Introduction
Color Options
Start |
Default
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Moves List
Normal Moves
Headbutt: close, f + MP or HP
Special Moves
Turn Punch: Hold all three Punches or Kicks for at least 2 secs then release
Final Punch: Above move and hold for 60 secs and release
Dash Punch: b~f + Punch
Dash Uppercut: b~f + Kick
The Basics
Anti-Airs: Dash Upper,crouching High Punch,standing Medium Punch
High Pokes: standing Medium Punch,standing High Punch
Low Pokes: crouching Short Kick
Advanced Strategy
Hitboxes
Standing Normals
Damage |
4 |
 |
 |
|
Stun |
1~7
|
Stun Timer |
40
|
Chain Cancel |
Yes
|
Special Cancel |
Yes
|
Frame Advantage |
+5
|
Frame Count |
3 |
4 |
5
|
Frame Count |
1+3 |
4 |
5
|
Damage |
14 |
 |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
60
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
+6
|
Frame Count |
3 |
3 |
4 |
3 |
4
|
Frame Count |
1+6 |
4 |
7
|
Damage |
22 |
 |
 |
 |
 |
|
Stun |
11~17
|
Stun Timer |
80
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
+2
|
Frame Count |
5 |
3 |
6 |
9 |
6
|
Frame Count |
1+8 |
6 |
15
|
Damage |
4 |
 |
 |
|
Stun |
1~7
|
Stun Timer |
40
|
Chain Cancel |
Yes
|
Special Cancel |
Yes
|
Frame Advantage |
+5
|
Frame Count |
3 |
4 |
5
|
Frame Count |
1+3 |
4 |
5
|
Damage |
14 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
60
|
Chain Cancel |
Yes
|
Special Cancel |
Yes
|
Frame Advantage |
+8
|
Frame Count |
5 |
4 |
7
|
Frame Count |
1+6 |
4 |
7
|
Damage |
22 |
 |
 |
 |
 |
|
Stun |
11~17
|
Stun Timer |
80
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
+2
|
Frame Count |
5 |
3 |
6 |
9 |
6
|
Frame Count |
1+8 |
6 |
15
|
Close Standing Normals
Damage |
16 |
 |
 |
|
Stun |
1~7
|
Stun Timer |
40
|
Chain Cancel |
Yes
|
Special Cancel |
Yes
|
Frame Advantage |
+6/+5
|
Frame Count |
5 |
4 |
7
|
Simplified |
1+5 |
4 |
7
|
Damage |
24 |
 |
 |
 |
 |
|
Stun |
1~7
|
Stun Timer |
40
|
Chain Cancel |
Yes
|
Special Cancel |
Yes
|
Frame Advantage |
+6/+5
|
Frame Count |
5 |
3 |
6 |
9 |
6
|
Simplified |
1+8 |
6 |
15
|
Damage |
16 |
 |
 |
|
Stun |
1~7
|
Stun Timer |
40
|
Chain Cancel |
Yes
|
Special Cancel |
Yes
|
Frame Advantage |
+6/+5
|
Frame Count |
4 |
4 |
7
|
Simplified |
1+4 |
4 |
7
|
Damage |
24 |
 |
 |
|
Stun |
1~7
|
Stun Timer |
40
|
Chain Cancel |
Yes
|
Special Cancel |
Yes
|
Frame Advantage |
+6/+5
|
Frame Count |
6 |
6 |
15
|
Simplified |
1+6 |
6 |
15
|
Close standing Forward and close standing Roundhouse share the same animation.
Crouching Normals
Damage |
6 |
 |
 |
 |
 |
|
Stun |
1~7
|
Stun Timer |
40
|
Chain Cancel |
Yes
|
Special Cancel |
Yes
|
Frame Advantage |
+6/+7
|
Frame Count |
1 |
2 |
4 |
2 |
2
|
Simplified |
1+3 |
4 |
4
|
Damage |
14 |
 |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
60
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
+9/+8
|
Frame Count |
3 |
2 |
4 |
3 |
4
|
Simplified |
1+6 |
4 |
7
|
Damage |
20 |
 |
 |
 |
 |
|
Stun |
11~17
|
Stun Timer |
80
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
+1,+2
|
Frame Count |
4 |
2 |
6 |
9 |
6
|
Simplified |
1+4 |
8 |
15
|
See Crouching LP.
Damage |
14 |
 |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
60
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
+9/+8
|
Frame Count |
3 |
2 |
4 |
3 |
4
|
Simplified |
1+5 |
4 |
7
|
The same frame and attack data as cr.Strong, except with less range and lower hit/hurt boxes.
Damage |
20 |
 |
 |
 |
 |
|
Stun |
11~17
|
Stun Timer |
80
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
KD/+2
|
Frame Count |
2 |
4 |
6 |
9 |
6
|
Simplified |
1+6 |
6 |
15
|
Aerial Normals
- Neutral/Diagonal Jumping LP/LK:
Damage |
10 |
 |
 |
 |
 |
|
Stun |
1~7
|
Stun Timer |
40
|
Frame Count |
1 |
30 |
3 |
3 |
∞
|
Simplified |
1 |
30 |
∞
|
- Neutral/Diagonal Jumping MP/MK:
Damage |
14/16 |
 |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
50
|
Frame Count |
2 |
15 |
3 |
3 |
∞
|
Simplified |
2 |
15 |
∞
|
- Neutral/Diagonal Jumping HP/HK:
Damage |
18/20 |
 |
 |
 |
 |
|
Stun |
11~17
|
Stun Timer |
60
|
Frame Count |
3 |
8 |
3 |
3 |
∞
|
Simplified |
3 |
8 |
∞
|
Throws
- Headbutt: (←/→ + Strong or Fierce)
Damage |
22+(4*n) |
|
Duration |
300
|
Stun |
1~7
|
Stun Timer |
60
|
Range (from axis) |
64
|
Range advantage |
36
|
Special Moves
- Dashing Straight: (Charge ←, →, P) [charge time: 69f]
Damage (Jab) |
22 |
 |
 |
 |
 |
|
Damage (Strong) |
24
|
Damage (Fierce) |
26
|
Random dmg table |
0x080
|
Stun |
13~19
|
Stun Timer |
120
|
Frame Advantage |
+5
|
Frame Count |
1~8/1~16/1~24 |
3 |
8 |
6 |
4
|
Simplified |
4~11/4~19/4~27 |
8 |
10
|
Startup is 4 frames for all versions point blank, stronger punches can travel further (and thus can have longer startup).
- Dashing Uppercut: (Charge ←, →, K) [charge time: 39f]
Damage (Short) |
20 |
 |
 |
 |
|
Damage (Forward) |
22
|
Damage (Roundhouse) |
26
|
Random dmg table |
0x080
|
Stun |
13~19
|
Stun Timer |
120
|
Frame Advantage |
+9
|
Frame Count |
1~8/1~16/1~24 |
3 |
8 |
6
|
Simplified |
4~11/4~19/4~27 |
8 |
6
|
Startup is 4 frames for all versions point blank, stronger kicks can travel further (and thus can have longer startup).
VERY short charge time, also amazing frame advantage.
- Turn Around Punch (lvl 1 & 2): Hold all 3 Punch or Kick buttons for at least 30f (lvl1) or 120f (lvl2), then release.
Startup
|
 |
 |
 |
 |
 |
 |
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|
Frame Count |
4 |
4 |
4 |
7 |
2 |
2 |
2 |
2
|
Simplified |
27
|
Active/Recovery
Damage (lvl1) |
22 |
 |
 |
|
Damage (lvl2) |
28
|
Random dmg (lvl1) |
0
|
Random dmg (lvl2) |
6
|
Stun |
13~19
|
Stun Timer |
120
|
Frame Advantage |
+1
|
Frame Count |
12 |
6 |
4
|
Simplified |
12 |
10
|
Level 2 TAP has higher overall damage (22 vs 34), and slightly more range.
- Turn Around Punch (lvl 3,4,5,6,7,final): Hold all 3 Punch or Kick buttons for at least 240f (lvl3), 480f (lvl4), 960f (lvl5), 1440f (lvl6), 1920f (lvl7), or 2400f (final), then release.
Startup
Active/Recovery
Damage |
28 |
 |
 |
|
Random dmg (lvl3) |
13
|
Random dmg (lvl4) |
21
|
Random dmg (lvl5) |
30
|
Random dmg (lvl6) |
40
|
Random dmg (lvl7) |
51
|
Random dmg (final) |
64
|
Stun |
13~19
|
Stun Timer |
120
|
Frame Advantage |
+1
|
Frame Count |
12 |
6 |
4
|
Simplified |
12 |
10
|
Level 3 and above TAPs lose startup invincibility. Higher levels travel further, and do more damage.
Misc Animations
Walk back |
Neutral |
Walk Fwd |
Crouch
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Combos
- j.HP,cr.LK,s.LK,b charge f+K,s.HP
- cr.LP,s.LP,b chage f+P
- (Zangief Only)cl.MP, st. MP, st. MP
- (Zangief Only)cl.MK, Cr. MP, st. MP
- (Opponent in Corner)cl.MK, St. HP
Match-Ups
Vs. Ryu
Vs. Ken
Vs. E.Honda
Vs. Chun Li
Vs. Blanka
Vs. Zangief
Vs. Guile
Vs. Dhalsim
Vs. Boxer
Vs. Claw
Vs. Sagat
Vs. Dictador