T-Akiba's Street Fighter 2 Frame Data
Translated to English by WraithCo and NKI
Original Japanese Page: http://games.t-akiba.net/sf2/flame.html


This page is now obsolete. Please see the vastly superior frame data on the Super Turbo wiki at SuperCombo.gg, under the individual character pages.
https://wiki.supercombo.gg/w/Super_Street_Fighter_2_Turbo


Legend:

Jab = weak punch
Strong = medium punch
Fierce = hard punch
Short = weak kick
Forward = medium kick
Roundhouse = RH = hard kick
cr. = crouching (ex: cr.punch = crouching punch)
st. = standing (ex: st.kick = standing kick)
TAP = Turn Around Punch (Boxer's hold 3K or 3P move)

The meanings of the colors of the numbers:

White = non-hitting frames
Red and yellow = hitting frames
Blue = landing frames (the landing frames you can actually see)
Green = see notes below data

Misc:




Ryu
WWCE・HFSSF2ST
close st.punch  3 4 5
 4 2 17
 4 2 6 23
 3 4 5
 4 2 17
 4 2 6 23
 3 4 5
 4 2 17
 4 2 6 23
 3 4 5
 4 2 17
 4 2 6 23
close st.kick  6 6 4
 5 6 8
 8 8 4 11
 6 6 4
 5 6 8
 8 8 4 11
 6 6 4
 4 6 8
 8 8 4 11
 6 6 4
 4 6 8
 8 8 4 11
far st.punch  3 4 4
 4 4 6
 6 6 22
 3 4 4
 4 4 6
 6 6 22
 3 4 4
 4 4 6
 6 6 22
 3 4 4
 4 4 6
 6 6 22
far st.kick  7 8 5
 12 12 7
 3 4 8 17
 7 8 5
 12 12 7
 3 4 8 17
 7 8 5
 12 12 7
 3 4 8 17
 5 8 5
 8 8 7
 3 4 8 17
cr.punch  3 4 4
 4 4 6
 4 3 8 22
 3 4 4
 4 4 6
 4 3 8 22
 3 4 5
 4 4 7
 4 3 8 23
 3 4 5
 4 4 6
 4 3 8 22
cr.kick  3 4 4
 4 6 8
 4 6 25
 3 4 4
 4 6 8
 4 6 25
 3 4 5
 4 6 9
 4 6 25
 4 4 5
 4 6 8
 4 6 25
neutral j.punch  2 47
 4 20 25
 4 20 25
 2 42
 4 20 20
 4 8 32
 2 42
 4 20 20
 4 8 32
 2 42
 4 20 20
 4 8 32
neutral j.kick  3 40 6
 5 13 31
 2 4 6 37
 3 40 1
 5 13 26
 2 4 6 32
 3 40 1
 5 13 26
 2 4 4 34
 3 40 1
 5 13 26
 2 4 4 34
diagonal j.punch  2 46
 4 8 36
 4 8 36
 2 41
 4 20 19
 4 8 31
 2 41
 4 20 19
 4 8 31
 2 41
 4 5 8 26
 4 8 31
diagonal j.kick  5 43
 5 13 30
 5 7 36
 5 38
 5 13 25
 5 7 31
 5 38
 5 13 25
 5 7 31
 5 38
 5 13 25
 5 7 31
overhead
(towards+Strong)
didn't exist  17 2 9 4
rush punch
(towards+Fierce)
didn't exist  11 1 8 6
Hadouken  14 39  11 39  11 39
 11 40
 11 41
 12 40
 12 41
 12 42
Fire Hadouken didn't exist  12 40
 12 41
 12 42
 12 40
 12 41
 12 42
Shoryuken  4 4 14 17 6
 4 4 22 20 6
 4 4 26 27 6
 4 4 14 17 6
 4 4 22 20 6
 4 4 26 27 6
 4 4 14 17 5
 4 4 22 20 5
 4 4 26 27 5
 4 4 2 8 21 5
 4 4 2 12 28 5
 4 4 2 16 35 5
Hurricane Kick WW・CE・HF
 11 2 3 3 3 3 3 3 3 3 3 3 15 0
 11 2 3 3 3 3 3 3 3 3 3 3 3 3 3 3 15 0
 11 2 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 15 0
SSF2
 11 3 3 3 15 0
 11 3 3 3 3 3 3 3 15 0
 11 3 3 3 3 3 3 3 3 3 3 3 15 0
ST
 11 3 3 3 15 0
 11 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 15 0
 11 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 15 0
Air Hurricane Kick HF
 0 2 3 3 3 3 3 3 3 3 3 3 (landing) 0
 0 2 3 3 3 3 3 3 3 3 3 3 3 3 3 3 (landing) 0
 0 2 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 (landing) 0
SSF2
 0 3 3 3 (landing) 5
 0 3 3 3 3 3 3 3 (landing) 5
 0 3 2 3 2 3 2 3 2 3 2 3 (landing) 5
ST
 0 3 3 3 (landing) 5
 0 3 3 3 3 3 3 3 (landing) 5
 0 3 2 3 2 3 2 3 2 3 2 3 (landing) 5
super
(Shinkuu Hadouken)
 10 (17) 2 40

- In WW, CE, and HF, the recovery time of the Hadouken is fixed, but in Super and ST, it is determined by the normal that was done just before the Hadouken. In other words, you can shorten the length of the Hadouken’s recovery time by kara canceling a Jab or Short. This doesn’t apply to SSF2 or ST Ryu in AE, but the Red Hadouken’s recovery depends on the strength of the previous Hadouken. (This was tested on the PS2 version of AE.)
-
The yellow frames for the Shoryuken indicate the frames where you are on the ground and not invincible (throwable).
-
The yellow frames for the Hurricane Kick indicate the frames where his back is turned. In CE and HF, the Hurricane Kick does have some landing, but he is invincible.

