And now for some more complete frame data, beginning once more with…
HANZOU:
Far LP: 4f, +6 on standing block, +7 on crouch block, +6 on standing hit, +8 on crouching hit
Far MP: 8f, +8 on standing block, +9 on crouching block, +8 on standing hit, +9 on crouching hit
Far HP: 6f, -3 on standing block, -1 on crouch block, +2 on standing hit, +3 on crouching hit
Standing LK: 5f, +7 on block, +6 on standing hit, +5 on crouching hit
Far MK: 6f, +5 on standing block, +7 on crouch block, +5 on standing hit, +3 on crouching hit
Far HK: 7f, -2 on standing block, +0 on crouch block, +3 on standing hit, +4 on crouching hit
Close LP: 4f, +5 on standing block, +6 on crouch block, +5 on standing hit, +7 on crouching hit
Close MP: 6f, +5 on standing hit, +6 on crouching hit
Close HP: 5f, +2 on standing block, +4 on crouch block, +2 on standing hit, +0 on crouching hit
Close MK: 4f, +5 on standing block, +7 on crouch block, +5 on standing hit, +3 on crouching hit
Close HK: 8f, -6 on standing block, -4 on crouch block
Close f/b+HK: 8f, -6 on standing block, -8 on crouch block, -5 on standing hit, -4 on crouching hit
Crouching LP: 4f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit
Crouching MP: 7f, +2 on standing block, +3 on crouching block, +5 on standing hit, +3 on crouching hit
Crouching HP: 7f, +0 on standing block, +2 on crouch block, +5 on standing hit, +6 on crouching hit
Crouching LK: 4f, +7 on block, +6 on standing hit, +5 on crouching hit
Crouching MK: 4f, +3 on block, +5 on standing hit, +3 on crouching hit
Crouching HK: 6f, -1 on block
Jumping LP: 5f
Neutral Jumping LP: 5f
Jumping MP: 4f
Neutral Jumping MP: 5f
Jumping HP: 4f
Neutral Jumping HP: 5f
Jumping LK: 4f
Jumping MK: 3f
Jumping HK: 7f
Neutral Jumping HK: 6f
Jumping d+MP: 9f, -34 on block
Dashing LP: 4f, +4 on standing block, +5 on crouch block, +4 on standing hit, +6 on crouching hit
Dashing MP: 8f, +7 on standing block, +8 on crouch block, +7 on standing hit, +8 on crouching hit
Dashing HP: 6f, -4 on standing block, -2 on crouch block, +1 on standing hit, +2 on crouching hit
Dashing LK: 5f, +5 on block, +4 on standing hit, +3 on crouching hit
Dashing MK: 6f, +4 on standing block, +6 on crouch block, +4 on standing hit, +2 on crouching hit
Dashing HK: 7f, -3 on standing block, -1 on crouch block, +2 on standing hit, +3 on crouching hit
Dashing d+LP: 4f, +3 on standing block, +4 on crouching block, +3 on standing hit, +2 on crouching hit
Dashing d+MP: 7f, -1 on standing block, +0 on crouch block, +2 on standing hit, +0 on crouch hit
Dashing d+HP: 7f, -1 on standing block, +1 on crouch block, +4 on standing hit, +5 on crouching hit
Dashing d+LK: 4f, +5 on block, +4 on standing hit, +3 on crouching hit
Dashing d+MK: 4f, +2 on block, +4 on standing hit, +2 on crouching hit
Dashing d+HK: 6f, -2 on block
ABC: 10f before you can move/attack
d+ABC: 10f before you can move/attack
qcf+LP: 12f, -14 or better on standing block, -13 or better on crouch block, -14 or better on standing hit, -13 or better on crouching hit
qcf+MP: 14f, -11 or better on standing block, -10 or better on crouch block, -11 or better on standing hit, -10 or better on crouching hit
qcf+HP: 18f, -8 or better on standing block, -7 or better on crouch block, -8 or better on standing hit, -7 or better on crouching hit
qcfx2+LP: 32f, -11 or better on standing block, -10 or better on crouch block, -11 or better on standing hit, -10 or better on crouching hit
qcfx2+MP: 30f, -9 or better on standing block, -8 or better on crouch block, -9 or better on standing hit, -8 or better on crouching hit
qcfx2+HP: 35f, -6 or better on standing block, -5 or better on crouch block, -6 or better on standing hit, -5 or better on crouching hit
dp+LP: 8f, -24 on block
dp+MP: 10f, -32 on block
dp+HP: 10f, -47 on block
qcb+LK: 19-38f depending on distance, -6 on block, -12 on hit
qcb+MK: 28-f depending on distance, -6 on block, -12 on hit
qcb+HK: 30-50f depending on distance, -14 on block, -18 on hit
qcf+LK: 14-21f depending on distance, -3 to +0 on block
qcf+MK: 17-54f depending on distance, -5 to +1 on block
qcf+HK: 20-32f depending on distance, -25 to -20 on block
d,u+LP: 55f
d,u+MP: 55f
d,u+HP: 55f
d,u+LK: 45f before you can attack
d,u+MK: 45f before you can attack
d,u+HK: 45f before you can attack
dp+LP w/ full meter: 7f, -6 on standing block, -9 on crouch block
dp+MP w/ full meter: 7f, -14 on standing block, -17 on crouch block
dp+HP w/ full meter: 7f, -22 on standing block, -25 on crouch block
f,hcf+LP+LK: 26-38f depending on distance, -16 to -11 on block
f,hcf+LP+LK w/ full meter: 26-38f depending on distance, -16 to -11 on block
NOTES: Hanzou’s ABC is incredible, as you can cancel any normal into it (even when it whiffs!). It reduces the recovery of his heavy attacks by around 10-16 frames, creating strong pressure & even infinites with his dashing HP and HK.
He can infinite with repeated dashing LPs or dashing MPs, but it requires almost perfect timing and is highly impractical. Besides, there isn’t a point when you have the ABC!
This was much more work than I realized, largely thanks to the differences in standing & crouching data and the added recovery on dashing attacks. A couple general tidbits:
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All throws are 1 frame and can be used as reversals.
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The super flash takes a different amount of time to begin, depending on the move. Annoying, but I can do just fine.
Any requests on the next character?
Thanks,
Josh.