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Street Fighter® IV Frame Data

All the characters from the arcade version of Street Fighter IV have a detailed listing of frame data.

Execution: The number of frames it takes from the moment the attack command is input to the earliest possible moment it connects with an opponent.

Active: The number of frames an attack can hit an opponent after it has been executed.

Recovery: The number of frames it takes for the character to recover from an attack before another command can be input.

Block Advantage: When an attack is blocked, this is the amount of frame advantage gained.

Hit Advantage: When an attack connects, this is the amount of frame advantage gained.

Block Stun: When an attack is blocked, this is the number of frames the opponent is stunned.

Hit Stun: When an attack connects, this is the number of frames the opponent is stunned.

Damage: The amount of damage an attack inflicts.

Stun: The amount of stun an attack inflicts (directly related to the Stun value).

Super Gauge: The amount of Super Combo Gauge gained by connecting with an attack or having an attack blocked.

Block Height: The height at which an attack can be blocked. “High” indicates an attack must be blocked while standing; “Low” indicates an attack must be blocked while crouching; “High, Low” indicates that the attack can be blocked while standing or crouching.

Combo Ability: Determines which attacks can be followed by a linked basic attack, or a 2-in-1 into a special move or a Super Combo.

The amount of Super Combo Gauge gained for certain attacks varies if the attack hits or is blocked. When multiple numbers are listed, the first number is the amount gained if the attack is blocked, and any additional numbers represent the amount gained when the attack hits.
  A Level 2 Focus Attack consists of two execution numbers. The first is the amount of frames required to reach a Level 2 Focus Attack while holding MP and MK, and the second is the execution frames after releasing the two buttons.
  Many aerial attacks have a two-number equation for the Recovery column. These numbers consist of the recovery time while in the air and the recovery time upon landing. Super Combos and Ultra Combos with a two-number equation in the Execution column indicate the number of frames for the period the game pauses and the screen darkens, and the number of frames following this period until the attack connects.

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Parentheses in the Active column indicate any nonhitting frames of an attack. For example, during a Super Combo, the preset animation for the attack may include a dash or some other animation that does not hit the opponent. Parentheses in the Stun and Damage columns indicate two possible values, depending on when the attack connects.
  Some attacks consist of multiple hits. Each hit is listed as an individual number for Damage, Stun, and other similar values. For some multihit attacks that can be blocked high or low (High, Low), the final hit must be blocked either high or low. These attacks are listed with multiple “High, Low” indications, followed by a single height indicator. For example, “High, Low, High, Low, High, Low, Low” represents a four-hit attack in which the first three hits can be blocked high or low, and the final hit must be blocked low. This is the only time you will see multiple “High, Low” indications in the Block Height column.

Click on a charater below to view the frame data. Charaters are also listed alphabetically in the left-hand navigation bar.

Abel Akuma Balrog
Blanka Chun-Li C.Viper
Dhalsim E.Honda El Fuerte
Guile Ken M. Bison
Rufus Ryu Sagat
Vega Zangief
 
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