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

From SuperCombo Wiki
Line 27: Line 27:


* Super/Ultra Changes:
* Super/Ultra Changes:
**  
**
 
* Moves with ending Frame Buffer:
**


== Character Specific Data ==
== Character Specific Data ==

Revision as of 02:15, 23 September 2022

Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

Yun

SSFIV-Yun Face.jpg


In a nutshell


(Intro paragraph to describe overall gameplay)


Click for USF4 version


Notable Changes from USF4 to Omega

  • Throw: slightly shorter range
  • Movement Changes:
    • Forward Dash: 2f faster (18f > 16f)
    • Back Dash: 2f faster (27f > 25f), shorter distance
  • Normal Move Changes:
  • Command Normal Changes:
  • Special Move Changes:
  • Super/Ultra Changes:
  • Moves with ending Frame Buffer:

Character Specific Data

Yun

VITALS
Health: 900 Stun: 950
WALKING
Forward Walk Speed: 0.050 Back Walk Speed: 0.035
JUMPING
Jump Total Frames: 4+34+4 Jump Distance: 1.98 Forward 2.145 Back
DASHING
Forward Dash Frames: 16 Forward Dash Distance: 1.42
Back Dash Frames: 25 Back Dash Distance: 1.19
FA + Forward Dash Frames: 17 FA + Back Dash Frames: 21
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 1-8 FA + Back Dash Airborne: 7-18
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -2 Lv1 FA + Back Dash (Block): -6
Lv2 FA + Forward Dash (Block): +4 Lv2 FA + Back Dash (Block): 0

