Ultra Street Fighter IV/Guy/Omega: Difference between revisions

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In USF4, Guy was known as a character who could hit hard up close, but often struggled in neutral to achieve that win condition. In Omega, his prayers were answered - he sports some of the best buttons in the game, and can easily push opponents into the corner to win off only two or three good decisions. Omega Guy's 2MP is a contender for the strongest button in any version of SF4, with startup and recovery that make it look like a light normal. It has an amazing hitbox, can anti-air and low profile on frame 1, and confirm into huge damage while keeping him near throw range even after two consecutive hits.  
In USF4, Guy was known as a character who could hit hard up close, but often struggled in neutral to achieve that win condition. In Omega, his prayers were answered - he sports some of the best buttons in the game, and can easily push opponents into the corner to win off only two or three good decisions. Omega Guy's 2MP is a contender for the strongest button in any version of SF4, with startup and recovery that make it look like a light normal. It has an amazing hitbox, can anti-air and low profile on frame 1, and confirm into huge damage while keeping him near throw range even after two consecutive hits. He can convert most hits into juggle starters, which become far more powerful in the corner, giving him some of the strongest BnB combos in the game.


Guy did also receive some nerfs relative to his USF4 version. He did not receive his USF4 walkspeed buff, making him a bit more reliant on dashes in neutral. Sudden Stop (from Run) has 1 more recovery frame, though still leads to safe pressure. Elbow Drop is much weaker at altering his forward jump trajectory, and combined with his new shorter jump arc this makes his air game less variable.  
Guy did also receive some nerfs relative to his USF4 version, particularly related to his walkspeed and aerial mobility. This makes him slightly more reliant on dashes to close the gap, but this is barely an inconvenience with his incredible buttons and 15f dash. Elbow Drop is much weaker at altering his forward jump trajectory; combined with his new shorter jump arc this makes his air game less variable, but his new Bushin Flip + Falling Kick ender gives him a new way to approach from the air. Guy is a perfect encapsulation of Omega Mode with his crazy offensive potential, and sits firmly in the top 5 of most competitive tier lists.




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* '''Throw''': slightly shorter range
* '''Throw''': slightly shorter range
** For 1 bar, can cancel Forward Throw into Bushinryu Shoulder Throw (side switch)
** For 1 bar, can cancel Forward Throw into Bushinryu Shoulder Throw (side switch)


* Movement Changes:
* Movement Changes:
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** '''Back Dash''': Slightly shorter distance
** '''Back Dash''': Slightly shorter distance
** '''Jumps''': 4f faster (40f > 36f), much shorter distance
** '''Jumps''': 4f faster (40f > 36f), much shorter distance


*Normal Move Changes:
*Normal Move Changes:
**  
**  


* Command Normal Changes:
* Command Normal Changes:
**  
**  


* Special Move Changes:
* Special Move Changes:
**  
**  


* Super/Ultra Changes:
* Super/Ultra Changes:
**
** '''Super''' (236236+P) - 3f startup (5f faster than USF4), safe on block (-2), and 50 more damage
*** Has great juggle potential, fully connecting after Run~Slide or any Hozanto
** '''Ultra 1''' (236236+KKK) - can now juggle meterless from Bushin Chain (must connect the 2nd hit of U1)
** '''Ultra 2''' (214214+PPP) - new input, much easier to use quickly for a punish


* Moves with ending Frame Buffer:
* Moves with ending Frame Buffer:

Revision as of 08:19, 31 October 2022

Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

Guy

SSFIV-Guy Face.jpg


In a nutshell


In USF4, Guy was known as a character who could hit hard up close, but often struggled in neutral to achieve that win condition. In Omega, his prayers were answered - he sports some of the best buttons in the game, and can easily push opponents into the corner to win off only two or three good decisions. Omega Guy's 2MP is a contender for the strongest button in any version of SF4, with startup and recovery that make it look like a light normal. It has an amazing hitbox, can anti-air and low profile on frame 1, and confirm into huge damage while keeping him near throw range even after two consecutive hits. He can convert most hits into juggle starters, which become far more powerful in the corner, giving him some of the strongest BnB combos in the game.

