m (Jotamide moved page Fei Long (SFIV) to Street Fighter IV/Fei Long: To standardize name format across cast) |
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==Frame Data== | ==Frame Data== | ||
{| border="1em" cellspacing="0" width="100%" style="border: 1px solid #999; background: #F2F2F2;" | |||
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! | | |||
! | | |||
! | | |||
! | Frames | |||
! | Frames | |||
! | Frames of | |||
! | Frames of | |||
! | Super Meter | |||
! | Cancel | |||
! | Ability | |||
! | | |||
! | | |||
|- | |||
! | Move Name | |||
! | Damage | |||
! | Stun | |||
! | Startup | |||
! | Active | |||
! | Recovery | |||
! | Total | |||
! | On Block | |||
! | On Hit | |||
! | Block Stun | |||
! | Hit Stun | |||
! | Gain | |||
! | Chain | |||
! | Special | |||
! | Super | |||
! | Notes | |||
|- | |||
| | Close LP | |||
| align="center" | 30 | |||
| align="center" | 50 | |||
| align="center" | 3 | |||
| align="center" | 2 | |||
| align="center" | 7 | |||
| align="center" | 11 | |||
| align="center" | +2 | |||
| align="center" | +5 | |||
| align="center" | 10 | |||
| align="center" | 13 | |||
| align="center" | 20 | |||
| align="center" | O | |||
| align="center" | O | |||
| align="center" | O | |||
| | - | |||
|- | |||
| | Close MP | |||
| align="center" | 70 | |||
| align="center" | 100 | |||
| align="center" | 5 | |||
| align="center" | 2 | |||
| align="center" | 16 | |||
| align="center" | 22 | |||
| align="center" | +3 | |||
| align="center" | +7 | |||
| align="center" | 20 | |||
| align="center" | 24 | |||
| align="center" | 40 | |||
| align="center" | X | |||
| align="center" | O | |||
| align="center" | O | |||
| | - | |||
|- | |||
| | Close HP | |||
| align="center" | 100[80] | |||
| align="center" | 200[150] | |||
| align="center" | 4 | |||
| align="center" | 5 | |||
| align="center" | 25 | |||
| align="center" | 33 | |||
| align="center" | -12 | |||
| align="center" | -7 | |||
| align="center" | 17 | |||
| align="center" | 22 | |||
| align="center" | 60 | |||
| align="center" | X | |||
| align="center" | O | |||
| align="center" | O | |||
| | Forces stand | |||
|- | |||
| | Close LK | |||
| align="center" | 30 | |||
| align="center" | 50 | |||
| align="center" | 4 | |||
| align="center" | 2 | |||
| align="center" | 9 | |||
| align="center" | 14 | |||
| align="center" | 0 | |||
| align="center" | +3 | |||
| align="center" | 10 | |||
| align="center" | 13 | |||
| align="center" | 20 | |||
| align="center" | X | |||
| align="center" | X | |||
| align="center" | X | |||
| | - | |||
|- | |||
| | Close MK | |||
| align="center" | 75 | |||
| align="center" | 100 | |||
| align="center" | 5 | |||
| align="center" | 2 | |||
| align="center" | 18 | |||
| align="center" | 24 | |||
| align="center" | -6 | |||
| align="center" | -3 | |||
| align="center" | 13 | |||
| align="center" | 17 | |||
| align="center" | 40 | |||
| align="center" | X | |||
| align="center" | O | |||
| align="center" | O | |||
| | - | |||
|- | |||
| | Close HK | |||
| align="center" | 120 | |||
| align="center" | 200 | |||
| align="center" | 6 | |||
| align="center" | 3 | |||
| align="center" | 24 | |||
| align="center" | 32 | |||
| align="center" | -9 | |||
| align="center" | -5 | |||
| align="center" | 17 | |||
| align="center" | 21 | |||
| align=" | |||
The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4. It was written this way so you don't have to do any math to figure out what frame a move first hits on. | |||
{{Street Fighter IV}} | {{Street Fighter IV}} |
Latest revision as of 18:52, 25 February 2019
Introduction
Move Analysis
Normal Moves
Normal Throws
Command Normals
Focus / Saving Attack
Special Moves
Super Move
Ultra Move
The Basics
Combos
Strategy
Matchups
Frame Data
Frames | Frames | Frames of | Frames of | Super Meter | Cancel | Ability | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Move Name | Damage | Stun | Startup | Active | Recovery | Total | On Block | On Hit | Block Stun | Hit Stun | Gain | Chain | Special | Super | Notes |
Close LP | 30 | 50 | 3 | 2 | 7 | 11 | +2 | +5 | 10 | 13 | 20 | O | O | O | - |
Close MP | 70 | 100 | 5 | 2 | 16 | 22 | +3 | +7 | 20 | 24 | 40 | X | O | O | - |
Close HP | 100[80] | 200[150] | 4 | 5 | 25 | 33 | -12 | -7 | 17 | 22 | 60 | X | O | O | Forces stand |
Close LK | 30 | 50 | 4 | 2 | 9 | 14 | 0 | +3 | 10 | 13 | 20 | X | X | X | - |
Close MK | 75 | 100 | 5 | 2 | 18 | 24 | -6 | -3 | 13 | 17 | 40 | X | O | O | - |
Close HK | 120 | 200 | 6 | 3 | 24 | 32 | -9 | -5 | 17 | 21 | 60 | X | X | O | - |
Far LP | 30 | 50 | 3 | 2 | 7 | 11 | +2 | +5 | 10 | 13 | 20 | O | O | O | - |
Far MP | 80 | 100 | 5 | 2 | 16 | 22 | -4 | -1 | 13 | 16 | 40 | X | X | O | - |
Far HP | 120 | 200 | 7 | 3 | 18 | 27 | -3 | +1 | 17 | 21 | 60 | X | X | X | - |
Far LK | 40 | 50 | 4 | 2 | 11 | 16 | -2 | +1 | 10 | 13 | 20 | X | X | X | - |
Far MK | 70 | 100 | 7 | 2 | 18 | 26 | -6 | -3 | 13 | 16 | 40 | X | X | X | - |
Far HK | 110 | 200 | 9 | 4 | 20 | 32 | -6 | -2 | 17 | 21 | 60 | X | X | X | - |
crouch LP | 30 | 50 | 3 | 2 | 9 | 13 | 0 | +3 | 10 | 13 | 20 | O | O | O | - |
crouch MP | 65 | 100 | 4 | 3 | 9 | 15 | +2 | +5 | 13 | 16 | 40 | X | X | O | - |
crouch HP | 100 | 200 | 8 | 3 | 20 | 30 | -5 | 0 | 17 | 22 | 60 | X | X | X | Forces stand |
crouch LK | 30 | 50 | 3 | 3 | 8 | 13 | 0 | +3 | 10 | 13 | 20 | O | X | O | Low attack |
crouch MK | 80 | 100 | 5 | 4 | 13 | 21 | -3 | 0 | 13 | 16 | 40 | X | X | O | Low attack |
crouch HK | 100 | 150 | 6 | 2 | 25 | 32 | -9 | D | 17 | - | 60 | X | X | X | Low attack, cannot fast recover |
Jump up LP | 50 | 50 | 4 | 4 | - | - | - | - | - | - | 20 | - | - | - | - |
Jump up MP | 80 | 100 | 5 | 3 | - | - | - | - | - | - | 40 | - | - | - | - |
Jump up HP | 100 | 200 | 6 | 4 | - | - | - | - | - | - | 60 | - | - | - | - |
Jump up LK | 50 | 50 | 4 | 5 | - | - | - | - | - | - | 20 | - | - | - | - |
Jump up MK | 80 | 100 | 6 | 6 | - | - | - | - | - | - | 40 | - | - | - | - |
Jump up HK | 100 | 200 | 6 | 5 | - | - | - | - | - | - | 60 | - | - | - | - |
Jump forward LP | 50 | 50 | 4 | 5 | - | - | - | - | - | - | 20 | - | - | - | - |
Jump forward MP | 80 | 100 | 5 | 5 | - | - | - | - | - | - | 40 | - | - | - | - |
Jump forward HP | 100 | 200 | 6 | 6 | - | - | - | - | - | - | 60 | - | - | - | - |
Jump forward LK | 40 | 50 | 4 | 8 | - | - | - | - | - | - | 20 | - | - | - | - |
Jump forward MK | 70 | 100 | 5 | 4 | - | - | - | - | - | - | 40 | - | - | - | - |
Jump forward HK | 100 | 200 | 6 | 7 | - | - | - | - | - | - | 60 | - | - | - | - |
Overhead | 60 | 100 | 18 | 2 | 16 | 35 | -4 | +1 | 13 | 18 | 40 | X | X | X | Mid attack |
f+HK | 90*60 | 150*50 | 15 | 2*2 | ?? | 45 | -2 | +2 | ?? | ?? | 60*20 | X | X | X | - |
Focus Attack LVL 1 | 60 | 100 | 21 | 2 | 35 | 57 | -21 | -21 | 15 | 15 | 20 | - | - | - | - |