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png s a r B H 20 50 M TC Ch Sp Su -
5MP (Close) cl. Mp.png s a r B H 65 100 M TC Sp Su -
5HP (Close) cl. Hp.png s a r B H 70*50 80*120 M Sp Su / - -
5MK (Close) cl. Mk.png s a r B KD 60 80 M J Su -
5HK (Close) cl. Hk.png s a r B KD 100 200 M - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png s a r B H 20 50 M TC Ch Sp Su -
5MP (Far) far. Mp.png s a r B H 70 100 M TC Sp Su -
5HP (Far) far. Hp.png s a r B H 120 200 M - -
5LK st. Lk.png s a r B H 30 50 M Sp Su -
5MK (Far) far. Mk.png s a r B H 70 100 M - -
5HK (Far) far. Hk.png s a r B KD 110 200 M - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png s a r B H 30 50 M Ch Sp Su -
2MP Down.gifMp.png s a r B H 65 100 M TC Sp Su -
2HP Down.gifHp.png s a r B H 50*60 100*80 M - -
2LK Down.gifLk.png s a r B H 20 50 L Ch Sp Su -
2MK Down.gifMk.png s a r B H 60 100 L Sp Su -
2HK Down.gifHk.png s a r B KD 90 150 L TC KD Adv: +x
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Dakai Right.gifHp.png s a r B H 110 200 M - -
Senpukyaku
(Overhead)
Right.gifMk.png s a r B H 70 100 H - -
Target Combo 2 Down.gifMp.png > Down.gifHp.png - - - B H 65*70 100*150 M*M Su -
Target Combo 3 Down.gifHk.png > Hk.png s a r B H 90*60 100*150 L*M Su Not possible during Genei Jin
Target Combo 4
(Partial)
Mp.png > Hp.png s a r B H 60[70]*35 100*50 M TC [Damage from Far 5MP starter]
+ TC 4 (Full) + Left.gifHp.png - - - B H *100 *80 M Su -
Target Combo 5
(Partial)
Lp.png > Lk.png - - - B H 20*20 50*50 M TC -
+ TC 5 (Full) + Mp.png - - - B H *60 *80 M Sp Su -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP Upright.gifLp.png s a - - - 35 50 H - -
j.MP (angled) Upright.gifMp.png s a - - - 80 100 H - -
j.MP (neutral) Up.gifMp.png s a - - - 80 100 H - -
j.HP (angled) Upright.gifHp.png s a - - - 110 200 H - -
j.HP (neutral) Up.gifHp.png s a - - - 110 200 H - -
j.LK Upright.gifLk.png s a - - - 40 50 H - -
j.MK (angled) Upright.gifMk.png s a - - - 70 100 H - -
j.MK (neutral) Up.gifMk.png s a - - - 70 100 H - -
j.HK Upright.gifHk.png s a - - - 100 200 H - -
Raigeki Shu
(Divekick)
Air Downright.gifK.png s a r B H 60 100 M - Angle depends on button strength; HK goes farthest forward
Target Combo 1 Air Lp.png > Right.gifHp.png s a r - - 35*90 50*150 H*H - Works from any jump direction
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+11 2 35 -21 KD 85 150 M Dash KD Adv: +x; +x after Forward Dash, +x after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+11 2 35 -15 crumple 80 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 65 2 35 crumple crumple 140 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Palm Strikes
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 170 200 T - KD Adv: +x
Monkey Flip
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 170 200 T - KD Adv: +x
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Zesshou Hohou
(Lunge Punch)
Qcf.pngLp.png
236+LP
s a r B KD 90 150 M FA -
MP Zesshou Hohou
(Lunge Punch)
Qcf.pngMp.png
236+MP
s a r B KD 110 150 M FA -
HP Zesshou Hohou
(Lunge Punch)
Qcf.pngHp.png
236+HP
s a r B KD 130 150 M FA -
Ex.png Zesshou Hohou
(Lunge Punch)
Qcf.png2p.png
236+PP
s a r B KD 80*90 100x2 M FA 1st hit FADC cancellable, leaves opponent standing
LP Tetsuzanko
(Shoulder)
Dp.pngLp.png
623+LP
s a r B H 90 150 M Su -
MP Tetsuzanko
(Shoulder)
Dp.pngMp.png
623+MP
s a r B KD 125 200 M Su -
HP Tetsuzanko
(Shoulder)
Dp.pngHp.png
623+HP
s a r B KD 100 200 M Su -
Ex.png Tetsuzanko
(Shoulder)
Dp.png2p.png
623+PP
s a r B KD 90*40 150*100 M FA 2nd hit launches for juggle
+ Held version Hold 2p.png s a r B KD 80*40 100*50 M FA Crosses up if buttons are held; 2nd hit knocks down (no juggle)
LP Kobokushi
(Palm)
Qcb.pngLp.png
214+LP
s a r B KD 100 200 M Su -
+ Feint Hold Lp.png - - r - - - - - - -
MP Kobokushi
(Palm)
Qcb.pngMp.png
214+MP
s a r B KD 120 200 M Su -
HP Kobokushi
(Palm)
Qcb.pngHp.png
214+HP
s a r B KD 140 200 M Su -
Ex.png Kobokushi
(Palm)
Qcb.png2p.png
214+PP
s a r B KD 160 300 M FA Wall bounces, free juggle state
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Shukuchi
(Dash Elbow)
Right.gifRight.gifLp.png
66+LP
s a r B H 100 100 M Su -
LP Shukuchi
(Dash Elbow)
Right.gifRight.gifMp.png
66+MP
s a r B KD 120 100 M Su -
LP Shukuchi
(Dash Elbow)
Right.gifRight.gifHp.png
66+HP
s a r B KD 130 150 M Su -
Ex.png Shukuchi
(Dash Elbow)
Right.gifRight.gif2p.png
66+PP
s a r B KD 40x2*60 50x2*100 M FA -
+ Ex.png Renkan Shoko
(Followup)
+ 2p.png
+ PP
s a r B KD 30*60 50x2 M FA Costs 1 additional bar of meter
LK Nishokyaku
(Upkicks)
Dp.pngLk.png
623+LK
s a r B KD 70*50 100*50 M - -
MK Nishokyaku
(Upkicks)
Dp.pngMk.png
623+MK
s a r B KD 70*40 100*50 M - -
HK Nishokyaku
(Upkicks)
Dp.pngHk.png
623+HK
s a r B KD 70x2 100x2 M - -
Ex.png Nishokyaku
(Upkicks)
Dp.png2k.png
623+KK
s a r B KD 60x2*40 50x2*100 M - Can juggle afterward
Zenpou Tenshin
(Command Grab)
Hcb.pngK.png
63214+K
s a r - H 5 - T - Leaves opponent standing for followup combo
Ex.png Zenpou Tenshin
(Command Grab)
Hcb.png2k.png
63214+KK
s a r - H - - T - Leaves opponent standing for followup combo; followup is unscaled
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Genei Jin
(Super)
Qcf.pngQcf.pngP.png
236236+P
s - r - - - - - - -
You Hou
(Ultra 1)
Qcf.pngQcf.png3p.png
236236+PPP
s a r B KD 375
[285]
- M - [Damage on non-cinematic hit]
Sorai Rengeki
(Ultra 2)
Qcf.pngQcf.png3k.png
236236+KKK
s a r B KD 450 - M - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

  • Dmg/St --

Punishes:

  • Dmg/St --

Counterhit Confirms:

Ultra Setups:

Useful Info

Reversals:

Anti-Airs:

Anti-Focus:

Anti-Projectile:

Juggles:

Miscellaneous:


Game Navigation

General
FAQ
Controls & Notation
HUD
Basic Elements
Game Systems
Universal Abilities
Movement
Advanced Techniques
Glossary
Change List
Characters
Abel
Adon
Akuma
Balrog
Blanka
C. Viper
Cammy
Chun-Li
Cody
Dan
Decapre
Deejay
Dhalsim
Dudley
E. Honda
El Fuerte
Elena
Evil Ryu
Fei Long
Gen
Gouken
Guile
Guy
Hakan
Hugo
Ibuki
Juri
Ken
M. Bison
Makoto
Oni
Poison
Rolento
Rose
Rufus
Ryu
Sagat
Sakura
Seth
T. Hawk
Vega
Yang
Yun
Zangief