Ultra Street Fighter IV/Ryu: Difference between revisions

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{{USFIVFrameDataRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|100|200|60|H|-|4|4|-|7|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|100|200|60|H|-|4|4|-|7|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump LP|Angled Jump Jab|ub / uf + lp||Angled Jump [[File:Jab.gif]]|50|50|20|H|-|4|7|-|10|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump LP|Angled Jump Jab|ub / uf + lp||Angled Jump [[File:Jab.gif]]|50|50|20|H|-|4|7|-|10|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump MP|Angled Jump Strong|ub / uf + mp||Angled Jump [[File:Strong.gif]]|50*30|50*50|40*20|H|sp/su*-|7|3*4|-|13|||-|-|||||||1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|-|-|-|Legs: During startup|-|-|2nd Hit JP: ?|}}
{{USFIVFrameDataRow|Angled Jump MP|Angled Jump Strong|ub / uf + mp||Angled Jump [[File:Strong.gif]]|50*30|50*50|40*20|H|sp/su*-|7|3*4|-|13|||-|-|||||||1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|-|-|-|Legs: During startup|-|-|2nd Hit JP: 1*1|}}
{{USFIVFrameDataRow|Angled Jump HP|Angled Jump Fierce|ub / uf + hp||Angled Jump [[File:Fierce.gif]]|100|200|60|H|-|6|5|-|10|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump HP|Angled Jump Fierce|ub / uf + hp||Angled Jump [[File:Fierce.gif]]|100|200|60|H|-|6|5|-|10|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump LK|Angled Jump Short|ub / uf + lk||Angled Jump [[File:Short.gif]]|40|50|20|H|-|4|8|-|11|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump LK|Angled Jump Short|ub / uf + lk||Angled Jump [[File:Short.gif]]|40|50|20|H|-|4|8|-|11|||-|-|||||||Reset|Reset|-|-|-|Legs: During startup|-|-|-|}}
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{{USFIVFrameDataRow|EX Hadoken|EX Fireball|||Hadoken [[File:EX.gif]]|50*50|50*50|-250/0|HL|su|11|-|Total 40|51|||1|-|If the first hit connects as a Counter Hit, enemy goes into Free Juggle state and, until the combo is over, the 2nd hit of the EX Fireball or any subsequent EX Fireballs will not increase the Juggle Count, 15~16f focus cancellable||X||2nd Hit: Soft Knockdown|Free Juggle|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 3|}}
{{USFIVFrameDataRow|EX Hadoken|EX Fireball|||Hadoken [[File:EX.gif]]|50*50|50*50|-250/0|HL|su|11|-|Total 40|51|||1|-|If the first hit connects as a Counter Hit, enemy goes into Free Juggle state and, until the combo is over, the 2nd hit of the EX Fireball or any subsequent EX Fireballs will not increase the Juggle Count, 15~16f focus cancellable||X||2nd Hit: Soft Knockdown|Free Juggle|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 3|}}
{{USFIVFrameDataRow|Shoryuken|Uppercut|dp + p ex||Shoryuken [[File:Jab.gif]]|100[70]|200[100]|30/40|HL|su|3|14|14 + After landing 10|44|||-17|-|[] refers to active frames 3~14f||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~2f|Lower body: 3~16f|-|3~4f|4f~|-|}}
{{USFIVFrameDataRow|Shoryuken|Uppercut|dp + p ex||Shoryuken [[File:Jab.gif]]|100[70]|200[100]|30/40|HL|su|3|14|14 + After landing 10|44|||-17|-|[] refers to active frames 3~14f||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~2f|Lower body: 3~16f|-|3~4f|4f~|-|}}
{{USFIVFrameDataRow|||||Shoryuken [[File:Strong.gif]]|80*50|150*50|20/20*20|HL|su*-|3|2*12|25 + After landing 18|59|||-34|-|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~5f|Lower body: 6~16f|-|-|5f~|2nd Hit JP: ?|}}
