Jab 1 (Light)
2
15
--
Special Cancellable
1.5
4
3
--
-10
2—3
Jab 2
3
27
--
Special Cancellable
1.5
9
3
--
-21
3—4
Jab 3
8
35
--
--
5.0
9
6
--
-21
8—10
Jab (Heavy, Close)
7
37
--
Head, chest and arms invincible: frames 4-10. Special Cancellable.
12.0/8.0
**
**
--
**
7(8—11)
Jab (Heavy, Far)
9/16
32
--
--
6.0/6.0
7/9
6/6
--
-10
9—12/16—17
Forward Tilt (Light, Close)
3
29
--
Special Cancellable
6.0
9
6
--
-20
3—4
Forward Tilt (Light, Far)
8
23
--
Leg intangibility on frame 6-11
6.8
10
7
--
-8
8—11
Forward Tilt (Heavy)
10
34
--
--
5.0/10.0
9/11
6/10
close/far
-18/-14
10—13
Up Tilt (Light)
3
14
--
Special Cancellable
2.0
7
3
--
-8
3—6
Up Tilt (Heavy)
7
37
--
Special Cancellable. Upper body intangibility on frame 4-10.
12.0
12
11
--
-19
7(8—11)
Down Tilt (Light)
2
14
--
Special Cancellable
1.6
8
3
--
-9
2—3
Down Tilt (Heavy)
6
27
--
Special Cancellable
7.0
10
7
--
-14
6—7
Dash Attack
7
40
--
--
12.0/8.0
12/10
11/8
Early/Late
-22
7—9(10—15)
Forward Smash
13
45
--
Charge hold is frame 5
12.0/16.0
9/15
8/11
Close/Far
-24/-21
13—15
Up Smash
9
44
--
Arm intangibility on frame 9-12. Charge hold is frame 6
17.0/13.5
16/13
11/9
Early/Late
-24
9(10—12)
Down Smash
5
41
--
Special Cancellable. Charge hold is frame 2.
16.0
15
11
--
-25
5—6
Neutral Air
6
27
5
Special Cancellable. Autocancels on frame 28 onward
6.5/4.0
8/6
3/3
Early/Late
-2/-2
6—8(9—17)
Forward Air
8
36
11
Special Cancellable. Autocancels on frame 1-2 and 38 onward
9.0/14.0, 8.0/12.0
10/14, 10/12
4/5, 4/5
Early close/far, Late close/far
-7/-6, -7/-6
8—9(10—14)
Back Air
8
41
10
Special Cancellable. Autocancels on frame 25 onward
16.0/13.0
15/13
6/5
Close/Far
-4/-5
8—9
Up Air
5
35
11
Special Cancellable. Autocancels on frame 19 onward
6.5
10
3
--
-8
5—9
Down Air
8
45
15
Special Cancellable. Autocancels on frame 1-2 and 33 onward
12.0
14
5
--
-10
8—12
Neutral B (Hadouken)
13
57
--
--
Light: 4.5 // Medium: 5.0 // Heavy: 5.5
8—8, 9—9
3—3, 3—3
Normal, True
-35/-34
13—19(20—75) / 13—18(19—67) / 13—17(18—60)
Side B (Tatsumaki Senpukyaku)
8/13—38
42—72
--
Hits on alternating sides of him every five frames from 13 up to 38. Leg intangibility added in 7.0.0.
3.0/3.0, 3.4/3.4
7/5, 8/5
4/4, 4/4
normal early/late, true early/late
-25 to -30
8—9(13—14/18—19/23—24/28—29/33—34/38—39)
Side B, Air (Tatsumaki Senpukyaku, Air)
8/13/18/23/28/33/38
77
--
Leg intangibility on frames 13-42
3.0/2.0, 3.4/2.3
7/4, 8/5
4/3, 4/3
normal early/late, true early/late
-36
8—9(13—14/18—19/23—24/28—29/33—34/38—39)
Up B (Shoryuken)
6
--
12
Invulnerable on frame 5
13.0/7.0
14/8
12/7
Early/Late
**
6—8(9—19)
True Shoryuken
6
--
8
Invulnerable on frame 4-6. Arm intangible on frame 1-14
15.6/8.4
16/9
14/8
Early/Late
**
6—8(9—19)
Up B (Flame Shoryuken)
5/6/9
--
18
Invulnerable on frame 5
2.2/8.0/6.5
10/9/9
-/8/7
--
**
5/6—8/9—19
True Flame Shoryuken
5/6/9
--
12
Invulnerable on frame 4-6. Arm intangible on frame 1-14
2.6/9.6/7.8
10/10/10
-/9/8
--
**
5/6—8/9—19
Down B (Focus Attack)
12 (+21), 12(+31), 12(+59)
55
--
Stage 1: Can dash from frame 26 of entering charge or immediately after a successful hit
Stage 2: Focus armor begins on frame 1 and lasts until the 12 frames of the kick
Stage 3: This stage is unblockable
Damage-bsed armor notes: Armor starts at 16.8% and ends at 33.6% in Stage 3, going up 0.289% per frame held.
12.0, 10.0, 17.0
17, 19, unblockable
11, 10, unblockable
Stage 1, Stage 2, Stage 3
-32, -33, unblockable
32—33/42—43/70—71
Focus Attack, Dash Cancel
--
19/19
--
First advantage is on stage 1 hit, second advantage is on stage 2 hit
--
--
--
--
-8/-9
**
Nata Otoshi Geri (Input Command)
12/15(12/20)
28(41)
--
Input: Forward, Down-Forward, Down+A. Holding A turns second hit into stronger kick. hitting on 20 instead and is 41 total frames
5.0/5.0/10.0
9/9/11
-/6/12
first/second/inazuma kick
-7/-9
12/15—6
Oosoto Mawashi Geri (Input Command)
9(9/17)
32(48)
--
Input: Back, Down-back, Down, Down-forward, Forward+A. Leg intangible on frame 9-10. Holding A causes second kick. hitting on 17 instead and is 48 total frames
10.0/10.0
11/11
10/12
normal/inazuma
-13/-19
9—10(9—10/17—19)
Spot Dodge
21/26
--
Invulnerable on frame 3-17
Forward Roll
30
--
Invulnerable on frame 4-15.
Backward Roll
35
--
Invulnerable on frame 5-16.
Neutral Air Dodge
49
10
Invulnerable on frame 3-27.
Air Dodge, Down
67
11-19
Invulnerable on frame 3-21.
Air Dodge, Diagonally Down
73
11-19
Invulnerable on frame 3-21.
Air Dodge, Left/Right
80
11-19
Invulnerable on frame 3-21.
Air Dodge, Diagonally Up
89
11-19
Invulnerable on frame 3-21.
Air Dodge, Up
102
11-19
Invulnerable on frame 3-21.
Weight — 103
Gravity — 0.12
Walk Speed — 0.825
Run Speed — 1.76
Initial Dash — 1.936
Air Speed — 1.12
Total Air Acceleration — 0.035
SH / FH / SHFF / FHFF Frames — 31 / 40 / 23 / 30
Fall Speed / Fast Fall Speed — 1.6 / 2.24
Out of Shield, Up B — 6 frames
Out of Shield, Up Air — 8 frames
Out of Shield, Neutral Air or Up Smash — 9 frames
Shield Grab (Grab, post-Shieldstun) — 10 frames
Shield Drop — 11 frames (universal)
Jump Squat (pre-Jump frames) — 3 frames (universal)