Introduction
Notation
- F - Forward - Tilt stick forward/towards the opponent. (X-axis)
- B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis)
- U - Up - Tilt stick upwards. (Y-axis)
- D - Down - Tilt stick downwards. (Y-axis)
- QCF - D, DF, F - Quarter circle forward/Hadouken/Fireball - Tilt stick downwards, then to downwards and forward, then forward.
- QCB - D, DB, B - Quarter circle backward - Tilt stick downwards, then to downwards and backward, then backward.
- HCF - Half circle forward - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
- HCB - Half circle backward - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
- DP - F, D, DF - Dragon punch - Tilt stick forwards, then to downward, then to downward and forward. In SFIV, there is a "shortcut" for this motion: DF, neutral, DF.
- 360 - Full circle - Complete a full rotation of the stick.
- 720 - Complete a 720 degree rotation of the stick.
- Charge - Hold a tilt - Hold the stick in either B or D (Depending) then move to F or U respectively.
X-axis functions can be used interchangeably with Y-axis functions and vice versa. X-axis functions cannot be used in conjunction with another X-axis function and vice versa.
Six Button Notation
- Jab - weak punch (also called LP or WP)
- Strong - medium punch (also called MP)
- Fierce - fierce punch (also called HP or FP)
- P - any punch
- PPP or 3P - all three punches simultaneously
- Short - weak kick (also called LK or WK)
- Forward - medium kick (also called MK)
- Roundhouse (RH) - fierce kick (also called HK)
- K = any kick
- KKK or 3K - all three kicks simultaneously
Connectors
- ~ Immediately after, e.g "Strong~Fierce" means press Fierce IMMEDIATELY after Strong, f~f means to double tap forward (dash).
- , Link
- xx Cancel
State Modifiers
- st. - The following move should be performed in the standing position (neutral in the Y-axis). i.e. st.Fierce, perform a Fierce whilst standing.
- cr. - The following move should be performed in the crouched position (held down in the Y-axis). i.e. cr.Fierce, perform a Fierce whilst crouching.
- j. - The following move should be performed in the "in the air" position (After having held up in the Y-axis). i.e. j.Fierce, perform a Fierce whilst in the air.
Miscellaneous Notation
- Claw = American Vega = Japanese Balrog
- Boxer = American Balrog = Japanese Bison
- Dictator (Dic) = American Bison = Japanese Vega
Not everyone plays on the American version, and some character names are different in the Japanese version, so to avoid confusion, we should not use the names Vega, Bison, or Balrog.
Move Analysis
Normal Moves
Normal Throws
Command Normals
Focus / Saving Attack
Special Moves
Super Move
Ultra Move
The Basics
Combos
Notation:
- xx = Cancel
- , = Link
- s. = Standing
- cr. = Crouching
- FAx1 = Focus Attack level 1 (tap MP + MK)
- If a normal move is not designated s. or cr. it can be either
- If a special move’s strength is not designated any can be used
- Green = Requires 1 EX Bar
- Blue = Super Combo; Requires Full EX Gauge
- Red = Ultra Combo; Calculated Damage was with full revenge Gauge
(The number preceding the combo notation is the damage it inflicts)
Poke Strings
70 cr.LP xx cr.LP xx cr.LP, cr.LK
77 cr.LP xx cr. LP xx cr.LP, s.LK
88 cr.LK, cr.LP, cr.MK
91 s.LP xx s.LP xx s.LP, s.LK
92 cr.LK, cr.LP, cr.MP
98 cr.LP xx cr.LP xx cr.LP, cr.MK
100 s.LK, s.LK, s.LK, s.LK
102 cr.LP xx cr.LP xx cr.LP, cr.MP
110 s.LP xx s.LP, s.MP
117 s.LK, s.LK, s.LP, cr.MK
121 s.LK, s.LK, s.LP, cr.MP
123 s.LP xx s.LP xx s.LP, s.MP
128 s.LK, s.LK, s.LP, s.MP
Combos
(can be preceded with jump-in, cross-up, or FA/SA of choice)
120 L Shouoken, M Shouken
125 MP xx Hadoken
138 s.LP, cr.MP xx Hadoken
144 s.LP xx s.LP, cr.MP xx Hadoken
148 s.HP xx FAx1
160 s.HP xx Hadoken
165 MP xx EX Hadoken
166 MP xx Hadoken xx FAx1
168 s.HK xx FAx1
170 s.LP, cr. MP xx EX Hadoken
172 s.LP xx s.LP, cr.MP xx EX Hadoken
173 s.LP, s.HP xx Hadoken
174 s.LP, cr.MP xx Hadoken xx FAx1
174 s.LP xx s.LP, cr.MP xx Hadoken xx FAx1 (not a typo)
200 s.HP xx EX Hadoken
202 s.HP xx Hadoken xx FAx1
205 s.LP, cr.HP xx EX Hadoken
209 s.LP, s.HP xx Hadoken xx FAx1
220 MP xx H Shouoken
255 HP xx H Shouoken
265 MP xx EX Shouken
281 cr.MK xx EX Shunpu, Sakura Otoshi x 3
300 HP xx EX Shouoken
321 HP xx EX Shunpu, Sakura Otoshi x 3
351 s.HP xx L Shunpu, cr.HP xx H Shouoken
357 cr.MK xx L Shunpu, cr.HP xx EX Shunpu, Otoshi x 3
380 Haru Ichiban
384 s.HP xx L Shunpu, cr.HP xx EX Shouoken
397 s.HP xx L Shunpu, cr.HP xx EX Shunpu, Otoshi x 3
402 s.HP xx L Shunpu, cr.HP xx L Shunpu xx s.LK xx EX Shunpu, Otoshix3
435 Haru Ranman
480 s.HP xx Haru Ichiban
481 s.HP xx L Shunpu, cr.HP xx L Shunpu, s.LK xx EX Shunpu, Dash, Haru Ranman
500 s.HK xx Haru Ichiban
502 HP xx EX Shunpu, Dash, Haru Ranman
511 s.HP xx H Shouken xx Haru Ichiban
524 s.HP xx L Shunpu, cr.HP xx EX Shunpu, Dash, Haru Ranman
Strategy
Matchups
Frame Data
Frames | Frames | Frames of | Frames of | Super Meter | Cancel | Ability | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Move Name | Damage | Stun | Startup | Active | Recovery | Total | On Block | On Hit | Block Stun | Hit Stun | Gain | Chain | Special | Super | Notes |
Close LP | 25 | 50 | 3 | 2 | 5 | 9 | +4 | +7 | 10 | 13 | 20 | O | O | O | - |
Close MP | 65 | 100 | 4 | 2 | 12 | 17 | 0 | +3 | 13 | 16 | 40 | X | O | O | - |
Close HP | 100[80] | 120[100] | 3 | 4 | 20 | 26 | -6 | -1 | 17 | 22 | 60 | X | O | O | Forces Stand |
Close LK | 25 | 50 | 3 | 2 | 8 | 12 | +1 | +4 | 10 | 13 | 20 | O | O | O | - |
Close MK | 60 | 100 | 4 | 3 | 15 | 21 | -4 | -1 | 13 | 16 | 40 | X | O | O | - |
Close HK | 120[100] | 200 | 6 | 3 | 21 | 29 | -6 | -1 | 17 | 22 | 60 | X | X | O | Forces Stand |
Far LP | 25 | 50 | 3 | 2 | 5 | 9 | +4 | +7 | 10 | 13 | 20 | O | O | O | - |
Far MP | 75 | 100 | 7 | 3 | 12 | 21 | -1 | +2 | 13 | 16 | 40 | X | X | O | - |
Far HP | 110 | 200 | 8 | 3 | 18 | 28 | -2 | +2 | 18 | 22 | 60 | X | X | X | - |
Far LK | 30 | 50 | 3 | 2 | 8 | 12 | +1 | +4 | 10 | 13 | 20 | O | O | O | - |
Far MK | 75 | 100 | 9 | 2 | 12 | 22 | 0 | +3 | 13 | 16 | 40 | X | X | X | - |
Far HK | 110 | 200 | 10 | 3 | 16 | 28 | -1 | +3 | 17 | 21 | 60 | X | X | X | - |
c.LP | 20 | 50 | 3 | 2 | 6 | 10 | +3 | +6 | 10 | 13 | 20 | O | O | O | - |
crouch MP | 65 | 80 | 5 | 3 | 11 | 18 | 0 | +3 | 13 | 16 | 40 | X | O | O | - |
crouch HP | 100[80] | 120[100] | 4 | 4 | 24 | 31 | -10 | -5 | 17 | 22 | 60 | X | O | O | Forces Stand |
crouch LK | 20 | 50 | 3 | 3 | 8 | 13 | 0 | +3 | 10 | 13 | 20 | O | O | O | Low Attack |
crouch MK | 60 | 100 | 5 | 4 | 13 | 21 | -3 | 0 | 13 | 16 | 40 | X | O | O | Low Attack |
crouch HK | 90 | 150 | 7 | 3 | 22 | 31 | -7 | D | 17 | - | 60 | X | X | X | Low Attack, Cannot tech |
Jump up LP | 50 | 50 | 3 | 7 | - | - | - | - | - | 20 | - | - | - | - | |
Jump up MP | 80 | 100 | 4 | 6 | - | - | - | - | - | 40 | - | - | - | - | |
Jump up HP | 100 | 200 | 5 | 5 | - | - | - | - | - | 60 | - | - | - | - | |
Jump up LK | 30 | 50 | 4 | 5 | - | - | - | - | - | 20 | - | - | - | - | |
Jump up MK | 70 | 100 | 6 | 8 | - | - | - | - | - | 40 | - | - | - | - | |
Jump up HK | 100 | 200 | 8 | 6 | - | - | - | - | - | 60 | - | - | - | - | |
Jump forward LP | 50 | 50 | 4 | 7 | - | - | - | - | - | 20 | - | - | - | - | |
Jump forward MP | 80 | 100 | 4 | 5 | - | - | - | - | - | 40 | - | - | - | - | |
Jump forward HP | 100 | 200 | 5 | 5 | - | - | - | - | - | 60 | - | - | - | - | |
Jump forward LK | 30 | 50 | 4 | 5 | - | - | - | - | 20 | - | - | - | - | ||
Jump forward MK | 70 | 100 | 5 | 4 | - | - | - | - | - | 40 | - | - | - | - | |
Jump forward HK | 100 | 200 | 6 | 5 | - | - | - | - | - | 60 | - | - | - | - | |
Flower Kick | 80 | 100 | 16 | 2 | 15 | 32 | -3 | +2 | 13 | 18 | 40 | X | X | X | Mid attack |
Focus Attack LVL 1 | 60 | 100 | 21 | 2 | 35 | 57 | -21 | -21 | 15 | 15 | 20 | - | - | - | - |
Focus attack LVL 2 | 80 | 150 | 18+11 | 2 | 35 | 65 | -15 | D | 21 | - | 40 | - | - | - | - |
Focus attack LVL 3 | 130 | 200 | 65 | 2 | 35 | 101 | D | D | - | - | 60 | - | - | - | - |
Forward Throw | 120 | 120 | 3 | 2 | 20 | 24 | - | D | - | - | 40 | - | - | - | Throw range 0.8 |
Back throw | 135 | 140 | 3 | 2 | 20 | 24 | - | D | - | - | 40 | - | - | - | Throw range 0.8 |
Hadoken | 60 | 75 | 15 | 71 | 49 | 49 | -8 | -4 | 10/20 | X | X | O | - | ||
Hadoken (Hold) | 80 | 100 | 13+13 | 71 | 62 | 62 | -8 | -4 | 10/20 | X | X | O | - | ||
Hadoken (MAX) | 120 | 150 | 38 | 44 | 74 | 74 | -8 | -4 | 10/20 | X | X | O | - | ||
Hadoken EX | 40*60 | 50*50 | 15 | - | 49 | 49 | -5 | D | 0/0 | X | X | O | Pursuit property | ||
Hadoken EX (MAX) | 60*80 | 75*75 | 38 | - | 74 | 74 | -5 | D | 0/0 | X | X | O | Pursuit property | ||
Shooken LP | 90*15 | 50*50 | 6 | 6 | ?? | 40 | -12 | D | 30/10*10 | X | X | O | 1st hit cancellable | ||
Shooken MP | 90*15x3 | 50*35x3 | 7 | 14 | ?? | 53 | -20 | D | 30/10x4 | X | X | O | Pursuit property, 1st~3rd hit cancellable | ||
Shooken HP | 80*15x5 | 50*30x5 | 12 | 20 | ?? | 62 | -20 | D | 30/10x6 | X | X | O | Pursuit property, 1st~3rd hit cancellable | ||
Shooken EX | 55*15+55*15x5 | 50*30*50*30x5 | 12 | 6*19 | ?? | 87 | -20 | D | 0/0 | X | X | O | 1~13f invincible, 1*3~5 hit cancellable | ||
Shunpukyaku LK | 60 | 100 | 16 | 6 | ?? | 36 | 0 | +4 | 20/15 | X | X | X | 10~21f (translate), Armor break | ||
Shunpukyaku MK | 60*60 | 50*50 | 17 | 3*6 | ?? | 51 | -3 | +1 | 20/20*20 | X | X | X | 11~33f (translate), Armor break | ||
Shunpukyaku HK | 60x3 | 50x3 | 12 | 3*3*2 | ?? | 53 | -2 | +2 | 20/15x3 | X | X | X | 7~32f (translate), Pursuit property, Armor break | ||
Shunpukyaku EX | 30x3*35 | 50x4 | 12 | 3*3*2*3 | ?? | 61 | +4 | D | 0/0 | X | X | O | 7~32f (translate), 4th hit (translate), Pursuit property, Armor break, 4th hit cancellable | ||
Shunpukyaku (air) | 50 | 50 | 8 | 33 | - | - | - | D | 10/40 | - | - | - | - | ||
Shunpukyaku EX (air) | 80xn | 50xn | 8 | 3 | - | - | - | D | 0/0 | - | - | - | - | ||
Sakura Otoshi (in air) | - | - | - | - | - | - | - | - | 20 | - | - | - | (translate) | ||
Sakura Otoshi | 60*60*48 | 100*100*80 | 4 | 3 | - | - | - | D | 20/15x3 | - | - | - | Pursuit property, 3rd hit cannot fast recover | ||
EX Sakura Otoshi (in air) | - | - | - | - | - | - | - | - | 0/0 | - | - | - | Flies toward opponent | ||
EX Sakura Otoshi | 60*60*48 | 100*100*80 | 4 | 3 | - | - | - | D | 0/0 | - | - | - | Pursuit property, 3rd hit cannot fast recover | ||
Haru Ichiban | 50x6*80 | - | 7 | 2x6*4 | ?? | 83 | -7 | D | 0/0 | - | - | - | 1~13f invincible, 1~6 hit Low attack | ||
Haru Ranmaru | 75x4*135 | - | 11 | 2x3 | ?? | 80 | -28 | D | 0/0 | - | - | - | 1~11f invincible, Armor break 1~2 hit Low attack | ||
Frames | Frames | Frames of | Frames of | Super Meter | Cancel | Ability | |||||||||
Move Name | Damage | Stun | Startup | Active | Recovery | Total | On Block | On Hit | Block Stun | Hit Stun | Gain | Chain | Special | Super | Notes |
The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4. It was written this way so you don't have to do any math to figure out what frame a move first hits on.