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Introduction
Specific Character Information
- Stamina: 1150
- Stun Bar Length (dots): 64
- Stun Bar Recovery (frames it takes to recover 1 dot): 22
- Taunt: Increases damage for the next hit/combo by 31.3%. One taunt is the maximum.
- Best Kara-Throw: MK/HK
Character Colors
Moves List
Basic Moves
Move | Convention |
Forward | F |
Back | B |
Crouch | C / D |
Up | U |
Jump | J |
Jump Forward | JF |
Jump Backwards | JB |
Super Jump | D-U |
Super Jump Forward | D-UF |
Super Jump Backwards | D-UB |
Dash Forward | FF |
Dash Backwards | BB |
Quarter Circle Forward | QCF |
Quarter Circle Backwards | QCB |
Half Circle Backwards | HCB |
Forward, Down, Down-Forward | F, D, DF / DP |
Guard (High) | B when enemy is attacking |
Guard (Low) | DB when enemy is attacking |
Parry (High) | Tap F when about to take a hit |
Parry (Low) | Tap D when about to take a hit |
Parry (Air) | Tap F in air when about to take a hit |
Red Parry | Execute parry after blocking a hit in a combo |
Punch (Any) | P |
Kick (Any) | K |
2 Punches | PP |
2 Kicks | KK |
3 Punches | PPP |
3 Kicks | KKK |
Jab | LP |
Strong | MP |
Fierce | HP |
Short | LK |
Forward | MK |
Roundhouse | HK |
Universal Overhead | UOH |
Normal Moves
Move | Motion |
Jab | LP |
Strong | MP |
Fierce | HP |
Close Jab | (Close to opponent) LP |
Close Strong | (Close to opponent) MP |
Close Fierce | (Close to opponent) HP |
Short | LK |
Foward | MK |
Roundhouse | HK |
Jumping Jab | (Air) LP |
Jumping Strong | (Air) MP |
Jumping Fierce | (Air) HP |
Neutral Jumping Fierce | (Air) HP |
Jumping Short | (Air) LK |
Jumping Foward | (Air) MK |
Neutral Jumping Foward | (Air) MK |
Jumping Roundhouse | (Air) HK |
Neutral Jumping Roundhouse | (Air) HK |
Overhead | MP MK |
Taunt | HP HK |
Throws
Hiza Geri | LP LK |
Seoi Nage | F LP LK |
Jigoku Guruma | B LP LK |
Command Normals
Crouching Jab | D LP |
Crouching Strong | D MP |
Crouching Fierce | D HP |
Crouching Short | D LK |
Crouching Foward | D MK |
Crouching Roundhouse | D HK |
Fumikomi Mae Geria | F MK |
Inazuma Kakato Wari | B MK, or hold MK |
Shiden Kakato Otoshi | F HK (hold HK to cancel attack) |
Target Combo
- close standing MP -> HP
Special Moves
Move Name | Motion |
Hadouken | QCF P |
Shoryuken | F, D, DF P |
Tatsumaki Senpuu Kyaku | QCB K |
Tatsumaki Senpuu Kyaku (Air) | (Air)QCB K |
EX Moves
Move Name | Motion |
Hadouken | QCF PP |
Shoryuken | F, D, DF PP |
Tatsumaki Senpuu Kyaku | QCB KK |
Tatsumaki Senpuu Kyaku (Air) | (Air)QCB KK |
Super Arts
Num. | Super Art Name | Motion | Super Bars |
I | Shoryu-Reppa | QCF QCF P | 2 stocks |
II | Shinryu-Ken | QCF QCF K (Tap K rapidly) | 1 stock |
III | Shippu-Jinrai-Kyaku | QCF QCF K | 3 stocks |
Move Analisys
- All those sprites are taken from the site http://www.zweifuss.com/index.htm
- All Framedatas in "Move Analisys" section are taken from Game Restaurant
Please note that the images show in this section are for the 1st frame it hits, so this means the opponent is taking the hit in the image shown on the move. I use the 1st frame of every move (except taunt, dash, jump, wakeup and 2nd throw image sprites) because you will see the maximum range of every attack (mostly of the attacks). Note also that those images are ACCURATE, they are exactly the first frame it hits, so enemy takes damage but they still dont make the "pain" frame.
