Ultra Street Fighter IV/Fei Long

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Introduction

Fei Long is known internationally as one of the greatest Hong Kong martial arts action movie stars. Living up to that reputation, he is also a very skilled fighter and regularly competes in the world of Street Fighting. However, when he realizes that his current film project has been compromised by S.I.N., he returns once more to the Street Fighting scene, and starts hunting down the ones responsible for attacking his movie crew, but not without meeting some of his fans along the way!

Fei Long is a solid character who can play both sides of the offense/defense spectrum incredibly well. On one hand, his Rekkakens are an excellent poking tool and can deal very good damage if used correctly. He has excellent normals, potential for strong combos, and astounding distance control with his Rekkukyaku, more commonly known as the Chicken Wing Kick. On the other hand, his defensive game is quite strong as well. His Shienkyaku is an excellent wakeup move as well as an excellent anti-air. Many Fei players can win matches simply by using a "bob and weave" strategy, waiting for an opponent to foolishly strike and going in for the kill. The only true weakness to Fei Long depends on the person using him. It is because of this solidarity that Fei Long is one of the best characters in the game.

Pick if you like: Avoid if you dislike:


Players to Watch

Fuudo (JP), Mago (JP), Hamad (US)


Ultra SFIV Changes

Fei Long SF4 Changelist

Frame Data Glossary - USFIV
Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a limited active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y.
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between active hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals)
  • "TC": Target Combo
  • "Sp": Special move
  • "Su": Super Combo
  • "FA": Focus Attack
    • Note: Su and FA almost always share the same cancel properties, except that EX moves can't cancel into Supers outside Training Mode
  • "j" or "Jmp": Jump cancel (usually on hit only, if applicable)
  • "sj" or "hj": Super Jump or High Jump cancel (Ibuki and C. Viper only)
  • "Dash": Dash cancelable (e.g. Focus Attack dash cancel)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y. Damage listed in () parentheses may be the total damage of all hits, or the damage of an alternate version (like a non-cinematic Ultra connect) based on context. This will usually be explained in the description.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), HL is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked. If an attack cannot be blocked, like a Level 3 Focus Attack, no Guard property will be listed (and no Block data will be given in the frame data columns).

On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • In general, Counter-hit adds +1 hit advantage to Light normals and +3 to Medium/Heavy normals. Exceptions or unique Counter-hit properties should be noted in the move data.

KD refers to knockdown on hit, with SKD = Soft Knockdown (allows quick wake-up) and HKD = Hard Knockdown (no quick wake-up). If a KD Advantage is listed (HKD +30), this refers to the amount of time the attacker is free to move before the defender has recovered from their knockdown. This also assumes that Delayed Wake-up is not used.

  • Some USFIV characters have non-standard wakeup timings, so this refers to the most common timing (tested on Ryu).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Airborne moves may have recovery listed as X+Y land, where X is the airborne recovery and Y is the landing recovery.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Juggle Info

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle


The following is a more detailed overview of the juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)




Fei Long
USFIV Fei Long Portrait.png
Vitals
HP 1000
Stun 1050
W-Ultra Scaling 75%
Ground Movement
Forward Walk Speed 0.045
Backward Walk Speed 0.03
Forward Dash Speed 17
Back Dash Speed 26
Forward Dash Distance 1.15
Back Dash Distance 1.25
Back Dash Invuln 8
Back Dash Airborne 13
Back Dash Ground Recovery 5
Jumping
Jump Speed 4+36
Jump Apex 1.76
Forward Jump Distance 1.925
Backward Jump Distance 1.925
Throws
Forward Throw Range 0.88
Back Throw Range 0.88
Wake-up Timing
Face Up 31
Face Down 21

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 Lp.png 30 50 20 HL ch/sp/su 3 2 7 2 5
Close MP Close Mp.png 70 100 40 HL sp/su 5 2 16 3 7
Close HP Close Hp.png 100[80] 200[150] 60 HL sp/su 4 5 25 -12 -7
Close LK Close Lk.png 30 50 20 HL - 4 2 9 0 3
Close MK Close Mk.png 75 100 40 HL sp/su 4 2 18 -6 -3
Close HK Close Hk.png 120 200 60 HL su 6 3 24 -9 -5
Far LP Far Lp.png 30 50 20 HL ch/sp/su 3 2 7 2 5
Far MP Far Mp.png 80 100 40 HL su 5 2 16 -4 -1
Far HP Far Hp.png 120 200 60 HL - 7 3 18 -3 1
Far LK Far Lk.png 40 50 20 HL - 4 2 11 -2 1
Far MK Far Mk.png 70 100 40 HL - 7 2 18 -6 -3
Far HK Far Hk.png 110 200 60 HL - 9 4 20 -6 -2
Crouch LP Crouch Lp.png 20 50 20 HL ch/sp/su 3 2 9 0 3
Crouch MP Crouch Mp.png 65 100 40 HL su 4 3 9 2 5
Crouch HP Crouch Hp.png 100 200 60 HL - 8 3 20 -5 0
Crouch LK Crouch Lk.png 20 50 20 L ch/su 4 3 8 0 4
Crouch MK Crouch Mk.png 80 100 40 L su 5 4 13 -3 0
Crouch HK Crouch Hk.png 100 150 60 L - 6 2 25 -9 -
Chokkarakusho Overhead Right.gif+Mk.png 70 100 40 H - 18 2 2 + After landing 14 -4 1[-1]
Engekishu Right.gif+Hk.png 90*60 150*50 60*20 HL -*su 15 2(7)2 15 -1 3
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Lp.png 50 50 20 H - 4 4 - - -
Neutral Jump MP Neutral Jump Mp.png 80 100 40 H - 5 3 - - -
Neutral Jump HP Neutral Jump Hp.png 100 200 60 H - 6 4 - - -
Neutral Jump LK Neutral Jump Lk.png 50 50 20 H - 4 5 - - -
Neutral Jump MK Neutral Jump Mk.png 80 100 40 H - 6 6 - - -
Neutral Jump HK Neutral Jump Hk.png 100 200 60 H - 6 5 - - -
Angled Jump LP Angled Jump Lp.png 50 50 20 H - 4 5 - - -
Angled Jump MP Angled Jump Mp.png 80 100 40 H - 5 5 - - -
Angled Jump HP Angled Jump Hp.png 100 200 60 H - 6 6 - - -
Angled Jump LK Angled Jump Lk.png 40 50 20 H - 4 8 - - -
Angled Jump MK Angled Jump Mk.png 70 100 40 H - 5 4 - - -
Angled Jump HK Angled Jump Hk.png 100 200 60 H - 6 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 - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+11 2 35 -20 -20
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 40 HL - 18+11 2 35 -15 -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 60 - - 65 2 35 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+11 2 35 -15 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Shushugai Forward Throw 130 130 40 0.889 - 3 2 20 - -
Tenshou Tousaikyaku Back Throw 140 140 40 0.889 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Rekkaken Rekka Ken Lp.png (1) 50 50 10/10 HL - 7 2 22 -4 0
Rekka Ken Mp.png (1) 55 50 10/10 HL - 9 2 24 -6 -2
Rekka Ken Hp.png (1) 60 50 10/10 HL - 10 2 26 -8 -4
Rekkaken Part 2 Rekka Ken Lp.png (2) 50 50 10/10 HL - 7 2 25 -8 -2
Rekka Ken Mp.png (2) 55 50 10/10 HL - 7 2 27 -10 -4
Rekka Ken Hp.png (2) 60 50 10/10 HL - 7 2 29 -12 -6
Rekkaken Part 3 Rekka Ken Lp.png (3) 60 50 10/10 HL - 7 2 36 -19 -
Rekka Ken Mp.png (3) 60 50 10/10 HL - 9 2 36 -19 -
Rekka Ken Hp.png (3) 60 50 10/10 HL - 9 2 40 -23 -
EX Rekkaken Rekka Ken Ex.png (1) 65 50 -250/0 HL - 7 2 25 0 2
EX Rekkaken Part 2 Rekka Ken Ex.png (2) 65 50 0/0 HL - 7 2 27 -1 0
EX Rekkaken Part 3 Rekka Ken Ex.png (3) 70 50 0/0 HL - 9 2 40 -23 -
Shienkyaku Flame Kick Lk.png 110[70] 200[100] 30/40 HL su 5 12 16+22 -34 -
Flame Kick Mk.png 120[90] 200[100] 30/40 HL su*- 5 12 20+22 -38 -
Flame Kick Hk.png 100*50 100*100 30/40*20 HL su*- 5 2*10 24+22 -42 -
EX Shienkyaku Flame Kick Ex.png 100*50*40 100*50*40 -250/0 HL su*-*- 5 2*8*11 18+22 -38 -
Rekkukyaku Chicken Wing Lk.png 30*30*40 50x3 10/30*20*20 HL - 14 2(5)4(6)2 5+16 -4 0
Chicken Wing Mk.png 30*30*50 50x3 10/30*20*20 HL - 16 2(5)4(6)2 5+14 -2 2
Chicken Wing Hk.png 35*35*30 50x3 10/30*20*20 HL - 18 2(5)4(6)2 4+13 0 4
EX Rekkukyaku Chicken Wing Ex.png 30*30*40 50x3 -250/0 HL - 18 2(5)4(6)2 4+13 0 4
Tenshin Command Throw 1 0 20/30 0.922 - 14 2 51 - 7
EX Tenshin Command Throw Ex.png 1 0 -250/0 1.248 - 12 2 51 - 7
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Rekkashinken Super Combo 50x4*170 0 -1000/0 HL - 1+5 2(10)2(12)
2(11)2(20)2
57 -38 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Rekkashingeki Ultra Combo 1 60x4*165[375] 0 0/0 HL - 0+10 2(11)2(12)
2(10)2(21)2
57 -38 -
Gekirinken Ultra Combo 2 470 0 0/0 - - 0+1 35 61 - -
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.png + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong ub / Uf.png + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce ub / Uf.png + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump LK

Diagonal Jump Short ub / Uf.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / Uf.png + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse ub / Uf.png + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:No image.png

Chokkarakusho

Overhead f + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Engekishu

Double Kick f + hk

~~ 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

Shushugai

Forward Throw f or N.png + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Tenshou Tousaikyaku

Back Throw b + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Rekkaken

Rekkaken qcf + P.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Rekkaken Part 2

Rekkaken Part 2 qcf + p Performed after Rekkaken

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Rekkaken Part 3

Rekkaken Part 3 qcf + p Performed after Rekkaken Part 2

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Shienkyaku

Flame Kick rdp + K.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Rekkukyaku

Chicken Wing db Qcf.png Uf.png + K.png Ex.png armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Tenshin

Command Throw hcb + K.png ex

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:No image.png

Rekkashinken

Super Combo qcf Qcf.png + p

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Rekkashingeki

Ultra Combo I qcf Qcf.png + 3p

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Gekirinken

Ultra Combo II qcf Qcf.png + 3k

~~ Uses and Strategies ~~

(No uses/strategies)


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 Lp.png 30 50 20 HL ch/sp/su 3 2 7 11 2 5 11 14 Reset Reset - - - - - - -
Close MP Close Mp.png 70 100 40 HL sp/su 5 2 16 22 3 7 21 25 Reset Reset - - - - - - -
Close HP Close Hp.png 100[80] 200[150] 60 HL sp/su 4 5 25 33 -12 -7 18 23 [] refers to active frames 3~5, distance restriction: 1.3 [1~2F]: Forces stand [1~2F]: Forces stand Reset Reset - - - - - - -
Close LK Close Lk.png 30 50 20 HL - 4 2 9 14 0 3 11 14 Reset Reset - - - - - - -
Close MK Close Mk.png 75 100 40 HL sp/su 4 2 18 23 -6 -3 14 17 Reset Reset - - - - - - -
Close HK Close Hk.png 120 200 60 HL su 6 3 24 32 -9 -5 18 22 Reset Reset - - - - - - -
Far LP Far Lp.png 30 50 20 HL ch/sp/su 3 2 7 11 2 5 11 14 Reset Reset - - - - - - -
Far MP Far Mp.png 80 100 40 HL su 5 2 16 22 -4 -1 14 17 Reset Reset - - - - - - -
Far HP Far Hp.png 120 200 60 HL - 7 3 18 27 -3 1 18 22 Distance restriction: 1.3 Reset Reset - - - - - - -
Far LK Far Lk.png 40 50 20 HL - 4 2 11 16 -2 1 11 14 Reset Reset - - - - - - -
Far MK Far Mk.png 70 100 40 HL - 7 2 18 26 -6 -3 14 17 Reset Reset - - - - - - -
Far HK Far Hk.png 110 200 60 HL - 9 4 20 32 -6 -2 18 22 Reset Reset - - - - - - -
Crouch LP Crouch Lp.png 20 50 20 HL ch/sp/su 3 2 9 13 0 3 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Mp.png 65 100 40 HL su 4 3 9 15 2 5 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Hp.png 100 200 60 HL - 8 3 20 30 -5 0 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Crouch LK Crouch Lk.png 20 50 20 L ch/su 4 3 8 13 0 4 11 15 Cannot chain into itself Reset Reset - - - - - - -
Crouch MK Crouch Mk.png 80 100 40 L su 5 4 13 21 -3 0 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Hk.png 100 150 60 L - 6 2 25 32 -9 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Chokkarakusho Overhead Right.gif+Mk.png 70 100 40 H - 18 2 2 + After landing 14 35 -4 1[-1] 14 19[17] [] refers to vs crouching Reset Reset - - - - - 6F~ -
Engekishu Right.gif+Hk.png 90*60 150*50 60*20 HL -*su 15 2(7)2 15 40 -1 3 16 20 Only super cancelable, cannot Cancel.png to EX Focus/Red Focus 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 Lp.png 50 50 20 H - 4 4 - 7 - - Reset Reset - - - Lower body: 1~3F - - -
Neutral Jump MP Neutral Jump Mp.png 80 100 40 H - 5 3 - 7 - - Reset Reset - - - Lower body: 1~4F - - -
Neutral Jump HP Neutral Jump Hp.png 100 200 60 H - 6 4 - 9 - - Reset Reset - - - Lower body: 1~5F - - -
Neutral Jump LK Neutral Jump Lk.png 50 50 20 H - 4 5 - 8 - - Reset Reset - - - Lower body: 1~3F - - -
Neutral Jump MK Neutral Jump Mk.png 80 100 40 H - 6 6 - 11 - - Reset Reset - - - Lower body: 1~5F - - -
Neutral Jump HK Neutral Jump Hk.png 100 200 60 H - 6 5 - 10 - - Reset Reset - - - Lower body: 1~5F - - -
Angled Jump LP Angled Jump Lp.png 50 50 20 H - 4 5 - 8 - - Reset Reset - - - Lower body: 1~3F - - -
Angled Jump MP Angled Jump Mp.png 80 100 40 H - 5 5 - 9 - - Reset Reset - - - Lower body: 1~4F - - -
Angled Jump HP Angled Jump Hp.png 100 200 60 H - 6 6 - 11 - - Reset Reset - - - Lower body: 1~5F - - -
Angled Jump LK Angled Jump Lk.png 40 50 20 H - 4 8 - 11 - - Reset Reset - - - Lower body: 1~3F - - -
Angled Jump MK Angled Jump Mk.png 70 100 40 H - 5 4 - 8 - - Reset Reset - - - Lower body: 1~4F - - -
Angled Jump HK Angled Jump Hk.png 100 200 60 H - 6 7 - 12 - - Reset Reset - - - Lower body: 1~5F - - -
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 16 16 Range: 2.157 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 65 -15 - 22 - Range: 2.157 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 35 101 - - - - Range: 2.157, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~64F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+11 2 35 57 -20 -20 17 17 Range: 2.157, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 40 HL - 18+11 2 35 65 -15 - 22 - Range: 2.157, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 60 - - 65 2 35 101 - - - - Range: 2.157, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~65F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+11 2 35 57 -15 - 22 - Range: 2.157, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block 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
Shushugai Forward Throw 130 130 40 0.889 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Tenshou Tousaikyaku Back Throw 140 140 40 0.889 - 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
Rekkaken Rekka Ken Lp.png (1) 50 50 10/10 HL - 7 2 22 30 -4 0 20 24 16F~ cancellable into next move Soft Knockdown Soft Knockdown - - - - - - -
Rekka Ken Mp.png (1) 55 50 10/10 HL - 9 2 24 34 -6 -2 20 24 18F~ cancellable into next move Soft Knockdown Soft Knockdown - - - - - - -
Rekka Ken Hp.png (1) 60 50 10/10 HL - 10 2 26 37 -8 -4 20 24 19F~ cancellable into next move Soft Knockdown Soft Knockdown - - - - - - -
Rekkaken Part 2 Rekka Ken Lp.png (2) 50 50 10/10 HL - 7 2 25 33 -8 -2 19 25 17F~ cancellable into next move Soft Knockdown Soft Knockdown - - - - - - -
Rekka Ken Mp.png (2) 55 50 10/10 HL - 7 2 27 35 -10 -4 19 25 17F~ cancellable into next move Soft Knockdown Soft Knockdown - - - - - - -
Rekka Ken Hp.png (2) 60 50 10/10 HL - 7 2 29 37 -12 -6 19 25 17F~ cancellable into next move Soft Knockdown Soft Knockdown - - - - - - -
Rekkaken Part 3 Rekka Ken Lp.png (3) 60 50 10/10 HL - 7 2 36 44 -19 - 19 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Rekka Ken Mp.png (3) 60 50 10/10 HL - 9 2 36 46 -19 - 19 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Rekka Ken Hp.png (3) 60 50 10/10 HL - 9 2 40 50 -23 - 19 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
EX Rekkaken Rekka Ken Ex.png (1) 65 50 -250/0 HL - 7 2 25 33 0 2 27 29 16F~ cancellable into next move, opponent gains 5 meter on hit X Soft Knockdown Soft Knockdown - - - - - - -
EX Rekkaken Part 2 Rekka Ken Ex.png (2) 65 50 0/0 HL - 7 2 27 35 -1 0 28 29 17F~ cancellable into next move, opponent gains 5 meter on hit X Soft Knockdown Soft Knockdown - - - - - - -
EX Rekkaken Part 3 Rekka Ken Ex.png (3) 70 50 0/0 HL - 9 2 40 50 -23 - 19 - opponent gains 5 meter on hit X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Shienkyaku Flame Kick Lk.png 110[70] 200[100] 30/40 HL su 5 12 16+22 54 -34 - 16 - [] refers to active frames 3~12 Soft Knockdown Soft Knockdown - All: 1~4F - - 5~6F 7F~ -
Flame Kick Mk.png 120[90] 200[100] 30/40 HL su*- 5 12 20+22 58 -38 - 16 - [] refers to active frames 3~12 Soft Knockdown Soft Knockdown - All: 1~5F - - 6F 7F~ -
Flame Kick Hk.png 100*50 100*100 30/40*20 HL su*- 5 2*10 24+22 62 -42 - 14 - Soft Knockdown Soft Knockdown - All: 1~5F - - 6F 7F~ JP: 0*1
EX Shienkyaku Flame Kick Ex.png 100*50*40 100*50*40 -250/0 HL su*-*- 5 2*8*11 18+22 65 -38 - 13 - opponent gains 20*10x2 meter on hit Soft Knockdown Soft Knockdown - All: 1~6F - - - 7F~ JP: 0*1*2
Rekkukyaku Chicken Wing Lk.png 30*30*40 50x3 10/30*20*20 HL - 14 2(5)4(6)2 5+16 53 -4 0 19 23 1st hit armor break, builds 20*10x2 meter on block x Soft Knockdown Soft Knockdown - All: 1~8F - - - 9F~ JP: 1*2*3
Chicken Wing Mk.png 30*30*50 50x3 10/30*20*20 HL - 16 2(5)4(6)2 5+14 53 -2 2 19 23 1st hit armor break, builds 20*10x2 meter on block x Soft Knockdown Soft Knockdown - All: 1~10F - - - 11F~ JP: 1*2*3
Chicken Wing Hk.png 35*35*30 50x3 10/30*20*20 HL - 18 2(5)4(6)2 4+13 53 0 4 19 23 1st hit armor break, when canceled into from close MP or close HP first hit cannot hit grounded, builds 20*10x2 meter on block x Soft Knockdown Soft Knockdown - - - - - 13F~ JP: 1*2*3
EX Rekkukyaku Chicken Wing Ex.png 30*30*40 50x3 -250/0 HL - 18 2(5)4(6)2 4+13 53 0 4 19 23 1st hit armor break, when canceled into from close MP or close HP first hit cannot hit grounded, opponent gains 15*10x2 meter on hit x Soft Knockdown Soft Knockdown - All: 1~12F - All: 13~36F - 13F~ JP: 1*2*3
Tenshin Command Throw 1 0 20/30 0.922 - 14 2 51 66 - 7 - - X Forces stand - - - - - - - - - -
EX Tenshin Command Throw Ex.png 1 0 -250/0 1.248 - 12 2 51 64 - 7 - - opponent gains 20 meter on hit X Forces stand - - - - - - - - - -
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
Rekkashinken Super Combo 50x4*170 0 -1000/0 HL - 1+5 2(10)2(12)
2(11)2(20)2
57 125 -38 - 21 - opponent gains 10x5 meter on hit Hard knockdown Hard knockdown [Hits 1~4]: Free juggle hard knockdown, [5th hit]: hard knockdown [Hits 1~4]: Free juggle hard knockdown, [5th hit]: hard knockdown - All: 1~6F - - - - Hits 1~4: infinite JP and resets JP each hit , 5th hit JP: 1
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
Rekkashingeki Ultra Combo 1 60x4*165[375] 0 0/0 HL - 0+10 2(11)2(12)
2(10)2(21)2
57 130 -38 - 21 - 2nd & 4th Hit cannot hit airborne opponents, 2nd or 4th Hit connectin on grounded opponent triggers animation, [] refers to animation, opponent gains 10x12 meter on hit [2nd or 4th Hit]: Hard Knockdown [2nd or 4th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~11F - - - - 1st and 3rd hit: infinite JP and resets JP each hit, 5th JP: 1
Gekirinken Ultra Combo 2 470 0 0/0 - - 0+1 35 61 96 - - - - Counters for 35F, Hard Knockdown, loses to natural Armor Breakers, opponent gains 10x9 meter on hit - - - - - - - - - - -
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


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