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.