{{USFIVFrameDataRow|||||Shoryuken [[File:Strong.gif]]|80*50|150*50|20/20*20|HL|su*-|3|2*12|25 + After landing 18|59|||-34|-|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~5f|Lower body: 6~16f|-|-|5f~|2nd Hit JP: 1|}}
{{USFIVFrameDataRow|||||Shoryuken [[File:Fierce.gif]]|160[60]|200[50]|20/40[20]|HL|-|3|14|28 + After landing 18|62|||-37|-|[] refers to active frames 3~14f||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~4f|Loewr body: 5~16f|-|3~4f|3f~|-|}}
{{USFIVFrameDataRow|||||Shoryuken [[File:Fierce.gif]]|160[60]|200[50]|20/40[20]|HL|-|3|14|28 + After landing 18|62|||-37|-|[] refers to active frames 3~14f||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~4f|Lower body: 5~16f|-|3~4f|3f~|-|}}
{{USFIVFrameDataRow|EX Shoryuken|EX Uppercut|||Shoryuken [[File:EX.gif]]|80*60|100*100|-250/0|HL|su|3|2*12|30 + After landing 18|64|||-39|-|||||1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|-|All: 1~16f|-|-|-|6f~|2nd Hit JP: 2|}}
{{USFIVFrameDataRow|EX Shoryuken|EX Uppercut|||Shoryuken [[File:EX.gif]]|80*60|100*100|-250/0|HL|su|3|2*12|30 + After landing 18|64|||-39|-|||||1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd Hit: Soft Knockdown|-|All: 1~16f|-|-|-|6f~|2nd Hit JP: 1|}}
{{USFIVFrameDataRow|Tatsumaki Senpukyaku|Hurricane Kick|qcb + k ex armorbreak||Hurricane Kick [[File:Short.gif]]|100|200|30/30|HL|-|11|2(6)2|12 + After landing 5|37|||-6|-|2nd Hit hits behind, cannot hit crouching opponents|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 7~20f|-|7f~|JP: ?|}}
{{USFIVFrameDataRow|Tatsumaki Senpukyaku|Hurricane Kick|qcb + k ex armorbreak||Hurricane Kick [[File:Short.gif]]|100|200|30/30|HL|-|11|2(6)2|12 + After landing 5|37|||-6|-|2nd Hit hits behind, cannot hit crouching opponents|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 7~20f|-|7f~|-|}}
{{USFIVFrameDataRow|||||Hurricane Kick [[File:Forward.gif]]|110|200|30/30|HL|-|12|2(6)2(6)2(6)2(6)2|18 + After landing 3|66|||-2|-|2nd Hit & 4th Hit hits behind, cannot hit crouching opponents|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 7~45f|-|7f~|JP: ?|}}
{{USFIVFrameDataRow|||||Hurricane Kick [[File:Forward.gif]]|110|200|30/30|HL|-|12|2(6)2(6)2(6)2(6)2|18 + After landing 3|66|||-2|-|2nd Hit & 4th Hit hits behind, cannot hit crouching opponents|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 7~45f|-|7f~|-|}}
{{USFIVFrameDataRow|||||Hurricane Kick [[File:Roundhouse.gif]]|120|200|30/30|HL|-|12|2(6)2(6)2(6)2(6)2|18 + After landing 3|66|||-2|-|2nd Hit & 4th Hit hits behind, cannot hit crouching opponents|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 7~45f|-|7f~|JP: ?|}}
{{USFIVFrameDataRow|||||Hurricane Kick [[File:Roundhouse.gif]]|120|200|30/30|HL|-|12|2(6)2(6)2(6)2(6)2|18 + After landing 3|66|||-2|-|2nd Hit & 4th Hit hits behind, cannot hit crouching opponents|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 7~45f|-|7f~|-|}}
{{USFIVFrameDataRow|EX Tatsumaki Senpukyaku|EX Hurricane Kick|||Hurricane Kick [[File:EX.gif]]|30x4*40|40x5|-250/0|HL|-|11|1(3)1(3)1(3)1(3)1|18 + After landing 3|48|||-1|-|2nd Hit & 4th Hit hits behind|X|||1st-4th Hit: Forces stand, 5th Hit: Soft Knockdown|1st-4th Hit: Forces stand, 5th Hit: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 6~27f|-|6f~|JP: ?|}}
{{USFIVFrameDataRow|EX Tatsumaki Senpukyaku|EX Hurricane Kick|||Hurricane Kick [[File:EX.gif]]|30x4*40|40x5|-250/0|HL|-|11|1(3)1(3)1(3)1(3)1|18 + After landing 3|48|||-1|-|2nd Hit & 4th Hit hits behind|X|||1st-4th Hit: Forces stand, 5th Hit: Soft Knockdown|1st-4th Hit: Forces stand, 5th Hit: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Lower body: 6~27f|-|6f~|JP: 0*1*2*3*4|}}
