Street Fighter IV/Zangief: Difference between revisions

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== Chun Li ==
== Chun Li ==
-Punish here ultra with your Ultra while inside the blockstun!
-Punish here ultra with your Ultra while inside the blockstun!
Jumping Headbut beats EX Spinning Bird Kick (not at point blanke range.. stay in max jabspd range) so abuse it into Dizzy (Jumping Headbut/Crouching Roundhouse =800stun)
-Jumping Headbut beats EX Spinning Bird Kick (not at point blanke range.. stay in max jabspd range) so abuse it into Dizzy (Jumping Headbut/Crouching Roundhouse =800stun)


== Blanka ==
== Blanka ==

Revision as of 05:23, 20 March 2009

Introduction

Move Analysis

Standing Normal Attacks (Close)

It should be noted that all of Zangiefs close normals are terrible on block. Stick to his crouching moveset when up close.

S.LP (Stand Jab)

S.MP (Stand Strong)

S.HP (Stand Fierce)

S.LK (Stand Short)

S.MK (Stand Forward)

S.HK (Stand Roundhouse)

Standing Normal Attacks (Far)

S.LP (Stand Jab)

Awesome in a nutshell. Jab is +8 on block, does 40 damage, chains into itself, and has a great hitbox. It's easy to fish for counter hits and react with S.MP when you hit.

S.MP (Stand Strong)

One of the best normals in the entire game. At a 4 frame startup with 90 damage and a +2 on block, nothing is bad about this move. It reaches crazy far and can even combo into itself in the right distances. Use w/ Stand Jab in working your way in. It's also great for stuffing moves in the Sagat matchup.

S.HP (Stand Fierce)

Glacially Slow startup and a negative -3 on block makes this move a no go. It looks a lot less safe than it really is though. -3 is pretty hard to punish by most of the cast.

S.LK (Stand Short)

Pretty much the exact same Frame Data as stand strong, with a little further hitbox and it hits lower. This is also Gief's best canceled move. From far away you fish for a hit buffered into green hand. It also works great at the end of any of his combos.

S.MK (Stand Forward)

At first I thought this move was pretty good, since it reaches far and seems to have good priority. However, this move is crazy unsafe at -10. That's pretty much a free Ultra from Chun, Abel, or Blanka. Do not use.

S.HK (Stand Roundhouse)

The boot of Justice. A completely new move for Gief, and a great one at that. It's startup is really slow, but the most important thing is that it moves Gief forward while attacking upwards. This is great for catching people jumping backwards. It's not really an anti air per se, but more like an anti jump. I find it incredibly useful moving past akuma airballs and hitting him on his descent. Oh, and 140 damage, this move HURTS. It's also only -2 on block, so nothing can really punish you at that distance. A common tactic is to whiff S.HK to move you forward, and SPD/Super/Ultra.

Crouching Normal Attacks

C.LP (Crouch Jab)

C.MP (Crouch Strong)

C.HP (Crouch Fierce)

C.LK (Crouch Short)

C.MK (Crouch Forward)

C.HK (Crouch Roundhouse)

Jumping Attacks

Command Normal Attacks

Normal Throws

Focus / Saving Attack

Special Moves

Super Move

Ultra Move

The Basics

Combos

How about a thread dedicated to Gief's combos? He doesn't have many, but it's good to get them and a discussion of how to do/use them into one location.


Ground Combos

Crouching lp, crouching lp, crouching lp, standing mp** Damage: 30+30+(30*.8)+(90*.7) = 147

Crouching lk, crouching lk, crouching lk, standing mp** Damage: 40+40+(40*.8)+(90*.7) = 175

Far standing short xx ex green hand(aka toe xx hand) Damage: 30+160 = 190

Antiair trade/fadc punch lariat, ex green hand (1 hit) Damage: 120+80 = 200

LP spinning piledriver(aka spd) Damage: 200

Atomic suplex(aka close 360+k) Damage: 200

Atomic suplex(aka far 360+k) Damage: 200

Late kick lariat, ex hand (1 hit) Damage: 130+80 = 210

Late punch lariat, ex hand (1 hit) Damage: 140+80 = 220

MP spd) Damage: 220

EX spd Damage: 220

EX close 360+k Damage: 220

Crouching lp, crouching lk, crouching lk, crouching lk xx ex hand*, ** Damage: 30+40+(40*.8)+(40*.7)+(160*.6) = 226

Running bear grab(aka far 360+k) Damage: 230

Crouching lk, crouching lk, crouching lk, crouching lk xx ex hand*, ** Damage: 40+40+(40*.8)+(40*.7)+(160*.6) = 236

HP spd Damage: 240

Crouching lp, close standing mp/mk xx ex hand Damage: 30+90+(.8*160) = 248

Crouching lp, crouching lp, far standing mp, far standing lk xx ex hand** Damage: 30+30+(.8*90)+(.7*30)+(.6*160) = 249

Close standing mp/mk xx ex hand Damage: 90+160 = 250

EX far 360+k Damage: 250

Crouching lk, crouching lk, far standing mp, far standing lk xx ex hand** Damage: 40+40+(.8*90)+(.7*40)+(30*.7)+(.6*160) = 297


Crossup Combos

HP splash, crouching lk xx kick lariat Damage: 110+40+(110*.8) = 238

HP splash, crouching lp, crouching lp, crouching lp, standing mp** Damage: 110+30+(30*.8)+(30*.7)+(90*.6) = 239

HP splash, crouching lk, crouching lk, crouching lk, crouching lk xx ex hand*, ** Damage: 110+40+(40*.8)+(40*.7)+(40*.6)+(160*.5) = 306

HP splash, crouching lp, crouching lp, far standing mp, standing lk xx ex hand Damage: 110+30+(30*.8)+(90*.7)+(30*.6)+(160*.5) = 325

Fierce splash, crouching lk, far standing mp, crouching lk xx ex hand Damage: 110+40+(90*.8)+(40*.7)+(160*.6) = 346


Jump-in Combos

Jumping hp/hk, crouching hk Damage: 120+120 = 240

Jumping mk, crouching lk xx ex hand Damage: 90+40+(160*.8) = 258

Jumping hp/hk, far standing hp/hk Damage: 120+140 = 260

Jumping hp/hk, crouching lk xx ex hand Damage: 120+40+(160*.8) = 288

Jumping hp/hk, crouching lk, crouching lk xx ex hand*, ** Damage: 120+40+(40*.8)+(160*.7) = 296

[i]Jumping hp/hk, crouching lp, crouching lp, far standing mp, far standing lk xx ex hand[/I Damage: 120+30+(30*.8)+(90*.7)+(30*.6)+(160*.5) = 335

Jumping hp/hk, far standing mp, crouching lk xx ex hand Damage: 120+90+(40*.8)+(160*.7) = 354


Focus Attack Combos

Level 3 FA, crouching lk, crouching lk, crouching lk, crouching lk xx ex green hand*, ** Damage: 170+(.8*30)+(.7*30)+(.6*30)+(.5*40)+(.4*160) = 317

Level 3 FA, close 360+k Damage: 170+(.8*200) = 330

Level 3 FA, ex close 360+k Damage: 170+(.8*220) = 346

Level 3 FA, atomic suplex Damage: 170+(.8*230) = 354

Level 3 FA, hp spd Damage: 170+(.8*240) = 362

Level 3 FA, crouching lk, crouching lk, standing mp, crouching lk xx ex green hand** Damage: 170+(.8*40)+(.7*40)+(.6*90)+(.5*40)+(.4*160) = 368


Ultra and Super Combos

Level 1 ultra Damage: 400

Super Damage: 500

Level 2 ultra Damage: 600



  • You can replace the crouching shorts in these combos with crouching jabs, but each crouching jab does 10 fewer damage points than crouching short. You can chain these attacks, you still have to link at least second to last hit of these combos (ie the last normal attack before the ex green hand) because you can't cancel into a chained series of normals into a special move like ex green hand, but you can cancel into a linked move into a special move.

