Ultra Street Fighter IV/Evil Ryu/Omega: Difference between revisions

From SuperCombo Wiki
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{{OSFIVFrameDataRow|'''5HP''' (Close)|cl. {{hp}}|5|4|22|-7|-3|100|200|M|Sp FA|-|}}
{{OSFIVFrameDataRow|'''5HP''' (Close)|cl. {{hp}}|5|4|22|-7|-3|100|200|M|Sp FA|-|}}
{{OSFIVFrameDataRow|'''5LK''' (Close)|cl. {{lk}}|5|5|7|-1|3|30|50|M|Sp FA|-|}}
{{OSFIVFrameDataRow|'''5LK''' (Close)|cl. {{lk}}|5|5|7|-1|3|30|50|M|Sp FA|-|}}
{{OSFIVFrameDataRow|'''5MK''' (Close)|cl. {{mk}}|3|5|16|-7|-2|80|100|M|Sp FA|Forces stand|}}
{{OSFIVFrameDataRow|'''5MK''' (Close)|cl. {{mk}}|3|5|16|-7|-2|80|100|M|Sp FA|Forces stand; longer proximity range (works after MK Axe Kick)|}}
{{OSFIVFrameDataRow|'''5HK''' (Close)|cl. {{hk}}|5|2*8<small>(2)</small>4|17|-3|1|40x2*30|50x2*100|M|EX FA|3 hits, first 2 are cancellable|}}
{{OSFIVFrameDataRow|'''5HK''' (Close)|cl. {{hk}}|5|2*8<small>(2)</small>4|17|-3|1|40x2*30|50x2*100|M|EX FA|3 hits, first 2 are cancellable|}}


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{{OSFIVFrameDataRow|'''5MP''' (Far)|far. {{mp}}|5|4|14|-2|2|70|100|M|TC Sp FA|-|}}
{{OSFIVFrameDataRow|'''5MP''' (Far)|far. {{mp}}|5|4|14|-2|2|70|100|M|TC Sp FA|-|}}
{{OSFIVFrameDataRow|'''5HP''' (Far)|far. {{hp}}|7|3|18|0|KD|120|200|M|EX FA|KD Adv: +34|}}
{{OSFIVFrameDataRow|'''5HP''' (Far)|far. {{hp}}|7|3|18|0|KD|120|200|M|EX FA|KD Adv: +34|}}
{{OSFIVFrameDataRow|'''5LK''' (Far)|far. {{lk}}|5|6|6|B|H|40|50|M|-|-|}}
{{OSFIVFrameDataRow|'''5LK''' (Far)|far. {{lk}}|5|6|6|-1|2|40|50|M|-|Shifts leg hurtbox backwards, can make low pokes whiff|}}
{{OSFIVFrameDataRow|'''5MK''' (Far)|far. {{mk}}|7|4|15|-3|2|70|100|M|-|-|}}
{{OSFIVFrameDataRow|'''5MK''' (Far)|far. {{mk}}|7|4|15|-3|2|70|100|M|-|-|}}
{{OSFIVFrameDataRow|'''5HK''' (Far)|far. {{hk}}|8|4|22|-8|-4|110|200|M|EX FA|-|}}
{{OSFIVFrameDataRow|'''5HK''' (Far)|far. {{hk}}|8|4|22|-8|-4|110|200|M|EX FA|-|}}
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{{OmegaSFIVFrameDataHeader}}
{{OmegaSFIVFrameDataHeader}}
{{OSFIVFrameDataRow|Zugaihasatsu<br>(Overhead)|{{Right}}{{mp}}|17|2<small>(1)</small>2|18|-6|4 (2)|30*50|50x2|H|-|-|}}
{{OSFIVFrameDataRow|Zugaihasatsu<br>(Overhead)|{{Right}}{{mp}}|17|2<small>(1)</small>2|18|-6|4 [2]|30*50|50x2|H|-|[Adv. vs crouching opponent]|}}
{{OSFIVFrameDataRow|Zounuki|{{Right}}{{hp}}|25|4|18|-2|5|50x2|50*80|M|-|Can be used for kara-Demon|}}
{{OSFIVFrameDataRow|Zounuki|{{Right}}{{hp}}|25|4|18|-2|5|50x2|50*80|M|-|Armor break; can be used for kara-Super|}}
{{OSFIVFrameDataRow|Zounuki (charged)|{{Right}}{{hp}} (hold)|42|12|10|-1|KD|50x2*100|50x2*100|M|-|Has projectile hitbox, but too slow to use on reaction; can lose to projectile invuln moves; KD Adv: +20|}}
{{OSFIVFrameDataRow|Zounuki (charged)|{{Right}}{{hp}} (hold)|42|12|10|-1|KD|50x2*100|50x2*100|M|-|Armor break; has projectile hitbox, but too slow to use on reaction; can lose to projectile invuln moves; KD Adv: +20|}}
{{OSFIVFrameDataRow|Senbukyaku<br>(Hopkick)|{{Right}}{{mk}}|16|2|9+8 land|-2|0|70|100|M|Sp*|Cancels into special version of 214K; useful for kara-Demon|}}
{{OSFIVFrameDataRow|Senbukyaku<br>(Hopkick)|{{Right}}{{mk}}|16|2|9+8 land|-2|0|70|100|M|Sp*|'''3-17f lower body invuln, 5-26f airborne'''; no longer resets airborne opponents, keeps them in a juggle state; cancels into special version of 214K; best move for kara Super|}}
{{OSFIVFrameDataRow|Target Combo 1|cl.{{mp}}>{{hp}}|-|-|-|-11|KD|70*80|100*100|M|Sp FA|In the corner, can juggle cl.5HK into EX moves for high damage; KD Adv: +39|}}
{{OSFIVFrameDataRow|Target Combo 1|cl.{{mp}}>{{hp}}|-|-|-|-11|KD|*80|*100|M|Sp FA|Puts opponent into limited juggle state; huge hitconfirm window; can juggle cl.5HK afterward in the corner, which can cancel into EX moves for high damage; KD Adv: +39|}}
{{OSFIVFrameDataRow|Target Combo 2|far.{{mp}}>{{hp}}|-|-|-|-12|KD|70*60*40|100*100x2|M|EX FA / -|TC Far HP has 2 hits, only 1st is cancellable; KD Adv: +14|}}
{{OSFIVFrameDataRow|Target Combo 2|far.{{mp}}>{{hp}}|-|-|-|-12|KD|*60*40|*100x2|M|EX FA / -|TC Far HP has 2 hits, only 1st is cancellable; KD Adv: +14|}}


