Ultra Street Fighter IV/Ryu: Difference between revisions

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== Ultra SFIV Changes ==
== Ultra SFIV Changes ==
''Crouching medium kick''
(From Ultra SFIV Arcade Japan)
*Decreased disadvantage on block (-3F->-2F)<br>
* Crouch MK: On block now -2 from -3
''Jump forward/back middle punch''
* Diagonal Jump MP: 1st hit now cancellable any version of the Airborne Tatsumaki Senpukyaku
*Can be cancelled into an air Tatsumaki<br>
* EX Shoryuken: First hit now gives Ryu a Free Juggle
''Air Tatsumaki''
* Airborne Tatsumaki Senpukyaku: Light, Medium, and Hard versions now given Juggle Potential (exact data unknown)
*Will always combo after jumping medium punch<br>
* EX Airborne Tatsumaki Senpukyaku: Hitbox expanded and vacuum effect on hit increased, easier to land all hits
''EX Air Tatsumaki''
* Metsu Shoryuken (UC2): Startup invincibility increased to frames 1-9 from frames 1-8
*Hitbox and vacuum effect adjusted to increase consistency<br>
* L and M Shoryuken --> EX Focus Cancel --> Forward Dash now -5F on block at best
''Light/Medium Shoryuken''
(New to Ultra SFIV Console Digital Release)
*Disadvantage after focus cancel forward dash on block increased (-5F on block)<br>
* EX Hadoken: Startup reduced to 11 frames from 12 frames
''Metsu Shoryuken (UC2)''
 
*Invincibility increased (8F->9F)<br>
 
*Plays full animation if connected after an EX Shoryuken FADC cancel<br>
== Character Specific Data ==
<br>
Ryu{{USFIVCharacterData|1000|1000|75%|0.045|0.03|1.76|40 (4+36)|1.92|1.92|1.10|18|0.75|27|8|10|9|0.90|0.90|31|21|Collarbone Breaker|Crouch LK, Crouch MK, Crouch HK|Crouch HK|Tatsumaki Senpukyaku, EX Tatsumaki Senpukyaku, Metsu Shoryuken|21|29|65|-2|-11|+4|-5|TBD|}}
 


== 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|3|3|6|11|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close LP|Close Jab|Close lp||Close [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|3|3|6|11|11|14|+2|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close MP|Close Strong|Close mp||Close [[File:Strong.gif]]|70|100|40|HL|sp/su|3|3|21|26|21|27|-3|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close MP|Close Strong|Close mp||Close [[File:Strong.gif]]|70|100|40|HL|sp/su|3|3|21|26|21|27|-3|+3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close HP|Close Fierce|Close hp||Close [[File:Fierce.gif]]|100[80]|200[150]|60|HL|sp/su|5|7|26|37|18|23|-15|-10|[] refers to active frames 3~5f||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close HP|Close Fierce|Close hp||Close [[File:Fierce.gif]]|100[80]|200[150]|60|HL|sp/su|5|7|26|37|18|23|-15|-10|[] refers to active frames 3~5f||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close LK|Close Short|Close lk||Close [[File:Short.gif]]|30|50|20|HL|-|5|5|7|16|11|14|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close LK|Close Short|Close lk||Close [[File:Short.gif]]|30|50|20|HL|-|5|5|7|16|11|14|-1|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close MK|Close Forward|Close mk||Close [[File:Forward.gif]]|80|100|40|HL|sp/su|3|5|16|23|14|19|-7|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close MK|Close Forward|Close mk||Close [[File:Forward.gif]]|80|100|40|HL|sp/su|3|5|16|23|14|19|-7|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close HK|Close Roundhouse|Close hk||Close [[File:Roundhouse.gif]]|40*70|125*75|60*20|HL|su*-|8|8(2)4|15|36|18|23|-1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close HK|Close Roundhouse|Close hk||Close [[File:Roundhouse.gif]]|40*70|125*75|60*20|HL|su*-|8|8(2)4|15|36|18|23|-1|+4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far LP|Far Jab|lp||Far [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|4|3|6|12|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far LP|Far Jab|lp||Far [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|4|3|6|12|11|14|+2|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far MP|Far Strong|mp||Far [[File:Strong.gif]]|80|100|40|HL|sp/su|5|4|14|22|14|17|-4|-1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far MP|Far Strong|mp||Far [[File:Strong.gif]]|80|100|40|HL|sp/su|5|4|14|22|14|17|-4|-1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far HP|Far Fierce|hp||Far [[File:Fierce.gif]]|120|200|60|HL|-|8|3|15|25|18|22|0|4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far HP|Far Fierce|hp||Far [[File:Fierce.gif]]|120|200|60|HL|-|8|3|15|25|18|22|0|+4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far LK|Far Short|lk||Far [[File:Short.gif]]|40|50|20|HL|-|5|6|6|16|11|14|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far LK|Far Short|lk||Far [[File:Short.gif]]|40|50|20|HL|-|5|6|6|16|11|14|-1|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far MK|Far Forward|mk||Far [[File:Forward.gif]]|80|100|40|HL|-|8|2|17|26|14|17|-5|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far MK|Far Forward|mk||Far [[File:Forward.gif]]|80|100|40|HL|-|8|2|17|26|14|17|-5|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far HK|Far Roundhouse|hk||Far [[File:Roundhouse.gif]]|110|200|60|HL|-|9|4|20|32|18|22|-6|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far HK|Far Roundhouse|hk||Far [[File:Roundhouse.gif]]|110|200|60|HL|-|9|4|20|32|18|22|-6|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|d + lp||Crouch [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|3|2|7|11|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|d + lp||Crouch [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|3|2|7|11|11|14|+2|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|d + mp||Crouch [[File:Strong.gif]]|60|100|40|HL|sp/su|4|4|8|15|14|17|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|d + mp||Crouch [[File:Strong.gif]]|60|100|40|HL|sp/su|4|4|8|15|14|17|+2|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|d + hp||Crouch [[File:Fierce.gif]]|90|200|60|HL|sp/su|4|8|28|39|18|23|-18|-13|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|d + hp||Crouch [[File:Fierce.gif]]|90|200|60|HL|sp/su|4|8|28|39|18|23|-18|-13|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|d + lk||Crouch [[File:Short.gif]]|20|50|20|L|ch/sp/su|4|3|9|15|11|14|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|d + lk||Crouch [[File:Short.gif]]|20|50|20|L|ch/sp/su|4|3|9|15|11|14|-1|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch [[File:Forward.gif]]|60|100|40|L|sp/su|5|5|12|21|15|17|-2|0|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch [[File:Forward.gif]]|60|100|40|L|sp/su|5|5|12|21|15|17|-2|0|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch [[File:Roundhouse.gif]]|90|100|60|L|-|5|4|28|36|18|-|-14|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch [[File:Roundhouse.gif]]|90|100|60|L|-|5|4|28|36|18|-|-14|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Collarbone Breaker|Overhead|f + mp||Overhead|30*50|50*50|40*20|H|-|17|1(1)2|14|34|14|19|-2|3|Only +1 hit advantage on crouching opponents||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Collarbone Breaker|Overhead|f + mp||[[File:Right.gif]]+[[File:Strong.gif]]|30*50|50*50|40*20|H|-|17|1(1)2|14|34|14|19|-2|+3|Only +1 hit advantage on crouching opponents||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Solar Plexus Strike|Rocket Punch|f + hp||[[File:Right.gif]]+[[File:Fierce.gif]]|40*60|50*50|60*20|HL|[sp/su]|17|2*2|18|38|20|24|0|4|[] refers to last 3 recovery frames||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Solar Plexus Strike|Rocket Punch|f + hp||[[File:Right.gif]]+[[File:Fierce.gif]]|40*60|50*50|60*20|HL|[sp/su]|17|2*2|18|38|20|24|0|+4|[] refers to last 3 recovery frames||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|50|50|20|H|-|10|7|-|16|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|50|50|20|H|-|10|7|-|16|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
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{{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|80|100|40|H|-|6|10|-|15|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|80|100|40|H|-|6|10|-|15|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|100|200|60|H|-|4|4|-|7|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|100|200|60|H|-|4|4|-|7|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump LP|Angled Jump Jab|ub / uf + lp||Angled Jump [[File:Jab.gif]]|50|50|20|H|-|4|7|-|10|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump LP|Diagonal Jump Jab|ub / uf + lp||Diagonal Jump [[File:Jab.gif]]|50|50|20|H|-|4|7|-|10|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump MP|Angled Jump Strong|ub / uf + mp||Angled Jump [[File:Strong.gif]]|50*30|50*50|40*20|H|sp/su*-|7|3*4|-|13|||-|-|||||||1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|-|-|-|Legs: During startup|-|-|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/su*-|7|3*4|-|13|||-|-|||||||1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|-|-|-|Legs: During startup|-|-|JP: 1|}}
{{USFIVFrameDataGlanceRow|Angled Jump HP|Angled Jump Fierce|ub / uf + hp||Angled Jump [[File:Fierce.gif]]|100|200|60|H|-|6|5|-|10|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump HP|Diagonal Jump Fierce|ub / uf + hp||Diagonal Jump [[File:Fierce.gif]]|100|200|60|H|-|6|5|-|10|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump LK|Angled Jump Short|ub / uf + lk||Angled Jump [[File:Short.gif]]|40|50|20|H|-|4|8|-|11|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump LK|Diagonal Jump Short|ub / uf + lk||Diagonal Jump [[File:Short.gif]]|40|50|20|H|-|4|8|-|11|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump MK|Angled Jump Forward|ub / uf + mk||Angled Jump [[File:Forward.gif]]|70|100|40|H|-|6|6|-|11|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump MK|Diagonal Jump Forward|ub / uf + mk||Diagonal Jump [[File:Forward.gif]]|70|100|40|H|-|6|6|-|11|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump HK|Angled Jump Roundhouse|ub / uf + hk||Angled Jump [[File:Roundhouse.gif]]|100|200|60|H|-|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump HK|Diagonal Jump Roundhouse|ub / uf + hk||Diagonal Jump [[File:Roundhouse.gif]]|100|200|60|H|-|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|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|60|100|20|HL|-|10+11|2|35|57|||-21|-21||||||Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
Line 66: Line 67:
{{USFIVFrameDataGlanceRow|Somersault Throw|Back Throw|b + lp + lk||Back Throw|130|120|40|0.9|-|3|2|20|24|||-|-|Untechable knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Somersault Throw|Back Throw|b + lp + lk||Back Throw|130|120|40|0.9|-|3|2|20|24|||-|-|Untechable knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Hadoken|Fireball|qcf + p ex||Hadoken|70|100|10/20|HL|su|13|-|Total 45|58|||-6|-2|16~17f focus cancellable||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Hadoken|Fireball|qcf + p ex||Hadoken|70|100|10/20|HL|su|13|-|32|45|||-6|-2|16~17f focus cancellable||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Hadoken|EX Fireball|||Hadoken [[File:EX.gif]]|50*50|50*50|-250/0|HL|su|11|-|Total 40|51|||1|-|If the first hit connects as a Counter Hit, enemy goes into Free Juggle state and, until the combo is over, the 2nd hit of the EX Fireball or any subsequent EX Fireballs will not increase the Juggle Count, 15~16f focus cancellable||X||2nd Hit: Soft Knockdown|Free Juggle|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 3|}}
{{USFIVFrameDataGlanceRow|EX Hadoken|EX Fireball|||Hadoken [[File:EX.gif]]|50*50|50*50|-250/0|HL|su|11|-|29|40|||+1|-|If the first hit connects as a Counter Hit, enemy goes into Free Juggle state and, until the combo is over, the 2nd hit of the EX Fireball or any subsequent EX Fireballs will not increase the Juggle Count, 15~16f focus cancellable||X||Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|-|-|-|-|-|-|JP: 1*2, 2nd Hit does not increase Juggle Count, 1st Hit as the initial Knockdown starts the Juggle Count at 2|}}
{{USFIVFrameDataGlanceRow|Shoryuken|Uppercut|dp + p ex||Shoryuken [[File:Jab.gif]]|100[70]|200[100]|30/40|HL|su|3|14|14 + After landing 10|44|||-17|-|[] refers to active frames 3~14f||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~2f|Lower body: 3~16f|-|3~4f|4f~|-|}}
{{USFIVFrameDataGlanceRow|Shoryuken|Uppercut|dp + p ex||Shoryuken [[File:Jab.gif]]|100[70]|200[100]|30/40|HL|su|3|14|14 + After landing 10|44|||-17|-|[] refers to active frames 3~14f||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~2f|Lower body: 3~16f|-|3~4f|4f~|-|}}
{{USFIVFrameDataGlanceRow|||||Shoryuken [[File:Strong.gif]]|80*50|150*50|20/20*20|HL|su*-|3|2*12|25 + After landing 18|59|||-34|-|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~5f|Lower body: 6~16f|-|-|5f~|2nd Hit JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Shoryuken [[File:Strong.gif]]|80*50|150*50|20/20*20|HL|su*-|3|2*12|25 + After landing 18|59|||-34|-|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~5f|Lower body: 6~16f|-|-|5f~|2nd Hit JP: 1|}}
{{USFIVFrameDataGlanceRow|||||Shoryuken [[File:Fierce.gif]]|160[60]|200[50]|20/40[20]|HL|-|3|14|28 + After landing 18|62|||-37|-|[] refers to active frames 3~14f||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~4f|Loewr body: 5~16f|-|3~4f|3f~|-|}}
{{USFIVFrameDataGlanceRow|||||Shoryuken [[File:Fierce.gif]]|160[60]|200[50]|20/40[20]|HL|-|3|14|28 + After landing 18|62|||-37|-|[] refers to active frames 3~14f||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~4f|Lower body: 5~16f|-|3~4f|3f~|-|}}
{{USFIVFrameDataGlanceRow|EX Shoryuken|EX Uppercut|||Shoryuken [[File:EX.gif]]|80*60|100*100|-250/0|HL|su|3|2*12|30 + After landing 18|64|||-39|-|||||1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|-|All: 1~16f|-|-|-|6f~|2nd Hit JP: 2|}}
{{USFIVFrameDataGlanceRow|EX Shoryuken|EX Uppercut|||Shoryuken [[File:EX.gif]]|80*60|100*100|-250/0|HL|su|3|2*12|30 + After landing 18|64|||-39|-|||||1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|-|All: 1~16f|-|-|-|6f~|2nd Hit JP: 1|}}
{{USFIVFrameDataGlanceRow|Tatsumaki Senpukyaku|Hurricane Kick|qcb + k ex armorbreak||Hurricane Kick [[File:Short.gif]]|100|200|30/30|HL|-|11|2(6)2|12 + After landing 5|37|||-6|-|2nd Hit hits behind, cannot hit crouching opponents|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 7~20f|-|7f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|Tatsumaki Senpukyaku|Hurricane Kick|qcb + k ex armorbreak||Tatsumaki Senpukyaku [[File:Short.gif]]|100|200|30/30|HL|-|11|2(6)2|12 + After landing 5|37|||-6|-|2nd Hit hits behind, cannot hit crouching opponents|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 7~20f|-|7f~|-|}}
{{USFIVFrameDataGlanceRow|||||Hurricane Kick [[File:Forward.gif]]|110|200|30/30|HL|-|12|2(6)2(6)2(6)2(6)2|18 + After landing 3|66|||-2|-|2nd Hit & 4th Hit hits behind, cannot hit crouching opponents|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 7~45f|-|7f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Tatsumaki Senpukyaku [[File:Forward.gif]]|110|200|30/30|HL|-|12|2(6)2(6)2(6)2(6)2|18 + After landing 3|66|||-2|-|2nd Hit & 4th Hit hits behind, cannot hit crouching opponents|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 7~45f|-|7f~|-|}}
{{USFIVFrameDataGlanceRow|||||Hurricane Kick [[File:Roundhouse.gif]]|120|200|30/30|HL|-|12|2(6)2(6)2(6)2(6)2|18 + After landing 3|66|||-2|-|2nd Hit & 4th Hit hits behind, cannot hit crouching opponents|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 7~45f|-|7f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Tatsumaki Senpukyaku [[File:Roundhouse.gif]]|120|200|30/30|HL|-|12|2(6)2(6)2(6)2(6)2|18 + After landing 3|66|||-2|-|2nd Hit & 4th Hit hits behind, cannot hit crouching opponents|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 7~45f|-|7f~|-|}}
{{USFIVFrameDataGlanceRow|EX Tatsumaki Senpukyaku|EX Hurricane Kick|||Hurricane Kick [[File:EX.gif]]|30x4*40|40x5|-250/0|HL|-|11|1(3)1(3)1(3)1(3)1|18 + After landing 3|48|||-1|-|2nd Hit & 4th Hit hits behind|X|||1st-4th Hit: Forces stand, 5th Hit: Soft Knockdown|1st-4th Hit: Forces stand, 5th Hit: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 6~27f|-|6f~|JP: ?|}}
{{USFIVFrameDataGlanceRow|EX Tatsumaki Senpukyaku|EX Hurricane Kick|||Tatsumaki Senpukyaku [[File:EX.gif]]|30x4*40|40x5|-250/0|HL|-|11|1(3)1(3)1(3)1(3)1|18 + After landing 3|48|||-1|-|2nd Hit & 4th Hit hits behind|X|||1st-4th Hit: Forces stand, 5th Hit: Soft Knockdown|1st-4th Hit: Forces stand, 5th Hit: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 6~27f|-|6f~|JP: 5|}}
{{USFIVFrameDataGlanceRow|Air Tatsumaki Senpukyaku|Air Hurricane|(in air) qcb + k ex||Air Hurricane [[File:Short.gif]]|70|100|10/40|HL|-|9|2(6)2(6)2|After landing 10|-|||-|-|2nd Hit & 4th Hit hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Air Tatsumaki Senpukyaku|Air Hurricane|(in air) qcb + k ex||Airborne Tatsumaki Senpukyaku [[File:Short.gif]]|70|100|10/40|HL|-|9|2(6)2(6)2|After landing 10|-|||-|-|2nd Hit & 4th Hit hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 7*0*0*0|}}
{{USFIVFrameDataGlanceRow|||||Air Hurricane [[File:Forward.gif]]|80|100|10/40|HL|-|9|2(6)2(6)2|After landing 10|-|||-|-|2nd Hit & 4th Hit hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Airborne Tatsumaki Senpukyaku [[File:Forward.gif]]|80|100|10/40|HL|-|9|2(6)2(6)2|After landing 10|-|||-|-|2nd Hit & 4th Hit hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 7*0*0*0|}}
{{USFIVFrameDataGlanceRow|||||Air Hurricane [[File:Roundhouse.gif]]|90|100|10/40|HL|-|9|2(6)2(6)2|After landing 10|-|||-|-|2nd Hit & 4th Hit hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Airborne Tatsumaki Senpukyaku [[File:Roundhouse.gif]]|90|100|10/40|HL|-|9|2(6)2(6)2|After landing 10|-|||-|-|2nd Hit & 4th Hit hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 7*0*0*0|}}
{{USFIVFrameDataGlanceRow|EX Air Tatsumaki Senpukyaku|EX Air Hurricane|||Air Hurricane [[File:EX.gif]]|40x5|50x5|-250/0|HL|-|7|1(3)1(3)1(3)1(3)1|After landing 4|-|||-|-|2nd Hit & 4th Hit hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|EX Air Tatsumaki Senpukyaku|EX Air Hurricane|||Airborne Tatsumaki Senpukyaku [[File:EX.gif]]|40x5|50x5|-250/0|HL|-|7|1(3)1(3)1(3)1(3)1|After landing 4|-|||-|-|2nd Hit & 4th Hit hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 7*8*9*10*11|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Shinku Hadoken|Super|qcf qcf + p||Super Combo|50x4*100|0|-1000/0|HL|-|1+2|-|Total 52|55|||11|-|5th Hit on grounded opponent puts the opponent into an unjugglable state||||5th Hit: Hard Knockdown|5th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1f|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|Shinku Hadoken|Super Combo|qcf qcf + p||Shinku Hadoken|50x4*100|0|-1000/0|HL|-|1+2|-|49|52|||+11|-|5th Hit on grounded opponent puts the opponent into an unjugglable state||||5th Hit: Hard Knockdown|5th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1f|-|-|-|-|JP: 4*4*4*4*5, 5th Hit as the initial Knockdown starts the Juggle Count at 99|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Metsu Hadoken|Ultra I|qcf qcf + 3p||Ultra Combo 1|42x7*75|0|0/0|HL|-|0+11|-|Total 120|131|||-25|-|||||8th Hit: Hard Knockdown|8th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9f|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|Metsu Hadoken|Ultra Combo I|qcf qcf + 3p||Metsu Hadoken|42x7*75|0|0/0|HL|-|0+11|-|109|120|||-25|-|||||8th Hit: Hard Knockdown|8th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9f|-|-|-|-|JP: 7*7*7*7*7*7*7*8|}}
{{USFIVFrameDataGlanceRow|Metsu Shoryuken|Ultra II|qcf qcf + 3k||Ultra Combo 2|270*38x4*50x3[270*233]|0|0/0|HL|-|0+8|3*3x7|43+ After landing 41|115|||-84|-|1st Hit goes into animation, [] refers to animation, guard advantage assumes 2nd hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9f|Lower body: 11~31f|-|-|11f~ airborne|JP: ?|}}
{{USFIVFrameDataGlanceRow|Metsu Shoryuken|Ultra Combo II|qcf qcf + 3k armorbreak||Metsu Shoryuken|270*38x4*50x3[270*233]|0|0/0|HL|-|0+8|3*3x7|43+ After landing 41|115|||-84|-|1st Hit goes into animation, [] refers to animation, guard advantage assumes 2nd hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9f|Lower body: 11~31f|-|-|11f~ airborne|JP: 0*1*2*3*4*5*6*6|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
|-  
|-
|}
|}


Line 96: Line 97:


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Ryu|CloseLP|
Close LP|Close Jab|Close lp||
Close LP|Close Jab|Close lp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Ryu|CloseMP|
Close MP|Close Strong|Close mp||
Close MP|Close Strong|Close mp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Ryu|CloseHP|
Close HP|Close Fierce|Close hp||
Close HP|Close Fierce|Close hp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Ryu|CloseLK|
Close LK|Close Short|Close lk||
Close LK|Close Short|Close lk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Ryu|CloseMK|
Close MK|Close Forward|Close mk||
Close MK|Close Forward|Close mk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Ryu|CloseHK|
Close HK|Close Roundhouse|Close hk||
Close HK|Close Roundhouse|Close hk||
(No uses/strategies)
(No uses/strategies)
Line 126: Line 127:


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Ryu|FarLP|
Far LP|Far Jab|lp||
Far LP|Far Jab|lp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Ryu|FarMP|
Far MP|Far Strong|mp||
Far MP|Far Strong|mp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Ryu|FarHP|
Far HP|Far Fierce|hp||
Far HP|Far Fierce|hp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Ryu|FarLK|
Far LK|Far Short|lk||
Far LK|Far Short|lk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Ryu|FarMK|
Far MK|Far Forward|mk||
Far MK|Far Forward|mk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Ryu|FarHK|
Far HK|Far Roundhouse|hk||
Far HK|Far Roundhouse|hk||
(No uses/strategies)
(No uses/strategies)
Line 156: Line 157:


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Ryu|CrouchLP|
Crouch LP|Crouch Jab|d + lp||
Crouch LP|Crouch Jab|d + lp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Ryu|CrouchMP|
Crouch MP|Crouch Strong|d + mp||
Crouch MP|Crouch Strong|d + mp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Ryu|CrouchHP|
Crouch HP|Crouch Fierce|d + hp||
Crouch HP|Crouch Fierce|d + hp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Ryu|CrouchLK|
Crouch LK|Crouch Short|d + lk||
Crouch LK|Crouch Short|d + lk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Ryu|CrouchMK|
Crouch MK|Crouch Forward|d + mk||
Crouch MK|Crouch Forward|d + mk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Ryu|CrouchHK|
Crouch HK|Crouch Roundhouse|d + hk||
Crouch HK|Crouch Roundhouse|d + hk||
(No uses/strategies)
(No uses/strategies)
Line 183: Line 184:




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


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Ryu|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|Ryu|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|Ryu|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|Ryu|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|Ryu|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|Ryu|NeutralHK|
Neutral Jump HK|Neutral Jump Roundhouse|u + hk||
Neutral Jump HK|Neutral Jump Roundhouse|u + hk||
(No uses/strategies)
(No uses/strategies)
Line 213: Line 214:




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


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Ryu|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|Ryu|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|Ryu|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|Ryu|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|Ryu|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|Ryu|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 246: Line 247:


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Ryu|CollarboneBreaker|
Collarbone Breaker|Overhead|f + mp||
Collarbone Breaker|Overhead|f + mp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Ryu|SolarPlexusStrike|
Solar Plexus Strike|Rocket Punch|f + hp||
Solar Plexus Strike|Rocket Punch|f + hp||
(No uses/strategies)
(No uses/strategies)
Line 260: Line 261:


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Ryu|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|Ryu|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|Ryu|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 278: Line 279:


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Ryu|ShoulderThrow|
Shoulder Throw|Forward Throw|f or n + lp + lk||
Shoulder Throw|Forward Throw|f or n + lp + lk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Ryu|SomersaultThrow|
Somersault Throw|Back Throw|b + lp + lk||
Somersault Throw|Back Throw|b + lp + lk||
(No uses/strategies)
(No uses/strategies)
Line 292: Line 293:


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Ryu|Hadoken|
Hadoken|Fireball|qcf + p ex||
Hadoken|Fireball|qcf + p ex||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Ryu|Shoryuken|
Shoryuken|Uppercut|dp + p ex||
Shoryuken|Uppercut|dp + p ex||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Ryu|TatsumakiSenpukyaku|
Tatsumaki Senpukyaku|Hurricane Kick|qcb + k ex armorbreak||
Tatsumaki Senpukyaku|Hurricane Kick|qcb + k ex armorbreak||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Ryu|AirTatsumakiSenpukyaku|
Air Tatsumaki Senpukyaku|Air Hurricane|(in air) qcb + k ex||
Air Tatsumaki Senpukyaku|Air Hurricane|(in air) qcb + k ex||
(No uses/strategies)
(No uses/strategies)
Line 314: Line 315:


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Ryu|ShinkuHadoken|
Shinku Hadoken|Super|qcf qcf + p||
Shinku Hadoken|Super Combo|qcf qcf + p||
(No uses/strategies)
(No uses/strategies)
}}
}}
Line 324: Line 325:


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Ryu|MetsuHadoken|
Metsu Hadoken|Ultra I|qcf qcf + 3p||
Metsu Hadoken|Ultra Combo I|qcf qcf + 3p||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|
{{USFIVMoveListRow|Ryu|MetsuShoryuken|
Metsu Shoryuken|Ultra II|qcf qcf + 3k||
Metsu Shoryuken|Ultra Combo II|qcf qcf + 3k armorbreak||
(No uses/strategies)
(No uses/strategies)
}}
}}
Line 345: Line 346:


==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|3|3|6|11|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close LP|Close Jab|Close lp||Close [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|3|3|6|11|11|14|+2|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close MP|Close Strong|Close mp||Close [[File:Strong.gif]]|70|100|40|HL|sp/su|3|3|21|26|21|27|-3|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close MP|Close Strong|Close mp||Close [[File:Strong.gif]]|70|100|40|HL|sp/su|3|3|21|26|21|27|-3|+3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close HP|Close Fierce|Close hp||Close [[File:Fierce.gif]]|100[80]|200[150]|60|HL|sp/su|5|7|26|37|18|23|-15|-10|[] refers to active frames 3~5f||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close HP|Close Fierce|Close hp||Close [[File:Fierce.gif]]|100[80]|200[150]|60|HL|sp/su|5|7|26|37|18|23|-15|-10|[] refers to active frames 3~5f||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close LK|Close Short|Close lk||Close [[File:Short.gif]]|30|50|20|HL|-|5|5|7|16|11|14|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close LK|Close Short|Close lk||Close [[File:Short.gif]]|30|50|20|HL|-|5|5|7|16|11|14|-1|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close MK|Close Forward|Close mk||Close [[File:Forward.gif]]|80|100|40|HL|sp/su|3|5|16|23|14|19|-7|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close MK|Close Forward|Close mk||Close [[File:Forward.gif]]|80|100|40|HL|sp/su|3|5|16|23|14|19|-7|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close HK|Close Roundhouse|Close hk||Close [[File:Roundhouse.gif]]|40*70|125*75|60*20|HL|su*-|8|8(2)4|15|36|18|23|-1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close HK|Close Roundhouse|Close hk||Close [[File:Roundhouse.gif]]|40*70|125*75|60*20|HL|su*-|8|8(2)4|15|36|18|23|-1|+4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far LP|Far Jab|lp||Far [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|4|3|6|12|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far LP|Far Jab|lp||Far [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|4|3|6|12|11|14|+2|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far MP|Far Strong|mp||Far [[File:Strong.gif]]|80|100|40|HL|sp/su|5|4|14|22|14|17|-4|-1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far MP|Far Strong|mp||Far [[File:Strong.gif]]|80|100|40|HL|sp/su|5|4|14|22|14|17|-4|-1|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far HP|Far Fierce|hp||Far [[File:Fierce.gif]]|120|200|60|HL|-|8|3|15|25|18|22|0|4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far HP|Far Fierce|hp||Far [[File:Fierce.gif]]|120|200|60|HL|-|8|3|15|25|18|22|0|+4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far LK|Far Short|lk||Far [[File:Short.gif]]|40|50|20|HL|-|5|6|6|16|11|14|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far LK|Far Short|lk||Far [[File:Short.gif]]|40|50|20|HL|-|5|6|6|16|11|14|-1|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far MK|Far Forward|mk||Far [[File:Forward.gif]]|80|100|40|HL|-|8|2|17|26|14|17|-5|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far MK|Far Forward|mk||Far [[File:Forward.gif]]|80|100|40|HL|-|8|2|17|26|14|17|-5|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far HK|Far Roundhouse|hk||Far [[File:Roundhouse.gif]]|110|200|60|HL|-|9|4|20|32|18|22|-6|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far HK|Far Roundhouse|hk||Far [[File:Roundhouse.gif]]|110|200|60|HL|-|9|4|20|32|18|22|-6|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch LP|Crouch Jab|d + lp||Crouch [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|3|2|7|11|11|14|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch LP|Crouch Jab|d + lp||Crouch [[File:Jab.gif]]|30|50|20|HL|ch/sp/su|3|2|7|11|11|14|+2|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch MP|Crouch Strong|d + mp||Crouch [[File:Strong.gif]]|60|100|40|HL|sp/su|4|4|8|15|14|17|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch MP|Crouch Strong|d + mp||Crouch [[File:Strong.gif]]|60|100|40|HL|sp/su|4|4|8|15|14|17|+2|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch HP|Crouch Fierce|d + hp||Crouch [[File:Fierce.gif]]|90|200|60|HL|sp/su|4|8|28|39|18|23|-18|-13|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch HP|Crouch Fierce|d + hp||Crouch [[File:Fierce.gif]]|90|200|60|HL|sp/su|4|8|28|39|18|23|-18|-13|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch LK|Crouch Short|d + lk||Crouch [[File:Short.gif]]|20|50|20|L|ch/sp/su|4|3|9|15|11|14|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch LK|Crouch Short|d + lk||Crouch [[File:Short.gif]]|20|50|20|L|ch/sp/su|4|3|9|15|11|14|-1|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch MK|Crouch Forward|d + mk||Crouch [[File:Forward.gif]]|60|100|40|L|sp/su|5|5|12|21|15|17|-2|0|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch MK|Crouch Forward|d + mk||Crouch [[File:Forward.gif]]|60|100|40|L|sp/su|5|5|12|21|15|17|-2|0|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch [[File:Roundhouse.gif]]|90|100|60|L|-|5|4|28|36|18|-|-14|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch [[File:Roundhouse.gif]]|90|100|60|L|-|5|4|28|36|18|-|-14|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Collarbone Breaker|Overhead|f + mp||Overhead|30*50|50*50|40*20|H|-|17|1(1)2|14|34|14|19|-2|3|Only +1 hit advantage on crouching opponents||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Collarbone Breaker|Overhead|f + mp||[[File:Right.gif]]+[[File:Strong.gif]]|30*50|50*50|40*20|H|-|17|1(1)2|14|34|14|19|-2|+3|Only +1 hit advantage on crouching opponents||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Solar Plexus Strike|Rocket Punch|f + hp||[[File:Right.gif]]+[[File:Fierce.gif]]|40*60|50*50|60*20|HL|[sp/su]|17|2*2|18|38|20|24|0|4|[] refers to last 3 recovery frames||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Solar Plexus Strike|Rocket Punch|f + hp||[[File:Right.gif]]+[[File:Fierce.gif]]|40*60|50*50|60*20|HL|[sp/su]|17|2*2|18|38|20|24|0|+4|[] refers to last 3 recovery frames||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|50|50|20|H|-|10|7|-|16|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|50|50|20|H|-|10|7|-|16|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
Line 374: Line 375:
{{USFIVFrameDataRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|80|100|40|H|-|6|10|-|15|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|80|100|40|H|-|6|10|-|15|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|100|200|60|H|-|4|4|-|7|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|100|200|60|H|-|4|4|-|7|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump LP|Angled Jump Jab|ub / uf + lp||Angled Jump [[File:Jab.gif]]|50|50|20|H|-|4|7|-|10|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump LP|Diagonal Jump Jab|ub / uf + lp||Diagonal Jump [[File:Jab.gif]]|50|50|20|H|-|4|7|-|10|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump MP|Angled Jump Strong|ub / uf + mp||Angled Jump [[File:Strong.gif]]|50*30|50*50|40*20|H|sp/su*-|7|3*4|-|13|||-|-|||||||1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|-|-|-|Legs: During startup|-|-|JP: 1*1|}}
{{USFIVFrameDataRow|Diagonal Jump MP|Diagonal Jump Strong|ub / uf + mp||Diagonal Jump [[File:Strong.gif]]|50*30|50*50|40*20|H|sp/su*-|7|3*4|-|13|||-|-|||||||1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|-|-|-|Legs: During startup|-|-|JP: 1|}}
{{USFIVFrameDataRow|Angled Jump HP|Angled Jump Fierce|ub / uf + hp||Angled Jump [[File:Fierce.gif]]|100|200|60|H|-|6|5|-|10|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump HP|Diagonal Jump Fierce|ub / uf + hp||Diagonal Jump [[File:Fierce.gif]]|100|200|60|H|-|6|5|-|10|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump LK|Angled Jump Short|ub / uf + lk||Angled Jump [[File:Short.gif]]|40|50|20|H|-|4|8|-|11|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump LK|Diagonal Jump Short|ub / uf + lk||Diagonal Jump [[File:Short.gif]]|40|50|20|H|-|4|8|-|11|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump MK|Angled Jump Forward|ub / uf + mk||Angled Jump [[File:Forward.gif]]|70|100|40|H|-|6|6|-|11|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump MK|Diagonal Jump Forward|ub / uf + mk||Diagonal Jump [[File:Forward.gif]]|70|100|40|H|-|6|6|-|11|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump HK|Angled Jump Roundhouse|ub / uf + hk||Angled Jump [[File:Roundhouse.gif]]|100|200|60|H|-|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump HK|Diagonal Jump Roundhouse|ub / uf + hk||Diagonal Jump [[File:Roundhouse.gif]]|100|200|60|H|-|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|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|60|100|20|HL|-|10+11|2|35|57|||-21|-21||||||Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
Line 388: Line 389:
{{USFIVFrameDataRow|Somersault Throw|Back Throw|b + lp + lk||Back Throw|130|120|40|0.9|-|3|2|20|24|||-|-|Untechable knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Somersault Throw|Back Throw|b + lp + lk||Back Throw|130|120|40|0.9|-|3|2|20|24|||-|-|Untechable knockdown|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Hadoken|Fireball|qcf + p ex||Hadoken|70|100|10/20|HL|su|13|-|Total 45|58|||-6|-2|16~17f focus cancellable||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Hadoken|Fireball|qcf + p ex||Hadoken|70|100|10/20|HL|su|13|-|32|45|||-6|-2|16~17f focus cancellable||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|EX Hadoken|EX Fireball|||Hadoken [[File:EX.gif]]|50*50|50*50|-250/0|HL|su|11|-|Total 40|51|||1|-|If the first hit connects as a Counter Hit, enemy goes into Free Juggle state, if the first hit is the first attack to cause a knockdown during a combo and is not a counterhit juggle count starts at 2, 2nd hit does not increase juggle count, 15~16f focus cancellable||X||2nd Hit: Soft Knockdown|Free Juggle|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 3|}}
{{USFIVFrameDataRow|EX Hadoken|EX Fireball|||Hadoken [[File:EX.gif]]|50*50|50*50|-250/0|HL|su|11|-|29|40|||+1|-|If the first hit connects as a Counter Hit, enemy goes into Free Juggle state and, until the combo is over, the 2nd hit of the EX Fireball or any subsequent EX Fireballs will not increase the Juggle Count, 15~16f focus cancellable||X||Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|-|-|-|-|-|-|JP: 1*2, 2nd Hit does not increase Juggle Count, 1st Hit as the initial Knockdown starts the Juggle Count at 2|}}
{{USFIVFrameDataRow|Shoryuken|Uppercut|dp + p ex||Shoryuken [[File:Jab.gif]]|100[70]|200[100]|30/40|HL|su|3|14|14 + After landing 10|44|||-17|-|[] refers to active frames 3~14f||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~2f|Lower body: 3~16f|-|3~4f|4f~|-|}}
{{USFIVFrameDataRow|Shoryuken|Uppercut|dp + p ex||Shoryuken [[File:Jab.gif]]|100[70]|200[100]|30/40|HL|su|3|14|14 + After landing 10|44|||-17|-|[] refers to active frames 3~14f||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~2f|Lower body: 3~16f|-|3~4f|4f~|-|}}
{{USFIVFrameDataRow|||||Shoryuken [[File:Strong.gif]]|80*50|150*50|20/20*20|HL|su*-|3|2*12|25 + After landing 18|59|||-34|-|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~5f|Lower body: 6~16f|-|-|5f~|2nd Hit JP: 1|}}
{{USFIVFrameDataRow|||||Shoryuken [[File:Strong.gif]]|80*50|150*50|20/20*20|HL|su*-|3|2*12|25 + After landing 18|59|||-34|-|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~5f|Lower body: 6~16f|-|-|5f~|2nd Hit JP: 1|}}
{{USFIVFrameDataRow|||||Shoryuken [[File:Fierce.gif]]|160[60]|200[50]|20/40[20]|HL|-|3|14|28 + After landing 18|62|||-37|-|[] refers to active frames 3~14f||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~4f|Lower body: 5~16f|-|3~4f|3f~|-|}}
{{USFIVFrameDataRow|||||Shoryuken [[File:Fierce.gif]]|160[60]|200[50]|20/40[20]|HL|-|3|14|28 + After landing 18|62|||-37|-|[] refers to active frames 3~14f||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~4f|Lower body: 5~16f|-|3~4f|3f~|-|}}
{{USFIVFrameDataRow|EX Shoryuken|EX Uppercut|||Shoryuken [[File:EX.gif]]|80*60|100*100|-250/0|HL|su|3|2*12|30 + After landing 18|64|||-39|-|||||1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|-|All: 1~16f|-|-|-|6f~|2nd Hit JP: 1|}}
{{USFIVFrameDataRow|EX Shoryuken|EX Uppercut|||Shoryuken [[File:EX.gif]]|80*60|100*100|-250/0|HL|su|3|2*12|30 + After landing 18|64|||-39|-|||||1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|-|All: 1~16f|-|-|-|6f~|2nd Hit JP: 1|}}
{{USFIVFrameDataRow|Tatsumaki Senpukyaku|Hurricane Kick|qcb + k ex armorbreak||Hurricane Kick [[File:Short.gif]]|100|200|30/30|HL|-|11|2(6)2|12 + After landing 5|37|||-6|-|2nd Hit hits behind, cannot hit crouching opponents|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 7~20f|-|7f~|-|}}
{{USFIVFrameDataRow|Tatsumaki Senpukyaku|Hurricane Kick|qcb + k ex armorbreak||Tatsumaki Senpukyaku [[File:Short.gif]]|100|200|30/30|HL|-|11|2(6)2|12 + After landing 5|37|||-6|-|2nd Hit hits behind, cannot hit crouching opponents|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 7~20f|-|7f~|-|}}
{{USFIVFrameDataRow|||||Hurricane Kick [[File:Forward.gif]]|110|200|30/30|HL|-|12|2(6)2(6)2(6)2(6)2|18 + After landing 3|66|||-2|-|2nd Hit & 4th Hit hits behind, cannot hit crouching opponents|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 7~45f|-|7f~|-|}}
{{USFIVFrameDataRow|||||Tatsumaki Senpukyaku [[File:Forward.gif]]|110|200|30/30|HL|-|12|2(6)2(6)2(6)2(6)2|18 + After landing 3|66|||-2|-|2nd Hit & 4th Hit hits behind, cannot hit crouching opponents|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 7~45f|-|7f~|-|}}
{{USFIVFrameDataRow|||||Hurricane Kick [[File:Roundhouse.gif]]|120|200|30/30|HL|-|12|2(6)2(6)2(6)2(6)2|18 + After landing 3|66|||-2|-|2nd Hit & 4th Hit hits behind, cannot hit crouching opponents|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 7~45f|-|7f~|-|}}
{{USFIVFrameDataRow|||||Tatsumaki Senpukyaku [[File:Roundhouse.gif]]|120|200|30/30|HL|-|12|2(6)2(6)2(6)2(6)2|18 + After landing 3|66|||-2|-|2nd Hit & 4th Hit hits behind, cannot hit crouching opponents|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 7~45f|-|7f~|-|}}
{{USFIVFrameDataRow|EX Tatsumaki Senpukyaku|EX Hurricane Kick|||Hurricane Kick [[File:EX.gif]]|30x4*40|40x5|-250/0|HL|-|11|1(3)1(3)1(3)1(3)1|18 + After landing 3|48|||-1|-|2nd Hit & 4th Hit hits behind|X|||1st-4th Hit: Forces stand, 5th Hit: Soft Knockdown|1st-4th Hit: Forces stand, 5th Hit: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 6~27f|-|6f~|JP: 0*1*2*3*4|}}
{{USFIVFrameDataRow|EX Tatsumaki Senpukyaku|EX Hurricane Kick|||Tatsumaki Senpukyaku [[File:EX.gif]]|30x4*40|40x5|-250/0|HL|-|11|1(3)1(3)1(3)1(3)1|18 + After landing 3|48|||-1|-|2nd Hit & 4th Hit hits behind|X|||1st-4th Hit: Forces stand, 5th Hit: Soft Knockdown|1st-4th Hit: Forces stand, 5th Hit: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 6~27f|-|6f~|JP: 5|}}
{{USFIVFrameDataRow|Air Tatsumaki Senpukyaku|Air Hurricane|(in air) qcb + k ex||Air Hurricane [[File:Short.gif]]|70|100|10/40|HL|-|9|2(6)2(6)2|After landing 10|-|||-|-|2nd Hit & 4th Hit hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 7*0*0*0|}}
{{USFIVFrameDataRow|Air Tatsumaki Senpukyaku|Air Hurricane|(in air) qcb + k ex||Airborne Tatsumaki Senpukyaku [[File:Short.gif]]|70|100|10/40|HL|-|9|2(6)2(6)2|After landing 10|-|||-|-|2nd Hit & 4th Hit hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 7*0*0*0|}}
{{USFIVFrameDataRow|||||Air Hurricane [[File:Forward.gif]]|80|100|10/40|HL|-|9|2(6)2(6)2|After landing 10|-|||-|-|2nd Hit & 4th Hit hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 7*0*0*0|}}
{{USFIVFrameDataRow|||||Airborne Tatsumaki Senpukyaku [[File:Forward.gif]]|80|100|10/40|HL|-|9|2(6)2(6)2|After landing 10|-|||-|-|2nd Hit & 4th Hit hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 7*0*0*0|}}
{{USFIVFrameDataRow|||||Air Hurricane [[File:Roundhouse.gif]]|90|100|10/40|HL|-|9|2(6)2(6)2|After landing 10|-|||-|-|2nd Hit & 4th Hit hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 7*0*0*0|}}
{{USFIVFrameDataRow|||||Airborne Tatsumaki Senpukyaku [[File:Roundhouse.gif]]|90|100|10/40|HL|-|9|2(6)2(6)2|After landing 10|-|||-|-|2nd Hit & 4th Hit hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 7*0*0*0|}}
{{USFIVFrameDataRow|EX Air Tatsumaki Senpukyaku|EX Air Hurricane|||Air Hurricane [[File:EX.gif]]|40x5|50x5|-250/0|HL|-|7|1(3)1(3)1(3)1(3)1|After landing 4|-|||-|-|2nd Hit & 4th Hit hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 7*8*9*10*11|}}
{{USFIVFrameDataRow|EX Air Tatsumaki Senpukyaku|EX Air Hurricane|||Airborne Tatsumaki Senpukyaku [[File:EX.gif]]|40x5|50x5|-250/0|HL|-|7|1(3)1(3)1(3)1(3)1|After landing 4|-|||-|-|2nd Hit & 4th Hit hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 7*8*9*10*11|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Shinku Hadoken|Super|qcf qcf + p||Super Combo|50x4*100|0|-1000/0|HL|-|1+2|-|Total 52|55|||11|-|5th Hit on grounded opponent puts the opponent into an unjugglable state||||5th Hit: Hard Knockdown|5th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1f|-|-|-|-|JP: 4x4*5|}}
{{USFIVFrameDataRow|Shinku Hadoken|Super Combo|qcf qcf + p||Shinku Hadoken|50x4*100|0|-1000/0|HL|-|1+2|-|49|52|||+11|-|5th Hit on grounded opponent puts the opponent into an unjugglable state||||5th Hit: Hard Knockdown|5th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1f|-|-|-|-|JP: 4*4*4*4*5, 5th Hit as the initial Knockdown starts the Juggle Count at 99|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Metsu Hadoken|Ultra I|qcf qcf + 3p||Ultra Combo 1|42x7*75|0|0/0|HL|-|0+11|-|Total 120|131|||-25|-|||||8th Hit: Hard Knockdown|8th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9f|-|-|-|-|JP: 7x7*8|}}
{{USFIVFrameDataRow|Metsu Hadoken|Ultra Combo I|qcf qcf + 3p||Metsu Hadoken|42x7*75|0|0/0|HL|-|0+11|-|109|120|||-25|-|||||8th Hit: Hard Knockdown|8th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9f|-|-|-|-|JP: 7*7*7*7*7*7*7*8|}}
{{USFIVFrameDataRow|Metsu Shoryuken|Ultra II|qcf qcf + 3k||Ultra Combo 2|270*38x4*50x3[270*233]|0|0/0|HL|-|0+8|3*3x7|43+ After landing 41|115|||-84|-|1st Hit goes into animation, [] refers to animation, guard advantage assumes 2nd hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9f|Lower body: 11~31f|-|-|11f~ airborne|JP: 0*1*2*3*4*5*6*6|}}
{{USFIVFrameDataRow|Metsu Shoryuken|Ultra Combo II|qcf qcf + 3k armorbreak||Metsu Shoryuken|270*38x4*50x3[270*233]|0|0/0|HL|-|0+8|3*3x7|43+ After landing 41|115|||-84|-|1st Hit goes into animation, [] refers to animation, guard advantage assumes 2nd hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9f|Lower body: 11~31f|-|-|11f~ airborne|JP: 0*1*2*3*4*5*6*6|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
|-  
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|}
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Revision as of 01:18, 23 June 2014

Ultra Street Fighter IVUSFIV-Header.png

Ryu

SSFIV-Ryu Face.jpg

Ryu only has one goal in life: to perfect his skills and become the ultimate martial artist. A fairly aloof warrior, Ryu continually travels the globe in search of stronger and stronger opponents to help him achieve this goal. After defeating Sagat for the World Champion Street Fighter title, he was considered by most to be the most powerful fighter in the world. And yet, Ryu's true potential may still remain untapped, and only a glimpse of it was seen in his climactic battle with Shadaloo's leader, M. Bison. Only time will tell if Ryu can avoid being swallowed up by the dangerous power of the Satsui no Hado...


In a nutshell

Ryu epitomizes the saying of "A minute to learn, a lifetime to master" the most of any Street Fighter character. Ryu has all the basic tools you need: great normals, a projectile, an effect anti-air, FADC combos, etc. But as a result, he has very few gimmicks and shenanigans. You can get by playing Ryu with a solid understanding of his basic strategy, but learning Ryu at the highlest level requires very solid mind games and very solid fundamentals.


Ultra SFIV Changes

(From Ultra SFIV Arcade Japan)

  • Crouch MK: On block now -2 from -3
  • Diagonal Jump MP: 1st hit now cancellable any version of the Airborne Tatsumaki Senpukyaku
  • EX Shoryuken: First hit now gives Ryu a Free Juggle
  • Airborne Tatsumaki Senpukyaku: Light, Medium, and Hard versions now given Juggle Potential (exact data unknown)
  • EX Airborne Tatsumaki Senpukyaku: Hitbox expanded and vacuum effect on hit increased, easier to land all hits
  • Metsu Shoryuken (UC2): Startup invincibility increased to frames 1-9 from frames 1-8
  • L and M Shoryuken --> EX Focus Cancel --> Forward Dash now -5F on block at best

(New to Ultra SFIV Console Digital Release)

  • EX Hadoken: Startup reduced to 11 frames from 12 frames


Character Specific Data

Ryu

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: 18
JUMPING Back Dash Distance: 0.75
Jump Height Apex: 1.76 Back Dash Total Frames: 27
Jump Total Frames: 40 (4+36) Back Dash Invincibility: 8
Forward Jump Distance: 1.92 Back Dash Airborne: 10
Back Jump Distance 1.92 Back Dash Recovery: 9
THROWS WAKE-UP TIMING
Forward Throw Range: 0.90 Face Up Total Frames: 31
Back Throw Range: 0.90 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Collarbone Breaker Hard Knockdowns: Crouch HK
Low Attacks: Crouch LK, Crouch MK, Crouch HK Armor Breakers: Tatsumaki Senpukyaku, EX Tatsumaki Senpukyaku, Metsu 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: -2 L2 FA Forward Dash (On Block): +4
L1 Focus Attack Back Dash: -11 L2 FA Back Dash (On Block): -5


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 3 3 6 +2 +5
Close MP Close Strong.gif 70 100 40 HL sp/su 3 3 21 -3 +3
Close HP Close Fierce.gif 100[80] 200[150] 60 HL sp/su 5 7 26 -15 -10
Close LK Close Short.gif 30 50 20 HL - 5 5 7 -1 +2
Close MK Close Forward.gif 80 100 40 HL sp/su 3 5 16 -7 -2
Close HK Close Roundhouse.gif 40*70 125*75 60*20 HL su*- 8 8(2)4 15 -1 +4
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 4 3 6 +2 +5
Far MP Far Strong.gif 80 100 40 HL sp/su 5 4 14 -4 -1
Far HP Far Fierce.gif 120 200 60 HL - 8 3 15 0 +4
Far LK Far Short.gif 40 50 20 HL - 5 6 6 -1 +2
Far MK Far Forward.gif 80 100 40 HL - 8 2 17 -5 -2
Far HK Far Roundhouse.gif 110 200 60 HL - 9 4 20 -6 -2
Crouch LP Crouch Jab.gif 30 50 20 HL ch/sp/su 3 2 7 +2 +5
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 4 4 8 +2 +5
Crouch HP Crouch Fierce.gif 90 200 60 HL sp/su 4 8 28 -18 -13
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 4 3 9 -1 +2
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 5 5 12 -2 0
Crouch HK Crouch Roundhouse.gif 90 100 60 L - 5 4 28 -14 -
Collarbone Breaker Right.gif+Strong.gif 30*50 50*50 40*20 H - 17 1(1)2 14 -2 +3
Solar Plexus Strike Right.gif+Fierce.gif 40*60 50*50 60*20 HL [sp/su] 17 2*2 18 0 +4
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 10 7 - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 5 5 - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 6 5 - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 5 9 - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 10 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 4 4 - - -
Diagonal Jump LP Diagonal Jump Jab.gif 50 50 20 H - 4 7 - - -
Diagonal Jump MP Diagonal Jump Strong.gif 50*30 50*50 40*20 H sp/su*- 7 3*4 - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 100 200 60 H - 6 5 - - -
Diagonal Jump LK Diagonal Jump Short.gif 40 50 20 H - 4 8 - - -
Diagonal Jump MK Diagonal Jump Forward.gif 70 100 40 H - 6 6 - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 100 200 60 H - 7 7 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 -21 -21
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 -15 -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 35 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Shoulder Throw Forward Throw 130 140 40 0.9 - 3 2 20 - -
Somersault Throw Back Throw 130 120 40 0.9 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Hadoken Hadoken 70 100 10/20 HL su 13 - 32 -6 -2
EX Hadoken Hadoken EX.gif 50*50 50*50 -250/0 HL su 11 - 29 +1 -
Shoryuken Shoryuken Jab.gif 100[70] 200[100] 30/40 HL su 3 14 14 + After landing 10 -17 -
Shoryuken Strong.gif 80*50 150*50 20/20*20 HL su*- 3 2*12 25 + After landing 18 -34 -
Shoryuken Fierce.gif 160[60] 200[50] 20/40[20] HL - 3 14 28 + After landing 18 -37 -
EX Shoryuken Shoryuken EX.gif 80*60 100*100 -250/0 HL su 3 2*12 30 + After landing 18 -39 -
Tatsumaki Senpukyaku Tatsumaki Senpukyaku Short.gif 100 200 30/30 HL - 11 2(6)2 12 + After landing 5 -6 -
Tatsumaki Senpukyaku Forward.gif 110 200 30/30 HL - 12 2(6)2(6)2(6)2(6)2 18 + After landing 3 -2 -
Tatsumaki Senpukyaku Roundhouse.gif 120 200 30/30 HL - 12 2(6)2(6)2(6)2(6)2 18 + After landing 3 -2 -
EX Tatsumaki Senpukyaku Tatsumaki Senpukyaku EX.gif 30x4*40 40x5 -250/0 HL - 11 1(3)1(3)1(3)1(3)1 18 + After landing 3 -1 -
Air Tatsumaki Senpukyaku Airborne Tatsumaki Senpukyaku Short.gif 70 100 10/40 HL - 9 2(6)2(6)2 After landing 10 - -
Airborne Tatsumaki Senpukyaku Forward.gif 80 100 10/40 HL - 9 2(6)2(6)2 After landing 10 - -
Airborne Tatsumaki Senpukyaku Roundhouse.gif 90 100 10/40 HL - 9 2(6)2(6)2 After landing 10 - -
EX Air Tatsumaki Senpukyaku Airborne Tatsumaki Senpukyaku EX.gif 40x5 50x5 -250/0 HL - 7 1(3)1(3)1(3)1(3)1 After landing 4 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Shinku Hadoken Shinku Hadoken 50x4*100 0 -1000/0 HL - 1+2 - 49 +11 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Metsu Hadoken Metsu Hadoken 42x7*75 0 0/0 HL - 0+11 - 109 -25 -
Metsu Shoryuken Metsu Shoryuken 270*38x4*50x3[270*233] 0 0/0 HL - 0+8 3*3x7 43+ After landing 41 -84 -
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

Collarbone Breaker

Overhead f + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Solar Plexus Strike

Rocket Punch f + hp

~~ Uses and Strategies ~~

(No uses/strategies)


Focus Attacks

  Name Nickname Command Notes
File:No image.png Focus Attack (Level 1) Level 1 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 2) Level 2 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 3) Level 3 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:No image.png

Shoulder Throw

Forward Throw f or n + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Somersault Throw

Back Throw b + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Hadoken

Fireball qcf + p ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Shoryuken

Uppercut dp + p ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Tatsumaki Senpukyaku

Hurricane Kick qcb + k ex armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Air Tatsumaki Senpukyaku

Air Hurricane (in air) qcb + k ex

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:No image.png

Shinku Hadoken

Super Combo qcf qcf + p

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Metsu Hadoken

Ultra Combo I qcf qcf + 3p

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Metsu Shoryuken

Ultra Combo II qcf qcf + 3k armorbreak

~~ 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 3 3 6 11 +2 +5 11 14 Reset Reset - - - - - - -
Close MP Close Strong.gif 70 100 40 HL sp/su 3 3 21 26 -3 +3 21 27 Reset Reset - - - - - - -
Close HP Close Fierce.gif 100[80] 200[150] 60 HL sp/su 5 7 26 37 -15 -10 18 23 [] refers to active frames 3~5f Forces stand Forces stand Reset Reset - - - - - - -
Close LK Close Short.gif 30 50 20 HL - 5 5 7 16 -1 +2 11 14 Reset Reset - - - - - - -
Close MK Close Forward.gif 80 100 40 HL sp/su 3 5 16 23 -7 -2 14 19 Reset Reset - - - - - - -
Close HK Close Roundhouse.gif 40*70 125*75 60*20 HL su*- 8 8(2)4 15 36 -1 +4 18 23 Reset Reset - - - - - - -
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 4 3 6 12 +2 +5 11 14 Reset Reset - - - - - - -
Far MP Far Strong.gif 80 100 40 HL sp/su 5 4 14 22 -4 -1 14 17 Reset Reset - - - - - - -
Far HP Far Fierce.gif 120 200 60 HL - 8 3 15 25 0 +4 18 22 Reset Reset - - - - - - -
Far LK Far Short.gif 40 50 20 HL - 5 6 6 16 -1 +2 11 14 Reset Reset - - - - - - -
Far MK Far Forward.gif 80 100 40 HL - 8 2 17 26 -5 -2 14 17 Reset Reset - - - - - - -
Far HK Far Roundhouse.gif 110 200 60 HL - 9 4 20 32 -6 -2 18 22 Reset Reset - - - - - - -
Crouch LP Crouch Jab.gif 30 50 20 HL ch/sp/su 3 2 7 11 +2 +5 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 4 4 8 15 +2 +5 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 90 200 60 HL sp/su 4 8 28 39 -18 -13 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 4 3 9 15 -1 +2 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 5 5 12 21 -2 0 15 17 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 90 100 60 L - 5 4 28 36 -14 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Collarbone Breaker Right.gif+Strong.gif 30*50 50*50 40*20 H - 17 1(1)2 14 34 -2 +3 14 19 Only +1 hit advantage on crouching opponents Reset Reset - - - - - - -
Solar Plexus Strike Right.gif+Fierce.gif 40*60 50*50 60*20 HL [sp/su] 17 2*2 18 38 0 +4 20 24 [] refers to last 3 recovery frames Reset Reset - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 10 7 - 16 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 5 5 - 9 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 6 5 - 10 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 5 9 - 13 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 10 - 15 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 4 4 - 7 - - Reset Reset - - - Legs: During startup - - -
Diagonal Jump LP Diagonal Jump Jab.gif 50 50 20 H - 4 7 - 10 - - Reset Reset - - - Legs: During startup - - -
Diagonal Jump MP Diagonal Jump Strong.gif 50*30 50*50 40*20 H sp/su*- 7 3*4 - 13 - - 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown - - - Legs: During startup - - JP: 1
Diagonal Jump HP Diagonal Jump Fierce.gif 100 200 60 H - 6 5 - 10 - - Reset Reset - - - Legs: During startup - - -
Diagonal Jump LK Diagonal Jump Short.gif 40 50 20 H - 4 8 - 11 - - Reset Reset - - - Legs: During startup - - -
Diagonal Jump MK Diagonal Jump Forward.gif 70 100 40 H - 6 6 - 11 - - Reset Reset - - - Legs: During startup - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 100 200 60 H - 7 7 - 13 - - Reset Reset - - - Legs: During startup - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 57 -21 -21 Crumple Soft Knockdown Soft Knockdown - - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 65 -15 - Crumple Crumple Free Juggle Free Juggle - - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 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
Shoulder Throw Forward Throw 130 140 40 0.9 - 3 2 20 24 - - Untechable knockdown X Hard Knockdown - - - - - - - - - -
Somersault Throw Back Throw 130 120 40 0.9 - 3 2 20 24 - - Untechable knockdown X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Hadoken Hadoken 70 100 10/20 HL su 13 - 32 45 -6 -2 16~17f focus cancellable X Soft Knockdown Soft Knockdown - - - - - - -
EX Hadoken Hadoken EX.gif 50*50 50*50 -250/0 HL su 11 - 29 40 +1 - If the first hit connects as a Counter Hit, enemy goes into Free Juggle state and, until the combo is over, the 2nd hit of the EX Fireball or any subsequent EX Fireballs will not increase the Juggle Count, 15~16f focus cancellable X Soft Knockdown 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown Soft Knockdown 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown - - - - - - JP: 1*2, 2nd Hit does not increase Juggle Count, 1st Hit as the initial Knockdown starts the Juggle Count at 2
Shoryuken Shoryuken Jab.gif 100[70] 200[100] 30/40 HL su 3 14 14 + After landing 10 44 -17 - [] refers to active frames 3~14f Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~2f Lower body: 3~16f - 3~4f 4f~ -
Shoryuken Strong.gif 80*50 150*50 20/20*20 HL su*- 3 2*12 25 + After landing 18 59 -34 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~5f Lower body: 6~16f - - 5f~ 2nd Hit JP: 1
Shoryuken Fierce.gif 160[60] 200[50] 20/40[20] HL - 3 14 28 + After landing 18 62 -37 - [] refers to active frames 3~14f Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~4f Lower body: 5~16f - 3~4f 3f~ -
EX Shoryuken Shoryuken EX.gif 80*60 100*100 -250/0 HL su 3 2*12 30 + After landing 18 64 -39 - 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown - All: 1~16f - - - 6f~ 2nd Hit JP: 1
Tatsumaki Senpukyaku Tatsumaki Senpukyaku Short.gif 100 200 30/30 HL - 11 2(6)2 12 + After landing 5 37 -6 - 2nd Hit hits behind, cannot hit crouching opponents X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 7~20f - 7f~ -
Tatsumaki Senpukyaku Forward.gif 110 200 30/30 HL - 12 2(6)2(6)2(6)2(6)2 18 + After landing 3 66 -2 - 2nd Hit & 4th Hit hits behind, cannot hit crouching opponents X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 7~45f - 7f~ -
Tatsumaki Senpukyaku Roundhouse.gif 120 200 30/30 HL - 12 2(6)2(6)2(6)2(6)2 18 + After landing 3 66 -2 - 2nd Hit & 4th Hit hits behind, cannot hit crouching opponents X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 7~45f - 7f~ -
EX Tatsumaki Senpukyaku Tatsumaki Senpukyaku EX.gif 30x4*40 40x5 -250/0 HL - 11 1(3)1(3)1(3)1(3)1 18 + After landing 3 48 -1 - 2nd Hit & 4th Hit hits behind X 1st-4th Hit: Forces stand, 5th Hit: Soft Knockdown 1st-4th Hit: Forces stand, 5th Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 6~27f - 6f~ JP: 5
Air Tatsumaki Senpukyaku Airborne Tatsumaki Senpukyaku Short.gif 70 100 10/40 HL - 9 2(6)2(6)2 After landing 10 - - - 2nd Hit & 4th Hit hits behind Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 7*0*0*0
Airborne Tatsumaki Senpukyaku Forward.gif 80 100 10/40 HL - 9 2(6)2(6)2 After landing 10 - - - 2nd Hit & 4th Hit hits behind Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 7*0*0*0
Airborne Tatsumaki Senpukyaku Roundhouse.gif 90 100 10/40 HL - 9 2(6)2(6)2 After landing 10 - - - 2nd Hit & 4th Hit hits behind Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 7*0*0*0
EX Air Tatsumaki Senpukyaku Airborne Tatsumaki Senpukyaku EX.gif 40x5 50x5 -250/0 HL - 7 1(3)1(3)1(3)1(3)1 After landing 4 - - - 2nd Hit & 4th Hit hits behind Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 7*8*9*10*11
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
Shinku Hadoken Shinku Hadoken 50x4*100 0 -1000/0 HL - 1+2 - 49 52 +11 - 5th Hit on grounded opponent puts the opponent into an unjugglable state 5th Hit: Hard Knockdown 5th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1f - - - - JP: 4*4*4*4*5, 5th Hit as the initial Knockdown starts the Juggle Count at 99
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
Metsu Hadoken Metsu Hadoken 42x7*75 0 0/0 HL - 0+11 - 109 120 -25 - 8th Hit: Hard Knockdown 8th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~9f - - - - JP: 7*7*7*7*7*7*7*8
Metsu Shoryuken Metsu Shoryuken 270*38x4*50x3[270*233] 0 0/0 HL - 0+8 3*3x7 43+ After landing 41 115 -84 - 1st Hit goes into animation, [] refers to animation, guard advantage assumes 2nd hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~9f Lower body: 11~31f - - 11f~ airborne JP: 0*1*2*3*4*5*6*6
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: