Gavin Ward (talk | contribs) |
mNo edit summary |
||
Line 966: | Line 966: | ||
{{Super Street Fighter IV}} | {{Super Street Fighter IV}} | ||
[[Category: Old SSFIV Pages]] |
Revision as of 02:55, 2 July 2011
Introduction
Move Analysis
Normal Moves
Normal Throws
Command Normals
Focus / Saving Attack
Special Moves
Super Move
Ultra Move
The Basics
Combos
Strategy
Matchups
Frame Data
Damage Values | Framedata | Advantage | Stun Duration | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Move Name | Block H/L | Damage | Stun | Meter Gain | Cancel Ability | Startup | Active | Recovery | Block | Hit | Block | Hit | Notes |
Close LP | HL | 30 | 50 | 20 | ch/sp/su | 4 | 2 | 5 | +4 | +7 | 10 | 13 | |
Close MP | HL | 60 | 100 | 40 | sp/su | 6 | 3 | 18 | -7 | -2 | 13 | 18 | |
Close HP | HL | 90 | 150 | 60 | sp/su | 6 | 3 | 19 | -4 | +1 | 17 | 22 | Forces stand |
Close LK | HL | 30 | 50 | 20 | ch/sp/su | 6 | 2 | 7 | +2 | +5 | 10 | 13 | |
Close MK | HL | 70 | 100 | 40 | sp/su | 8 | 3 | 12 | -1 | +7 | 13 | 21 | Forces stand |
Close HK | HL | 110 | 200 | 60 | sp/su | 8 | 3 | 21 | -6 | -2 | 17 | 21 | |
Far LP | HL | 20 | 50 | 20 | ch/sp/su | 4 | 2 | 5 | +4 | +7 | 10 | 13 | |
Far MP | HL | 70 | 100 | 40 | su | 7 | 5 | 5 | +4 | +7 | 13 | 16 | |
Far HP | HL | 100 | 200 | 60 | - | 11 | 3 | 16 | -1 | +3 | 17 | 21 | |
Far LK | HL | 40 | 50 | 20 | - | 4 | 3 | 7 | +1 | +4 | 10 | 13 | |
Far MK | HL | 80 | 100 | 40 | - | 7 | 3 | 13 | -2 | +1 | 13 | 16 | |
Far HK | HL | 130 | 200 | 60 | - | 12 | 3 | 21 | -6 | -2 | 17 | 21 | |
crouch LP | HL | 30 | 50 | 20 | ch/sp/su | 3 | 3 | 6 | +2 | +5 | 10 | 13 | |
crouch MP | HL | 70 | 100 | 40 | sp/su | 5 | 5 | 9 | 0 | +3 | 13 | 16 | |
crouch HP | HL | 100 | 200 | 60 | sp/su | 5 | 5 | 22 | -9 | -4 | 17 | 22 | Forces stand |
crouch LK | L | 20 | 50 | 20 | ch/sp/su | 3 | 4 | 7 | 0 | +3 | 10 | 13 | |
crouch MK | L | 60 | 100 | 40 | sp/su | 4 | 4 | 14 | -4 | -1 | 13 | 16 | |
crouch HK | L | 110 | 100 | 60 | - | 8 | 3 | 21 | -6 | - | 17 | - | untechable knockdown |
Jump up LP | H | 50 | 50 | 20 | - | 7 | 9 | - | - | - | 8 | 11 | startup leg projectile invincibility |
Jump up MP | H | 80 | 100 | 40 | - | 5 | 4 | - | - | - | 11 | 15 | startup leg projectile invincibility |
Jump up HP | H | 100 | 200 | 60 | - | 7 | 4 | - | - | - | 15 | 18 | startup leg projectile invincibility |
Jump up LK | H | 40 | 50 | 20 | - | 7 | 10 | - | - | - | 8 | 11 | leg projectile invincibility |
Jump up MK | H | 80 | 100 | 40 | - | 6 | 7 | - | - | - | 11 | 15 | leg projectile invincibility |
Jump up HK | H | 100 | 200 | 60 | - | 6 | 2 | - | - | - | 15 | 18 | leg projectile invincibility |
Jump forward LP | H | 40 | 50 | 20 | - | 7 | 8 | - | - | - | 8 | 11 | leg projectile invincibility |
Jump forward MP | H | 70 | 100 | 40 | - | 5 | 6 | - | - | - | 11 | 15 | leg projectile invincibility |
Jump forward HP | H | 100 | 200 | 60 | - | 5 | 4 | - | - | - | 15 | 18 | startup leg projectile invincibility |
Jump forward LK | H | 50 | 50 | 20 | - | 5 | 7 | - | - | - | 8 | 11 | startup leg projectile invincibility |
Jump forward MK | H | 80 | 100 | 40 | - | 6 | 4 | - | - | - | 11 | 15 | startup leg projectile invincibility |