The difference between chaining and linking is that moves that are designed to chain, that is cancel their animation right into each other, will combo into each other if you just mash the button, whereas a linked move is a move that comes after you wait for the previous move's animation and recovery to finish completely. Zangief's jabs and shorts are chainable, which makes doing most of these combos easier if you use crouching jab, but if you do chain them, you can't cancel right from a chained crouching jab into ex green hand, so you have to link the last one before ex green hand. You do this just by waiting for the second-to-last crouching jab to completely finish its animation before you do the last one. If you want to link the whole combo and chain none of it, then wait a longer time between each jab/short to allow each one's animation to finish before going into the next.

Bottom line, if you want to combo the jab/shorts combos into ex green hand, do the combo slowly and make sure that at least the last normal part of the combo is linked instead of chained.

    • Against tall characters who can get hit by standing jab while crouching, it's easier to do these combos by replacing the crouching jabs/shorts with standing jab. Standing jab has a sweet +8 frame advantage on hit that makes it really easy to link out of and is still a chainable attack, so it's the easiest of all worlds. This isn't necessary and you do give up some damage if you do it instead of crouching shorts, but if you're having trouble with these combos and you're up against a tall character, try this out.

-Ultradavid 10/21/2008

Strategy

Ryu

Ken

Honda

Jumping Upward "Hands" Trade or got beaten from faar standing HK but BEATS Lariat Clean (trades on closest range)

Chun Li

-Punish here ultra with your Ultra while inside the blockstun! -Jumping Headbut beats EX Spinning Bird Kick (not at point blanke range.. stay in max jabspd range) so abuse it into Dizzy (Jumping Headbut/Crouching Roundhouse =800stun)

Blanka

--don't do meaties or meaty crossups, up ball beats them for free

--Upball is punishable at POINT BLANK range by fierce glove or EX glove

--jumping toward/back forward kick beats horizontal balls for free also, using jabs canceled into jab green hand to beat horizontal balls will close the gap and force a wakeup situation for blanka. At this range upball is punishable on stand block.

--don't throw out many lariats, Blanka can punish them with slide or horizontal ball

--depend more on normals to push Blanka back, if you see that he's not charging you can go for max range jumping forward

--Blanka's standing strong beats your standing strong and jabs from a certain range, but your low moves like crouching forward/roundhouse beat it, and obviously ex green hand does too

--when footsying with jabs and shorts, don't forget to always buffer the jab/short into ex green hand

--if you have him cornered, watch out for ex rainbow roll, which he can maneuver to get out of the corner

-Ultradavid 11/07/2008

--To beat Blanka's electricity, use Jab SPD, EX Glove, or the tip of your low HK

--To effectively counter blanka's rainbow roll (which can cross you up), just focus, absorb the hit, dash cancel, and punish w/ SPD or super/ultra.

--Block Blanka's Ultra, low, high, then mid, and either EX glove or dash SPD to punish. If you have Ultra, use low forward to buffer the Ultra while he's bouncing up. Also, if a blanka does it from far away to chip, kick lariat beats it clean.


-Renegade

Zangief

--Jumping up+fierce beats lariat from max range and at the height where your head is about at the same level as Gief's hands (ie pretty close to the ground). If he wakes up with ex green hand, you'll have recovered in time to block it.

--If you do ex green hand xx fa backdash and it's blocked, your opponent can get a free spd on you because you're still in range and don't recover as quickly as your opponent does. Ex hand is always unsafe if blocked in this matchup, even if you focus cancel out of it.

--Ex hand loses to punch lariat clean. Because of this and its unsafeness on block, ex hand should only be used on reaction to super laggy things like crouching roundhouse.

--Ex hand can beat ultra somehow, which is super weird. It loses to every other throw, from normal throws to command grabs, and yet yesterday my friend empty jumped in, I started ex green hand, he did ultra on landing, and ex green hand knocked him down.

--Standing roundhouse always beats lariat from max range

--Crossup fierce splash trades with lariat if you time the lariat correctly. I'm not sure about crossup down+short knees, I'll try it next time.

--Like every other character, when Gief goes up against Gief, he has to change his gameplan; Gief can't use his regular try-to-get-in game against Gief, it's just too risky and frankly not very effective. It's better to play a zoning game, using standing roundhouse, standing fierce, crouching roundhouse, and the like. Don't try to cross him up if you get knocked down, just do jumping up+fierce at max range on his wakeup, it's totally safe.

-Ultradavid 11/20/2008

Guile

Against Guile.... This match is long and boring. I feel that Gief has the advantage though, b/c once he gets in, it's pretty much over.

If he's chucking booms from full screen, feel free to gain some Ultra meter by focusing, but pay attention for EX Booms. They're way too fast to decently react to. Just watch the EX meter. Pay attention to the MAGIC RANGE where you can jump over a boom and jab SPD.

If Guile doesn't have EX meter, nothing on the ground will sufficiently beat j.mk. Flash kick trades or gets stuffed, and c.HP is the same. Also, using C.HP is dangerous b/c of the empty jump->spd threat. Alot of Guiles will jump back mk or hk instead. That's fine, you're gaining position and working them to the corner. I'd have to test if using jump fierce trades here.

-Against any guile who spams C. HK, Ex Banishing Flat or Jab SPD (if in range). That move sucks and all scrub guiles use it.

-Guile has weak crossup defense. Flash Kick gets stuffed, EX flash kick commonly goes the wrong way, and ultra is way too slow. Take advantage of this by mixing up these options when he gets up. His best answer is usually to just hold up back, gameplan for that. -Splash->whatever -Knees-> whatever -Empty Jump low short->whatever -Empty Jump Atomic suplex

I also feel that doing early jumping knees (on the front side) maybe good, I've yet to try it.

-EX Flash Kick Will knock you clean out of lariat from a good distance away, so don't spam it. Not like you ever should.

The real reason I think Gief wins this fight is because of the damage differential. Guile's damage comes from Sonic Booms and EX Flash Kicks, while gief can take relatively huge risks all day without fear of much punishment. You gotta be patient, but the W will come in the end.

-Renegade

Dhalsim

Balrog(Boxer)

The key to the Balrog match is to do PPP lariat AS LITTLE AS POSSIBLE. Rog's jump HK, sweep, and Buffalo headbutt beat it clean, and it stays out too long.

There are several keys to this match.

1)know when he's charged for buffalo headbutt. --When he's holding db, he's charged. DO NOT JUMP or LARIAT. Either will lose clean and you'll get hit by ultra.

2)know the range of his best anti air, c. HP. Jump at a "magic range" where if you do nothing or do j. D+LK, his anti air will whiff, allowing you to spd. But if you do J.MK or J.FP, you will hit him. Again, only jump if he doesn't have a down charge.


3)Do not try to PPP his jump RH. You will lose and eat his full combo. Instead, block and see what he does. If he continues the ground combo, exploit holes w/ KKK lariat or SPD. If he jumps back immediately while attacking, do EX Glove and grab him when he lands.

4) When you are both standing and jockeying for position (i.e. no headbutt charged), KKK lariat beats everything rog has. Beware the EX Rushes though, sometimes they will beat you, sometimes not. Be Especially wary of EX overhead, as it leads to the most damage. If you time your lariat right, he'll take double damage.

5)Level 1 TAP is safe. Beware of gimmicks like Level 1 TAP, EX Headbutt, Ultra.

6)Jab Straight Rushes are an annoyance. KKK lariat works, but you have to be predictive and that's not a good thing. Try to get him to misrange them so you get free SPDs, and level 1 focus them to make him start using EX meter or using the laggier Dash Thrust which focus breaks.

7)Anytime you hear/see Balrog EX from half or full screen, input the Jab SPD. You should pull him out of the attack every time, since all EX dashes go full screen and don't come out till late.


8)When you land an SPD. Do immediate jab glove over, then do one of four things.

a)SPD. BEATS: Block, Normals, EX Dash Straight LOSES: Headbutt, Jump Back

b)Block- BEATS: Headbutt LOSES:Jump Back, Throw (lol)

c)Low Short to combo- BEATS: Jump, Normal Headbutt EVEN: Block, EX HEADBUTT (you can block) LOSES:EX dash Straight

d)EX Green Hand-BEATS:Normal, Jump Back, normal headbutt LOSES:Block, EX headbutt


Doing an immediate EX Green Hand will put you UNDER Balrog so you can grab him. This really only works once or twice, b/c once the Balrog learns to jump back and DELAY his attack, he can come down with a combo.

I'm not sure if EX glove beats headbutt or not.

9) And most important.... if you have a decent life lead. (i.e. a fierce's worth) STOP MOVING FORWARD. Balrog now needs to take risks in order to win. Start looking for overhead rushes and Jump HK's and countering appropriately.

--Renegade

Vega (Claw)

Sagat

--don't do random lariats, since Sagat can punish either lariat with both tiger shots and (worse) tiger knees

--focus attacking through tiger shots is also risky, he can mix them up so well and since you'll probably take damage at some point in getting in

--get through shots by jumping over low ones, crouching forward under high ones (since crouching forward moves you toward your opponent), and bulldogging up (walking toward and blocking shots on reaction)

--just within green hand range is a good place to be, since you can ex green hand tiger shots and laggy normals (like standing roundhouse) on reaction

--you can play footsies with him fairly well; crouching roundhouse can go under stuff, standing strong can beat stuff, and jabs and shorts can beat stuff too

--when footsying with jabs and shorts, don't forget to always buffer the jab/short into ex green hand

--if you knock him down, do crossup meaty down+short knees like right on his head, since he won't know which way to block or which way to input the dp, and if he does dp it'll usually whiff

Ultradavid 11/07/2008

-Blocked Ultra-->Wait till the last hit Dash Toward into Ultra/Grab

Bison (Dictator)

The main two fears in the Bison vs Zangief Matchup are his S.HK, and Bison runaway. I'll deal w/ stand HK First.

Stand HK is a pain in that it is fast, has long range, serves as a great anti air, stuffs lariat, and also hits mid (halting forward progress on the ground)

Use a combination of Stand MP (to whiff punish), DF+ HK (to hit out of the move but this is slow and risky), EX Glove, Jump plus up+HP (to hit his foot), and jab spd (to grab him from beyond his S.HK's range. Hard to do).

Once you do get past it, Bison has a rougher time.

You shouldn't be jumping forward much in this match anyway, but obviously refrain from doing so when bison has Ultra.

Dictator's runaway-

If Dictator is doing stomps on you, simply backdash to make him whiff and punish w/ jab spd. This works for both EX and regular. Punch lariat trades w/ normal stomp if done deep enough, tack on EX glove to really win the damage exchange. This is useful if you happen to be cornered.

The Devil's Reverse and stomp follow up (if he's made it to that point), can be either be focused attacked through, or beaten clean with a deep lariat (tip is to crouch first). EX Devil's reverse beats focus attacks.

If he keeps on Devil's reversing toward the corner, simply walk forward. This is a good thing.

Bison's teleport is fixed relative to you, the opponent. It can be easily countered if you gameplan for it. In the corner, he can't teleport backwards and his forward teleport doesn't take him out of your jump back range. So move forward as he's getting up, then jump back with splash to pin him again.

Outside of the corner, if he does backwards teleport, doing an EX or Fierce glove on his wakeup will cover the distance and allow you to grab him out of the teleport recovery. Obviously, both gloves are unsafe for you to do if he just blocks, but players don't like to sit and block against gief for obvious reasons.

Like many of Gief's matches, once you have a life lead, feel free to chill out for awhile. Making Dictator come to you will eliminate the damage you take from trying to get in.

Akuma (gouki)

A runaway Akuma is NOT like the other shotos at all. It's a completely different match.

1. Akuma has teleport. = Akuma's teleport is the best in the game b/c the positions are fixed relative to the SCREEN and not the character. He's not like bison or Sim where you'll end up back in the corner or right behind your opponent. Any knockdown= free reversal teleport away for an akuma player.

2. Akuma has air fireball, EX air fb, red ground fireball= The air fb's are hard to get around, and the Red Fireball can't be focused for free ultra meter.

3. Akuma has dive kick- Which cleanly beats lariat at the right height.

okay. some tips.

A. Be patient. This match is going to last a long time. Easily the most boring fight in the game.

B. Don't be afraid to liberally FADC Blue air/ground fireballs. I usually FADC one, lariat/jump the next to get white health back. You may only get 1 or 2 shots up close on him, so attempting an ultra is a lot better than attempting an SPD.

C.Treasure that EX meter. Because really, EX glove is the only realistic shot you have at getting in and doing damage. Get him coming down from air fb, or going through a ground fb.

