https://docs.google.com/spreadsheet/lv?key=0Ahj9eopeop0SdDltVUdvbWx4ZjFUMWNBRW1mdmFwUEE&rm
I’ve basically sacrificed the majority of my leisure time in the last couple of daysweeks months to tidy up the framedata from the guide, apply all previous patches to it (including v2013), check almost all values of the old cast and record the framedata for the DLC characters with the help of @Street11.
I also noted and corrected any errors we have found in the guide or in the patch notes in the post below in detail. If you can contribute anything by pointing out if something is missing in the “notes” section, or an error, we’d be very grateful.
Differences to the guide or patch notes:
<br>Move: Property “Value” (“old value”)
<br>
<br><h1 align=“center”><u><b>Street Fighter Side</b></u></h1>
<b>Abel</b>
<br>s.MK: Startup 9 (7)
<br>s.MK: Recovery 19 (17)
<br>c.LK: Recovery 9 (8)
<br>cl.HK: On Block -8 (-9)
<br>Forward Kick: On Hit +6 (-1)
<br>Shoulder Tackle: 49F back charge
<br>EX Shoulder Tackle: Start Up 9F (10)
<br>EX Falling Sky: Start Up 7F (-1)
<br>EX Tornado Throw: Start Up 6F (-1)
<br>EX Change of Direction: Start Up: 17F (-1)
<br>Super Art: 49F back charge
<br>
<br><b>Akuma</b>
<br>cl.HK: On Hit +1 (0)
<br>cl.HK: On Block -4 (-5)
<br>cl.HK: Active 2(4)3 (2(3)4)
<br>Tenmakujinkyaku: On Hit +16 (+17)
<br>Tenmakujinkyaku: On Block +5 (+4)
<br>HP Shakunetsu Hadoken: On Block +3 (-5)
<br>Hyakkishu EX > Hyakki Gojin: On Hit +11 (+10)
<br>Hyakkishu > Hyakki Gojin: On Block +12 (+10)
<br>Hyakkishu EX > Hyakki Gojin: On BLock: +4 (+7)
<br>Air Tatsu: On Block +6 (-11F [wrong syntax] [-5F after 1.06])
<br>HK Tatsu: Damage 40,20x3 (instead of 40,20x2)
<br>EX Tatsu: Start Up 12F (-1)<br>Ex Tatsu: Damage 30x5 (instead of 35x5)
<br>EX Goshoryuken: Start Up 3F (4)
<br>EX Air Hadoken: Start Up 9F (10)
<br>EX Air Tatsumaki Zankukyaku: Start up 8F (9)
<br>EX Shakunetsu Hadoken: Start Up 26F (27)
<br>Misogi: Start Up 22F (23)
<br>
<br><b>Balrog</b>
<br>s.LK: On Block +2 (+3)
<br>cl.LK: On Block +3 (+2)
<br>cl.MK: Recovery 12 (13)
<br>c.HK: On Block -10F (despite notes saying -9F)
<br>Buffalo Head: 54F back charge (47)
<br>EX Buffalo Head: Start Up 13F (14)
<br>LP Dash Low Straight: Start Up 13F (14)
<br>MP Dash Low Straight: Start Up 14F (15)
<br>HP Dash Low Straight: Start Up 14F (15)
<br>EX Dash Low Straight: Start Up 14F (15)
<br>LP Dash Straight: Start Up 4F (5)
<br>MP Dash Straight: Start Up 7F (8)
<br>HP Dash Straight: Start Up 7F (8)
<br>EX Dash Straight: Start Up 8F (9)
<br>LK Dash Upper: Start Up 5F (6)
<br>MK Dash Upper: Start Up 7F (8)
<br>HK Dash Upper: Start Up 7F (8)
<br>EX Dash Upper: Start Up 8F (9)
<br>Ex Dash Low Smash: Start Up 14F (15)
<br>Crazy Buffalo: KKK Start Up 22F (23); Hold K 20F (21)
<br>Crazy Buffalo: PPP Start Up 18F (19); Hold K 15F (16)
<br>
<br><b>Cammy</b>
<br>EX CADC: 5F (6)
<br>s.MP: On Hit 0 (+2)
<br>s.MP: On Block -4 (-2)
<br>s.MP: Recovery 17 (16)
<br>s.LK On Hit +4 (+5)
<br>s.LK: On Block 0 (+1)
<br>s.LK: Recovery 10 (9)
<br>EX Spin Knuckle: Start Up 34F (35)
<br>Cannon Strike: On hit +15 (+13)
<br>EX Cannon Strike: Start Up 17F (-1)
<br>EX Hooligan Combination, Razor Edge: Damage 120 (100)
<br>EX Spiral Arrow: Start Up 8F (9)
<br>Cannon Spike (All versions): knockdown (instead of hard kd)
<br>Cannon Spike (All normal versions): -37F on block (-39)
<br>EX Cannon Spike: Start Up 4F (5)
<br>EX Cannon Spike: -28F on block (-29)
<br>Cross Art: Start Up 9F (10)
<br>
