Ultra Street Fighter IV/Makoto: Difference between revisions

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Revision as of 23:13, 23 April 2022

Ultra Street Fighter IVUSFIV-Header.png

Makoto

SSFIV-Makoto Face.jpg

Growing up respecting and loving her father's Rindoukan karate dojo, Makoto did everything she could to emulate her father. However, upon his passing, no one was left to continue the school (her brother had no interest in the school) and it eventually closed down. Figuring she was the only hope to rebuild the respected school, she literally used her own hands to bring the school back to life with her carpentry skills and has now entered the Street Fighting circuit to see if she can garner potential students after seeing her success in battles, thus continuing to spread her father's teachings.


In a nutshell

Makoto is a character who seems like she has the proper mix-ups built into her moves, but Makoto is not straight-forward at all. Learning to win with Makoto takes a ton of creativity and unpredictability, and although it appears her main goals are to land her Karakusa, oftentimes she has to make you respect all her other moves first before the Karakusa can even be a threat. Her awkward Dash and extremely slow walk speed can make for a very difficult character to learn, making it very hard to control your distances from the opponent. She's definitely a very awkward character to play, but when your mix-ups and mind games are working, she also can end up being one of the most fun and satisfying characters to play.


Click for Omega SF4 version


Ultra SFIV Changes

(From Ultra SFIV Arcade Japan)

  • Forward Throw: Range increased to 0.95 from 0.90
  • Back Throw: Range decreased to 0.85 from 0.90
  • Stand HP: Hit Stun increased by 1 frame on crouching opponents, now matches the hit-stun time when used against standing opponents
  • Crouch HK: Stun damage increased to 200 from 100
  • Diagonal Jump MK: Hitbox slightly expanded, easier to cross-up
  • Karakusa: Light, Medium, and Hard versions recovery on whiff increased to 51 frames from 47 frames
  • EX Fukiage: Is now able to hit grounded opponents; can be canceled into a jump on hit only;
  • EX Fukiage: Damage reduced to 80 from 120; stun damage reduced to 100 from 200
  • Tsurugi: Light and Medium version Block Stun reduced by 2 frames so that; on block at lowest height, is -3 from -1
  • Seichusen Godanzuki (UC1): Damage decreased to 440 from 480
  • Abare Tosanami (UC2): Now fully Projectile Invincible from startup to landing

(New to Ultra SFIV Console Digital Release)

  • Ultra Combo W: Ccaling changed from 60% to 75%
  • EX Oroshi: Juggle Potential increased to 2 from 1
  • Abare Tosanami (UC2): Now while traveling to the wall, invincibility changed from fully invincibile to only Projectile and Throw Invincibile


Character Specific Data

Makoto

VITALS
Health: 950 Stun: 1050 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.02 Forward Dash Distance: 1.78
Back Walk Speed: 0.015 Forward Dash Total Frames: 16
JUMPING Back Dash Distance: 1.32
Jump Height Apex: 1.76 Back Dash Total Frames: 27
Jump Total Frames: 40 (4+36) Back Dash Invincibility: 8
Forward Jump Distance: 1.925 Back Dash Airborne: 5
Back Jump Distance 1.75 Back Dash Recovery: 14
THROWS WAKE-UP TIMING
Forward Throw Range: 0.95 Face Up Total Frames: 31
Back Throw Range: 0.85 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Oroshi, EX Oroshi, EX Tsurugi Hard Knockdowns: Toward HK, Crouch HP, LP/MP Oroshi (vs. Air), HP Oroshi, EX Oroshi
Low Attacks: Toward HK, Crouch HP, Crouch LK Armor Breakers: Hayate (Level 5), EX Hayate, Oroshi, EX Oroshi
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 21 L1 EX Red Focus Attack Combo Lead-Ins: Stand HP, Stand HK, LP/MP/HP Hayate (Levels 1-3), LP/MP Oroshi
Level 2 Focus Startup Frames: 29
Level 3 Focus Startup Frames: 64
L1 Focus Attack Forward Dash: 0 L2 FA Forward Dash (On Block): +6
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
Stand LP Stand LP.png 30 50 20 HL sp/su 4 4 5 2 5
Stand MP Stand MP.png 60 100 40 HL sp/su 5 7 7 2 5
Stand HP Stand HP.png 80 200 60 HL sp/su 6 3 24 -9 -5
Stand LK Stand LK.png 40 50 20 HL sp/su 5 3 8 0 3
Stand MK Stand MK.png 70 100 40 HL sp/su 6 4 12 -2 1
Stand HK Stand HK.png 100 250 60 HL su 8 8 12 -2 2
Toward LP Toward LP.png 30 50 20 HL sp/su 3 4 7 0 3
Toward MP Toward MP.png 90 100 40 HL su 7 6 8 0 3
Toward HP Toward HP.png 90 200 60 HL - 13 8 18 -8 -4
Toward LK Toward LK.png 40 50 20 HL - 7 3 12 -4 -1
Toward MK Toward MK.png 90 100 40 HL - 15 3 16 -1 2
Toward HK Toward HK.png 110 200 60 L - 19 3 23 -8 -
Crouch LP Crouch LP.png 20 50 20 HL ch/sp/su 4 4 6 1 4
Crouch MP Crouch MP.png 60 100 40 HL sp/su 7 6 9 -1 2
Crouch HP Crouch HP.png 90 100 60 L - 7 3 24 -9 -
Crouch LK Crouch LK.png 30 50 20 L sp/su 4 4 7 0 3
Crouch MK Crouch MK.png 70 100 40 HL - 7 6 8 0 3
Crouch HK Crouch HK.png 90 200 60 HL - 9 4 17 -3 1
Yamase Right.gif+HP.png > HP.png 50*80 50*100 20*20 HL - 7 3(3)5 18 -5 -1
Target Combo 1 LK.png > MK.png 50 100 40 HL sp/su 2 4 14 -4 -1
Target Combo 2 Right.gif+MK.png > HK.png 100 200 60 HL - 8 7 14 -3 1
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump LP.png 50 50 20 H - 4 9 - - -
Neutral Jump MP Neutral Jump MP.png 80 100 40 H - 5 6 - - -
Neutral Jump HP Neutral Jump HP.png 100 250 60 H - 8 2 - - -
Neutral Jump LK Neutral Jump LK.png 40 50 20 H - 4 9 - - -
Neutral Jump MK Neutral Jump MK.png 80 100 40 H - 7 10 - - -
Neutral Jump HK Neutral Jump HK.png 100 200 60 H - 7 5 - - -
Angled Jump LP Angled Jump LP.png 50 50 20 H -- 4 9 - - -
Angled Jump MP Angled Jump MP.png 80 100 40 H - 5 6 - - -
Angled Jump HP Angled Jump HP.png 100 200 60 H - 6 5 - - -
Angled Jump LK Angled Jump LK.png 40 50 20 H - 4 9 - - -
Angled Jump MK Angled Jump MK.png 80 100 40 H - 7 5 - - -
Angled Jump HK Angled Jump HK.png 100 200 60 H - 9 5 - - -
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 - - 64 2 35 - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 -500/0 HL - 10+11 2 35 -21 -21
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 -500/0 HL - 18+11 2 35 -15 -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 -500/0 - - 64 2 35 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 -750/0 HL - 10+11 2 35 -15 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Head Butt Forward Throw 100 200 40 0.955 - 3 2 20 - 1
Triple Threat Back Throw 130 120 40 0.855 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Fukiage Fukiage LP.png 90 160 30/40 HL su 6 8 31 - -
Fukiage MP.png 90 160 30/40 HL su 10 8 32 - -
Fukiage HP.png 90 160 30/40 HL su 13 8 32 - -
EX Fukiage Fukiage Ex.png 80 100 -250/0 HL su 10 8 32 -19 -
Hayate Hayate LP.png (Lv1) 90 120 20/40 HL su 8 5 23 -8 0
Hayate LP.png (Lv2) 105 135 20/40 HL su 4+8 5 23 -7 1
Hayate LP.png (Lv3) 120 150 20/40 HL su 24+8 5 23 -6 2
Hayate LP.png (Lv4) 135 165 20/40 HL su 44+20 5 19 -2 -
Hayate LP.png (Lv5) 190 180 20/40 HL su 64+11 5 19 -2 -
Hayate MP.png (Lv1) 100 120 20/40 HL su 15 5 21 -7 1
Hayate MP.png (Lv2) 115 135 20/40 HL su 4+15 5 21 -6 2
Hayate MP.png (Lv3) 130 150 20/40 HL su 24+15 5 21 -5 3
Hayate MP.png (Lv4) 155 165 20/40 HL su 44+20 5 19 -2 -
Hayate MP.png (Lv5) 190 180 20/40 HL su 64+11 5 19 -2 -
Hayate HP.png (Lv1) 110 120 20/40 HL su 20 5 19 -6 2
Hayate HP.png (Lv2) 125 135 20/40 HL su 4+20 5 19 -5 3
Hayate HP.png (Lv3) 140 150 20/40 HL su 24+20 5 19 -4 4
Hayate HP.png (Lv4) 155 165 20/40 HL su 44+20 5 19 -2 -
Hayate HP.png (Lv5) 190 180 20/40 HL su 64+11 5 19 -2 -
EX Hayate Hayate Ex.png 120 150 -250/0 HL su 13 6 16 -4 -
Hayate Cancel Hayate Cancel - - - - - - - Total 12 - -
Oroshi Overhead Chop LP.png 90 200 30/30 H su 22 6 16 -4 4[3]
Overhead Chop MP.png 100 200 30/30 H su 23 6 15 -5 5[4]
Overhead Chop HP.png 150 200 30/30 H su 24 6 14 -5 -
EX Oroshi Overhead Chop Ex.png 120 200 -250/0 H su 18 6 19 -4 -
Karakusa Karakusa LK.png 40 80 20/40 0.93 - 7 2 51 - 12
Karakusa MK.png 40 80 20/40 0.99 - 8 2 51 - 12
Karakusa HK.png 40 80 20/40 1.06 - 9 2 51 - 12
EX Karakusa Karakusa Ex.png 60 120 -250/0 0.93 - 5 2 47 - 12
Tsurugi Axe Kick LK.png 90 120 10/40 HL - 11 4 After landing 11 - -
Axe Kick MK.png 100 140 10/40 HL - 13 4 After landing 11 - -
Axe Kick HK.png 150 200 10/40 HL - 15 4 After landing 11 - -
EX Tsurugi Axe Kick Ex.png 60*100 100*120 -250/0 H - 15 1*4 After landing 11 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Tanden Renki Super Combo - - -1000/0 HL - 1+0 720 11 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Seichusan Godanzuki Ultra Combo 1 75*365 0 0/0 HL - 0+6 3 47 -29 -
Abare Tosanami Ultra Combo 2 LK.png 105*75*60*150[60*45*45*60] 0 0/0 HL See notes From wall 0 until ground After landing 26 -28 -
Ultra Combo 2 MK.png 105*75*60*150[60*45*45*60] 0 0/0 HL See notes From wall 0 until ground After landing 26 -28 -
Ultra Combo 2 HK.png 105*75*60*150[60*45*45*60] 0 0/0 HL See notes From wall 3 until ground 3+After landing 26 -28 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv

Moves

Standing Normals

  Name Nickname Command Notes
File:No image.png

Stand LP

Stand Jab lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand MP

Stand Strong mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand HP

Stand Fierce hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand LK

Stand Short lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand MK

Stand Forward mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand HK

Stand Roundhouse hk

~~ Uses and Strategies ~~

(No uses/strategies)


Standing Toward Normals

  Name Nickname Command Notes
File:No image.png

Toward LP

Toward Jab f + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Toward MP

Toward Strong f + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Toward HP

Toward Fierce f + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Toward LK

Toward Short f + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Toward MK

Toward Forward f + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Toward HK

Toward Roundhouse f + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Crouching Normals

  Name Nickname Command Notes
File:No image.png

Crouch LP

Crouch Jab d + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MP

Crouch Strong d + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HP

Crouch Fierce d + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch LK

Crouch Short d + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MK

Crouch Forward d + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HK

Crouch Roundhouse d + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Neutral Jumping Normals

  Name Nickname Command Notes
File:No image.png

Neutral Jump LP

Neutral Jump Jab u + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MP

Neutral Jump Strong u + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HP

Neutral Jump Fierce u + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump LK

Neutral Jump Short u + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MK

Neutral Jump Forward u + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HK

Neutral Jump Roundhouse u + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Diagonal Jumping Normals

  Name Nickname Command Notes
File:No image.png

Diagonal Jump LP

Diagonal Jump Jab ub / Uf.png + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong ub / Uf.png + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce ub / Uf.png + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump LK

Diagonal Jump Short ub / Uf.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / Uf.png + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse ub / Uf.png + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:No image.png

Yamase

Triple Punch f + hp First hit can whiff and still be chained

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 1

Target Combo 1 lk ---.png mk First hit can whiff and still be chained

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Target Combo 2

Target Combo 2 f + Mk.png ---.png hk First hit can whiff and still be chained

~~ 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

Head Butt

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

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Triple Threat

Back Throw b + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Fukiage

Uppercut dp + P.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Hayate

qcf + P.png Ex.png ( Ex.png version Armorbreak.png ) Hold p to delay attack and increase damage; Press k during delay to cancel; All Level 5 Hayates are Armorbreak.png ; ex version cannot be delayed or canceled

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Hayate Cancel

Hayate Cancel k

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Oroshi

Overhead Chop qcb + P.png Ex.png armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Karakusa

Command Grab hcb + K.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Tsurugi

Axe Kick (in air) Qcb.png + K.png ex

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:No image.png

Tanden Renki

Super Combo qcf Qcf.png + p Boosts strength temporarily

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Seichusan Godanzuki

Ultra Combo I qcf Qcf.png + 3p

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Abare Tosanami

Ultra Combo II qcf Qcf.png + 3k Hold different K.png buttons before reaching wall to select attack angle

~~ Uses and Strategies ~~

(No uses/strategies)


The Basics

Combos

Strategy

Matchups

vs. Abel

SSFIV-Abel Face.jpg (No strategies)

vs. Adon

SSFIV-Adon Face.jpg (No strategies)

vs. Akuma/Gouki

SSFIV-Akuma Face.jpg (No strategies)

vs. Balrog/Boxer

SSFIV-Balrog Face.jpg (No strategies)

vs. Blanka

SSFIV-Blanka Face.jpg (No strategies)

vs. C. Viper

SSFIV-CViper Face.jpg (No strategies)

vs. Cammy

SSFIV-Cammy Face.jpg (No strategies)

vs. Chun-Li

SSFIV-ChunLi Face.jpg (No strategies)

vs. Cody

SSFIV-Cody Face.jpg (No strategies)

vs. Dan

SSFIV-Dan Face.jpg (No strategies)

vs. Decapre

SSFIV-Decapre Face.jpg (No strategies)

vs. Dee Jay

SSFIV-DeeJay Face.jpg (No strategies)

vs. Dhalsim

SSFIV-Dhalsim Face.jpg (No strategies)

vs. Dudley

SSFIV-Dudley Face.jpg (No strategies)

vs. E. Honda

SSFIV-EHonda Face.jpg (No strategies)

vs. El Fuerte

SSFIV-ElFuerte Face.jpg (No strategies)

vs. Elena

SSFIV-Elena Face.jpg (No strategies)

vs. Evil Ryu

SSFIV-Evil Ryu Face.jpg (No strategies)

vs. Fei Long

SSFIV-FeiLong Face.jpg (No strategies)

vs. Gen

SSFIV-Gen Face.jpg (No strategies)

vs. Gouken

SSFIV-Gouken Face.jpg (No strategies)

vs. Guile

SSFIV-Guile Face.jpg (No strategies)

vs. Guy

SSFIV-Guy Face.jpg (No strategies)

vs. Hakan

SSFIV-Hakan Face.jpg (No strategies)

vs. Hugo

SSFIV-Hugo Face.jpg (No strategies)

vs. Ibuki

SSFIV-Ibuki Face.jpg (No strategies)

vs. Juri

SSFIV-Juri Face.jpg (No strategies)

vs. Ken

SSFIV-Ken Face.jpg (No strategies)

vs. M.Bison/Dictator

SSFIV-MBison Face.jpg (No strategies)

vs. Makoto (self)

SSFIV-Makoto Face.jpg (No strategies)

vs. Oni

SSFIV-Oni Face.jpg (No strategies)

vs. Poison

SSFIV-Poison Face.jpg (No strategies)

vs. Rolento

SSFIV-Rolento Face.jpg (No strategies)

vs. Rose

SSFIV-Rose Face.jpg (No strategies)

vs. Rufus

SSFIV-Rufus Face.jpg (No strategies)

vs. Ryu

SSFIV-Ryu Face.jpg (No strategies)

vs. Sagat

SSFIV-Sagat Face.jpg (No strategies)

vs. Sakura

SSFIV-Sakura Face.jpg (No strategies)

vs. Seth

SSFIV-Seth Face.jpg (No strategies)

vs. T.Hawk

SSFIV-THawk Face.jpg (No strategies)

vs. Vega/Claw

SSFIV-Vega Face.jpg (No strategies)

vs. Yang

SSFIV-Yang Face.jpg (No strategies)

vs. Yun

SSFIV-Yun Face.jpg (No strategies)

vs. Zangief

SSFIV-Zangief Face.jpg (No strategies)

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Stand LP Stand LP.png 30 50 20 HL sp/su 4 4 5 12 2 5 11 14 Reset Reset - - - - - - -
Stand MP Stand MP.png 60 100 40 HL sp/su 5 7 7 18 2 5 16 19 Reset Reset - - - - - - -
Stand HP Stand HP.png 80 200 60 HL sp/su 6 3 24 32 -9 -5 18 22 Reset Reset - - - - - - -
Stand LK Stand LK.png 40 50 20 HL sp/su 5 3 8 15 0 3 11 14 All frames can be canceled into Karakusa at any time Reset Reset - - - - - - -
Stand MK Stand MK.png 70 100 40 HL sp/su 6 4 12 21 -2 1 14 17 Reset Reset - - - - - - -
Stand HK Stand HK.png 100 250 60 HL su 8 8 12 27 -2 2 18 22 Reset Reset - - - - - - -
Toward LP Toward LP.png 30 50 20 HL sp/su 3 4 7 13 0 3 11 14 Reset Reset - - - - - - -
Toward MP Toward MP.png 90 100 40 HL su 7 6 8 20 0 3 14 17 Reset Reset - - - - - - -
Toward HP Toward HP.png 90 200 60 HL - 13 8 18 38 -8 -4 18 22 Reset Reset - - - - - - -
Toward LK Toward LK.png 40 50 20 HL - 7 3 12 21 -4 -1 11 14 1~6F special/super cancelable Reset Reset - - - - - - JP: 1
Toward MK Toward MK.png 90 100 40 HL - 15 3 16 33 -1 2 18 21 Reset Reset - - - - - - -
Toward HK Toward HK.png 110 200 60 L - 19 3 23 44 -8 - 18 - Hold button to feint (total 27f) Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Crouch LP Crouch LP.png 20 50 20 HL ch/sp/su 4 4 6 13 1 4 11 14 Reset Reset - - - - - - -
Crouch MP Crouch MP.png 60 100 40 HL sp/su 7 6 9 21 -1 2 14 17 Reset Reset - - - - - - -
Crouch HP Crouch HP.png 90 100 60 L - 7 3 24 33 -9 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Crouch LK Crouch LK.png 30 50 20 L sp/su 4 4 7 14 0 3 11 14 Reset Reset - - - - - - -
Crouch MK Crouch MK.png 70 100 40 HL - 7 6 8 20 0 3 14 17 Reset Reset - - - - - - -
Crouch HK Crouch HK.png 90 200 60 HL - 9 4 17 29 -3 1 18 22 Reset Reset - - - - - - -
Yamase Right.gif+HP.png > HP.png 50*80 50*100 20*20 HL - 7 3(3)5 18 35 -5 -1 18 22 First hit can whiff and still be chained, cannot be performed if holding any "down" direction Reset Reset - - - - - - -
Target Combo 1 LK.png > MK.png 50 100 40 HL sp/su 2 4 14 19 -4 -1 14 17 First hit can whiff and still be chained, cannot be performed if holding any "down" direction Reset Reset - - - - - - -
Target Combo 2 Right.gif+MK.png > HK.png 100 200 60 HL - 8 7 14 28 -3 1 18 22 First hit can whiff and still be chained, cannot be performed if holding any "down" direction Reset Reset - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump LP.png 50 50 20 H - 4 9 - 12 - - Reset Reset - - - Lower body: 1~3F - - -
Neutral Jump MP Neutral Jump MP.png 80 100 40 H - 5 6 - 10 - - Reset Reset - - - Lower body: 1~4F - - -
Neutral Jump HP Neutral Jump HP.png 100 250 60 H - 8 2 - 9 - - Reset Reset - - - Lower body: 1~7F - - JP: 1
Neutral Jump LK Neutral Jump LK.png 40 50 20 H - 4 9 - 12 - - Reset Reset - - - Lower body: 1~3F - - -
Neutral Jump MK Neutral Jump MK.png 80 100 40 H - 7 10 - 16 - - Reset Reset - - - Lower body: 1~6F - - -
Neutral Jump HK Neutral Jump HK.png 100 200 60 H - 7 5 - 11 - - Reset Reset - - - Lower body: 1~6F - - -
Angled Jump LP Angled Jump LP.png 50 50 20 H -- 4 9 - 12 - - Reset Reset - - - Lower body: 1~3F - - -
Angled Jump MP Angled Jump MP.png 80 100 40 H - 5 6 - 10 - - Reset Reset - - - Lower body: 1~4F - - -
Angled Jump HP Angled Jump HP.png 100 200 60 H - 6 5 - 10 - - Reset Reset - - - Lower body: 1~5F - - JP: 1
Angled Jump LK Angled Jump LK.png 40 50 20 H - 4 9 - 12 - - Reset Reset - - - Lower body: 1~3F - - -
Angled Jump MK Angled Jump MK.png 80 100 40 H - 7 5 - 11 - - Reset Reset - - - Lower body: 1~7F - - -
Angled Jump HK Angled Jump HK.png 100 200 60 H - 9 5 - 13 - - Reset Reset - - - Lower body: 1~8F - - -
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 16 16 Range: 1.981 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 65 -15 - 22 - Range: 1.981 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 64 2 35 100 - - - - Range: 1.981, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~64F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 -500/0 HL - 10+11 2 35 57 -21 -21 16 16 Range: 1.981, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 -500/0 HL - 18+11 2 35 65 -15 - 22 - Range: 1.981, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 -500/0 - - 64 2 35 100 - - - - Range: 1.981, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~65F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 -750/0 HL - 10+11 2 35 57 -15 - 22 - Range: 1.981, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Head Butt Forward Throw 100 200 40 0.955 - 3 2 20 24 - 1 - - Forces stand, if no input is given after a succesful Throw.png Makoto remains invincible for up to 17F X Hard Knockdown - - - - - - - - - -
Triple Threat Back Throw 130 120 40 0.855 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Fukiage Fukiage LP.png 90 160 30/40 HL su 6 8 31 44 - - - - Jump cancellable, cannot hit grounded - - Soft Knockdown Soft Knockdown - - - - - - JP: 1
Fukiage MP.png 90 160 30/40 HL su 10 8 32 49 - - - - Jump cancellable, cannot hit grounded - - Soft Knockdown Soft Knockdown - - - - - 2F JP: 1
Fukiage HP.png 90 160 30/40 HL su 13 8 32 52 - - - - Jump cancellable, cannot hit grounded - - Soft Knockdown Soft Knockdown - - - - - 2~3F JP: 1
EX Fukiage Fukiage Ex.png 80 100 -250/0 HL su 10 8 32 49 -19 - - - Jump cancellable on hit only, if jump Cancel.png input /before/ attack is blocked you cannot perform an EX FADC, opponent gains 20 meter on hit - - Soft Knockdown Soft Knockdown - - - - - 2F JP: 1
Hayate Hayate LP.png (Lv1) 90 120 20/40 HL su 8 5 23 35 -8 0 20 28 8F startup from button release Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate LP.png (Lv2) 105 135 20/40 HL su 4+8 5 23 39 -7 1 21 29 Charge 4~23F, 8F startup from button release Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate LP.png (Lv3) 120 150 20/40 HL su 24+8 5 23 59 -6 2 22 30 Charge 24~43F, 8F startup from button release Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate LP.png (Lv4) 135 165 20/40 HL su 44+20 5 19 87 -2 - 22 - Charge 44~63F, 20F startup from button release Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate LP.png (Lv5) 190 180 20/40 HL su 64+11 5 19 98 -2 - 22 - Charge 64F, 11F startup from button release X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 2
Hayate MP.png (Lv1) 100 120 20/40 HL su 15 5 21 40 -7 1 19 27 15F startup from button release Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate MP.png (Lv2) 115 135 20/40 HL su 4+15 5 21 44 -6 2 20 28 Charge 4~23F, 15F startup from button release Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate MP.png (Lv3) 130 150 20/40 HL su 24+15 5 21 64 -5 3 21 29 Charge 24~43F, 15F startup from button release Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate MP.png (Lv4) 155 165 20/40 HL su 44+20 5 19 87 -2 - 22 - Charge 44~63F, 20F startup from button release Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate MP.png (Lv5) 190 180 20/40 HL su 64+11 5 19 98 -2 - 22 - Charge 64F, 11F startup from button release X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 2
Hayate HP.png (Lv1) 110 120 20/40 HL su 20 5 19 43 -6 2 18 26 20F startup from button release Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate HP.png (Lv2) 125 135 20/40 HL su 4+20 5 19 47 -5 3 19 27 Charge 4~23F, 20F startup from button release Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate HP.png (Lv3) 140 150 20/40 HL su 24+20 5 19 67 -4 4 20 28 Charge 24~43F, 20F startup from button release Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate HP.png (Lv4) 155 165 20/40 HL su 44+20 5 19 87 -2 - 22 - Charge 44~63F, 20F startup from button release Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 1
Hayate HP.png (Lv5) 190 180 20/40 HL su 64+11 5 19 98 -2 - 22 - Charge 64F, 11F startup from button release X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 2
EX Hayate Hayate Ex.png 120 150 -250/0 HL su 13 6 16 34 -4 - 18 - Opponent gains 20 meter on hit X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 2
Hayate Cancel Hayate Cancel - - - - - - - Total 12 12 - - - - Fastest Cancel.png is 16F - - - - - - - - - - -
Oroshi Overhead Chop LP.png 90 200 30/30 H su 22 6 16 43 -4 4[3] 18 20[19] [] refers to vs crouching, builds 20 meter on block X Hard Knockdown Hard Knockdown - - - - - - -
Overhead Chop MP.png 100 200 30/30 H su 23 6 15 43 -5 5[4] 16 20[19] [] refers to vs crouching, builds 20 meter on block X Hard Knockdown Hard Knockdown - - - - - - -
Overhead Chop HP.png 150 200 30/30 H su 24 6 14 43 -5 - 15 - builds 20 meter on block X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
EX Oroshi Overhead Chop Ex.png 120 200 -250/0 H su 18 6 19 42 -4 - 21 - Opponent gains 15 meter on hit, 10 on block X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - All: 1~12F All: 1~12F - - JP: 2
Karakusa Karakusa LK.png 40 80 20/40 0.93 - 7 2 51 59 - 12 X Forces stand - - - - - - - - - -
Karakusa MK.png 40 80 20/40 0.99 - 8 2 51 60 - 12 X Forces stand - - - - - - - - - -
Karakusa HK.png 40 80 20/40 1.06 - 9 2 51 61 - 12 X Forces stand - - - - - - - - - -
EX Karakusa Karakusa Ex.png 60 120 -250/0 0.93 - 5 2 47 53 - 12 Opponent gains 20 meter on hit Forces stand - - - 1~6F - - - - - -
Tsurugi Axe Kick LK.png 90 120 10/40 HL - 11 4 After landing 11 - - - Height restriction: 0.5 Soft Knockdown Soft Knockdown - - - - - - JP: 1
Axe Kick MK.png 100 140 10/40 HL - 13 4 After landing 11 - - - Height restriction: 0.5 Soft Knockdown Soft Knockdown - - - - - - JP: 1
Axe Kick HK.png 150 200 10/40 HL - 15 4 After landing 11 - - - Height restriction: 0.5 Soft Knockdown Soft Knockdown - - - - - - JP: 1
EX Tsurugi Axe Kick Ex.png 60*100 100*120 -250/0 H - 15 1*4 After landing 11 - - - Height restriction: 0.2, Opponent gains 20x2 meter on hit Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - All: 1~15F - - JP: 2*3
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
Tanden Renki Super Combo - - -1000/0 HL - 1+0 720 11 731 - - Increases damage by 25% - All: 1~11F - - - - -
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
Seichusan Godanzuki Ultra Combo 1 75*365 0 0/0 HL - 0+6 3 47 55 -29 - 21 - Opponent gains 10x4*40 meter on hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~8F - - - - -
Abare Tosanami Ultra Combo 2 LK.png 105*75*60*150[60*45*45*60] 0 0/0 HL See notes From wall 0 until ground After landing 26 - -28 - - - Startup can pass through opponent, fastest startup 16F, 4th hit is jump/dash/backdash cancellable, 1st ground hit goes into animation, [] refers to air hit, hold button until wall to determine version, opponent gains 10x3*20 meter on hit X [4th Hit]: Hard Knockdown [4th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - - - All: Until landing from wall All: Until wall - JP: 1~4 sequentially
Ultra Combo 2 MK.png 105*75*60*150[60*45*45*60] 0 0/0 HL See notes From wall 0 until ground After landing 26 - -28 - - - Startup can pass through opponent, fastest startup 16F, 4th hit is jump/dash/backdash cancellable, 1st ground hit goes into animation, [] refers to air hit, press button until wall to determine version, opponent gains 10x3*20 meter on hit X [4th Hit]: Hard Knockdown [4th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - - - All: Until landing from wall All: Until wall - JP: 1~4 sequentially
Ultra Combo 2 HK.png 105*75*60*150[60*45*45*60] 0 0/0 HL See notes From wall 3 until ground 3+After landing 26 - -28 - - - Startup can pass through opponent, fastest startup 16F, 4th hit is jump/dash/backdash cancellable, 1st ground hit goes into animation, [] refers to air hit, press button until wall to determine version, opponent gains 10x3*20 meter on hit X [4th Hit]: Hard Knockdown [4th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - - - All: Until landing from wall All: Until wall - JP: 1~4 sequentially
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

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