Super Street Fighter IV/Abel: Difference between revisions

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{{SSFIVHeader}}
{{SSFIVHeader}}


= NAME =
== Abel ==
{{MvC3HyperGuideCharacterBox | akumaface.jpg }}
{{MvC3HyperGuideCharacterBox | akumaface.jpg }}
Background Info Here.
Background Info Here.
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{{SSFIVFrameDataHeader}}
{{SSFIVFrameDataHeader}}


{{SSFIVFrameDataSubHeader | Standing Close Attacks}}
{{SSFIVFrameDataRow | Close LP | HL | 25*15 | 30*20 | 20*20 | ch/sp/su*su | 4 | 3(8)3 | 11 | -3 | 0 |  |  |}}
{{SSFIVFrameDataRow | Close MP | HL | 50*30 | 50*50 | 40*20 | sp/su*su | 5 | 3(8)2 | 14 | -2 |  +4 |  |  | [Hit] Forces stand}}
{{SSFIVFrameDataRow | Close HP | HL | 80*30 | 100*100 | 60*20 | sp/su*su | 4 | 3(8)2 | 20 | -4 | 0 |  |  | [Hit] Forces stand}}
{{SSFIVFrameDataRow | Close LK | HL | 30 | 50 | 20 | - | 5 | 2 | 9 | 0 |  +3 |  |  |}}
{{SSFIVFrameDataRow | Close MK | HL | 70 | 100 | 40 | sp/su | 7 | 2 | 16 | -4 | -1 |  |  |}}
{{SSFIVFrameDataRow | 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)}}
{{SSFIVFrameDataSubHeader | Standing Far Attacks}}
{{SSFIVFrameDataSubHeader | Standing Far Attacks}}
{{SSFIVFrameDataRow | [[File:Jab.gif]] | |  |  |  |  |  |  |  |  |  |  |  | }}
{{SSFIVFrameDataRow | Far LP | HL | 30 | 50 | 20 | sp/su | 5 | 3 | 6 +3 +6 |  |  |}}
{{SSFIVFrameDataRow | [[File:Strong.gif]] |  |  |  |  |  |  |  |  |  |  |  |  | }}
{{SSFIVFrameDataRow | Far MP | HL | 80 | 100 | 40 | su | 5 | 6 | 11 | -3 +1 |  |  |}}
{{SSFIVFrameDataRow | [[File:Fierce.gif]] |  |  |  |  |  |  |  |  |  |  |  |  | }}
{{SSFIVFrameDataRow | Far HP | HL | 130 | 200 | 60 | - | 12 | 3 | 17 | -2 +2 |  |  |}}
{{SSFIVFrameDataRow | [[File:Short.gif]] |  |  |  |  |  |  |  |  |  |  |  |  | }}
{{SSFIVFrameDataRow | Far LK | HL | 40 | 50 | 20 | - | 5 | 3 | 8 | 0 +3 |  |  |}}
{{SSFIVFrameDataRow | [[File:Forward.gif]] |  | | | | | | | |  |  |  |  | }}
{{SSFIVFrameDataRow | Far MK | HL | 80 | 100 | 40 | - | 8 | 3 | 15 | -4 | -1 |  |  | Whiff against crouchers}}
{{SSFIVFrameDataRow | [[File:Roundhouse.gif]] | | | | | | | | | |  |  |  | }}
{{SSFIVFrameDataRow | Far HK | HL | 100 | 200 | 60 | - | 14 | 2 | 19 | -3 +1 |  |  |}}
 
{{SSFIVFrameDataSubHeader | Standing Close Attacks}}
{{SSFIVFrameDataRow | [[File:Jab.gif]] | | | | | | | | | |  |  |  | }}
{{SSFIVFrameDataRow | [[File:Strong.gif]] | | | | | | | | | |  |  |  | }}
{{SSFIVFrameDataRow | [[File:Fierce.gif]] | | | | | | | | | | |  |  | }}
{{SSFIVFrameDataRow | [[File:Short.gif]] | | | | | | | | | |  |  |  | }}
{{SSFIVFrameDataRow | [[File:Forward.gif]] |  |  |  |  |  |  |  |  |  |  |  |  | }}
{{SSFIVFrameDataRow | [[File:Roundhouse.gif]] |  |  |  |  |  |  |  |  |  |  |  |  | }}
 