<br><b>Chun Li</b>
<br>cl.MK vs Crouch: On Hit +6
<br>Kintekishu: On Hit +2 (-2)
<br>HP Kikoken: On Hit -4 (-2)
<br>HP Kikoken: On Block -9 (-4)
<br>EX Kikoken: Start Up 11F (12)
<br>Spinning Bird Kick: 54F down charge
<br>MK Spinning Bird Kick: On Hit +1 (-1)
<br>MK Spinning Bird Kick: On Block -2 (-4)
<br>EX Spinning Bird Kick: Start Up 7F (8)
<br>EX Hazanshu: Start Up 27F (28)
<br>EX Kioken: On Hit 13F (14)
<br>Super Art: Start Up 8F (9)
<br>
<b><br>Cody</b>
<br>nj.HP: On Counter Hit causes groundbounce
<br>Launcher: Start Up 12F (all other characters have 13F)
<br>
<br><b>Dhalsim</b>
<br>s.LP: Recovery 10 (9)
<br>s.MP: Startup 6 (5)
<br>s.HP: Active 3,3 (6)
<br>s.LK: Not rapidfire cancelable
<br>c.LP: Recovery 9 (8)
<br>df.MP: On Hit -2 (-1)
<br>EX Yoga Flame: Start Up 14F (15 according to patch 1.08)
<br>
<br><b>Guile</b>
<br>EX CADC: 14F (13)
<br>c.LP: Recovery 8 (10)
<br>c.HP: Startup 6 (5)
<br>c.LK: On Hit +3 (+4 according to patch notes)
<br>EX Sonic Boom: Start Up 10F (11)
<br>Flash Kick: 54F down charge (47)
<br>EX Flash Kick: Start Up 5F (6)
<br>
<br><b>Hugo</b>
<br>LP: On Hit -1 (0)
<br>LP: On Block -5 (-4)
<br>LP: Recovery 15 (14)
<br>HK: On Hit +1 (+2)
<br>HK: On Block -22 (-21)
<br>HK: Recovery 33 (32)
<br>c.MP: Startup 10 (9)
<br>Body Press: On Hit +17 (+20)
<br>Body Press: On Block +5 (+8)
<br>Ultra Throw / Ex Ultra Throw: Start Up 9F (10)
<br>EX Shootdown Backbreaker: 5F (6)
<br>EX Giant Palm Breaker: Start Up 17F (18)
<br>EX Monster Lariat: Start Up 14F (15)
<br>EX Moonsault Press: Start Up 6F (7)
<br>Added missing recovery of Ultra Throw / EX Ultra Throw
<br>Added missing recovery Meat Squasher & EX Meat Squasher
<br>Super Art: Start Up 6F (7)
<br>
<br><b>Ibuki</b>
<br>cl.HP: Active 2,2 (4)
<br>cl.HK: Active 2,2 (4)
<br>c.HP: On Hit +2 (0)
<br>LP, MP, HP Raida: Start Up 2F (3)
<br>EX Raida: Start Up 16F (8)
<br>EX Kunai: Start Up 10F (11)
<br>EX Kazakiri: Start up 6F (7)
<br>MK Tsumuji: On Block -3 (-1)
<br>HK Tsumuji: On Block -3 (0)
<br>EX Tsumuji: Start Up 13F (14)
<br>EX Neckbreaker: Start Up 16F (17)
<br>Cross Art: Start Up 7F (6)
<br>
<br><b>Juri</b>
<br>s.MP: On Block -2 (-1)
<br>s.HP: On Hit -3 (-2)
<br>s.HP: Recovery 25 (23)
<br>s.HP: On Block -8 (-7)
<br>s.MK: On Block -4 (-3)
<br>s.MK: Active 1,4 (5)
<br>cl.MP: On Block -5 (-4)
<br>cl.MK: On Block -9 (-8)
<br>c.MP: On Block -1 (0)
<br>c.HK: On Block -8 (-7)
<br>c.HK: Recovery 26 (25)
<br>Sekku: On hit +2 (+3)
<br>Sekku: On Block -2 (0)
<br>Fuhajin: On Block -4 (-3)
<br>EX Fuhajin (LK+MK): Start Up 14F (15)
<br>EX Fuhajin (LK+HK): Start Up 14F (15)
<br>EX Fuhajin (MK+HK): Start Up 15F (16)
<br>HK Senpusha: On Block -15 (-14)
<br>EX Senpusha: On Block -18 (-30)
<br>EX Shikusen: Start Up 15F (16)
<br>EX Senpusha: Start Up 10F (11)
<br>Cross Art: Start Up 9F (8)
<br>Super Art: Start Up 13F (14)
<br>
<br><b>Ken</b>
<br>cl.LK: On Hit +3 (+4)
<br>cl.MK: On Hit +8 (+7)
<br>cl.MK: Recovery 10 (9)
<br>cl.HK: On Hit -4 (-3)
<br>cl.HK: On Block -9 (-8)
<br>c.LP: Recovery 11 (9)
<br>c.MP: Recovery 12 (11)
<br>c.MK: Recovery 18 (17)
<br>LK Tatsumaki Senpukyaku (air): On Hit +10 (+15)
<br>MK Tatsumaki Senpukyaku (air): On Hit +10 (+14)
<br>MK Tatsumaki Senpukyaku (air): On Block +5 (+4)
<br>HK Tatsumaki Senpukyaku (air): Start Up 8F (7)
<br>HK Tatsumaki Senpukyaku (air): On Hit +10 (+15)
<br>EX Tatsumaki Senpukyaku (air): Start Up 7F (8)
<br>EX Tatsumaki Senpukyaku: Start Up 7F (8)
<br>Shoryuken (all versions): Added hit advantage.
