Ultra Street Fighter IV/Balrog/Omega: Difference between revisions

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{{OSFIVFrameDataRow|Lever Break<br>(Back Throw)|{{Left}}+{{lp}}{{lk}}|3|2|24|-|KD|180|200|T|-|KD Adv: +6|}}
{{OSFIVFrameDataRow|Lever Break<br>(Back Throw)|{{Left}}+{{lp}}{{lk}}|3|2|24|-|KD|180|200|T|-|KD Adv: +6|}}
{{OmegaSFIVFrameDataHeader}}
{{OmegaSFIVFrameDataHeader}}
{{OSFIVFrameDataRow|LP Dash Straight|{{cb}},{{f}}{{lp}}<br>[4]6+LP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|LP Dash Straight|{{cb}},{{f}}{{lp}}<br>[4]6+LP|9|7|16|-5|-1|100|100|M|Su|-|}}
{{OSFIVFrameDataRow|MP Dash Straight|{{cb}},{{f}}{{mp}}<br>[4]6+MP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|MP Dash Straight|{{cb}},{{f}}{{mp}}<br>[4]6+MP|13|6|15|-4|1|110|150|M|Su|-|}}
{{OSFIVFrameDataRow|HP Dash Straight|{{cb}},{{f}}{{hp}}<br>[4]6+HP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|HP Dash Straight|{{cb}},{{f}}{{hp}}<br>[4]6+HP|14|6|15|-3|1|120|200|M|Su|-|}}
{{OSFIVFrameDataRow|{{ex}} Dash Straight|{{cb}},{{f}}{{2p}}<br>[4]6+PP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|{{ex}} Dash Straight|{{cb}},{{f}}{{2p}}<br>[4]6+PP|6|3<small>(1)</small>3<small>(1)</small>3|23|-9|KD|50x2*70|50x2*100|M|FA|KD Adv: +36; 2-3f less KD Adv. when juggled into|}}
{{OSFIVFrameDataRow2| + Gigaton Blow<br>{{ex}}{{ex}}{{ex}}|+ {{3p}}<br>+ PPP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow2| + Gigaton Blow<br>{{ex}}{{ex}}{{ex}}|+ {{3p}}<br>+ PPP|9|4<small>(55)</small>13|36|-27|KD|230|150|M|-|KD Adv: +31; Uses 3 bars; 41f gap between hits on block|}}
{{OSFIVFrameDataRow|LK Dash Upper|{{cb}},{{f}}{{lk}}<br>[4]6+LK|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|LK Dash Upper|{{cb}},{{f}}{{lk}}<br>[4]6+LK|8|4|20|-3|KD|80|100|M|Su|KD Adv: +47; Whiffs vs. crouching opponents; launches opponent into juggle state|}}
{{OSFIVFrameDataRow|MK Dash Upper|{{cb}},{{f}}{{mk}}<br>[4]6+MK|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|MK Dash Upper|{{cb}},{{f}}{{mk}}<br>[4]6+MK|11|4|20|-3|KD|85|100|M|Su|KD Adv: +47; Whiffs vs. crouching opponents; launches opponent into juggle state|}}
{{OSFIVFrameDataRow|HK Dash Upper|{{cb}},{{f}}{{hk}}<br>[4]6+HK|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|HK Dash Upper|{{cb}},{{f}}{{hk}}<br>[4]6+HK|13|4|21|-4|KD|90|100|M|Su|KD Adv: +46; Whiffs vs. crouching opponents; launches opponent into juggle state|}}
{{OSFIVFrameDataRow2|{{ex}} Dash Upper|{{cb}},{{f}}{{2k}}<br>[4]6+KK|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow2|{{ex}} Dash Upper|{{cb}},{{f}}{{2k}}<br>[4]6+KK|8|4|18|-3(-4)|4(3)|110|200|M|FA|(Frame Adv. vs. crouching); 1st active frame only hits crouching, forces stand|}}
{{OSFIVFrameDataRow|LP Dash Low Straight|{{cb}},{{df}}{{lp}}<br>[4]3+LP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|LP Dash Low Straight|{{cb}},{{df}}{{lp}}<br>[4]3+LP|10(18)|8|21|-8|KD|120|150|L|Su|KD Adv: +13|}}
{{OSFIVFrameDataRow|MP Dash Low Straight|{{cb}},{{df}}{{mp}}<br>[4]3+MP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|MP Dash Low Straight|{{cb}},{{df}}{{mp}}<br>[4]3+MP|11(25)|8|21|-8|KD|125|150|L|Su|KD Adv: +13|}}
{{OSFIVFrameDataRow|HP Dash Low Straight|{{cb}},{{df}}{{hp}}<br>[4]3+HP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|HP Dash Low Straight|{{cb}},{{df}}{{hp}}<br>[4]3+HP|10(38)|8|21|-8|KD|130|150|L|Su|KD Adv: +13|}}
{{OSFIVFrameDataRow2|{{ex}} Dash Low Straight|{{cb}},{{df}}{{2p}}<br>[4]3+PP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow2|{{ex}} Dash Low Straight|{{cb}},{{df}}{{2p}}<br>[4]3+PP|10|7|17|-8|KD|150|200|L|FA|Has armor (not immediately); KD Adv: +18|}}
{{OSFIVFrameDataRow|LP Dash Swing Blow|{{cb}},{{df}}{{lp}} (hold)<br>[4]3+LP (hold)|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|LP Dash Swing Blow|{{cb}},{{df}}{{lp}} (hold)<br>[4]3+LP (hold)|22(31)|5|21|-5|10(8)|80|100|H|Su|(Data on hit vs. crouching)|}}
{{OSFIVFrameDataRow|MP Dash Swing Blow|{{cb}},{{df}}{{mp}} (hold)<br>[4]3+MP (hold)|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|MP Dash Swing Blow|{{cb}},{{df}}{{mp}} (hold)<br>[4]3+MP (hold)|23(38)|5|21|-7|10(8)|90|150|H|Su|(Data on hit vs. crouching)|}}
{{OSFIVFrameDataRow|HP Dash Swing Blow|{{cb}},{{df}}{{hp}} (hold)<br>[4]3+HP (hold)|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|HP Dash Swing Blow|{{cb}},{{df}}{{hp}} (hold)<br>[4]3+HP (hold)|23(51)|5|21|-8|10(8)|100|200|H|Su|(Data on hit vs. crouching)|}}
{{OSFIVFrameDataRow2|{{ex}} Dash Swing Blow|{{cb}},{{df}}{{2p}} (hold)<br>[4]3+PP (hold)|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow2|{{ex}} Dash Swing Blow|{{cb}},{{df}}{{2p}} (hold)<br>[4]3+PP (hold)|21(24)|5*3|17|-7|5(3)|60x2|100x2|H|FA|1 hit vs. crouch, 2 hit vs. stand; (Startup/Adv vs. crouching); short travel distance|}}
{{OmegaSFIVFrameDataHeader}}
{{OmegaSFIVFrameDataHeader}}
{{OSFIVFrameDataRow|LK Dash Low Smash|{{cb}},{{df}}{{lk}}<br>[4]3+LK|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|LK Dash Low Smash|{{cb}},{{df}}{{lk}}<br>[4]3+LK|11|8|19|-6|KD|100|100|M|Su|KD Adv: +39|}}
{{OSFIVFrameDataRow|MK Dash Low Smash|{{cb}},{{df}}{{mk}}<br>[4]3+MK|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|MK Dash Low Smash|{{cb}},{{df}}{{mk}}<br>[4]3+MK|17|8|18|-5|KD|110|150|M|Su|KD Adv: +40|}}
{{OSFIVFrameDataRow|HK Dash Low Smash|{{cb}},{{df}}{{hk}}<br>[4]3+HK|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|HK Dash Low Smash|{{cb}},{{df}}{{hk}}<br>[4]3+HK|20|8|17|-4|KD|120|200|M|Su|KD Adv: +41|}}
{{OSFIVFrameDataRow2|{{ex}} Dash Low Smash|{{cb}},{{df}}{{2k}}<br>[4]3+KK|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow2|{{ex}} Dash Low Smash|{{cb}},{{df}}{{2k}}<br>[4]3+KK|16|8|16|-3|KD|120|200|M|FA|Has armor; KD Adv: +42|}}
{{OSFIVFrameDataRow|LP Buffalo Head|{{cd}},{{u}}{{lp}}<br>[2]8+LP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|LP Buffalo Head|{{cd}},{{u}}{{lp}}<br>[2]8+LP|7|11|9+22 land|-21|KD|100|200|M|-|1-6f upper body invuln, 1-17f projectile invuln, 1f throw invuln until landing; KD Adv: +45; Whiffs vs. crouching opponents|}}
{{OSFIVFrameDataRow|MP Buffalo Head|{{cd}},{{u}}{{mp}}<br>[2]8+MP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|MP Buffalo Head|{{cd}},{{u}}{{mp}}<br>[2]8+MP|9|12|10+22 land|-23|KD|120|200|M|-|1f throw invuln until landing; KD Adv: +44|}}
{{OSFIVFrameDataRow|HP Buffalo Head|{{cd}},{{u}}{{hp}}<br>[2]8+HP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|HP Buffalo Head|{{cd}},{{u}}{{hp}}<br>[2]8+HP|12|11|9+22 land|-21|KD|140|200|M|-|1-22f projectile invuln, 1f throw invuln until landing; KD Adv: +45|}}
{{OSFIVFrameDataRow2|{{ex}} Buffalo Head|{{cd}},{{u}}{{2p}}<br>[2]8+PP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow2|{{ex}} Buffalo Head|{{cd}},{{u}}{{2p}}<br>[2]8+PP|10|2<small>(1)</small>2<small>(7)</small>11|9+22 land|-21|KD|25x2*100|50x2*100|M|FA|1-11f full invuln, 1f throw invuln until landing; KD Adv: +45; launches opponent into juggle state; FADC Forward -4 oB|}}
{{OSFIVFrameDataRow|LP Horn Breaker|{{Hcb}}{{lp}}<br>63214+LP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|LP Horn Breaker|{{Hcb}}{{lp}}<br>63214+LP|22|2|37|-|KD|140|300|T|-|KD Adv: +18; Moves forward 0.73 units|}}
{{OSFIVFrameDataRow|MP Horn Breaker|{{Hcb}}{{mp}}<br>63214+MP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|MP Horn Breaker|{{Hcb}}{{mp}}<br>63214+MP|25|2|37|-|KD|140|300|T|-|KD Adv: +18; Moves forward 1.00 units|}}
{{OSFIVFrameDataRow|HP Horn Breaker|{{Hcb}}{{hp}}<br>63214+HP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|HP Horn Breaker|{{Hcb}}{{hp}}<br>63214+HP|30|2|37|-|KD|140|300|T|-|KD Adv: +18; Moves forward 1.57 units|}}
{{OSFIVFrameDataRow2|{{ex}} Horn Breaker|{{Hcb}}{{2p}}<br>63214+PP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow2|{{ex}} Horn Breaker|{{Hcb}}{{2p}}<br>63214+PP|26|2|37|-|KD|140|350|T|-|Hard Knockdown; KD Adv: +27; Moves forward 1.79 units|}}
