Introduction
Color Options
Default |
Moves List
Normal Moves
Axe Kick: close, Hard Kick
Drop Knee: Light Kick in air
Arm Throw (Seoi Nage): close, b or f + Medium or Hard Punch
Back Roll (Tomoe Nage): close, b or f + Medium or Hard Kick
Special Moves
Fireball (Hadouken): d, df, f + Punch
Dragon Punch (Shoryuken): f, d, df + Punch
-wider range than Ryu's
Hurricane Kick (Tatsumaki Senpuu Kyaku): d, db, b + Kick
The Basics
Anti-Airs: Shoryuken,crouching High Punch,standing Hard Kick
High Pokes: standing Medium Punch
Low Pokes: crouching Medium Kick
Combos
- cr.MK xx Hadoken or Shoryuken
- cr.LP CPS1 Chain s.HP xx Hadoken
Hitboxes
Standing Normals
- Standing LP:
Damage | 6 | ||||
Stun | 1~7 | ||||
Stun Timer | 40 | ||||
Chain Cancel | Yes | ||||
Special Cancel | Yes | ||||
Frame Advantage | +6 | ||||
Frame Count | 2 | 4 | 4 | 1 | |
Simplified | 1+2 | 4 | 5 |
- Standing MP:
Damage | 16 | ||||||
Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | +10 | ||||||
Frame Count | 1 | 2 | 4 | 3 | 3 | 1 | |
Simplified | 1+3 | 4 | 7 |
- Standing HP:
Damage | 26 | ||||||
Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | -6 | ||||||
Frame Count | 3 | 2 | 6 | 10 | 12 | 1 | |
Simplified | 1+5 | 6 | 23 |
- Standing LK:
Damage | 8 | |||||
Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | Yes | |||||
Special Cancel | No | |||||
Frame Advantage | +3 | |||||
Frame Count | 3 | 3 | 8 | 4 | 1 | |
Simplified | 1+6 | 8 | 5 |
- Standing MK:
Damage | 16 | |||||
Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +1 | |||||
Frame Count | 5 | 6 | 12 | 6 | 1 | |
Simplified | 1+11 | 12 | 7 |
- Standing HK:
Damage | 22 | |||||
Stun | 11~17 | |||||
Stun Timer | 80 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | -2 | |||||
Frame Count | 2 | 4 | 8 | 10 | 7 | |
Simplified | 2+1 | 12 | 17 |
Close Standing Normals
- Close Standing LP:
Damage | 6 | |||
Stun | 1~7 | |||
Stun Timer | 40 | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Advantage | +6 | |||
Frame Count | 1+2 | 4 | 5 |
- Close Standing MP:
Damage | 16 | |||||||
Stun | 5~11 | |||||||
Stun Timer | 60 | |||||||
Chain Cancel | No | |||||||
Special Cancel | Yes | |||||||
Frame Advantage | +2 | |||||||
Frame Count | 1 | 2 | 2 | 6 | 4 | 3 | 4 | |
Simplified | 1+3 | 2 | 17 |
- Close Standing HP:
Damage | 26 | |||||
Stun | 11~17 | |||||
Stun Timer | 80 | |||||
Chain Cancel | No | |||||
Special Cancel | Yes | |||||
Frame Advantage | -8 | |||||
Frame Count | 3 | 2 | 6 | 10 | 13 | |
Simplified | 1+3 | 8 | 23 |
- Close Standing LK:
Damage | 8 | |||||
Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | Yes | |||||
Special Cancel | No | |||||
Frame Advantage | +5 | |||||
Frame Count | 2 | 3 | 6 | 3 | 1 | |
Simplified | 1+5 | 6 | 4 |
- Close Standing MK:
Damage | 16 | ||||||
Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | +6 | ||||||
Frame Count | 2 | 1 | 6 | 4 | 4 | 1 | |
Simplified | 1+3 | 6 | 9 |
- Close Standing HK:
Damage | 24,6 | ||||||
Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes/No | ||||||
Frame Advantage | +8 | ||||||
Frame Count | 3 | 4 | 8 | 4 | 10 | 1 | |
Simplified | 1+7 | 12 | 11 |
Crouching Normals
- Crouching LP:
Damage | 6 | ||||
Stun | 1~7 | ||||
Stun Timer | 40 | ||||
Chain Cancel | Yes | ||||
Special Cancel | Yes | ||||
Frame Advantage | +6 | ||||
Frame Count | 2 | 4 | 4 | 1 | |
Simplified | 1+2 | 4 | 5 |
- Crouching MP:
Damage | 14 | ||||||
Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | +10 | ||||||
Frame Count | 1 | 2 | 4 | 3 | 3 | 1 | |
Simplified | 1+3 | 4 | 7 |
- Crouching HP:
Damage | 22 | ||||||
Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes,No | ||||||
Frame Advantage | -11 | ||||||
Frame Count | 3 | 3 | 8 | 10 | 12 | 1 | |
Simplified | 1+3 | 11 | 23 |
- Crouching LK:
Damage | 6 | ||||
Stun | 1~7 | ||||
Stun Timer | 40 | ||||
Chain Cancel | Yes | ||||
Special Cancel | Yes | ||||
Frame Advantage | +6 | ||||
Frame Count | 2 | 4 | 4 | 1 | |
Simplified | 1+2 | 4 | 5 |
- Crouching MK:
Damage | 14 | ||||||
Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | +6 | ||||||
Frame Count | 1 | 2 | 6 | 4 | 4 | 1 | |
Simplified | 1+3 | 6 | 9 |
- Crouching HK:
Damage | 22 | |||||
Stun | 11~17 | |||||
Stun Timer | 80 | |||||
Chain Cancel | No | |||||
Special Cancel | Yes | |||||
Frame Advantage | +2 | |||||
Frame Count | 3 | 6 | 6 | 8 | 11 | |
Simplified | 1+3 | 6 | 25 |
Aerial Normals
- Neutral Jumping LP:
Damage | 10 | ||
Stun | 1~7 | ||
Stun Timer | 40 | ||
Frame Count | 2 | ∞ |
- Diagonal Jumping LP:
Damage | 8 | ||
Stun | 1~7 | ||
Stun Timer | 40 | ||
Frame Count | 2 | ∞ |
- Neutral/Diagonal Jumping MP:
Damage | 16 | |||||||
Stun | 5~11 | |||||||
Stun Timer | 50 | |||||||
Frame Count | 2 | 2 | 20 | 4 | 4 | 4 | ∞ | |
Simplified | 4 | 20 | ∞ |
- Neutral Jumping HP:
Damage | 24 | |||||||
Stun | 11~17 | |||||||
Stun Timer | 60 | |||||||
Frame Count | 2 | 2 | 20 | 4 | 4 | 4 | ∞ | |
Simplified | 4 | 20 | ∞ |
- Diagonal Jumping HP:
Damage | 22 | |||||||
Stun | 11~17 | |||||||
Stun Timer | 60 | |||||||
Frame Count | 2 | 2 | 8 | 4 | 4 | 4 | ∞ | |
Simplified | 4 | 8 | ∞ |
- Neutral Jumping LK:
Damage | 10 | |||
Stun | 1~7 | |||
Stun Timer | 40 | |||
Frame Count | 3 | 40 | ∞ |
- Diagonal Jumping LK:
Damage | 8 | |||
Stun | 1~7 | |||
Stun Timer | 40 | |||
Frame Count | 2 | 3 | ∞ | |
Simplified | 5 | ∞ |
- Neutral Jumping MK:
Damage | 16 | |||||
Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 5 | 13 | 6 | 6 | ∞ | |
Simplified | 5 | 13 | ∞ |
- Diagonal Jumping MK:
Damage | 16 | |||||||
Stun | 5~11 | |||||||
Stun Timer | 50 | |||||||
Frame Count | 2 | 3 | 13 | 3 | 3 | 3 | ∞ | |
Simplified | 5 | 13 | ∞ |
- Neutral Jumping HK:
Damage | 24 | |||||||
Stun | 11~17 | |||||||
Stun Timer | 60 | |||||||
Frame Count | 2 | 4 | 4 | 3 | 3 | 3 | ∞ | |
Simplified | 2 | 8 | ∞ |
- Diagonal Jumping HK:
Damage | 22 | |||||||
Stun | 11~17 | |||||||
Stun Timer | 60 | |||||||
Frame Count | 2 | 3 | 7 | 3 | 3 | 3 | ∞ | |
Simplified | 5 | 7 | ∞ |
Throws
- Normal Throw Boxes (←/→ + HP) and (←/→ + HK)
Damage | 32 | ||
Duration | 130 | ||
Stun | 7~13 | ||
Stun Timer | 100 | ||
Range (from axis) | 48 | ||
Range advantage | 19 |
Special Moves
- Hadoken: (↓↘→ + P)
Startup:
Frame Count | 2 | 7 | 2 | 1 |
Active:
LP version:
Damage | 12 | ||||
Stun | 13~19 | ||||
Stun Timer | 120 | ||||
Frame Advantage | - | ||||
Frame Count | 1 | 1 | 2 | 2.. | |
Simplified | 40 |
MP version:
Damage | 12 | ||||
Stun | 13~19 | ||||
Stun Timer | 120 | ||||
Frame Advantage | - | ||||
Frame Count | 1 | 1 | 2 | 2.. | |
Simplified | 40 |
HP version:
Damage | 12 | ||||
Stun | 13~19 | ||||
Stun Timer | 120 | ||||
Frame Advantage | - | ||||
Frame Count | 1 | 1 | 2 | 2.. | |
Simplified | 40 |
- Shoryuken: →↓↘ + Punch
Startup:
Damage | 32/32,16 | ||||||
Stun | 13~19 | ||||||
Stun Timer | 120 | ||||||
Frame Advantage | -11/-22/-33 | ||||||
Jab | 4 | 4 | 14 | 6 | 11 | 5 | |
Strong | 4 | 4 | 22 | 6 | 14 | 5 | |
Fierce | 4 | 4 | 26 | 6 | 21 | 5 |
- Tatsumaki Senpuu Kyaku: ↓↙← + Kick
Startup:
Damage | 10 | |||
Stun | 13~19 | |||
Stun Timer | 120 | |||
Frame Advantage | -1 | |||
Frame Count | 4 | 4 | 3 |
Active:
Frame Count | 3 | 3 | 3 | 3 |
Short: 1 Times
Foward: 2 Times
Rounhouse: 3 Times
Recovery:
Frame Count | 4 | 4 | 4 | 0 |
Misc Animations
Walk back | Neutral | Walk Fwd | Crouch |
- Standing reel:
- Standing gut reel:
- Crouching reel:
- Dizzy:
Advanced Strategy
Match-Ups
Vs. Ryu
You have better Kick Throw
Vs. E.Honda
Hadoken him as soon as possible
Vs. Chun Li
Spining Bird Kick can be beat with a Crouch Strong
Vs. Blanka
Shoryuken him is better
Vs. Zangief
Sweep him instead of Hadoken
Vs. Guile
Jump him if Sonic Boom, a similar game as Ryu's one
Vs. Dhalsim
Jump him or Hadoken Him