{{OmegaSFIVFrameDataHeader}}
{{OmegaSFIVFrameDataHeader}}
{{OSFIVFrameDataRow|'''j.LP''' (angled)|{{Upright}}{{lp}}|s|a|-|-|-|50|50|H|-|-|}}
{{OSFIVFrameDataRow|'''j.LP''' (angled)|{{Upright}}{{lp}}|4|9|-|-|-|50|50|H|-|-|}}
{{OSFIVFrameDataRow|'''j.MP''' (angled)|{{Upright}}{{mp}}|s|a|-|-|-|50*30|50x2|H|-|Puts airborne opponents into limited juggle state|}}
{{OSFIVFrameDataRow|'''j.MP''' (angled)|{{Upright}}{{mp}}|7|3*4|-|-|-|50*30|50x2|H|Sp|Has higher juggle potential; 1st hit cancels to Air Tatsu, puts airborne opponent in free juggle state; 2nd hit puts airborne opponent into limited juggle state|}}
{{OSFIVFrameDataRow|'''j.HP''' (angled)|{{Upright}}{{hp}}|s|a|-|-|-|100|200|H|-|-|}}
{{OSFIVFrameDataRow|'''j.HP''' (angled)|{{Upright}}{{hp}}|6|4|-|-|-|100|200|H|-|-|}}
{{OSFIVFrameDataRow|'''j.LK''' (angled)|{{Upright}}{{lk}}|s|a|-|-|-|40|50|H|-|Crossup|}}
{{OSFIVFrameDataRow|'''j.LK''' (angled)|{{Upright}}{{lk}}|4|8|-|-|-|40|50|H|-|Crossup|}}
{{OSFIVFrameDataRow|'''j.MK''' (angled)|{{Upright}}{{mk}}|s|a|-|-|-|70|100|H|-|Crossup|}}
{{OSFIVFrameDataRow|'''j.MK''' (angled)|{{Upright}}{{mk}}|6|6|-|-|-|70|100|H|-|Crossup|}}
{{OSFIVFrameDataRow2|'''j.HK''' (angled)|{{Upright}}{{hk}}|s|a|-|-|-|100|200|H|-|-|}}
{{OSFIVFrameDataRow2|'''j.HK''' (angled)|{{Upright}}{{hk}}|7|4|-|-|-|100|200|H|-|-|}}
{{OSFIVFrameDataRow|'''j.LP''' (neutral)|{{Up}}{{lp}}|s|a|-|-|-|50|50|H|-|-|}}
{{OSFIVFrameDataRow|'''j.LP''' (neutral)|{{Up}}{{lp}}|4|9|-|-|-|50|50|H|-|-|}}
{{OSFIVFrameDataRow|'''j.MP''' (neutral)|{{Up}}{{mp}}|s|a|-|-|-|80|100|H|-|-|}}
{{OSFIVFrameDataRow|'''j.MP''' (neutral)|{{Up}}{{mp}}|4|5|-|-|-|80|100|H|-|-|}}
{{OSFIVFrameDataRow|'''j.HP''' (neutral)|{{Up}}{{hp}}|s|a|-|-|-|100|200|H|-|-|}}
{{OSFIVFrameDataRow|'''j.HP''' (neutral)|{{Up}}{{hp}}|4|4|-|-|-|100|200|H|-|-|}}
{{OSFIVFrameDataRow|'''j.LK''' (neutral)|{{Up}}{{lk}}|s|a|-|-|-|40|50|H|-|-|}}
{{OSFIVFrameDataRow|'''j.LK''' (neutral)|{{Up}}{{lk}}|5|9|-|-|-|40|50|H|-|-|}}
{{OSFIVFrameDataRow|'''j.MK''' (neutral)|{{Up}}{{mk}}|s|a|-|-|-|80|100|H|-|-|}}
{{OSFIVFrameDataRow|'''j.MK''' (neutral)|{{Up}}{{mk}}|6|10|-|-|-|80|100|H|-|-|}}
{{OSFIVFrameDataRow2|'''j.HK''' (neutral)|{{Up}}{{hk}}|s|a|-|-|-|100|200|H|-|-|}}
{{OSFIVFrameDataRow2|'''j.HK''' (neutral)|{{Up}}{{hk}}|4|4|-|-|-|100|200|H|-|-|}}
{{OSFIVFrameDataRow|Tenmakujinkyaku<br>(Divekick)|Air {{Down}}{{mk}}|13|until land|4 land|B|H|70|100|H|-|Forward jump only|}}
{{OSFIVFrameDataRow|Tenmakujinkyaku<br>(Divekick)|Air {{Down}}{{mk}}|13|until land|4 land|-6(4)|-3(8)|70|100|H|-|Forward jump only, near apex|}}