Jump forward HK | H | 100 | 200 | 60 | - | 5 | 7 | - | - | - | 15 | 18 | startup leg projectile invincibility |
b+MK | H | 80 | 100 | 40 | - | 15 | 2 | 17 | -5 | -2 | 13 | 16 | |
f+MK | HL | 60 | 100 | 40 | - | 11 | 5 | 11 | -2 | +1 | 13 | 16 | |
f+HK | H | 120 | 150 | 60 | - | 21 | 2 | 20 | -4 | -1 | 17 | 20 | hold HK to feint (27f duration) |
Target Combo 1 | HL | 30 | 50 | 30 | sp/su | 6 | 3 | 24 | -9 | -4 | 17 | 22 | Forces stand |
Focus Attack LVL 1 | HL | 60 | 100 | 20 | da | (10~17)+12 | 2 | 42 | -28 | -28 | 15 | 15 | armor during charge, launch vs air, 4f~release dash cancellable |
Focus attack LVL 2 | HL | 90 | 150 | 40 | da | (18~50)+12 | 2 | 42 | -22 | - | 21 | - | armor during charge, crumple vs ground, launch vs air (fully hittable), 4f~release dash cancellable |
Focus attack LVL 3 | - | 150 | 200 | 60 | da | 53+15 | 2 | 42 | - | - | - | - | 1-67f armor, armor break, crumple vs ground, launch vs air (fully hittable), 4~53f dash cancellable |
Forward Throw | 0.9 | 120 | 80 | 40 | - | 3 | 2 | 20 | - | - | - | - | untechable knockdown |
Back throw | 0.9 | 130 | 80 | 40 | - | 3 | 2 | 20 | - | - | - | - | untechable knockdown |
Hadoken | HL | 60 | 100 | 10/20 | su | 13+1 | - | 47 (total duration) | -7 | -3 | 8+18 | 8+22 | launch vs air, 16~17f cancellable, see notes below |
Hadoken EX | HL | 50*40 | 50*50 | -250/0 | su | 13+1 | - | 44 (total duration) | -1 | +2 | 8+13[29] | 8+16[32] | launch vs air, juggle(1), 16~17f cancellable, [] = minimum stun for all hits, see notes below |
Shoryuken LP | HL | 100[80] | 100 | 30/40 | su | 3 | 3+8 | 18+6 | -14 | - | 20 | - | 1~2f invincible, 3~5f unthrowable, 3~13f lower body invincibility, 6~31f airborne |
Shoryuken MP | HL | 90*60 | 125*75 | 30/30*16 | su | 4 | 3*11 | 25+14 | -29 | - | 20 | 24*- | 1~6f invincible, 7~17f lower body invincibility, 8~42f airborne, 1st hit launch on counterhit or vs air, 2nd hit launch, 2nd hit juggle(2), 1st hit cancellable |
Shoryuken HP | HL | 70*40*30 | 100*50*50 | 30/30*10*10 | su | 3 | 2*2*12 | 30+9 | -30 | - | 20 | 24*- | 1~4f invincible, 5~6f unthrowable, 5~18f lower body invincibility, 7~48f airborne, 1st hit launch on counterhit or vs air (fully hittable), 2nd hit does not remove fully hittable state, 2nd~3rd hit launch, 3rd hit juggle(2), 1st~2nd hit cancellable |
Shoryuken EX | HL | 70*30*30*50 | 100*25*25*80 | -250/0 | su | 4 | 2*2*2*6 | 45+9 | -41 | - | 20 | - | 1~9f invincible, 10-17f lower body invincibility, 6~60f airborne, launch, 2nd~4th hit juggle(1,2,3), 1st~2nd hit cancellable |
Hurricane Kick LK | HL | 60*50*50 | 70*50*50 | 20/20*10*10 | su | 6 | 1(4)2(6)2 | 11+6 | -6 | -2 | 20 | 24 | 7~20f lower body projectile invincibility, 7~31f airborne, armor break, 1st hit forces stand, 3rd hit juggle(1), 2nd~3rd hit whiff vs crouch, 3rd hit aimed backwards, advantage based on 2nd hit, 1st hit cancellable |
Hurricane Kick MK | HL | 60*30x3 | 50*40x3 | 20/20*10x3 | su | 6 | 2(5)2(5)2(5)1(5)2(5)2 | 14+9 | -4 | 0 | 20 | 24 | 8~41f lower body projectile invincibility, 8~48f airborne, armor break, 1st hit forces stand, 3rd~6th hit juggle(1), 2nd~6th hit whiff vs crouch, 3rd/5th hit aimed backwards, 1st hit cancellable |
