Ultra Street Fighter IV/Ken: Difference between revisions

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{{USFIV Char Subnav|chara=Ken}}
{{Character Top USFIV | chara={{SUBPAGENAME}} }}
{{TOClimit|2}}
 
{{USFIVHeader}}
{{USFIVCharacterHeader|Ken|Ken|
Ken trained alongside Ryu under the tutelage of Gouken and, after the two had gone separate paths, blazed a path of success in America.  Not only did he become the American Street Fighter champ, he also was the successor to his father's business empire.  Ken also managed to find true love in his wife Eliza, with whom they are now expecting their first child.  However, the lure of battle never leaves Ken, and he has once again entered the world of Street Fighting and, most importantly to Ken, may soon have the chance to face off against his former training brother and true rival Ryu in the ultimate battle.
|
Ken is the polar opposite of Ryu.  While Ryu focuses on controlling the battle from a distance, Ken is more oriented to those who want a more "in-your-face" style of Shoto.  Throughout the years of the series, Ken has evolved into a hard-hitting, fast character with an excellent mixup game.  He is one of the few characters who have the ability to kara-throw, making him even deadlier when he's not quite in the range you think he can catch you.  His greatest strength, however, is also his greatest weakness.  If one is not careful, the risks players end up taking with Ken can end with horrible consequences, and the loss of a lot of health.  For those who want an easy-to-use character with plenty of explosive, offensive potential, Ken may be for you.}}
 
'''Players to Watch'''
 
[http://www.youtube.com/results?search_query=Momochi+Ken+USF4 Momochi] (JP), [http://www.youtube.com/results?search_query=Chris+Tatarian+Ken+USF4 Chris Tatarian] (US)
 
[[Image:OmegaSF4 Icon.png|thumb|center|100px|link=Ultra_Street_Fighter_IV/Ken/Omega|Click for Omega SF4 version]]
 
== Ultra SFIV Changes ==
[https://wiki.supercombo.gg/w/Street_Fighter_IV/Changelist#Ken Ken SF4 Changelist]
 
== Character Specific Data ==
Ken{{USFIVCharacterData|1000|1000|75%|0.046|0.0345|1.76|40 (4+36)|1.925|1.925|1.10|18|0.75|27|8|10|9|0.923|0.923|31|21|Inazuma Kick, Thunder Kick|Crouch LK, Crouch MK, Crouch HK|Crouch HK|Tatsumaki Senpukyaku, EX Tatsumaki Senpukyaku|22|30|68|-2|-11|+4|-5|Close HP, Crouch HP, Target Combo, Hadoken (Corner Only), LK/MK/HK HP Shoryuken (1st Hit), Tatsumaki Senpukyaku (1st Hit)|}}


== Frame Data (At A Glance) ==
== Frame Data (At A Glance) ==

Latest revision as of 13:13, 28 June 2025

Introduction

Ken trained alongside Ryu under the tutelage of Gouken and, after the two had gone separate paths, blazed a path of success in America. Not only did he become the American Street Fighter champ, he also was the successor to his father's business empire. Ken also managed to find true love in his wife Eliza, with whom they are now expecting their first child. However, the lure of battle never leaves Ken, and he has once again entered the world of Street Fighting and, most importantly to Ken, may soon have the chance to face off against his former training brother and true rival Ryu in the ultimate battle.

Ken is the polar opposite of Ryu. While Ryu focuses on controlling the battle from a distance, Ken is more oriented to those who want a more "in-your-face" style of Shoto. Throughout the years of the series, Ken has evolved into a hard-hitting, fast character with an excellent mixup game. He is one of the few characters who have the ability to kara-throw, making him even deadlier when he's not quite in the range you think he can catch you. His greatest strength, however, is also his greatest weakness. If one is not careful, the risks players end up taking with Ken can end with horrible consequences, and the loss of a lot of health. For those who want an easy-to-use character with plenty of explosive, offensive potential, Ken may be for you.