Ken
WWCE・HFSSF2ST
close st.punch  3 4 5
 4 2 17
 4 2 6 23
 3 4 5
 4 2 17
 4 2 6 23
 3 4 5
 4 2 17
 4 2 6 23
 3 4 5
 4 2 17
 4 2 6 23
close st.kick  6 6 4
 5 6 8
 8 8 4 5
 6 6 4
 5 6 8
 8 8 4 11
 6 6 4
 4 6 8
 8 8 4 11
 6 6 4
 8 8 11
 9 5 21
far st.punch  3 4 4
 4 4 6
 6 6 22
 3 4 4
 4 4 6
 6 6 22
 3 4 4
 4 4 6
 6 6 22
 3 4 4
 4 4 6
 6 6 22
far st.kick  7 8 5
 12 12 7
 3 4 8 17
 7 8 5
 12 12 7
 3 4 8 17
 7 8 5
 12 12 7
 3 4 8 17
 8 4 7
 8 8 7
 9 5 21
cr.punch  3 4 4
 4 4 6
 4 3 8 22
 3 4 4
 4 4 6
 4 3 8 22
 3 4 4
 4 4 7
 4 3 8 23
 3 4 5
 4 4 6
 4 3 8 22
cr.kick  3 4 4
 4 6 8
 4 6 25
 3 4 4
 4 6 8
 4 6 25
 3 4 5
 4 6 9
 4 6 25
 4 4 5
 4 6 8
 4 6 25
neutral j.punch  2 47
 4 20 25
 4 20 25
 2 42
 4 20 20
 4 20 20
 2 42
 4 20 20
 4 20 20
 2 42
 4 20 20
 4 20 20
neutral j.kick  3 40 6
 5 13 31
 2 4 6 37
 3 40 1
 5 13 26
 2 4 6 32
 3 40 1
 5 13 26
 2 4 4 34
 3 40 1
 5 13 26
 2 4 4 34
diagonal j.punch  2 46
 4 8 36
 4 8 36
 2 41
 4 8 31
 4 8 31
 2 41
 4 8 31
 4 8 31
 2 41
 4 8 31
 4 8 31
diagonal j.kick  5 43
 5 13 30
 5 7 36
 5 38
 5 13 25
 5 7 31
 5 38
 5 13 25
 5 7 31
 5 38
 5 13 25
 5 7 31
Hadouken  14 39  14 39  13 39  14 39
 14 40
 14 41
Shoryuken  4 4 14 17 6
 4 4 22 20 6
 4 4 26 27 6
 1 4 14 17 3
 1 4 22 20 3
 1 4 26 27 3
 2 4 14 16 3
 2 4 22 24 3
 0 2 2 26 31 3
 2 4 2 12 16 3
 2 4 2 20 24 3
 0 2 2 2 24 31 3
Hurricane Kick WW
 11 2 3 3 3 3 3 3 3 3 3 3 15 0
 11 2 3 3 3 3 3 3 3 3 3 3 3 3 3 3 15 0
 11 2 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 15 0
CE・HF
 11 1 1 2 2 2 1 2 2 2 1 2 14 0
 11 1 1 2 2 2 1 2 2 2 1 2 2 2 1 2 14 0
 11 1 1 2 2 2 1 2 2 2 1 2 2 2 1 2 2 2 1 2 14 0
SSF2
 1 3 7 2 1 2 2 2 1 2 2 2 1 2 14 0
 1 3 7 2 1 2 2 2 1 2 2 2 1 2 2 2 1 2 14 0
 1 3 7 2 1 2 2 2 1 2 2 2 1 2 2 2 1 2 2 2 1 2 14 0
ST
 1 3 7 2 1 2 2 2 1 2 2 2 1 2 14 0
 1 3 7 2 1 2 2 2 1 2 2 2 1 2 2 2 1 2 14 0
 1 3 7 2 1 2 2 2 1 2 2 2 1 2 2 2 1 2 2 2 1 2 14 0
Air Hurricane Kick HF (Short and Forward versions are the same)
 0 1 1 2 2 2 1 2 2 2 1 2 (landing) 0
 0 1 1 2 2 2 1 2 2 2 1 2 (landing) 0
 0 1 1 2 2 2 1 2 2 2 1 2 2 2 1 2 (landing) 0
SSF2
 0 2 1 2 2 2 1 2 2 2 1 2 (landing) 7
 0 2 1 2 2 2 1 2 2 2 1 2 2 2 1 2 (landing) 7
 0 2 1 2 2 2 1 2 2 2 1 2 2 2 1 2 2 2 1 2 (landing) 7
ST
 0 2 1 2 2 2 1 2 2 2 1 2 (landing) 7
 0 2 1 2 2 2 1 2 2 2 1 2 2 2 1 2 (landing) 7
 0 2 1 2 2 2 1 2 2 2 1 2 2 2 1 2 2 2 1 2 (landing) 7

QCF+K funky kick

didn't exist  7 3 5 21
 7 2 18 3 3 6

F, D/F, D+K funky kick

didn't exist  16 3 3 8
 16 2 18 3 3 6

HCF+K funky kick

didn't exist  12 3 4 15
 12 2 18 3 3 6
super
(Shoryureppa)
 1 (17) 1 2 6 13 2 2 26 30 2

- In WW, CE, HF, and SSF2, the recovery time of the Hadouken is fixed, but in ST, it is determined by the normal that was done just before the Hadouken. In other words, you can shorten the length of the Hadouken’s recovery time by kara canceling a Jab or Short. This was corrected in AE. (Tested on the PS2 version.)
- The yellow frames for the Shoryuken indicate the frames where you are on the ground and not invincible (throwable).
-
The yellow frames for the Hurricane Kick indicate the frames where his back is turned.
- For the funky kicks, the upper numbers correspond to the normal versions; the lower numbers correspond to the alternate versions. For each of the funky kicks, if you input any kick button (even for just one frame) at least 2 frames before the funky kick comes out, you get the alternate version (the over head).

E.Honda
WWCE・HFSSF2ST
close st.punch  4 4 2
 6 4 4
 6 3 4 17
 5 4 3
 7 4 5
 7 3 4 18
 5 4 3
 5 2 4 5
 7 3 4 18
 4 3 1
 5 4 2
 7 5 2 17
close st.kick  6 3 3
 6 5 7
 7 3 5 17
 7 3 4
 7 5 8
 8 3 5 18
 4 3 4
 7 5 8
 8 3 5 18
 4 5 2
 6 5 4
 8 3 5 17
far st.punch  4 4 2
 6 4 4
 6 3 4 17
 5 4 3
 7 4 5
 7 3 4 18
 5 4 3
 7 4 5
 7 3 4 18
 6 4 5
 7 4 5
 8 4 23
far st.kick  9 4 6
 9 4 11
 9 6 18
 10 4 7
 10 4 12
 10 6 19
 10 4 7
 10 4 12
 10 6 19
 10 3 12
 7 3 6 15
 8 3 5 17
cr.punch  4 8 2
 6 8 10
 5 4 27
 5 8 5
 7 8 13
 6 4 30
 5 8 5
 7 8 13
 6 4 30
 5 8 4
 7 8 12
 5 4 6 8 12
cr.kick  9 3 6
 6 3 6 9
 7 6 4 8 6
 10 3 9
 7 3 6 12
 8 6 4 8 8
 10 3 9
 7 3 6 12
 8 6 4 8 8
 4 3 5
 7 5 9
 8 6 4 8 8
neutral j.punch  11 4 28
 7 4 4 28
 7 4 32
 11 30 2
 7 4 12 20
 7 6 30
 8 30 5
 7 4 12 20
 7 6 30
 8 30 5
 7 4 12 20
 7 6 31
neutral j.kick  7 30 6
 7 12 24
 7 6 30
 7 30 6
 7 12 24
 7 6 30
 7 30 6
 7 12 24
 7 6 30
 7 30 6
 7 12 24
 7 6 30
diagonal j.punch  11 4 27
 7 4 4 27
 7 4 31
 11 30 1
 7 4 12 19
 7 8 27
 8 30 4
 7 4 12 19
 7 8 27
 5 12 25
 7 8 6 21
 7 8 27
diagonal j.kick  7 35
 7 35 (belly flop)
 7 12 23
 7 35
 7 35
 7 12 23
 7 35
 7 12 23
 7 10 25
 7 35
 7 12 23
 7 10 25
B or F+Forward  9 3 3 6  10 3 3 7  10 3 3 7  10 3 3 7
B or F+RH see far st.RH  10 6 19
Belly Flop (jumping D+Forward) see belly flop (above)  7 35  7 35
Hundred Hand Slap WW
 8 4 4 4 4 4 …
 8 2 2 2 2 2 …
 8 1 1 1 1 1 …
CE・HF
 4 4 4 4 4 4 …
 7 2 2 2 2 2 …
 10 1 1 1 1 1 …
SSF2
 3 4 4 4 4 4 4 …
 4 2 2 2 2 2 2 …
 6 1 1 1 1 1 1 …
ST
 5 5 4 4 4 4 3 12
 8 3 2 2 2 2 1 15
 11 2 1 1 1 1 1 1 1 1 1 1 19
Headbutt  12 3 3 53 12 8
 12 3 3 53 12 8
 12 3 3 53 12 8
 17 3 3 53 12 13
 9 2 2 53 12 13
 5 1 1 63 12 13
 13 3 3 22 12 13
 9 2 2 53 12 13
 5 1 1 63 12 13
 13 3 3 22 12 12
 9 2 2 53 12 12
 5 1 1 53 12 12
 8 3 3 22 12 12
 9 2 2 25 12 12
 5 1 1 53 12 12
Butt Slam didn't exist  20 4 10 6 8
 21 6 10 8 9
 21 7 10 11 11
 21 9 13 10 4
 19 9 13 12 4
 18 11 13 15 6
 21 9 13 10 4
 19 9 13 12 4
 18 11 13 15 6
super  1 (18) 5 1 ∞ 8 1 ∞ 12 8

- The yellow frames for Crouching HK correspond to when his back is turned.
-
In ST, the frames for Hundred Hand Slap don’t simply repeat the last frames over and over like in the previous games. In ST, the Jab version will loop frames 7-19, the MP version will loop frames 10-20, and the FP version will loop frames 13-23, each looping 3 times around.

