Line 269: | Line 269: | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |- | | align="center" |- | ||
| |1st part [Ground Hit] Forces Stand, 2nd [Hit] | | |1st part [Ground Hit] Forces Stand, 2nd [Hit] Floats opponent | ||
|- | |- | ||
| |crouch LK | | |crouch LK | ||
Line 282: | Line 282: | ||
| align="center" | +1 | | align="center" | +1 | ||
| align="center" | +4 | | align="center" | +4 | ||
| | | | | | ||
|- | |- | ||
| |crouch MK | | |crouch MK | ||
Line 490: | Line 490: | ||
| align="center" |-21 | | align="center" |-21 | ||
| align="center" |-21 | | align="center" |-21 | ||
| | | | |1~10F or 1F after button's are released: Has super armor. | ||
Crumples on ground Counter Hit. Puts opponent in jugglable state on air hit. From frames 5~11 or on hit/block can cancel into dash/back dash. If charged, saving attack hits on frame 13 after releasing the buttons. | |||
|- | |- | ||
| |Focus attack LVL 2 | | |Focus attack LVL 2 | ||
Line 503: | Line 504: | ||
| align="center" |-15 | | align="center" |-15 | ||
| align="center" |- | | align="center" |- | ||
| |1F | | |1~1F after button's are released: Has super armor. | ||
Crumples on ground hit. Floats opponent on air hit. From frames 5~ buttons released or on hit/block can cancel into dash/back dash. Charge time: 17-49F. If charged, saving attack hits on frame 13 after releasing the buttons. | |||
|- | |- | ||
| |Focus attack LVL 3 | | |Focus attack LVL 3 | ||
Line 516: | Line 518: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| | | | |1~64F has super armor. Breaks super armor. | ||
Crumples on ground hit. Floats opponent on air hit. From frames 5~50 can cancel into dash/back dash. Charge time: 50F. | |||
|- | |- | ||
| |Forward Throw | | |Forward Throw | ||
Line 529: | Line 532: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| | Hard Knockdown / | | | Hard Knockdown / Opponent gets up 68F after throw recovers (from SF4 vanilla) | ||
|- | |- | ||
| |Back throw | | |Back throw | ||
Line 542: | Line 545: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| | Hard Knockdown / | | | Hard Knockdown / Opponent gets up 57F after throw recovers (from SF4 vanilla) | ||
|- | |- | ||
| |Change of Direction LP | | |Change of Direction LP | ||
Line 555: | Line 558: | ||
| align="center" |-3 | | align="center" |-3 | ||
| align="center" | +2 | | align="center" | +2 | ||
| |[Ground Hit] Forces Stand/ [Air Hit] | | |[Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 25-26F can follow with second middle/low | ||
|- | |- | ||
| |Change of Direction MP | | |Change of Direction MP | ||
Line 568: | Line 571: | ||
| align="center" |-3 | | align="center" |-3 | ||
| align="center" | +2 | | align="center" | +2 | ||
| |[Ground Hit] Forces Stand/ [Air Hit] | | |[Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 27-28F can follow with second middle/low | ||
|- | |- | ||
| |Change of Direction HP | | |Change of Direction HP | ||
Line 581: | Line 584: | ||
| align="center" |-3 | | align="center" |-3 | ||
| align="center" | +2 | | align="center" | +2 | ||
| |[Ground Hit] Forces Stand/ [Air Hit] | | |[Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 28-29F can follow with second middle/low | ||
|- | |- | ||
| |Change of Direction EX | | |Change of Direction EX | ||
Line 594: | Line 597: | ||
| align="center" |-3 | | align="center" |-3 | ||
| align="center" | +2 | | align="center" | +2 | ||
| |1-18F [Armor] / [Ground Hit] Forces Stand/ [Air Hit] | | |1-18F [Armor] / [Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 27-28F can follow with second middle/low | ||
|- | |- | ||
| |Second Mid | | |Second Mid | ||
Line 607: | Line 610: | ||
| align="center" |-9 | | align="center" |-9 | ||
| align="center" |-4 | | align="center" |-4 | ||
| |[Crouch Hit] Frame Adv -5 / [Air Hit] | | |[Crouch Hit] Frame Adv -5 / [Air Hit] Puts opponent in jugglable state / 30-31F can follow with finish middle/low | ||
|- | |- | ||
| |Second Low | | |Second Low | ||
Line 620: | Line 623: | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" |-1 | | align="center" |-1 | ||
| |[Air Hit] | | |[Air Hit] Puts opponent in jugglable state / 36-37F can follow with finish middle/low | ||
|- | |- | ||
| |Finish Mid | | |Finish Mid | ||
Line 633: | Line 636: | ||
| align="center" |-35 | | align="center" |-35 | ||
| align="center" |- | | align="center" |- | ||
| |[Hit] Hard Knockdown / Armor Break | | |[Hit] Hard Knockdown / Armor Break / Opponent gets up 43F after throw recovers (from SF4 vanilla) | ||
|- | |- | ||
| |Finish Low | | |Finish Low | ||
Line 646: | Line 649: | ||
| align="center" |-44 | | align="center" |-44 | ||
| align="center" |- | | align="center" |- | ||
| |[Hit] Hard Knockdown / Armor Break | | |[Hit] Hard Knockdown / Armor Break / Opponent gets up 70F after throw recovers (from SF4 vanilla) | ||
|- | |- | ||
| |Wheel Kick LK | | |Wheel Kick LK | ||
Line 659: | Line 662: | ||
| align="center" |-10 | | align="center" |-10 | ||
| align="center" |-5 | | align="center" |-5 | ||
| |1-17F [Hit/Projectile Invul.] (lower half part only) / 11F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] | | |1-17F [Hit/Projectile Invul.] (lower half part only) / 11F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 25F (opp Ryu) | ||
|- | |- | ||
| |Wheel Kick MK | | |Wheel Kick MK | ||
Line 672: | Line 675: | ||
| align="center" |-11 | | align="center" |-11 | ||
| align="center" |-6 | | align="center" |-6 | ||
| | 1-20F [Hit/Projectile Invul.] (lower half part only) / 14F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] | | | 1-20F [Hit/Projectile Invul.] (lower half part only) / 14F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 29F (opp Ryu) | ||
|- | |- | ||
| |Wheel Kick HK | | |Wheel Kick HK | ||
Line 685: | Line 688: | ||
| align="center" |-12 | | align="center" |-12 | ||
| align="center" |-7 | | align="center" |-7 | ||
| | 1-22F [Hit/Projectile Invul.] (lower half part only) / 15F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] | | | 1-22F [Hit/Projectile Invul.] (lower half part only) / 15F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 31F (opp Ryu) | ||
|- | |- | ||
| |Wheel Kick EX | | |Wheel Kick EX | ||
Line 698: | Line 701: | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |0 | | align="center" |0 | ||
| | 1-26F [Hit Invul.] (lower half part only) / 1-26F [Projectile Invul.] / 11F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] | | | 1-26F [Hit Invul.] (lower half part only) / 1-26F [Projectile Invul.] / 11F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / 2nd hit can juggle / Hit on crouching opp on the 23F (opp Ryu) | ||
|- | |- | ||
| |Marseilles Roll LK | | |Marseilles Roll LK | ||
Line 763: | Line 766: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| | 1st Part [Hit] Limited Juggle / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp | | | 1st Part [Hit] Limited Juggle / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla) | ||
|- | |- | ||
| |Sky Fall MP | | |Sky Fall MP | ||
Line 776: | Line 779: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| | 1st Part [Hit] | | | 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla) | ||
|- | |- | ||
| |Sky Fall HP | | |Sky Fall HP | ||
Line 789: | Line 792: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| | 1st Part [Hit] | | | 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla) | ||
|- | |- | ||
| |Sky Fall EX | | |Sky Fall EX | ||
Line 802: | Line 805: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| | 1-5F [Hit Invul.] / 6-7F [Hit Invul.] (upper half only) / 1st Part [Hit] | | | 1-5F [Hit Invul.] / 6-7F [Hit Invul.] (upper half only) / 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 62F after throw recovers (from SF4 vanilla) / CAN JUGGLE !!! | ||
|- | |- | ||
| |Tornado Throw LP | | |Tornado Throw LP | ||
Line 815: | Line 818: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| |1-6F [Throw Invul.] / Hard Knockdown | | |1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla) | ||
|- | |- | ||
| |Tornado Throw MP | | |Tornado Throw MP | ||
Line 828: | Line 831: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| |1-6F [Throw Invul.] / Hard Knockdown | | |1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla) | ||
|- | |- | ||
| |Tornado Throw HP | | |Tornado Throw HP | ||
Line 841: | Line 844: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| |1-6F [Throw Invul.] / Hard Knockdown | | |1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla) | ||
|- | |- | ||
| |Tornado Throw EX | | |Tornado Throw EX | ||
Line 854: | Line 857: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| |1-6F [Hit Invul.] / Hard Knockdown | | |1-6F [Hit Invul.] / Hard Knockdown / Opponent gets up 49F after throw recovers (from SF4 vanilla) | ||
|- | |- | ||
| |Super Combo | | |Super Combo | ||
Line 867: | Line 870: | ||
| align="center" |-32 | | align="center" |-32 | ||
| align="center" |- | | align="center" |- | ||
| | 1F-blackout [Full Invul.] / after blackout, 1-6F LP: [Hit Invul], MP:[Throw Invul.], HP:[Projectile Invul.] / Hard Knockdown / Armor Break | | | 1F-blackout [Full Invul.] / after blackout, 1-6F LP: [Hit Invul], MP:[Throw Invul.], HP:[Projectile Invul.] / Hard Knockdown / Armor Break / Opponent gets up 57F after throw recovers (from SF4 vanilla) | ||
|- | |- | ||
| |Ultra Combo 1 | | |Ultra Combo 1 | ||
Line 880: | Line 883: | ||
| align="center" |-30 | | align="center" |-30 | ||
| align="center" |- | | align="center" |- | ||
| |1-blackout+7 [Full Invul.] / 8-16F [Hit Invul.](Except feet) / 8-16F [Projectile Invul.] / Hard Knockdown / Armor Break / | | |1-blackout+7 [Full Invul.] / 8-16F [Hit Invul.](Except feet) / 8-16F [Projectile Invul.] / Hard Knockdown / Armor Break / CAN JUGGLE !!! / Opponent gets up 57F after throw recovers (from SF4 vanilla) | ||
|- | |- | ||
| |Ultra Combo 2 | | |Ultra Combo 2 | ||
Line 922: | Line 925: | ||
|- | |- | ||
|} | |} | ||
=====Notes:===== | |||
Any attack "Puts opponent in jugglable state" can be followed up by any attack that "Can juggle" assuming the follow up attack can reach them. | |||
An attack that "floats" the opponent puts them in a "free juggle state" where any attack will continue the juggle assuming the follow up attack can reach them. | |||
Better informations here : http://shoryuken.com/f315/juggle-mechanics-guide-all-characters-video-guide-250054/ | |||
{{Super Street Fighter IV}} | {{Super Street Fighter IV}} |
Revision as of 20:19, 25 November 2010
Introduction
Move Analysis
Normal Moves
Normal Throws
- Drop Throw - F or N + LP + LK
- Pincer Throw - B + LP + LK
Command Normals
- Step Kick - F+MK
Focus / Saving Attack
Special Moves
- Change of Direction - QCF + P
- Hold F + P or K for follow-up and finisher:
- -Second Mid - P
- -Second Low - K
- -Finish Mid - P
- -Finish Low - K
- Sky Fall - DP + P
- Marseilles Roll - QCF + K
- Wheel Kick - QCB + K
- Tornado Throw - HCB + P
Super Move
- Heartless - QCF, QCF + P
Ultra Moves
- Soulless - QCF, QCF + PPP
- Breathless - QCF, QCF + KKK
The Basics
Combos
Strategy
Matchups
Frame Data
Block | Super Meter | Frames | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Move Name | HL | Damage | Stun | Gain | Cancel Ability | Startup | Active | Recovery | On Guard | On Hit | Notes |
Close LP | HL | 25*15 | 30*20 | 20*20 | ch/sp/su*su | 4 | 3(8)3 | 11 | -3 | 0 | |
Close MP | HL | 50*30 | 50*50 | 40*20 | sp/su*su | 5 | 3(8)2 | 14 | -2 | +4 | [Hit] Forces stand |
Close HP | HL | 80*30 | 100*100 | 60*20 | sp/su*su | 4 | 3(8)2 | 20 | -4 | 0 | [Hit] Forces stand |
Close LK | HL | 30 | 50 | 20 | - | 5 | 2 | 9 | 0 | +3 | |
Close MK | HL | 70 | 100 | 40 | sp/su | 7 | 2 | 16 | -4 | -1 | |
Close HK | HL[H] | 100[30] | 150[50] | 60[20] | - | 6 | 6 | 16 | -4 | 0 | Hit] Forces stand, active frame 1-4 wont hit crouchers, active frames 5-6 refer to [] (overhead) |
Far LP | HL | 30 | 50 | 20 | sp/su | 5 | 3 | 6 | +3 | +6 | |
Far MP | HL | 80 | 100 | 40 | su | 5 | 6 | 11 | -3 | +1 | |
Far HP | HL | 130 | 200 | 60 | - | 12 | 3 | 17 | -2 | +2 | |
Far LK | HL | 40 | 50 | 20 | - | 5 | 3 | 8 | 0 | +3 | |
Far MK | HL | 80 | 100 | 40 | - | 8 | 3 | 15 | -4 | -1 | Whiff against crouchers |
Far HK | HL | 100 | 200 | 60 | - | 14 | 2 | 19 | -3 | +1 | |
crouch LP | HL | 30 | 50 | 20 | ch/sp/su | 5 | 2 | 6 | +3 | +6 | |
crouch MP | HL | 70 | 100 | 40 | sp/su | 7 | 3 | 10 | +1 | +4 | |
crouch HP | HL | 70*40 | 100*50 | 60*20 | sp/su | 8 | 2*2 | 22 | -6 | - | 1st part [Ground Hit] Forces Stand, 2nd [Hit] Floats opponent |
crouch LK | L | 20 | 50 | 20 | ch/sp/su | 5 | 3 | 7 | +1 | +4 | |
crouch MK | HL | 70 | 100 | 40 | sp/su | 8 | 5 | 13 | -4 | +1 | |
crouch HK | L | 100 | 200 | 60 | sp/su | 11 | 3 | 25 | -10 | - | [Hit] Hard Knockdown cannot fast recover |
Jump up LP | H | 50 | 50 | 20 | - | 5 | 4 | - | - | - | [Projectile Invulnerability] Till end of active frames (leg part only) |
Jump up MP | H | 80 | 100 | 40 | - | 5 | 6 | - | - | - | [Projectile Invulnerability] Till end of active frames (leg part only) |
Jump up HP | H | 100 | 200 | 60 | - | 5 | 4 | - | - | - | [Projectile Invulnerability] Till end of active frames (leg part only) |
Jump up LK | H | 50 | 50 | 20 | - | 5 | 8 | - | - | - | [Projectile Invulnerability] Until just before startup (leg part only) |
Jump up MK | H | 80 | 100 | 40 | - | 4 | 6 | - | - | - | [Projectile Invulnerability] Till end of active frames (leg part only) |
Jump up HK | H | 100 | 200 | 60 | - | 5 | 4 | - | - | - | [Projectile Invulnerability] Till end of active frames (leg part only) |
Jump forward LP | H | 50 | 50 | 20 | - | 5 | 8 | - | - | - | [Projectile Invulnerability] Till end of active frames (leg part only) |
Jump forward MP | H | 80 | 100 | 40 | - | 5 | 10 | - | - | - | [Projectile Invulnerability] Till end of active frames (leg part only) |
Jump forward HP | H | 100 | 200 | 60 | - | 5 | 8 | - | - | - | [Projectile Invulnerability] Till end of active frames (leg part only) |
Jump forward LK | H | 50 | 50 | 20 | - | 4 | 5 | - | - | - | [Projectile Invulnerability] Till end of active frames (leg part only) |
Jump forward MK | H | 70 | 100 | 40 | - | 5 | 6 | - | - | - | [Projectile Invulnerability] Until just before startup (leg part only) |
Jump forward HK | H | 110 | 200 | 60 | - | 5 | 5 | - | - | - | [Projectile Invulnerability] Till end of active frames (leg part only) |
F+MK | HL | 80 | 100 | 40 | dash | 7 | 2 | 16 | 0 | +3 | Dash cancellable |
Focus Attack LVL 1 | HL | 60 | 100 | 20 | - | 21 | 2 | 35 | -21 | -21 | 1~10F or 1F after button's are released: Has super armor.
