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==Introduction== | ==Introduction== | ||
==Frame Data== | ==Frame Data== | ||
Line 51: | Line 28: | ||
! | Recovery | ! | Recovery | ||
! | Total | ! | Total | ||
! | On | ! | On Block | ||
! | On Hit | ! | On Hit | ||
! | Block Stun | ! | Block Stun | ||
Line 1,037: | Line 1,014: | ||
! | Recovery | ! | Recovery | ||
! | Total | ! | Total | ||
! | On | ! | On Block | ||
! | On Hit | ! | On Hit | ||
! | Block Stun | ! | Block Stun | ||
Line 1,052: | Line 1,029: | ||
<br><br> | <br><br> | ||
The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4. It was written this way so you don't have to do any math to figure out what frame a move first hits on. | |||
==Move Analysis== | |||
===Normal Moves=== | |||
===Normal Throws=== | |||
===Command Normals=== | |||
===Focus / Saving Attack=== | |||
===Special Moves=== | |||
; Gadouken : Dan's crappy little fireball | |||
: '''qcf + P''' | |||
; Koryuken : Dan's solid Dragon punch | |||
: '''dp + P''' | |||
; Dankukyaku : Dan's most useful special. Good frame advantage. Aerial EX version freezes you in air. | |||
: '''qcb + K''' | |||
===Super Move=== | |||
; Hissho Buraiken : '''qcf,qcf + P''' | |||
; Super Taunt : '''qcf,qcf + HP + HK''' | |||
You can cancel into ultra anytime during this move. | |||
===Ultra Move=== | |||
; Shisso Buraiken : '''qcf,qcf + 3P''' | |||
==The Basics== | |||
==Combos== | |||
'''BnB''' <br> | |||
j.HK -> HP xx QCB+LK <br> | |||
Safe on block and allows for backdashes and throws. <br> | |||
j.HK -> HP xx QCB+HK <br> | |||
'''Ultra Combos'''<br> | |||
j.HK -> HP xx Super Taunt xx Ultra <br> | |||
cr.HP -> QCF+P xx Taunt Super xx Ultra <br> | |||
==Strategy== | |||
==Matchups== | |||
{{Street Fighter IV}} | {{Street Fighter IV}} |
Latest revision as of 14:13, 3 March 2010
Introduction
Frame Data
Frames | Frames | Frames of | Frames of | Super Meter | Cancel | Ability | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Move Name | Damage | Stun | Startup | Active | Recovery | Total | On Block | On Hit | Block Stun | Hit Stun | Gain | Chain | Special | Super | Notes |
Close LP | 25 | 50 | 4 | 2 | 10 | 15 | -1 | +2 | 10 | 13 | 20 | O | O | O | - |
Close MP | 65 | 100 | 6 | 2 | 19 | 26 | 0 | +6 | 20 | 26 | 40 | X | O | O | - |
Close HP | 95 | 200 | 8 | 2 | 19 | 28 | -3 | +1 | 17 | 21 | 60 | X | O | O | - |
Close LK | 25 | 50 | 4 | 2 | 10 | 15 | -1 | +2 | 10 | 13 | 20 | X | X | X | - |
Close MK | 40+30 | 50+50 | 6 | 2*2 | ?? | 23 | -2 | +1 | ?? | ?? | 40*20 | X | O | O | - |
Close HK | 100 | 200 | 8 | 2 | 18 | 27 | -2 | +2 | 17 | 21 | 60 | X | X | O | - |
Far LP | 25 | 50 | 4 | 2 | 9 | 14 | 0 | +3 | 10 | 13 | 20 | O | O | O | - |
Far MP | 70 | 100 | 6 | 2 | 13 | 20 | -1 | +2 | 13 | 16 | 40 | X | X | O | - |