Chun Li
WWCE・HFSSF2ST
close st.punch  5 4 4
 5 4 4
 4 20 11
 5 4 4
 5 4 4
 4 20 11
 5 4 4
 5 4 4
 4 20 11
 4 4 4
 5 4 4
 4 20 11
close st.kick  7 5 5
 7 3 4 8
 7 6 19
 7 5 5
 7 3 4 8
 7 6 19
 7 5 5
 7 3 6 8
 9 21 7
 4 5 5
 4 3 6 8
 9 21 7
far st.punch  3 2 8
 5 4 4
 6 6 18
 3 2 8
 5 4 4
 6 6 18
 3 2 8
 5 4 4
 6 6 18
 3 2 8
 5 4 4
 6 6 18
far st.kick  7 5 5
 7 5 8
 11 8 14
 7 5 5
 7 5 8
 11 8 14
 7 5 5
 7 5 8
 11 8 14
 7 5 5
 7 5 8
 11 8 14
cr.punch  5 4 5
 5 4 5
 7 6 19
 5 4 5
 5 4 5
 7 6 19
 5 4 5
 5 4 5
 7 6 19
 4 4 5
 5 4 5
 7 6 19
cr.kick  7 4 5
 5 5 5
 7 6 20
 7 4 5
 5 5 4
 7 6 19
 7 4 5
 5 5 4
 7 6 19
 5 4 5
 5 5 5
 7 6 20
neutral j.punch  8 37
 8 16 21
 8 8 29
 8 37
 8 16 21
 8 8 29
 8 37
 8 16 21
 8 8 29
 8 37
 8 16 21
 8 8 29
neutral j.kick  6 39
 6 16 23
 3 5 4 4 29
 6 39
 6 16 23
 3 5 4 4 29
 6 39
 6 16 23
 3 5 4 4 29
 6 39
 6 10 29
 3 5 4 4 29
diagonal j.punch  6 38
 6 16 22
 6 8 30
 6 38
 6 16 22
 6 8 40
 6 38
 6 16 22
 6 8 40
 6 38
 6 16 22
 6 8
diagonal j.kick  6 38
 6 16 22
 6 6 4 6 22
 6 38
 6 16 22
 6 6 4 6 22
 6 38
 6 16 22
 6 6 4 6 22
 6 38
 6 16 22
 6 6 4 6
head stomp  3 41  3 16 25  3 16 25  3 16 26
ST's D/F+Forward kick didn't exist  5 5 4 4 39
(unconfirmed)
 5 5 4 4 39  7 5 42
ST's D/F+RH kick didn't exist  37 14 0  37 14 0  37 14 0
Lightning Legs WW
 ? 4 4 4 4 4 … (won't come out if you're ducking, won't come out if you mash to fast)
 ? 2 2 2 2 2 … (won't come out if you're ducking, won't come out if you mash to fast)
 ? 1 1 1 1 1 … (won't come out if you're ducking, won't come out if you mash to fast)
CE
 4 4 4 4 4 4 4 4 4 … (8 additional frames after you stop mashing)
 7 2 2 2 2 2 2 2 2 … (8 additional frames after you stop mashing)
 10 1 1 1 1 1 1 1 1 … (8 additional frames after you stop mashing)
SSF2
 4 4 4 4 4 4 4 4 4 … (8 additional frames after you stop mashing)
 8 2 2 2 2 2 2 2 2 … (8 additional frames after you stop mashing)
 10 1 1 1 1 1 1 1 1 … (8 additional frames after you stop mashing)
ST
 4 4 4 4 4 4 4 4 4 4 4 3 4
 7 2 2 2 2 2 2 2 2 2 2 2 2 2 2 1 8
 10 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 13
Spinning Bird Kick WW
 24 5 17 3 6 2 3 1 3 1 4 1 4 2 7 3 6 5 19
 24 5 18 3 7 2 4 1 3 1 3 1 3 1 3 2 3 2 7 3 8 5 19
 24 5 20 3 8 2 4 1 3 1 3 1 3 1 3 1 3 1 3 1 3 1 3 1 3 1 3 2 4 2 8 3 6 5 19
(CE and HF on hold)
SSF2
 13 4 6 9 2 3 1 5 2 11 2 2 3 10
 13 4 6 11 3 5 1 2 1 3 1 4 2 8 4 4 3 10
 13 4 6 13 3 7 2 3 1 3 1 3 1 3 1 3 1 4 1 7 3 8 3 14
ST
 32 2 3 1 5 2 11 2 21
 34 3 5 1 3 1 3 1 4 2 8 4 23
 36 3 7 2 3 1 3 1 3 1 3 1 3 1 4 1 7 3 31
Air Spinning Bird Kick Had some trouble with this, so on hold for now. m(_ _)m
fireball didn't exist  10 43  6 43
 6 41
 6 39
 6 43
 6 41
 6 39
upkicks ST
 6 4 2 6 6 6 37
 4 4 4 4 8 4 8 4 34
 2 2 3 5 8 4 8 4 8 4 23
super  1 (17) 9 4 9 6 6 1 1 1 1 1 1 1 14

- The recovery time of the Kikouken is determined by the normal that was done just before the Kikouken. In other words, you can shorten the length of the Kikouken’s recovery time by kara canceling a Jab or Short. This was corrected in AE.