Pick if you like: Avoid if you dislike:


Players to Watch

Momochi (JP), Chris Tatarian (US)


Ultra SFIV Changes

Ken 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)




Ken
USFIV Ken Portrait.png
Vitals
HP 1000
Stun 1000
W-Ultra Scaling 75%
Ground Movement
Forward Walk Speed 0.046
Backward Walk Speed 0.0345
Forward Dash Speed 18
Back Dash Speed 27
Forward Dash Distance 1.10
Back Dash Distance 0.75
Back Dash Invuln 8
Back Dash Airborne 10
Back Dash Ground Recovery 9
Jumping
Jump Speed 4+36
Jump Apex 1.76
Forward Jump Distance 1.925
Backward Jump Distance 1.925
Throws
Forward Throw Range 0.923
Back Throw Range 0.923
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
Close LP Close Lp.png 30 50 20 HL ch/sp/su 4 2 5 4 7
Close MP Close Mp.png 60 100 40 HL sp/su 6 3 18 -7 -2
Close HP Close Hp.png 90 150 60 HL sp/su 6 3 19 -4 1
Close LK Close Lk.png 30 50 20 HL ch/sp/su 6 2 7 2 5
Close MK Close Mk.png 70 100 40 HL sp/su 8 3 12 -1 7
Close HK Close Hk.png 110 200 60 HL sp/su 8 3 21 -6 -2
Far LP Far Lp.png 20 50 20 HL ch/sp/su 4 2 5 4 7
Far MP Far Mp.png 70 100 40 HL su 7 5 5 4 7
Far HP Far Hp.png 100 200 60 HL - 11 3 16 -1 3
Far LK Far Lk.png 40 50 20 HL - 4 3 7 1 4
Far MK Far Mk.png 80 100 40 HL - 7 3 13 -2 1
Far HK Far Hk.png 130 200 60 HL - 11 3 18 -3 1
Crouch LP Crouch Lp.png 30 50 20 HL ch/sp/su 3 3 6 2 5
Crouch MP Crouch Mp.png 60 100 40 HL sp/su 5 5 8 1 4
Crouch HP Crouch Hp.png 100 200 60 HL sp/su 5 5 22 -9 -4
Crouch LK Crouch Lk.png 20 50 20 L ch/sp/su 3 4 7 0 3
Crouch MK Crouch Mk.png 60 100 40 L sp/su 4 2 16 -4 -1
Crouch HK Crouch Hk.png 100 100 60 L - 7 3 21 -8 -
Inazuma Kick Overhead Left.gif+Mk.png 80 100 40 H - 15 2 17 -5 -2
MK Step Kick Step Kick Right.gif+Mk.png 60 100 40 HL - 11 5 11 -2 1
Thunder Kick Step Overhead Right.gif+Hk.png 120 150 60 H - 21 2 20 0 -1
Target Combo Mp.png > Hp.png 70 50 30 HL sp/su 6 3 24 -9 -4
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Lp.png 50 50 20 H - 7 9 - - -
Neutral Jump MP Neutral Jump Mp.png 80 100 40 H - 5 4 - - -
Neutral Jump HP Neutral Jump Hp.png 100 200 60 H - 7 4 - - -
Neutral Jump LK Neutral Jump Lk.png 40 50 20 H - 7 10 - - -
Neutral Jump MK Neutral Jump Mk.png 80 100 40 H - 6 7 - - -
Neutral Jump HK Neutral Jump Hk.png 100 200 60 H - 6 2 - - -
Angled Jump LP Angled Jump Lp.png 40 50 20 H - 7 8 - - -
Angled Jump MP Angled Jump Mp.png 70 100 40 H - 5 6 - - -
Angled Jump HP Angled Jump Hp.png 100 200 60 H - 5 4 - - -
Angled Jump LK Angled Jump Lk.png 50 50 20 H - 5 7 - - -
Angled Jump MK Angled Jump Mk.png 80 100 40 H - 6 4 - - -
Angled Jump HK Angled Jump Hk.png 100 200 60 H - 5 7 - - -
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+12 2 42 -28 -28
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+12 2 42 -22 -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 68 2 42 - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 -500/0 HL - 10+12 2 42 -28 -28
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 -500/0 HL - 18+12 2 42 -22 -
Red Focus Attack (Level 3) Level 3 Red Focus 225 200 -500/0 - - 68 2 42 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 -750/0 HL - 10+12 2 42 -22 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Shoulder Throw Forward Throw 120 80 40 0.92 - 3 2 20 - -
Hell Wheel Back Throw 130 80 40 0.92 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Hadoken Hadoken 70 100 10/20 HL su 14 - 34 -7 -3
EX Hadoken Hadoken Ex.png 50*50 50*50 -250/0 HL su 14 - 30 0 3
Shoryuken Shoryuken Lp.png 120[80] 100 30/40 HL su 3 11 18+8 -19 -
Shoryuken Mp.png 90*60 125*75 30/30*16 HL su 4 3*11 25+14 -29 -
Shoryuken Hp.png 70*50*30 100*50*50 30/30*10*10 HL su 3 2*2*12 30+9 -30 -
EX Shoryuken Shoryuken Ex.png 80*30x2*60 100*25*25*80 -250/0 HL su 4 2*2*2*8 45+9 -41 -
Tatsumaki Senpukyaku Hurricane Kick Lk.png 60*50*50 70*50*50 20/20*10*10 HL su 6 1(4)2(6)2 11+6 -6 -2
Hurricane Kick Mk.png 60*30x3 50*40x3 20/20*10x3 HL su 6 2(5)2(5)
1(5)2(5)2
14+9 -4 0
Hurricane Kick Hk.png 60*30x4 50*40x4 20/20*10x4 HL su 6 2(6)1(5)
1(5)1(5)1(5)
1(5)2(4)2
12+12 -5 -1
EX Tatsumaki Senpukyaku Hurricane Kick Ex.png 50*40x4 50x5 -250/0 HL su 6 2(4)1(3)
1(4)1(3)1(4)
1(4)1(3)1
9+14 -3 1
Airborne Tatsumaki Senpukyaku Air Hurricane Lk.png 50 50 10/30 HL - 8 2(6)2(6)
2(5)2
10 - -
Air Hurricane Mk.png 60 50 10/30 HL - 7 1(4)1(4)
1(4)1(4)1
10 - -
Air Hurricane Hk.png 70 50 10/30 HL - 7 1(2)1(3)
1(6)1(3)
1(2)1
10 - -
EX Airborne Tatsumaki Senpukyaku Air Hurricane Ex.png 40 50 -250/0 H - 6 1(2)1(2)
1(2)1(2)
1(2)1(1)2
- - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Shoryureppa Super Combo 40x3*50*
100x2
0 -1000/0 HL - 1+1 2*1*8(20)
1*3*7
31+12 -29 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Shinryuken Ultra Combo 1 90*30x7*
45x2[500]
0 0/0 HL - 0+10 2*2*5*
5*5*5*5*
5*5*1
32+50 -94 -
Guren Senpukyaku Ultra Combo 2 75*17x9*
23*225
0 0/0 HL - 0+7 2(5)2(3)2(2)2(2)
2(3)2(2)2(3)2(2)
2(3)2(2)2(3)2(3)
2(2)2(3)2(2)2(3)
2(2)2(3)2(3)2(6)3
8+42 -40 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv

Moves

Standing Close Normals

  Name Nickname Command Notes
File:No image.png

Close LP

Close Jab Close lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MP

Close Strong Close mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HP

Close Fierce Close hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close LK

Close Short Close lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MK

Close Forward Close mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HK

Close Roundhouse Close hk

~~ Uses and Strategies ~~

(No uses/strategies)


Standing Far Normals

  Name Nickname Command Notes
File:No image.png

Far LP

Far Jab lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MP

Far Strong mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HP

Far Fierce hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far LK

Far Short lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MK

Far Forward mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HK

Far 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)


Neutral Jumping Normals

  Name Nickname Command Notes
File:No image.png

Neutral Jump LP

Neutral Jump Jab u + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MP

Neutral Jump Strong u + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HP

Neutral Jump Fierce u + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump LK

Neutral Jump Short u + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MK

Neutral Jump Forward u + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HK

Neutral Jump Roundhouse u + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Diagonal Jumping Normals

  Name Nickname Command Notes
File:No image.png

Diagonal Jump LP

Diagonal Jump Jab ub / Uf.png + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong ub / Uf.png + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce ub / Uf.png + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump LK

Diagonal Jump Short ub / Uf.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / Uf.png + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse ub / Uf.png + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:No image.png

Inazuma Kick

Overhead b + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Forward Step Kick

