Ultra Street Fighter IV/E. Honda/Omega: Difference between revisions

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{{OmegaSFIVFrameDataHeader}}
{{OmegaSFIVFrameDataHeader}}
{{OSFIVFrameDataRow|LK Sumo Smash<br>(Butt Slam)|{{Cd}},{{u}}{{lk}}<br>[2]8+LK|s|a|r|B|KD|160|250|H|-|KD Adv: +|}}
{{OSFIVFrameDataRow|LK Sumo Smash<br>(Butt Slam)|{{Cd}},{{u}}{{lk}}<br>[2]8+LK|25|6|19 land|-4|KD|160|250|H|-|'''1-15f throw/projectile invuln, ~30f airborne'''; KD Adv: +2~3|}}
{{OSFIVFrameDataRow|MK Sumo Smash<br>(Butt Slam)|{{Cd}},{{u}}{{mk}}<br>[2]8+MK|s|a|r|B|KD|160|250|H|-|KD Adv: +|}}
{{OSFIVFrameDataRow|MK Sumo Smash<br>(Butt Slam)|{{Cd}},{{u}}{{mk}}<br>[2]8+MK|26|6|20 land|-5(-4)|KD|160|250|H|-|'''1-17f throw/projectile invuln, ~31f airborne'''; KD Adv: +3~4|}}
{{OSFIVFrameDataRow|HK Sumo Smash<br>(Butt Slam)|{{Cd}},{{u}}{{hk}}<br>[2]8+HK|s|a|r|B|KD|160|250|H|-|KD Adv: +|}}
{{OSFIVFrameDataRow|HK Sumo Smash<br>(Butt Slam)|{{Cd}},{{u}}{{hk}}<br>[2]8+HK|29|6|20 land|-5(-3)|KD|160|250|H|-|'''1-19f throw/projectile invuln, ~34f airborne'''; KD Adv: +3~5|}}
{{OSFIVFrameDataRow2|{{ex}} Sumo Smash<br>(Butt Slam)|{{Cd}},{{u}}{{2k}}<br>[2]8+KK|s|a|r|B|KD|50x2*100|50x2*100|M*H|-|First 2 hits on the way up; overhead on the way down; KD Adv: +|}}
{{OSFIVFrameDataRow2|{{ex}} Sumo Smash<br>(Butt Slam)|{{Cd}},{{u}}{{2k}}<br>[2]8+KK|5(30)|2<small>(3)</small>7<br><small>(14)</small>6|22 land|-7(-5)|KD|50x2*100|50x2*100|M*H|-|'''1-11f full invuln, ~36f airborne'''; first 2 hits connect on the way up; hits overhead on the way down; block advantage varies based on opponent height; if only upward hit connects, opponent is put into limited juggle state; KD Adv: +14 (upward hit), +3~5 (downward hit only)|}}


{{OSFIVFrameDataRow|LK Back Crusher<br>(Same-side Throw)|{{Hcb}}{{lk}}<br>63214+LK|s|a|r|-|KD|230|200|T|-|KD Adv: +|}}
{{OSFIVFrameDataRow|LK Back Crusher<br>(Same-side Throw)|{{Hcb}}{{lk}}<br>63214+LK|8|2|41|-|KD|230|200|T|-|KD Adv: +29|}}
{{OSFIVFrameDataRow|MK Back Crusher<br>(Same-side Throw)|{{Hcb}}{{mk}}<br>63214+MK|s|a|r|-|KD|240|200|T|-|KD Adv: +|}}
{{OSFIVFrameDataRow|MK Back Crusher<br>(Same-side Throw)|{{Hcb}}{{mk}}<br>63214+MK|8|2|41|-|KD|240|200|T|-|KD Adv: +28|}}
{{OSFIVFrameDataRow|HK Back Crusher<br>(Same-side Throw)|{{Hcb}}{{hk}}<br>63214+HK|s|a|r|-|KD|250|200|T|-|KD Adv: +|}}
{{OSFIVFrameDataRow|HK Back Crusher<br>(Same-side Throw)|{{Hcb}}{{hk}}<br>63214+HK|8|2|41|-|KD|250|200|T|-|KD Adv: +28|}}
{{OSFIVFrameDataRow2|{{ex}} Back Crusher<br>(Same-side Throw)|{{Hcb}}{{2k}}<br>63214+KK|s|a|r|-|KD|260|150|T|-|KD Adv: +|}}
{{OSFIVFrameDataRow2|{{ex}} Back Crusher<br>(Same-side Throw)|{{Hcb}}{{2k}}<br>63214+KK|6|2|41|-|KD|260|150|T|-|KD Adv: +28|}}