Blanka
WWCE・HFSSF2ST
close st.punch  4 2 8
 3 4 2
 21 6 14 6 18
 5 2 8
 3 4 2
 6 4 6 17
 5 2 8
 3 4 2
 7 4 3 17
 5 2 8
 3 4 2
 7 4 3 17
close st.kick  13 4 12
 11 2 4 12
 7 4 17
 14 4 12
 12 2 4 12
 7 6 5 20
 14 4 12
 12 2 4 12
 7 6 5 20
 14 4 12
 12 2 4 12
 7 6 5 20
far st.punch  4 3 10
 5 2 6
 5 4 6 17
 5 3 10
 6 2 6
 6 4 6 17
 5 3 10
 6 2 6
 7 4 3 17
 5 3 10
 6 2 6
 7 4 3 17
far st.kick  6 4 6
 6 4 6
 6 6 5 20
 7 4 6
 7 4 6
 7 6 5 20
 7 4 6
 7 4 6
 7 6 5 20
 7 4 6
 7 4 6
 7 6 5 20
cr.punch  8 3 7
 6 3 17
 8 6 17
 9 3 6
 7 3 16
 8 6 17
 9 3 7
 7 3 17
 9 6 17
 9 3 7
 7 3 17
 9 6 17
cr.kick  4 4 6
 4 4 6
 7 4 17
 5 4 6
 5 4 6
 8 4 17
 5 4 6
 5 4 6
 10 4 17
 5 4 6
 5 4 6
 10 4 17
neutral j.punch  5 20 13
 5 12 21
 0 2 36
 5 20 13
 5 12 21
 0 4 34
 5 20 13
 5 12 21
 0 4 34
 5 20 13
 5 12 21
 0 4 34
neutral j.kick  5 20 13
 5 12 21
 5 6 27
 5 20 13
 5 12 21
 5 6 27
 5 20 13
 5 12 21
 5 6 27
 5 20 13
 5 12 21
 5 6 27
diagonal j.punch  5 20 13
 5 12 21
 5 6 27
(can come out 1 frame faster than neutral j.punch)
 5 20 13
 5 12 21
 5 6 27
 5 20 13
 5 12 21
 5 6 27
 5 20 13
 5 12 21
 5 6 27
diagonal j.kick  5 20 13
 5 12 21
 5 6 27
(can come out 1 frame faster than neutral j.punch)
 5 20 13
 5 12 21
 5 6 27
 5 20 13
 5 12 21
 7 6 25
 5 20 13
 5 12 21
 7 6 25
headbutt  8 4 3 2 12  9 4 3 2 12  4 4 3 2 12  4 4 3 2 12
slide (D/F+Fierce) didn't exist  12 16 20
electricity WW
 8 4 4 4 4 … 0 (after you stop mashing, it repeats the last “4” another 14 times, so 56 more frames?)
 8 2 2 2 2 … 0 (after you stop mashing, it repeats the last “2” another 19 times, so 38 more frames?)
 8 1 1 1 1 … 0 (after you stop mashing, it repeats the last “1” another 27 times, so 27 more frames?)
CE, HF, SSF2
(I gave up)
ST
 3 4 4 4 4 4 4 4 4 4 4 4 4 6 4 1 11
 5 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 4 4 1 11
 7 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 4 4 2 4 1 11
Blanka Ball  0 51 0
 0 51 0
 0 51 0
 0 25 0
 0 25 0
 0 60 0
 0 25 3
 0 25 3
 0 60 3
 0 25 3
 0 25 3
 0 60 3
Up Ball didn't exist (only in HF)
 0 23 22 7
 0 26 24 7
 0 20 14 22 7
 0 33 3 4 4 14 6
 0 35 3 4 4 16 7
 0 24 3 4 4 18 8
 0 30 3 4 4 11 6
 0 29 3 4 4 11 7
 0 28 3 4 4 15 8
Jump back ball didn't exist  41 3 4 3 2 11 3
 35 3 4 3 2 14 3
 28 3 4 3 2 16 3
 41 3 4 3 2 11 3
 35 3 4 3 2 14 3
 28 3 4 3 2 16 3
Dash (backward and forward) didn't exist  26
super  1 (17) 13 28 ∞ 28 8(when it hits)
 1 (17) 13 28 ∞ 19 (when it doesn't hit)



Zangief
WWCE・HFSSF2ST
close st.punch  3 2 2 15
 5 3 5
 7 6 29
 3 2 2 15
 5 3 5
 7 6 29
 1 2 2 2 15
 5 3 5
 7 6 29
 3 2 2 15
 5 3 5
 7 6 29
 1 3 2 2 15
 5 3 5
 7 6 29
close st.kick  8 8 5
 7 4 9
 10 6 8 26
 8 8 5
 7 4 9
 10 6 8 26
 8 8 5
 7 4 9
 10 6 8 26
 8 8 5
 7 4 9
 10 6 8 26
far st.punch  3 4 5
 5 3 5
 7 6 29
 3 4 5
 5 3 5
 7 6 29
 3 4 5
 5 3 5
 7 6 29
 3 4 5
 5 3 5
 7 6 29
far st.kick  5 5 0
 7 4 9
 5 8 11
 5 5 0
 7 4 9
 5 8 11
 5 5 0
 7 4 9
 5 8 11
 5 5 0
 7 4 9
 5 8 11
cr.punch  4 5 0
 7 8 9
 7 8 23
 4 5 0
 7 8 9
 7 8 23
 4 5 0
 7 8 9
 7 8 23
 4 5 0
 7 8 9
 7 8 23
cr.kick  4 4 7
 4 6 9
 4 10 13
 4 4 7
 4 6 9
 4 10 13
 4 4 7
 4 6 9
 5 8 13
 4 4 7
 4 6 9
 5 8 13
neutral j.punch  2 3 8 28
 2 3 8 28
 2 3 8 28
 2 3 8 28
 2 3 8 28
 2 3 8 28
 2 3 8 28
 2 3 8 28
 2 3 8 28
 2 3 8 28
 2 3 8 28
 2 3 8 28
neutral j.kick  3 38
 3 16 8 6 8
 3 8 8 16
 3 38
 3 16 8 6 8
 3 8 8 6 16
 3 38
 3 16 8 6 8
 3 8 8 6 16
 3 38
 3 16 8 6 8
 3 8 8 6 16
diagonal j.punch  2 3 8 26
 2 3 8 26
 7 7 25
 2 3 8 26
 2 3 8 26
 7 7 25
 2 3 8 26
 2 3 8 26
 7 7 25
 2 3 8 26
 2 3 8 26
 7 7 25
diagonal j.kick  5 34
 3 16 8 6 6
 3 8 8 6 14
 5 34
 3 16 8 6 6
 3 8 8 6 14
 3 16 8 6 6
 3 16 8 6 6
 3 8 8 6 14
 3 16 8 6 6
 3 16 8 6 6
 3 8 8 6 14
 3 16 8 6 6
 3 16 8 6 6
 3 8 8 6 14
ground hop (F or B+Fierce) didn't exist  15 23 40
 15 25 43
stomach crunch (neutral j.Fierce)  5 36
 3 6 32
 3 8 30
 3 6 32
 3 8 30
 3 6 32
 3 8 30
 3 6 32
Splash (jumping D+Fierce)  5 34  5 34  5 34  5 34
knees (jumping D+Short or D+Forward) Short knees have same frames as diagonal j.Short
(Forward knees didn't exist)
 5 34  5 34
 7 18 14
 5 34
 7 18 14
Lariat WW
 11 5 5 5 5 5 5 5 5 5 5
CE
 0 7 5 5 5 5 5 5 5 5 5 5 3
HF
 0 7 5 5 5 5 5 5 5 5 5 5 3
 0 4 4 3 4 3 4 3 4 3 4 3 4 4
SSF2
 0 7 5 5 5 5 5 5 5 5 5 5 3
 0 7 5 5 5 5 5 5 6
ST
 0 7 5 5 5 5 5 5 5 5 5 5 3
 0 7 5 5 5 5 5 5 6
SPD whiff animation didn't exist  0 5 5 22
 0 5 5 24
 0 5 5 26
 0 5 5 22
 0 5 5 24
 0 5 5 26
Running Bear Grab didn't exist  10 16 5 5 22
 12 16 5 5 24
 14 16 5 5 26
 10 16 5 5 22
 12 16 5 5 24
 14 16 5 5 26
Banishing Flat (Green Hand) didn't exist  6 12 22
 6 12 22
 6 12 22

- The green frames for the vertical and diagonal jumping kicks are the frames where his body becomes very thin (so it is harder for the opponent to hit him out of the air).
- The yellow frames for the lariat indicate the frames where his back is turned.