Step Kick f + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Thunder Kick

Step Overhead f + hk Hold Hk.png to perform a feint

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo

Target Combo mp ---.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

Shoulder Throw

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

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Hell Wheel

Back Throw b + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Hadoken

Fireball qcf + P.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Shoryuken

Uppercut dp + P.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Tatsumaki Senpukyaku

Hurricane Kick qcb + K.png Ex.png armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Airborne Tatsumaki Senpukyaku

Air Hurricane (in air) Qcb.png + K.png ex

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:No image.png

Shoryureppa

Super Combo qcf Qcf.png + p

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Shinryuken

Ultra Combo I qcf Qcf.png + 3p

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Guren Senpukyaku

Ultra Combo II qcf Qcf.png + 3k

~~ 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
Close LP Close Lp.png 30 50 20 HL ch/sp/su 4 2 5 10 4 7 11 14 Reset Reset - - - - - - -
Close MP Close Mp.png 60 100 40 HL sp/su 6 3 18 26 -7 -2 14 19 Reset Reset - - - - - - -
Close HP Close Hp.png 90 150 60 HL sp/su 6 3 19 27 -4 1 18 23 Forces Stand Forces Stand Reset Reset - - - - - - -
Close LK Close Lk.png 30 50 20 HL ch/sp/su 6 2 7 14 2 5 11 14 Reset Reset - - - - - - -
Close MK Close Mk.png 70 100 40 HL sp/su 8 3 12 22 -1 7 14 22 Forces Stand Forces Stand Reset Reset - - - - - - -
Close HK Close Hk.png 110 200 60 HL sp/su 8 3 21 31 -6 -2 18 22 Reset Reset - - - - - - -
Far LP Far Lp.png 20 50 20 HL ch/sp/su 4 2 5 10 4 7 11 14 Reset Reset - - - - - - -
Far MP Far Mp.png 70 100 40 HL su 7 5 5 16 4 7 14 17 Reset Reset - - - - - - -
Far HP Far Hp.png 100 200 60 HL - 11 3 16 29 -1 3 18 22 Reset Reset - - - - - - -
Far LK Far Lk.png 40 50 20 HL - 4 3 7 13 1 4 11 14 Reset Reset - - - - - - -
Far MK Far Mk.png 80 100 40 HL - 7 3 13 22 -2 1 14 17 Reset Reset - - - - - - -
Far HK Far Hk.png 130 200 60 HL - 11 3 18 31 -3 1 18 22 Reset Reset - - - - - - -
Crouch LP Crouch Lp.png 30 50 20 HL ch/sp/su 3 3 6 11 2 5 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Mp.png 60 100 40 HL sp/su 5 5 8 17 1 4 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Hp.png 100 200 60 HL sp/su 5 5 22 31 -9 -4 18 23 Forces Stand Forces Stand Reset Reset - - - - - - -
Crouch LK Crouch Lk.png 20 50 20 L ch/sp/su 3 4 7 13 0 3 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Mk.png 60 100 40 L sp/su 4 2 16 21 -4 -1 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Hk.png 100 100 60 L - 7 3 21 39 -8 - 25 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Inazuma Kick Overhead Left.gif+Mk.png 80 100 40 H - 15 2 17 33 -5 -2 14 17 Reset Reset - - - - - - -
MK Step Kick Step Kick Right.gif+Mk.png 60 100 40 HL - 11 5 11 26 -2 1 14 17 Reset Reset - - - - - - -
Thunder Kick Step Overhead Right.gif+Hk.png 120 150 60 H - 21 2 20 42 0 -1 22 21 Feint lasts 24F Reset Reset - - - - - - -
Target Combo Mp.png > Hp.png 70 50 30 HL sp/su 6 3 24 32 -9 -4 18 23 Forces stand Forces stand Reset Reset - - - - - - -
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
Neutral Jump LP Neutral Jump Lp.png 50 50 20 H - 7 9 - 15 - - Reset Reset - - - Lower body: 1~6F - - -
Neutral Jump MP Neutral Jump Mp.png 80 100 40 H - 5 4 - 8 - - Reset Reset - - - Lower body: 1~4F - - -
Neutral Jump HP Neutral Jump Hp.png 100 200 60 H - 7 4 - 10 - - Reset Reset - - - Lower body: 1~6F - - -
Neutral Jump LK Neutral Jump Lk.png 40 50 20 H - 7 10 - 16 - - Reset Reset - - - Lower body: 1~16F - - -
Neutral Jump MK Neutral Jump Mk.png 80 100 40 H - 6 7 - 12 - - Reset Reset - - - Lower body: 1~12F - - -
Neutral Jump HK Neutral Jump Hk.png 100 200 60 H - 6 2 - 7 - - Reset Reset - - - Lower body: 1~7F - - -
Angled Jump LP Angled Jump Lp.png 40 50 20 H - 7 8 - 14 - - Reset Reset - - - Lower body: 1~14F - - -
Angled Jump MP Angled Jump Mp.png 70 100 40 H - 5 6 - 10 - - Reset Reset - - - Lower body: 1~10F - - -
Angled Jump HP Angled Jump Hp.png 100 200 60 H - 5 4 - 8 - - Reset Reset - - - Lower body: 1~4F - - -
Angled Jump LK Angled Jump Lk.png 50 50 20 H - 5 7 - 11 - - Reset Reset - - - Lower body: 1~4F - - -
Angled Jump MK Angled Jump Mk.png 80 100 40 H - 6 4 - 9 - - Reset Reset - - - Lower body: 1~5F - - -
Angled Jump HK Angled Jump Hk.png 100 200 60 H - 5 7 - 11 - - Reset Reset - - - Lower body: 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
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+12 2 42 65 -28 -28 16 16 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+12 2 42 73 -22 - 22 - Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 68 2 42 111 - - - - X Crumple Crumple Free Juggle Free Juggle 1~67F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 -500/0 HL - 10+12 2 42 65 -28 -28 16 16 Range: 1.914, 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+12 2 42 73 -22 - 22 - Range: 1.914, 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 225 200 -500/0 - - 68 2 42 111 - - - - Range: 1.914, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~68F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 -750/0 HL - 10+12 2 42 65 -22 - 22 - Range: 1.914, 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
Shoulder Throw Forward Throw 120 80 40 0.92 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Hell Wheel Back Throw 130 80 40 0.92 - 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
Hadoken Hadoken 70 100 10/20 HL su 14 - 34 47 -7 -3 - - 17~18F cancellable Soft Knockdown Soft Knockdown - - - - - - -
EX Hadoken Hadoken Ex.png 50*50 50*50 -250/0 HL su 14 - 30 43 0 3 - - 17~18F cancellable, opponent gains 10x2 meter on hit Soft Knockdown Soft Knockdown - - - - - - JP: 2x2
Shoryuken Shoryuken Lp.png 120[80] 100 30/40 HL su 3 11 18+8 39 -19 - 18 - [] refers to active frames 4~11 Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~2F Lower body: 3~13F - 3~5F 6F~ -
Shoryuken Mp.png 90*60 125*75 30/30*16 HL su 4 3*11 25+14 56 -29 - 21 - Builds 20*16 meter on block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~6F Lower body: 7~17F - - 8F~ JP: 0*1
Shoryuken Hp.png 70*50*30 100*50*50 30/30*10*10 HL su 3 2*2*12 30+9 57 -30 - 21 - Builds 16x3 meter on block [2nd~3rd Hit]: Soft Knockdown [1st Hit]: Free Juggle, [2nd~3rd Hit]: Soft Knockdown [1st hit]: Free juggle, Soft Knockdown [1st Hit]: Free Juggle, [2nd~3rd Hit]: Soft Knockdown - All: 1~4F Lower body: 5~18F - 5~6F 7F~ JP: 0x2*1, JI:1*0*1
EX Shoryuken Shoryuken Ex.png 80*30x2*60 100*25*25*80 -250/0 HL su 4 2*2*2*8 45+9 71 -41 - 21 - Opponent gains 15*5x2 meter on hit, 8x3 on block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~9F Lower body: 10~17F - - 8F~ JP: 1*2*3x2
Tatsumaki Senpukyaku Hurricane Kick Lk.png 60*50*50 70*50*50 20/20*10*10 HL su 6 1(4)2(6)2 11+6 37 -6 -2 13 17 2nd hit cannot hit crouching, builds 20*10x2 meter on block X [1st Hit]: Forces stand [1st Hit]: Forces stand Soft Knockdown Soft Knockdown - - - Lower body: 7~20F - 7F~ -
Hurricane Kick Mk.png 60*30x3 50*40x3 20/20*10x3 HL su 6 2(5)2(5)
1(5)2(5)2
14+9 57 -4 0 21 25 2nd-4th hits cannot hit crouching, builds 20*10x3 meter on block X [1st Hit]: Forces stand [1st Hit]: Forces stand Soft Knockdown Soft Knockdown - - - Lower body: 8~41F - 8F~ -
Hurricane Kick Hk.png 60*30x4 50*40x4 20/20*10x4 HL su 6 2(6)1(5)
1(5)1(5)1(5)
1(5)2(4)2
12+12 75 -5 -1 21 25 2nd-5th hits cannot hit crouching, builds 20*10x4 meter on block X [1st Hit]: Forces stand [1st Hit]: Forces stand Soft Knockdown Soft Knockdown - - - Lower body: 9~51F - 9F~ -
EX Tatsumaki Senpukyaku Hurricane Kick Ex.png 50*40x4 50x5 -250/0 HL su 6 2(4)1(3)
1(4)1(3)1(4)
1(4)1(3)1
9+14 62 -3 1 21 25 2nd-5th hits cannot hit crouching, opponent gains 10*5x4 meter on hit and block X [1st Hit]: Forces stand [1st Hit]: Forces stand Soft Knockdown Soft Knockdown - - - Lower body: 8~39F - 8F~ -
Airborne Tatsumaki Senpukyaku Air Hurricane Lk.png 50 50 10/30 HL - 8 2(6)2(6)
2(5)2
10 42 - - - - Builds 20xN meter on block Soft Knockdown Soft Knockdown - - - - - - JP: 0*1x3
Air Hurricane Mk.png 60 50 10/30 HL - 7 1(4)1(4)
1(4)1(4)1
10 37 - - - - Builds 20xN meter on block Soft Knockdown Soft Knockdown - - - - - - JP: 0*1x3
Air Hurricane Hk.png 70 50 10/30 HL - 7 1(2)1(3)
1(6)1(3)
1(2)1
10 38 - - - - Builds 20xN meter on block Soft Knockdown Soft Knockdown - - - - - - JP: 0*1x3
EX Airborne Tatsumaki Senpukyaku Air Hurricane Ex.png 40 50 -250/0 H - 6 1(2)1(2)
1(2)1(2)
1(2)1(1)2
- - - - - - Opponent gains 15xN meter on hit, 10xN on block Soft Knockdown Soft Knockdown - - - - - - JP: 4x7
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
Shoryureppa Super Combo 40x3*50*
100x2
0 -1000/0 HL - 1+1 2*1*8(20)
1*3*7
31+12 86 -29 - 21 - Opponent gains 10x6 meter on hit [3rd~6th Hit]: Hard Knockdown [3rd~6th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~2F - 3F - 5~24F, 37F~ JP: 0*1x5, JI: 1*0x4*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
Shinryuken Ultra Combo 1 90*30x7*
45x2[500]
0 0/0 HL - 0+10 2*2*5*
5*5*5*5*
5*5*1
32+50 131 -94 - - - [] refers to animation, opponent gains 10x9 meter on hit, 10x17 on full animation hit Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~11F - - 12~13F 13F~ JP: 0*127x9
Guren Senpukyaku Ultra Combo 2 75*17x9*
23*225
0 0/0 HL - 0+7 2(5)2(3)2(2)2(2)
2(3)2(2)2(3)2(2)
2(3)2(2)2(3)2(3)
2(2)2(3)2(2)2(3)
2(2)2(3)2(3)2(6)3
8+42 156 -40 - - - Hits 2~10 cannot hit crouching, first 2 hits forward facing then all remaining hits alternate, back forward back forward, Back facing hits do 23 damage and grant no meter. Opponent gains 10*5x10*20 meter on hit [1st hit] : Forces stand, [Hits 1~11]: Hard Knockdown [1st hit] : Forces stand, [Hits 1~11]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~8F Lower body: 9~100F All: 9~100F - 7F~ JP: 0*2~10 sequentially, 1st back facing hitbox 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


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