Ultra Street Fighter IV/Oni: Difference between revisions

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== Frame Data (Condensed) ==
{{USFIVMoveListCollapseHeader|&nbsp;}}
{| class="wikitable" cellspacing="0" width="900px" style="border: 1px solid #999; background: #F2F2F2;"
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Stand LP|Stand Jab|lp||Stand [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|3|3|5|3|3|5|10|3|11|15|3|7|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Stand MP|Stand Strong|mp||Stand [[File:Strong.gif]]|70|100|40|HL|sp/su|6|4|11|6|4|11|20|4|15|18|0|3|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Stand HP|Stand Fierce|hp||Stand [[File:Fierce.gif]]|100|200|60|HL|sp/su|7|4|17|7|4|17|27|4|18|23|-3|2|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Stand LK|Stand Short|lk||Stand [[File:Short.gif]]|30|50|20|HL|sp/su|4|5|6|4|5|6|14|5|11|14|0|3|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Stand MK|Stand Forward|mk||Stand [[File:Forward.gif]]|40*30|50*50|40*40|HL|sp/su*-|6|1*4|14|6|5|14|24|4|16|19|-2|1|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Stand HK|Stand Roundhouse|hk||Stand [[File:Roundhouse.gif]]|40*70|125*75|60*20|HL|su*-|6|2(8)4|18|6|14|18|37|4|18|24|-4|2|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Toward LP|Toward Jab|f + lp||Toward [[File:Jab.gif]]|30|50|20|HL|sp/su|4|3|6|4|3|6|12|3|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Zugai Hasatsu|Overhead|f + mp||Zugai Hasatsu|30*50|50*50|40*20|H|-|15|2(1)2|17|15|5|17|36|2|14|21|-5|2|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Special Forward|Toward Fierce|f + hp|Cancels out Projectiles|Special [[File:Forward.gif]]|120|200|60|HL|su|12|3|18|12|3|18|32|3|12|21|-9|0|||X||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Toward LK|Toward Short|f + lk||Toward [[File:Short.gif]]|50|50|20|HL|-|5|3|10|5|3|10|17|3|11|14|-2|1|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Toward MK|Toward Forward|f + mk||Toward [[File:Forward.gif]]|70|100|40|HL|-|11|2|13|11|2|13|25|2|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Toward HK|Toward Roundhouse|f + hk||Toward [[File:Roundhouse.gif]]|100|200|60|HL|-|10|2|22|10|2|22|33|2|18|22|-6|-2|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?}}
{{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|d + lp||Crouch [[File:Jab.gif]]|25|50|20|HL|ch/sp/su|3|3|5|3|3|5|10|3|11|14|3|6|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|d + mp||Crouch [[File:Strong.gif]]|60|100|40|HL|sp/su|5|4|7|5|4|7|15|4|14|17|3|6|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|d + hp||Crouch [[File:Fierce.gif]]|90|200|60|HL|sp/su|5|8|18|5|8|18|30|8|18|23|-8|-3|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|d + lk||Crouch [[File:Short.gif]]|20|50|20|L|ch/sp/su|4|3|9|4|3|9|15|3|11|14|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch [[File:Forward.gif]]|60|100|40|L|sp/su|6|2|16|6|2|16|23|2|14|17|-4|-1|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch [[File:Roundhouse.gif]]|100|150|60|L|-|8|2|23|8|2|23|32|2|17|-|-8|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Ganka Uchi|Gut Punch|b + mp||[[File:Left.gif]]+[[File:Strong.gif]]|60|50|40|HL|sp/su|5|6|12|5|6|12|22|6|20|24|2|6|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Target Combo 1|Target Combo 1|f + lp --- mp||[[File:Right.gif]]+[[File:Jab.gif]] > [[File:Strong.gif]]|60|150|40|HL|sp/su|6|4|11|6|4|11|20|4|||0|3|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Target Combo 2|Target Combo 2|b + mp --- hp||[[File:Left.gif]]+[[File:Strong.gif]] > [[File:Fierce.gif]]|80|160|60|HL|sp/su|7|4|17|7|4|17|27|4|||-3|2|Cannot hit crouching opponents||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|50|50|20|H|-|5|10|-|5|10|0|14|10|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump [[File:Strong.gif]]|80|100|40|H|-|7|10|-|7|10|0|16|10|||-|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?}}
{{USFIVFrameDataGlanceRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump [[File:Fierce.gif]]|110|200|60|H|-|8|4|-|8|4|0|11|4|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump [[File:Short.gif]]|40|50|20|H|-|5|9|-|5|9|0|13|9|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|80|100|40|H|-|5|5|-|5|5|0|9|5|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|100|200|60|H|-|6|3(6)2|-|6|11|0|16|2|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Angled Jump LP|Angled Jump Jab|ub / uf + lp||Angled Jump [[File:Jab.gif]]|50|50|20|H|-|5|10|-|5|10|0|14|10|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Angled Jump MP|Angled Jump Strong|ub / uf + mp||Angled Jump [[File:Strong.gif]]|80|100|40|H|-|6|7|-|6|7|0|12|7|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Angled Jump HP|Angled Jump Fierce|ub / uf + hp||Angled Jump [[File:Fierce.gif]]|110|200|60|H|-|7|5|-|7|5|0|11|5|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Angled Jump LK|Angled Jump Short|ub / uf + lk||Angled Jump [[File:Short.gif]]|40|50|20|H|-|4|10|-|4|10|0|13|10|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Angled Jump MK|Angled Jump Forward|ub / uf + mk||Angled Jump [[File:Forward.gif]]|70|100|40|H|-|6|7|-|6|7|0|12|7|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Angled Jump HK|Angled Jump Roundhouse|ub / uf + hk||Angled Jump [[File:Roundhouse.gif]]|100|200|60|H|-|6|4|-|6|4|0|9|4|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+11|2|36|21|2|36|58|2|||-22|-||||||Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|80|150|40|HL|-|18+11|2|36|29|2|36|66|2|||-16|-|||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|140|200|60|-|-|64|2|35|64|2|35|100|2|||-|-||X|||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Ragou Souha|Forward Throw|f or n + lp + lk||Forward Throw|130|150|40|0.91|-|3|2|20|3|2|20|24||||-|-|[H] hard knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Shuretto|Back Throw|b + lp + lk||Back Throw|130|120|40|0.91|-|3|2|20|3|2|20|24||||-|-|[H] hard knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Gohadoken|Fireball|qcf + p ex|Hold p to charge|Gohadoken [[File:Jab.gif]]|60|100|10/20|HL|su|13|33|Total 47|13|0|47|60||||-8|-4|Can cancel on the 18-19f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|||||Gohadoken [[File:Strong.gif]]|60|100|10/20|HL|su|13|31|Total 47|13|0|47|60||||-8|-4|Can cancel on the 18-19f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|||||Gohadoken [[File:Fierce.gif]]|60|100|10/20|HL|su|13|28|Total 47|13|0|47|60||||-8|-4|Can cancel on the 18-19f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Gohadoken (Charge)|Fireball (Charge)|||Gohadoken (Charged)|40*40|50*50|10/10*10|HL|su|45|-|Total 77|45|0|77|122||||2|6|Can cancel on the 62-63f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|EX Gohadoken|EX Fireball|||Gohadoken [[File:EX.gif]]|50*50|50*50|-250/0|HL|su|13|-|Total 43|13|0|43|56||||4|4|Can cancel on the 16-17f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?}}
{{USFIVFrameDataGlanceRow|Gorai Hadoken|Electric Fireball|hcb + p ex||Gorai Hadoken [[File:Jab.gif]]|60|150|10/20|HL|su|28|-|Total 52|28|0|52|80||||-5|-|Can cancel on the 30-31f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?}}
{{USFIVFrameDataGlanceRow|||||Gorai Hadoken [[File:Strong.gif]]|60*30|100*100|10/20*20|HL|su|29|-|Total 59|29|0|59|88||||-3|-|Can cancel on the 31-32f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?}}
{{USFIVFrameDataGlanceRow|||||Gorai Hadoken [[File:Fierce.gif]]|50*50*20|100*100*50|10/20*20*20|HL|su|31|-|Total 67|31|0|67|98||||12|-|Can cancel on the 33-34f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?}}
{{USFIVFrameDataGlanceRow|EX Gorai Hadoken|EX Electric Fireball|||Gorai Hadoken [[File:EX.gif]]|50x3|100*100*50|-250/0|HL|su|25|-|Total 50|25|0|50|75||||12|-|Can cancel on the 27-28f||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?}}
{{USFIVFrameDataGlanceRow|Zanku Hadosho|Air Command Dash|(in air) qcb + p|lp air dashes forward, mp bounces Oni upward and slight forward, hp air dashes backward|Air Command Dash [[File:Jab.gif]]|70|100|5/40|HL|-|5|4|post landing 11|5|4|11|19||||-|-|From the 15th frame to 7 frames before landing, can cancel into Air Tatsumaki or Super||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|||||Air Command Dash [[File:Strong.gif]]|70|100|5/40|HL|-|5|4|post landing 11|5|4|11|19||||-|-|From the 15th frame to 7 frames before landing, can cancel into Air Tatsumaki or Super||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|||||Air Command Dash [[File:Fierce.gif]]|70|100|5/40|HL|-|5|4|post landing 16|5|4|16|24||||-|-|||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Goshoryuken|Uppercut|dp + p ex||Goshoryuken [[File:Jab.gif]]|80*40[80*30*30]|80*60[80*60*60]|30/40*20[40*10*10]|HL|su|3|2*12|14+10|3|14|24|40||||-15|-|Only if the 1st Hit hits, full animation trigger, only 2nd hit of the full animation can be cancelled, [] represents full hit property||||1st Hit: Hard Knockdown, 2nd Hit: Soft Knockdown|1st Hit: Hard Knockdown, 2nd Hit: Soft Knockdown|1st Hit: Hard Knockdown, 2nd Hit: Soft Knockdown|1st Hit: Hard Knockdown, 2nd Hit: Soft Knockdown|-|-|Lower body: 1~16f|-|1~4f|5f~|JP: ?}}
{{USFIVFrameDataGlanceRow|||||Goshoryuken [[File:Strong.gif]]|70*40[70*50*30]|80*60[80*60*60]|20/40*20[40*10*10]|HL|su|3|2*12|25+10|3|14|35|51||||-26|-|Only if the 1st Hit hits, full animation trigger, only 2nd hit of the full animation can be cancelled, [] represents full hit property||||||||-|All: 1~4f|Lower half: 5~16f|-|-|5f~|JP: ?}}
{{USFIVFrameDataGlanceRow|||||Goshoryuken [[File:Fierce.gif]]|80*40[80*50*30]|80*60[80*60*60]|20/40*20[40*10*10]|HL|su|3|4*12|28+10|3|16|38|56||||-29|-|Only if the 1st Hit hits, full animation trigger, only 2nd hit of the full animation can be cancelled, [] represents full hit property||||||||-|All: 1~5f|All: 6~7f, Lower body: 11~18f|-|-|8f~|JP: ?}}
{{USFIVFrameDataGlanceRow|EX Goshoryuken|EX Uppercut|EX Goshoryuken||Goshoryuken [[File:EX.gif]]|100*70*80[100*50*40]|80*60*60[80*60*60]|-250/0|HL|su|3|4*2*10|28+10|3|16|38|56||||-27|-|Only if the 1st Hit hits, full animation trigger, only 2nd hit of the full animation can be cancelled, [] represents full hit property||||||||-|All: 1~18f|-|-|-|5f~|JP: ?}}
{{USFIVFrameDataGlanceRow|Tatsumaki|Hurricane Kick|qcb + k ex armorbreak||Hurricane Kick [[File:Short.gif]]|110|150|30/20|HL|-|11|2(6)2|12+8|11|10|20|40||||-9|-|2nd kick hits behind, cannot hit crouching opponents|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 7~20f|-|7f~|-}}
{{USFIVFrameDataGlanceRow|||||Hurricane Kick [[File:Forward.gif]]|80*50|100*50|30/20*10|HL|su*-*-|5|2(5)[2(5)2](5)1|16+12|5|22|28|54||||-22[-8]|-|Active frames in [] can hit once at most, 2nd half of [] hits behind, block advantage in [] assumes 4th hit, 2nd hit onwards cannot hit crouching opponents|X|||1st Hit: Forces stand, 2nd-4th Hit: Soft Knockdown|1st Hit: Forces stand, 2nd Hit: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|Feet: 5~6f|Lower body: 7~26f|-|7f~|JP: ?}}
{{USFIVFrameDataGlanceRow|||||Hurricane Kick [[File:Roundhouse.gif]]|80*40*40|100*50*50|30/20*10*10|HL|su*-(x3)|5|2(4)[2(5)1](5)[1(5)1](5)1|13+8|5|32|21|57||||-13[-1]|-|Active frames in [] can hit once at most, 2nd half of [] hits behind, block advantage in [] assumes 6th hit, 2nd hit onwards cannot hit crouching opponents|X|||1st Hit: Forces stand, 2nd-6th Hit: Soft Knockdown|1st Hit: Forces stand, 2nd-6th Hit: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|Feet: 5~6f|Lower body: 7~36f|-|7f~|JP: ?}}
{{USFIVFrameDataGlanceRow|EX Tatsumaki|EX Hurricane Kick|||Hurricane Kick [[File:EX.gif]]|30x4*40|40x5|#DIV/0!|HL|-|11|1(3)1(3)1(3)1(3)1|18+3|11|17|21|48||||-1|-||X|||1st-5th Hit: Forces stand, 6th Hit: Soft Knockdown|1st-5th Hit: Forces stand, 6th Hit: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 6~27f|-|5f~|JP: ?}}
