Ultra Street Fighter IV/Hugo

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< Ultra Street Fighter IV
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Introduction

With his days as a Mad Gear enforcer behind him, Hugo hopes to make a name for himself in the world of professional wrestling. Despite his gigantic size, Hugo has a shy, almost childlike personality. His mother encouraged him to grow like a potato, which can thrive in hostile enviornments. Under Poison's management, Hugo has become a minor celebrity.

Hugo towers over the competition in terms of size, damage, and durability. He has a large selection of throws for a variety of uses, including a throw that immediately puts your opponent in the corner, which is exactly where you want them. The caveat is that his massive size not only makes him slow, but also makes it difficult to get around projectiles or air attacks. A good Hugo player knows how to use Hugo's massive size to effectively control their opponent's space, acting as a moving wall that pushes them towards the corner, where there is little chance of escape.

Pick if you like: Avoid if you dislike:


Players to Watch

StormKubo (JP), Alex Valle (US), RB (TW)


Ultra SFIV Changes

Hugo SF4 Changelist

Frame Data Glossary - USFIV
Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a limited active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y.
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between active hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals)
  • "TC": Target Combo
  • "Sp": Special move
  • "Su": Super Combo
  • "FA": Focus Attack
    • Note: Su and FA almost always share the same cancel properties, except that EX moves can't cancel into Supers outside Training Mode
  • "j" or "Jmp": Jump cancel (usually on hit only, if applicable)
  • "sj" or "hj": Super Jump or High Jump cancel (Ibuki and C. Viper only)
  • "Dash": Dash cancelable (e.g. Focus Attack dash cancel)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y. Damage listed in () parentheses may be the total damage of all hits, or the damage of an alternate version (like a non-cinematic Ultra connect) based on context. This will usually be explained in the description.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), HL is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked. If an attack cannot be blocked, like a Level 3 Focus Attack, no Guard property will be listed (and no Block data will be given in the frame data columns).

On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • In general, Counter-hit adds +1 hit advantage to Light normals and +3 to Medium/Heavy normals. Exceptions or unique Counter-hit properties should be noted in the move data.

KD refers to knockdown on hit, with SKD = Soft Knockdown (allows quick wake-up) and HKD = Hard Knockdown (no quick wake-up). If a KD Advantage is listed (HKD +30), this refers to the amount of time the attacker is free to move before the defender has recovered from their knockdown. This also assumes that Delayed Wake-up is not used.

  • Some USFIV characters have non-standard wakeup timings, so this refers to the most common timing (tested on Ryu).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Airborne moves may have recovery listed as X+Y land, where X is the airborne recovery and Y is the landing recovery.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Juggle Info

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle


The following is a more detailed overview of the juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)




Hugo
USFIV Hugo Portrait.png
Vitals
HP 1100
Stun 1100
W-Ultra Scaling 60%
Ground Movement
Forward Walk Speed 0.022
Backward Walk Speed 0.018
Forward Dash Speed 21
Back Dash Speed 30
Forward Dash Distance 1.168
Back Dash Distance 1.04
Back Dash Invuln 9
Back Dash Airborne 17
Back Dash Ground Recovery 4
Jumping
Jump Speed 8+35
Jump Apex 1.363
Forward Jump Distance 1.36
Backward Jump Distance 1.36
Throws
Forward Throw Range 0.930
Back Throw Range 0.948
Wake-up Timing
Face Up 31
Face Down 21

Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Stand LP Stand Lp.png 50 50 20 HL ch/sp/su 6 3 7[6] 2 6
Stand MP Stand Mp.png 120 100 40 HL - 9 4 20[17] -2 -1
Stand HP Stand Hp.png 120 200 60 H - 17 8 17 -6 -1
Stand LK Stand Lk.png 50 50 20 HL sp/su 8 2 10 -1 3
Stand MK Stand Mk.png 50*50 50*50 20*20 H - 17 2(4)2 23[21] -8 -2
Stand HK Stand Hk.png 130 200 60 H - 22 9 33 -16 -12
Crouch LP Crouch Lp.png 50 50 20 HL ch/sp/su 5 2 12 -2 1
Crouch MP Crouch Mp.png 110 100 40 HL - 8 4 17[15] -4 2
Crouch HP Crouch Hp.png 130 200 60 HL - 15 5 49 -23 -
Crouch LK Crouch Lk.png 50 50 20 L sp/su 6 3 10 -2 2
Crouch MK Crouch Mk.png 80 100 40 L - 10 4 24 -7 -
Crouch HK Crouch Hk.png 130 100 60 H - 13 15 56 -40 -
Hammer Hook Right.gif + Hp.png 130 200 60 HL - 16 3 29 -6 -2
Leap Attack Down.gifDown.gif+Mk.png 50 100 40 H - 17 10 After landing 4 2 5
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Jump LP Neutral Jump Lp.png 60 50 20 H - 6 12 - - -
Jump MP Neutral Jump Mp.png 110 100 40 H - 8 6 - - -
Jump HP Neutral Jump Hp.png 140 200 60 H - 13 4 - - -
Jump LK Neutral Jump Lk.png 60 50 20 H - 5 15 - - -
Jump MK Neutral Jump Mk.png 110 100 40 H - 7 7 - - -
Jump HK Neutral Jump Hk.png 140 200 60 H - 14 6 - - -
Body Press Air Down.gif+Hp.png 110 200 60 H - 9 8 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 90 100 20 HL - 10+16 5 29 -18 -18
Focus Attack (Level 2) Level 2 Focus 120 150 40 HL - 18+18 5 29 -12 -
Focus Attack (Level 3) Level 3 Focus 170 200 60 - - 68 5 29 - -
Red Focus Attack (Level 1) Level 1 Red Focus 135 100 -500/0 HL - 10+16 5 29 -18 -18
Red Focus Attack (Level 2) Level 2 Red Focus 180 150 -500/0 HL - 18+18 5 29 -12 -
Red Focus Attack (Level 3) Level 3 Red Focus 255 200 -500/0 - - 68 5 29 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 135 100 -750/0 HL - 10+16 5 29 -12 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neck Hanging Tree Forward Throw 140 140 60 0.935 - 3 2 20 - -
Body Slam Back Throw 150 140 60 0.945 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Giant Palm Bomber Clap Lp.png 80 100 20/40 HL su 15 4 12 1 9
Clap Mp.png 100 100 20/40 HL su 19 4 6 7 18
Clap Hp.png 110 100 20/40 HL su 24 4 5 8 21
EX Giant Palm Bomber Clap Ex.png 60*70 100x2 -250/- HL su 17 1*2 7 12 16
Moonsault Press SPD Lp.png 180 150 40/100 1.651 - 2 2 53 - -
SPD Mp.png 200 150 40/100 1.501 - 2 2 51 - -
SPD Hp.png 250 200 40/100 1.401 - 2 2 47 - -
EX Moonsault Press SPD Ex.png 200 150 -250/0 1.501 - 5 2 51 - -
Shootdown Backbreaker Backbreaker Lk.png 160 100 30/80 - - 5 8 25 + After landing 29 - -
Backbreaker Mk.png 180 100 30/80 - - 9 9 20 + After landing 24 - -
Backbreaker Hk.png 200 100 30/80 - - 12 12 13 + After landing 28 - -
EX Shootdown Backbreaker Backbreaker Ex.png 160 150 -250/0 - - 5 7 26 + After landing 29 - -
Ultra Throw Wall Throw 80 150 20/80 1.414 - 7 2 52 - -
EX Ultra Throw Wall Throw Ex.png 60 150 -250/0 1.744 - 4 2 52 - -
Monster Lariat Lariat Lk.png 100 150 40/40 HL - 14 3 29 -11 -
Lariat Mk.png 130 150 40/40 HL - 52[15] 3 29 -11 -
Lariat Hk.png 140 150 40/40 HL - 92[18] 3 29 -11 -
EX Monster Lariat Lariat Ex.png 130 150 -250/0 HL su 44[14] 3 23 -6 -
Meat Squasher Running Grab Lk.png 200 150 30/80 2.31 - 27[8] 2 62 - -
Running Grab Mk.png 200 150 30/80 2.31 - 54[17] 2 62 - -
Running Grab Hk.png 200 150 30/80 2.31 - 79[18] 2 62 - -
EX Meat Squasher Running Grab Ex.png 225 200 -250/0 2.27 - 79[14] 2 62 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Hammer Mountain Super Combo 40x3*100*80 0 -1000/0 HL - 1+11 4(15)3(28)
3(16)3(35)3
46 -14 -
Feint Followup - - -1000/0 - - 1+0 - 58 - -
Shootdown Backbreaker Follow up Shootdown Backbreaker Follow Up Lk.png 100 100 30/80 - - 5 8 25 + After landing 29 - -
Shootdown Backbreaker Follow Up Mk.png 100 100 30/80 - - 9 9 20 + After landing 24 - -
Shootdown Backbreaker Follow Up Hk.png 100 100 30/80 - - 12 12 13 + After landing 28 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Gigas Breaker Ultra Combo 1 510 0 0/0 1.65 - 1+0 3 46 - -
Megaton Press Ultra Combo 2 431 0 0/0 - - 0+5 5 8 + After landing 44 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv

Moves

Standing Normals

  Name Nickname Command Notes
File:No image.png

Stand LP

Stand Jab lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand MP

Stand Strong mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand HP

Stand Fierce hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand LK

Stand Short lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand MK

Stand Forward mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Stand HK

Stand Roundhouse hk

~~ Uses and Strategies ~~

(No uses/strategies)


Crouching Normals

  Name Nickname Command Notes
File:No image.png

Crouch LP

Crouch Jab d + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MP

Crouch Strong d + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HP

Crouch Fierce d + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch LK

Crouch Short d + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MK

Crouch Forward d + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HK

Crouch Roundhouse d + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Jumping Normals

  Name Nickname Command Notes
File:No image.png

Jump LP

Jump Jab (in air) lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Jump MP

Jump Strong (in air) mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Jump HP

Jump Fierce (in air) hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Jump LK

Jump Short (in air) lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Jump MK

Jump Forward (in air) mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Jump HK

Jump Roundhouse (in air) hk

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:No image.png

Hammer Hook

Hook Punch f + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Leap Attack

Hopping Knee d D.png + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Body Press

Body Splash (in air) D.png + hp

~~ Uses and Strategies ~~

(No uses/strategies)


Focus Attacks

  Name Nickname Command Notes
File:No image.png Focus Attack (Level 1) Level 1 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 2) Level 2 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 3) Level 3 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:No image.png

Neck Hanging Tree

Forward Throw f or N.png + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Body Slam

Back Throw b + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Giant Palm Bomber

Clap qcb + P.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Moonsault Press

Spinning Pile Driver 360 + P.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Shootdown Backbreaker

Backbreaker dp + K.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Meat Squasher

Running Grab 360 + K.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Ultra Throw

Wall Throw hcb + k

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Monster Lariat

Lariat qcf + K.png Ex.png armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:No image.png

Hammer Mountain

Super Combo qcf Qcf.png + p Hold P.png to perform feint; Last hit can be canceled into Shootdown Backbreaker

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Gigas Breaker

Ultra Combo I 360 360.png + 3p

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Megaton Press

Ultra Combo II qcf Qcf.png + 3k

~~ Uses and Strategies ~~

(No uses/strategies)


Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Stand LP Stand Lp.png 50 50 20 HL ch/sp/su 6 3 7[6] 15[14] 2 6 12 15 [] refers to On Hit Reset Reset - - - - - - -
Stand MP Stand Mp.png 120 100 40 HL - 9 4 20[17] 32[29] -2 -1 19 23 [] refers to On Block Reset Reset - - - - - - -
Stand HP Stand Hp.png 120 200 60 H - 17 8 17 41 -6 -1 19 24 Soft Knockdown Soft Knockdown - - - - - - -
Stand LK Stand Lk.png 50 50 20 HL sp/su 8 2 10 19 -1 3 11 15 Reset Reset - - - - - - -
Stand MK Stand Mk.png 50*50 50*50 20*20 H - 17 2(4)2 23[21] 47[45] -8 -2 26 18 [] refers to On Hit Reset Reset - - - - - - -
Stand HK Stand Hk.png 130 200 60 H - 22 9 33 63 -16 -12 26 30 Soft Knockdown Soft Knockdown - - - - - 9F~ -
Crouch LP Crouch Lp.png 50 50 20 HL ch/sp/su 5 2 12 18 -2 1 12 15 Reset Reset - - - - - - -
Crouch MP Crouch Mp.png 110 100 40 HL - 8 4 17[15] 28[26] -4 2 17 21 [] refers to On Hit Reset Reset - - - - - - -
Crouch HP Crouch Hp.png 130 200 60 HL - 15 5 49 68 -23 - 31 - Reset Reset - - - - - 15F~ -
Crouch LK Crouch Lk.png 50 50 20 L sp/su 6 3 10 18 -2 2 11 15 Reset Reset - - - - - - -
Crouch MK Crouch Mk.png 80 100 40 L - 10 4 24 37 -7 - 21 - Reset Reset - - - - - - -
Crouch HK Crouch Hk.png 130 100 60 H - 13 15 56 83 -40 - 31 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - 7F~ -
Hammer Hook Right.gif + Hp.png 130 200 60 HL - 16 3 29 47 -6 -2 26 30 Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Leap Attack Down.gifDown.gif+Mk.png 50 100 40 H - 17 10 After landing 4 30 2 5 16 19 Reset Reset - - - Lower body: 4~27F - 2F~ JP: 2
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Jump LP Neutral Jump Lp.png 60 50 20 H - 6 12 - 17 - - Reset Reset - - - Lower Body 1~17F - - -
Jump MP Neutral Jump Mp.png 110 100 40 H - 8 6 - 13 - - Reset Reset - - - Lower Body 1~13F - - -
Jump HP Neutral Jump Hp.png 140 200 60 H - 13 4 - 16 - - Reset Reset - - - Lower Body 1~16F - - -
Jump LK Neutral Jump Lk.png 60 50 20 H - 5 15 - 19 - - Reset Reset - - - Lower Body 1~19F - - -
Jump MK Neutral Jump Mk.png 110 100 40 H - 7 7 - 13 - - Reset Reset - - - Lower Body 1~13F - - -
Jump HK Neutral Jump Hk.png 140 200 60 H - 14 6 - 19 - - Reset Reset - - - Lower Body 1~19F - - -
Body Press Air Down.gif+Hp.png 110 200 60 H - 9 8 - 16 - - Height restriction: 1.0 Reset Reset - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 90 100 20 HL - 10+16 5 29 59 -18 -18 16 16 Range: 2.32 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 120 150 40 HL - 18+18 5 29 69 -12 - 22 - Range: 2.32 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 170 200 60 - - 68 5 29 101 - - - - Range: 2.32, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~67F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 135 100 -500/0 HL - 10+16 5 29 59 -18 -18 16 16 Range: 2.32, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 180 150 -500/0 HL - 18+18 5 29 69 -12 - 22 - Range: 2.32, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 255 200 -500/0 - - 68 5 29 101 - - - - Range: 2.32, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~68F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 135 100 -750/0 HL - 10+16 5 29 59 -12 - 19 - Range: 2.461, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neck Hanging Tree Forward Throw 140 140 60 0.935 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Body Slam Back Throw 150 140 60 0.945 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Giant Palm Bomber Clap Lp.png 80 100 20/40 HL su 15 4 12 30 1 9 17 25 Has strike and projectile hitboxes; projectile hitbox can only clash with other projectiles. X Soft Knockdown Free Juggle - - - Arms: 14~18F - - JP: 1
Clap Mp.png 100 100 20/40 HL su 19 4 6 28 7 18 17 28 Has strike and projectile hitboxes; projectile hitbox can only clash with other projectiles. X Soft Knockdown Free Juggle - - - Arms: 18~22F - - -
Clap Hp.png 110 100 20/40 HL su 24 4 5 32 8 21 17 30 Has strike and projectile hitboxes; projectile hitbox can only clash with other projectiles. X Soft Knockdown Free Juggle - - - Arms: 23~27F - - -
EX Giant Palm Bomber Clap Ex.png 60*70 100x2 -250/- HL su 17 1*2 7 26 12 16 21 25 Has strike and projectile hitboxes; projectile hitbox can only clash with other projectiles. 15x2 chip damage, opponent gains 20x2 meter on hit X 1 hit: Free Juggle
2 hits: Soft Knockdown
1 hit: Free Juggle
2 hits: Soft Knockdown
- - - Arms: 16~19F - - JP: 4x2
Moonsault Press SPD Lp.png 180 150 40/100 1.651 - 2 2 53 56 - - - - X Hard Knockdown - - - - - - - - - -
SPD Mp.png 200 150 40/100 1.501 - 2 2 51 54 - - - - X Hard Knockdown - - - - - - - - - -
SPD Hp.png 250 200 40/100 1.401 - 2 2 47 50 - - - - X Hard Knockdown - - - - - - - - - -
EX Moonsault Press SPD Ex.png 200 150 -250/0 1.501 - 5 2 51 57 - - - - Opponent gains 50 meter on hit X Hard Knockdown - - - - 1~6F - - - - -
Shootdown Backbreaker Backbreaker Lk.png 160 100 30/80 - - 5 8 25 + After landing 29 66 - - - - Cannot hit grounded, opponent gains 55 meter on hit X - - Hard Knockdown Hard Knockdown - - - - - 4F~ -
Backbreaker Mk.png 180 100 30/80 - - 9 9 20 + After landing 24 61 - - - - Cannot hit grounded, opponent gains 55 meter on hit X - - Hard Knockdown Hard Knockdown - - - - - 4F~ -
Backbreaker Hk.png 200 100 30/80 - - 12 12 13 + After landing 28 64 - - - - Cannot hit grounded, opponent gains 55 meter on hit X - - Hard Knockdown Hard Knockdown - - - - - 4F~ -
EX Shootdown Backbreaker Backbreaker Ex.png 160 150 -250/0 - - 5 7 26 + After landing 29 66 - - - - Cannot hit grounded, opponent gains 55 meter on hit X - - Hard Knockdown Hard Knockdown - 1~5F - - - 2F~ -
Ultra Throw Wall Throw 80 150 20/80 1.414 - 7 2 52 60 - - - - X Free Juggle, Hard Knockdown - - - - - - - - -
EX Ultra Throw Wall Throw Ex.png 60 150 -250/0 1.744 - 4 2 52 57 - - - - Opponent gains 40 meter on hit X Free Juggle, Hard Knockdown - - - - - - - - -
Monster Lariat Lariat Lk.png 100 150 40/40 HL - 14 3 29 45 -11 - - - Startup changes according to distance, [] refers to fastest startup, causes 30 chip damage X Hard Knockdown Hard Knockdown Free Juggle, Hard Knockdown Free Juggle, Hard Knockdown - - - - - -
Lariat Mk.png 130 150 40/40 HL - 52[15] 3 29 46~83 -11 - - - Startup changes according to distance, [] refers to fastest startup X Hard Knockdown Hard Knockdown Free Juggle, Hard Knockdown Free Juggle, Hard Knockdown - - - - - -
Lariat Hk.png 140 150 40/40 HL - 92[18] 3 29 49~123 -11 - - - Startup changes according to distance, [] refers to fastest startup X Hard Knockdown Hard Knockdown Free Juggle, Hard Knockdown Free Juggle, Hard Knockdown - - - - - -
EX Monster Lariat Lariat Ex.png 130 150 -250/0 HL su 44[14] 3 23 39~69 -6 - - - Startup changes according to distance, [] refers to fastest startup, opponent gains 20 meter on hit X Hard Knockdown Hard Knockdown Free Juggle, Hard Knockdown Free Juggle, Hard Knockdown 1F~ till 3F before active (99 hits) - - - - -
Meat Squasher Running Grab Lk.png 200 150 30/80 2.31 - 27[8] 2 62 71~90 - - - - Startup changes according to distance, [] refers to fastest startup, puts opponent in special grounded recovery, followup possible in specific cases. X Hard Knockdown - - - - - - - - -
Running Grab Mk.png 200 150 30/80 2.31 - 54[17] 2 62 80~117 - - - - Startup changes according to distance, [] refers to fastest startup, puts opponent in special grounded recovery, followup possible in specific cases. X Hard Knockdown - - - - - - - - -
Running Grab Hk.png 200 150 30/80 2.31 - 79[18] 2 62 81~142 - - - - Startup changes according to distance, [] refers to fastest startup, puts opponent in special grounded recovery, followup possible in specific cases. X Hard Knockdown - - - - - - - - -
EX Meat Squasher Running Grab Ex.png 225 200 -250/0 2.27 - 79[14] 2 62 77~142 - - - - Startup changes according to distance, [] refers to fastest startup, puts opponent in special grounded recovery, followup possible in specific cases, opponent gains 40 meter on hit X Hard Knockdown - - - 1F~ till 1F before active - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Hammer Mountain Super Combo 40x3*100*80 0 -1000/0 HL - 1+11 4(15)3(28)
3(16)3(35)3
46 167 -14 - - - Can be canceled into 58F recovery feint by holding down punch button, on hit: 5th attack can be canceled into Shootdown Backbreaker followup, opponent gains 15x3*20*15 meter on hit X [5th hit]: Hard Knockdown [5th hit]: Hard Knockdown Hard Knockdown Hard Knockdown - 1~14F - - - JP: 127x5
Feint Followup - - -1000/0 - - 1+0 - 58 59 - - - - Runs toward opponent; distance does not affect recovery time - - - - - - All: 1-3F - - - - -
Shootdown Backbreaker Follow up Shootdown Backbreaker Follow Up Lk.png 100 100 30/80 - - 5 8 25 + After landing 29 66 - - - - Cannot hit grounded opponents, opponent gains 55 meter on hit X - - Hard Knockdown Hard Knockdown - - - - - 4F~ JP: 1
Shootdown Backbreaker Follow Up Mk.png 100 100 30/80 - - 9 9 20 + After landing 24 61 - - - - Cannot hit grounded opponents, opponent gains 55 meter on hit X - - Hard Knockdown Hard Knockdown - - - - - 4F~ JP: 1
Shootdown Backbreaker Follow Up Hk.png 100 100 30/80 - - 12 12 13 + After landing 28 64 - - - - Cannot hit grounded opponents, opponent gains 55 meter on hit X - - Hard Knockdown Hard Knockdown - - - - - 4F~ JP: 1
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Gigas Breaker Ultra Combo 1 510 0 0/0 1.65 - 1+0 3 46 49 - - - - Opponent gains 40x3 meter on hit X Hard Knockdown - - - - 1~4F - - - 1F~ -
Megaton Press Ultra Combo 2 431 0 0/0 - - 0+5 5 8 + After landing 44 61 - - - - Opponent gains 40x2 meter on hit - - Hard Knockdown - - 1~10F - - - - JP: 127
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


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