Super Street Fighter IV AE/Sakura: Difference between revisions

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On a chance encounter seeing a Street Fighting match involving Ryu in Japan, Sakura immediately became enamored with the world of Street Fighting.  Not only becoming infatuated with Ryu, Sakura also took to learning Street Fighting skills herself, trying to mimic all of Ryu's signature moves.  Her goal to meet Ryu and become his student was only half met, as Ryu rejected a role as teacher.  However, Sakura continues to push forward in her fighting skills, determined one day to maybe do battle with Ryu himself.
On a chance encounter seeing a Street Fighting match involving Ryu in Japan, Sakura immediately became enamored with the world of Street Fighting.  Not only becoming infatuated with Ryu, Sakura also took to learning Street Fighting skills herself, trying to mimic all of Ryu's signature moves.  Her goal to meet Ryu and become his student was only half met, as Ryu rejected a role as teacher.  However, Sakura continues to push forward in her fighting skills, determined one day to maybe do battle with Ryu himself.
|
|
While many characters in Street Fighter require high dexterity to use, Sakura is unique in that the execution must also be spot on.  Sakura is not a character who gets many opportunities during a Round, but the ones she gets can lead to a huge combo that leads to a mix-up which leads to another huge combo which leads to a dizzy which leads to a win.  So it's very important to not drop any of your combos.  Execution is a must with Sakura, but can reward you with a sequence that can take an opponent from full health to no health just like that.}}
While many characters in Street Fighter require {{high}} dexterity to use, Sakura is unique in that the execution must also be spot on.  Sakura is not a character who gets many opportunities during a Round, but the ones she gets can lead to a huge combo that leads to a mix-up which leads to another huge combo which leads to a dizzy which leads to a win.  So it's very important to not drop any of your combos.  Execution is a must with Sakura, but can reward you with a sequence that can take an opponent from full health to no health just like that.}}


=== Players to Watch ===
HumanBomb, ChrisG, Uryo, Gannon


== Moves ==
== Moves ==
Line 11: Line 14:


{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Flower Kick | f + mk | high }}
{{SSFIVMoveListRow | Flower Kick | {{f}} + {{mk}} | {{high}} }}
{{MoveListFooter}}
{{MoveListFooter}}


Line 17: Line 20:


{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Sailor Shot | f or n + lp + lk | throw }}
{{SSFIVMoveListRow | Sailor Shot | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }}
{{SSFIVMoveListRow | Choba Throw | b + lp + lk | throw }}
{{SSFIVMoveListRow | Choba Throw | {{b}} + {{lp}} + {{lk}} | {{throw}} }}
{{MoveListFooter}}
{{MoveListFooter}}


Line 24: Line 27:


{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Hadoken | qcf + p | Hold p to charge; ex }}
{{SSFIVMoveListRow | Hadoken | {{qcf}} + {{p}} | Hold {{p}} to charge; {{ex}} }}
{{SSFIVMoveListRow | Shouoken | dp + p | ex }}
{{SSFIVMoveListRow | Shouoken | {{dp}} + {{p}} | {{ex}} }}
{{SSFIVMoveListRow | Shunpukyaku | qcb + k | ex armorbreak }}
{{SSFIVMoveListRow | Shunpukyaku | {{qcb}} + {{k}} | {{ex}} {{armorbreak}} }}
{{SSFIVMoveListRow | Airborne Shunpukyaku | (in air) qcb + k | ex }}
{{SSFIVMoveListRow | Airborne Shunpukyaku | (in air) {{qcb}} + {{k}} | {{ex}} }}
{{SSFIVMoveListRow | Sakura Otoshi | dp + k --- p | Can press p up to three times for three attacks; ex }}
{{SSFIVMoveListRow | Sakura Otoshi | {{dp}} + {{k}} {{---}} {{p}} | Can press {{p}} up to three times for three attacks; {{ex}} }}
{{MoveListFooter}}
{{MoveListFooter}}


