|
|
Damage Values
|
|
Framedata
|
Advantage
|
Stun Duration
|
|
Move Name
|
Block H/L
|
Damage
|
Stun
|
Meter Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
Block
|
Hit
|
Block
|
Hit
|
Notes
|
Close LP
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
3
|
3
|
6
|
+2
|
+5
|
10
|
13
|
|
Close MP
|
HL
|
70
|
100
|
40
|
sp/su
|
3
|
3
|
21
|
-3
|
+3
|
20
|
26
|
|
Close HP
|
HL
|
100[80]
|
200[150]
|
60
|
sp/su
|
5
|
7
|
26
|
-15
|
-10
|
17
|
22
|
Forces stand
|
Close LK
|
HL
|
30
|
50
|
20
|
-
|
5
|
5
|
7
|
-1
|
+2
|
10
|
13
|
|
Close MK
|
HL
|
70
|
100
|
40
|
sp/su
|
3
|
5
|
16
|
-7
|
-2
|
13
|
18
|
|
Close HK
|
HL
|
40*70
|
125*75
|
60*20
|
su
|
8
|
8(2)4
|
17
|
-3
|
+2
|
17
|
21*22
|
1st hit cancellable
|
Far LP
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
4
|
3
|
6
|
+2
|
+5
|
10
|
13
|
|
Far MP
|
HL
|
80
|
100
|
40
|
su
|
5
|
4
|
14
|
-4
|
-1
|
13
|
16
|
|
Far HP
|
HL
|
120
|
200
|
60
|
-
|
8
|
3
|
15
|
0
|
+4
|
17
|
21
|
|
Far LK
|
HL
|
40
|
50
|
20
|
-
|
5
|
6
|
6
|
-1
|
+2
|
10
|
13
|
|
Far MK
|
HL
|
80
|
100
|
40
|
-
|
8
|
2
|
17
|
-5
|
-2
|
13
|
16
|
|
Far HK
|
HL
|
110
|
200
|
60
|
-
|
9
|
4
|
20
|
-6
|
-2
|
17
|
21
|
|
crouch LP
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
3
|
2
|
7
|
+2
|
+5
|
10
|
13
|
|
crouch MP
|
HL
|
60
|
100
|
40
|
sp/su
|
4
|
4
|
8
|
+2
|
+5
|
13
|
16
|
|
crouch HP
|
HL
|
90
|
200
|
60
|
sp/su
|
4
|
8
|
28
|
-18
|
-13
|
17
|
22
|
Forces stand, cannot super cancel until 7f
|
crouch LK
|
L
|
20
|
50
|
20
|
ch/sp/su
|
4
|
3
|
9
|
-1
|
+2
|
10
|
13
|
|
crouch MK
|
L
|
60
|
100
|
40
|
sp/su
|
5
|
5
|
12
|
-3
|
0
|
13
|
16
|
|
crouch HK
|
L
|
90
|
100
|
60
|
-
|
5
|
4
|
28
|
-14
|
-
|
17
|
-
|
untechable knockdown
|
Jump up LP
|
H
|
50
|
50
|
20
|
-
|
10
|
7
|
-
|
-
|
-
|
8
|
11
|
startup leg projectile invincibility
|
Jump up MP
|
H
|
80
|
100
|
40
|
-
|
5
|
5
|
-
|
-
|
-
|
10
|
13
|
leg projectile invincibility
|
Jump up HP
|
H
|
100
|
200
|
60
|
-
|
6
|
5
|
-
|
-
|
-
|
17
|
20
|
startup leg projectile invincibility
|
Jump up LK
|
H
|
40
|
50
|
20
|
-
|
5
|
9
|
-
|
-
|
-
|
8
|
11
|
startup leg projectile invincibility
|
Jump up MK
|
H
|
80
|
100
|
40
|
-
|
6
|
10
|
-
|
-
|
-
|
11
|
15
|
startup leg projectile invincibility
|
Jump up HK
|
H
|
100
|
200
|
60
|
-
|
4
|
4
|
-
|
-
|
-
|
15
|
18
|
startup leg projectile invincibility
|
Jump forward LP
|
H
|
50
|
50
|
20
|
-
|
4
|
7
|
-
|
-
|
-
|
8
|
11
|
startup leg projectile invincibility
|
Jump forward MP
|
H
|
50*30
|
50*50
|
40*20
|
-
|
7
|
3*4
|
-
|
-
|
-
|
11
|
15
|
startup leg projectile invincibility, 1st hit launch vs air (fully hittable), 2nd hit launch vs air
|
Jump forward HP
|
H
|
100
|
200
|
60
|
-
|
6
|
5
|
-
|
-
|
-
|
15
|
18
|
startup leg projectile invincibility
|
Jump forward LK
|
H
|
40
|
50
|
20
|
-
|
4
|
8
|
-
|
-
|
-
|
8
|
11
|
startup leg projectile invincibility
|
Jump forward MK
|
H
|
70
|
100
|
40
|
-
|
6
|
6
|
-
|
-
|
-
|
11
|
15
|
startup leg projectile invincibility
|
Jump forward HK
|
H
|
100
|
200
|
60
|
-
|
7
|
7
|
-
|
-
|
-
|
15
|
18
|
startup leg projectile invincibility
|
Overhead f+MP
|
H
|
30*50
|
50*50
|
40*20
|
-
|
17
|
1(1)2
|
14
|
-2
|
+3[+1]
|
13
|
20*18[16]
|
[] = crouch hit
|
f+HP
|
HL
|
40*80
|
50*50
|
60*20
|
-
|
17
|
2*2
|
18
|
0
|
+4
|
19
|
25*23
|
|
Focus Attack LVL 1
|
HL
|
60
|
100
|
20
|
da
|
(10~17)+11
|
2
|
35
|
-21
|
-21
|
15
|
15
|
armor during charge, launch vs air, 4f~release dash cancellable
|
Focus attack LVL 2
|
HL
|
80
|
150
|
40
|
da
|
(18~50)+11
|
2
|
35
|
-15
|
-
|
21
|
-
|
armor during charge, crumple vs ground, launch vs air (fully hittable), 4f~release dash cancellable
|
Focus attack LVL 3
|
-
|
140
|
200
|
60
|
da
|
51+14
|
2
|
35
|
-
|
-
|
-
|
-
|
1-64f armor, armor break, crumple vs ground, launch vs air (fully hittable), 4~51f dash cancellable
|
Forward Throw
|
0.9
|
130
|
140
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
-
|
-
|
untechable knockdown
|
Back throw
|
0.9
|
130
|
120
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
-
|
-
|
untechable knockdown
|
Hadoken
|
HL
|
60
|
100
|
10/20
|
su
|
12+1
|
-
|
45 (total duration)
|
-6
|
-2
|
8+18
|
8+22
|
launch vs air, 15~16f cancellable, see notes below
|
Hadoken EX
|
HL
|
50*50
|
50*50
|
-250/0
|
su
|
11+1
|
-
|
40 (total duration)
|
+1
|
-
|
8+13[29]
|
-
|
launch, juggle(2), 14~15f cancellable, [] = minimum stun for all hits, see notes below
|
Shoryuken LP
|
HL
|
100[70]
|
200[100]
|
30/40
|
su
|
3
|
2+12
|
14+10
|
-17
|
-
|
20
|
-
|
1~2f invincible, 3~4f unthrowable, 3~16f lower body invincibility, 3~30f airborne, launch, 3~4f hit cancellable
|
Shoryuken MP
|
HL
|
80*50
|
150*50
|
20/20*20
|
su
|
3
|
2*12
|
25+18
|
-34
|
-
|
20
|
-
|
1~4f invincible, 5~16f lower body invincibility, 5~41f airborne, launch, 1st hit cancellable, 2nd hit juggle(1)
|
Shoryuken HP
|
HL
|
100*50
|
150*50
|
20/20*20
|
su
|
3
|
2*12
|
28+18
|
-37
|
-
|
20
|
-
|
1~2f invincible, 3~4f unthrowable, 3~16f lower body invincibility, 3~44f airborne, launch, 1st hit cancellable, 2nd hit juggle(1)
|
Shoryuken EX
|
HL
|
80*60
|
100*100
|
-250/0
|
su
|
3
|
2*1+11
|
30+18
|
-39
|
-
|
20
|
-
|
1~16f invincible, 6~46f airborne, 1st~2nd hit cancellable until airborne, launch, 2nd hit juggle(1)
|
Hurricane Kick LK
|
HL
|
100
|
200
|
30/30
|
-
|
11
|
2(6)2
|
12+5
|
-6
|
-
|
20
|
-
|
7~20f lower body projectile invincibility, 7~32f airborne, launch, armor break, whiff vs crouch, 2nd hit aimed backwards, advantage based on 1st hit
|
Hurricane Kick MK
|
HL
|
110
|
200
|
30/30
|
-
|
12
|
2(6)2(6)2(6)2(6)2
|
18+3
|
-2
|
-
|
20
|
-
|
7~45f lower body projectile invincibility, 7~63f airborne, launch, armor break, whiff vs crouch, 2nd/4th hit aimed backwards
|
Hurricane Kick HK
|
HL
|
120
|
200
|
30/30
|
-
|
12
|
2(6)2(6)2(6)2(6)2
|
18+3
|
-2
|
-
|
20
|
-
|
7~45f lower body projectile invincibility, 7~63f airborne, launch, armor break, whiff vs crouch, 2nd/4th hit aimed backwards
|
Hurricane Kick EX
|
HL
|
30x4*40
|
50x5
|
-250/0
|
-
|
11
|
1(3)1(3)1(3)1(3)1
|
18+3
|
-1
|
-
|
20
|
-
|
6~27f lower body projectile invincibility, 6~45f airborne, 1~4 hit forces stand + launch vs air, 5th hit launch, armor break, juggle(5), 2nd/4th hit aimed backwards
|
Hurricane Kick LK (air)
|
HL
|
70
|
100
|
10/40
|
-
|
9
|
2(6)2(6)2
|
until ground +10
|
-
|
-
|
20
|
-
|
launch, 2nd hit aimed backwards
|
Hurricane Kick MK (air)
|
HL
|
80
|
100
|
10/40
|
-
|
9
|
2(6)2(6)2
|
until ground +10
|
-
|
-
|
20
|
-
|
launch, 2nd hit aimed backwards
|
Hurricane Kick HK (air)
|
HL
|
90
|
100
|
10/40
|
-
|
9
|
2(6)2(6)2
|
until ground +10
|
-
|
-
|
20
|
-
|
launch, 2nd hit aimed backwards
|
Hurricane Kick EX (air)
|
HL
|
40x5
|
50x5
|
-250/0
|
-
|
7
|
1(3)1(3)1(3)1(3)1
|
until ground +4
|
-
|
-
|
20
|
-
|
launch, 2~5 hit juggle(4), 2nd/4th hit aimed backwards
|
Super Combo
|
HL
|
50x4*100
|
0
|
-1000/0
|
-
|
1+1+1
|
-
|
52 (post-freeze duration)
|
+11
|
-
|
8+20[60]
|
-
|
1f invincible, 1~4 hit launch vs air (untechable), 5th hit launch (untechable), juggle(5), [] = minimum stun for all hits, see notes below
|
Ultra Combo 1
|
HL
|
42x7*75
|
0
|
0/0
|
-
|
1+10
|
-
|
120 (post-freeze duration)
|
-25
|
-
|
8+20[84]
|
-
|
1~11f invincible, 1~7 hit launch vs air (untechable), 8th hit launch (untechable), juggle(8), [] = minimum stun for all hits
|
Ultra Combo 2
|
HL
|
270*38x4*50x3[270*233]
|
0
|
0/0
|
-
|
1+7
|
2*3x7
|
43+41
|
-84
|
-
|
20
|
-
|
1~8f invincible, 9~30f lower body invincibility, 10~73f airborne, launch (untechable), 2~8 hit juggle(6), 1st hit armor break, 1st hit triggers full animation, advantage based on 2nd hit
|
Dash
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
18
|
-
|
-
|
-
|
-
|
|
Backdash
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
27
|
-
|
-
|
-
|
-
|
1~8f invincible, 10~18f airborne
|
Move Name
|
Block H/L
|
Damage
|
Stun
|
Meter Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
Block
|
Hit
|
Block
|
Hit
|
Notes
|
|
|
Damage Values
|
|
Framedata
|
Advantage
|
Stun Duration
|
|