{{USFIVFrameDataRow|Air Tatsumaki Senpukyaku|Air Hurricane|(in air) qcb + k ex||Air Hurricane [[File:Short.gif]]|70|100|10/40|HL|-|9|2(6)2(6)2|After landing 10|-|||-|-|2nd Hit & 4th Hit hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Air Tatsumaki Senpukyaku|Air Hurricane|(in air) qcb + k ex||Air Hurricane [[File:Short.gif]]|70|100|10/40|HL|-|9|2(6)2(6)2|After landing 10|-|||-|-|2nd Hit & 4th Hit hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 7*0*0*0|}}
{{USFIVFrameDataRow|||||Air Hurricane [[File:Forward.gif]]|80|100|10/40|HL|-|9|2(6)2(6)2|After landing 10|-|||-|-|2nd Hit & 4th Hit hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|||||Air Hurricane [[File:Forward.gif]]|80|100|10/40|HL|-|9|2(6)2(6)2|After landing 10|-|||-|-|2nd Hit & 4th Hit hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 7*0*0*0|}}
{{USFIVFrameDataRow|||||Air Hurricane [[File:Roundhouse.gif]]|90|100|10/40|HL|-|9|2(6)2(6)2|After landing 10|-|||-|-|2nd Hit & 4th Hit hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|||||Air Hurricane [[File:Roundhouse.gif]]|90|100|10/40|HL|-|9|2(6)2(6)2|After landing 10|-|||-|-|2nd Hit & 4th Hit hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 7*0*0*0|}}
{{USFIVFrameDataRow|EX Air Tatsumaki Senpukyaku|EX Air Hurricane|||Air Hurricane [[File:EX.gif]]|40x5|50x5|-250/0|HL|-|7|1(3)1(3)1(3)1(3)1|After landing 4|-|||-|-|2nd Hit & 4th Hit hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|EX Air Tatsumaki Senpukyaku|EX Air Hurricane|||Air Hurricane [[File:EX.gif]]|40x5|50x5|-250/0|HL|-|7|1(3)1(3)1(3)1(3)1|After landing 4|-|||-|-|2nd Hit & 4th Hit hits behind||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 7*8*9*10*11|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Shinku Hadoken|Super|qcf qcf + p||Super Combo|50x4*100|0|-1000/0|HL|-|1+2|-|Total 52|55|||11|-|5th Hit on grounded opponent puts the opponent into an unjugglable state||||5th Hit: Hard Knockdown|5th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1f|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|Shinku Hadoken|Super|qcf qcf + p||Super Combo|50x4*100|0|-1000/0|HL|-|1+2|-|Total 52|55|||11|-|5th Hit on grounded opponent puts the opponent into an unjugglable state||||5th Hit: Hard Knockdown|5th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1f|-|-|-|-|JP: 4x4*5|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Metsu Hadoken|Ultra I|qcf qcf + 3p||Ultra Combo 1|42x7*75|0|0/0|HL|-|0+11|-|Total 120|131|||-25|-|||||8th Hit: Hard Knockdown|8th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9f|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|Metsu Hadoken|Ultra I|qcf qcf + 3p||Ultra Combo 1|42x7*75|0|0/0|HL|-|0+11|-|Total 120|131|||-25|-|||||8th Hit: Hard Knockdown|8th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9f|-|-|-|-|JP: 7x7*8|}}
{{USFIVFrameDataRow|Metsu Shoryuken|Ultra II|qcf qcf + 3k||Ultra Combo 2|270*38x4*50x3[270*233]|0|0/0|HL|-|0+8|3*3x7|43+ After landing 41|115|||-84|-|1st Hit goes into animation, [] refers to animation, guard advantage assumes 2nd hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9f|Lower body: 11~31f|-|-|11f~ airborne|JP: ?|}}
{{USFIVFrameDataRow|Metsu Shoryuken|Ultra II|qcf qcf + 3k||Ultra Combo 2|270*38x4*50x3[270*233]|0|0/0|HL|-|0+8|3*3x7|43+ After landing 41|115|||-84|-|1st Hit goes into animation, [] refers to animation, guard advantage assumes 2nd hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9f|Lower body: 11~31f|-|-|11f~ airborne|JP: 0*1*2*3*4*5*6*6|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
|-  
|-  