General
- Move: Move name
- Motion: What you must do to execute the move
- Damage: Damage it does (in pixels)
- Stun Damage: Stun Damage it does (in pixels)
- Chains into itself: If you can combo into the same movement
- Special Cancel: If you can cancel the move into a Special Move
- Super Cancel: If you can cancel the move into a Super Art
- Throw Range: Range of the throw (in pixels)
- Num.: Super Art number
- Super Art: Super Art name
- Super Art Stock: Number of Gauge Bars the Super Art have, also the lenght of each bar (in pixels)
Frame Data
- Startup: Number of frames it takes to start the move
- Hit: Number of frames that can hit the opponent
- Recovery: Number of frames it takes to recover from the move
- Blocked Advantage: Number of frames you are in advantage/disvantage after opponent have been blocked the hit
- Hit Advantage: Number of frames you are in advantage/disvantage after opponent have been take the hit
- Crouching Hit Advantage: Number of frames you are in advantage/disvantage after opponent have been take the hit while he's crouching
- # : You have # frames of advantage
- - # : You have # frames of disvantage
- # ~ # : Advantage/disvantage can vary from # to #
- Down: Enemy gets knocked down
- Guard: How opponent must guard the move, High (H), Low (L) or both (HL)
- Parry: How opponent must parry the move, High (H), Low (L) or both (HL)
Gauge Increase
- Miss: Gauge you gain if you miss the move (in pixels)
- Blocked: Gauge you gain if the move gets blocked (in pixels)
- Hit: Gauge you gain if you hit the opponent with the move (in pixels)
- Parry: Gauge opponent gains when he parry the move (in pixels)
Basic Moves
Move | Start-up frames | In ground frames | In air frames | Recovery frames | Total frames |
---|---|---|---|---|---|
Dash Forward | 2? | 8? | - | 6? | 16 |
Comments here
Move | Start-up frames | In ground frames | In air frames | Recovery frames | Total frames |
---|---|---|---|---|---|
Dash Backwards | 4? | 4? | - | 6? | 13 |
Comments here
Move | Motion | Startup Frames |
Jump | BU or U or FU | 3 |
Comments here
Move | Motion | Startup Frames |
Super Jump | DBU or DU or DFU | 5 |
Comments here
Move | Motion | Frames |
Normal Wakeup | - | 75 |
Comments here
Move | Motion | Frames |
Tech Wakeup | Tap D when hitting the ground | 48 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Taunt | HP HK | 5/5 | 3/3 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
15/9 | 1/1 | 27 | ? | ? | ? | HL | HL |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
4(6) | ? | ? | 8(4 4) |
Comments here
Move | Motion |
Parry (High) | Tap F when about taking a hit |
Parry (Low) | Tap D when about taking a hit |
Parry (Air) | Tap F in air when about taking a hit |
Frame Data
Move | Frames you're frozen | Frames opponent is frozen | Frame Advantage when parry is successful | Frames before you can try another parry |
Parry (High) | 16 | 16 | 4(LP/LK) 3(MP/MK) 2(HP/HK) 0(Special/Super) -16(Fireball) | 24(19 when attack comes from the air)*,** |
Parry (Low) | 16 | 16 | 4(LP/LK) 3(MP/MK) 2(HP/HK) 0(Special/Super) -16(Fireball) | 24(19 when attack comes from the air)*,** |
Parry (Air) | 16 | 16 | 4(LP/LK) 3(MP/MK) 2(HP/HK) 0(Special/Super) -16(Fireball) | 21(19 when attack comes from the air)*,** |
* (If a parry attempt is successful, the 19/21/24 frame restriction is taken away and you can attempt another parry immediately) |
** (If another attack connects within 2 frames of your parry, it will automatically be parried) |
Gauge Increase
Move | Gauge Increase |
Parry (High) | 4*** |
Parry (Low) | 4*** |
Parry (Air) | 4*** |
*** (You gain 4 of gauge for whatever attack parried, and for whatever hit you parry during multihit attack) |
You can buffer any motion during High or Low parry, but NOT during Air parry, also parry resets the juggle count (and thus resets all scaling).
- Parry information is taken from Shoryuken Forums, more exactly, from user JinraiPVC. Thanks for this information dude
Normal Moves
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Far Jab | LP | 20 | 3 | Yes | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 3 | 4 | 4 | 4 | 4 | HL | HL |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Far Strong | MP | 90 | 11 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
6 | 3 | 10 | 3 | 4 | 5 | HL | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Far Fierce | HP | 130 | 13 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
9 | 3 | 15 | 0 | 2 | 4 | HL | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Close Jab | (Close to opponent) LP | 20 | 3 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
3 | 3 | 5 | 3 | 3 | 3 | HL | HL |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Close Strong | (Close to opponent) MP | 100 | 7 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4 | 4 | 10 | 1 | 2 | 3 | HL | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Close Fierce | (Close to opponent) HP | 130 | 15 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
6 | 3 | 15 | -2 | 0 | 2 | HL | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Short | LK | 40 | 3 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4 | 4 | 7 | 2 | 2 | 2 | HL | HL |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Forward | MK | 110 | 15 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
8 | 7 | 16 | -6 | -2 | 0 | HL | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Roundhouse | HK | 150 | 11 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
11 | 6 | 19 | -4 | -2 | 0 | HL | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Jump Jab | (Air) LP | 50(60 if neutral jump) | 7 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4(5 if neutral jump) | Until landing | - | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Jump Strong | (Air) MP | 100 | 11 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5(6 if neutral jump) | 5 | - | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Jump Fierce | (Air) HP | 130 | 15 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
6 | 4 | - | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Neutral Jump Fierce | (Air) HP | 130 | 15 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
7 | 3 | - | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Jump Short | (Air) LK | 50 | 5(7 if neutral jump) | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4(5 if neutral jump) | 10(19 if neutral jump) | - | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Jump Forward | (Air) MK | 90 | 9 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 6 | - | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Neutral Jump Forward | (Air) MK | 90 | 9 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 6 | - | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Jump Roundhouse | (Air) HK | 125 | 13 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
6 | 4 | - | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Neutral Jump Roundhouse | (Air) HK | 130 | 13 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
7 | 5 | - | - | - | - | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Universal Overhead | MP MK | 40 | 3 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
15 | 8 | 7 | -5~ 7 | 0~ 8 | 1~ 9 | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Throws
Move | Motion | Damage | Stun Damage | Throw Range |
Hiza Geri | LP LK | 160(40x6) | 12(3x6) | 24 |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
2 | 1 | 21 | - | - | - | LP LK | - |
Gauge Increase
Miss | Blocked | Hit |
0 | 7 (for the player who blocked) | 12(6x2) |
Comments here
Move | Motion | Damage | Stun Damage | Throw Range |
Seoi Nage | F LP LK | 120 | 9 | 24 |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
2 | 1 | 21 | - | - | - | LP LK | - |
Gauge Increase
Miss | Blocked | Hit |
0 | 7 (for the player who blocked) | 7 |
Comments here
Move | Motion | Damage | Stun Damage | Throw Range |
Jigoku Guruma | B LP LK | 110 | 15 | 24 |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
2 | 1 | 21 | - | - | - | LP LK | - |
Gauge Increase
Miss | Blocked | Hit |
0 | 7 (for the player who blocked) | 7 |
Comments here
Command Normals
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Crouch Jab | D LP | 20 | 3 | Yes | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4 | 3 | 5 | 3 | 3 | 3 | HL | HL |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Crouch Strong | D MP | 90 | 7 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 4 | 7 | 3 | 4 | 5 | HL | HL |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Crouch Fierce | D HP | 130 | 13 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
7 | 5 | 17 | -8 | -6 | -4 | HL | HL |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Crouch Short | D LK | 20 | 3 | Yes | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
5 | 3 | 7 | 1 | 1 | 1 | L | L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Crouch Forward | D MK | 85 | 3 | No | Yes | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
6 | 5 | 17 | -3 | -3 | -1 | L | L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 | 4 | 8 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Crouch Roundhouse | D HK | 130 | 3 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
6 | 5 | 26 | -13 | Down | Down | L | L |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Fumikomi Mae Geri | F MK | 80 | 7 | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
16 | 4 | 15 | -4 | -1 | 0 | HL | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3 | 6 | 14 | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Inazuma Kakato Wari | B MK | 130(60 80) | 11(7 7) | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
8 | 2/2 | 10 | 1 | 2 | 3 | H/H | H/H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2(2 0) | 3(2 1) | 9(7 2) | 8(4 4) |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Inazuma Kakato Wari | Hold MK | 110/130(60 80) | 15/11(7 7) | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
8/25 | 7/2/2 | 10 | 1 | 2 | 3 | HL/H/H | H/H/H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
4(2 2 0) | 7(4 2 1) | 17(8 7 2) | 12(4 4 4) |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Shiden Kakato Otoshi | F HK | 120(80) | 11(9) | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
30 | 5 | 14 | -1 | 1 | 3 | H | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
3(0) | 6(1) | 14(2) | 4 |
Comments here
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Shiden Kakato Otoshi (Fake) | F HK (Hold HK) | - | - | No | No | No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
30 | 5 | 18 | - | - | - | - | - |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
- | - | - | - |
Comments here
Target Combo
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
Target Combo | Close MP -> Close HP | 100 60 | 7 5 | No | Yes/Yes | Yes/Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
4 | - | - | -2 | 0 | 2 | HL/HL | H/H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
2 ? | 4 1 | 8 1 | 8(4 4) |
Comments here
Special Moves
Please note that in this section you will see mainly 3 images for the special moves, this means the image on the left its done with LP (or LK), the image on the center its done with MP (or MK), and the image on the right its done with HP (or HK). Also its the same "rule" as the sections above, its the 1rst frame it hits for every of the moves.
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Hadouken | QCF P | 60 | 4 | 3 | Yes |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
10 | 1 | 38 | -11 | -10 | -10 | HL | H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0 | 1 | 1 | 4 |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Shoryuken (Jab) | F, D, DF LP | 150(100)(60) | 19(6)(4) | 11 | Yes |
Shoryuken (Strong) | F, D, DF MP | 165(110 55) | 21(14 7) | 15(11 5) | Yes/No |
Shoryuken (Fierce) | F, D, DF HP | 185(80 60 50) | 21(10 8 3) | 17(11 3 3) | Yes/Yes/No |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Shoryuken (Jab) | 2 | 8 | 26 | -17 | Down | Down | HL | HL |
Shoryuken (Strong) | 3 | 2/12 | 28 | -24 | Down | Down | HL/HL | HL/HL |
Shoryuken (Fierce) | 1 | 2/2/7 | 32 | -31 | Down | Down | HL/HL/HL | HL/HL/HL |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Shoryuken (Jab) | 3 | 10 | 15 | 4 |
Shoryuken (Strong) | 3 | 11(10 1) | 17(15 2) | 8(4 4) |
Shoryuken (Fierce) | 3 | 12(10 1 1) | 19(15 2 2) | 12(4 4 4) |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Tatsumaki Senpuu Kyaku (Short) | QCB LK | 115(80 30) | 12(10 2) | 10(7 3) | Yes/No |
Tatsumaki Senpuu Kyaku (Forward) | QCB MK | 140(60 30(x3)) | 14(8 2(x3)) | 15(7 3(x3)) | Yes/No/No/No |
Tatsumaki Senpuu Kyaku (Roundhouse) | QCB HK | 160(60 30(x4)) | 16(8 2(x4)) | 17(7 3(x4)) | Yes/No/No/No/No |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Tatsumaki Senpuu Kyaku (Short) | 6 | 2 | 14 | -5 | -3 | -3 | HL/HL | H/H |
Tatsumaki Senpuu Kyaku (Forward) | 6 | 2 | 15 | -6 | -4 | -4 | HL/HL/HL/HL | H/H/H/H |
Tatsumaki Senpuu Kyaku (Roundhouse) | 6 | 2 | 15 | -7 | -5 | -5 | HL/HL/HL/HL/HL | H/H/H/H/H |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Tatsumaki Senpuu Kyaku (Short) | 3 | 9(8 1) | 15(13 2) | 8(4 4) |
Tatsumaki Senpuu Kyaku (Forward) | 3 | 11(8 1x3) | 19(13 2x3) | 16(4 4 4 4) |
Tatsumaki Senpuu Kyaku (Roundhouse) | 3 | 12(8 1x4) | 21(13 2x4) | 20(4 4 4 4 4) |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
Air Tatsumaki Senpuu Kyaku (Short) | (Air) QCB LK | 160*(80x4) | 5**(5x4) | 10***(5x4) | No/No |
Air Tatsumaki Senpuu Kyaku (Forward) | (Air) QCB MK | 160*(80x6) | 5**(5x6) | 10***(5x6) | No/No |
Air Tatsumaki Senpuu Kyaku (Roundhouse) | (Air) QCB HK | 160*(80x8) | 5**(5x8) | 10***(5x8) | No/No |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Air Tatsumaki Senpuu Kyaku (Short) | 7 | 1 | 12 | - | - | - | HL | H/H |
Air Tatsumaki Senpuu Kyaku (Forward) | 7 | 1 | 12 | - | - | - | HL | H/H/H |
Air Tatsumaki Senpuu Kyaku (Roundhouse) | 7 | 1 | 12 | - | - | - | HL | H/H/H/H |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Air Tatsumaki Senpuu Kyaku (Short) | 2(1x2) | 4(2x2) | 18(9x2) | 8(4 4) |
Air Tatsumaki Senpuu Kyaku (Forward) | 3(1x3) | 6(2x3) | 27(9x3) | 12(4 4 4) |
Air Tatsumaki Senpuu Kyaku (Roundhouse) | 4(1x4) | 8(2x4) | 36(9x4) | 16(4 4 4 4) |
Comments here
EX Moves
Move | Motion | Gauge Needed | Damage | Blocked Damage | Stun Damage | Super Cancel |
Hadouken (EX) | QCF PP | 40 | 120(60 60) | 8(4 4) | 6(3 3) | Yes |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Hadouken (EX) | 10 | 1 | 38 | -6 | Down | Down | HL | H |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Hadouken (EX) | - | - | - | 8(4 4) |
Comments here
Move | Motion | Gauge Needed | Damage | Blocked Damage | Stun Damage | Super Cancel |
Shoryuken (EX) | F, D, DF PP | 40 | 210(80 50 40 40) | 24(10 6 5 3) | 20(11 3(x3)) | Yes |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Shoryuken (EX) | 1 | 2/2/2/14 | 38 | -36 | Down | Down | HL | HL |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Hadouken (EX) | - | - | - | 16(4 4 4 4) |
Comments here
Move | Motion | Gauge Needed | Damage | Blocked Damage | Stun Damage | Super Cancel |
Tatsumaki Senpuu Kyaku (EX) | QCB KK | 40 | 200(60 35(x4) 30) | 19(8 2(x5)) | 20(7 3(x5)) | Yes |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Tatsumaki Senpuu Kyaku (EX) | 4 | 2 | 13 | -3 | -1 | -1 | HL | H |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Tatsumaki Senpuu Kyaku (EX) | - | - | - | 24(4 4 4 4 4 4) |
Comments here
Move | Motion | Gauge Needed | Damage | Blocked Damage | Stun Damage | Super Cancel |
Air Tatsumaki Senpuu Kyaku (EX) | (Air) QCB KK | 40 | 240(80(x10)) | 5(5(x10)) | 15(5(x10)) | No |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Air Tatsumaki Senpuu Kyaku (EX) | 6 | 1 | 12 | - | Down | Down | HL | H |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Air Tatsumaki Senpuu Kyaku (EX) | - | - | - | 20(4 4 4 4 4) |
Comments here
Super Arts
Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage |
I | Shoryureppa | 2 bars (112 each bar) | QCF QCF P | 400* | 43** | 8 |
* 80 50 60 70 40 40 (40x6) Damage is when all hits connect. |
** 16 6 8 4 3 3 (3x6) Damage is when all hits connect. |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
1 | 1 | 11 | -38 | Down | Down | HLx7~9 | HLx7~9 |
Comments here
Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage |
II | Shinryuken | 1 bar (104) | QCF QCF K (Press K rapidly) | 495* | 58** | 0 |
* 80 50 60 70 40 40 (40x6) Damage is when all hits connect. |
** 16 6 8 4 3 3 (3x6) Damage is when all hits connect. |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
2 | 2 | 61 | -80 | Down | Down | HLx3~5 | HLx3~5 |
Comments here
Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage |
III | Shippu Jinrai Kyaku | 3 bars (80 each bar) | QCF QCF K | 290* | 29** | 15 |
* 80 50 60 70 40 40 (40x6) Damage is when all hits connect. |
** 16 6 8 4 3 3 (3x6) Damage is when all hits connect. |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
2 | 2 | 27 | -11 | Down | Down | HLx5 | Hx5 |
Comments here
Combos
Midscreen
Everyone
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Crouch MK | Tatsumaki Senpuu Kyaku (EX) | - | - | 288 (25%) | 15 |
Close MP | Close HP | Shoryuken (LP) | - | 288 (25%) | 20 |
Close HP | Shoryuken (HP) | - | - | 311 (27%) | 28 |
Specific to:
Q
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Close MP | Close HP | Shoryuken (LP) | Shoryuken (LP) | ??? (??%) | ?? |
Corner
Specific to:
Ryu, Akuma, Urien, Q, Necro, Elena, Chun-Li, Makoto, Sean, Ken and Twelve
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Close MP | Close HP | Shoryuken (LP) | Shoryuken (LP) | ??? (??%) | ?? |
Hit Confirms
Everyone
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Crouch LK | Crouch LK | - | - | ??? (??%) | ?? |
Specific to:
Yun, Akuma, Oro, Remy, Dudley, Elena, Chun-Li, Ibuki, Hugo, Makoto, Alex and Yang
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Crouch LK | Crouch LK | Crouch LK | - | ??? (??%) | ?? |
Ryu, Yun, Akuma, Oro, Remy, Dudley, Elena, Chun-Li, Ibuki, Hugo, Makoto, Sean, Ken, Twelve, Alex and Yang
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Crouch LK | Crouch LP | Crouch LK | - | ??? (??%) | ?? |
Super Art 1
Everyone
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Crouch MK | Shoryuken (HP) (2hits) | Super Art 1 | - | 414 (36%) | 18 |
Close HP | Hadouken | Super Art 1 | - | 426 (37%) | 18 |
Super Art 2
Everyone
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Crouch MK | Super Art 2 | - | - | 552 (48%) | 0 |
Close MP | Close HP | Super Art 2 | - | 552 (48%) | 10 |
Super Art 3
Everyone
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Crouch LK | Crouch LK | Super Art 3 | - | 322 (28%) | 15 |
Close MP | Close HP | Super Art 3 | - | 391 (34%) | 22 |
Close HP | Shoryuken (MP) (1hit) | Super Art 3 | - | ??? (??%) | ?? |
Specific to:
Hugo and Makoto
1st Move | 2nd Move | 3rd Move | 4th Move | Damage | Stun Damage |
Close MP | Close HP | Shoryuken (MP) (1hit) | Super Art 3 | ??? (??%) | ?? |
SAIII:
Cr. mk, SAIII
Cr. lk x2, xx SAIII
Cl. mp, hp, (hadouken), xx SAIII
Cl. hp, mp shoryuken, xx SAIII
Cr. mp, SAIII
(Far) mp, SAIII
Note about performing combos: I do super cancels like this for ken.
QCF M kick QCF and kick button but here's the real trick
The special thing to keep in mind is to press down and mk at the same time then follow through with the rest of the combo.
You can practice even during matches. Instead of holding down and performing mk just press down and mk at the same time.
I also do something similar for canceling Hadouken into SAIII but instead, do not press down and punch at the same time. The notation should
QCF, P, QCF, K.
Some people might have problems going from shoryuken to SAIII. My method is
F, QCF, P, QCF, K.
Hope this helps out future players. -Velius
Strategies
Overview
Super Art 3 is the super of choice, although SAI does more damage it has range. For example it will whiff at max range of cr. mk.
Ken has a fast dash and a good close up game with his MPxxHP chain and cr. LKx2 into shippu. Also his jumping mk is good for crossing up.
Basics
Learn how to use low forward because it is pretty safe, and can cancel into EX hadoken (use Ex hadoken cause it is safer that a regular hadoken). It can also cancel into SAIII.
Get a knockdown and do any of these:
- cr. short,cr. short xx Shippu.
- strong->fierce xx Shippu.
note:if you have trouble confirming the Shippu throw in a hadoken to buy some time, it only takes away 1 point of damage. So it wold be strong-> fierce xx hadoken xx Shippu)
- dashback, cr. forward xx Shippu.
- cr. strong -> Shippu.
- far strong -> Shippu.
- cr. short, walk up, throw.
If your beating him badly, chances are he'll do a shoryuken or super on wakeup so just block then punish it.
- Best punisher*
Close Fierce xx MP Shoryuken XX Shippu.
Super Art Selection
SAI (Shoryu-Reppa):
A decent super, would probably be his super of choice if SAIII didn't exist. Has numerous hit confirms, 2 stocks, and good damage. On the downside, doesn't have the incredible invincibility frames and lightning-fast startup of SAIII, and has significantly worse recovery.
SAII (Shinryu-Ken):
Not a very popular super, as it has very pronounced flaws and strengths. It is a fairly good anti-air (since you can mash unpredictably, and thus mess up the opponent's air-parry timings), and does the most damage out of his supers by a good amount. On the flip side, it has terrible range, even more terrible recovery, and doesn't have as many good hit-confirms and cancels as his other two supers. Probably his least used super.
SAIII (Shippu-Jinrai-Kyaku):
The universal choice of super for Ken, for good reason. Perhaps its biggest selling points are the 3 stocks (lots of EX meter for fireballs and air hurricane kicks) and its absurd number of hit confirms...it links off of just about anything you can possibly imagine. But less obvious (but equally important) properties include its lightning-quick startup - it can punish a whole bunch of moves that are otherwise usually safe, i.e. any shoto's cr. mk (yes, it can be reversal super punished, if blocked), Alex's EX shoulder, etc. It also has great invincibility properties - at point-blank, virtually nothing but a projectile can knock Ken out of the super. (I've heard Dudley's jab is also capable of this, but this needs to be confirmed.) The only downside to this super is the fairly low damage, but it's still perfectly respectable, especially for the length of meter, and the numerous upsides completely outweigh that one small negative.
Kara-Techniques
Zoning
Mixups
Additional Notes
- Personal Action: Increased damage for all moves except throws, this increase goes away after the next attack (blocked or not) and extends for an entire combo. Ken's personal action can actually hit twice.
Match-ups
Serious Advantage Match-ups
- Twelve
- Sean
Advantage Match-ups
- Yang
- Akuma
- Urien
- Oro
- Ibuki
- Elena
- Necro
- Alex
- Remy
- Q
- Hugo
Fair Match-ups
- Yun
- Makoto
- Dudley
- Ryu
Disadvantage Match-ups
- Chun-Li