Ultra Street Fighter IV/Sakura: Difference between revisions

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{{USFIVMoveListRow|Sakura|Hadoken|
{{USFIVMoveListRow|Sakura|Hadoken|
Hadoken|Hadoken|qcf + p ex|Hold p to charge|
Hadoken|Hadoken|qcf + p ex|Hold p to charge|
(No uses/strategies)
Sakura's primary long-range zoning tool. Sakura's Hadoken is different than those of other shoto characters in that it can be charged to three different levels, and their properties are as follows:
}}
 
{{USFIVMoveListRow|Sakura|HadokenLv2|
Level 1: travels about 80% of the screen, fastest of the three
Hadoken Lv2|Hadoken Lv2|qcf + hold p||
 
(No uses/strategies)
Level 2: a bit larger and slower, does more damage, but only travels 40% of the screen
}}
 
{{USFIVMoveListRow|Sakura|HadokenLv3|
Level 3: much larger, travels very slowly, does much more damage, only travels about 25% of the screen}}
Hadoken Lv3|Hadoken Lv3|qcf + hold p||
(No uses/strategies)
}}
{{USFIVMoveListRow|Sakura|Shouoken|
{{USFIVMoveListRow|Sakura|Shouoken|
Shouoken|Shouoken|dp + p ex||
Shouoken|Shouoken|dp + p ex||
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}}
}}
{{USFIVMoveListFooter}}
{{USFIVMoveListFooter}}


=== Super Combo ===
=== Super Combo ===

Revision as of 11:21, 9 December 2014

Ultra Street Fighter IVUSFIV-Header.png

Sakura

SSFIV-Sakura Face.jpg

On a chance encounter seeing a Street Fighting match involving Ryu in Japan, Sakura immediately became enamored with the world of Street Fighting. Not only becoming infatuated with Ryu, Sakura also took to learning Street Fighting skills herself, trying to mimic all of Ryu's signature moves. Her goal to meet Ryu and become his student was only half met, as Ryu rejected a role as teacher. However, Sakura continues to push forward in her fighting skills, determined one day to maybe do battle with Ryu himself.


In a nutshell

While many characters in Street Fighter require high dexterity to use, Sakura is unique in that the execution must also be spot on. Sakura is not a character who gets many opportunities during a Round, but the ones she gets can lead to a huge combo that leads to a mix-up which leads to another huge combo which leads to a dizzy which leads to a win. So it's very important to not drop any of your combos. Execution is a must with Sakura, but can reward you with a sequence that can take an opponent from full health to no health just like that.


Ultra SFIV Changes

(From Ultra SFIV Arcade Japan)

  • Far MP: Hitbox slightly expanded horizontally
  • Diagonal Jump HP: Hurtbox slightly increased
  • Airborne Shunpukyaku: All versions now lose momentum when performed during the beginning of a forward jump to prevent escape from corners
  • EX Shunpukyaku advantage on block reduced by 2 frames (+4F ? +2F); made easier to connect on crouching opponents
  • Shouoken: All versions Hitbox slightly expanded forward
  • EX Sakura Otoshi: Earliest timing for followups reduced to 12 frames from 15 frames
  • Shinku Hadoken (UC2): Rear Hitbox removed

(New to Ultra SFIV Console Digital Release)

  • Back Throw: Tosses the opponent a shorter distance
  • Close MP: Pushback on hit reduced
  • Stand HP: Can now be canceled into Special Moves, Super, or EX Focus Attack