Far HP | 110 | 200 | 11 | 2 | 18 | 30 | -2 | +2 | 17 | 21 | 60 | X | X | X | - |
Far LK | 35 | 50 | 4 | 2 | 9 | 14 | 0 | +3 | 10 | 13 | 20 | X | X | X | - |
Far MK | 70 | 100 | 7 | 2 | 14 | 22 | -2 | +1 | 13 | 16 | 40 | X | X | X | - |
Far HK | 110 | 200 | 11 | 2 | 18 | 30 | -2 | +2 | 17 | 21 | 60 | X | X | X | - |
crouch LP | 25 | 50 | 4 | 2 | 10 | 15 | -1 | +2 | 10 | 13 | 20 | O | O | O | - |
crouch MP | 70 | 100 | 7 | 2 | 13 | 21 | -1 | +2 | 13 | 16 | 40 | X | O | O | - |
crouch HP | 100 | 200 | 11 | 3 | 22 | 35 | -7 | -2 | 17 | 22 | 60 | X | O | O | Forces stand |
crouch LK | 20 | 50 | 4 | 2 | 9 | 14 | 0 | +3 | 10 | 13 | 20 | O | O | O | Low attack |
crouch MK | 65 | 100 | 7 | 2 | 12 | 20 | 0 | +3 | 13 | 16 | 40 | X | O | O | Low attack |
crouch HK | 90 | 150 | 12 | 2 | 22 | 35 | -6 | D | 17 | - | 60 | X | X | X | Low attack, cannot fast recover |
Jump up LP | 45 | 50 | 4 | 7 | - | - | - | - | - | 20 | - | - | - | - | |
Jump up MP | 75 | 100 | 8 | 6 | - | - | - | - | - | 40 | - | - | - | - | |
Jump up HP | 100 | 200 | 12 | 4 | - | - | - | - | - | 60 | - | - | - | - | |
Jump up LK | 40 | 50 | 4 | 8 | - | - | - | - | - | 20 | - | - | - | - | |
Jump up MK | 75 | 100 | 7 | 5 | - | - | - | - | - | 40 | - | - | - | - | |
Jump up HK | 100 | 200 | 10 | 4 | - | - | - | - | - | 60 | - | - | - | - | |
Jump forward LP | 45 | 50 | 4 | 7 | - | - | - | - | - | 20 | - | - | - | - | |
Jump forward MP | 75 | 100 | 7 | 5 | - | - | - | - | - | 40 | - | - | - | - | |
Jump forward HP | 95 | 200 | 7 | 4 | - | - | - | - | - | 60 | - | - | - | - | |
Jump forward LK | 40 | 50 | 4 | 7 | - | - | - | - | - | 20 | - | - | - | - | |
Jump forward MK | 70 | 100 | 7 | 5 | - | - | - | - | - | 40 | - | - | - | - | |
Jump forward HK | 100 | 200 | 9 | 5 | - | - | - | - | - | 60 | - | - | - | - | |
Jump Taunt | 0 | 0 | - | - | - | - | - | - | - | 0/0 | - | - | - | - | |
Crouch Taunt | 0 | 0 | - | - | - | - | - | - | - | 0/0 | - | - | - | - | |
Focus Attack LVL 1 | 60 | 100 | 21 | 2 | 35 | 57 | -21 | -21 | 15 | 15 | 20 | - | - | - | - |
Focus attack LVL 2 | 80 | 150 | 18+11 | 2 | 35 | 65 | -15 | D | 21 | 40 | - | - | - | - | |
Focus attack LVL 3 | 140 | 200 | 65 | 2 | 35 | 101 | D | D | - | 60 | - | - | - | - | |
Forward Throw | 120 | 100 | 3 | 2 | 20 | 24 | - | D | - | 40 | - | - | - | Throw range 1.0 | |
Back throw | 130 | 120 | 3 | 2 | 20 | 24 | - | D | - | 40 | - | - | - | Throw range 0.95 | |
Gadoken LP | 70 | 100 | 14 | 8 | ?? | 40 | 0 | +4 | 20/20 | X | X | O | - | ||
Gadoken MP | 70 | 100 | 14 | 10 | ?? | 41 | -1 | +3 | 20/20 | X | X | O | - | ||
Gadoken HP | 70 | 100 | 14 | 15 | ?? | 42 | -2 | +2 | 20/20 | X | X | O | - | ||
Gadoken EX | 50*60 | 50*50 | 14 | 20 | ?? | 40 | +3 | +6 | 0/0 | X | X | O | - | ||