==== Super Combo ====
==== Super Combo ====
{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Haru Ichiban | qcb qcb + k |  }}
{{SSFIVMoveListRow | Haru Ichiban | {{qcb}} qcb + {{k}} |  }}
{{MoveListFooter}}
{{MoveListFooter}}


==== Ultra Combos ====
==== Ultra Combos ====
{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Haruy Ranman | qcb qcb + 3k | armorbreak }}
{{SSFIVMoveListRow | Haruy Ranman | {{qcb}} qcb + {{3k}} | {{armorbreak}} }}
{{SSFIVMoveListRow | Shinku Hadoken | qcf qcf + 3p |  }}
{{SSFIVMoveListRow | Shinku Hadoken | {{qcf}} qcf + {{3p}} |  }}
{{SSFIVMoveListRow | Shinku Tengyo Hadoken | qcf qcf + 3k |  }}
{{SSFIVMoveListRow | Shinku Tengyo Hadoken | {{qcf}} qcf + {{3k}} |  }}
{{MoveListFooter}}
{{MoveListFooter}}
== AE ver. 2012 Changes ==
''EX Hadoken''
Changed level 1 damage from 40 + 60 (100 total) to 60 + 60 (120 total).
Changed level 2 damage from 50 + 70 (120 total) to 60 + 70 (130 total).
''EX Shunpukyaku''
Fixed issue whereby opponent could be passed through when hit in standing position after certain combos.
''Sakura Otoshi''
Increased command input difficulty, and made release-triggering impossible.




Line 55: Line 76:




==The Basics==  
==The Basics==


==Combos==
==Combos==
crouch [[File:lk.png]][[File:---.png]]crouch [[File:lp.png]][[File:---.png]]crouch [[File:hp.png]][[File:---.png]]Shunpukyaku[[File:EX.gif]][[File:---.png]]Shinku Hadoken


