Ultra Street Fighter IV/Elena: Difference between revisions

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{{USFIV Char Subnav|chara=Elena}}
{{Character Top USFIV | chara={{SUBPAGENAME}} }}
{{TOClimit|2}}
 
{{USFIVHeader}}
{{USFIVCharacterHeader|Elena|Elena|
The daughter of a wealthy tribe leader, Elena is always eager to make new friends. Her dancing is both a martial art and an extention of her personality. When a mysterious evil threatens her village, she decides to travel the world in search of those who are responsible, while making new friends along the way.
|
Elena excels at playing footsies, easily keeping most characters at bay with her long-ranged Crouching Light Punch. This normal alone can shut down the gameplan of many characters, and can confirm into high damage. She also has a monstrous mixup game with meter; any cancellable normal can be followed up with EX Mallet Smash, a near unreactable overhead that grants a followup combo, or Lynx Tail, a multi-hit low that knocks down and can FADC for big damage. Her EX Scratch Wheel is a fairly strong reversal option, so opponents who manage to work their way in are still subject to risk. And perhaps Elena's most infamous move, her Healing Ultra II essentially turns her into the highest health character in the game if she can safely activate it. Elena's toolset encourages a slow, defensive playstyle and the threat of running out the clock, which can easily frustrate opponents into approaching recklessly.}}
 
'''Players to Watch'''
 
[http://www.youtube.com/results?search_query=Gamerbee+Elena+USF4 Gamerbee] (TW), [http://www.youtube.com/results?search_query=Xian+Elena+USF4 Xian] (SG), [http://www.youtube.com/results?search_query=Justin+Wong+Elena+USF4 Justin Wong] (US)
 
[[Image:OmegaSF4 Icon.png|thumb|center|100px|link=Ultra_Street_Fighter_IV/Elena/Omega|Click for Omega SF4 version]]
 
== Ultra SFIV Changes ==
[https://wiki.supercombo.gg/w/Street_Fighter_IV/Changelist#Elena Elena SF4 Changelist]
 
== Character Specific Data ==
Elena{{USFIVCharacterData|950|900|75%|0.045|0.03825|2.310|46 (4+42)|2.05|1.845|1.45182|17|1.34558|22|8|10|4|0.885|1.045|31|21|Handstand Kick, Handstand Whip, Mallet Smasher, EX Mallet Smasher|Crouch LK, Crouch MK, Crouch HK, Sliding, Lynx Tail, EX Lynx Tail|Crouching HK, Sliding, HK Lynx Tail|Rhino Horn, Spinning Beat, Brave Dance|10+14|18+13|67|-1|-6|+5|0|Scratch Wheel (First Hit), LK/MK/HK Spin Scythe (1st Hit), HK Lynx Tail (2nd Hit and 3rd Hit)|}}


== Frame Data (At A Glance) ==
== Frame Data (At A Glance) ==
Line 387: Line 368:


{{Navbox-USFIV}}
{{Navbox-USFIV}}
[[Category: Elena]]
[[Category:Elena]]
[[Category:Ultra Street Fighter IV]]
[[Category:Ultra Street Fighter IV]]

Latest revision as of 12:40, 28 June 2025

Introduction

The daughter of a wealthy tribe leader, Elena is always eager to make new friends. Her dancing is both a martial art and an extention of her personality. When a mysterious evil threatens her village, she decides to travel the world in search of those who are responsible, while making new friends along the way.

Elena excels at playing footsies, easily keeping most characters at bay with her long-ranged Crouching Light Punch. This normal alone can shut down the gameplan of many characters, and can confirm into high damage. She also has a monstrous mixup game with meter; any cancellable normal can be followed up with EX Mallet Smash, a near unreactable overhead that grants a followup combo, or Lynx Tail, a multi-hit low that knocks down and can FADC for big damage. Her EX Scratch Wheel is a fairly strong reversal option, so opponents who manage to work their way in are still subject to risk. And perhaps Elena's most infamous move, her Healing Ultra II essentially turns her into the highest health character in the game if she can safely activate it. Elena's toolset encourages a slow, defensive playstyle and the threat of running out the clock, which can easily frustrate opponents into approaching recklessly.