Guile
WWCE・HFSSF2ST
close st.punch  3 3 8
 4 3 12
 4 3 29
 4 4 5
 4 3 12
 4 3 29
 4 4 5
 4 3 12
 4 3 29
 4 4 5
 4 3 12
 4 3 29
close st.kick  5 4 6
 7 4 6
 6 4 9
 5 4 6
 7 4 6
 6 4 9
 5 4 6
 7 4 6
 8 4 9
 5 4 6
 7 4 6
 9 4 19
far st.punch  3 3 4
 3 2 13
 10 5 18
 4 4 5
 3 2 13
 10 5 18
 4 4 5
 3 2 13
 10 5 18
 4 4 5
 5 2 4 9
 7 6 10
far st.kick  5 4 6
 13 5 13
 6 5 24
 5 4 6
 13 5 13
 6 5 24
 5 4 6
 10 5 13
 9 5 14
 5 4 6
 10 5 13
 14 6 13
cr.punch  3 3 5
 4 4 8
 6 4 12 10
 4 4 5
 4 4 8
 6 4 12 10
 4 4 5
 4 4 8
 6 4 12 10
 4 4 5
 4 4 8
 6 4 12 10
cr.kick  7 4 7
 8 5 7
 8 5 28 5 10
 7 4 6
 8 5 7
 8 5 28 5 10
 7 4 7
 8 5 9
 8 5 28 5 11
 7 4 7
 8 5 9
 8 5 28 5 11
neutral j.punch  7 40
 7 20 20
 7 8 32
 7 40
 7 20 20
 7 8 32
 7 40
 7 20 20
 7 8 32
 7 40
 7 20 20
 7 8 32
neutral j.kick  7 40
 7 20 20
 6 5 36
 7 40
 7 20 20
 6 5 36
 7 40
 8 5 34
 6 5 36
 7 40
 8 5 34
 6 5 36
diagonal j.punch  7 40
 7 20 20
 7 8 32
 7 40
 7 20 20
 7 8 32
 7 24 16
 7 20 20
 7 8 32
 7 24 16
 7 20 20
 7 8 32
diagonal j.kick  7 40
 7 20 20
 6 5 36
 7 40
 7 20 20
 6 5 36
 7 40
 7 20 20
 6 5 36
 7 40
 7 20 20
 6 5 36
Backfist Same as far st.Fierce  10 5 18
Bazooka Knee  10 5 7  6 5 14 7  6 5 14 7  6 5 14 7
Sobat Kick didn't exist  10 5 13
Upside down kick  16 6 16  16 6 16  16 6 16  16 6 16
Sonic Boom  10 20  10 20  10 25  10 20  10 20
Flash Kick  5 4 4 4 26 0
 5 3 4 5 33 0
 5 2 4 6 49 0
 5 4 4 4 26 3
 5 3 4 5 33 4
 5 2 4 6 38 6
 5 4 4 4 26 10
 5 3 4 5 33 11
 5 2 4 6 38 12
 5 4 2 1 2 29 5
 5 3 2 1 3 36 7
 5 2 2 1 4 41 8
 5 4 2 1 2 29 5
 5 3 2 1 3 36 7
 5 2 2 1 4 41 8
super  1 (17) 5 2 1 1 4 15 2 1 5 1 32 7



Dhalsim
WWCE・HFSSF2ST
close st.punch  3 3 6 5
 3 3 6 5
 6 3 8 17
 3 3 6 5
 3 3 6 5
 6 3 8 17
 3 3 6 5
 3 3 6 5
 6 3 8 17
 3 3 6 5
 3 3 6 5
 6 3 8 17
close st.kick  4 8 5
 4 8 5
 9 8 8
 4 8 5
 4 8 5
 9 8 8
 4 8 5
 4 8 5
 9 8 8
 4 8 5
 4 8 5
 9 8 8
far st.punch  6 6 5
 8 4 6 9
 8 4 6 19
 6 6 5
 8 4 6 9
 8 4 6 19
 6 6 5
 8 4 6 9
 8 4 6 19
 6 6 5
 8 4 6 9
 8 4 6 19
far st.kick  6 8 9
 6 8 9
 11 6 18
 6 8 9
 6 8 9
 11 6 18
 6 8 9
 6 8 9
 11 6 18
 6 8 9
 6 8 9
 11 6 18
close cr.punch  4 6 5
 8 8 7
 12 6 19
 3 4 5
 4 5 7
 12 6 19
 3 4 5
 4 5 7
 12 6 19
 3 3 6
 4 5 8
 6 8 11
close cr.kick  4 8 5
 4 8 5
 9 18 21
 3 14 5
 1 8 5
 9 18 21
 3 14 5
 2 8 5
 8 18 21
 3 8 6
 2 8 6
 4 10 8
far cr.punch  9 6 9
 9 6 9
 12 6 19
 9 6 9
 9 6 9
 12 6 19
 9 6 9
 9 6 9
 12 6 19
 9 6 10
 9 6 10
 12 6 20
far cr.kick  9 14 5
 9 16 5
 9 18 21
 3 14 5
 9 16 5
 9 18 21
 3 14 5
 8 16 5
 8 18 21
 3 14 6
 8 16 6
 8 18 22
neutral j.punch  7 4 52
 7 4 52
 7 4 52
 7 16 40
 7 10 46
 7 4 52
 7 16 40
 7 10 46
 7 4 52
 8 20 35
 7 10 46
 7 4 52
neutral j.kick  10 6 47
 10 6 47
 10 6 47
 10 18 35
 10 12 41
 10 6 47
 10 18 35
 10 12 41
 10 6 47
 10 18 35
 10 12 41
 10 6 47
diagonal j.punch  7 4 52
 7 4 52
 7 4 52
 7 16 40
 7 10 46
 7 4 52
 7 16 40
 7 10 46
 7 4 52
 7 16 40
 8 14 41
 7 4 52
diagonal j.kick  10 6 47
 10 6 47
 10 6 47
 10 18 35
 10 12 41
 10 6 47
 10 18 35
 10 12 41
 10 6 47
 10 18 35
 10 12 41
 10 6 47
Mummy  5 4 4 4 4 … 7  5 4 4 4 4 … 7  6 4 4 4 4 … 7  6 4 4 4 4 … 7
Drills  5 4 4 4 4 … 7  5 4 4 4 4 … 7  6 4 4 4 4 … 7  6 4 4 4 4 … 7
 6 4 4 4 4 … 7
 6 4 4 4 4 … 7
Yoga Fire  14 39  13 39  13 39  13 39
Yoga Flame  24 51
 24 67
 24 83
 24 51
 24 67
 24 83
 21 51
 22 67
 24 83
 21 51
 22 67
 24 83
Yoga Blast (up flame) didn't exist  15 25
 18 29
 21 35
Teleport didn't exist (only in HF)
 26 21 18 3
 26 20 18 3  37 (his shadow changes location) 26 3
super
(Yoga Inferno)
 1 (27) 7 90



T.Hawk
SSF2ST
close st.punch  4 4 4
 4 3 6 5
 9 6 6 9
 4 4 4
 4 3 6 5
 9 6 6 9
close st.kick  4 4 4
 4 8 7
 9 8 11
 4 4 4
 4 8 7
 9 8 11
far st.punch  4 4 4
 6 7 7
 11 8 13
 4 4 4
 6 7 7
 11 8 13
far st.kick  5 5 4
 9 4 7
 12 12 13
 5 5 4
 9 4 7
 12 12 13
cr.punch  4 4 6
 7 8 9
 9 6 11 9
 4 4 6
 7 8 9
 9 6 11 9
cr.kick  4 4 7
 7 6 7
 7 7 6 8 23
 4 4 7
 7 6 7
 8 7 7 8 23
neutral j.punch  3 39
 5 14 23
 7 12 23
 3 39
 5 14 23
 7 12 23
neutral j.kick  5 37
 5 13 24
 7 12 23
 5 37
 5 13 24
 7 12 23
diagonal j.punch  3 38
 5 14 22
 5 2 11 23
 3 38
 5 14 22
 5 2 11
diagonal j.kick  4 37
 5 16 20
 6 8 27
 4 37
 5 16 20
 6 8 27
B or F+Jab  4 4 4  4 4 4
Elbow Drop (jumping D+Strong)  5 30 6  5 30 6
Splash (jumping D+Fierce)  7 34  7 34
Tomahawk (uppercut)  4 5 10 15 22 2
 4 5 10 16 23 4
 4 5 10 18 26 4
 4 5 10 15 22 2
 4 5 10 16 23 4
 4 5 10 18 26 4
Condor (dive, 3P while air born)  17  11 10  17  11 10