Hurricane Kick HK | HL | 60*30x4 | 50*40x4 | 20/20*10x4 | su | 6 | 2(6)1(5)1(5)1(5)1(5)1(4)2(4)2 | 12+12 | -5 | -1 | 20 | 24 | 9~51f lower body projectile invincibility, 9~63f airborne, armor break, 1st hit forces stand, 3rd~8th hit juggle(1), 2nd~8th hit whiff vs crouch, 3rd/5th/7th hit aimed backwards, 1st hit cancellable |
Hurricane Kick EX | HL | 50*40x4 | 50x5 | -250/0 | su | 6 | 2(4)1(3)1(4)1(3)1(3)1(4)1(3)1 | 9+14 | -3 | +1 | 20 | 24 | 9~38f lower body projectile invincibility, 8~47f airborne, armor break, 1st hit forces stand, 3rd~8th hit juggle(1), 2nd~8th hit whiff vs crouch, 3rd/5th/7th hit aimed backwards, 1st hit cancellable |
Hurricane Kick LK (air) | HL | 50 | 50 | 10/30 | - | 8 | 2(6)2(6)2(5)2 | until ground +10 | - | - | 15 | 18 | launch vs air, juggle(1), 2nd/4th hit aimed backwards |
Hurricane Kick MK (air) | HL | 60 | 50 | 10/30 | - | 7 | 1(4)1(4)1(4)1(4)1 | until ground +10 | - | - | 15 | 18 | launch vs air, juggle(1), 2nd/4th hit aimed backwards |
Hurricane Kick HK (air) | HL | 70 | 50 | 10/30 | - | 7 | 1(2)1(3)1(6)1(3)1(2)1 | until ground +10 | - | - | 15 | 18 | launch vs air, juggle(1), 2nd/4th/6th hit aimed backwards |
Hurricane Kick EX (air) | H | 40 | 50 | -250/0 | - | 6 | 1(2)1(2)1(2)1(2)1(2)1(1)2 | until ground +4 | - | - | 20 | 24 | launch vs air, juggle(4), 2nd/4th/6th hit aimed backwards |
Super Combo LP | HL | 40x3*50*100x2 | 0 | -1000/0 | - | 1+1 | 2*1*8(20)1*3*7 | 31+12 | -29 | -37 | 20 | 47x3*- | 1~2f invincible, 3f unthrowable, 4~23f 36~74f airborne, 1st~3rd hit launch vs air (untechable), 4th~6th hit launch (untechable), 2nd~6th hit juggle(1), 2nd~5th hit do not increase juggle count |
Super Combo MP/HP | HL | 40x3*50*100x2 | 0 | -1000/0 | - | 1+2 | 2*1*8(20)1*3*7 | 31+12 | -29 | - | 20 | 47x3*- | 1~3f invincible, 4f unthrowable, 5~24f 37~75f airborne, 1st~3rd hit launch vs air (untechable), 4th~6th hit launch (untechable), 2nd~6th hit juggle(1), 2nd~5th hit do not increase juggle count |
Ultra Combo 1 | HL | 60*30x9[440] | 0 | 0/0 | - | 1+9 | 2*2*5x7*1 | 32+50 | -94 | - | 20 | 24 | 1~11f invincible, 12~13f unthrowable, 13~81f airborne, launch (untechable), 1st hit armor break, 2nd~11th hit juggle, 1st hit triggers full animation |
Ultra Combo 2 | HL | 75*17x9*23*225 | 0 | 0/0 | - | 1+6 | 2(5)79(3)2(6)3 | 8+42 | -40 | - | 20 | - | 1~8f invincible, 9~106f projectile invincibility, 6~114f airborne, untechable knockdown, 20th hit vs ground triggers final hit, 3rd/5th/7th/etc hit aimed backwards, backward hits launch and deal 23 damage, active frames "79" = 2(2or3)x18 |
Dash | - | - | - | - | - | - | - | 18 | - | - | - | - | |
Backdash | - | - | - | - | - | - | - | 27 | - | - | - | - | 1~8f invincible |
Move Name | Block H/L | Damage | Stun | Meter Gain | Cancel Ability | Startup | Active | Recovery | Block | Hit | Block | Hit | Notes |
Damage Values | Framedata | Advantage | Stun Duration |
Notes:
- Ken's projectiles are spawned a frame before they hit.
e.g. If Ken is hit out of a Hadoken on 13f then it will not be a counterhit and the fireball will still appear on the next frame.
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 |
---|