Guy did also receive some nerfs relative to his USF4 version, particularly related to his walkspeed and aerial mobility. This makes him slightly more reliant on dashes to close the gap, but this is barely an inconvenience with his incredible buttons and 15f dash. Elbow Drop is much weaker at altering his forward jump trajectory; combined with his new shorter jump arc this makes his air game less variable, but his new Bushin Flip + Falling Kick ender gives him a new way to approach from the air. Guy is a perfect encapsulation of Omega Mode with his crazy offensive potential, and sits firmly in the top 5 of most competitive tier lists.


Click for USF4 version


Notable Changes from USF4 to Omega

Bafcord Omega Doc - Guy
Detailed Frame Data with USF4 Comparisons - Guy

  • Throw: slightly shorter range
    • For 1 bar, can cancel Forward Throw into Bushinryu Shoulder Throw (side switch)


  • Movement Changes:
    • Walk speed slightly decreased (Forward 0.0495 > 0.045, Back 0.0385 > 0.035) - USF4 buff reverted
    • Forward Dash: 3f faster (18f > 15f), slightly longer distance
    • Back Dash: Slightly shorter distance
    • Jumps: 4f faster (40f > 36f), much shorter distance


  • Normal Move Changes:


  • Command Normal Changes:


  • Special Move Changes:


  • Super/Ultra Changes:
    • Super (236236+P) - 3f startup (5f faster than USF4), safe on block (-2), and 50 more damage
      • Has great juggle potential, fully connecting after Run~Slide or any Hozanto
    • Ultra 1 (236236+KKK) - can now juggle meterless from Bushin Chain (must connect the 2nd hit of U1)
    • Ultra 2 (214214+PPP) - new input, much easier to use quickly for a punish
  • Moves with ending Frame Buffer:
    • 5LP, cl.5MP, cl.5LK, cl.5MK, cl.5HK, 2LP, 2MP, 2HP, 2LK, 6HP, Bushin Gokusaken Chain (after HP, HK, or 2HK)
    • Hozanto (all), LK Bushin Senpukyaku, Bushin Flip + Elbow Drop / Falling Kick, Utsusemi (successful Counter or EX Teleport)
    • Run + Stop (meterless), EX Run + HK Overhead / MP Teleport Elbow / HP Shoulder Tackle, Focus Attack + Forward Dash

Character Specific Data

Guy

VITALS
Health: 1000 Stun: 950
WALKING
Forward Walk Speed: 0.045 Back Walk Speed: 0.035
JUMPING
Jump Total Frames: 4+36+4 Jump Distance: 1.75 Forward, 1.925 Back
DASHING
Forward Dash Frames: 15 Forward Dash Distance: 1.28
Back Dash Frames: 26 Back Dash Distance: 1.17
FA + Forward Dash Frames: 17 FA + Back Dash Frames: 19
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-16 FA + Back Dash Airborne: 4-10
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -2 Lv1 FA + Back Dash (Block): -4
Lv2 FA + Forward Dash (Block): +4 Lv2 FA + Back Dash (Block): +2