Fei Long
SSF2ST
close st.punch  3 6 4
 4 4 5
 4 4 10 6
 3 6 4
 4 4 5
 4 4 10 6
close st.kick  4 6 4
 5 6 5
 10 4 6 10
 4 6 4
 5 6 5
 10 4 6 10
far st.punch  3 6 4
 5 6 5
 5 10 6
 3 6 4
 5 6 5
 5 10 6
far st.kick  5 13 4
 5 10 4
 7 8 7
 5 13 4
 5 10 4
 7 8 7
cr.punch  3 4 4
 5 6 8
 7 8 6
 3 4 4
 5 6 8
 7 8 6
cr.kick  5 4 4
 5 6 8
 7 4 19
 5 4 4
 5 6 8
 7 4 19
neutral j.punch  3 30 11
 3 14 27
 3 8 33
 3 30 11
 3 14 27
 3 8 33
neutral j.kick  3 20 21
 3 8 33
 5 8 31
 3 20 21
 3 8 33
 5 8 31
diagonal j.punch  3 30 8
 3 14 24
 5 6 30
 3 30 8
 3 8 30
 5 6 30
diagonal j.kick  3 20 18
 4 9 28
 5 2 6 5 23
 3 20 18
 3 10 28
 5 8 28
overhead  22 5 11 5  22 5 11 5
F or B+RH  17 3 8 5  17 3 8 5
Rekka Ken 1  8 8 23
 8 7 21
 8 8 21
 8 8 24
 8 7 22
 8 8 23
Rekka Ken 2  6 8 24
 6 7 21
 6 8 21
 6 8 26
 6 7 24
 6 8 25
Rekka Ken 3  12 8 25
 12 7 30
 10 7 35
 12 8 29
 12 7 34
 10 7 38
Flame Kick SSF2
 6 2 2 2 2 2 2 2 2 4 13 6
 6 2 2 2 2 2 2 2 2 2 2 4 17 7
 6 2 2 2 2 2 2 2 2 2 2 2 2 1 4 21 8
ST
 6 2 2 2 2 2 2 2 2 4 13 6
 6 2 2 2 2 2 2 2 2 2 2 4 17 7
 6 2 2 2 2 2 2 2 2 2 2 2 2 1 4 21 8
Rekkuukyaku (Tiger Knee motion) didn't exist  20 12 4 3 13
 20 12 5 4 11
 21 12 6 5 10
super  1 (17) 8 3 7 7 5 3 7 7 11 6 23



Cammy
SSF2ST
close st.punch  4 4 4
 3 2 4 5
 4 5 7
 4 4 4
 3 2 4 5
 4 5 9
close st.kick  4 6 4
 5 6 5
 12 8 10
 4 6 4
 5 6 5
 12 8 10
far st.punch  4 4 4
 4 5 5
 4 2 6 7
 4 4 4
 4 5 5
 4 2 6 7
far st.kick  4 8 4
 6 7 8
 11 5 7
 4 8 4
 6 7 8
 11 5 7
cr.punch  4 4 5
 5 4 5
 7 8 9
 4 4 5
 5 4 5
 7 8 9
cr.kick  3 6 3
 4 6 7
 6 6 21
 3 6 3
 4 6 7
 6 6 21
neutral j.punch  2 45
 4 12 31
 4 8 35
 2 45
 4 12 31
 4 8 35
neutral j.kick  3 40 4
 5 12 30
 6 10 31
 3 40 4
 5 12 30
 6 10 31
diagonal j.punch  2 43
 4 20 21
 4 8 33
 2 43
 4 20 21
 4 8 33
diagonal j.kick  3 28 14
 4 10 31
 5 8 32
 3 28 14
 5 10 30
 5 8 32
Spiral Arrow (Cannon Drill)  8 6 15 18
 8 6 22 26
 8 6 22 28
 8 6 15 18
 8 6 22 24
 8 6 22 24
Cannon Spike  4 3 22 13 5
 4 3 27 18 5
 4 3 32 24 5
 4 3 22 13 5
 4 3 27 18 5
 4 3 32 24 5
Spinning Knuckle  42 3 8 7
 43 3 8 7
 47 3 8 7
 42 3 8 7
 42 3 8 7
 44 3 8 7
super  1 (17) 3 6 3 3 3 18 3 25 18 5



DeeJay
SSF2ST
close st.punch  4 4 1
 4 3 5 1
 7 4 2 5 5
 4 4 1
 4 3 5 1
 7 4 2 5 5
close st.kick  4 4 1
 7 6 1
 4 4 2 6 7
 4 4 1
 7 6 1
 4 4 2 6 7
far st.punch  5 4 4
 4 3 5 1
 7 4 8 5
 5 4 4
 4 3 5 1
 7 4 8 5
far st.kick  5 4 3
 7 3 8 7
 10 9 9
 5 4 3
 7 3 8 7
 10 9 9
cr.punch  3 3 1
 6 6 4
 5 3 9 6
 3 3 1
 6 6 4
 5 3 9 6
cr.kick  5 4 5
 7 6 6
 9 4 2 15
 5 4 5
 7 6 6
 9 4 2 15
neutral j.punch  2 42
 3 4 14 23
 5 6 33
 2 42
 3 4 14 23
 5 6 33
neutral j.kick  2 42
 6 14 22
 7 10 27
 2 42
 6 14 24
 7 10 27
diagonal j.punch  2 41
 7 14 22
 6 4 8 25
 2 41
 6 4 8 25
 7 14 22
diagonal j.kick  2 41
 6 14 23
 6 4 8 25
 2 41
 6 14 23
 5 8 30
Knee Shot (jumping D+Short)  2 40 1  2 40 1
Fireball  8 36  8 33
Dread Kick  14 4 6 26
 11 2 2 13 5 10 16
 11 2 2 13 5 10 18
 15 4 6 26
 11 2 2 13 5 10 16
 11 2 2 13 5 10 18
Machine Gun Upper (perfectly timed)  4 7 7 11 18 11
 5 7 7 11 18 11
 6 7 7 11 18 11
 4 7 7 11 18 11
 5 7 7 11 18 11
 6 7 7 11 18 11
Machine Gun Upper (no mashing)  4 13 5 4 18 11
 5 13 5 4 18 11
 6 13 5 4 18 11
 4 13 5 4 18 11
 5 13 5 4 18 11
 6 13 5 4 18 11
upkicks didn't exist  6 6 26 4
 5 3 10 8 20 6
 4 2 4 8 6 10 22 7
super  1 (17) 13 2 2 15 2 2 13 2 2 16 10 16



