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===Normal Moves=== | ===Normal Moves=== | ||
* | *'''Standing Normal Moves (st.)''' | ||
{{SF2HFMoveListHeader}} | {{SF2HFMoveListHeader}} | ||
{{SF2HFMoveListRow | Standing Light Punch | lp | 6 | - | 4 | 40 | 3 | 4 | 4 | +6/+5 | rpdfire specialcancel }} | {{SF2HFMoveListRow | Standing Light Punch | {{lp}} | 6 | - | 4 | 40 | 3 | 4 | 4 | +6/+5 | {{rpdfire}} {{specialcancel}} }} | ||
{{SF2HFMoveListRow | Standing Medium Punch | mp | 16 | [[ | {{SF2HFMoveListRow | Standing Medium Punch | {{mp}} | 16 | [[Damage Scaling (HF)#0x020|0x020]] | 8 | 60 | 4 | 4 | 6 | +10/+8 | {{specialcancel}} }} | ||
{{SF2HFMoveListRow | Standing Hard Punch | hp | 26 | [[ | {{SF2HFMoveListRow | Standing Hard Punch | {{hp}} | 26 | [[Damage Scaling (HF)#0x040|0x040]] | 14 | 80 | 6 | 6 | 22 | -6 | }} | ||
{{SF2HFMoveListRow | Standing Light Kick | lk | 8 | - | 4 | 40 | 7 | 8 | 5 | +3/+1 | specialcancel }} | {{SF2HFMoveListRow | Standing Light Kick | {{lk}} | 8 | - | 4 | 40 | 7 | 8 | 5 | +3/+1 | {{specialcancel}} }} | ||
{{SF2HFMoveListRow | Standing Medium Kick | mk | 16 | [[ | {{SF2HFMoveListRow | Standing Medium Kick | {{mk}} | 16 | [[Damage Scaling (HF)#0x020|0x020]] | 8 | 60 | 12 | 12 | 7* | +1 | }} | ||
{{SF2HFMoveListRow | Standing Hard Kick | hk | 22 | [[ | {{SF2HFMoveListRow | Standing Hard Kick | {{hk}} | 22 | [[Damage Scaling (HF)#0x040|0x040]] | 14 | 80 | 3 | 12 | 17* | -2 | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
* | *'''Close Standing Normal Moves (cl.)''' | ||
{{SF2HFMoveListHeader}} | {{SF2HFMoveListHeader}} | ||
{{SF2HFMoveListRow | Close Light Punch | (near opponent) lp | 6 | - | 4 | 40 | 3 | 4 | 5 | +6/+5 | specialcancel }} | {{SF2HFMoveListRow | Close Light Punch | (near opponent) {{lp}} | 6 | - | 4 | 40 | 3 | 4 | 5 | +6/+5 | {{specialcancel}} }} | ||
{{SF2HFMoveListRow | Close Medium Punch | (near opponent) mp | 16 | [[ | {{SF2HFMoveListRow | Close Medium Punch | (near opponent) {{mp}} | 16 | [[Damage Scaling (HF)#0x020|0x020]] | 8 | 60 | 4 | 2 | 17 | +2/+1 | {{specialcancel}} }} | ||
{{SF2HFMoveListRow | Close Hard Punch | (near opponent) hp | 26 | [[ | {{SF2HFMoveListRow | Close Hard Punch | (near opponent) {{hp}} | 26 | [[Damage Scaling (HF)#0x020|0x020]] | 8 | 80 | 4 | 8 | 23 | -8 | {{specialcancel}} }}{{SF2HFMoveListRow | Close Light Kick | (near opponent) {{lk}} | 8 | - | 4 | 40 | 6 | 6 | 4 | +5 | {{rpdfire}} }} | ||
{{SF2HFMoveListRow | Close Medium Kick | (near opponent) mk | 16 | [[ | {{SF2HFMoveListRow | Close Medium Kick | (near opponent) {{mk}} | 16 | [[Damage Scaling (HF)#0x020|0x020]] | 8 | 60 | 5 | 6 | 8 | +6/+4 | {{specialcancel}} }} | ||
{{SF2HFMoveListRow | Close Hard Kick | (near opponent) hk | 24,6 | [[ | {{SF2HFMoveListRow | Close Hard Kick | (near opponent) {{hk}} | 24,6 | [[Damage Scaling (HF)#0x020|0x020]] | 14,14 | 80,80 | 8 | 12 | 11 | +8/+7 | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
* | *'''Crouching Normal Moves (cr.)''' | ||
{{SF2HFMoveListHeader}} | {{SF2HFMoveListHeader}} | ||
{{SF2HFMoveListRow | Crouching Light Punch | d + lp | 6 | - | 4 | 40 | 3 | 4 | 4 | +6/+5 | rpdfire low specialcancel }} | {{SF2HFMoveListRow | Crouching Light Punch | {{d}} + {{lp}} | 6 | - | 4 | 40 | 3 | 4 | 4 | +6/+5 | {{rpdfire}} {{low}} {{specialcancel}} }} | ||
{{SF2HFMoveListRow | Crouching Medium Punch | d + mp | 14 | [[ | {{SF2HFMoveListRow | Crouching Medium Punch | {{d}} + {{mp}} | 14 | [[Damage Scaling (HF)#0x020|0x020]] | 8 | 60 | 4 | 4 | 6 | +10/+8 | {{specialcancel}} }} | ||
{{SF2HFMoveListRow | Crouching Hard Punch | d + hp | 22 | [[ | {{SF2HFMoveListRow | Crouching Hard Punch | {{d}} + {{hp}} | 22 | [[Damage Scaling (HF)#0x040|0x040]] | 14 | 80 | 9 | 6 | 18* | -11 | {{specialcancel}} }} | ||
{{SF2HFMoveListRow | Crouching Light Kick | d + lk | 6 | - | 4 | 40 | 3 | 4 | 4 | +6/+5 | rpdfire low specialcancel }} | {{SF2HFMoveListRow | Crouching Light Kick | {{d}} + {{lk}} | 6 | - | 4 | 40 | 3 | 4 | 4 | +6/+5 | {{rpdfire}} {{low}} {{specialcancel}} }} | ||
{{SF2HFMoveListRow | Crouching Medium Kick | d + mk | 14 | [[ | {{SF2HFMoveListRow | Crouching Medium Kick | {{d}} + {{mk}} | 14 | [[Damage Scaling (HF)#0x020|0x020]] | 8 | 60 | 4 | 6 | 8 | +6/+4 | {{low}} {{specialcancel}} }} | ||
{{SF2HFMoveListRow | Crouching Hard Kick | d + hk | 22 | [[ | {{SF2HFMoveListRow | Crouching Hard Kick | {{d}} + {{hk}} | 22 | [[Damage Scaling (HF)#0x040|0x040]] | 8 | 130 | 4 | 6 | 25 | +1/+2 | {{low}} {{knockdown}} {{specialcancel}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
* | *'''Jumping Normal Moves (nj.)''' | ||
{{SF2HFMoveListHeader}} | {{SF2HFMoveListHeader}} | ||
{{SF2HFMoveListRow | Neutral Jump Light Punch | u + lp | 10 | [[ | {{SF2HFMoveListRow | Neutral Jump Light Punch | {{u}} + {{lp}} | 10 | [[Damage Scaling (HF)#0x020|0x020]] | 4 | 40 | 4 | ∞ | - | - | {{high}} }} | ||
{{SF2HFMoveListRow | Neutral Jump Medium Punch | u + mp | 16 | [[ | {{SF2HFMoveListRow | Neutral Jump Medium Punch | {{u}} + {{mp}} | 16 | [[Damage Scaling (HF)#0x040|0x040]] | 8 | 50 | 4 | 20 | ∞ | - | {{high}} }} | ||
{{SF2HFMoveListRow | Neutral Jump Hard Punch | u + hp | 24 | [[ | {{SF2HFMoveListRow | Neutral Jump Hard Punch | {{u}} + {{hp}} | 24 | [[Damage Scaling (HF)#0x060|0x060]] | 14 | 60 | 4 | 8 | ∞ | - | {{high}} }} | ||
{{SF2HFMoveListRow | Neutral Jump Light Kick | u + lk | 10 | [[ | {{SF2HFMoveListRow | Neutral Jump Light Kick | {{u}} + {{lk}} | 10 | [[Damage Scaling (HF)#0x020|0x020]] | 4 | 40 | 3 | ∞ | - | - | {{high}} }} | ||
{{SF2HFMoveListRow | Neutral Jump Medium Kick | u + mk | 16 | [[ | {{SF2HFMoveListRow | Neutral Jump Medium Kick | {{u}} + {{mk}} | 16 | [[Damage Scaling (HF)#0x040|0x040]] | 8 | 50 | 5 | 13 | ∞ | - | {{high}} }} | ||
{{SF2HFMoveListRow | Neutral Jump Hard Kick | u + hk | 24 | [[ | {{SF2HFMoveListRow | Neutral Jump Hard Kick | {{u}} + {{hk}} | 24 | [[Damage Scaling (HF)#0x060|0x060]] | 14 | 60 | 3 | 10 | ∞ | - | {{high}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
* | *'''Diagonal Jumping Normal Moves (j.)''' | ||
{{SF2HFMoveListHeader}} | {{SF2HFMoveListHeader}} | ||
{{SF2HFMoveListRow | Diagonal Jump Light Punch | ub / uf + lp | 8 | [[ | {{SF2HFMoveListRow | Diagonal Jump Light Punch | {{ub}} / {{uf}} + {{lp}} | 8 | [[Damage Scaling (HF)#0x020|0x020]] | 4 | 40 | 4 | ∞ | - | - | {{high}} }} | ||
{{SF2HFMoveListRow | Diagonal Jump Medium Punch | ub / uf + mp | 16 | [[ | {{SF2HFMoveListRow | Diagonal Jump Medium Punch | {{ub}} / {{uf}} + {{mp}} | 16 | [[Damage Scaling (HF)#0x040|0x040]] | 8 | 50 | 4 | 20 | ∞ | - | {{high}} }} | ||
{{SF2HFMoveListRow | Diagonal Jump Hard Punch | ub / uf + hp | 22 | [[ | {{SF2HFMoveListRow | Diagonal Jump Hard Punch | {{ub}} / {{uf}} + {{hp}} | 22 | [[Damage Scaling (HF)#0x060|0x060]] | 14 | 60 | 4 | 8 | ∞ | - | {{high}} }} | ||
{{SF2HFMoveListRow | Diagonal Jump Light Kick | ub / uf + lk | 8 | [[ | {{SF2HFMoveListRow | Diagonal Jump Light Kick | {{ub}} / {{uf}} + {{lk}} | 8 | [[Damage Scaling (HF)#0x020|0x020]] | 4 | 40 | 5 | ∞ | - | - | {{high}} }} | ||
{{SF2HFMoveListRow | Diagonal Jump Medium Kick | ub / uf + mk | 16 | [[ | {{SF2HFMoveListRow | Diagonal Jump Medium Kick | {{ub}} / {{uf}} + {{mk}} | 16 | [[Damage Scaling (HF)#0x040|0x040]] | 8 | 50 | 5 | 13 | ∞ | - | {{high}} }} | ||
{{SF2HFMoveListRow | Diagonal Jump Hard Kick | ub / uf + hk | 22 | [[ | {{SF2HFMoveListRow | Diagonal Jump Hard Kick | {{ub}} / {{uf}} + {{hk}} | 22 | [[Damage Scaling (HF)#0x060|0x060]] | 14 | 60 | 5 | 7 | ∞ | - | {{high}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
===Throws=== | ===Throws=== | ||
{{SF2HFMoveListHeader}} | {{SF2HFMoveListHeader}} | ||
{{SF2HFMoveListRow | Seoi Nage | b / f + mp or hp | 32 | - | 8 | 100 | - | - | - | - | throw }} | {{SF2HFMoveListRow | Seoi Nage | {{b}} / {{f}} + {{mp}} or {{hp}} | 32 | - | 8 | 100 | - | - | - | - | {{throw}} }} | ||
{{SF2HFMoveListRow | Tomoe Nage | b / f + mk or hk | 32 | - | 8 | 100 | - | - | - | - | throw }} | {{SF2HFMoveListRow | Tomoe Nage | {{b}} / {{f}} + {{mk}} or {{hk}} | 32 | - | 8 | 100 | - | - | - | - | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SF2HFMoveListHeader}} | {{SF2HFMoveListHeader}} | ||
{{SF2HFMoveListRow | Hadoken | qcf + lp | 12 | ? | 16 | 120 | 11 | ? | 37 | ? | }} | {{SF2HFMoveListRow | Hadoken | {{qcf}} + {{lp}} | 12 | ? | 16 | 120 | 11 | ? | 37 | ? | }} | ||
{{SF2HFMoveListRow | Hadoken | qcf + mp | 14 | ? | 16 | 120 | 11 | ? | 37 | ? | }} | {{SF2HFMoveListRow | Hadoken | {{qcf}} + {{mp}} | 14 | ? | 16 | 120 | 11 | ? | 37 | ? | }} | ||
{{SF2HFMoveListRow | Hadoken | qcf + hp | 16 | ? | 16 | 120 | 11 | ? | 37 | ? | }} | {{SF2HFMoveListRow | Hadoken | {{qcf}} + {{hp}} | 16 | ? | 16 | 120 | 11 | ? | 37 | ? | }} | ||
{{SF2HFMoveListRow | Shoryuken | dp + lp | 32 | ? | 16 | 120 | 4 | 18 | 17/20/27 + 6 | KD/-18 | }} | {{SF2HFMoveListRow | Shoryuken | {{dp}} + {{lp}} | 32 | ? | 16 | 120 | 4 | 18 | 17/20/27 + 6 | KD/-18 | }} | ||
{{SF2HFMoveListRow | Shoryuken | dp + mp | 32 | ? | 16 | 120 | 4 | 26 | 17/20/27 + 6 | KD/-26 | }} | {{SF2HFMoveListRow | Shoryuken | {{dp}} + {{mp}} | 32 | ? | 16 | 120 | 4 | 26 | 17/20/27 + 6 | KD/-26 | }} | ||
{{SF2HFMoveListRow | Shoryuken | dp + hp | 32 | ? | 16 | 120 | 4 | 30 | 17/20/27 + 6 | KD/-40 | }} | {{SF2HFMoveListRow | Shoryuken | {{dp}} + {{hp}} | 32 | ? | 16 | 120 | 4 | 30 | 17/20/27 + 6 | KD/-40 | }} | ||
{{SF2HFMoveListRow | Tatsumaki Senpu Kyaku| qcb + lk | 22 | ? | 16 | 120 | 11 | 2(3)3(3)3(3)3(3)3(3)3 | 13/14/15 + 6 | KD/-1 | }} | {{SF2HFMoveListRow | Tatsumaki Senpu Kyaku| {{qcb}} + {{lk}} | 22 | ? | 16 | 120 | 11 | 2(3)3(3)3(3)3(3)3(3)3 | 13/14/15 + 6 | KD/-1 | }} | ||
{{SF2HFMoveListRow | Tatsumaki Senpu Kyaku| qcb + mk | 22 | ? | 16 | 120 | 11 | 2(3)3(3)3(3)3(3)3(3)3(3)3(3)3 | 13/14/15 + 6 | KD/-1 | }} | {{SF2HFMoveListRow | Tatsumaki Senpu Kyaku| {{qcb}} + {{mk}} | 22 | ? | 16 | 120 | 11 | 2(3)3(3)3(3)3(3)3(3)3(3)3(3)3 | 13/14/15 + 6 | KD/-1 | }} | ||
{{SF2HFMoveListRow | Tatsumaki Senpu Kyaku| qcb + hk | 22 | ? | 16 | 120 | 11 | 2(3)3(3)3(3)3(3)3(3)3(3)3(3)3(3)3(3)3 | 13/14/15 + 6 | KD/-1 | }} | {{SF2HFMoveListRow | Tatsumaki Senpu Kyaku| {{qcb}} + {{hk}} | 22 | ? | 16 | 120 | 11 | 2(3)3(3)3(3)3(3)3(3)3(3)3(3)3(3)3(3)3 | 13/14/15 + 6 | KD/-1 | }} | ||
{{SF2HFMoveListRow | Air Tatsumaki Senpu Kyaku| qcb + lk | 22 | ? | 16 | 120 | 3 | ? | 13/14/15 + 6 | ? | Aironly }} | {{SF2HFMoveListRow | Air Tatsumaki Senpu Kyaku| {{qcb}} + {{lk}} | 22 | ? | 16 | 120 | 3 | ? | 13/14/15 + 6 | ? | Aironly }} | ||
{{SF2HFMoveListRow | Air Tatsumaki Senpu Kyaku| qcb + mk | 22 | ? | 16 | 120 | 3 | ? | 13/14/15 + 6 | ? | Aironly }} | {{SF2HFMoveListRow | Air Tatsumaki Senpu Kyaku| {{qcb}} + {{mk}} | 22 | ? | 16 | 120 | 3 | ? | 13/14/15 + 6 | ? | Aironly }} | ||
{{SF2HFMoveListRow | Air Tatsumaki Senpu Kyaku| qcb + hk | 22 | ? | 16 | 120 | 3 | ? | 13/14/15 + 6 | ? | Aironly }} | {{SF2HFMoveListRow | Air Tatsumaki Senpu Kyaku| {{qcb}} + {{hk}} | 22 | ? | 16 | 120 | 3 | ? | 13/14/15 + 6 | ? | Aironly }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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==Match-ups== | ==Match-ups== | ||
===Vs. Balrog (boxer) | ===Vs. Balrog (boxer)=== | ||
Your Air Tatsumaki is a great air to air tool,but be careful about throwing Hadoken,now he can evade it with a quick TAP, sweep him. | Your Air Tatsumaki is a great air to air tool,but be careful about throwing Hadoken,now he can evade it with a quick TAP, sweep him. | ||
===Vs. Blanka | ===Vs. Blanka=== | ||
Now you need to take care about his Vertical Roll,SRK him if he use it, there is no much changes but try to use your Air Hurricane Kick for escape in corner if he wants to trap you with Electricity. | Now you need to take care about his Vertical Roll,SRK him if he use it, there is no much changes but try to use your Air Hurricane Kick for escape in corner if he wants to trap you with Electricity. | ||
===Vs. Chun-Li | ===Vs. Chun-Li=== | ||
Another not changed matchup, but remember you had a better projectile than her,but be careful with her air SPK if she wants to escape,she can evade your Hadokens easily, but be careful to jump in her now, her sweep its still strong, and combined with Kikoken traps can be risky, in close combat the best option is to Shoryuken her to trade hits with Lightning Legs. | Another not changed matchup, but remember you had a better projectile than her,but be careful with her air SPK if she wants to escape,she can evade your Hadokens easily, but be careful to jump in her now, her sweep its still strong, and combined with Kikoken traps can be risky, in close combat the best option is to Shoryuken her to trade hits with Lightning Legs. | ||
===Vs. Dhalsim | ===Vs. Dhalsim=== | ||
Against Sim, you don't want to throw a bazillion fireballs. You just want to throw enough to get him into a fireball contest so you can do a random hurricane kick and knock him down, and then follow up with c.LK/cross-up/tick-throw shenanigans. (SweetJohnnyV) | Against Sim, you don't want to throw a bazillion fireballs. You just want to throw enough to get him into a fireball contest so you can do a random hurricane kick and knock him down, and then follow up with c.LK/cross-up/tick-throw shenanigans. (SweetJohnnyV) | ||
===Vs. E. Honda | ===Vs. E. Honda=== | ||
Ryu only needs two moves to win this match, jab fireball and crouching roundhouse. Ryu wants to make sure that he is at a distance against E. Honda, so he can do jab fireballs (which E. Honda can't jump straight up over). When E. Honda jumps forward from the fireball, just before his feet touch the ground, you can sweep him, and begin the fireball trap again. E. Honda's only move out of this is his butt slam (which has to be timed right to pass through the fireball), other than that, Ryu shouldn't have much problem with this match, as long as he is distanced away from E. Honda. If E. Honda gets close to Ryu, Ryu can hurricane kick away from Honda to get some distance and begin the pattern again. | Ryu only needs two moves to win this match, jab fireball and crouching roundhouse. Ryu wants to make sure that he is at a distance against E. Honda, so he can do jab fireballs (which E. Honda can't jump straight up over). When E. Honda jumps forward from the fireball, just before his feet touch the ground, you can sweep him, and begin the fireball trap again. E. Honda's only move out of this is his butt slam (which has to be timed right to pass through the fireball), other than that, Ryu shouldn't have much problem with this match, as long as he is distanced away from E. Honda. If E. Honda gets close to Ryu, Ryu can hurricane kick away from Honda to get some distance and begin the pattern again. | ||
===Vs. Guile | ===Vs. Guile=== | ||
Ryu has a hard time fighting Guile in CE/HF imo. Hurricane kicks only work so often against a good guile and you would have to take a leap of faith when you do those anti-boom hurricanes. When Guile starts to throw booms it's really hard to turn the table over, since if you jump at him, he can hit you in multiple ways, jump straight up and you eat a guaranteed low forward as you land or try to do a air hurricane kick on the way down but Guile recovers safely after the low forward attemp at landing. Jumping backwards ont in Ryu favor either. Blocking the boom is the best option here and I think the best strat for Ryu against Guile is to get a knock down somehow and then doing bunch of safe jump in -> walk up low short XX short hurricane/dp/throw mixups. <br /> | Ryu has a hard time fighting Guile in CE/HF imo. Hurricane kicks only work so often against a good guile and you would have to take a leap of faith when you do those anti-boom hurricanes. When Guile starts to throw booms it's really hard to turn the table over, since if you jump at him, he can hit you in multiple ways, jump straight up and you eat a guaranteed low forward as you land or try to do a air hurricane kick on the way down but Guile recovers safely after the low forward attemp at landing. Jumping backwards ont in Ryu favor either. Blocking the boom is the best option here and I think the best strat for Ryu against Guile is to get a knock down somehow and then doing bunch of safe jump in -> walk up low short XX short hurricane/dp/throw mixups. <br /> | ||
--laugh | --laugh | ||
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===Vs. Ken | ===Vs. Ken=== | ||
Simply you need to send him Hadoken and watch out with jump in him,he had a better Shoryuken and Air Tatsumaki Senpuukyaku. | Simply you need to send him Hadoken and watch out with jump in him,he had a better Shoryuken and Air Tatsumaki Senpuukyaku. | ||
===Vs. M. Bison (dictator) | ===Vs. M. Bison (dictator)=== | ||
He is nerfed,anyway you need to Shoryuken his Psycho Crusher or Stomp, block his Psycho Crusher isn't dangerous now,but now he can Throw you easily, instead of spam Hadouken try to provoque him for a Shoryuken or use yor Hurricane Kick to trade hits with his standing pokes, don't use your Air Hurricane Kick only for corner escape. | He is nerfed,anyway you need to Shoryuken his Psycho Crusher or Stomp, block his Psycho Crusher isn't dangerous now,but now he can Throw you easily, instead of spam Hadouken try to provoque him for a Shoryuken or use yor Hurricane Kick to trade hits with his standing pokes, don't use your Air Hurricane Kick only for corner escape. | ||
===Vs. Ryu (self) | ===Vs. Ryu (self)=== | ||
The best Ryu must use his fireball wisely and also his air Tatsumaki to escape corner. | The best Ryu must use his fireball wisely and also his air Tatsumaki to escape corner. | ||
===Vs. Sagat | ===Vs. Sagat=== | ||
Projectil match,your Air TSK its great agaisnt him due that you can comboing him with a Jumping Roundhouse. | Projectil match,your Air TSK its great agaisnt him due that you can comboing him with a Jumping Roundhouse. | ||
===Vs. Vega (claw) | ===Vs. Vega (claw)=== | ||
Air Tatsumaki its now a great alternative against his Barcelona,also be careful with his updated Rolling Crystal Flash and Shoryuken him. | Air Tatsumaki its now a great alternative against his Barcelona,also be careful with his updated Rolling Crystal Flash and Shoryuken him. | ||
===Vs. Zangief | ===Vs. Zangief=== | ||
Your Hadoken must be used wisely, its now a bit unfair match due that Zangief can Quick Lariat to evade fireballs, sweep him when its near to you. | Your Hadoken must be used wisely, its now a bit unfair match due that Zangief can Quick Lariat to evade fireballs, sweep him when its near to you. | ||
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===Standing Normals=== | ===Standing Normals=== | ||
* | *'''Standing LP:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
|- valign="bottom" | |- valign="bottom" | ||
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|} | |} | ||
* | *'''Standing MP:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
|- valign="bottom" | |- valign="bottom" | ||
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|} | |} | ||
* | *'''Standing HP:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
|- valign="bottom" | |- valign="bottom" | ||
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|} | |} | ||
* | *'''Standing LK:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
|- valign="bottom" | |- valign="bottom" | ||
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|} | |} | ||
* | *'''Standing MK:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
|- valign="bottom" | |- valign="bottom" | ||
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|} | |} | ||
* | *'''Standing HK:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
|- valign="bottom" | |- valign="bottom" | ||
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===Close Standing Normals=== | ===Close Standing Normals=== | ||
* | *'''Close Standing LP:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
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|} | |} | ||
* | *'''Close Standing MP:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
|- valign="bottom" | |- valign="bottom" | ||
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|} | |} | ||
* | *'''Close Standing HP:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
|- valign="bottom" | |- valign="bottom" | ||
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|} | |} | ||
* | *'''Close Standing LK:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
|- valign="bottom" | |- valign="bottom" | ||
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|} | |} | ||
* | *'''Close Standing MK:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
|- valign="bottom" | |- valign="bottom" | ||
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|} | |} | ||
* | *'''Close Standing HK:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
|- valign="bottom" | |- valign="bottom" | ||
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===Crouching Normals=== | ===Crouching Normals=== | ||
* | *'''Crouching LP:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
|- valign="bottom" | |- valign="bottom" | ||
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|} | |} | ||
* | *'''Crouching MP:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
|- valign="bottom" | |- valign="bottom" | ||
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* | *'''Crouching HP:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
|- valign="bottom" | |- valign="bottom" | ||
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|} | |} | ||
* | *'''Crouching LK:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
| align="center" | Damage || align="center" | 6 || align="center" rowspan="6" | [[File:Sf2hf-ryu-crlk-s1.png]] || align="center" rowspan="6" | [[File:Sf2hf-ryu-crlk-a.png]] || align="center" rowspan="6" | [[File:Sf2hf-ryu-crlk-s1.png]] || align="center" rowspan="6" | [[File:Sf2hf-ryu-crlp-r1.png]] | | align="center" | Damage || align="center" | 6 || align="center" rowspan="6" | [[File:Sf2hf-ryu-crlk-s1.png]] || align="center" rowspan="6" | [[File:Sf2hf-ryu-crlk-a.png]] || align="center" rowspan="6" | [[File:Sf2hf-ryu-crlk-s1.png]] || align="center" rowspan="6" | [[File:Sf2hf-ryu-crlp-r1.png]] | ||
Line 516: | Line 516: | ||
|} | |} | ||
* | *'''Crouching MK:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
|- valign="bottom" | |- valign="bottom" | ||
Line 536: | Line 536: | ||
|} | |} | ||
* | *'''Crouching HK:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
|- valign="bottom" | |- valign="bottom" | ||
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===Aerial Normals=== | ===Aerial Normals=== | ||
* | *'''Neutral Jumping LP:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
|- valign="bottom" | |- valign="bottom" | ||
Line 570: | Line 570: | ||
|} | |} | ||
* | *'''Diagonal Jumping LP:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
|- valign="bottom" | |- valign="bottom" | ||
Line 582: | Line 582: | ||
|} | |} | ||
* | *'''Neutral/Diagonal Jumping MP:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
|- valign="bottom" | |- valign="bottom" | ||
Line 596: | Line 596: | ||
|} | |} | ||
* | *'''Neutral Jumping HP:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
|- valign="bottom" | |- valign="bottom" | ||
Line 610: | Line 610: | ||
|} | |} | ||
* | *'''Diagonal Jumping HP:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
|- valign="bottom" | |- valign="bottom" | ||
Line 624: | Line 624: | ||
|} | |} | ||
* | *'''Neutral Jumping LK:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
|- valign="bottom" | |- valign="bottom" | ||
Line 636: | Line 636: | ||
|} | |} | ||
* | *'''Diagonal Jumping LK:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
|- valign="bottom" | |- valign="bottom" | ||
Line 650: | Line 650: | ||
|} | |} | ||
* | *'''Neutral Jumping MK:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
|- valign="bottom" | |- valign="bottom" | ||
Line 664: | Line 664: | ||
|} | |} | ||
* | *'''Diagonal Jumping MK:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
|- valign="bottom" | |- valign="bottom" | ||
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|} | |} | ||
* | *'''Neutral Jumping HK:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
|- valign="bottom" | |- valign="bottom" | ||
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|} | |} | ||
* | *'''Diagonal Jumping HK:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
|- valign="bottom" | |- valign="bottom" | ||
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===Throws=== | ===Throws=== | ||
* | *'''Seoi Nage:''' (←/→ + HP) and '''Tomoe Nage:''' (←/→ + HK) | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
| align="center" | Damage || align="center" | 32 || align="center" rowspan="6" colspan="2" | [[File:Sf2hf-ryu-throw.png]] | | align="center" | Damage || align="center" | 32 || align="center" rowspan="6" colspan="2" | [[File:Sf2hf-ryu-throw.png]] | ||
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===Special Moves=== | ===Special Moves=== | ||
* | *'''Hadoken:''' (↓↘→ + P) | ||
Startup: | Startup: | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
Line 788: | Line 788: | ||
One of the best projectiles in the game, isn't the Guile's Sonic Boom or Sagat's Tiger Shots but you had a better recovery compared than Ken or the added Chun Li's one, that means the mixups tool of the new special moves of E.Honda and Blanka it can be stopped. | One of the best projectiles in the game, isn't the Guile's Sonic Boom or Sagat's Tiger Shots but you had a better recovery compared than Ken or the added Chun Li's one, that means the mixups tool of the new special moves of E.Honda and Blanka it can be stopped. | ||
* | *'''Shoryuken:''' →↓↘ + Punch | ||
Startup: | Startup: | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
Line 809: | Line 809: | ||
It's still a regular anti air compared to Ken,Sagat and Guile ones but a good answer against Blanka's Vertical Roll or E.Honda Sumo Splash after an Hadoken. | It's still a regular anti air compared to Ken,Sagat and Guile ones but a good answer against Blanka's Vertical Roll or E.Honda Sumo Splash after an Hadoken. | ||
* | *'''Tatsumaki Senpuu Kyaku:''' ↓↙← + Kick | ||
Startup: | Startup: | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
Line 847: | Line 847: | ||
Still a heavy hitter and 2-in-1 standing ender with crouching Forward, but useful to approach to your opponent with the LK version. | Still a heavy hitter and 2-in-1 standing ender with crouching Forward, but useful to approach to your opponent with the LK version. | ||
* | *'''Kuchuu Tatsumaki Senpuu Kyaku:''' During Jump ↓↙← + Kick | ||
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|- | |- | ||
|} | |} | ||
* | *'''Standing reel:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
| align="center" | [[File:Sf2hf-ryu-reel1.png]] || align="center" | [[File:Sf2hf-ryu-reel2.png]] || align="center" | [[File:Sf2hf-ryu-reel3.png]] || align="center" | [[File:Sf2hf-ryu-reel4.png]] | | align="center" | [[File:Sf2hf-ryu-reel1.png]] || align="center" | [[File:Sf2hf-ryu-reel2.png]] || align="center" | [[File:Sf2hf-ryu-reel3.png]] || align="center" | [[File:Sf2hf-ryu-reel4.png]] | ||
|- | |- | ||
|} | |} | ||
* | *'''Standing gut reel:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
| align="center" | [[File:Sf2hf-ryu-gutreel1.png]] || align="center" | [[File:Sf2hf-ryu-gutreel2.png]] || align="center" | [[File:Sf2hf-ryu-gutreel3.png]] || align="center" | [[File:Sf2hf-ryu-gutreel4.png]] | | align="center" | [[File:Sf2hf-ryu-gutreel1.png]] || align="center" | [[File:Sf2hf-ryu-gutreel2.png]] || align="center" | [[File:Sf2hf-ryu-gutreel3.png]] || align="center" | [[File:Sf2hf-ryu-gutreel4.png]] | ||
|- | |- | ||
|} | |} | ||
* | *'''Crouching reel:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
| align="center" | [[File:Sf2hf-ryu-creel1.png]] || align="center" | [[File:Sf2hf-ryu-creel2.png]] || align="center" | [[File:Sf2hf-ryu-creel3.png]] | | align="center" | [[File:Sf2hf-ryu-creel1.png]] || align="center" | [[File:Sf2hf-ryu-creel2.png]] || align="center" | [[File:Sf2hf-ryu-creel3.png]] | ||
Line 884: | Line 884: | ||
|} | |} | ||
* | *'''Dizzy:''' | ||
{| border="1em" cellspacing="0" style="border: 1px solid #999;" | {| border="1em" cellspacing="0" style="border: 1px solid #999;" | ||
| align="center" | [[File:Sf2hf-ryu-dizzy1.png]] || align="center" | [[File:Sf2hf-ryu-dizzy2.png]] || align="center" | [[File:Sf2hf-ryu-dizzy3.png]] | | align="center" | [[File:Sf2hf-ryu-dizzy1.png]] || align="center" | [[File:Sf2hf-ryu-dizzy2.png]] || align="center" | [[File:Sf2hf-ryu-dizzy3.png]] |
Revision as of 01:21, 9 December 2020


Ryu
Ryu learned his Ansatsuken martial art alongside his rival-become-"friend" Ken. Ryu was always the more serious student, resulting in a far superior mastery of fireballs and spinning hurricane kicks.
After defeating Sagat at the Street Fighter 1 tournament in an staggering display of deception skill, Ryu went on to tour the globe with no shoes on. Yearning to learn the meaning of "fight" and to find ever stronger combatants, Ryu became famous for leaving tournaments just before the ceremonies, leaving podium photographs missing the #1 place (much to the chagrin of the organisers).
In a nutshell
Ryu is probably the best character in Hyper Fighting. His moveset covers all the bases, with an excellent projectile, several invincible moves, fantastic anti-airs, and also has very potent combos to cover many situations. He outright dominates E.Honda, and only has a couple of very minor bad matchups.
Character Specific Information
Color Options
Default | Start |
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Moves List
Normal Moves
- Standing Normal Moves (st.)





- Close Standing Normal Moves (cl.)




- Crouching Normal Moves (cr.)










- Jumping Normal Moves (nj.)
- Diagonal Jumping Normal Moves (j.)
Throws










Special Moves
























The Basics
Ryu have the best projectile of the game,Dragon Punch is a great anti air but had less range than Ken but a powerful Hurricane Kick
Pros
- Best character in the game
- Most damaging projectile
Cons
- Air Tatsumaki recovery makes hin vulnerable
- Shoryuken blocked hit safe block
Advanced Strategy
Fireball counter
Ryu's Tatsumaki Senpuu Kyaku is completely invulnerable during start-up and recovery. You can use the move to pass through projectiles on reaction during the move's start-up and punish them for using projectiles from close to mid distance, depending on the recovery of their projectile. This completely nullifies Ken's projectile game, for instance.
Air Tatsumaki Senpu Kyaku
The added Air version of his Hurricane Kick isn't great, you can only combo it with a tall character, but is a good pressure tool and also a corner escape.
Combos
Bread And Butter
- j.HK, s.HP xx QCF+HP
- cr.MK xx QCF+HP (crouching opponents and safe 2-in-1 option)
- close HP xx f,d,df+LP (Jab Shoryuken) (not deadly as Ken but good for standing opponents)
Meaty Combos
- meaty cr.MP, cr.MK xx QCP+HP
CPS1 Chains
- cr.LK x1~3 xx cl. HP (CPS1 Chain) xx QCP+HP
Redizzy
- crossup j.HK, cr.LK, cr.LK, cps1 chain s.HP xx QCF+HP
- cr.LK, cr.LK, cr.LK, cps1 chain s.HP xx QCF+HP (char specific) [unverified]
Match-ups
Vs. Balrog (boxer)
Your Air Tatsumaki is a great air to air tool,but be careful about throwing Hadoken,now he can evade it with a quick TAP, sweep him.
Vs. Blanka
Now you need to take care about his Vertical Roll,SRK him if he use it, there is no much changes but try to use your Air Hurricane Kick for escape in corner if he wants to trap you with Electricity.
Vs. Chun-Li
Another not changed matchup, but remember you had a better projectile than her,but be careful with her air SPK if she wants to escape,she can evade your Hadokens easily, but be careful to jump in her now, her sweep its still strong, and combined with Kikoken traps can be risky, in close combat the best option is to Shoryuken her to trade hits with Lightning Legs.
Vs. Dhalsim
Against Sim, you don't want to throw a bazillion fireballs. You just want to throw enough to get him into a fireball contest so you can do a random hurricane kick and knock him down, and then follow up with c.LK/cross-up/tick-throw shenanigans. (SweetJohnnyV)
Vs. E. Honda
Ryu only needs two moves to win this match, jab fireball and crouching roundhouse. Ryu wants to make sure that he is at a distance against E. Honda, so he can do jab fireballs (which E. Honda can't jump straight up over). When E. Honda jumps forward from the fireball, just before his feet touch the ground, you can sweep him, and begin the fireball trap again. E. Honda's only move out of this is his butt slam (which has to be timed right to pass through the fireball), other than that, Ryu shouldn't have much problem with this match, as long as he is distanced away from E. Honda. If E. Honda gets close to Ryu, Ryu can hurricane kick away from Honda to get some distance and begin the pattern again.
Vs. Guile
Ryu has a hard time fighting Guile in CE/HF imo. Hurricane kicks only work so often against a good guile and you would have to take a leap of faith when you do those anti-boom hurricanes. When Guile starts to throw booms it's really hard to turn the table over, since if you jump at him, he can hit you in multiple ways, jump straight up and you eat a guaranteed low forward as you land or try to do a air hurricane kick on the way down but Guile recovers safely after the low forward attemp at landing. Jumping backwards ont in Ryu favor either. Blocking the boom is the best option here and I think the best strat for Ryu against Guile is to get a knock down somehow and then doing bunch of safe jump in -> walk up low short XX short hurricane/dp/throw mixups.
--laugh
Ryu vs Guile requires one key skill that to date I have only seen maybe a few people master. when Guile whiffs a cr.MK, Ryu can trip it clean with cr.HK. This is one hell of a reaction to learn and way back in the day, I could do it 100%. When you specifically look for this and stay at a distance where Guile will try to do a cr.MK to gain ground advantage, try to take a step back with Ryu so it whiffs and you can counter. This is seriously one of the main keys to this fight that I have no seen anyone do for the longest time. Ryu can never jump at Guile either, he has too many options. Air throw, cr.MP into ground throw (i.e. gamepro strats lol), s.HK is really really good for anti air, then last but not least, cr.MK or cr.HK from a distance cause there is no trip guard in real SF games.
--Watson
Vs. Ken
Simply you need to send him Hadoken and watch out with jump in him,he had a better Shoryuken and Air Tatsumaki Senpuukyaku.
Vs. M. Bison (dictator)
He is nerfed,anyway you need to Shoryuken his Psycho Crusher or Stomp, block his Psycho Crusher isn't dangerous now,but now he can Throw you easily, instead of spam Hadouken try to provoque him for a Shoryuken or use yor Hurricane Kick to trade hits with his standing pokes, don't use your Air Hurricane Kick only for corner escape.
Vs. Ryu (self)
The best Ryu must use his fireball wisely and also his air Tatsumaki to escape corner.
Vs. Sagat
Projectil match,your Air TSK its great agaisnt him due that you can comboing him with a Jumping Roundhouse.
Vs. Vega (claw)
Air Tatsumaki its now a great alternative against his Barcelona,also be careful with his updated Rolling Crystal Flash and Shoryuken him.
Vs. Zangief
Your Hadoken must be used wisely, its now a bit unfair match due that Zangief can Quick Lariat to evade fireballs, sweep him when its near to you.
Hitboxes
Standing Normals
- Standing LP:
Damage | 6 | ![]() |
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Stun | 1~7 | ||||
Stun Timer | 40 | ||||
Chain Cancel | Yes | ||||
Special Cancel | Yes | ||||
Frame Advantage | +6 | ||||
Frame Count | 2 | 4 | 4 | 1 | |
Simplified | 1+2 | 4 | 5 |
- Standing MP:
Damage | 16 | ![]() |
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Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | +10 | ||||||
Frame Count | 1 | 2 | 4 | 3 | 3 | 1 | |
Simplified | 1+3 | 4 | 7 |
- Standing HP:
Damage | 26 | ![]() |
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Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | -6 | ||||||
Frame Count | 3 | 2 | 6 | 10 | 12 | 1 | |
Simplified | 1+5 | 6 | 23 |
- Standing LK:
Damage | 8 | ![]() |
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Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | Yes | |||||
Special Cancel | No | |||||
Frame Advantage | +3 | |||||
Frame Count | 3 | 3 | 8 | 4 | 1 | |
Simplified | 1+6 | 8 | 5 |
- Standing MK:
Damage | 16 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +1 | |||||
Frame Count | 5 | 6 | 12 | 6 | 1 | |
Simplified | 1+11 | 12 | 7 |
- Standing HK:
Damage | 22 | ![]() |
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Stun | 11~17 | |||||
Stun Timer | 80 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | -2 | |||||
Frame Count | 2 | 4 | 8 | 10 | 7 | |
Simplified | 2+1 | 12 | 17 |
Close Standing Normals
- Close Standing LP:
Damage | 6 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Advantage | +6 | |||
Frame Count | 1+2 | 4 | 5 |
- Close Standing MP:
Damage | 16 | ![]() |
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Stun | 5~11 | |||||||
Stun Timer | 60 | |||||||
Chain Cancel | No | |||||||
Special Cancel | Yes | |||||||
Frame Advantage | +2 | |||||||
Frame Count | 1 | 2 | 2 | 6 | 4 | 3 | 4 | |
Simplified | 1+3 | 2 | 17 |
- Close Standing HP:
Damage | 22 | ![]() |
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Stun | 11~17 | |||||
Stun Timer | 80 | |||||
Chain Cancel | No | |||||
Special Cancel | Yes | |||||
Frame Advantage | -8 | |||||
Frame Count | 3 | 2 | 6 | 10 | 13 | |
Simplified | 1+3 | 8 | 23 |
- Close Standing LK:
Damage | 8 | ![]() |
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Stun | 1~7 | ||||||
Stun Timer | 40 | ||||||
Chain Cancel | Yes | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | +5 | ||||||
Frame Count | 2 | 3 | 2 | 4 | 3 | 1 | |
Simplified | 1+5 | 2 | 5 |
- Close Standing MK:
Damage | 16 | ![]() |
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Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | +6 | ||||||
Frame Count | 2 | 1 | 6 | 4 | 4 | 1 | |
Simplified | 1+3 | 6 | 9 |
- Close Standing HK:
Damage | 24,6 | ![]() |
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Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | +8 | ||||||
Frame Count | 3 | 4 | 8 | 4 | 10 | 1 | |
Simplified | 1+7 | 12 | 11 |
Crouching Normals
- Crouching LP:
Damage | 6 | ![]() |
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Stun | 1~7 | ||||
Stun Timer | 40 | ||||
Chain Cancel | Yes | ||||
Special Cancel | Yes | ||||
Frame Advantage | +6 | ||||
Frame Count | 2 | 4 | 4 | 1 | |
Simplified | 1+2 | 4 | 5 |
- Crouching MP:
Damage | 14 | ![]() |
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Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | +10 | ||||||
Frame Count | 1 | 2 | 4 | 3 | 3 | 1 | |
Simplified | 1+3 | 4 | 7 |
- Crouching HP:
Damage | 22 | ![]() |
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Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | -11 | ||||||
Frame Count | 3 | 3 | 8 | 10 | 12 | 1 | |
Simplified | 1+3 | 11 | 23 |
- Crouching LK:
Damage | 6 | ![]() |
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Stun | 1~7 | ||||
Stun Timer | 40 | ||||
Chain Cancel | Yes | ||||
Special Cancel | Yes | ||||
Frame Advantage | +6 | ||||
Frame Count | 2 | 4 | 4 | 1 | |
Simplified | 1+2 | 4 | 5 |
- Crouching MK:
Damage | 14 | ![]() |
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Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | +6 | ||||||
Frame Count | 1 | 2 | 6 | 4 | 4 | 1 | |
Simplified | 1+3 | 6 | 9 |
- Crouching HK:
Damage | 22 | ![]() |
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Stun | 11~17 | |||||
Stun Timer | 80 | |||||
Chain Cancel | No | |||||
Special Cancel | Yes | |||||
Frame Advantage | +2 | |||||
Frame Count | 3 | 6 | 6 | 8 | 11 | |
Simplified | 1+3 | 6 | 25 |
Aerial Normals
- Neutral Jumping LP:
Damage | 10 | ![]() |
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Stun | 1~7 | ||
Stun Timer | 40 | ||
Frame Count | 2 | ∞ |
- Diagonal Jumping LP:
Damage | 8 | ![]() |
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Stun | 1~7 | ||
Stun Timer | 40 | ||
Frame Count | 2 | ∞ |
- Neutral/Diagonal Jumping MP:
Damage | 16 | ![]() |
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Stun | 5~11 | |||||||
Stun Timer | 50 | |||||||
Frame Count | 2 | 2 | 20 | 4 | 4 | 4 | ∞ | |
Simplified | 4 | 20 | ∞ |
- Neutral Jumping HP:
Damage | 24 | ![]() |
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Stun | 11~17 | |||||||
Stun Timer | 60 | |||||||
Frame Count | 2 | 2 | 20 | 4 | 4 | 4 | ∞ | |
Simplified | 4 | 20 | ∞ |
- Diagonal Jumping HP:
Damage | 22 | ![]() |
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Stun | 11~17 | |||||||
Stun Timer | 60 | |||||||
Frame Count | 2 | 2 | 8 | 4 | 4 | 4 | ∞ | |
Simplified | 4 | 8 | ∞ |
- Neutral Jumping LK:
Damage | 10 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Frame Count | 3 | 40 | ∞ |
- Diagonal Jumping LK:
Damage | 8 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Frame Count | 2 | 3 | ∞ | |
Simplified | 5 | ∞ |
- Neutral Jumping MK:
Damage | 16 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 5 | 13 | 6 | 6 | ∞ | |
Simplified | 5 | 13 | ∞ |
- Diagonal Jumping MK:
Damage | 16 | ![]() |
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Stun | 5~11 | |||||||
Stun Timer | 50 | |||||||
Frame Count | 2 | 3 | 13 | 3 | 3 | 3 | ∞ | |
Simplified | 5 | 13 | ∞ |
- Neutral Jumping HK:
Damage | 24 | ![]() |
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Stun | 11~17 | |||||||
Stun Timer | 60 | |||||||
Frame Count | 2 | 4 | 4 | 3 | 3 | 3 | ∞ | |
Simplified | 2 | 8 | ∞ |
- Diagonal Jumping HK:
Damage | 22 | ![]() |
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Stun | 11~17 | |||||||
Stun Timer | 60 | |||||||
Frame Count | 2 | 3 | 7 | 3 | 3 | 3 | ∞ | |
Simplified | 5 | 7 | ∞ |
Throws
- Seoi Nage: (←/→ + HP) and Tomoe Nage: (←/→ + HK)
Damage | 32 | ![]() | |
Duration | 130 | ||
Stun | 7~13 | ||
Stun Timer | 100 | ||
Range (from axis) | 48 | ||
Range advantage | 19 |
Special Moves
- Hadoken: (↓↘→ + P)
Startup:
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Frame Count | 2 | 6 | 1 | 1 |
Active:
LP version:
Damage | 12 | ![]() |
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Stun | 13~19 | ||||
Stun Timer | 120 | ||||
Frame Advantage | - | ||||
Frame Count | 1 | 1 | 2 | 2.. | |
Simplified | 40 |
MP version:
Damage | 14 | ![]() |
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Stun | 13~19 | ||||
Stun Timer | 120 | ||||
Frame Advantage | - | ||||
Frame Count | 1 | 1 | 2 | 2.. | |
Simplified | 40 |
HP version:
Damage | 16 | ![]() |
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Stun | 13~19 | ||||
Stun Timer | 120 | ||||
Frame Advantage | - | ||||
Frame Count | 1 | 1 | 2 | 2.. | |
Simplified | 40 |
One of the best projectiles in the game, isn't the Guile's Sonic Boom or Sagat's Tiger Shots but you had a better recovery compared than Ken or the added Chun Li's one, that means the mixups tool of the new special moves of E.Honda and Blanka it can be stopped.
- Shoryuken: →↓↘ + Punch
Startup:
Damage | 32 | ![]() |
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Stun | 13~19 | ||||||
Stun Timer | 120 | ||||||
Frame Advantage | -18/-26/-40 | ||||||
Jab | 4 | 4 | 14 | 6 | 11 | 5 | |
Strong | 4 | 4 | 22 | 6 | 14 | 5 | |
Fierce | 4 | 4 | 26 | 6 | 21 | 5 |
It's still a regular anti air compared to Ken,Sagat and Guile ones but a good answer against Blanka's Vertical Roll or E.Honda Sumo Splash after an Hadoken.
- Tatsumaki Senpuu Kyaku: ↓↙← + Kick
Startup:
Damage | 22 | ![]() |
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Stun | 13~19 | |||
Stun Timer | 120 | |||
Frame Advantage | -1 | |||
Frame Count | 4 | 4 | 3 |
Active:
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Frame Count | 3 | 3 | 3 | 3 |
Short: 1 Time
Foward: 2 Times
Rounhouse: 3 Times
Recovery:
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Frame Count | 4 | 4 | 4 | 0 |
Still a heavy hitter and 2-in-1 standing ender with crouching Forward, but useful to approach to your opponent with the LK version.
- Kuchuu Tatsumaki Senpuu Kyaku: During Jump ↓↙← + Kick
Recovery:
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Frame Count | 4 | 4 | 4 | 4 | 4 |
It have the same properties of ground one, but will be your tall hitbox character's offensive tool and 2-in-1 air combo ender against them.
Misc Animations
Walk back | Neutral | Walk Fwd | Crouch |
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- Standing reel:
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- Standing gut reel:
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- Crouching reel:
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- Dizzy:
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General | Game Mechanics | Strategy | Tiers | |
The Characters | Balrog (Boxer) | Blanka | Chun-Li | Dhalsim | E. Honda | Guile | Ken | M. Bison (Dictator) | Ryu | Sagat | Vega (Claw) | Zangief |