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Frame Data Dan

FRaccie edited this page Oct 20, 2026 · 4 revisions

Dan frame data

Frames at 60 per second, against a standing opponent at point blank. ° also measured in the game · KD knocks down · Total, Hitstun and Blockstun (counted from the first active frame) are at the right end.

Key: every mark and note
Mark Meaning
° also measured in the game
KD on hit: knocks down
2(6)2 active: 2 frames, a 6-frame gap, 2 frames
2(6)×4 2 active: 2 frames and a 6-frame gap, four times, then 2 frames
N hits ⁽ᵗ⁾ active: too long for the table; the full timing is under the table
Proj projectile; recovery counts from the throw
Air air move; on hit and on block depend on the height, so mostly none given; Recovery is the landing recovery
Whiffs cr. misses a crouching opponent; on block is against standing guard
No hit did not hit a standing opponent up close, so no hit numbers
No block never blocked in our runs, so no block numbers
Cinematic cinematic not simulated yet; only startup and invincibility
Inv invincible on these frames
Land landing recovery frames

Normals

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Close LP
cl.LP
4 2 10 +2° -1° 15 14 11
Far LP
far.LP
4 2 5 +7° +4° 10 14 11
Close LK
cl.LK
3 2 6 +6° +3° 10 14 11
Far LK
far.LK
4 2 9 +3° 0° 14 14 11
Close MP
cl.MP
5 2 17 +8° +2° 23 27 21
Far MP
far.MP
6 2 13 +2° -1° 20 17 14
Close MK
cl.MK
6 4 14 +1° -2° 23 17 14
Far MK
far.MK
7 2 14 +1° -2° 22 17 14
Close HP
cl.HP
8 2 19 +1° -3° 28 22 18
Far HP
far.HP
11 2 18 +2° -2° 30 22 18
Close HK
cl.HK
11 2 18 +2° -2° 30 22 18
Crouch LP
cr.LP
4 2 8 +4° +1° 13 14 11
Crouch LK
cr.LK
4 2 9 +3° 0° 14 14 11
Crouch MP
cr.MP
5 2 10 +5° +2° 16 17 14
Crouch MK
cr.MK
7 2 12 +3° 0° 20 17 14
Crouch HP
cr.HP
11 3 22 -2° -7° 35 23 18
Crouch HK
cr.HK
10 2 22 KD -6° 33 - 18
Neutral Jump LP
nj.LP
4 7 5 -24 -27 Air · Whiffs cr. - 12 9
Neutral Jump LK
nj.LK
4 8 5 - - Air · No hit - - -
Neutral Jump MP
nj.MP
8 6 5 - - Air · No hit - - -
Neutral Jump MK
nj.MK
7 5 5 - - Air · No hit - - -
Neutral Jump HP
nj.HP
12 4 5 - - Air · No hit - - -
Neutral Jump HK
nj.HK
10 4 5 - - Air · No hit - - -
Angled Jump LP
j.LP
4 7 5 - - Air · No hit - - -
Angled Jump LK
j.LK
4 7 5 -24 -27 Air · Whiffs cr. - 12 9
Angled Jump MP
j.MP
7 5 5 - - Air · No hit - - -
Angled Jump MK
j.MK
7 5 5 - - Air · No hit - - -
Angled Jump HP
j.HP
7 4 5 - - Air · No hit - - -
Angled Jump HK
j.HK
9 5 5 - - Air · No hit - - -

Command normals

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Saikyo Kick
4+HK
8 2 14 +6° +2° 23 22 18

Throws

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Gado Thrust
5+LP+LK
3 2 20 - - 24 - -
Saikyo Haraigoshi
4+LP+LK
3 2 20 - - 24 - -

Specials

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
C Appeal
2+HP+HK
14 26 21 -33° -36° 60 14 11
J Appeal
j.HP+HK
14 30 22 - - Air · No hit - - -
Gadoken LP
236+LP
13 - 26 +4° 0° Proj 39 31 27
Gadoken MP
236+MP
13 - 27 +3° -1° Proj 40 31 27
Gadoken HP
236+HP
13 - 28 +2° -2° Proj 41 31 27
EX Gadoken
236+PP
13 - 26 +6° +3° Proj 39 25 22
Dankukyaku LK
214+LK
17 10 11 KD 0 Whiffs cr. · Land 12 37 - 21
Dankukyaku MK
214+MK
17 2(6)2 21 KD -2 47 - 21
Dankukyaku HK
214+HK
17 2(6)3(6)2 21 KD -2 56 - 21
EX Dankukyaku
214+KK
8 10 14 KD -3 31 - 21
Airborne Dankukyaku LK
j.214LK
8 14 21 KD -2 Air - - 21
Airborne Dankukyaku MK
j.214MK
5 1(9)2 17 - - Air · No hit - - -
Airborne Dankukyaku HK
j.214HK
5 1(9)1(10)2 17 - - Air · No hit - - -
EX Airborne Dankukyaku
j.214KK
5 1(6)1(7)1 7 KD +7 Air · Whiffs cr. - - 25
Koryuken LP
623+LP
4 13 26 KD -21 Inv 1-2 full, 3-4 throw · Land 11 42 - 18
Koryuken MP
623+MP
4 13 44 KD -39 Inv 1-4 full · Land 19 60 - 18
Koryuken HP
623+HP
4 13 47 KD -42 Inv 1-4 full · Land 19 63 - 18
EX Koryuken
623+PP
4 13 50 KD -41 Inv 1-16 full · Land 20 66 - 21

Super

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Hissho Buraiken
236236+LP
0+4 18 hits ⁽ᵗ⁾ - - - No hit · Inv 1-13 full - - -
SC Appeal
236236+HP+HK
- - - - - No hit · Inv 1 full - - -

Full active timing ⁽ᵗ⁾:

  • Hissho Buraiken 236236+LP: 2(7)2(11)2(7)2(7)2(8)2(8)2(5)2(11)2(8)2(8)2(8)2(8)2(8)2(8)2(9)2(7)2(10)2

Ultra 1

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Shisso Buraiken
236236+PPP
0+10 12 64 - -55° No hit · Cinematic · Inv 1-10 full 85 - 21

Ultra 2

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Haoh Gadoken
236236+KKK
0+15 - - - - Proj · No hit · Cinematic · Inv 1-8 full - - -

Other

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Focus Attack (held)
5+MP+MK
21 2 35 -21 -21 57 16 16
Focus Attack (released early)
5]MP+MK[
11 2 35 -21 -21 47 16 16
Taunt
5+HP+HK
- - - - - 45 - -
Focus Attack in a cancel (held)
5+LP+MP+MK
21 2 35 -21 -21 57 16 16
Focus Attack in a cancel (released early)
5]LP+MP+HP+LK+MK+HK[
11 2 35 -21 -21 47 16 16

Where SuperCombo differs

Ember vs SuperCombo wiki: 1 different

Our number comes from the game files and was checked in the game where marked above.

Move Field Ember SuperCombo
EX Dankukyaku On block -3 5

Generated 2026-10-21 from the game's own files by Ember's battle simulator (build afd904246f24). Do not edit this page: it is rebuilt from the data.

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