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https://wiki.supercombo.gg/index.php?title=Street_Fighter_Alpha_2&diff=32363
Street Fighter Alpha 2
2009-04-02T18:48:49Z
<p>Mike Bacarella: /* Game Mechanics */</p>
<hr />
<div>==Introduction==<br />
=== Game Versions ===<br />
<br />
* Arcade<br />
* PC<br />
* Playstation<br />
* Playstation 2<br />
* Sega Saturn<br />
* Super Nintendo<br />
<br />
==Notation==<br />
===Joystick Notation===<br />
* F - Forward - Tilt stick forward/towards the opponent. (X-axis)<br />
* B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis)<br />
* U - Up - Tilt stick upwards. (Y-axis)<br />
* D - Down - Tilt stick downwards. (Y-axis)<br />
* QCF - Quarter circle forward/Hadouken/Fireball - Tilt stick downwards, then to downwards and forward, then forward.<br />
* QCB - Quarter circle backward - Tilt stick downwards, then to downwards and backward, then backward.<br />
* HCF - Half circle forward - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.<br />
* HCB - Half circle backward - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.<br />
* DP - Dragon punch - Tilt stick forwards, then to downward, then to downward and forward.<br />
* 360/FC - Full circle - Complete a full rotation of the stick.<br />
* 720 - N/A - Complete a 720 degree rotation of the stick.<br />
* Charge - Hold a tilt - Hold the stick in either B or D (Depending) then move to F or U respectively.<br />
<br />
===Six Button Notation===<br />
Expressed in the form: Notation - Move - (PS2 Default Map)<br />
<br />
* LP - Weak/Light/Low/Jab Punch - (Square)<br />
* MP - Medium/Middle/Strong Punch - (Triangle)<br />
* HP - Heavy/Hard/High/Fierce Punch - (R1)<br />
* P - Any punch (Square/Triangle/R1)<br />
* LK - Weak/Light/Low/short Kick - (X)<br />
* MK - Medium/Middle/Strong Kick - (Circle)<br />
* HK - Heavy/Hard/High/Roundhouse Kick - (R2)<br />
* K - Any kick - (C/Circle/R2)<br />
<br />
===Descriptors===<br />
====Connectors====<br />
====State Modifiers====<br />
===Miscellaneous Notation===<br />
StreetFighter Alpha2 is now playable online, www.GGPO.net<br />
<br />
==Game Mechanics==<br />
===Custom Combo (cc)===<br />
*Press 2 punches and 1 kick or 2 kicks and 1 punch when you have at least a lvl 1. This allows you to do multi special moves in a row, canceling recovery. Once activated you move forward very fast. The high the lvl the more invincibiltiy you get, generally for a normal sized character, at lvl 2/3 you can go thru a fireball.<br />
<br />
===Valle CC===<br />
*If they opponent is standing, you can activate a custom combo and start with a low hit which is unblockable into a whatever cc.<br />
<br />
===Blowout CC===<br />
*When around point blank to your oponent, when cc is activated and the opponent did any normal attack or was not blocking, they go into a stun animation. This allows you to hit them with pretty much anything for free.<br />
<br />
===Counter CC===<br />
*Basically, your opponent does a cc, and you cc right back. This isnt easy but not impossible, allowing you to counter Valle ccs and blowouts.<br />
<br />
===Air super CC glitch===<br />
*When is cc mode, as long as you have the meter, you can perform your air super if in the air. Akuma can super fireball from a f+mk.<br />
<br />
===Juggles===<br />
*Some moves have juggle properties this move include:<br />
**Sagat's Tiger Uppercut<br />
**Akuma's Shoryuken and Hurricane<br />
**Adon's Jaguar DP<br />
**Various Fireball supers<br />
**Chun-li's upkicks, super upkicks, super puffball, d+mk in the air<br />
***Note that all fireball super only juggle for 3 hits, so best used at lvl 1 for anti air. As for Akuma's juggles after a lk hurricane you can actually do the tech roll motion in the air and the dp will miss.<br />
<br />
===Alpha counter(AC)===<br />
*b, db, d+p or kick. Varies per character and some are very strong like Rose's punch ac or kens kick. Piano kicks for best result. Do this when is block stun to cancel out into a pre-determined attack, which has some invincibility and temporarily creates a freeze effect. Knock down acs cannot be tech rolled except by Sodom's Tengu Walking.<br />
<br />
===Alpha counter reversal===<br />
*Delay any safe normal into any invincible move that will beat a alpha counter but will not come out unless the normal was ac'd. Ex. Shoto's c.fp, attempt to cancel it into a shoryuken right after cancel frame window is up. If the opponent ac's, your c.fp will be on the active frames since the acs freeze it temporarily and you will shoryuken the hell out of them.<br />
<br />
===Kara-cancel===<br />
Canceling any normal quickly before the hit frames come out. Ex. f+mp xx raging demon or c.rh xx fireball. This allows for quicker meter building, ex. Rolento kara c.rh xx lp roll.<br />
<br />
===Throw===<br />
*Forward or back+ mp/fp/mk/hk. Not all character can throw with all buttons, ex Rose and Sagat only have punch throws.<br />
<br />
===Tech-throw===<br />
Basically when thrown, you have a slight window to reverse by throwing, to avoid most damage from the throw. Some throw do no damage at all when tech ex Rolento's kick throw.<br />
<br />
===Tech roll===<br />
*After a non-ac non throw knock down, do b, db, d+lp, mp, or hp. This will roll you towards you opponent depending on strength used, with lp getting up in place and hp rolling far. These are punishable by any low hit, so be careful when using.<br />
<br />
===High Knock Down Juggle Glitch===<br />
*This is best explain by a old post from Endy 22, so I'm gonna copy and paste. Basically it is a knock down that pops your opponent WAY up in the air, allowing juggles. If you are too lazy just know easiest way to set it up is after a cc, ex Sagat does his cc, opponent tech rolls when Sagat is done, Sagat does c.rh which creates a HDK, juggles with HP tiger uppercut.<br />
**Awhile back I posted an article about how special juggle combos could be done after knocking someone down with a CC(i.e. with Sagat; couching Roundhouse, juggle with Fierce Tiger Uppercut). Since then I've learned a lot more about how the high knockdown trick works as well as a bunch of combos that can be done using it. For those who missed the original article or have yet to see someone use the trick, I'll explain how it's done...<br />
**Basically, when you're in CC mode and you do a move that knocks down, the opponent is knocked higher than they usually are when you are out of CC mode. For instance, when you activate a CC and then do a crouching Roundhouse, your opponent is knocked up in the air higher than a normal sweep would, so it's easier to follow up with another attack during the CC(this is one reason why the Valle CC is so devastating). The interesting thing is, you can still get the benefit of a high knockdown(HKD for short) _after_ a CC ends (meaning your CC meter has completely run out, and your opponent is getting up from the knockdown your CC caused). In order to get a HKD, you must first hit your opponent with any kind of CC that ends in a knockdown. Then, as your opponent is getting up or _right_ after, if you connect with a move that knocks down(a sweep for instance) they will be knocked high in the air(much higher than they normally should) allowing you to hit them with a juggling move before they land. note: You can only follow up a HKD with a move that juggles, like Akuma's DP or Guy's HK, all non-juggling moves will whiff.<br />
**An interesting thing about HKD's is that you can normally only juggle an opponent knocked in the air on the way up or at the apex, as soon\ they start to fall you can no longer juggle. However, with a high knockdown, just like in CC mode, you can juggle an opponent no matter how high they are off the ground. This means, if you do a crouching Roundhouse that results in a high knockdown, you can wait till just before the opponent lands and still juggle them. Also, you aren't limited to initiating a HKD with a sweep, certain special moves that knock down will work, too. Another cool thing about HKD's is that they can be initiated with combos, as well. So, with E. Ryu as the opponent is getting up, you could do crouching Jab, crouching Short, Fierce Red Fireball(HKD), juggle with a Fierce Dragon Punch. It's also possible to do repeated high knockdowns. For instance, with Sagat I could do a crouching Roundhouse as their getting up(HKD), juggle with a Fierce Tiger Uppercut. Then as they're getting up from the TU, I could do another crouching Roundhouse(HKD), Fierce TU, crouching Roundhouse(HKD), Fierce TU, etc. As long as you keep getting consecutive HKD's it can be repeated.<br />
**Now, landing a CC and then hitting your opponent with a knockdown move or combo as they're getting up _will not automatically_ result in a HKD. Whether you get the high knockdown or not is _completely_determined by what your opponent does after getting knocked down by the CC. Obviously, if they just block as they're getting up, there is no way you can hit them, so there's no chance for a HKD. So, you can only get a HKD in certain circumstances(most of which involve your opponent doing a particular action as they're getting up). Those circumstances include:<br />
***1. The opponent rolls after the CC - This is the easiest and most common way to land a HKD in a match. If your opponent rolls right after getting hit by a CC, simply hit them out of it with a knockdown move or combo and you will get a high knockdown, FOR FREE. note: This will only work in regular SFA2, since you can't roll after a CC in A2Gold(and I'm assuming, Z2A).<br />
***2. The opponent whiffs a Reversal Attack("Reversal" _has_ to appear) - This means if they do any kind of Reversal Attack(including Supers), and it misses, you can hit them during the recovery with a knockdown move or combo and get a HKD. i.e. Ryu does a Reversal DP and it whiffs, if you do a knockdown move as he lands it will result in a HKD.<br />
***3. You stuff their Reversal Attack - Just like #2, except if you knock them out of the Reversal Attack with a knockdown move you will get a HKD.<br />
***4. You do an AC reversal - If you stick out an attack as the opponent is getting up which they AC and you reverse it, you will get a HKD. So with Sagat, you could do a crouching Strong(they AC), 2in1 Jab Tiger Uppercut(knocks them out of their AC and results in a HKD), then juggle with a Fierce Tiger Uppercut.<br />
***5. The opponent is holding 'back' - Meaning, if they're simply holding straight back on the stick while they're getting up and you hit them with a knockdown move or combo, you will get a HKD. I have_no_ idea why this works, especially since holding in any other direction won't result in a HKD. note: While experimenting, this happens to be the easiest way to get a HKD, and is a great way for doing repeated high knockdowns.<br />
***6. You dizzy them with a HKD move or combo - If you dizzy your opponent with repeated HKD's, then hit them while they're dizzy with a knockdown move or combo, it will result in another HKD. i.e. With Sagat, you do crouching Roundhouse(HKD), Fierce TU, repeatedly till your opponent gets dizzy. While they're dizzy you could do a combo like Jumping Roundhouse, crouching Roundhouse(HKD), Fierce Tiger Uppercut. note: This is only really useful while practicing, since landing repeated HKD's on someone in a real match is just about impossible.<br />
***7. You counter them as they're getting up - This one is kinda hard to explain, since I'm not exactly sure why this sometimes works, and sometimes doesn't. When I originally posted about the HKD trick, I believed that all you had to do was counter your opponent with a knockdown move as they're getting up and it would result in a HKD. Meaning, that if your opponent is entering any kind of joystick command(besides blocking) or button command, as they're getting up and you hit them with a knockdown move, you'd get a HKD. I soon found out that is not always the case. It works a lot of times when your opponent is going for a Reversal and miss-times it, and your knockdown move hits them, but not always. I guess it's something specific that they're doing that makes a HKD possible, but I'm not exactly sure what it is yet. note: This makes jump-in or crossup HKD combos possible.<br />
***8. You AC their Reversal Attack - AFAIK, this one is worthless. If you rebuild your meter through repeated HKD's then have your opponent do a Reversal and you do an AC that knocks down, the AC will result in a HKD. Unfortunately, you can't follow-up the HKD because your opponent will have that 'spinning' animation and apparently can't be hit. I only mention this one, because I haven't bothered to try it with all the different AC's, so I'm not 100% sure that none of them can be followed-up.<br />
***9. You link a knockdown move at the end of a non-knockdown CC - This is a special circumstance where you don't actually have to knock your opponent down with the CC before getting a HKD. Basically, if you do a CC consisting of all non-knockdown moves(like a bunch of standing normals or stream of fireballs) you can link a knockdown move at the end of the CC, and get a HKD. So, with Sakura you could activate a CC, do a bunch of standing normals(lame, I know), then just as your meter runs completely out, link a normal crouching Roundhouse while they're still in hit stun(results in a HKD), and then juggle with a Strong DP.<br />
**Here's a list of moves for each character that will cause a HKD after a CC ends.<br />
***Ken: Crouching Roundhouse<br />
***Ryu/E.Ryu: Crouching Roundhouse/Crouching Roundhouse, Fierce Red Fireball<br />
***Chun Li: Crouching Roundhouse(close)<br />
***Rose: Crouching Roundhouse, Soul Spiral<br />
***Zangief: Crouching Roundhouse, df+Roundhouse<br />
***Sakura: Crouching Roundhouse<br />
***Akuma: Crouching Roundhouse, Fireball(close), Red Fireball(1,2 or 3 hit), d,db,f,uf+Punch move<br />
***Sagat: Crouching Roundhouse, Jab Tiger Uppercut<br />
***Charlie: Crouching Roundhouse<br />
***Rolento: Has no moves that will HKD<br />
***Dhalsim: db+Roundhouse, Strong/Fierce Yoga Fire, Yoga Flame<br />
***Guy: Crouching Forward, df+Roundhouse<br />
***Adon: Crouching Roundhouse<br />
***M. Bison: Crouching Roundhouse(slide)<br />
***Sodom: Crouching Roundhouse(slide)<br />
***Gen: Has no moves in either style that will HKD<br />
***Dan: Crouching Roundhouse<br />
***Birdie: Crouching Roundhouse<br />
<br />
*Ok, now there are two basic types of combos that can done using the HKD trick...<br />
<br />
**Normal HKD combos:<br />
***Combos that can be done by characters who have specials that juggle(Akuma, Chun Li, Guy, E. Ryu, Sakura, Adon, Sagat) and can be done after any CC that knocks down(every other character has to rebuild meter so they can juggle with a SC). Examples:<br />
****Adon - Jumping Fierce, crouching Roundhouse(HKD), Roundhouse Jaguar Kick<br />
****E. Ryu - Crouching Jab, crouching Short, Fierce Red Fireball(HKD), Short HK, Fierce DP. (vs. Zangief, corner only)<br />
****Chun Li - Jumping Roundhouse, crouching Roundhouse(HKD), Triple Up-Kick<br />
****Sagat - Crossup Short, crouching Strong, Jab Tiger Uppercut, Fierce Tiger Uppercut<br />
<br />
**After Rebuilding Meter:<br />
***Combos that are only possible after you rebuild your meter through doing repeated HKD's. Basically, there is no way you'd ever, EVER get this type of combo off in a real match, but do indeed work with some setting up. Examples:<br />
****Charlie - Jumping Roundhouse, crouching Roundhouse(HKD), Level 3 Somersault Justice (corner)<br />
****Guy - Jumping Roundhouse, crouching Forward(HKD), Level 3 Air Punch Super<br />
****Ken - Jumping Fierce, crouching Roundhouse(HKD), 2in1 Short Roll, Level 3 Shinryuken<br />
****Rose - Jumping Roundhouse, crouching Jab, crouching Short, crouching Strong, Short Drill(HKD), Level 2 Aura Soul Catch (corner)<br />
****Akuma - Jumping Fierce, crouching Roundhouse(HKD), Short HK, Short HK, jump towards Level 3 Air Super Fireball or Level 3 DP<br />
****Dhalsim - b+Fierce(headbutt), Jab Yoga Flame(HKD), Level 3 Yoga Inferno (corner)<br />
****Zangief - Crossup d+Fierce, bd+Roundhouse, Level 3 Air Catch Super(A2Gold, Z2A only)<br />
<br />
There's a bunch of other combos that can done using the trick, but the<br />
examples should give you the idea. Also, it's possible to juggle<br />
with a CC after a HKD when you rebuild your meter.<br />
<br />
Well, that's about all I have to report on the high knockdown trick.<br />
I hesitated to post all this, since A2 is such an old game, but<br />
figured someone may find it of interest. There's also another little<br />
CC trick I found that I was thinking of posting in the future, but<br />
this should be enough for now =).<br />
<br />
--[[User:Jeff|Jeff]] 22:17, 4 September 2008 (UTC)<br />
<br />
= Ultimate Custom Combo List =<br />
<br />
THE ULTIMEATE CC LIST!<br />
<br />
Here is everyones ccs:<br />
<br />
*Gen:<br />
<br />
any lvl- c.rh xx lk dp xN<br />
<br />
*Ryu:<br />
<br />
any lvl- c.rh xx lk hurricane xN, Hp dp ender<br />
aa cc- c.mp/c.mp into above cc<br />
<br />
*Ken:<br />
<br />
any lvl- c.rh xx lp dp xN, hp dp ender (if close you can lp dp after c.rh instead of hurricane)<br />
aa cc- s.mp xx lp dp xN, hp dp<br />
<br />
<br />
*Akuma:<br />
<br />
lvl 1- c.rh xx lp dp, red fb, hp dp<br />
c.rh xx hk hurricane, hp dp (far cc)<br />
<br />
lvl 2- c.rh xx hk hurricane, lk hurricane, red fb, hp dp<br />
<br />
lvl 3- c.rh xx fp dp, lp dp, lk hurricane, red fb, hp dp<br />
c.rh xx hk hurricane, lk hurricane x3, red fb, hp dp<br />
c.rh xx lp dp, red fb, lp dp, red fb, hp dp (dreamfire cc)<br />
<br />
*Sodom:<br />
<br />
any lvl standing or on anyone who cant duck mp scrape: c.mk xx mp scrape xN, c.fp xx 360+hk<br />
<br />
On anyone who can duck it use lp scrape but dont use c.fp, go straight into 360+hk<br />
<br />
*Sim:<br />
<br />
Any lvl- c.rh xx hk up flame xN<br />
<br />
AA cc- s.lp cc hk upflame xN<br />
<br />
*Chun "fucking I hope she dies what a whore" li<br />
<br />
lvl 1- c.rh xx up kick x2<br />
c.rh xx lightning legs, up kicks when meter is almost out<br />
<br />
lvl 2- c.rh xx lightning legs longer, up kicks when meter is almost out<br />
<br />
lvl 3- c.rh xx up kicks x2, hold db a split second, upkicks<br />
c.rh xx lightning legs, up kicks x2<br />
<br />
aa cc- s.lp xx up kicks xN<br />
<br />
*Dan:<br />
<br />
Coming Soon<br />
<br />
*Bison:<br />
<br />
lvl 1/2- c.rh xx SK xN, sweep xx headstomp, p. Land and unblockable sweep<br />
<br />
lvl 3- c.rh xx SK x4, s.mp xx headstomp, p. Land and unblockable sweep<br />
<br />
<br />
<br />
*Rose:<br />
<br />
lvl 1- c.rh x hk drill x2, hp soul throw<br />
<br />
lvl 2- c.rh x hk drill x3, hp soul throw<br />
<br />
lvl 3- c.rh x hk drill x4, hp soul throw<br />
<br />
<br />
*Adon:<br />
<br />
lvl 1- c.rh xx hl dp x2<br />
c.rh xx lk jag kick x2, hk dp<br />
<br />
lvl 2- c.rh xx lk jag kick xN, hk dp<br />
<br />
lvl 3- c.rh xx [hk jag kick, hk dp]x2<br />
c.rh xx lk jag kick x4, mk jag kick, hk dp<br />
c.mp xx lk jag kick x5, s.mp or s.lk in hk dp (must be standing)<br />
<br />
*Birdie:<br />
<br />
lvl 1- c.lk, s.lk xN, 360+hk<br />
c.hk xx final x2<br />
<br />
lvl 2- c.hk xx final x3<br />
<br />
lvl 3- c.hk xx final x4 (can add a red headbutt at the end but is hard<br />
<br />
*Sagat:<br />
<br />
lvl 1- c.rh xx hp tiger uppercut x2<br />
c.rh xx hk tiger knee, hp tiger uppercut<br />
<br />
lvl 2/3 c.rh xx hk tiger knee xN, hp tiger uppercut<br />
<br />
*Charlie:<br />
<br />
lvl 1- c.rh xx lk fk, hp sb, hk fk<br />
c.rh xx hk fk x2<br />
<br />
lvl 2- c.rh xx hk fk x3<br />
<br />
lvl 3- c.rh xx hk fk x2, lk fk, hk fk<br />
c.rh xx lk fk x3, mk fk, hk fk<br />
<br />
*Guy:<br />
<br />
lvl 1- c.mk xx hp shoulder x2, hk hurricane<br />
<br />
lvl 2- c.mk xx hp shoulder x3, hk hurricane<br />
c.mk xx hp shoulder, hk hurricane x2<br />
<br />
lvl 3- c.mk xx hp shoulder x4, hk hurricane<br />
c.mk xx hp shoulder x3, hk hurricane x2<br />
df+rh xx hp shoulder x5, hk hurricane<br />
<br />
AA cc:<br />
s.lp xx hk hurricane xN<br />
<br />
lvl 3 special:<br />
AA cc<br />
s.lp xx qcf+hp,p, hp shoulder x 3, hk hurricane<br />
<br />
Near corner on standing tall opponent- c.fp xx qcf+p, grab, mk hurricane, hk hurricane<br />
<br />
*Rolento:<br />
<br />
Any lvl- c.rh xx [scouter jump piano mash all kicks or mash lk]xN<br />
AA cc- s.lp instead of c.rh into above combo<br />
<br />
*Gief:<br />
<br />
any lvl: df+rh xx lp gloves xN, ppp<br />
any lvl: c.mk xx fp gloves xN, 360<br />
aa cc: kkk, lp gloves xN, ppp<br />
<br />
--[[User:Jeff|Jeff]] 22:20, 4 September 2008 (UTC)<br />
<br />
==Tiers==<br />
<br />
== Tier List ==<br />
<br />
'''1996 USA:'''<br><br />
1) Ken<br><br />
2) Chun-Li<br><br />
3) Rose<br><br />
4) Ryu<br><br />
5) Akuma<br><br />
6) Adon<br><br />
7) Sagat<br><br />
8) Charlie<br><br />
9) Rolento<br><br />
10) M. Bison<br><br />
11) Guy<br><br />
12) Dhalsim<br><br />
13) Sakura<br><br />
14) Sodom<br><br />
15) Zangief<br><br />
16) Gen<br><br />
17) Birdie<br><br />
18) Dan<br><br />
<br><br />
<br />
<br />
'''1996 Japan:'''<br><br />
1) Chun-Li<br><br />
2) Charlie<br><br />
3) Rose<br><br />
4) Adon<br><br />
5) Birdie<br><br />
6) Rolento<br><br />
7) Guy<br><br />
8) Dhalsim<br><br />
9) M. Bison<br><br />
10) Ryu<br><br />
11) Ken<br><br />
12) Sakura<br><br />
13) Akuma<br><br />
14) Sodom<br><br />
15) Sagat<br><br />
16) Zangief<br><br />
17) Gen<br><br />
18) Dan<br><br />
<br><br />
<br><br />
'''Modern Tier List:'''<br><br />
''Top Tier''<br><br />
Chun-Li<br><br />
Rose<br><br />
Ken<br><br />
Ryu<br><br />
<br><br />
''Second Tier''<br><br />
Zangief<br><br />
Rolento<br><br />
Sakura<br><br />
<br><br />
''Middle Tier''<br><br />
Akuma<br><br />
Sodom<br><br />
Charlie<br><br />
M.Bison<br><br />
Adon<br><br />
Sagat<br><br />
Dhalsim<br><br />
Guy<br><br />
<br />
''Bottom Tier''<br><br />
Gen<br><br />
Dan<br><br />
Birdie<br><br />
<br />
==Strategy==<br />
==The Characters==<br />
<br />
* [[Adon (SFA2) | Adon]]<br />
* [[Akuma (SFA2) | Akuma]]<br />
* [[Birdie (SFA2) | Birdie]]<br />
* [[Charlie (SFA2) | Charlie]]<br />
* [[Chun-Li (SFA2) | Chun-Li]]<br />
* [[Dan (SFA2) | Dan]]<br />
* [[Dhalsim (SFA2) | Dhalsim]]<br />
* [[Gen (SFA2) | Gen]]<br />
* [[Guy (SFA2) | Guy]]<br />
* [[Ken (SFA2) | Ken]]<br />
* [[M. Bison (SFA2) | M. Bison]]<br />
* [[Rolento (SFA2) | Rolento]]<br />
* [[Rose (SFA2) | Rose]]<br />
* [[Ryu (SFA2) | Ryu]]<br />
* [[Sagat (SFA2) | Sagat]]<br />
* [[Sakura (SFA2) | Sakura]]<br />
* [[Sodom (SFA2) | Sodom]]<br />
* [[Zangief (SFA2) | Zangief]]<br />
<br />
== Miscellaneous ==<br />
<br />
{{Street Fighter Alpha 2 characters}}<br />
<br />
[[Category:Street Fighter Alpha Series]]</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Street_Fighter_Alpha_2&diff=32362
Street Fighter Alpha 2
2009-04-02T18:42:08Z
<p>Mike Bacarella: /* Game Mechanics */</p>
<hr />
<div>==Introduction==<br />
=== Game Versions ===<br />
<br />
* Arcade<br />
* PC<br />
* Playstation<br />
* Playstation 2<br />
* Sega Saturn<br />
* Super Nintendo<br />
<br />
==Notation==<br />
===Joystick Notation===<br />
* F - Forward - Tilt stick forward/towards the opponent. (X-axis)<br />
* B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis)<br />
* U - Up - Tilt stick upwards. (Y-axis)<br />
* D - Down - Tilt stick downwards. (Y-axis)<br />
* QCF - Quarter circle forward/Hadouken/Fireball - Tilt stick downwards, then to downwards and forward, then forward.<br />
* QCB - Quarter circle backward - Tilt stick downwards, then to downwards and backward, then backward.<br />
* HCF - Half circle forward - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.<br />
* HCB - Half circle backward - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.<br />
* DP - Dragon punch - Tilt stick forwards, then to downward, then to downward and forward.<br />
* 360/FC - Full circle - Complete a full rotation of the stick.<br />
* 720 - N/A - Complete a 720 degree rotation of the stick.<br />
* Charge - Hold a tilt - Hold the stick in either B or D (Depending) then move to F or U respectively.<br />
<br />
===Six Button Notation===<br />
Expressed in the form: Notation - Move - (PS2 Default Map)<br />
<br />
* LP - Weak/Light/Low/Jab Punch - (Square)<br />
* MP - Medium/Middle/Strong Punch - (Triangle)<br />
* HP - Heavy/Hard/High/Fierce Punch - (R1)<br />
* P - Any punch (Square/Triangle/R1)<br />
* LK - Weak/Light/Low/short Kick - (X)<br />
* MK - Medium/Middle/Strong Kick - (Circle)<br />
* HK - Heavy/Hard/High/Roundhouse Kick - (R2)<br />
* K - Any kick - (C/Circle/R2)<br />
<br />
===Descriptors===<br />
====Connectors====<br />
====State Modifiers====<br />
===Miscellaneous Notation===<br />
StreetFighter Alpha2 is now playable online, www.GGPO.net<br />
<br />
==Game Mechanics==<br />
*Custom Combo (cc)- Press 2 punches and 1 kick or 2 kicks and 1 punch when you have at least a lvl 1. This allows you to do multi special moves in a row, canceling recovery. Once activated you move forward very fast. The high the lvl the more invincibiltiy you get, generally for a normal sized character, at lvl 2/3 you can go thru a fireball.<br />
<br />
*Valle CC- If they opponent is standing, you can activate a custom combo and start with a low hit which is unblockable into a whatever cc.<br />
<br />
*Blowout CC- When around point blank to your oponent, when cc is activated and the opponent did any normal attack or was not blocking, they go into a stun animation. This allows you to hit them with pretty much anything for free.<br />
<br />
*Counter CC- Basically, your opponent does a cc, and you cc right back. This isnt easy but not impossible, allowing you to counter Valle ccs and blowouts.<br />
<br />
*Air super CC glitch- When is cc mode, as long as you have the meter, you can perform your air super if in the air. Akuma can super fireball from a f+mk.<br />
<br />
*Juggles- Some moves have juggle properties this move include:<br />
**Sagat's Tiger Uppercut<br />
**Akuma's Shoryuken and Hurricane<br />
**Adon's Jaguar DP<br />
**Various Fireball supers<br />
**Chun-li's upkicks, super upkicks, super puffball, d+mk in the air<br />
***Note that all fireball super only juggle for 3 hits, so best used at lvl 1 for anti air. As for Akuma's juggles after a lk hurricane you can actually do the tech roll motion in the air and the dp will miss.<br />
<br />
*Alpha counter (AC)- b, db, d+p or kick. Varies per character and some are very strong like Rose's punch ac or kens kick. Piano kicks for best result. Do this when is block stun to cancel out into a pre-determined attack, which has some invincibility and temporarily creates a freeze effect. Knock down acs cannot be tech rolled except by Sodom's Tengu Walking.<br />
<br />
*Alpha counter reversal- Delay any safe normal into any invincible move that will beat a alpha counter but will not come out unless the normal was ac'd. Ex. Shoto's c.fp, attempt to cancel it into a shoryuken right after cancel frame window is up. If the opponent ac's, your c.fp will be on the active frames since the acs freeze it temporarily and you will shoryuken the hell out of them.<br />
<br />
*Kara-cancel- Canceling any normal quickly before the hit frames come out. Ex. f+mp xx raging demon or c.rh xx fireball. This allows for quicker meter building, ex. Rolento kara c.rh xx lp roll.<br />
<br />
*Throws- Forward or back+ mp/fp/mk/hk. Not all character can throw with all buttons, ex Rose and Sagat only have punch throws.<br />
<br />
*Tech-throw- Basically when thrown, you have a slight window to reverse by throwing, to avoid most damage from the throw. Some throw do no damage at all when tech ex Rolento's kick throw.<br />
<br />
*Tech roll- After a non-ac non throw knock down, do b, db, d+lp, mp, or hp. This will roll you torwards you opponent depending on strength used, with lp getting up in place and hp rolling far. These are punishable by any low hit, so be careful when using.<br />
<br />
*High Knock Down Juggle Glitch- This is best explain by a old post from Endy 22, so I'm gonna copy and paste. Basically it is a knock down that pops your opponent WAY up in the air, allowing juggles. If you are too lazy just know easiest way to set it up is after a cc, ex Sagat does his cc, opponent tech rolls when Sagat is done, Sagat does c.rh which creates a HDK, juggles with HP tiger uppercut.<br />
