Ultra Street Fighter IV/T. Hawk: Difference between revisions

From SuperCombo Wiki
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Mexican Typhoon|Spinning Pile Driver|Mexican Typhoon||
Mexican Typhoon|Spinning Pile Driver|Mexican Typhoon||
*{{lp}} Typhoon: Vortex enabler. Leaves then right next to you with the biggest range of all the Typhoons for you to do cross-ups, fake crossups, whatever you feel like doing. Character defining
*{{lp}} Typhoon: Vortex enabler. Leaves then right next to you with the biggest range of all the Typhoons for you to do cross-ups, fake crossups, whatever you feel like doing. Character defining
*{{mp}} Typhoon: With most command grabs, the Medium version is usually a bit irrelevant since you either want the range, oki, or damage. However, T.Hawk has a very specific use for his Medium command grab. When his back is in the corner, {{mp}} Typhoon actually gives better oki than {{lp}} Typhoon because since you do not move away from the opponent unlike in Midscreen. This basically gives you a more damaging version of L Typhoon while doing crossup set-ups or by using it as a reversal during defense in the corner.
*{{mp}} Typhoon: With most command grabs, the Medium version is usually a bit irrelevant since you either want the range, oki, or damage. However, T.Hawk has a very specific use for his Medium command grab. When his back is in the corner, {{mp}} Typhoon actually gives better oki than {{lp}} Typhoon because you do not move away from the opponent unlike in Midscreen. This basically gives you a more damaging version of {{lp}} Typhoon while doing crossup set-ups in or by using it as a reversal during defense in the corner.
*{{hp}} Typhoon: The round ender. 230 Damage command grab, but has the worst range and oki.
*{{hp}} Typhoon: The round ender. 230 Damage command grab, but has the worst range and oki.
*{{ex}} Typhoon: Massive range but poor oki, still good to punish certain moves.
*{{ex}} Typhoon: Massive range but poor oki, still good to punish certain moves.
Line 317: Line 317:
All versions of Spire do not combo if cancelled into no matter what normal is used, and do not knockdown aside from EX. They also all evade low attacks during travel.
All versions of Spire do not combo if cancelled into no matter what normal is used, and do not knockdown aside from EX. They also all evade low attacks during travel.
*{{lk}} Spire: Shortest reach but best frame data. Easy to space and be plus on block
*{{lk}} Spire: Shortest reach but best frame data. Easy to space and be plus on block
*{{mk}} Spire: Useful for far cancels from crouching medium kick to get back to the opponent.
*{{mk}} Spire: Useful for far cancels from {{d}}{{mk}} to get back to the opponent.
*{{hk}} Spire: Hard callout option for neutral due to evading lows, but not used in pressure over M since it's very hard to be made plus on block unlike M Spire.
*{{hk}} Spire: Hard callout option for neutral due to evading lows, but not used in pressure over {{mk}} Spire since it's very hard to be made plus on block unlike M Spire.
*{{ex}} Spire: Invincible, and it knocks down. Your best armor break when you have the bar.
*{{ex}} Spire: Invincible, and it knocks down. Your best armor break when you have the bar.
}}
}}

Revision as of 06:48, 18 November 2024

Ultra Street Fighter IVUSFIV-Header.png

T. Hawk

SSFIV-THawk Face.jpg

T. Hawk's entire tribe and village has been left in ruins by the hands of M. Bison and the Shadaloo organization. Having his tribe driven from their home land, his father murdered by Bison, and his true love Julia brainwashed into becoming a member of Bison's "Dolls" project, T. Hawk wants nothing more than to take down M. Bison. Learning about the Dolls program and the Living Incubator program, T. Hawk has vowed to free Julia and prevent M. Bison from ever brainwashing another person ever again.


In a nutshell

Being a grappler, T. Hawk is very slow but hits like a truck. Unlike his counterpart Zangief, who can get by using head games and various tools that don't involve rotating the joystick, T. Hawk's game is all about getting in your opponents face, throwing them, and not letting them escape. He is the most extreme of grapplers, considering he has a limited number of tools to get in. The key to playing T. Hawk is patience, patience, patience. Wait for your opponent to make a mistake and condition them with fake-outs and pokes to divert their attention as you go in for a command grab.

Players to Watch

Koji KOG (JP), Native Impact (US)

Click for Omega SF4 version

Ultra SFIV Changes

T. Hawk SF4 Changelist

Character Specific Data

T.Hawk

VITALS
Health: 1100 Stun: 1100 W-Ultra Scaling: 60%
WALKING DASHING
Forward Walk Speed: 0.0341 Forward Dash Distance: 0.95 [1.10] [0.81]
Back Walk Speed: 0.03 Forward Dash Total Frames: 23
JUMPING Back Dash Distance: 0.80
Jump Height Apex: 1.9 Back Dash Total Frames: 26
Jump Total Frames: 46 (6+40) [Neutral/Back Jump +1f landing] Back Dash Invincibility: 8
Forward Jump Distance: 1.75 (1.76) Back Dash Airborne: 11
Back Jump Distance 1.56 (1.81) Back Dash Recovery: 7
THROWS WAKE-UP TIMING
Forward Throw Range: 0.913 Face Up Total Frames: 31
Back Throw Range: 0.913 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Heavy Body Press Hard Knockdowns: Crouch HK, Mexican Typhoon, EX Mexican Typhoon
Low Attacks: Crouch LK, Crouch MK, Crouch HK Armor Breakers: Condor Dive, EX Condor Dive, EX Condor Spire
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 23 L1 EX Red Focus Attack Combo Lead-Ins: MP Tomahawk Buster (1st hit)
Level 2 Focus Startup Frames: 33
Level 3 Focus Startup Frames: 65
L1 Focus Attack Forward Dash: -7 L2 FA Forward Dash (On Block): -1
L1 Focus Attack Back Dash: -10 L2 FA Back Dash (On Block): -4

Note: T. Hawk's extra landing recovery frame on Neutral/Back Jump applies regardless of whether he uses an air normal

Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Lp.png 40 50 20 HL ch/sp/su 2 2 6 3 7
Close MP Close Mp.png 70 100 40 HL sp/su 5 4 10 0 6
Close HP Close Hp.png 130 200 60 HL - 8 3 14 1 6[5]
Close LK Close Lk.png 30 50 20 HL sp/su 2 3 10 -2 1
Close MK Close Mk.png 90 100 40 HL sp/su 6 3 12 -1 2
Close HK Close Hk.png 140 200 60 HL - 7 3 14 0 -
Far LP Far Lp.png 40 50 20 HL sp/su 4 2 7 3 6
Far MP Far Mp.png 90 100 40 HL - 6 3 12 -1 2
Far HP Far Hp.png 120 200 60 HL - 8 2 21 -5 -1
Far LK Far Lk.png 30 50 20 HL sp/su 4 4 9 -2 1
Far MK Far Mk.png 70 100 40 HL - 6 3 11 0 3
Far HK Far Hk.png 120 200 60 HL - 10 5 22 -5 -3
Crouch LP Crouch Lp.png 30 50 20 HL ch/sp/su 4 3 8 0 3
Crouch MP Crouch Mp.png 80 100 40 HL - 6 3 13 -2 1
Crouch HP Crouch Hp.png 90*50 100*100 60*20 HL - 8 2*3 20 -5 -1
Crouch LK Crouch Lk.png 40 50 20 L sp/su 4 3 8 0 3
Crouch MK Crouch Mk.png 70 100 40 L sp/su 6 4 12 -2 1
Crouch HK Crouch Hk.png 120*50 100*100 30*30 L - 11 2(9)2 20 -7 -
Thrust Peak Downright.gif+Lp.png 40 50 20 HL sp/su 2 7 12 -7 -4
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Lp.png 60 50 20 H sp 4 4 - - -
Neutral Jump MP Neutral Jump Mp.png 90 100 40 H - 6 5 - - -
Neutral Jump HP Neutral Jump Hp.png 140 200 60 H - 10 4 - - -
Neutral Jump LK Neutral Jump Lk.png 50 50 20 H - 4 3 - - -
Neutral Jump MK Neutral Jump Mk.png 90 100 40 H - 7 3 - - -
Neutral Jump HK Neutral Jump Hk.png 120 200 60 H - 10 4 - - -
Angled Jump LP Angled Jump Lp.png 60 50 20 H sp 4 6 - - -
Angled Jump MP Angled Jump Mp.png 90 100 40 H - 6 4 - - -
Angled Jump HP Angled Jump Hp.png 120 200 60 H - 10 3 - - -
Angled Jump LK Angled Jump Lk.png 50 50 20 H - 4 8 - - -
Angled Jump MK Angled Jump Mk.png 90 100 40 H - 7 6 - - -
Angled Jump HK Angled Jump Hk.png 120 200 60 H - 10 5 - - -
Heavy Shoulder Air Down.gif+Mp.png 80 90 40 - - 7 10 - - -
Heavy Body Press Air Down.gif+Hp.png 110 150 60 H - 6 9 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 90 100 20 HL - 10+13 5 32 -21 -21
Focus Attack (Level 2) Level 2 Focus 120 150 40 HL - 18+15 5 32 -15 -
Focus Attack (Level 3) Level 3 Focus 170 200 60 - - 65 5 32 - -
Red Focus Attack (Level 1) Level 1 Red Focus 120 100 20 HL - 10+13 5 32 -21 -21
Red Focus Attack (Level 2) Level 2 Red Focus 180 150 40 HL - 18+15 5 32 -15 -
Red Focus Attack (Level 3) Level 3 Red Focus 255 200 60 - - 65 5 32 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 120 100 20 HL - 10+13 5 32 -15 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neck Hanging Tree Forward Throw 130 140 40 0.913 - 3 2 20 - -
Mexican Throw Back Throw 160 140 40 0.913 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Mexican Typhoon Mexican Typhoon Lp.png 150 200 40/100 1.544 - 2 2 52 - -
Mexican Typhoon Mp.png 200 200 40/100 1.454 - 2 2 50 - -
Mexican Typhoon Hp.png 230 200 40/100 1.404 - 2 2 48 - -
EX Mexican Typhoon Mexican Typhoon Ex.png 200 150 -250/0 1.494 - 4 2 47 - -
Tomahawk Buster Tomahawk Buster Lp.png 130 200 30/40 HL - 4 4*7 17 + After landing 10 -14 -
Tomahawk Buster Mp.png 90*60 150*50 30/30*10 HL su*- 6 4*7 21 + After landing 11 -18 -
Tomahawk Buster Hp.png 160 200 30/40 HL - 8 4*7 26 + After landing 11 -23 -
EX Tomahawk Buster Tomahawk Buster Ex.png 80*50 150*150 -250/0 HL su*- 5 4*7 29 + After landing 11 -26 -
Condor Dive Condor Dive 120 100 20/30 HL - 11 until ground 22 -26 -
EX Condor Dive EX Condor Dive 100[150] 50[100] -250/0 H - 11 until ground 22 -25 -
Condor Spire Condor Spire Lk.png 120 200 30/30 HL - 15 9 4 + After landing 7 [4 + After landing 17] -7 -2
Condor Spire Mk.png 120 200 30/30 HL - 17 10 4 + After landing 7 [4 + After landing 17] -8 -6
Condor Spire Hk.png 120 200 30/30 HL - 20 11 4 + After landing 7 [4 + After landing 17] -10 -8
EX Condor Spire Condor Spire Ex.png 120 150 -250/0 HL - 15 9 4 + After landing 7 [4 + After landing 11] -3 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Double Typhoon Super Combo 430 0 -1000/0 1.506 - 1+0 2 41 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Raging Typhoon Ultra Combo 1 510 0 0/0 1.466 - 1+0 2 41 - -
Raging Slash Ultra Combo 2 450 0 0/0 1.63 - 0+3 6 18 + After landing 26 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv

Moves

Standing Close Normals

  Name Nickname Command Notes
File:No image.png

Close LP

Close Jab Close Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MP

Close Strong Close Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HP

Close Fierce Close Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close LK

Close Short Close Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MK

Close Forward Close Mk.png

~~ Uses and Strategies ~~

Your strongest cancel but tends to whiff into any of the Tomahawk specials, unless the target is wide like Zangief or Hakan.

