Just filling a request. Post can be taken down once it has gone into the respective FAQ’s. Gunter’s old A-groove site had frame data on Ken first I believe, so credit there, and thanks to the people who scanned the frame data book (scanned by Smoothcat).
Please note, TheV, I put square brackets around stuff for clarity. The first number in the square bracket is the startup/nonactive frames, and the second number is the active frames. As with my other guides, /'s indicate a change in the frame type, while +'s indicate a continuation.
so
[5/2+2+2], means 5 startup/nonactive frames, 2 active frames for a hit, 2 active frames again for a second hit, and 2 active frames again for a 3rd hit.
Please upgrade the notation to your own standard.
Block mid/parry mid, means block either high or low. Time saving measure. If there’s anything you don’t get, I think it might be in the notes I usually put in front of my other frame data stuff.
Ken :
Jumping attacks:
LP: 500
3/22
MP: 900
4/10
HP: 1300 for vertical, 1200 for diagonal
5/8
LK (vertical): 600
4/22
LK (diagonal): 600
3/22
MK (vertical): 1000
5/10
MK (diagonal): 900
6/7
RH (vertical): 1400,1300
3/8
RH (diagonal): 1300
6/7
Ken’s supers:
Shoryureppa:
Block mid, Parry mid. Not airblockable.
Lvl 1: 2600, down/-28
4:[4/4+4]/[17/5+25]/26
Invincibility: 8 frames of fullbody, 4 frames of none, then 16 frames of around the feet invincibility.
Airborne frames 9-83.
Lvl 2: 3800, down/-39
4:[4/4+4+4]/[14/3+5+26]/37
Invincibility: 14 fullbody, 2 of none, then 16 around the feet.
Airborne frames 43-98
Lvl 3: 5600, down/-39
4:[4/4+4]/[17/4+4]/[14/3+1+25]/37
Invincibility: 22 fullbody, 6 around the feet, 9 of none, 16 around the feet.
Airborne frames 69-115
Shinryuuken:
Block mid, Parry mid. Not airblockable.
(warning: frame data is for unmashed shinryuuken, so the minus ur at when blocked and the actual frame data changes depends on how u mash it.) Damage values for minimum to max damage supposedly.
Lvl 1: 2500~2900, down/-10
4:[4/2+2+2+20]/29
Invincibility: 8 fullbody
Airborne: 9-54
Lvl 2: 3300~4400
Invincibility: 14 fullbody
4:[4/2+2+2+23]/31
Airborne: 9-54
Lvl 3: 3800~6000
4:[4/2+2+2+26]/34
Invincibility: 22 fullbody
Airborne: 9-65
Shippuu Jinrai Kyaku:
Lvl 3 only:
damage: 6300
down/-65
block mid, parry mid, not airblockable
4:[4/2+2]/[9/2]/[11/2]/[11/2+2]/[6/2]/[8/2]/[2/2]/[2/2]/[2/2]/[2/2]/60
Invincibility: 22 fullbody
Airborne: 57-140
Chun Li
Jumping attacks:
LP: 500
3/22
MP: 800
4/10
HP (vertical): 1200
5/8
HP (diagonal): 700
5/8
(diagonal) Press HP again: 500
5/10
LK (vertical): 600
5/22
LK (diagonal): 400
3/22
MK (vertical): 900
6/10
MK (diagonal): 700
4/12
RH (vertical): 1100
9/8
RH (diagonal): 700+600
[5/6]/[9/10]
Command Moves: (repost)
F+MK: 800, +5/+5, x/x/x, parry high
15/4/15
F+RH: 1100, -4/-4, x/x/x
11/3/25
DF+RH: 1000, down/+6, x/x/x, overhead, parry high
36/6/8
airborne from 0-landing.
(midair)D+MK: 900, overhead, parry high
4/10
st. far LK, LK:
2nd LK is:
300, -2/-2, x/o/o
2/4/13
Jumping forward or back HP, HP:
2nd HP is: 500, 5/10
Special moves:
Lightning legs: (Hyaku retsu kyaku)
Block mid, Parry high, Not airblockable.
Each hit does 300 damage.
Can be mashed, so the hitting part loops until you stop mashing.
Then the move recovers. Takes 17 frames from the end of the last legs.
LK: +0/+0
Looping part: [5/4]/[5/4]/[5/4]/[5/4]/3
Recovery: 17 frames more frames.
MK: +3/-6
Loop: [5/3]/[5/3]/[5/3]/[5/3]/3
Recovery: 17 frames
HK: +6/-3
Loop: [5/3]/[4/3]/[4/3]/[4/3]/2
Recovery: 17 frames
Kikouken:
Block mid, Parry high, Airblockable.
LP: 700, -11/-11
19*/40
MP: 800, -9/-9
15*/38
HP: 900, -7/-7
11*/36
Spinning Bird Kick:
Block mid, Parry high, Airblockable
Sadly, data for on block not given, only for on hit.
LK: 500x2, -2/?
[20/2]/[6/2]/24
Airborne: 21-35
MK: 300x4, -2/?
[20/2]/[6/2]/[6/2]/[6/2]/24
Airborne: 21-53
RH: 300x3, 200x3 (first 3 hits do 300, next 3 do 200)
-2/?
[20/2]/[6/2]/[6/2]/[6/2]/[6/2]/[6/2]/24
Airborne: 21-67
Supers
Kikoushou:
All versions: down/-18
Block mid, Parry mid, Not Airblockable.
Lvl 1: 2700
4:[6/2+2+2+2+3]/38
Invincibility: 8 fullbody
Lvl 2: 3700
4:[6/2+2+2+2+2+2+3]/38
Invincibility: 14 fullbody
Lvl 3: 4400
4:[6/2+2+2+2+2+2+3+4]/38
Invincibility: 22 fullbody
Kick Super (Houyokusen)
All versions:
Block mid, Parry high, Not Airblockable.
down/-17
Lvl 1: 3000
4:[13/2]/[4/2]/[4/2]/[4/2]/[10/2]/[4/2]/[4/2]/[4/2]/[10/14]/27
Invincibility: 8 fullbody
Lvl 2: 4200
4:[14/2]/[4/2]/[4/2]/[4/2]/[4/2]/[10/2]/[4/2]/[4/2]/[4/2]/[4/2]/[4/2]/[10/14]/27
Invincibility: 14 fullbody
Lvl 3: 5400
4:[15/2]/[4/2]/[4/2]/[4/2]/[4/2]/[4/2]/[4/2]/[4/2]/[10/2]/[4/2]/[4/2]/[4/2]/[4/2]/[4/2]/[4/2]/[4/2]/[10/14]/27
Invincibility: 22 fullbody