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5MP (Close) cl. Mp.png 5 2 16 1 5 60 100 M Sp Su Forces stand; cancels into Bushingoraikyaku (2PP) on hit/block; can combo into HP Hozanto
5HP (Close) cl. Hp.png 5 3 18 -3 2 100 200 M TC Sp Su Forces stand
5LK (Close) cl. Lk.png 5 2 6 3 6 20 50 M Sp Su -
5MK (Close) cl. Mk.png 7 2 11 3 6 80 100 M Sp Su -
5HK (Close) cl. Hk.png 7 3 13 2 8 85 150 M Su Whiffs on all crouching characters
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP st. Lp.png 4 2 6 3 6 20 50 M TC Ch Sp Su Starts juggle state vs. airborne opponents; whiffs on all crouching characters; semi-reliable AA
5MP (Far) far. Mp.png 5 2 16 -4 -1 60 100 M TC Sp Su Forces stand; cancels into Bushingoraikyaku (2PP) on hit/block; cannot combo into HP Hozanto
5HP (Far) far. Hp.png 7 2 13 3 7 100 200 M - -
5LK (Far) far. Lk.png 6 2 9 0 3 40 50 M - Whiffs on short crouching characters
5MK (Far) far. Mk.png 8 2 12 -1 3 70 100 M - -
5HK (Far) far. Hk.png 8 3 16 -1 3 110 200 M - Whiffs on crouching characters ~Shoto height or below
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 4 2 6 3 6 20 50 M Ch Sp Su -
2MP Down.gifMp.png 4 5 6 3 6 60 100 M Sp Su Incredible neutral button and anti-air
2HP Down.gifHp.png 9 2 13 3 8 100 200 M - Forces stand
2LK Down.gifLk.png 3 2 8 1 4 20 50 L Sp Su -
2MK Down.gifMk.png 6 2(2)2 12 0(-4) KD 30*40 30*40 L*L Sp Su 6-15f low profile; both hits cancellable (adv. if 1st hit whiffs); KD Adv: +28
2HK Down.gifHk.png 7 4 18 -6 KD 100 200 L - New animation, no longer a slide; KD Adv: +20
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Neck Breaker
(Overhead)
Right.gifMp.png 17 1*6 13 -5 1 30*50 50*100 H kara 2 hits; startup animation can kara cancel into specials
Ninja Sickle
(Flip Kick)
Right.gifMp.png 6 1(3)2 12+13 land -9 KD 50*30 50x2 M TC Either hit puts opponent into free juggle state, grounded or airborne; KD Adv: +41
+ Nodokiri + Hk.png 13 2 15 1 KD *60 *100 KD - Whiffs on all crouching characters; will not juggle if 4HK was used vs. airborne opponent; if this hits without 4HK, puts opponent into free juggle state; KD Adv: +47
Mizukirigeri
(Slide)
Downright.gifHk.png 11 13 15 -12(0) KD 100 200 L - Guy's old 2HK animation; KD Adv: +14~26
Target Combo Mp.png > Hp.png 7 3 23 -6 -3 60*40 100*60 M Sp Su Both Close/Far 5MP work; can whiff on some characters at farther ranges; -2/+1 when cancelled into Run+Stop
Bushin Gokusaken
(start)
Lp.png > Mp.png 7 2 24 -8 -3 20*60 50*50 M TC Entire Bushin Chain sequence juggles vs. airborne opponents (but not into Throw ender)
+ Bushin Gokusaken
(partial)
+ Hp.png 6 2 18 -9 3 *80 *50 M TC Can chain into HK on hit/block or 2HK on hit
+ Bushin Gokusaken
(end chain)
+ Hk.png 11 3 21 -6 KD *100 *130 M Su Launches high for a juggle; KD Adv: +52
+ Bushin Gokusa
(throw ender)
+ Down.gifHk.png 3 2 20 - KD *100 - M - Side switches; may whiff at max range (-3 on hit); cannot activate vs. block or armor; opponent is put into free juggle state; can followup midscreen with Super or 5MP; KD Adv: +45
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png 5 7 - - - 50 50 H - -
j.MP (angled) Upright.gifMp.png 5 3 - - - 80 100 H - -
j.HP (angled) Upright.gifHp.png 4 5 - - - 100 200 H - -
j.LK (angled) Upright.gifLk.png 5 8 - - - 40 50 H - -
j.MK (angled) Upright.gifMk.png 6 6 - - - 70 100 H - Crossup
j.HK (angled) Upright.gifHk.png 8 3 - - - 100 200 H - -
j.LP (neutral) Up.gifLp.png 5 7 - - - 50 50 H - -
j.MP (neutral) Up.gifMp.png 5 4 - - - 80 100 H - -
j.HP (neutral) Up.gifHp.png 6 4 - - - 100 200 H - -
j.LK (neutral) Up.gifLk.png 5 8 - - - 40 50 H - -
j.MK (neutral) Up.gifMk.png 6 3 - - - 80 100 H - -
j.HK (neutral) Up.gifHk.png 5 3(9)1*1 - - - 100*50x2 150*75x2 H*M*M - Puts airborne opponents into limited juggle state; 3 hits, but only 2 can connect on most characters
Elbow Drop Air Down.gifMp.png 8 until land - -2(6) 0(9) 80 100 M - Less effective at altering forward jump trajectory (back jump unchanged); better frame advantage vs. crouching
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+11 2 35 -21 KD 90 150 M Dash KD Adv: +11; +30 after Forward Dash, +28 after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+11 2 35 -15 crumple 80 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 65 2 35 crumple crumple 140 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Grab Throw
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 80*[90] 0*[200] T *Sp Can cancel into back throw followup; KD Adv: +17
+ Bushinryu Shoulder Throw + Left.gifLp.pngLk.png - - - - KD [150] [200] T - Costs 1 bar during Forward Throw, replacing final hit of throw animation; KD Adv: +11
Shoulder Throw
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 170 200 T - KD Adv: +13
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Bushingoraikyaku Down.gif2p.png
(After 5MP)
7 3(11)1(3)
2(26)2
24 -8
(-36)
KD 200 250 M - Input during cl/far.5MP or Bushin Chain 5MP on hit/block; large gap between last 2 hits (may drop at max range); can juggle if used during Bushin Chain on airborne opponent; KD Adv: +29
LP Hozanto
(Shoulder)
Qcb.pngLp.png
214+LP
7 6 21 -6 KD 80 150 M Su 5-15f upper body projectile invuln, 1-4f and 16-18f reduced upper body hurtbox; puts opponent into limited juggle state; very little horizontal range; KD Adv: +47
MP Hozanto
(Shoulder)
Qcb.pngMp.png
214+MP
17 3 21 -3 KD 120 200 M Su 5-14f upper body projectile invuln; KD Adv: +26
HP Hozanto
(Shoulder)
Qcb.pngHp.png
214+HP
19 3 22 -7 KD 130 200 M Su 5-15f upper body projectile invuln; puts grounded opponents into free juggle state; only combos from cl.5MP, cl.5HP, or 5MP>HP; KD Adv: +43
Ex.png Hozanto
(Shoulder)
Qcb.png2p.png
214+PP
10 3(12)3 27 -9 KD 60*120 0*200 M FA 1-12f projectile invuln, 19-22f low profile; 2 hits; 1st hit causes crumple, 2nd knocks down; both hits FA cancellable; KD Adv: +23
LK Bushin Senpukyaku
(Tatsu)
Qcb.pngLk.png
214+LK
10 2(6)1(7)1 11+19 land -18 KD 35x2*40 50x3 M - 1-9f throw invuln, 10-26f lower body strike invuln; projectile invuln 1-9f (mid body), 10-26f (lower body); 7-37f airborne; 3rd hit whiffs on grounded opponents; KD Adv: +31
MK Bushin Senpukyaku
(Tatsu)
Qcb.pngMk.png
214+MK
9 2(6)2(6)2 16+19 land -16 KD 40x3 50x3 M - 1-26f lower body strike invuln; projectile invuln 1-10f (all), 11-42f (lower body); 7-42f airborne; KD Adv: +25
HK Bushin Senpukyaku
(Tatsu)
Qcb.pngHk.png
214+HK
6 3(6)1(7)
1(6)1
16+19 land - KD 50*20x2*70 50x4 M - 1-30f lower body strike/projectile invuln, 5-46f airborne; whiffs on grounded opponents; first hit has increased juggle potential; KD Adv: +25~31
Ex.png Bushin Senpukyaku
(Tatsu)
Qcb.png2k.png
214+KK
4 2(5)1(6)
1(5)2
16+19 land -29
(-22)
KD 50*40x2*50 50x4 M - 1-10f full invuln, 11-25f lower body strike/projectile invuln; 3-41f airborne; (block Adv. if 3 hits connect); KD Adv: +24
Kaiten Izuna Otoshi
(Air Grab)
Air Qcf.pngP.png
Air 236+P
3 2 13 land - KD 180 180 T - Only hits airborne opponents; KD Adv: +7
Ex.png Kaiten Izuna Otoshi
(Air Grab)
Air Qcf.png2p.png
Air 236+PP
3 3 13 land - KD 200 200 T - Only hits airborne opponents; KD Adv: +7
Kaiten Izuna Otoshi
(Leaping Air Grab)
Dp.pngP.png
623+P
3+5 3 21+13 land - KD 180 180 T - 4f airborne; only hits airborne opponents; button strength determines trajectory; KD Adv: +7
Ex.png Kaiten Izuna Otoshi
(Leaping Air Grab)
Dp.png2p.png
623+PP
3+4 4 21+13 land - KD 200 200 T - 4f airborne, 5-10f strike/projectile invuln; only hits airborne opponents; strike hitbox; has juggle potential; KD Adv: +7
Utsusemi
(Counter)
Dp.pngK.png
623+K
1 16 37 - - - - - - 1-16f armor; absorbs attack, then teleports behind opponent
Ex.png Utsusemi
(Teleport)
Dp.png2k.png
623+KK
- - 48 - - - - - - 1-29f full invuln; teleports behind opponent on frame 27 (19f vulnerable recovery)
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Yamagoe
(Bushin Flip)
Qcf.pngLp.png
236+LP
- - 42+17 land - - - - - - 7-42f airborne; short trajectory; earliest followup at 22f, can be input with negative edge
MP Yamagoe
(Bushin Flip)
Qcf.pngMp.png
236+MP
- - 41+15 land - - - - - - 7-41f airborne; medium trajectory; earliest followup at 22f, can be input with negative edge
HP Yamagoe
(Bushin Flip)
Qcf.pngHp.png
236+HP
- - 44+17 land - - - - - - 7-44f airborne; far trajectory; earliest followup at 22f, can be input with negative edge
+ Ikazuchi
(Elbow Drop)
+ P.png 14 until land 8 land 0(2) 3(5) 80 100 M - Stops forward momentum
+ Kabutowari
(Falling Kick)
+ K.png 14 2 7 land -4(2) 2(9) 80 150 M - If input too late, kick will whiff; can be used to reduce landing recovery for a mixup
+ Bushin Izuna Otoshi
(Throw)
+ Left.gif or Right.gifP.png 5 3 8 land - KD 180 150 T - Works on standing or airborne opponents; throw can hit behind Guy; KD Adv: +17
Ex.png Yamagoe
(Bushin Flip)
Qcf.png2p.png
236+PP
- - 44+14 land - - - - - - 1-14f throw/projectile invuln, 7-44f airborne; tracks opponent's location; followups can be input with negative edge
+ Ex.png Ikazuchi
(Elbow Drop)
+ P.png 9 6 8 land -7(1) KD 50*150 0*200 M - Automatically transitions to throw followup on hit; active frames don't reach very far downward, so must be delayed against short crouching characters; KD Adv: +17
+ Ex.png Kabutowari
(Falling Kick)
+ K.png 14 1*1 7 land 1(6) 4(9) 70*50 100x2 M - 2 hits; causes air reset vs. airborne opponents that immediately drops opponent to the ground; if input too late, kick will whiff; can be used to reduce landing recovery for a mixup
+ Ex.png Bushin Izuna Otoshi
(Throw)
Right.gifP.png 5 3 8 land - KD 230 200 T - Works on standing or airborne opponents; throw can hit behind Guy; 4P input will result in Elbow Drop; KD Adv: +17
Run Qcf.pngK.png
236+K
- - 69 - - - - - - Followups can be input 5f onward; continues running for 69f until followup is input; does not stop upon reaching opponent
+ Sudden Stop + Lk.png - - 17 - - - - - - -
+ Shadow Kick
(Slide)
+ Mk.png 9 6 22 -10(-5) KD 120 150 L Su 8-24f low profile; juggles into super before the knockdown occurs; KD Adv: +14~19
+ Neck Flip
(Overhead)
+ Hk.png 22 2*3 20 -6 2(3) 100*70 100x2 H - 15-28f airborne; 1st hit whiffs on crouchers (except Hugo); better advantage on Hit vs. short crouching characters
Ex.png Run Qcf.png2k.png
236+KK
- - 79 - - - - - - 2 hits armor 1f~end; followups can be input 5f onward; continues running for 79f until followup is input; does not stop upon reaching opponent
+ Ex.png Sudden Stop + Lk.png - - 17 - - - - - - 1 additional hit of armor during recovery
+ Ex.png Shadow Kick
(Slide)
+ Mk.png 9 2*2*9 14 -5(3) KD 40x2*100 25x2*150 L*L*L FA 1-21f projectile invuln, 8-24f low profile; 3 hits, only 3rd knocks down (all are FA cancellable, can combo into Lv. 2 Focus); KD Adv: +19~27
+ Ex.png Neck Flip
(Overhead)
+ Hk.png 16 2*3 19 -5 3(4) 70*50 100*50 H - 10-21f airborne; 1st hit whiffs on crouchers (except Hugo); better advantage on Hit vs. short crouching characters
+ Ex.png Hozanto + Lp.png 7 6 21 -6 KD 80 100 M FA Puts opponent into limited juggle state; can juggle 214HK or 214PP anywhere on screen; KD Adv: +49
+ Ex.png Hagakure Ten
(Elbow Drop)
+ Mp.png 50 2 8 4(5) 9(10) 80 100 H - 24-33f full invuln; teleports upward before doing overhead elbow
+ Ex.png Hagakure Chi
(Shoulder Crumple)
+ Hp.png 23 5 17 -3 KD 80 150 M FA 1-27f armor; crumples opponent on hit, then side switches; KD Adv: +56
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Bushin Hasoken
(Super)
Qcf.pngQcf.pngP.png
236236+P
1+2 2(7)2(8)2 21 -2 KD 430 - M - 1-13f full invuln; high juggle potential; KD Adv: +60; Dmg Distribution: 40x2*80*20x5*40*130
Bushin Goraisenpujin
(Ultra 1)
Qcf.pngQcf.png3k.png
236236+KKK
0+12 2(5)2(16)
2(17)1
40 -20 KD 29*27x3*350 - M - 1-12f full invuln; In juggles, must connect the 2nd hit of U1; KD Adv: +50
Bushin Muso Renge
(Ultra 2)
Qcb.pngQcb.png3p.png
214214+PPP
0+1 2 38 - KD 500 - T - 1-2f full invuln; escapable post-freeze; KD Adv: +21; Dmg Distribution: 15x12*18*45*18x2*45*18*158
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

  • Dmg/St --

Punishes:

  • Dmg/St --

Counterhit Confirms:

Ultra Setups:

Useful Info

Reversals:

Anti-Airs:

Anti-Focus:

Anti-Projectile:

Juggles:

Miscellaneous:

  • Uncrouchable setup: 2MK (2nd hit KD) xx LP or EX Flip, Bushin Flip Throw right as they wake up
    • Can mix up with MP Flip into Elbow Drop, could punish someone mashing wakeup crouch normals to escape the throw


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