{{OSFIVFrameDataRow|LP Oicho Throw<br>(Sideswitch Throw)|{{Hcb}}{{lp}}<br>63214+LP|s|a|r|-|KD|100|250|T|-|KD Adv: +|}}
{{OSFIVFrameDataRow|LP Oicho Throw<br>(Sideswitch Throw)|{{Hcb}}{{lp}}<br>63214+LP|5|2|41|-|KD|100|250|T|-|Side switch vs. everyone except Hugo; KD Adv: +8|}}
{{OSFIVFrameDataRow|MP Oicho Throw<br>(Sideswitch Throw)|{{Hcb}}{{mp}}<br>63214+MP|s|a|r|-|KD|110|250|T|-|KD Adv: +|}}
{{OSFIVFrameDataRow|MP Oicho Throw<br>(Sideswitch Throw)|{{Hcb}}{{mp}}<br>63214+MP|5|2|41|-|KD|110|250|T|-|Side switch vs. everyone except Hugo; KD Adv: +8|}}
{{OSFIVFrameDataRow|HP Oicho Throw<br>(Sideswitch Throw)|{{Hcb}}{{hp}}<br>63214+HP|s|a|r|-|KD|120|250|T|-|KD Adv: +|}}
{{OSFIVFrameDataRow|HP Oicho Throw<br>(Sideswitch Throw)|{{Hcb}}{{hp}}<br>63214+HP|5|2|41|-|KD|120|250|T|-|Side switch vs. everyone except Hugo; KD Adv: +8|}}
{{OSFIVFrameDataRow2|{{ex}}{{ex}} Orochi Slammer|{{Hcb}}{{2p}}<br>63214+PP|s|a|r|-|KD|130*200|0*300|T|FA* / -|Costs 2 bars; can cancel into Focus Attack after 2nd hit, but loses most damage and all stun; KD Adv: +|}}
{{OSFIVFrameDataRow2|{{ex}}{{ex}} Orochi Slammer|{{Hcb}}{{2p}}<br>63214+PP|7|2|41|-|KD|130*200|0*300|T|FA* / -|Costs 2 bars; no longer throw invincible; can be comboed into and has juggle potential; 2nd hit cancels into Focus Attack, but loses significant damage/stun; KD Adv: +7|}}


{{OSFIVFrameDataRow|Salt Toss|{{Qcf}}{{K}}<br>236+K|s|a|r|B|H|1|1|M|-|Whiffs on crouching opponents except Hugo; projectile hitbox; lower priority than Zuri Fugaku if inputs overlap; can clash with high projectiles like Sagat's P Tiger Shot or air projectiles|}}
{{OSFIVFrameDataRow|Salt Toss|{{Qcf}}{{K}}<br>236+K|13|12|10|-2(4)|4(10)|1|1|M|-|Whiffs on crouching opponents except Hugo; projectile hitbox (active frames 7-12 have extended hitbox, giving better advantage at max range); lower priority than Zuri Fugaku if inputs overlap; can clash with high projectiles like Sagat's P Tiger Shot or air projectiles|}}