Boxer (American Balrog / Japanese Bison)
CE・HFSSF2ST
close st.punch  4 4 5
 5 4 7
 7 6 15
 4 4 5
 6 4 7
 9 6 15
 4 4 5
 6 4 7
 9 6 15
 4 4 5
 6 4 7
 9 6 15
close st.kick  4 4 5
 5 4 7
 7 6 15
 4 4 5
 5 4 7
 7 6 15
 4 4 5
 5 4 7
 7 6 15
far st.punch  4 4 5
 5 4 7
 7 6 15
 4 4 5
 7 4 7
 9 6 15
 4 4 5
 7 4 7
 9 6 15
 4 4 5
 7 4 7
 9 6 15
far st.kick  4 4 5
 5 4 7
 7 6 15
 4 4 5
 6 4 7
 9 6 15
 4 4 5
 6 4 7
 9 6 15
 4 4 5
 6 4 7
 9 6 15
cr.punch  4 4 4
 5 4 7
 5 2 6 15
 4 4 4
 6 4 7
 5 2 6 15
 3 4 4
 5 4 7
 6 2 4 17
 3 4 5
 5 4 8
 6 2 4 18
cr.kick  4 4 4
 5 4 7
 7 6 15
 4 4 4
 6 4 7
 7 6 15
 3 4 4
 6 6 4
 9 11 13
 3 4 5
 6 6 5
 9 11 14
neutral j.punch  1 30 13
 2 15 27
 3 8 33
 2 32 10
 6 14 24
 8 10 26
 2 42
 6 14 24
 8 10 27
neutral j.kick  1 30 13
 2 15 27
 3 8 33
 2 32 10
 4 14 26
 8 11 25
 2 32 10
 4 14 26
 8 11 25
diagonal j.punch  1 30 12
 2 15 26
 3 8 32
 3 30 10
 4 15 24
 9 12 22
 3 30 10
 4 15 24
 9 12 22
diagonal j.kick  1 30 12
 2 15 26
 3 8 32
 2 32 9
 4 14 25
 9 12 22
 2 32 9
 4 14 25
 9 12 22
TAP (level 1)  27 12 10  27 12 10  27 12 10
Dashing Straight (charge B, F+punch)  11 8 10
 19 8 10
 27 8 10
 11 8 10
 19 8 10
 28 8 10
 11 8 10
 19 8 10
 28 8 10
Dashing Upper (charge B, F+kick)  11 8 6
 19 8 6
 27 8 6
 11 8 6
 19 8 6
 27 8 6
 11 8 6
 19 8 6
 27 8 6
Dashing Ground Straight (charge B, D/F+punch) didn't exist  11 8 4
 20 9 4
 29 12 4
Dashing Ground Upper (charge B, D/F+kick) didn't exist  8 6 7
 16 7 6
 24 8 6
Bull Charge (charge D, U+punch) didn't exist  11 11 16 5
 13 9 15 5
 15 11 16 5
 11 11 16 5
 13 9 15 5
 15 11 16 5
super  1 (17) 5 8 13 16 5 16 5 16 10 12 13(straight)
 1 (17) 7 8 12 15 6 15 6 15 10 12 13(upper)

For Reference:
Up to 12 frames after the Dashing Straight part of the super (the first punch), if you input a kick for even just a single frame, he’ll do a Dashing Upper for the second rush.
If you hold a kick for anywhere between 2 and 12 frames before the second punch comes out, he’ll do a Dashing Upper for the third rush.
Starting one frame before the 2nd or 3rd Dashing Upper comes out, if you hold a kick button for anywhere between 1 and 12 frames, he’ll do a Dashing Upper for the fourth rush.




Claw (American Vega / Japanese Balrog)
CE・HFSSF2ST
close st.punch  4 4 5
 5 4 7
 7 6 19
 5 4 5
 6 4 9
 7 6 10
 5 4 5
 6 4 9
 7 6 10
close st.kick  4 4 5
 5 4 7
 7 6 19
 5 4 5
 6 6 9
 7 6 10
 5 4 5
 6 6 9
 7 6 10
far st.punch  4 4 5
 5 4 7
 7 6 19
 5 4 5
 8 6 10
 12 6 13
 5 4 5
 8 6 10
 12 6 13
far st.kick  4 4 5
 5 4 7
 7 6 19
 5 4 5
 6 6 10
 9 8 12
 5 4 5
 6 6 10
 9 8 12
cr.punch  4 4 4
 5 4 6
 7 6 18
 4 4 5
 4 4 10
 9 8 13
 4 4 6
 4 4 11
 9 8 14
cr.kick  5 4 5
 5 4 7
 7 21 14
 5 4 5
 5 4 7
 8 17 14
 5 4 6
 5 4 8
 8 17 15
neutral j.punch  2 20 12
 2 10 22
 5 5 24
 1 30 5
 3 14 19
 5 10 21
 1 30 5
 3 14 19
 5 10 21
neutral j.kick  2 20 12
 2 10 22
 5 5 24
 2 20 14
 2 10 24
 5 10 21
 2 20 14
 2 10 24
 5 10 21
diagonal j.punch  2 20 11
 3 10 20
 5 5 23
 5 10 20
 5 10 20
 6 10 19
 5 10 20
 5 10 20
 6 10 19
diagonal j.kick  2 20 11
 2 10 21
 5 5 23
 2 20 13
 3 10 22
 5 12 18
 2 20 13
 3 10 22
 5 12 18
Claw Roll CE
 10 4 6 3 4 8 5
 10 4 6 1 2 4 6 3 4 8 5
 10 4 6 1 2 4 6 1 2 4 6 3 4 8 5
SSF2
 10 4 6 3 4 8 5
 10 4 6 1 2 4 6 3 4 8 5
 10 4 6 1 2 4 6 1 2 4 6 3 4 8 5
ST
 10 4 6 3 4 8 5
 10 4 6 1 2 4 6 3 4 8 5
 10 4 6 1 2 4 6 1 2 4 6 3 4 8 5
3P backflip  54 9  54 9  54 9
3K backflip didn't exist  30 9  30 9
Flip Kick didn't exist  5 11 18 5
 5 6 5 18 7
 5 6 5 18 9



Sagat
CE・HFSSF2ST
close st.punch  4 4 4
 5 4 6
 7 6 22
 4 4 4
 5 6 7
 7 8 11
 4 4 4
 4 6 7
 4 8 11
close st.kick  4 2 2 7
 5 2 2 10
 7 3 3 21
 4 2 2 7
 4 2 2 13
 4 3 3 23
 4 2 2 7
 4 2 2 13
 4 3 3 23
far st.punch  4 4 4
 5 4 6
 7 6 22
 4 4 4
 6 4 8
 8 6 22
 4 4 4
 6 4 8
 8 6 22
far st.kick  4 2 2 7
 5 2 2 10
 7 3 3 21
 4 2 2 7
 4 2 2 13
 4 3 3 23
 4 2 2 7
 4 2 2 13
 4 3 3 23
cr.punch  4 4 4
 5 4 6
 7 6 20
 5 3 5
 5 4 7
 7 6 14
 5 3 5
 5 4 7
 7 6 14
cr.kick  4 4 5
 5 4 7
 7 6 21
 5 4 6
 5 4 8
 7 6 18
 5 4 6
 5 4 8
 7 6 18
neutral j.punch  2 39
 3 20 18
 5 8 28
 3 39
 3 14 25
 5 10 27
 3 39
 3 14 25
 5 10 27
neutral j.kick  2 39
 3 20 18
 5 8 28
 2 40
 3 20 19
 5 8 29
 2 40
 3 20 19
 5 8 29
diagonal j.punch  3 36
 3 20 16
 5 8 26
 3 20 4 13
 3 14 23
 5 8 27
 3 20 4 13
 3 14 23
 5 8 27
diagonal j.kick  3 36
 3 20 16
 5 8 26
 2 38
 3 20 17
 5 8 27
 2 38
 3 20 17
 5 8 27
High Tiger  11 37  11 37  11 37
 11 39
 11 41
Low Tiger  11 37  11 41
 11 42
 11 42
(SSF2) 11 37
(AE) 11 45
 13 37
 13 39
 13 41
Tiger Knee  3 1 5 13 6
 3 1 6 14 6
 3 1 7 15 6
 4 3 3 5 13 7
 4 3 3 6 14 7
 5 3 3 7 15 7
 4 3 3 5 13 7
 4 3 3 6 14 7
 5 3 3 7 15 7
Tiger Uppercut  4 2 3 14 17 8
 4 2 3 22 20 8
 4 2 3 26 27 8
 3 4 3 14 21 6
 3 4 3 22 23 6
 3 4 3 26 25 10
 3 4 3 14 21 6
 3 4 3 22 23 6
 3 4 3 26 25 10
super (Tiger Genocide)  1 (17) 6 3 3 6 16 4 3 27 23 9
(seems to be the same whether you use punch or kick)

