Ultra Street Fighter IV/Gouken: Difference between revisions

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== Ultra SFIV Changes ==
== Ultra SFIV Changes ==
''Far Stand LK''
(From Ultra SFIV Arcade Japan)
*Now Special-, EX Focus-, EX Red Focus-, and Super Combo-Cancellable
* Stand LK: Can now be canceled into Special Moves, Super, or EX Focus Attack
''Crouch LP''
* Crouch LP: Startup reduced to 3 frames from 4 frames
*Start-up reduced by 1 frame (4F → 3F)
* Crouch MP: Hit Stun increased os that it is now +3 from +1 on hit; now combos into Gohadoken
''Crouch MP''
* Back Throw: Untechable timing period now techable
*Advantage on hit increased by 2 frames (+1F → +3F)
* Senkugoshoha: Forward movement of the Light version slightly increased
''Back Throw (Amaoroshi)''
* Kongoshin: No longer can be performed with a B, F, B + P input
*Untechable timing period now techable
* Hyakki Gosai (Demon Flip --> Throw): stun damage reduced to 160 from 200
''Kongoshin''
* EX Tatsumaki Gorasen: Startup reduced to 5 frames from 7 frames; invincibility reduced to 6 frames from 8 frames; Hitbox expanded downward and forward
*No longer activates with 464+P input
(New to Ultra SFIV Console Digital Release)
''Hyakki Gosai''
* EX Tatsumaki Gorasen: 7th and 8th hits which would whiff on Poison now connect
*Stun damage reduced by 40 (200 → 160)
 
''L Senkugoshoha''
 
*Forward movement distance slightly increased
== Character Specific Data ==
''EX Tatsumaki Gorasen''
Gouken{{USFIVCharacterData|1000|1000|75%|0.045|0.03|1.76|40 (4+36)|1.92|1.92|1.10|16|0.80|25|8|7|10|0.91|0.90|31|21|Sakotsukudaki, Tenmakujinkyaku|Crouch MP, Crouch LK, Crouch HK, Hyakki Gozan|Crouch HK, Hyakki Gozan, Hyakki Gosai|Senkugoshoha, EX Senkugoshoha, Forbidden Shoryuken|21|29|65|0|-9|+6|-3|TBD|}}
*Start-up reduced by 2 frames (7F → 5F); invincibility time reduced by 2 frames (1-8F → 1-6F); hitbox expanded downward and forward; 7th and 8th hits which would whiff on Poison now connect  
 