{{OmegaSFIVFrameDataHeader}}
{{OmegaSFIVFrameDataHeader}}
{{OSFIVFrameDataRow|LP Super Killer<br>Head Ram<br>(LP Super)|{{Cb}},{{f}}{{Bf}}{{lp}}<br>[4]646+LP|1+8|13<small>(36)</small>23|14+17 land|-6|KD|150*300|-|M|-|-|}}
{{OSFIVFrameDataRow|LP Super Killer<br>Head Ram<br>(LP Super)|{{Cb}},{{f}}{{Bf}}{{lp}}<br>[4]646+LP|1+8|13<small>(36)</small>23|14+17 land|-6|KD|150*300|-|M|-|'''1-13f full invuln, 14-80f projectile invuln, 8-44f and 55-94f airborne'''|}}
{{OSFIVFrameDataRow|MP Super Killer<br>Head Ram<br>(MP Super)|{{Cb}},{{f}}{{Bf}}{{mp}}<br>[4]646+MP|1+9|16<small>(36)</small>23|14+17 land|-6|KD|150*300|-|M|-|-|}}
{{OSFIVFrameDataRow|MP Super Killer<br>Head Ram<br>(MP Super)|{{Cb}},{{f}}{{Bf}}{{mp}}<br>[4]646+MP|1+9|16<small>(36)</small>23|14+17 land|-6|KD|150*300|-|M|-|'''1-12f full invuln, 13-84f projectile invuln, 8-48f and 59-98f airborne'''|}}
{{OSFIVFrameDataRow2|HP Super Killer<br>Head Ram<br>(HP Super)|{{Cb}},{{f}}{{Bf}}{{hp}}<br>[4]646+HP|1+9|25<small>(36)</small>23|14+17 land|-6|KD|150*300|-|M|-|-|}}
{{OSFIVFrameDataRow2|HP Super Killer<br>Head Ram<br>(HP Super)|{{Cb}},{{f}}{{Bf}}{{hp}}<br>[4]646+HP|1+9|25<small>(36)</small>23|14+17 land|-6|KD|150*300|-|M|-|'''1-9f full invuln, 10-93f projectile invuln, 8-57f and 68-107f airborne'''; worst reversal Super as it will trade with a strike's active frames|}}


{{OSFIVFrameDataRow|Ultimate Killer<br>Head Ram<br>(Ultra 1)|{{Cb}},{{f}}{{Bf}}{{3p}}<br>[4]646+PPP|0+11|24|22+13 land|-15|KD|60x7*98|-|M|-|'''1-11f full invuln, 12-34f projectile invuln, 8-56f airborne'''; KD Adv: +62|}}
{{OSFIVFrameDataRow|Ultimate Killer<br>Head Ram<br>(Ultra 1)|{{Cb}},{{f}}{{Bf}}{{3p}}<br>[4]646+PPP|0+11|24|22+13 land|-15|KD|60x7*98|-|M|-|'''1-11f full invuln, 12-34f projectile invuln, 8-56f airborne'''; KD Adv: +62|}}

Revision as of 03:05, 28 September 2022

Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

E. Honda

SSFIV-EHonda 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: 3f faster (19f > 16f)
  • Normal Move Changes:
    • Far 5HK - removed (turned into a command normal), replaced with non-proximity 5HK
  • Command Normal Changes:
    • Sweep Kick (6HK) - USF4 Honda's Far 5HK turned into a command normal, knocks down on hit
  • Target Combos:
  • Special Move Changes:
  • Super/Ultra Changes:
  • Moves with ending Frame Buffer:

Character Specific Data

E. Honda

VITALS
Health: 1050 Stun: 1100
WALKING
Forward Walk Speed: 0.045 Back Walk Speed: 0.030
JUMPING
Jump Total Frames: 4+37+4 Jump Distance: 1.98 Forward/Back
DASHING
Forward Dash Frames: 16 Forward Dash Distance: 0.83
Back Dash Frames: 27 Back Dash Distance: 0.90
FA + Forward Dash Frames: 18 FA + Back Dash Frames: 22
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-18 FA + Back Dash Airborne: 6-13
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -3 Lv1 FA + Back Dash (Block): -7
Lv2 FA + Forward Dash (Block): +3 Lv2 FA + Back Dash (Block): -1

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png 5 2 5 3 7 50 50 M Sp Su -
5MP (Close) cl. Mp.png 6 2(4)1 9 3 7 50x2 100*50 M TC Sp Su 2 hits; Sp/Su cancel works on 1st hit only; HP Target Combo works on 2nd hit only; either hit chains to 3HK Target Combo
5HP (Close) cl. Hp.png 8 8 10 0 5 120 200 M Su First 2 active frames cancellable with a lower hitbox; final 6 active frames hit above Honda; damage no longer reduced on later active frames
5LK (Close) cl. Lk.png 5 3 6 2 5 60 50 M Sp Su -
5MK (Close) cl. Mk.png 4 3 12 -1 2 95 100 M Sp Su -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png 5 2 6 3 6 55 50 M Sp Su -
5MP (Far) far. Mp.png 9 3 10 -2 3 100 100 M Su -
5HP (Far) far. Hp.png 10 6 16 -4(0) 0(4) 120 230 M Su First active frame hits above Honda and continues forward & downward; frame advantage depends on range and opponent height; damage no longer reduced on later active frames
5LK (Far) far. Lk.png 5 2 7 2 5 60 50 M Sp Su -
5MK (Far) far. Mk.png 8 2 12 0 3 100 100 M Su -
5HK st. Hk.png 6 2*3 14 1(-1) 6 90*60 150*100 M Sp Su / - 2 hits, only 1st is cancellable; forces stand on hit; (block adv. if 2nd hit whiffs); no longer a proximity normal, looks like USF4 cl.5HK
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 4 2 6 2 5 50 50 M Sp Su -
2MP Down.gifMp.png 8 4 9 1 4 95 100 M Su -
2HP Down.gifHp.png 8 3 17 -4 2 140 200 L Su -
2LK Down.gifLk.png 5 2 7 2 4 50 50 L Sp Su -
2MK Down.gifMk.png 6 3 11 0 3 80 100 L Sp Su -
2HK Down.gifHk.png 14 2(5)1 8 2
(9)
KD
(12)
120
(80)
200
(100)
L Su Final active frame hits backwards (better adv, no KD); KD Adv: +26
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Sweep Kick Right.gifHk.png 8 2 26 -12 KD 110 200 L - Comparable to Honda's USF4 Far 5HK, but knocks down and is more unsafe on block; KD Adv: +14
Shikofumi
(Overhead)
Downright.gifHk.png 21 2(2)4 14 -2 4 30*80 125*80 H - 2 hits; can no longer kara cancel the startup, no longer knocks down
Target Combo 1 cl.Mp.png > Downright.gifHk.png - - - -2 6 *30*80 *125*80 *M*H - Not a true combo, even on counterhit; (data for 3HK part only)
Target Combo 2 cl.Mp.png > Hp.png - - - -8 KD *60*40 *100*50 *M*M - Must cancel from 2nd hit of cl.5MP; HP has 2 hits; launches opponent into juggle state; (data for HP part only); KD Adv: +40
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png 7 6 - - - 70 50 H - -
j.MP (angled) Upright.gifMp.png 7 7 - - - 90 100 H - -
j.HP (angled) Upright.gifHp.png 8 5 - - - 130 250 H - -
j.LK (angled) Upright.gifLk.png 6 6 - - - 70 50 H - -
j.MK (angled) Upright.gifMk.png 6 8 - - - 90 100 H - Crossup
j.HK (angled) Upright.gifHk.png 6 7 - - - 120 200 H - -
j.LP (neutral) Up.gifLp.png 7 5 - - - 70 50 H - -
j.MP (neutral) Up.gifMp.png 6 8 - - - 110 100 H - -
j.HP (neutral) Up.gifHp.png 8 10 - - - 120 200 H - Can steer left/right
j.LK (neutral) Up.gifLk.png 7 9 - - - 70 50 H - -
j.MK (neutral) Up.gifMk.png 9 9 - - - 110 100 H - -
j.HK (neutral) Up.gifHk.png 7 9 - - - 130 200 H - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+11 2 35 -21 KD 120 150 M Dash KD Adv: +10; +28 after Forward Dash, +24 after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+10 2 35 -15 crumple 100 150 M Dash Focus release is 1f faster than USF4 version
Focus Attack Lv. 3 Mp.pngMk.png 65 2 35 crumple crumple 180 250 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Sabori
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 190 200 T - KD Adv: +31
Rice Bale Throw
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 190 200 T - KD Adv: +14
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Sumo Headbutt Cb.png,F.pngLp.png
[4]6+LP
s a r B KD 160
(140)
250
(200)
M Su* Only cancellable early in active frames; (Data when connecting later in active frames); KD Adv: +
MP Sumo Headbutt Cb.png,F.pngMp.png
[4]6+MP
s a r B KD 170
(150)
250
(200)
M Su* Only cancellable early in active frames; (Data when connecting later in active frames); KD Adv: +
HP Sumo Headbutt Cb.png,F.pngHp.png
[4]6+HP
s a r B KD 180
(160)
200 M Su* Only cancellable early in active frames; (Data when connecting later in active frames); KD Adv: +
Ex.png Sumo Headbutt Cb.png,F.png2p.png
[4]6+PP
s a r B KD 130*80
(180)
150*100
(200)
M FA* Only cancellable early in active frames; (Data when connecting later in active frames); KD Adv: +
LK Zuri Fugaku
(Tackle)
Cb.png,F.pngLk.png
[4]6+LK
s a r -2 KD 70*60 150*50 M Su KD Adv: +
MK Zuri Fugaku
(Tackle)
Cb.png,F.pngMk.png
[4]6+MK
s a r -1 KD 80*60 150*50 M Su KD Adv: +
HK Zuri Fugaku
(Tackle)
Cb.png,F.pngHk.png
[4]6+HK
s a r -2 KD 100*60 150*50 M Su KD Adv: +
Ex.png Zuri Fugaku
(Tackle)
Cb.png,F.png2k.png
[4]6+KK
s a r -9 KD 60*40*80 100*50x2 M FA KD Adv: +
LP Hundred Hand Slap Mash Lp.png x4
P~P~P~LP
s a r B H 30x3*40 50x3*100 M Su -
MP Hundred Hand Slap Mash Mp.png x4
P~P~P~MP
s a r B H 20x4*40 30x4*80 M Su -
HP Hundred Hand Slap Mash Hp.png x4
P~P~P~HP
s a r B H 10x6*50 20x7 M Su -
Ex.png Hundred Hand Slap Mash 2p.png x4
P~P~P~PP
s a r B KD 20x6*60 20x6*80 M FA KD Adv: +
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Sumo Smash
(Butt Slam)
Cd.png,U.pngLk.png
[2]8+LK
25 6 19 land -4 KD 160 250 H - 1-15f throw/projectile invuln, ~30f airborne; KD Adv: +2~3
MK Sumo Smash
(Butt Slam)
Cd.png,U.pngMk.png
[2]8+MK
26 6 20 land -5(-4) KD 160 250 H - 1-17f throw/projectile invuln, ~31f airborne; KD Adv: +3~4
HK Sumo Smash
(Butt Slam)
Cd.png,U.pngHk.png
[2]8+HK
29 6 20 land -5(-3) KD 160 250 H - 1-19f throw/projectile invuln, ~34f airborne; KD Adv: +3~5
Ex.png Sumo Smash
(Butt Slam)
Cd.png,U.png2k.png
[2]8+KK
5(30) 2(3)7
(14)6
22 land -7(-5) KD 50x2*100 50x2*100 M*H - 1-11f full invuln, ~36f airborne; first 2 hits connect on the way up; hits overhead on the way down; block advantage varies based on opponent height; if only upward hit connects, opponent is put into limited juggle state; KD Adv: +14 (upward hit), +3~5 (downward hit only)
LK Back Crusher
(Same-side Throw)
Hcb.pngLk.png
63214+LK
8 2 41 - KD 230 200 T - KD Adv: +29
MK Back Crusher
(Same-side Throw)
Hcb.pngMk.png
63214+MK
8 2 41 - KD 240 200 T - KD Adv: +28
HK Back Crusher
(Same-side Throw)
Hcb.pngHk.png
63214+HK
8 2 41 - KD 250 200 T - KD Adv: +28
Ex.png Back Crusher
(Same-side Throw)
Hcb.png2k.png
63214+KK
6 2 41 - KD 260 150 T - KD Adv: +28
LP Oicho Throw
(Sideswitch Throw)
Hcb.pngLp.png
63214+LP
5 2 41 - KD 100 250 T - Side switch vs. everyone except Hugo; KD Adv: +8
MP Oicho Throw
(Sideswitch Throw)
Hcb.pngMp.png
63214+MP
5 2 41 - KD 110 250 T - Side switch vs. everyone except Hugo; KD Adv: +8
HP Oicho Throw
(Sideswitch Throw)
Hcb.pngHp.png
63214+HP
5 2 41 - KD 120 250 T - Side switch vs. everyone except Hugo; KD Adv: +8
Ex.pngEx.png Orochi Slammer Hcb.png2p.png
63214+PP
7 2 41 - KD 130*200 0*300 T FA* / - Costs 2 bars; no longer throw invincible; can be comboed into and has juggle potential; 2nd hit cancels into Focus Attack, but loses significant damage/stun; KD Adv: +7
Salt Toss Qcf.pngK.png
236+K
13 12 10 -2(4) 4(10) 1 1 M - Whiffs on crouching opponents except Hugo; projectile hitbox (active frames 7-12 have extended hitbox, giving better advantage at max range); lower priority than Zuri Fugaku if inputs overlap; can clash with high projectiles like Sagat's P Tiger Shot or air projectiles
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Super Killer
Head Ram
(LP Super)
Cb.png,F.pngBf.pngLp.png
[4]646+LP
1+8 13(36)23 14+17 land -6 KD 150*300 - M - 1-13f full invuln, 14-80f projectile invuln, 8-44f and 55-94f airborne
MP Super Killer
Head Ram
(MP Super)
Cb.png,F.pngBf.pngMp.png
[4]646+MP
1+9 16(36)23 14+17 land -6 KD 150*300 - M - 1-12f full invuln, 13-84f projectile invuln, 8-48f and 59-98f airborne
HP Super Killer
Head Ram
(HP Super)
Cb.png,F.pngBf.pngHp.png
[4]646+HP
1+9 25(36)23 14+17 land -6 KD 150*300 - M - 1-9f full invuln, 10-93f projectile invuln, 8-57f and 68-107f airborne; worst reversal Super as it will trade with a strike's active frames
Ultimate Killer
Head Ram
(Ultra 1)
Cb.png,F.pngBf.png3p.png
[4]646+PPP
0+11 24 22+13 land -15 KD 60x7*98 - M - 1-11f full invuln, 12-34f projectile invuln, 8-56f airborne; KD Adv: +62
Orochi Breaker
(Ultra 2)
Hcb.pngHcb.png3p.png
6321463214+PPP
0+1 2 70 - KD 150*375 - T - 1-2f full invuln; KD Adv: +50
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