Character Specific Data

Sakura

VITALS
Health: 950 Stun: 1000 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.05 Forward Dash Distance: 1.05
Back Walk Speed: 0.035 Forward Dash Total Frames: 18
JUMPING Back Dash Distance: 0.95
Jump Height Apex: 1.76 Back Dash Total Frames: 26
Jump Total Frames: 40 (4+36) Back Dash Invincibility: 8
Forward Jump Distance: 1.92 Back Dash Airborne: 10
Back Jump Distance 1.92 Back Dash Recovery: 8
THROWS WAKE-UP TIMING
Forward Throw Range: 0.90 Face Up Total Frames: 31
Back Throw Range: 0.90 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Flower Kick Hard Knockdowns: Crouch HK, Sakura Otoshi Follow Ups
Low Attacks: Crouch LK, Crouch MK, Crouch HK, Haru Ichiban (1st-6th Hits), Haru Ranman (1st-2nd Hits) Armor Breakers: Shunpukyaku, EX Shunpukyaku, Haru Ranman
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 21 L1 EX Red Focus Attack Combo Lead-Ins: Close HP, Far HP, Close HK, LP/MP/HP Hadoken, LP Shouoken (1st Hit), MP/HP Shouoken (1st-3rd Hit), EX Shouoken (1st Hit, 3rd-5th Hits)
Level 2 Focus Startup Frames: 29
Level 3 Focus Startup Frames: 65
L1 Focus Attack Forward Dash: -2 L2 FA Forward Dash (On Block): +4
L1 Focus Attack Back Dash: -10 L2 FA Back Dash (On Block): -4


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 25 50 20 HL ch/sp/su 3 2 5 +4 +7
Close MP Close Strong.gif 65 100 40 HL sp/su 4 2 9 +3 +6
Close HP Close Fierce.gif 90[80] 120[100] 60 HL sp/su 3 4 20 -6 -1
Close LK Close Short.gif 25 50 20 HL sp/su 3 2 8 +1 +4
Close MK Close Forward.gif 60 100 40 HL sp/su 4 3 15 -4 -1
Close HK Close Roundhouse.gif 120[100] 200 60 HL su 6 3 21 -6 -1
Far LP Far Jab.gif 25 50 20 HL ch/sp/su 3 2 5 +4 +7
Far MP Far Strong.gif 75 100 40 HL su 7 3 12 -1 +2
Far HP Far Fierce.gif 110 200 60 HL sp/su 8 3 17 -2 +2
Far LK Far Short.gif 30 50 20 HL sp/su 3 2 8 +1 +4
Far MK Far Forward.gif 75 100 40 HL - 9 2 12 0 +3
Far HK Far Roundhouse.gif 110 200 60 HL - 10 3 15 0 +4
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 3 2 6 +3 +6
Crouch MP Crouch Strong.gif 65 80 40 HL sp/su 5 3 11 0 +3
Crouch HP Crouch Fierce.gif 90[80] 120[100] 60 HL sp/su 4 5 23 -10 -5
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 3 3 8 0 +3
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 5 4 13 -3 0
Crouch HK Crouch Roundhouse.gif 90 150 60 L - 7 3 22 -7 -
Flower Kick Right.gif+Forward.gif 80 100 40 H - 16 2 15 -3 +2
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 - 3 7 - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 4 6 - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 5 5 - - -
Neutral Jump LK Neutral Jump Short.gif 30 50 20 H - 4 5 - - -
Neutral Jump MK Neutral Jump Forward.gif 70 100 40 H - 5 8 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 6 6 - - -
Diagonal Jump LP Diagonal Jump Jab.gif 50 50 20 H - 3 7 - - -
Diagonal Jump MP Diagonal Jump Strong.gif 80 100 40 H - 4 5 - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 100 200 60 H - 5 5 - - -
Diagonal Jump LK Diagonal Jump Short.gif 30 50 20 H - 4 5 - - -
Diagonal Jump MK Diagonal Jump Forward.gif 70 100 40 H - 5 4 - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 100 200 60 H - 6 5 - - -
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 130 200 60 - - 65 2 35 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Sailor Shot Forward Throw 120 120 40 0.9 - 3 2 20 - -
Choba Throw Back Throw 135 140 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 (Lv1) 60[40*60] 75 10/20 HL su 15 [71] 33 -7 -3
Hadoken Lv2 Hadoken (Lv2) 80[50*70] 100 10/20 HL su 13+14 [71] 29~ -3 +1
Hadoken Lv3 Hadoken (Lv3) 120[60*80] 150 10/20 HL su 39 [44] 25 +1 +5
EX Hadoken Hadoken EX.gif (Lv1) 60*60 50*50 -250/0 HL su 15 - 33 -4 -
EX Hadoken Lv2 Hadoken EX.gif (Lv2) 60*70 60*60 -250/0 HL su 13+14 - 33~ -4 -
EX Hadoken Lv3 Hadoken EX.gif (Lv3) 60*80 75*75 -250/0 HL su 39 - 33 -4 -
Shouoken Shouoken Jab.gif 90*15 50*50 30/10x2 HL su*- 6 2*4 18 + After landing 11 -12 -
Shouoken Strong.gif 90*15x3 50*35x3 30/10x4 HL su*su*su*- 7 2x3*8 22 + After landing 11 -20 -
Shouoken Fierce.gif 80*15x5 50*30x5 30/10x6 HL su(x3)*-(x3) 12 2x5*10 20 + After landing 11 -20 -
EX Shouoken Shouoken EX.gif 45*15+45*15x5 40*20*40*20x5 -250/0 HL su(x5)*-(x3) 12 2*4(19)2x5*9 22+11 -20 -
Shunpukyaku Shunpukyaku Short.gif 60 100 10/15 HL - 16 6 After landing 15 0 +4
Shunpukyaku Forward.gif 60*60 50*50 20/20*20 HL - 17 3(8)6 After landing 18 -3 +1
Shunpukyaku Roundhouse.gif 60x3 50x3 20/15x3 HL - 12 3(6)3(7)2 After landing 21 -2 +2
EX Shunpukyaku Shunpukyaku EX.gif 30x3*35 50*30x3 -250/0 HL -*-*-*su 12 3(6)3(7)2(12)3 After landing 14 +2 -
Air Shunpukyaku Air Shunpukyaku 50 50 10/40 HL - 8 3(9)3 After landing 7 - -
EX Air Shunpukyaku Air Shunpukyaku EX.gif 70 50 -250/0 HL - 8 3{(9)3}xN After landing 7 - -
Sakura Otoshi Sakura Otoshi - - 20/- HL - - - After landing 36 - -
Sakura Otoshi Follow Ups Sakura Otoshi Followups 50*50*60 70*70*100 0/15x3 HL - 14+4 3 After landing 16 -
EX Sakura Otoshi Sakura Otoshi EX.gif - - -250/- HL - - - Total 77 - -
EX Sakura Otoshi Follow Ups Sakura Otoshi Followups EX.gif 60x3 100x3 0/0 HL - 14+4 3 After landing 16 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Haru Ichiban Haru Ichiban 45x6*80 0 -1000/0 Lx6*HL - 1+6 {2(5)}x5*x(13)4 24 -7 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Haru Ranman Haru Ranman 75*75*68*233 0 0/0 Lx2*HL - 0+11 2(7)2(11)2 47 -28 -
Shinku Hadoken Shinku Hadoken 56x4*105 0 0/0 HL - 0+12 - 84 -27 -
Shinku Tengyo Hadoken Shinku Tengyo Hadoken 56x4*105 0 0/0 HL - 0+8 - 84 -27 -
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

Close Jab Close lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MP

Close Strong Close mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HP

Close Fierce Close hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close LK

Close Short Close lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MK

Close Forward Close mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HK

Close Roundhouse Close hk

~~ Uses and Strategies ~~

(No uses/strategies)


Standing Far Normals

  Name Nickname Command Notes
File:No image.png

Far LP

Far Jab lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MP

Far Strong mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HP

Far Fierce hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far LK

Far Short lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MK

Far Forward mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HK

Far Roundhouse hk

~~ Uses and Strategies ~~

(No uses/strategies)


Crouching Normals

  Name Nickname Command Notes
File:No image.png

Crouch LP

Crouch Jab d + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MP

Crouch Strong d + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HP

Crouch Fierce d + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch LK

Crouch Short d + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MK

Crouch Forward d + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HK

Crouch Roundhouse d + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Neutral Jumping Normals

  Name Nickname Command Notes
File:No image.png

Neutral Jump LP

Neutral Jump Jab u + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MP

Neutral Jump Strong u + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HP

Neutral Jump Fierce u + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump LK

Neutral Jump Short u + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MK

Neutral Jump Forward u + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HK

Neutral Jump Roundhouse u + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Diagonal Jumping Normals

  Name Nickname Command Notes
File:No image.png

Diagonal Jump LP

Diagonal Jump Jab ub / uf + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong ub / uf + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce ub / uf + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump LK

Diagonal Jump Short ub / uf + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / uf + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse ub / uf + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:No image.png

Flower Kick

Overhead f + mk

~~ Uses and Strategies ~~

(No uses/strategies)


Focus Attacks

  Name Nickname Command Notes
File:No image.png Focus Attack (Level 1) Level 1 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 2) Level 2 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 3) Level 3 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:No image.png

Sailor Shot

Forward Throw f or n + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Choba Throw

Back Throw b + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Hadoken

Hadoken qcf + p ex Hold p to charge

~~ Uses and Strategies ~~

Sakura's primary long-range zoning tool. Sakura's Hadoken is different than those of other shoto characters in that it can be charged to three different levels, and their properties are as follows:

Level 1: travels about 80% of the screen, fastest of the three

Level 2: a bit larger and slower, does more damage, but only travels 40% of the screen

Level 3: much larger, travels very slowly, does much more damage, only travels about 25% of the screen

File:No image.png

Shouoken

Shouoken dp + p ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Shunpukyaku

Spin Kick qcb + k ex armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Air Shunpukyaku

Air Spin Kick (in air) qcb + k ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Sakura Otoshi

Sakura Otoshi dp + k ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Sakura Otoshi Follow Ups

Sakura Otoshi Followups p Perform during Sakura Otoshi up to 3 times

~~ Uses and Strategies ~~

(No uses/strategies)

Super Combo

  Name Nickname Command Notes
File:No image.png

Haru Ichiban

Super Combo qcb qcb + k

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Haru Ranman

Ultra Combo I qcb qcb + 3k armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Shinku Hadoken

Ultra Combo II qcf qcf + 3p

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Shinku Tengyo Hadoken

Ultra Combo II (Anti-air) qcf qcf + 3k

~~ Uses and Strategies ~~

(No uses/strategies)


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 25 50 20 HL ch/sp/su 3 2 5 9 +4 +7 11 14 Reset Reset - - - - - - -
Close MP Close Strong.gif 65 100 40 HL sp/su 4 2 9 14 +3 +6 14 17 Reset Reset - - - - - - -
Close HP Close Fierce.gif 90[80] 120[100] 60 HL sp/su 3 4 20 26 -6 -1 18 23 [] refers to active frames 3~4 Forces stand Forces stand Reset Reset - - - - - - -
Close LK Close Short.gif 25 50 20 HL sp/su 3 2 8 12 +1 +4 11 14 Reset Reset - - - - - - -
Close MK Close Forward.gif 60 100 40 HL sp/su 4 3 15 21 -4 -1 14 17 Reset Reset - - - - - - -
Close HK Close Roundhouse.gif 120[100] 200 60 HL su 6 3 21 29 -6 -1 18 23 [] refers to damage at foot Forces stand Forces stand Reset Reset - - - - - - -
Far LP Far Jab.gif 25 50 20 HL ch/sp/su 3 2 5 9 +4 +7 11 14 Reset Reset - - - - - - -
Far MP Far Strong.gif 75 100 40 HL su 7 3 12 21 -1 +2 14 17 Reset Reset - - - - - - -
Far HP Far Fierce.gif 110 200 60 HL sp/su 8 3 17 27 -2 +2 18 22 Reset Reset - - - - - - -
Far LK Far Short.gif 30 50 20 HL sp/su 3 2 8 12 +1 +4 11 14 Reset Reset - - - - - - -
Far MK Far Forward.gif 75 100 40 HL - 9 2 12 22 0 +3 14 17 Reset Reset - - - - - - -
Far HK Far Roundhouse.gif 110 200 60 HL - 10 3 15 27 0 +4 18 22 Reset Reset - - - - - - -
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 3 2 6 10 +3 +6 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 65 80 40 HL sp/su 5 3 11 18 0 +3 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 90[80] 120[100] 60 HL sp/su 4 5 23 31 -10 -5 18 23 [] refers to active frames 3~5 Forces stand Forces stand Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 3 3 8 13 0 +3 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 5 4 13 21 -3 0 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 90 150 60 L - 7 3 22 31 -7 - 18 - Hard knockdown Hard knockdown Hard knockdown Hard knockdown - - - - - - -
Flower Kick Right.gif+Forward.gif 80 100 40 H - 16 2 15 32 -3 +2 14 19 +0 on hit vs crouching opponents 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 - 3 7 - 9 - - Reset Reset - - - - - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 4 6 - 9 - - Reset Reset - - - - - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 5 5 - 9 - - Reset Reset - - - - - - -
Neutral Jump LK Neutral Jump Short.gif 30 50 20 H - 4 5 - 8 - - Reset Reset - - - - - - -
Neutral Jump MK Neutral Jump Forward.gif 70 100 40 H - 5 8 - 12 - - Reset Reset - - - - - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 6 6 - 11 - - Reset Reset - - - - - - -
Diagonal Jump LP Diagonal Jump Jab.gif 50 50 20 H - 3 7 - 9 - - Reset Reset - - - - - - -
Diagonal Jump MP Diagonal Jump Strong.gif 80 100 40 H - 4 5 - 8 - - Reset Reset - - - - - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 100 200 60 H - 5 5 - 9 - - Reset Reset - - - - - - -
Diagonal Jump LK Diagonal Jump Short.gif 30 50 20 H - 4 5 - 8 - - Reset Reset - - - - - - -
Diagonal Jump MK Diagonal Jump Forward.gif 70 100 40 H - 5 4 - 8 - - Reset Reset - - - - - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 100 200 60 H - 6 5 - 10 - - 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
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 130 200 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
Sailor Shot Forward Throw 120 120 40 0.9 - 3 2 20 24 - - X Hard Knockdown - - - - - - - - - -
Choba Throw Back Throw 135 140 40 0.9 - 3 2 20 24 - - 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 (Lv1) 60[40*60] 75 10/20 HL su 15 [71] 33 48 -7 -3 [] refers to the life of the Projectile, Fireball 14f from button release X Soft Knockdown Soft Knockdown - - - - - - -
Hadoken Lv2 Hadoken (Lv2) 80[50*70] 100 10/20 HL su 13+14 [71] 29~ 56 -3 +1 [] refers to the life of the Projectile, Fireball 14f from button release, charge 13~21f X Soft Knockdown Soft Knockdown - - - - - - -
Hadoken Lv3 Hadoken (Lv3) 120[60*80] 150 10/20 HL su 39 [44] 25 64 +1 +5 [] refers to the life of the Projectile, Fireball 14f from button release, charge 22f X Soft Knockdown Soft Knockdown - - - - - - -
EX Hadoken Hadoken EX.gif (Lv1) 60*60 50*50 -250/0 HL su 15 - 33 48 -4 - Fireball 14f from button release X Soft Knockdown Soft Knockdown - - - - - - JP: ?
EX Hadoken Lv2 Hadoken EX.gif (Lv2) 60*70 60*60 -250/0 HL su 13+14 - 33~ 60 -4 - Fireball 14f from button release, charge 13~21f X Soft Knockdown Soft Knockdown - - - - - - JP: ?
EX Hadoken Lv3 Hadoken EX.gif (Lv3) 60*80 75*75 -250/0 HL su 39 - 33 72 -4 - Fireball 14f from button release, charge 22f~ X Soft Knockdown Soft Knockdown - - - - - - JP: ?
Shouoken Shouoken Jab.gif 90*15 50*50 30/10x2 HL su*- 6 2*4 18 + After landing 11 40 -12 - 2nd Hit: Soft Knockdown 2nd Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 8f~ -
Shouoken Strong.gif 90*15x3 50*35x3 30/10x4 HL su*su*su*- 7 2x3*8 22 + After landing 11 53 -20 - 4th Hit: Soft Knockdown 4th Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 13f~ 4th Hit JP: ?
Shouoken Fierce.gif 80*15x5 50*30x5 30/10x6 HL su(x3)*-(x3) 12 2x5*10 20 + After landing 11 62 -20 - 4th-6th Hit: Soft Knockdown 4th-6th Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 18f~ 4th Hit JP: ?, 5th Hit JP: ?, 6th Hit JP: ?
EX Shouoken Shouoken EX.gif 45*15+45*15x5 40*20*40*20x5 -250/0 HL su(x5)*-(x3) 12 2*4(19)2x5*9 22+11 88 -20 - 6th-8th Hit: Soft Knockdown 6th-8th Hit: Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~13f - - - 14~23f, 43f~ 6th-8th Hit JP: ?
Shunpukyaku Shunpukyaku Short.gif 60 100 10/15 HL - 16 6 After landing 15 36 0 +4 X Reset Reset - - - Legs: 10~21f - 10~21f -
Shunpukyaku Forward.gif 60*60 50*50 20/20*20 HL - 17 3(8)6 After landing 18 51 -3 +1 X Reset Reset - - - Legs: 11~33f - 11~33f -
Shunpukyaku Roundhouse.gif 60x3 50x3 20/15x3 HL - 12 3(6)3(7)2 After landing 21 53 -2 +2 X Reset Reset - - - Legs: 7~32f - 7~32f -
EX Shunpukyaku Shunpukyaku EX.gif 30x3*35 50*30x3 -250/0 HL -*-*-*su 12 3(6)3(7)2(12)3 After landing 14 61 +2 - X 4th Hit: Free Juggle 4th Hit: Free Juggle 1st-3rd Hit: Reset, 4th Hit: Free Juggle 1st-3rd Hit: Reset, 4th Hit: Free Juggle - - - Legs: 7~32f - 7~41 -
Air Shunpukyaku Air Shunpukyaku 50 50 10/40 HL - 8 3(9)3 After landing 7 - - - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: ?
EX Air Shunpukyaku Air Shunpukyaku EX.gif 70 50 -250/0 HL - 8 3{(9)3}xN After landing 7 - - - Active frames repeat until grounded Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: ?
Sakura Otoshi Sakura Otoshi - - 20/- HL - - - After landing 36 36 - - 12f until landing can cancel into follow up, Total duration LP: 74f, MP: 76f, HP: 78f - - - - - - - Lower body: 1f~until landing - 7f~ -
Sakura Otoshi Follow Ups Sakura Otoshi Followups 50*50*60 70*70*100 0/15x3 HL - 14+4 3 After landing 16 - - Repeats up to 3x Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - JP: ?
EX Sakura Otoshi Sakura Otoshi EX.gif - - -250/- HL - - - Total 77 77 - - 12f until landing can cancel into follow up, 36f landing recovery, tracks opponent - - - - - - - - - 7f~ -
EX Sakura Otoshi Follow Ups Sakura Otoshi Followups EX.gif 60x3 100x3 0/0 HL - 14+4 3 After landing 16 - - Repeats up to 3x Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - JP: ?
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
Haru Ichiban Haru Ichiban 45x6*80 0 -1000/0 Lx6*HL - 1+6 {2(5)}x5*x(13)4 24 82 -7 - 7th Hit: Hard Knockdown 7th Hit: Hard Knockdown 1st-6th Hit: Reset, 7th Hit: Hard Knockdown 1st-6th Hit: Reset, 7th Hit: Hard Knockdown - All: 1~12f - - - - -
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
Haru Ranman Haru Ranman 75*75*68*233 0 0/0 Lx2*HL - 0+11 2(7)2(11)2 47 81 -28 - 3rd hit goes into animation X 1st-2nd Hit: Forces stand, 3rd Hit: Hard Knockdown 1st-2nd Hit: Forces stand, 3rd Hit: Hard Knockdown 1st-2nd Hit: Forces stand, 3rd Hit: Hard Knockdown 1st-2nd Hit: Forces stand, 3rd Hit: Hard Knockdown - All: 1~11f - - - - -
Shinku Hadoken Shinku Hadoken 56x4*105 0 0/0 HL - 0+12 - 84 96 -27 - X 5th Hit: Hard Knockdown 5th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~10f - - - - JP: ?
Shinku Tengyo Hadoken Shinku Tengyo Hadoken 56x4*105 0 0/0 HL - 0+8 - 84 92 -27 - X 5th Hit: Hard Knockdown 5th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~7f - - - - JP: ?
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: