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Frame Data Guy

FRaccie edited this page Oct 20, 2026 · 4 revisions

Guy 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 6 +6° +3 Whiffs cr. 11 14 11
Far LP
far.LP
4 2 6 +6° +3 Whiffs cr. 11 14 11
Close LK
cl.LK
5 3 11 0° -3° 18 14 11
Far LK
far.LK
4 3 8 +3° 0° 14 14 11
Close MP
cl.MP
5 2 16 +5° +1° 22 23 19
Far MP
far.MP
5 2 16 -1° -4° 22 17 14
Close MK
cl.MK
7 2 11 +6° +3° 19 19 16
Far MK
far.MK
8 2 12 +3° -1° 21 17 13
Close HP
cl.HP
5 2 19 +2° -3° 25 23 18
Far HP
far.HP
7 2 13 +7° +3° 21 22 18
Close HK
cl.HK
7 3 13 +8° +2 Whiffs cr. 22 24 18
Far HK
far.HK
7 5 15 +3° -1 Whiffs cr. 26 23 19
Crouch LP
cr.LP
4 2 6 +6° +3° 11 14 11
Crouch LK
cr.LK
3 2 7 +5° +2° 11 14 11
Crouch MP
cr.MP
6 3 9 +5° +2° 17 17 14
Crouch MK
cr.MK
6 2(2)2 12 KD 0° 23 - 14
Crouch HP
cr.HP
9 2 13 +8° +3° 23 23 18
Crouch HK
cr.HK
7 11 15 KD -10° 32 - 16
Neutral Jump LP
nj.LP
5 7 5 - - Air · No hit - - -
Neutral Jump LK
nj.LK
5 8 5 - - Air · No hit - - -
Neutral Jump MP
nj.MP
5 4 5 - - Air · No hit - - -
Neutral Jump MK
nj.MK
6 3 5 - - Air · No hit - - -
Neutral Jump HP
nj.HP
6 4 5 - - Air · No hit - - -
Neutral Jump HK
nj.HK
5 2(6)4 5 - - Air · No hit - - -
Angled Jump LP
j.LP
5 7 5 - - Air · No hit - - -
Angled Jump LK
j.LK
5 8 5 - - Air · No hit - - -
Angled Jump MP
j.MP
5 3 5 - -28 Air · Whiffs cr. · No hit - - 11
Angled Jump MK
j.MK
6 6 5 - - Air · No hit - - -
Angled Jump HP
j.HP
6 4 5 - - Air · No hit - - -
Angled Jump HK
j.HK
8 3 5 - - Air · No hit - - -

Command normals

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Ninja Sickle
3+HK
7 1(3)2 25 KD -9° 37 - 18
Neck Breaker
6+MP
15 4 16 +2° -2 Whiffs cr. 34 20 16
Elbow Drop
j.2MP
8 31 4 - - Air · No hit - - -
Elbow Drop
nj.2MP
8 31 4 +6 +5 Air - 14 11

Throws

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Kaiten Izuna Otoshi
j.236LP
3 2 4 - - Air - - -
Kaiten Izuna Otoshi
j.236MP
3 2 4 - - Air - - -
Kaiten Izuna Otoshi
j.236HP
3 2 4 - - Air - - -
Kaiten Izuna Otoshi
j.236PP
3 3 4 - - Air · Inv 1-2 full - - -
Grab Throw
5+LP+LK
3 2 20 - - 24 - -
Shoulder Throw
4+LP+LK
3 2 20 - - 24 - -

Specials

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Hozanto LP
214+LP
19 3 21 KD -1° 42 - 23
Hozanto MP
214+MP
23 3 22 KD -2° 47 - 23
Hozanto HP
214+HP
28 3 22 KD -6° 52 - 19
EX Hozanto
214+PP
10 3 24 KD -6° 36 - 21
Hozanto LK
214+LK
10 2(6)1(7)1 30 KD -18 Whiffs cr. · Inv 1-9 throw · Land 19 56 - 21
Hozanto MK
214+MK
9 2(6)2(6)2 35 KD -24 Whiffs cr. · Inv 1-8 projectile · Land 19 61 - 21
Hozanto HK
214+HK
6 3(6)1(7)1(6)1 35 - - No hit · Land 19 65 - -
EX Bushin Senpukyaku
214+LK+HK
4 2(5)1(6)1(5)2 35 KD -29 Whiffs cr. · Inv 1-10 full · Land 19 60 - 21
Run LK
236+LK
- - - - - No hit 86 - -
Run MK
236+MK
- - - - - No hit 86 - -
Run HK
236+HK
- - - - - No hit 86 - -
EX Run
236+KK
- - - - - No hit 96 - -
Run LP
236+LP
- - - - - No hit · Land 17 59 - -
Run MP
236+MP
- - - - - No hit 61 - -
Run HP
236+HP
- - - - - No hit 61 - -
Izuna EX
236+PP
- - - - - No hit · Inv 1-14 throw+projectile 50 - -

Super

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Bushin Hasoken
236236+LP
1+7 1(4)2 29 - -15 Whiffs cr. · Inv 1-8 full · Land 18 43 - 21

Ultra 1

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Bushin Goraisenpujin
236236+KKK
0+12 2(11)2(16)2(17)1 40 - -20 No hit · Cinematic · Inv 1-12 full 102 - 21

Ultra 2

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Bushin Muso Renge
6321463214+PPP
0+1 2 38 - - No hit · Cinematic · Inv 1-2 full 40 - -

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 - -

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
Bushin Goraisenpujin On block -20 11

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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