Frame Data - Characters

Alex Alisa Ancient Ogre Angel Anna
Armor King Asuka Baek Bob Bruce
Bryan Devil Jin Dragunov Dr. B Eddy
Feng Forest Law Ganryu Heihachi Hwoarang
Jack-6 Jaycee Jin Jinpachi Jun
Kazuya King Kuma Kunimitsu Lars
Lee Lei Leo Lili Marduk
Marshall Law Michelle Miguel Miharu Nina
Ogre Paul Proto Jack Raven Roger Jr
Sebastian Slim Bob Steve Tiger Unknown
Violet Wang Xiaoyu Yoshimitsu Zafina

How to read Frame Data


Frame data is a way of describing a character's moves via raw statistics. Specific numbers and columns in these data sets mean different things.

(Remember: Tekken Tag Tournament 2 (and most fighting games) run at 60 frames per second, which means that 1 frame = 1/60th of a second!)

Startup: In frames, how long it takes for the move to come out. If it is denoted with an i at the beginning, it denotes when the first active frame comes out (i.e. i10 = the move will hit the opponent 10 frames after it begins).

Active: In frames, how long the move is capable of dealing damage.

Recovery: In frames, how long it takes before the player is actionable again.

On hit: In frames, the amount of time you are actionable when attacking an enemy. Positive values denote how many frames you recover faster, while negative values denote how many frames they recover faster. A value of 0 means that both players recover at the same time.

On block: In frames, the amount of time you are actionable when an enemy blocks your attack.

KND: If the move knocks the opponent down.

OC: If the move forces the opponent into a crouching state.

JG: If the move launches the opponent into the air, putting them in a juggle state.

RC: If the move leaves you in a crouching state.

h, m, l: The guard direction required. Mid attacks must be blocked standing, while low attacks must be blocked crouching. High attacks can be both blocked standing and ducked under, and special mid attacks can be blocked both standing and crouching.

(Frame data taken from https://tekkendocs.com/tag2/)