{{OmegaSFIVFrameDataHeader}}
{{OmegaSFIVFrameDataHeader}}
{{OSFIVFrameDataRow|Focus Attack Lv. 1|{{mp}}{{mk}}|10+11|2|35|-21|KD|90|150|M|Dash|KD Adv: +x; +x after Forward Dash, +x after Back Dash|}}
{{OSFIVFrameDataRow|Focus Attack Lv. 1|{{mp}}{{mk}}|10+11|2|35|-21|KD|90|150|M|Dash|KD Adv: +11; +30 after Forward Dash, +23 after Back Dash|}}
{{OSFIVFrameDataRow|Focus Attack Lv. 2|{{mp}}{{mk}}|18+11|2|35|-15|crumple|80|150|M|Dash|-|}}
{{OSFIVFrameDataRow|Focus Attack Lv. 2|{{mp}}{{mk}}|18+11|2|35|-15|crumple|80|150|M|Dash|-|}}
{{OSFIVFrameDataRow|Focus Attack Lv. 3|{{mp}}{{mk}}|65|2|35|crumple|crumple|140|200|-|Dash|Unblockable|}}
{{OSFIVFrameDataRow|Focus Attack Lv. 3|{{mp}}{{mk}}|65|2|35|crumple|crumple|140|200|-|Dash|Unblockable|}}