<br>MP Shoryuken: On Block -37 (-38)
<br>MP Shoryuken: On Block -40 against crouching
<br>EX Shoryuken: On Block -39 (-40)
<br>Cross Art: Start Up 9F (8)
<br>
<br><b>M. Bison</b>
<br>s.MP: On Hit +5 (+7)
<br>s.HP: On Block -8 (-7)
<br>cl.MP: Recovery 14 (13)
<br>HP Psycho Crusher: On Block from close range: -33
<br>Double Knee Press: 54F back charge
<br>EX Double Knee Press: Start Up 14F (15)
<br>EX Double Knee Press: On Block -32 (-31)
<br>Psycho Crusher: 54F back charge
<br>EX Psycho Crusher: Start Up 15F (16)
<br>Devil Reverse: 54F down charge
<br>Devil Reverse Follow Up: On Block +5 (+1)
<br>EX Deil Reverse Follow Up: On Block+5 (+1)
<br>Head Press: 54F down charge
<br>Head Press: Start Up 23-41 (23-36)
<br>EX Head Press: Start Up 23-41 (24-36)
<br>Super Art: 54F back charge
<br>Super Art: Start Up 12F (13)
<br>
<br><b>Poison</b>
<br>EX CADC: 5F (8)
<br>s.MP: On Block -2 (-1)
<br>cl.LP: Recovery 11 (10)
<br>cl.LK: On Hit +4 (+3)
<br>c.HP: On Block -13 (-6 according to 1.0.8)
<br>EX Whip of Love: Start Up 13F (14)
<br>HK Kissed by a Goddess: On Block -42 (-36)
<br>EX Kissed by a Goddess: Start Up 5F (6)
<br>EX Aeolus Edge: Start Up 8F (9)
<br>Super Art: Start Up 9F (10)
<br>
<br><b>Rolento</b>
<br>s.LP: +6/+2
<br>s.LP: Recovery 8 (10)
<br>s.HP: Active 1,2 (3)
<br>cl.LP: +9/0
<br>cl.LP: Recovery 7 (5)
<br>c.MP: Active 2,2,2 (6)
<br>EX Patriot Circle: Start Up 18F (19)
<br>Super Art: Start Up 13F (14)
<br>Cross Art: Start Up 7 (67)
<br>
<br><b>Rufus</b>
<br>:c.LK: On Block -1 (0)
<br>Falcon Kick: On Hit +10 (+9)
<br>Falcon Kick: On Block +2 (-4)
<br>Fragrance Palm: On Block -8 (-7)
<br>EX Galactic Tornado: Start Up 13F (14)
<br>EX Messiah Kick: Start Up 12F (13)
<br>EX Messiah Kick: On Hit -10 (-9)
<br>
<br><b>Ryu</b>
<br>s.HK: On Hit -5 (-6)
<br>cl.MP: Recovery 18 (17)
<br>LP Shoryuken: On Block -26 (-27)
<br>MP Shoryuken: On Block -40 (-41)
<br>HP Shoryuken: On Block -43 (-44)
<br>EX Shoryuken: Start Up 4F (5)
<br>EX Shoryuken: On Block -35 (-43)
<br>HK Joudan: Unchanged block advantage of -6F as in patch 1.06 introduced. (1.08 states additional -4F block stun)
<br>EX Joudan: Start Up 15F (16)
<br>EX Tatsumaki: Start up 12F (13)
<br>Air Tatsumaki: On Block +5 (+3)
<br>EX Air Tatsumaki: Start Up 8F (9)
<br>EX Hadoken: Start Up 12F (13)
<br>Super Art: Start Up 4F (5)
<br>
<br><b>Sagat</b>
<br>s.LP: Recovery 8 (7)
<br>s.HP: On Block -3 (-2)
<br>s.LK: Active 1,3 (4)
<br>s.HK: Active 2,3 (5)
<br>cl.LK: Active 1,3 (4)
<br>cl.MK: Active 2,2 (4)
<br>cl.HK: Active 2,3 (5)
<br>cl.HK: On Block -2 (-4)
<br>EX High Tiger Shot: Start Up 12F (13)
<br>EX High Tiger Shot: On Block +3 (+4)
<br>Low Tiger Shit: On Hit -3 (+4)
<br>EX Low Tiger Shot: Start Up 13F (14)
<br>EX Low Tiger Shot: On Block +2 (-1)
<br>LP Tiger Uppercut: On Block -40 (-41)
<br>MP Tiger Uppercut: On Block -43 (-44)
<br>HP Tiger Uppercut: On Block -43 (-44)
<br>EX Tiger Uppercut: Start Up 3F (4)
<br>EX Tiger Knee: Start Up 8F (9)
<br>
<br><b>Vega</b>
<br>s.HK: Active 2,2 (4)
<br>cl.HK: Active 2,2 (4)
<br>c.HP: Start Up 5F (4)
<br>Scarlet Terror: 41F down charge (34)
<br>EX Scarlet Terror: Start Up 5F (6)
<br>Rolling Crystal Flash: 59F back charge (58)
<br>Sky High Claw: 41F down charge (34)
<br>Flying Barcelona Attack: 41F down charge (34)
<br>Super Art: 41F down charge (34)
<br>
<br><b>Zangief</b>
<br>s.HP: On hit -3 (+3)
<br>s.MK: On hit -3 (+3)
<br>cl.LP: Recovery 7 (8)
<br>cl.MK: On Hit +3 (+4)