Pick if you like: Avoid if you dislike:


Players to Watch

Gamerbee (TW), Xian (SG), Justin Wong (US)


Ultra SFIV Changes

Elena SF4 Changelist

Frame Data Glossary - USFIV
Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a limited active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y.
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between active hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals)
  • "TC": Target Combo
  • "Sp": Special move
  • "Su": Super Combo
  • "FA": Focus Attack
    • Note: Su and FA almost always share the same cancel properties, except that EX moves can't cancel into Supers outside Training Mode
  • "j" or "Jmp": Jump cancel (usually on hit only, if applicable)
  • "sj" or "hj": Super Jump or High Jump cancel (Ibuki and C. Viper only)
  • "Dash": Dash cancelable (e.g. Focus Attack dash cancel)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y. Damage listed in () parentheses may be the total damage of all hits, or the damage of an alternate version (like a non-cinematic Ultra connect) based on context. This will usually be explained in the description.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), HL is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked. If an attack cannot be blocked, like a Level 3 Focus Attack, no Guard property will be listed (and no Block data will be given in the frame data columns).

On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • In general, Counter-hit adds +1 hit advantage to Light normals and +3 to Medium/Heavy normals. Exceptions or unique Counter-hit properties should be noted in the move data.

KD refers to knockdown on hit, with SKD = Soft Knockdown (allows quick wake-up) and HKD = Hard Knockdown (no quick wake-up). If a KD Advantage is listed (HKD +30), this refers to the amount of time the attacker is free to move before the defender has recovered from their knockdown. This also assumes that Delayed Wake-up is not used.

  • Some USFIV characters have non-standard wakeup timings, so this refers to the most common timing (tested on Ryu).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Airborne moves may have recovery listed as X+Y land, where X is the airborne recovery and Y is the landing recovery.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Juggle Info

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle


The following is a more detailed overview of the juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)




Elena
USFIV Elena Portrait.png
Vitals
HP 950
Stun 900
W-Ultra Scaling 75%
Ground Movement
Forward Walk Speed 0.045
Backward Walk Speed 0.03825
Forward Dash Speed 17
Back Dash Speed 22
Forward Dash Distance 1.452
Back Dash Distance 1.346
Back Dash Invuln 8
Back Dash Airborne 10
Back Dash Ground Recovery 4
Jumping
Jump Speed 4+42
Jump Apex 2.31
Forward Jump Distance 2.05
Backward Jump Distance 1.845
Throws
Forward Throw Range 0.885
Back Throw Range 1.045
Wake-up Timing
Face Up 31
Face Down 21

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
Stand LP Stand Lp.png 30 50 20 HL sp/su 5 4 11 -4 -1
Stand MP Stand Mp.png 40*40 50*50 40*20 HL sp/su*- 6 2*3 17 -6 -3
Stand HP Stand Hp.png 100 200 60 HL sp/su 13 5 21 -8 -4
Stand LK Stand Lk.png 30 50 20 HL sp/su 4 2 8 -1 2
Stand MK Stand Mk.png 60 100 40 HL sp/su 7 4 17 -7 -4
Stand HK Stand Hk.png 100 200 60 HL - 11 3 16 -1 3
Crouch LP Crouch Lp.png 30 50 20 HL sp/su 3 2 8 2 5
Crouch MP Crouch Mp.png 60 100 40 HL sp/su 5 5 11 -2 1
Crouch HP Crouch Hp.png 100 200 60 HL - 9 3 22 -7 -2
Crouch LK Crouch Lk.png 30 50 20 L sp/su 4 4 5 0 3
Crouch MK Crouch Mk.png 60 100 40 L sp/su 6 3 15 -4 -1
Crouch HK Crouch Hk.png 100 200 60 L - 8 4 30 -16 -
Handstand Kick Right.gif + Mp.png 70 100 40 H - 20 3 19 -2 3
Handstand Whip Right.gif + Mk.png 50 100 40 H - 12 3 20 -3 2
Round Arch Left.gif + Hk.png 110 200 60 HL - 13 4 13 0 1
Sliding Downright.gif+Hk.png 100 200 60 L - 11 10 25 -10 -
Target Combo 3 (TC3) Hp.png > Hk.png 50 25 20 HL - 9 3 19 -4 -1
Target Combo 4 (TC4) Mk.png > Down.gif + Hp.png 70 50 20 HL - 7 2 22 -3 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Jump LP Jump Lp.png 30 50 20 H - 4 10 - - -
Jump MP Jump Mp.png 60 100 40 H - 6 4 - - -
Jump HP Jump Hp.png 90 150 60 H - 6 4 - - -
Jump LK Jump Lk.png 30 50 20 H - 5 8 - - -
Jump MK Jump Mk.png 60 100 40 H - 7 4 - - -
Jump HK Jump Hk.png 50*70 100*100 60x2 H - 8 4(8)5 - - -
Target Combo 1 (TC1) Air Lp.png > Mk.png 60 100 40 H - 3 6 - - -
Target Combo 2 (TC2) Air Mp.png > Hp.png 40 50 60 H - 3 3 - - -
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 60 100 20 HL - 10+14 2 33 -20 -20
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+13 2 33 -14 -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 67 2 33 - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 -500/0 HL - 10+14 2 33 -20 -20
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 -500/0 HL - 18+13 2 33 -14 -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 -500/0 - - 67 2 33 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 -750/0 HL - 10+14 2 33 -14 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Leg Lift Throw Forward Throw 120 120 60 0.885 - 3 2 20 - -
Leg Hook Back Throw 120 120 40 1.045 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Mallet Smash Mallet Smash Lk.png 60*50 60x2 20/15x2 H - 21 2*2 25 -7 0
Mallet Smash Mallet Smash Mk.png 70*50 70*60 20/15x2 H - 25 2*2 24 -5 3
Mallet Smash Mallet Smash Hk.png 80*50 80*60 20/15x2 H - 27 2*2 22 -1 6
Mallet Smash Mallet Smash Ex.png 40x2 50x2 -250/0 H - 15 2*2 18 -5 4
Scratch Wheel Scratch Wheel Lk.png 60*40 80*20 30/20*10 HL - 3 3*2 23 + After landing11 -14 -
Scratch Wheel Mk.png 80*60 120*80 30/20*15 HL - 5 2*2 29 + After landing 11 -19 -
Scratch Wheel Hk.png 60*30x2 100*50x2 30/20*10x2 HL - 4 1*1*2 35 + After landing 11 -23 -
EX Scratch Wheel Scratch Wheel Ex.png 60*30x3 80*30x2*40 -250/0 HL su 4 1*1*1*2 34 + After landing 11 -25 -
Lynx Tail Lynx Tail Lk.png 60 90 20/30 L -*su 10 3 25 -7 -
Lynx Tail Mk.png 70*60 70*50 20/20*30 L -*su(x2) 10 3(7)3 21 -9 -
Lynx Tail Hk.png 60*20x2*30 50*30*20x2 25/20*15x3 L -*su(x2)*- 8 5(6)4(22)
2(4)2
28 -13 -
EX Lynx Tail Lynx Tail Ex.png 40*10x2*20x2 50*20x3*50 -250/0 L -(x4)*su 10 4(4)4(23)
3(5)3(23)5
29 -9 -
Rhino Horn Rhino Horn Lk.png 40x3 50x3 20/30 HL - 14 2(2)2(8)5 7 + After Landing 15 -6 -
Rhino Horn Mk.png 50x3 50x3 20/20*30 HL - 18 2(2)2(9)5 9 + After Landing 12 -5 -
Rhino Horn Hk.png 60x3 50x3 25/20*15x2 HL - 23 2(2)2(12)5 11 + After Landing 8 -3 -
EX Rhino Horn Rhino Horn Ex.png 50x3 50*40x2 -250/0 HL - 12 2(2)2(8)5 5 + After Landing 14 -3 -
Spin Scythe Spin Scythe Lk.png 30x2 75x2 HL su*- 15 2(22)2 26 -7 -1
Spin Scythe (Extension) Spin Scythe (Extension) Lk.png 20x2 25x2 HL - 12 3(9)2 25 -6 -
Spin Scythe Spin Scythe Mk.png 50x2 80x2 HL su*- 14 2(21)2 27 -7 -4
Spin Scythe (Extension) Spin Scythe (Extension) Mk.png 30x2 25x2 HL - 12 3(9)2 29 -10 -
Spin Scythe Spin Scythe Hk.png 60x2 90x2 HL su*- 17 2(23)2 30 -10 -7
Spin Scythe (Extension) Spin Scythe (Extension) Hk.png 30x2 25x2 HL - 12 3(9)2 29 -10 -
EX Spin Scythe Spin Scythe Ex.png 30x4 50x4 -250/0 HL - 15 2(20)2(16)
2(8)2
27 -8 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Spinning Beat Super Combo 50*25*50*25*
50*75x2
0 -1000/0 HL - 1+3 6(33)8(33)8 36 + After Landing 25 -44 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Brave Dance Ultra Combo 1 60*380 0 0/0 HL - 0+9 2 14 + After Landing 19 -14 -
Healing Ultra Combo 2 0 0 0/0 - - 0+7 31 65[22] - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv

Moves

Standing Normals

  Name Nickname Command Notes
File:No image.png

Stand LP

Stand Jab lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand MP

Stand Strong mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand HP

Stand Fierce hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand LK

Stand Short lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand MK

Stand Forward mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand HK

Stand Roundhouse hk

~~ Uses and Strategies ~~

(No uses/strategies)


Crouching Normals

  Name Nickname Command Notes
File:No image.png

Crouch LP

Crouch Jab d + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MP

Crouch Strong d + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HP

Crouch Fierce d + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch LK

Crouch Short d + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MK

Crouch Forward d + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HK

Crouch Roundhouse d + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Jumping Normals

  Name Nickname Command Notes
File:No image.png

Jump LP

Jump Jab (in air) lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Jump MP

Jump Strong (in air) mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Jump HP

Jump Fierce (in air) hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Jump LK

Jump Short (in air) lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Jump MK

Jump Forward (in air) mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Jump HK

Jump Roundhouse (in air) hk

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:No image.png

Handstand Kick

Strong Overhead f + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Handstand Whip

Kick Overhead f + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Round Arch

Wheel Kick b + hk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Sliding

Slide df + hk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 1

Target Combo 1 (in air) Lp.png ---.png mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 2

Target Combo 2 (in air) Mp.png ---.png hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 3

Target Combo 3 hp ---.png hk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 4

Target Combo 4 mk ---.png D.png + hp

~~ Uses and Strategies ~~

(No uses/strategies)


Focus Attacks

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

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 2) Level 2 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 3) Level 3 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:No image.png

Leg Lift Throw

Forward Throw f or N.png + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Leg Hook

Back Throw b + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Mallet Smash

Mallet Smash hcb + P.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Scratch Wheel

Uppercut dp + K.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Lynx Tail

Pommel Horse rdp + K.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Spin Scythe

Spin Scythe qcb + K.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Spin Scythe Follow Up

Spin Scythe Followup qcb + k

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Rhino Horn

Rhino Horn hcf + K.png Ex.png armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:No image.png

Spinning Beat

Super Combo qcf Qcf.png + k

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Brave Dance

Ultra Combo I qcf Qcf.png + 3k.png armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Healing

Ultra Combo II qcf Qcf.png + 3p Cancel early with 3p

~~ Uses and Strategies ~~

(No uses/strategies)