File:No image.png

Close HK

Close Roundhouse Close Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)

Standing Far Normals

  Name Nickname Command Notes
File:No image.png

Far LP

Far Jab Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MP

Far Strong Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HP

Far Fierce Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far LK

Far Short Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MK

Far Forward Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HK

Far Roundhouse Hk.png

~~ Uses and Strategies ~~

Your longest reaching button. Often misses on crouching opponents, but not against taller characters. Pretty good anti-air, too.


Crouching Normals

  Name Nickname Command Notes
File:No image.png

Crouch LP

Crouch Jab D.png + Lp.png

~~ Uses and Strategies ~~

Chainable crouch jab.

File:No image.png

Crouch MP

Crouch Strong D.png + Mp.png

~~ Uses and Strategies ~~

Doesn't actually have a hitbox behind T.Hawk unlike what the animation would suggest. This remains as a fairly good poke still.

File:No image.png

Crouch HP

Crouch Fierce D.png + Hp.png

~~ Uses and Strategies ~~

The cross-up killer. Be careful with using this as a regular anti-air since the most vertical hitbox is only behind T.Hawk.

File:No image.png

Crouch LK

Crouch Short D.png + Lk.png

~~ Uses and Strategies ~~

Links into Close Lp.png for combos, and the opponent has plenty of reasons to jump during T.Hawk pressure, so using this is important to catch people upbacking.

File:No image.png

Crouch MK

Crouch Forward D.png + Mk.png

~~ Uses and Strategies ~~

Able to be canceled into Specials in Ultra, and by far T.Hawk's farthest reaching special cancellable normal. Can be canceled into Condor Spire specials at range to either be plus or whiff it and go for a grab set-up. The range can be very ambiguous

File:No image.png

Crouch HK

Crouch Roundhouse D.png + Hk.png

~~ Uses and Strategies ~~

Multi-hit sweep. Can't be linked into unlike other characters but it can serve as a nice Focus punish button.

Neutral Jumping Normals

  Name Nickname Command Notes
File:No image.png

Neutral Jump LP

Neutral Jump Jab U.png + Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MP

Neutral Jump Strong U.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HP

Neutral Jump Fierce U.png + Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump LK

Neutral Jump Short U.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MK

Neutral Jump Forward U.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HK

Neutral Jump Roundhouse U.png + Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Diagonal Jumping Normals

  Name Nickname Command Notes
File:No image.png

Diagonal Jump LP

Diagonal Jump Jab Ub.png / Uf.png + Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong Ub.png / Uf.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce Ub.png / Uf.png + Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump LK

Diagonal Jump Short Ub.png / Uf.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward Ub.png / Uf.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse Ub.png / Uf.png + Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:No image.png

Thrust Peak

Thrust Peak Df.png + Lp.png

~~ Uses and Strategies ~~

Fastest anti-air, but absolutely horrid frame data, be sure to cancel this.

File:No image.png

Heavy Shoulder

Shoulder Drop (in air) D.png + Mp.png

~~ Uses and Strategies ~~

Your normal used to make the opponent enter Proximity block animation so that they stay in place before you throw them.

File:No image.png

Heavy Body Press

Body Splash (in air) D.png + Hp.png

~~ Uses and Strategies ~~

Grappler body splash, Crucial for T.Hawk because how close his command grab leaves him to the opponent.


Focus Attacks

  Name Nickname Command Notes
File:No image.png Focus Attack (Level 1) Level 1 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 2) Level 2 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 3) Level 3 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

Throws

  Name Nickname Command Notes
File:No image.png

Neck Hanging Tree

Forward Throw F.png or N.png + Lp.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Mexican Throw

Back Throw B.png + Lp.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

Special Moves

  Name Nickname Command Notes
File:No image.png

Mexican Typhoon

Spinning Pile Driver Mexican Typhoon

~~ Uses and Strategies ~~

  • Lp.png Typhoon: Vortex enabler. Leaves then right next to you with the biggest range of all the Typhoons for you to do cross-ups, fake crossups, whatever you feel like doing. Character defining
  • Mp.png Typhoon: With most command grabs, the Medium version is usually a bit irrelevant since you either want the range, oki, or damage. However, T.Hawk has a very specific use for his Medium command grab. When his back is in the corner, Mp.png Typhoon actually gives better oki than Lp.png Typhoon because you do not move away from the opponent unlike in Midscreen. This basically gives you a more damaging version of Lp.png Typhoon while doing crossup set-ups in or by using it as a reversal during defense in the corner.
  • Hp.png Typhoon: The round ender. 230 Damage command grab, but has the worst range and oki.
  • Ex.png Typhoon: Massive range but poor oki, still good to punish certain moves.
File:No image.png

Tomahawk Buster

Uppercut dp + P.png ex Ex.png version can be canceled into Ex.png Condor Dive by pressing 3p.png

~~ Uses and Strategies ~~

  • Lp.png Tomahawk: Fastest to come out and go into the air, the version you want to use for anti-airs.
  • Mp.png Tomahawk: 2-hit, one in the ground, the second in the air. The first one can be cancelled into FA or RFA, thus this is the special to use in combos.
  • Hp.png Tomahawk: Invul on active frames so a good reversal option. A bit slow at 7f of startup and cannot be FADC so be careful with using it. Also the version of Tomahawk that is used in combos.
  • Ex.png Tomahawk: Is both fast and invulnerable. Can also cancel into EX Condor Dive for a solid 2 Bar combo. Can also be FADC to make it safe if used as a reversal.
File:No image.png

Condor Dive

Condor Dive (in air) 3p.png Armorbreak.png Ex.png version performed by pressing 3k.png

~~ Uses and Strategies ~~

  • 3p.png: VERY poor hitbox, very easy to anti-air, death on block, still crucial in T-Hawk's gameplan, as it knockdowns on hit, making it very useful to counter zoning
  • Ex.png: Does more damage but most importantly, is invulnerable, great to call out anti airs.
File:No image.png

Condor Spire

Condor Spire dp + K.png Ex.png ( Ex.png version Armorbreak.png )

~~ Uses and Strategies ~~

All versions of Spire do not combo if cancelled into no matter what normal is used, and do not knockdown aside from EX. They also all evade low attacks during travel.

  • Lk.png Spire: Shortest reach but best frame data. Easy to space and be plus on block
  • Mk.png Spire: Useful for far cancels from D.pngMk.png to get back to the opponent.
  • Hk.png Spire: Hard callout option for neutral due to evading lows, but not used in pressure over Mk.png Spire since it's very hard to be made plus on block unlike M Spire.
  • Ex.png Spire: Invincible, and it knocks down. Your best armor break when you have the bar.

Super Combo

  Name Nickname Command Notes
File:No image.png

Double Typhoon

Super Combo 360 360.png + p

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Raging Typhoon

Ultra Combo I 360 360.png + 3p

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Raging Slash

Ultra Combo II hcb Hcb.png + 3k

~~ Uses and Strategies ~~

(No uses/strategies)

The Basics

Combos

Strategy

Matchups

Abel
SSFIV-Abel Face.jpg
Abel[No Data]
[character page]
Adon
SSFIV-Adon Face.jpg
Adon[No Data]
[character page]
Akuma/Gouki
SSFIV-Akuma Face.jpg
Akuma[No Data]
[character page]
Balrog/Boxer
SSFIV-Balrog Face.jpg
Balrog[No Data]
[character page]
Blanka
SSFIV-Blanka Face.jpg
Blanka[No Data]
[character page]
C. Viper
SSFIV-CViper Face.jpg
C. Viper[No Data]
[character page]
Cammy
SSFIV-Cammy Face.jpg
Cammy[No Data]
[character page]
Chun-Li
SSFIV-ChunLi Face.jpg
Chun-Li[No Data]
[character page]
Cody
SSFIV-Cody Face.jpg
Cody[No Data]
[character page]
Dan
SSFIV-Dan Face.jpg
Dan[No Data]
[character page]
Decapre
SSFIV-Decapre Face.jpg
Decapre[No Data]
[character page]
Dee Jay
SSFIV-DeeJay Face.jpg
Deejay[No Data]
[character page]
Dhalsim
SSFIV-Dhalsim Face.jpg
Dhalsim[No Data]
[character page]
Dudley
SSFIV-Dudley Face.jpg
Dudley[No Data]
[character page]
E. Honda
SSFIV-EHonda Face.jpg
E. Honda[No Data]
[character page]
El Fuerte
SSFIV-ElFuerte Face.jpg
El Fuerte[No Data]
[character page]
Elena
SSFIV-Elena Face.jpg
Elena[No Data]
[character page]
Evil Ryu
SSFIV-Evil Ryu Face.jpg
Evil Ryu[No Data]
[character page]
Fei Long
SSFIV-FeiLong Face.jpg
Fei Long[No Data]
[character page]
Gen
SSFIV-Gen Face.jpg
Gen[No Data]
[character page]
Gouken
SSFIV-Gouken Face.jpg
Gouken[No Data]
[character page]
Guile
SSFIV-Guile Face.jpg
Guile[No Data]
[character page]
Guy
SSFIV-Guy Face.jpg
Guy[No Data]
[character page]
Hakan
SSFIV-Hakan Face.jpg
Hakan[No Data]
[character page]
Hugo
SSFIV-Hugo Face.jpg
Hugo[No Data]
[character page]
Ibuki
SSFIV-Ibuki Face.jpg
Ibuki[No Data]
[character page]
Juri
SSFIV-Juri Face.jpg
Juri[No Data]
[character page]
Ken
SSFIV-Ken Face.jpg
Ken[No Data]
[character page]
M. Bison/Dictator
SSFIV-MBison Face.jpg
M. Bison[No Data]
[character page]
Makoto
SSFIV-Makoto Face.jpg
Makoto[No Data]
[character page]
Oni
SSFIV-Oni Face.jpg
Oni[No Data]
[character page]
Poison
SSFIV-Poison Face.jpg
Poison[No Data]
[character page]
Rolento
SSFIV-Rolento Face.jpg
Rolento[No Data]
[character page]
Rose
SSFIV-Rose Face.jpg
Rose[No Data]
[character page]
Rufus
SSFIV-Rufus Face.jpg
Rufus[No Data]
[character page]
Ryu
SSFIV-Ryu Face.jpg
Ryu[No Data]
[character page]
Sagat
SSFIV-Sagat Face.jpg
Sagat[No Data]
[character page]
Sakura
SSFIV-Sakura Face.jpg
Sakura[No Data]
[character page]
Seth
SSFIV-Seth Face.jpg
Seth[No Data]
[character page]
T. Hawk (Mirror)
SSFIV-THawk Face.jpg
T. Hawk[No Data]
[character page]
Vega/Claw
SSFIV-Vega Face.jpg
Vega[No Data]
[character page]
Yang
SSFIV-Yang Face.jpg
Yang[No Data]
[character page]
Yun
SSFIV-Yun Face.jpg
Yun[No Data]
[character page]
Zangief
SSFIV-Zangief Face.jpg
Zangief[No Data]
[character page]

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Lp.png 40 50 20 HL ch/sp/su 3 2 6 10 3 7 11 15 Reset Reset - - - - - - -
Close MP Close Mp.png 70 100 40 HL sp/su 5 4 10 18 0 6 14 20 Distance restriction: 1.35 Forces stand Forces stand Reset Reset - - - - - - -
Close HP Close Hp.png 130 200 60 HL - 8 3 14 24 1 6[5] 18 23[22] [] refers to vs crouching Reset Reset - - - - - - -
Close LK Close Lk.png 30 50 20 HL sp/su 3 3 10 15 -2 1 11 14 Reset Reset - - - - - - -
Close MK Close Mk.png 90 100 40 HL sp/su 6 3 12 20 -1 2 14 17 Reset Reset - - - - - - -
Close HK Close Hk.png 140 200 60 HL - 7 3 14 23 0 - 17 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Far LP Far Lp.png 40 50 20 HL sp/su 4 2 7 12 3 6 12 15 Reset Reset - - - - - - -
Far MP Far Mp.png 90 100 40 HL - 6 3 12 20 -1 2 14 17 Distance restriction: 1.35 Reset Reset - - - - - - -
Far HP Far Hp.png 120 200 60 HL - 8 2 21 30 -5 -1 18 22 Reset Reset - - - - - - -
Far LK Far Lk.png 30 50 20 HL sp/su 4 4 9 16 -2 1 11 14 Reset Reset - - - - - - -
Far MK Far Mk.png 70 100 40 HL - 6 3 11 19 0 3 14 17 Reset Reset - - - - - - -
Far HK Far Hk.png 120 200 60 HL - 10 5 22 36 -5 -3 22 24 Reset Reset - - - - - - -
Crouch LP Crouch Lp.png 30 50 20 HL ch/sp/su 4 3 8 14 0 3 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Mp.png 80 100 40 HL - 6 3 13 21 -2 1 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Hp.png 90*50 100*100 60*20 HL - 8 2*3 20 32 -5 -1 18 22 Reset Reset - - - - - - -
Crouch LK Crouch Lk.png 40 50 20 L sp/su 4 3 8 14 0 3 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Mk.png 70 100 40 L sp/su 6 4 12 21 -2 1 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Hk.png 120*50 100*100 30*30 L - 11 2(9)2 20 43 -7 - 15 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Thrust Peak Downright.gif+Lp.png 40 50 20 HL sp/su 3 7 12 21 -7 -4 12 15 Reset Reset - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Lp.png 60 50 20 H sp 4 4 - 7 - - Reset Reset - - - Lower body: 1~7F - - -
Neutral Jump MP Neutral Jump Mp.png 90 100 40 H - 6 5 - 10 - - Reset Reset - - - Lower body: 1~11F - - -
Neutral Jump HP Neutral Jump Hp.png 140 200 60 H - 10 4 - 13 - - Reset Reset - - - Lower body: 1~13F - - -
Neutral Jump LK Neutral Jump Lk.png 50 50 20 H - 4 3 - 6 - - Reset Reset - - - Lower body: 1~6F - - -
Neutral Jump MK Neutral Jump Mk.png 90 100 40 H - 7 3 - 9 - - Reset Reset - - - Llower body: 1~9F - - -
Neutral Jump HK Neutral Jump Hk.png 120 200 60 H - 10 4 - 13 - - Reset Reset - - - Lower body: 1~9F - - -
Angled Jump LP Angled Jump Lp.png 60 50 20 H sp 4 6 - 9 - - Reset Reset - - - Lower body: 1~9F - - -
Angled Jump MP Angled Jump Mp.png 90 100 40 H - 6 4 - 9 - - Reset Reset - - - Lower body: 1~9F - - -
Angled Jump HP Angled Jump Hp.png 120 200 60 H - 10 3 - 12 - - Reset Reset - - - Lower body: 1~12F - - -
Angled Jump LK Angled Jump Lk.png 50 50 20 H - 4 8 - 11 - - Reset Reset - - - Lower body: 1~3F - - -
Angled Jump MK Angled Jump Mk.png 90 100 40 H - 7 6 - 12 - - Reset Reset - - - Lower body: 1~6F - - -
Angled Jump HK Angled Jump Hk.png 120 200 60 H - 10 5 - 14 - - Reset Reset - - - Lower body: 1~9F - - -
Heavy Shoulder Air Down.gif+Mp.png 80 90 40 - - 7 10 - 16 - - Cannot hit grounded - - Reset Reset - - - Lower body: 1~16F - - -
Heavy Body Press Air Down.gif+Hp.png 110 150 60 H - 6 9 - 14 - - Reset Reset - - - Lower body: 1~15F - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 90 100 20 HL - 10+13 5 32 59 -21 -21 16 16 Range: 2.154 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 120 150 40 HL - 18+15 5 32 69 -15 - 22 - Range: 2.154 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 170 200 60 - - 65 5 32 101 - - - - Range: 2.154, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~64F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 120 100 20 HL - 10+13 5 32 59 -21 -21 16 16 Range: 2.154, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 180 150 40 HL - 18+15 5 32 69 -15 - 22 - Range: 2.154, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 255 200 60 - - 65 5 32 101 - - - - Range: 2.154, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~65F - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 120 100 20 HL - 10+13 5 32 59 -15 - 22 - Range: 2.154, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neck Hanging Tree Forward Throw 130 140 40 0.913 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Mexican Throw Back Throw 160 140 40 0.913 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Mexican Typhoon Mexican Typhoon Lp.png 150 200 40/100 1.544 - 2 2 52 55 - - - - X Hard Knockdown - - - - - - - - - -
Mexican Typhoon Mp.png 200 200 40/100 1.454 - 2 2 50 53 - - - - X Hard Knockdown - - - - - - - - - -
Mexican Typhoon Hp.png 230 200 40/100 1.404 - 2 2 48 51 - - - - X Hard Knockdown - - - - - - - - - -
EX Mexican Typhoon Mexican Typhoon Ex.png 200 150 -250/0 1.494 - 4 2 47 52 - - - - Opponent gains 50 meter on hit X Hard Knockdown - - - - - All: 1~5F All: 1~5F - - -
Tomahawk Buster Tomahawk Buster Lp.png 130 200 30/40 HL - 4 4*7 17 + After landing 10 41 -14 - 20 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 5F~ -
Tomahawk Buster Mp.png 90*60 150*50 30/30*10 HL su*- 6 4*7 21 + After landing 11 48 -18 - 21 - [1st Hit]: Forces Stand, [2nd Hit]: Soft Knockdown [1st Hit]: Forces Stand, [2nd Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - Upper body: 1~5F Upper body: 1~5F 1~5F 6F~ JP: 0*1
Tomahawk Buster Hp.png 160 200 30/40 HL - 8 4*7 26 + After landing 11 55 -23 - 21 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - Upper body: 1~7F, All: 8~11F Upper body: 1~7F, All: 8~11F - 8F~ -
EX Tomahawk Buster Tomahawk Buster Ex.png 80*50 150*150 -250/0 HL su*- 5 4*7 29 + After landing 11 55 -26 - 21 - Opponent gains 20x2 meter on hit, 2nd hit floats higher on counterhit Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~7f - - - 5F~ JP: 0*1
Condor Dive Condor Dive 120 100 20/30 HL - 11 until ground 22 - -26 - - - If it hits as low as possible it does not cause recoil animation, builds 20 meter on block X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
EX Condor Dive EX Condor Dive 100[150] 50[100] -250/0 H - 11 until ground 22 - -25 - - - [] refers to jump version, if it hits as low as possible does not perform recoil animation, opponent gains 15 meter on hit, 10 on block X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - 1F~ until landing, if hit connects also invincible through recovery - - JP: 2
Condor Spire Condor Spire Lk.png 120 200 30/30 HL - 15 9 4 + After landing 7 [4 + After landing 17] 34[44] -7 -2 23 28 [] refers to on hit/block, builds 20 meter on block Soft Knockdown Soft Knockdown - - Lower body: 6~19F Lower body: 6~19F - 8F~ -
Condor Spire Mk.png 120 200 30/30 HL - 17 10 4 + After landing 7 [4 + After landing 17] 37[47] -8 -6 23 28 [] refers to on hit/block, builds 20 meter on block Soft Knockdown Soft Knockdown - - Lower body: 6~19F Lower body: 6~19F - 8F~ -
Condor Spire Hk.png 120 200 30/30 HL - 20 11 4 + After landing 7 [4 + After landing 17] 42[52] -10 -8 23 28 [] refers to on hit/block, builds 20 meter on block Soft Knockdown Soft Knockdown - - Lower body: 6~19F Lower body: 6~19F - 8F~ -
EX Condor Spire Condor Spire Ex.png 120 150 -250/0 HL - 15 9 4 + After landing 7 [4 + After landing 11] 34[38] -3 - 21 - [] refers to on hit/block, opponent gains 15 meter on hit, 10 on block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - All: 6~14F All: 1~23F, Legs: 24~27F - 6F~ -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Double Typhoon Super Combo 430 0 -1000/0 1.506 - 1+0 2 41 43 - - - - Opponent gains 20*180 meter on hit X Hard Knockdown - - - - All: 2f - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Raging Typhoon Ultra Combo 1 510 0 0/0 1.466 - 1+0 2 41 43 - - - - Opponent gains 20*40 meter on hit X - All: 1f - - - - -
Raging Slash Ultra Combo 2 450 0 0/0 1.63 - 0+3 6 18 + After landing 26 52 - - - - Cannot hit grounded, opponent gains 20x5*40 meter on hit - - Hard Knockdown Hard Knockdown - All: 1~8f - - - 1F~ -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes

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