<br>Lariat: Damage 100[120 2nd/3rd hit] (150)
<br>Flying Body Attack: On Block +5F (+4)
<br>EX Spinning Piledriver: Start Up 5F (6)
<br>EX Banishing Flat: Start Up 14F (15)
<br>Quick Lariat: Start Up 5F (11)
<br>Quick Lariat: On Block +8 (-4), -18 vs Crouching
<br>Double Lariat: On Block -17 (-37), -43 vs Crouching
<br>MK,HK,EX Flying Powerbomb: On Block - (-10,-1,-1)
<br>EX Atomic Suplex: Start Up 3F (4)
<br>
<br>
<br><h1 align=“center”><u><b>Tekken Side</b></u></h1>
<b>Asuka</b>
<br>s./cl.MP: On Block -3 (+2 according to 1.08)
<br>c.MP: On Block 0 (+3 according to 1.08)
<br>c.MK: On Block -7 (-8)
<br>c.HP: On Hit -7 (+3)
<br>Leg Cutter (f.lk>df.hk): On Hit -8 (-2)
<br>Leg Cutter (df.hk): On Block -6 (-2)
<br>EX Exorcisor: Start Up 14F (15)
<br>EX Mist Palm Thrust: On Block -1 (-7)
<br>EX Double Lift Kicks: Start Up 10F (11)
<br>EX Sweep Throw: Start Up 10F (11)
<br>EX Onikubigari: Start Up 18F (19)
<br>EX Onikubigari: Damage 190 (180)
<br>
<br><b>Bob</b>
<br>Crouch HK: On Block -13 (-12)
<br>LP > LK > LK: On Block -13 (-12)
<br>Perfect Press: On Block -13 (-12)
<br>LP Cracker: On Hit -5 (0)
<br>LP Cracker: On Block -22 (-17)
<br>EX Cracker: On Block -17 (-31)
<br>Cracker Jacker: On Block -10(-9)
<br>Spiral Rocky: On Block -15 (-27)
<br>Cross Cancel: Start Up 11F (10)
<br>Super Art: Start Up 23F (24)
<br>
<br><b>Bryan</b>
<br>Standing LK: Far \ Close are different version. Neither is +5\0 as noted in the patch notes.
<br>EX Mach Breaker: Start Up 10F (11 according to 1.08).
<br>
<br><b>Heihachi</b>
<br>MK: On Block 0 (-1)
<br>c.HP: On Hit -6 (+6)
<br>Eisho Mon: On Block +3 (+2)
<br>Demon Kicker string added
<br>EX Hell Axle: Start Up 13F (14)
<br>HP Demon Breath: On Block -10 (-20)
<br>EX Demon Breath: Start Up 16F (17)
<br>Super Art: Start Up 15F (14)
<br>Cross Art: Start up 9F (8)
<br>
<br><b>Hwoarang</b>
<br>c.LK: On Hit: +4 (+5)
<br>c.LK: On Block 0 (+1)
<br>c.HK: On Block -8 (-9)
<br>MK > MK: On Block -6 (-7)
<br>Low & High Smash Kick Combo: On Block -7 (-6)
<br>LK Sky Rocket: On Block -24 (-27)
<br>MK Sky Rocket: On Block -26 (-29)
<br>HK Sky Rocket: On Block -18 (-20)
<br>EX Sky Rocket: On Block -24 (-26)
<br>EX Hunting Hawk: Start Up 14F (15)
<br>LK Air Raid: On Hit +10 (+8 according to 1.08)
<br>MK Air Raid: On Hit +11 (+6 according to 1.08)
<br>HK Air Raid: On Hit +11 (+6 according to 1.08)
<br>EX Air Raid: On Block +2 (0)
<br>EX Air Raid Special: Start Up 17F (18)
<br>EX Air Raid Special: Hit Advantage +12F (+10)
<br>
<br><b>Jin</b>
<br>EX CADC: 5 (8)
<br>EX Penetrating Fist: Start Up 8F (9)
<br>EX Median Line Destruction: Start Up 13F (14)
<br>Cross Art: Start Up 8F (9)
<br>Cross Art: Full body invincibility frames 1-9 (1-14)
<br>
<br><b>Julia</b>
<br>Backjump: 37F (35)
<br>EX Lashing Arrow: Start Up 16F (17)
<br>EX Swift Explosion: Start Up 39F (40)
<br>LK Rising Kick: On Block -37 (-38)
<br>MK Rising Kick: On Block -29 (-40) [-31 on crouching]
<br>EX Rising Kick: Start Up 6F (7)
<br>EX Tiger Strike: Start Up 16F (17)
<br>Super Art: Start Up 4F (3 according to 1.08)
<br>
<br><b>Kazuya</b>
<br>Demon Slayer: On Hit +17 (instead of knockdown)
<br>Demon Slayer: On Block -3 (-14)
<br>EX Rising Sun: Start Up 22F (23)
<br>EX Slaughter Hook: Start Up 10F (11)
<br>EX Slaughter High Kick: Start Up 10F (11)
<br>EX Devastator: Start Up 10F (11)
<br>EX Demon God Fist: Start Up 19F (20)
<br>Cross Art: Start Up 10F (9)
<br>
<br><b>King</b>
<br>EX CADC: 6F (7)
<br>EX Running Jaguar Bomb: Start Up 9F (10)
<br>EX Konvict Kick: Start Up 10F (11)
<br>EX Giant Swing: Start Up 18F (19)
<br>EX Tomahawk: Start Up 18F (19)
<br>EX Reverse Arm Slam Combo: Start Up 12F (13)
<br>Jaguar Step>Lariat: Can be EX and Super canceled
<br>Super Art: Start Up 13F (12)
<br>Cross Art: Full body invincibility frames 1-10 (1-9)
<br>
<br><b>Kuma</b>
<br>c.LP: On Hit +2 (+3)
<br>c.LP: On Block -2 (-1)
<br>Swing Swung: Damage 150 (190 according to 1.08 patch notes)
<br>Bear Smash: Start Up 18F (20)
<br>EX Rock’n Roll Circus: Start Up 6F (7)
<br>EX Megaton Claw: Start Up 16F (17)
<br>EX Headbutt: Start Up 5F (6)
<br>Super Art: Start Up 7F (8)
<br>
<br><b>Law</b>
<br>c.MP: On Block +2 (+3)
<br>Machine Gun Arrow (all hits): On Block -3 (-2)
<br>LP>b+MP>b+MP: On Block -8 (-7)
<br>MK Somersault Kick: On Block -4 (-5)
<br>HK Somersault Kick: On Block -4 (-5)
<br>EX Somersault Kick: Start up 16F (7)
<br>HP Fist Fury Rush: On Hit knockdown (hard knockdown)
<br>EX Fist Fury Rush: Start Up 16F (17)
<br>EX Shaolin Spin Kicks: Start Up 11F (12)
<br>Cross Art: Start Up 10F (9)
<br>Cross Art: Full body invulnerability frames 1-10 (1-9)
<br>
<br><b>Lei</b>
<br>Cross Cancel: Start Up 5F (6 according to 1.08 notes)
<br>
<br><b>Lillie</b>
<br>s.LK: On Hit +5 (+4)
<br>f.LK: On Hit 0 (-1)
<br>Heavy Languish Beat: On Block -11 (-10)
<br>Peacock Jive: On Hit knockdown (hard knockdown)
<br>Feisty Rabbbit (all versions): Cancaelable into itself.
<br>EX Feisty Rabbit: Start Up 16F (17)
<br>EX Angle Knee: Start Up 6F (7)
<br>Angel Knee Ascension: Jump cancelable
<br>Angel Knee Ascension: On Block -11 (-)
<br>LK Sunflower Lance: On Hit -3 (-4)
<br>LK Sunflower Lance: On Block -5 (-6)
<br>MK Sunflower Lance: On Hit -4 (-5)
<br>MK Sunflower Lance: On Block -6 (-7)
<br>HK Sunflower Lance: On Hit -6 (-7)
<br>HK Sunflower Lance: On Block -10 (-11)
<br>EX Sunflower Lance: Start Up 16F (17)
<br>Divine Step: Start Up 27F (24)
<br>Divine Step: On Block -20 (-17)
<br>LK Air Spine Shot: On Hit +9 (0)
<br>LK Air Spine Shot: On Block +2 (-7)
<br>MK Air Spine Shot: On Hit +16 (+6)
<br>MK Air Spine Shot: On Block +8 (-2)
<br>HK Air Spine Shot: On Hit +11 (+1)
<br>EX Air Spine Shot: On Hit +21 (+20)
<br>EX Air Spine Shot: On Block +11 (+10)
<br>LP Dendrobium: Start Up 4F (5)
<br>MP Dendrobium: Start Up 6F (7)
<br>HP Dendrobium: Start Up 10F (11)
<br>EX Dendrobium: Start Up 6F (7)
<br>Super Art: Start Up 9F (8)
<br>
<br><b>Marduk</b>
<br>EX CADC: 6F (5)
<br>c.MK: Start Up 9 (10)
<br>c.MK: On Hit -2 (-6)
<br>c.HK: On Block -36 (-37)
<br>Left Right to Gut Check: On Block -15 (-14)
<br>Left Right to Power Elbow: On Block -5 (-4)
<br>EX Gator Slam: Start Up 6F (7)
<br>EX Northern Lights Suplex: Start Up 4F (5)
<br>EX Double Leg Takedown: Start Up 8F (9)
<br>Super Art: Start Up 3F (4)
<br>
<br><b>Nina</b>
<br>EX CADC: 4F (5)
<br>c.LK: On Hit 0 (+1)
<br>c.LK: On Block -4 (-3)
<br>c.MP: On Block -2 (0)
<br>c.HK: On Block -8 (-7)
<br>Bermuda Triangle: On Hit +4 (+5)
<br>LP Blond Bomb: On Hit 0F
<br>HP Blond Bomb: On Hit hard knockdown
<br>LK Geyser Cannon: On Block -7F (-6)
<br>MK Geyser Cannon: Start Up 18F (15)
<br>MK Geyser Cannon: On Block -7F (-6)
<br>Backhand Slap: Start Up 9F (22)
<br>EX Backhand Slap: Start Up 9F (28)
<br>Super Art: Start Up 12F (11)
<br>Cross Art: Start Up 9F (8)
<br>
<br><b>Ogre</b>
<br>Backdash: 18F (21)
<br>s.MP: On Block +2 (+3)
<br>s.HP: On Block -7 (-8)
