Jab 1 (Light)
2
15
--
Special Cancellable. Transitions to jab 2 as early as frame 6
1.5
9
3
--
-10
2—3
12
Jab (Heavy, Close)
7
37
--
Head, chest and arms invincible: frames 4-10. Special Cancellable.
12.0/8.0
13
11
--
-19
7(8—11)
26
Jab (Heavy, Far)
9
32
--
--
10.0
12
10
--
-13
9—10
22
Jab 2
3
27
--
Special Cancellable. Transitions to jab 3 as early as frame 6
1.5
9
3
--
-21
3—4
23
Jab 3
8
35
--
--
5.0
12
6
--
-21
8—10
25
Forward Tilt (Light, Close)
3
29
--
Special Cancellable. Can't seem to perform this unless within range
6.0
9
6
--
-20
3—4
25
Forward Tilt (Light, Far)
8
23
--
Leg intangibility on frame 6-11
6.8
10
7
--
-8
8—11
12
Forward Tilt (Heavy)
15/17
36
--
--
3.0/6.0
7/9
-/6
--
-13
15/17—18
18
Up Tilt (Light)
3
14
--
Special Cancellable. Transitions to another Utilt as early as frame 8
2.0
7
3
--
-8
3—6
8
Up Tilt (Heavy)
7
37
--
Special Cancellable. Upper body intangibility on frame 4-10.
12.0
13
11
--
-19
7(8—11)
26
Down Tilt (Light)
2
14
--
Special Cancellable. Transitions to another Dtilt as early as frame 8
1.6
8
3
--
-9
2—3
11
Down Tilt (Heavy)
6
27
--
Special Cancellable
7.0/5.5
10/9
7/6
Strong/Weak
-15
6—7
20
Dash Attack
7
40
--
--
12.0/8.0
13/11
11/8
Early/Late
-22
7—9(10—15)
25
Forward Smash
15
45
--
Charge hold is frame 5
16.0/17.5
16/17
11/12
Close/Far
-19/-18
15—17
28
Up Smash
9
44
--
Arm intangibility on frame 9-12. Charge hold is frame 6
17.0/13.5
17/14
11/9
Early/Late
-24
9(10—12)
32
Down Smash
5
41
--
Special Cancellable. Charge hold is frame 2
16.0/12.0
16/13
11/8
Sweet/Sour
-25
5—6
35
Neutral Air
4
35
5
Special Cancellable. Autocancels on frame 34 onward
8.0/4.5
11/8
4/3
Early/Late
-1/-2
4—6(7—31)
FH
FH
4
Forward Air
8
36
11
Special Cancellable. Autocancels on frame 1-2 and 38 onward
9.0/14.0, 8.0/12.0
15/11, 13/11
5/4, 5/4
Early foot/knee, Late foot/knee
-7/-6, -7/-6
8—9(10—14)
FH
FH
22
Back Air
8
41
10
Special Cancellable. Autocancels on frame 25 onward
16.0/13.0
16/14
6/5
Close/Far
-4/-5
8—9
SH, FH, FHFF
--
32
Up Air
6/9
35
11
Special Cancellable. Arm intangibility on frame 6-10. Autocancels on frame 18 onward
5.0/6.0
9/9
3/3
--
-8/-8
6—7/9—11
SH, FH, SHFF, FHFF
FH
24
Down Air
8
45
15
Special Cancellable. Autocancels on frame 1-2 and 33 onward
12.0
13
5
--
-10
8—12
FH
--
33
Neutral B (Hadouken)
12
57
--
--
9.0/9.5/10.0, 11.25/11.875/12.5
9/10/10, 10/11/11
8/8/8, 10/10/10
Normal Light/Medium/Heavy, True Light/Medium/Heavy
-27/-28/-28, -26/-25/-25
12—18(19—93) / 12—17(18—78) / 12—16(17—61)
--
Shakunetsu Hadouken
12
56
--
Hits on frame 1,2,3, and 4 with a final hit on frame 7. Rehit rate for light/medium is 2, rehit rate for heavy is 1.
1.1/9.3
10
3
Light/Medium/Heavy
-23/-23/-27
12—21(22—79) / 12—20(21—72) / 12—19(20—66)
--
Side B (Tatsumaki Senpukyaku)
8
58—90
--
Wind-up active 8-9, later hits 29-30 and 45-46 (medium/heavy only). Total frames depends on distance traveled. Leg intangibility added in 7.0.0. The active frames listed are the front hitboxes only, and only one set of hitboxes can connect with an opponent.
11.0/11.0/12.0/13.0, 12.76/12.76/13.92/15.08
10/13/13/14, 14/14/15/15
10/10/11/12, 12/12/13/14
normal initial/light/medium/heavy, true initial/light/medium/heavy
-40—-72/-35/-67/-65, -38—-70/-33/-64/-63
8-9, 13-15, 29-31, and 45-47
11
Side B, Air (Tatsumaki Senpukyaku, Air)
8
79
--
Leg intangibility on frame 13-44
11.0/10.0/11.0/12.0, 12.76/11.6/12.76/13.92
13/12/13/13, 14/13/14/15
10/10/10/11, 12/11/12/13
normal initial/light/medium/heavy, true initial/light/medium/heavy
-62 to -61, -61 to -60
8—9/**
--
Up B (Shoryuken)
6
--
22
Invulnerable on frame 5
13.0—15.0/7.0
19/20/21/10
12/13/14/7
Light/Medium/Heavy/Late
**
6(7—8/9—19)
--
True Shoryuken
6
--
15
Arm intangibility on frame 1-14 Completely Invulnerable on frame 4-6.
15.6—18.0/8.4
21/22/23/11
14/15/16/8
Light/Medium/Heavy/Late
**
6(7—8/9—19)
--
Down B (Focus Attack)
11 (+21), 11(+31), 11(+59)
55, 55, 114
--
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 11 frames of the punch
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
18, 20, unblockable
11, 10, unblockable
Stage 1, Stage 2, Stage 3
-33, -34, 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
**
--
Spot Dodge
21/26
--
Intangible on frame 3-17
Forward Roll
30
--
Intangible on frame 4-15.
Backward Roll
35
--
Intangible on frame 5-16.
Neutral Air Dodge
49
10
Intangible on frame 3-27.
Air Dodge, Down
67
11-19
Intangible on frame 3-21.
Air Dodge, Diagonally Down
73
11-19
Intangible on frame 3-21.
Air Dodge, Left/Right
80
11-19
Intangible on frame 3-21.
Air Dodge, Diagonally Up
89
11-19
Intangible on frame 3-21.
Air Dodge, Up
102
11-19
Intangible on frame 3-21.
Stats
Weight — 103
Gravity — 0.120
Walk Speed — 0.75
Run Speed — 1.6
Initial Dash — 1.76
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, Neutral Air — 7 frames
Out of Shield, Up 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)
Ledge Grab
Normal
Getup Attacks
Facing Up
Facing Down
Trip
Ledge