D. Use stand RH to walk forward while attacking past fierce air fbs. Your goal is to tag him as he's jumping up, or to move UNDER the air fb and tag him on the way down. Trades are your friend. DF+RH works too sometimes.

E. Do not jump or PPP lariat when he has ultra. Trust me. Doing a KKK lariat to bait the ultra may work once or twice if he's looking for it and not paying attention to the sound.

F. If their akuma is good at teleporting and you knock him down, gameplan for the teleport reversal. Do Ex glove on his wakeup (backwards teleport), or jump backwards splash->EX glove (forwards teleport). Depending on where he picked to teleport, he could put himself in a worse situation.

G. and the most important point: IF YOU HAVE A DECENT LIFE LEAD: STOP ATTACKING.

-DON'T MOVE FORWARD

-FOCUS/LARIAT/JUMP UP FIREBALLS

-BE WARY OF ULTRA SETUPS

Once a life lead is reached, there is little akuma can do to seriously hurt gief if gief plays smart. What little he CAN do (dive kick, stand rh pressure, ultra/super), involves taking some risks on his part. Since you have almost 50% more life than he does, him taking risks as opposed to you= good.

Seriously. This match should end in time overs 60-90% of the time. If it doesn't, one of the players really messed up.

-Renegade

Abel

Rufus

C. Viper

El Fuerte

--guess right more than a quarter of the time (seriously); this is important because if Fuerte guesses right with his walldive bs on your wakeup 3 times and you guess right into spd once, the difference in damage output/intake between Gief and Fuerte will mean that you both end up with about the same amount of damage

--wakeup level 1 focus attack beats run into slide and splash, but run into grab beats focus

--run into anything beats lariat on wakeup and when standing, so don't use lariat much

--wakeup backdashing into spd beats splash and throw unless Fuerte pilots his move so that it goes far (yes, it's controllable in the air)

--wakeup ex green hand gets out of splash and and beats slide, but run into grab beats ex green hand

--Fuerte's jumping fierce beats lariat at most angles

--beware of doing laggy moves like lariat, green hand, or even some of your normals when Fuerte has ultra, since he can ultra all of those on reaction

--beware of jumping in, since you Fuerte can punish both with ultra and run into grab

--try to slowly walk Fuerte backwards with your pokes, react to run with immediate ex green hand, depend on guessing right to get out of situations and deal damage when waking up

--if you push Fuerte into the corner, don't follow him all the way in; stand at a range where you punish his wall jump and react to runs with a normal or ex green hand

--if you have him on wakeup, do meaty crouching jab all day and then react; if it hits, do a combo; if he does ultra, jump; if he does ex antiair grab to get out, do lariat, if he does ex run, oh well, you dealt gray damage at least; also mix this up with spd occasionally

Ultradavid 11/07/2008

Cammy

Against Cannon Spike:Greenhand HP hit in the air; Blocked Drill:SPD Knuckle:Croushing PPP (late) Ultra:Jump Upward-->Greenhand into Grab/Ultra

Fei Long

Gouken

Sakura

Rose

Dan

Gen

Seth

Frame Data



frame frame frames of frames of super meter cancel
move Name startup active recovery adv.blk adv.hit blockstun hitstun damage stun gain block ability comments
close LP 4 6 7 -2 +1 10 13 40 50 20 HL CSpS -
close MP 5 2 14 -2 +1 13 16 90 100 40 HL SpS -
close HP 7 4 20 -6 -1 17 22 140 200 60 HL - -
close LK 4 2 10 -1 +2 10 13 30 50 20 HL - -
close MK 5 2 15 -3 0 13 16 90 100 40 HL SpS -
close HK 7 4 21 -5 -1 19 23 140 200 60 HL - -
far LP 4 2 5 +5 +8 11 14 40 50 20 HL CSpS -
far MP 4 2 10 +2 +5 13 16 90 100 40 HL - -
far HP 12 3 18 -3 +1 17 21 140 200 60 HL - -
far LK 4 2 7 +2 +5 10 13 30 50 20 HL SpS -
far MK 7 6 18 -10 -7 13 16 90 100 40 HL - -
far HK 11 4 16 -2 +2 17 21 140 200 60 HL - -
crouch LP 4 3 6 +2 +5 10 13 30 50 20 HL CSpS -
crouch MP 8 5 12 -3 +3 13 19 80 100 40 HL - -
crouch HP 12 4 16 -2 +2 17 21 120 200 60 HL S -
crouch LK 3 3 7 +1 +4 10 13 40 50 20 L SpS -
crouch MK 9 4 15 -5 -2 13 16 90 100 40 L - -
crouch HK 9 5 18 -5 - 17 - 120 200 60 L - -
jump up LP 5 5 - - - 8 11 60 50 20 H - -
jump up MP 7 4 - - - 11 15 90 100 40 H - -
jump up HP 10 6 - - - 15 18 140 200 60 H - -
jump up LK 7 4 - - - 8 11 50 50 20 H - -
jump up MK 9 5 - - - 11 15 90 100 40 H - -
jump up HK 9 6 - - - 15 18 120 200 60 H - -
jump forward LP 6 5 - - - 8 11 60 50 20 H - -
jump forward MP 7 3 - - - 11 15 90 100 40 H - -
jump forward HP 11 6 - - - 15 18 120 200 60 H - -
jump forward LK 7 4 - - - 8 11 50 50 20 H - -
jump forward MK 9 10 - - - 11 15 90 100 40 H - -
jump forward HK 9 6 - - - 15 18 120 200 60 H - -
D+HP(air) 6 7 - - - 15 19 110 150 60 H - -
D+WK(air) 8 6 - - - 8 11 50 50 20 H - -
U+MP(air) 4 6 - - - 11 15 100 500 40 H - -
U+HP(air) 6 12 - - - 15 19 120 600 60 HL - -
DF+HK 14 7 22 -11 - 17 - 120 200 60 L - -
level1 FA 23 5 32 -21 -21 15 15 90 100 20 HL - -
level2 FA 17+16 5 32 -15 - 21 - 120 150 40 HL - -
level3 FA 65 5 32 - - - - 170 20 60 - - -
F+LP+LK 3 2 20 - - - - 160 180 40 0.9 - -
B+LP+LK 3 2 20 - - - - 160 180 40 0.9 - -
Spinning Piledriver LP 2 2 52 - - - - 200 100 40/100 1.65 - -
Spinning Piledriver MP 2 2 50 - - - - 220 150 40/100 1.45 - -
Spinning Piledriver HP 2 2 48 - - - - 240 200 40/100 1.35 - -
Spinning Piledriver EX 4 2 47 - - - - 220 150 0/0 1.35 - -
Banishing Flat LP 11 2 21 -7 -5 15 17 120 100 30/30 HL S -
Banishing Flat MP 13 2 22 -8 -6 15 17 130 150 30/30 HL S -
Banishing Flat HP 16 2 23 -9 -5 15 17 140 200 30/30 HL S -
Banishing Flat EX 13 1*1 27 -9 - 18 18 80*80 50*50 0/0 HL -*S -
Lariet PPP 4 2(4)7(2)7(3)9(2)8(4)3 14 -44 - 20 - 120*140 150*200 30/40 HL S*- -
Lariet KKK 4 2(4)5(3)8(4)3 14 -23 - 20 - 110*130 100*150 30/30 HL S*- -
Double German Suplex 2 2 45 - - - - 230 200 30/140 1.0 - -
Running Bear Grab 1 2 45 - - - - 200 150 30/80 0.9 - -
Double German Suplex EX 2 2 45 - - - - 250 200 0/0 1.0 - -
Running Bear Grab EX 1 2 45 - - - - 220 200 0/0 0.9 - -
Super Combo 1+0 2 46 - - - - 500 0 0/0 1.2 - -
Ultra Combo 1+0 2 46 - - - - 400 0 0/0 1.4 - -
move name startup active recovery frame frame frames of frames of damage stun super meter block cancel comments
adv.blk adv.hit blockstun hitstun gain ability
Arcade characters AbelAkumaBalrogBlankaC. ViperChun-LiDhalsimE. HondaEl Fuerte
GuileKenM. BisonRufusRyuSagatVegaZangief
Console characters CammyDanFei LongGenGoukenRoseSakuraSeth