Introduction
Character Specific Information
Damage Scaling Factor:
25/32
Color Option
Moves List
Normal Moves
- Standing Normal Moves (st.)
Standing Light Punch
{{#motion: lp }}
6
-
6
40
4
4
5
+6/+5
{{#motion: specialcancel }}
Standing Medium Punch
{{#motion: mp }}
16
-
16
60
3
2
13
+6
{{#motion: }}
Standing Hard Punch
{{#motion: hp }}
22
-
22
80
10
5
18
+1
{{#motion: }}
Standing Light Kick
{{#motion: lk }}
6
-
4
40
5
4
6
+5/+4
{{#motion: specialcancel }}
Standing Medium Kick
{{#motion: mk }}
16
-
8
60
13
5
13
+2/+1
{{#motion: }}
Standing Hard Kick
{{#motion: hk }}
22
-
14
80
6
5
24
-5/-6
{{#motion: }}
Close Light Punch
{{#motion: lp }}
6
-
6
40
4
4
8
+5/+6
{{#motion: specialcancel }}
Close Medium Punch
{{#motion: mp }}
16
-
16
60
4
3
12
+5/+4
{{#motion: }}
Close Hard Punch
{{#motion: hp }}
22
-
22
80
4
3
29
-8/-9
{{#motion: }}
Close Light Kick
{{#motion: lk }}
6
-
4
40
5
4
6
+5/+4
{{#motion: specialcancel }}
Close Medium Kick
{{#motion: mk }}
16
-
8
60
7
4
6
+10/+9
{{#motion: }}
Close Hard Kick
{{#motion: hk }}
22
-
14
80
6
4
9
+11/+10
{{#motion: }}
- Crouching Normal Moves (cr.)
Crouching Light Punch
{{#motion: d + lp }}
6
-
4
40
4
4
5
+6/+7
{{#motion: specialcancel }}
Crouching Medium Punch
{{#motion: d + mp }}
16
-
8
60
4
4
8
+8/+7
{{#motion: specialcancel }}
Crouching Hard Punch
{{#motion: d + hp }}
22
-
14
80
6
16
10
-2/-3
{{#motion: specialcancel }}
Crouching Light Kick
{{#motion: d + lk }}
6
-
4
40
6
4
5
+5/+4
{{#motion: low }}
Crouching Medium Kick
{{#motion: d + mk }}
16
-
8
60
6
4
7
+8/+7
{{#motion: low }}
Crouching Hard Kick
{{#motion: d + hk }}
22
-
8
80
8
5,5
28,10
KD/+7,-24
{{#motion: low knockdown }}
- Jumping Normal Moves (nj.)
Neutral Jump Light Punch
{{#motion: u + lp }}
10
-
4
40
7
∞
-
-
{{#motion: high }}
Neutral Jump Medium Punch
{{#motion: u + mp }}
16
-
8
50
7
20
∞
-
{{#motion: high }}
Neutral Jump Hard Punch
{{#motion: u + hp }}
24
-
13
?
60
7
8
∞
{{#motion: - }}
Neutral Jump Light Kick
{{#motion: u + lk }}
10
-
4
40
7
∞
-
-
{{#motion: high }}
Neutral Jump Medium Kick
{{#motion: u + mk }}
16
-
8
50
7
20
∞
-
{{#motion: high }}
Neutral Jump Hard Kick
{{#motion: u + hk }}
24
-
14
60
6
5
∞
-
{{#motion: high }}
- Diagonal Jumping Normal Moves (j.)
Diagonal Jump Light Punch
{{#motion: ub / uf + lp }}
6
-
4
?
7
∞
-
-
{{#motion: high }}
Diagonal Jump Medium Punch
{{#motion: ub / uf + mp }}
16
-
8
?
7
20
∞
-
{{#motion: high }}
Diagonal Jump Hard Punch
{{#motion: ub / uf + hp }}
22
-
14
?
7
8
∞
-
{{#motion: high }}
Diagonal Jump Light Kick
{{#motion: ub / uf + lk }}
6
-
4
?
7
∞
-
-
{{#motion: high }}
Diagonal Jump Medium Kick
{{#motion: ub / uf + mk }}
16
-
8
?
7
20
∞
-
{{#motion: high }}
Diagonal Jump Hard Kick
{{#motion: ub / uf + hk }}
22
-
14
?
6
5
∞
-
{{#motion: high }}
Unique Moves
Knee Bazooka
{{#motion: f or b + mk }}
16
-
8
60
6
5
21
-
{{#motion: }}
Reverse Spin Kick
{{#motion: close f or b + hk }}
22
-
16
60
16
6
16
-
{{#motion: }}
Throw Moves
Judo Throw
{{#motion: close b / f + mp }}
32
-
14
80
-
-
-
-
{{#motion: throw }}
Dragon Splex
{{#motion: close b / f + hp }}
32
-
14
80
-
-
-
-
{{#motion: throw }}
Flying Mare
{{#motion: close d + mp or hp }}
40
-
8
60
-
-
-
-
{{#motion: Aironly }}
Flying Buster Drop
{{#motion: close d + mk or hk }}
40
-
8
60
-
-
-
-
{{#motion: Aironly }}
Special Moves
Sonic Boom
{{#motion: b charge f + lp }}
12
?
?
?
10
?
25
?
{{#motion: Requires 60f of charge. }}
Sonic Boom
{{#motion: b charge f + mp }}
12
?
?
?
10
?
25
?
{{#motion: Requires 60f of charge. }}
Sonic Boom
{{#motion: b charge f + hp }}
12
?
?
?
10
?
25
?
{{#motion: Requires 60f of charge. }}
Flash Kick
{{#motion: d charge u + lk }}
24
?
?
?
5
4,4
36
?
{{#motion: Requires 60f of charge. }}
Flash Kick
{{#motion: d charge u + mk }}
26
?
?
?
5
3,3
44
?
{{#motion: Requires 60f of charge. }}
Flash Kick
{{#motion: d charge u + hk }}
16,14
?
?
?
5
2,2
50
?
{{#motion: Requires 60f of charge. }}
The Basics
Advanced Strategy
Jumping forward against Guile is pretty stupid with most characters. Guile has so many options to kill you, it's just not good play. Jumping HP, air throw, jump HK, straight up HK, cr.MK, cr.HK, push nothing toss them when he lands, throw another sonic boom, etc. You can't get forward momentum and you're dead.
--Jeff Schaefer
http://www.youtube.com/watch?v=enQ9P9VkKYs
Combos
Bread and Butter
- j.HP, cr.MP xx Flash Kick
Redizzy
- cr.LP xx Sonic Boom, cr.MP xx Sonic Boom, s.FP (corner only) [unverified]
Match-ups
Vs. Balrog (boxer):
Try to stay a certain distance (at the minimum, away from his standing fierce) a way from Balrog and throw repeated sonic booms, if he turn punches through the sonic boom, smack him with a backfist, this will usually dizzy Balrog. If Balrog jumps straight up, keep him away with footsies until you can get your charge back (mix up sonic boom speed to throw of Balrog's jump timing). You can also throw out a sonic boom and follow it, so if Balrog jumps straight up over it (which is actually very difficult for him), you can backfist him out of the air.
Vs. Blanka:
Vs. Chun-Li:
Vs. Dhalsim:
Vs. E. Honda:
Vs. Guile (self):
Vs. Ken:
Vs. M. Bison (dictator):
Vs. Ryu:
Vs. Sagat:
After cancelling a low tiger shot with a sonic boom, try using b+mk (bazooka knee) to hit Sagat's outstretched arm. Spinning backfist will whiff due to Sagat's low hurtboxes.
Vs. Vega (claw):
Vs. Zangief:
Hitboxes