Crumples on ground Counter Hit. Puts opponent in jugglable state on air hit. From frames 5~11 or on hit/block can cancel into dash/back dash. If charged, saving attack hits on frame 13 after releasing the buttons. |
Focus attack LVL 2 | HL | 80 | 150 | 40 | - | 17+13 | 2 | 35 | -15 | - | 1~1F after button's are released: Has super armor.
Crumples on ground hit. Floats opponent on air hit. From frames 5~ buttons released or on hit/block can cancel into dash/back dash. Charge time: 17-49F. If charged, saving attack hits on frame 13 after releasing the buttons. |
Focus attack LVL 3 | - | 140 | 200 | 60 | - | 65 | 2 | 35 | - | - | 1~64F has super armor. Breaks super armor.
Crumples on ground hit. Floats opponent on air hit. From frames 5~50 can cancel into dash/back dash. Charge time: 50F. |
Forward Throw | 0.9 | 130 | 140 | 40 | - | 3 | 2 | 20 | - | - | Hard Knockdown / Opponent gets up 68F after throw recovers (from SF4 vanilla) |
Back throw | 0.9 | 130 | 140 | 40 | - | 3 | 2 | 20 | - | - | Hard Knockdown / Opponent gets up 57F after throw recovers (from SF4 vanilla) |
Change of Direction LP | HL | 30 | 50 | 20/30 | su | 14 | 3 | 25 | -3 | +2 | [Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 25-26F can follow with second middle/low |
Change of Direction MP | HL | 35 | 50 | 20/30 | su | 16 | 3 | 25 | -3 | +2 | [Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 27-28F can follow with second middle/low |
Change of Direction HP | HL | 40 | 50 | 20/30 | su | 17 | 3 | 25 | -3 | +2 | [Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 28-29F can follow with second middle/low |
Change of Direction EX | HL | 40 | 50 | -250/0 | su | 16 | 3 | 25 | -3 | +2 | 1-18F [Armor] / [Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 27-28F can follow with second middle/low |
Second Mid | H | 40 | 50 | 10/20 | - | 15 | 4 | 28 | -9 | -4 | [Crouch Hit] Frame Adv -5 / [Air Hit] Puts opponent in jugglable state / 30-31F can follow with finish middle/low |
Second Low | L | 50 | 50 | 20/30 | su | 22 | 4 | 24 | -5 | -1 | [Air Hit] Puts opponent in jugglable state / 36-37F can follow with finish middle/low |
Finish Mid | H | 100 | 100 | 10/30 | - | 10 | 2 | 44 | -35 | - | [Hit] Hard Knockdown / Armor Break / Opponent gets up 43F after throw recovers (from SF4 vanilla) |
Finish Low | L | 150 | 100 | 30/30 | - | 22 | 2 | 53 | -44 | - | [Hit] Hard Knockdown / Armor Break / Opponent gets up 70F after throw recovers (from SF4 vanilla) |
Wheel Kick LK | H | 120 | 200 | 30/40 | - | 20 | 7 | 2+19 | -10 | -5 | 1-17F [Hit/Projectile Invul.] (lower half part only) / 11F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 25F (opp Ryu) |
Wheel Kick MK | H | 140 | 200 | 30/40 | - | 24 | 7 | 2+20 | -11 | -6 | 1-20F [Hit/Projectile Invul.] (lower half part only) / 14F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 29F (opp Ryu) |
Wheel Kick HK | H | 160 | 200 | 30/40 | - | 27 | 7 | 1+22 | -12 | -7 | 1-22F [Hit/Projectile Invul.] (lower half part only) / 15F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 31F (opp Ryu) |
Wheel Kick EX | H | 60*120 | 100*100 | -250/0 | -- | 17 | 7*3 | 2+19 | -6 | 0 | 1-26F [Hit Invul.] (lower half part only) / 1-26F [Projectile Invul.] / 11F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / 2nd hit can juggle / Hit on crouching opp on the 23F (opp Ryu) |
Marseilles Roll LK | - | - | - | 20/- | - | - | - | 27 | - | - | 5-26 [Hit Invul.] / 5-23F can cross opponent |
Marseilles Roll MK | - | - | - | 20/- | - | - | - | 30 | - | - | 5-29 [Hit Invul.] / 5-25F can cross opponent |
Marseilles Roll HK | - | - | - | 20/- | - | - | - | 32 | - | - | 5-31 [Hit Invul.] / 5-27F can cross opponent |
Marseilles Roll EX | - | - | - | -250/- | - | - | - | 32 | - | - | 1-32 [Hit Invul.] / 5-27F can cross opponent |
Sky Fall LP | - | 0*140 | 100 | 30/0*100 | - | 5 | 2 | 31 | - | - | 1st Part [Hit] Limited Juggle / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla) |
Sky Fall MP | - | 0*150 | 150 | 30/0*100 | - | 6 | 4 | 31 | - | - | 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla) |
Sky Fall HP | - | 0*160 | 200 | 30/0*100 | - | 9 | 6 | 31 | - | - | 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla) |
Sky Fall EX | - | 0*160 | 150 | -250/0 | - | 6 | 2 | 31 | - | - | 1-5F [Hit Invul.] / 6-7F [Hit Invul.] (upper half only) / 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 62F after throw recovers (from SF4 vanilla) / CAN JUGGLE !!! |
Tornado Throw LP | 1.3 | 160 | 100 | 30/80 | - | 5 | 2 | 51 | - | - | 1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla) |
Tornado Throw MP | 1.1 | 180 | 150 | 30/80 | - | 5 | 2 | 45 | - | - | 1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla) |
Tornado Throw HP | 0.9 | 200 | 200 | 30/80 | - | 5 | 2 | 39 | - | - | 1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla) |
Tornado Throw EX | 1.25 | 200 | 150 | -250/0 | - | 5 | 2 | 54 | - | - | 1-6F [Hit Invul.] / Hard Knockdown / Opponent gets up 49F after throw recovers (from SF4 vanilla) |
Super Combo | HL | 0*335 | 0 | -1000/0 | - | 1+5 | 2 | 41 | -32 | - | 1F-blackout [Full Invul.] / after blackout, 1-6F LP: [Hit Invul], MP:[Throw Invul.], HP:[Projectile Invul.] / Hard Knockdown / Armor Break / Opponent gets up 57F after throw recovers (from SF4 vanilla) |
Ultra Combo 1 | HL | 45*455 | 0 | 0/0 | - | 1+13 | 2 | 46 | -30 | - | 1-blackout+7 [Full Invul.] / 8-16F [Hit Invul.](Except feet) / 8-16F [Projectile Invul.] / Hard Knockdown / Armor Break / CAN JUGGLE !!! / Opponent gets up 57F after throw recovers (from SF4 vanilla) |
Ultra Combo 2 | 1.0 | 480 | 0 | 0/0 | - | 1+7 | 6 | 51 | - | - | 1F-end of blackout [Full Invul.] / 1F after blackout till end of active frames [Armor][Throw Invul.] / [Hit] Hard Knockdown / Hold button to delay (up to 92F) / Active frames come 7F after button release / Can be cancelled with any Punch (20F recovery) / Ground Throw range 1.0 |
Block | Super Meter | Frames | |||||||||
Move Name | HL | Damage | Stun | Gain | Cancel Ability | Startup | Active | Recovery | On Guard | On Hit | Notes |
Notes:
Any attack "Puts opponent in jugglable state" can be followed up by any attack that "Can juggle" assuming the follow up attack can reach them.
An attack that "floats" the opponent puts them in a "free juggle state" where any attack will continue the juggle assuming the follow up attack can reach them.
Better informations here : http://shoryuken.com/f315/juggle-mechanics-guide-all-characters-video-guide-250054/
The characters | Abel • Adon • Akuma • Balrog • Blanka • C. Viper • Cammy • Chun-Li • Cody • Dan • Dee Jay • Dhalsim • Dudley • E. Honda • El Fuerte • Fei Long • Gen • Gouken • Guile • Guy • Hakan • Ibuki • Juri • Ken • M. Bison • Makoto • Rose • Rufus • Ryu • Sagat • Sakura • Seth • T.Hawk • Vega • Zangief |
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