{{USFIVFrameDataGlanceRow|Air Tatsumaki|Air Hurricane|(in air) qcb + k||Air Hurricane [[File:Short.gif]]|70|50|30-Oct|HL|-|9|2(6)2(6)2|post landing 10|9|18|post landing 10|-||||-|-|Will only hit once, 2nd kick hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?}}
{{USFIVFrameDataGlanceRow|||||Air Hurricane [[File:Forward.gif]]|60*60|50*50|10/30*30|HL|-|7|[2(6)2](6)2|post landing 10|7|18|post landing 10|-||||-|-|Active frames in [] only hit once, 2nd kick hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?}}
{{USFIVFrameDataGlanceRow|||||Air Hurricane [[File:Roundhouse.gif]]|80*80|50*50|10/30*30|HL|-|7|[2(6)2](6)2|post landing 10|7|18|post landing 10|-||||-|-|Active frames in [] only hit once, 2nd kick hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?}}
{{USFIVFrameDataGlanceRow|EX Air Tatsumaki|EX Air Hurricane|||Air Hurricane [[File:EX.gif]]|40x5|50x5|#DIV/0!|HL|-|7|1(3)1(3)1(3)1(3)1|post landing 4|7|17|post landing 4|-||||-|-|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?}}
{{USFIVFrameDataGlanceRow|Air Tatsumaki Followup|Air Tatsumaki Followup|(in air) qcb + k after Zanku Hadosho ex||Air Tatsumaki Followup|140|200|#DIV/0!|HL|-|7|2(2)2(2)2(2)2(2)2|post landing 22|7|18|post landing 22|-||||-|-|Can only hit once||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?}}
{{USFIVFrameDataGlanceRow|Sekisei Jiraiken|Ground Pound|dp + k ex||Ground Pound [[File:Short.gif]]|130|150|30/30|HL|su|18|7|21|18|7|21|45||||-7|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|1f|2~21f|JP: ?}}
{{USFIVFrameDataGlanceRow|||||Ground Pound [[File:Forward.gif]]|100|150|30/30|HL|su|18|7|20|18|7|20|44||||-6|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|2~21f|JP: ?}}
{{USFIVFrameDataGlanceRow|||||Ground Pound [[File:Roundhouse.gif]]|140[90]|150|30/30|HL|su|30|11|15|30|11|15|55||||-1|-|[] value represents if hit from a distance||||2nd Hit: Hard Knockdown|2nd Hit: Hard Knockdown|1st Hit: Soft Knockdown, 2nd Hit: Hard Knockdown|1st Hit: Soft Knockdown, 2nd Hit: Hard Knockdown|-|-|-|-|-|4~33f|JP: ?}}
{{USFIVFrameDataGlanceRow|EX Sekisei Jiraiken|EX Ground Pound|||Ground Pound [[File:EX.gif]]|80*90|100*100|#DIV/0!|H*HL|-*su|23|4*3|29|23|7|29|58||||-9|-|||||||||-|All: 1f|-|-|-|2~26f|JP: ?}}
{{USFIVFrameDataGlanceRow|Rakan Dantojin|Demon Slash|hcf + k ex armorbreak||Demon Slash [[File:Short.gif]]|110|130|20/60|HL|su|17|2|25|17|2|25|43||||-2|1|[air H] free juggle||||||Free Juggle|Free Juggle|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|||||Demon Slash [[File:Forward.gif]]|120|200|20/60|HL|su|30|2|25|30|2|25|56||||-4|-|10-28 projectile invincible / [H] limited juggle (cant juggle)||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|All: 10~28f|-|-|-}}
{{USFIVFrameDataGlanceRow|||||Demon Slash [[File:Roundhouse.gif]]|120[100]|150|20/60|HL|su|28*34|2|25|62|2|25|88||||-8|-|Hitbox active on contact with opponent, can hit cross up, value in [] is if hit as cross up, cancellable only from a front hit||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|EX Rakan Dantojin|EX Rakan Dantojin|||Demon Slash [[File:EX.gif]]|100[80]|100|#DIV/0!|HL|su|29*34|2|31|63|2|31|95||||-9|-|Hitbox active on contact with opponent, can hit cross up, value in [ ] is if hit as cross up||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|All: 1f until 3rd recovery frame|-|-|-}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Raging Demon|Super|lp lp f lk hp||Super Combo|370|0|#DIV/0!|1|-|1+0|36|13|1|36|13|49||||-|-||||X|Hard Knockdown|-|-|-|-|All: 1~2f|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Air Raging Demon|Air Super|(in air) lp lp f lk hp||Air Super Combo|350|0|#DIV/0!|1|-|1+0|30|32|1|30|32|62||||-|-|Cannot hit grounded opponents||||-|-|Hard Knockdown|Hard Knockdown|-|All: 1~6f|-|-|-|-|JP: ?}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Meido Gohado|Ultra I|qcf qcf + 3p armorbreak||Ultra Combo 1 (punches)|38x7*109[450] (? Ultra Change)|0|0/0|HL|-|0+9|1(1) until edge of screen|Total 101|9|0|101|110||||-3|-|1st active frame triggers animation if connected, 1st active frame counts as Strike and not Projectile, [] is for full animation|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~12f|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Anti-Air Meido Gohado|Anti-air Ultra I|qcf qcf + 3k||Ultra Combo 1 (kicks)|45x7*60|0|0/0|-|-|0+9|-|Total 93|9|0|93|102||||-|-|Wont hit opponent on ground||||-|-|Hard Knockdown|Hard Knockdown|-|All: 1~10f|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Air Meido Gohado|Air Ultra I|(in air) qcf qcf + 3p||Ultra Combo 1 (air)|45x8|0|0/0|HL|-|0+11[4]|-|post landing 51|11|-|post landing 51|-||||-25|-|[] is for when canceled from Zanku Hadosho||||8th Hit: Hard Knockdown|8th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~5f|-|-|-|-|-}}
{{USFIVFrameDataGlanceRow|Tenchi Sokaigen|Ultra II|qcb qcb + 3p||Ultra Combo 2|38x7[525]|0|0/0|HL|-|0+9|2*3x7|48|9|23|48|79||||-30|-|First two active frames (which have no Juggle Potential) trigger animation if connected, [] is for full animation, 1st hit does 0 chip damage|X|X||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~12f|1~post freeze 12, full invi / [H] hard knockdown / armor break / 1st hit land will lock / values in [ ] for full animation / 1st hit does 0 chip damage|1~post freeze 12, full invi / [H] hard knockdown / armor break / 1st hit land will lock / values in [ ] for full animation / 1st hit does 0 chip damage|1~post freeze 12, full invi / [H] hard knockdown / armor break / 1st hit land will lock / values in [ ] for full animation / 1st hit does 0 chip damage|1~post freeze 12, full invi / [H] hard knockdown / armor break / 1st hit land will lock / values in [ ] for full animation / 1st hit does 0 chip damage|1~post freeze 12, full invi / [H] hard knockdown / armor break / 1st hit land will lock / values in [ ] for full animation / 1st hit does 0 chip damage}}
{{USFIVFrameDataGlanceHeader}}
|-
|}
{{USFIVMoveListCollapseFooter}}




Line 370: Line 463:
TBW
TBW


== Frame Data ==
 
{| cellspacing="0" width="100%" style="border: 1px solid #999; background: #F2F2F2;"
==Frame Data==
|- 
{| class="wikitable" cellspacing="0" width="2800px" style="border: 1px solid #999; background: #F2F2F2;"
!  |
NAME|NICKNAME|MOTION|NOTES|FRAME DATA NAME|DAMAGE|STUN|METER GAIN|HIT LEVEL|CANCEL|STARTUP|ACTIVE|RECOVERY|STARTUP TOTAL|ACTIVE TOTAL|RECOVERY TOTAL|TOTAL FRAMES|LAST ACTIVE|BLOCK STUN
! align="center"  | Block
! align="center"  |
! align="center"  |
! align="center"  | Super Meter
! align="center"  |
! align="center"  |
! align="center"  |
! align="center"  |
! align="center"  | Frames
! align="center"  |
!  |
|-
!  | Move Name
! align="center"  | HL
! align="center"  | Damage
! align="center"  | Stun
! align="center"  | Gain
! align="center"  | Cancel Ability
! align="center"  | Startup
! align="center"  | Active
! align="center"  | Recovery
! align="center"  | On Guard
! align="center"  | On Hit
! align="center"  | Notes
|-
|  |Stand [[File:Jab.gif]]
| align="center"  |HL
| align="center"  |30
| align="center"  |50
| align="center"  |20
| align="center"  |ch/sp/su
| align="center"  |3
| align="center"  |3
| align="center"  |5
| align="center"  |+3
| align="center"  |+7
| align="left"  |
|  |
|-
|  |Stand [[File:Strong.gif]]
| align="center"  |HL
| align="center"  |70
| align="center"  |100
| align="center"  |40
| align="center"  |sp/su
| align="center"  |6
| align="center"  |4
| align="center"  |11
| align="center"  |0
| align="center"  |+3
| align="left"  |
|  |
|-
|  |Stand [[File:Fierce.gif]]
| align="center"  |HL
| align="center"  |100
| align="center"  |200
| align="center"  |60
| align="center"  |sp/su
| align="center"  |7
| align="center"  |4
| align="center"  |17
| align="center"  |-3
| align="center"  |2
| align="left"  |[H] forces stand
|  |
|-
|  |Stand [[File:Short.gif]]
| align="center"  |HL
| align="center"  |30
| align="center"  |50
| align="center"  |20
| align="center"  |sp/su
| align="center"  |4
| align="center"  |5
| align="center"  |6
| align="center"  |0
| align="center"  |+3
| align="left"  |
|  |
|-
|  |Stand [[File:Forward.gif]]
| align="center"  |HL
| align="center"  |40*30
| align="center"  |50*50
| align="center"  |40*40
| align="center"  |sp/su*-
| align="center"  |6
| align="center"  |1*4
| align="center"  |14
| align="center"  |-2
| align="center"  |+1
| align="left"  |
|  |
|-
|  |Stand [[File:Roundhouse.gif]]
| align="center"  |HL
| align="center"  |40*70
| align="center"  |125*75
| align="center"  |60*20
| align="center"  |su*-
| align="center"  |6
| align="center"  |2(8)4
| align="center"  |18
| align="center"  |-4
| align="center"  |+2
| align="left"  |[H] forces stand
|  |
|-
|  |[[File:Right.gif]] + [[File:Jab.gif]]
| align="center"  |
|-  
|-  
|}
|}


=====Notes:=====
=====Notes:=====


[[Category: Ultra Street Fighter IV]]
[[Category: Ultra Street Fighter IV]]

Revision as of 22:02, 1 June 2014

Ultra Street Fighter IVUSFIV-Header.png

Oni

SSFIV-Oni Face.jpg

By finally mastering the Satsui no Hado, the man has become consumed by it. Both his mind and soul are gone, and his body has been transformed into something that is incapable of being called human. What was once an honorable code of fighting only the strong is now a crazed desire to destroy everyone and everything in the universe. The Supreme Master of the Fist, Akuma, is dead. Now, there is only Oni, a demon in the truest sense of the word.


In a nutshell

Oni's playstyle can be considered a combination of Akuma and Gouken's. He has the chargeable fireballs and excellent normals of Gouken, with the mindgame and lengthy combo potential of Akuma. Unlike both of them, he has his own set of tools which he is very reliant upon, in the form of his Demon Slashes, Demon Palms, and Air Dashes. However, he has also inherited the one main problem both Akuma and Gouken share - his defense is very weak. His only reliable option for a reversal is the Shoryuken, and despite him having higher health than Akuma, he is also bulkier, having sub-par walk speed and a horrible backdash to boot. His Focus Attack is also tied with Balrog's for the worst in the game. Both your execution skills and your ability to read the opponent must be spot-on if you wish to ensure victory for Oni.


Ultra SFIV Changes

TBW


Frame Data (Condensed)

Template:USFIVMoveListCollapseHeader

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Stand LP Stand Jab.gif 30 50 20 HL ch/sp/su 3 3 5 10 3
Stand MP Stand Strong.gif 70 100 40 HL sp/su 6 4 11 20 4
Stand HP Stand Fierce.gif 100 200 60 HL sp/su 7 4 17 27 4
Stand LK Stand Short.gif 30 50 20 HL sp/su 4 5 6 14 5
Stand MK Stand Forward.gif 40*30 50*50 40*40 HL sp/su*- 6 1*4 14 24 4
Stand HK Stand Roundhouse.gif 40*70 125*75 60*20 HL su*- 6 2(8)4 18 37 4
Toward LP Toward Jab.gif 30 50 20 HL sp/su 4 3 6 12 3
Zugai Hasatsu Zugai Hasatsu 30*50 50*50 40*20 H - 15 2(1)2 17 36 2
Special Forward Special Forward.gif 120 200 60 HL su 12 3 18 32 3
Toward LK Toward Short.gif 50 50 20 HL - 5 3 10 17 3
Toward MK Toward Forward.gif 70 100 40 HL - 11 2 13 25 2
Toward HK Toward Roundhouse.gif 100 200 60 HL - 10 2 22 33 2
Crouch LP Crouch Jab.gif 25 50 20 HL ch/sp/su 3 3 5 10 3
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 5 4 7 15 4
Crouch HP Crouch Fierce.gif 90 200 60 HL sp/su 5 8 18 30 8
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 4 3 9 15 3
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 6 2 16 23 2
Crouch HK Crouch Roundhouse.gif 100 150 60 L - 8 2 23 32 2
Ganka Uchi Left.gif+Strong.gif 60 50 40 HL sp/su 5 6 12 22 6
Target Combo 1 Right.gif+Jab.gif > Strong.gif 60 150 40 HL sp/su 6 4 11 20 4
Target Combo 2 Left.gif+Strong.gif > Fierce.gif 80 160 60 HL sp/su 7 4 17 27 4
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 5 10 - 14 10
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 7 10 - 16 10
Neutral Jump HP Neutral Jump Fierce.gif 110 200 60 H - 8 4 - 11 4
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 5 9 - 13 9
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 5 5 - 9 5
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 6 3(6)2 - 16 2
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 5 10 - 14 10
Angled Jump MP Angled Jump Strong.gif 80 100 40 H - 6 7 - 12 7
Angled Jump HP Angled Jump Fierce.gif 110 200 60 H - 7 5 - 11 5
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 4 10 - 13 10
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 6 7 - 12 7
Angled Jump HK Angled Jump Roundhouse.gif 100 200 60 H - 6 4 - 9 4
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+11 2 36 58 2
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 36 66 2
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 64 2 35 100 2
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Ragou Souha Forward Throw 130 150 40 0.91 - 3 2 20 24
Shuretto Back Throw 130 120 40 0.91 - 3 2 20 24
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Gohadoken Gohadoken Jab.gif 60 100 10/20 HL su 13 33 Total 47 60
Gohadoken Strong.gif 60 100 10/20 HL su 13 31 Total 47 60
Gohadoken Fierce.gif 60 100 10/20 HL su 13 28 Total 47 60
Gohadoken (Charge) Gohadoken (Charged) 40*40 50*50 10/10*10 HL su 45 - Total 77 122
EX Gohadoken Gohadoken EX.gif 50*50 50*50 -250/0 HL su 13 - Total 43 56
Gorai Hadoken Gorai Hadoken Jab.gif 60 150 10/20 HL su 28 - Total 52 80
Gorai Hadoken Strong.gif 60*30 100*100 10/20*20 HL su 29 - Total 59 88
Gorai Hadoken Fierce.gif 50*50*20 100*100*50 10/20*20*20 HL su 31 - Total 67 98
EX Gorai Hadoken Gorai Hadoken EX.gif 50x3 100*100*50 -250/0 HL su 25 - Total 50 75
Zanku Hadosho Air Command Dash Jab.gif 70 100 5/40 HL - 5 4 post landing 11 19
Air Command Dash Strong.gif 70 100 5/40 HL - 5 4 post landing 11 19
Air Command Dash Fierce.gif 70 100 5/40 HL - 5 4 post landing 16 24
Goshoryuken Goshoryuken Jab.gif 80*40[80*30*30] 80*60[80*60*60] 30/40*20[40*10*10] HL su 3 2*12 14+10 40
Goshoryuken Strong.gif 70*40[70*50*30] 80*60[80*60*60] 20/40*20[40*10*10] HL su 3 2*12 25+10 51
Goshoryuken Fierce.gif 80*40[80*50*30] 80*60[80*60*60] 20/40*20[40*10*10] HL su 3 4*12 28+10 56
EX Goshoryuken Goshoryuken EX.gif 100*70*80[100*50*40] 80*60*60[80*60*60] -250/0 HL su 3 4*2*10 28+10 56
Tatsumaki Hurricane Kick Short.gif 110 150 30/20 HL - 11 2(6)2 12+8 40
Hurricane Kick Forward.gif 80*50 100*50 30/20*10 HL su*-*- 5 2(5)[2(5)2](5)1 16+12 54
Hurricane Kick Roundhouse.gif 80*40*40 100*50*50 30/20*10*10 HL su*-(x3) 5 2(4)[2(5)1](5)[1(5)1](5)1 13+8 57
EX Tatsumaki Hurricane Kick EX.gif 30x4*40 40x5 #DIV/0! HL - 11 1(3)1(3)1(3)1(3)1 18+3 48
Air Tatsumaki Air Hurricane Short.gif 70 50 30-Oct HL - 9 2(6)2(6)2 post landing 10 -
Air Hurricane Forward.gif 60*60 50*50 10/30*30 HL - 7 [2(6)2](6)2 post landing 10 -
Air Hurricane Roundhouse.gif 80*80 50*50 10/30*30 HL - 7 [2(6)2](6)2 post landing 10 -
EX Air Tatsumaki Air Hurricane EX.gif 40x5 50x5 #DIV/0! HL - 7 1(3)1(3)1(3)1(3)1 post landing 4 -
Air Tatsumaki Followup Air Tatsumaki Followup 140 200 #DIV/0! HL - 7 2(2)2(2)2(2)2(2)2 post landing 22 -
Sekisei Jiraiken Ground Pound Short.gif 130 150 30/30 HL su 18 7 21 45
Ground Pound Forward.gif 100 150 30/30 HL su 18 7 20 44
Ground Pound Roundhouse.gif 140[90] 150 30/30 HL su 30 11 15 55
EX Sekisei Jiraiken Ground Pound EX.gif 80*90 100*100 #DIV/0! H*HL -*su 23 4*3 29 58
Rakan Dantojin Demon Slash Short.gif 110 130 20/60 HL su 17 2 25 43
Demon Slash Forward.gif 120 200 20/60 HL su 30 2 25 56
Demon Slash Roundhouse.gif 120[100] 150 20/60 HL su 28*34 2 25 88
EX Rakan Dantojin Demon Slash EX.gif 100[80] 100 #DIV/0! HL su 29*34 2 31 95
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Raging Demon Super Combo 370 0 #DIV/0! 1 - 1+0 36 13 49
Air Raging Demon Air Super Combo 350 0 #DIV/0! 1 - 1+0 30 32 62
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Meido Gohado Ultra Combo 1 (punches) 38x7*109[450] (? Ultra Change) 0 0/0 HL - 0+9 1(1) until edge of screen Total 101 110
Anti-Air Meido Gohado Ultra Combo 1 (kicks) 45x7*60 0 0/0 - - 0+9 - Total 93 102
Air Meido Gohado Ultra Combo 1 (air) 45x8 0 0/0 HL - 0+11[4] - post landing 51 -
Tenchi Sokaigen Ultra Combo 2 38x7[525] 0 0/0 HL - 0+9 2*3x7 48 79
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv

Template:USFIVMoveListCollapseFooter


Move List

Normal Attacks

Name
Command
Notes
Standing Light Punch
lp
Standing Medium Punch
mp
Standing Hard Punch
hp
Standing Light Kick
lk
Standing Medium Kick
mk
Standing Hard Kick
hk
Close Light Punch
(near opponent) lp
Close Medium Punch
(near opponent) mp
Close Hard Punch
(near opponent) hp
Close Light Kick
(near opponent) lk
Close Medium Kick
(near opponent) mk
Close Hard Kick
(near opponent) hk
Crouching Light Punch
d + lp
Crouching Medium Punch
d + mp
Crouching Hard Punch
d + hp
Crouching Light Kick
d + lk
Crouching Medium Kick
d + mk
Crouching Hard Kick
d + hk
Neutral Jump Light Punch
u + lp
Neutral Jump Medium Punch
u + mp
Neutral Jump Hard Punch
u + hp
Neutral Jump Light Kick
u + lk
Neutral Jump Medium Kick
u + mk
Neutral Jump Hard Kick
u + hk
Angled Jump Light Punch
ub / uf + lp
Angled Jump Medium Punch
ub / uf + mp
Angled Jump Hard Punch
ub / uf + hp
Angled Jump Light Kick
ub / uf + lk
Angled Jump Medium Kick
ub / uf + mk
Angled Jump Hard Kick
ub / uf + hk

Unique Attacks

  Name Nickname Command Notes
File:No image.png {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Cancels out fireballs {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png high {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Whiffs on crouching opponents {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Throws

  Name Nickname Command Notes
File:No image.png throw {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png throw {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Special Moves

  Name Nickname Command Notes
File:No image.png Hold p to charge, ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png lp version air dashes forward, mp version dashes upward, hp version dash backwards {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ex , Can be done in air armorbreak {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ex version hits high on the first hit {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ex version is projectile-invincible. mk has projectile-invincibility only during the forward movement at start-up. armorbreak {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Super Combo

  Name Nickname Command Notes
File:No image.png throw, can be done in air (during which it hits only airborne opponents) {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Ultra Combos

  Name Nickname Command Notes
File:No image.png Can be done in air,  upward variation on the ground armorbreak {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png armorbreak {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


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

Combos

1. Crouching LP x2, Crouching MP, Gohadoken

2. Crouching MP x2, Gohadoken (In corner: EX Tatsu, HK Tatsu)

3. LK Slash (Rakan Dantojin) xx FADC, Target Combo 2, Goshoryuken

4. Crouching LP, Crouching HP, Gohadoken xx FADC, Target Combo 2, Ender

5. Jump in HP or HK, Crouching LP, Standing LP, Target Combo 2, Goshoryuken

6. (Corner) - Target Combo 2, EX Tatsu, HK Tatsu

7. EX Slash , Tatsu or Gohadoken or any Ultra

8. (Corner Anti-air) - F + HK, Ultra 1 or 2

9. (Corner) - EX Tatsu , Ultra 1 or 2

10. Shoryuken xx FADC, Ultra 1 or 2

11. c.LK, c.LP, c.HP, HK Tatsu

12. Crouching MP, Target Combo 2, LK Sekisei Jiraiken


Strategy

Costumes and Colors

Matchups

  • Vs. Abel

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. Elena

TBW


  • Vs. El Fuerte

TBW


  • Vs. Evil Ryu

TBW


  • Vs. Fei Long

TBW


  • Vs. Gen

TBW


  • Vs. Gouken

TBW


  • Vs. Guile

TBW


  • Vs. Guy

TBW


  • Vs. Hakan

TBW


  • Vs. Hugo

TBW


  • Vs. Ibuki

TBW


  • Vs. Juri

TBW


  • Vs. Ken

TBW


  • Vs. Makoto

TBW


  • Vs. M. Bison

TBW


  • Vs. Oni

TBW


  • Vs. Poison

TBW


  • Vs. Rolento

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. Yang

TBW


  • Vs. Yun

TBW


  • Vs. Zangief

TBW


Frame Data

NAME|NICKNAME|MOTION|NOTES|FRAME DATA NAME|DAMAGE|STUN|METER GAIN|HIT LEVEL|CANCEL|STARTUP|ACTIVE|RECOVERY|STARTUP TOTAL|ACTIVE TOTAL|RECOVERY TOTAL|TOTAL FRAMES|LAST ACTIVE|BLOCK STUN|HIT STUN|ADV ON GUARD|ADV ON HIT|NOTES|Armor Breaking|Projectile|Throw|ON HIT - GROUND|COUNTER HIT - GROUND|ON HIT - AIR|COUNTER HIT - AIR|ARMOR|FULL INVINCIBILITY|STRIKE INVINCIBILITY|PROJECTILE INVINCIBILITY|THROW INVINCIBILITY|AIRBORNE|JUGGLE INFO
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Stand LP Stand Jab.gif 30 50 20 HL ch/sp/su 3 3 5 3 10 3 3 5 11 15 3 7 Reset Reset - - -
Stand MP Stand Strong.gif 70 100 40 HL sp/su 6 4 11 6 20 4 4 11 15 18 0 3 Reset Reset - - -
Stand HP Stand Fierce.gif 100 200 60 HL sp/su 7 4 17 7 27 4 4 17 18 23 -3 2 Forces stand Forces stand Reset Reset - - -
Stand LK Stand Short.gif 30 50 20 HL sp/su 4 5 6 4 14 5 5 6 11 14 0 3 Reset Reset - - -
Stand MK Stand Forward.gif 40*30 50*50 40*40 HL sp/su*- 6 1*4 14 6 24 4 5 14 16 19 -2 1 Reset Reset - - -
Stand HK Stand Roundhouse.gif 40*70 125*75 60*20 HL su*- 6 2(8)4 18 6 37 4 14 18 18 24 -4 2 Forces stand Forces stand Reset Reset - - -
Toward LP Toward Jab.gif 30 50 20 HL sp/su 4 3 6 4 12 3 3 6 11 14 2 5 Reset Reset - - -
Zugai Hasatsu Zugai Hasatsu 30*50 50*50 40*20 H - 15 2(1)2 17 15 36 2 5 17 14 21 -5 2 Reset Reset - - -
Special Forward Special Forward.gif 120 200 60 HL su 12 3 18 12 32 3 3 18 12 21 -9 0 X Reset Reset - - -
Toward LK Toward Short.gif 50 50 20 HL - 5 3 10 5 17 3 3 10 11 14 -2 1 Reset Reset - - -
Toward MK Toward Forward.gif 70 100 40 HL - 11 2 13 11 25 2 2 13 14 17 -1 2 Reset Reset - - -
Toward HK Toward Roundhouse.gif 100 200 60 HL - 10 2 22 10 33 2 2 22 18 22 -6 -2 Soft Knockdown Soft Knockdown - - -
Crouch LP Crouch Jab.gif 25 50 20 HL ch/sp/su 3 3 5 3 10 3 3 5 11 14 3 6 Reset Reset - - -
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 5 4 7 5 15 4 4 7 14 17 3 6 Reset Reset - - -
Crouch HP Crouch Fierce.gif 90 200 60 HL sp/su 5 8 18 5 30 8 8 18 18 23 -8 -3 Forces stand Forces stand Reset Reset - - -
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 4 3 9 4 15 3 3 9 11 14 -1 2 Reset Reset - - -
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 6 2 16 6 23 2 2 16 14 17 -4 -1 Reset Reset - - -
Crouch HK Crouch Roundhouse.gif 100 150 60 L - 8 2 23 8 32 2 2 23 17 - -8 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - -
Ganka Uchi Left.gif+Strong.gif 60 50 40 HL sp/su 5 6 12 5 22 6 6 12 20 24 2 6 Reset Reset - - -
Target Combo 1 Right.gif+Jab.gif > Strong.gif 60 150 40 HL sp/su 6 4 11 6 20 4 4 11 0 3 Reset Reset - - -
Target Combo 2 Left.gif+Strong.gif > Fierce.gif 80 160 60 HL sp/su 7 4 17 7 27 4 4 17 -3 2 Cannot hit crouching opponents 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 Jab.gif 50 50 20 H - 5 10 - 5 14 10 10 0 - - Reset Reset - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 7 10 - 7 16 10 10 0 - - Soft Knockdown Soft Knockdown - - -
Neutral Jump HP Neutral Jump Fierce.gif 110 200 60 H - 8 4 - 8 11 4 4 0 - - Reset Reset - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 5 9 - 5 13 9 9 0 - - Reset Reset - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 5 5 - 5 9 5 5 0 - - Reset Reset - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 6 3(6)2 - 6 16 2 11 0 - - Reset Reset - - -
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 5 10 - 5 14 10 10 0 - - Reset Reset - - -
Angled Jump MP Angled Jump Strong.gif 80 100 40 H - 6 7 - 6 12 7 7 0 - - Reset Reset - - -
Angled Jump HP Angled Jump Fierce.gif 110 200 60 H - 7 5 - 7 11 5 5 0 - - Reset Reset - - -
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 4 10 - 4 13 10 10 0 - - Reset Reset - - -
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 6 7 - 6 12 7 7 0 - - Reset Reset - - -
Angled Jump HK Angled Jump Roundhouse.gif 100 200 60 H - 6 4 - 6 9 4 4 0 - - 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
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 36 21 58 2 2 36 -22 - Crumple Soft Knockdown Soft Knockdown - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 36 29 66 2 2 36 -16 - Crumple Crumple Free Juggle Free Juggle - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 64 2 35 64 100 2 2 35 - - X 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
Ragou Souha Forward Throw 130 150 40 0.91 - 3 2 20 3 24 2 20 - - [H] hard knockdown X Hard Knockdown - - - - - -
Shuretto Back Throw 130 120 40 0.91 - 3 2 20 3 24 2 20 - - [H] hard knockdown 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
Gohadoken Gohadoken Jab.gif 60 100 10/20 HL su 13 33 Total 47 13 60 0 47 -8 -4 Can cancel on the 18-19f X Soft Knockdown Soft Knockdown - - -
Gohadoken Strong.gif 60 100 10/20 HL su 13 31 Total 47 13 60 0 47 -8 -4 Can cancel on the 18-19f X Soft Knockdown Soft Knockdown - - -
Gohadoken Fierce.gif 60 100 10/20 HL su 13 28 Total 47 13 60 0 47 -8 -4 Can cancel on the 18-19f X Soft Knockdown Soft Knockdown - - -
Gohadoken (Charge) Gohadoken (Charged) 40*40 50*50 10/10*10 HL su 45 - Total 77 45 122 0 77 2 6 Can cancel on the 62-63f X Soft Knockdown Soft Knockdown - - -
EX Gohadoken Gohadoken EX.gif 50*50 50*50 -250/0 HL su 13 - Total 43 13 56 0 43 4 4 Can cancel on the 16-17f X Soft Knockdown Soft Knockdown - - -
Gorai Hadoken Gorai Hadoken Jab.gif 60 150 10/20 HL su 28 - Total 52 28 80 0 52 -5 - Can cancel on the 30-31f X Soft Knockdown Soft Knockdown - - -
Gorai Hadoken Strong.gif 60*30 100*100 10/20*20 HL su 29 - Total 59 29 88 0 59 -3 - Can cancel on the 31-32f X Soft Knockdown Soft Knockdown - - -
Gorai Hadoken Fierce.gif 50*50*20 100*100*50 10/20*20*20 HL su 31 - Total 67 31 98 0 67 12 - Can cancel on the 33-34f X Soft Knockdown Soft Knockdown - - -
EX Gorai Hadoken Gorai Hadoken EX.gif 50x3 100*100*50 -250/0 HL su 25 - Total 50 25 75 0 50 12 - Can cancel on the 27-28f X Soft Knockdown Soft Knockdown - - -
