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

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{{OSFIVFrameDataRow2|{{ex}}{{ex}} Ryukosai<br>(Axe Kick)|{{Hcf}}{{2k}}<br>41236+KK|20|2*2*2|19|-3|KD|280|280|H*H*H|FA*|3 hits, armor break; costs 2 bars, gives extra animation on hit, FA cancel on block only; KD Adv: +27|}}
{{OSFIVFrameDataRow2|{{ex}}{{ex}} Ryukosai<br>(Axe Kick)|{{Hcf}}{{2k}}<br>41236+KK|20|2*2*2|19|-3|KD|280|280|H*H*H|FA*|3 hits, armor break; costs 2 bars, gives extra animation on hit, FA cancel on block only; KD Adv: +27|}}


{{OSFIVFrameDataRow|Teleport Grab|{{Dp}}{{K}}<br>623+K|s|a|r|-|KD|130|150|T|-|No possible juggle afterward|}}
{{OSFIVFrameDataRow|Rasetsuko<br>(Teleport Grab)|{{Dp}}{{K}}<br>623+K|8|7|41|-|KD|130|150|T|-|Cannot be cancelled into; no possible juggle afterward; KD Adv: +51|}}
{{OSFIVFrameDataRow2|{{ex}} Teleport Grab|{{Dp}}{{2k}}<br>623+KK|s|a|r|-|KD|100|150|T|FA|Limited juggle potential afterward; can FADC after the launching hit|}}
{{OSFIVFrameDataRow2|{{ex}} Rasetsuko<br>(Teleport Grab)|{{Dp}}{{2k}}<br>623+KK|8|7|41|-|KD|100|150|T|FA|Limited juggle potential afterward; can FADC after the launching hit; KD Adv: +42|}}


{{OSFIVFrameDataRow|Ashura Senku<br>(P Teleport)|{{Dp}}/{{Rdp}} + {{3p}}<br>623 or 421+PPP|-|-|r|-|-|-|-|-|-|-|}}
{{OSFIVFrameDataRow|Ashura Senku<br>(P Teleport)|{{Dp}}/{{Rdp}} + {{3p}}<br>623 or 421+PPP|-|-|61|-|-|-|-|-|-|'''1-49f full invuln'''; can pass through opponents; Dist: 2.97|}}
{{OSFIVFrameDataRow2|Ashura Senku<br>(K Teleport)|{{Dp}}/{{Rdp}} + {{3k}}<br>623 or 421+KKK|-|-|r|-|-|-|-|-|-|-|}}
{{OSFIVFrameDataRow2|Ashura Senku<br>(K Teleport)|{{Dp}}/{{Rdp}} + {{3k}}<br>623 or 421+KKK|-|-|53|-|-|-|-|-|-|'''1-40f full invuln'''; can pass through opponents; Dist: 2.25|}}


{{OmegaSFIVFrameDataHeader}}
{{OmegaSFIVFrameDataHeader}}
{{OSFIVFrameDataRow|LK Tatsumaki Senpukyaku<br>(Hurricane Kick)|{{Qcb}}{{lk}}<br>214+LK|s|a|r|B<br>[B]|KD|70<br>[50]|50<br>[50]|M|-|Puts opponent in free juggle state on hit; [when cancelled into from 6MK]|}}
{{OSFIVFrameDataRow|LK Tatsumaki Senpukyaku<br>(Hurricane Kick)|{{Qcb}}{{lk}}<br>214+LK|11|2<small>(6)</small>2|12+8<br>land|-9|KD|70|50|M|-|'''7-20f lower body invuln, 7-32f airborne'''; puts opponent into free juggle state; whiffs on crouching opponents; KD Adv: +36|}}
{{OSFIVFrameDataRow|MK Tatsumaki Senpukyaku<br>(Hurricane Kick)|{{Qcb}}{{mk}}<br>214+MK|s|a|r|B<br>[B]|KD|80*60<br>[40*30]|100*50<br>[50x2]|M|-|[when cancelled into from 6MK]|}}
{{OSFIVFrameDataRow|MK Tatsumaki Senpukyaku<br>(Hurricane Kick)|{{Qcb}}{{mk}}<br>214+MK|8|2<small>(5)</small>2<small>(4)</small>3|15+12<br>land|-9|KD|80*60|100*50|M|-|'''4-23f lower body invuln, 4-38f airborne'''; higher juggle potential; whiffs on crouching opponents; if 1st hit is stand blocked, 2nd hit will connect vs. crouch blocking opponent; KD Adv: +28|}}
{{OSFIVFrameDataRow|HK Tatsumaki Senpukyaku<br>(Hurricane Kick)|{{Qcb}}{{hk}}<br>214+HK|s|a|r|B<br>[B]|KD|80*40*60<br>[40*50]|100*50x2<br>[50x2]|M|-|[when cancelled into from 6MK]|}}
{{OSFIVFrameDataRow|HK Tatsumaki Senpukyaku<br>(Hurricane Kick)|{{Qcb}}{{hk}}<br>214+HK|11|2<small>(5)</small>1<small>(4)</small><br>2<small>(5)</small>1<small>(4)</small>2|13+8<br>land|-2<br>[-14]|KD|80*40*60|100*50x2|M|-|'''7-36f lower body invuln, 7-49f airborne'''; whiffs on crouching opponents; if 1st hit is stand blocked, 2nd hit will connect vs. crouch blocking opponent, [then 3rd hit will whiff]; KD Adv: +34|}}
{{OSFIVFrameDataRow2|{{ex}} Tatsumaki Senpukyaku<br>(Hurricane Kick)|{{Qcb}}{{2k}}<br>214+KK|s|a|r|B<br>[B]|KD|30x4*40<br>[40x5]|40x5<br>[50x5]|M|-|[when cancelled into from 6MK]|}}
{{OSFIVFrameDataRow2|{{ex}} Tatsumaki Senpukyaku<br>(Hurricane Kick)|{{Qcb}}{{2k}}<br>214+KK|11|1<small>(3)</small>1<small>(3)</small><br>1<small>(3)</small>1<small>(3)</small>1|18+3<br>land|-1<br>[-9/-17]|KD|30x4*40|40x5|M|-|'''6-27f lower body invuln, 6-45f airborne'''; puts opponent into limited juggle state, can followup near corner; -1 oB if 3 or 4 hits connect, then more unsafe if fewer hits connect; KD Adv: +45|}}


{{OSFIVFrameDataRow|LK Tatsumaki Followup<br>(6MK xx Tatsu)|{{Qcb}}{{lk}}<br>214+LK|9|2<small>(6)</small>2|4+10<br>land|-5|KD|50|50|M|-|[cancelled from 6MK]; KD Adv: +38|}}
{{OSFIVFrameDataRow|LK Tatsumaki Followup<br>(6MK xx Tatsu)|{{Qcb}}{{lk}}<br>214+LK|9|2<small>(6)</small>2|4+10<br>land|-5|KD|50|50|M|-|[cancelled from 6MK]; KD Adv: +38|}}
Line 139: Line 139:
{{OSFIVFrameDataRow2|{{ex}} Tatsumaki Followup<br>(6MK xx Tatsu)|{{Qcb}}{{2k}}<br>214+KK|7|1<small>(3)</small>1<small>(3)</small><br>1<small>(3)</small>1<small>(3)</small>1|16+4<br>land|0<br>[-8/-16]|KD|40x5|50x5|M|-|[cancelled from 6MK]; puts opponent into limited juggle state, can followup near corner; [Block adv -8 if 2 hits connect, -16 if 1 connects; character specific]; KD Adv: +54|}}
{{OSFIVFrameDataRow2|{{ex}} Tatsumaki Followup<br>(6MK xx Tatsu)|{{Qcb}}{{2k}}<br>214+KK|7|1<small>(3)</small>1<small>(3)</small><br>1<small>(3)</small>1<small>(3)</small>1|16+4<br>land|0<br>[-8/-16]|KD|40x5|50x5|M|-|[cancelled from 6MK]; puts opponent into limited juggle state, can followup near corner; [Block adv -8 if 2 hits connect, -16 if 1 connects; character specific]; KD Adv: +54|}}


{{OSFIVFrameDataRow|LK Air Tatsumaki Senpukyaku<br>(Air Hurricane Kick)|Air {{Qcb}}{{lk}}<br>Air 214+LK|s|a|r|B|KD|60|50|M|-|-|}}
{{OSFIVFrameDataRow|LK Air Tatsumaki Senpukyaku<br>(Air Hurricane Kick)|Air {{Qcb}}{{lk}}<br>Air 214+LK|9|2<small>(14)</small>2|10 land|-4(10)|KD|60|50|M|-|Puts opponent into limited juggle state; can no longer crossup; if used on the way up during forward jump, active frames are 2<small>(6)</small>2<small>(6)</small>2; KD Adv: +36~47|}}
{{OSFIVFrameDataRow|MK Air Tatsumaki Senpukyaku<br>(Air Hurricane Kick)|Air {{Qcb}}{{mk}}<br>Air 214+MK|s|a|r|B|KD|70|50|M|-|-|}}
{{OSFIVFrameDataRow|MK Air Tatsumaki Senpukyaku<br>(Air Hurricane Kick)|Air {{Qcb}}{{mk}}<br>Air 214+MK|9|2<small>(14)</small>2|10 land|-4(10)|KD|70|50|M|-|Puts opponent into limited juggle state; can no longer crossup; if used on the way up during forward jump, active frames are 2<small>(6)</small>2<small>(6)</small>2; KD Adv: +33~47|}}
{{OSFIVFrameDataRow|HK Air Tatsumaki Senpukyaku<br>(Air Hurricane Kick)|Air {{Qcb}}{{hk}}<br>Air 214+HK|s|a|r|B|KD|80|50|M|-|-|}}
{{OSFIVFrameDataRow|HK Air Tatsumaki Senpukyaku<br>(Air Hurricane Kick)|Air {{Qcb}}{{hk}}<br>Air 214+HK|9|2<small>(14)</small>2|10 land|0(10)|KD|80|50|M|-|Puts opponent into limited juggle state; can no longer crossup; if used on the way up during forward jump, active frames are 2<small>(6)</small>2<small>(6)</small>2; KD Adv: +33~47|}}
{{OSFIVFrameDataRow2|{{ex}} Air Tatsumaki Senpukyaku<br>(Air Hurricane Kick)|Air {{Qcb}}{{2k}}<br>Air 214+KK|s|a|r|B|KD|40x5|50x5|M|-|-|}}
{{OSFIVFrameDataRow2|{{ex}} Air Tatsumaki Senpukyaku<br>(Air Hurricane Kick)|Air {{Qcb}}{{2k}}<br>Air 214+KK|7|1<small>(3)</small>1<small>(3)</small><br>1<small>(3)</small>1<small>(3)</small>1|4 land|-25(-4)|KD|40x5|50x5|M|-|Stops jump momentum, juggles opponent on hit; number of hits can vary based on height or distance, affecting the block disadvantage; KD Adv: +47 (+10 if only 1 hit connects)|}}


{{OmegaSFIVFrameDataHeader}}
{{OmegaSFIVFrameDataHeader}}

Revision as of 23:13, 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
Hadoken
(Fireball)
Qcf.pngP.png
236+P
13 - 32 -8 -2 60 100 M FA LP slowest, HP fastest
Ex.png Hadoken
(Fireball)
Qcf.png2p.png
236+PP
12 - 30 0 3 50x2 50x2 M FA 2 hits
LP Shakunetsu Hadoken
(Red Fireball)
Hcb.pngLp.png
63214+LP
25 - 28 -7 KD 50 200 M FA 1 hit, opponent is put into limited juggle state; KD Adv: +38
MP Shakunetsu Hadoken
(Red Fireball)
Hcb.pngMp.png
63214+MP
25 - 36 -7 KD 35x2 50*100 M FA 2 hits, opponent is put into limited juggle state; KD Adv: +38
HP Shakunetsu Hadoken
(Red Fireball)
Hcb.pngHp.png
63214+HP
25 - 44 -7 KD 33x3 35x3 M FA 3 hits, opponent is put into limited juggle state; KD Adv: +38
Ex.png Shakunetsu Hadoken
(Red Fireball)
Hcb.png2p.png
63214+PP
25 - 28 9 KD 47x3 70x2*100 M FA 3 hits, opponent is put into limited juggle state; KD Adv: +54
LP Rakuyo Hadoken
(Falling Fireball)
Rdp.pngLp.png
421+LP
44 [23] 12 6(23) 11(27) 50 50 M FA Shortest angle
MP Rakuyo Hadoken
(Falling Fireball)
Rdp.pngMp.png
421+MP
51 [24] 4 14(32) 19(37) 50 50 M FA Medium angle
HP Rakuyo Hadoken
(Falling Fireball)
Rdp.pngHp.png
421+HP
63 [25] (0) 20(40) 25(44) 50 50 M FA Farthest angle; E.Ryu can act after 61f, before fireball becomes active
Ex.png L Rakuyo Hadoken
(Falling Fireball)
Rdp.pngLp.pngMp.png
421+LP+MP
41 [23] 12 13(30) 17(33) 40x2 30*20 M FA 2 hits, shortest trajectory
Ex.png M Rakuyo Hadoken
(Falling Fireball)
Rdp.pngMp.pngHp.png
421+MP+HP
45 [24] 8 17(35) 21(38) 40x2 30*20 M FA 2 hits, medium trajectory
Ex.png H Rakuyo Hadoken
(Falling Fireball)
Rdp.pngLp.pngHp.png
421+LP+HP
53 [25] 3 22(41) 25(45) 40x2 30*20 M FA 2 hits, farthest trajectory
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Shoryuken
(Uppercut)
Dp.pngLp.png
623+LP
4 14 14+10
land
-17 KD 100 (70) 100 M FA* 1-3f full invuln, 4-17f lower body invuln, 4-5f throw invuln, 5f~ airborne; FA cancel on hit only; (reduced damage on later active frames); KD Adv: +41
MP Shoryuken
(Uppercut)
Dp.pngMp.png
623+MP
4 2*12 25+18
land
-34 KD 100*30 100*50 M FA* 1-6f full invuln, 7-17f lower body invuln, 6f~ airborne; 2 hits, FA cancel on hit only (1st hit); KD Adv: +27
HP Shoryuken
(Uppercut)
Dp.pngHp.png
623+HP
4 2*12 28+18
land
-37 KD 100*60 150*50 M FA* 1-5f full invuln, 6-17f lower body invuln, 6f~ airborne; 2 hits, FA cancel on hit only (1st hit); KD Adv: +24
Ex.png Shoryuken
(Uppercut)
Dp.png2p.png
623+PP
4 5*14 24+18
land
-39 KD 80*30x2*50 100*25x2*50 M FA 1-22f full invuln; 1st hit cancellable on hit/block; on hit/block/armor, transitions to a different animation when early active frames hit; has great forward distance when cancelled from Far 5HP (over 1/2 screen whiff punishes possible); KD Adv: +23
LK Ryusokyaku
(Axe Kick)
Hcf.pngLk.png
41236+LK
17 2 22 -7 1 100 200 M FA Armor break
MK Ryusokyaku
(Axe Kick)
Hcf.pngMk.png
41236+MK
20 2 20 -2 4 80 100 M FA Armor break, can link into cl.5MK
HK Ryusokyaku
(Axe Kick)
Hcf.pngHk.png
41236+HK
26 2 18 1 KD 130 150 M FA Hard Knockdown vs. grounded opponents; armor break; KD Adv: +78 grounded, +19 juggled
Ex.pngEx.png Ryukosai
(Axe Kick)
Hcf.png2k.png
41236+KK
20 2*2*2 19 -3 KD 280 280 H*H*H FA* 3 hits, armor break; costs 2 bars, gives extra animation on hit, FA cancel on block only; KD Adv: +27
Rasetsuko
(Teleport Grab)
Dp.pngK.png
623+K
8 7 41 - KD 130 150 T - Cannot be cancelled into; no possible juggle afterward; KD Adv: +51
Ex.png Rasetsuko
(Teleport Grab)
Dp.png2k.png
623+KK
8 7 41 - KD 100 150 T FA Limited juggle potential afterward; can FADC after the launching hit; KD Adv: +42
Ashura Senku
(P Teleport)
Dp.png/Rdp.png + 3p.png
623 or 421+PPP
- - 61 - - - - - - 1-49f full invuln; can pass through opponents; Dist: 2.97
Ashura Senku
(K Teleport)
Dp.png/Rdp.png + 3k.png
623 or 421+KKK
- - 53 - - - - - - 1-40f full invuln; can pass through opponents; Dist: 2.25
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Tatsumaki Senpukyaku
(Hurricane Kick)
Qcb.pngLk.png
214+LK
11 2(6)2 12+8
land
-9 KD 70 50 M - 7-20f lower body invuln, 7-32f airborne; puts opponent into free juggle state; whiffs on crouching opponents; KD Adv: +36
MK Tatsumaki Senpukyaku
(Hurricane Kick)
Qcb.pngMk.png
214+MK
8 2(5)2(4)3 15+12
land
-9 KD 80*60 100*50 M - 4-23f lower body invuln, 4-38f airborne; higher juggle potential; whiffs on crouching opponents; if 1st hit is stand blocked, 2nd hit will connect vs. crouch blocking opponent; KD Adv: +28
HK Tatsumaki Senpukyaku
(Hurricane Kick)
Qcb.pngHk.png
214+HK
11 2(5)1(4)
2(5)1(4)2
13+8
land
-2
[-14]
KD 80*40*60 100*50x2 M - 7-36f lower body invuln, 7-49f airborne; whiffs on crouching opponents; if 1st hit is stand blocked, 2nd hit will connect vs. crouch blocking opponent, [then 3rd hit will whiff]; KD Adv: +34
Ex.png Tatsumaki Senpukyaku
(Hurricane Kick)
Qcb.png2k.png
214+KK
11 1(3)1(3)
1(3)1(3)1
18+3
land
-1
[-9/-17]
KD 30x4*40 40x5 M - 6-27f lower body invuln, 6-45f airborne; puts opponent into limited juggle state, can followup near corner; -1 oB if 3 or 4 hits connect, then more unsafe if fewer hits connect; KD Adv: +45
LK Tatsumaki Followup
(6MK xx Tatsu)
Qcb.pngLk.png
214+LK
9 2(6)2 4+10
land
-5 KD 50 50 M - [cancelled from 6MK]; KD Adv: +38
LK Tatsumaki Followup
(6MK xx Tatsu)
Qcb.pngMk.png
214+MK
7 2(4)2(3)1 12+10
land
-4 KD 40*30 50x2 M - [cancelled from 6MK]; has very high juggle potential; KD Adv: +31
LK Tatsumaki Followup
(6MK xx Tatsu)
Qcb.pngHk.png
214+HK
9 2(6)2(6)2 17+10
land
-8 KD 40*50 50x2 M - [cancelled from 6MK]; KD Adv: +32
Ex.png Tatsumaki Followup
(6MK xx Tatsu)
Qcb.png2k.png
214+KK
7 1(3)1(3)
1(3)1(3)1
16+4
land
0
[-8/-16]
KD 40x5 50x5 M - [cancelled from 6MK]; puts opponent into limited juggle state, can followup near corner; [Block adv -8 if 2 hits connect, -16 if 1 connects; character specific]; KD Adv: +54
LK Air Tatsumaki Senpukyaku
(Air Hurricane Kick)
Air Qcb.pngLk.png
Air 214+LK
9 2(14)2 10 land -4(10) KD 60 50 M - Puts opponent into limited juggle state; can no longer crossup; if used on the way up during forward jump, active frames are 2(6)2(6)2; KD Adv: +36~47
MK Air Tatsumaki Senpukyaku
(Air Hurricane Kick)
Air Qcb.pngMk.png
Air 214+MK
9 2(14)2 10 land -4(10) KD 70 50 M - Puts opponent into limited juggle state; can no longer crossup; if used on the way up during forward jump, active frames are 2(6)2(6)2; KD Adv: +33~47
HK Air Tatsumaki Senpukyaku
(Air Hurricane Kick)
Air Qcb.pngHk.png
Air 214+HK
9 2(14)2 10 land 0(10) KD 80 50 M - Puts opponent into limited juggle state; can no longer crossup; if used on the way up during forward jump, active frames are 2(6)2(6)2; KD Adv: +33~47
Ex.png Air Tatsumaki Senpukyaku
(Air Hurricane Kick)
Air Qcb.png2k.png
Air 214+KK
7 1(3)1(3)
1(3)1(3)1
4 land -25(-4) KD 40x5 50x5 M - Stops jump momentum, juggles opponent on hit; number of hits can vary based on height or distance, affecting the block disadvantage; KD Adv: +47 (+10 if only 1 hit connects)
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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