Revision as of 04:53, 14 June 2014

Ultra Street Fighter IVUSFIV-Header.png

Ryu

SSFIV-Ryu Face.jpg

Ryu only has one goal in life: to perfect his skills and become the ultimate martial artist. A fairly aloof warrior, Ryu continually travels the globe in search of stronger and stronger opponents to help him achieve this goal. After defeating Sagat for the World Champion Street Fighter title, he was considered by most to be the most powerful fighter in the world. And yet, Ryu's true potential may still remain untapped, and only a glimpse of it was seen in his climactic battle with Shadaloo's leader, M. Bison. Only time will tell if Ryu can avoid being swallowed up by the dangerous power of the Satsui no Hado...


In a nutshell

Ryu epitomizes the saying of "A minute to learn, a lifetime to master" the most of any Street Fighter character. Ryu has all the basic tools you need: great normals, a projectile, an effect anti-air, FADC combos, etc. But as a result, he has very few gimmicks and shenanigans. You can get by playing Ryu with a solid understanding of his basic strategy, but learning Ryu at the highlest level requires very solid mind games and very solid fundamentals.


Ultra SFIV Changes

Crouching medium kick

  • Decreased disadvantage on block (-3F->-2F)

Jump forward/back middle punch

  • Can be cancelled into an air Tatsumaki

Air Tatsumaki

  • Will always combo after jumping medium punch

EX Air Tatsumaki

  • Hitbox and vacuum effect adjusted to increase consistency

Light/Medium Shoryuken

  • Disadvantage after focus cancel forward dash on block increased (-5F on block)

Metsu Shoryuken (UC2)

  • Invincibility increased (8F->9F)
  • Plays full animation if connected after an EX Shoryuken FADC cancel


Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Jab.gif 30 50 20 HL ch/sp/su 3 3 6 2 5
Close MP Close Strong.gif 70 100 40 HL sp/su 3 3 21 -3 3
Close HP Close Fierce.gif 100[80] 200[150] 60 HL sp/su 5 7 26 -15 -10
Close LK Close Short.gif 30 50 20 HL - 5 5 7 -1 2
Close MK Close Forward.gif 80 100 40 HL sp/su 3 5 16 -7 -2
Close HK Close Roundhouse.gif 40*70 125*75 60*20 HL su*- 8 8(2)4 15 -1 4
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 4 3 6 2 5
Far MP Far Strong.gif 80 100 40 HL sp/su 5 4 14 -4 -1
Far HP Far Fierce.gif 120 200 60 HL - 8 3 15 0 4
Far LK Far Short.gif 40 50 20 HL - 5 6 6 -1 2
Far MK Far Forward.gif 80 100 40 HL - 8 2 17 -5 -2
Far HK Far Roundhouse.gif 110 200 60 HL - 9 4 20 -6 -2
Crouch LP Crouch Jab.gif 30 50 20 HL ch/sp/su 3 2 7 2 5
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 4 4 8 2 5
Crouch HP Crouch Fierce.gif 90 200 60 HL sp/su 4 8 28 -18 -13
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 4 3 9 -1 2
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 5 5 12 -2 0
Crouch HK Crouch Roundhouse.gif 90 100 60 L - 5 4 28 -14 -
Collarbone Breaker Overhead 30*50 50*50 40*20 H - 17 1(1)2 14 -2 3
Solar Plexus Strike Right.gif+Fierce.gif 40*60 50*50 60*20 HL [sp/su] 17 2*2 18 0 4
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 10 7 - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 5 5 - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 6 5 - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 5 9 - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 10 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 4 4 - - -
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 4 7 - - -
Angled Jump MP Angled Jump Strong.gif 50*30 50*50 40*20 H sp/su*- 7 3*4 - - -
Angled Jump HP Angled Jump Fierce.gif 100 200 60 H - 6 5 - - -
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 4 8 - - -
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 6 6 - - -
Angled Jump HK Angled Jump Roundhouse.gif 100 200 60 H - 7 7 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 -21 -21
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 -15 -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 35 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Shoulder Throw Forward Throw 130 140 40 0.9 - 3 2 20 - -
Somersault Throw Back Throw 130 120 40 0.9 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Hadoken Hadoken 70 100 10/20 HL su 13 - Total 45 -6 -2
EX Hadoken Hadoken EX.gif 50*50 50*50 -250/0 HL su 11 - Total 40 1 -
Shoryuken Shoryuken Jab.gif 100[70] 200[100] 30/40 HL su 3 14 14 + After landing 10 -17 -
Shoryuken Strong.gif 80*50 150*50 20/20*20 HL su*- 3 2*12 25 + After landing 18 -34 -
Shoryuken Fierce.gif 160[60] 200[50] 20/40[20] HL - 3 14 28 + After landing 18 -37 -
EX Shoryuken Shoryuken EX.gif 80*60 100*100 -250/0 HL su 3 2*12 30 + After landing 18 -39 -
Tatsumaki Senpukyaku Hurricane Kick Short.gif 100 200 30/30 HL - 11 2(6)2 12 + After landing 5 -6 -
Hurricane Kick Forward.gif 110 200 30/30 HL - 12 2(6)2(6)2(6)2(6)2 18 + After landing 3 -2 -
Hurricane Kick Roundhouse.gif 120 200 30/30 HL - 12 2(6)2(6)2(6)2(6)2 18 + After landing 3 -2 -
EX Tatsumaki Senpukyaku Hurricane Kick EX.gif 30x4*40 40x5 -250/0 HL - 11 1(3)1(3)1(3)1(3)1 18 + After landing 3 -1 -
Air Tatsumaki Senpukyaku Air Hurricane Short.gif 70 100 10/40 HL - 9 2(6)2(6)2 After landing 10 - -
Air Hurricane Forward.gif 80 100 10/40 HL - 9 2(6)2(6)2 After landing 10 - -
Air Hurricane Roundhouse.gif 90 100 10/40 HL - 9 2(6)2(6)2 After landing 10 - -
EX Air Tatsumaki Senpukyaku Air Hurricane EX.gif 40x5 50x5 -250/0 HL - 7 1(3)1(3)1(3)1(3)1 After landing 4 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Shinku Hadoken Super Combo 50x4*100 0 -1000/0 HL - 1+2 - Total 52 11 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Metsu Hadoken Ultra Combo 1 42x7*75 0 0/0 HL - 0+11 - Total 120 -25 -
Metsu Shoryuken Ultra Combo 2 270*38x4*50x3[270*233] 0 0/0 HL - 0+8 3*3x7 43+ After landing 41 -84 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv


Moves

Standing Close Normals

  Name Nickname Command Notes
File:No image.png Close lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Standing Far Normals

  Name Nickname Command Notes
File:No image.png lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Crouching Normals

  Name Nickname Command Notes
File:No image.png d + lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Neutral Jump Attacks

  Name Nickname Command Notes
File:No image.png u + lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Angled Jump Attacks

  Name Nickname Command Notes
File:No image.png ub / uf + lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Unique Attacks

  Name Nickname Command Notes
File:No image.png f + mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png f + hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Focus Attacks

  Name Nickname Command Notes
File:No image.png mp + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png mp + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png mp + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Throws

  Name Nickname Command Notes
File:No image.png f or n + lp + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png b + lp + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Special Moves