<br>


== Frame Data (At A Glance) ==
== Frame Data (At A Glance) ==
{{USFIVFrameDataGlanceTableHeader}}
{{USFIVFrameDataGlanceTableHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Close LP|Close Jab|Close lp||Close [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|4|2|9|14|11|14|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close LP|Close Jab|Close lp||Close [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|4|2|9|14|11|14|0|+3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close MP|Close Strong|Close mp||Close [[File:Strong.gif]]|65|100|40|HL|sp/su|5|2|11|17|17|20|4|7|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close MP|Close Strong|Close mp||Close [[File:Strong.gif]]|65|100|40|HL|sp/su|5|2|11|17|17|20|+4|+7|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close HP|Close Fierce|Close hp||Close [[File:Fierce.gif]]|100|200|60|HL|sp/su|8|2|16|25|18|22|0|4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close HP|Close Fierce|Close hp||Close [[File:Fierce.gif]]|100|200|60|HL|sp/su|8|2|16|25|18|22|0|+4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close LK|Close Short|Close lk||Close [[File:Short.gif]]|35|50|20|HL|-|5|2|9|15|11|14|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close LK|Close Short|Close lk||Close [[File:Short.gif]]|35|50|20|HL|-|5|2|9|15|11|14|0|+3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close MK|Close Forward|Close mk||Close [[File:Forward.gif]]|70|100|40|HL|sp/su|3|2|13|17|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close MK|Close Forward|Close mk||Close [[File:Forward.gif]]|70|100|40|HL|sp/su|3|2|13|17|14|17|-1|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close HK|Close Roundhouse|Close hk||Close [[File:Roundhouse.gif]]|40*70|125*75|60*20|HL|su*-|4|5(1)3|15|27|18|23|0|5|+4 Hit advantage on crouching opponents||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close HK|Close Roundhouse|Close hk||Close [[File:Roundhouse.gif]]|40*70|125*75|60*20|HL|su*-|4|5(1)3|15|27|18|23|0|+5|+4 Hit advantage on crouching opponents||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far LP|Far Jab|lp||Far [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|5|2|9|15|11|14|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far LP|Far Jab|lp||Far [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|5|2|9|15|11|14|0|+3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far MP|Far Strong|mp||Far [[File:Strong.gif]]|80|100|40|HL|sp/su|5|2|11|17|14|18|1|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far MP|Far Strong|mp||Far [[File:Strong.gif]]|80|100|40|HL|sp/su|5|2|11|17|14|18|+1|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far HP|Far Fierce|hp||Far [[File:Fierce.gif]]|120|200|60|HL|-|8|5|13|25|18|22|0|4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far HP|Far Fierce|hp||Far [[File:Fierce.gif]]|120|200|60|HL|-|8|5|13|25|18|22|0|+4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far LK|Far Short|lk||Far [[File:Short.gif]]|40|50|20|HL|ch/sp/su|6|2|9|16|11|14|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far LK|Far Short|lk||Far [[File:Short.gif]]|40|50|20|HL|ch/sp/su|6|2|9|16|11|14|0|+3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far MK|Far Forward|mk||Far [[File:Forward.gif]]|75|100|40|HL|-|7|2|13|21|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far MK|Far Forward|mk||Far [[File:Forward.gif]]|75|100|40|HL|-|7|2|13|21|14|17|-1|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far HK|Far Roundhouse|hk||Far [[File:Roundhouse.gif]]|110|200|60|HL|-|8|2|19|28|18|21|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far HK|Far Roundhouse|hk||Far [[File:Roundhouse.gif]]|110|200|60|HL|-|8|2|19|28|18|21|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|d + lp||Crouch [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|3|2|9|13|11|14|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|d + lp||Crouch [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|3|2|9|13|11|14|0|+3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|d + mp||Crouch [[File:Strong.gif]]|70|100|40|L|sp/su|5|2|14|20|14|19|-2|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|d + mp||Crouch [[File:Strong.gif]]|70|100|40|L|sp/su|5|2|14|20|14|19|-2|+3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|d + hp||Crouch [[File:Fierce.gif]]|80|200|60|HL|sp/su|6|4|22|31|18|23|-8|-3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|d + hp||Crouch [[File:Fierce.gif]]|80|200|60|HL|sp/su|6|4|22|31|18|23|-8|-3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|d + lk||Crouch [[File:Short.gif]]|40|50|20|L|sp/su|5|4|9|17|11|14|-2|1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|d + lk||Crouch [[File:Short.gif]]|40|50|20|L|sp/su|5|4|9|17|11|14|-2|+1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch [[File:Forward.gif]]|70|100|40|HL|sp/su|4|3|16|22|14|17|-5|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch [[File:Forward.gif]]|70|100|40|HL|sp/su|4|3|16|22|14|17|-5|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch [[File:Roundhouse.gif]]|100|100|60|L|-|6|3|18|26|18|-|-3|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch [[File:Roundhouse.gif]]|100|100|60|L|-|6|3|18|26|18|-|-3|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Sakotsukudaki|Overhead|f + mp||Overhead|80|100|40|H|-|17|4|13|33|14|19|-3|2|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Sakotsukudaki|Overhead|f + mp||[[File:Right.gif]]+[[File:Strong.gif]]|80|100|40|H|-|17|4|13|33|14|19|-3|+2|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|50|50|20|H|-|5|6|-|10|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|50|50|20|H|-|5|6|-|10|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-|}}
Line 54: Line 53:
{{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|80|100|40|H|-|6|3|-|8|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|80|100|40|H|-|6|3|-|8|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|100|200|60|H|-|7|3|-|9|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|100|200|60|H|-|7|3|-|9|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump LP|Angled Jump Jab|ub / uf + lp||Angled Jump [[File:Jab.gif]]|50|50|20|H|-|5|5|-|9|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump LP|Diagonal Jump Jab|ub / uf + lp||Diagonal Jump [[File:Jab.gif]]|50|50|20|H|-|5|5|-|9|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump MP|Angled Jump Strong|ub / uf + mp||Angled Jump [[File:Strong.gif]]|50*30|50*50|40*20|H|sp*-|4|2*2|-|7|||-|-|||||||1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|-|-|-|Legs: During startup and active|-|-|2nd Hit JP: ?|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump MP|Diagonal Jump Strong|ub / uf + mp||Diagonal Jump [[File:Strong.gif]]|50*30|50*50|40*20|H|sp*-|4|2*2|-|7|||-|-|||||||1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|-|-|-|Legs: During startup and active|-|-|2nd Hit JP: ?|}}
{{USFIVFrameDataGlanceRow|Angled Jump HP|Angled Jump Fierce|ub / uf + hp||Angled Jump [[File:Fierce.gif]]|100|200|60|H|-|5|3|-|7|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump HP|Diagonal Jump Fierce|ub / uf + hp||Diagonal Jump [[File:Fierce.gif]]|100|200|60|H|-|5|3|-|7|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump LK|Angled Jump Short|ub / uf + lk||Angled Jump [[File:Short.gif]]|40|50|20|H|-|7|8|-|14|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump LK|Diagonal Jump Short|ub / uf + lk||Diagonal Jump [[File:Short.gif]]|40|50|20|H|-|7|8|-|14|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump MK|Angled Jump Forward|ub / uf + mk||Angled Jump [[File:Forward.gif]]|70|100|40|H|-|7|4|-|10|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump MK|Diagonal Jump Forward|ub / uf + mk||Diagonal Jump [[File:Forward.gif]]|70|100|40|H|-|7|4|-|10|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump HK|Angled Jump Roundhouse|ub / uf + hk||Angled Jump [[File:Roundhouse.gif]]|100|200|60|H|-|8|3|-|10|||-|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|Legs: During startup and active|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump HK|Diagonal Jump Roundhouse|ub / uf + hk||Diagonal Jump [[File:Roundhouse.gif]]|100|200|60|H|-|8|3|-|10|||-|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|Legs: During startup and active|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|Tenmakujinkyaku|Dive Kick|(in air) d + mk||Dive Kick|60|100|40|H|-|12|until ground|-|-|||-|-|||||||||-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Tenmakujinkyaku|Dive Kick|(in air) d + mk||(air) [[File:Down.gif]]+[[File:Forward.gif]]|60|100|40|H|-|12|until ground|-|-|||-|-|||||||||-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||||||||||||||||||||||||-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|65|100|20|HL|-|10+11|2|35|57|||-21|-21||||||Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|65|100|20|HL|-|10+11|2|35|57|||-21|-21||||||Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|85|150|40|HL|-|18+11|2|35|65|||-15|-|||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|85|150|40|HL|-|18+11|2|35|65|||-15|-|||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
Line 69: Line 68:
{{USFIVFrameDataGlanceRow|Amaoroshi|Back Throw|b + lp + lk||Back Throw|1|0|40|0.9|-|5|2|24|30|||-|-|Float for 21f, throw damage is recoverable|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Amaoroshi|Back Throw|b + lp + lk||Back Throw|1|0|40|0.9|-|5|2|24|30|||-|-|Float for 21f, throw damage is recoverable|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Gohadoken|Fireball|qcf + p ex|Hold p to charge|Gohadoken|55|50|10/20|HL|su|17[8]|-|Total 41[32]|58|||2|6|20~21f [11~12f] focus cancellable, hold down the button to charge, [] refers to after button is released||X||||Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Gohadoken|Fireball|qcf + p ex|Hold p to charge|Gohadoken|55|50|10/20|HL|su|17[8]|-|24|41|||+2|+6|20~21f [11~12f] focus cancellable, hold down the button to charge, [] refers to after button is released||X||||Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Gohadoken (Charged)|Fireball (Charged)|qcf + hold p ex||Gohadoken (Charged)|55*55|50*50|10/10*10|HL|su|68|-|Total 93|161|||9|13|71-72f cancellable||X||||Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Gohadoken (Charged)|Fireball (Charged)|qcf + hold p ex||Gohadoken (Charged)|55*55|50*50|10/10*10|HL|su|68|-|25|93|||+9|+13|71-72f cancellable||X||||Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Gadoken|EX Fireball|||Gohadoken [[File:EX.gif]]|60*60|80*80|-250/0|HL|su|17[8]|-|Total 55[46]|72|||4|-|2nd fireball active on 33f [24f], 20-36f [11-27f] focus cancellable, hold down button to charge, [ ] refers to after button release||X||||Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Gadoken|EX Fireball|||Gohadoken [[File:EX.gif]]|60*60|80*80|-250/0|HL|su|17[8]|-|38|55|||+4|-|2nd fireball active on 33f [24f], 20-36f [11-27f] focus cancellable, hold down button to charge, [ ] refers to after button release||X||||Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Gadoken (Charged)|EX Fireball (Charged)|||Gohadoken [[File:EX.gif]] charge|60x4|80x4|-250/0|HL|su|68|-|Total 107|175|||13|-|2nd fireball active on 86f, 71-89f focus cancellable||X||||Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Gadoken (Charged)|EX Fireball (Charged)|||Gohadoken [[File:EX.gif]] charge|60x4|80x4|-250/0|HL|su|68|-|39|107|||+13|-|2nd fireball active on 86f, 71-89f focus cancellable||X||||Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Senkugoshoha|Palm Strike, Rush Punch|dp + p ex armorbreak||Palm Strike Jap.gif|90|150|10/20|HL|su|9|4|21|33|||-4|-||X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Senkugoshoha|Palm Strike, Rush Punch|dp + p ex armorbreak||Senkugoshoha [[File:Jab.gif]]|90|150|10/20|HL|su|9|4|21|33|||-4|-||X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Palm Strike [[File:Strong.gif]]|120|200|10/20|HL|su|21[16]|4|23|#VALUE!|||-6|-|Startup is distant dependent|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|All: 4~13f (4~8f on fastest startup)|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Senkugoshoha [[File:Strong.gif]]|120|200|10/20|HL|su|21[16]|4|23|47|||-6|-|Startup is distant dependent|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|All: 4~13f (4~8f on fastest startup)|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Palm Strike [[File:Fierce.gif]]|130|200|10/20|HL|su|27[17]|4|23|#VALUE!|||-6|-|Startup is distant dependent|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|All: 5~19f (4~9f on fastest startup)|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Senkugoshoha [[File:Fierce.gif]]|130|200|10/20|HL|su|27[17]|4|23|53|||-6|-|Startup is distant dependent|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|All: 5~19f (4~9f on fastest startup)|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Senkugoshoha|EX Palm Strike, EX Rush Punch|||Palm Strike [[File:EX.gif]]|90*60|100*50|-250/0|HL|su|32[17]|4(11)4|22|#VALUE!|||-5|-|Startup is distant dependent|X|||1st Hit: Forces stand, 2nd Hit: Free Juggle|1st Hit: Forces stand, 2nd Hit: Free Juggle|1st Hit: Soft Knockdown, 2nd Hit: Free Juggle|1st Hit: Soft Knockdown, 2nd Hit: Free Juggle|-|-|-|All: 5~24f (4~9f on fastest startup)|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Senkugoshoha|EX Palm Strike, EX Rush Punch|||Senkugoshoha [[File:EX.gif]]|90*60|100*50|-250/0|HL|su|32[17]|4(11)4|22|72|||-5|-|Startup is distant dependent|X|||1st Hit: Forces stand, 2nd Hit: Free Juggle|1st Hit: Forces stand, 2nd Hit: Free Juggle|1st Hit: Soft Knockdown, 2nd Hit: Free Juggle|1st Hit: Soft Knockdown, 2nd Hit: Free Juggle|-|-|-|All: 5~24f (4~9f on fastest startup)|-|-|-|}}
{{USFIVFrameDataGlanceRow|Tatsumaki Gorasesn|Hurricane Kick|qcb + k ex||Hurricane Kick [[File:Short.gif]]|60*20*40|100*25*25|10/20*10*10|HL|su*-*-|7|2(8)2(10)2|41 + After landing 26|97|||-70|-|||||1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown|-|-|-|-|-|9f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|Tatsumaki Gorasen|Hurricane Kick|qcb + k ex||Tatsumaki Gorasen [[File:Short.gif]]|60*20*40|100*25*25|10/20*10*10|HL|su*-*-|7|2(8)2(10)2|41 + After landing 26|97|||-70|-|||||1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown|-|-|-|-|-|9f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Hurricane Kick [[File:Forward.gif]]|65*20x2*50|100*25x3|10/20*10x3|HL|su*-(x3)|10|2(8)2(8)2(10)2|44 + After landing 26|113|||-83|-|||||1st Hit: Free Juggle, 2nd-4thd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-4thd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-4thd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-4thd Hit: Soft Knockdown|-|-|-|-|-|12f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Tatsumaki Gorasen [[File:Forward.gif]]|65*20x2*50|100*25x3|10/20*10x3|HL|su*-(x3)|10|2(8)2(8)2(10)2|44 + After landing 26|113|||-83|-|||||1st Hit: Free Juggle, 2nd-4thd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-4thd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-4thd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-4thd Hit: Soft Knockdown|-|-|-|-|-|12f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Hurricane Kick [[File:Roundhouse.gif]]|70*20x3*55|100*20x3*40|10/20*10x4|HL|su*-(x4_|13|2(8)2(7)2(8)2(11)2|53 + After landing 26|135|||-102|-|||||1st Hit: Free Juggle, 2nd-5th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-5th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-5th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-5th Hit: Soft Knockdown|-|-|-|-|-|15f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Tatsumaki Gorasen [[File:Roundhouse.gif]]|70*20x3*55|100*20x3*40|10/20*10x4|HL|su*-(x4_|13|2(8)2(7)2(8)2(11)2|53 + After landing 26|135|||-102|-|||||1st Hit: Free Juggle, 2nd-5th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-5th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-5th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-5th Hit: Soft Knockdown|-|-|-|-|-|15f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|EX Tatsumaki Gorasen|EX Hurricane Kick|||Hurricane Kick [[File:EX.gif]]|80*10x6*60|100*10x6*40|-250/0|HL|su*-(x7)|5|2(8)2(2)2(2)2(2)2(2)2(2)2(5)2|53 + After landing 26|122|||-97|-|1st hit locks opponent||||1st Hit: Free Juggle, 2nd-7th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-7th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-7th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-7th Hit: Soft Knockdown|-|All: 1~6f|-|-|-|9f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|EX Tatsumaki Gorasen|EX Hurricane Kick|||Tatsumaki Gorasen [[File:EX.gif]]|80*10x6*60|100*10x6*40|-250/0|HL|su*-(x7)|5|2(8)2(2)2(2)2(2)2(2)2(2)2(5)2|53 + After landing 26|122|||-97|-|1st hit locks opponent||||1st Hit: Free Juggle, 2nd-7th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-7th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-7th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-7th Hit: Soft Knockdown|-|All: 1~6f|-|-|-|9f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|Airborne Tatsumaki Gorasen|Air Hurricane|(in air) qcb + k ex|ex version can be controlled with b or f|Air Hurricane [[File:Short.gif]]|100|200|10/30|HL|-|6|2(4)2(3)2|After landing 20|38|||-|-|Jumping backwards will travel backwards||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Airborne Tatsumaki Gorasen|Air Hurricane|(in air) qcb + k ex|ex version can be controlled with b or f|Airborne Tatsumaki Gorasen[[File:Short.gif]]|100|200|10/30|HL|-|6|2(4)2(3)2|After landing 20|38|||-|-|Jumping backwards will travel backwards||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Air Hurricane [[File:Forward.gif]]|110|200|10/30|HL|-|6|2(4)2(3)2(4)2(3)2|After landing 20|49|||-|-|Jumping backwards will travel backwards||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Airborne Tatsumaki Gorasen[[File:Forward.gif]]|110|200|10/30|HL|-|6|2(4)2(3)2(4)2(3)2|After landing 20|49|||-|-|Jumping backwards will travel backwards||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Air Hurricane [[File:Roundhouse.gif]]|120|200|10/30|HL|-|6|2(4)2(3)2(4)2(3)2(4)2(3)2|After landing 20|60|||-|-|Jumping backwards will travel backwards||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Airborne Tatsumaki Gorasen[[File:Roundhouse.gif]]|120|200|10/30|HL|-|6|2(4)2(3)2(4)2(3)2(4)2(3)2|After landing 20|60|||-|-|Jumping backwards will travel backwards||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Airborne Tatsumaki Gorasen|EX Air Hurricane|||Air Hurricane [[File:EX.gif]]|140|200|-250/0|HL|-|6|2(4)2(3)2(4)2(3)2(4)2(3)2|20|60|||-|-|Can control movement left or right||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Airborne Tatsumaki Gorasen|EX Air Hurricane|||Airborne Tatsumaki Gorasen[[File:EX.gif]]|140|200|-250/0|HL|-|6|2(4)2(3)2(4)2(3)2(4)2(3)2|20|60|||-|-|Can control movement left or right||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Hyakkishu|Demon Flip|dp + k ex||Demon Flip|-|-|30/-|-|-|0|0|Total 39|39|||-|-|27~37f cancellable into followup, 40f lands and activates Hyakki Gozan (slide).||||||||-|-|-|-|-|5~39f|-|}}
{{USFIVFrameDataGlanceRow|Hyakkishu|Demon Flip|dp + k ex||Hyakkishu|-|-|30/-|-|-|0|0|Total 39|39|||-|-|27~37f cancellable into followup, 40f lands and activates Hyakki Gozan (slide).||||||||-|-|-|-|-|5~39f|-|}}
{{USFIVFrameDataGlanceRow|EX Hyakkishu|EX Demon Flip|||Demon Flip [[File:EX.gif]]|-|-|-250/0|-|-|0|0|Total 39|39|||-|-|27~37f cancellable into followup, 40f lands and activates Hyakki Gozan (slide).||||||||-|All: 1~26f|-|-|-|5~39f|-|}}
{{USFIVFrameDataGlanceRow|EX Hyakkishu|EX Demon Flip|||EX Hyakkishu|-|-|-250/0|-|-|0|0|Total 39|39|||-|-|27~37f cancellable into followup, 40f lands and activates Hyakki Gozan (slide).||||||||-|All: 1~26f|-|-|-|5~39f|-|}}
{{USFIVFrameDataGlanceRow|Hyakki Gozan|Demon Flip Slide|No input after performing Hyakkishu||Demon Flip Slide|100|200|0/30|L|-|39+4|11|20|73|||-13|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Hyakki Gozan|Demon Flip Slide|No input after performing Hyakkishu||Hyakki Gozan|100|200|0/30|L|-|39+4|11|20|73|||-13|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Hyakki Goheki|Demon Flip Focus|p|Perform during Hyakkishu|Demon Flip Focus|-|-|-|-|-|4|Until ground|After landing 6|-|||-|-|||||-|-|-|-|4f~until landing has armor|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Hyakki Goheki|Demon Flip Focus|p|Perform during Hyakkishu|Hyakki Goheki|-|-|-|-|-|4|Until ground|After landing 6|-|||-|-|||||-|-|-|-|4f~until landing has armor|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Hyakki Gojin|Demon Flip Dive Kick|k|Perform during Hyakkishu|Demon Flip Dive Kick|80|100|0/20|HL|-|12|Until ground|After landing 4|-|||-|-|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Hyakki Gojin|Demon Flip Dive Kick|k|Perform during Hyakkishu|Hyakki Gojin|80|100|0/20|HL|-|12|Until ground|After landing 4|-|||-|-|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Hyakki Gosai|Demon Flip Throw|lp + lk|Perform during Hyakkishu|Demon Flip Throw|150|160|0/30|1.17|-|3|2|After landing 12|16|||-|-|Cannot throw crouching opponents|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Hyakki Gosai|Demon Flip Throw|lp + lk|Perform during Hyakkishu|Hyakki Gosai|150|160|0/30|1.17|-|3|2|After landing 12|16|||-|-|Cannot throw crouching opponents|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Kongoshin|Counter|rdp + p ex|Counters only against certain attacks; lp counters low, mp counters mid, hp counters upper body attacks; EX version counters any height;|Counter|-|-|10/-|-|-|1|14|18|32|||-|-|Frames 1~14 counter is active / LP: low, MP: mid, HP: high, EX: whole body. Incurs grey damage on a successful counter.||||-|-|-|-|1~14f|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Kongoshin|Counter|rdp + p ex|Counters only against certain attacks; lp counters low, mp counters mid, hp counters upper body attacks; EX version counters any height;|Kongoshin|-|-|10/-|-|-|1|14|18|32|||-|-|Frames 1~14 counter is active / LP: low, MP: mid, HP: high, EX: whole body. Incurs grey damage on a successful counter.||||-|-|-|-|1~14f|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Kongoshin Triggered|Counter Triggered|||Counter Triggered|150|150|0/25|-|su|12|10|43|64|||-|-|Unblockable|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 7~21f|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Kongoshin Triggered|Counter Triggered|||Kongoshin Triggered|150|150|0/25|-|su|12|10|43|64|||-|-|Unblockable|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 7~21f|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Kongoshin|EX Counter|||EX Counter|-|-|10/-|||1|14|18|32|||||Frames 1~14 counter is active||||-|-|-|-|1~14f|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Kongoshin|EX Counter|||EX Kongoshin|-|-|10/-|||1|14|18|32|||||Frames 1~14 counter is active||||-|-|-|-|1~14f|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Kongoshin Triggered|EX Counter Triggered|||EX Counter Triggered|150|150|0/25|||12|10|43|64|||||Unblockable|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 7~21f|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Kongoshin Triggered|EX Counter Triggered|||EX Kongoshin Triggered|150|150|0/25|||12|10|43|64|||||Unblockable|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 7~21f|-|-|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Forbidden Shoryuken|Super|qcf qcf + p||Super Combo|85*40x5*60|0|#DIV/0!|HL|-|1+2|3*2*3*3*2*3*3|30+31|82|||-57|-|Lock opponent upon first level hit, block disadvantage refers to 2nd hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4f|-|-|-|5f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|Forbidden Shoryuken|Super Combo|qcf qcf + p armorbreak||Forbidden Shoryuken|85*40x5*60|0|-1000/0|HL|-|1+2|3*2*3*3*2*3*3|30+31|82|||-57|-|Lock opponent upon first level hit, block disadvantage refers to 2nd hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4f|-|-|-|5f~|JP: ?|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Shin Shoryuken|Ultra I|qcf qcf + 3p||Ultra Combo 1|135*48x6*90 [503]|0|0/0|HL|-|0+11|2*3*3*2*3*3*2*4|42+51|125|||-88|-|1st hit goes into animation, block disadvantage refers to 2nd hit, [] refers to animation||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~12f|-|-|-|13f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|Shin Shoryuken|Ultra Combo I|qcf qcf + 3p||Shin Shoryuken|135*48x6*90 [503]|0|0/0|HL|-|0+11|2*3*3*2*3*3*2*4|42+51|125|||-88|-|1st hit goes into animation, block disadvantage refers to 2nd hit, [] refers to animation||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~12f|-|-|-|13f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|Denjin Hadoken|Ultra II|qcf qcf + 3k|Hold 3k to charge up to 5 levels; Repeatedly inputting directions during charge can increase level up to 2 levels; Causes stun damage even on block|Ultra Combo 2 (Lv1)|60x3*120|100x4|0/0|HL|-|0+13|-|Total 73|86|||-9|-|Does 50x4 stun on block, fireball active 14f after button release||||4th Hit: Hard Knockdown|4th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|All: 1~12f|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|Denjin Hadoken|Ultra Combo II|qcf qcf + 3k|Hold 3k to charge up to 5 levels; Repeatedly inputting directions during charge can increase level up to 2 levels; Causes stun damage even on block|Denjin Hadoken (Lv1)|60x3*120|100x4|0/0|HL|-|0+13|-|60|73|||-9|-|Does 50x4 stun on block, fireball active 14f after button release||||4th Hit: Hard Knockdown|4th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|All: 1~12f|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Ultra Combo 2 (Lv2)|60x4*120|100x5|0/0|HL|-|3+14|-|Total 74|91|||1|-|Does 50x5 stun on block, charge 3~22f, fireball active 14f after button release||||5th Hit: Hard Knockdown|5th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~3f|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Denjin Hadoken (Lv2)|60x4*120|100x5|0/0|HL|-|3+14|-|57|74|||+1|-|Does 50x5 stun on block, charge 3~22f, fireball active 14f after button release||||5th Hit: Hard Knockdown|5th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~3f|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Ultra Combo 2 (Lv3)|60x5*120|100x6|0/0|HL|-|18+14|-|Total 89|121|||11|-|Does 50x6 stun on block, charge 23~42f, fireball active 14f after button release||||6th Hit: Hard Knockdown|6th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~3f|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Denjin Hadoken (Lv3)|60x5*120|100x6|0/0|HL|-|18+14|-|57|89|||+11|-|Does 50x6 stun on block, charge 23~42f, fireball active 14f after button release||||6th Hit: Hard Knockdown|6th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~3f|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Ultra Combo 2 (Lv4)|60x6*120|100x7|0/0|HL|-|33+14|-|Total 104|151|||21|-|Does 50x7 stun on block, charge 43~62f, fireball active 14f after button release||||7th Hit: Hard Knockdown|7th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~3f|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Denjin Hadoken (Lv4)|60x6*120|100x7|0/0|HL|-|33+14|-|57|104|||+21|-|Does 50x7 stun on block, charge 43~62f, fireball active 14f after button release||||7th Hit: Hard Knockdown|7th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~3f|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Ultra Combo 2 (Lv5)|60x7*120|100x8|0/0|HL|-|0+65|-|Total 118|183|||31|-|Does 50x8 stun on block, charge 63f~||||8th Hit: Hard Knockdown|8th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~3f|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Denjin Hadoken (Lv5)|60x7*120|100x8|0/0|HL|-|0+65|-|53|118|||+31|-|Does 50x8 stun on block, charge 63f~||||8th Hit: Hard Knockdown|8th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~3f|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
|-  
|-
|}
|}


Line 115: Line 114:


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|CloseLP|
Close LP|Close Jab|Close lp||
Close LP|Close Jab|Close lp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|CloseMP|
Close MP|Close Strong|Close mp||
Close MP|Close Strong|Close mp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|CloseHP|
Close HP|Close Fierce|Close hp||
Close HP|Close Fierce|Close hp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|CloseLK|
Close LK|Close Short|Close lk||
Close LK|Close Short|Close lk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|CloseMK|
Close MK|Close Forward|Close mk||
Close MK|Close Forward|Close mk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|CloseHK|
Close HK|Close Roundhouse|Close hk||
Close HK|Close Roundhouse|Close hk||
(No uses/strategies)
(No uses/strategies)
Line 145: Line 144:


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|FarLP|
Far LP|Far Jab|lp||
Far LP|Far Jab|lp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|FarMP|
Far MP|Far Strong|mp||
Far MP|Far Strong|mp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|FarHP|
Far HP|Far Fierce|hp||
Far HP|Far Fierce|hp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|FarLK|
Far LK|Far Short|lk||
Far LK|Far Short|lk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|FarMK|
Far MK|Far Forward|mk||
Far MK|Far Forward|mk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|FarHK|
Far HK|Far Roundhouse|hk||
Far HK|Far Roundhouse|hk||
(No uses/strategies)
(No uses/strategies)
Line 175: Line 174:


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|CrouchLP|
Crouch LP|Crouch Jab|d + lp||
Crouch LP|Crouch Jab|d + lp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|CrouchMP|
Crouch MP|Crouch Strong|d + mp||
Crouch MP|Crouch Strong|d + mp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|CrouchHP|
Crouch HP|Crouch Fierce|d + hp||
Crouch HP|Crouch Fierce|d + hp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|CrouchLK|
Crouch LK|Crouch Short|d + lk||
Crouch LK|Crouch Short|d + lk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|CrouchMK|
Crouch MK|Crouch Forward|d + mk||
Crouch MK|Crouch Forward|d + mk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|CrouchHK|
Crouch HK|Crouch Roundhouse|d + hk||
Crouch HK|Crouch Roundhouse|d + hk||
(No uses/strategies)
(No uses/strategies)
Line 202: Line 201:




=== Neutral Jump Attacks ===
=== Neutral Jumping Normals ===


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|NeutralLP|
Neutral Jump LP|Neutral Jump Jab|u + lp||
Neutral Jump LP|Neutral Jump Jab|u + lp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|NeutralMP|
Neutral Jump MP|Neutral Jump Strong|u + mp||
Neutral Jump MP|Neutral Jump Strong|u + mp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|NeutralHP|
Neutral Jump HP|Neutral Jump Fierce|u + hp||
Neutral Jump HP|Neutral Jump Fierce|u + hp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|NeutralLK|
Neutral Jump LK|Neutral Jump Short|u + lk||
Neutral Jump LK|Neutral Jump Short|u + lk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|NeutralMK|
Neutral Jump MK|Neutral Jump Forward|u + mk||
Neutral Jump MK|Neutral Jump Forward|u + mk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|NeutralHK|
Neutral Jump HK|Neutral Jump Roundhouse|u + hk||
Neutral Jump HK|Neutral Jump Roundhouse|u + hk||
(No uses/strategies)
(No uses/strategies)
Line 232: Line 231:




=== Angled Jump Attacks ===
=== Diagonal Jumping Normals ===


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|DiagonalLP|
Angled Jump LP|Angled Jump Jab|ub / uf + lp||
Diagonal Jump LP|Diagonal Jump Jab|ub / uf + lp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|DiagonalMP|
Angled Jump MP|Angled Jump Strong|ub / uf + mp||
Diagonal Jump MP|Diagonal Jump Strong|ub / uf + mp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|DiagonalHP|
Angled Jump HP|Angled Jump Fierce|ub / uf + hp||
Diagonal Jump HP|Diagonal Jump Fierce|ub / uf + hp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|DiagonalLK|
Angled Jump LK|Angled Jump Short|ub / uf + lk||
Diagonal Jump LK|Diagonal Jump Short|ub / uf + lk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|DiagonalMK|
Angled Jump MK|Angled Jump Forward|ub / uf + mk||
Diagonal Jump MK|Diagonal Jump Forward|ub / uf + mk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|DiagonalHK|
Angled Jump HK|Angled Jump Roundhouse|ub / uf + hk||
Diagonal Jump HK|Diagonal Jump Roundhouse|ub / uf + hk||
(No uses/strategies)
(No uses/strategies)
}}
}}
Line 265: Line 264:


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|Sakotsukudaki|
Sakotsukudaki|Overhead|f + mp||
Sakotsukudaki|Overhead|f + mp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|Tenmakujinkyaku|
Tenmakujinkyaku|Dive Kick|(in air) d + mk||
Tenmakujinkyaku|Dive Kick|(in air) d + mk||
(No uses/strategies)
(No uses/strategies)
Line 279: Line 278:


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|FocusAttack(
Focus Attack (Level 1)|Level 1 Focus|mp + mk||
Level1)|Focus Attack (Level 1)|Level 1 Focus|mp + mk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|FocusAttack(
Focus Attack (Level 2)|Level 2 Focus|mp + mk||
Level2)|Focus Attack (Level 2)|Level 2 Focus|mp + mk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|FocusAttack(
Focus Attack (Level 3)|Level 3 Focus|mp + mk||
Level3)|Focus Attack (Level 3)|Level 3 Focus|mp + mk||
(No uses/strategies)
(No uses/strategies)
}}
}}
Line 297: Line 296:


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|Raikotokyaku|
Raikotokyaku|Forward Throw|f or n + lp + lk||
Raikotokyaku|Forward Throw|f or n + lp + lk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|Amaoroshi|
Amaoroshi|Back Throw|b + lp + lk||
Amaoroshi|Back Throw|b + lp + lk||
(No uses/strategies)
(No uses/strategies)
Line 311: Line 310:


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|Gohadoken|
Gohadoken|Fireball|qcf + p ex|Hold p to charge|
Gohadoken|Fireball|qcf + p ex|Hold p to charge|
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|Gohadoken(
Gohadoken (Charged)|Fireball (Charged)|qcf + hold p ex||
Charged)|Gohadoken (Charged)|Fireball (Charged)|qcf + hold p ex||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|Senkugoshoha|
Senkugoshoha|Palm Strike, Rush Punch|dp + p ex armorbreak||
Senkugoshoha|Palm Strike, Rush Punch|dp + p ex armorbreak||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|TatsumakiGorasen|
Tatsumaki Gorasesn|Hurricane Kick|qcb + k ex||
Tatsumaki Gorasen|Hurricane Kick|qcb + k ex||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|AirborneTatsumakiGorasen|
Airborne Tatsumaki Gorasen|Air Hurricane|(in air) qcb + k ex|ex version can be controlled with b or f|
Airborne Tatsumaki Gorasen|Air Hurricane|(in air) qcb + k ex|ex version can be controlled with b or f|
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|Hyakkishu|
Hyakkishu|Demon Flip|dp + k ex||
Hyakkishu|Demon Flip|dp + k ex||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|HyakkiGozan|
Hyakki Gozan|Demon Flip Slide|No input after performing Hyakkishu||
Hyakki Gozan|Demon Flip Slide|No input after performing Hyakkishu||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|HyakkiGoheki|
Hyakki Goheki|Demon Flip Focus|p|Perform during Hyakkishu|
Hyakki Goheki|Demon Flip Focus|p|Perform during Hyakkishu|
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|HyakkiGojin|
Hyakki Gojin|Demon Flip Dive Kick|k|Perform during Hyakkishu|
Hyakki Gojin|Demon Flip Dive Kick|k|Perform during Hyakkishu|
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|HyakkiGosai|
Hyakki Gosai|Demon Flip Throw|lp + lk|Perform during Hyakkishu|
Hyakki Gosai|Demon Flip Throw|lp + lk|Perform during Hyakkishu|
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|Kongoshin|
Kongoshin|Counter|rdp + p ex|Counters only against certain attacks; lp counters low, mp counters mid, hp counters upper body attacks; EX version counters any height;|
Kongoshin|Counter|rdp + p ex|Counters only against certain attacks; lp counters low, mp counters mid, hp counters upper body attacks; EX version counters any height;|
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|KongoshinTriggered|
Kongoshin Triggered|Counter Triggered|||
Kongoshin Triggered|Counter Triggered|||
(No uses/strategies)
(No uses/strategies)
Line 365: Line 364:


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|ForbiddenShoryuken|
Forbidden Shoryuken|Super|qcf qcf + p||
Forbidden Shoryuken|Super Combo|qcf qcf + p armorbreak||
(No uses/strategies)
(No uses/strategies)
}}
}}
Line 375: Line 374:


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|ShinShoryuken|
Shin Shoryuken|Ultra I|qcf qcf + 3p||
Shin Shoryuken|Ultra Combo I|qcf qcf + 3p||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Gouken|DenjinHadoken|
Denjin Hadoken|Ultra II|qcf qcf + 3k|Hold 3k to charge up to 5 levels; Repeatedly inputting directions during charge can increase level up to 2 levels; Causes stun damage even on block|
Denjin Hadoken|Ultra Combo II|qcf qcf + 3k|Hold 3k to charge up to 5 levels; Repeatedly inputting directions during charge can increase level up to 2 levels; Causes stun damage even on block|
(No uses/strategies)
(No uses/strategies)
}}
}}
Line 396: Line 395:


==Frame Data==
==Frame Data==
{{USFIVFrameTableDataHeader}}
{{USFIVFrameDataTableHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Close LP|Close Jab|Close lp||Close [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|4|2|9|14|11|14|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close LP|Close Jab|Close lp||Close [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|4|2|9|14|11|14|0|+3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close MP|Close Strong|Close mp||Close [[File:Strong.gif]]|65|100|40|HL|sp/su|5|2|11|17|17|20|4|7|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close MP|Close Strong|Close mp||Close [[File:Strong.gif]]|65|100|40|HL|sp/su|5|2|11|17|17|20|+4|+7|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close HP|Close Fierce|Close hp||Close [[File:Fierce.gif]]|100|200|60|HL|sp/su|8|2|16|25|18|22|0|4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close HP|Close Fierce|Close hp||Close [[File:Fierce.gif]]|100|200|60|HL|sp/su|8|2|16|25|18|22|0|+4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close LK|Close Short|Close lk||Close [[File:Short.gif]]|35|50|20|HL|-|5|2|9|15|11|14|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close LK|Close Short|Close lk||Close [[File:Short.gif]]|35|50|20|HL|-|5|2|9|15|11|14|0|+3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close MK|Close Forward|Close mk||Close [[File:Forward.gif]]|70|100|40|HL|sp/su|3|2|13|17|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close MK|Close Forward|Close mk||Close [[File:Forward.gif]]|70|100|40|HL|sp/su|3|2|13|17|14|17|-1|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close HK|Close Roundhouse|Close hk||Close [[File:Roundhouse.gif]]|40*70|125*75|60*20|HL|su*-|4|5(1)3|15|27|18|23|0|5|+4 Hit advantage on crouching opponents||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close HK|Close Roundhouse|Close hk||Close [[File:Roundhouse.gif]]|40*70|125*75|60*20|HL|su*-|4|5(1)3|15|27|18|23|0|+5|+4 Hit advantage on crouching opponents||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far LP|Far Jab|lp||Far [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|5|2|9|15|11|14|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far LP|Far Jab|lp||Far [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|5|2|9|15|11|14|0|+3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far MP|Far Strong|mp||Far [[File:Strong.gif]]|80|100|40|HL|sp/su|5|2|11|17|14|18|1|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far MP|Far Strong|mp||Far [[File:Strong.gif]]|80|100|40|HL|sp/su|5|2|11|17|14|18|+1|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far HP|Far Fierce|hp||Far [[File:Fierce.gif]]|120|200|60|HL|-|8|5|13|25|18|22|0|4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far HP|Far Fierce|hp||Far [[File:Fierce.gif]]|120|200|60|HL|-|8|5|13|25|18|22|0|+4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far LK|Far Short|lk||Far [[File:Short.gif]]|40|50|20|HL|ch/sp/su|6|2|9|16|11|14|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far LK|Far Short|lk||Far [[File:Short.gif]]|40|50|20|HL|ch/sp/su|6|2|9|16|11|14|0|+3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far MK|Far Forward|mk||Far [[File:Forward.gif]]|75|100|40|HL|-|7|2|13|21|14|17|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far MK|Far Forward|mk||Far [[File:Forward.gif]]|75|100|40|HL|-|7|2|13|21|14|17|-1|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far HK|Far Roundhouse|hk||Far [[File:Roundhouse.gif]]|110|200|60|HL|-|8|2|19|28|18|21|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far HK|Far Roundhouse|hk||Far [[File:Roundhouse.gif]]|110|200|60|HL|-|8|2|19|28|18|21|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch LP|Crouch Jab|d + lp||Crouch [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|3|2|9|13|11|14|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch LP|Crouch Jab|d + lp||Crouch [[File:Jab.gif]]|20|50|20|HL|ch/sp/su|3|2|9|13|11|14|0|+3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch MP|Crouch Strong|d + mp||Crouch [[File:Strong.gif]]|70|100|40|L|sp/su|5|2|14|20|14|19|-2|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch MP|Crouch Strong|d + mp||Crouch [[File:Strong.gif]]|70|100|40|L|sp/su|5|2|14|20|14|19|-2|+3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch HP|Crouch Fierce|d + hp||Crouch [[File:Fierce.gif]]|80|200|60|HL|sp/su|6|4|22|31|18|23|-8|-3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch HP|Crouch Fierce|d + hp||Crouch [[File:Fierce.gif]]|80|200|60|HL|sp/su|6|4|22|31|18|23|-8|-3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch LK|Crouch Short|d + lk||Crouch [[File:Short.gif]]|40|50|20|L|sp/su|5|4|9|17|11|14|-2|1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch LK|Crouch Short|d + lk||Crouch [[File:Short.gif]]|40|50|20|L|sp/su|5|4|9|17|11|14|-2|+1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch MK|Crouch Forward|d + mk||Crouch [[File:Forward.gif]]|70|100|40|HL|sp/su|4|3|16|22|14|17|-5|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch MK|Crouch Forward|d + mk||Crouch [[File:Forward.gif]]|70|100|40|HL|sp/su|4|3|16|22|14|17|-5|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch [[File:Roundhouse.gif]]|100|100|60|L|-|6|3|18|26|18|-|-3|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch [[File:Roundhouse.gif]]|100|100|60|L|-|6|3|18|26|18|-|-3|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Sakotsukudaki|Overhead|f + mp||Overhead|80|100|40|H|-|17|4|13|33|14|19|-3|2|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Sakotsukudaki|Overhead|f + mp||[[File:Right.gif]]+[[File:Strong.gif]]|80|100|40|H|-|17|4|13|33|14|19|-3|+2|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow||||||||||||||||||||||||||||||||||
{{USFIVFrameDataRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|50|50|20|H|-|5|6|-|10|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|50|50|20|H|-|5|6|-|10|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump [[File:Strong.gif]]|85|100|40|H|-|5|4|-|8|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump [[File:Strong.gif]]|85|100|40|H|-|5|4|-|8|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-|}}
Line 424: Line 423:
{{USFIVFrameDataRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|80|100|40|H|-|6|3|-|8|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|80|100|40|H|-|6|3|-|8|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|100|200|60|H|-|7|3|-|9|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|100|200|60|H|-|7|3|-|9|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump LP|Angled Jump Jab|ub / uf + lp||Angled Jump [[File:Jab.gif]]|50|50|20|H|-|5|5|-|9|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump LP|Diagonal Jump Jab|ub / uf + lp||Diagonal Jump [[File:Jab.gif]]|50|50|20|H|-|5|5|-|9|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump MP|Angled Jump Strong|ub / uf + mp||Angled Jump [[File:Strong.gif]]|50*30|50*50|40*20|H|sp*-|4|2*2|-|7|||-|-|||||||1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|-|-|-|Legs: During startup and active|-|-|2nd Hit JP: ?|}}
{{USFIVFrameDataRow|Diagonal Jump MP|Diagonal Jump Strong|ub / uf + mp||Diagonal Jump [[File:Strong.gif]]|50*30|50*50|40*20|H|sp*-|4|2*2|-|7|||-|-|||||||1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|-|-|-|Legs: During startup and active|-|-|2nd Hit JP: ?|}}
{{USFIVFrameDataRow|Angled Jump HP|Angled Jump Fierce|ub / uf + hp||Angled Jump [[File:Fierce.gif]]|100|200|60|H|-|5|3|-|7|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump HP|Diagonal Jump Fierce|ub / uf + hp||Diagonal Jump [[File:Fierce.gif]]|100|200|60|H|-|5|3|-|7|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump LK|Angled Jump Short|ub / uf + lk||Angled Jump [[File:Short.gif]]|40|50|20|H|-|7|8|-|14|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump LK|Diagonal Jump Short|ub / uf + lk||Diagonal Jump [[File:Short.gif]]|40|50|20|H|-|7|8|-|14|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump MK|Angled Jump Forward|ub / uf + mk||Angled Jump [[File:Forward.gif]]|70|100|40|H|-|7|4|-|10|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump MK|Diagonal Jump Forward|ub / uf + mk||Diagonal Jump [[File:Forward.gif]]|70|100|40|H|-|7|4|-|10|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup and active|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump HK|Angled Jump Roundhouse|ub / uf + hk||Angled Jump [[File:Roundhouse.gif]]|100|200|60|H|-|8|3|-|10|||-|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|Legs: During startup and active|-|-|JP: ?|}}
{{USFIVFrameDataRow|Diagonal Jump HK|Diagonal Jump Roundhouse|ub / uf + hk||Diagonal Jump [[File:Roundhouse.gif]]|100|200|60|H|-|8|3|-|10|||-|-|||||||Soft Knockdown|Soft Knockdown|-|-|-|Legs: During startup and active|-|-|JP: ?|}}
{{USFIVFrameDataRow|Tenmakujinkyaku|Dive Kick|(in air) d + mk||Dive Kick|60|100|40|H|-|12|until ground|-|-|||-|-|||||||||-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Tenmakujinkyaku|Dive Kick|(in air) d + mk||(air) [[File:Down.gif]]+[[File:Forward.gif]]|60|100|40|H|-|12|until ground|-|-|||-|-|||||||||-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|||||||||||||||||||||||||||-|-|-|-|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|65|100|20|HL|-|10+11|2|35|57|||-21|-21||||||Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|65|100|20|HL|-|10+11|2|35|57|||-21|-21||||||Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|85|150|40|HL|-|18+11|2|35|65|||-15|-|||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|85|150|40|HL|-|18+11|2|35|65|||-15|-|||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
Line 439: Line 438:
{{USFIVFrameDataRow|Amaoroshi|Back Throw|b + lp + lk||Back Throw|1|0|40|0.9|-|5|2|24|30|||-|-|Float for 21f, throw damage is recoverable|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Amaoroshi|Back Throw|b + lp + lk||Back Throw|1|0|40|0.9|-|5|2|24|30|||-|-|Float for 21f, throw damage is recoverable|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Gohadoken|Fireball|qcf + p ex|Hold p to charge|Gohadoken|55|50|10/20|HL|su|17[8]|-|Total 41[32]|58|||2|6|20~21f [11~12f] focus cancellable, hold down the button to charge, [] refers to after button is released||X||||Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Gohadoken|Fireball|qcf + p ex|Hold p to charge|Gohadoken|55|50|10/20|HL|su|17[8]|-|24|41|||+2|+6|20~21f [11~12f] focus cancellable, hold down the button to charge, [] refers to after button is released||X||||Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Gohadoken (Charged)|Fireball (Charged)|qcf + hold p ex||Gohadoken (Charged)|55*55|50*50|10/10*10|HL|su|68|-|Total 93|161|||9|13|71-72f cancellable||X||||Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Gohadoken (Charged)|Fireball (Charged)|qcf + hold p ex||Gohadoken (Charged)|55*55|50*50|10/10*10|HL|su|68|-|25|93|||+9|+13|71-72f cancellable||X||||Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|EX Gadoken|EX Fireball|||Gohadoken [[File:EX.gif]]|60*60|80*80|-250/0|HL|su|17[8]|-|Total 55[46]|72|||4|-|2nd fireball active on 33f [24f], 20-36f [11-27f] focus cancellable, hold down button to charge, [ ] refers to after button release||X||||Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|EX Gadoken|EX Fireball|||Gohadoken [[File:EX.gif]]|60*60|80*80|-250/0|HL|su|17[8]|-|38|55|||+4|-|2nd fireball active on 33f [24f], 20-36f [11-27f] focus cancellable, hold down button to charge, [ ] refers to after button release||X||||Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|EX Gadoken (Charged)|EX Fireball (Charged)|||Gohadoken [[File:EX.gif]] charge|60x4|80x4|-250/0|HL|su|68|-|Total 107|175|||13|-|2nd fireball active on 86f, 71-89f focus cancellable||X||||Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|EX Gadoken (Charged)|EX Fireball (Charged)|||Gohadoken [[File:EX.gif]] charge|60x4|80x4|-250/0|HL|su|68|-|39|107|||+13|-|2nd fireball active on 86f, 71-89f focus cancellable||X||||Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Senkugoshoha|Palm Strike, Rush Punch|dp + p ex armorbreak||Palm Strike Jap.gif|90|150|10/20|HL|su|9|4|21|33|||-4|-||X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Senkugoshoha|Palm Strike, Rush Punch|dp + p ex armorbreak||Senkugoshoha [[File:Jab.gif]]|90|150|10/20|HL|su|9|4|21|33|||-4|-||X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|||||Palm Strike [[File:Strong.gif]]|120|200|10/20|HL|su|21[16]|4|23|#VALUE!|||-6|-|Startup is distant dependent|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|All: 4~13f (4~8f on fastest startup)|-|-|-|}}
{{USFIVFrameDataRow|||||Senkugoshoha [[File:Strong.gif]]|120|200|10/20|HL|su|21[16]|4|23|47|||-6|-|Startup is distant dependent|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|All: 4~13f (4~8f on fastest startup)|-|-|-|}}
{{USFIVFrameDataRow|||||Palm Strike [[File:Fierce.gif]]|130|200|10/20|HL|su|27[17]|4|23|#VALUE!|||-6|-|Startup is distant dependent|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|All: 5~19f (4~9f on fastest startup)|-|-|-|}}
{{USFIVFrameDataRow|||||Senkugoshoha [[File:Fierce.gif]]|130|200|10/20|HL|su|27[17]|4|23|53|||-6|-|Startup is distant dependent|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|All: 5~19f (4~9f on fastest startup)|-|-|-|}}
{{USFIVFrameDataRow|EX Senkugoshoha|EX Palm Strike, EX Rush Punch|||Palm Strike [[File:EX.gif]]|90*60|100*50|-250/0|HL|su|32[17]|4(11)4|22|#VALUE!|||-5|-|Startup is distant dependent|X|||1st Hit: Forces stand, 2nd Hit: Free Juggle|1st Hit: Forces stand, 2nd Hit: Free Juggle|1st Hit: Soft Knockdown, 2nd Hit: Free Juggle|1st Hit: Soft Knockdown, 2nd Hit: Free Juggle|-|-|-|All: 5~24f (4~9f on fastest startup)|-|-|-|}}
{{USFIVFrameDataRow|EX Senkugoshoha|EX Palm Strike, EX Rush Punch|||Senkugoshoha [[File:EX.gif]]|90*60|100*50|-250/0|HL|su|32[17]|4(11)4|22|72|||-5|-|Startup is distant dependent|X|||1st Hit: Forces stand, 2nd Hit: Free Juggle|1st Hit: Forces stand, 2nd Hit: Free Juggle|1st Hit: Soft Knockdown, 2nd Hit: Free Juggle|1st Hit: Soft Knockdown, 2nd Hit: Free Juggle|-|-|-|All: 5~24f (4~9f on fastest startup)|-|-|-|}}
{{USFIVFrameDataRow|Tatsumaki Gorasesn|Hurricane Kick|qcb + k ex||Hurricane Kick [[File:Short.gif]]|60*20*40|100*25*25|10/20*10*10|HL|su*-*-|7|2(8)2(10)2|41 + After landing 26|97|||-70|-|||||1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown|-|-|-|-|-|9f~|JP: ?|}}
{{USFIVFrameDataRow|Tatsumaki Gorasen|Hurricane Kick|qcb + k ex||Tatsumaki Gorasen [[File:Short.gif]]|60*20*40|100*25*25|10/20*10*10|HL|su*-*-|7|2(8)2(10)2|41 + After landing 26|97|||-70|-|||||1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown|-|-|-|-|-|9f~|JP: ?|}}
{{USFIVFrameDataRow|||||Hurricane Kick [[File:Forward.gif]]|65*20x2*50|100*25x3|10/20*10x3|HL|su*-(x3)|10|2(8)2(8)2(10)2|44 + After landing 26|113|||-83|-|||||1st Hit: Free Juggle, 2nd-4thd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-4thd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-4thd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-4thd Hit: Soft Knockdown|-|-|-|-|-|12f~|JP: ?|}}
{{USFIVFrameDataRow|||||Tatsumaki Gorasen [[File:Forward.gif]]|65*20x2*50|100*25x3|10/20*10x3|HL|su*-(x3)|10|2(8)2(8)2(10)2|44 + After landing 26|113|||-83|-|||||1st Hit: Free Juggle, 2nd-4thd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-4thd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-4thd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-4thd Hit: Soft Knockdown|-|-|-|-|-|12f~|JP: ?|}}
{{USFIVFrameDataRow|||||Hurricane Kick [[File:Roundhouse.gif]]|70*20x3*55|100*20x3*40|10/20*10x4|HL|su*-(x4_|13|2(8)2(7)2(8)2(11)2|53 + After landing 26|135|||-102|-|||||1st Hit: Free Juggle, 2nd-5th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-5th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-5th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-5th Hit: Soft Knockdown|-|-|-|-|-|15f~|JP: ?|}}
{{USFIVFrameDataRow|||||Tatsumaki Gorasen [[File:Roundhouse.gif]]|70*20x3*55|100*20x3*40|10/20*10x4|HL|su*-(x4_|13|2(8)2(7)2(8)2(11)2|53 + After landing 26|135|||-102|-|||||1st Hit: Free Juggle, 2nd-5th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-5th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-5th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-5th Hit: Soft Knockdown|-|-|-|-|-|15f~|JP: ?|}}
{{USFIVFrameDataRow|EX Tatsumaki Gorasen|EX Hurricane Kick|||Hurricane Kick [[File:EX.gif]]|80*10x6*60|100*10x6*40|-250/0|HL|su*-(x7)|5|2(8)2(2)2(2)2(2)2(2)2(2)2(5)2|53 + After landing 26|122|||-97|-|1st hit locks opponent||||1st Hit: Free Juggle, 2nd-7th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-7th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-7th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-7th Hit: Soft Knockdown|-|All: 1~6f|-|-|-|9f~|JP: ?|}}
{{USFIVFrameDataRow|EX Tatsumaki Gorasen|EX Hurricane Kick|||Tatsumaki Gorasen [[File:EX.gif]]|80*10x6*60|100*10x6*40|-250/0|HL|su*-(x7)|5|2(8)2(2)2(2)2(2)2(2)2(2)2(5)2|53 + After landing 26|122|||-97|-|1st hit locks opponent||||1st Hit: Free Juggle, 2nd-7th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-7th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-7th Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-7th Hit: Soft Knockdown|-|All: 1~6f|-|-|-|9f~|JP: ?|}}
{{USFIVFrameDataRow|Airborne Tatsumaki Gorasen|Air Hurricane|(in air) qcb + k ex|ex version can be controlled with b or f|Air Hurricane [[File:Short.gif]]|100|200|10/30|HL|-|6|2(4)2(3)2|After landing 20|38|||-|-|Jumping backwards will travel backwards||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Airborne Tatsumaki Gorasen|Air Hurricane|(in air) qcb + k ex|ex version can be controlled with b or f|Airborne Tatsumaki Gorasen[[File:Short.gif]]|100|200|10/30|HL|-|6|2(4)2(3)2|After landing 20|38|||-|-|Jumping backwards will travel backwards||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|||||Air Hurricane [[File:Forward.gif]]|110|200|10/30|HL|-|6|2(4)2(3)2(4)2(3)2|After landing 20|49|||-|-|Jumping backwards will travel backwards||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|||||Airborne Tatsumaki Gorasen[[File:Forward.gif]]|110|200|10/30|HL|-|6|2(4)2(3)2(4)2(3)2|After landing 20|49|||-|-|Jumping backwards will travel backwards||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|||||Air Hurricane [[File:Roundhouse.gif]]|120|200|10/30|HL|-|6|2(4)2(3)2(4)2(3)2(4)2(3)2|After landing 20|60|||-|-|Jumping backwards will travel backwards||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|||||Airborne Tatsumaki Gorasen[[File:Roundhouse.gif]]|120|200|10/30|HL|-|6|2(4)2(3)2(4)2(3)2(4)2(3)2|After landing 20|60|||-|-|Jumping backwards will travel backwards||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|EX Airborne Tatsumaki Gorasen|EX Air Hurricane|||Air Hurricane [[File:EX.gif]]|140|200|-250/0|HL|-|6|2(4)2(3)2(4)2(3)2(4)2(3)2|20|60|||-|-|Can control movement left or right||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|EX Airborne Tatsumaki Gorasen|EX Air Hurricane|||Airborne Tatsumaki Gorasen[[File:EX.gif]]|140|200|-250/0|HL|-|6|2(4)2(3)2(4)2(3)2(4)2(3)2|20|60|||-|-|Can control movement left or right||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Hyakkishu|Demon Flip|dp + k ex||Demon Flip|-|-|30/-|-|-|0|0|Total 39|39|||-|-|27~37f cancellable into followup, 40f lands and activates Hyakki Gozan (slide).||||||||-|-|-|-|-|5~39f|-|}}
{{USFIVFrameDataRow|Hyakkishu|Demon Flip|dp + k ex||Hyakkishu|-|-|30/-|-|-|0|0|Total 39|39|||-|-|27~37f cancellable into followup, 40f lands and activates Hyakki Gozan (slide).||||||||-|-|-|-|-|5~39f|-|}}
{{USFIVFrameDataRow|EX Hyakkishu|EX Demon Flip|||Demon Flip [[File:EX.gif]]|-|-|-250/0|-|-|0|0|Total 39|39|||-|-|27~37f cancellable into followup, 40f lands and activates Hyakki Gozan (slide).||||||||-|All: 1~26f|-|-|-|5~39f|-|}}
{{USFIVFrameDataRow|EX Hyakkishu|EX Demon Flip|||EX Hyakkishu|-|-|-250/0|-|-|0|0|Total 39|39|||-|-|27~37f cancellable into followup, 40f lands and activates Hyakki Gozan (slide).||||||||-|All: 1~26f|-|-|-|5~39f|-|}}
{{USFIVFrameDataRow|Hyakki Gozan|Demon Flip Slide|No input after performing Hyakkishu||Demon Flip Slide|100|200|0/30|L|-|39+4|11|20|73|||-13|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Hyakki Gozan|Demon Flip Slide|No input after performing Hyakkishu||Hyakki Gozan|100|200|0/30|L|-|39+4|11|20|73|||-13|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Hyakki Goheki|Demon Flip Focus|p|Perform during Hyakkishu|Demon Flip Focus|-|-|-|-|-|4|Until ground|After landing 6|-|||-|-|||||-|-|-|-|4f~until landing has armor|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Hyakki Goheki|Demon Flip Focus|p|Perform during Hyakkishu|Hyakki Goheki|-|-|-|-|-|4|Until ground|After landing 6|-|||-|-|||||-|-|-|-|4f~until landing has armor|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Hyakki Gojin|Demon Flip Dive Kick|k|Perform during Hyakkishu|Demon Flip Dive Kick|80|100|0/20|HL|-|12|Until ground|After landing 4|-|||-|-|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Hyakki Gojin|Demon Flip Dive Kick|k|Perform during Hyakkishu|Hyakki Gojin|80|100|0/20|HL|-|12|Until ground|After landing 4|-|||-|-|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Hyakki Gosai|Demon Flip Throw|lp + lk|Perform during Hyakkishu|Demon Flip Throw|150|160|0/30|1.17|-|3|2|After landing 12|16|||-|-|Cannot throw crouching opponents|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Hyakki Gosai|Demon Flip Throw|lp + lk|Perform during Hyakkishu|Hyakki Gosai|150|160|0/30|1.17|-|3|2|After landing 12|16|||-|-|Cannot throw crouching opponents|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Kongoshin|Counter|rdp + p ex|Counters only against certain attacks; lp counters low, mp counters mid, hp counters upper body attacks; EX version counters any height;|Counter|-|-|10/-|-|-|1|14|18|32|||-|-|Frames 1~14 counter is active / LP: low, MP: mid, HP: high, EX: whole body. Incurs grey damage on a successful counter.||||-|-|-|-|1~14f|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Kongoshin|Counter|rdp + p ex|Counters only against certain attacks; lp counters low, mp counters mid, hp counters upper body attacks; EX version counters any height;|Kongoshin|-|-|10/-|-|-|1|14|18|32|||-|-|Frames 1~14 counter is active / LP: low, MP: mid, HP: high, EX: whole body. Incurs grey damage on a successful counter.||||-|-|-|-|1~14f|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Kongoshin Triggered|Counter Triggered|||Counter Triggered|150|150|0/25|-|su|12|10|43|64|||-|-|Unblockable|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 7~21f|-|-|-|-|-|}}
{{USFIVFrameDataRow|Kongoshin Triggered|Counter Triggered|||Kongoshin Triggered|150|150|0/25|-|su|12|10|43|64|||-|-|Unblockable|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 7~21f|-|-|-|-|-|}}
{{USFIVFrameDataRow|EX Kongoshin|EX Counter|||EX Counter|-|-|10/-|||1|14|18|32|||||Frames 1~14 counter is active||||-|-|-|-|1~14f|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|EX Kongoshin|EX Counter|||EX Kongoshin|-|-|10/-|||1|14|18|32|||||Frames 1~14 counter is active||||-|-|-|-|1~14f|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|EX Kongoshin Triggered|EX Counter Triggered|||EX Counter Triggered|150|150|0/25|||12|10|43|64|||||Unblockable|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 7~21f|-|-|-|-|-|}}
{{USFIVFrameDataRow|EX Kongoshin Triggered|EX Counter Triggered|||EX Kongoshin Triggered|150|150|0/25|||12|10|43|64|||||Unblockable|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 7~21f|-|-|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Forbidden Shoryuken|Super|qcf qcf + p||Super Combo|85*40x5*60|0|#DIV/0!|HL|-|1+2|3*2*3*3*2*3*3|30+31|82|||-57|-|Lock opponent upon first level hit, block disadvantage refers to 2nd hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4f|-|-|-|5f~|JP: ?|}}
{{USFIVFrameDataRow|Forbidden Shoryuken|Super Combo|qcf qcf + p armorbreak||Forbidden Shoryuken|85*40x5*60|0|-1000/0|HL|-|1+2|3*2*3*3*2*3*3|30+31|82|||-57|-|Lock opponent upon first level hit, block disadvantage refers to 2nd hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~4f|-|-|-|5f~|JP: ?|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Shin Shoryuken|Ultra I|qcf qcf + 3p||Ultra Combo 1|135*48x6*90 [503]|0|0/0|HL|-|0+11|2*3*3*2*3*3*2*4|42+51|125|||-88|-|1st hit goes into animation, block disadvantage refers to 2nd hit, [] refers to animation||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~12f|-|-|-|13f~|JP: ?|}}
{{USFIVFrameDataRow|Shin Shoryuken|Ultra Combo I|qcf qcf + 3p||Shin Shoryuken|135*48x6*90 [503]|0|0/0|HL|-|0+11|2*3*3*2*3*3*2*4|42+51|125|||-88|-|1st hit goes into animation, block disadvantage refers to 2nd hit, [] refers to animation||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~12f|-|-|-|13f~|JP: ?|}}
{{USFIVFrameDataRow|Denjin Hadoken|Ultra II|qcf qcf + 3k|Hold 3k to charge up to 5 levels; Repeatedly inputting directions during charge can increase level up to 2 levels; Causes stun damage even on block|Ultra Combo 2 (Lv1)|60x3*120|100x4|0/0|HL|-|0+13|-|Total 73|86|||-9|-|Does 50x4 stun on block, fireball active 14f after button release||||4th Hit: Hard Knockdown|4th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|All: 1~12f|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|Denjin Hadoken|Ultra Combo II|qcf qcf + 3k|Hold 3k to charge up to 5 levels; Repeatedly inputting directions during charge can increase level up to 2 levels; Causes stun damage even on block|Denjin Hadoken (Lv1)|60x3*120|100x4|0/0|HL|-|0+13|-|60|73|||-9|-|Does 50x4 stun on block, fireball active 14f after button release||||4th Hit: Hard Knockdown|4th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|All: 1~12f|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|||||Ultra Combo 2 (Lv2)|60x4*120|100x5|0/0|HL|-|3+14|-|Total 74|91|||1|-|Does 50x5 stun on block, charge 3~22f, fireball active 14f after button release||||5th Hit: Hard Knockdown|5th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~3f|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|||||Denjin Hadoken (Lv2)|60x4*120|100x5|0/0|HL|-|3+14|-|57|74|||+1|-|Does 50x5 stun on block, charge 3~22f, fireball active 14f after button release||||5th Hit: Hard Knockdown|5th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~3f|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|||||Ultra Combo 2 (Lv3)|60x5*120|100x6|0/0|HL|-|18+14|-|Total 89|121|||11|-|Does 50x6 stun on block, charge 23~42f, fireball active 14f after button release||||6th Hit: Hard Knockdown|6th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~3f|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|||||Denjin Hadoken (Lv3)|60x5*120|100x6|0/0|HL|-|18+14|-|57|89|||+11|-|Does 50x6 stun on block, charge 23~42f, fireball active 14f after button release||||6th Hit: Hard Knockdown|6th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~3f|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|||||Ultra Combo 2 (Lv4)|60x6*120|100x7|0/0|HL|-|33+14|-|Total 104|151|||21|-|Does 50x7 stun on block, charge 43~62f, fireball active 14f after button release||||7th Hit: Hard Knockdown|7th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~3f|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|||||Denjin Hadoken (Lv4)|60x6*120|100x7|0/0|HL|-|33+14|-|57|104|||+21|-|Does 50x7 stun on block, charge 43~62f, fireball active 14f after button release||||7th Hit: Hard Knockdown|7th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~3f|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|||||Ultra Combo 2 (Lv5)|60x7*120|100x8|0/0|HL|-|0+65|-|Total 118|183|||31|-|Does 50x8 stun on block, charge 63f~||||8th Hit: Hard Knockdown|8th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~3f|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|||||Denjin Hadoken (Lv5)|60x7*120|100x8|0/0|HL|-|0+65|-|53|118|||+31|-|Does 50x8 stun on block, charge 63f~||||8th Hit: Hard Knockdown|8th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~3f|-|-|-|-|JP: ?|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
|-  
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Revision as of 01:16, 23 June 2014

Ultra Street Fighter IVUSFIV-Header.png

Gouken

SSFIV-Gouken Face.jpg

Being one of Goutetsu's two students, alongside his brother Gouki, Gouken realized the dangerous nature of the art of Ansatsuken (the Assassin's Fist) and was determined to pass its teachings along... but only after removing its "killing intent" called Satsui no Hado. However, Gouki, now known as Akuma, became consumed by the Satsui no Hado and challenged Gouken to a death match, during which he killed Gouken. However, Gouken had mastered a secret technique that allowed him to separate his soul from his body, so while Akuma managed to destroy Gouken's body, his spirit remained. After the spirit had rebuilt Gouken's body, Gouken returned to not only face Akuma once again, but to ensure that his students, Ryu and Ken, continue to avoid the Satsui no Hado.


In a nutshell

Gouken is a tricky character. His gameplan is never obvious and, while he has a huge set of different tools at his disposal, knowing what to do with them can be extremely tricky. Using Gouken really requires a high level of adapting to your opponent and countering what it is they want to do. Gouken's damage output is extremely high, and some combos in the corner can easily lead to resets and dizzies, which pretty much spells the end for your opponent that Round.


Ultra SFIV Changes

(From Ultra SFIV Arcade Japan)

  • Stand LK: Can now be canceled into Special Moves, Super, or EX Focus Attack
  • Crouch LP: Startup reduced to 3 frames from 4 frames
  • Crouch MP: Hit Stun increased os that it is now +3 from +1 on hit; now combos into Gohadoken
  • Back Throw: Untechable timing period now techable
  • Senkugoshoha: Forward movement of the Light version slightly increased
  • Kongoshin: No longer can be performed with a B, F, B + P input
  • Hyakki Gosai (Demon Flip --> Throw): stun damage reduced to 160 from 200
  • EX Tatsumaki Gorasen: Startup reduced to 5 frames from 7 frames; invincibility reduced to 6 frames from 8 frames; Hitbox expanded downward and forward

(New to Ultra SFIV Console Digital Release)

  • EX Tatsumaki Gorasen: 7th and 8th hits which would whiff on Poison now connect


Character Specific Data

Gouken

VITALS
Health: 1000 Stun: 1000 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.045 Forward Dash Distance: 1.10
Back Walk Speed: 0.03 Forward Dash Total Frames: 16
JUMPING Back Dash Distance: 0.80
Jump Height Apex: 1.76 Back Dash Total Frames: 25
Jump Total Frames: 40 (4+36) Back Dash Invincibility: 8
Forward Jump Distance: 1.92 Back Dash Airborne: 7
Back Jump Distance 1.92 Back Dash Recovery: 10
THROWS WAKE-UP TIMING
Forward Throw Range: 0.91 Face Up Total Frames: 31
Back Throw Range: 0.90 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Sakotsukudaki, Tenmakujinkyaku Hard Knockdowns: Crouch HK, Hyakki Gozan, Hyakki Gosai
Low Attacks: Crouch MP, Crouch LK, Crouch HK, Hyakki Gozan Armor Breakers: Senkugoshoha, EX Senkugoshoha, Forbidden Shoryuken
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 21 L1 EX Red Focus Attack Combo Lead-Ins: TBD
Level 2 Focus Startup Frames: 29
Level 3 Focus Startup Frames: 65
L1 Focus Attack Forward Dash: 0 L2 FA Forward Dash (On Block): +6
L1 Focus Attack Back Dash: -9 L2 FA Back Dash (On Block): -3


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 Jab.gif 30 50 20 HL ch/sp/su 4 2 9 0 +3
Close MP Close Strong.gif 65 100 40 HL sp/su 5 2 11 +4 +7
Close HP Close Fierce.gif 100 200 60 HL sp/su 8 2 16 0 +4
Close LK Close Short.gif 35 50 20 HL - 5 2 9 0 +3
Close MK Close Forward.gif 70 100 40 HL sp/su 3 2 13 -1 +2
Close HK Close Roundhouse.gif 40*70 125*75 60*20 HL su*- 4 5(1)3 15 0 +5
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 5 2 9 0 +3
Far MP Far Strong.gif 80 100 40 HL sp/su 5 2 11 +1 +5
Far HP Far Fierce.gif 120 200 60 HL - 8 5 13 0 +4
Far LK Far Short.gif 40 50 20 HL ch/sp/su 6 2 9 0 +3
Far MK Far Forward.gif 75 100 40 HL - 7 2 13 -1 +2
Far HK Far Roundhouse.gif 110 200 60 HL - 8 2 19 -3 0
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 3 2 9 0 +3
Crouch MP Crouch Strong.gif 70 100 40 L sp/su 5 2 14 -2 +3
Crouch HP Crouch Fierce.gif 80 200 60 HL sp/su 6 4 22 -8 -3
Crouch LK Crouch Short.gif 40 50 20 L sp/su 5 4 9 -2 +1
Crouch MK Crouch Forward.gif 70 100 40 HL sp/su 4 3 16 -5 -2
Crouch HK Crouch Roundhouse.gif 100 100 60 L - 6 3 18 -3 -
Sakotsukudaki Right.gif+Strong.gif 80 100 40 H - 17 4 13 -3 +2
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 6 - - -
Neutral Jump MP Neutral Jump Strong.gif 85 100 40 H - 5 4 - - -
Neutral Jump HP Neutral Jump Fierce.gif 105 200 60 H - 6 4 - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 6 7 - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 3 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 7 3 - - -
Diagonal Jump LP Diagonal Jump Jab.gif 50 50 20 H - 5 5 - - -
Diagonal Jump MP Diagonal Jump Strong.gif 50*30 50*50 40*20 H sp*- 4 2*2 - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 100 200 60 H - 5 3 - - -
Diagonal Jump LK Diagonal Jump Short.gif 40 50 20 H - 7 8 - - -
Diagonal Jump MK Diagonal Jump Forward.gif 70 100 40 H - 7 4 - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 100 200 60 H - 8 3 - - -
Tenmakujinkyaku (air) Down.gif+Forward.gif 60 100 40 H - 12 until ground - - -
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 65 100 20 HL - 10+11 2 35 -21 -21
Focus Attack (Level 2) Level 2 Focus 85 150 40 HL - 18+11 2 35 -15 -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 65 2 35 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Raikotokyaku Forward Throw 140 150 40 0.91 - 3 2 20 - -
Amaoroshi Back Throw 1 0 40 0.9 - 5 2 24 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Gohadoken Gohadoken 55 50 10/20 HL su 17[8] - 24 +2 +6
Gohadoken (Charged) Gohadoken (Charged) 55*55 50*50 10/10*10 HL su 68 - 25 +9 +13
EX Gadoken Gohadoken EX.gif 60*60 80*80 -250/0 HL su 17[8] - 38 +4 -
EX Gadoken (Charged) Gohadoken EX.gif charge 60x4 80x4 -250/0 HL su 68 - 39 +13 -
Senkugoshoha Senkugoshoha Jab.gif 90 150 10/20 HL su 9 4 21 -4 -
Senkugoshoha Strong.gif 120 200 10/20 HL su 21[16] 4 23 -6 -
Senkugoshoha Fierce.gif 130 200 10/20 HL su 27[17] 4 23 -6 -
EX Senkugoshoha Senkugoshoha EX.gif 90*60 100*50 -250/0 HL su 32[17] 4(11)4 22 -5 -
Tatsumaki Gorasen Tatsumaki Gorasen Short.gif 60*20*40 100*25*25 10/20*10*10 HL su*-*- 7 2(8)2(10)2 41 + After landing 26 -70 -
Tatsumaki Gorasen Forward.gif 65*20x2*50 100*25x3 10/20*10x3 HL su*-(x3) 10 2(8)2(8)2(10)2 44 + After landing 26 -83 -
Tatsumaki Gorasen Roundhouse.gif 70*20x3*55 100*20x3*40 10/20*10x4 HL su*-(x4_ 13 2(8)2(7)2(8)2(11)2 53 + After landing 26 -102 -
EX Tatsumaki Gorasen Tatsumaki Gorasen EX.gif 80*10x6*60 100*10x6*40 -250/0 HL su*-(x7) 5 2(8)2(2)2(2)2(2)2(2)2(2)2(5)2 53 + After landing 26 -97 -
Airborne Tatsumaki Gorasen Airborne Tatsumaki GorasenShort.gif 100 200 10/30 HL - 6 2(4)2(3)2 After landing 20 - -
Airborne Tatsumaki GorasenForward.gif 110 200 10/30 HL - 6 2(4)2(3)2(4)2(3)2 After landing 20 - -
Airborne Tatsumaki GorasenRoundhouse.gif 120 200 10/30 HL - 6 2(4)2(3)2(4)2(3)2(4)2(3)2 After landing 20 - -
EX Airborne Tatsumaki Gorasen Airborne Tatsumaki GorasenEX.gif 140 200 -250/0 HL - 6 2(4)2(3)2(4)2(3)2(4)2(3)2 20 - -
Hyakkishu Hyakkishu - - 30/- - - 0 0 Total 39 - -
EX Hyakkishu EX Hyakkishu - - -250/0 - - 0 0 Total 39 - -
Hyakki Gozan Hyakki Gozan 100 200 0/30 L - 39+4 11 20 -13 -
Hyakki Goheki Hyakki Goheki - - - - - 4 Until ground After landing 6 - -
Hyakki Gojin Hyakki Gojin 80 100 0/20 HL - 12 Until ground After landing 4 - -
Hyakki Gosai Hyakki Gosai 150 160 0/30 1.17 - 3 2 After landing 12 - -
Kongoshin Kongoshin - - 10/- - - 1 14 18 - -
Kongoshin Triggered Kongoshin Triggered 150 150 0/25 - su 12 10 43 - -
EX Kongoshin EX Kongoshin - - 10/- 1 14 18
EX Kongoshin Triggered EX Kongoshin Triggered 150 150 0/25 12 10 43
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Forbidden Shoryuken Forbidden Shoryuken 85*40x5*60 0 -1000/0 HL - 1+2 3*2*3*3*2*3*3 30+31 -57 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Shin Shoryuken Shin Shoryuken 135*48x6*90 [503] 0 0/0 HL - 0+11 2*3*3*2*3*3*2*4 42+51 -88 -
Denjin Hadoken Denjin Hadoken (Lv1) 60x3*120 100x4 0/0 HL - 0+13 - 60 -9 -
Denjin Hadoken (Lv2) 60x4*120 100x5 0/0 HL - 3+14 - 57 +1 -
Denjin Hadoken (Lv3) 60x5*120 100x6 0/0 HL - 18+14 - 57 +11 -
Denjin Hadoken (Lv4) 60x6*120 100x7 0/0 HL - 33+14 - 57 +21 -
Denjin Hadoken (Lv5) 60x7*120 100x8 0/0 HL - 0+65 - 53 +31 -
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 + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong ub / uf + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce ub / uf + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump LK

Diagonal Jump Short ub / uf + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / uf + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse ub / uf + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:No image.png

Sakotsukudaki

Overhead f + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Tenmakujinkyaku

Dive Kick (in air) d + mk

~~ 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

Raikotokyaku

Forward Throw f or n + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Amaoroshi

Back Throw b + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Gohadoken

Fireball qcf + p ex Hold p to charge

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Gohadoken (Charged) Fireball (Charged) qcf + hold p ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Senkugoshoha

Palm Strike, Rush Punch dp + p ex armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Tatsumaki Gorasen

Hurricane Kick qcb + k ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Airborne Tatsumaki Gorasen

Air Hurricane (in air) qcb + k ex ex version can be controlled with b or f

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Hyakkishu

Demon Flip dp + k ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Hyakki Gozan

Demon Flip Slide No input after performing Hyakkishu

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Hyakki Goheki

Demon Flip Focus p Perform during Hyakkishu

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Hyakki Gojin

Demon Flip Dive Kick k Perform during Hyakkishu

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Hyakki Gosai

Demon Flip Throw lp + lk Perform during Hyakkishu

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Kongoshin

Counter rdp + p ex Counters only against certain attacks; lp counters low, mp counters mid, hp counters upper body attacks; EX version counters any height;

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Kongoshin Triggered

Counter Triggered

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:No image.png

Forbidden Shoryuken

Super Combo qcf qcf + p armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Shin Shoryuken

Ultra Combo I qcf qcf + 3p

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Denjin Hadoken

Ultra Combo II qcf qcf + 3k Hold 3k to charge up to 5 levels; Repeatedly inputting directions during charge can increase level up to 2 levels; Causes stun damage even on block

~~ Uses and Strategies ~~

(No uses/strategies)


The Basics

Combos

Strategy

Matchups

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 Jab.gif 30 50 20 HL ch/sp/su 4 2 9 14 0 +3 11 14 Reset Reset - - - - - - -
Close MP Close Strong.gif 65 100 40 HL sp/su 5 2 11 17 +4 +7 17 20 Reset Reset - - - - - - -
Close HP Close Fierce.gif 100 200 60 HL sp/su 8 2 16 25 0 +4 18 22 Reset Reset - - - - - - -
Close LK Close Short.gif 35 50 20 HL - 5 2 9 15 0 +3 11 14 Reset Reset - - - - - - -
Close MK Close Forward.gif 70 100 40 HL sp/su 3 2 13 17 -1 +2 14 17 Reset Reset - - - - - - -
Close HK Close Roundhouse.gif 40*70 125*75 60*20 HL su*- 4 5(1)3 15 27 0 +5 18 23 +4 Hit advantage on crouching opponents Reset Reset - - - - - - -
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 5 2 9 15 0 +3 11 14 Reset Reset - - - - - - -
Far MP Far Strong.gif 80 100 40 HL sp/su 5 2 11 17 +1 +5 14 18 Reset Reset - - - - - - -
Far HP Far Fierce.gif 120 200 60 HL - 8 5 13 25 0 +4 18 22 Reset Reset - - - - - - -
Far LK Far Short.gif 40 50 20 HL ch/sp/su 6 2 9 16 0 +3 11 14 Reset Reset - - - - - - -
Far MK Far Forward.gif 75 100 40 HL - 7 2 13 21 -1 +2 14 17 Reset Reset - - - - - - -
Far HK Far Roundhouse.gif 110 200 60 HL - 8 2 19 28 -3 0 18 21 Reset Reset - - - - - - -
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 3 2 9 13 0 +3 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 70 100 40 L sp/su 5 2 14 20 -2 +3 14 19 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 80 200 60 HL sp/su 6 4 22 31 -8 -3 18 23 Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 40 50 20 L sp/su 5 4 9 17 -2 +1 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 70 100 40 HL sp/su 4 3 16 22 -5 -2 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 100 100 60 L - 6 3 18 26 -3 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Sakotsukudaki Right.gif+Strong.gif 80 100 40 H - 17 4 13 33 -3 +2 14 19 Forces stand Forces stand Reset Reset - - - - - - -

{{USFIVFrameDataRow||||||||||||||||||||||||||||||||||

Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 5 6 - 10 - - Reset Reset - - - Legs: During startup and active - - -
Neutral Jump MP Neutral Jump Strong.gif 85 100 40 H - 5 4 - 8 - - Reset Reset - - - Legs: During startup and active - - -
Neutral Jump HP Neutral Jump Fierce.gif 105 200 60 H - 6 4 - 9 - - Soft Knockdown Soft Knockdown - - - Legs: During startup and active - - JP: ?
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 6 7 - 12 - - Reset Reset - - - Legs: During startup and active - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 3 - 8 - - Reset Reset - - - Legs: During startup and active - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 7 3 - 9 - - Reset Reset - - - Legs: During startup and active - - -
Diagonal Jump LP Diagonal Jump Jab.gif 50 50 20 H - 5 5 - 9 - - Reset Reset - - - Legs: During startup and active - - -
Diagonal Jump MP Diagonal Jump Strong.gif 50*30 50*50 40*20 H sp*- 4 2*2 - 7 - - 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown - - - Legs: During startup and active - - 2nd Hit JP: ?
Diagonal Jump HP Diagonal Jump Fierce.gif 100 200 60 H - 5 3 - 7 - - Reset Reset - - - Legs: During startup and active - - -
Diagonal Jump LK Diagonal Jump Short.gif 40 50 20 H - 7 8 - 14 - - Reset Reset - - - Legs: During startup and active - - -
Diagonal Jump MK Diagonal Jump Forward.gif 70 100 40 H - 7 4 - 10 - - Reset Reset - - - Legs: During startup and active - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 100 200 60 H - 8 3 - 10 - - Soft Knockdown Soft Knockdown - - - Legs: During startup and active - - JP: ?
Tenmakujinkyaku (air) Down.gif+Forward.gif 60 100 40 H - 12 until ground - - - - - - - - - - -
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 65 100 20 HL - 10+11 2 35 57 -21 -21 Crumple Soft Knockdown Soft Knockdown - - - - - - -
Focus Attack (Level 2) Level 2 Focus 85 150 40 HL - 18+11 2 35 65 -15 - Crumple Crumple Free Juggle Free Juggle - - - - - - -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 65 2 35 101 - - 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
Raikotokyaku Forward Throw 140 150 40 0.91 - 3 2 20 24 - - X Hard Knockdown - - - - - - - - - -
Amaoroshi Back Throw 1 0 40 0.9 - 5 2 24 30 - - Float for 21f, throw damage is recoverable 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 55 50 10/20 HL su 17[8] - 24 41 +2 +6 20~21f [11~12f] focus cancellable, hold down the button to charge, [] refers to after button is released X Free Juggle Free Juggle - - - - - - -
Gohadoken (Charged) Gohadoken (Charged) 55*55 50*50 10/10*10 HL su 68 - 25 93 +9 +13 71-72f cancellable X Free Juggle Free Juggle - - - - - - -
EX Gadoken Gohadoken EX.gif 60*60 80*80 -250/0 HL su 17[8] - 38 55 +4 - 2nd fireball active on 33f [24f], 20-36f [11-27f] focus cancellable, hold down button to charge, [ ] refers to after button release X Free Juggle Free Juggle - - - - - - -
EX Gadoken (Charged) Gohadoken EX.gif charge 60x4 80x4 -250/0 HL su 68 - 39 107 +13 - 2nd fireball active on 86f, 71-89f focus cancellable X Free Juggle Free Juggle - - - - - - -
Senkugoshoha Senkugoshoha Jab.gif 90 150 10/20 HL su 9 4 21 33 -4 - X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Senkugoshoha Strong.gif 120 200 10/20 HL su 21[16] 4 23 47 -6 - Startup is distant dependent X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - All: 4~13f (4~8f on fastest startup) - - -
Senkugoshoha Fierce.gif 130 200 10/20 HL su 27[17] 4 23 53 -6 - Startup is distant dependent X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - All: 5~19f (4~9f on fastest startup) - - -
EX Senkugoshoha Senkugoshoha EX.gif 90*60 100*50 -250/0 HL su 32[17] 4(11)4 22 72 -5 - Startup is distant dependent X 1st Hit: Forces stand, 2nd Hit: Free Juggle 1st Hit: Forces stand, 2nd Hit: Free Juggle 1st Hit: Soft Knockdown, 2nd Hit: Free Juggle 1st Hit: Soft Knockdown, 2nd Hit: Free Juggle - - - All: 5~24f (4~9f on fastest startup) - - -
Tatsumaki Gorasen Tatsumaki Gorasen Short.gif 60*20*40 100*25*25 10/20*10*10 HL su*-*- 7 2(8)2(10)2 41 + After landing 26 97 -70 - 1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown - - - - - 9f~ JP: ?
Tatsumaki Gorasen Forward.gif 65*20x2*50 100*25x3 10/20*10x3 HL su*-(x3) 10 2(8)2(8)2(10)2 44 + After landing 26 113 -83 - 1st Hit: Free Juggle, 2nd-4thd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd-4thd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd-4thd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd-4thd Hit: Soft Knockdown - - - - - 12f~ JP: ?
Tatsumaki Gorasen Roundhouse.gif 70*20x3*55 100*20x3*40 10/20*10x4 HL su*-(x4_ 13 2(8)2(7)2(8)2(11)2 53 + After landing 26 135 -102 - 1st Hit: Free Juggle, 2nd-5th Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd-5th Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd-5th Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd-5th Hit: Soft Knockdown - - - - - 15f~ JP: ?
EX Tatsumaki Gorasen Tatsumaki Gorasen EX.gif 80*10x6*60 100*10x6*40 -250/0 HL su*-(x7) 5 2(8)2(2)2(2)2(2)2(2)2(2)2(5)2 53 + After landing 26 122 -97 - 1st hit locks opponent 1st Hit: Free Juggle, 2nd-7th Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd-7th Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd-7th Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd-7th Hit: Soft Knockdown - All: 1~6f - - - 9f~ JP: ?
Airborne Tatsumaki Gorasen Airborne Tatsumaki GorasenShort.gif 100 200 10/30 HL - 6 2(4)2(3)2 After landing 20 38 - - Jumping backwards will travel backwards Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Airborne Tatsumaki GorasenForward.gif 110 200 10/30 HL - 6 2(4)2(3)2(4)2(3)2 After landing 20 49 - - Jumping backwards will travel backwards Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Airborne Tatsumaki GorasenRoundhouse.gif 120 200 10/30 HL - 6 2(4)2(3)2(4)2(3)2(4)2(3)2 After landing 20 60 - - Jumping backwards will travel backwards Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
EX Airborne Tatsumaki Gorasen Airborne Tatsumaki GorasenEX.gif 140 200 -250/0 HL - 6 2(4)2(3)2(4)2(3)2(4)2(3)2 20 60 - - Can control movement left or right Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Hyakkishu Hyakkishu - - 30/- - - 0 0 Total 39 39 - - 27~37f cancellable into followup, 40f lands and activates Hyakki Gozan (slide). - - - - - 5~39f -
EX Hyakkishu EX Hyakkishu - - -250/0 - - 0 0 Total 39 39 - - 27~37f cancellable into followup, 40f lands and activates Hyakki Gozan (slide). - All: 1~26f - - - 5~39f -
Hyakki Gozan Hyakki Gozan 100 200 0/30 L - 39+4 11 20 73 -13 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Hyakki Goheki Hyakki Goheki - - - - - 4 Until ground After landing 6 - - - - - - - 4f~until landing has armor - - - - - -
Hyakki Gojin Hyakki Gojin 80 100 0/20 HL - 12 Until ground After landing 4 - - - Forces stand Forces stand Reset Reset - - - - - - -
Hyakki Gosai Hyakki Gosai 150 160 0/30 1.17 - 3 2 After landing 12 16 - - Cannot throw crouching opponents X Hard Knockdown - - - - - - - - - -
Kongoshin Kongoshin - - 10/- - - 1 14 18 32 - - Frames 1~14 counter is active / LP: low, MP: mid, HP: high, EX: whole body. Incurs grey damage on a successful counter. - - - - 1~14f - - - - - -
Kongoshin Triggered Kongoshin Triggered 150 150 0/25 - su 12 10 43 64 - - Unblockable X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 7~21f - - - - -
EX Kongoshin EX Kongoshin - - 10/- 1 14 18 32 Frames 1~14 counter is active - - - - 1~14f - - - - - -
EX Kongoshin Triggered EX Kongoshin Triggered 150 150 0/25 12 10 43 64 Unblockable X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 7~21f - - - - -
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
Forbidden Shoryuken Forbidden Shoryuken 85*40x5*60 0 -1000/0 HL - 1+2 3*2*3*3*2*3*3 30+31 82 -57 - Lock opponent upon first level hit, block disadvantage refers to 2nd hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~4f - - - 5f~ JP: ?
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
Shin Shoryuken Shin Shoryuken 135*48x6*90 [503] 0 0/0 HL - 0+11 2*3*3*2*3*3*2*4 42+51 125 -88 - 1st hit goes into animation, block disadvantage refers to 2nd hit, [] refers to animation Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~12f - - - 13f~ JP: ?
Denjin Hadoken Denjin Hadoken (Lv1) 60x3*120 100x4 0/0 HL - 0+13 - 60 73 -9 - Does 50x4 stun on block, fireball active 14f after button release 4th Hit: Hard Knockdown 4th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - - All: 1~12f - - - JP: ?
Denjin Hadoken (Lv2) 60x4*120 100x5 0/0 HL - 3+14 - 57 74 +1 - Does 50x5 stun on block, charge 3~22f, fireball active 14f after button release 5th Hit: Hard Knockdown 5th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~3f - - - - JP: ?
Denjin Hadoken (Lv3) 60x5*120 100x6 0/0 HL - 18+14 - 57 89 +11 - Does 50x6 stun on block, charge 23~42f, fireball active 14f after button release 6th Hit: Hard Knockdown 6th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~3f - - - - JP: ?
Denjin Hadoken (Lv4) 60x6*120 100x7 0/0 HL - 33+14 - 57 104 +21 - Does 50x7 stun on block, charge 43~62f, fireball active 14f after button release 7th Hit: Hard Knockdown 7th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~3f - - - - JP: ?
Denjin Hadoken (Lv5) 60x7*120 100x8 0/0 HL - 0+65 - 53 118 +31 - Does 50x8 stun on block, charge 63f~ 8th Hit: Hard Knockdown 8th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~3f - - - - JP: ?
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: