Ultra Street Fighter IV/Rolento

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< Ultra Street Fighter IV
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Introduction

After the fall of Mad Gear, Rolento needed a new ambition. During his battle for a military utopia, Rolento learned of S.I.N.'s experimental soldier program. Now the merciless commander has a new mission: the capture of S.I.N.

Rolento can be played fairly straightforward due to his strong set of normals, but he is more often known for his chaotic movement and offensive options that make him difficult to pin down. He can slide for a long range knockdown, roll backwards into a fast Overhead, jump back to the wall from anywhere on screen, or flip into a projectile-invincible Roll. While he lacks a true reversal attack, he has several partially-invincible options that can quickly turn a defensive situation into an offensive one. Maintain pressure with Stinger knives and harass the opponent with fast, long-range pokes to overwhelm their mental stack with a fast-paced playstyle.

Pick if you like: Avoid if you dislike:


Players to Watch

Nemo (JP), Dogura (JP)


Ultra SFIV Changes

Rolento 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)




Rolento
USFIV Rolento Portrait.png
Vitals
HP 1000
Stun 950
W-Ultra Scaling 75%
Ground Movement
Forward Walk Speed 0.035
Backward Walk Speed 0.03
Forward Dash Speed 18
Back Dash Speed 27
Forward Dash Distance 1.59(1.33)
Back Dash Distance 0.823
Back Dash Invuln 8
Back Dash Airborne 10
Back Dash Ground Recovery 9
Jumping
Jump Speed 4+36
Jump Apex 1.768
Forward Jump Distance 1.925
Backward Jump Distance 1.925
Throws
Forward Throw Range 0.895
Back Throw Range 0.96
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 sp/su 4 2 6 3 6
Close MP Close Mp.png 60 100 40 HL sp/su 5 7 13 -6 -3
Close HP Close Hp.png 90[100] 200 60 HL sp/su 6 8 15 -5 0
Close LK Close Lk.png 30 50 20 HL sp/su 3 6 4 1 4
Close MK Close Mk.png 70 100 40 HL sp/su 5 6 6 2 5
Close HK Close Hk.png 90 150 60 HL - 6 4 12 2 6
Far LP Far Lp.png 30 50 20 HL - 4 2 6 3 6
Far MP Far Mp.png 70 100 40 HL - 6 5 9 0 3
Far HP Far Hp.png 70*50 150*50 30*30 HL - 8 2*3 23 -8 -4
Far LK Far Lk.png 30 50 20 HL - 4 3 5 3 6
Far MK Far Mk.png 80 100 40 HL - 8 5 11 -2 1
Far HK Far Hk.png 130 200 60 HL - 6 4 15 -1 3
Crouch LP Crouch Lp.png 30 50 20 HL sp/su 4 2 7 2 5
Crouch MP Crouch Mp.png 20*20*30 20*20*60 10*10*20 HL - 8 2*2*5 5 4 6
Crouch HP Crouch Hp.png 100 200 60 HL - 11 4 15 -9 -4
Crouch LK Crouch Lk.png 30 50 20 L sp/su 4 4 5 0 3
Crouch MK Crouch Mk.png 65 100 40 L sp/su 5 3 16 -4 -1
Crouch HK Crouch Hk.png 100 100 60 L - 10 7 22 -8 -
Trick Rod Overhead
Right.gif+Mk.png
70 100 40 H - 17 4 9 + After landing 3 -5 -2
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Jump LP Jump Lp.png 40 50 20 H - 4 3 - - -
Jump MP Jump Mp.png 20*20*40 20*20*60 10*10*20 H*HL*HL - 5 2*2*8 - - -
Neutral Jump HP Neutral Jump Hp.png 100 200 60 H - 7 4 - - -
Angle Jump HP Angle Jump Hp.png 100 200 60 H - 6 3 - - -
Jump LK Jump Lk.png 40 50 20 H - 3 7 - - -
Jump MK Jump Mk.png 70 100 40 H - 6 6 - - -
Jump HK Jump Hk.png 100 200 60 H - 6 4 - - -
Spike Rod Air Down.gif+Mk.png 60 50 30 HL - 6 Until Ground 9 Airborne - -
Spike Rod (Bounce) Spike Rod (Bounce) - - - - - - - 28 + After Landing 7 - -
Trick Landing (Forward) Trick Landing (Forward) - - - - - - - 24 + After landing 8 - -
Trick Landing (Neutral) Trick Landing (Neutral) - - - - - - - 30 + After landing 8 - -
Trick Landing (Backward) Trick Landing (Backward) - - - - - - - 31 + After landing 8 - -
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 36 -22 -22
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 17+11 2 36 -16 -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 64 2 34 - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+11 2 36 -22 -22
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 40 HL - 17+11 2 36 -16 -
Red Focus Attack (Level 3) Level 3 Red Focus 225 200 60 - - 64 2 34 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+11 2 36 -16 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Colonel Carrier Forward Throw 130 100 30 0.895 - 3 2 20 - -
Deadly Package Back Throw 130 100 30 0.96 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Stinger Jump Stinger Jump Lk.png - - - - - - - 46 + After landing 6 - -
Stinger Jump Mk.png - - - - - - - 48 + After landing 6 - -
Stinger Jump Hk.png - - - - - - - 53 + After landing 6 - -
EX Stinger Jump Stinger Jump Ex.png - - -250/0 - - - - 22 + After landing 6 - -
Stinger Stinger 50 50 18/20 HL - 9+16 - Until Ground + After landing 7 11 19
EX Stinger EX Stinger Ex.png 30x3 50x3 -250/0 HL - 9+9 - Until Ground + After landing 7 3 -
Patriot Circle Patriot Circle Lp.png 10*10*20 10*10*20 12/6x3 HL -*-*su 14 2*3*5 22 -3 1
Patriot Circle Mp.png 10*10*20 10*10*20 12/6x3 HL -*-*su 16 2*3*5 24 -4 -1
Patriot Circle Hp.png 10*10*20 10*10*20 12/6x3 HL -*-*su 18 2*3*5 26 -6 -3
Patriot Circle Part 2 Patriot Circle (2) 10*10*20 10*10*20 6/6x3 HL -*-*su 14 2*2*5 26 -6 -3
Patriot Circle Part 3 Patriot Circle (3) 20*20*40 20*20*40 6/6*6*10 HL -*-*su 15 3*3*7 31 -22 -
EX Patriot Circle Patriot Circle Ex.png 15x6*10 10x7 -250/0 HL -x6*su 12 3*2*2*3*
3*3*3
21 -7 -
Mekong Delta Air Raid (Back Roll) Back Roll Lp.png - - - - - - - 22 - -
Back Roll Mp.png - - - - - - - 36 - -
Back Roll Hp.png - - - - - - - 46 - -
EX Mekong Delta Air Raid (Back Roll) Back Roll Ex.png - - -250/0 - - - - 45 - -
Mekong Delta Air Raid (Overhead) Roll + Overhead 90 150 6/40 H - 6+30 3 After Landing 11 3 11
EX Mekong Delta Air Raid (Overhead) Roll + Overhead Ex.png 90 150 -250/0 H - 6+20 4 After Landing 13 -5 8
Mekong Delta Attack (Flip) Backflip - - - - - - - 26 + After landing 9F - -
Mekong Delta Attack (Roll) Backflip + Roll Lp.png 120 200 10/30 HL su 28+3 14 10 -8 2
Backflip + Roll Mp.png 120 200 10/30 HL su 28+3 14 10 -8 2
Backflip + Roll Hp.png 120 200 10/30 HL su 28+3 16 9 -8 2
EX Mekong Delta Attack (Roll) Backflip + Roll Ex.png 30x4*80 30x4*100 -250/0 HL - 28+3 6*3*5*5*5 10 -5 -
Mekong Delta Escape Mekong Delta Escape - - 0/0 - - 32F to wall Wall jump occurs on 33F After Landing 9 - -
EX Mekong Delta Escape EX Mekong Delta Escape - - -250/0 - - 32F to wall Wall jump occurs on 33F After Landing 9 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Mine Sweeper Super Combo 50x3*200 0 -1000/0 HL - 1+7 11*16*17*19 29 -19 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Patriot Sweeper Ultra Combo 1 15x7*45*
15x2*210*30
0 0/0 HL - 0+7 2*2*2(13)
2*2*2*2(25)
2*3*3*3
39 -19 -
Take No Prisoners Ultra Combo 2 300*180 0 0/0 L - 0+7 14 43 -18 -
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)


Jumping Normals

  Name Nickname Command Notes
File:No image.png

Jump LP

Jump Jab (in air) lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Jump MP

Jump Strong (in air) mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Jump HP

Jump Fierce (in air) hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Jump LK

Jump Short (in air) lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Jump MK

Jump Forward (in air) mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Jump HK

Jump Roundhouse (in air) hk

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:No image.png

Trick Rod

Overhead f + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Spike Rod

Pogo (in air) D.png + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Trick Landing

Pogo Bounce (when landing from a jump) 3k

~~ 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

Colonel Carrier

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

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Deadly Package

Back Throw b + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Stinger

Stinger dp + k

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stinger Follow Up

Knives p or k Perform during Stinger

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Mekong Delta Attack

Back Hop 3p

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Mekong Delta Attack Followup

Roll Attack p ex Perform when landing from Mekong Delta Attack

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Mekong Delta Air Raid

Back Roll qcb + P.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Mekong Delta Air Raid Follow Up

Spring Attack p Perform during Mekong Delta Air Raid

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Mekong Delta Escape

Wall Jump qcb + K.png ex Arc coming off the wall is fixed, but can perform any Normal Jump Attack on way down

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Patriot Circle

Batons qcf + P.png ex Perform during Mekong Delta Air Raid

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Patriot Circle Part 2

Batons Part 2 qcf + p Performed after Patriot Circle

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Patriot Circle Part 3

Batons Part 3 qcf + p Performed after Patriot Circle Part 2

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:No image.png

Mine Sweeper

Super Combo qcb Qcb.png + p

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Patriot Sweeper

Ultra Combo I qcf Qcf.png + 3p

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Take No Prisoners

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 sp/su 4 2 6 10 3 6 10 13 Reset Reset - - - - - - -
Close MP Close Mp.png 60 100 40 HL sp/su 5 7 13 24 -6 -3 14 17 Only 1st active frame special/super cancelable Reset Reset - - - - - - -
Close HP Close Hp.png 90[100] 200 60 HL sp/su 6 8 15 28 -5 0 18 23 [] refers to active frames 3~8F [1~2F]: Forces stand [1~2F]: Forces stand Reset Reset - - - - - - -
Close LK Close Lk.png 30 50 20 HL sp/su 3 6 4 12 1 4 11 14 Reset Reset - - - - - - -
Close MK Close Mk.png 70 100 40 HL sp/su 5 6 6 16 2 5 11 14 Reset Reset - - - - - - -
Close HK Close Hk.png 90 150 60 HL - 6 4 12 21 2 6 17 21 Reset Reset - - - - - - -
Far LP Far Lp.png 30 50 20 HL sp/su 4 2 6 11 3 6 12 15 Reset Reset - - - - - - -
Far MP Far Mp.png 70 100 40 HL - 6 5 9 19 0 3 14 17 Reset Reset - - - - - - -
Far HP Far Hp.png 70*50 150*50 30*30 HL - 8 2*3 23 35 -8 -4 18 22 Reset Reset - - - - - - -
Far LK Far Lk.png 30 50 20 HL - 4 3 5 11 3 6 11 14 Reset Reset - - - - - - -
Far MK Far Mk.png 80 100 40 HL - 8 5 11 23 -2 1 14 17 Reset Reset - - - - - - -
Far HK Far Hk.png 130 200 60 HL - 6 4 15 24 -1 3 18 22 Reset Reset - - - - - - -
Crouch LP Crouch Lp.png 30 50 20 HL sp/su 4 2 7 12 2 5 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Mp.png 20*20*30 20*20*60 10*10*20 HL - 8 2*2*5 5 21 4 6 14 16 Reset Reset - - - - - - -
Crouch HP Crouch Hp.png 100 200 60 HL - 11 4 15 29 -9 -4 10 15 Forces Stand Forces Stand Reset Reset - - - - - - -
Crouch LK Crouch Lk.png 30 50 20 L sp/su 4 4 5 12 0 3 9 12 Reset Reset - - - - - - -
Crouch MK Crouch Mk.png 65 100 40 L sp/su 5 3 16 23 -4 -1 15 18 Reset Reset - - - - - - -
Crouch HK Crouch Hk.png 100 100 60 L - 10 7 22 38 -8 - 21 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Trick Rod Overhead
Right.gif+Mk.png
70 100 40 H - 17 4 9 + After landing 3 32 -5 -2 11 14 Reset Reset - - - - - 4F~ JP: 2
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
Jump LP Jump Lp.png 40 50 20 H - 4 3 - 9 - - Reset Reset - - - - - - -
Jump MP Jump Mp.png 20*20*40 20*20*60 10*10*20 H*HL*HL - 5 2*2*8 - 16 - - [1st~2nd Hit]: Soft Knockdown, [3rd Hit]: Reset [1st~2nd Hit]: Soft Knockdown, [3rd Hit]: Reset - - - - - - JP: 0*1*2
Neutral Jump HP Neutral Jump Hp.png 100 200 60 H - 7 4 - 10 - - Reset Reset - - - - - - -
Angle Jump HP Angle Jump Hp.png 100 200 60 H - 6 3 - 8 - - Reset Reset - - - - - - -
Jump LK Jump Lk.png 40 50 20 H - 3 7 - 13 - - Reset Reset - - - - - - -
Jump MK Jump Mk.png 70 100 40 H - 6 6 - 11 - - Reset Reset - - - - - - -
Jump HK Jump Hk.png 100 200 60 H - 6 4 - 9 - - Reset Reset - - - - - - -
Spike Rod Air Down.gif+Mk.png 60 50 30 HL - 6 Until Ground 9 Airborne 6 - - 9F airborne recovery after reaching ground level, Can input a direction to choose which direction to cancel into Spike Rod (Bounce), if no direction is chosen bounce is automatically performed in direction of original jump, Pressing Forward performs a forward bounce, backwards performs a backwards bounce, and pressing Up will perform a neutral bounce Reset Reset - - - - - - -
Spike Rod (Bounce) Spike Rod (Bounce) - - - - - - - 28 + After Landing 7 6 - - 5F~ can cancel into Angle Jump normal attacks except for Spike Rod, 7F recovery upon landing if no attack input otherwise 4F grounded recovery, forward bounce distance traveled: 1.28, backward bounce distance traveled: 1.199 Reset Reset - - - - - - -
Trick Landing (Forward) Trick Landing (Forward) - - - - - - - 24 + After landing 8 32 - - Distance traveled: 2.446 - - - - - - - - - - -
Trick Landing (Neutral) Trick Landing (Neutral) - - - - - - - 30 + After landing 8 38 - - - - - - - - - - - - -
Trick Landing (Backward) Trick Landing (Backward) - - - - - - - 31 + After landing 8 39 - - Distance traveled: 2.08 - - - - - - - - - - -
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 36 59 -22 -22 16 16 Range: 2.068 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 17+11 2 36 65 -16 - 22 - Range: 2.068 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 64 2 34 103 - - - - Range: 2.153, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~67F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 -500/0 HL - 10+11 2 36 59 -22 -22 16 16 Range: 2.068, 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 -500/0 HL - 17+11 2 36 65 -16 - 22 - Range: 2.068, 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 225 200 -500/0 - - 64 2 34 99 - - - - Range: 2.153, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~68F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 -750/0 HL - 10+11 2 36 59 -16 - 22 - Range: 2.068, 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
Colonel Carrier Forward Throw 130 100 30 0.895 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Deadly Package Back Throw 130 100 30 0.96 - 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
Stinger Jump Stinger Jump Lk.png - - - - - - - 46 + After landing 6 47 - - - - 9F~ can cancel into Stinger - - - - - - - All: 1~29F - 12F~ -
Stinger Jump Mk.png - - - - - - - 48 + After landing 6 47 - - - - 9F~ can cancel into Stinger - - - - - - - All: 1~29F - 12F~ -
Stinger Jump Hk.png - - - - - - - 53 + After landing 6 47 - - - - 9F~ can cancel into Stinger - - - - - - - All: 1~29F - 12F~ -
EX Stinger Jump Stinger Jump Ex.png - - -250/0 - - - - 22 + After landing 6 47 - - - - 9F~ can cancel into EX Stinger - - - - - - - All: 1~22F - 6F~ -
Stinger Stinger 50 50 18/20 HL - 9+16 - Until Ground + After landing 7 - 11 19 - - Strike attack, can be deflected by other strikes or a projectile. Free Juggle Free Juggle - - - - - - JP: 3
EX Stinger EX Stinger Ex.png 30x3 50x3 -250/0 HL - 9+9 - Until Ground + After landing 7 - 3 - - - Strike attack, can be deflected by other strikes or a projectile, opponent gains 10x3 meter on hit, 2x3 on block Free Juggle Free Juggle Free Juggle Free Juggle - - - All: Until ground - - JP: 3x3
Patriot Circle Patriot Circle Lp.png 10*10*20 10*10*20 12/6x3 HL -*-*su 14 2*3*5 22 45 -3 1 24 28 25F~ cancellable into next move Soft Knockdown Soft Knockdown - - - - - - JP: 1*0*3
Patriot Circle Mp.png 10*10*20 10*10*20 12/6x3 HL -*-*su 16 2*3*5 24 49 -4 -1 25 28 25F~ cancellable into next move Soft Knockdown Soft Knockdown - - - - - - JP: 1*0*3
Patriot Circle Hp.png 10*10*20 10*10*20 12/6x3 HL -*-*su 18 2*3*5 26 53 -6 -3 25 28 25F~ cancellable into next move Soft Knockdown Soft Knockdown - - - - - - JP: 1*0*3
Patriot Circle Part 2 Patriot Circle (2) 10*10*20 10*10*20 6/6x3 HL -*-*su 14 2*2*5 26 48 -6 -3 25 28 24F~ cancellable into next move Soft Knockdown Soft Knockdown - - - - - - JP: 5*0*5
Patriot Circle Part 3 Patriot Circle (3) 20*20*40 20*20*40 6/6*6*10 HL -*-*su 15 3*3*7 31 58 -22 - 16 - [3rd Hit]: Soft Knockdown [3rd Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 10*0*10
EX Patriot Circle Patriot Circle Ex.png 15x6*10 10x7 -250/0 HL -x6*su 12 3*2*2*3*
3*3*3
21 51 -7 - 17 - Opponent gains 3x6*5 meter on hit, 1x7 on block [7th Hit]: Free Juggle [7th Hit]: Free Juggle Free Juggle Free Juggle - - - - - - JP: 6x7
Mekong Delta Air Raid (Roll) Back Roll Lp.png - - - - - - - 22 22 - - - - - - - - - - - - - - -
Back Roll Mp.png - - - - - - - 36 36 - - - - - - - - - - - - - - -
Back Roll Hp.png - - - - - - - 46 46 - - - - - - - - - - - - - - -
EX Mekong Delta Air Raid (Back Roll) Back Roll Ex.png - - -250/0 - - - - 45 45 - - - - - - - - - - All: 1~10F All: 1~39F - - -
Mekong Delta Air Raid (Overhead) Roll + Overhead 90 150 6/40 H - 6+30 3 After Landing 11 49 3 11 17 25 X Soft Knockdown Soft Knockdown - - - - - 7F~ JP: 3
EX Mekong Delta Air Raid (Overhead) Roll + Overhead Ex.png 90 150 -250/0 H - 6+20 4 After Landing 13 42 -5 8 12 25 Opponent gains 20 meter on hit, 15 on block X Free Juggle Free Juggle - - - All: 1~19F - 5F~ JP: 3
Mekong Delta Attack (Flip) Backflip - - - - - - - 26 + After landing 9F 35 - - - - 28~29F can cancel into Mekong Delta Attack (Roll) - - - - - All: 1~11F - - - 12F~ -
Mekong Delta Attack (Roll) Backflip + Roll Lp.png 120 200 10/30 HL su 28+3 14 10 54 -8 2 - - X Free Juggle Free Juggle - - - All: 1~26F - - JP: 3
Backflip + Roll Mp.png 120 200 10/30 HL su 28+3 14 10 54 -8 2 - - X Free Juggle Free Juggle - - - All: 1~26F - - JP: 3
Backflip + Roll Hp.png 120 200 10/30 HL su 28+3 16 9 53 -8 2 - - X Free Juggle Free Juggle - - - All: 1~27F - - JP: 3
EX Mekong Delta Attack (Roll) Backflip + Roll Ex.png 30x4*80 30x4*100 -250/0 HL - 28+3 6*3*5*5*5 10 64 -5 - - - Opponent gains 10x5 meter on hit X Free Juggle Free Juggle Free Juggle Free Juggle - - - - - - JP: 1*2*3*4*5
Mekong Delta Escape Mekong Delta Escape - - 0/0 - - 32F to wall Wall jump occurs on 33F After Landing 9 - - - - - 10F~ After wall jump: can cancel into angle jump normals, 9F grounded recovery upon landing if no attack input, otherwise 4F grounded recovery - - - - - - - - - 12F~ -
EX Mekong Delta Escape EX Mekong Delta Escape - - -250/0 - - 32F to wall Wall jump occurs on 33F After Landing 9 - - - - - 10F~ After wall jump: can cancel into angle jump normals, 9F grounded recovery upon landing if no attack input, otherwise 4F grounded recovery, distance traveled can be controlled - - - - - - - - - 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
Mine Sweeper Super Combo 50x3*200 0 -1000/0 HL - 1+7 11*16*17*19 29 93 -19 - 29 - Opponent gains 20x4 meter on hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - JP:1*2*3*4
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
Patriot Sweeper Ultra Combo 1 15x7*45*
15x2*210*30
0 0/0 HL - 0+7 2*2*2(13)
2*2*2*2(25)
2*3*3*3
39 108 -19 - 23 - Opponent gains 3x7*20*3x2*0x2 meter on hit X [10th Hit]: Hard Knockdown [10th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - JP: 4*4*4*5~12 sequentially
Take No Prisoners Ultra Combo 2 300*180 0 0/0 L - 0+7 14 43 63 -18 - 39 - Cannot hit airborne, opponent gains 0 meter on hit, 10 on block, does not cause chip damage X Hard Knockdown 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


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