{{SSFIVFrameDataSubHeader | Crouching Attacks}}
{{SSFIVFrameDataSubHeader | Crouching Attacks}}
{{SSFIVFrameDataRow | [[File:Jab.gif]] | | | | | | | | |  |  |  |  | }}
{{SSFIVFrameDataRow | crouch LP | HL | 30 | 50 | 20 | ch/sp/su | 5 | 2 | 6 +3 +6 |  |  |}}
{{SSFIVFrameDataRow | [[File:Strong.gif]] | | | | | | | | |  |  |  |  | }}
{{SSFIVFrameDataRow | crouch MP | HL | 70 | 100 | 40 | sp/su | 7 | 3 | 10 +1 +4 |  |  |}}
{{SSFIVFrameDataRow | [[File:Fierce.gif]] | | | | | | | | | | |  |  | }}
{{SSFIVFrameDataRow | 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}}
{{SSFIVFrameDataRow | [[File:Short.gif]] | | | | | | | | |  |  |  |  | }}
{{SSFIVFrameDataRow | crouch LK | L | 20 | 50 | 20 | ch/sp/su | 5 | 3 | 7 +1 +4 |  |  |}}
{{SSFIVFrameDataRow | [[File:Forward.gif]] | | | | | | | | | |  |  |  | }}
{{SSFIVFrameDataRow | crouch MK | HL | 70 | 100 | 40 | sp/su | 8 | 5 | 13 | -4 +1 |  |  |}}
{{SSFIVFrameDataRow | [[File:Roundhouse.gif]] | | | | | | | | | | |  |  | }}
{{SSFIVFrameDataRow | crouch HK | L | 100 | 200 | 60 | sp/su | 11 | 3 | 25 | -10 | - |  |  | [Hit] Hard Knockdown cannot fast recover}}
 
{{SSFIVFrameDataSubHeader | Straight Up Jump Attacks}}
{{SSFIVFrameDataSubHeader | Straight Up Jump Attacks}}
{{SSFIVFrameDataRow | [[File:Jab.gif]] | | | | | | | | | | |  |  | }}
{{SSFIVFrameDataRow | Jump up LP | H | 50 | 50 | 20 | - | 5 | 4 | - | - | - |  |  | [Projectile Invulnerability] Till end of active frames (leg part only)}}
{{SSFIVFrameDataRow | [[File:Strong.gif]] | | | | | | | | | | |  |  | }}
{{SSFIVFrameDataRow | Jump up MP | H | 80 | 100 | 40 | - | 5 | 6 | - | - | - |  |  | [Projectile Invulnerability] Till end of active frames (leg part only)}}
{{SSFIVFrameDataRow | [[File:Fierce.gif]] | | | | | | | | | | |  |  | }}
{{SSFIVFrameDataRow | Jump up HP | H | 100 | 200 | 60 | - | 5 | 4 | - | - | - |  |  | [Projectile Invulnerability] Till end of active frames (leg part only)}}
{{SSFIVFrameDataRow | [[File:Short.gif]] | | | | | | | | | | |  |  | }}
{{SSFIVFrameDataRow | Jump up LK | H | 50 | 50 | 20 | - | 5 | 8 | - | - | - |  |  | [Projectile Invulnerability] Until just before startup (leg part only)}}
{{SSFIVFrameDataRow | [[File:Forward.gif]] | | | | | | | | | | |  |  | }}
{{SSFIVFrameDataRow | Jump up MK | H | 80 | 100 | 40 | - | 4 | 6 | - | - | - |  |  | [Projectile Invulnerability] Till end of active frames (leg part only)}}
{{SSFIVFrameDataRow | [[File:Roundhouse.gif]] | | | | | | | | | | |  |  | }}
{{SSFIVFrameDataRow | Jump up HK | H | 100 | 200 | 60 | - | 5 | 4 | - | - | - |  |  | [Projectile Invulnerability] Till end of active frames (leg part only)}}
 
{{SSFIVFrameDataSubHeader | Angled Jump Attacks}}
{{SSFIVFrameDataSubHeader | Forward / Back Jump Attacks}}
{{SSFIVFrameDataRow | Jump forward LP | H | 50 | 50 | 20 | - | 5 | 8 | - | - | - |  |  | [Projectile Invulnerability] Till end of active frames (leg part only)}}
{{SSFIVFrameDataRow | [[File:Jab.gif]] | | | | | | | | | | |  |  | }}
{{SSFIVFrameDataRow | Jump forward MP | H | 80 | 100 | 40 | - | 5 | 10 | - | - | - |  |  | [Projectile Invulnerability] Till end of active frames (leg part only)}}
{{SSFIVFrameDataRow | [[File:Strong.gif]] | | | | | | | | | | |  |  | }}
{{SSFIVFrameDataRow | Jump forward HP | H | 100 | 200 | 60 | - | 5 | 8 | - | - | - |  |  | [Projectile Invulnerability] Till end of active frames (leg part only)}}
{{SSFIVFrameDataRow | [[File:Fierce.gif]] | | | | | | | | | | |  |  | }}
{{SSFIVFrameDataRow | Jump forward LK | H | 50 | 50 | 20 | - | 4 | 5 | - | - | - |  |  | [Projectile Invulnerability] Till end of active frames (leg part only)}}
{{SSFIVFrameDataRow | [[File:Short.gif]] | | | | | | | | | | |  |  | }}
{{SSFIVFrameDataRow | Jump forward MK | H | 70 | 100 | 40 | - | 5 | 6 | - | - | - |  |  | [Projectile Invulnerability] Until just before startup (leg part only)}}
{{SSFIVFrameDataRow | [[File:Forward.gif]] | | | | | | | | | | |  |  | }}
{{SSFIVFrameDataRow | Jump forward HK | H | 110 | 200 | 60 | - | 5 | 5 | - | - | - |  |  | [Projectile Invulnerability] Till end of active frames (leg part only)}}
{{SSFIVFrameDataRow | [[File:Roundhouse.gif]] | | | | | | | | | | |  |  | }}
 
