highspecial82>422-1-5
HK400>400highspecial82>422-1-5
cr.LP300highspecial, chain4310+4-1
cr.MP600highspecial8416+3-3
cr.HP800high11417+3-3
cr.LK200lowchain529+3-3
cr.MK500low9317+5-2
cr.HK900low113>514+30 KD-10
j.LP300oh563 (on landing)
j.MP700oh683 (on landing)
j.HP800oh943 (on landing)
j.LK300oh663 (on landing)
j.MK700oh963 (on landing)
j.HK800oh1083 (on landing)
u.HP800oh1083 (on landing)
f.HK900low14321+1-5
df.HK800ohkara*22618+3-3
j.d.MK500oh1193 (on landing)
LP>MP300*600highspecial5+43*420+34 KD-10
MP>df.HK700*800ohkara*10+223*1018+3-3

E. Honda’s Specials and Supers

MoveCommandDamageHeightStartupActiveRecoveryOn HitOn Block
Sumo Spirit*d,d+K52
light Hundred Hand Slapqcb+LP80×5>400
(80×5>450)*
high122>2>1
>2>1>2
(2>2>1>
2>1>2)*
14+2(+4)*-4
medium Hundred Hand Slapqcb+MP80×8>360
(80×7>490)*
high182>2>1>1>1
>1>1>1>2
(2>2>1>1
>1>1>1>2)*
17(14)*+2(+4)*-8
heavy Hundred Hand Slapqcb+HP80×11>320
(80×10>450)*
high212>2>1>1>
1>1>1>1>
1>1>1>2
(2>2>1>
1>1>1>1>
1>1>1>2)*
17(14)*+2(+4)*-8
Overdrive Hundred Hand Slapqcb+PP80×8>160
(80×9>130)*
high194>2>2>
2>2>2>
2>2>2
(4>2>2
>2>2>2
>1>1>2)*
12+4(+6)*-3
light Sumo Headbuttb(c)f+LP1000high102220KD +40-4
medium Sumo Headbuttb(c)f+MP1100high102420KD +40-4
heavy Sumo Headbuttb(c)f+HP1300high143420KD +40-4
Overdrive Sumo Headbuttb(c)f+PP1000high92630KD +37-20
light Sumo Smashd(c)u+LK400>1000high>oh114>817+23>
+27 KD
+1
medium Sumo Smashd(c)u+MK400>1000high>oh114>717+23>
+27 KD
+1
heavy Sumo Smashd(c)u+HK400>1000high>oh114>617+23>
+27 KD
+1
Overdrive Sumo Smashd(c)u+KK400>1000high>oh612>917+23>
+27 KD
+1
light Oicho Throwhcb+LK2000high
(grab)
7352+7 KD
medium Oicho Throwhcb+MK2200high
(grab)
7352+7 KD
Oicho Throwhcb+HK2400high
(grab)
7352+7 KD
Oicho Throwhcb+4KK2800high
(grab)
7352+7 KD
Sumo Dashqcf+K14+51+
Sumo Dashqcf+KK13+34+
Teppo Triple Slap 1qcf+K>P400>400high93>322+42 KD-3
Teppo Triple Slap 1qcf+KK~P400>400high93>317+45 KD+2
Teppo Triple Slap 2qcf+K>P>P600high14f438+22 KD-24
Teppo Triple Slap 2qcf+KK>P>P800high14438+54 KD-24
Taiho Cannon Liftqcf+K>d.P400>400high122>332 (15 on hit)+64 KD-22
Taiho Cannon Liftqcf+KK>d.P500>500high122>332 (15 on hit)+64 KD-22
Neko Damashid>d+P600high11514+3-3
Show of Forceqcf(x2)+P2000high7548+13 ~
+ 38
KD
-33
Ultimate Killer Head Ramb(c)f>b>f+K2800high122>1845+13 HKD-27
The Final Boutqcb(x2)+P4000high93>351+11
HKD
-34

* 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

MoveDamageHeightStartupActiveRecoveryOn HitOn Block
Forward Throw1200high (grab)5323+17 KD
Back Throw1200high (grab)5323+24 KD
Drive Impact800high26235+35 (KD)/ +65 (Wall Splat KD)-3 / +72 (WS HKD)
Drive Reversal 500*high20326+23 KD-8
Drive Parry18 (minimum)29
Drive Rush94524

Guile

Guile’s Normals and Unique Attacks

MoveDamageHeightCancelStartupActiveRecoveryHit AdvBlock Adv
LP300highchain, special537+4-2
MP600hightarget combo, special7315+60
HP900highsuper7323-1-6
LK300highsuper5212+3-1
MK700high7518+1-4
HK800highsuper13321+3-4
cr.LP300highchain, special438+5-2
cr.MP600hightarget combo, special6312+5-2
cr.HP900high95200-9
cr.LK200lowchain5213+1-5
cr.MK500lowtarget combo8318+4-5
cr.HK450×2lowtarget combo92>321HKD +34-12
cr.HK
j.LP300oh4103 (on landing)
j.MP700oh733 (on landing)
j.HP800oh943 (on landing)
j.LK300oh6103 (on landing)
j.MK500oh773 (on landing)
j.HK800oh1053 (on landing)
f.MP800high19319+3-3
f.HP800high16320+5+3
b.HP800highspecial9321+1-4
b.LK500high85150-4
b.MK or f.MK700high11318+4-6
f.HK1000high17326-1-8
df.HK1000highspecial103230-9
MP>b.HP600highkara*16326KD +35-9
d.MP>d.MP360highspecial12316KD +44-6
d.MK>f.MP900(720)high19321+1-5
d.HK>df.HK600highspecial10325KD +33-30