{{OmegaSFIVFrameDataHeader}}
{{OmegaSFIVFrameDataHeader}}
{{OSFIVFrameDataRow|Shoulder Throw<br>(Forward Throw)|{{lp}}{{lk}}|3|2|24|-|KD|170|200|T|-|KD Adv: +x|}}
{{OSFIVFrameDataRow|Shoulder Throw<br>(Forward Throw)|{{lp}}{{lk}}|3|2|24|-|KD|170|200|T|-|KD Adv: +14|}}
{{OSFIVFrameDataRow|Somersault Throw<br>(Back Throw)|{{Left}}+{{lp}}{{lk}}|3|2|24|-|KD|170|200|T|-|KD Adv: +x|}}
{{OSFIVFrameDataRow|Somersault Throw<br>(Back Throw)|{{Left}}+{{lp}}{{lk}}|3|2|24|-|KD|170|200|T|-|KD Adv: +7|}}


{{OmegaSFIVFrameDataHeader}}
{{OmegaSFIVFrameDataHeader}}
Line 139: Line 139:


{{OmegaSFIVFrameDataHeader}}
{{OmegaSFIVFrameDataHeader}}
{{OSFIVFrameDataRow2|Raging Demon<br>(Super)|{{lp}}{{lp}}{{Right}}{{lk}}{{hp}}|s|a|r|-|KD|450|-|T|-|-|}}
{{OSFIVFrameDataRow2|Raging Demon<br>(Super)|{{lp}}{{lp}}{{Right}}{{lk}}{{hp}}|1+0|37|13|-|KD|450|-|T|-|'''1-2f full invuln'''; Dmg Distribution: 20x14*170; KD Adv: +37|}}


{{OSFIVFrameDataRow|Metsu Hadoken<br>(Ultra 1)|{{Qcf}}{{Qcf}}{{3p}}<br>236236+PPP|s|a|r|B|KD|341|-|M|-|-|}}
{{OSFIVFrameDataRow|Metsu Hadoken<br>(Ultra 1)|{{Qcf}}{{Qcf}}{{3p}}<br>236236+PPP|0+11|[-]|114|-30|KD|341|-|M|-|'''1-10f full invuln'''; Dmg Distribution: 38x7*75; KD Adv: +66|}}
{{OSFIVFrameDataRow|Metsu Hadoken<br>(Charged Ultra 1)|{{Qcf}}{{Qcf}}{{3p}} (hold)<br>236236+PPP (hold)|s|a|r|B|KD|431|-|M|-|-|}}
{{OSFIVFrameDataRow|Metsu Hadoken<br>(Charged Ultra 1)|{{Qcf}}{{Qcf}}{{3p}} (hold)<br>236236+PPP (hold)|0+35|2*[-]|129|-44|KD|431|-|M|-|'''No invuln if held'''; cinematic occurs at point blank full charge; Dmg Distribution: 53x7*60; KD Adv: +52|}}
{{OSFIVFrameDataRow|Messatsu Goshoryu<br>(Ultra 2)|{{Qcf}}{{Qcf}}{{3k}}<br>236236+KKK|s|a|r|B|KD|501<br>*[305]|-|M|-|[Non-cinematic juggle damage, not factoring in damage scaling; distribution: 30 * 30*15x2 * 75*35x4]|}}
{{OSFIVFrameDataRow|Messatsu Goshoryu<br>(Ultra 2)|{{Qcf}}{{Qcf}}{{3k}}<br>236236+KKK|0+9|4*6<small>(26)</small><br>4*4*4<small>(37)</small><br>2*[3x4]|31+62 land|-78|KD|501<br>[305]|-|M|-|'''1-18f full invuln'''; [Non-cinematic version if 1st hit doesn't connect, 1st hit has no juggle potential]; Dmg Distribution: 30x3*15x3*8x5*15*105*206 [30* 30*15*15* 75*35x4]; KD Adv: +37 cinematic / +44 non-cinematic|}}
{{OmegaSFIVFrameDataHeader}}
{{OmegaSFIVFrameDataHeader}}
|-
|-

Revision as of 22:31, 20 October 2022

Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

Evil Ryu

SSFIV-Evil Ryu Face.jpg


In a nutshell


(Intro paragraph to describe overall gameplay)


Click for USF4 version


Notable Changes from USF4 to Omega

  • HP: 50 more (900 > 950) - USF4 v1.04 HP nerf not applied to Omega version
  • Throw: slightly shorter range
  • Movement Changes:
    • Forward Dash: 3f faster (18f > 15f), slightly longer distance
  • Normal Move Changes:
  • Command Normal Changes:
    • Zounuki (6HP) - New attack, chargeable forward-moving punch
      • Charged version knocks down, has a projectile hitbox
  • Special Move Changes:
  • Super/Ultra Changes:
  • Moves with ending Frame Buffer:

Character Specific Data

Evil Ryu

VITALS
Health: 950 Stun: 900
WALKING
Forward Walk Speed: 0.050 Back Walk Speed: 0.040
JUMPING
Jump Total Frames: 4+36+4 Jump Distance: 1.925 Forward/Back
DASHING
Forward Dash Frames: 15 Forward Dash Distance: 1.353
Back Dash Frames: 28 Back Dash Distance: 1.20
FA + Forward Dash Frames: 17 FA + Back Dash Frames: 24
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-17 FA + Back Dash Airborne: 4-13
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -2 Lv1 FA + Back Dash (Block): -9
Lv2 FA + Forward Dash (Block): +4 Lv2 FA + Back Dash (Block): -3

Frame Data

Note: Since nearly all grounded moves are cancellable into Super (Raging Demon), cancels into FA (Focus Attack) are listed instead.

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png 3 3 6 2 5 30 50 M Ch Sp FA -
5MP (Close) cl. Mp.png 3 3 21 -3 3 70 100 M TC Sp FA -
5HP (Close) cl. Hp.png 5 4 22 -7 -3 100 200 M Sp FA -
5LK (Close) cl. Lk.png 5 5 7 -1 3 30 50 M Sp FA -
5MK (Close) cl. Mk.png 3 5 16 -7 -2 80 100 M Sp FA Forces stand; longer proximity range (works after MK Axe Kick)
5HK (Close) cl. Hk.png 5 2*8(2)4 17 -3 1 40x2*30 50x2*100 M EX FA 3 hits, first 2 are cancellable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png 4 3 6 2 5 30 50 M Sp FA -
5MP (Far) far. Mp.png 5 4 14 -2 2 70 100 M TC Sp FA -
5HP (Far) far. Hp.png 7 3 18 0 KD 120 200 M EX FA KD Adv: +34
5LK (Far) far. Lk.png 5 6 6 -1 2 40 50 M - Shifts leg hurtbox backwards, can make low pokes whiff
5MK (Far) far. Mk.png 7 4 15 -3 2 70 100 M - -
5HK (Far) far. Hk.png 8 4 22 -8 -4 110 200 M EX FA -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 3 2 7 2 5 30 50 M Ch Sp FA -
2MP Down.gifMp.png 4 4 8 2 5 60 100 M Sp FA -
2HP Down.gifHp.png 6 6 23 -10 -5 90 200 M Sp FA -
2LK Down.gifLk.png 4 3 9 -1 2 20 50 L Ch Sp FA -
2MK Down.gifMk.png 7 3 16 -4 0 60 100 L Sp FA -
2HK Down.gifHk.png 6 3 26 -11 KD 100 200 L - KD Adv: +13
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Zugaihasatsu
(Overhead)
Right.gifMp.png 17 2(1)2 18 -6 4 [2] 30*50 50x2 H - [Adv. vs crouching opponent]
Zounuki Right.gifHp.png 25 4 18 -2 5 50x2 50*80 M - Armor break; can be used for kara-Super
Zounuki (charged) Right.gifHp.png (hold) 42 12 10 -1 KD 50x2*100 50x2*100 M - Armor break; has projectile hitbox, but too slow to use on reaction; can lose to projectile invuln moves; KD Adv: +20
Senbukyaku
(Hopkick)
Right.gifMk.png 16 2 9+8 land -2 0 70 100 M Sp* 3-17f lower body invuln, 5-26f airborne; no longer resets airborne opponents, keeps them in a juggle state; cancels into special version of 214K; best move for kara Super
Target Combo 1 cl.Mp.png>Hp.png - - - -11 KD *80 *100 M Sp FA Puts opponent into limited juggle state; huge hitconfirm window; can juggle cl.5HK afterward in the corner, which can cancel into EX moves for high damage; KD Adv: +39
Target Combo 2 far.Mp.png>Hp.png - - - -12 KD *60*40 *100x2 M EX FA / - TC Far HP has 2 hits, only 1st is cancellable; KD Adv: +14
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png 4 9 - - - 50 50 H - -
j.MP (angled) Upright.gifMp.png 7 3*4 - - - 50*30 50x2 H Sp Has higher juggle potential; 1st hit cancels to Air Tatsu, puts airborne opponent in free juggle state; 2nd hit puts airborne opponent into limited juggle state
j.HP (angled) Upright.gifHp.png 6 4 - - - 100 200 H - -
j.LK (angled) Upright.gifLk.png 4 8 - - - 40 50 H - Crossup
j.MK (angled) Upright.gifMk.png 6 6 - - - 70 100 H - Crossup
j.HK (angled) Upright.gifHk.png 7 4 - - - 100 200 H - -
j.LP (neutral) Up.gifLp.png 4 9 - - - 50 50 H - -
j.MP (neutral) Up.gifMp.png 4 5 - - - 80 100 H - -
j.HP (neutral) Up.gifHp.png 4 4 - - - 100 200 H - -
j.LK (neutral) Up.gifLk.png 5 9 - - - 40 50 H - -
j.MK (neutral) Up.gifMk.png 6 10 - - - 80 100 H - -
j.HK (neutral) Up.gifHk.png 4 4 - - - 100 200 H - -
Tenmakujinkyaku
(Divekick)
Air Down.gifMk.png 13 until land 4 land -6(4) -3(8) 70 100 H - Forward jump only, near apex
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 90 150 M Dash KD Adv: +11; +30 after Forward Dash, +23 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
Shoulder Throw
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 170 200 T - KD Adv: +14
Somersault Throw
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 170 200 T - KD Adv: +7
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Hadoken
(Fireball)
Qcf.pngLp.png
236+LP
s - r B H 60 100 M FA -
MP Hadoken
(Fireball)
Qcf.pngMp.png
236+MP
s - r B H 60 100 M FA -
HP Hadoken
(Fireball)
Qcf.pngHp.png
236+HP
s - r B H 60 100 M FA -
Ex.png Hadoken
(Fireball)
Qcf.png2p.png
236+PP
s - r B H 50x2 50x2 M FA -
LP Shakunetsu Hadoken
(Red Fireball)
Hcb.pngLp.png
63214+LP
s - r B KD 50 200 M FA -
MP Shakunetsu Hadoken
(Red Fireball)
Hcb.pngMp.png
63214+MP
s - r B KD 35x2 50*100 M FA -
HP Shakunetsu Hadoken
(Red Fireball)
Hcb.pngHp.png
63214+HP
s - r B KD 33x3 35x3 M FA -
Ex.png Shakunetsu Hadoken
(Red Fireball)
Hcb.png2p.png
63214+PP
s - r B KD 47x3 70x2*100 M FA -
LP Rakuyo Hadoken
(Falling Fireball)
Rdp.pngLp.png
421+LP
s - r B H 50 50 M FA Shortest angle
MP Rakuyo Hadoken
(Falling Fireball)
Rdp.pngMp.png
421+MP
s - r B H 50 50 M FA Medium angle
HP Rakuyo Hadoken
(Falling Fireball)
Rdp.pngHp.png
421+HP
s - r B H 50 50 M FA Farthest angle
Ex.png Rakuyo Hadoken
(Falling Fireball)
Rdp.png2p.png
421+PP
s - r B H 40x2 30*20 M FA Angle changes based on the 2 buttons pressed
LP Shoryuken
(Uppercut)
Dp.pngLp.png
623+LP
s a r B KD 100 (70) 100 M FA* FA cancel on hit only; (Dmg on later active frames)
MP Shoryuken
(Uppercut)
Dp.pngMp.png
623+MP
s a r B KD 100*30 100*50 M FA* FA cancel on hit only
HP Shoryuken
(Uppercut)
Dp.pngHp.png
623+HP
s a r B KD 100*60 150*50 M FA* FA cancel on hit only
Ex.png Shoryuken
(Uppercut)
Dp.png2p.png
623+PP
s a r B KD 80*30x2*50 100*25x2*50 M FA 1st hit FA cancellable; has amazing forward range when cancelled into (~half screen whiff punishes are possible)
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Ryusokyaku
(Axe Kick)
Hcf.pngLk.png
41236+LK
s a r B H 100 200 M FA -
MK Ryusokyaku
(Axe Kick)
Hcf.pngMk.png
41236+MK
s a r B H 80 100 M FA -
HK Ryusokyaku
(Axe Kick)
Hcf.pngHk.png
41236+HK
s a r B KD 130 150 M FA -
Ex.pngEx.png Ryukosai
(Axe Kick)
Hcf.png2k.png
41236+KK
s a r B KD 280 280 H*H*H FA* Costs 2 bars; all 3 hits are overhead, leads to followup animation on hit; FA cancel on block only
LK Tatsumaki Senpukyaku
(Hurricane Kick)
Qcb.pngLk.png
214+LK
s a r B
[B]
KD 70
[50]
50
[50]
M - Puts opponent in free juggle state on hit; [when cancelled into from 6MK]
MK Tatsumaki Senpukyaku
(Hurricane Kick)
Qcb.pngMk.png
214+MK
s a r B
[B]
KD 80*60
[40*30]
100*50
[50x2]
M - [when cancelled into from 6MK]
HK Tatsumaki Senpukyaku
(Hurricane Kick)
Qcb.pngHk.png
214+HK
s a r B
[B]
KD 80*40*60
[40*50]
100*50x2
[50x2]
M - [when cancelled into from 6MK]
Ex.png Tatsumaki Senpukyaku
(Hurricane Kick)
Qcb.png2k.png
214+KK
s a r B
[B]
KD 30x4*40
[40x5]
40x5
[50x5]
M - [when cancelled into from 6MK]
LK Air Tatsumaki Senpukyaku
(Air Hurricane Kick)
Air Qcb.pngLk.png
Air 214+LK
s a r B KD 60 50 M - -
MK Air Tatsumaki Senpukyaku
(Air Hurricane Kick)
Air Qcb.pngMk.png
Air 214+MK
s a r B KD 70 50 M - -
HK Air Tatsumaki Senpukyaku
(Air Hurricane Kick)
Air Qcb.pngHk.png
Air 214+HK
s a r B KD 80 50 M - -
Ex.png Air Tatsumaki Senpukyaku
(Air Hurricane Kick)
Air Qcb.png2k.png
Air 214+KK
s a r B KD 40x5 50x5 M - -
Teleport Grab Dp.pngK.png
623+K
s a r - KD 130 150 T - No possible juggle afterward
Ex.png Teleport Grab Dp.png2k.png
623+KK
s a r - KD 100 150 T FA Limited juggle potential afterward; can FADC after the launching hit
Ashura Senku
(P Teleport)
Dp.png/Rdp.png + 3p.png
623 or 421+PPP
- - r - - - - - - -
Ashura Senku
(K Teleport)
Dp.png/Rdp.png + 3k.png
623 or 421+KKK
- - r - - - - - - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Raging Demon
(Super)
Lp.pngLp.pngRight.gifLk.pngHp.png 1+0 37 13 - KD 450 - T - 1-2f full invuln; Dmg Distribution: 20x14*170; KD Adv: +37
Metsu Hadoken
(Ultra 1)
Qcf.pngQcf.png3p.png
236236+PPP
0+11 [-] 114 -30 KD 341 - M - 1-10f full invuln; Dmg Distribution: 38x7*75; KD Adv: +66
Metsu Hadoken
(Charged Ultra 1)
Qcf.pngQcf.png3p.png (hold)
236236+PPP (hold)
0+35 2*[-] 129 -44 KD 431 - M - No invuln if held; cinematic occurs at point blank full charge; Dmg Distribution: 53x7*60; KD Adv: +52
Messatsu Goshoryu
(Ultra 2)
Qcf.pngQcf.png3k.png
236236+KKK
0+9 4*6(26)
4*4*4(37)
2*[3x4]
31+62 land -78 KD 501
[305]
- M - 1-18f full invuln; [Non-cinematic version if 1st hit doesn't connect, 1st hit has no juggle potential]; Dmg Distribution: 30x3*15x3*8x5*15*105*206 [30* 30*15*15* 75*35x4]; KD Adv: +37 cinematic / +44 non-cinematic
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:


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