Zanku Hadosho Air Command Dash Jab.gif 70 100 5/40 HL - 5 4 post landing 11 5 19 4 11 - - From the 15th frame to 7 frames before landing, can cancel into Air Tatsumaki or Super X Soft Knockdown Soft Knockdown - - -
Air Command Dash Strong.gif 70 100 5/40 HL - 5 4 post landing 11 5 19 4 11 - - From the 15th frame to 7 frames before landing, can cancel into Air Tatsumaki or Super X Soft Knockdown Soft Knockdown - - -
Air Command Dash Fierce.gif 70 100 5/40 HL - 5 4 post landing 16 5 24 4 16 - - X Soft Knockdown Soft Knockdown - - -
Goshoryuken Goshoryuken Jab.gif 80*40[80*30*30] 80*60[80*60*60] 30/40*20[40*10*10] HL su 3 2*12 14+10 3 40 14 24 -15 - Only if the 1st Hit hits, full animation trigger, only 2nd hit of the full animation can be cancelled, [] represents full hit property 1st Hit: Hard Knockdown, 2nd Hit: Soft Knockdown 1st Hit: Hard Knockdown, 2nd Hit: Soft Knockdown 1st Hit: Hard Knockdown, 2nd Hit: Soft Knockdown 1st Hit: Hard Knockdown, 2nd Hit: Soft Knockdown - - Lower body: 1~16f
Goshoryuken Strong.gif 70*40[70*50*30] 80*60[80*60*60] 20/40*20[40*10*10] HL su 3 2*12 25+10 3 51 14 35 -26 - Only if the 1st Hit hits, full animation trigger, only 2nd hit of the full animation can be cancelled, [] represents full hit property - All: 1~4f Lower half: 5~16f
Goshoryuken Fierce.gif 80*40[80*50*30] 80*60[80*60*60] 20/40*20[40*10*10] HL su 3 4*12 28+10 3 56 16 38 -29 - Only if the 1st Hit hits, full animation trigger, only 2nd hit of the full animation can be cancelled, [] represents full hit property - All: 1~5f All: 6~7f, Lower body: 11~18f
EX Goshoryuken Goshoryuken EX.gif 100*70*80[100*50*40] 80*60*60[80*60*60] -250/0 HL su 3 4*2*10 28+10 3 56 16 38 -27 - Only if the 1st Hit hits, full animation trigger, only 2nd hit of the full animation can be cancelled, [] represents full hit property - All: 1~18f -
Tatsumaki Hurricane Kick Short.gif 110 150 30/20 HL - 11 2(6)2 12+8 11 40 10 20 -9 - 2nd kick hits behind, cannot hit crouching opponents X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Hurricane Kick Forward.gif 80*50 100*50 30/20*10 HL su*-*- 5 2(5)[2(5)2](5)1 16+12 5 54 22 28 -22[-8] - Active frames in [] can hit once at most, 2nd half of [] hits behind, block advantage in [] assumes 4th hit, 2nd hit onwards cannot hit crouching opponents X 1st Hit: Forces stand, 2nd-4th Hit: Soft Knockdown 1st Hit: Forces stand, 2nd Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - Feet: 5~6f
Hurricane Kick Roundhouse.gif 80*40*40 100*50*50 30/20*10*10 HL su*-(x3) 5 2(4)[2(5)1](5)[1(5)1](5)1 13+8 5 57 32 21 -13[-1] - Active frames in [] can hit once at most, 2nd half of [] hits behind, block advantage in [] assumes 6th hit, 2nd hit onwards cannot hit crouching opponents X 1st Hit: Forces stand, 2nd-6th Hit: Soft Knockdown 1st Hit: Forces stand, 2nd-6th Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - Feet: 5~6f
EX Tatsumaki Hurricane Kick EX.gif 30x4*40 40x5 #DIV/0! HL - 11 1(3)1(3)1(3)1(3)1 18+3 11 48 17 21 -1 - X 1st-5th Hit: Forces stand, 6th Hit: Soft Knockdown 1st-5th Hit: Forces stand, 6th Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - -
Air Tatsumaki Air Hurricane Short.gif 70 50 30-Oct HL - 9 2(6)2(6)2 post landing 10 9 - 18 post landing 10 - - Will only hit once, 2nd kick hits behind Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Air Hurricane Forward.gif 60*60 50*50 10/30*30 HL - 7 [2(6)2](6)2 post landing 10 7 - 18 post landing 10 - - Active frames in [] only hit once, 2nd kick hits behind Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Air Hurricane Roundhouse.gif 80*80 50*50 10/30*30 HL - 7 [2(6)2](6)2 post landing 10 7 - 18 post landing 10 - - Active frames in [] only hit once, 2nd kick hits behind Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
EX Air Tatsumaki Air Hurricane EX.gif 40x5 50x5 #DIV/0! HL - 7 1(3)1(3)1(3)1(3)1 post landing 4 7 - 17 post landing 4 - - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Air Tatsumaki Followup Air Tatsumaki Followup 140 200 #DIV/0! HL - 7 2(2)2(2)2(2)2(2)2 post landing 22 7 - 18 post landing 22 - - Can only hit once Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Sekisei Jiraiken Ground Pound Short.gif 130 150 30/30 HL su 18 7 21 18 45 7 21 -7 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - -
Ground Pound Forward.gif 100 150 30/30 HL su 18 7 20 18 44 7 20 -6 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - -
Ground Pound Roundhouse.gif 140[90] 150 30/30 HL su 30 11 15 30 55 11 15 -1 - [] value represents if hit from a distance 2nd Hit: Hard Knockdown 2nd Hit: Hard Knockdown 1st Hit: Soft Knockdown, 2nd Hit: Hard Knockdown 1st Hit: Soft Knockdown, 2nd Hit: Hard Knockdown - - -
EX Sekisei Jiraiken Ground Pound EX.gif 80*90 100*100 #DIV/0! H*HL -*su 23 4*3 29 23 58 7 29 -9 - - All: 1f -
Rakan Dantojin Demon Slash Short.gif 110 130 20/60 HL su 17 2 25 17 43 2 25 -2 1 [air H] free juggle Free Juggle Free Juggle - - -
Demon Slash Forward.gif 120 200 20/60 HL su 30 2 25 30 56 2 25 -4 - 10-28 projectile invincible / [H] limited juggle (cant juggle) Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Demon Slash Roundhouse.gif 120[100] 150 20/60 HL su 28*34 2 25 62 88 2 25 -8 - Hitbox active on contact with opponent, can hit cross up, value in [] is if hit as cross up, cancellable only from a front hit Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
EX Rakan Dantojin Demon Slash EX.gif 100[80] 100 #DIV/0! HL su 29*34 2 31 63 95 2 31 -9 - Hitbox active on contact with opponent, can hit cross up, value in [ ] is if hit as cross up Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Raging Demon Super Combo 370 0 #DIV/0! 1 - 1+0 36 13 1 49 36 13 - - X Hard Knockdown - - - - All: 1~2f -
Air Raging Demon Air Super Combo 350 0 #DIV/0! 1 - 1+0 30 32 1 62 30 32 - - Cannot hit grounded opponents - - Hard Knockdown Hard Knockdown - All: 1~6f -
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
Meido Gohado Ultra Combo 1 (punches) 38x7*109[450] (? Ultra Change) 0 0/0 HL - 0+9 1(1) until edge of screen Total 101 9 110 0 101 -3 - 1st active frame triggers animation if connected, 1st active frame counts as Strike and not Projectile, [] is for full animation X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~12f -
Anti-Air Meido Gohado Ultra Combo 1 (kicks) 45x7*60 0 0/0 - - 0+9 - Total 93 9 102 0 93 - - Wont hit opponent on ground - - Hard Knockdown Hard Knockdown - All: 1~10f -
Air Meido Gohado Ultra Combo 1 (air) 45x8 0 0/0 HL - 0+11[4] - post landing 51 11 - - post landing 51 -25 - [] is for when canceled from Zanku Hadosho 8th Hit: Hard Knockdown 8th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~5f -
Tenchi Sokaigen Ultra Combo 2 38x7[525] 0 0/0 HL - 0+9 2*3x7 48 9 79 23 48 -30 - First two active frames (which have no Juggle Potential) trigger animation if connected, [] is for full animation, 1st hit does 0 chip damage X X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~12f 1~post freeze 12, full invi / [H] hard knockdown / armor break / 1st hit land will lock / values in [ ] for full animation / 1st hit does 0 chip damage
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


Notes: