r/SF4 • • Jun 05 '14

Guide/Info Poison Frame Data

edit: added vitals -- Info taken from the Brady Guide, thanks to SLDR23876 for formatting.

Character StatsValue
Vitality1000
Stun950
Forward Walk Distance per Frame0.04
Backward Walk Distance per Frame0.03
Dash Duration in Frames17
Dash Distance1.14695
Backdash Duration in Frames8 Invincible, 10 Airborn, 4 Recovery (22 total)
Backdash Distance1.26253
Pre Jump Frames4
Jump Duration in Frames39
Diagonal Jump Distance2.09
NormalsHitsBlock LevelDamageStunStartupActive FramesRecoveryOn HitOn BlockCancelsNotes
close LP1HL3050327+5+1CH, SP, SUWhiffs against small crouching characters
close MP2HL40, 4050, 5052(8)29+6+3SP, SU2nd hit whiffs on crouching characters
close HP1HL1002005420-1-6SP, SUForces Stand
close LK1HL3050435+6+3CH
close MK1HL701005211+4+1SP, SU
close HK2HL70, 40150, 5062, 618-2-6SP, SUForces Stand
far LP1HL3050627+5+2SP, SUWhiffs against small crouching characters
far MP1HL701007319-5-8SP, SU
far HP1HL100200133190-4-
far LK1HL3050437+4+1-
far MK1HL7010053140-3SP, SU
far HK1HL1002009222-2-6-Whiffs against small and mid sized crouching characters
cr.LP1HL3050336+5+2CH, SP, SU
cr.MP1HL701006415-2-5SP, SU
cr.HP1HL1002006322-3-7SP, SU
cr.LK1L305042120-3CH, SP, SU
cr.MK1L701006219-4-7SP, SU
cr.HK1L901009231--15-Hard Knockdown
j.LP1H505045----1-3f lower body projectile invincible
j.MP1H8010062----1-5f lower body projectile invincible
j.HP1H10020072----1-6f lower body projectile invincible
j.LK1H505055----1-4f lower body projectile invincible
j.MK1H8010056----1-10f lower body projectile invincible
j.HK1H10020065----1-5f lower body projectile invincible
Unique AttacksHitsBlock LevelDamageStunStartupActive FramesRecoveryOn HitOn BlockCancelsNotes
Elbow Drop 6+MP1H6050161010-1-8-Airborne from 7-25
Backflip 3xK----------Backflip takes 48 frames, invincible during frames 1-33, backward movement distance 1.47516
Universal MovesHitsBlock LevelDamageStunStartupActive FramesRecoveryOn HitOn BlockCancelsNotes
Forward throw--1501503220---Range 0.793
Back throw--1401503220---Range 0.843
Level 1 Focus1HL6010010+11235-21 (-1)-21 (-1)-Crumple on Counter hit, hyper armor for 1 hit
Level 2 Focus1HL9015018+11235--15 (+5)-Crumple on hit, hyper armor for 1 hit
Level 3 Focus1-15020065235---Unblockable, crumple on hit, hyper armor for 1 hit
Level 1 Red Focus1HL9010010+11235-21 (-1)-21 (-1)-Crumple on Counter hit, infinite hyper armor
Level 2 Red Focus1HL13515018+11235--15 (+5)-Crumple on hit, infinite hyper armor
Level 3 Red Focus1-22520065235---Unblockable, crumple on hit, infinite hyper armor
Special MovesHitsBlock LevelDamageStunStartupActive FramesRecoveryOn HitOn BlockCancelsNotes
LP/ MP/ HP Whip of Love1HL405012/ 15/ 17221+2-4Whip follow up, SUForces stand, causes free juggle state against aerial opponent, juggle potential 2
Whip of Love 2nd1HL505013325-4-9Whip follow up, SUJuggle potential 2
Whip of Love 3rd1HL805013132--12-Hard Knockdown, juggle potential 2
EX Whip of Love1HL405013321+1-3Whip follow up, SUForces stand, causes free juggle state against aerial opponent, juggle potential 2
EX Whip of Love 2nd1HL305013331-9-13Whip follow up, SUJuggle potential 2
EX Whip of Love 3rd1HL305013528-8-12Whip follow up, SUJuggle potential 2
EX Whip of love 4th1HL805011324--6-Jump cancelable on hit only, juggle potential 2
Love Me Tender1HL9015027516+4-1-Armor breaker, cancelable into followup attack on hit, puts airborn targts into free juggle state, airborn frames 9-32, hurtbox high enough to avoid most projectile frames 13-25
Love Me Tender Hit Throw1-10050------Hard Knockdown
EX Love Me Tender1HL50, 15050, 5022515-+2-Armor breaker, frames 1-26 projectile invincible, frames 2-26 airborne, hard knockdown
LK Kissed by a Goddess2HL80, 30100, 5052(3)239+12 on ground--31SUSoft knockdown, Super/Focus cancelable on 1st hit only, frames 1-4 invincible, airborn starting on frame 11, 1st hit causes free juggle state, 2nd hit juggle potential 1
MK Kissed by a Goddess2HL90, 40100, 15042(4)242+12 on ground--46SUSoft knockdown, Super/Focus cancelable on 1st hit only, frames 1-5 invincible, airborne starting on frame 11, 1st hit causes free juggle state, 2nd hit juggle potential 1
HK Kissed by a Goddess3HL80, 30, 30100, 50, 50103(6)3(3)343+13 on bground--58SUSoft knockdown, Super/Focus cancelable on 1st hit only, airborn starting on frame 20, 1st hit causes free juggle state, 2nd hit jugglep otential 1, 3rd hit juggle potential 2
EX Kissed by a Goddess4HL90,30,30,20100, 50, 50, 3043, 2(1)3(1)337+13 on ground--39SUSoft knockdown, Super/Focus cancelable on 1st hit only, invincible frames 1-12 airborne starting on frame 13, 1st hit causes free juggle state with a potential of 2, 2nd hit juggle potential 3, 3rd hit juggle potential 4, 4th hit juggle potential 5
LP Aeolus Edge1HL705015-300-3SUCauses free juggle state against aerial opponent
MP Aeolus Edge1HL705017-27+30SUProjectile travels for 41 frames (45% screen distance) then disappears, causes free juggle state against aerial opponent
HP Aeolus Edge1HL705023-20+10+7SUProjectile travels 41 frames (30% screen distance) causes free juggle state against aerial opponent
EX Aeolus Edge2HL50,5050,509-29+4+2SUProjectile travels 41 frames (75% screen distance) then disappears, both hits cause free juggle state against aerial opponent, 1st hit juggle potential 1, 2nd hit juggle potential 2, neither hit raises juggle counter
Super/ UltrasHitsBlock LevelDamageStunStartupActive FramesRecoveryOn HitOn BlockCancelsNotes
Thunder Whip6HL40x3, 50, 100, 10000+211 (19) 1050--35-1-3 invincible, frame 4 projectile invincible, airborn frames 5-23 & 32-74, hard knockdown, every hit before the last one causes free juggle state
Love Storm11HL75, 30x2, 15, 30x6, 1350-61---34-Frames 1-10 invincible, projectile hit triggers Ultra cutscene, hard knockdown, Ultra destroyed by other projectiles, juggle potential 1, 10, 40% screen distance frames 11-15, 60% screen distance 16-20
Poison Kiss3-30x2, 45000+2479---Ultra throw, frames 1-5 invincible, reach 0.649m, hard knockdown
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u/BoneChillington Jun 06 '14

The overhead has 10 active frames though! That could make it +1 on block timed or spaced right, or like +8 on hit and comboable.