Street Fighter IV/Ken: Difference between revisions

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===Normal Throws===
===Normal Throws===
'''Shoulder Throw'''
*(Close to Opponent)Forward or Neutral + LP+LK
'''Hell Wheel'''
*(Close to Opponent)Back + LP+LK


===Command Normals===
===Command Normals===
'''Inazuma Kick'''
*Back + Medium Kick
**Overhead
'''Forward Step Kick'''
*Forward + Medium Kick
'''Thunder Kick'''
*Forward + Heavy Kick
**Overhead. Hold Heavy Kick to cancel


===Focus / Saving Attack===  
===Focus / Saving Attack===  


===Special Moves===
===Special Moves===
'''Hadoken'''
*Quarter Circle Forward + Punch
**EX Version available.
'''Shoryuken'''
*Forward, Down, Down-Forward + Punch
*EX Version available.
'''Tatsumaki Senpu Kyaku'''
*Quarter Circle Back + Kick
**EX Version available. Has Armor Break properties. Can also be performed in the air.


===Super Move===
===Super Move===
'''Shoryureppa'''
*Double Quarter Circle Forward + Punch


===Ultra Move===
===Ultra Move===
'''Shinryuken'''
*Double Quarter Circle Forward + All three Punches
**Has Armor Break properties.


==The Basics==  
==The Basics==  

Revision as of 13:12, 22 February 2009

Introduction

Move Analysis

Normal Moves

Normal Throws

Shoulder Throw

  • (Close to Opponent)Forward or Neutral + LP+LK

Hell Wheel

  • (Close to Opponent)Back + LP+LK

Command Normals

Inazuma Kick

  • Back + Medium Kick
    • Overhead

Forward Step Kick

  • Forward + Medium Kick

Thunder Kick

  • Forward + Heavy Kick
    • Overhead. Hold Heavy Kick to cancel

Focus / Saving Attack

Special Moves

Hadoken

  • Quarter Circle Forward + Punch
    • EX Version available.

Shoryuken

  • Forward, Down, Down-Forward + Punch
  • EX Version available.

Tatsumaki Senpu Kyaku

  • Quarter Circle Back + Kick
    • EX Version available. Has Armor Break properties. Can also be performed in the air.

Super Move

Shoryureppa

  • Double Quarter Circle Forward + Punch


Ultra Move

Shinryuken

  • Double Quarter Circle Forward + All three Punches
    • Has Armor Break properties.

The Basics

Combos

Strategy

Matchups

Frame Data



frame frame frames of frames of super meter cancel
move Name startup active recovery adv.blk adv.hit blockstun hitstun damage stun gain block ability comments
close LP 4 2 5 +4 +7 10 13 30 50 20 HL CSpS -
close MP 6 3 18 -7 -2 13 18 60 100 40 HL SpS -
close HP 6 3 19 -4 +1 17 22 90 150 60 HL SpS -
close LK 6 2 7 +2 +5 10 13 30 50 20 HL CSpS -
close MK 8 3 12 -1 +7 13 21 70 100 40 HL SpS -
close HK 8 3 21 -6 -2 17 21 110 200 60 HL SpS -
far LP 4 2 5 +4 +7 10 13 20 50 20 HL CSpS -
far MP 7 5 5 +4 +7 13 16 70 100 40 HL S -
far HP 11 3 16 -1 +3 17 21 100 200 60 HL - -
far LK 4 3 7 +1 +4 10 13 40 50 20 HL - -
far MK 7 3 13 -2 +1 13 16 80 100 40 HL - -
far HK 12 3 21 -6 -2 17 21 130 200 60 HL - -
crouch LP 3 3 6 +2 +5 10 13 30 50 20 HL CSpS -
crouch MP 5 5 9 0 +3 13 16 70 100 40 HL SpS -
crouch HP 5 4 23 -9 -4 17 22 100 200 60 HL SpS -
crouch LK 3 4 7 0 +3 10 13 20 50 20 L CSpS -
crouch MK 4 4 14 -4 -1 13 16 70 100 40 L SpS -
crouch HK 8 3 21 -6 - 17 - 110 200 60 L - -
jump up LP 7 9 - - - 8 11 50 50 20 H - -
jump up MP 5 4 - - - 11 15 80 100 40 H - -
jump up HP 7 4 - - - 15 18 100 200 60 H - -
jump up LK 7 10 - - - 8 11 40 50 20 H - -
jump up MK 6 7 - - - 11 15 80 100 40 H - -
jump up HK 6 2 - - - 15 18 100 200 60 H - -
jump forward LP 7 8 - - - 8 11 40 50 20 H - -
jump forward MP 5 6 - - - 11 15 70 100 40 H - -
jump forward HP 5 4 - - - 15 18 100 200 60 H - -
jump forward LK 5 7 - - - 8 11 50 50 20 H - -
jump forward MK 6 4 - - - 11 15 80 100 40 H - -
jump forward HK 5 7 - - - 15 18 100 200 60 H - -
F+MK 15 2 17 -5 -2 13 16 80 100 40 H - -
F+MK 11 5 11 -2 +1 13 16 60 100 40 HL - -
F+HK 23 2 20 -4 -1 17 20 120 150 60 H - -
Target Combo 1 6 3 24 -9 -4 17 22 30 50 30 HL SpS -
level1 FA 22 2 42 -28 -28 15 15 60 100 20 HL - -
level2 FA 17+13 2 42 -22 - 21 - 90 150 40 HL - -
level3 FA 68 2 42 - - - - 150 200 60 - - -
F+LP+LK 3 2 20 - - - - 120 80 40 0.9 - -
B+LP+LK 3 2 20 - - - - 130 80 60 0.9 - -
Hadouken 14 - 47 -7 -3 -18 -22 60 100 10/20 HL S -
Hadouken EX 14 - 44 -1 +2 13 16 50*40 50*50 0/0 HL S -
Shoryuken LP 4 11 17+9 -16 - 20 - 120[80] 200[100] 30/40 HL S -
Shoryuken MP 4 3*11 25+9 -24 - 20 24*- 80*80 100*100 30/30*16 HL S -
Shoryuken FP 3 2*2*12 30+9 -30 - 20 24*-*- 70*40*30 100*50*50 30/30*10*10 HL S -
Shoryuken EX 5 2*2*3*7 45+9 -40 - 20 - 80*60*50*50 100*50x3 0/0 HL S -
Hurricane Kick LK 6 1(4)2(6)2 12+8 -9 -5 20 24 50*40*40 50x3 20/20*10*10 HL S*-*- -
Hurricane Kick MK 6 2(5)2(5)1(5)2(5)2 14+9 -4 0 20 24 60*40x3 50x4 20/20*10x3 HL S*-x3 -
Hurricane Kick HK 6 2(6)1(5)1(5)1(5)1(5)1(5)2(4)2 12+12 -5 -1 20 24 80*40x4 50x5 20/20*10x4 HL S*-x4 -
Hurricane Kick EX 6 2(4)1(3)1(4)1(3)1(4)1(4)1(3)1 9+14 -3 +1 20 24 50*40x4 50x5 0/0 HL S*-x4 -
Hurricane Kick LK(air) 8 ??? 10 - - 15 18 50 50 10/30 HL - -
Hurricane Kick MK(air) 7 ??? 10 - - 15 18 60 50 10/30 HL - -
Hurricane Kick HK(air) 7 ??? 10 - - 15 18 60 50 10/30 HL - -
Hurricane Kick EX(air) 6 ??? 4 - - 15 18 40 50 0/0 H - -
Super Combo 1+2(1) 2*2*8(20)1*3*7 31+12 -29 - 20 - 50x4*100x2 0 0/0 HL - -
Ultra Combo 1+9 2*2*5x7*1 32+50 - - 27*16x9 - 40+19x7+20x8+30,20xN 0 0/0 HL - -
move name startup active recovery frame frame frames of frames of damage stun super meter block cancel comments
adv.blk adv.hit blockstun hitstun gain ability
Arcade characters AbelAkumaBalrogBlankaC. ViperChun-LiDhalsimE. HondaEl Fuerte
GuileKenM. BisonRufusRyuSagatVegaZangief
Console characters CammyDanFei LongGenGoukenRoseSakuraSeth