Koryuken LP | 110[70] | 200[100] | 4 | 13 | ?? | 42 | -18 | D | 30/40 | X | X | O | 1~2f invincible, 3~4f cannot be thrown, 5~16f lower body invinciblility | ||
Koryuken MP | 120[80] | 200[100] | 4 | 13 | ?? | 60 | -35 | D | 30/40 | X | X | O | 1~4f invincible, 5~16f lower body invincibility | ||
Koryuken HP | 140[100] | 200[100] | 4 | 13 | ?? | 63 | -38 | D | 30/40 | X | X | O | 1~4f invincible, 5~16f lower body invincibility | ||
Koryuken EX | 70*60 | 100*100 | 4 | 13 | ?? | 66 | -40 | D | 0/0 | X | X | O | 1~16f invincible | ||
Dankukyaku LK | 90 | 100 | 17 | 10 | ?? | 37 | 0 | D | 40/30 | X | X | X | Armor break | ||
Dankukyaku MK | 50*50 | 100*50 | 17 | 2*2 | ?? | 47 | -2 | D | 40/30*20 | X | X | X | Armor break | ||
Dankukyaku HK | 50x3 | 100*50*50 | 17 | 2*3*2 | ?? | 56 | -2 | D | 40/30*20*10 | X | X | X | Armor break | ||
Dankukyaku EX | 40x3 | 100*50*50 | 8 | 10 | ?? | 31 | -3 | D | 0/0 | X | X | X | Armor break | ||
Dankukyaku LK (air) | 90 | 100 | 5 | Until ground | ?? | - | - | - | 10/30 | - | - | - | - | ||
Dankukyaku MK (air) | 50*50 | 100*100 | 5 | 1*2 | ?? | - | - | - | 10/30*30 | - | - | - | - | ||
Dankukyaku HK (air) | 50x3 | 100x3 | 5 | 1*1*2 | ?? | - | - | - | 10/30x3 | - | - | - | - | ||
Dankukyaku EX (air) | 50x3 | 100x3 | 5 | 1x3 | ?? | - | - | - | 0/0 | - | - | - | - | ||
Hisshou Buraiken | 15x18*110 | 0 | 4 | 2x18*14 | ?? | 261 | -42 | D | 0/0 | - | - | - | 1~13f invincible | ||
Legendary Taunt | 0 | 0 | - | 0 | ?? | - | - | - | 0/0 | - | - | - | 1f invincible, cancels into ultra | ||
Ultra Combo | 45x7*150 | 0 | 10 | 12 | 63 | 84 | -55 | D | 0/0 | - | - | - | 1~10f invincible | ||
Frames | Frames | Frames of | Frames of | Super Meter | Cancel | Ability | |||||||||
Move Name | Damage | Stun | Startup | Active | Recovery | Total | On Block | On Hit | Block Stun | Hit Stun | Gain | Chain | Special | Super | Notes |
The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4. It was written this way so you don't have to do any math to figure out what frame a move first hits on.
Move Analysis
Normal Moves
Normal Throws
Command Normals
Focus / Saving Attack
Special Moves
- Gadouken
- Dan's crappy little fireball
- qcf + P
- Koryuken
- Dan's solid Dragon punch
- dp + P
- Dankukyaku
- Dan's most useful special. Good frame advantage. Aerial EX version freezes you in air.
- qcb + K
Super Move
- Hissho Buraiken
- qcf,qcf + P
- Super Taunt
- qcf,qcf + HP + HK
You can cancel into ultra anytime during this move.
Ultra Move
- Shisso Buraiken
- qcf,qcf + 3P
The Basics
Combos
BnB
j.HK -> HP xx QCB+LK
Safe on block and allows for backdashes and throws.
j.HK -> HP xx QCB+HK
Ultra Combos
j.HK -> HP xx Super Taunt xx Ultra
cr.HP -> QCF+P xx Taunt Super xx Ultra