{{SSFIVFrameDataSubHeader | Unique Attacks}}
{{SSFIVFrameDataSubHeader | Unique Attacks}}
{{SSFIVFrameDataRow | [[File:Right.gif]] + [[File:Fierce.gif]] | | | | | | | | | |  |  |  | }}
{{SSFIVFrameDataRow | F+MK | HL | 80 | 100 | 40 | dash | 7 | 2 | 16 | 0 +3 |  |  |  Dash cancellable}}
 
{{SSFIVFrameDataSubHeader | Target Combos}}
{{SSFIVFrameDataRow | [[File:Jab.gif]] -> [[File:Strong.gif]] -> [[File:Fierce.gif]] |  |  |  |  |  |  |  |  |  |  |  |  | }}
 
{{SSFIVFrameDataSubHeader | Focus Attacks}}
{{SSFIVFrameDataSubHeader | Focus Attacks}}
{{SSFIVFrameDataRow | Focus Attack LVL 1 | | | | | | | | | |  |  |  | }}
{{SSFIVFrameDataRow | 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.}}
{{SSFIVFrameDataRow | Focus Attack LVL 2 | | | | | | | | | |  |  |  | }}
{{SSFIVFrameDataRow | 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.}}
{{SSFIVFrameDataRow | Focus Attack LVL 3 | | | | | | | | | |  |  |  | }}
{{SSFIVFrameDataRow | 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.}}
 
{{SSFIVFrameDataSubHeader | Throws}}
{{SSFIVFrameDataSubHeader | Normal Throws}}
{{SSFIVFrameDataRow | Forward Throw | 0.9 | 130 | 140 | 40 | - | 3 | 2 | 20 | - | - |  |  |  Hard Knockdown / Opponent gets up 68F after throw recovers (from SF4 vanilla)}}
{{SSFIVFrameDataRow | Forward Throw | | | | | | | | | |  |  |  | }}
{{SSFIVFrameDataRow | Back throw | 0.9 | 130 | 140 | 40 | - | 3 | 2 | 20 | - | - |  |  |  Hard Knockdown / Opponent gets up 57F after throw recovers (from SF4 vanilla)}}
{{SSFIVFrameDataRow | Back Throw | | | | | | | | | |  |  |  | }}
 
{{SSFIVFrameDataSubHeader | Special Moves}}
{{SSFIVFrameDataSubHeader | Special Moves}}
{{SSFIVFrameDataRow | Move Name [[File:Jab.gif]] |  |  |  |  |  |  |  |  |  |  |  |  | }}
{{SSFIVFrameDataRow | 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}}
{{SSFIVFrameDataRow | Move Name [[File:Strong.gif]] |  |  |  |  |  |  |  |  |  |  |  |  | }}
{{SSFIVFrameDataRow | 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}}
{{SSFIVFrameDataRow | Move Name [[File:Fierce.gif]] |  |  |  |  |  |  |  |  |  |  |  |  | }}
{{SSFIVFrameDataRow | 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}}
{{SSFIVFrameDataRow | Move Name [[File:EX.gif]] |  |  |  |  |  |  | | | | |  |  | }}
{{SSFIVFrameDataRow | 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}}
 
{{SSFIVFrameDataRow | 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}}
{{SSFIVFrameDataSubHeader | Super Combos}}
{{SSFIVFrameDataRow | 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}}
{{SSFIVFrameDataRow | Move Name | | | | | | | | | |  |  |  | }}
{{SSFIVFrameDataRow | 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)}}
 
{{SSFIVFrameDataRow | 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)}}
{{SSFIVFrameDataRow | 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)}}
{{SSFIVFrameDataRow | 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)}}
{{SSFIVFrameDataRow | 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)}}
{{SSFIVFrameDataRow | 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)}}
{{SSFIVFrameDataRow | Marseilles Roll LK | - | - | - | 20/- | - | - | - | 27 | - | - |  |  5-26 [Hit Invul.] / 5-23F can cross opponent}}
{{SSFIVFrameDataRow | Marseilles Roll MK | - | - | - | 20/- | - | - | - | 30 | - | - |  |  | 5-29 [Hit Invul.] / 5-25F can cross opponent}}
{{SSFIVFrameDataRow | Marseilles Roll HK | - | - | - | 20/- | - | - | - | 32 | - | - |  |  |  5-31 [Hit Invul.] / 5-27F can cross opponent}}
{{SSFIVFrameDataRow | Marseilles Roll EX | - | - | - | -250/- | - | - | - | 32 | - | - |  |  |  1-32 [Hit Invul.] / 5-27F can cross opponent}}
{{SSFIVFrameDataRow | Sky Fall LP | - | 0*140 | 100 | 30/0*100 | - | 5 | 2 | 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)}}
{{SSFIVFrameDataRow | 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)}}
{{SSFIVFrameDataRow | 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)}}
{{SSFIVFrameDataRow | 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 !!!}}
{{SSFIVFrameDataRow | 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)}}
{{SSFIVFrameDataRow | 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)}}
{{SSFIVFrameDataRow | 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)}}
{{SSFIVFrameDataRow | 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)}}
{{SSFIVFrameDataSubHeader | Super Combo}}
{{SSFIVFrameDataRow | 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)}}
{{SSFIVFrameDataSubHeader | Ultra Combos}}
{{SSFIVFrameDataSubHeader | Ultra Combos}}
{{SSFIVFrameDataRow | Move Name | | | | | | | | | | |  |  | }}
{{SSFIVFrameDataRow | 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)}}
{{SSFIVFrameDataRow | Move Name | | | | | | | | | | |  |  | }}
{{SSFIVFrameDataRow | 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}}


{{SSFIVFrameDataFooter}}
{{SSFIVFrameDataFooter}}

Revision as of 20:50, 2 March 2011

Super Street Fighter IVSSFIVLogo.png



Abel

Akumaface.jpg

Background Info Here.

In a nutshell
General Usage of Character here.



Moves

Unique Attacks

Name
Command
Notes
Move Name
{{#motion: f + hp}}

Special Moves

Name
Command
Notes
Move Name
{{#motion: qcf + p}}

Super Combo

Name
Command
Notes
Move Name
{{#motion: qcf qcf + p}}

Ultra Combos

Name
Command
Notes
Move Name
{{#motion: qcf qcf + 3p}}
Move Name
{{#motion: qcf qcf + 3k}}


Frame Data

Move Values Frame Count Frame Advantage
Move Name Block (HL) Damage Stun Super Meter Gain Cancel Ability Startup Active Recovery On Guard On Hit Block Stun Hit Stun Notes
Standing Close Attacks
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)
Standing Far Attacks
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
Crouching Attacks
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
Straight Up Jump Attacks
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)
Angled Jump Attacks
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)
Unique Attacks
F+MK HL 80 100 40 dash 7 2 16 0 +3 Dash cancellable
Focus Attacks
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.
Throws
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)
Special Moves
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] 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 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
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 Combos
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
Move Name Block (HL) Damage Stun Super Meter Gain Cancel Ability Startup Active Recovery On Guard On Hit Block Stun Hit Stun Notes
Move Values Frame Count Frame Advantage


Move Analysis

Normal Moves

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Normal Throws

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Focus Attack

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Special Moves

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Super Combos

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Ultra Combos

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The Basics

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Advanced Strategy

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Combos

Bread and Butters

  • Combo 1
  • Combo 2

Advanced Combos

  • Combo 1

Combos Into Supers

  • Combo 1

Combos Into Ultras

  • Combo 1


Matchups

Vs. Abel

To Be Written (TBW)

Vs. Adon

TBW

Vs. Akuma

TBW

Vs. Balrog

TBW

Vs. Blanka

TBW

Vs. C. Viper

TBW

Vs. Cammy

TBW

Vs. Chun Li

TBW

Vs. Cody

TBW

Vs. Dan

TBW

Vs. Dee Jay

TBW

Vs. Dhalsim

TBW

Vs. Dudley

TBW

Vs. E. Honda

TBW

Vs. El Fuerte

TBW

Vs. Fei Long

TBW

Vs. Gen

TBW

Vs. Gouken

TBW

Vs. Guile

TBW

Vs. Guy

TBW

Vs. Hakan

TBW

Vs. Ibuki

TBW

Vs. Juri

TBW

Vs. Ken

TBW

Vs. M. Bison

TBW

Vs. Makoto

TBW

Vs. Rose

TBW

Vs. Rufus

TBW

Vs. Ryu

TBW

Vs. Sagat

TBW

Vs. Sakura

TBW

Vs. Seth

TBW

Vs. T. Hawk

TBW

Vs. Vega

TBW

Vs. Zangief

TBW