**Awhile back I posted an article about how special juggle combos could be done after knocking someone down with a CC(i.e. with Sagat; couching Roundhouse, juggle with Fierce Tiger Uppercut). Since then I've learned a lot more about how the high knockdown trick works as well as a bunch of combos that can be done using it. For those who missed the original article or have yet to see someone use the trick, I'll explain how it's done...<br />
**Basically, when you're in CC mode and you do a move that knocks down, the opponent is knocked higher than they usually are when you are out of CC mode. For instance, when you activate a CC and then do a crouching Roundhouse, your opponent is knocked up in the air higher than a normal sweep would, so it's easier to follow up with another attack during the CC(this is one reason why the Valle CC is so devastating). The interesting thing is, you can still get the benefit of a high knockdown(HKD for short) _after_ a CC ends (meaning your CC meter has completely run out, and your opponent is getting up from the knockdown your CC caused). In order to get a HKD, you must first hit your opponent with any kind of CC that ends in a knockdown. Then, as your opponent is getting up or _right_ after, if you connect with a move that knocks down(a sweep for instance) they will be knocked high in the air(much higher than they normally should) allowing you to hit them with a juggling move before they land. note: You can only follow up a HKD with a move that juggles, like Akuma's DP or Guy's HK, all non-juggling moves will whiff.<br />
**An interesting thing about HKD's is that you can normally only juggle an opponent knocked in the air on the way up or at the apex, as soon\ they start to fall you can no longer juggle. However, with a high knockdown, just like in CC mode, you can juggle an opponent no matter how high they are off the ground. This means, if you do a crouching Roundhouse that results in a high knockdown, you can wait till just before the opponent lands and still juggle them. Also, you aren't limited to initiating a HKD with a sweep, certain special moves that knock down will work, too. Another cool thing about HKD's is that they can be initiated with combos, as well. So, with E. Ryu as the opponent is getting up, you could do crouching Jab, crouching Short, Fierce Red Fireball(HKD), juggle with a Fierce Dragon Punch. It's also possible to do repeated high knockdowns. For instance, with Sagat I could do a crouching Roundhouse as their getting up(HKD), juggle with a Fierce Tiger Uppercut. Then as they're getting up from the TU, I could do another crouching Roundhouse(HKD), Fierce TU, crouching Roundhouse(HKD), Fierce TU, etc. As long as you keep getting consecutive HKD's it can be repeated.<br />
**Now, landing a CC and then hitting your opponent with a knockdown move or combo as they're getting up _will not automatically_ result in a HKD. Whether you get the high knockdown or not is _completely_determined by what your opponent does after getting knocked down by the CC. Obviously, if they just block as they're getting up, there is no way you can hit them, so there's no chance for a HKD. So, you can only get a HKD in certain circumstances(most of which involve your opponent doing a particular action as they're getting up). Those circumstances include:<br />
***1. The opponent rolls after the CC - This is the easiest and most common way to land a HKD in a match. If your opponent rolls right after getting hit by a CC, simply hit them out of it with a knockdown move or combo and you will get a high knockdown, FOR FREE. note: This will only work in regular SFA2, since you can't roll after a CC in A2Gold(and I'm assuming, Z2A).<br />
***2. The opponent whiffs a Reversal Attack("Reversal" _has_ to appear) - This means if they do any kind of Reversal Attack(including Supers), and it misses, you can hit them during the recovery with a knockdown move or combo and get a HKD. i.e. Ryu does a Reversal DP and it whiffs, if you do a knockdown move as he lands it will result in a HKD.<br />
***3. You stuff their Reversal Attack - Just like #2, except if you knock them out of the Reversal Attack with a knockdown move you will get a HKD.<br />
***4. You do an AC reversal - If you stick out an attack as the opponent is getting up which they AC and you reverse it, you will get a HKD. So with Sagat, you could do a crouching Strong(they AC), 2in1 Jab Tiger Uppercut(knocks them out of their AC and results in a HKD), then juggle with a Fierce Tiger Uppercut.<br />
***5. The opponent is holding 'back' - Meaning, if they're simply holding straight back on the stick while they're getting up and you hit them with a knockdown move or combo, you will get a HKD. I have_no_ idea why this works, especially since holding in any other direction won't result in a HKD. note: While experimenting, this happens to be the easiest way to get a HKD, and is a great way for doing repeated high knockdowns.<br />
***6. You dizzy them with a HKD move or combo - If you dizzy your opponent with repeated HKD's, then hit them while they're dizzy with a knockdown move or combo, it will result in another HKD. i.e. With Sagat, you do crouching Roundhouse(HKD), Fierce TU, repeatedly till your opponent gets dizzy. While they're dizzy you could do a combo like Jumping Roundhouse, crouching Roundhouse(HKD), Fierce Tiger Uppercut. note: This is only really useful while practicing, since landing repeated HKD's on someone in a real match is just about impossible.<br />
***7. You counter them as they're getting up - This one is kinda hard to explain, since I'm not exactly sure why this sometimes works, and sometimes doesn't. When I originally posted about the HKD trick, I believed that all you had to do was counter your opponent with a knockdown move as they're getting up and it would result in a HKD. Meaning, that if your opponent is entering any kind of joystick command(besides blocking) or button command, as they're getting up and you hit them with a knockdown move, you'd get a HKD. I soon found out that is not always the case. It works a lot of times when your opponent is going for a Reversal and miss-times it, and your knockdown move hits them, but not always. I guess it's something specific that they're doing that makes a HKD possible, but I'm not exactly sure what it is yet. note: This makes jump-in or crossup HKD combos possible.<br />
***8. You AC their Reversal Attack - AFAIK, this one is worthless. If you rebuild your meter through repeated HKD's then have your opponent do a Reversal and you do an AC that knocks down, the AC will result in a HKD. Unfortunately, you can't follow-up the HKD because your opponent will have that 'spinning' animation and apparently can't be hit. I only mention this one, because I haven't bothered to try it with all the different AC's, so I'm not 100% sure that none of them can be followed-up.<br />
***9. You link a knockdown move at the end of a non-knockdown CC - This is a special circumstance where you don't actually have to knock your opponent down with the CC before getting a HKD. Basically, if you do a CC consisting of all non-knockdown moves(like a bunch of standing normals or stream of fireballs) you can link a knockdown move at the end of the CC, and get a HKD. So, with Sakura you could activate a CC, do a bunch of standing normals(lame, I know), then just as your meter runs completely out, link a normal crouching Roundhouse while they're still in hit stun(results in a HKD), and then juggle with a Strong DP.<br />
**Here's a list of moves for each character that will cause a HKD after a CC ends.<br />
***Ken: Crouching Roundhouse<br />
***Ryu/E.Ryu: Crouching Roundhouse/Crouching Roundhouse, Fierce Red Fireball<br />
***Chun Li: Crouching Roundhouse(close)<br />
***Rose: Crouching Roundhouse, Soul Spiral<br />
***Zangief: Crouching Roundhouse, df+Roundhouse<br />
***Sakura: Crouching Roundhouse<br />
***Akuma: Crouching Roundhouse, Fireball(close), Red Fireball(1,2 or 3 hit), d,db,f,uf+Punch move<br />
***Sagat: Crouching Roundhouse, Jab Tiger Uppercut<br />
***Charlie: Crouching Roundhouse<br />
***Rolento: Has no moves that will HKD<br />
***Dhalsim: db+Roundhouse, Strong/Fierce Yoga Fire, Yoga Flame<br />
***Guy: Crouching Forward, df+Roundhouse<br />
***Adon: Crouching Roundhouse<br />
***M. Bison: Crouching Roundhouse(slide)<br />
***Sodom: Crouching Roundhouse(slide)<br />
***Gen: Has no moves in either style that will HKD<br />
***Dan: Crouching Roundhouse<br />
***Birdie: Crouching Roundhouse<br />
<br />
*Ok, now there are two basic types of combos that can done using the HKD trick...<br />
<br />
**Normal HKD combos:<br />
***Combos that can be done by characters who have specials that juggle(Akuma, Chun Li, Guy, E. Ryu, Sakura, Adon, Sagat) and can be done after any CC that knocks down(every other character has to rebuild meter so they can juggle with a SC). Examples:<br />
****Adon - Jumping Fierce, crouching Roundhouse(HKD), Roundhouse Jaguar Kick<br />
****E. Ryu - Crouching Jab, crouching Short, Fierce Red Fireball(HKD), Short HK, Fierce DP. (vs. Zangief, corner only)<br />
****Chun Li - Jumping Roundhouse, crouching Roundhouse(HKD), Triple Up-Kick<br />
****Sagat - Crossup Short, crouching Strong, Jab Tiger Uppercut, Fierce Tiger Uppercut<br />
<br />
**After Rebuilding Meter:<br />
***Combos that are only possible after you rebuild your meter through doing repeated HKD's. Basically, there is no way you'd ever, EVER get this type of combo off in a real match, but do indeed work with some setting up. Examples:<br />
****Charlie - Jumping Roundhouse, crouching Roundhouse(HKD), Level 3 Somersault Justice (corner)<br />
****Guy - Jumping Roundhouse, crouching Forward(HKD), Level 3 Air Punch Super<br />
****Ken - Jumping Fierce, crouching Roundhouse(HKD), 2in1 Short Roll, Level 3 Shinryuken<br />
****Rose - Jumping Roundhouse, crouching Jab, crouching Short, crouching Strong, Short Drill(HKD), Level 2 Aura Soul Catch (corner)<br />
****Akuma - Jumping Fierce, crouching Roundhouse(HKD), Short HK, Short HK, jump towards Level 3 Air Super Fireball or Level 3 DP<br />
****Dhalsim - b+Fierce(headbutt), Jab Yoga Flame(HKD), Level 3 Yoga Inferno (corner)<br />
****Zangief - Crossup d+Fierce, bd+Roundhouse, Level 3 Air Catch Super(A2Gold, Z2A only)<br />
<br />
There's a bunch of other combos that can done using the trick, but the<br />
examples should give you the idea. Also, it's possible to juggle<br />
with a CC after a HKD when you rebuild your meter.<br />
<br />
Well, that's about all I have to report on the high knockdown trick.<br />
I hesitated to post all this, since A2 is such an old game, but<br />
figured someone may find it of interest. There's also another little<br />
CC trick I found that I was thinking of posting in the future, but<br />
this should be enough for now =).<br />
<br />
--[[User:Jeff|Jeff]] 22:17, 4 September 2008 (UTC)<br />
<br />
= Ultimate Custom Combo List =<br />
<br />
THE ULTIMEATE CC LIST!<br />
<br />
Here is everyones ccs:<br />
<br />
*Gen:<br />
<br />
any lvl- c.rh xx lk dp xN<br />
<br />
*Ryu:<br />
<br />
any lvl- c.rh xx lk hurricane xN, Hp dp ender<br />
aa cc- c.mp/c.mp into above cc<br />
<br />
*Ken:<br />
<br />
any lvl- c.rh xx lp dp xN, hp dp ender (if close you can lp dp after c.rh instead of hurricane)<br />
aa cc- s.mp xx lp dp xN, hp dp<br />
<br />
<br />
*Akuma:<br />
<br />
lvl 1- c.rh xx lp dp, red fb, hp dp<br />
c.rh xx hk hurricane, hp dp (far cc)<br />
<br />
lvl 2- c.rh xx hk hurricane, lk hurricane, red fb, hp dp<br />
<br />
lvl 3- c.rh xx fp dp, lp dp, lk hurricane, red fb, hp dp<br />
c.rh xx hk hurricane, lk hurricane x3, red fb, hp dp<br />
c.rh xx lp dp, red fb, lp dp, red fb, hp dp (dreamfire cc)<br />
<br />
*Sodom:<br />
<br />
any lvl standing or on anyone who cant duck mp scrape: c.mk xx mp scrape xN, c.fp xx 360+hk<br />
<br />
On anyone who can duck it use lp scrape but dont use c.fp, go straight into 360+hk<br />
<br />
*Sim:<br />
<br />
Any lvl- c.rh xx hk up flame xN<br />
<br />
AA cc- s.lp cc hk upflame xN<br />
<br />
*Chun "fucking I hope she dies what a whore" li<br />
<br />
lvl 1- c.rh xx up kick x2<br />
c.rh xx lightning legs, up kicks when meter is almost out<br />
<br />
lvl 2- c.rh xx lightning legs longer, up kicks when meter is almost out<br />
<br />
lvl 3- c.rh xx up kicks x2, hold db a split second, upkicks<br />
c.rh xx lightning legs, up kicks x2<br />
<br />
aa cc- s.lp xx up kicks xN<br />
<br />
*Dan:<br />
<br />
Coming Soon<br />
<br />
*Bison:<br />
<br />
lvl 1/2- c.rh xx SK xN, sweep xx headstomp, p. Land and unblockable sweep<br />
<br />
lvl 3- c.rh xx SK x4, s.mp xx headstomp, p. Land and unblockable sweep<br />
<br />
<br />
<br />
*Rose:<br />
<br />
lvl 1- c.rh x hk drill x2, hp soul throw<br />
<br />
lvl 2- c.rh x hk drill x3, hp soul throw<br />
<br />
lvl 3- c.rh x hk drill x4, hp soul throw<br />
<br />
<br />
*Adon:<br />
<br />
lvl 1- c.rh xx hl dp x2<br />
c.rh xx lk jag kick x2, hk dp<br />
<br />
lvl 2- c.rh xx lk jag kick xN, hk dp<br />
<br />
lvl 3- c.rh xx [hk jag kick, hk dp]x2<br />
c.rh xx lk jag kick x4, mk jag kick, hk dp<br />
c.mp xx lk jag kick x5, s.mp or s.lk in hk dp (must be standing)<br />
<br />
*Birdie:<br />
<br />
lvl 1- c.lk, s.lk xN, 360+hk<br />
c.hk xx final x2<br />
<br />
lvl 2- c.hk xx final x3<br />
<br />
lvl 3- c.hk xx final x4 (can add a red headbutt at the end but is hard<br />
<br />
*Sagat:<br />
<br />
lvl 1- c.rh xx hp tiger uppercut x2<br />
c.rh xx hk tiger knee, hp tiger uppercut<br />
<br />
lvl 2/3 c.rh xx hk tiger knee xN, hp tiger uppercut<br />
<br />
*Charlie:<br />
<br />
lvl 1- c.rh xx lk fk, hp sb, hk fk<br />
c.rh xx hk fk x2<br />
<br />
lvl 2- c.rh xx hk fk x3<br />
<br />
lvl 3- c.rh xx hk fk x2, lk fk, hk fk<br />
c.rh xx lk fk x3, mk fk, hk fk<br />
<br />
*Guy:<br />
<br />
lvl 1- c.mk xx hp shoulder x2, hk hurricane<br />
<br />
lvl 2- c.mk xx hp shoulder x3, hk hurricane<br />
c.mk xx hp shoulder, hk hurricane x2<br />
<br />
lvl 3- c.mk xx hp shoulder x4, hk hurricane<br />
c.mk xx hp shoulder x3, hk hurricane x2<br />
df+rh xx hp shoulder x5, hk hurricane<br />
<br />
AA cc:<br />
s.lp xx hk hurricane xN<br />
<br />
lvl 3 special:<br />
AA cc<br />
s.lp xx qcf+hp,p, hp shoulder x 3, hk hurricane<br />
<br />
Near corner on standing tall opponent- c.fp xx qcf+p, grab, mk hurricane, hk hurricane<br />
<br />
*Rolento:<br />
<br />
Any lvl- c.rh xx [scouter jump piano mash all kicks or mash lk]xN<br />
AA cc- s.lp instead of c.rh into above combo<br />
<br />
*Gief:<br />
<br />
any lvl: df+rh xx lp gloves xN, ppp<br />
any lvl: c.mk xx fp gloves xN, 360<br />
aa cc: kkk, lp gloves xN, ppp<br />
<br />
--[[User:Jeff|Jeff]] 22:20, 4 September 2008 (UTC)<br />
<br />
==Tiers==<br />
<br />
== Tier List ==<br />
<br />
'''1996 USA:'''<br><br />
1) Ken<br><br />
2) Chun-Li<br><br />
3) Rose<br><br />
4) Ryu<br><br />
5) Akuma<br><br />
6) Adon<br><br />
7) Sagat<br><br />
8) Charlie<br><br />
9) Rolento<br><br />
10) M. Bison<br><br />
11) Guy<br><br />
12) Dhalsim<br><br />
13) Sakura<br><br />
14) Sodom<br><br />
15) Zangief<br><br />
16) Gen<br><br />
17) Birdie<br><br />
18) Dan<br><br />
<br><br />
<br />
<br />
'''1996 Japan:'''<br><br />
1) Chun-Li<br><br />
2) Charlie<br><br />
3) Rose<br><br />
4) Adon<br><br />
5) Birdie<br><br />
6) Rolento<br><br />
7) Guy<br><br />
8) Dhalsim<br><br />
9) M. Bison<br><br />
10) Ryu<br><br />
11) Ken<br><br />
12) Sakura<br><br />
13) Akuma<br><br />
14) Sodom<br><br />
15) Sagat<br><br />
16) Zangief<br><br />
17) Gen<br><br />
18) Dan<br><br />
<br><br />
<br><br />
'''Modern Tier List:'''<br><br />
''Top Tier''<br><br />
Chun-Li<br><br />
Rose<br><br />
Ken<br><br />
Ryu<br><br />
<br><br />
''Second Tier''<br><br />
Zangief<br><br />
Rolento<br><br />
Sakura<br><br />
<br><br />
''Middle Tier''<br><br />
Akuma<br><br />
Sodom<br><br />
Charlie<br><br />
M.Bison<br><br />
Adon<br><br />
Sagat<br><br />
Dhalsim<br><br />
Guy<br><br />
<br />
''Bottom Tier''<br><br />
Gen<br><br />
Dan<br><br />
Birdie<br><br />
<br />
==Strategy==<br />
==The Characters==<br />
<br />
* [[Adon (SFA2) | Adon]]<br />
* [[Akuma (SFA2) | Akuma]]<br />
* [[Birdie (SFA2) | Birdie]]<br />
* [[Charlie (SFA2) | Charlie]]<br />
* [[Chun-Li (SFA2) | Chun-Li]]<br />
* [[Dan (SFA2) | Dan]]<br />
* [[Dhalsim (SFA2) | Dhalsim]]<br />
* [[Gen (SFA2) | Gen]]<br />
* [[Guy (SFA2) | Guy]]<br />
* [[Ken (SFA2) | Ken]]<br />
* [[M. Bison (SFA2) | M. Bison]]<br />
* [[Rolento (SFA2) | Rolento]]<br />
* [[Rose (SFA2) | Rose]]<br />
* [[Ryu (SFA2) | Ryu]]<br />
* [[Sagat (SFA2) | Sagat]]<br />
* [[Sakura (SFA2) | Sakura]]<br />
* [[Sodom (SFA2) | Sodom]]<br />
* [[Zangief (SFA2) | Zangief]]<br />
<br />
== Miscellaneous ==<br />
<br />
{{Street Fighter Alpha 2 characters}}<br />
<br />
[[Category:Street Fighter Alpha Series]]</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Street_Fighter_Alpha_2&diff=32361
Street Fighter Alpha 2
2009-04-02T18:40:41Z
<p>Mike Bacarella: /* Game Mechanics */</p>
<hr />
<div>==Introduction==<br />
=== Game Versions ===<br />
<br />
* Arcade<br />
* PC<br />
* Playstation<br />
* Playstation 2<br />
* Sega Saturn<br />
* Super Nintendo<br />
<br />
==Notation==<br />
===Joystick Notation===<br />
* F - Forward - Tilt stick forward/towards the opponent. (X-axis)<br />
* B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis)<br />
* U - Up - Tilt stick upwards. (Y-axis)<br />
* D - Down - Tilt stick downwards. (Y-axis)<br />
* QCF - Quarter circle forward/Hadouken/Fireball - Tilt stick downwards, then to downwards and forward, then forward.<br />
* QCB - Quarter circle backward - Tilt stick downwards, then to downwards and backward, then backward.<br />
* HCF - Half circle forward - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.<br />
* HCB - Half circle backward - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.<br />
* DP - Dragon punch - Tilt stick forwards, then to downward, then to downward and forward.<br />
* 360/FC - Full circle - Complete a full rotation of the stick.<br />
* 720 - N/A - Complete a 720 degree rotation of the stick.<br />
* Charge - Hold a tilt - Hold the stick in either B or D (Depending) then move to F or U respectively.<br />
<br />
===Six Button Notation===<br />
Expressed in the form: Notation - Move - (PS2 Default Map)<br />
<br />
* LP - Weak/Light/Low/Jab Punch - (Square)<br />
* MP - Medium/Middle/Strong Punch - (Triangle)<br />
* HP - Heavy/Hard/High/Fierce Punch - (R1)<br />
* P - Any punch (Square/Triangle/R1)<br />
* LK - Weak/Light/Low/short Kick - (X)<br />
* MK - Medium/Middle/Strong Kick - (Circle)<br />
* HK - Heavy/Hard/High/Roundhouse Kick - (R2)<br />
* K - Any kick - (C/Circle/R2)<br />
<br />
===Descriptors===<br />
====Connectors====<br />
====State Modifiers====<br />
===Miscellaneous Notation===<br />
StreetFighter Alpha2 is now playable online, www.GGPO.net<br />
<br />
==Game Mechanics==<br />
*Custom Combo (cc)- Press 2 punches and 1 kick or 2 kicks and 1 punch when you have at least a lvl 1. This allows you to do multi special moves in a row, canceling recovery. Once activated you move forward very fast. The high the lvl the more invincibiltiy you get, generally for a normal sized character, at lvl 2/3 you can go thru a fireball.<br />
<br />
*Valle CC- If they opponent is standing, you can activate a custom combo and start with a low hit which is unblockable into a whatever cc.<br />
<br />
*Blowout CC- When around point blank to your oponent, when cc is activated and the opponent did any normal attack or was not blocking, they go into a stun animation. This allows you to hit them with pretty much anything for free.<br />
<br />
*Counter CC- Basically, your opponent does a cc, and you cc right back. This isnt easy but not impossible, allowing you to counter Valle ccs and blowouts.<br />
<br />
*Air super CC glitch- When is cc mode, as long as you have the meter, you can perform your air super if in the air. Akuma can super fireball from a f+mk.<br />
<br />
*Juggles- Some moves have juggle properties this move include:<br />
**Sagat's Tiger Uppercut<br />
**Akuma's Shoryuken and Hurricane<br />
**Adon's Jaguar DP<br />
**Various Fireball supers<br />
**Chun-li's upkicks, super upkicks, super puffball, d+mk in the air<br />
***Note that all fireball super only juggle for 3 hits, so best used at lvl 1 for anti air. As for Akuma's juggles after a lk hurricane you can actually do the tech roll motion in the air and the dp will miss.<br />
<br />
*Alpha counter (AC)- b, db, d+p or kick. Varies per character and some are very strong like Rose's punch ac or kens kick. Piano kicks for best result. Do this when is block stun to cancel out into a pre-determined attack, which has some invincibility and temporarily creates a freeze effect. Knock down acs cannot be tech rolled except by Sodom's Tengu Walking.<br />
<br />
*Alpha counter reversal- Delay any safe normal into any invincible move that will beat a alpha counter but will not come out unless the normal was ac'd. Ex. Shoto's c.fp, attempt to cancel it into a shoryuken right after cancel frame window is up. If the opponent ac's, your c.fp will be on the active frames since the acs freeze it temporarily and you will shoryuken the hell out of them.<br />
<br />
*Kara-cancel- Canceling any normal quickly before the hit frames come out. Ex. f+mp xx raging demon or c.rh xx fireball. This allows for quicker meter building, ex. Rolento kara c.rh xx lp roll.<br />
<br />
*Throws- Forward or back+ mp/fp/mk/hk. Not all character can throw with all buttons, ex Rose and Sagat only have punch throws.<br />
<br />
*Tech-throw- Basically when thrown, you have a slight window to reverse by throwing, to avoid most damage from the throw. Some throw do no damage at all when tech ex Rolento's kick throw.<br />
<br />
*Tech roll- After a non-ac non throw knock down, do b, db, d+lp, mp, or hp. This will roll you torwards you opponent depending on strength used, with lp getting up in place and hp rolling far. These are punishable by any low hit, so be careful when using.<br />
<br />
*High Knock Down Juggle Glitch- This is best explain by a old post from Endy 22, so I'm gonna copy and paste. Basically it is a knock down that pops your opponent WAY up in the air, allowing juggles. If you are too lazy just know easiest way to set it up is after a cc, ex Sagat does his cc, opponent tech rolls when Sagat is done, Sagat does c.rh which creates a HDK, juggles with HP tiger uppercut.<br />
**Awhile back I posted an article about how special juggle combos could be done after knocking someone down with a CC(i.e. with Sagat; couching Roundhouse, juggle with Fierce Tiger Uppercut). Since then I've learned a lot more about how the high knockdown trick works as well as a bunch of combos that can be done using it. For those who missed the original article or have yet to see someone use the trick, I'll explain how it's done...<br />
**Basically, when you're in CC mode and you do a move that knocks down, the opponent is knocked higher than they usually are when you are out of CC mode. For instance, when you activate a CC and then do a crouching Roundhouse, your opponent is knocked up in the air higher than a normal sweep would, so it's easier to follow up with another<br />
attack during the CC(this is one reason why the Valle CC is so devastating). The interesting thing is, you can still get the benefit of a high knockdown(HKD for short) _after_ a CC ends (meaning your CC meter has completely run out, and your opponent is getting up from the knockdown your CC caused). In order to get a HKD, you must first hit your opponent with any kind of CC that ends in a knockdown. Then, as your opponent is getting up or _right_ after, if you connect with a move that knocks down(a sweep for instance) they will be knocked high in the air(much higher than they normally should) allowing you to hit them with a juggling move before they land. note: You can only follow up a HKD with a move that juggles, like Akuma's DP or Guy's HK, all non-juggling moves will whiff.<br />
**An interesting thing about HKD's is that you can normally only juggle an opponent knocked in the air on the way up or at the apex, as soon\ they start to fall you can no longer juggle. However, with a high knockdown, just like in CC mode, you can juggle an opponent no matter how high they are off the ground. This means, if you do a crouching Roundhouse that results in a high knockdown, you can wait till just before the opponent lands and still juggle them. Also, you aren't limited to initiating a HKD with a sweep, certain special moves that knock down will work, too. Another cool thing about HKD's is that they can be initiated with combos, as well. So, with E. Ryu as the opponent is getting up, you could do crouching Jab, crouching Short, Fierce Red Fireball(HKD), juggle with a Fierce Dragon Punch. It's also possible to do repeated high knockdowns. For instance, with Sagat I could do a crouching Roundhouse as their getting up(HKD), juggle with a Fierce Tiger Uppercut. Then as they're getting up from the TU, I could do another crouching Roundhouse(HKD), Fierce TU, crouching Roundhouse(HKD), Fierce TU, etc. As long as you keep getting consecutive HKD's it can be repeated.<br />
**Now, landing a CC and then hitting your opponent with a knockdown move or combo as they're getting up _will not automatically_ result in a HKD. Whether you get the high knockdown or not is _completely_determined by what your opponent does after getting knocked down by the CC. Obviously, if they just block as they're getting up, there is no way you can hit them, so there's no chance for a HKD. So, you can only get a HKD in certain circumstances(most of which involve your opponent doing a particular action as they're getting up). Those circumstances include:<br />
***1. The opponent rolls after the CC - This is the easiest and most common way to land a HKD in a match. If your opponent rolls right after getting hit by a CC, simply hit them out of it with a knockdown move or combo and you will get a high knockdown, FOR FREE. note: This will only work in regular SFA2, since you can't roll after a CC in A2Gold(and I'm assuming, Z2A).<br />
***2. The opponent whiffs a Reversal Attack("Reversal" _has_ to appear) - This means if they do any kind of Reversal Attack(including Supers), and it misses, you can hit them during the recovery with a knockdown move or combo and get a HKD. i.e. Ryu does a Reversal DP and it whiffs, if you do a knockdown move as he lands it will result in a HKD.<br />
***3. You stuff their Reversal Attack - Just like #2, except if you knock them out of the Reversal Attack with a knockdown move you will get a HKD.<br />
***4. You do an AC reversal - If you stick out an attack as the opponent is getting up which they AC and you reverse it, you will get a HKD. So with Sagat, you could do a crouching Strong(they AC), 2in1 Jab Tiger Uppercut(knocks them out of their AC and results in a HKD), then juggle with a Fierce Tiger Uppercut.<br />
***5. The opponent is holding 'back' - Meaning, if they're simply holding straight back on the stick while they're getting up and you hit them with a knockdown move or combo, you will get a HKD. I have_no_ idea why this works, especially since holding in any other direction won't result in a HKD. note: While experimenting, this happens to be the easiest way to get a HKD, and is a great way for doing repeated high knockdowns.<br />
***6. You dizzy them with a HKD move or combo - If you dizzy your opponent with repeated HKD's, then hit them while they're dizzy with a knockdown move or combo, it will result in another HKD. i.e. With Sagat, you do crouching Roundhouse(HKD), Fierce TU, repeatedly till your opponent gets dizzy. While they're dizzy you could do a combo like Jumping Roundhouse, crouching Roundhouse(HKD), Fierce Tiger Uppercut. note: This is only really useful while practicing, since landing repeated HKD's on someone in a real match is just about impossible.<br />
***7. You counter them as they're getting up - This one is kinda hard to explain, since I'm not exactly sure why this sometimes works, and sometimes doesn't. When I originally posted about the HKD trick, I believed that all you had to do was counter your opponent with a knockdown move as they're getting up and it would result in a HKD. Meaning, that if your opponent is entering any kind of joystick command(besides blocking) or button command, as they're getting up and you hit them with a knockdown move, you'd get a HKD. I soon found out that is not always the case. It works a lot of times when your opponent is going for a Reversal and miss-times it, and your knockdown move hits them, but not always. I guess it's something specific that they're doing that makes a HKD possible, but I'm not exactly sure what it is yet. note: This makes jump-in or crossup HKD combos possible.<br />
***8. You AC their Reversal Attack - AFAIK, this one is worthless. If you rebuild your meter through repeated HKD's then have your opponent do a Reversal and you do an AC that knocks down, the AC will result in a HKD. Unfortunately, you can't follow-up the HKD because your opponent will have that 'spinning' animation and apparently can't be hit. I only mention this one, because I haven't bothered to try it with all the different AC's, so I'm not 100% sure that none of them can be followed-up.<br />
***9. You link a knockdown move at the end of a non-knockdown CC - This is a special circumstance where you don't actually have to knock your opponent down with the CC before getting a HKD. Basically, if you do a CC consisting of all non-knockdown moves(like a bunch of standing normals or stream of fireballs) you can link a knockdown move at the<br />
end of the CC, and get a HKD. So, with Sakura you could activate a CC, do a bunch of standing normals(lame, I know), then just as your meter runs completely out, link a normal crouching Roundhouse while they're still in hit stun(results in a HKD), and then juggle with a Strong DP.<br />
**Here's a list of moves for each character that will cause a HKD after a CC ends.<br />
***Ken: Crouching Roundhouse<br />
***Ryu/E.Ryu: Crouching Roundhouse/Crouching Roundhouse, Fierce Red Fireball<br />
***Chun Li: Crouching Roundhouse(close)<br />
***Rose: Crouching Roundhouse, Soul Spiral<br />
***Zangief: Crouching Roundhouse, df+Roundhouse<br />
***Sakura: Crouching Roundhouse<br />
***Akuma: Crouching Roundhouse, Fireball(close), Red Fireball(1,2 or 3 hit), d,db,f,uf+Punch move<br />
***Sagat: Crouching Roundhouse, Jab Tiger Uppercut<br />
***Charlie: Crouching Roundhouse<br />
***Rolento: Has no moves that will HKD<br />
***Dhalsim: db+Roundhouse, Strong/Fierce Yoga Fire, Yoga Flame<br />
***Guy: Crouching Forward, df+Roundhouse<br />
***Adon: Crouching Roundhouse<br />
***M. Bison: Crouching Roundhouse(slide)<br />
***Sodom: Crouching Roundhouse(slide)<br />
***Gen: Has no moves in either style that will HKD<br />
***Dan: Crouching Roundhouse<br />
***Birdie: Crouching Roundhouse<br />
<br />
Ok, now there are two basic types of combos that can done using the<br />
HKD trick...<br />
<br />
**Normal HKD combos:<br />
***Combos that can be done by characters who have specials that juggle(Akuma, Chun Li, Guy, E. Ryu, Sakura, Adon, Sagat) and can be done after any CC that knocks down(every other character has to rebuild meter so they can juggle with a SC). Examples:<br />
****Adon - Jumping Fierce, crouching Roundhouse(HKD), Roundhouse Jaguar Kick<br />
****E. Ryu - Crouching Jab, crouching Short, Fierce Red Fireball(HKD), Short HK, Fierce DP. (vs. Zangief, corner only)<br />
****Chun Li - Jumping Roundhouse, crouching Roundhouse(HKD), Triple Up-Kick<br />
****Sagat - Crossup Short, crouching Strong, Jab Tiger Uppercut, Fierce Tiger Uppercut<br />
<br />
**After Rebuilding Meter:<br />
***Combos that are only possible after you rebuild your meter through doing repeated HKD's. Basically, there is no way you'd ever, EVER get this type of combo off in a real match, but do indeed work with some setting up. Examples:<br />
****Charlie - Jumping Roundhouse, crouching Roundhouse(HKD), Level 3 Somersault Justice (corner)<br />
****Guy - Jumping Roundhouse, crouching Forward(HKD), Level 3 Air Punch Super<br />
****Ken - Jumping Fierce, crouching Roundhouse(HKD), 2in1 Short Roll, Level 3 Shinryuken<br />
****Rose - Jumping Roundhouse, crouching Jab, crouching Short, crouching Strong, Short Drill(HKD), Level 2 Aura Soul Catch (corner)<br />
****Akuma - Jumping Fierce, crouching Roundhouse(HKD), Short HK, Short HK, jump towards Level 3 Air Super Fireball or Level 3 DP<br />
****Dhalsim - b+Fierce(headbutt), Jab Yoga Flame(HKD), Level 3 Yoga Inferno (corner)<br />
****Zangief - Crossup d+Fierce, bd+Roundhouse, Level 3 Air Catch Super(A2Gold, Z2A only)<br />
<br />
There's a bunch of other combos that can done using the trick, but the<br />
examples should give you the idea. Also, it's possible to juggle<br />
with a CC after a HKD when you rebuild your meter.<br />
<br />
Well, that's about all I have to report on the high knockdown trick.<br />
I hesitated to post all this, since A2 is such an old game, but<br />
figured someone may find it of interest. There's also another little<br />
CC trick I found that I was thinking of posting in the future, but<br />
this should be enough for now =).<br />
<br />
--[[User:Jeff|Jeff]] 22:17, 4 September 2008 (UTC)<br />
<br />
= Ultimate Custom Combo List =<br />
<br />
THE ULTIMEATE CC LIST!<br />
<br />
Here is everyones ccs:<br />
<br />
*Gen:<br />
<br />
any lvl- c.rh xx lk dp xN<br />
<br />
*Ryu:<br />
<br />
any lvl- c.rh xx lk hurricane xN, Hp dp ender<br />
aa cc- c.mp/c.mp into above cc<br />
<br />
*Ken:<br />
<br />
any lvl- c.rh xx lp dp xN, hp dp ender (if close you can lp dp after c.rh instead of hurricane)<br />
aa cc- s.mp xx lp dp xN, hp dp<br />
<br />
<br />
*Akuma:<br />
<br />
lvl 1- c.rh xx lp dp, red fb, hp dp<br />
c.rh xx hk hurricane, hp dp (far cc)<br />
<br />
lvl 2- c.rh xx hk hurricane, lk hurricane, red fb, hp dp<br />
<br />
lvl 3- c.rh xx fp dp, lp dp, lk hurricane, red fb, hp dp<br />
c.rh xx hk hurricane, lk hurricane x3, red fb, hp dp<br />
c.rh xx lp dp, red fb, lp dp, red fb, hp dp (dreamfire cc)<br />
<br />
*Sodom:<br />
<br />
any lvl standing or on anyone who cant duck mp scrape: c.mk xx mp scrape xN, c.fp xx 360+hk<br />
<br />
On anyone who can duck it use lp scrape but dont use c.fp, go straight into 360+hk<br />
<br />
*Sim:<br />
<br />
Any lvl- c.rh xx hk up flame xN<br />
<br />
AA cc- s.lp cc hk upflame xN<br />
<br />
*Chun "fucking I hope she dies what a whore" li<br />
<br />
lvl 1- c.rh xx up kick x2<br />
c.rh xx lightning legs, up kicks when meter is almost out<br />
<br />
lvl 2- c.rh xx lightning legs longer, up kicks when meter is almost out<br />
<br />
lvl 3- c.rh xx up kicks x2, hold db a split second, upkicks<br />
c.rh xx lightning legs, up kicks x2<br />
<br />
aa cc- s.lp xx up kicks xN<br />
<br />
*Dan:<br />
<br />
Coming Soon<br />
<br />
*Bison:<br />
<br />
lvl 1/2- c.rh xx SK xN, sweep xx headstomp, p. Land and unblockable sweep<br />
<br />
lvl 3- c.rh xx SK x4, s.mp xx headstomp, p. Land and unblockable sweep<br />
<br />
<br />
<br />
*Rose:<br />
<br />
lvl 1- c.rh x hk drill x2, hp soul throw<br />
<br />
lvl 2- c.rh x hk drill x3, hp soul throw<br />
<br />
lvl 3- c.rh x hk drill x4, hp soul throw<br />
<br />
<br />
*Adon:<br />
<br />
lvl 1- c.rh xx hl dp x2<br />
c.rh xx lk jag kick x2, hk dp<br />
<br />
lvl 2- c.rh xx lk jag kick xN, hk dp<br />
<br />
lvl 3- c.rh xx [hk jag kick, hk dp]x2<br />
c.rh xx lk jag kick x4, mk jag kick, hk dp<br />
c.mp xx lk jag kick x5, s.mp or s.lk in hk dp (must be standing)<br />
<br />
*Birdie:<br />
<br />
lvl 1- c.lk, s.lk xN, 360+hk<br />
c.hk xx final x2<br />
<br />
lvl 2- c.hk xx final x3<br />
<br />
lvl 3- c.hk xx final x4 (can add a red headbutt at the end but is hard<br />
<br />
*Sagat:<br />
<br />
lvl 1- c.rh xx hp tiger uppercut x2<br />
c.rh xx hk tiger knee, hp tiger uppercut<br />
<br />
lvl 2/3 c.rh xx hk tiger knee xN, hp tiger uppercut<br />
<br />
*Charlie:<br />
<br />
lvl 1- c.rh xx lk fk, hp sb, hk fk<br />
c.rh xx hk fk x2<br />
<br />
lvl 2- c.rh xx hk fk x3<br />
<br />
lvl 3- c.rh xx hk fk x2, lk fk, hk fk<br />
c.rh xx lk fk x3, mk fk, hk fk<br />
<br />
*Guy:<br />
<br />
lvl 1- c.mk xx hp shoulder x2, hk hurricane<br />
<br />
lvl 2- c.mk xx hp shoulder x3, hk hurricane<br />
c.mk xx hp shoulder, hk hurricane x2<br />
<br />
lvl 3- c.mk xx hp shoulder x4, hk hurricane<br />
c.mk xx hp shoulder x3, hk hurricane x2<br />
df+rh xx hp shoulder x5, hk hurricane<br />
<br />
AA cc:<br />
s.lp xx hk hurricane xN<br />
<br />
lvl 3 special:<br />
AA cc<br />
s.lp xx qcf+hp,p, hp shoulder x 3, hk hurricane<br />
<br />
Near corner on standing tall opponent- c.fp xx qcf+p, grab, mk hurricane, hk hurricane<br />
<br />
*Rolento:<br />
<br />
Any lvl- c.rh xx [scouter jump piano mash all kicks or mash lk]xN<br />
AA cc- s.lp instead of c.rh into above combo<br />
<br />
*Gief:<br />
<br />
any lvl: df+rh xx lp gloves xN, ppp<br />
any lvl: c.mk xx fp gloves xN, 360<br />
aa cc: kkk, lp gloves xN, ppp<br />
<br />
--[[User:Jeff|Jeff]] 22:20, 4 September 2008 (UTC)<br />
<br />
==Tiers==<br />
<br />
== Tier List ==<br />
<br />
'''1996 USA:'''<br><br />
1) Ken<br><br />
2) Chun-Li<br><br />
3) Rose<br><br />
4) Ryu<br><br />
5) Akuma<br><br />
6) Adon<br><br />
7) Sagat<br><br />
8) Charlie<br><br />
9) Rolento<br><br />
10) M. Bison<br><br />
11) Guy<br><br />
12) Dhalsim<br><br />
13) Sakura<br><br />
14) Sodom<br><br />
15) Zangief<br><br />
16) Gen<br><br />
17) Birdie<br><br />
18) Dan<br><br />
<br><br />
<br />
<br />
'''1996 Japan:'''<br><br />
1) Chun-Li<br><br />
2) Charlie<br><br />
3) Rose<br><br />
4) Adon<br><br />
5) Birdie<br><br />
6) Rolento<br><br />
7) Guy<br><br />
8) Dhalsim<br><br />
9) M. Bison<br><br />
10) Ryu<br><br />
11) Ken<br><br />
12) Sakura<br><br />
13) Akuma<br><br />
14) Sodom<br><br />
15) Sagat<br><br />
16) Zangief<br><br />
17) Gen<br><br />
18) Dan<br><br />
<br><br />
<br><br />
'''Modern Tier List:'''<br><br />
''Top Tier''<br><br />
Chun-Li<br><br />
Rose<br><br />
Ken<br><br />
Ryu<br><br />
<br><br />
''Second Tier''<br><br />
Zangief<br><br />
Rolento<br><br />
Sakura<br><br />
<br><br />
''Middle Tier''<br><br />
Akuma<br><br />
Sodom<br><br />
Charlie<br><br />
M.Bison<br><br />
Adon<br><br />
Sagat<br><br />
Dhalsim<br><br />
Guy<br><br />
<br />
''Bottom Tier''<br><br />
Gen<br><br />
Dan<br><br />
Birdie<br><br />
<br />
==Strategy==<br />
==The Characters==<br />
<br />
* [[Adon (SFA2) | Adon]]<br />
* [[Akuma (SFA2) | Akuma]]<br />
* [[Birdie (SFA2) | Birdie]]<br />
* [[Charlie (SFA2) | Charlie]]<br />
* [[Chun-Li (SFA2) | Chun-Li]]<br />
* [[Dan (SFA2) | Dan]]<br />
* [[Dhalsim (SFA2) | Dhalsim]]<br />
* [[Gen (SFA2) | Gen]]<br />
* [[Guy (SFA2) | Guy]]<br />
* [[Ken (SFA2) | Ken]]<br />
* [[M. Bison (SFA2) | M. Bison]]<br />
* [[Rolento (SFA2) | Rolento]]<br />
* [[Rose (SFA2) | Rose]]<br />
* [[Ryu (SFA2) | Ryu]]<br />
* [[Sagat (SFA2) | Sagat]]<br />
* [[Sakura (SFA2) | Sakura]]<br />
* [[Sodom (SFA2) | Sodom]]<br />
* [[Zangief (SFA2) | Zangief]]<br />
<br />
== Miscellaneous ==<br />
<br />
{{Street Fighter Alpha 2 characters}}<br />
<br />
[[Category:Street Fighter Alpha Series]]</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Street_Fighter_IV/Seth&diff=31719
Street Fighter IV/Seth
2009-02-22T17:30:05Z
<p>Mike Bacarella: /* Matchups */</p>
<hr />
<div>==Introduction==<br />
<br />
==Move Analysis==<br />
===Normal Moves===<br />
<br />
===Normal Throws===<br />
<br />
===Command Normals===<br />
<br />
===Focus / Saving Attack=== <br />
<br />
===Special Moves===<br />
<br />
===Super Move===<br />
<br />
===Ultra Move===<br />
<br />
==The Basics== <br />
<br />
==Combos==<br />
<br />
==Strategy==<br />
<br />
==Matchups==<br />
<br />
<br />
<br />
{{Street Fighter IV}}</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Street_Fighter_IV/Sakura&diff=31718
Street Fighter IV/Sakura
2009-02-22T17:29:57Z
<p>Mike Bacarella: /* Matchups */</p>
<hr />
<div>==Introduction==<br />
<br />
==Move Analysis==<br />
===Normal Moves===<br />
<br />
===Normal Throws===<br />
<br />
===Command Normals===<br />
<br />
===Focus / Saving Attack=== <br />
<br />
===Special Moves===<br />
<br />
===Super Move===<br />
<br />
===Ultra Move===<br />
<br />
==The Basics== <br />
<br />
==Combos==<br />
<br />
==Strategy==<br />
<br />
==Matchups==<br />
<br />
<br />
<br />
{{Street Fighter IV}}</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Street_Fighter_IV/Rose&diff=31717
Street Fighter IV/Rose
2009-02-22T17:29:49Z
<p>Mike Bacarella: /* Matchups */</p>
<hr />
<div>==Introduction==<br />
<br />
==Move Analysis==<br />
===Normal Moves===<br />
<br />
===Normal Throws===<br />
<br />
===Command Normals===<br />
<br />
===Focus / Saving Attack=== <br />
<br />
===Special Moves===<br />
<br />
===Super Move===<br />
<br />
===Ultra Move===<br />
<br />
==The Basics== <br />
<br />
==Combos==<br />
<br />
==Strategy==<br />
<br />
==Matchups==<br />
<br />
<br />
<br />
{{Street Fighter IV}}</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Street_Fighter_IV/Gouken&diff=31716
Street Fighter IV/Gouken
2009-02-22T17:29:41Z
<p>Mike Bacarella: /* Matchups */</p>
<hr />
<div>==Introduction==<br />
<br />
==Move Analysis==<br />
===Normal Moves===<br />
<br />
===Normal Throws===<br />
<br />
===Command Normals===<br />
<br />
===Focus / Saving Attack=== <br />
<br />
===Special Moves===<br />
<br />
===Super Move===<br />
<br />
===Ultra Move===<br />
<br />
==The Basics== <br />
<br />
==Combos==<br />
<br />
==Strategy==<br />
<br />
==Matchups==<br />
<br />
<br />
<br />
{{Street Fighter IV}}</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Street_Fighter_IV/Gen&diff=31715
Street Fighter IV/Gen
2009-02-22T17:29:32Z
<p>Mike Bacarella: /* Matchups */</p>
<hr />
<div>==Introduction==<br />
<br />
==Move Analysis==<br />
===Normal Moves===<br />
<br />
===Normal Throws===<br />
<br />
===Command Normals===<br />
<br />
===Focus / Saving Attack=== <br />
<br />
===Special Moves===<br />
<br />
===Super Move===<br />
<br />
===Ultra Move===<br />
<br />
==The Basics== <br />
<br />
==Combos==<br />
<br />
==Strategy==<br />
<br />
==Matchups==<br />
<br />
<br />
<br />
{{Street Fighter IV}}</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Street_Fighter_IV/Fei_Long&diff=31714
Street Fighter IV/Fei Long
2009-02-22T17:29:24Z
<p>Mike Bacarella: /* Matchups */</p>
<hr />
<div>==Introduction==<br />
<br />
==Move Analysis==<br />
===Normal Moves===<br />
<br />
===Normal Throws===<br />
<br />
===Command Normals===<br />
<br />
===Focus / Saving Attack=== <br />
<br />
===Special Moves===<br />
<br />
===Super Move===<br />
<br />
===Ultra Move===<br />
<br />
==The Basics== <br />
<br />
==Combos==<br />
<br />
==Strategy==<br />
<br />
==Matchups==<br />
<br />
<br />
<br />
{{Street Fighter IV}}</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Dan_(SFIV)&diff=31713
Dan (SFIV)
2009-02-22T17:29:15Z
<p>Mike Bacarella: /* Matchups */</p>
<hr />
<div>==Introduction==<br />
<br />
==Move Analysis==<br />
===Normal Moves===<br />
<br />
===Normal Throws===<br />
<br />
===Command Normals===<br />
<br />
===Focus / Saving Attack=== <br />
<br />
===Special Moves===<br />
<br />
===Super Move===<br />
<br />
===Ultra Move===<br />
<br />
==The Basics== <br />
<br />
==Combos==<br />
<br />
==Strategy==<br />
<br />
==Matchups==<br />
<br />
<br />
<br />
{{Street Fighter IV}}</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Cammy_(SFIV)&diff=31712
Cammy (SFIV)
2009-02-22T17:29:04Z
<p>Mike Bacarella: /* Matchups */</p>
<hr />
<div>==Introduction==<br />
<br />
==Move Analysis==<br />
===Normal Moves===<br />
<br />
===Normal Throws===<br />
<br />
===Command Normals===<br />
<br />
===Focus / Saving Attack=== <br />
<br />
===Special Moves===<br />
<br />
===Super Move===<br />
<br />
===Ultra Move===<br />
<br />
==The Basics== <br />
<br />
==Combos==<br />
<br />
==Strategy==<br />
<br />
==Matchups==<br />
<br />
<br />
<br />
{{Street Fighter IV}}</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Abel_(SFIV)&diff=31711
Abel (SFIV)
2009-02-22T17:28:49Z
<p>Mike Bacarella: /* Frame Data */</p>
<hr />
<div>==Introduction==<br />
<br />
==Move Analysis==<br />
===Normal Moves===<br />
<br />
===Normal Throws===<br />
<br />
===Command Normals===<br />
<br />
===Focus / Saving Attack=== <br />
<br />
===Special Moves===<br />
<br />
===Super Move===<br />
<br />
===Ultra Move===<br />
<br />
==The Basics== <br />
<br />
==Combos==<br />
<br />
==Strategy==<br />
<br />
==Matchups==<br />
<br />
==Frame Data==<br />
{| border="1em" cellspacing="0" width="100%" style="border: 1px solid #999; background: #F2F2F2;"<br />
|-<br />
! align="center" | <br />
! align="center" | <br />
! align="center" | <br />
! align="center" | <br />
! align="center" | frame<br />
! align="center" | frame<br />
! align="center" | frames of<br />
! align="center" | frames of <br />
! align="center" | <br />
! align="center" | <br />
! align="center" | super meter<br />
! align="center" | <br />
! align="center" | cancel<br />
! align="center" | <br />
|-<br />
! align="center" | move Name<br />
! align="center" | startup<br />
! align="center" | active<br />
! align="center" | recovery<br />
! align="center" | adv.blk<br />
! align="center" | adv.hit<br />
! align="center" | blockstun<br />
! align="center" | hitstun<br />
! align="center" | damage<br />
! align="center" | stun<br />
! align="center" | gain<br />
! align="center" | block<br />
! align="center" | ability<br />
! align="center" | comments<br />
|-<br />
| align="center" | close LP<br />
| align="center" | 4<br />
| align="center" | 3(8)3<br />
| align="center" | 11<br />
| align="center" | -3<br />
| align="center" | 0<br />
| align="center" | 13*10<br />
| align="center" | 16*13<br />
| align="center" | 25*15<br />
| align="center" | 30*20<br />
| align="center" | 20*20<br />
| align="center" | HL<br />
| align="center" | CSpS*S<br />
| align="center" | -<br />
|-<br />
| align="center" | close MP<br />
| align="center" | 5<br />
| align="center" | 3(8)2<br />
| align="center" | 14<br />
| align="center" | -2<br />
| align="center" | +4<br />
| align="center" | 13<br />
| align="center" | 16*19<br />
| align="center" | 50*30<br />
| align="center" | 50*50<br />
| align="center" | 40*20<br />
| align="center" | HL<br />
| align="center" | SpS*S<br />
| align="center" | -<br />
|-<br />
| align="center" | close HP<br />
| align="center" | 4<br />
| align="center" | 3(8)2<br />
| align="center" | 20<br />
| align="center" | -4<br />
| align="center" | 0<br />
| align="center" | 17<br />
| align="center" | 22*21<br />
| align="center" | 80*30<br />
| align="center" | 100*100<br />
| align="center" | 60*20<br />
| align="center" | HL<br />
| align="center" | SpS*S<br />
| align="center" | -<br />
|-<br />
| align="center" | close LK<br />
| align="center" | 5<br />
| align="center" | 2<br />
| align="center" | 9<br />
| align="center" | 0<br />
| align="center" | +3<br />
| align="center" | 10<br />
| align="center" | 13<br />
| align="center" | 30<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | close MK<br />
| align="center" | 7<br />
| align="center" | 2<br />
| align="center" | 16<br />
| align="center" | -4<br />
| align="center" | -1<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 70<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | HL<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | close HK<br />
| align="center" | 6<br />
| align="center" | 6<br />
| align="center" | 16<br />
| align="center" | -4<br />
| align="center" | 0<br />
| align="center" | 17<br />
| align="center" | 21<br />
| align="center" | 100[30]<br />
| align="center" | 150[50]<br />
| align="center" | 60[20]<br />
| align="center" | HL[H]<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | far LP<br />
| align="center" | 5<br />
| align="center" | 3<br />
| align="center" | 5<br />
| align="center" | +3<br />
| align="center" | +6<br />
| align="center" | 10<br />
| align="center" | 13<br />
| align="center" | 30<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | HL<br />
| align="center" | CS<br />
| align="center" | -<br />
|-<br />
| align="center" | far MP<br />
| align="center" | 5<br />
| align="center" | 6<br />
| align="center" | 11<br />
| align="center" | -3<br />
| align="center" | 0<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 80<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | far HP<br />
| align="center" | 12<br />
| align="center" | 3<br />
| align="center" | 17<br />
| align="center" | -2<br />
| align="center" | +2<br />
| align="center" | 17<br />
| align="center" | 21<br />
| align="center" | 130<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | far LK<br />
| align="center" | 5<br />
| align="center" | 3<br />
| align="center" | 8<br />
| align="center" | 0<br />
| align="center" | +3<br />
| align="center" | 10<br />
| align="center" | 13<br />
| align="center" | 40<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | far MK<br />
| align="center" | 8<br />
| align="center" | 3<br />
| align="center" | 15<br />
| align="center" | -4<br />
| align="center" | -1<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 80<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | far HK<br />
| align="center" | 14<br />
| align="center" | 2<br />
| align="center" | 19<br />
| align="center" | -3<br />
| align="center" | +1<br />
| align="center" | 17<br />
| align="center" | 21<br />
| align="center" | 100<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | crouch LP<br />
| align="center" | 5<br />
| align="center" | 2<br />
| align="center" | 6<br />
| align="center" | +3<br />
| align="center" | +6<br />
| align="center" | 10<br />
| align="center" | 13<br />
| align="center" | 30<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | HL<br />
| align="center" | CSpS<br />
| align="center" | -<br />
|-<br />
| align="center" | crouch MP<br />
| align="center" | 7<br />
| align="center" | 3<br />
| align="center" | 10<br />
| align="center" | +1<br />
| align="center" | +4<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 70<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | HL<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | crouch HP<br />
| align="center" | 8<br />
| align="center" | 2*2<br />
| align="center" | 22<br />
| align="center" | -6<br />
| align="center" | -<br />
| align="center" | 17<br />
| align="center" | 22*-<br />
| align="center" | 70*40<br />
| align="center" | 100*50<br />
| align="center" | 60*20<br />
| align="center" | HL<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | crouch LK<br />
| align="center" | 5<br />
| align="center" | 3<br />
| align="center" | 7<br />
| align="center" | +1<br />
| align="center" | +4<br />
| align="center" | 10<br />
| align="center" | 13<br />
| align="center" | 20<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | L<br />
| align="center" | CSpS<br />
| align="center" | -<br />
|-<br />
| align="center" | crouch MK<br />
| align="center" | 8<br />
| align="center" | 5<br />
| align="center" | 13<br />
| align="center" | -4<br />
| align="center" | -1<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 60<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | L<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | crouch HK<br />
| align="center" | 11<br />
| align="center" | 3<br />
| align="center" | 25<br />
| align="center" | -10<br />
| align="center" | -<br />
| align="center" | 17<br />
| align="center" | -<br />
| align="center" | 100<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | L<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | jump up LP<br />
| align="center" | 5<br />
| align="center" | 4<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 8<br />
| align="center" | 11<br />
| align="center" | 50<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump up MP<br />
| align="center" | 5<br />
| align="center" | 6<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 11<br />
| align="center" | 15<br />
| align="center" | 80<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump up HP<br />
| align="center" | 5<br />
| align="center" | 4<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 15<br />
| align="center" | 18<br />
| align="center" | 100<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump up LK<br />
| align="center" | 5<br />
| align="center" | 8<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 8<br />
| align="center" | 11<br />
| align="center" | 50<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump up MK<br />
| align="center" | 4<br />
| align="center" | 6<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 11<br />
| align="center" | 15<br />
| align="center" | 80<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump up HK<br />
| align="center" | 5<br />
| align="center" | 4<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 15<br />
| align="center" | 18<br />
| align="center" | 100<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump forward LP<br />
| align="center" | 5<br />
| align="center" | 8<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 8<br />
| align="center" | 11<br />
| align="center" | 50<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump forward MP<br />
| align="center" | 5<br />
| align="center" | 10<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 11<br />
| align="center" | 15<br />
| align="center" | 80<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump forward HP<br />
| align="center" | 5<br />
| align="center" | 8<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 15<br />
| align="center" | 18<br />
| align="center" | 100<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump forward LK<br />
| align="center" | 4<br />
| align="center" | 5<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 8<br />
| align="center" | 11<br />
| align="center" | 50<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump forward MK<br />
| align="center" | 5<br />
| align="center" | 6<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 11<br />
| align="center" | 15<br />
| align="center" | 70<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump forward HK<br />
| align="center" | 5<br />
| align="center" | 5<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 15<br />
| align="center" | 18<br />
| align="center" | 110<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | F+MK<br />
| align="center" | 7<br />
| align="center" | 2<br />
| align="center" | 16<br />
| align="center" | 0<br />
| align="center" | +3<br />
| align="center" | 17<br />
| align="center" | 20<br />
| align="center" | 80<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | HL<br />
| align="center" | ???<br />
| align="center" | -<br />
|-<br />
| align="center" | level1 FA<br />
| align="center" | 21<br />
| align="center" | 2<br />
| align="center" | 35<br />
| align="center" | -21<br />
| align="center" | -21<br />
| align="center" | 15<br />
| align="center" | 15<br />
| align="center" | 60<br />
| align="center" | 100<br />
| align="center" | 20<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | level2 FA<br />
| align="center" | 17+13<br />
| align="center" | 2<br />
| align="center" | 35<br />
| align="center" | -15<br />
| align="center" | -<br />
| align="center" | 21<br />
| align="center" | -<br />
| align="center" | 80<br />
| align="center" | 150<br />
| align="center" | 40<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | level3 FA<br />
| align="center" | 65<br />
| align="center" | 2<br />
| align="center" | 35<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 140<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | F+LP+LK<br />
| align="center" | 3<br />
| align="center" | 2<br />
| align="center" | 20<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 130<br />
| align="center" | 140<br />
| align="center" | 40<br />
| align="center" | 0.9<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | B+LP+LK<br />
| align="center" | 3<br />
| align="center" | 2<br />
| align="center" | 20<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 130<br />
| align="center" | 140<br />
| align="center" | 40<br />
| align="center" | 0.9<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Change of Direction LP<br />
| align="center" | 14<br />
| align="center" | 3<br />
| align="center" | 29<br />
| align="center" | -7<br />
| align="center" | -2<br />
| align="center" | 24<br />
| align="center" | 29<br />
| align="center" | 30<br />
| align="center" | 50<br />
| align="center" | 20/30<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | Change of Direction MP<br />
| align="center" | 16<br />
| align="center" | 3<br />
| align="center" | 25<br />
| align="center" | -3<br />
| align="center" | +2<br />
| align="center" | 24<br />
| align="center" | 29<br />
| align="center" | 35<br />
| align="center" | 50<br />
| align="center" | 20/30<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | Change of Direction HP<br />
| align="center" | 17<br />
| align="center" | 3<br />
| align="center" | 25<br />
| align="center" | -3<br />
| align="center" | +2<br />
| align="center" | 24<br />
| align="center" | 29<br />
| align="center" | 40<br />
| align="center" | 50<br />
| align="center" | 20/30<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | Change of Direction EX<br />
| align="center" | 16<br />
| align="center" | 3<br />
| align="center" | 25<br />
| align="center" | -3<br />
| align="center" | +2<br />
| align="center" | 24<br />
| align="center" | 29<br />
| align="center" | 40<br />
| align="center" | 50<br />
| align="center" | 0/0<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | Second Middle<br />
| align="center" | 15<br />
| align="center" | 4<br />
| align="center" | 28<br />
| align="center" | -9<br />
| align="center" | -4<br />
| align="center" | 22<br />
| align="center" | 27<br />
| align="center" | 40<br />
| align="center" | 50<br />
| align="center" | 10/20<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Secondoro<br />
| align="center" | 22<br />
| align="center" | 4<br />
| align="center" | 24<br />
| align="center" | -5<br />
| align="center" | -1<br />
| align="center" | 22<br />
| align="center" | 26<br />
| align="center" | 50<br />
| align="center" | 50<br />
| align="center" | 20/30<br />
| align="center" | L<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | Middle Finish<br />
| align="center" | 10<br />
| align="center" | 2<br />
| align="center" | 44<br />
| align="center" | -35<br />
| align="center" | -<br />
| align="center" | 10<br />
| align="center" | -<br />
| align="center" | 80<br />
| align="center" | 40<br />
| align="center" | 10/30<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Finishuro<br />
| align="center" | 22<br />
| align="center" | 2<br />
| align="center" | 53<br />
| align="center" | -44<br />
| align="center" | -<br />
| align="center" | 10<br />
| align="center" | -<br />
| align="center" | 150<br />
| align="center" | 100<br />
| align="center" | 30/30<br />
| align="center" | L<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Kick Wheel LK<br />
| align="center" | 20<br />
| align="center" | 7<br />
| align="center" | 2+19<br />
| align="center" | -8<br />
| align="center" | -3<br />
| align="center" | 17<br />
| align="center" | 22<br />
| align="center" | 120<br />
| align="center" | 200<br />
| align="center" | 30/40<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Kick Wheel MK<br />
| align="center" | 24<br />
| align="center" | 7<br />
| align="center" | 2+20<br />
| align="center" | -9<br />
| align="center" | -4<br />
| align="center" | 17<br />
| align="center" | 22<br />
| align="center" | 140<br />
| align="center" | 200<br />
| align="center" | 30/40<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Kick Wheel HK<br />
| align="center" | 27<br />
| align="center" | 7<br />
| align="center" | 1+22<br />
| align="center" | -10<br />
| align="center" | -5<br />
| align="center" | 17<br />
| align="center" | 22<br />
| align="center" | 160<br />
| align="center" | 200<br />
| align="center" | 30/40<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Kick Wheel Ex<br />
| align="center" | 17<br />
| align="center" | 7*3<br />
| align="center" | 2+19<br />
| align="center" | -6<br />
| align="center" | -1<br />
| align="center" | 17<br />
| align="center" | 22<br />
| align="center" | 120*60<br />
| align="center" | 100*100<br />
| align="center" | 0/0<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Rolling Marseille LK<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 27<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 20/0<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Rolling Marseille MK<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 30<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 20/0<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Rolling Marseille HK<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 32<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 20/0<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Rolling Marseille EX<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 32<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 0/0<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Sky Fall LP<br />
| align="center" | 5<br />
| align="center" | 2<br />
| align="center" | 31<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 0*140<br />
| align="center" | 100<br />
| align="center" | 30/0*100<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Sky Fall MP<br />
| align="center" | 6<br />
| align="center" | 4<br />
| align="center" | 31<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 0*150<br />
| align="center" | 150<br />
| align="center" | 30/0*100<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Sky Fall HP<br />
| align="center" | 9<br />
| align="center" | 6<br />
| align="center" | 31<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 0*160<br />
| align="center" | 200<br />
| align="center" | 30/0*100<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Sky Fall EX<br />
| align="center" | 6<br />
| align="center" | 2<br />
| align="center" | 31<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 0*160<br />
| align="center" | 150<br />
| align="center" | 0/0<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Tornado Throw LP<br />
| align="center" | 5<br />
| align="center" | 2<br />
| align="center" | 51<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 180<br />
| align="center" | 100<br />
| align="center" | 30/80<br />
| align="center" | 1.3<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Tornado Throw MP<br />
| align="center" | 5<br />
| align="center" | 2<br />
| align="center" | 45<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 200<br />
| align="center" | 140<br />
| align="center" | 30/80<br />
| align="center" | 1.1<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Tornado Throw HP<br />
| align="center" | 5<br />
| align="center" | 2<br />
| align="center" | 39<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 220<br />
| align="center" | 200<br />
| align="center" | 30/80<br />
| align="center" | 0.9<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Tornado Throw EX<br />
| align="center" | 5<br />
| align="center" | 2<br />
| align="center" | 54<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 200<br />
| align="center" | 150<br />
| align="center" | 0/0<br />
| align="center" | 1.25<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Super Combo<br />
| align="center" | 1+5<br />
| align="center" | 2<br />
| align="center" | 41<br />
| align="center" | -32<br />
| align="center" | -<br />
| align="center" | 10<br />
| align="center" | -<br />
| align="center" | 0*335<br />
| align="center" | 0<br />
| align="center" | 0/0<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Ultra Combo<br />
| align="center" | 1+13<br />
| align="center" | 2<br />
| align="center" | 46<br />
| align="center" | -30<br />
| align="center" | -<br />
| align="center" | 17<br />
| align="center" | -<br />
| align="center" | 40*325<br />
| align="center" | 0<br />
| align="center" | 0/0<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
! align="center" | move name<br />
! align="center" | startup<br />
! align="center" | active<br />
! align="center" | recovery<br />
! align="center" | frame<br />
! align="center" | frame<br />
! align="center" | frames of<br />
! align="center" | frames of <br />
! align="center" | damage<br />
! align="center" | stun<br />
! align="center" | super meter<br />
! align="center" | block<br />
! align="center" | cancel<br />
! align="center" | comments<br />
|-<br />
! align="center" | <br />
! align="center" | <br />
! align="center" | <br />
! align="center" | <br />
! align="center" | adv.blk<br />
! align="center" | adv.hit<br />
! align="center" | blockstun<br />
! align="center" | hitstun<br />
! align="center" | <br />
! align="center" | <br />
! align="center" | gain<br />
! align="center" | <br />
! align="center" | ability<br />
! align="center" | <br />
|-<br />
<br />
<br><br><br />
<br />
<br />
<br />
{{Street Fighter IV}}</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Template:Street_Fighter_IV&diff=31710
Template:Street Fighter IV
2009-02-22T17:28:16Z
<p>Mike Bacarella: </p>
<hr />
<div><div style="clear: both; margin-left: auto; margin-right: auto" class="NavFrame"><br />
<div style="background: #889999" class="NavHead" align="center">[[Street Fighter IV|'''''Street Fighter IV''''']]<br />
</div><br />
<div class="NavContent" align=left><!-- Please do not remove the piped links. They contain non-breaking spaces to prevent the game titles from wrapping. --><br />
{| <br />
|-<br />
|align="left" width="18%" valign="top" style="background:#F8F8F8" |'''General''' ||<br />
|valign="top" style="background:#EEEEEE" | [[Street Fighter IV#Introduction|''Introduction'']] | [[Street Fighter IV#Notation|''Notation'']] | [[Street Fighter IV#Game Mechanics|''Game Mechanics'']] | [[Street Fighter IV#Strategy|''Strategy'']] | [[Street Fighter IV#Game Versions|''Game Versions'']] | [[Street Fighter IV#Tiers|''Tiers'']]<br />
|-<br />
|align="left" valign="top" style="background:#F8F8F8" |'''Arcade Characters''' ||<br />
|valign="top" style="background:#EEEEEE" | [[Abel (SFIV)|Abel]] | [[Balrog (SFIV)|Balrog (Boxer)]] | [[Blanka (SFIV)|Blanka]] | [[C. Viper (SFIV)|C. Viper]] | [[Chun-Li (SFIV)|Chun-Li]] | [[Dhalsim (SFIV)|Dhalsim]] | [[E. Honda (SFIV)|E. Honda]] | [[El Fuerte (SFIV)|El Fuerte]] | [[Guile (SFIV)|Guile]] | [[Ken (SFIV)|Ken]] | [[M. Bison (SFIV)|M. Bison (Dictator)]] | [[Rufus (SFIV)|Rufus]] | [[Ryu (SFIV)|Ryu]] | [[Sagat (SFIV)|Sagat]] | [[Vega (SFIV)|Vega (Claw)]] | [[Zangief (SFIV)|Zangief]]<br />
|-<br />
|align="left" valign="top" style="background:#F8F8F8" |'''Console Characters''' ||<br />
|valign="top" style="background:#EEEEEE" | [[Cammy (SFIV)|Cammy]] | [[Dan (SFIV)|Dan]] | [[Fei Long (SFIV)|Fei Long]] | [[Gen (SFIV)|Gen]] | [[Gouken (SFIV)|Gouken]] | [[Rose (SFIV)|Rose]] | [[Sakura (SFIV)|Sakura]] | [[Seth (SFIV)|Seth]]<br />
|-<br />
|}</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Street_Fighter_IV/Seth&diff=31709
Street Fighter IV/Seth
2009-02-22T17:22:56Z
<p>Mike Bacarella: New page: ==Introduction== ==Move Analysis== ===Normal Moves=== ===Normal Throws=== ===Command Normals=== ===Focus / Saving Attack=== ===Special Moves=== ===Super Move=== ===Ultra Move=== =...</p>
<hr />
<div>==Introduction==<br />
<br />
==Move Analysis==<br />
===Normal Moves===<br />
<br />
===Normal Throws===<br />
<br />
===Command Normals===<br />
<br />
===Focus / Saving Attack=== <br />
<br />
===Special Moves===<br />
<br />
===Super Move===<br />
<br />
===Ultra Move===<br />
<br />
==The Basics== <br />
<br />
==Combos==<br />
<br />
==Strategy==<br />
<br />
==Matchups==</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Street_Fighter_IV/Sakura&diff=31708
Street Fighter IV/Sakura
2009-02-22T17:22:50Z
<p>Mike Bacarella: New page: ==Introduction== ==Move Analysis== ===Normal Moves=== ===Normal Throws=== ===Command Normals=== ===Focus / Saving Attack=== ===Special Moves=== ===Super Move=== ===Ultra Move=== =...</p>
<hr />
<div>==Introduction==<br />
<br />
==Move Analysis==<br />
===Normal Moves===<br />
<br />
===Normal Throws===<br />
<br />
===Command Normals===<br />
<br />
===Focus / Saving Attack=== <br />
<br />
===Special Moves===<br />
<br />
===Super Move===<br />
<br />
===Ultra Move===<br />
<br />
==The Basics== <br />
<br />
==Combos==<br />
<br />
==Strategy==<br />
<br />
==Matchups==</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Street_Fighter_IV/Rose&diff=31707
Street Fighter IV/Rose
2009-02-22T17:22:44Z
<p>Mike Bacarella: New page: ==Introduction== ==Move Analysis== ===Normal Moves=== ===Normal Throws=== ===Command Normals=== ===Focus / Saving Attack=== ===Special Moves=== ===Super Move=== ===Ultra Move=== =...</p>
<hr />
<div>==Introduction==<br />
<br />
==Move Analysis==<br />
===Normal Moves===<br />
<br />
===Normal Throws===<br />
<br />
===Command Normals===<br />
<br />
===Focus / Saving Attack=== <br />
<br />
===Special Moves===<br />
<br />
===Super Move===<br />
<br />
===Ultra Move===<br />
<br />
==The Basics== <br />
<br />
==Combos==<br />
<br />
==Strategy==<br />
<br />
==Matchups==</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Street_Fighter_IV/Gouken&diff=31706
Street Fighter IV/Gouken
2009-02-22T17:22:37Z
<p>Mike Bacarella: New page: ==Introduction== ==Move Analysis== ===Normal Moves=== ===Normal Throws=== ===Command Normals=== ===Focus / Saving Attack=== ===Special Moves=== ===Super Move=== ===Ultra Move=== =...</p>
<hr />
<div>==Introduction==<br />
<br />
==Move Analysis==<br />
===Normal Moves===<br />
<br />
===Normal Throws===<br />
<br />
===Command Normals===<br />
<br />
===Focus / Saving Attack=== <br />
<br />
===Special Moves===<br />
<br />
===Super Move===<br />
<br />
===Ultra Move===<br />
<br />
==The Basics== <br />
<br />
==Combos==<br />
<br />
==Strategy==<br />
<br />
==Matchups==</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Street_Fighter_IV/Gen&diff=31705
Street Fighter IV/Gen
2009-02-22T17:22:30Z
<p>Mike Bacarella: New page: ==Introduction== ==Move Analysis== ===Normal Moves=== ===Normal Throws=== ===Command Normals=== ===Focus / Saving Attack=== ===Special Moves=== ===Super Move=== ===Ultra Move=== =...</p>
<hr />
<div>==Introduction==<br />
<br />
==Move Analysis==<br />
===Normal Moves===<br />
<br />
===Normal Throws===<br />
<br />
===Command Normals===<br />
<br />
===Focus / Saving Attack=== <br />
<br />
===Special Moves===<br />
<br />
===Super Move===<br />
<br />
===Ultra Move===<br />
<br />
==The Basics== <br />
<br />
==Combos==<br />
<br />
==Strategy==<br />
<br />
==Matchups==</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Street_Fighter_IV/Fei_Long&diff=31704
Street Fighter IV/Fei Long
2009-02-22T17:22:24Z
<p>Mike Bacarella: New page: ==Introduction== ==Move Analysis== ===Normal Moves=== ===Normal Throws=== ===Command Normals=== ===Focus / Saving Attack=== ===Special Moves=== ===Super Move=== ===Ultra Move=== =...</p>
<hr />
<div>==Introduction==<br />
<br />
==Move Analysis==<br />
===Normal Moves===<br />
<br />
===Normal Throws===<br />
<br />
===Command Normals===<br />
<br />
===Focus / Saving Attack=== <br />
<br />
===Special Moves===<br />
<br />
===Super Move===<br />
<br />
===Ultra Move===<br />
<br />
==The Basics== <br />
<br />
==Combos==<br />
<br />
==Strategy==<br />
<br />
==Matchups==</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Dan_(SFIV)&diff=31703
Dan (SFIV)
2009-02-22T17:22:16Z
<p>Mike Bacarella: New page: ==Introduction== ==Move Analysis== ===Normal Moves=== ===Normal Throws=== ===Command Normals=== ===Focus / Saving Attack=== ===Special Moves=== ===Super Move=== ===Ultra Move=== =...</p>
<hr />
<div>==Introduction==<br />
<br />
==Move Analysis==<br />
===Normal Moves===<br />
<br />
===Normal Throws===<br />
<br />
===Command Normals===<br />
<br />
===Focus / Saving Attack=== <br />
<br />
===Special Moves===<br />
<br />
===Super Move===<br />
<br />
===Ultra Move===<br />
<br />
==The Basics== <br />
<br />
==Combos==<br />
<br />
==Strategy==<br />
<br />
==Matchups==</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Cammy_(SFIV)&diff=31702
Cammy (SFIV)
2009-02-22T17:21:57Z
<p>Mike Bacarella: New page: ==Introduction== ==Move Analysis== ===Normal Moves=== ===Normal Throws=== ===Command Normals=== ===Focus / Saving Attack=== ===Special Moves=== ===Super Move=== ===Ultra Move=== =...</p>
<hr />
<div>==Introduction==<br />
<br />
==Move Analysis==<br />
===Normal Moves===<br />
<br />
===Normal Throws===<br />
<br />
===Command Normals===<br />
<br />
===Focus / Saving Attack=== <br />
<br />
===Special Moves===<br />
<br />
===Super Move===<br />
<br />
===Ultra Move===<br />
<br />
==The Basics== <br />
<br />
==Combos==<br />
<br />
==Strategy==<br />
<br />
==Matchups==</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Street_Fighter_IV_(Old_Wiki_Page)&diff=31701
Street Fighter IV (Old Wiki Page)
2009-02-22T17:21:29Z
<p>Mike Bacarella: /* The Characters */</p>
<hr />
<div>==Introduction==<br />
<br />
==Notation==<br />
===Joystick Notation===<br />
<br />
*F - Forward - Tilt stick forward/towards the opponent. (X-axis)<br />
*B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis)<br />
*U - Up - Tilt stick upwards. (Y-axis)<br />
*D - Down - Tilt stick downwards. (Y-axis)<br />
*QCF - Quarter circle forward/Hadouken/Fireball - Tilt stick downwards, then to downwards and forward, then forward.<br />
*QCB - Quarter circle backward - Tilt stick downwards, then to downwards and backward, then backward.<br />
*HCF - Half circle forward - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.<br />
*HCB - Half circle backward - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.<br />
*DP - Dragon punch - Tilt stick forwards, then to downward, then to downward and forward.<br />
*360/FC - Full circle - Complete a full rotation of the stick.<br />
*720 - N/A - Complete a 720 degree rotation of the stick.<br />
*Charge - Hold a tilt - Hold the stick for a certain time in either B or D (Depending) then move to F or U respectively. <br />
*(##f) - Denotes the number of frames (1/60th of a second) to charge for. 60f = 1 second.<br />
*(##s) - Denotes the number of seconds to charge for.<br />
<br />
X-axis functions can be used interchangeably with Y-axis functions and vice versa. X-axis functions cannot be used in conjunction with another X-axis function and vice versa.<br />
<br />
SFIV accepts shortcuts for some of these motions:<br />
<br />
*DP - can be performed as DF,D,DF; in other words tap the stick into the lower corner twice. Also DF,D,DB,D,DF,D,DB; in other words wiggle the stick from one lower corner to the other and back. Useful when you are guarding low, or when you are being crossed up.<br />
*360 - can be performed as F,DF,D,DB,B,UB or B,DB,D,DF,F,UF. In other words, a 225 degree rotation ending in up and back or up and forward. Reduces the chance of jumping.<br />
<br />
===Six Button Notation===<br />
<br />
*Jab - weak punch<br />
*Strong - medium punch<br />
*Fierce - fierce punch<br />
*P - any punch<br />
*PPP or 3P - all three punches simultaneously<br />
<br />
*Short - weak kick<br />
*Forward - medium kick<br />
*Roundhouse (RH) - fierce kick<br />
*K = any kick<br />
*KKK or 3K - all three kicks simultaneously<br />
<br />
--[[User:NKI|NKI]] 14:42, 7 January 2007 (UTC)<br />
<br />
===Descriptors===<br />
====State Modifiers====<br />
<br />
*st. - The following move should be performed in the standing position (neutral in the Y-axis). i.e. st.Fierce, perform a Fierce whilst standing.<br />
*cr. - The following move should be performed in the crouched position (held down in the Y-axis). i.e. cr.Fierce, perform a Fierce whilst crouching.<br />
*j. - The following move should be performed in the "in the air" position (After having held up in the Y-axis). i.e. j.Fierce, perform a Fierce whilst in the air.<br />
<br />
==Game Mechanics==<br />
<br />
===Focus/Saving Attacks===<br />
<br />
'''Basic Operation'''<br />
<br />
Hold MP + MK at the same time to start "charging" a Focus Attack.<br />
<br />
Focus Attacks can broadly be separated into three "levels", which correlate to how long the player charges the attack.<br />
<br />
*'''LEVEL 1'''<br />
<br />
If you time this correctly, this can be used to "bypass" one hit of another move. Otherwise, it has no effect other than making your character start a Focus animation.<br />
<br />
A Focus Attack that absorbs a hit actually costs some life. However, the lost life is grayed out and can be regained, provided you don't get hit. As soon as you are hit, you cannot regain any more life.<br />
<br />
Note that it can only absorb one hit, so if Ken did his Fierce Shoryuken, although Ryu would absorb the first hit, the second and third hits would connect as usual.<br />
<br />
The time taken to "Focus Absorb" a move means "fishing" for a Focus Attack is not very practical. So players who would go "Parry Hunting" in 3S are unable to do so here.<br />
<br />
It appears that one can Focus through a low or high attack.<br />
<br />
Focus Attacks cannot be done in the air.<br />
<br />
You can be thrown out of a Focus Attack.<br />
<br />
You still build your Revenge gauge when "Absorbing" a hit.<br />
<br />
*'''LEVEL 2'''<br />
<br />
After the initial press of the MP + MK buttons, you can keep holding the buttons down. As you do so, your character will keep "charging up" his/her Focus Attack.<br />
<br />
You can let go of the buttons at any time to perform a Focus Attack proper. The longer the buttons are held, the more damage is done. You can combo into the Focus Attack with some characters, such as Crimson Viper.<br />
<br />
*'''LEVEL 3'''<br />
<br />
After a certain amount of time, the Focus Attack is simply released of it's own accord. When it does so, an "ink splatter" effect is applied to the screen.<br />
<br />
This attack is unblockable, does good damage and sends your opponent into a "crumpled" state. You can be thrown or hit out of a Level 3 Focus attack early on in it's animation, although you become invulnerable when the character starts glowing white.<br />
<br />
===Crumpled State===<br />
In this state, an opponent is helpless. You get a free hit on them, which can be comboed into. However, the Crumpled state is quite strange, the opponent is not as easy to combo as if they were stunned normally. You only have a finite time to hit the opponent when they are crumpled.<br />
<br />
It's typically best to unleash your Ultra Combo if you have it when you crumple your opponent, as it's guaranteed to connect.<br />
<br />
During Crumple state, there are two stages the opponent goes through before falling to the ground. The first stage is a very vulnerable one... the opponent can be hit with nearly anything (as if they were just standing there). <br />
<br />
However, if you are too late, the opponent falls and you lose the ability to hit them with a full combo. I believe you can only hit them once, and they will drop afterward. Thus, it is recommended to dash after seeing a Focus Attack connect successfully. Your window of opportunity to combo shrinks dramatically if you do not dash forward... not only because of timing but because of distance.<br />
<br />
===Focus Canceling===<br />
Some special and normal attacks can be "Focus Canceled" by pressing and holding the MP + MK buttons as a special or normal move connects. This can be used to combo a special attack into a Focus Attack with some characters.<br />
<br />
However, you can then take this one stage further by dashing forward or backward when holding the MP + MK buttons. Doing so costs two stocks (50%) of your Super meter.<br />
<br />
Dash Canceling a Focus Attack has NO cost.<br />
<br />
=== Dashing ===<br />
Dashing is performed by tapping the stick forward twice or backward twice. Backward dash has limited invincibility frames, even if backdashing in the corner. Forward dash speed, backward dash speed, and the invincibility/airborne frames for backdashing vary by character:<br />
<br />
{| border="1em" cellpadding="3" cellspacing="0" width="50%"<br />
| align="center" style="background:#f0f0f0;"|'''Character'''<br />
| align="center" style="background:#f0f0f0;"|'''Forward Dash'''<br />
| align="center" style="background:#f0f0f0;"|'''Backdash'''<br />
| align="center" style="background:#f0f0f0;"|'''Invincible'''<br />
| align="center" style="background:#f0f0f0;"|'''Grounded'''<br />
| align="center" style="background:#f0f0f0;"|'''Airborne'''<br />
| align="center" style="background:#f0f0f0;"|'''Distance'''<br />
|-<br />
| Abel||16||25||1~8||||9~18||short<br />
|-<br />
| Akuma||18||25||1~8||9||10~18||normal<br />
|-<br />
| Blanka||21||26||1~8||||9~19||long<br />
|-<br />
| Boxer||18||24||1~8||||9~17||long<br />
|-<br />
| C. Viper||19||27||1~8||||9~17||long<br />
|-<br />
| Chun||15||22||1~8||||9~18||long<br />
|-<br />
| Claw||20||22||1~8||9||10~19||long<br />
|-<br />
| Dhalsim||32||29||1~8||9||10~18||long<br />
|-<br />
| Dictator||17||25||1~8||||9~17||normal<br />
|-<br />
| El Fuerte||16||19||1~7||||8~12||short<br />
|-<br />
| Guile||19||26||1~8||||9~19||normal<br />
|-<br />
| Honda||19||27||1~8||9||10~18||normal<br />
|-<br />
| Ken||18||27||1~8||||||short<br />
|-<br />
| Rufus||20||27||1~8||9||10~25||normal<br />
|-<br />
| Ryu||18||27||1~8||9||10~18||short<br />
|-<br />
| Sagat||18||29||1~8||||9~23||normal<br />
|-<br />
| Zangief||26||26||1~8||||9~16||short<br />
|}<br />
<br />
Because Level 1 Focus Attacks have the same stun regardless of hit, guard, or character, forward dash speed also determines how much disadvantage you have after Dash Canceling a Focus Attack. For instance, Chun has +1, Abel and Fuerte neutral, Dictator -1, everyone else increasing disadvantage.<br />
<br />
===Revenge Gauge===<br />
As your character receives damage, his or her Revenge gauge will rise. Once it gets beyond the white line on the circular gauge, you are able to perform your character’s Ultra Combo (usually performed by performing the super motion using all three punches or kicks).<br />
<br />
Even after your Ultra meter rises past the white line, it will still charge. This affects how much damage an Ultra Combo does. If your Ultra is at max, and you land it, it will do ''huge'' damage.<br />
<br />
===EX Specials===<br />
Completing a Special motion by pressing two punch or kick buttons instead of one changes the properties of the move. This uses up one stock (25%) of your super meter.<br />
<br />
===Super Moves===<br />
Super moves usually require doing the motion for a special move twice, e.g. QCF, QCF + P. This uses up four stocks (100%) of your super meter.<br />
<br />
Super meter is filled by doing special moves, or by connecting with a normal move. Whiffed normal moves do not fill super meter. The move lists for each character show how many points a move adds to the super meter. There are 1,000 points in a full meter.<br />
<br />
===Ultras=== <br />
<br />
===Throws===<br />
Throws are performed by tilting the stick forward or neutral or backward, then pressing LP + LK. Normal throws hit on the third and fourth frame, making them some of the fastest normal moves in the game. Throws will connect against a guarding opponent, or during the startup of an opponent's attack. Throws will not connect against an airborne or knocked down opponent, against an opponent who is still in guard or hit stun following an attack or if they hit at the same time as an opponent's attack. Some characters have command throws that involve different joystick motions and have different properties.<br />
<br />
Normal throws can be escaped by pressing LP + LK within 10 frames of the opponent starting to throw (within 7 frames of the throw hitting). Command throws cannot be escaped, but jumping can avoid them, as can properly timed or invincible attacks. Joystick motions during a throw escape don't matter, so you can for instance hold down/back on the stick and press LP + LK. This will result in an escape if the opponent tried to throw, and a crouching attack if they did something else.<br />
<br />
===Reversals===<br />
<br />
===Quick Recovery===<br />
Press down on the stick, or any two buttons, in order to get up faster when knocked down.<br />
<br />
===Stun===<br />
<br />
===Chains===<br />
<br />
===Armor Moves and Armor-Breaking Moves===<br />
Some moves in the game grant "armor" to a character. For example Zangief's EX Bear Grab can absorb one hit. Focus Attacks also grant armor if timed correctly.<br />
<br />
However, some moves in the game are also considered to be "Armour-Breaking." That is to say, any armor will be negated by the move in question. For example, Blanka can negate Dhalsim's Focus Attack with a Blanka Ball.<br />
<br />
== Strategy ==<br />
<br />
== The Characters ==<br />
<br />
===Arcade Characters===<br />
* [[Dhalsim (SFIV)|Dhalsim]]<br />
* [[E. Honda (SFIV)|E. Honda]] <br />
* [[Blanka (SFIV)|Blanka]] <br />
* [[Zangief (SFIV)|Zangief]] <br />
* [[Chun-Li (SFIV)|Chun-Li]] <br />
* [[Guile (SFIV)|Guile]] <br />
* [[Ryu (SFIV)|Ryu]] <br />
* [[Ken (SFIV)|Ken]] <br />
* [[M. Bison (SFIV)|M. Bison (Dictator)]] <br />
* [[Sagat (SFIV)|Sagat]] <br />
* [[Vega (SFIV)|Vega (Claw)]] <br />
* [[Balrog (SFIV)|Balrog (Boxer)]] <br />
* [[Abel (SFIV)|Abel]] <br />
* [[C. Viper (SFIV)|C. Viper]] <br />
* [[Rufus (SFIV)|Rufus]] <br />
* [[El Fuerte (SFIV)|El Fuerte]] <br />
* [[Akuma (SFIV) |Akuma]]<br />
<br />
===Console Characters===<br />
* [[Cammy (SFIV)|Cammy]]<br />
* [[Dan (SFIV)|Dan]]<br />
* [[Fei Long (SFIV)|Fei Long]]<br />
* [[Gen (SFIV)|Gen]]<br />
* [[Gouken (SFIV)|Gouken]]<br />
* [[Rose (SFIV)|Rose]]<br />
* [[Sakura (SFIV)|Sakura]]<br />
* [[Seth (SFIV)|Seth]]<br />
<br />
== Game Versions ==<br />
<br />
== Tiers ==<br />
<br />
<br><br><br />
<br />
{{Street Fighter IV}}</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Street_Fighter_IV/Ken&diff=31700
Street Fighter IV/Ken
2009-02-22T17:13:08Z
<p>Mike Bacarella: /* Super Move */</p>
<hr />
<div>==Introduction==<br />
<br />
==Move Analysis==<br />
===Normal Moves===<br />
<br />
===Normal Throws===<br />
'''Shoulder Throw'''<br />
*(Close to Opponent)Forward or Neutral + LP+LK<br />
<br />
'''Hell Wheel'''<br />
*(Close to Opponent)Back + LP+LK<br />
<br />
===Command Normals===<br />
'''Inazuma Kick'''<br />
*Back + Medium Kick<br />
**Overhead<br />
<br />
'''Forward Step Kick'''<br />
*Forward + Medium Kick<br />
<br />
'''Thunder Kick'''<br />
*Forward + Heavy Kick<br />
**Overhead. Hold Heavy Kick to cancel<br />
<br />
===Focus / Saving Attack=== <br />
<br />
===Special Moves===<br />
'''Hadoken'''<br />
*Quarter Circle Forward + Punch<br />
**EX Version available.<br />
<br />
'''Shoryuken'''<br />
*Forward, Down, Down-Forward + Punch<br />
*EX Version available.<br />
<br />
'''Tatsumaki Senpu Kyaku'''<br />
*Quarter Circle Back + Kick<br />
**EX Version available. Has Armor Break properties. Can also be performed in the air.<br />
<br />
===Super Move===<br />
'''Shoryureppa'''<br />
*Double Quarter Circle Forward + Punch<br />
<br />
===Ultra Move===<br />
'''Shinryuken'''<br />
*Double Quarter Circle Forward + All three Punches<br />
**Has Armor Break properties.<br />
<br />
==The Basics== <br />
<br />
==Combos==<br />
<br />
==Strategy==<br />
<br />
==Matchups==<br />
<br />
==Frame Data==<br />
{| border="1em" cellspacing="0" width="100%" style="border: 1px solid #999; background: #F2F2F2;"<br />
|-<br />
! align="center" | <br />
! align="center" | <br />
! align="center" | <br />
! align="center" | <br />
! align="center" | frame<br />
! align="center" | frame<br />
! align="center" | frames of<br />
! align="center" | frames of <br />
! align="center" | <br />
! align="center" | <br />
! align="center" | super meter<br />
! align="center" | <br />
! align="center" | cancel<br />
! align="center" | <br />
|-<br />
! align="center" | move Name<br />
! align="center" | startup<br />
! align="center" | active<br />
! align="center" | recovery<br />
! align="center" | adv.blk<br />
! align="center" | adv.hit<br />
! align="center" | blockstun<br />
! align="center" | hitstun<br />
! align="center" | damage<br />
! align="center" | stun<br />
! align="center" | gain<br />
! align="center" | block<br />
! align="center" | ability<br />
! align="center" | comments<br />
|-<br />
| align="center" | close LP<br />
| align="center" | 4<br />
| align="center" | 2<br />
| align="center" | 5<br />
| align="center" | +4<br />
| align="center" | +7<br />
| align="center" | 10<br />
| align="center" | 13<br />
| align="center" | 30<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | HL<br />
| align="center" | CSpS<br />
| align="center" | -<br />
|-<br />
| align="center" | close MP<br />
| align="center" | 6<br />
| align="center" | 3<br />
| align="center" | 18<br />
| align="center" | -7<br />
| align="center" | -2<br />
| align="center" | 13<br />
| align="center" | 18<br />
| align="center" | 60<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | HL<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | close HP<br />
| align="center" | 6<br />
| align="center" | 3<br />
| align="center" | 19<br />
| align="center" | -4<br />
| align="center" | +1<br />
| align="center" | 17<br />
| align="center" | 22<br />
| align="center" | 90<br />
| align="center" | 150<br />
| align="center" | 60<br />
| align="center" | HL<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | close LK<br />
| align="center" | 6<br />
| align="center" | 2<br />
| align="center" | 7<br />
| align="center" | +2<br />
| align="center" | +5<br />
| align="center" | 10<br />
| align="center" | 13<br />
| align="center" | 30<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | HL<br />
| align="center" | CSpS<br />
| align="center" | -<br />
|-<br />
| align="center" | close MK<br />
| align="center" | 8<br />
| align="center" | 3<br />
| align="center" | 12<br />
| align="center" | -1<br />
| align="center" | +7<br />
| align="center" | 13<br />
| align="center" | 21<br />
| align="center" | 70<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | HL<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | close HK<br />
| align="center" | 8<br />
| align="center" | 3<br />
| align="center" | 21<br />
| align="center" | -6<br />
| align="center" | -2<br />
| align="center" | 17<br />
| align="center" | 21<br />
| align="center" | 110<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | HL<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | far LP<br />
| align="center" | 4<br />
| align="center" | 2<br />
| align="center" | 5<br />
| align="center" | +4<br />
| align="center" | +7<br />
| align="center" | 10<br />
| align="center" | 13<br />
| align="center" | 20<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | HL<br />
| align="center" | CSpS<br />
| align="center" | -<br />
|-<br />
| align="center" | far MP<br />
| align="center" | 7<br />
| align="center" | 5<br />
| align="center" | 5<br />
| align="center" | +4<br />
| align="center" | +7<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 70<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | far HP<br />
| align="center" | 11<br />
| align="center" | 3<br />
| align="center" | 16<br />
| align="center" | -1<br />
| align="center" | +3<br />
| align="center" | 17<br />
| align="center" | 21<br />
| align="center" | 100<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | far LK<br />
| align="center" | 4<br />
| align="center" | 3<br />
| align="center" | 7<br />
| align="center" | +1<br />
| align="center" | +4<br />
| align="center" | 10<br />
| align="center" | 13<br />
| align="center" | 40<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | far MK<br />
| align="center" | 7<br />
| align="center" | 3<br />
| align="center" | 13<br />
| align="center" | -2<br />
| align="center" | +1<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 80<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | far HK<br />
| align="center" | 12<br />
| align="center" | 3<br />
| align="center" | 21<br />
| align="center" | -6<br />
| align="center" | -2<br />
| align="center" | 17<br />
| align="center" | 21<br />
| align="center" | 130<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | crouch LP<br />
| align="center" | 3<br />
| align="center" | 3<br />
| align="center" | 6<br />
| align="center" | +2<br />
| align="center" | +5<br />
| align="center" | 10<br />
| align="center" | 13<br />
| align="center" | 30<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | HL<br />
| align="center" | CSpS<br />
| align="center" | -<br />
|-<br />
| align="center" | crouch MP<br />
| align="center" | 5<br />
| align="center" | 5<br />
| align="center" | 9<br />
| align="center" | 0<br />
| align="center" | +3<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 70<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | HL<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | crouch HP<br />
| align="center" | 5<br />
| align="center" | 4<br />
| align="center" | 23<br />
| align="center" | -9<br />
| align="center" | -4<br />
| align="center" | 17<br />
| align="center" | 22<br />
| align="center" | 100<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | HL<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | crouch LK<br />
| align="center" | 3<br />
| align="center" | 4<br />
| align="center" | 7<br />
| align="center" | 0<br />
| align="center" | +3<br />
| align="center" | 10<br />
| align="center" | 13<br />
| align="center" | 20<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | L<br />
| align="center" | CSpS<br />
| align="center" | -<br />
|-<br />
| align="center" | crouch MK<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 14<br />
| align="center" | -4<br />
| align="center" | -1<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 70<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | L<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | crouch HK<br />
| align="center" | 8<br />
| align="center" | 3<br />
| align="center" | 21<br />
| align="center" | -6<br />
| align="center" | -<br />
| align="center" | 17<br />
| align="center" | -<br />
| align="center" | 110<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | L<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump up LP<br />
| align="center" | 7<br />
| align="center" | 9<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 8<br />
| align="center" | 11<br />
| align="center" | 50<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump up MP<br />
| align="center" | 5<br />
| align="center" | 4<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 11<br />
| align="center" | 15<br />
| align="center" | 80<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump up HP<br />
| align="center" | 7<br />
| align="center" | 4<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 15<br />
| align="center" | 18<br />
| align="center" | 100<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump up LK<br />
| align="center" | 7<br />
| align="center" | 10<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 8<br />
| align="center" | 11<br />
| align="center" | 40<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump up MK<br />
| align="center" | 6<br />
| align="center" | 7<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 11<br />
| align="center" | 15<br />
| align="center" | 80<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump up HK<br />
| align="center" | 6<br />
| align="center" | 2<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 15<br />
| align="center" | 18<br />
| align="center" | 100<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump forward LP<br />
| align="center" | 7<br />
| align="center" | 8<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 8<br />
| align="center" | 11<br />
| align="center" | 40<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump forward MP<br />
| align="center" | 5<br />
| align="center" | 6<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 11<br />
| align="center" | 15<br />
| align="center" | 70<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump forward HP<br />
| align="center" | 5<br />
| align="center" | 4<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 15<br />
| align="center" | 18<br />
| align="center" | 100<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump forward LK<br />
| align="center" | 5<br />
| align="center" | 7<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 8<br />
| align="center" | 11<br />
| align="center" | 50<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump forward MK<br />
| align="center" | 6<br />
| align="center" | 4<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 11<br />
| align="center" | 15<br />
| align="center" | 80<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump forward HK<br />
| align="center" | 5<br />
| align="center" | 7<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 15<br />
| align="center" | 18<br />
| align="center" | 100<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | F+MK<br />
| align="center" | 15<br />
| align="center" | 2<br />
| align="center" | 17<br />
| align="center" | -5<br />
| align="center" | -2<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 80<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | F+MK<br />
| align="center" | 11<br />
| align="center" | 5<br />
| align="center" | 11<br />
| align="center" | -2<br />
| align="center" | +1<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 60<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | F+HK<br />
| align="center" | 23<br />
| align="center" | 2<br />
| align="center" | 20<br />
| align="center" | -4<br />
| align="center" | -1<br />
| align="center" | 17<br />
| align="center" | 20<br />
| align="center" | 120<br />
| align="center" | 150<br />
| align="center" | 60<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Target Combo 1<br />
| align="center" | 6<br />
| align="center" | 3<br />
| align="center" | 24<br />
| align="center" | -9<br />
| align="center" | -4<br />
| align="center" | 17<br />
| align="center" | 22<br />
| align="center" | 30<br />
| align="center" | 50<br />
| align="center" | 30<br />
| align="center" | HL<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | level1 FA<br />
| align="center" | 22<br />
| align="center" | 2<br />
| align="center" | 42<br />
| align="center" | -28<br />
| align="center" | -28<br />
| align="center" | 15<br />
| align="center" | 15<br />
| align="center" | 60<br />
| align="center" | 100<br />
| align="center" | 20<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | level2 FA<br />
| align="center" | 17+13<br />
| align="center" | 2<br />
| align="center" | 42<br />
| align="center" | -22<br />
| align="center" | -<br />
| align="center" | 21<br />
| align="center" | -<br />
| align="center" | 90<br />
| align="center" | 150<br />
| align="center" | 40<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | level3 FA<br />
| align="center" | 68<br />
| align="center" | 2<br />
| align="center" | 42<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 150<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | F+LP+LK<br />
| align="center" | 3<br />
| align="center" | 2<br />
| align="center" | 20<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 120<br />
| align="center" | 80<br />
| align="center" | 40<br />
| align="center" | 0.9<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | B+LP+LK<br />
| align="center" | 3<br />
| align="center" | 2<br />
| align="center" | 20<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 130<br />
| align="center" | 80<br />
| align="center" | 60<br />
| align="center" | 0.9<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Hadouken<br />
| align="center" | 14<br />
| align="center" | -<br />
| align="center" | 47<br />
| align="center" | -7<br />
| align="center" | -3<br />
| align="center" | -18<br />
| align="center" | -22<br />
| align="center" | 60<br />
| align="center" | 100<br />
| align="center" | 10/20<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | Hadouken EX<br />
| align="center" | 14<br />
| align="center" | -<br />
| align="center" | 44<br />
| align="center" | -1<br />
| align="center" | +2<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 50*40<br />
| align="center" | 50*50<br />
| align="center" | 0/0<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | Shoryuken LP<br />
| align="center" | 4<br />
| align="center" | 11<br />
| align="center" | 17+9<br />
| align="center" | -16<br />
| align="center" | -<br />
| align="center" | 20<br />
| align="center" | -<br />
| align="center" | 120[80]<br />
| align="center" | 200[100]<br />
| align="center" | 30/40<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | Shoryuken MP<br />
| align="center" | 4<br />
| align="center" | 3*11<br />
| align="center" | 25+9<br />
| align="center" | -24<br />
| align="center" | -<br />
| align="center" | 20<br />
| align="center" | 24*-<br />
| align="center" | 80*80<br />
| align="center" | 100*100<br />
| align="center" | 30/30*16<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | Shoryuken FP<br />
| align="center" | 3<br />
| align="center" | 2*2*12<br />
| align="center" | 30+9<br />
| align="center" | -30<br />
| align="center" | -<br />
| align="center" | 20<br />
| align="center" | 24*-*-<br />
| align="center" | 70*40*30<br />
| align="center" | 100*50*50<br />
| align="center" | 30/30*10*10<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | Shoryuken EX<br />
| align="center" | 5<br />
| align="center" | 2*2*3*7<br />
| align="center" | 45+9<br />
| align="center" | -40<br />
| align="center" | -<br />
| align="center" | 20<br />
| align="center" | -<br />
| align="center" | 80*60*50*50<br />
| align="center" | 100*50x3<br />
| align="center" | 0/0<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | Hurricane Kick LK<br />
| align="center" | 6<br />
| align="center" | 1(4)2(6)2<br />
| align="center" | 12+8<br />
| align="center" | -9<br />
| align="center" | -5<br />
| align="center" | 20<br />
| align="center" | 24<br />
| align="center" | 50*40*40<br />
| align="center" | 50x3<br />
| align="center" | 20/20*10*10<br />
| align="center" | HL<br />
| align="center" | S*-*-<br />
| align="center" | -<br />
|-<br />
| align="center" | Hurricane Kick MK<br />
| align="center" | 6<br />
| align="center" | 2(5)2(5)1(5)2(5)2<br />
| align="center" | 14+9<br />
| align="center" | -4<br />
| align="center" | 0<br />
| align="center" | 20<br />
| align="center" | 24<br />
| align="center" | 60*40x3<br />
| align="center" | 50x4<br />
| align="center" | 20/20*10x3<br />
| align="center" | HL<br />
| align="center" | S*-x3<br />
| align="center" | -<br />
|-<br />
| align="center" | Hurricane Kick HK<br />
| align="center" | 6<br />
| align="center" | 2(6)1(5)1(5)1(5)1(5)1(5)2(4)2<br />
| align="center" | 12+12<br />
| align="center" | -5<br />
| align="center" | -1<br />
| align="center" | 20<br />
| align="center" | 24<br />
| align="center" | 80*40x4<br />
| align="center" | 50x5<br />
| align="center" | 20/20*10x4<br />
| align="center" | HL<br />
| align="center" | S*-x4<br />
| align="center" | -<br />
|-<br />
| align="center" | Hurricane Kick EX<br />
| align="center" | 6<br />
| align="center" | 2(4)1(3)1(4)1(3)1(4)1(4)1(3)1<br />
| align="center" | 9+14<br />
| align="center" | -3<br />
| align="center" | +1<br />
| align="center" | 20<br />
| align="center" | 24<br />
| align="center" | 50*40x4<br />
| align="center" | 50x5<br />
| align="center" | 0/0<br />
| align="center" | HL<br />
| align="center" | S*-x4<br />
| align="center" | -<br />
|-<br />
| align="center" | Hurricane Kick LK(air)<br />
| align="center" | 8<br />
| align="center" | ???<br />
| align="center" | 10<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 15<br />
| align="center" | 18<br />
| align="center" | 50<br />
| align="center" | 50<br />
| align="center" | 10/30<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Hurricane Kick MK(air)<br />
| align="center" | 7<br />
| align="center" | ???<br />
| align="center" | 10<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 15<br />
| align="center" | 18<br />
| align="center" | 60<br />
| align="center" | 50<br />
| align="center" | 10/30<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Hurricane Kick HK(air)<br />
| align="center" | 7<br />
| align="center" | ???<br />
| align="center" | 10<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 15<br />
| align="center" | 18<br />
| align="center" | 60<br />
| align="center" | 50<br />
| align="center" | 10/30<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Hurricane Kick EX(air)<br />
| align="center" | 6<br />
| align="center" | ???<br />
| align="center" | 4<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 15<br />
| align="center" | 18<br />
| align="center" | 40<br />
| align="center" | 50<br />
| align="center" | 0/0<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Super Combo<br />
| align="center" | 1+2(1)<br />
| align="center" | 2*2*8(20)1*3*7<br />
| align="center" | 31+12<br />
| align="center" | -29<br />
| align="center" | -<br />
| align="center" | 20<br />
| align="center" | -<br />
| align="center" | 50x4*100x2<br />
| align="center" | 0<br />
| align="center" | 0/0<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Ultra Combo<br />
| align="center" | 1+9<br />
| align="center" | 2*2*5x7*1<br />
| align="center" | 32+50<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 27*16x9<br />
| align="center" | -<br />
| align="center" | 40+19x7+20x8+30,20xN<br />
| align="center" | 0<br />
| align="center" | 0/0<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
! align="center" | move name<br />
! align="center" | startup<br />
! align="center" | active<br />
! align="center" | recovery<br />
! align="center" | frame<br />
! align="center" | frame<br />
! align="center" | frames of<br />
! align="center" | frames of <br />
! align="center" | damage<br />
! align="center" | stun<br />
! align="center" | super meter<br />
! align="center" | block<br />
! align="center" | cancel<br />
! align="center" | comments<br />
|-<br />
! align="center" | <br />
! align="center" | <br />
! align="center" | <br />
! align="center" | <br />
! align="center" | adv.blk<br />
! align="center" | adv.hit<br />
! align="center" | blockstun<br />
! align="center" | hitstun<br />
! align="center" | <br />
! align="center" | <br />
! align="center" | gain<br />
! align="center" | <br />
! align="center" | ability<br />
! align="center" | <br />
|-<br />
<br />
<br><br><br />
<br />
{{Street Fighter IV}}</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Street_Fighter_IV/Ken&diff=31699
Street Fighter IV/Ken
2009-02-22T17:12:55Z
<p>Mike Bacarella: /* Move Analysis */</p>
<hr />
<div>==Introduction==<br />
<br />
==Move Analysis==<br />
===Normal Moves===<br />
<br />
===Normal Throws===<br />
'''Shoulder Throw'''<br />
*(Close to Opponent)Forward or Neutral + LP+LK<br />
<br />
'''Hell Wheel'''<br />
*(Close to Opponent)Back + LP+LK<br />
<br />
===Command Normals===<br />
'''Inazuma Kick'''<br />
*Back + Medium Kick<br />
**Overhead<br />
<br />
'''Forward Step Kick'''<br />
*Forward + Medium Kick<br />
<br />
'''Thunder Kick'''<br />
*Forward + Heavy Kick<br />
**Overhead. Hold Heavy Kick to cancel<br />
<br />
===Focus / Saving Attack=== <br />
<br />
===Special Moves===<br />
'''Hadoken'''<br />
*Quarter Circle Forward + Punch<br />
**EX Version available.<br />
<br />
'''Shoryuken'''<br />
*Forward, Down, Down-Forward + Punch<br />
*EX Version available.<br />
<br />
'''Tatsumaki Senpu Kyaku'''<br />
*Quarter Circle Back + Kick<br />
**EX Version available. Has Armor Break properties. Can also be performed in the air.<br />
<br />
===Super Move===<br />
'''Shoryureppa'''<br />
*Double Quarter Circle Forward + Punch<br />
<br />
<br />
===Ultra Move===<br />
'''Shinryuken'''<br />
*Double Quarter Circle Forward + All three Punches<br />
**Has Armor Break properties.<br />
<br />
==The Basics== <br />
<br />
==Combos==<br />
<br />
==Strategy==<br />
<br />
==Matchups==<br />
<br />
==Frame Data==<br />
{| border="1em" cellspacing="0" width="100%" style="border: 1px solid #999; background: #F2F2F2;"<br />
|-<br />
! align="center" | <br />
! align="center" | <br />
! align="center" | <br />
! align="center" | <br />
! align="center" | frame<br />
! align="center" | frame<br />
! align="center" | frames of<br />
! align="center" | frames of <br />
! align="center" | <br />
! align="center" | <br />
! align="center" | super meter<br />
! align="center" | <br />
! align="center" | cancel<br />
! align="center" | <br />
|-<br />
! align="center" | move Name<br />
! align="center" | startup<br />
! align="center" | active<br />
! align="center" | recovery<br />
! align="center" | adv.blk<br />
! align="center" | adv.hit<br />
! align="center" | blockstun<br />
! align="center" | hitstun<br />
! align="center" | damage<br />
! align="center" | stun<br />
! align="center" | gain<br />
! align="center" | block<br />
! align="center" | ability<br />
! align="center" | comments<br />
|-<br />
| align="center" | close LP<br />
| align="center" | 4<br />
| align="center" | 2<br />
| align="center" | 5<br />
| align="center" | +4<br />
| align="center" | +7<br />
| align="center" | 10<br />
| align="center" | 13<br />
| align="center" | 30<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | HL<br />
| align="center" | CSpS<br />
| align="center" | -<br />
|-<br />
| align="center" | close MP<br />
| align="center" | 6<br />
| align="center" | 3<br />
| align="center" | 18<br />
| align="center" | -7<br />
| align="center" | -2<br />
| align="center" | 13<br />
| align="center" | 18<br />
| align="center" | 60<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | HL<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | close HP<br />
| align="center" | 6<br />
| align="center" | 3<br />
| align="center" | 19<br />
| align="center" | -4<br />
| align="center" | +1<br />
| align="center" | 17<br />
| align="center" | 22<br />
| align="center" | 90<br />
| align="center" | 150<br />
| align="center" | 60<br />
| align="center" | HL<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | close LK<br />
| align="center" | 6<br />
| align="center" | 2<br />
| align="center" | 7<br />
| align="center" | +2<br />
| align="center" | +5<br />
| align="center" | 10<br />
| align="center" | 13<br />
| align="center" | 30<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | HL<br />
| align="center" | CSpS<br />
| align="center" | -<br />
|-<br />
| align="center" | close MK<br />
| align="center" | 8<br />
| align="center" | 3<br />
| align="center" | 12<br />
| align="center" | -1<br />
| align="center" | +7<br />
| align="center" | 13<br />
| align="center" | 21<br />
| align="center" | 70<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | HL<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | close HK<br />
| align="center" | 8<br />
| align="center" | 3<br />
| align="center" | 21<br />
| align="center" | -6<br />
| align="center" | -2<br />
| align="center" | 17<br />
| align="center" | 21<br />
| align="center" | 110<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | HL<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | far LP<br />
| align="center" | 4<br />
| align="center" | 2<br />
| align="center" | 5<br />
| align="center" | +4<br />
| align="center" | +7<br />
| align="center" | 10<br />
| align="center" | 13<br />
| align="center" | 20<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | HL<br />
| align="center" | CSpS<br />
| align="center" | -<br />
|-<br />
| align="center" | far MP<br />
| align="center" | 7<br />
| align="center" | 5<br />
| align="center" | 5<br />
| align="center" | +4<br />
| align="center" | +7<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 70<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | far HP<br />
| align="center" | 11<br />
| align="center" | 3<br />
| align="center" | 16<br />
| align="center" | -1<br />
| align="center" | +3<br />
| align="center" | 17<br />
| align="center" | 21<br />
| align="center" | 100<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | far LK<br />
| align="center" | 4<br />
| align="center" | 3<br />
| align="center" | 7<br />
| align="center" | +1<br />
| align="center" | +4<br />
| align="center" | 10<br />
| align="center" | 13<br />
| align="center" | 40<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | far MK<br />
| align="center" | 7<br />
| align="center" | 3<br />
| align="center" | 13<br />
| align="center" | -2<br />
| align="center" | +1<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 80<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | far HK<br />
| align="center" | 12<br />
| align="center" | 3<br />
| align="center" | 21<br />
| align="center" | -6<br />
| align="center" | -2<br />
| align="center" | 17<br />
| align="center" | 21<br />
| align="center" | 130<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | crouch LP<br />
| align="center" | 3<br />
| align="center" | 3<br />
| align="center" | 6<br />
| align="center" | +2<br />
| align="center" | +5<br />
| align="center" | 10<br />
| align="center" | 13<br />
| align="center" | 30<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | HL<br />
| align="center" | CSpS<br />
| align="center" | -<br />
|-<br />
| align="center" | crouch MP<br />
| align="center" | 5<br />
| align="center" | 5<br />
| align="center" | 9<br />
| align="center" | 0<br />
| align="center" | +3<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 70<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | HL<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | crouch HP<br />
| align="center" | 5<br />
| align="center" | 4<br />
| align="center" | 23<br />
| align="center" | -9<br />
| align="center" | -4<br />
| align="center" | 17<br />
| align="center" | 22<br />
| align="center" | 100<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | HL<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | crouch LK<br />
| align="center" | 3<br />
| align="center" | 4<br />
| align="center" | 7<br />
| align="center" | 0<br />
| align="center" | +3<br />
| align="center" | 10<br />
| align="center" | 13<br />
| align="center" | 20<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | L<br />
| align="center" | CSpS<br />
| align="center" | -<br />
|-<br />
| align="center" | crouch MK<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 14<br />
| align="center" | -4<br />
| align="center" | -1<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 70<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | L<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | crouch HK<br />
| align="center" | 8<br />
| align="center" | 3<br />
| align="center" | 21<br />
| align="center" | -6<br />
| align="center" | -<br />
| align="center" | 17<br />
| align="center" | -<br />
| align="center" | 110<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | L<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump up LP<br />
| align="center" | 7<br />
| align="center" | 9<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 8<br />
| align="center" | 11<br />
| align="center" | 50<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump up MP<br />
| align="center" | 5<br />
| align="center" | 4<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 11<br />
| align="center" | 15<br />
| align="center" | 80<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump up HP<br />
| align="center" | 7<br />
| align="center" | 4<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 15<br />
| align="center" | 18<br />
| align="center" | 100<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump up LK<br />
| align="center" | 7<br />
| align="center" | 10<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 8<br />
| align="center" | 11<br />
| align="center" | 40<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump up MK<br />
| align="center" | 6<br />
| align="center" | 7<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 11<br />
| align="center" | 15<br />
| align="center" | 80<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump up HK<br />
| align="center" | 6<br />
| align="center" | 2<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 15<br />
| align="center" | 18<br />
| align="center" | 100<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump forward LP<br />
| align="center" | 7<br />
| align="center" | 8<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 8<br />
| align="center" | 11<br />
| align="center" | 40<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump forward MP<br />
| align="center" | 5<br />
| align="center" | 6<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 11<br />
| align="center" | 15<br />
| align="center" | 70<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump forward HP<br />
| align="center" | 5<br />
| align="center" | 4<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 15<br />
| align="center" | 18<br />
| align="center" | 100<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump forward LK<br />
| align="center" | 5<br />
| align="center" | 7<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 8<br />
| align="center" | 11<br />
| align="center" | 50<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump forward MK<br />
| align="center" | 6<br />
| align="center" | 4<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 11<br />
| align="center" | 15<br />
| align="center" | 80<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump forward HK<br />
| align="center" | 5<br />
| align="center" | 7<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 15<br />
| align="center" | 18<br />
| align="center" | 100<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | F+MK<br />
| align="center" | 15<br />
| align="center" | 2<br />
| align="center" | 17<br />
| align="center" | -5<br />
| align="center" | -2<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 80<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | F+MK<br />
| align="center" | 11<br />
| align="center" | 5<br />
| align="center" | 11<br />
| align="center" | -2<br />
| align="center" | +1<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 60<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | F+HK<br />
| align="center" | 23<br />
| align="center" | 2<br />
| align="center" | 20<br />
| align="center" | -4<br />
| align="center" | -1<br />
| align="center" | 17<br />
| align="center" | 20<br />
| align="center" | 120<br />
| align="center" | 150<br />
| align="center" | 60<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Target Combo 1<br />
| align="center" | 6<br />
| align="center" | 3<br />
| align="center" | 24<br />
| align="center" | -9<br />
| align="center" | -4<br />
| align="center" | 17<br />
| align="center" | 22<br />
| align="center" | 30<br />
| align="center" | 50<br />
| align="center" | 30<br />
| align="center" | HL<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | level1 FA<br />
| align="center" | 22<br />
| align="center" | 2<br />
| align="center" | 42<br />
| align="center" | -28<br />
| align="center" | -28<br />
| align="center" | 15<br />
| align="center" | 15<br />
| align="center" | 60<br />
| align="center" | 100<br />
| align="center" | 20<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | level2 FA<br />
| align="center" | 17+13<br />
| align="center" | 2<br />
| align="center" | 42<br />
| align="center" | -22<br />
| align="center" | -<br />
| align="center" | 21<br />
| align="center" | -<br />
| align="center" | 90<br />
| align="center" | 150<br />
| align="center" | 40<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | level3 FA<br />
| align="center" | 68<br />
| align="center" | 2<br />
| align="center" | 42<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 150<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | F+LP+LK<br />
| align="center" | 3<br />
| align="center" | 2<br />
| align="center" | 20<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 120<br />
| align="center" | 80<br />
| align="center" | 40<br />
| align="center" | 0.9<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | B+LP+LK<br />
| align="center" | 3<br />
| align="center" | 2<br />
| align="center" | 20<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 130<br />
| align="center" | 80<br />
| align="center" | 60<br />
| align="center" | 0.9<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Hadouken<br />
| align="center" | 14<br />
| align="center" | -<br />
| align="center" | 47<br />
| align="center" | -7<br />
| align="center" | -3<br />
| align="center" | -18<br />
| align="center" | -22<br />
| align="center" | 60<br />
| align="center" | 100<br />
| align="center" | 10/20<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | Hadouken EX<br />
| align="center" | 14<br />
| align="center" | -<br />
| align="center" | 44<br />
| align="center" | -1<br />
| align="center" | +2<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 50*40<br />
| align="center" | 50*50<br />
| align="center" | 0/0<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | Shoryuken LP<br />
| align="center" | 4<br />
| align="center" | 11<br />
| align="center" | 17+9<br />
| align="center" | -16<br />
| align="center" | -<br />
| align="center" | 20<br />
| align="center" | -<br />
| align="center" | 120[80]<br />
| align="center" | 200[100]<br />
| align="center" | 30/40<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | Shoryuken MP<br />
| align="center" | 4<br />
| align="center" | 3*11<br />
| align="center" | 25+9<br />
| align="center" | -24<br />
| align="center" | -<br />
| align="center" | 20<br />
| align="center" | 24*-<br />
| align="center" | 80*80<br />
| align="center" | 100*100<br />
| align="center" | 30/30*16<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | Shoryuken FP<br />
| align="center" | 3<br />
| align="center" | 2*2*12<br />
| align="center" | 30+9<br />
| align="center" | -30<br />
| align="center" | -<br />
| align="center" | 20<br />
| align="center" | 24*-*-<br />
| align="center" | 70*40*30<br />
| align="center" | 100*50*50<br />
| align="center" | 30/30*10*10<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | Shoryuken EX<br />
| align="center" | 5<br />
| align="center" | 2*2*3*7<br />
| align="center" | 45+9<br />
| align="center" | -40<br />
| align="center" | -<br />
| align="center" | 20<br />
| align="center" | -<br />
| align="center" | 80*60*50*50<br />
| align="center" | 100*50x3<br />
| align="center" | 0/0<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | Hurricane Kick LK<br />
| align="center" | 6<br />
| align="center" | 1(4)2(6)2<br />
| align="center" | 12+8<br />
| align="center" | -9<br />
| align="center" | -5<br />
| align="center" | 20<br />
| align="center" | 24<br />
| align="center" | 50*40*40<br />
| align="center" | 50x3<br />
| align="center" | 20/20*10*10<br />
| align="center" | HL<br />
| align="center" | S*-*-<br />
| align="center" | -<br />
|-<br />
| align="center" | Hurricane Kick MK<br />
| align="center" | 6<br />
| align="center" | 2(5)2(5)1(5)2(5)2<br />
| align="center" | 14+9<br />
| align="center" | -4<br />
| align="center" | 0<br />
| align="center" | 20<br />
| align="center" | 24<br />
| align="center" | 60*40x3<br />
| align="center" | 50x4<br />
| align="center" | 20/20*10x3<br />
| align="center" | HL<br />
| align="center" | S*-x3<br />
| align="center" | -<br />
|-<br />
| align="center" | Hurricane Kick HK<br />
| align="center" | 6<br />
| align="center" | 2(6)1(5)1(5)1(5)1(5)1(5)2(4)2<br />
| align="center" | 12+12<br />
| align="center" | -5<br />
| align="center" | -1<br />
| align="center" | 20<br />
| align="center" | 24<br />
| align="center" | 80*40x4<br />
| align="center" | 50x5<br />
| align="center" | 20/20*10x4<br />
| align="center" | HL<br />
| align="center" | S*-x4<br />
| align="center" | -<br />
|-<br />
| align="center" | Hurricane Kick EX<br />
| align="center" | 6<br />
| align="center" | 2(4)1(3)1(4)1(3)1(4)1(4)1(3)1<br />
| align="center" | 9+14<br />
| align="center" | -3<br />
| align="center" | +1<br />
| align="center" | 20<br />
| align="center" | 24<br />
| align="center" | 50*40x4<br />
| align="center" | 50x5<br />
| align="center" | 0/0<br />
| align="center" | HL<br />
| align="center" | S*-x4<br />
| align="center" | -<br />
|-<br />
| align="center" | Hurricane Kick LK(air)<br />
| align="center" | 8<br />
| align="center" | ???<br />
| align="center" | 10<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 15<br />
| align="center" | 18<br />
| align="center" | 50<br />
| align="center" | 50<br />
| align="center" | 10/30<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Hurricane Kick MK(air)<br />
| align="center" | 7<br />
| align="center" | ???<br />
| align="center" | 10<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 15<br />
| align="center" | 18<br />
| align="center" | 60<br />
| align="center" | 50<br />
| align="center" | 10/30<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Hurricane Kick HK(air)<br />
| align="center" | 7<br />
| align="center" | ???<br />
| align="center" | 10<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 15<br />
| align="center" | 18<br />
| align="center" | 60<br />
| align="center" | 50<br />
| align="center" | 10/30<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Hurricane Kick EX(air)<br />
| align="center" | 6<br />
| align="center" | ???<br />
| align="center" | 4<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 15<br />
| align="center" | 18<br />
| align="center" | 40<br />
| align="center" | 50<br />
| align="center" | 0/0<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Super Combo<br />
| align="center" | 1+2(1)<br />
| align="center" | 2*2*8(20)1*3*7<br />
| align="center" | 31+12<br />
| align="center" | -29<br />
| align="center" | -<br />
| align="center" | 20<br />
| align="center" | -<br />
| align="center" | 50x4*100x2<br />
| align="center" | 0<br />
| align="center" | 0/0<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Ultra Combo<br />
| align="center" | 1+9<br />
| align="center" | 2*2*5x7*1<br />
| align="center" | 32+50<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 27*16x9<br />
| align="center" | -<br />
| align="center" | 40+19x7+20x8+30,20xN<br />
| align="center" | 0<br />
| align="center" | 0/0<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
! align="center" | move name<br />
! align="center" | startup<br />
! align="center" | active<br />
! align="center" | recovery<br />
! align="center" | frame<br />
! align="center" | frame<br />
! align="center" | frames of<br />
! align="center" | frames of <br />
! align="center" | damage<br />
! align="center" | stun<br />
! align="center" | super meter<br />
! align="center" | block<br />
! align="center" | cancel<br />
! align="center" | comments<br />
|-<br />
! align="center" | <br />
! align="center" | <br />
! align="center" | <br />
! align="center" | <br />
! align="center" | adv.blk<br />
! align="center" | adv.hit<br />
! align="center" | blockstun<br />
! align="center" | hitstun<br />
! align="center" | <br />
! align="center" | <br />
! align="center" | gain<br />
! align="center" | <br />
! align="center" | ability<br />
! align="center" | <br />
|-<br />
<br />
<br><br><br />
<br />
{{Street Fighter IV}}</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Street_Fighter_IV/Guile&diff=31698
Street Fighter IV/Guile
2009-02-22T17:07:07Z
<p>Mike Bacarella: /* Move Analysis */</p>
<hr />
<div>==Introduction==<br />
<br />
==Move Analysis==<br />
===Normal Moves===<br />
<br />
===Normal Throws===<br />
'''Dragon Suplex'''<br />
*(Close to opponent)Forward or Neutral + LP+LK<br />
<br />
'''Judo Throw'''<br />
*(Close to opponent)Back + LP+LK<br />
<br />
'''Flying Mare'''<br />
*(In Air, Close to opponent)Forward or Neutral + LP+LK<br />
<br />
'''Flying Buster Drop'''<br />
*(In Air, Close to opponent)Back + LP+LK<br />
<br />
===Command Normals===<br />
'''Straight Chop'''<br />
*Forward + Medium Punch<br />
**Overhead<br />
<br />
'''Spinning Back Knuckle'''<br />
*Forward + Heavy Punch<br />
<br />
'''Knee Bazooka'''<br />
*Forward or Back + Light Kick<br />
<br />
'''Rolling Sobat'''<br />
*Forward or Back + Medium Kick<br />
<br />
'''Reverse Spin Kick'''<br />
*(Close to opponent)Forward or Back + Heavy Kick<br />
<br />
'''Guile High Kick'''<br />
*Down-Forward + Heavy Kick<br />
<br />
===Focus / Saving Attack=== <br />
<br />
===Special Moves===<br />
'''Sonic Boom'''<br />
*Charge Back, Forward + Punch<br />
**EX Version available<br />
<br />
'''Flash Kick'''<br />
*Charge Down, Up + Kick<br />
**EX Version available. Has Armor Break properties.<br />
<br />
===Super Move===<br />
'''Double Flash'''<br />
*Charge Down-Back, Down-Forward, Down-Back, Up-Forward + Kick<br />
<br />
===Ultra Move===<br />
'''Flash Explosion'''<br />
*Charge Down-Back, Down-Forward, Down-Back, Up-Forward + All three Kicks<br />
<br />
==The Basics== <br />
<br />
==Combos==<br />
<br />
==Strategy==<br />
<br />
==Matchups==<br />
<br />
==Frame Data==<br />
{| border="1em" cellspacing="0" width="100%" style="border: 1px solid #999; background: #F2F2F2;"<br />
|-<br />
! align="center" | <br />
! align="center" | <br />
! align="center" | <br />
! align="center" | <br />
! align="center" | frame<br />
! align="center" | frame<br />
! align="center" | frames of<br />
! align="center" | frames of <br />
! align="center" | <br />
! align="center" | <br />
! align="center" | super meter<br />
! align="center" | <br />
! align="center" | cancel<br />
! align="center" | <br />
|-<br />
! align="center" | move Name<br />
! align="center" | startup<br />
! align="center" | active<br />
! align="center" | recovery<br />
! align="center" | adv.blk<br />
! align="center" | adv.hit<br />
! align="center" | blockstun<br />
! align="center" | hitstun<br />
! align="center" | damage<br />
! align="center" | stun<br />
! align="center" | gain<br />
! align="center" | block<br />
! align="center" | ability<br />
! align="center" | comments<br />
|-<br />
| align="center" | close LP<br />
| align="center" | 3<br />
| align="center" | 2<br />
| align="center" | 7<br />
| align="center" | +2<br />
| align="center" | +5<br />
| align="center" | 10<br />
| align="center" | 13<br />
| align="center" | 20<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | HL<br />
| align="center" | CSpS<br />
| align="center" | -<br />
|-<br />
| align="center" | close MP<br />
| align="center" | 4<br />
| align="center" | 3<br />
| align="center" | 14<br />
| align="center" | -3<br />
| align="center" | 0<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 60<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | HL<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | close HP<br />
| align="center" | 5<br />
| align="center" | 4<br />
| align="center" | 15<br />
| align="center" | -1<br />
| align="center" | +4<br />
| align="center" | 17<br />
| align="center" | 22<br />
| align="center" | 120[70]<br />
| align="center" | 200[150]<br />
| align="center" | 60<br />
| align="center" | HL<br />
| align="center" | SpS[-]<br />
| align="center" | -<br />
|-<br />
| align="center" | close LK<br />
| align="center" | 3<br />
| align="center" | 3<br />
| align="center" | 8<br />
| align="center" | 0<br />
| align="center" | +3<br />
| align="center" | 10<br />
| align="center" | 13<br />
| align="center" | 30<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | HL<br />
| align="center" | C<br />
| align="center" | -<br />
|-<br />
| align="center" | close MK<br />
| align="center" | 5<br />
| align="center" | 2<br />
| align="center" | 16<br />
| align="center" | -4<br />
| align="center" | -1<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 60<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | close HK<br />
| align="center" | 6<br />
| align="center" | 3<br />
| align="center" | 18<br />
| align="center" | -3<br />
| align="center" | +1<br />
| align="center" | 17<br />
| align="center" | 21<br />
| align="center" | 130<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | far LP<br />
| align="center" | 4<br />
| align="center" | 2<br />
| align="center" | 7<br />
| align="center" | +2<br />
| align="center" | +5<br />
| align="center" | 10<br />
| align="center" | 13<br />
| align="center" | 30<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | HL<br />
| align="center" | CSpS<br />
| align="center" | -<br />
|-<br />
| align="center" | far MP<br />
| align="center" | 5<br />
| align="center" | 4<br />
| align="center" | 14<br />
| align="center" | -4<br />
| align="center" | -1<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 80<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | HL<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | far HP<br />
| align="center" | 5<br />
| align="center" | 3<br />
| align="center" | 14<br />
| align="center" | +1<br />
| align="center" | +5<br />
| align="center" | 17<br />
| align="center" | 21<br />
| align="center" | 120<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | far LK<br />
| align="center" | 5<br />
| align="center" | 2<br />
| align="center" | 9<br />
| align="center" | 0<br />
| align="center" | +3<br />
| align="center" | 10<br />
| align="center" | 13<br />
| align="center" | 40<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | HL<br />
| align="center" | C<br />
| align="center" | -<br />
|-<br />
| align="center" | far MK<br />
| align="center" | 7<br />
| align="center" | 4<br />
| align="center" | 12<br />
| align="center" | -2<br />
| align="center" | +1<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 70<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | far HK<br />
| align="center" | 13<br />
| align="center" | 5<br />
| align="center" | 14<br />
| align="center" | -1<br />
| align="center" | +3<br />
| align="center" | 17<br />
| align="center" | 21<br />
| align="center" | 110<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | crouch LP<br />
| align="center" | 4<br />
| align="center" | 2<br />
| align="center" | 8<br />
| align="center" | +1<br />
| align="center" | +4<br />
| align="center" | 10<br />
| align="center" | 13<br />
| align="center" | 30<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | HL<br />
| align="center" | CSpS<br />
| align="center" | -<br />
|-<br />
| align="center" | crouch MP<br />
| align="center" | 4<br />
| align="center" | 5<br />
| align="center" | 10<br />
| align="center" | -1<br />
| align="center" | +2<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 70<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | HL<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | crouch HP<br />
| align="center" | 5<br />
| align="center" | 4<br />
| align="center" | 23<br />
| align="center" | -9<br />
| align="center" | -4<br />
| align="center" | 17<br />
| align="center" | 22<br />
| align="center" | 100[70]<br />
| align="center" | 200[150]<br />
| align="center" | 60<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | crouch LK<br />
| align="center" | 4<br />
| align="center" | 2<br />
| align="center" | 9<br />
| align="center" | 0<br />
| align="center" | +3<br />
| align="center" | 10<br />
| align="center" | 13<br />
| align="center" | 30<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | L<br />
| align="center" | C<br />
| align="center" | -<br />
|-<br />
| align="center" | crouch MK<br />
| align="center" | 7<br />
| align="center" | 4<br />
| align="center" | 14<br />
| align="center" | -4<br />
| align="center" | -1<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 70<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | L<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | crouch HK<br />
| align="center" | 6<br />
| align="center" | 4(20)4<br />
| align="center" | 17<br />
| align="center" | -3<br />
| align="center" | -<br />
| align="center" | 17<br />
| align="center" | -<br />
| align="center" | 110*140<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | L<br />
| align="center" | S*-<br />
| align="center" | -<br />
|-<br />
| align="center" | jump up LP<br />
| align="center" | 5<br />
| align="center" | 2<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 10<br />
| align="center" | 13<br />
| align="center" | 50<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump up MP<br />
| align="center" | 7<br />
| align="center" | 4<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 80<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump up HP<br />
| align="center" | 7<br />
| align="center" | 3<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 17<br />
| align="center" | 20<br />
| align="center" | 100<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump up LK<br />
| align="center" | 7<br />
| align="center" | 6<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 8<br />
| align="center" | 11<br />
| align="center" | 40<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump up MK<br />
| align="center" | 7<br />
| align="center" | 6<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 11<br />
| align="center" | 15<br />
| align="center" | 80<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump up HK<br />
| align="center" | 6<br />
| align="center" | 3<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 15<br />
| align="center" | 18<br />
| align="center" | 100<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump forward LP<br />
| align="center" | 6<br />
| align="center" | 6<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 8<br />
| align="center" | 11<br />
| align="center" | 50<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump forward MP<br />
| align="center" | 5<br />
| align="center" | 5<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 11<br />
| align="center" | 15<br />
| align="center" | 80<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump forward HP<br />
| align="center" | 5<br />
| align="center" | 5<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 15<br />
| align="center" | 18<br />
| align="center" | 100<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump forward LK<br />
| align="center" | 5<br />
| align="center" | 5<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 8<br />
| align="center" | 11<br />
| align="center" | 30<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump forward MK<br />
| align="center" | 5<br />
| align="center" | 6<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 11<br />
| align="center" | 15<br />
| align="center" | 60<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump forward HK<br />
| align="center" | 6<br />
| align="center" | 5<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 15<br />
| align="center" | 18<br />
| align="center" | 100<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | F+MP<br />
| align="center" | 15<br />
| align="center" | 3<br />
| align="center" | 14<br />
| align="center" | -3<br />
| align="center" | 0<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 80<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | F+HP<br />
| align="center" | 8<br />
| align="center" | 3<br />
| align="center" | 15<br />
| align="center" | 0<br />
| align="center" | +4<br />
| align="center" | 17<br />
| align="center" | 21<br />
| align="center" | 120<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | B or F+LK<br />
| align="center" | 7<br />
| align="center" | 4<br />
| align="center" | 18<br />
| align="center" | -11<br />
| align="center" | -6<br />
| align="center" | 10<br />
| align="center" | 15<br />
| align="center" | 50<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | B or F+MK<br />
| align="center" | 11<br />
| align="center" | 4<br />
| align="center" | 14<br />
| align="center" | -4<br />
| align="center" | -1<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 60<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | F+HK (close)<br />
| align="center" | 16<br />
| align="center" | 6<br />
| align="center" | 12<br />
| align="center" | 0<br />
| align="center" | +4<br />
| align="center" | 17<br />
| align="center" | 21<br />
| align="center" | 120<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | DF+HK<br />
| align="center" | 11<br />
| align="center" | 2<br />
| align="center" | 17<br />
| align="center" | -1<br />
| align="center" | -<br />
| align="center" | 17<br />
| align="center" | -<br />
| align="center" | 110<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | lvl1 FA<br />
| align="center" | 21<br />
| align="center" | 2<br />
| align="center" | 35<br />
| align="center" | -21<br />
| align="center" | -21<br />
| align="center" | 15<br />
| align="center" | 15<br />
| align="center" | 60<br />
| align="center" | 100<br />
| align="center" | 20<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | lvl2 FA<br />
| align="center" | 17+12<br />
| align="center" | 2<br />
| align="center" | 35<br />
| align="center" | -15<br />
| align="center" | -<br />
| align="center" | 21<br />
| align="center" | -<br />
| align="center" | 80<br />
| align="center" | 150<br />
| align="center" | 40<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | lvl3 FA<br />
| align="center" | 65<br />
| align="center" | 2<br />
| align="center" | 35<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 140<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | F+LP+LK<br />
| align="center" | 3<br />
| align="center" | 2<br />
| align="center" | 20<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 120<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | 0.9<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | B+LP+LK<br />
| align="center" | 3<br />
| align="center" | 2<br />
| align="center" | 20<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 120<br />
| align="center" | 80<br />
| align="center" | 40<br />
| align="center" | 0.9<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | F+LP+LK (air)<br />
| align="center" | 3<br />
| align="center" | 2<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 150<br />
| align="center" | 150<br />
| align="center" | 40<br />
| align="center" | 1.25<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | B+LP+LK (air)<br />
| align="center" | 3<br />
| align="center" | 2<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 150<br />
| align="center" | 150<br />
| align="center" | 40<br />
| align="center" | 1.25<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | sonic boom LP<br />
| align="center" | 9<br />
| align="center" | -<br />
| align="center" | 29<br />
| align="center" | +6<br />
| align="center" | +10<br />
| align="center" | 18<br />
| align="center" | 22<br />
| align="center" | 50<br />
| align="center" | 50<br />
| align="center" | 20/20<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | sonic boom MP<br />
| align="center" | 9<br />
| align="center" | -<br />
| align="center" | 31<br />
| align="center" | +4<br />
| align="center" | +8<br />
| align="center" | 18<br />
| align="center" | 22<br />
| align="center" | 50<br />
| align="center" | 50<br />
| align="center" | 20/20<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | sonic boom HP<br />
| align="center" | 9<br />
| align="center" | -<br />
| align="center" | 33<br />
| align="center" | +2<br />
| align="center" | +6<br />
| align="center" | 18<br />
| align="center" | 22<br />
| align="center" | 50<br />
| align="center" | 50<br />
| align="center" | 20/20<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | sonic boom EX<br />
| align="center" | 11<br />
| align="center" | -<br />
| align="center" | 39<br />
| align="center" | +1<br />
| align="center" | +4<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 50*50<br />
| align="center" | 50*50<br />
| align="center" | 0/0<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | somersault LK<br />
| align="center" | 4<br />
| align="center" | 11<br />
| align="center" | 20+23<br />
| align="center" | -33<br />
| align="center" | -<br />
| align="center" | 20<br />
| align="center" | -<br />
| align="center" | 130[70]<br />
| align="center" | 200[100]<br />
| align="center" | 30/40<br />
| align="center" | HL<br />
| align="center" | S[-]<br />
| align="center" | -<br />
|-<br />
| align="center" | somersault MK<br />
| align="center" | 4<br />
| align="center" | 11<br />
| align="center" | 22+23<br />
| align="center" | -35<br />
| align="center" | -<br />
| align="center" | 20<br />
| align="center" | -<br />
| align="center" | 140[70]<br />
| align="center" | 200[100]<br />
| align="center" | 30/40<br />
| align="center" | HL<br />
| align="center" | S[-]<br />
| align="center" | -<br />
|-<br />
| align="center" | somersault HK<br />
| align="center" | 4<br />
| align="center" | 11<br />
| align="center" | 24+23<br />
| align="center" | -37<br />
| align="center" | -<br />
| align="center" | 20<br />
| align="center" | -<br />
| align="center" | 160[70]<br />
| align="center" | 200[100]<br />
| align="center" | 30/40<br />
| align="center" | HL<br />
| align="center" | S[-]<br />
| align="center" | -<br />
|-<br />
| align="center" | somersault EX<br />
| align="center" | 4<br />
| align="center" | 2*9<br />
| align="center" | 24+23<br />
| align="center" | -35<br />
| align="center" | -<br />
| align="center" | 20<br />
| align="center" | -<br />
| align="center" | 100*80<br />
| align="center" | 150*100<br />
| align="center" | 0/0<br />
| align="center" | HL<br />
| align="center" | S*-<br />
| align="center" | -<br />
|-<br />
| align="center" | Super Combo LK<br />
| align="center" | 1+2<br />
| align="center" | 1*5*2(9)1*8*2<br />
| align="center" | 20+23<br />
| align="center" | -24<br />
| align="center" | -<br />
| align="center" | 20<br />
| align="center" | -<br />
| align="center" | 95*40*40*60*30*80<br />
| align="center" | 0<br />
| align="center" | 0/0<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Super Combo MK<br />
| align="center" | 1+3<br />
| align="center" | 1*5*1(14)1*8*2<br />
| align="center" | 22+23<br />
| align="center" | -26<br />
| align="center" | -<br />
| align="center" | 20<br />
| align="center" | -<br />
| align="center" | 95*40*40*60*30*80<br />
| align="center" | 0<br />
| align="center" | 0/0<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Super Combo HK<br />
| align="center" | 1+5<br />
| align="center" | 1*5*1(19)1*8*2<br />
| align="center" | 24+23<br />
| align="center" | -28<br />
| align="center" | -<br />
| align="center" | 20<br />
| align="center" | -<br />
| align="center" | 95*40*40*60*30*80<br />
| align="center" | 0<br />
| align="center" | 0/0<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Ultra Combo<br />
| align="center" | 1+6<br />
| align="center" | 1*3*1(30)1*1*1*2*1<br />
| align="center" | 31+66<br />
| align="center" | -77<br />
| align="center" | -<br />
| align="center" | 20<br />
| align="center" | -<br />
| align="center" | 60*30x7*65<br />
| align="center" | 0<br />
| align="center" | 0/0<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
! align="center" | move Name<br />
! align="center" | startup<br />
! align="center" | active<br />
! align="center" | recovery<br />
! align="center" | frame adv.blk<br />
! align="center" | frame adv.hit<br />
! align="center" | frames of blockstun<br />
! align="center" | frames of hitstun<br />
! align="center" | damage<br />
! align="center" | stun<br />
! align="center" | super meter gain<br />
! align="center" | block<br />
! align="center" | cancel ability<br />
! align="center" | comments<br />
|-<br />
<br><br><br />
<br />
{{Street Fighter IV}}</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=E._Honda_(SFIV)&diff=31697
E. Honda (SFIV)
2009-02-22T16:58:48Z
<p>Mike Bacarella: /* Move Analysis */</p>
<hr />
<div>==Introduction==<br />
<br />
==Move Analysis==<br />
===Normal Moves===<br />
<br />
===Normal Throws===<br />
'''Sabaori'''<br />
*(Close to opponent)Forward or Neutral + LP+LK<br />
<br />
'''Rice Bale Throw'''<br />
*(Close to opponent)Back + LP+LK<br />
<br />
===Command Normals===<br />
'''Shikofumi'''<br />
*Down-Forward + Heavy Kick<br />
**Overhead<br />
<br />
===Focus / Saving Attack=== <br />
<br />
===Special Moves===<br />
'''Hundred Hand Slap'''<br />
*Rapidly tap Punch<br />
**EX Version available<br />
<br />
'''Sumo Headbutt'''<br />
*Charge Back, Forward + Punch<br />
**EX Version available. Has Armor Break properties.<br />
<br />
'''Sumo Smash'''<br />
*Charge Down, Up + Kick<br />
**EX Version available<br />
<br />
'''Oicho Throw'''<br />
*Half Circle Back + Punch<br />
**EX Version available<br />
<br />
===Super Move===<br />
'''Super Killer Head Ram'''<br />
*Charge Back, Forward, Back, Forward + Punch<br />
<br />
===Ultra Move===<br />
'''Ultimate Killer Head Ram'''<br />
*Charge Back, Forward, Back, Forward + All three Punches<br />
<br />
==The Basics== <br />
<br />
==Combos==<br />
<br />
==Strategy==<br />
<br />
==Matchups==<br />
<br />
==Frame Data==<br />
{| border="1em" cellspacing="0" width="100%" style="border: 1px solid #999; background: #F2F2F2;"<br />
|-<br />
! align="center" | <br />
! align="center" | <br />
! align="center" | <br />
! align="center" | <br />
! align="center" | frame<br />
! align="center" | frame<br />
! align="center" | frames of<br />
! align="center" | frames of <br />
! align="center" | <br />
! align="center" | <br />
! align="center" | super meter<br />
! align="center" | <br />
! align="center" | cancel<br />
! align="center" | <br />
|-<br />
! align="center" | move Name<br />
! align="center" | startup<br />
! align="center" | active<br />
! align="center" | recovery<br />
! align="center" | adv.blk<br />
! align="center" | adv.hit<br />
! align="center" | blockstun<br />
! align="center" | hitstun<br />
! align="center" | damage<br />
! align="center" | stun<br />
! align="center" | gain<br />
! align="center" | block<br />
! align="center" | ability<br />
! align="center" | comments<br />
|-<br />
| align="center" | close LP<br />
| align="center" | 6<br />
| align="center" | 2<br />
| align="center" | 6<br />
| align="center" | +3<br />
| align="center" | +6<br />
| align="center" | 10<br />
| align="center" | 13<br />
| align="center" | 40<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | HL<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | close MP<br />
| align="center" | 7<br />
| align="center" | 2(4)1<br />
| align="center" | 9<br />
| align="center" | +4<br />
| align="center" | +7<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 30*50<br />
| align="center" | 50*50<br />
| align="center" | 40*20<br />
| align="center" | HL<br />
| align="center" | SpS*-<br />
| align="center" | -<br />
|-<br />
| align="center" | close HP<br />
| align="center" | 8<br />
| align="center" | 6<br />
| align="center" | 12<br />
| align="center" | 0<br />
| align="center" | +5<br />
| align="center" | 17<br />
| align="center" | 22<br />
| align="center" | 120[100]<br />
| align="center" | 200[150]<br />
| align="center" | 60<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | close LK<br />
| align="center" | 5<br />
| align="center" | 3<br />
| align="center" | 6<br />
| align="center" | +2<br />
| align="center" | +5<br />
| align="center" | 10<br />
| align="center" | 13<br />
| align="center" | 30<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | HL<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | close MK<br />
| align="center" | 5<br />
| align="center" | 3<br />
| align="center" | 12<br />
| align="center" | -1<br />
| align="center" | +2<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 90<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | HL<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | close HK<br />
| align="center" | 6<br />
| align="center" | 2*3<br />
| align="center" | 14<br />
| align="center" | +1<br />
| align="center" | +6<br />
| align="center" | 17<br />
| align="center" | 21*22<br />
| align="center" | 30*100<br />
| align="center" | 125*75<br />
| align="center" | 60*20<br />
| align="center" | HL<br />
| align="center" | S*-<br />
| align="center" | -<br />
|-<br />
| align="center" | far LP<br />
| align="center" | 6<br />
| align="center" | 2<br />
| align="center" | 6<br />
| align="center" | +3<br />
| align="center" | +6<br />
| align="center" | 10<br />
| align="center" | 13<br />
| align="center" | 40<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | HL<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | far MP<br />
| align="center" | 8<br />
| align="center" | 3<br />
| align="center" | 12<br />
| align="center" | -1<br />
| align="center" | +2<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 90<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | far HP<br />
| align="center" | 10<br />
| align="center" | 6<br />
| align="center" | 16<br />
| align="center" | -3<br />
| align="center" | +1<br />
| align="center" | 17<br />
| align="center" | 21<br />
| align="center" | 140<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | far LK<br />
| align="center" | 5<br />
| align="center" | 2<br />
| align="center" | 7<br />
| align="center" | +2<br />
| align="center" | +5<br />
| align="center" | 10<br />
| align="center" | 13<br />
| align="center" | 40<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | HL<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | far MK<br />
| align="center" | 8<br />
| align="center" | 2<br />
| align="center" | 12<br />
| align="center" | 0<br />
| align="center" | +3<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 80<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | far HK<br />
| align="center" | 7<br />
| align="center" | 3<br />
| align="center" | 22<br />
| align="center" | -7<br />
| align="center" | -3<br />
| align="center" | 17<br />
| align="center" | 21<br />
| align="center" | 100<br />
| align="center" | 150<br />
| align="center" | 60<br />
| align="center" | L<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | crouch LP<br />
| align="center" | 4<br />
| align="center" | 4<br />
| align="center" | 7<br />
| align="center" | 0<br />
| align="center" | +3<br />
| align="center" | 10<br />
| align="center" | 13<br />
| align="center" | 40<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | HL<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | crouch MP<br />
| align="center" | 8<br />
| align="center" | 3<br />
| align="center" | 11<br />
| align="center" | 0<br />
| align="center" | +3<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 80<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | crouch HP<br />
| align="center" | 11<br />
| align="center" | 4<br />
| align="center" | 16<br />
| align="center" | -2<br />
| align="center" | +2<br />
| align="center" | 17<br />
| align="center" | 21<br />
| align="center" | 140<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | crouch LK<br />
| align="center" | 5<br />
| align="center" | 2<br />
| align="center" | 7<br />
| align="center" | +2<br />
| align="center" | +5<br />
| align="center" | 10<br />
| align="center" | 13<br />
| align="center" | 30<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | L<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | crouch MK<br />
| align="center" | 7<br />
| align="center" | 3<br />
| align="center" | 11<br />
| align="center" | 0<br />
| align="center" | +3<br />
| align="center" | 13<br />
| align="center" | 16<br />
| align="center" | 80<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | L<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | crouch HK<br />
| align="center" | 14<br />
| align="center" | 2<br />
| align="center" | 14<br />
| align="center" | +2<br />
| align="center" | -<br />
| align="center" | 17<br />
| align="center" | -<br />
| align="center" | 120<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | L<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump up LP<br />
| align="center" | 7<br />
| align="center" | 5<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 8<br />
| align="center" | 11<br />
| align="center" | 60<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump up MP<br />
| align="center" | 6<br />
| align="center" | 8<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 11<br />
| align="center" | 15<br />
| align="center" | 90<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump up HP<br />
| align="center" | 8<br />
| align="center" | 10<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 15<br />
| align="center" | 18<br />
| align="center" | 140<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump up LK<br />
| align="center" | 7<br />
| align="center" | 9<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 8<br />
| align="center" | 11<br />
| align="center" | 50<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump up MK<br />
| align="center" | 9<br />
| align="center" | 9<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 11<br />
| align="center" | 15<br />
| align="center" | 90<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump up HK<br />
| align="center" | 7<br />
| align="center" | 9<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 15<br />
| align="center" | 18<br />
| align="center" | 130<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump forward LP<br />
| align="center" | 7<br />
| align="center" | 6<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 8<br />
| align="center" | 11<br />
| align="center" | 60<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump forward MP<br />
| align="center" | 7<br />
| align="center" | 7<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 11<br />
| align="center" | 15<br />
| align="center" | 90<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump forward HP<br />
| align="center" | 8<br />
| align="center" | 5<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 15<br />
| align="center" | 18<br />
| align="center" | 120<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump forward LK<br />
| align="center" | 6<br />
| align="center" | 6<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 8<br />
| align="center" | 11<br />
| align="center" | 50<br />
| align="center" | 50<br />
| align="center" | 20<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump forward MK<br />
| align="center" | 6<br />
| align="center" | 8<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 11<br />
| align="center" | 15<br />
| align="center" | 90<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | jump forward HK<br />
| align="center" | 6<br />
| align="center" | 7<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 15<br />
| align="center" | 18<br />
| align="center" | 130<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | DF+HK<br />
| align="center" | 30<br />
| align="center" | 2<br />
| align="center" | 19<br />
| align="center" | -3<br />
| align="center" | -<br />
| align="center" | 17<br />
| align="center" | -<br />
| align="center" | 130<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | H<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | Target Combo 1<br />
| align="center" | 30<br />
| align="center" | 2<br />
| align="center" | 19<br />
| align="center" | -3<br />
| align="center" | -<br />
| align="center" | 17<br />
| align="center" | 21<br />
| align="center" | 130<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | H<br />
| align="center" | SpS<br />
| align="center" | -<br />
|-<br />
| align="center" | level1 FA<br />
| align="center" | 21<br />
| align="center" | 2<br />
| align="center" | 35<br />
| align="center" | -21<br />
| align="center" | -21<br />
| align="center" | 15<br />
| align="center" | 15<br />
| align="center" | 80<br />
| align="center" | 100<br />
| align="center" | 20<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | level2 FA<br />
| align="center" | 17+12<br />
| align="center" | 2<br />
| align="center" | 35<br />
| align="center" | -15<br />
| align="center" | -<br />
| align="center" | 21<br />
| align="center" | -<br />
| align="center" | 100<br />
| align="center" | 150<br />
| align="center" | 40<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | level3 FA<br />
| align="center" | 65<br />
| align="center" | 2<br />
| align="center" | 35<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 160<br />
| align="center" | 200<br />
| align="center" | 60<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | F+LP+LK<br />
| align="center" | 3<br />
| align="center" | 2<br />
| align="center" | 20<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 140<br />
| align="center" | 180<br />
| align="center" | 40<br />
| align="center" | 0.9<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | B+LP+LK<br />
| align="center" | 3<br />
| align="center" | 2<br />
| align="center" | 20<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 150<br />
| align="center" | 100<br />
| align="center" | 40<br />
| align="center" | 0.9<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Hundred Hands LP<br />
| align="center" | 9<br />
| align="center" | ???<br />
| align="center" | 16<br />
| align="center" | +3<br />
| align="center" | +7<br />
| align="center" | 20<br />
| align="center" | 24<br />
| align="center" | 20xN<br />
| align="center" | 20xN<br />
| align="center" | 20/10xN<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | Hundred Hands MP<br />
| align="center" | 9<br />
| align="center" | ???<br />
| align="center" | 15<br />
| align="center" | +4<br />
| align="center" | +8<br />
| align="center" | 20<br />
| align="center" | 24<br />
| align="center" | 20xN<br />
| align="center" | 20xN<br />
| align="center" | 20/10xN<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | Hundred Hands HP<br />
| align="center" | 9<br />
| align="center" | ???<br />
| align="center" | 13<br />
| align="center" | +6<br />
| align="center" | +10<br />
| align="center" | 20<br />
| align="center" | 24<br />
| align="center" | 20xN<br />
| align="center" | 20xN<br />
| align="center" | 20/10xN<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | Hundred Hands EX<br />
| align="center" | 9<br />
| align="center" | ???<br />
| align="center" | 19<br />
| align="center" | 0<br />
| align="center" | +4<br />
| align="center" | 20<br />
| align="center" | 24<br />
| align="center" | 20x7<br />
| align="center" | 20x7<br />
| align="center" | 0/0<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | Headbutt LP<br />
| align="center" | 13<br />
| align="center" | 17<br />
| align="center" | 14+13<br />
| align="center" | -9<br />
| align="center" | -<br />
| align="center" | 20<br />
| align="center" | -<br />
| align="center" | 130<br />
| align="center" | 200<br />
| align="center" | 30/40<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | Headbutt MP<br />
| align="center" | 9<br />
| align="center" | 21<br />
| align="center" | 14+13<br />
| align="center" | -13<br />
| align="center" | -<br />
| align="center" | 20<br />
| align="center" | -<br />
| align="center" | 140<br />
| align="center" | 200<br />
| align="center" | 30/40<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | Headbutt LP<br />
| align="center" | 8<br />
| align="center" | 48<br />
| align="center" | 14+13<br />
| align="center" | -16<br />
| align="center" | -<br />
| align="center" | 20<br />
| align="center" | -<br />
| align="center" | 160<br />
| align="center" | 200<br />
| align="center" | 30/40<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | Headbutt EX<br />
| align="center" | 8<br />
| align="center" | 25<br />
| align="center" | 14/13<br />
| align="center" | -8<br />
| align="center" | -<br />
| align="center" | 20<br />
| align="center" | -<br />
| align="center" | 160<br />
| align="center" | 200<br />
| align="center" | 0/0<br />
| align="center" | HL<br />
| align="center" | S<br />
| align="center" | -<br />
|-<br />
| align="center" | Butt Drop LK<br />
| align="center" | 14<br />
| align="center" | 7(14)6<br />
| align="center" | 18<br />
| align="center" | -2<br />
| align="center" | -<br />
| align="center" | 20<br />
| align="center" | -<br />
| align="center" | 80*100<br />
| align="center" | 100*150<br />
| align="center" | 30*30*20<br />
| align="center" | HL*H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Butt Drop MK<br />
| align="center" | 14<br />
| align="center" | 7(14)9<br />
| align="center" | 18<br />
| align="center" | -2<br />
| align="center" | -<br />
| align="center" | 20<br />
| align="center" | -<br />
| align="center" | 90*110<br />
| align="center" | 100*150<br />
| align="center" | 30*30*20<br />
| align="center" | HL*H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Butt Drop HK<br />
| align="center" | 14<br />
| align="center" | 7(14)15<br />
| align="center" | 18<br />
| align="center" | -3<br />
| align="center" | -<br />
| align="center" | 20<br />
| align="center" | -<br />
| align="center" | 100*120<br />
| align="center" | 150*150<br />
| align="center" | 30*30*20<br />
| align="center" | HL*H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Butt Drop EX<br />
| align="center" | 9<br />
| align="center" | 6(14)12<br />
| align="center" | 18<br />
| align="center" | -2<br />
| align="center" | -<br />
| align="center" | 20<br />
| align="center" | -<br />
| align="center" | 100*80<br />
| align="center" | 100*100<br />
| align="center" | 0/0<br />
| align="center" | HL*H<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Ohicho<br />
| align="center" | 5<br />
| align="center" | 2<br />
| align="center" | 41<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | ???<br />
| align="center" | 100<br />
| align="center" | 30/80<br />
| align="center" | ???<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Ohicho EX<br />
| align="center" | 5<br />
| align="center" | 2<br />
| align="center" | 41<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | -<br />
| align="center" | 190<br />
| align="center" | 100<br />
| align="center" | 0/0<br />
| align="center" | 1.5<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Super Combo LP<br />
| align="center" | 1+8<br />
| align="center" | 13(36)23<br />
| align="center" | 14+17<br />
| align="center" | -6<br />
| align="center" | -<br />
| align="center" | 20<br />
| align="center" | 24<br />
| align="center" | 160/240<br />
| align="center" | 0<br />
| align="center" | 0/0<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Super Combo MP<br />
| align="center" | 1+9<br />
| align="center" | 16(36)23<br />
| align="center" | 14+17<br />
| align="center" | -6<br />
| align="center" | -<br />
| align="center" | 20<br />
| align="center" | 24<br />
| align="center" | 160*240<br />
| align="center" | 0<br />
| align="center" | 0/0<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Super Combo HP<br />
| align="center" | 1+9<br />
| align="center" | 25(36)23<br />
| align="center" | 14+17<br />
| align="center" | -6<br />
| align="center" | -<br />
| align="center" | 20<br />
| align="center" | 24<br />
| align="center" | 160*240<br />
| align="center" | 0<br />
| align="center" | 0/0<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
| align="center" | Ultra Combo<br />
| align="center" | 1+10<br />
| align="center" | 24<br />
| align="center" | 22+13<br />
| align="center" | -15<br />
| align="center" | -<br />
| align="center" | 20<br />
| align="center" | 29<br />
| align="center" | 40*300<br />
| align="center" | 0<br />
| align="center" | 0/0<br />
| align="center" | HL<br />
| align="center" | -<br />
| align="center" | -<br />
|-<br />
! align="center" | move name<br />
! align="center" | startup<br />
! align="center" | active<br />
! align="center" | recovery<br />
! align="center" | frame<br />
! align="center" | frame<br />
! align="center" | frames of<br />
! align="center" | frames of <br />
! align="center" | damage<br />
! align="center" | stun<br />
! align="center" | super meter<br />
! align="center" | block<br />
! align="center" | cancel<br />
! align="center" | comments<br />
|-<br />
! align="center" | <br />
! align="center" | <br />
! align="center" | <br />
! align="center" | <br />
! align="center" | adv.blk<br />
! align="center" | adv.hit<br />
! align="center" | blockstun<br />
! align="center" | hitstun<br />
! align="center" | <br />
! align="center" | <br />
! align="center" | gain<br />
! align="center" | <br />
! align="center" | ability<br />
! align="center" | <br />
|-<br />
<br />
<br />
<br><br><br />
<br />
{{Street Fighter IV}}</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Street_Fighter_EX3/Ken_Masters&diff=31608
Street Fighter EX3/Ken Masters
2009-01-31T08:08:13Z
<p>Mike Bacarella: /* Advanced Strategy */</p>
<hr />
<div>=Introduction=<br />
<br />
=Moves List=<br />
==Normal Moves==<br />
===Throws===<br />
'''Seoi Nage'''<br />
*(Close)LP+LK<br />
<br />
'''Jigoku Guruma'''<br />
*(Close)Back + LP+LK<br />
<br />
'''Jigoku Fuusha'''<br />
*(In Air)Down + MP or HP<br />
<br />
===Command Moves===<br />
'''Inazuma Kakato Wari'''<br />
*MP+MK<br />
<br />
'''Zenpo Tenshin'''<br />
*Quarter Circle Back + Punch<br />
<br />
==Special Moves==<br />
'''Hadouken'''<br />
*Quarter Circle Forward + Punch<br />
<br />
'''Shoryuken'''<br />
*Forward, Down, Down-Forward + Punch<br />
<br />
'''Tatsumaki Senpuu Kyaku'''<br />
*Quarter Circle Back + Kick<br />
**Can also be performed mid-air<br />
<br />
==Super Moves==<br />
'''Shoryu Reppa'''<br />
*Double Quarter Circle Forward + Punch<br />
<br />
'''Shinryuuken'''<br />
*Double Quarter Circle Forward + Kick<br />
<br />
'''Shippu Jinrai Kyaku'''<br />
*Double Quarter Circle Back + Kick<br />
<br />
===Meteor Combo===<br />
'''Kuzuryu Reppa'''<br />
*Double Quarter Circle Back + All three kicks<br />
<br />
===Meteor Tag Combo===<br />
'''With Ryu Only'''<br />
*Double Quarter Circle Back + All three punches<br />
<br />
=The Basics=<br />
===Basic Combos===<br />
*'''11 Hit Combos'''<br />
**Crouching MK, HK Tatsumaki Senpuu Kyaku, Shinryuuken<br />
**Crouching MK, HK Tatsumaki Senpuu Kyaku, Shoryu Reppa<br />
<br />
*'''13 Hit Combos'''<br />
**Crouching MK, HK Tatsumaki Senpuu Kyaku, Shippu Jinrai Kyaku<br />
<br />
=Advanced Strategy=<br />
===Hit Confirms===<br />
====Shoryu Reppa====<br />
*Crouching LP<br />
*Standing LP<br />
*Crouching MP<br />
*Standing MP<br />
*Crouching HP<br />
*Standing HP<br />
*Jumping LP<br />
*Jumping MP<br />
*Jumping HP<br />
*Crouching LK<br />
*Standing LK<br />
*Crouching MK<br />
*Standing MK<br />
*Standing HK<br />
*Jumping LK<br />
*Jumping MK<br />
*Jumping HK<br />
*Hadouken<br />
*Shoryuken<br />
*Tatsumaki Senpuu Kyaku<br />
<br />
====Shinryuuken====<br />
*Crouching LP<br />
*Standing LP<br />
*Crouching MP<br />
*Standing MP<br />
*Crouching HP<br />
*Standing HP<br />
*Jumping LP<br />
*Jumping MP<br />
*Jumping HP<br />
*Crouching LK<br />
*Standing LK<br />
*Crouching MK<br />
*Jumping LK<br />
*Jumping MK<br />
*Jumping HK<br />
*Hadouken<br />
*Shoryuken<br />
*Tatsumaki Senpuu Kyaku<br />
<br />
====Shippu-Jinrai Kyaku====<br />
*Crouching LP<br />
*Standing LP<br />
*Crouching MP<br />
*Standing MP<br />
*Crouching HP<br />
*Standing HP<br />
*Jumping LP<br />
*Jumping MP<br />
*Jumping HP<br />
*Crouching LK<br />
*Standing LK<br />
*Crouching MK<br />
*Standing MK<br />
*Standing HK<br />
*Jumping LK<br />
*Jumping MK<br />
*Jumping HK<br />
*Hadouken<br />
*Tatsumaki Senpuu Kyaku<br />
<br />
=Match-Ups=<br />
{{Template:Street Fighter EX3}}</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Street_Fighter_EX3/Guile&diff=31607
Street Fighter EX3/Guile
2009-01-31T08:07:00Z
<p>Mike Bacarella: /* Advanced Strategy */</p>
<hr />
<div>=Introduction=<br />
<br />
=Moves List=<br />
==Normal Moves==<br />
===Throws===<br />
'''Judo Throw'''<br />
*LP+LK<br />
**'''Damage''':35<br />
<br />
'''Dragon Suplex'''<br />
*Back + LP+LK<br />
**'''Damage''':35<br />
<br />
'''Flying Buster Drop'''<br />
*(In Air)Down + MP or HP<br />
**'''Damage''':35<br />
<br />
===Command Moves===<br />
'''Elbow Stamp'''<br />
*MP+MK<br />
**'''Damage''':17<br />
<br />
'''Spinning Back Knuckle'''<br />
*Forward + HP<br />
**'''Damage''':21<br />
<br />
'''Knee Bazooka'''<br />
*Forward or Back + LK<br />
**'''Damage''':16<br />
<br />
'''Rolling Sobatto'''<br />
*Forward or Back + MK<br />
**'''Damage''':17<br />
<br />
'''Heavy Stab Kick'''<br />
*Forward or Back + HK<br />
**'''Damage''':21<br />
<br />
==Special Moves==<br />
'''Sonic Boom'''<br />
*Charge Back, Forward + Punch<br />
**'''Damage''':16<br />
<br />
'''Somersault Kick'''<br />
*Charge Down, Up + Kick<br />
**'''Damage''':30<br />
<br />
==Super Moves==<br />
'''Opening Gambit'''<br />
*Charge Back, Forward, Back, Forward + Punch<br />
**'''Damage''':48<br />
<br />
'''Double Somersault Kick'''<br />
*Charge Down-Back, Down-Forward, Down-Back, Up-Forward + Kick<br />
**'''Damage''':43<br />
<br />
===Meteor Combo===<br />
'''Sonic Boom Typhoon'''<br />
*Charge Back, Forward, Back, Forward + All three Kicks<br />
**'''Damage''':113<br />
<br />
===Meteor Tag Combo===<br />
'''With Chun-Li'''<br />
*Charge Back, Forward, Back, Forward + All three Punches<br />
**'''Damage''':139<br />
<br />
=The Basics=<br />
<br />
=Advanced Strategy=<br />
===Hit Confirms===<br />
====Opening Gambit====<br />
*Crouching LP<br />
*Standing LP<br />
*Crouching MP<br />
*Standing MP<br />
*Crouching HP<br />
*Standing HP<br />
*Jumping LP<br />
*Jumping MP<br />
*Jumping HP<br />
*Crouching LK<br />
*Crouching MK<br />
*Crouching HK<br />
*Jumping LK<br />
*Jumping MK<br />
*Jumping HK<br />
*Knee Bazooka<br />
*Rolling Power Kick<br />
*Heavy Stab Kick<br />
*Sonic Boom<br />
<br />
====Double Somersault Kick====<br />
*Crouching LP<br />
*Crouching MP<br />
*Crouching HP<br />
*Crouching LK<br />
*Crouching MK<br />
*Crouching HK<br />
*Sonic Boom<br />
<br />
=Match-Ups=<br />
{{Template:Street Fighter EX3}}</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Street_Fighter_EX3/Chun-Li&diff=31606
Street Fighter EX3/Chun-Li
2009-01-31T08:06:00Z
<p>Mike Bacarella: /* Advanced Strategy */</p>
<hr />
<div>=Introduction=<br />
<br />
=Moves List=<br />
==Normal Moves==<br />
===Throws===<br />
'''Koshuuda'''<br />
*LP+LK<br />
**'''Damage''':35<br />
<br />
'''Koshuuraku'''<br />
*Back + LP+LK<br />
**'''Damage''':35<br />
<br />
'''Ryuusei Raku'''<br />
*(In Air)Down + MP or HP<br />
**'''Damage''':35<br />
<br />
===Command Moves===<br />
'''Senenshuu'''<br />
*MP+MK<br />
**'''Damage''':17<br />
<br />
'''Soushouda'''<br />
*Forward + MP<br />
**'''Damage''':17<br />
<br />
'''Tenkuu Kyaku'''<br />
*Forward + HK<br />
**'''Damage''':21<br />
<br />
'''Yousou Kyaku'''<br />
*(In Air)Down + MK<br />
**'''Damage''':17<br />
<br />
==Special Moves==<br />
'''Hyakuretsu Kyaku'''<br />
*Press Kick rapidly<br />
**'''Damage''':(Varies depending on number of hits)5-28<br />
<br />
'''Kikouken'''<br />
*Charge Back, Forward + Punch<br />
**'''Damage''':16<br />
<br />
'''Hyenshuu'''<br />
*Quarter Circle Back + Kick<br />
**'''Damage''':21<br />
<br />
'''Spinning Bird Kick'''<br />
*Quarter Circle Forward + Kick<br />
**'''Damage''':(LK)12, (MK)19, (HK)26<br />
<br />
'''Gomen Ne'''<br />
*LP, LP, Forward, LK, HP<br />
**'''Damage''':5<br />
<br />
==Super Move==<br />
'''Senretsu Kyaku'''<br />
*Double Quarter Circle Forward + Kick<br />
**'''Damage''':49<br />
<br />
'''Kikoushou'''<br />
*Double Quarter Circle Forward + Punch<br />
**'''Damage''':39<br />
<br />
'''Hazantenshou Kyaku'''<br />
*Double Quarter Circle Back + Kick<br />
**'''Damage''':37<br />
<br />
===Meteor Combo===<br />
'''Kikoushou Goku'''<br />
*Double Quarter Circle Forward + All three Punches<br />
**'''Damage''':108<br />
<br />
=The Basics=<br />
===Basic Combos===<br />
*Standing HP > MP+MK (2 hits)<br />
**'''Damage''':38<br />
*Hyenshuu > Crouching HK (2 hits)<br />
**'''Damage''':37<br />
*Hyenshuu > Hazantenshou Kyaku (7 hits)<br />
**'''Damage''':54<br />
<br />
=Advanced Strategy=<br />
===Hit Confirms===<br />
====Senretsu Kyaku====<br />
*Standing LP<br />
*Crouching LP<br />
*Jumping LP<br />
*Standing MP<br />
*Crouching MP<br />
*Jumping MP<br />
*Standing HP<br />
*Crouching HP<br />
*Jumping HP<br />
*Standing LK<br />
*Crouching LK<br />
*Jumping LK<br />
*Standing MK<br />
*Crouching MK<br />
*Jumping MK<br />
*Standing HK<br />
*Jumping HK<br />
*Forward + MP<br />
*Hyakuretsu Kyaku<br />
*Kikouken<br />
*Hienshu<br />
*LK Spinning Bird Kick<br />
*MK Spinning Bird Kick<br />
*Gomenne<br />
<br />
====Kikoushou====<br />
*Crouching LP<br />
*Standing MP<br />
*Crouching MP<br />
*Standing HP<br />
*Crouching HP<br />
*Crouching LK<br />
*Standing MK<br />
*Crouching MK<br />
*Standing HK<br />
*Forward + MP<br />
*Hyakuretsu Kyaku<br />
*Kikouken<br />
*Hienshu<br />
*Gomenne<br />
<br />
====Hazantenshou Kyaku====<br />
*Standing LP<br />
*Crouching LP<br />
*Jumping LP<br />
*Standing MP<br />
*Crouching MP<br />
*Jumping MP<br />
*Standing HP<br />
*Crouching HP<br />
*Jumping HP<br />
*Standing LK<br />
*Crouching LK<br />
*Jumping LK<br />
*Standing MK<br />
*Crouching MK<br />
*Jumping MK<br />
*Standing HK<br />
*Jumping HK<br />
*Forward + MP<br />
*Forward + HK<br />
*Hyakuretsu Kyaku<br />
*Kikouken<br />
*Hienshu<br />
*Spinning Bird Kick<br />
*Gomenne<br />
<br />
=Match-Ups=<br />
{{Template:Street Fighter EX3}}</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Street_Fighter_Alpha_3/Ryu&diff=31554
Street Fighter Alpha 3/Ryu
2009-01-21T15:55:20Z
<p>Mike Bacarella: /* Super Moves */</p>
<hr />
<div>= Introduction =<br />
The "star" of the Street Fighter series and arguably Capcom's mascot. Ryu is always recognized by his trademark white gi and is likely the most well-known character in the world of fighting games. He is the master of the Hadoken and Shoryuken. His training partner, rival, and best friend is Ken Masters. Ryu has a burning desire to fight the strongest fighters in the world. He cares not for glory or wealth, but always lives for his next match and tours the world in solitude looking for opponents. He is winner of the first Street Fighter tournament and defeated Sagat there. He was the one who scarred Sagat's chest and Sagat has had a vengeful rivalry with Ryu since. Akuma killed Ryu and Ken's master (who was Akuma's brother) Gouken while Ryu was away at the tournament. In Street Fighter Alpha 3, he is being hunted by M. Bison and his forces to be used as a new host for Bison's mind.<br />
<br />
= Moves List =<br />
<br />
== Normal Moves ==<br />
<br />
== Special Moves ==<br />
<br />
'''Hadouken'''<br />
*Quarter Circle Forward + Punch<br />
<br />
'''Tatsumaki Senpuu Kyaku'''<br />
*Quarter Circle Back + Kick<br />
<br />
'''Shoryuken'''<br />
*Forward, Down, Down-Forward + Punch<br />
<br />
== Super Moves ==<br />
<br />
'''Shinkuu HadouKen'''<br />
*Double Quarter Circle Forward + Punch<br />
<br />
'''Shinkuu Tatsumaki Senpuu Kyaku'''<br />
*Double Quarter Circle Back + Kick<br />
<br />
'''Shin Shoryuken'''<br />
*Double Quarter Circle Forward + Kick<br />
<br />
= The Basics =<br />
<br />
QCF+P... then DP!<br />
<br />
Some VCs...Both of these are in the corner.<br />
Activate with VC1-Fierce Hadoken times infinity. There's many variations to this. You can do Fierce into Hadoken, and then Hop Kick back in when you get pushed out to continue. You can also Hurricane Kick at the end.<br />
<br />
Activate with VC1...Jab DP, Stand Fierce or Roundhouse, whiff Hadoken, repeat.<br />
<br />
= Advanced Strategy =<br />
<br />
= Match-ups =<br />
<br />
== Discussion ==<br />
<br />
{{Street Fighter Alpha 3 characters}}<br />
[[Category:Ryu]]<br />
[[Category:Street Fighter Alpha 3]]<br />
[[Category:Street Fighter Alpha Series]]</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Street_Fighter_Alpha_3/Ryu&diff=31553
Street Fighter Alpha 3/Ryu
2009-01-21T15:53:46Z
<p>Mike Bacarella: /* Special Moves */</p>
<hr />
<div>= Introduction =<br />
The "star" of the Street Fighter series and arguably Capcom's mascot. Ryu is always recognized by his trademark white gi and is likely the most well-known character in the world of fighting games. He is the master of the Hadoken and Shoryuken. His training partner, rival, and best friend is Ken Masters. Ryu has a burning desire to fight the strongest fighters in the world. He cares not for glory or wealth, but always lives for his next match and tours the world in solitude looking for opponents. He is winner of the first Street Fighter tournament and defeated Sagat there. He was the one who scarred Sagat's chest and Sagat has had a vengeful rivalry with Ryu since. Akuma killed Ryu and Ken's master (who was Akuma's brother) Gouken while Ryu was away at the tournament. In Street Fighter Alpha 3, he is being hunted by M. Bison and his forces to be used as a new host for Bison's mind.<br />
<br />
= Moves List =<br />
<br />
== Normal Moves ==<br />
<br />
== Special Moves ==<br />
<br />
'''Hadouken'''<br />
*Quarter Circle Forward + Punch<br />
<br />
'''Tatsumaki Senpuu Kyaku'''<br />
*Quarter Circle Back + Kick<br />
<br />
'''Shoryuken'''<br />
*Forward, Down, Down-Forward + Punch<br />
<br />
== Super Moves ==<br />
<br />
- Shinkuu HadouKen - QCF x2 + Any Punch<br />
<br />
- Shinkuu Tatsumaki Senpuu Kyaku - QCB x2 + Any Kick<br />
<br />
- Shin Shoryuken - QCF x2 + Any Kick<br />
<br />
= The Basics =<br />
<br />
QCF+P... then DP!<br />
<br />
Some VCs...Both of these are in the corner.<br />
Activate with VC1-Fierce Hadoken times infinity. There's many variations to this. You can do Fierce into Hadoken, and then Hop Kick back in when you get pushed out to continue. You can also Hurricane Kick at the end.<br />
<br />
Activate with VC1...Jab DP, Stand Fierce or Roundhouse, whiff Hadoken, repeat.<br />
<br />
= Advanced Strategy =<br />
<br />
= Match-ups =<br />
<br />
== Discussion ==<br />
<br />
{{Street Fighter Alpha 3 characters}}<br />
[[Category:Ryu]]<br />
[[Category:Street Fighter Alpha 3]]<br />
[[Category:Street Fighter Alpha Series]]</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Street_Fighter_Alpha_3/Ryu&diff=31552
Street Fighter Alpha 3/Ryu
2009-01-21T15:52:30Z
<p>Mike Bacarella: </p>
<hr />
<div>= Introduction =<br />
The "star" of the Street Fighter series and arguably Capcom's mascot. Ryu is always recognized by his trademark white gi and is likely the most well-known character in the world of fighting games. He is the master of the Hadoken and Shoryuken. His training partner, rival, and best friend is Ken Masters. Ryu has a burning desire to fight the strongest fighters in the world. He cares not for glory or wealth, but always lives for his next match and tours the world in solitude looking for opponents. He is winner of the first Street Fighter tournament and defeated Sagat there. He was the one who scarred Sagat's chest and Sagat has had a vengeful rivalry with Ryu since. Akuma killed Ryu and Ken's master (who was Akuma's brother) Gouken while Ryu was away at the tournament. In Street Fighter Alpha 3, he is being hunted by M. Bison and his forces to be used as a new host for Bison's mind.<br />
<br />
= Moves List =<br />
<br />
== Normal Moves ==<br />
<br />
== Special Moves ==<br />
<br />
{|<br />
| <b>Fireball</b><br />
| <b>(Hadouken)</b><br />
|-<br />
| QCF+P<br />
|-<br />
|<br /><br />
|-<br />
| <b>Hurricane Kick</b><br />
| <b>(Tatsumaki Senpuu Kyakuu)</b><br />
|-<br />
| QCB+K (can be done in air)<br />
|-<br />
|<br /><br />
|-<br />
| <b>Dragon Punch</b><br />
| <b>(Shouryuu Ken)<br />
|-<br />
| F,D,DF+P<br />
|}<br />
<br />
== Super Moves ==<br />
<br />
- Shinkuu HadouKen - QCF x2 + Any Punch<br />
<br />
- Shinkuu Tatsumaki Senpuu Kyaku - QCB x2 + Any Kick<br />
<br />
- Shin Shoryuken - QCF x2 + Any Kick<br />
<br />
= The Basics =<br />
<br />
QCF+P... then DP!<br />
<br />
Some VCs...Both of these are in the corner.<br />
Activate with VC1-Fierce Hadoken times infinity. There's many variations to this. You can do Fierce into Hadoken, and then Hop Kick back in when you get pushed out to continue. You can also Hurricane Kick at the end.<br />
<br />
Activate with VC1...Jab DP, Stand Fierce or Roundhouse, whiff Hadoken, repeat.<br />
<br />
= Advanced Strategy =<br />
<br />
= Match-ups =<br />
<br />
== Discussion ==<br />
<br />
{{Street Fighter Alpha 3 characters}}<br />
[[Category:Ryu]]<br />
[[Category:Street Fighter Alpha 3]]<br />
[[Category:Street Fighter Alpha Series]]</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Street_Fighter_Alpha_3/Ryu&diff=31551
Street Fighter Alpha 3/Ryu
2009-01-21T15:51:44Z
<p>Mike Bacarella: /* Introduction */</p>
<hr />
<div>= Introduction =<br />
The "star" of the Street Fighter series and arguably Capcom's mascot. Ryu is always recognized by his trademark white gi and is likely the most well-known character in the world of fighting games. He is the master of the Hadoken and Shoryuken. His training partner, rival, and best friend is Ken Masters. Ryu has a burning desire to fight the strongest fighters in the world. He cares not for glory or wealth, but always lives for his next match and tours the world in solitude looking for opponents. He is winner of the first Street Fighter tournament and defeated Sagat there. He was the one who scarred Sagat's chest and Sagat has had a vengeful rivalry with Ryu since. Akuma killed Ryu and Ken's master (who was Akuma's brother) Gouken while Ryu was away at the tournament. In Street Fighter Alpha 3, he is being hunted by M. Bison and his forces to be used as a new host for Bison's mind.<br />
<br />
== Moves List ==<br />
<br />
=== Normal Moves ===<br />
<br />
=== Special Moves ===<br />
<br />
{|<br />
| <b>Fireball</b><br />
| <b>(Hadouken)</b><br />
|-<br />
| QCF+P<br />
|-<br />
|<br /><br />
|-<br />
| <b>Hurricane Kick</b><br />
| <b>(Tatsumaki Senpuu Kyakuu)</b><br />
|-<br />
| QCB+K (can be done in air)<br />
|-<br />
|<br /><br />
|-<br />
| <b>Dragon Punch</b><br />
| <b>(Shouryuu Ken)<br />
|-<br />
| F,D,DF+P<br />
|}<br />
<br />
=== Super Moves ===<br />
<br />
- Shinkuu HadouKen - QCF x2 + Any Punch<br />
<br />
- Shinkuu Tatsumaki Senpuu Kyaku - QCB x2 + Any Kick<br />
<br />
- Shin Shoryuken - QCF x2 + Any Kick<br />
<br />
== The Basics ==<br />
<br />
QCF+P... then DP!<br />
<br />
Some VCs...Both of these are in the corner.<br />
Activate with VC1-Fierce Hadoken times infinity. There's many variations to this. You can do Fierce into Hadoken, and then Hop Kick back in when you get pushed out to continue. You can also Hurricane Kick at the end.<br />
<br />
Activate with VC1...Jab DP, Stand Fierce or Roundhouse, whiff Hadoken, repeat.<br />
<br />
== Advanced Strategy ==<br />
QCF+P then QCF+P again.<br />
<br />
== Match-ups ==<br />
<br />
== Discussion ==<br />
<br />
{{Street Fighter Alpha 3 characters}}<br />
[[Category:Ryu]]<br />
[[Category:Street Fighter Alpha 3]]<br />
[[Category:Street Fighter Alpha Series]]</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Street_Fighter_Alpha_3/Ken&diff=31269
Street Fighter Alpha 3/Ken
2008-12-30T23:49:33Z
<p>Mike Bacarella: /* Moves List */</p>
<hr />
<div>== Introduction ==<br />
<br />
== Moves List ==<br />
<br />
=== Normal Moves ===<br />
<br />
=== Special Moves ===<br />
<br />
=== Super Combos ===<br />
<br />
== The Basics ==<br />
<br />
== Advanced Strategy ==<br />
===Hit Confirms for Shinryuuken===<br />
*Standing LP<br />
*Crouching LP<br />
*Jumping LP<br />
*Crouching MP<br />
*Jumping MP<br />
*Close Standing HP<br />
*Crouching HP<br />
*Jumping HP<br />
*Crouching LK<br />
*Jumping LK<br />
*Close Standing MK<br />
*Crouching MK<br />
*Jumping MK<br />
*Jumping HK<br />
*Forward + HK<br />
<br />
===Hit Confirms for Shoryu Reppa===<br />
*Standing LP<br />
*Crouching LP<br />
*Jumping LP<br />
*Crouching MP<br />
*Jumping MP<br />
*Close Standing HP<br />
*Jumping HP<br />
*Crouching LK<br />
*Jumping LK<br />
*Close Standing MK<br />
*Crouching MK<br />
*Jumping MK<br />
*Jumping HK<br />
*Forward + HK<br />
<br />
===Hit Confirms for Shippujinrai Kyaku===<br />
*Crouching LP<br />
*Jumping LP<br />
*Close Standing MP<br />
*Crouching MP<br />
*Jumping MP<br />
*Close Standing HP<br />
*Crouching HP<br />
*Jumping HP<br />
*Standing LK<br />
*Crouching LK<br />
*Jumping LK<br />
*Close Standing MK<br />
*Crouching MK<br />
*Jumping MK<br />
*Jumping HK<br />
*Forward + HK<br />
<br />
== Match-ups ==<br />
<br />
== Discussion ==<br />
*[http://forums.shoryuken.com/showthread.php?t=51471 SRK Ken thread]<br />
{{Street Fighter Alpha 3 characters}}<br />
[[Category:Ken]]<br />
[[Category:Street Fighter Alpha 3]]<br />
[[Category:Street Fighter Alpha Series]]</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Street_Fighter_Alpha_3/Ken&diff=31268
Street Fighter Alpha 3/Ken
2008-12-30T23:49:02Z
<p>Mike Bacarella: /* Advanced Strategy */</p>
<hr />
<div>== Introduction ==<br />
<br />
== Moves List ==<br />
|-<br />
| Hadoken || http://www.shoryuken.com/wiki/images/1/1e/Qcf.gif P || <br />
| a projectile<br />
|-<br />
<br />
=== Normal Moves ===<br />
<br />
=== Special Moves ===<br />
<br />
=== Super Combos ===<br />
<br />
== The Basics ==<br />
<br />
== Advanced Strategy ==<br />
===Hit Confirms for Shinryuuken===<br />
*Standing LP<br />
*Crouching LP<br />
*Jumping LP<br />
*Crouching MP<br />
*Jumping MP<br />
*Close Standing HP<br />
*Crouching HP<br />
*Jumping HP<br />
*Crouching LK<br />
*Jumping LK<br />
*Close Standing MK<br />
*Crouching MK<br />
*Jumping MK<br />
*Jumping HK<br />
*Forward + HK<br />
<br />
===Hit Confirms for Shoryu Reppa===<br />
*Standing LP<br />
*Crouching LP<br />
*Jumping LP<br />
*Crouching MP<br />
*Jumping MP<br />
*Close Standing HP<br />
*Jumping HP<br />
*Crouching LK<br />
*Jumping LK<br />
*Close Standing MK<br />
*Crouching MK<br />
*Jumping MK<br />
*Jumping HK<br />
*Forward + HK<br />
<br />
===Hit Confirms for Shippujinrai Kyaku===<br />
*Crouching LP<br />
*Jumping LP<br />
*Close Standing MP<br />
*Crouching MP<br />
*Jumping MP<br />
*Close Standing HP<br />
*Crouching HP<br />
*Jumping HP<br />
*Standing LK<br />
*Crouching LK<br />
*Jumping LK<br />
*Close Standing MK<br />
*Crouching MK<br />
*Jumping MK<br />
*Jumping HK<br />
*Forward + HK<br />
<br />
== Match-ups ==<br />
<br />
== Discussion ==<br />
*[http://forums.shoryuken.com/showthread.php?t=51471 SRK Ken thread]<br />
{{Street Fighter Alpha 3 characters}}<br />
[[Category:Ken]]<br />
[[Category:Street Fighter Alpha 3]]<br />
[[Category:Street Fighter Alpha Series]]</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Street_Fighter_EX3/Chun-Li&diff=31267
Street Fighter EX3/Chun-Li
2008-12-30T22:58:14Z
<p>Mike Bacarella: /* Advanced Strategy */</p>
<hr />
<div>=Introduction=<br />
<br />
=Moves List=<br />
==Normal Moves==<br />
===Throws===<br />
'''Koshuuda'''<br />
*LP+LK<br />
**'''Damage''':35<br />
<br />
'''Koshuuraku'''<br />
*Back + LP+LK<br />
**'''Damage''':35<br />
<br />
'''Ryuusei Raku'''<br />
*(In Air)Down + MP or HP<br />
**'''Damage''':35<br />
<br />
===Command Moves===<br />
'''Senenshuu'''<br />
*MP+MK<br />
**'''Damage''':17<br />
<br />
'''Soushouda'''<br />
*Forward + MP<br />
**'''Damage''':17<br />
<br />
'''Tenkuu Kyaku'''<br />
*Forward + HK<br />
**'''Damage''':21<br />
<br />
'''Yousou Kyaku'''<br />
*(In Air)Down + MK<br />
**'''Damage''':17<br />
<br />
==Special Moves==<br />
'''Hyakuretsu Kyaku'''<br />
*Press Kick rapidly<br />
**'''Damage''':(Varies depending on number of hits)5-28<br />
<br />
'''Kikouken'''<br />
*Charge Back, Forward + Punch<br />
**'''Damage''':16<br />
<br />
'''Hyenshuu'''<br />
*Quarter Circle Back + Kick<br />
**'''Damage''':21<br />
<br />
'''Spinning Bird Kick'''<br />
*Quarter Circle Forward + Kick<br />
**'''Damage''':(LK)12, (MK)19, (HK)26<br />
<br />
'''Gomen Ne'''<br />
*LP, LP, Forward, LK, HP<br />
**'''Damage''':5<br />
<br />
==Super Move==<br />
'''Senretsu Kyaku'''<br />
*Double Quarter Circle Forward + Kick<br />
**'''Damage''':49<br />
<br />
'''Kikoushou'''<br />
*Double Quarter Circle Forward + Punch<br />
**'''Damage''':39<br />
<br />
'''Hazantenshou Kyaku'''<br />
*Double Quarter Circle Back + Kick<br />
**'''Damage''':37<br />
<br />
===Meteor Combo===<br />
'''Kikoushou Goku'''<br />
*Double Quarter Circle Forward + All three Punches<br />
**'''Damage''':108<br />
<br />
=The Basics=<br />
===Basic Combos===<br />
*Standing HP > MP+MK (2 hits)<br />
**'''Damage''':38<br />
*Hyenshuu > Crouching HK (2 hits)<br />
**'''Damage''':37<br />
*Hyenshuu > Hazantenshou Kyaku (7 hits)<br />
**'''Damage''':54<br />
<br />
=Advanced Strategy=<br />
===Hit Confirms for Senretsu Kyaku===<br />
*Standing LP<br />
*Crouching LP<br />
*Jumping LP<br />
*Standing MP<br />
*Crouching MP<br />
*Jumping MP<br />
*Standing HP<br />
*Crouching HP<br />
*Jumping HP<br />
*Standing LK<br />
*Crouching LK<br />
*Jumping LK<br />
*Standing MK<br />
*Crouching MK<br />
*Jumping MK<br />
*Standing HK<br />
*Jumping HK<br />
*Forward + MP<br />
*Hyakuretsu Kyaku<br />
*Kikouken<br />
*Hienshu<br />
*LK Spinning Bird Kick<br />
*MK Spinning Bird Kick<br />
*Gomenne<br />
<br />
===Hit Confirms for Kikoushou===<br />
*Crouching LP<br />
*Standing MP<br />
*Crouching MP<br />
*Standing HP<br />
*Crouching HP<br />
*Crouching LK<br />
*Standing MK<br />
*Crouching MK<br />
*Standing HK<br />
*Forward + MP<br />
*Hyakuretsu Kyaku<br />
*Kikouken<br />
*Hienshu<br />
*Gomenne<br />
<br />
===Hit Confirms for Hazantenshou Kyaku===<br />
*Standing LP<br />
*Crouching LP<br />
*Jumping LP<br />
*Standing MP<br />
*Crouching MP<br />
*Jumping MP<br />
*Standing HP<br />
*Crouching HP<br />
*Jumping HP<br />
*Standing LK<br />
*Crouching LK<br />
*Jumping LK<br />
*Standing MK<br />
*Crouching MK<br />
*Jumping MK<br />
*Standing HK<br />
*Jumping HK<br />
*Forward + MP<br />
*Forward + HK<br />
*Hyakuretsu Kyaku<br />
*Kikouken<br />
*Hienshu<br />
*Spinning Bird Kick<br />
*Gomenne<br />
<br />
=Match-Ups=<br />
{{Template:Street Fighter EX3}}</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Tatsunoko_vs_Capcom/Ryu&diff=31104
Tatsunoko vs Capcom/Ryu
2008-12-15T17:18:46Z
<p>Mike Bacarella: /* Special Moves */</p>
<hr />
<div>=Introduction=<br />
TvC says that Ryu originated from the first Street Fighter (which is true).<br />
<br />
=Moves List=<br />
==Normal Moves==<br />
*F+B - Two Punch Overhead, or a two hit punch. It's very useful for crouching opponents. If you do this on a crouching opponent, you can link it with his QCF+AB super. <br />
*F+C - A roundhouse kick. This can be used in a combo. It can also be cancelled into a super (example, F+C xx QCF+AB super).<br />
<br />
==Special Moves==<br />
'''Hadouken'''<br />
*Quarter Circle Forward + Attack (Can also be done in the air)<br />
**Weak version travels slow, medium version travels in moderate speed, and the strong version travels pretty fast.<br />
<br />
'''Tatsumaki Senpuu Kyaku'''<br />
*Quarter Circle Forward + Attack (Can also be done in the air)<br />
**Weak version does 2 hits, medium version does 3 hits, and strong version does 4 hits.<br />
<br />
'''Shoryuken'''<br />
*Forward, Down, Down-Forward + Attack<br />
**Weak version does 1 hit, medium version does 2 hits and launches them mid-screen, and the strong version does 2 hits, but launches them 3/4ths of the screen.<br />
<br />
'''Joudan Sokutou Geri'''<br />
*Back, Down, Down-Back + Attack<br />
**All three versions kick the enemy into the wall, causing a wall bounce.<br />
<br />
==Super Moves==<br />
*QCF+AB (Can also be done in the air) - Super fire ball wave - This super does around 19 to 20 hits. Good to use at the end of a combo.<br />
*QCB+AB - Super Spin Kick - This does around 43 hits. It can be used in a combo, but slightly more difficult to connect.<br />
*DP+AB (Level 3 Super) - Shin-Shoryuken Super- Ryu does 3 powerful lightning punches on the enemy, causing them to fly REALLY HIGH into the air (literally off screen for about 3 seconds). This can be used to continue your combo. If your enemy jumps during this super, Ryu will do around 8 hits.<br />
<br />
=The Basics=<br />
=Advanced Strategy=<br />
=Match-Ups=</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Tatsunoko_vs_Capcom/Doronjo&diff=31083
Tatsunoko vs Capcom/Doronjo
2008-12-14T18:01:29Z
<p>Mike Bacarella: /* Moves List */</p>
<hr />
<div>=Introduction=<br />
=Moves List=<br />
==Normal Moves==<br />
==Special Moves==<br />
'''Aidzuwakamatsuken'''<br />
*Quarter Circle Forward + Attack<br />
<br />
'''Buta Moodaterya'''<br />
*Forward, Down, Down-Forward + Attack<br />
<br />
'''Muhou Ishi'''<br />
*Quarter Circle Back + Attack<br />
<br />
'''Naniwa Clutch'''<br />
*Back, Down, Down-Back + Attack<br />
<br />
'''Ultra Relax'''<br />
*Down, Down<br />
**'''Doronko Somersault'''<br />
***(After Ultra Relax)Heavy Attack<br />
**'''Doronko Spin'''<br />
***(After Ultra Relax)Down + Heavy Attack<br />
<br />
==Super Moves==<br />
'''Zen Tehakokokara'''<br />
*Quarter Circle Forward + 2 Attacks<br />
<br />
'''Dai Fukuro Matsuru'''<br />
*Quarter Circle Back + 2 Attacks<br />
<br />
===Level 3 Super===<br />
'''Akunobana'''<br />
*Forward, Down, Down-Forward + 2 Attacks<br />
<br />
=The Basics=<br />
=Advanced Strategy=<br />
=Match=Ups=</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Tatsunoko_vs_Capcom/Yatterman-1&diff=31082
Tatsunoko vs Capcom/Yatterman-1
2008-12-14T17:52:29Z
<p>Mike Bacarella: /* Moves List */</p>
<hr />
<div>=Introduction=<br />
=Moves List=<br />
==Normal Moves==<br />
==Special Moves==<br />
'''Kenda Magic'''<br />
*Quarter Circle Forward + Attack<br />
**Can Also Be Performed in Air<br />
<br />
'''Yatter Kanden'''<br />
*Charge Back, Forward + Attack<br />
<br />
'''Yatter Chuudan'''<br />
*Forward, Down, Down-Forward + Attack<br />
<br />
'''Yatter Run'''<br />
*Quarter Circle Back + Attack<br />
**'''Yatter Jump'''<br />
***(After Yatter Run)Light Attack<br />
**'''Yatter Sliding'''<br />
***(After Yatter Run)Medium Attack<br />
**'''Yatter Chuudan'''<br />
***(Yatter Run)Heavy Attack<br />
<br />
==Super Moves==<br />
'''Tokkoutai Yatter One'''<br />
*Quarter Circle Forward + 2 Attacks<br />
<br />
'''Shakunetsu Yatter One'''<br />
*Quarter Circle Back + 2 Attacks<br />
<br />
===Level 3 Super===<br />
'''Konshuuno Bikkri Dokkri Meka'''<br />
*Forward, Down, Down-Forward + 2 Attacks<br />
<br />
=The Basics=<br />
=Advanced Strategy=<br />
=Match=Ups=</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Tatsunoko_vs_Capcom/Polymar&diff=31081
Tatsunoko vs Capcom/Polymar
2008-12-14T17:43:30Z
<p>Mike Bacarella: /* Super Moves */</p>
<hr />
<div>=Introduction=<br />
=Moves List=<br />
==Normal Moves==<br />
==Special Moves==<br />
'''Tsunagiashi Katana Kyaku'''<br />
*Quarter Circle Forward + Attack<br />
<br />
'''Handou Sandan Kyaku'''<br />
*Forward, Down, Down-Forward + Attack, Attack, Quarter Circle Back + Attack<br />
<br />
'''Hazaki Ura Kuzureken'''<br />
*Charge Back, Forward + Attack<br />
<br />
'''Arashi no Kamae'''<br />
*Quarter Circle Back + Attack<br />
**'''Polymer Sliding'''<br />
***(After Arashi no Kamae)Light Attack<br />
**'''Backdraft'''<br />
***(After Arashi no Kamae)Medium Attack<br />
**'''Hurricane Rush'''<br />
***(After Arashi no Kamae)Heavy Attack<br />
<br />
'''Gekidai'''<br />
*Forward + Heavy Attack<br />
<br />
==Super Moves==<br />
'''Shinkuu Katate Koma'''<br />
*(Close)360 + 2 Attacks<br />
<br />
'''Tenshin Polymer Drill'''<br />
*(Light + Medium Attack)x2, Medium + Heavy Attack<br />
<br />
===Level 3 Super===<br />
'''Hissatsu Gene'i Hazaki Uraken'''<br />
*Polymer's Mark 3 lighting, Quarter Circle Forward + Attack<br />
<br />
=The Basics=<br />
=Advanced Strategy=<br />
=Match=Ups=</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Tatsunoko_vs_Capcom/Polymar&diff=31080
Tatsunoko vs Capcom/Polymar
2008-12-14T17:41:31Z
<p>Mike Bacarella: /* Special Moves */</p>
<hr />
<div>=Introduction=<br />
=Moves List=<br />
==Normal Moves==<br />
==Special Moves==<br />
'''Tsunagiashi Katana Kyaku'''<br />
*Quarter Circle Forward + Attack<br />
<br />
'''Handou Sandan Kyaku'''<br />
*Forward, Down, Down-Forward + Attack, Attack, Quarter Circle Back + Attack<br />
<br />
'''Hazaki Ura Kuzureken'''<br />
*Charge Back, Forward + Attack<br />
<br />
'''Arashi no Kamae'''<br />
*Quarter Circle Back + Attack<br />
**'''Polymer Sliding'''<br />
***(After Arashi no Kamae)Light Attack<br />
**'''Backdraft'''<br />
***(After Arashi no Kamae)Medium Attack<br />
**'''Hurricane Rush'''<br />
***(After Arashi no Kamae)Heavy Attack<br />
<br />
'''Gekidai'''<br />
*Forward + Heavy Attack<br />
<br />
==Super Moves==<br />
=The Basics=<br />
=Advanced Strategy=<br />
=Match=Ups=</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Tatsunoko_vs_Capcom/Tekkaman&diff=31079
Tatsunoko vs Capcom/Tekkaman
2008-12-14T17:38:15Z
<p>Mike Bacarella: /* Moves List */</p>
<hr />
<div>=Introduction=<br />
=Moves List=<br />
==Normal Moves==<br />
==Special Moves==<br />
'''Tech Lancer'''<br />
*Charge Back, Forward + Attack<br />
<br />
'''Zanga Kazaguruma'''<br />
*Charge Down, Up + Attack<br />
<br />
'''Tech Winn'''<br />
*Quarter Circle Back + Attack<br />
<br />
'''Gatling Lancer'''<br />
*Press Attack Rapidly<br />
<br />
==Super Moves==<br />
'''Boltekka'''<br />
*Quarter Circle Forward + 2 Attacks<br />
<br />
'''Daikaiten Tech Lancer'''<br />
*Forward, Down, Down-Forward + 2 Attacks<br />
<br />
===Level 3 Super===<br />
'''Space Nights Formation'''<br />
*Quarter Circle Back + 2 Attacks<br />
<br />
=The Basics=<br />
=Advanced Strategy=<br />
=Match=Ups=</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Tatsunoko_vs_Capcom/Casshern&diff=31078
Tatsunoko vs Capcom/Casshern
2008-12-14T17:30:43Z
<p>Mike Bacarella: /* Super Moves */</p>
<hr />
<div>=Introduction=<br />
=Moves List=<br />
==Normal Moves==<br />
==Special Moves==<br />
'''Denkou Punch'''<br />
*Quarter Circle Forward + Attack<br />
<br />
'''Zan Iwa Chop'''<br />
*Forward, Down, Down-Forward + Attack<br />
<br />
'''Ryuusei Kick'''<br />
*(In Air)Quarter Circle Forward + Light/Medium Attack<br />
<br />
'''Flying Drill'''<br />
*(In Air)Quarter Circle Forward + Heavy Attack<br />
<br />
'''Friender Yobidashi'''<br />
*Half Circle Back + Attack<br />
<br />
'''Hiza Kyaku'''<br />
*Back, Down, Down-Back + Attack<br />
<br />
'''Chuudan Kougeki'''<br />
*Forward + Medium Attack<br />
<br />
'''Kakato Otoshi wo Kuritasu'''<br />
*Small Jump, Forward + Medium Attack<br />
<br />
==Super Moves==<br />
'''Brutal Axe'''<br />
*Forward, Down, Down-Forward + 2 Attacks<br />
<br />
'''Scrap Andro'''<br />
*Half Circle Forward + 2 Attacks<br />
<br />
===Level 3 Super===<br />
'''Chou Hakai Kousen'''<br />
*Back, Down, Down-Back + 2 Attacks<br />
<br />
=The Basics=<br />
=Advanced Strategy=<br />
=Match=Ups=</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Tatsunoko_vs_Capcom/Casshern&diff=31077
Tatsunoko vs Capcom/Casshern
2008-12-14T17:29:04Z
<p>Mike Bacarella: /* Special Moves */</p>
<hr />
<div>=Introduction=<br />
=Moves List=<br />
==Normal Moves==<br />
==Special Moves==<br />
'''Denkou Punch'''<br />
*Quarter Circle Forward + Attack<br />
<br />
'''Zan Iwa Chop'''<br />
*Forward, Down, Down-Forward + Attack<br />
<br />
'''Ryuusei Kick'''<br />
*(In Air)Quarter Circle Forward + Light/Medium Attack<br />
<br />
'''Flying Drill'''<br />
*(In Air)Quarter Circle Forward + Heavy Attack<br />
<br />
'''Friender Yobidashi'''<br />
*Half Circle Back + Attack<br />
<br />
'''Hiza Kyaku'''<br />
*Back, Down, Down-Back + Attack<br />
<br />
'''Chuudan Kougeki'''<br />
*Forward + Medium Attack<br />
<br />
'''Kakato Otoshi wo Kuritasu'''<br />
*Small Jump, Forward + Medium Attack<br />
<br />
==Super Moves==<br />
=The Basics=<br />
=Advanced Strategy=<br />
=Match=Ups=</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Tatsunoko_vs_Capcom/Ken_the_Eagle&diff=31076
Tatsunoko vs Capcom/Ken the Eagle
2008-12-14T17:24:01Z
<p>Mike Bacarella: /* Super Moves */</p>
<hr />
<div>=Introduction=<br />
=Moves List=<br />
==Normal Moves==<br />
==Special Moves==<br />
'''Bird Run'''<br />
*Charge Back, Forward + Attack<br />
<br />
'''Bird Shoot'''<br />
*Forward, Down, Down-Forward + Attack<br />
<br />
'''Eagle Rush'''<br />
*(In Air)Half Circle Back + Attack<br />
<br />
'''Random Fly'''<br />
*Back, Down, Down-Back + Attack<br />
<br />
==Super Moves==<br />
'''Gatchaman Senpou Inazuma Kiri'''<br />
*Quarter Circle Forward + 2 Attacks<br />
<br />
'''Kagaku Ninpou Bird Smash'''<br />
*Forward, Down, Down-Forward + 2 Attacks<br />
<br />
===Level 3 Super===<br />
'''Kagaku Ninpou'''<br />
*Quarter Circle Back + 2 Attacks<br />
<br />
=The Basics=<br />
=Advanced Strategy=<br />
=Match=Ups=</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Tatsunoko_vs_Capcom/Ken_the_Eagle&diff=31075
Tatsunoko vs Capcom/Ken the Eagle
2008-12-14T17:22:26Z
<p>Mike Bacarella: /* Special Moves */</p>
<hr />
<div>=Introduction=<br />
=Moves List=<br />
==Normal Moves==<br />
==Special Moves==<br />
'''Bird Run'''<br />
*Charge Back, Forward + Attack<br />
<br />
'''Bird Shoot'''<br />
*Forward, Down, Down-Forward + Attack<br />
<br />
'''Eagle Rush'''<br />
*(In Air)Half Circle Back + Attack<br />
<br />
'''Random Fly'''<br />
*Back, Down, Down-Back + Attack<br />
<br />
==Super Moves==<br />
=The Basics=<br />
=Advanced Strategy=<br />
=Match=Ups=</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Tatsunoko_vs_Capcom/Gold_Lightan&diff=31074
Tatsunoko vs Capcom/Gold Lightan
2008-12-14T17:16:17Z
<p>Mike Bacarella: New page: =Introduction= =Moves List= ==Normal Moves== ==Special Moves== ==Super Moves== =The Basics= =Advanced Strategy= =Match=Ups=</p>
<hr />
<div>=Introduction=<br />
=Moves List=<br />
==Normal Moves==<br />
==Special Moves==<br />
==Super Moves==<br />
=The Basics=<br />
=Advanced Strategy=<br />
=Match=Ups=</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Tatsunoko_vs_Capcom/Ippatsuman&diff=31073
Tatsunoko vs Capcom/Ippatsuman
2008-12-14T17:16:10Z
<p>Mike Bacarella: New page: =Introduction= =Moves List= ==Normal Moves== ==Special Moves== ==Super Moves== =The Basics= =Advanced Strategy= =Match=Ups=</p>
<hr />
<div>=Introduction=<br />
=Moves List=<br />
==Normal Moves==<br />
==Special Moves==<br />
==Super Moves==<br />
=The Basics=<br />
=Advanced Strategy=<br />
=Match=Ups=</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Tatsunoko_vs_Capcom/Hakusho_Daimao&diff=31072
Tatsunoko vs Capcom/Hakusho Daimao
2008-12-14T17:16:02Z
<p>Mike Bacarella: New page: =Introduction= =Moves List= ==Normal Moves== ==Special Moves== ==Super Moves== =The Basics= =Advanced Strategy= =Match=Ups=</p>
<hr />
<div>=Introduction=<br />
=Moves List=<br />
==Normal Moves==<br />
==Special Moves==<br />
==Super Moves==<br />
=The Basics=<br />
=Advanced Strategy=<br />
=Match=Ups=</div>
Mike Bacarella
https://wiki.supercombo.gg/index.php?title=Tatsunoko_vs_Capcom/Karas&diff=31071
Tatsunoko vs Capcom/Karas
2008-12-14T17:15:53Z
<p>Mike Bacarella: New page: =Introduction= =Moves List= ==Normal Moves== ==Special Moves== ==Super Moves== =The Basics= =Advanced Strategy= =Match=Ups=</p>
<hr />
<div>=Introduction=<br />
=Moves List=<br />
==Normal Moves==<br />
==Special Moves==<br />
==Super Moves==<br />
=The Basics=<br />
=Advanced Strategy=<br />
=Match=Ups=</div>
Mike Bacarella