Steve's Frame Data - Learn the Art of Boxing

Data
Vitality: 1000
Forward Dash Duration: 17 frames
Back Dash Duration: 21 frames (8 frame invulnerability, 10 frames airborne, 3 frames grounded)
Pre-jump frames: 4
Jump Duration: 35 frames

Standing Normals

LP
Hit Level: High
Damage: 30
Startup: 6
Active: 2
Recovery: 5
Adv. on Hit: +10
Adv. on Block: +6
Cancelable: SM, EX, SA, CA, Quick Spin
Notes: -

MP
Hit Level: High
Damage: 60
Startup: 7
Active: 3
Recovery: 9
Adv. on Hit: +9
Adv. on Block: +6
Cancelable: SM, EX, SA, CA, Quick Spin
Notes: -

HP
Hit Level: High
Damage: 90
Startup: 9
Active: 3
Recovery: 17
Adv. on Hit: +5
Adv. on Block: 0
Cancelable: -
Notes: Forces Stand on Hit

Close Standing LP
Hit Level: High
Damage: 30
Startup: 4
Active: 2
Recovery: 8
Adv. on Hit: +7
Adv. on Block: +3
Cancelable: SM, EX, SA, CA, Quick Spin
Notes: -

Close Standing MP
Hit Level: High
Damage: 60
Startup: 6
Active: 4
Recovery: 10
Adv. on Hit: +9
Adv. on Block: +4
Cancelable: SM, EX, SA, CA, Quick Spin
Notes: +30 on crouching Counter Hit

Close Standing HP
Hit Level: High
Damage: 90
Startup: 5
Active: 2
Recovery: 18
Adv. on Hit: +5
Adv. on Block: 0
Cancelable: SM, EX, SA, CA
Notes: Forces Standing

Crouching Normals

Crouching LP
Hit Level: High
Damage: 30
Startup: 4
Active: 2
Recovery: 10
Adv. on Hit: +5
Adv. on Block: +1
Cancelable: SM, EX, SA, CA, Quick Spin
Notes: -

Crouching MP
Hit Level: High
Damage: 60
Startup: 7
Active: 2
Recovery: 10
Adv. on Hit: +9
Adv. on Block: +5
Cancelable: SM, EX, SA, CA, Quick Spin
Notes: -

Crouching HP
Hit Level: High
Damage: 90
Startup: 7
Active: 5
Recovery: 22
Adv. on Hit: -1
Adv. on Block: -7
Cancelable: SM, EX, SA, CA
Notes: Forces Standing on Hit

Crouching LK
Hit Level: Low
Damage: 30
Startup: 5
Active: 2
Recovery: 10
Adv. on Hit: +5
Adv. on Block: +1
Cancelable: SM, EX, SA, CA, Quick Spin
Notes: -

Crouching MK
Hit Level: High
Damage: 60
Startup: 8
Active: 2
Recovery: 19
Adv. on Hit: 0
Adv. on Block: -4
Cancelable: SM, EX, SA, CA, Quick Spin
Notes: -

Crouching HK
Hit Level: Low
Damage: 90
Startup: 11
Active: 2
Recovery: 26
Adv. on Hit: Hard Knockdown
Adv. on Block: -8
Cancelable: -
Notes: -

Launcher

Hit Level: High
Damage: 100
Startup: 13
Active: 2
Recovery: 54
Adv. on Hit: Switch
Adv. on Block: -34
Notes: Crushes Crouching attacks, launches opponent while switching characters

Cross Cancel

Hit Level: High
Damage: 120
Startup: 8
Active: 2
Recovery: 26
Adv. on Hit: Hard Knockdown
Adv. on Block: -9
Notes: Similar to Should Rush, full body invulnerability frames 1-9

Jumping Normals

LP
Damage: 40
Startup: 6
Active: 2
Recovery: Until Grounded, then 4 frames recovery
Adv. on Hit: +12
Adv. on Block: +4

MP
Damage: 70
Startup: 6
Active: 3
Recovery: Until Grounded, then 4 frames recovery
Adv. on Hit: +16
Adv. on Block: +5

HP
Damage: 100
Startup: 6
Active: 5
Recovery: Until Grounded, then 4 frames recovery
Adv. on Hit: +20
Adv. on Block: +8

LK
Damage: 40
Startup: 8
Active: 4
Recovery: Until Grounded, then 4 frames recovery
Adv. on Hit: +12
Adv. on Block: +4

MK
Damage: 70
Startup: 7
Active: 2
Recovery: 2
Adv. on Hit: +16
Adv. on Block: +5

HK
Damage: 100
Startup: 8
Active: 2
Recovery: Until Grounded, then 4 frames recovery
Adv. on Hit: +16
Adv. on Block: +5

Unique Attacks and Specials

Chopping Straight (down forward MP)
Hit Level: Mid (Overhead)
Damage: 80
Startup: 17
Active: 2
Recovery: 15
Adv. on Hit: +2
Adv. on Block: -3
Cancelable: -
Notes: Quick Recoverable ground bounce on crouching Counter Hit

Foot Stomp (down back LK)

Hit Level: Low (standing)
Damage: 50
Startup: 15
Active: 2
Recovery: 20
Adv. on Hit: -5
Adv. on Block: -7
Cancelable: Foot Stomp Right Hook
Notes: - DO NOT OPTION SELECT GRAB TECH IN STANDARD FASHION WITH STEVE - you WILL get blown up if you put this in your game. Downback LK/LP = bad. Do not do not do not.

Foot Stomp Right Hook (when foot stomp hits or is blocked)

Hit Level: High
Damage: 60
Startup: 6
Active: 2
Recovery: 21
Adv. on Hit: Knockdown
Adv. on Block: -4
Cancelable: -
Notes: Juggle Setup

Ducking Body (forward MP or HP)
Hit Level: High
Damage: 60
Startup: 16
Active: 2
Recovery: 15
Adv. on Hit: +4
Adv. on Block: 0
Cancelable: -
Notes:Slip (+25) on counter hit

Ducking Hook (during ducking body) LP
Hit Level: High
Damage: 40
Startup: 8
Active: 2
Recovery: 15
Adv. on Hit: 0
Adv. on Block: -2
Cancelable: -
Notes: Hold back to enter Flicker Stance, stance is cancelable into Flicker Jab on frame 1

British Edge (forward LP->MP)
Hit Level: High
Damage: 30
Startup: 8
Active: 2
Recovery: 9
Adv. on Hit: +6
Adv. on Block: +4
Cancelable: -
Notes:Input MP between frames 1-12 for follow-up attack

British Edge (follow up)
Hit Level: High
Damage: 60
Startup: 9
Active: 3
Recovery: 9
Adv. on Hit: +6
Adv. on Block: +4
Cancelable: -
Notes: Slip (+29) on crouching Counter Hit

Weaving A (LK)
Recovery: 23
Cancelable: Weaving B, Quick Spin
Notes: Upper Body Invulnerability Frames 1-20

Weaving B (MK)
Recovery: 26
Cancelable: Weaving A, Quick Spin, Shoulder Rush
Upper Body Invulnerability Frames 1-18

Shoulder Rush (LP during Weaving B)
Hit Level: High
Damage: 50
Startup: 8
Active: 2
Recovery: 26
Adv. on Hit: -2
Adv. on Block: -8
Cancelable: Uppercut
Notes:-

Uppercut (HP during Shoulder Rush)
Hit Level: High
Damage: 70
Startup: 9
Active: 4
Recovery: 27
Adv. on Hit: Floats
Adv. on Block: -11
Cancelable: -
Notes: -

Quick Spin (HK)
Recovery: 25
Cancelable: Spin Gut Punch, Spin Low Hook
Notes: Upper body invulnerability frames 1-19

Spin Gut Punch (MP/HP after Quick Spin)
Hit Level: High
Damage: 100
Startup: 9
Active: 2
Recovery: 18
Adv. on Hit: Knockdown
Adv. on Block: 0
Cancelable: -
Notes: Floats, crumples on standing Counter Hit, Wall bounces on crouching Counter Hit

Spin Low Hook (Down and MP/HP after Quick Spin)
Hit Level: Low
Damage: 90
Startup: 9
Active: 2
Recovery: 27
Adv. on Hit: Hard Knockdown
Adv. on Block: -9
Cancelable: -
Notes: -

LP Sonic Fang
Hit Level: High
Damage: 50, 60
Startup: 14
Active: 2(5)4
Recovery: 23
Adv. on Hit: Knockdown
Adv. on Block: -7
Cancelable: -
Notes:-

MP Sonic Fang
Hit Level: High
Damage: 50, 60
Startup: 14
Active: 2(5)4
Recovery: 23
Adv. on Hit: Knockdown
Adv. on Block: -7
Cancelable: -
Notes:-

HP Sonic Fang
Hit Level: High
Damage: 50, 60
Startup: 18
Active: 2(5)4
Recovery: 23
Adv. on Hit: Knockdown
Adv. on Block: -7
Cancelable: -
Notes: -

EX Sonic Fang
Hit Level: High
Damage: 70,50
Startup: 15
Active: 2(5)4
Recovery: 23
Adv. on Hit: Floats
Adv. on Block: -7
Cancelable: -
Notes: Projectile Invincible frames 1-25

LK Swaying
Hit Level: Counter
Damage: 140
Recovery: 66
Notes: Counters all strikes to Steve’s upper body from frames 1-25, +3 advantage if counter is triggered

MK Swaying
Hit Level: Counter
Damage: 140
Recovery: 66
Notes: Counters all strikes to Steve’s upper body from frames 1-25, +3 advantage if counter is triggered

HK Swaying
Hit Level: Counter
Damage: 140
Recovery: 66
Notes: Counters all strikes to Steve’s upper body from frames 1-25, +3 advantage if counter is triggered

EX Swaying
Hit Level: Counter
Damage: 180
Recovery: 66
Notes: Counters all strikes to Steve’s upper body from frames 1-26, knockdown if counter triggered

LP Hellfire
Hit Level: High
Damage: 60
Startup: 16
Active: -
Recovery: 30
Adv. on Hit: 0
Adv. on Block: -3
Cancelable: -
Notes: Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, projectile has one hit of durability, projectile travels to 1/2 screen in 9 frames.

MP Hellfire
Hit Level: High
Damage: 60
Startup: 16
Active: -
Recovery: 30
Adv. on Hit: 0
Adv. on Block: -3
Cancelable: -
Notes: Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, projectile has one hit of durability, projectile travels to 1/2 screen in 9 frames.

HP Hellfire
Hit Level: High
Damage: 60
Startup: 16
Active: -
Recovery: 30
Adv. on Hit: 0
Adv. on Block: -3
Cancelable: -
Notes: Can be Super Charged: 51 frames to perform EX version, 100 frames for Super Art, projectile has one hit of durability, projectile travels to 1/2 screen in 9 frames.

EX Hellfire
Hit Level: High
Damage: 60 x 2
Startup: 11
Active: -
Recovery: 30
Adv. on Hit: +8
Adv. on Block: +5
Cancelable: -
Notes: Can be Super Charged: 51 frames to perform Super Art, projectile has two hits of durability, projectile travels to 2/3 screen in 9 frames.

LK Ducking
Recovery: 25
Cancelable: Fox Hunt, Skyscraper, Gatling Gun
Notes: Upper body projectile invulnerability frames 1-21, input LP/MP/HP between frames 1-20 for follow-up attack

MK Ducking
Recovery: 28
Cancelable: Fox Hunt, Skyscraper, Gatling Gun
Notes: Upper body projectile invulnerability frames 1-21, input LP/MP/HP between frames 1-20 for follow-up attack

HK Ducking
Recovery: 30
Cancelable: Fox Hunt, Skyscraper, Gatling Gun
Notes: Upper body projectile invulnerability frames 1-21, input LP/MP/HP between frames 1-20 for follow-up attack

EX Ducking
Recovery: 26
Cancelable: Fox Hunt, Skyscraper, Gatling Gun
Notes: Upper body invulnerability frames 1-21, input LP/MP/HP between frames 1-20 for follow-up attack

Fox Hunt (LP during Ducking)
Hit Level: High
Damage: 120
Startup: 9
Active: 6
Recovery: 17
Adv. on Hit: +3
Adv. on Block: -3
Cancelable: EX, SA
Notes: +29 on crouching Counter Hit

Skyscraper (MP during Ducking)
Hit Level: High
Damage: 80
Startup: 9
Active: 6
Recovery: 17
Adv. on Hit: +3
Adv. on Block: -6
Cancelable: -
Notes: Launcher

Gatling Gun (HP During Ducking)
Hit Level: Standing Throw (Wiffs on crouching)
Damage: 200
Startup: 15
Active: 2
Recovery: 26
Adv. on Hit: Hard Knockdown
Adv. on Block: -
Cancelable: -
Notes: [media=youtube]NhDmJ6axQiE[/media]
You can do stuff like that during this move, but it’s only useful to punish projectiles or tags, as crouch blocking (or a quick reversal) will soon be a reaction to ducking

Throws

Gut Wrencher/Armlock Throw
Damage: 130
Startup: 7
Active: 2
Recovery: 20
Notes: Hard Knockdown

Flicker Stance

Flicker (back + all kicks)
Startup: 24
Cancelable: Flicker Jab

LP Flicker Jab (LP during flicker)
Hit Level: Low
Damage: 100
Startup: 8
Active: 2
Recovery: 29
Adv. on Hit: -6
Adv. on Block: -11
Cancelable: -
Notes: Recovery can be canceled 1 frame earlier if canceled into Flicker Jab, Slip (+10) on crouching Counter Hit, ground bounce on aerial foe

MP Flicker Jab (LP during flicker)
Hit Level: High
Damage: 100
Startup: 8
Active: 2
Recovery: 29
Adv. on Hit: -6
Adv. on Block: -11
Cancelable: -
Notes: Recovery can be canceled 1 frame earlier if canceled into Flicker Jab, Slip (+10) on crouching Counter Hit

HP Flicker Jab (LP during flicker)
Hit Level: Low
Damage: 100
Startup: 8
Active: 2
Recovery: 27
Adv. on Hit: -3
Adv. on Block: -8
Cancelable: -
Notes: Recovery can be canceled 1 frame earlier if canceled into Flicker Jab, Slip (+10) on crouching Counter Hit, ground bounce on aerial foe

EX Flicker Jab (LP during flicker)
Hit Level: Low
Damage: 50 x 3
Startup: 8
Active: 2(8)2(9)2
Recovery: 18
Adv. on Hit: Knockdown
Adv. on Block: -11
Cancelable: -
Notes: Recovery can be canceled 1 frame earlier if canceled into Flicker Jab, ground bounce on aerial foe

Peekaboo Stance

Peekaboo (forward + all kicks)
Startup: 10
Cancelable: LP, MP, HP
Notes: Can move forward during stance, throw invulnerable during stance, cancel stance by crouching, Weaving A, Weaving B, or Quick Spin

Patella Smash (LP during Peekaboo)
Hit Level: High
Damage: 60
Startup: 18
Active: 3
Recovery: 34
Adv. on Hit: +8
Adv. on Block: -20
Cancelable: -
Notes: Armor frames 1-19

Cutting Elbow (MP during Peekaboo)
Hit Level: High
Damage: 70
Startup: 13
Active: 6
Recovery: 23
Adv. on Hit: Floats
Adv. on Block: -6
Cancelable: -
Notes: Upper Body invulnerability frames 1-14

Albion Combination (HP during Peekaboo)
Hit Level: High
Damage: 30 x 2, 40
Startup: 21
Active: 4(10)3(23)2
Recovery: 21
Adv. on Hit: Ground Bounce
Adv. on Block: -6
Cancelable: -
Notes: -

Super/Cross Art

Hellfire Rush (Quarter circle forward + all punches)
Hit Level: High
Damage: 60, 20 x 9, 70
Startup: 3
Active: -
Recovery: 70
Adv. on Hit: Hard Knockdown
Adv. on Block: -42
Notes: 65 frame cinematic freeze before attack begins, full body invulnerability frames 1-7, projectile has one hit of durability, projectile travels 2/3 screen in 9 frames.

Cross Art (Quarter circle forward + MP, MK)
Hit Level: High
Damage: 20, 15, 5 x 8, 10 x 2
Startup: 7
Active: 2(13)4(15)2(16)2
Recovery: 29
Adv. on Hit: Switch
Adv. on Block: -13
Notes: 64 frame cinematic freeze before attack begins, full body invulnerability frames 1-8, if first attack whiffs and 4th attack hits, +34 frame advantage.

i was wondering what the frame data on a blocked close fierce into feint is, also how negative is the counter on block

Updated!

Thanks dude, really good work.

Also 3 frame startup on Hellfire Rush… WOW! Is that the fastest in the game?

Julia’s super is 1 frame

question about his peekaboo stance, how much armor does he get for each move? lp, mp, hp?

only one hit of armor (i think) on lp - otherwise no armor at all, but MP is upper body invulnerable at least

What does ‘slip on counter hit’ means? More frame advantage or more damage?

much more frame advantage, it causes them to “slip” (the animation of the character slipping, almost falling down) which gives you a ton of frame advantage

Thanks mate! Great resource and info here.

Awesome work bro, quick question. If you do the full ducking body but flicker cancel the follow up on block are you + or - minus on it? Thanks man

https://docs.google.com/spreadsheet/ccc?key=0ApPlWhz-bEuHdDM2blEydzhDY1BJOC1Qdm9mZ09yRlE every character frame data

I have a question and hopefully y’all understand what i’m trying to say and reply with a good answer, anyways here it goes. Lets say I jump in on somebody with steve and I get a blocked MP so im on +5 adv and then I decide to throw in a LP would this LP be considered a “close LP” or just a LP in terms of frame data. Also assume I stay neutral after I hit MP.

It depends on how close you are after close mp. You can tell from the animation which lp you got.

I said jump-in so I assume it counts as a jumping MP, and wouldnt the distance between me and my opponent always be the same after landing a jump in attack that gets BLOCKED?

Not really, but I like said you can tell from the animation of the lp anyway. Use training mode to find out the visuals and remember it.

O I see thank you very much I’ll try it out.

One more thing I’d like to know is some good air to air starting combos. I would prefer MP air to air combos but any are appreciated. Thanks.

mp air to air chp -> sonic fang

that’s the simple thing that i do for now, doubt it’s optimal

Is chp a move or do you mean c.HP? also thank you very much.