Guile’s Specials and Supers

MoveDamageDamageHeightStartupRecoveryOn HitOn Block
light Sonic Boomb[c]f+LP550high1030+3
Sonic Boomb[c]f+MP550high1030+3
Sonic Boomb[c]f+HP550high1030+3
Sonic Boomb[c]f+PP500>500high1028KD +48
light Somersault Kickd[c]u+LK1000 (1200)*low5626+15 landKD +36
medium Somersault Kickd[c]u+MK1100 (1300)*low6627+15 landKD +37
heavy Somersault Kickd[c]u+HK1200 (1400)*low7628+15 landKD +39
Overdrive Somersault Kickd[c]u+KK1000>600low5626+20 landKD +29
light Sonic Bladeqcb+LP400low16[46]28-3
medium Sonic Bladeqcb+MP400low21[86]29-6
heavy Sonic Bladeqcb+HP250*250low31[102]23+1
Overdrive Sonic Crossqcb+PP>f.P600(800)*
>400
low1028KD +44~
Sonic Crossqcb+P
> f.PP
400×2>500low1028KD +48~
Overdrive Sonic Crossqcb+PP300×2low15[101]24KD +53
Sonic Crossqcb+PP
> f.P
400>400>500low1028KD +47
Sonic Crossqcb+PP
> f.PP
400×3*500low1028KD Spin + Splat
Sonic BreakPP600 eachlow1124+3
Sonic Break (followup)b[c]f.P>P600 eachlow1124+3
OD Sonic Break (followup)b[c]f.PP>P500*500low1124+54 ~ KD
Sonic Hurricaneb[c]f>b>f+P200×6*800 (2000)low85181+41 KD
Sonic Hurricaneb[c]f>b>f+HP200×6*600 (1800)low75268+70 KD
Solid Puncher(qcbx2)+P1 (1500)5
Crossfire Somersaultb[c]f>b>f+K4000(3000)low9630+40 land+16 HKD

Guile’s Throws and Drive Actions

MoveDamageHeightStartupActiveRecoveryOn HitOn Block
forward Throw1200high (grab)5323+16 KD
back Throw1200high (grab)5323+29 KD
Aerial Throw1200aerial (grab)533 (on landing)+23 KD
down Aerial Throw1200aerial (grab)533 (on landing)+16 KD
Drive Impact800high26235+35 (KD)/ +65 (Wall Splat KD)-3 (when parried)
Drive Reversal500*high20326+23 KD-8
Drive Parry18 (minimum)29
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

MoveDamageHeightCancelStartupActiveRecoveryOn HitOn Block
LP (no drinks)270*highspecial5392-3
LP (1 drink+)330*highspecial, target combo
MP600*high841451
HP100×2>700 (900)*highspecial51>1>320+1(+3)**-3(-1)**
LK330*highchain, special52113-1
LK>LKhigh
MK600*highspecial103171-3
HK800*highspecial153211-5
LP250*highchain, special4295-1
MP600*highspecial631330
HP900*highspecial95230-8
LK200*highchain52111-3
LK220*lowch52111-3
MK500*lowsp su7318-1-6
HK400×2*low>lowtc92>228+33 HKD-10
j.LP300*oh593 land
j.MP700*ohsp743 land
j.HP800*oh1063 land
j.LK300*oh663 land
j.MK500*oh763 land
j.HK440×2*oh83(5)43 landKD
d+KK600*highjump9322+53 Launch-8
f.MK570*oh223201-3

* Damage at 2 drinks (100%).

Jamie’s Specials and Supers

MoveCommandDamageHeightStartupActiveRecoveryOn HitOn Block
The Devil Inside (up to 1 drinl)*d,d+P482
The Devil Inside
(up to 2 drinks)
d,d+P (hold)925
The Devil Inside
(3 up to drinks)
d,d+P (hold)1415
The Devil Inside
(up to 4 drinks)
d,d+P (hold)1885
The Devil Inside (4 drinks activation)d,d+P14
light Freeflow Strikesqcf+LP350*high132 (2>2)**24 (20)*-1 (+1)-6 (-3)
light Freeflow Strikes
(Punch Follow Up)
qcf+LP>f.P350*high13228-3-13
light Freeflow Strikes
(Punch Ender)
qcf+LP
>f.P>f.P
550*high13 /
16*
2 (2>2)**30 (28)*+27 KD-17 (-14)*
light Freeflow Strikes
(Kick Follow Up)
qcf+LP>f.P250*high14232-7-15
light Freeflow Strikes
(Kick Ender)
qcf+LP
>f.P>f.P
450*high18264-1 KD-49
medium Freeflow Strikesqcf+MP400*high162 (2>2)**24 (20)*-1 (+1)-6 (-3)
medium Freeflow Strikes (Punch Follow Up)qcf+MP>f.P400*high16228 (27)*-3 (-2)*-11 (-10)
medium Freeflow Strikes (Punch Ender)qcf+MP
>f.P>f.P
600*high162 (2>2>3)**30 (28)*+27 KD-15 (-14)
medium Freeflow Strikes (Kick Follow Up)qcf+MP>f.K300*high17232-7-15
medium Freeflow Strikes (Kick Ender)qcf+MP
>f.K>f.K
500*high21264-1 / -1 / -1
/ +22 / -1* KD
-49 (-26 at 3 drinks only)
heavy Freeflow Strikesqcf+HP450*high192 (2>2)**24 (20)*-1 (+1)*-6 (-3)*
heavy Freeflow Strikes (Punch Follow Up)qcf+HP>f.P450*high19 (15)*2 (2>2)**28 (27)*-3 (-2)-9 (-10)*
heavy Freeflow Strikes (Punch Ender)qcf+HP
>f.P>f.P
650*high19 (16)*2 (2>2>3)**28 (32)*-3 (-2)-9 (-10)*
heavy Freeflow Strikes (Kick Follow Up)qcf+HP>f.K300*high19 (15)*2 (2>2)**28 (27)*-3 (-2)-9 (-10)*
heavy Freeflow Strikes (Kick Ender)qcf+MP
>f.K>f.K
550*high24264-1 / -1 / -1
/ +22 / -1* KD
-49 (-26 at 3 drinks only)
Overdrive Freeflow Strikesqcf+PP450*high132240-3
Overdrive Freeflow Strikes (Punch Follow Up)qcf+PP >f.P450*high13 (15)*2 (2>2)**28 (27)*-3 (-2)*-9 (-10)*
Overdrive Freeflow Strikes (Punch Ender)qcf+PP >f.P>f.P750*high13 (16)*2 (2>2>3)**30 (28)*+27 (+28) KD*-13 (-14)*
Overdrive Freeflow Strikes (Kick Up)qcf+PP >f.K350*high14232-7-15
Overdrive Freeflow Strikes (Kick Ender)qcf+PP >f.K>f.K600*high18264+1 KD-49
light Stagger Stepqcb+LP900*high17917+39 KD-6 (+2)**
medium Stagger Stepqcb+MP1000*high17917+39 KD-6 (+2)**
heavy Stagger Stepqcb+HP1200*high17917+39 KD-5 (+3)**
Overdrive Stagger Stepqcb+PP1100*high20915+73 KD (Tumble)-1 (+7)**
light Arrow Kickf,d,df+LK500>500*high6754+42 KD-44
medium Arrow Kickf,d,df+MK500 > 700*high8753+34 KD-43
heavy Arrow Kickf,d,df+HK500>400
>500*
high10753+39 KD-43
Overdrive Arrow Kickf,d,df+PP500>450
>550*
high6753+40 KD-43
Luminous Dive Kick (requires 1 drink)qcb+K (while airborne)1000*high11Until landing13 (on landing)+46 (+52)* KD-4 (+2)**
Overdrive Dive Kick (requires 1 drink)qcb+KK (while airborne)800*high11Until landing13 (on landing)+59 (+65)** KD Bounce  (grounded only)-4 (+2)**
light Bakkai (requires 2 drinks)qcf+LK800*high182>3>2>224+42 KD-12
medium Bakkai (requires 2 drinks)qcf+MK1400*high222>2>2>
2>2>2
31+35 KD-16
heavy Bakkai (requires 2 drinks)qcf+LK1600*high262>2>2>2
>2>2>2
32+35 KD-17
Overdrive Bakkai (requires 2 drinks)qcf+LK2000*high213>2>2>
2>2>2>
2>2>2>2
62+12 KD-46
Tenshin (requires 2 drinks)hcb+Phigh (grab)8252+8
Overdrive Tenshin (requires 2 drinks)hcb+PP682*high (grab)8252+8
Swagger Hermit Punch (requires 4 drinks)qcf+PP>f.Phigh (grab)19339+20 KD-23
Breakingqcf(x2)+K2100high103>5>2>2>
2>2>2>2>
2>2>2>2
74+7 KD-60
Breaking (drink ender)qcf(x2)+K[c]1750high103>5>2>2>
2>2>2>2>
2>2>2>2
107-1 KD-93
The Devil’s Songqcb(x2)+P1900***5
Getsugo Saihoqcf(x2)+K4500high103>342+18 (+14)**KD-27

* Damage at two drinks

** Frame Data at 4 drinks

Jamie’s Throws and Drive Actions

MoveDamageHeightStartupActiveRecoveryOn HitOn Block
Forward Throw1200high (grab)5323+24 KD
Back Throw1200high (grab)5323+36 KD
Drive Impact800high26235+35 (KD)/ +65 (Wall Splat KD)-3 / +72 (WS HKD)
Drive Reversal 500*high20326+23 KD-8
Drive Parry18 (minimum)29
Drive Rush94524

* 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

MoveDamageHeightCancelStartupActiveRecoveryHit AdvBlock Adv
LP300highchain, special6310+4-2
MP700high12321+1-6
HP800highspecial12222+3-3
LK300highspecial5311+3-2
MK600highspecial8319+1-3
HK800high12417+7+2
cr.LP300highchain, special4211+4-1
cr.MP600highspecial7414+6-2
cr.HP800highspecial9620+1-6
cr.LK200lowchain6210+2-2
cr.MK700low9317+3-3
cr.HK900low10321+27 HKD-6
j.LP300oh543 land
j.MP700oh1223 land
j.HP800oh953 land
j.LK300oh683 land
j.MK600oh763 land
j.HK800oh1163 land
b.MP500hightarget combo, special8316+5-1
f.MK700H22219+3-3
df.HP900low16331+17
HKD
-14
f.HK300>600special11624-5
b.MP>MP500highspecial10320+3-6
HK>HP800>500highspecial12>20320+3-3
HK>HP>HP800>500>1000oh12>20>21422+3-4
HK>HP>HK800>500>1000low12>20>21322+3-4

JP’s Specials and Supers

MoveCommandDamageGuardStartupActiveRecoveryHit AdvBlock Adv
Triglavd.d+P800high221024-2
Overdrive Triglavd.d+PP500>500high202014+3
light Stribogqcf+LP300>700high163,328KD +38-10
medium Stribogqcf+MP400>800high203>327KD +42-8
heavy Stribogqcf+HP300>500high283>319KD +86+4
Overdrive Stribogqcf+PP300>500high223>322KD +68+2
light Departureqcb+LP18250 total
medium Departureqcb+MP18250 total
heavy Departureqcb+HP18250 total
Overdrive Departureqcb+PP40 total
Departure: Windowqcb+P>
qcb+LP/MP
519
Departure: Shadowqcb+P>
qcb+HP
8002021
Torbalanqcf+LK800high22(8)128-6
Torbalanqcf+MK1000oh26(12)124+6-8
Torbalanqcf+HK1000low26(12)124+6-8
Torbalanqcf+KK400>400high22(8)1(25)12+25
Torbalan Feintqcf+K[c]34 total
Embraceqcb+K1800mid (grab)25344KD +18
Embraceqcb+KK2600mid (grab)25344KD +18
Amnesiad.d+K31835
Amnesia bomb[successful parry]80017
Overdrive Amnesiad.d+KK12035
Amnesia bomb[successful overdrive parry]600>60017
Chornobog(qcfx2)+P
400>1600
high8all the way58~-33
Lovushka(qcbx2)+P500×4high>oh
>low>oh
8 (total)~~
Interdiction(qcfx2)+K4000high1862+44 KKD-50

JP’s Throws and Drive Actions

MoveDamageHeightStartupActiveRecoveryOn HitOn Block
Forward Throw1200high (grab)5323+24 KD
Back Throw1200high (grab)5323+36 KD
Drive Impact800high26235+35 (KD)/ +65 (Wall Splat KD)-3 / +72 (WS HKD)
Drive Reversal 500*high20326+23 KD-8
Drive Parry18 (minimum)29
Drive Rush94524

* 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

MoveDamageHeightCancelStartupActiveRecoveryOn HitOn Block
LP300highchain, special447+5-2
MP600highspecial, target combo6412+7+2
HP800highspecial10324-1-5
LK300highspecial539+1-5
MK400>300highspecial5>82>317+3-4
HK1000high17419+3-3
cr.LP300highchain, special438+4-1
cr.MP600highspecial6414+5-2
cr.HP900highspecial8423+3-11
cr.LK200lowchain538+3-1
cr.MK500lowspecial8319+1-6
cr.HK900low10323+32 HKD-11
j.LP300oh563 (upon landing)~~
j.MP700ohspecial753 (upon landing)~~
j.HP900oh1263 (upon landing)+24 ~ +33 HKD~
j.LK300oh463 (upon landing)~~
j.MK500oh663 (upon landing)~~
ub.HK / uf.HK800oh1063 (upon landing)~~
neutral j.HK800oh1043 (upon landing)~~
f.MP600highspecial8317+4-3
f.MK600oh21223+2-2
f.HP500×2highspecial15>233>320+2-4
b.HK400×2highspecial10>193>319-2-6
MP>b.HP500hightarget combo12319KD +35-3
LP (Feng Shui Engine)*100highchain, special447+5-2
MP (Feng Shui Engine)*400highchain, special6412+7+2
HP (Feng Shui Engine)*600highchain, special10324KD +29-5
LK (Feng Shui Engine)*100highchain, special539+1-5
MK (Feng Shui Engine)*300>200highchain, special5>82(1)317+3-4
HK (Feng Shui Engine)*800highchain, special17419KD +34-3
cr.LP (Feng Shui Engine)*100highch sp su438+4-1
cr.MP (Feng Shui Engine)*400highchain, special6414+5-2
cr.HP (Feng Shui Engine)*700highspecial, jump8423KD +34-11
cr.LK (Feng Shui Engine)*100lowchain, special538+3-1
cr.MK (Feng Shui Engine)*300lowchain, special8319+1-6
cr.HK (Feng Shui Engine)*700lowspecial10323HKD +32-11
j.LP (Feng Shui Engine)*100ohchain, special563 (upon landing)KD
j.MP (Feng Shui Engine)*500ohchain, special753 (upon landing)KD
j.HP (Feng Shui Engine)*700ohchain, special1263 (upon landing)KD
j.LK (Feng Shui Engine)*100ohchain, special463 (upon landing)KD
j.MK (Feng Shui Engine)*300ohchain, special663 (upon landing)KD
j.HK (Feng Shui Engine)*600ohchain, special1063 (upon landing)KD
neutral j.HK (Feng Shui Engine)*600ohchain, special1043 (upon landing)KD
f.MP (Feng Shui Engine)*400highchain, special8317+4-3
f.MK (Feng Shui Engine)*400ohspecial21223KD +23-2
f.HP (Feng Shui Engine)*400>400highchain, special15>233>320KD +40-4
b.HK (Feng Shui Engine)*300>300highchain, special10>193>319KD +20-6

Juri’s Specials and Supers

MoveCommandDamageGuardStartupActiveRecoveryHit AdvBlock Adv
light Fuhajinqcb+LK600high10421+37 KD-4
medium Fuhajinqcb+MK600high13421+37 KD-6
heavy Fuhajinqcb+HK500high25420+46 KD-9
Overdrive Fuhajinqcb+KK600high16423+45 KD-12
Saihashoqcf+LK400high161020-2-8
Saihasho (enhanced)qcf+LK (with fuha stock)*600high168029+1-3
Overdrive Saihashoqcf+LK+MK400×2high1112027+39 KD-2
Ankensatsuqcf+MK600high24419 land+3-10
Ankensatsu (enhanced)qcf+MK (with fuha stock)*600high24419 land+8-10
Ankensatsuqcf+LK+HK800high24419 land+9-10
Go Ohsatsuqcf+HK1000high18427+27 KD-11
Go Ohsatsu (enhanced)qcf+HK (with fuha stock)*700>500high184(12)327+37 KD-12
Overdrive Go Ohsatsuqcf+MK+HK600>400×2 high184(12)3(28)528+32 KD-16
light Tensenrinqcf+LP400×2high113(2)222+37 KD-8
medium Tensenrinqcf+MP300×4high58(5)2(3)224+14 land+31 KD-37
heavy Tensenrinqcf+HP300×4 (1200)high58(5)2(3)224+14 land+28 KD-37(-41 crouch)
Overdrive Tensenrinqcf+PP600>200×3
>400
high54(1)2(6)2(2)232+19 land+5 KD-48
Shiku-senj.qcb+K400high18until landing18 land+34 KD-10
Shiren-senj.qcb+K>K300×2>600 64(4)4(17)423(29)+12 land+28 ~ +33 KD~
Overdrive Shiku-senj.qcb+KK300high16until landing18 land+37 KD-10
Overdrive Shiren-senj.qcb+K>K300×364(4)4(17)427(34)+7 land+50 ~ +56 KD~
Sakkai Fuhazanqcf(x2)+K1800high743>35>23+ (projectile)58+26 KD-32
Sakkai Fuhazan (with fuha stock)qcf(x2)+K[c]*2300high743>35>23+ (projectile)57+27 KD-31
Feng Shui Engineqcb(x2)+P110 seconds7
Feng Shui Engine (with dash)qcb(x2)+P(c)300high1211 (for the dash, and then 10 seconds for the effect)23-1 ~(+9)-14 ~ -4
Kaisen Dankai Rakuqcb(x2)+K4000high105252+22 HKD-31

Juri’s Throws and Drive Actions

MoveDamageHeightStartupActiveRecoveryOn HitOn Block
Forward Throw1200high (grab)5323KD +18
Back Throw1200high (grab)5323KD +11
Air Throw1200aerial (grab)
Drive Impact800high 26235+35 (KD)/ +65 (Wall Splat KD)-3 / +72 (WS HKD)
Drive Reversal 500*high 20326KD +23-8
Drive Parry18 (minimum)29
Drive Rush94524

* 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

MoveDamageHeightCancelStartupActiveRecoveryOn hitOn Block
LP300highchain, special437+4-1
MP600highspecial, target combo5414+4-2
HP800highspecial10517+3-2
LK300highspecial52120-2
MK600hightarget combo8320+3-5
HK800high12225+1-7
cr.LP300highspecial, target combo429+5-1
cr.MP700highspecial6314+30
cr.HP800highspecial8424+3-10
cr.LK200low5310+1-3
cr.MK500lowspecial7319-2-6
cr.HK900low8324+31 HKD-8
j.LP300oh573 (on landing)~~
j.MP700ohspecial643 (on landing)~~
j.HP800oh963 (on landing)~~
j.LK300oh663 (on landing)~~
j.MK500oh763 (on landing)~~
j.HK
(back or forward jump)
800oh1073 (on landing)~~
j.HK
(neutral jump)
900oh643 (on landing)~~
MP>HP600>400high>highspecial5>114>319+36 (KD)-7

Ken’s Specials and Supers

MoveCommandDamageHeightStartupActiveRecoveryOn HitOn Block
light Hadokend,df,f+LP600high1633-3-8
medium Hadokend,df,f+MP600high1435-5-10
heavy Hadokend,df,f+HP600high1237-7-12
Overdrive Hadokend,df,f+PP400>400high1228+2-2
light Shoryukenf,d,df+LP1100high51021+12KD +33-23
medium Shoryukenf,d,df+MP700>600high61028+12KD +33-28
heavy Shoryukenf,d,df+HP800>300
>300
high71035+15KD +25-36
Shoryureppa*f,d,df+PP200×5
>600
high610>1035+15KD +29-37
light Tatsumaki Senpukyakuqcb+LK300*400 (700)high42>314+18KD +46 /+38-14
medium Tatsumaki Senpukyakuqcb+MK450*450 (900)high14
2>2
11+20KD +44 /+32-12
heavy Tatsumaki Senpukyakuqcb+HK300>300
>400
high162>2>
2>2>2
14+17KD +36-12
Overdrive Tatsumaki Senpukyakuqcb+KK300
>200×3
>600
high94>3>
3>3>3
21+13KD +28-61
Aerial Tatsumaki Senpukyakuqcb+K (airborne)700high112>2>214KD +42/+46-4(0)
Aerial Tatsumaki Senpukyakuqcb+KK (airborne)900(700)high112>2>2>
2>2
14+5 (+10)-4(1) (-8)
light Dragonlash Kickf,d,df+LK1000high18(20)69+13+1(+2)-6(-5)
medium Dragonlash Kickf,d,df+MK1100high18(20)510+15 +3(+4)-8(-7)
heavy Dragonlash Kickf,d,df+HK1200high28(30)58+13+3(+4)+1(+2)
Overdrive Dragonlash Kickf,d,df+KK500>700high9(20)2>69+15+2(+4)-8(-6)
Jinrai Kickqcf+LK500low12328+1-11
Jinrai Kickqcf+MK600high16324+2-7
Jinrai Kickqcf+fHK700high25319KD +42-2
Kazekama Shin Kickqcf+K>f+LK500high6419+3-5
Gorai Axe Kickqcf+K>f+MK1000high18320+3-3
Senka Snap Kickqcf+K>f+HK800high10325KD +33-3
Overdrive Jinrai Kickqcf+KK600high13225-4-7
Kazekama Shin Kickqcf+KK>f.LK500low6320+3-5
Gorai Axe Kickqcf+KK>f.MK1000oh17324-3-7
Senka Snap Kickqcf+KK>f.HK800high10420KD +37-4
Dragonlash Flameqcb(x2)+K2000high7340+35 KD-24
Shippu Jinraikyakuqcf(x2)+K2700high62>3>
3>3>2
32+36 KD-19
Shinryu Reppaqcf(x2)+P4000high73>6>1330+15+15 KD-30

Ken’s Throws and Drive Actions

MoveDamageHeightStartupActiveRecoveryOn HitOn Block
Forward Throw1200high (grab)5323KD +18
Back Throw1200high (grab)5323KD +11
Drive Impact800high 26235+35 (KD)/ +65 (Wall Splat KD)-3 / +72 (WS HKD)
Drive Reversal 500*high 20326KD +23-8
Drive Parry18 (minimum)29
Drive Rush94524

* 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

MoveDamageHeightCancelStartupActiveRecoveryHit AdvBlock Adv
LP270highchain, special528+5-2
MP540highspecial6318+3-2
HP630highspecial9320+3-4
LK270highspecial5311+1-3
MK540highspecial8318+1-4
HK630high12417+7+2
cr.LP270highchain, special437+4-2
cr.MP450highspecial6313+7-1
cr.HP720highspecial8617+3-2
cr.LK180lowchain537+2-2
cr.MK540low7316+5+1
cr.HK810low8324+31 HKD-10
j.LP270oh4103 land~~
j.MP450ohspecial643 land~~
j.HP630oh853 land~~
j.LK270oh5103 land~~
j.MK540oh763 land~~
j.HK630oh963 land~~
j.d.MP540high13until land8 land+5 ~ +7-2 ~ 0
df.MK450low111016-3 ~ +6-9 ~ 0
b.HK720oh22219+4-3
f.HK720highjump2733+18(10) land+1-3
f.HK>82030+3-10-22
f.HK>92030+3-10-22
f.HK>71630+3-10-22
LP>MP360(324)ohtarget combo6318+1-6
LP>MP>HP440(352)ohtarget combo10225KD +47-10
LP>MP>HP>HK520(364)oh26324KD +26-12
LP>MP>d.HP580(464)ohtarget combo10225+2-10
LP>MP>d.HP>HK750(525)oh15324KD +26(+45)-12
LP>MP>d.HP>d.HK750(525)oh15323KD +16-12
MP>HP360ohspecial10326KD +28-12

Kimberly’s Specials and Supers

MoveCommandDamageHighStartupActiveRecoveryOn HitOn Block
light Bushin Senpukyakuqcb+LK360>270
>360
high66>6>6>36>17(on landing)+23 KD-30
medium Bushin Senpukyakuqcb+MK360×3high76>6>6>38>17(on landing)+22 KD-32
heavy Bushin Senpukyakuqcb+HK450>360
>360
high86>6>6>311>17(on landing)+21 KD-35
Overdrive Bushin Senpukyakuqcb+KK450>180×3
>360
high66>6>6
>6>3
11>17(on landing)+20 KD-40
Aerial Bushin Senpukyakuj.qcb+K225×2>450high82>2>212 (on landing)+5 ~ +8KD +39(40)
Overdrive Aerial Bushin Senpukyakuj.qcb+KK450>90×2
>270>450
high82>3>2
>3>2
12 (on landing)+5 ~ +8KD +48(50)
light Vagabond Edgeqcf+LP810high10222 ~ 25+3-6
medium Vagabond Edgeqcf+MP540×2high17228 ~ 31+26 ~ +37 KD-12
heavy Vagabond Edgeqcf+HP360>180high24221 ~ 31+56 KD-12
Overdrive Vagabond Edgeqcf+PP360>180high17228 ~ 31+56 KD-12
Sprintqcf+K8
Torso Cleaverqcf+K>LK900high8+21716+41 KD+1
Shadow Slideqcf+K>MK720low8+101219+39 KD-12
Neck Hunterqcf+K>HK900high8+19519+23 KD-3
Emergency Stopqcf+K>P8+14
Arc Stepqcf+K> – (let Kimberly run up to the opponent)270>180low8+152>225 ~ 26 (+4 on landing)+3-6
Bushin Hojin Kickqcf+K>K
(during Arc Step)
630low8+15+13620 (on landing)+32 KD-8
Bushin Izuna Otoshiqcf+K>P
(during Arc Step)
1440high (grab)8+15+13640 (on landing)+31 HKD
Overdrive Sprintqcf+KK8(6)
Overdrive Torso Cleaverqcf+KK>LK540×2low8+17716+43 KD+3
Overdrive Shadow Slideqcf+KK>MK700>200low8+88,419KD +47-10
Overdrive Neck Hunterqcf+KK>HK810>270high8+152,319+25 KD-1
Overdrive Emergency Stopqcf+KK>P6+13
Arc Stepqcf+KK (let Kimberly run up to the opponent)180>90low8+132>225 ~ 26+4 (on landing)+3-6
Bushin Hojin Kickqcf+KK>K (during Arc Step)420low8+13+13620 (on landing)+43 KD-8
Bushin Izuna Otoshiqcf+KK>P (during Arc Step)900high (grab)8+13+13640 (on landing)+95 HKD
Hidden Variableqcb+P1987 ~ 17
Overdrive Hidden Variableqcb+PP1987 ~ 14( +3 on landing)
Genius at Playd>d>P (when no bombs are left)422
Overdrive Genius at Playd>d>PP (when no bombs are left)422
Shuriken Bombd>d+P (must have stocks)450low18 (throw) + 103 (to explode)10 (the explosion)26+88 KD
Overdrive Shuriken Bomb Spreadd>d+PP (must have stocks)450×2low19 (throw) + 103 (to explode)10 (the explosion)26+88 KD
Nue Twisterj.qcf+P1440Aerial (grab)5320 (on landing)+22 HKD
Overdrive Nue Twisterj.qcf+PP900Aerial (grab)5320 (on landing)+98 HKD (ground bounce)
Bushin Beatsqcf(x2)+K1800low121540+22 KD-25
Bushin Beats (with at least 1 shuriken bomb)qcf(x2)+K2000low121540+38 KD-25
Bushin Scrambleqcb(x2)+P2600low13until landing39 (on landing)+22 KD-26 ~ -20
Soaring Bushin Scramblej.qcb(x2)+P2600low13until landing39 (on landing)+22 KD-26 ~ -20
Bushin Ninjastar Cypherqcf(x2)+P4000low8651+16 HKD-25

Kimberly’s Throws and Drive Actions

MoveDamageHeightStartupActiveRecoveryOn HitOn Block
Forward Throw1082high (grab)5323KD +18
Back Throw1082high (grab)5323KD +11
Air Throw1200aerial (grab)
Drive Impact800high 26235+35 (KD) / +65 (Wall Splat KD)-3 / +72 (WS HKD)
Drive Reversal 500*high 20326KD +23-8
Drive Parry18 (minimum)29
Drive Rush94524

* 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

CommandDamageHeightCancelStartupActiveRecoveryOn HitOn Blocl
LP350highspecial, chain658+6-1
MP800high9417+1-4
HP900highspecial113220-5
LK300highspecial, chain4312+1-4
MK600highspecial7315+2-1
HK1000high14421+1-5
cr.LP300highspecial, chain638+5-1
cr.MP700highsuper only8318+1-3
cr.HP500>500highspecial103>3220-2
cr.LK200lowchain5212+2-2
cr.MK500lowspecial10318+1-5
cr.HK450>450112>224+32 HKD-12
j.LP300oh593 (on landing)
j.MP700oh943 (on landing)
j.HP800oh1063 (on landing)
j.LK300oh663 (on landing)
j.MK500oh853 (on landing)
j.HK800oh1163 (on landing)
f.HP900highspecial, target combo18224+1-5
df.HP900oh25318+2-3
b.HP1000high14418+5-2
j.d.HP800oh9113 (on landing)
f.HP>HP500hightarget combo202270-9
f.HP>HP>HP500high20542+23 KD-26
j.MP>MP700ohsuper only (level 2)1033 (on landing)

Lily’s Specials and Supers

NameInputDamageGuardStartupActiveRecoveryHit AdvBlock Adv
light Condor Wind (gains Windblad stock)qcb+LP461
light Condor Wind (gains Windblad stocks)qcb+LP[c]47 ~ 109
medium Condor Wind (gains Windblad stock)qcb+MP900high23[93]425-8
heavy Condor Wind (gains Windblad stock)qcb+HP1100high25 ~ 93425+2-8
Overdrive Condor Wind (gains Windblad stock)qcb+PP1200high21423+39 KD-5
Condor Wind (attack)qcb+PP[c]40
light Condor Spireqcf+LK800high171316KD +33-8
medium Condor Spireqcf+MK900high211316KD +37-8
heavy Condor Spireqcf+HK1000high251316KD +37-8
Overdrive Condor Spireqcf+KK1000high151316KD +42-8
Condor Spire (Windclad)236LK (Windclad)100>100>800high95>1814KD +47+1
Condor Spire (Windclad)236MK (Windclad)100>100>900high135>1814KD +49+1
Condor Spire (Windclad)236HK (Windclad)100>100>1000high175>1814KD +52+1
Condor Spire (Windclad)236KK (Windclad)100>100>1000high924 total14KD +56+2
Tomahawk Busterf,d,df+LP900high61133KD +36-27
Tomahawk Busterf,d,df+MP1000high81237KD +36-32
Tomahawk Busterf,d,df+HP1200high101338KD +40-35
Tomahawk Busterf,d,df+PP800>600high61243KD +32-35
Tomahawk Buster (With Windclad Stock)f,d,df+LP (Windclad)400>600high41333KD +41-25
Tomahawk Buster (With Windclad Stock)f,d,df+MP (Windclad)400>800high61437KD +41-30
Tomahawk Buster (With Windclad Stock)f,d,df+HP (Windclad)400>1000high81638KD +41-33
Tomahawk Buster (With Windclad Stock)f,d,df+PP (Windclad)400>600>60041443KD +33-35
Condor Divej.PP80012until landing24-24~-19
Condor Divej.PPP140012until landing24-24~-19
Condor Dive (With Windclad Stock)j.PP (With Windclad Stock)200>800high12until landing24-23~-19
Overdrive Condor Dive (With Windclad Stock)j.PPP (With Windclad Stock)200>1400high12until landing24-23~-19
light Mexican Typhoon360+LP2000mid (grab)5353KD +28
medium Mexican Typhoon360+MP2400mid (grab)5353KD +28
heavy Mexican Typhoon360+HP2800mid (grab)5353KD +28
Overdrive Mexican Typhoon360+PP2900mid (grab)5353KD +28
Breezing Hawkqcf(x2)+P80×13 > 1160high13
2>2>2>2
54+27 KD-36
Thunderbirdqcf(x2)+K100×7 > 1800high92>2>263+42 KD-60
Thunderbird (With Windclad Stock)qcf(x2)+K100×12 > 1600high925>263+46 KD-59
Soaring Thunderbird j.qcf(x2)+K
(aerial)
100×7 > 1800high92>18>258 ~66~~
Soaring Thunderbard (With Windclad Stock)j.qcf(x2)+K
(aerial)
100×12 > 1600high925>258 ~66~~
Raging Typhoonqcb(x2)+P1500 < 3000high (grab)92106+4 KD

Lily’s Throws and Drive Actions

MoveDamageHeightStartupActiveRecoveryOn HitOn Block
Forward Throw1200high (grab)5323+18 KD
Back Throw600>600high (grab)5323+11 KD
Drive Impact800high26235+35 (KD)/ +65 (Wall Splat KD)-3 / +72 (WS HKD)
Drive Reversal 500*high20326+23 KD-8
Drive Parry18 (minimum)29
Drive Rush94524

* 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

InputDamageGuardCancelStartupActiveRecoveryHitAdvBlockAdv
LP300highsp su tc7211+2-3
MP600hightarget combo, super*9416+2-3
HP800highspecial10323-1-6
LK300highspecial5212+3-2
MK700high7320+1-3
HK900high10617+2-5
cr.LP300highchain, special429+5-2
cr.MP600highspecial6213+5+1
cr.HP800highspecial7524+1-13
cr.LK200highchain5312-1-5
cr.MK2000lowtarget combo, special8319-2-6
cr.HK4000low10327+28 HKD-9
j.LP300oh593 on landing~~
j.MP700ohspecial943 on landing~~
j.HP800oh963 on landing~~
j.LK300oh663 on landing~~
j.MK500oh763 on landing~~
j.HK800oh1063 on landing~~
f.MP600oh21221+2-3
b.HP800highsp su16320+3-3
b.HK1000high12424+4-5
f.HP800hightarget combo16319(15 on contact)+3-3
LP>MP320hightarget combo8420-2-9
LP>MP>HP600(420)*highspecial10327+27 KD-14
MP>MP300highsuper*122230-8
MP>MP>MP300(240)*hightarget combo11229-6-14
MP>MP>MP>MP500(350)*high11227+33 KD-12
f.HP>f.HP600highspecial11234+25 KD-19
cr.MK>cr.HP480high9325+1-8

Luke’s Specials and Supers

NameInputDamageGuardStartupActiveRecoveryHitAdvBlockAdv
light Sand Blastqcf+LP600high14533-3-8
medium Sand Blastqcf+MP600high177300-5
heavy Sand Blastqcf+HP600high201027+3-2
Overdrive Sand Blastqcf+PP400×2high1624+41 KD-2
Fatal Shotqcf+PP>PP600high1242+48 KD-21
light Rising Uppercutd,f,df+LP900 (800)**high51022+12 Landing+28 KD-27
medium Rising Uppercutd,f,df+MP1000 (800)high61024+12 Landing+28 KD-29
heavy Rising Uppercutd,f,df+HP1200 (800)high91026+14 Landing+29 KD-33
Overdrive Rising Uppercutd,f,df+PP800,600high61035+15 Landing+25 KD-40
Slam Dunkd,f,df+PP>PP600high16314+16 Landing+14 KD
light Flash Knuckleqcb+LP700high13331+32 KD-18
charged light Flash Knuckleqcb+LP[c]600>200high262,225+54 KD-8
Perfect light Flash Knuckleqcb+LP[c]*700>200high262,222KD +56-8
Medium Flash Knuckleqcb+MP900high19327+3-10
charged medium Flash Knuckleqcb+MP[c]800>200high302,227+54 KD-3
Perfect medium Flash Knuckleqcb+MP[c]*850>250high292,227KD +67-3
HP Flash Knuckleqcb+HP1000high22321KD +31 ~ +42-4
HP Flash Knuckle (hold)qcb+HP[c]1000>300high332,224+63 KD+4
HP Flash Knuckle (perfect)qcb+HP[c]*1200>400high332,224+63 KD+4
Flash Knuckleqcb+PP400×2high15339+52 KD-22
DDTqcb+PP>PP500>15001HKD +12
Aerial Flash Knucklej.214P700high14513 on landing~ (KD)-1 ~ -9
Aerial Flash Knuckle (hold)j.214[P]1000high23615 on landing~ (KD)-23 ~ -30
Aerial Flash Knucklej.214PP1300high14615 on landing~ (KD)-23 ~ -33
Avengerqcf+K1233
No Chaserqcf+K>P1000high12>12719+32 KD0 ~ -6
Impalerqcf+K>K1100oh12>13827+30 KD-1 ~ -8
Avengerqcf+KK113110
No Chaserqcf+KK>P1300high11>12719+32 KD0 ~ -6
Impalerqcf+KK>K1100oh11>13819+38 KD-5 ~ +2
Vulcan Blastqcf(x2)+P2000high613>7>7>545+17 ~ +30 KD-29
Eraserqcf(x2)+P2800high5351+2 KD-29
Pale Riderqcf(x2)+K4000high10492+18 HKD-42

* 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

MoveDamageHeightStartupActiveRecoveryOn HitOn Block
Forward Throw1200high (grab)5323+19 KD
Back Throw1200high (grab)5323+19 KD
Drive Impact800high26235+35 (KD)/ +65 (Wall Splat KD)-3 / +72 (WS HKD)
Drive Reversal 500*high20326+23 KD-8
Drive Parry18 (minimum)29
Drive Rush94524

* 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

MoveDamageHeightCancelStartupActiveRecoveryOn HitOn Block
st.LP300highchain, special, normal437+4-1
st.MP600highspecial, target combo6411+7-1
st.HP800highspecial, target combo10518+3-2
st.LK300highspecial5311+2-4
st.MK700high9318+4-4
st.HK*900high12420+9+1
cr.LP300highchain, special429+4-1
cr.MP700highspecial6314+50
cr.HP900highspecial9621+3-7
cr.LK200lowchain5210+3-3
cr.MK500lowspecial8319+1-6
cr.HK900low9323+32 HKD-11
j.LP300oh4103~~
j.MP350>350ohspecial82*33~~
j.HP800oh963~~
j.LK300oh6103~~
j.MK500oh763~~
j.HK500oh1283~~
f.MPoh20419+2-3
f.HPhigh202*316+6+1
b+HPhighspecial7425+1-13
b+HKhighspecial105(5)3210-4
f+HKhighspecial*16420+2-4
MP>LKhigh>hightarget combo6+54*316+1-7
MP>LK>HKhigh>high6+5+164*3*420+36 KD-8
HP>HKhigh>high10+95*420+36 KD-8>-18

* 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

MoveCommandDamageHeightStartupActiveRecoveryOn HitOn Block
light Hadokenqcf+LP600high1631-1-5
medium Hadokenqcf+MP600high1433-3-7
heavy Hadokenqcf+HP600high1235-5-9
Overdrive Hadokenqcf+PP400>400 high1228+54 KD-1
Denjin Charged,d+P3913
Denjin Charged
Hadoken*
qcf+P400>400 high1230+52 KD-3
Overdrive Denjin Charged Hadokenqcf+PP300(x2)
>400
high1226+57 KD+2
light Shoryukenf,d,df+LP1100high51021+12+38 KD-21
medium Shoryukenf,d,df+MP1200high61030+12+34 KD-30
heavy Shoryukenf,d,df+HP1400high71034+15+29 KD-37
Overdrive Shoryukenf,d,df+PP800>800 high72*837+15+29 KD-40
light Tatsumaki Senpukyakuqcb+LK800high12314+18KD +35-14
medium Tatsumaki** Senpukyakuqcb+MK900high142***11+20KD
(+23/+38)
-12
(-27)
heavy Tatsumaki Senpukyaku**qcb+HK1000high162***14+17KD +20
(+35/+50)
-12
(-27/-42)
Overdrive Tatsumaki Senpukyakuqcb+KK200×5high132***10+13+57 KD-14
light High Blade Kickqcf+LK1000high15922+35 KD-11
medium High Blade Kickqcf+MK1100high18919+40 KD-8
heavy High Blade Kickqcf+HK1300high25916+45 KD-5
Overdrive High Blade Kickqcf+LL800high29533Wall Bounce +45>65-18
Shinku Hadoukenqcf(x2)+P400×5high879+26 KD-24
Denjin Hadoukenqcf(x2)+P
400×4
>800
high879+27 KD-24
Shinkuu Hashogekiqcb(x2)+P2600****high8639+20 KD-20
Denjin Hashogekiqcb(x2)+P3000high8639+20 KD-20
Shin Shoryukenqcf(x2)+K4000
(4400)
high51232+39+8 HKD-52(-54)

* To fire a Denjin Hadouken, the player must use a Denjin Charge

** 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

**** 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

MoveDamageHeightStartupActiveRecoveryOn HitOn Block
Forward Throw1200high (grab)5323+18 KD
Back Throw1200high (grab)5323+11 KD
Drive Impact800high26235+35 (KD)/ +65 (Wall Splat KD)-3 / +72 (WS HKD)
Drive Reversal 500*high20326+23 KD-8
Drive Parry18 (minimum)29
Drive Rush94524

* 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

MoveDamageHeightCancelStartupActiveRecoveryOn HitOn Block
LP400highchain, super,739+4+2
MP700hightarget combo9417+2-2
HP1000high16322+3-3
HP[c]*1400high32322+40 KD+3
LK400high6217-2-4
MK800high9419+1-4
HK1000high12421+3+1
cr.LP300highchain, super628+6+1
cr.MP700highchain, super8316+3-1
cr.HP1000high12835+20 KD-19
cr.LK250lowchain43120-3
cr.MK700low9318+2-2
cr.HK1000low12327+32 HKD-13
j.LP300oh573 (on landing)
j.MP700oh853 (on landing)
j.HP800oh963 (on landing)
j.LK300oh5103 (on landing)
j.MK500oh883 (on landing)
j.HK800oh1073 (on landing)
df.MP8007321-1-3
f.MK600147140-4
f.HP90014515+6+4
6HK1300oh22725+28 KD-12
3HK1000high16440+21 KD-18
d>d.MK500hightarget combo9317+4-3
j.dHP800oh993 (on landing)
j.u+HP800ohspecial843 (on landing)
MP>MP600high9420+2-6
MP>MP>MP900high15332+27 KD-17
d>d.MK>MK500hightarget combo9319-3-4

Zangief’s Specials and Supers

NameCommandDamageHeightStartupActiveRecoveryOn HitOn Block
Double LariatPP1200high 153127+27 KD-12> -40
Double LariatPPP500*1000 (1500)high 122526+38 HKD-30> -11
light Screw Piledriver360+LP2500high (grab)5354+30
HKD
medium Screw Piledriver360+MP2900high (grab)5354+28 HKD
heavy Screw Piledriver360+HP3300high (grab)5354+28 HKD
Overdrive Screw Piledriver360+PP3400high (grab)5354+28 HKD
Borscht Dynamitej.360+K2900aerial** (grab)433(?) land+19 HKD
Overdrive Borscht Dynamitej.360+KK3000aerial** (grab)433(?) land+19 HKD
Russian Suplexhcb+K (Close)2900high (grab)10250+26 KD
Russian Suplexfcb+KK (Close)3200high (grab)10250+27 KD
Siberian Expresshcb+K(Far)2700high (grab)28241+29 KD
Overdrive Siberian Expresshcb+KK (Far)3000high (grab)23244+29 KD
Tundra Stormd,d+HK2400high (counter)*65024+5 KD
Aerial Russian Slamqcf(x2)+K3500aerial** (grab)11760+29 KD
Cyclone Lariatqcf(x2)+P3160high 1810252+5 KD-35
Cyclone Lariat***qcf(x2)+P[c]1100high 1810225+87 (launches)-35
Bolshoi Storm Buster360(x2)+P4800
(5300)
high (grab)71116+26 KD

* 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 Actions

MoveDamageHeightStartupActiveRecoveryOn HitOn Block
neutral Throw1200high (grab)5323+22
forward Throw1500high (grab)5323+10
down forward Throw1200high (grab)5323+33
down Throw***1500high (grab)5323+14
down back Throw***600+900high (grab)5323+9
back Throw***1400high (grab)5323+8
Drive Impact800high26235+35 (KD)
/ +65 (Wall Splat KD)
Drive Reversal500*high20326+23 KD-8
Drive Parry18 (minimum)29
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
cr: 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
hcf: half circle forward
hcb: half circle back
360: A 360 is a full circle motion.
[c]: 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.