Work in Progress
“D:” indicates damage in points, “DZ:” is for dizzy points, range for throws is in pixels, times are in frames (1 frame = 1/60 of a second). Numbers in parenthesis are active frames where moves can hit, I was gonna underline them, but this browser doesn’t have a copy/paste fuction, so to hell with that. Damage points not reflected to show increase/decrease in attack strength with X and V-ISM (# x 1.2 or 0.8, respectively, not taking damage scaling into account) or Counter Hits (# x 1.125 in most cases), or opponent’s varying defense ratings. For scale, a full health meter and super meter are 144 points.
Gauge is how much meter you get for doing the move, Hit Bonus (HB) is the additioal amount you get for connecting with it. Gauge is almost always 1 for medium/hard attacks and 0 for weak ones, V-ISM and X-ISM build meter a a faster rate than A (“VX+#”). Enjoy.
Frame Data
Standing
JP (???-Chop)- 6**(3)**7 //
D:6 // DZ +2 //
HB+1 //
MISC: Cancels into special/super
~
SP (Mika Lariat)- 8(10)13 //
D: 14, 13 // DZ +4 //
HB+3 (VX+4) //
MISC: first part cancels to specials in V, and supers in all.
~
FP (Reverse Fist)- 18(4)11 //
D: 18 // DZ +8 //
HB+4 (VX+6)
SK (Low Kick)- 6(3)15 //
D: 6 // DZ +2 //
HB+ 1 //
MISC: cancels to specials/supers
~
FK (Mika Sobat)- 10(4(14) //
D:12 // DZ +4 //
HB+3 (VX+4)
~
RK (Japanese Ocean Dropkick)- 11(2)25 //
D:16 // DZ +8 //
HB+4 (VX+6) //
MISC: Knocks down
Crouching
JP-(Low-Angle ???-Chop)- 6(4)8 //
D: 5 // DZ+1 //
HB+1 //
MISC: Cancels into special/super, chains into self
~
SP (Headbutt)- 6(1)22 { X-ISM= 6(1)26 } //
D: 13 // DZ+ 4 //
HB+4 (VX+6) //
MISC: airborne from frames 7-22 (7-26 in X), cancels afterwards into super like Akuma/Ryu hopkick? Cancel during startup frames? Unsure, can’t read note.
~
FP (Shoulder Tackle)- 11(18)19 //
D: 16 // DZ+8 //
HB+4 (VX+6) //
MISC: Knocks down, airborne from frames 12-23, possible cancel same as above.
SK (Back Heel Kick)- 6(4)15 //
D: 4 // DZ+2 //
HB+1 //
MISC: Cancels into special/super, must be blocked low
~
FK (Rainbow Kick)- 7(1)20 //
D: 11 // DZ+4 //
Gauge+2, HB+3 (VX+4) //
MISC: can be blocked standing
~
RK (Mika Sliding)- 7(6)27 //
D: 15 // DZ+8 //
Gauge+2, HB+4 (VX+6) //
MISC: knocks down (sweep type), must be blocked low
Neutral Jump
JP (Knuckle Press)- 6(6)14 //
D: 8 // DZ+2 //
HB+1
~
SP (Knuckle Press)- 7(6)8 //
D: 13 // DZ+4 //
HB+3 (XV+4)
~
FP (Jumping Elbow)- 8(6)10 //
D: 17 // DZ+8 //
HB+4 (XV+6)
SK (Jumping High Kick)- 5(8)10 //
D: 6 // DZ+2 //
HB+1
~
FK (Jumping Sobat)- 7(4)11 //
D: 11 // DZ+4 //
HB+3 (VX+4)
~
RK (??? Dropkick)- 9(4)20 //
D: 17 // DZ+8 //
HB+4 (VX+6)
Offensive/Defensive Jump
(names/damage/dizzy/hit bonus are the same)
JP- 7(6)8
SP- 6(6)8
FP- 8(6)8
SK- 5(8)10
FK- 7(4)8
RK (High-Angle Kick)- 9(4)12
Command Moves
Offensive/Defensive Jumping d+FP (Flying Body Press)- 8(8)9 //
D: 17 // DZ+8 //
HB+4 (VX+6) //
MISC: airborne, recovery time varies on height
~
Offensive/Defensive Jumping d+SK (Knee Drop)- 6(3)11 //
D: 6 // DZ+2 //
HB+1 //
MISC: see above
~
f+FK, f or b+FK in X-ISM (Rainbow Sobat)- 13(4)14 //
D: 11 // DZ+4 //
HB+3 (VX+4) //
MISC: cancels to special/super in A and X-ISM
Throws
f or b+PP (German Suplex)- 5(1)18 //
D: 20 // DZ+0 // Gauge+0 // Range: 31
~
f or b+KK (Brain Buster)- 5(1)18 //
D: 20 // Gauge+1 (VX+3) // Range: 31
~
d/b or d/f+PP (Headbutt)- 5(1)18 //
D: 8+2x(0-11)+4//
(other info same as Brain Buster)
Jumping f or b+PP (Hip Buster)- 1(1)X //
D: 20 //
Gauge+1 (VX+3) //
Range: 27 horizontal x 8 vertical (pixels 60-68) //
MISC: Recovery time depends on height, airborne
~
Jumping f or b+KK (Neck Breaker)- 1(1)X //
Range: 31 H x 8 V (pixels 68-76) //
MISC: Other info same as Hip Buster
Alpha/Zero Counters
(f or u/f or d/f+P+K of equal strength while guarding)
A-ISM (standing Strong animation)- 31(8)13 //
D: 4 //
MISC: Invulnerable from frames 0-31, time stopped from frames 0-28.
~
V-ISM (crouching Roundhouse animation)- 27(6)23 //
D: 4 //
MISC: Time stopped from frames 0-24, invulnerable from frames 0-27.
Special Moves
QCB+P (Flying Peach)
Invulnerablitly at start is high(?) for the first four frames, and then switches to low (?). Knocks down.
JP- 31(16)14 //
D: 16 //
Gauge+3 (VX+4) // HB+ 3 (VX+4) //
MISC: Invulnerable as: [4|4](first eight frames), airborne from frames 5-18, and 28-50
SP- 33(18)15 //
D: 17 //
Gauge+4 (VX+6) // HB same as Jab version
MISC: Invulnerable as: [4|12] (first 16 frames), airborne from frames 5-20 and 30-55
FP- 35(20)16 //
D: 18 //
Gauge+4 (VX+7) // HB same as above
MISC: Invulnerable as: [4|16] (first 20 frames), airborne from 5-22 and 32-60
QCB+K (Shooting Peach)
Dizzy on all 3 versions is 8, and HB is 3(VX+4). Knocks down.
SK- 12(16)65 //
D: 16 //
Gauge+3 (VX+4)
MISC: airborne from frames 9-31
FK- 12(18)67
D: 17 //
Gauge+4 (VX+7) //
MISC: airborne from frames 9-34
RK- 12(20)70 //
D: 18 //
Gauge+4 (VX+7)
MISC: airborne from frames 9-38
HCB+K while jumping (Wingless Airplane)-
Damage on all versions is 22, and Gauge+1(VX+3). Airborne, rRecovery time depends on timing (+1?).
All versions- (1)x1
Range: 28 H (#-1~27) x 8 V (#59~67)
360+P (Paradise Hold)
Gauge+ is 1 for all versions. Frame and MISC data is the same for all versions.
JP- 23(1)40 //
D: 20 //
Range: 32+31
MISC: airborne from 3-19 and 23-51
SP- D:22 //
Range: 48+31
FP- D: 24 //
Range 64+31
360+K (Daydream Headlock)
All versions are Gauge+1(VX+3) and have 31 range and same frame data.
SK- 4(1)18 //
D: 3x(1~10)+10 //
FK- D: 3x(1~13)+10
RK- D: 3x(1~16)+10
QCF, d, d/f+K (Sadinzu Beach Special)
Level 1-
Level 2-
Level 3-
QCFx2+P (Rainbow Hip Rush)
All versions knock down. Time stops after the first four frames.
Level 1- 4!11(4)16(4)23(4|14)63 //
D: 12x2+8+12 //
MISC: knocks down, airborne from frames 58-80. Invulnerable for first 16 frames.
Level 2- 4!11(4)16(4)15(3)24(4|4)15(6|13)63
D: 10x4+9x3 //
MISC: Invulnerable for first 24 frames, airborne from frames 100 to 123
Level 3- 4!11 (4) 16 (4) 16 (4) 15 (3) 20 (4|4|4|) 9 (5|6|15) 63
D: 12x3+8x7
MISC: Invulnerable for first 36 frames, airborne 119-144
720+P (Heavenly Dynamite)
Range on all versions if 51 and frame data is the same. All versions are invulnerable for the first five frames.
Level 1- 4!1(1)22
D: 3x(1~15)+21)
Level 2- D: 3x(1~18)+26
Level 3- D: 3x(2-21)+32
Done for now. I'll get to the variable X-ISM super...it's complicated.
http://geocities.com/zero3_book/ #2. It's a bad scan, but if you squint very hard, you can see the boxes for R.Mika's jumping throws, and the 2 special versions from the Beach Special super. Throws tend to be more about the speed involved than the range...ie if you can actually SEE the box for Vega's air throw, it's not that big, but his jump is quick and it's at a good position. And Chun Li has always been able to get away with more ground throws than shotos, because her walking speed is faster- her throw range is actually a little smaller.
Edit: please don't tell me that's actually "Sardines" Beach Special...? Damn Japan....