|
|
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
|
4
|
2
|
5
|
+4
|
+7
|
10
|
13
|
|
Close MP
|
HL
|
60
|
100
|
40
|
sp/su
|
6
|
3
|
18
|
-7
|
-2
|
13
|
18
|
|
Close HP
|
HL
|
90
|
150
|
60
|
sp/su
|
6
|
3
|
19
|
-4
|
+1
|
17
|
22
|
Forces stand
|
Close LK
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
6
|
2
|
7
|
+2
|
+5
|
10
|
13
|
|
Close MK
|
HL
|
70
|
100
|
40
|
sp/su
|
8
|
3
|
12
|
-1
|
+7
|
13
|
21
|
Forces stand
|
Close HK
|
HL
|
110
|
200
|
60
|
sp/su
|
8
|
3
|
21
|
-6
|
-2
|
17
|
21
|
|
Far LP
|
HL
|
20
|
50
|
20
|
ch/sp/su
|
4
|
2
|
5
|
+4
|
+7
|
10
|
13
|
|
Far MP
|
HL
|
70
|
100
|
40
|
su
|
7
|
5
|
5
|
+4
|
+7
|
13
|
16
|
|
Far HP
|
HL
|
100
|
200
|
60
|
-
|
11
|
3
|
16
|
-1
|
+3
|
17
|
21
|
|
Far LK
|
HL
|
40
|
50
|
20
|
-
|
4
|
3
|
7
|
+1
|
+4
|
10
|
13
|
|
Far MK
|
HL
|
80
|
100
|
40
|
-
|
7
|
3
|
13
|
-2
|
+1
|
13
|
16
|
|
Far HK
|
HL
|
130
|
200
|
60
|
-
|
12
|
3
|
21
|
-6
|
-2
|
17
|
21
|
|
crouch LP
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
3
|
3
|
6
|
+2
|
+5
|
10
|
13
|
|
crouch MP
|
HL
|
70
|
100
|
40
|
sp/su
|
5
|
5
|
9
|
0
|
+3
|
13
|
16
|
|
crouch HP
|
HL
|
100
|
200
|
60
|
sp/su
|
5
|
5
|
22
|
-9
|
-4
|
17
|
22
|
Forces stand
|
crouch LK
|
L
|
20
|
50
|
20
|
ch/sp/su
|
3
|
4
|
7
|
0
|
+3
|
10
|
13
|
|
crouch MK
|
L
|
60
|
100
|
40
|
sp/su
|
4
|
4
|
14
|
-4
|
-1
|
13
|
16
|
|
crouch HK
|
L
|
110
|
100
|
60
|
-
|
8
|
3
|
21
|
-6
|
-
|
17
|
-
|
untechable knockdown
|
Jump up LP
|
H
|
50
|
50
|
20
|
-
|
7
|
9
|
-
|
-
|
-
|
8
|
11
|
startup leg projectile invincibility
|
Jump up MP
|
H
|
80
|
100
|
40
|
-
|
5
|
4
|
-
|
-
|
-
|
11
|
15
|
startup leg projectile invincibility
|
Jump up HP
|
H
|
100
|
200
|
60
|
-
|
7
|
4
|
-
|
-
|
-
|
15
|
18
|
startup leg projectile invincibility
|
Jump up LK
|
H
|
40
|
50
|
20
|
-
|
7
|
10
|
-
|
-
|
-
|
8
|
11
|
leg projectile invincibility
|
Jump up MK
|
H
|
80
|
100
|
40
|
-
|
6
|
7
|
-
|
-
|
-
|
11
|
15
|
leg projectile invincibility
|
Jump up HK
|
H
|
100
|
200
|
60
|
-
|
6
|
2
|
-
|
-
|
-
|
15
|
18
|
leg projectile invincibility
|
Jump forward LP
|
H
|
40
|
50
|
20
|
-
|
7
|
8
|
-
|
-
|
-
|
8
|
11
|
leg projectile invincibility
|
Jump forward MP
|
H
|
70
|
100
|
40
|
-
|
5
|
6
|
-
|
-
|
-
|
11
|
15
|
leg projectile invincibility
|
Jump forward HP
|
H
|
100
|
200
|
60
|
-
|
5
|
4
|
-
|
-
|
-
|
15
|
18
|
startup leg projectile invincibility
|
Jump forward LK
|
H
|
50
|
50
|
20
|
-
|
5
|
7
|
-
|
-
|
-
|
8
|
11
|
startup leg projectile invincibility
|
Jump forward MK
|
H
|
80
|
100
|
40
|
-
|
6
|
4
|
-
|
-
|
-
|
11
|
15
|
startup leg projectile invincibility
|
Jump forward HK
|
H
|
100
|
200
|
60
|
-
|
5
|
7
|
-
|
-
|
-
|
15
|
18
|
startup leg projectile invincibility
|
b+MK
|
H
|
80
|
100
|
40
|
-
|
15
|
2
|
17
|
-5
|
-2
|
13
|
16
|
|
f+MK
|
HL
|
60
|
100
|
40
|
-
|
11
|
5
|
11
|
-2
|
+1
|
13
|
16
|
|
f+HK
|
H
|
120
|
150
|
60
|
-
|
21
|
2
|
20
|
-4
|
-1
|
17
|
20
|
hold HK to feint (27f duration)
|
Target Combo 1
|
HL
|
30
|
50
|
30
|
sp/su
|
6
|
3
|
24
|
-9
|
-4
|
17
|
22
|
Forces stand
|
Focus Attack LVL 1
|
HL
|
60
|
100
|
20
|
da
|
(10~17)+12
|
2
|
42
|
-28
|
-28
|
15
|
15
|
armor during charge, launch vs air, 4f~release dash cancellable
|
Focus attack LVL 2
|
HL
|
90
|
150
|
40
|
da
|
(18~50)+12
|
2
|
42
|
-22
|
-
|
21
|
-
|
armor during charge, crumple vs ground, launch vs air (fully hittable), 4f~release dash cancellable
|
Focus attack LVL 3
|
-
|
150
|
200
|
60
|
da
|
53+15
|
2
|
42
|
-
|
-
|
-
|
-
|
1-67f armor, armor break, crumple vs ground, launch vs air (fully hittable), 4~53f dash cancellable
|
Forward Throw
|
0.9
|
120
|
80
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
-
|
-
|
untechable knockdown
|
Back throw
|
0.9
|
130
|
80
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
-
|
-
|
untechable knockdown
|
Hadoken
|
HL
|
60
|
100
|
10/20
|
su
|
13+1
|
-
|
47 (total duration)
|
-7
|
-3
|
8+18
|
8+22
|
launch vs air, 16~17f cancellable, see notes below
|
Hadoken EX
|
HL
|
50*40
|
50*50
|
-250/0
|
su
|
13+1
|
-
|
44 (total duration)
|
-1
|
+2
|
8+13[29]
|
8+16[32]
|
launch vs air, juggle(1), 16~17f cancellable, [] = minimum stun for all hits, see notes below
|
Shoryuken LP
|
HL
|
100[80]
|
100
|
30/40
|
su
|
3
|
3+8
|
18+6
|
-14
|
-
|
20
|
-
|
1~2f invincible, 3~5f unthrowable, 3~13f lower body invincibility, 6~31f airborne
|
Shoryuken MP
|
HL
|
90*60
|
125*75
|
30/30*16
|
su
|
4
|
3*11
|
25+14
|
-29
|
-
|
20
|
24*-
|
1~6f invincible, 7~17f lower body invincibility, 8~42f airborne, 1st hit launch on counterhit or vs air, 2nd hit launch, 2nd hit juggle(2), 1st hit cancellable
|
Shoryuken HP
|
HL
|
70*40*30
|
100*50*50
|
30/30*10*10
|
su
|
3
|
2*2*12
|
30+9
|
-30
|
-
|
20
|
24*-
|
1~4f invincible, 5~6f unthrowable, 5~18f lower body invincibility, 7~48f airborne, 1st hit launch on counterhit or vs air (fully hittable), 2nd hit does not remove fully hittable state, 2nd~3rd hit launch, 3rd hit juggle(2), 1st~2nd hit cancellable
|
Shoryuken EX
|
HL
|
70*30*30*50
|
100*25*25*80
|
-250/0
|
su
|
4
|
2*2*2*6
|
45+9
|
-41
|
-
|
20
|
-
|
1~9f invincible, 10-17f lower body invincibility, 6~60f airborne, launch, 2nd~4th hit juggle(1,2,3), 1st~2nd hit cancellable
|
Hurricane Kick LK
|
HL
|
60*50*50
|
70*50*50
|
20/20*10*10
|
su
|
6
|
1(4)2(6)2
|
11+6
|
-6
|
-2
|
20
|
24
|
7~20f lower body projectile invincibility, 7~31f airborne, armor break, 1st hit forces stand, 3rd hit juggle(1), 2nd~3rd hit whiff vs crouch, 3rd hit aimed backwards, advantage based on 2nd hit, 1st hit cancellable
|
Hurricane Kick MK
|
HL
|
60*30x3
|
50*40x3
|
20/20*10x3
|
su
|
6
|
2(5)2(5)2(5)1(5)2(5)2
|
14+9
|
-4
|
0
|
20
|
24
|
8~41f lower body projectile invincibility, 8~48f airborne, armor break, 1st hit forces stand, 3rd~6th hit juggle(1), 2nd~6th hit whiff vs crouch, 3rd/5th hit aimed backwards, 1st hit cancellable
|
Hurricane Kick HK
|
HL
|
60*30x4
|
50*40x4
|
20/20*10x4
|
su
|
6
|
2(6)1(5)1(5)1(5)1(5)1(4)2(4)2
|
12+12
|
-5
|
-1
|
20
|
24
|
9~51f lower body projectile invincibility, 9~63f airborne, armor break, 1st hit forces stand, 3rd~8th hit juggle(1), 2nd~8th hit whiff vs crouch, 3rd/5th/7th hit aimed backwards, 1st hit cancellable
|
Hurricane Kick EX
|
HL
|
50*40x4
|
50x5
|
-250/0
|
su
|
6
|
2(4)1(3)1(4)1(3)1(3)1(4)1(3)1
|
9+14
|
-3
|
+1
|
20
|
24
|
9~38f lower body projectile invincibility, 8~47f airborne, armor break, 1st hit forces stand, 3rd~8th hit juggle(1), 2nd~8th hit whiff vs crouch, 3rd/5th/7th hit aimed backwards, 1st hit cancellable
|
Hurricane Kick LK (air)
|
HL
|
50
|
50
|
10/30
|
-
|
8
|
2(6)2(6)2(5)2
|
until ground +10
|
-
|
-
|
15
|
18
|
launch vs air, juggle(1), 2nd/4th hit aimed backwards
|
Hurricane Kick MK (air)
|
HL
|
60
|
50
|
10/30
|
-
|
7
|
1(4)1(4)1(4)1(4)1
|
until ground +10
|
-
|
-
|
15
|
18
|
launch vs air, juggle(1), 2nd/4th hit aimed backwards
|
Hurricane Kick HK (air)
|
HL
|
70
|
50
|
10/30
|
-
|
7
|
1(2)1(3)1(6)1(3)1(2)1
|
until ground +10
|
-
|
-
|
15
|
18
|
launch vs air, juggle(1), 2nd/4th/6th hit aimed backwards
|
Hurricane Kick EX (air)
|
H
|
40
|
50
|
-250/0
|
-
|
6
|
1(2)1(2)1(2)1(2)1(2)1(1)2
|
until ground +4
|
-
|
-
|
20
|
24
|
launch vs air, juggle(4), 2nd/4th/6th hit aimed backwards
|
Super Combo LP
|
HL
|
40x3*50*100x2
|
0
|
-1000/0
|
-
|
1+1
|
2*1*8(20)1*3*7
|
31+12
|
-29
|
-37
|
20
|
47x3*-
|
1~2f invincible, 3f unthrowable, 4~23f 36~74f airborne, 1st~3rd hit launch vs air (untechable), 4th~6th hit launch (untechable), 2nd~6th hit juggle(1), 2nd~5th hit do not increase juggle count
|
Super Combo MP/HP
|
HL
|
40x3*50*100x2
|
0
|
-1000/0
|
-
|
1+2
|
2*1*8(20)1*3*7
|
31+12
|
-29
|
-
|
20
|
47x3*-
|
1~3f invincible, 4f unthrowable, 5~24f 37~75f airborne, 1st~3rd hit launch vs air (untechable), 4th~6th hit launch (untechable), 2nd~6th hit juggle(1), 2nd~5th hit do not increase juggle count
|
Ultra Combo 1
|
HL
|
60*30x9[440]
|
0
|
0/0
|
-
|
1+9
|
2*2*5x7*1
|
32+50
|
-94
|
-
|
20
|
24
|
1~11f invincible, 12~13f unthrowable, 13~81f airborne, launch (untechable), 1st hit armor break, 2nd~11th hit juggle, 1st hit triggers full animation
|
Ultra Combo 2
|
HL
|
75*17x9*23*225
|
0
|
0/0
|
-
|
1+6
|
2(5)79(3)2(6)3
|
8+42
|
-40
|
-
|
20
|
-
|
1~8f invincible, 9~106f projectile invincibility, 6~114f airborne, untechable knockdown, 20th hit vs ground triggers final hit, 3rd/5th/7th/etc hit aimed backwards, backward hits launch and deal 23 damage, active frames "79" = 2(2or3)x18
|
Dash
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
18
|
-
|
-
|
-
|
-
|
|
Backdash
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
27
|
-
|
-
|
-
|
-
|
1~8f invincible
|
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
|
|