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{{SSFIVHeader}} | {{SSFIVHeader}} | ||
{{SSFIVCharacterHeader|Abel| | {{SSFIVCharacterHeader|Abel|Abel| | ||
Abel has no recollection of his past. All he knows is that, his father figure from when he awoke with his memory loss, told him to stay away from Shadaloo and from S.I.N. When his father figure died in an accident, Abel had nothing standing in his way from finding out the truth. Now he is on a quest to discover what part he has with Shadaloo and S.I.N. Little does he know that he was actually an early rejected "model" as a replacement body for M. Bison, created in the Living Incubator project. Meant to be disposed of, Abel only managed to survive thanks to Charlie Nash. If Abel discovers the truth, one wonders how he will cope with learning what his true purpose was. | |||
| | |||
Abel is the perfect example of a character who will pick their moments and pounce. Although Abel has a ton of ways to set up mix-ups, his opportunities are far fewer than most mix-up characters. However, the advantage that Abel has is that he can defeat an opponent in just one or two successful mix-ups, thanks to his {{high}} damage and powerful combos. Patience is key with Abel in finding the moment to land that Step Kick to get yourself in and take the Round.}} | |||
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{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Forward Kick | f + mk | Can be canceled into Forward Dash }} | {{SSFIVMoveListRow | Forward Kick | {{f}} + {{mk}} | Can be canceled into Forward Dash }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Drop Throw | f or n + lp + lk | throw }} | {{SSFIVMoveListRow | Drop Throw | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SSFIVMoveListRow | Pincer Throw | b + lp + lk | throw }} | {{SSFIVMoveListRow | Pincer Throw | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Change of Direction | qcf + p | ex version gains armor; ex }} | {{SSFIVMoveListRow | Change of Direction | {{qcf}} + {{p}} | {{ex}} version gains armor; {{ex}} }} | ||
{{SSFIVMoveListRow | Second Mid | f + p | Perform after Change of Direction; high }} | {{SSFIVMoveListRow | Second Mid | {{f}} + {{p}} | Perform after Change of Direction; {{high}} }} | ||
{{SSFIVMoveListRow | Second Low | f + k | Perform after Change of Direction; low }} | {{SSFIVMoveListRow | Second Low | {{f}} + {{k}} | Perform after Change of Direction; {{low}} }} | ||
{{SSFIVMoveListRow | Finish Mid | f + p | Perform after Second Mid or Second Low; high }} | {{SSFIVMoveListRow | Finish Mid | {{f}} + {{p}} | Perform after Second Mid or Second Low; {{high}} }} | ||
{{SSFIVMoveListRow | Finish Low | f + k | Perform after Second Mid or Second Low; low }} | {{SSFIVMoveListRow | Finish Low | {{f}} + {{k}} | Perform after Second Mid or Second Low; {{low}} }} | ||
{{SSFIVMoveListRow | Wheel Kick | qcb + k | ex armorbreak }} | {{SSFIVMoveListRow | Wheel Kick | {{qcb}} + {{k}} | {{ex}} {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Marseilles Roll | qcf + k | ex }} | {{SSFIVMoveListRow | Marseilles Roll | {{qcf}} + {{k}} | {{ex}} }} | ||
{{SSFIVMoveListRow | Falling Sky | dp + p | ex }} | {{SSFIVMoveListRow | Falling Sky | {{dp}} + {{p}} | {{ex}} }} | ||
{{SSFIVMoveListRow | Tornado Throw | hcb + p | throw ex }} | {{SSFIVMoveListRow | Tornado Throw | {{hcb}} + {{p}} | {{throw}} {{ex}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Heartless | qcf qcf + p | armorbreak }} | {{SSFIVMoveListRow | Heartless | {{qcf}} {{qcf}} + {{p}} | {{armorbreak}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Ultra Combos ==== | ==== Ultra Combos ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Soulless | qcf qcf + 3p | armorbreak }} | {{SSFIVMoveListRow | Soulless | {{qcf}} {{qcf}} + {{3p}} | {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Breathless | qcf qcf + 3k | Hold 3k to delay; Cancel with p during delay; throw }} | {{SSFIVMoveListRow | Breathless | {{qcf}} {{qcf}} + {{3k}} | Hold {{3k}} to delay; Cancel with {{p}} during delay; {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SSFIVFrameDataSubHeader | Focus Attacks}} | {{SSFIVFrameDataSubHeader | Focus Attacks}} | ||
{{SSFIVFrameDataRow | Focus Attack LVL 1 | HL | 60 | 100 | 20 | - | 21 | 2 | 35 | -21 | -21 | - | - | 1~10F or 1F after button's are released: Has super armor. Crumples on ground Counter Hit. Puts opponent in jugglable state on air hit. From frames 5~11 or on hit/block can cancel into dash/back dash. If charged, saving attack hits on frame 13 after releasing the buttons.}} | {{SSFIVFrameDataRow | Focus Attack LVL 1 | HL | 60 | 100 | 20 | - | 21 | 2 | 35 | -21 | -21 | - | - | 1~10F or 1F after button's are released: Has super armor. Crumples on ground Counter Hit. Puts opponent in jugglable state on air hit. From frames 5~11 or on hit/block can {{cancel}} into dash/back dash. If charged, saving attack hits on frame 13 after releasing the buttons.}} | ||
{{SSFIVFrameDataRow | Focus attack LVL 2 | HL | 80 | 150 | 40 | - | 17+13 | 2 | 35 | -15 | - | - | - | 1~1F after button's are released: Has super armor. Crumples on ground hit. Floats opponent on air hit. From frames 5~ buttons released or on hit/block can cancel into dash/back dash. Charge time: 17-49F. If charged, saving attack hits on frame 13 after releasing the buttons.}} | {{SSFIVFrameDataRow | Focus attack LVL 2 | HL | 80 | 150 | 40 | - | 17+13 | 2 | 35 | -15 | - | - | - | 1~1F after button's are released: Has super armor. Crumples on ground hit. Floats opponent on air hit. From frames 5~ buttons released or on hit/block can {{cancel}} into dash/back dash. Charge time: 17-49F. If charged, saving attack hits on frame 13 after releasing the buttons.}} | ||
{{SSFIVFrameDataRow | Focus attack LVL 3 | - | 140 | 200 | 60 | - | 65 | 2 | 35 | - | - | - | - | 1~64F has super armor. Breaks super armor. Crumples on ground hit. Floats opponent on air hit. From frames 5~50 can cancel into dash/back dash. Charge time: 50F.}} | {{SSFIVFrameDataRow | Focus attack LVL 3 | - | 140 | 200 | 60 | - | 65 | 2 | 35 | - | - | - | - | 1~64F has super armor. Breaks super armor. Crumples on ground hit. Floats opponent on air hit. From frames 5~50 can {{cancel}} into dash/back dash. Charge time: 50F.}} | ||
{{SSFIVFrameDataSubHeader | Throws}} | {{SSFIVFrameDataSubHeader | Throws}} | ||
{{SSFIVFrameDataRow | Forward Throw | 0.9 | 130 | 140 | 40 | - | 3 | 2 | 20 | - | - | - | - | Hard Knockdown / Opponent gets up 68F after throw recovers (from SF4 vanilla)}} | {{SSFIVFrameDataRow | Forward Throw | 0.9 | 130 | 140 | 40 | - | 3 | 2 | 20 | - | - | - | - | Hard Knockdown / Opponent gets up 68F after {{throw}} recovers (from SF4 vanilla)}} | ||
{{SSFIVFrameDataRow | Back throw | 0.9 | 130 | 140 | 40 | - | 3 | 2 | 20 | - | - | - | - | Hard Knockdown / Opponent gets up 57F after throw recovers (from SF4 vanilla)}} | {{SSFIVFrameDataRow | Back {{throw}} | 0.9 | 130 | 140 | 40 | - | 3 | 2 | 20 | - | - | - | - | Hard Knockdown / Opponent gets up 57F after {{throw}} recovers (from SF4 vanilla)}} | ||
{{SSFIVFrameDataSubHeader | Special Moves}} | {{SSFIVFrameDataSubHeader | Special Moves}} | ||
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{{SSFIVFrameDataRow | Second Mid | H | 40 | 50 | 10/20 | - | 15 | 4 | 28 | -9 | -4 | - | - | [Crouch Hit] Frame Adv -5 / [Air Hit] Puts opponent in jugglable state / 30-31F can follow with finish middle/low}} | {{SSFIVFrameDataRow | Second Mid | H | 40 | 50 | 10/20 | - | 15 | 4 | 28 | -9 | -4 | - | - | [Crouch Hit] Frame Adv -5 / [Air Hit] Puts opponent in jugglable state / 30-31F can follow with finish middle/low}} | ||
{{SSFIVFrameDataRow | Second Low | L | 50 | 50 | 20/30 | su | 22 | 4 | 24 | -5 | -1 | - | - | [Air Hit] Puts opponent in jugglable state / 36-37F can follow with finish middle/low}} | {{SSFIVFrameDataRow | Second Low | L | 50 | 50 | 20/30 | su | 22 | 4 | 24 | -5 | -1 | - | - | [Air Hit] Puts opponent in jugglable state / 36-37F can follow with finish middle/low}} | ||
{{SSFIVFrameDataRow | Finish Mid | H | 100 | 100 | 10/30 | - | 10 | 2 | 44 | -35 | - | - | - | [Hit] Hard Knockdown / Armor Break / Opponent gets up 43F after throw recovers (from SF4 vanilla)}} | {{SSFIVFrameDataRow | Finish Mid | H | 100 | 100 | 10/30 | - | 10 | 2 | 44 | -35 | - | - | - | [Hit] Hard Knockdown / Armor Break / Opponent gets up 43F after {{throw}} recovers (from SF4 vanilla)}} | ||
{{SSFIVFrameDataRow | Finish Low | L | 150 | 100 | 30/30 | - | 22 | 2 | 53 | -44 | - | - | - | [Hit] Hard Knockdown / Armor Break / Opponent gets up 70F after throw recovers (from SF4 vanilla)}} | {{SSFIVFrameDataRow | Finish Low | L | 150 | 100 | 30/30 | - | 22 | 2 | 53 | -44 | - | - | - | [Hit] Hard Knockdown / Armor Break / Opponent gets up 70F after {{throw}} recovers (from SF4 vanilla)}} | ||
{{SSFIVFrameDataRow | Wheel Kick [[File:Short.gif]] | H | 120 | 200 | 30/40 | - | 20 | 7 | 2+19 | -10 | -5 | - | - | 1-17F [Hit/Projectile Invul.] (lower half part only) / 11F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 25F (opp Ryu)}} | {{SSFIVFrameDataRow | Wheel Kick [[File:Short.gif]] | H | 120 | 200 | 30/40 | - | 20 | 7 | 2+19 | -10 | -5 | - | - | 1-17F [Hit/Projectile Invul.] (lower half part only) / 11F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 25F (opp Ryu)}} | ||
{{SSFIVFrameDataRow | Wheel Kick [[File:Forward.gif]] | H | 140 | 200 | 30/40 | - | 24 | 7 | 2+20 | -11 | -6 | - | - | 1-20F [Hit/Projectile Invul.] (lower half part only) / 14F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 29F (opp Ryu)}} | {{SSFIVFrameDataRow | Wheel Kick [[File:Forward.gif]] | H | 140 | 200 | 30/40 | - | 24 | 7 | 2+20 | -11 | -6 | - | - | 1-20F [Hit/Projectile Invul.] (lower half part only) / 14F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 29F (opp Ryu)}} | ||
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{{SSFIVFrameDataRow | Marseilles Roll [[File:Roundhouse.gif]] | - | - | - | 20/- | - | - | - | 32 | - | - | - | - | 5-31 [Hit Invul.] / 5-27F can cross opponent}} | {{SSFIVFrameDataRow | Marseilles Roll [[File:Roundhouse.gif]] | - | - | - | 20/- | - | - | - | 32 | - | - | - | - | 5-31 [Hit Invul.] / 5-27F can cross opponent}} | ||
{{SSFIVFrameDataRow | Marseilles Roll [[File:EX.gif]] | - | - | - | -250/- | - | - | - | 32 | - | - | - | - | 1-32 [Hit Invul.] / 5-27F can cross opponent}} | {{SSFIVFrameDataRow | Marseilles Roll [[File:EX.gif]] | - | - | - | -250/- | - | - | - | 32 | - | - | - | - | 1-32 [Hit Invul.] / 5-27F can cross opponent}} | ||
{{SSFIVFrameDataRow | Sky Fall [[File:Jab.gif]] | - | 0*140 | 100 | 30/0*100 | - | 5 | 2 | 31 | - | - | - | - | 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla)}} | {{SSFIVFrameDataRow | Sky Fall [[File:Jab.gif]] | - | 0*140 | 100 | 30/0*100 | - | 5 | 2 | 31 | - | - | - | - | 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after {{throw}} recovers (from SF4 vanilla)}} | ||
{{SSFIVFrameDataRow | Sky Fall [[File:Strong.gif]] | - | 0*150 | 150 | 30/0*100 | - | 6 | 4 | 31 | - | - | - | - | 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla)}} | {{SSFIVFrameDataRow | Sky Fall [[File:Strong.gif]] | - | 0*150 | 150 | 30/0*100 | - | 6 | 4 | 31 | - | - | - | - | 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after {{throw}} recovers (from SF4 vanilla)}} | ||
{{SSFIVFrameDataRow | Sky Fall [[File:Fierce.gif]] | - | 0*160 | 200 | 30/0*100 | - | 9 | 6 | 31 | - | - | - | - | 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla)}} | {{SSFIVFrameDataRow | Sky Fall [[File:Fierce.gif]] | - | 0*160 | 200 | 30/0*100 | - | 9 | 6 | 31 | - | - | - | - | 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after {{throw}} recovers (from SF4 vanilla)}} | ||
{{SSFIVFrameDataRow | Sky Fall [[File:EX.gif]] | - | 0*160 | 150 | -250/0 | - | 6 | 2 | 31 | - | - | - | - | 1-5F [Hit Invul.] / 6-7F [Hit Invul.] (upper half only) / 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 62F after throw recovers (from SF4 vanilla) / CAN JUGGLE !!!}} | {{SSFIVFrameDataRow | Sky Fall [[File:EX.gif]] | - | 0*160 | 150 | -250/0 | - | 6 | 2 | 31 | - | - | - | - | 1-5F [Hit Invul.] / 6-7F [Hit Invul.] (upper half only) / 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 62F after {{throw}} recovers (from SF4 vanilla) / CAN JUGGLE !!!}} | ||
{{SSFIVFrameDataRow | Tornado Throw [[File:Jab.gif]] | 1.3 | 160 | 100 | 30/80 | - | 5 | 2 | 51 | - | - | - | - | 1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla)}} | {{SSFIVFrameDataRow | Tornado Throw [[File:Jab.gif]] | 1.3 | 160 | 100 | 30/80 | - | 5 | 2 | 51 | - | - | - | - | 1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after {{throw}} recovers (from SF4 vanilla)}} | ||
{{SSFIVFrameDataRow | Tornado Throw [[File:Strong.gif]] | 1.1 | 180 | 150 | 30/80 | - | 5 | 2 | 45 | - | - | - | - | 1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla)}} | {{SSFIVFrameDataRow | Tornado Throw [[File:Strong.gif]] | 1.1 | 180 | 150 | 30/80 | - | 5 | 2 | 45 | - | - | - | - | 1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after {{throw}} recovers (from SF4 vanilla)}} | ||
{{SSFIVFrameDataRow | Tornado Throw [[File:Fierce.gif]] | 0.9 | 200 | 200 | 30/80 | - | 5 | 2 | 39 | - | - | - | - | 1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla)}} | {{SSFIVFrameDataRow | Tornado Throw [[File:Fierce.gif]] | 0.9 | 200 | 200 | 30/80 | - | 5 | 2 | 39 | - | - | - | - | 1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after {{throw}} recovers (from SF4 vanilla)}} | ||
{{SSFIVFrameDataRow | Tornado Throw [[File:EX.gif]] | 1.25 | 200 | 150 | -250/0 | - | 5 | 2 | 54 | - | - | - | - | 1-6F [Hit Invul.] / Hard Knockdown / Opponent gets up 49F after throw recovers (from SF4 vanilla)}} | {{SSFIVFrameDataRow | Tornado Throw [[File:EX.gif]] | 1.25 | 200 | 150 | -250/0 | - | 5 | 2 | 54 | - | - | - | - | 1-6F [Hit Invul.] / Hard Knockdown / Opponent gets up 49F after {{throw}} recovers (from SF4 vanilla)}} | ||
{{SSFIVFrameDataSubHeader | Super Combo}} | {{SSFIVFrameDataSubHeader | Super Combo}} | ||
{{SSFIVFrameDataRow | Super Combo | HL | 0*335 | 0 | -1000/0 | - | 1+5 | 2 | 41 | -32 | - | - | - | 1F-blackout [Full Invul.] / after blackout, 1-6F [[File:Jab.gif]]: [Hit Invul], [[File:Strong.gif]]:[Throw Invul.], [[File:Fierce.gif]]:[Projectile Invul.] / Hard Knockdown / Armor Break / Opponent gets up 57F after throw recovers (from SF4 vanilla)}} | {{SSFIVFrameDataRow | Super Combo | HL | 0*335 | 0 | -1000/0 | - | 1+5 | 2 | 41 | -32 | - | - | - | 1F-blackout [Full Invul.] / after blackout, 1-6F [[File:Jab.gif]]: [Hit Invul], [[File:Strong.gif]]:[Throw Invul.], [[File:Fierce.gif]]:[Projectile Invul.] / Hard Knockdown / Armor Break / Opponent gets up 57F after {{throw}} recovers (from SF4 vanilla)}} | ||
{{SSFIVFrameDataSubHeader | Ultra Combos}} | {{SSFIVFrameDataSubHeader | Ultra Combos}} | ||
{{SSFIVFrameDataRow | Ultra Combo 1 | HL | 45*455 | 0 | 0/0 | - | 1+13 | 2 | 46 | -30 | - | - | - | 1-blackout+7 [Full Invul.] / 8-16F [Hit Invul.](Except feet) / 8-16F [Projectile Invul.] / Hard Knockdown / Armor Break / CAN JUGGLE !!! / Opponent gets up 57F after throw recovers (from SF4 vanilla)}} | {{SSFIVFrameDataRow | Ultra Combo 1 | HL | 45*455 | 0 | 0/0 | - | 1+13 | 2 | 46 | -30 | - | - | - | 1-blackout+7 [Full Invul.] / 8-16F [Hit Invul.](Except feet) / 8-16F [Projectile Invul.] / Hard Knockdown / Armor Break / CAN JUGGLE !!! / Opponent gets up 57F after {{throw}} recovers (from SF4 vanilla)}} | ||
{{SSFIVFrameDataRow | Ultra Combo 2 | 1.0 | 480 | 0 | 0/0 | - | 1+7 | 6 | 51 | - | - | - | - | 1F-end of blackout [Full Invul.] / 1F after blackout till end of active frames [Armor][Throw Invul.] / [Hit] Hard Knockdown / Hold button to delay (up to 92F) / Active frames come 7F after button release / Can be cancelled with any Punch (20F recovery) / Ground Throw range 1.0}} | {{SSFIVFrameDataRow | Ultra Combo 2 | 1.0 | 480 | 0 | 0/0 | - | 1+7 | 6 | 51 | - | - | - | - | 1F-end of blackout [Full Invul.] / 1F after blackout till end of active frames [Armor][Throw Invul.] / [Hit] Hard Knockdown / Hold button to delay (up to 92F) / Active frames come 7F after button release / Can be cancelled with any Punch (20F recovery) / Ground Throw range 1.0}} | ||
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TBW | TBW | ||
[[Category:Super Street Fighter IV]] |
Latest revision as of 02:21, 9 December 2020

Abel
Abel has no recollection of his past. All he knows is that, his father figure from when he awoke with his memory loss, told him to stay away from Shadaloo and from S.I.N. When his father figure died in an accident, Abel had nothing standing in his way from finding out the truth. Now he is on a quest to discover what part he has with Shadaloo and S.I.N. Little does he know that he was actually an early rejected "model" as a replacement body for M. Bison, created in the Living Incubator project. Meant to be disposed of, Abel only managed to survive thanks to Charlie Nash. If Abel discovers the truth, one wonders how he will cope with learning what his true purpose was.
In a nutshell
Abel is the perfect example of a character who will pick their moments and pounce. Although Abel has a ton of ways to set up mix-ups, his opportunities are far fewer than most mix-up characters. However, the advantage that Abel has is that he can defeat an opponent in just one or two successful mix-ups, thanks to his damage and powerful combos. Patience is key with Abel in finding the moment to land that Step Kick to get yourself in and take the Round.
Moves
Unique Attacks


Throws









Special Moves






























Super Combo




Ultra Combos










Frame Data
Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Focus Attack
N/A
Special Moves
N/A
Super Combos
N/A
Ultra Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- N/A
Hit Confirm Combos
- N/A
Dizzy / Focus Crumple Combos
- N/A
FADC Combos
- N/A
Advanced Combos
- N/A
Combos Into Supers
- N/A
Combos Into Ultras
- N/A
Matchups
- Vs. Abel
To Be Written (TBW)
- Vs. Adon
TBW
- Vs. Akuma
TBW
- Vs. Balrog
TBW
- Vs. Blanka
TBW
- Vs. C. Viper
TBW
- Vs. Cammy
TBW
- Vs. Chun Li
TBW
- Vs. Cody
TBW
- Vs. Dan
TBW
- Vs. Dee Jay
TBW
- Vs. Dhalsim
TBW
- Vs. Dudley
TBW
- Vs. E. Honda
TBW
- Vs. El Fuerte
TBW
- Vs. Fei Long
TBW
- Vs. Gen
TBW
- Vs. Gouken
TBW
- Vs. Guile
TBW
- Vs. Guy
TBW
- Vs. Hakan
TBW
- Vs. Ibuki
TBW
- Vs. Juri
TBW
- Vs. Ken
TBW
- Vs. M. Bison
TBW
- Vs. Makoto
TBW
- Vs. Rose
TBW
- Vs. Rufus
TBW
- Vs. Ryu
TBW
- Vs. Sagat
TBW
- Vs. Sakura
TBW
- Vs. Seth
TBW
- Vs. T. Hawk
TBW
- Vs. Vega
TBW
- Vs. Zangief
TBW