- In CE and SSF2, the recovery time of the Tiger Shots is fixed, but in ST (and for some reason in HF, also), it is determined by the normal that was done just before the Tiger Shot. In other words, you can shorten the length of the Tiger Shot’s recovery time by kara canceling a Jab or Short. In AE, it is unclear if this was corrected for HF Sagat, but for ST Sagat (both the altered ST and original ST versions), it depends on the strength of the previous High Tiger Shot. (Tested on the PS2 version.)



Dictator (American Bison / Japanese Vega)
CE・HF SSF2 ST
close st.punch  4 4 5
 7 4 6
 9 6 20
 4 4 5
 7 4 8
 9 6 20
 4 4 5
 3 4 4 9
 9 6 20
 4 4 4
 3 4 4 8
 9 6 19
close st.kick  5 4 5
 5 4 8
 6 6 21
 5 4 5
 7 5 9
 9 6 18
 3 3 0
 3 4 4 9
 7 6 18
 3 3 0
 7 5 9
 7 6 18
far st.punch  4 4 5
 7 4 6
 9 6 20
 4 4 5
 7 4 8
 9 6 20
 4 4 5
 3 4 4 9
 9 6 20
 4 4 4
 3 4 4 8
 9 6 19
far st.kick  5 4 5
 5 4 8
 6 6 21
 5 4 5
 7 5 9
 9 6 18
 5 4 3
 7 5 9
 7 6 18
 5 4 3
 7 5 9
 7 6 18
cr.punch  4 4 4
 5 4 6
 9 6 20
 4 4 4
 5 4 8
 9 6 20
 4 4 4
 5 4 9
 9 6 20
 4 4 4
 5 4 8
 9 6 19
cr.kick  5 4 5
 5 8 5
 7 29 17
 5 4 5
 5 8 5
 7 29 17
 5 4 5
 5 8 5
 7 29 17
neutral j.punch  2 40 6
 3 20 25
 5 8 35
 3 45
 3 20 25
 6 10 32
 3 45
 3 20 25
 6 10 32
neutral j.kick  2 40 6
 3 20 25
 5 8 35
 2 40 6
 3 20 25
 5 8 35
 2 40 6
 3 20 25
 5 8 35
diagonal j.punch  2 40 5
 3 20 24
 9 12 26
 2 40 5
 3 20 24
 9 12 26
 2 40 5
 3 10 34
 9 12 26
diagonal j.punch (second hit) didn't exist  7 10
diagonal j.kick  2 40 5
 3 20 24
 5 8 34
 2 40 5
 3 20 24
 5 8 34
 2 40 5
 3 20 24
 5 8 34
Psycho Crusher CE
 13 3 3 3 3 3 3 3 3 3 3 2 9 7
 13 3 3 3 3 3 3 3 3 3 3 3 3 9 7
 11 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 2 9 7
HF
 11 3 3 3 3 3 3 3 3 3 3 2 9 7
 11 3 3 3 3 3 3 3 3 3 3 3 3 9 7
 11 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 2 9 7
SSF2
 18 3 3 3 3 3 3 3 3 3 3 2 9 7
 15 3 3 3 3 3 3 3 3 3 3 3 3 9 7
 11 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 2 9 7
ST
 18 3 3 3 3 3 3 3 3 3 3 2 9 7
 15 3 3 3 3 3 3 3 3 3 3 3 3 9 7
 11 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 2 9 7
Scissor Kicks  2 6 8 9 6
 2 6 8 9 7
 2 6 8 9 8
 2 6 8 8 10
 3 6 8 8 11
 4 6 8 8 12
 3 5 8 10 10
 3 5 8 10 11
 3 5 8 10 12
 3 5 8 10 10
 3 5 8 10 11
 3 5 8 10 12
Skull Diver (the punch after the head stomp)  3  6
 4 20 (landing) 6
 6 8 (landing) 6
 3  6
 4 20 (landing) 6
 6 8 (landing) 6
 3  6
 4 24 (landing) 6
 6 14 (landing) 6
Devil Reverse (charge D, U+punch) SSF2
 53 12 6 6
 53 13 5 8
 53 14 5 10
ST
 45 (he’ll keep his hand out until reaching a pre-determined height) 5 6
 45 (he’ll keep his hand out until reaching a pre-determined height) 5 8
 45 (he’ll keep his hand out until reaching a pre-determined height) 5 10
super (Knee Press Nightmare)  1 (17) 9 8 10 6 8 8 13

- In CE, after his Psycho Crusher, it visibly looks like he is off the ground, but it seems that the game registers him as being on the ground.
- The green frames for the Scissor Kicks indicate the frames where he looks like he’s off the ground. In CE and HF, he really is off the ground.
- The properties of the Skull Diver depend on the button you press after the Head Stomp. (If you do the Head Stomp with Short, then press Fierce for the Skull Diver, you get a Fierce Skull Diver.)
- In ST, the Devil Reverse depends on the button you hit while in the air. (If you charge down, hit up+Jab, then hit Fierce while in the air, you will get the Fierce Devil Reverse.)


Akuma
ST
close st.punch  3 4 5
 4 2 16
 4 2 6 23
close st.kick  6 6 4
 4 6 8
 6 8 4 11
far st.punch  3 4 4
 4 4 6
 6 6 22
far st.kick  8 4 6
 8 8 7
 3 2 8 17
cr.punch  3 4 5
 4 4 6
 4 3 8 22
cr.kick  4 4 5
 4 6 8
 4 6 25
neutral j.punch  2 42
 4 20 20
 4 8 32
neutral j.kick  3 40 1
 5 13 26
 2 4 4 34
diagonal j.punch  2 41
 4 20 19
 4 8 31
diagonal j.kick  5 38
 5 13 25
 5 7 31
Hadouken  11 40
 11 41
 11 42
Red Hadouken  16 41
 16 49
 16 59
Shoryuken  4 4 14 17 5
 4 4 22 20 5
 5 4 26 27 5
Hurricane Kick  11 3 3 3 15 0
 1 4 6 3 3 3 3 3 3 3 15 0
 1 4 6 3 3 3 3 3 3 3 3 3 3 3 15 0
Air Hurricane Kick  0 3 3 3 (landing) 5
 0 3 3 3 3 3 3 3 (landing) 5
 0 3 2 3 2 3 2 3 2 3 2 3 (landing) 5
Air Fireball  10
punch teleport  76
kick teleport  60

- The recovery time of the Hadouken is determined by the normal that was done just before the Hadouken. In other words, you can shorten the length of the Hadouken’s recovery time by kara canceling a Jab or Short.
- The yellow frames for the Hurricane Kick indicate the frames where his back is turned.


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