  Name Nickname Command Notes
File:No image.png qcf + p ex

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png dp + p ex

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png qcb + k ex armorbreak

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png (in air) qcb + k ex

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Super Combo

  Name Nickname Command Notes
File:No image.png qcf qcf + p

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Ultra Combos

  Name Nickname Command Notes
File:No image.png qcf qcf + 3p

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png qcf qcf + 3k

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


The Basics

Combos

Strategy

Matchups

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Jab.gif 30 50 20 HL ch/sp/su 3 3 6 11 2 5 11 14 Reset Reset - - - - - - -
Close MP Close Strong.gif 70 100 40 HL sp/su 3 3 21 26 -3 3 21 27 Reset Reset - - - - - - -
Close HP Close Fierce.gif 100[80] 200[150] 60 HL sp/su 5 7 26 37 -15 -10 18 23 [] refers to active frames 3~5f Forces stand Forces stand Reset Reset - - - - - - -
Close LK Close Short.gif 30 50 20 HL - 5 5 7 16 -1 2 11 14 Reset Reset - - - - - - -
Close MK Close Forward.gif 80 100 40 HL sp/su 3 5 16 23 -7 -2 14 19 Reset Reset - - - - - - -
Close HK Close Roundhouse.gif 40*70 125*75 60*20 HL su*- 8 8(2)4 15 36 -1 4 18 23 Reset Reset - - - - - - -
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 4 3 6 12 2 5 11 14 Reset Reset - - - - - - -
Far MP Far Strong.gif 80 100 40 HL sp/su 5 4 14 22 -4 -1 14 17 Reset Reset - - - - - - -
Far HP Far Fierce.gif 120 200 60 HL - 8 3 15 25 0 4 18 22 Reset Reset - - - - - - -
Far LK Far Short.gif 40 50 20 HL - 5 6 6 16 -1 2 11 14 Reset Reset - - - - - - -
Far MK Far Forward.gif 80 100 40 HL - 8 2 17 26 -5 -2 14 17 Reset Reset - - - - - - -
Far HK Far Roundhouse.gif 110 200 60 HL - 9 4 20 32 -6 -2 18 22 Reset Reset - - - - - - -
Crouch LP Crouch Jab.gif 30 50 20 HL ch/sp/su 3 2 7 11 2 5 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 4 4 8 15 2 5 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 90 200 60 HL sp/su 4 8 28 39 -18 -13 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 4 3 9 15 -1 2 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 5 5 12 21 -2 0 15 17 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 90 100 60 L - 5 4 28 36 -14 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Collarbone Breaker Overhead 30*50 50*50 40*20 H - 17 1(1)2 14 34 -2 3 14 19 Only +1 hit advantage on crouching opponents Reset Reset - - - - - - -
Solar Plexus Strike Right.gif+Fierce.gif 40*60 50*50 60*20 HL [sp/su] 17 2*2 18 38 0 4 20 24 [] refers to last 3 recovery frames Reset Reset - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 10 7 - 16 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 5 5 - 9 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 6 5 - 10 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 5 9 - 13 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 10 - 15 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 4 4 - 7 - - Reset Reset - - - Legs: During startup - - -
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 4 7 - 10 - - Reset Reset - - - Legs: During startup - - -
Angled Jump MP Angled Jump Strong.gif 50*30 50*50 40*20 H sp/su*- 7 3*4 - 13 - - 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown - - - Legs: During startup - - 2nd Hit JP: 1*1
Angled Jump HP Angled Jump Fierce.gif 100 200 60 H - 6 5 - 10 - - Reset Reset - - - Legs: During startup - - -
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 4 8 - 11 - - Reset Reset - - - Legs: During startup - - -
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 6 6 - 11 - - Reset Reset - - - Legs: During startup - - -
Angled Jump HK Angled Jump Roundhouse.gif 100 200 60 H - 7 7 - 13 - - Reset Reset - - - Legs: During startup - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 57 -21 -21 Crumple Soft Knockdown Soft Knockdown - - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 65 -15 - Crumple Crumple Free Juggle Free Juggle - - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 35 101 - - X Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Shoulder Throw Forward Throw 130 140 40 0.9 - 3 2 20 24 - - Untechable knockdown X Hard Knockdown - - - - - - - - - -
Somersault Throw Back Throw 130 120 40 0.9 - 3 2 20 24 - - Untechable knockdown X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Hadoken Hadoken 70 100 10/20 HL su 13 - Total 45 58 -6 -2 16~17f focus cancellable X Soft Knockdown Soft Knockdown - - - - - - -
EX Hadoken Hadoken EX.gif 50*50 50*50 -250/0 HL su 11 - Total 40 51 1 - If the first hit connects as a Counter Hit, enemy goes into Free Juggle state and, until the combo is over, the 2nd hit of the EX Fireball or any subsequent EX Fireballs will not increase the Juggle Count, 15~16f focus cancellable X 2nd Hit: Soft Knockdown Free Juggle Soft Knockdown Soft Knockdown - - - - - - JP: 3
Shoryuken Shoryuken Jab.gif 100[70] 200[100] 30/40 HL su 3 14 14 + After landing 10 44 -17 - [] refers to active frames 3~14f Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~2f Lower body: 3~16f - 3~4f 4f~ -
Shoryuken Strong.gif 80*50 150*50 20/20*20 HL su*- 3 2*12 25 + After landing 18 59 -34 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~5f Lower body: 6~16f - - 5f~ 2nd Hit JP: 1
Shoryuken Fierce.gif 160[60] 200[50] 20/40[20] HL - 3 14 28 + After landing 18 62 -37 - [] refers to active frames 3~14f Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~4f Lower body: 5~16f - 3~4f 3f~ -
EX Shoryuken Shoryuken EX.gif 80*60 100*100 -250/0 HL su 3 2*12 30 + After landing 18 64 -39 - 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown - All: 1~16f - - - 6f~ 2nd Hit JP: 1
Tatsumaki Senpukyaku Hurricane Kick Short.gif 100 200 30/30 HL - 11 2(6)2 12 + After landing 5 37 -6 - 2nd Hit hits behind, cannot hit crouching opponents X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 7~20f - 7f~ -
Hurricane Kick Forward.gif 110 200 30/30 HL - 12 2(6)2(6)2(6)2(6)2 18 + After landing 3 66 -2 - 2nd Hit & 4th Hit hits behind, cannot hit crouching opponents X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 7~45f - 7f~ -
Hurricane Kick Roundhouse.gif 120 200 30/30 HL - 12 2(6)2(6)2(6)2(6)2 18 + After landing 3 66 -2 - 2nd Hit & 4th Hit hits behind, cannot hit crouching opponents X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 7~45f - 7f~ -
EX Tatsumaki Senpukyaku Hurricane Kick EX.gif 30x4*40 40x5 -250/0 HL - 11 1(3)1(3)1(3)1(3)1 18 + After landing 3 48 -1 - 2nd Hit & 4th Hit hits behind X 1st-4th Hit: Forces stand, 5th Hit: Soft Knockdown 1st-4th Hit: Forces stand, 5th Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 6~27f - 6f~ JP: 0*1*2*3*4
Air Tatsumaki Senpukyaku Air Hurricane Short.gif 70 100 10/40 HL - 9 2(6)2(6)2 After landing 10 - - - 2nd Hit & 4th Hit hits behind Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 7*0*0*0
Air Hurricane Forward.gif 80 100 10/40 HL - 9 2(6)2(6)2 After landing 10 - - - 2nd Hit & 4th Hit hits behind Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 7*0*0*0
Air Hurricane Roundhouse.gif 90 100 10/40 HL - 9 2(6)2(6)2 After landing 10 - - - 2nd Hit & 4th Hit hits behind Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 7*0*0*0
EX Air Tatsumaki Senpukyaku Air Hurricane EX.gif 40x5 50x5 -250/0 HL - 7 1(3)1(3)1(3)1(3)1 After landing 4 - - - 2nd Hit & 4th Hit hits behind Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 7*8*9*10*11
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Shinku Hadoken Super Combo 50x4*100 0 -1000/0 HL - 1+2 - Total 52 55 11 - 5th Hit on grounded opponent puts the opponent into an unjugglable state 5th Hit: Hard Knockdown 5th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1f - - - - JP: 4x4*5
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Metsu Hadoken Ultra Combo 1 42x7*75 0 0/0 HL - 0+11 - Total 120 131 -25 - 8th Hit: Hard Knockdown 8th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~9f - - - - JP: 7x7*8
Metsu Shoryuken Ultra Combo 2 270*38x4*50x3[270*233] 0 0/0 HL - 0+8 3*3x7 43+ After landing 41 115 -84 - 1st Hit goes into animation, [] refers to animation, guard advantage assumes 2nd hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~9f Lower body: 11~31f - - 11f~ airborne JP: 0*1*2*3*4*5*6*6
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes: