Let me know if anything is incorrect or out of order.
How to read and use frame data:
Buktooth’s Frame Data Trainer
Frames for Dummies (Basic)
Understanding Frame Data (Intermediate to Advanced)
Gootecks’s Street Fighter Podcast ft. Ed Ma and Ken I.
LEGEND:
columns:
start-up / active / recovery / block advantage / hit advantage / block stun / hit stun / damage / stun / meter gain / which way to block
H = must be blocked high
L = must be blocked low
U = unblockable
C = crumple
D = knocks down
= number of Super Freeze frames where block is the only accepted input
$ = landing frames, falling recovery frames (from what I can tell)
B = before you land
A = after you land
F = full body recovery
() = intermediate frames (non-hitting frames)
- = separates stun, damage, or meter values for multi-hit moves
LP = Jab or Light Punch
MP = Strong or Medium Punch
HP = Fierce or Hard Punch
LK = Short or Light Kick
MK = Forward or Medium Kick
HK = Roundhouse or Hard Kick
EX = denotes the EX version of a special move, done by pressing two Punch or two Kick buttons instead of one
cr = crouching
st = standing
1.0 = denotes the range of a throw: 0.9 = 90%, 1.0 = 100%, 1.5 = 150%, etc.
Rufus
MOVE LIST
Close Standing
LP 4 2 7 +2 +5 10 13 30 50 20 HL
MP 5 2 10 +2 +5 13 16 80 100 40 HL
HP 6 2 23 -7 -2 17 22 100 200 60 HL
LK 4 2 6 +3 +6 10 13 30 50 20 HL
MK 7 2(4)2 11 0 +3 13 16 30*50 50*50 40*20 HL
HK 8 2 21 -5 0 17 22 110 200 60 HL
Far Standing
LP 5 2 5 +4 +7 10 13 20 50 20 HL
MP 7 2 12 0 +3 13 16 90 100 40 HL
HP 9 3 16 -1 +3 17 21 120 200 60 HL
LK 6 2 7 +2 +5 10 13 40 50 20 HL
MK 10 1 17 -4 -1 13 16 70 100 40 HL
HK 17 2 17 +2 - 17 - 90 150 60 HL
Crouching
LP 4 2 8 +1 +4 10 13 30 50 20 HL
MP 7 3 10 +1 +4 13 16 80 100 40 HL
HP 14 2 30 -14 -10 17 21 100 200 60 HL
LK 4 2 9 0 +3 10 13 20 50 20 L
MK 6 1 16 -3 0 13 16 70 100 40 L
HK 12 2 22 -6 D 17 D 110 200 60 L
Straight Jump
LP 5 7 - - - 8 11 50 50 20 H
MP 6 5 - - - 11 15 80 100 40 H
HP 5 7 - - - 15 18 100 200 60 H
LK 5 6 - - - 8 11 50 50 20 H
MK 4 6 - - - 11 15 90 100 40 H
HK 6 4 - - - 15 18 110 200 60 H
Diagonal Jump
LP 6 6 - - - 8 11 50 50 20 H
MP 6 9 - - - 11 15 80 100 40 H
HP 7 5 - - - 15 18 100 200 60 H
LK 6 7 - - - 8 11 50 50 20 H
MK 7 5 - - - 11 15 80 100 40 H
HK 7 3(4)3 - - - 15 18 50*40 50*100 60*20 H
Command Normals
Virtua Kick - f + MK
21 2 16 -4 -1 13 16 60 50 40 H
Glory Kick - df + MK
21 2 12 0 +3 13 16 50 50 40 L
Fragrance Palm - f + HP
19 5 18 -5 - 17 - 100 150 60 HL
Falcon Kick - in air, df + MK
11 ? - - - 11 15 90 100 40 HL
Standing HK (2nd Hit) in Target Combo
8 2 21 -5 - 17 - 90 100 30 HL
Saving Attack
Lv1
21 2 35 -21 -21 15 15 80 100 20 HL
Lv2
17+12 2 35 -15 C 21 - 100 150 40 HL
Lv3
58 2 35 - C - - 160 200 60 U
Throws
Head Bazooka - close (f +) LP + LK
3 2 20 - - - - 150 120 40 0.9
Hand Machine Gun - close b + LP + LK
3 2 20 - - - - 130 160 40 0.9
Special Moves
Messiah Kick - qcf + K, K
LK 24 2 8+$20 -9 -5 20 24 80 100 20/30 HL
MK 26 2 11+$20 -12 -8 20 24 80 100 20/30 HL
HK 35 2 5+$20 -6 -2 20 24 80 100 20/30 HL
EX 11 3(1) 6+$27 -14 -10 20 24 20x4*50 10x4*50 0/0 HL
2(1)2
(1)2
(8)2
Kick Follow-up
LK 12 4 14+$21 -18 - 20 - 80 100 20/30 HL
MK 19 2 19 0 - 20 - 100 100 20/30 L
HK 26 5 $?17 -1 - 20 - 120 150 20/30 H
Galactic Tornado - qcf + P (b or f, Armor Break)
LP 10 8(6)2 20 -1 - 20 24*- 40*50 50*50 20/10*20 HL
MP 14 21(5)2 20 -1 - 20 24*- 40*40*70 50x3 20/10*10*20 HL
HP 15 21(5)2 20 -1 - 20 24*- 40*40*80 50x3 20/10*10*20 HL
EX 11 19(3)1 22 -2 - 20 24*- 0*160 0*100 0/0 HL
Snake Strike - f, d, df + P
LP 8 ? 1+$17 +2 +5 20 24 40x5 40 20/16 HL
MP 7 ? 2+$17 0 +4 20 24 40x7 40 20/16 HL
HP 6 ? 4+$17 - - 20 24 40x7 40 20/16 HL
EX 7 ? 15+$17 - - 20 24 40x7 30 0/0 HL
Super Combo
Spectacle Romance - qcf, qcf + P
LP 1+#6 1(14)1 29 -9 - 20 - 100*80*150 0 0/0 HL
MP 1+#13 21(14)1 29 -9 - 20 - 100*80*150 0 0/0 HL
HP 1+#15 3(14)1 29 -9 - 20 - 100*80*150 0 0/0 HL
Ultra Combo
Space Opera Symphony - qcf, qcf + PPP
1+#8 3(6)3(10)3(22)3(17)2(6)3(9)3(2)3(14)2 32 -13 - 20 - 25x9*115 0 0/0 HL
Cancelable Normals
These moves can be canceled into Specials or Super.
- close st.LP
- close st.MP
- close st.HP
- close st.MK (first hit only)
- far st.LP
- cr.LP
- cr.MP
- cr.LK
- cr.MK
These moves can be canceled into themselves.
- close st.LP
- far st.LP
- cr.LP
- cr.LK
These moves can be canceled into Super only.
- close st.HK
- Messiah Kick, LK Follow-up
- Galactic Tornado (first hit only)
Basic format from IparryU
Adapted from scans by AdverseSolutions
Move names and translations taken from Torrence Lang’s Street Fighter IV Mini FAQ