<br>s.MK: On Block -3 (-2)
<br>s.HK: On Block +1 (+2)
<br>cl.HK: On Hit -5 (-4)
<br>cl.HK: On Block -11 (-10)
<br>LP > MP: On Block -11 (-9)
<br>f+HK > HK: On Hit -11 (-10)
<br>f+HK > HK: On Block -15 (-13)
<br>f+HK > HK > HK > HK: On Hit -11 (-10)
<br>f+HK > HK > HK > HK: On Block -15 (-13)
<br>EX Waning Moon: Start Up 9F (10)
<br>HP Ancient Power: Start Up 9F (10)
<br>HP Ancient Power: On Block -25 (-26)
<br>EX Ancient Power: Start Up 9F (10)
<br>EX Blazing Kick: Start Up 8F (9)
<br>EX Blazing Kick: Full body invulnerability 1-7F
<br>EX Owl’s Hunt: Start Up 24F (25)
<br>Indigo Punch EX: Start Up 19F (20)
<br>
<br><b>Paul</b>
<br>EX CADC: 5F (6)
<br>s.hp: On Block -7 (-8)
<br>c.hp: On Block -13F (-16)
<br>LK Shredder: On Block -4F (-3)
<br>EX Shredder: Start Up 6F (7)
<br>EX Sway Start Up 30F (31)
<br>EX Mountain Raze: Start Up 14F (15 according to 1.08 notes)
<br>EX Mountain Raze: Full body invulnerability 1-16F (1-17 according to 1.08 notes)
<br>EX Smasher: Start Up 11F (12)
<br>EX Mortar Punch: Start Up 23F (24)
<br>Super Art: Start Up 8F (7)
<br>Cross Art: Start Up 10F (9)
<br>Cross Art: Full body invulnerability 1-11F (1-10)
<br>
<br><b>Raven</b>
<br>s.HK: On Block -5 (-10; wrong translation)
<br>c.MK: On Block -5 (-4)
<br>EX Crossed Ninja Stars: Start Up 15F (16)
<br>EX Crossed Ninja Stars EX (air): Start Up 14F (15)
<br>EX Alter Ego (LK+MK): Start Up 17F (18)
<br>EX Alter Ego (LK+HK): Start Up 23F (24)
<br>EX Alter Ego (MK+HK): Start Up 20F (21)
<br>Wind Cross 2nd hit: On Block -39F (-38)
<br>EX Wind Cross: Start Up 7F (8)
<br>Haze (forward): Recovery 38F (37)
<br>Haze (backward): Recovery 45F (37)
<br>Cross Art: Start Up 8F (7)
<br>
<br><b>Steve</b>
<br>EX CADC: 2F (5)
<br>s.MP: On Block +5 (+6)
<br>cl.MP: On Block +3 (+4)
<br>c.HP: On Hit -2 (-1)
<br>c.HP: On Block -8 (-7)
<br>Foot Stomp Right Hook: On Hit hard knockdown (knockdown)
<br>British Edge: On Hit +9 (+5)
<br>Shoulder Rush: On Hit -3 (-2)
<br>Shoulder Rush: On Block -9 (-8)
<br>Uppercut: On Block -12 (-11)
<br>Spin Low Hook: On Block -10 (-9)
<br>MP Sonic Fang: Start Up 17F (14)
<br>EX Sonic Fang: Start Up 14F (15)
<br>EX Hellfire: Start Up 10F (11)
<br>Super Art: Start up 4F (3)
<br>
<br><b>Xiaoyu</b>
<br>EX Shooting Star: Start Up 29F (30)
<br>EX Hakkesho: Start Up 25F (22 according to 1.08 Patch notes)
<br>Turn of Fortune: On Block -8 (-7)
<br>Super Art: Start Up 9F (8)
<br>
<br><b>Yoshimitsu</b>
<br>cl.MP: On Block +2 (+3)
<br>c.LK: Start Up 5 (4)
<br>Oni Killer: Damage 130 (120)
<br>Added missing b+LK (air) > MK target combo.
<br>Poison Wind Steel Fist: On Hit -2 (+2)
<br>Poison Wind Silver Fist: On Hit -30 (-38)
<br>Poison Wind Silver Fist: On Hit -43 (-51)
<br>f+MK > MP: On Block -11 (-10)
<br>Flea to LK Poison Breath: On Hit 0 (+1 according to 1.08)
<br>Flea to LK Poison Breath: On Block -22 (-20)
<br>Flea to MK Poison Breath: On Hit +1 (+2 according to 1.08)
<br>Flea to MK Poison Breath: On Block -22 (-26)
<br>Flea to HK Poison Breath: On Block -21 (-4)
<br>Flea to EX Poison Breath: Start Up 15F (16)
<br>Flea to EX Poison Breath: On Block -22 (-6)
<br>MP Suicide: Immune against “counter” moves (instead of strike invincible)
<br>EX Poison Breath: Start Up 16F (17)
<br>EX Gehosen: Start Up 6F (7)
<br>Super Art: Start Up 7F (6)
I have some things to add for Hwoarang. I worked these out based on the numbers in the guide plus in-game testing, so it would be good if you could also verify them.
Tsunami Kick > Flamingo: Command f+MK > f / Recovery 21 / Hit adv +5 / Block adv +3
Reverse Kick > Flamingo: Command MP > MP > f / Recovery 12 / Hit adv +7 / Block adv +1
Middle Kick Combo (2) > Flamingo: Command MK > MK > f / Recovery 13 / Hit adv +6 / Block adv +1
Middle Kick Combo > Flamingo: Command MK > MK > MK > f / Recovery 14 / Hit adv +2 / Block adv -1
High Kick Combo > Flamingo: Command MK > MK > HK > f / Recovery 20 / Hit adv +1 / Block adv -2
Low & High Kick Combo > Flamingo: Command MK > MK > d+LK > HK > f / Recovery 20 / Hit adv +1 / Block adv -2
Low & High Smash Kick Combo > Flamingo: Command LK > MK > f / Recovery 12 / Hit adv +7 / Block adv +2
Quick Kick Combo > Flamingo: Command MP > MP > f during flamingo / Recovery 19 / Block adv 0
Flamingo Kick Combo > Flamingo: Command LK > MK > f during flamingo / Recovery 17 / Hit adv +2 / Block adv +1
Fire Storm > Flamingo: Command MK > LK > f during flamingo / Recovery 15 / Hit adv +6 / Block adv +4
The ones I’m most uncertain about are the Middle Kick Combo, High Kick Combo/Low & High Kick Combo, and Quick Kick Combo.
I feel like there are some errors with Blanka’s normals.
far st. lp feels more like +3/-1, cr.lk more like +4/+0, and thats more consistent with the way lights work in this game having a difference of 4 frames between hit and block stun… I’ll test some of Blanka’s normals when I get a chance.
<blockquote class=“Quote” rel=“roknin”>Dunno’ if it’s mentioned but just a quick note on Juri - her fj.HP is listed as 100 damage, should be 75. cr.HP is listed correctly as 75 though.
Only thing I can confirm/see at the moment. Can’t thank you enough for the work</blockquote>
Fixed.
<blockquote class=“Quote” rel=“Mnszyk”>I feel like there are some errors with Blanka’s normals.
far st. lp feels more like +3/-1, cr.lk more like +4/+0, and thats more consistent with the way lights work in this game having a difference of 4 frames between hit and block stun… I’ll test some of Blanka’s normals when I get a chance.</blockquote>
I tested it again, and s.lp and cl.lp are correct.
However, c.lk is indeed wrong. Seems I have typed the start up into the hit adv column. It’s +3 . The -1 on block is correct tho.
Lol, I also just found it that if you’re dead close to blanka and he does his super raw, it hits behind the character as cross up. at least, when I record Paul walking forward and then replay it and do Blanka’s super raw from close range, he blocks it. Oo
<blockquote class=“Quote” rel=“Dr. Grammar”>I have some things to add for Hwoarang. I worked these out based on the numbers in the guide plus in-game testing, so it would be good if you could also verify them.
Tsunami Kick > Flamingo: Command f+MK > f / Recovery 21 / Hit adv +5 / Block adv +3
Reverse Kick > Flamingo: Command MP > MP > f / Recovery 12 / Hit adv +7 / Block adv +1
Middle Kick Combo (2) > Flamingo: Command MK > MK > f / Recovery 13 / Hit adv +6 / Block adv +1
Middle Kick Combo > Flamingo: Command MK > MK > MK > f / Recovery 14 / Hit adv +2 / Block adv -1
High Kick Combo > Flamingo: Command MK > MK > HK > f / Recovery 20 / Hit adv +1 / Block adv -2
Low & High Kick Combo > Flamingo: Command MK > MK > d+LK > HK > f / Recovery 20 / Hit adv +1 / Block adv -2
Low & High Smash Kick Combo > Flamingo: Command LK > MK > f / Recovery 12 / Hit adv +7 / Block adv +2
Quick Kick Combo > Flamingo: Command MP > MP > f during flamingo / Recovery 19 / Block adv 0
Flamingo Kick Combo > Flamingo: Command LK > MK > f during flamingo / Recovery 17 / Hit adv +2 / Block adv +1
Fire Storm > Flamingo: Command MK > LK > f during flamingo / Recovery 15 / Hit adv +6 / Block adv +4
The ones I’m most uncertain about are the Middle Kick Combo, High Kick Combo/Low & High Kick Combo, and Quick Kick Combo.</blockquote>
Wait, do you mean the frame data including the transition into the flamingo stance?
<blockquote class=“Quote” rel=“zUkUu”><blockquote class=“Quote” rel=“Dr. Grammar”>I have some things to add for Hwoarang. I worked these out based on the numbers in the guide plus in-game testing, so it would be good if you could also verify them.
Tsunami Kick > Flamingo: Command f+MK > f / Recovery 21 / Hit adv +5 / Block adv +3
Reverse Kick > Flamingo: Command MP > MP > f / Recovery 12 / Hit adv +7 / Block adv +1
Middle Kick Combo (2) > Flamingo: Command MK > MK > f / Recovery 13 / Hit adv +6 / Block adv +1
Middle Kick Combo > Flamingo: Command MK > MK > MK > f / Recovery 14 / Hit adv +2 / Block adv -1
High Kick Combo > Flamingo: Command MK > MK > HK > f / Recovery 20 / Hit adv +1 / Block adv -2
Low & High Kick Combo > Flamingo: Command MK > MK > d+LK > HK > f / Recovery 20 / Hit adv +1 / Block adv -2
Low & High Smash Kick Combo > Flamingo: Command LK > MK > f / Recovery 12 / Hit adv +7 / Block adv +2
Quick Kick Combo > Flamingo: Command MP > MP > f during flamingo / Recovery 19 / Block adv 0
Flamingo Kick Combo > Flamingo: Command LK > MK > f during flamingo / Recovery 17 / Hit adv +2 / Block adv +1
Fire Storm > Flamingo: Command MK > LK > f during flamingo / Recovery 15 / Hit adv +6 / Block adv +4
The ones I’m most uncertain about are the Middle Kick Combo, High Kick Combo/Low & High Kick Combo, and Quick Kick Combo.</blockquote>
Wait, do you mean the frame data including the transition into the flamingo stance?
</blockquote>
Yeah. The strings all have different recovery when using the transitions, which wasn’t noted in the guide.
uh… I dunno how to record that he does the transition but then jumps on the earliest frame… =/
I’ll try to record it for f.mk > f and tell you if I can come up with anything else frame wise. But that is basically guessing whether or not I’ve done it right. Not a fan of that. I fear I can’t help you there reliably.
<blockquote class=“Quote” rel=“zUkUu”>uh… I dunno how to record that he does the transition but then jumps on the earliest frame… =/
I’ll try to record it for f.mk > f and tell you if I can come up with anything else frame wise. But that is basically guessing whether or not I’ve done it right. Not a fan of that. I fear I can’t help you there reliably.
<blockquote class=“Quote” rel=“Dr. Grammar”><blockquote class=“Quote” rel=“zUkUu”>uh… I dunno how to record that he does the transition but then jumps on the earliest frame… =/
I’ll try to record it for f.mk > f and tell you if I can come up with anything else frame wise. But that is basically guessing whether or not I’ve done it right. Not a fan of that. I fear I can’t help you there reliably.
BRB</blockquote>
You could just hold up-forward to jump.</blockquote>
But then he doesn’t do the transition doesn’t he?
However, watching the footage, I can tell you exactly when he goes into the stance. Seeing it has 1F startup\recovery, that means on the second frame you can already input an attack \ jump. I can tell you how much advantage he gets that way. Dunno if that is right, tho.
<blockquote class=“Quote” rel=“zUkUu”><blockquote class=“Quote” rel=“Dr. Grammar”><blockquote class=“Quote” rel=“zUkUu”>uh… I dunno how to record that he does the transition but then jumps on the earliest frame… =/
I’ll try to record it for f.mk > f and tell you if I can come up with anything else frame wise. But that is basically guessing whether or not I’ve done it right. Not a fan of that. I fear I can’t help you there reliably.
BRB</blockquote>
You could just hold up-forward to jump.</blockquote>
But then he doesn’t do the transition doesn’t he?
However, watching the footage, I can tell you exactly when he goes into the stance. Seeing it has 1F startup\recovery, that means on the second frame you can already input an attack \ jump. I can tell you how much advantage he gets that way. Dunno if that is right, tho.
</blockquote>
He does.
I’m pretty sure the transition is indeed 1f, so that method should work.
<blockquote class=“Quote” rel=“Dr. Grammar”><blockquote class=“Quote” rel=“zUkUu”><blockquote class=“Quote” rel=“Dr. Grammar”><blockquote class=“Quote” rel=“zUkUu”>uh… I dunno how to record that he does the transition but then jumps on the earliest frame… =/
I’ll try to record it for f.mk > f and tell you if I can come up with anything else frame wise. But that is basically guessing whether or not I’ve done it right. Not a fan of that. I fear I can’t help you there reliably.
BRB</blockquote>
You could just hold up-forward to jump.</blockquote>
But then he doesn’t do the transition doesn’t he?
However, watching the footage, I can tell you exactly when he goes into the stance. Seeing it has 1F startup\recovery, that means on the second frame you can already input an attack \ jump. I can tell you how much advantage he gets that way. Dunno if that is right, tho.
</blockquote>
He does.
I’m pretty sure the transition is indeed 1f, so that method should work.</blockquote>
I just saw it myself that he does it when you hold uf. That means, I can help you. Will check it out now.
The transition takes 2F before the first jump frame occurs on the 3rd frame btw.
Cody’s far LP is 4F startup not 5F
Cody’s EX Zonk is 17F startup not 18F, Regular Zonk actually still has 3 different charge levels each with different startup times ranging from 17F to 19F. The invincibility increases as well but there is no change in damage.
Cody’s far MP is NOT special cancelable
Cody’s c.LP I’m about 70% certain is +1F on block not 0F the move uses the exact same data as SF4 except they added 1F of recovery.