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
Stand LP Stand Lp.png 30 50 20 HL sp/su 5 4 11 19 -4 -1 11 14 Reset Reset - - - - - - -
Stand MP Stand Mp.png 40*40 50*50 40*20 HL sp/su*- 6 2*3 17 27 -6 -3 14 17 Reset Reset - - - - - - -
Stand HP Stand Hp.png 100 200 60 HL sp/su 13 5 21 38 -8 -4 18 22 Reset Reset - - - - - - -
Stand LK Stand Lk.png 30 50 20 HL sp/su 4 2 8 13 -1 2 9 12 Reset Reset - - - - - - -
Stand MK Stand Mk.png 60 100 40 HL sp/su 7 4 17 27 -7 -4 14 17 Reset Reset - - - - - - -
Stand HK Stand Hk.png 100 200 60 HL - 11 3 16 29 -1 3 18 22 Reset Reset - - - - - - -
Crouch LP Crouch Lp.png 30 50 20 HL sp/su 3 2 8 12 2 5 12 15 Reset Reset - - - - - - -
Crouch MP Crouch Mp.png 60 100 40 HL sp/su 5 5 11 20 -2 1 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Hp.png 100 200 60 HL - 9 3 22 33 -7 -2 18 23 Reset Reset - - - - - - -
Crouch LK Crouch Lk.png 30 50 20 L sp/su 4 4 5 12 0 3 9 12 Reset Reset - - - - - - -
Crouch MK Crouch Mk.png 60 100 40 L sp/su 6 3 15 14 -4 -1 5 8 Reset Reset - - - - - - -
Crouch HK Crouch Hk.png 100 100 60 L - 8 4 30 41 -16 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Handstand Kick Right.gif + Mp.png 70 100 40 H - 20 3 19 41 -2 3 20 25 Reset Reset - - - - - - -
Handstand Whip Right.gif + Mk.png 50 100 40 H - 12 3 20 34 -3 2 20 25 Reset Reset - - - - - - -
Round Arch Left.gif + Hk.png 110 200 60 HL - 13 4 13 29 0 1 17 18 Reset Reset - - - - - - -
Sliding Downright.gif+Hk.png 100 200 60 L - 11 10 25 45 -10 - 25 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Target Combo 3 (TC3) Hp.png > Hk.png 50 25 20 HL - 9 3 19 24 -4 -1 18 21 Reset Reset - - - - - - -
Target Combo 4 (TC4) Mk.png > Down.gif + Hp.png 70 50 20 HL - 7 2 22 26 -3 - 21 - Soft Knockdown Soft Knockdown Soft Knockdown Soft 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
Jump LP Jump Lp.png 30 50 20 H - 4 10 - 13 - - Reset Reset - - - Lower body: 1~12F - - -
Jump MP Jump Mp.png 60 100 40 H - 6 4 - 9 - - Reset Reset - - - Lower body: 1~11F - - -
Jump HP Jump Hp.png 90 150 60 H - 6 4 - 9 - - Reset Reset - - - Lower body: 1~14F - - -
Jump LK Jump Lk.png 30 50 20 H - 5 8 - 12 - - Reset Reset - - - Lower body: 1~14F - - -
Jump MK Jump Mk.png 60 100 40 H - 7 4 - 10 - - Reset Reset - - - Lower body: 1~14F - - -
Jump HK Jump Hk.png 50*70 100*100 60x2 H - 8 4(8)5 - 24 - - [1st hit]: Soft Knockdown, [2nd hit]: reset [1st hit]: Soft Knockdown, [2nd hit]: reset - - - Lower body: 1~16F - - JP: 0*1
Target Combo 1 (TC1) Air Lp.png > Mk.png 60 100 40 HL - 3 6 - - - - - - Reset Reset - - - - - - JP: 1
Target Combo 2 (TC2) Air Mp.png > Hp.png 40 50 60 HL - 3 3 - - - - - - Reset Reset - - - - - - JP: 1
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 60 100 20 HL - 10+14 2 33 58 -20 -20 15 15 Range: 2.385 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+13 2 33 65 -14 - 21 - Range: 2.385 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 67 2 33 101 - - - - Range: 2.385, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~66F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 -500/0 HL - 10+14 2 33 58 -20 -20 15 15 Range: 2.385, 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 120 150 -500/0 HL - 18+13 2 33 65 -14 - 21 - Range: 2.385, 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 210 200 -500/0 - - 67 2 33 101 - - - - Range: 2.385, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~67F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 -750/0 HL - 10+14 2 33 58 -14 - 22 - Range: 2.385, 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
Leg Lift Throw Forward Throw 120 120 60 0.885 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Leg Hook Back Throw 120 120 40 1.045 - 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
Mallet Smash Mallet Smash Lk.png 60*50 60x2 20/15x2 H - 21 2*2 25 49 -7 0 20 27 2nd hit gains no additional frame advantage on counterhit Soft Knockdown Soft Knockdown - - - - - 11~20F JP: 1*1, JI: 0*1
Mallet Smash Mallet Smash Mk.png 70*50 70*60 20/15x2 H - 25 2*2 24 52 -5 3 21 29 Gains no additional frame advantage on counterhit Soft Knockdown Soft Knockdown - - - - - 13~24F JP: 1*1, JI: 0*1
Mallet Smash Mallet Smash Hk.png 80*50 80*60 20/15x2 H - 27 2*2 22 52 -1 6 23 30 2nd hit gains no additional frame advantage on counterhit Soft Knockdown Soft Knockdown - - - - - 10~27F JP: 1*1, JI: 0*1
Mallet Smash Mallet Smash Ex.png 40x2 50x2 -250/0 H - 15 2*2 18 36 -5 4 15 24 2nd hit gains no additional frame advantage on counterhit, opponent gains 10x2 meter on hit Soft Knockdown Soft Knockdown - - - - - 6~15F JP: 1*1, JI: 0*1
Scratch Wheel Scratch Wheel Lk.png 60*40 80*20 30/20*10 HL - 3 3*2 23 + After landing11 41 -14 - 22 - [2nd hit]: soft knockdown [2nd hit]: soft knockdown Soft Knockdown Soft Knockdown - - - - 3~6F 5~29F JP: 0*2
Scratch Wheel Mk.png 80*60 120*80 30/20*15 HL - 5 2*2 29 + After landing 11 48 -19 - 23 - [2nd hit]: soft knockdown [2nd hit]: soft knockdown Soft Knockdown Soft Knockdown - - - - 4~6F 6~37F JP: 0*2
Scratch Wheel Hk.png 60*30x2 100*50x2 30/20*10x2 HL - 4 1*1*2 35 + After landing 11 53 -23 - 25 - [2nd hit]: soft knockdown [2nd hit]: soft knockdown Soft Knockdown Soft Knockdown - - - - 4~6F 5~42F JP: 0*2*3
EX Scratch Wheel Scratch Wheel Ex.png 60*30x3 80*30x2*40 -250/0 HL su 4 1*1*1*2 34 + After landing 11 53 -25 - 22 - Opponent gains 5x4 meter on hit [2nd~4th hit]: soft knockdown [2nd~4th hit]: soft knockdown Soft Knockdown Soft Knockdown - All: 1~7F - - - 5~41F JP: 5*6*7*8
Lynx Tail Lynx Tail Lk.png 60 90 20/30 L -*su 10 3 25 37 -7 - 21 - [2nd hit]: soft knockdown [2nd hit]: soft knockdown Soft Knockdown Soft Knockdown - - - - - - -
Lynx Tail Mk.png 70*60 70*50 20/20*30 L -*su(x2) 10 3(7)3 21 43 -9 - 15 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Lynx Tail Hk.png 60*20x2*30 50*30*20x2 25/20*15x3 L -*su(x2)*- 8 5(6)4(22)
2(4)2
28 80 -13 - 17 - [1st~3rd hits]: Soft Knockdown, [4th hit]: hard knockdown [1st~3rd hits]: Soft Knockdown, [4th hit]: hard knockdown Soft Knockdown, [4th hit] hard knockdown Soft Knockdown, [4th hit] hard knockdown - - - - - - -
EX Lynx Tail Lynx Tail Ex.png 40*10x2*20x2 50*20x3*50 -250/0 L -(x4)*su 10 4(4)4(23)
3(5)3(23)5
29 112 -9 - 25 - Opponent gains 5x5 meter on hit [4th~5th]: hits soft knockdown [4th~5th]: hits soft knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 0*0*0*1*2
Rhino Horn Rhino Horn Lk.png 40x3 50x3 20/30 HL - 14 2(2)2(8)5 7 + After Landing 15 54 -6 - 21 - 2nd and 3rd hit cannot hit crouching X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 14~39F JP: 0*2*2
Rhino Horn Mk.png 50x3 50x3 20/20*30 HL - 18 2(2)2(9)5 9 + After Landing 12 58 -5 - 21 - 2nd and 3rd hit cannot hit crouching X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 18~46F JP: 0*2*2
Rhino Horn Hk.png 60x3 50x3 25/20*15x2 HL - 23 2(2)2(12)5 11 + After Landing 8 64 -3 - 21 - 2nd and 3rd hit cannot hit crouching X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 23~56F JP: 0*2*2
EX Rhino Horn Rhino Horn Ex.png 50x3 50*40x2 -250/0 HL - 12 2(2)2(8)5 5 + After Landing 14 49 -3 - 21 - 2nd and 3rd hit cannot hit crouching, opponent gains 10x3 meter on hit, 5*10*5 meter on block X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - All: 1~35F - 12~35F JP: 2*3*4
Spin Scythe Spin Scythe Lk.png 30x2 75x2 HL su*- 15 2(22)2 26 66 -7 -1 21 27 Soft Knockdown Soft Knockdown - - - - - - -
Spin Scythe (Extension) Spin Scythe (Extension) Lk.png 20x2 25x2 HL - 12 3(9)2 25 50 -6 - 21 - On hit or block only [2nd hit]: Soft knockdown [2nd hit]: Soft knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 1*2
Spin Scythe Spin Scythe Mk.png 50x2 80x2 HL su*- 14 2(21)2 27 65 -7 -4 22 25 Soft Knockdown Soft Knockdown - - - - - - -
Spin Scythe (Extension) Spin Scythe (Extension) Mk.png 30x2 25x2 HL - 12 3(9)2 29 54 -10 - 21 - On hit or block only [2nd hit]: Soft knockdown [2nd hit]: Soft knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 1*2
Spin Scythe Spin Scythe Hk.png 60x2 90x2 HL su*- 17 2(23)2 30 73 -10 -7 22 25 Soft Knockdown Soft Knockdown - - - - - - -
Spin Scythe (Extension) Spin Scythe (Extension) Hk.png 30x2 25x2 HL - 12 3(9)2 29 54 -10 - 21 - On hit or block only [2nd hit]: Soft knockdown [2nd hit]: Soft knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 1*2
EX Spin Scythe Spin Scythe Ex.png 30x4 50x4 -250/0 HL - 15 2(20)2(16)
2(8)2
27 93 -8 - 21 - Opponent gains 5x4 meter on hit [4th hit]: Soft knockdown [4th hit]: Soft knockdown Soft Knockdown Soft 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
Spinning Beat Super Combo 50*25*50*25*
50*75x2
0 -1000/0 HL - 1+3 6(33)8(33)8 36 + After Landing 25 152 -44 - 25 - Opponent gains 20x7 meter on hit Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~9F - - - 5~23F, 45~61F, 86F~ JP: 1~7 sequentially
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
Brave Dance Ultra Combo 1 60*380 0 0/0 HL - 0+9 2 14 + After Landing 19 43 -14 - 21 - Opponent gains 5*10x14 meter on hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~9F - - - 6F~ JP: 3
Healing Ultra Combo 2 0 0 0/0 - - 0+7 31 65[22] Varies - - - - At lowest level gains 10 health every 2F, raises to 11 health every 7F then back down to 10 health (233 total), at max level 12 heath every 2F, raises to 15 every 7F (345 total), can be canceled with PPP for a 22F recovery ending health gain. - - - - - All: 1~4F - - - - -
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


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