{{OSFIVFrameDataRow|Charge Turn Punch<br>(TAP Windup)|{{hp}} or {{hk}}<br>(Hold)|-|-|24|-|-|-|-|-|-|Performs short spin animation if done in neutral (can skip by charging during another move animation)|}}
{{OSFIVFrameDataRow|Charge Turn Punch<br>(TAP Windup)|{{hp}} or {{hk}}<br>(Hold)|-|-|24|-|-|-|-|-|-|Performs short spin animation if done in neutral (can skip by charging during another move animation)|}}
{{OSFIVFrameDataRow|Turn Punch Lv 1|Release {{hp}}/{{hk}}|30|7|13|-2|2|130|200|M|Su|1-3f strike invuln, 1-29f projectile invuln|}}
{{OSFIVFrameDataRow|Turn Punch Lv 1|Release {{hp}}/{{hk}}|30|7|13|-2|2|130|200|M|Su|1-3f strike invuln, 1-29f projectile invuln|}}
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{{OSFIVFrameDataRow|Turn Punch Lv 3|Release {{hp}}/{{hk}}|30|7|13|-2|2|150|220|M|Su|1-5f strike invuln, 1-29f projectile invuln|}}
{{OSFIVFrameDataRow|Turn Punch Lv 3|Release {{hp}}/{{hk}}|30|7|13|-2|2|150|220|M|Su|1-5f strike invuln, 1-29f projectile invuln|}}
{{OSFIVFrameDataRow|Turn Punch Lv 4|Release {{hp}}/{{hk}}|30|7|13|-2|2|160|230|M|Su|1-6f strike invuln, 1-29f projectile invuln|}}
{{OSFIVFrameDataRow|Turn Punch Lv 4|Release {{hp}}/{{hk}}|30|7|13|-2|2|160|230|M|Su|1-6f strike invuln, 1-29f projectile invuln|}}
{{OSFIVFrameDataRow|Turn Punch Lv 5|Release {{hp}}/{{hk}}|30|7|13|-2|2|180|250|M|Su|1-8f strike invuln, 1-29f projectile invuln|}}
{{OSFIVFrameDataRow|Turn Punch Lv 5|Release {{hp}}/{{hk}}|30|7|13|-2|KD|180|250|M|Su|1-8f strike invuln, 1-29f projectile invuln; KD Adv: +34|}}
{{OSFIVFrameDataRow2|{{ex}} Turn Punch|Release {{hp}}{{P}}<br>or {{hk}}{{K}}<br>(Max TAP Charge)|23|7|18|-7|KD|280|300|M|FA|1-23f strike/projectile invuln; Charge HP or HK TAP to Max with any other button, then release together; can juggle afterward near the corner|}}
{{OSFIVFrameDataRow2|{{ex}} Turn Punch|Release {{hp}}{{P}}<br>or {{hk}}{{K}}<br>(Max TAP Charge)|23|7|18|-7|KD|280|300|M|FA|1-23f strike/projectile invuln; Charge HP or HK TAP to Max with any other button, then release together; KD Adv: +48; Can juggle afterward near the corner|}}
{{OmegaSFIVFrameDataHeader}}
{{OmegaSFIVFrameDataHeader}}
{{OSFIVFrameDataRow|P Crazy Buffalo<br>(P Super)|{{cb}},{{f}}{{bf}}{{P}}<br>[4]646+P|1+9|6<small>(8)</small>6<small>(7)</small><br>6<small>(8)</small>6<small>(27)</small>4|31|-14|KD|430|-|M|-|1-15f full invuln; Hard Knockdown; 1f faster if you input with K and switch to P|}}
{{OSFIVFrameDataRow|P Crazy Buffalo<br>(P Super)|{{cb}},{{f}}{{bf}}{{P}}<br>[4]646+P|1+9|6<small>(8)</small>6<small>(7)</small><br>6<small>(8)</small>6<small>(27)</small>4|31|-14|KD|430|-|M|-|1-15f full invuln; Hard Knockdown; 1f faster if you input with K and switch to P|}}

Revision as of 01:01, 15 April 2022

Ultra Street Fighter IVUSFIV-Header.png

Balrog

SSFIV-Balrog Face.jpg

Fill in Omega SF4 info


In a nutshell


-Omega SF4 frame data, combos, new moves, etc. will be put on this page and then linked from the main character page when it's finished.


Notable Changes from USF4 to Omega

  • Throw: slightly shorter range


  • Movement Changes:


  • Normal Move Changes:


  • Command Normal Changes:


  • Special Move Changes:


  • Super/Ultra Changes:


Character Specific Data

Balrog

VITALS
Health: 1050 Stun: 1000
WALKING
Forward Walk Speed: 0.050 Back Walk Speed: 0.040
JUMPING
Jump Total Frames: 4+36+4 Jump Distance: 1.58 Forward, 1.23 Back
DASHING
Forward Dash Frames: 14 Forward Dash Distance: 1.295
Back Dash Frames: 24 Back Dash Distance: 0.925
FA + Forward Dash Frames: 17 FA + Back Dash Frames: 15
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-17 FA + Back Dash Airborne: 6-12
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -2 Lv1 FA + Back Dash (Block): 0
Lv2 FA + Forward Dash (Block): +4 Lv2 FA + Back Dash (Block): +6

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png 4 2 5 4 7 20 50 M Ch Sp Su No frame buffer afterwards, making links more difficult
5MP (Close) cl. Mp.png 6 4 12 -2 4 70 100 M Sp Su -
5HP (Close) cl. Hp.png 5 5 16 -3 2 120 200 M EX Su Cancels into EX specials
5LK (Close) cl. Lk.png 3 2 7 2 5 40 50 M Ch Sp Su -
5MK (Close) cl. Mk.png 5 4 13 -3 0 90 100 M TC Sp Su -
5HK (Close) cl. Hk.png 6 2 14 2 6 90 200 M Su -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png 4 2 4 5 8 20 50 M Ch Sp Su -
5MP (Far) far. Mp.png 7 2 16 -4 -1 90 100 M Sp Su -
5HP (Far) far. Hp.png 7 4 14 -4 1 120 200 M Su Holding HP will wind up for TAP
5LK (Far) far. Lk.png 4 2 10 -1 2 40 50 M Ch Su -
5MK (Far) far. Mk.png 9 3 12 -1 2 90 100 M Su -
5HK (Far) far. Hk.png 11 1 15 2 6 110 200 M - Holding HK will wind up for TAP
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 3 2 6 3 6 20 50 M Ch Sp Su -
2MP Down.gifMp.png 5 4 9 -2 3 70 100 M Sp Su -
2HP Down.gifHp.png 7 5 21 -8 -3 90 200 M Su -
2LK Down.gifLk.png 4 2 9 0 3 30 50 L Sp Su -
2MK Down.gifMk.png 7 2 8 4 7 70 100 L Su -
2HK Down.gifHk.png 8 2 22 -9 KD 120 200 L Su KD Adv: +18
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Target Combo
(partial)
cl.Mk.png > Mk.png (7) 3 10 1 4 90*80 100*100 M TC -
+ TC (full) >Hk.png (11) 1 24 -7 KD *100 *200 M Su KD Adv: +27; Holding HK results in TAP Spin instead of HK ender
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png s a - - - 50 50 H - -
j.MP (angled) Upright.gifMp.png s a - - - 80 100 H - -
j.HP (angled) Upright.gifHp.png s a - - - 90 200 H - -
j.LK (angled) Upright.gifLk.png s a - - - 50 50 H - -
j.MK (angled) Upright.gifMk.png s a - - - 80 100 H - -
j.HK (angled) Upright.gifHk.png s a - - - 100 200 H - -
j.LP (neutral) Up.gifLp.png s a - - - 50 50 H - -
j.MP (neutral) Up.gifMp.png s a - - - 90 100 H - -
j.HP (neutral) Up.gifHp.png s a - - - 110 200 H - Can steer left/right
j.LK (neutral) Up.gifLk.png s a - - - 50 50 H - -
j.MK (neutral) Up.gifMk.png s a - - - 80 100 H - -
j.HK (neutral) Up.gifHk.png s a - - - 110 200 H - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 20 2 35 -21 KD 100 150 M Dash KD Adv: +11; +30 after Forward Dash, +32 after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 28 2 35 -15 crumple 100 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png s 2 35 crumple crumple 160 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Head Bomber
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +16; Corner throw loop
Lever Break
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +6
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Dash Straight Cb.png,F.pngLp.png
[4]6+LP
9 7 16 -5 -1 100 100 M Su -
MP Dash Straight Cb.png,F.pngMp.png
[4]6+MP
13 6 15 -4 1 110 150 M Su -
HP Dash Straight Cb.png,F.pngHp.png
[4]6+HP
14 6 15 -3 1 120 200 M Su -
Ex.png Dash Straight Cb.png,F.png2p.png
[4]6+PP
6 3(1)3(1)3 23 -9 KD 50x2*70 50x2*100 M FA KD Adv: +36; 2-3f less KD Adv. when juggled into
+ Gigaton Blow
Ex.pngEx.pngEx.png
+ 3p.png
+ PPP
9 4(55)13 36 -27 KD 230 150 M - KD Adv: +31; Uses 3 bars; 41f gap between hits on block
LK Dash Upper Cb.png,F.pngLk.png
[4]6+LK
8 4 20 -3 KD 80 100 M Su KD Adv: +47; Whiffs vs. crouching opponents; launches opponent into juggle state
MK Dash Upper Cb.png,F.pngMk.png
[4]6+MK
11 4 20 -3 KD 85 100 M Su KD Adv: +47; Whiffs vs. crouching opponents; launches opponent into juggle state
HK Dash Upper Cb.png,F.pngHk.png
[4]6+HK
13 4 21 -4 KD 90 100 M Su KD Adv: +46; Whiffs vs. crouching opponents; launches opponent into juggle state
Ex.png Dash Upper Cb.png,F.png2k.png
[4]6+KK
8 4 18 -3(-4) 4(3) 110 200 M FA (Frame Adv. vs. crouching); 1st active frame only hits crouching, forces stand
LP Dash Low Straight Cb.png,Df.pngLp.png
[4]3+LP
10(18) 8 21 -8 KD 120 150 L Su KD Adv: +13
MP Dash Low Straight Cb.png,Df.pngMp.png
[4]3+MP
11(25) 8 21 -8 KD 125 150 L Su KD Adv: +13
HP Dash Low Straight Cb.png,Df.pngHp.png
[4]3+HP
10(38) 8 21 -8 KD 130 150 L Su KD Adv: +13
Ex.png Dash Low Straight Cb.png,Df.png2p.png
[4]3+PP
10 7 17 -8 KD 150 200 L FA Has armor (not immediately); KD Adv: +18
LP Dash Swing Blow Cb.png,Df.pngLp.png (hold)
[4]3+LP (hold)
22(31) 5 21 -5 10(8) 80 100 H Su (Data on hit vs. crouching)
MP Dash Swing Blow Cb.png,Df.pngMp.png (hold)
[4]3+MP (hold)
23(38) 5 21 -7 10(8) 90 150 H Su (Data on hit vs. crouching)
HP Dash Swing Blow Cb.png,Df.pngHp.png (hold)
[4]3+HP (hold)
23(51) 5 21 -8 10(8) 100 200 H Su (Data on hit vs. crouching)
Ex.png Dash Swing Blow Cb.png,Df.png2p.png (hold)
[4]3+PP (hold)
21(24) 5*3 17 -7 5(3) 60x2 100x2 H FA 1 hit vs. crouch, 2 hit vs. stand; (Startup/Adv vs. crouching); short travel distance
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Dash Low Smash Cb.png,Df.pngLk.png
[4]3+LK
11 8 19 -6 KD 100 100 M Su KD Adv: +39
MK Dash Low Smash Cb.png,Df.pngMk.png
[4]3+MK
17 8 18 -5 KD 110 150 M Su KD Adv: +40
HK Dash Low Smash Cb.png,Df.pngHk.png
[4]3+HK
20 8 17 -4 KD 120 200 M Su KD Adv: +41
Ex.png Dash Low Smash Cb.png,Df.png2k.png
[4]3+KK
16 8 16 -3 KD 120 200 M FA Has armor; KD Adv: +42
LP Buffalo Head Cd.png,U.pngLp.png
[2]8+LP
7 11 9+22 land -21 KD 100 200 M - 1-6f upper body invuln, 1-17f projectile invuln, 1f throw invuln until landing; KD Adv: +45; Whiffs vs. crouching opponents
MP Buffalo Head Cd.png,U.pngMp.png
[2]8+MP
9 12 10+22 land -23 KD 120 200 M - 1f throw invuln until landing; KD Adv: +44
HP Buffalo Head Cd.png,U.pngHp.png
[2]8+HP
12 11 9+22 land -21 KD 140 200 M - 1-22f projectile invuln, 1f throw invuln until landing; KD Adv: +45
Ex.png Buffalo Head Cd.png,U.png2p.png
[2]8+PP
10 2(1)2(7)11 9+22 land -21 KD 25x2*100 50x2*100 M FA 1-11f full invuln, 1f throw invuln until landing; KD Adv: +45; launches opponent into juggle state; FADC Forward -4 oB
LP Horn Breaker Hcb.pngLp.png
63214+LP
22 2 37 - KD 140 300 T - KD Adv: +18; Moves forward 0.73 units
MP Horn Breaker Hcb.pngMp.png
63214+MP
25 2 37 - KD 140 300 T - KD Adv: +18; Moves forward 1.00 units
HP Horn Breaker Hcb.pngHp.png
63214+HP
30 2 37 - KD 140 300 T - KD Adv: +18; Moves forward 1.57 units
Ex.png Horn Breaker Hcb.png2p.png
63214+PP
26 2 37 - KD 140 350 T - Hard Knockdown; KD Adv: +27; Moves forward 1.79 units
Charge Turn Punch
(TAP Windup)
Hp.png or Hk.png
(Hold)
- - 24 - - - - - - Performs short spin animation if done in neutral (can skip by charging during another move animation)
Turn Punch Lv 1 Release Hp.png/Hk.png 30 7 13 -2 2 130 200 M Su 1-3f strike invuln, 1-29f projectile invuln
Turn Punch Lv 2 Release Hp.png/Hk.png 30 7 13 -2 2 140 210 M Su 1-4f strike invuln, 1-29f projectile invuln
Turn Punch Lv 3 Release Hp.png/Hk.png 30 7 13 -2 2 150 220 M Su 1-5f strike invuln, 1-29f projectile invuln
Turn Punch Lv 4 Release Hp.png/Hk.png 30 7 13 -2 2 160 230 M Su 1-6f strike invuln, 1-29f projectile invuln
Turn Punch Lv 5 Release Hp.png/Hk.png 30 7 13 -2 KD 180 250 M Su 1-8f strike invuln, 1-29f projectile invuln; KD Adv: +34
Ex.png Turn Punch Release Hp.pngP.png
or Hk.pngK.png
(Max TAP Charge)
23 7 18 -7 KD 280 300 M FA 1-23f strike/projectile invuln; Charge HP or HK TAP to Max with any other button, then release together; KD Adv: +48; Can juggle afterward near the corner
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
P Crazy Buffalo
(P Super)
Cb.png,F.pngBf.pngP.png
[4]646+P
1+9 6(8)6(7)
6(8)6(27)4
31 -14 KD 430 - M - 1-15f full invuln; Hard Knockdown; 1f faster if you input with K and switch to P
K Crazy Buffalo
(K Super)
Cb.png,F.pngBf.pngK.png
[4]646+K
1+7 6(8)6(8)
6(8)6(26)5
27 -11 KD 430 - M - 1-13f full invuln; Hard Knockdown; 1f faster if you input with P and switch to K
P Violent Buffalo
(P Ultra 1)
Cb.png,F.pngBf.png3p.png
[4]646+PPP
0+11 3*3(8)3*
3(7)3*3(8)3*
3(15)1*1*1
39 -26 KD 491 - M - 1-12f full invuln; Hard Knockdown; 1f faster if you input with KKK and switch to P
K Violent Buffalo
(K Ultra 1)
Cb.png,F.pngBf.png3k.png
[4]646+KKK
0+9 3*3(8)3*
3(8)3*3(8)3*
3(16)2*2*2
36 -26 KD 468 - M - 1-10f full invuln; Hard Knockdown; 1f faster if you input with PPP and switch to K
Dirty Bull
(Ultra 2)
Hcb.pngHcb.png3p.png
6321463214+PPP
0+1 3 58 - KD 266 700 T - 1f full invuln
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes


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