Focus attack LVL 2 | 80 | 150 | 18+11 | 2 | 35 | 65 | -15 | D | 21 | - | 40 | - | - | - | - |
Focus attack LVL 3 | 140 | 200 | 65 | 2 | 35 | 101 | D | D | - | - | 60 | - | - | - | - |
Forward Throw | 130 | 130 | 3 | 2 | 20 | 24 | - | D | - | - | 40 | - | - | - | Throw range 0.85 |
Back throw | 140 | 140 | 3 | 2 | 20 | 24 | - | D | - | - | 40 | - | - | - | Throw range 0.85 |
Rekka Ken LP(1) | 50 | 50 | 7 | 2 | 21 | 29 | -4 | 0 | 18 | 10/10 | X | X | X | - | |
Rekka Ken LP(2) | 50 | 50 | 7 | 2 | 38 | 46 | -6 | -2 | 33 | 10/10 | X | X | X | - | |
Rekka Ken LP(3) | 60 | 50 | 7 | 2 | 67 | 75 | -18 | D | 50 | 10/20 | X | X | X | - | |
Rekka Ken MP(1) | 55 | 50 | 9 | 2 | 23 | 33 | -6 | -2 | 18 | 10/10 | X | X | X | - | |
Rekka Ken MP(2) | 55 | 50 | 7 | 2 | 42 | 50 | -8 | -4 | 35 | 10/10 | X | X | X | - | |
Rekka Ken MP(3) | 60 | 50 | 9 | 2 | 69 | 79 | -18 | D | 52 | 10/20 | X | X | X | - | |
Rekka Ken HP(1) | 60 | 50 | 10 | 2 | 25 | 36 | -8 | -4 | 18 | 10/10 | X | X | X | - | |
Rekka Ken HP(2) | 60 | 50 | 7 | 2 | 45 | 53 | -10 | -6 | 36 | 10/10 | X | X | X | - | |
Rekka Ken HP(3) | 60 | 50 | 9 | 2 | 74 | 84 | -23 | D | 52 | 10/20 | X | X | X | - | |
Rekka Ken EX(1) | 65 | 50 | 7 | 2 | 25 | 33 | -8 | -4 | 18 | 0/0 | X | X | X | - | |
Rekka Ken EX(2) | 65 | 50 | 7 | 2 | 42 | 50 | -10 | -6 | 33 | 0/0 | X | X | X | - | |
Rekka Ken EX(3) | 70 | 50 | 9 | 2 | 71 | 81 | -23 | D | 49 | 0/0 | X | X | X | - | |
Flame Kick LK | 120[70] | 200[100] | 5 | 12 | 54 | -29 | D | 30/40 | X | X | O | 1~4f invincible, 5~6f cannot be thrown | |||
Flame Kick MK | 140[90] | 200[100] | 5 | 12 | 58 | -31 | D | 30/40 | X | X | O | 1~5f invincible, 6f cannot be thrown | |||
Flame Kick HK | 100*60 | 100-100 | 5 | 12 | 62 | -35 | D | 30/40*20 | X | X | O | 1~5f invincble, 6f cannot be thrown, 2nd hit pursuit property, 1st hit cancellable | |||
Flame Kick EX | 100*50x2 | 100*50x2 | 5 | 21 | 65 | -38 | D | 0/0 | X | X | O | 1~6f invincible, 2~3 hit pursuit property, 1st hit cancellable | |||
Flying Kick LK | 30*30*40 | 50x3 | 14 | 2*4*2 | 53 | -4 | 0 | 10/30*20*20 | X | X | X | 1~8f invincible, pursuit property, 1st hit armor break | |||
Flying Kick MK | 30*30*50 | 50x3 | 16 | 2*4*2 | 53 | -2 | +2 | 10/30*20*20 | X | X | X | 1~10f invincible, pursuit property, 1st hit armor break | |||
Flying Kick HK | 40*40*60 | 50x3 | 25 | 2*4*2 | 60 | 0 | +4 | 10/30*20*20 | X | X | X | 1~19f invincible, pursuit property, 1st hit armor break | |||
Flying Kick EX | 30*30*40 | 50x3 | 18 | 2*4*2 | 53 | 0 | +4 | 0/0 | X | X | X | 1~12f invincible, 13~36f projectile invincible, pursuit property, 1st hit armor break | |||
Kaiten | 0 | 0 | 14 | 2 | 51 | 66 | - | +7 | 10/40 | - | - | - | Throw range 0.9 | ||
Kaiten EX | 0 | 0 | 12 | 2 | 51 | 64 | - | +7 | 0/0 | - | - | - | Throw range 1.2 | ||
Super Rekka Ken | 60x4*160 | 0 | 10 | 2x5 | 128 | -38 | D | 0/0 | - | - | - | 1~11f invincible, pursuit property | |||
Ultra Rekka Ken | 60*60*15x8*75*180 | 0 | 10 | 2x5 | 129 | -38 | D | 0/0 | - | - | - | 1~11f invincible, pursuit property, (translate) | |||
Frames | Frames | Frames of | Frames of | Super Meter | Cancel | Ability | |||||||||
Move Name | Damage | Stun | Startup | Active | Recovery | Total | On Block | On Hit | Block Stun | Hit Stun | Gain | Chain | Special | Super | Notes |
The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4. It was written this way so you don't have to do any math to figure out what frame a move first hits on.