==Strategy==
==Strategy==
Line 132: Line 154:
| align="center"  |-6
| align="center"  |-6
| align="center"  |-1
| align="center"  |-1
| align="center"  |
| align="center"  |Force stand, [] refers to active frames 3~4
|  |
|  |
|-
|-
Line 174: Line 196:
| align="center"  |-6
| align="center"  |-6
| align="center"  |-1
| align="center"  |-1
| align="center"  |
| align="center"  |Forces stand, [] refers to damage at foot
|  |
|  |
|-
|-
Line 300: Line 322:
| align="center"  |-10
| align="center"  |-10
| align="center"  |-5
| align="center"  |-5
| align="center"  |
| align="center"  |Forces stand, [] refers to active frames 3~5
|  |
|  |
|-
|-
Line 342: Line 364:
| align="center"  |-7
| align="center"  |-7
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard knockdown
|  |
|  |
|-
|-
Line 524: Line 546:
| align="center"  |-3
| align="center"  |-3
| align="center"  |+2
| align="center"  |+2
| align="center"  |
| align="center"  |+0 on hit vs crouching opponents
|  |
|  |
|-
|-
Line 533: Line 555:
| align="center"  |20
| align="center"  |20
| align="center"  |-
| align="center"  |-
| align="center"  |21
| align="center"  |10+11
| align="center"  |2
| align="center"  |2
| align="center"  |35
| align="center"  |35
Line 541: Line 563:
|  |
|  |
|-
|-
|  |Focus attack LVL 2
|  |Focus Attack LVL 2
| align="center"  |HL
| align="center"  |HL
| align="center"  |80
| align="center"  |80
Line 547: Line 569:
| align="center"  |40
| align="center"  |40
| align="center"  |-
| align="center"  |-
| align="center"  |17+12
| align="center"  |18+11
| align="center"  |2
| align="center"  |2
| align="center"  |35
| align="center"  |35
Line 555: Line 577:
|  |
|  |
|-
|-
|  |Focus attack LVL 3
|  |Focus Attack LVL 3
| align="center"  |-
| align="center"  |-
| align="center"  |130
| align="center"  |130
Line 580: Line 602:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard knockdown
|  |
|  |
|-
|-
|  |Back throw
|  |Back Throw
| align="center"  |0.90
| align="center"  |0.90
| align="center"  |135
| align="center"  |135
Line 594: Line 616:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Hard knockdown
|  |
|  |
|-
|-
Line 605: Line 627:
| align="center"  |15
| align="center"  |15
| align="center"  |71
| align="center"  |71
| align="center"  |48
| align="center"  |Total 48
| align="center"  |-7
| align="center"  |-7
| align="center"  |-3
| align="center"  |-3
| align="center"  |
| align="center"  |Fireball 14f from button release, (something about canceling)
|  |
|  |
|-
|-
Line 619: Line 641:
| align="center"  |13+14
| align="center"  |13+14
| align="center"  |71
| align="center"  |71
| align="center"  |56
| align="center"  |Total 56~
| align="center"  |-3
| align="center"  |-3
| align="center"  |+1
| align="center"  |+1
| align="center"  |
| align="center"  |Fireball 14f from button release, (something about canceling), charge 13~21f
|  |
|  |
|-
|-
Line 633: Line 655:
| align="center"  |39
| align="center"  |39
| align="center"  |44
| align="center"  |44
| align="center"  |64
| align="center"  |Total 64
| align="center"  |+1
| align="center"  |+1
| align="center"  |+5
| align="center"  |+5
| align="center"  |
| align="center"  |Fireball 14f from button release, (something about canceling), charge 22f
|  |
|  |
|-
|-
|  |Hadoken [[File:EX.gif]] (Lv1)
|  |Hadoken [[File:EX.gif]] (Lv1)
| align="center"  |HL
| align="center"  |HL
| align="center"  |40*60
| align="center"  |60*60
| align="center"  |50*50
| align="center"  |50*50
| align="center"  |-250/0
| align="center"  |-250/0
Line 647: Line 669:
| align="center"  |15
| align="center"  |15
| align="center"  |-
| align="center"  |-
| align="center"  |48
| align="center"  |Total 48
| align="center"  |-4
| align="center"  |-4
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Pursuit property, fireball 14f from button release, (something about canceling)
|  |
|  |
|-
|-
|  |Hadoken [[File:EX.gif]] (Lv2)
|  |Hadoken [[File:EX.gif]] (Lv2)
| align="center"  |HL
| align="center"  |HL
| align="center"  |50*70
| align="center"  |60*70
| align="center"  |60*60
| align="center"  |60*60
| align="center"  |-250/0
| align="center"  |-250/0
Line 661: Line 683:
| align="center"  |13+14
| align="center"  |13+14
| align="center"  |-
| align="center"  |-
| align="center"  |60
| align="center"  |Total 60~
| align="center"  |-4
| align="center"  |-4
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Pursuit property, fireball 14f from button release, (something about canceling), charge 13~21f
|  |
|  |
|-
|-
Line 675: Line 697:
| align="center"  |39
| align="center"  |39
| align="center"  |-
| align="center"  |-
| align="center"  |72
| align="center"  |Total 72
| align="center"  |-4
| align="center"  |-4
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Pursuit property, fireball 14f from button release, (something about canceling), charge 22f~
|  |
|  |
|-
|-
Line 686: Line 708:
| align="center"  |50*50
| align="center"  |50*50
| align="center"  |30/10x2
| align="center"  |30/10x2
| align="center"  |su
| align="center"  |su*-
| align="center"  |6
| align="center"  |6
| align="center"  |2*4
| align="center"  |2*4
| align="center"  |18+11
| align="center"  |18 + After landing 11
| align="center"  |-12
| align="center"  |-12
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |8f~ airborne
|  |
|  |
|-
|-
Line 700: Line 722:
| align="center"  |50*35x3
| align="center"  |50*35x3
| align="center"  |30/10x4
| align="center"  |30/10x4
| align="center"  |su
| align="center"  |su*su*su*-
| align="center"  |7
| align="center"  |7
| align="center"  |2x3*8
| align="center"  |2x3*8
| align="center"  |22+11
| align="center"  |22 + After landing 11
| align="center"  |-20
| align="center"  |-20
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |13f~ airborne, 4th hit pursuit property
|  |
|  |
|-
|-
Line 714: Line 736:
| align="center"  |50*30x5
| align="center"  |50*30x5
| align="center"  |30/10x6
| align="center"  |30/10x6
| align="center"  |su
| align="center"  |su(x3)*-(x3)
| align="center"  |12
| align="center"  |12
| align="center"  |2x5*10
| align="center"  |2x5*10
| align="center"  |20+11
| align="center"  |20 + After landing 11
| align="center"  |-20
| align="center"  |-20
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |18f~ airborne, 4th-6th hit pursuit property
|  |
|  |
|-
|-
Line 728: Line 750:
| align="center"  |40*20*40*20x5
| align="center"  |40*20*40*20x5
| align="center"  |-250/0
| align="center"  |-250/0
| align="center"  |su
| align="center"  |su(x5)*-(x3)
| align="center"  |12
| align="center"  |12
| align="center"  |2*4(19)2x5*9
| align="center"  |2*4(19)2x5*9
Line 734: Line 756:
| align="center"  |-20
| align="center"  |-20
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~13f Invincible, 14~23f and 43f~ airborne, 6th-8th hit pursuit property
|  |
|  |
|-
|-
Line 745: Line 767:
| align="center"  |16
| align="center"  |16
| align="center"  |6
| align="center"  |6
| align="center"  |15
| align="center"  |After landing 15
| align="center"  |0
| align="center"  |0
| align="center"  |+4
| align="center"  |+4
| align="center"  |
| align="center"  |10~21f legs projectile invincible, 10~21 airborne, armor break
|  |
|  |
|-
|-
Line 759: Line 781:
| align="center"  |17
| align="center"  |17
| align="center"  |3(8)6
| align="center"  |3(8)6
| align="center"  |18
| align="center"  |After landing 18
| align="center"  |-3
| align="center"  |-3
| align="center"  |+1
| align="center"  |+1
| align="center"  |
| align="center"  |11~33f legs projectile invincible, 11~33 airborne, armor break
|  |
|  |
|-
|-
Line 773: Line 795:
| align="center"  |12
| align="center"  |12
| align="center"  |3(6)3(7)2
| align="center"  |3(6)3(7)2
| align="center"  |21
| align="center"  |After landing 21
| align="center"  |-2
| align="center"  |-2
| align="center"  |+2
| align="center"  |+2
| align="center"  |
| align="center"  |7~32f legs projectile invincible, 7~32 airborne, armor break
|  |
|  |
|-
|-
Line 784: Line 806:
| align="center"  |50*30x3
| align="center"  |50*30x3
| align="center"  |-250/0
| align="center"  |-250/0
| align="center"  |su
| align="center"  |-*-*-*su
| align="center"  |12
| align="center"  |12
| align="center"  |3(6)3(7)2(12)3
| align="center"  |3(6)3(7)2(12)3
| align="center"  |14
| align="center"  |After landing 14
| align="center"  |+4
| align="center"  |+4
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |7~32f legs projectile invincible, 7~41 airborne, armor break, 4th hit floats opponent
|  |
|  |
|-
|-
Line 801: Line 823:
| align="center"  |8
| align="center"  |8
| align="center"  |3(9)3
| align="center"  |3(9)3
| align="center"  |7
| align="center"  |After landing 7
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
Line 815: Line 837:
| align="center"  |8
| align="center"  |8
| align="center"  |3{(9)3}xN
| align="center"  |3{(9)3}xN
| align="center"  |7
| align="center"  |After landing 7
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |Active frames repeat until grounded
|  |
|  |
|-
|-
|  |Sakura Otoshi
|  |Sakura Otoshi  
| align="center"  |HL
| align="center"  |HL
| align="center"  |-
| align="center"  |-
Line 829: Line 851:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |36
| align="center"  |After landing 36
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1f~until landing lower body projectile invincible, 7f~ airborne, 15f~until landing can cancel into follow up, Total duration LP: 74f, MP: 76f, HP: 78f
|  |
|  |
|-
|-
Line 843: Line 865:
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |77
| align="center"  |Total 77
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |7f~ airborne, 15f~until landing can cancel into follow up, 36f landing recovery, tracks opponent
|  |
|  |
|-
|-
|  |Sakura Otoshi (???)
|  |Sakura Otoshi (Attack)
| align="center"  |HL
| align="center"  |HL
| align="center"  |50*50*60[60x3]
| align="center"  |50*50*60
| align="center"  |70*70*100[100x3]
| align="center"  |70*70*100
| align="center"  |0/15x3[0]
| align="center"  |0/15x3
| align="center"  |-
| align="center"  |-
| align="center"  |14+4
| align="center"  |14+4
| align="center"  |3
| align="center"  |3
| align="center"  |16
| align="center"  |After landing 16
| align="center"  |
| align="center"  |
| align="center"  |-
| align="center"  |-
| align="center"  |Untechable limited juggle knockdown, pursuit property, repeats up to 3x
|-
|  |Sakura Otoshi (Attack) [[File:EX.gif]]
| align="center"  |HL
| align="center"  |60x3
| align="center"  |100x3
| align="center"  |0/0
| align="center"  |-
| align="center"  |14+4
| align="center"  |3
| align="center"  |After landing 16
| align="center"  |
| align="center"  |
| align="center"  |-
| align="center"  |Untechable limited juggle knockdown, pursuit property, repeats up to 3x
|  |
|  |
|-
|-
Line 874: Line 909:
| align="center"  |-7
| align="center"  |-7
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~12f Invincible, 7th hit Untechable limited juggle knockdown
|  |
|  |
|-
|-
Line 888: Line 923:
| align="center"  |-28
| align="center"  |-28
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~11f Invincible, 1st-2nd hit forces stand, Hard knockdown, armor break, 3rd hit goes into animation
|  |
|  |
|-
|-
Line 899: Line 934:
| align="center"  |0+12
| align="center"  |0+12
| align="center"  |-
| align="center"  |-
| align="center"  |96
| align="center"  |Total 96
| align="center"  |-27
| align="center"  |-27
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~10f Invincible, Untechable limited juggle knockdown, pursuit property
|  |
|  |
|-
|-
Line 913: Line 948:
| align="center"  |0+8
| align="center"  |0+8
| align="center"  |-
| align="center"  |-
| align="center"  |92
| align="center"  |Total 92
| align="center"  |-27
| align="center"  |-27
| align="center"  |-
| align="center"  |-
| align="center"  |
| align="center"  |1~7f Invincible, Untechable limited juggle knockdown, pursuit property
|  |
|  |
|-  
|-  
Line 948: Line 983:




=====Notes:=====
=====Notes=====
 
[[Category:Super Street Fighter IV AE]]
[[Category:Sakura]]

Latest revision as of 01:17, 3 January 2021

Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Sakura

SSFIV-Sakura Face.jpg

On a chance encounter seeing a Street Fighting match involving Ryu in Japan, Sakura immediately became enamored with the world of Street Fighting. Not only becoming infatuated with Ryu, Sakura also took to learning Street Fighting skills herself, trying to mimic all of Ryu's signature moves. Her goal to meet Ryu and become his student was only half met, as Ryu rejected a role as teacher. However, Sakura continues to push forward in her fighting skills, determined one day to maybe do battle with Ryu himself.


In a nutshell

While many characters in Street Fighter require High.png dexterity to use, Sakura is unique in that the execution must also be spot on. Sakura is not a character who gets many opportunities during a Round, but the ones she gets can lead to a huge combo that leads to a mix-up which leads to another huge combo which leads to a dizzy which leads to a win. So it's very important to not drop any of your combos. Execution is a must with Sakura, but can reward you with a sequence that can take an opponent from full health to no health just like that.

Players to Watch

HumanBomb, ChrisG, Uryo, Gannon

Moves

Unique Attacks

Name
Command
Notes
Flower Kick
F.png + Mk.png
High.png

Throws

Name
Command
Notes
Sailor Shot
F.png or N.png + Lp.png + Lk.png
Throw.png
Choba Throw
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Hadoken
Qcf.png + P.png
Hold P.png to charge; Ex.png
Shouoken
Dp.png + P.png
Ex.png
Shunpukyaku
Qcb.png + K.png
Ex.png Armorbreak.png
Airborne Shunpukyaku
(in air) Qcb.png + K.png
Ex.png
Sakura Otoshi
Dp.png + K.png ---.png P.png
Can press P.png up to three times for three attacks; Ex.png

Super Combo

Name
Command
Notes
Haru Ichiban
Qcb.png qcb + K.png

Ultra Combos

Name
Command
Notes
Haruy Ranman
Qcb.png qcb + 3k.png
Armorbreak.png
Shinku Hadoken
Qcf.png qcf + 3p.png
Shinku Tengyo Hadoken
Qcf.png qcf + 3k.png


AE ver. 2012 Changes

EX Hadoken

Changed level 1 damage from 40 + 60 (100 total) to 60 + 60 (120 total). Changed level 2 damage from 50 + 70 (120 total) to 60 + 70 (130 total).


EX Shunpukyaku

Fixed issue whereby opponent could be passed through when hit in standing position after certain combos.


Sakura Otoshi

Increased command input difficulty, and made release-triggering impossible.


AE Changes

  • Close Medium Punch has less recovery.
  • Crouching Medium Punch and Kick can combo from a hit confirm.
  • Far Standing Medium Punch can be Canceled, just like Ryu.
  • Vulnerable hitbox on far Standing Medium Kick reduced, making it harder to hit her out of it.
  • Air Arcing Hurricane Kick can get more airborne hits.
  • Recovery time on her fireball reduced.
  • Other various adjustments on making hitboxes bigger, damage, and recovery done to make her stronger.


The Basics

Combos

crouch Lk.png---.pngcrouch Lp.png---.pngcrouch Hp.png---.pngShunpukyakuEX.gif---.pngShinku Hadoken

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 25 50 20 ch/sp/su 3 2 5 +4 +7
Close Strong.gif HL 65 100 40 sp/su 4 2 9 +3 +6
Close Fierce.gif HL 90[80] 120[100] 60 sp/su 3 4 20 -6 -1 Force stand, [] refers to active frames 3~4
Close Short.gif HL 25 50 20 sp/su 3 2 8 +1 +4
Close Forward.gif HL 60 100 40 sp/su 4 3 15 -4 -1
Close Roundhouse.gif HL 120[100] 200 60 su 6 3 21 -6 -1 Forces stand, [] refers to damage at foot
Far Jab.gif HL 25 50 20 ch/sp/su 3 2 5 +4 +7
Far Strong.gif HL 75 100 40 su 7 3 12 -1 +2
Far Fierce.gif HL 110 200 60 - 8 3 17 -2 +2
Far Short.gif HL 30 50 20 sp/su 3 2 8 +1 +4
Far Forward.gif HL 75 100 40 - 9 2 12 0 +3
Far Roundhouse.gif HL 110 200 60 - 10 3 15 0 +4
crouch Jab.gif HL 20 50 20 ch/sp/su 3 2 6 +3 +6
crouch Strong.gif HL 65 80 40 sp/su 5 3 11 0 +3
crouch Fierce.gif HL 90[80] 120[100] 60 sp/su 4 5 23 -10 -5 Forces stand, [] refers to active frames 3~5
crouch Short.gif L 20 50 20 ch/sp/su 3 3 8 0 +3
crouch Forward.gif L 60 100 40 sp/su 5 4 13 -3 0
crouch Roundhouse.gif L 90 150 60 - 7 3 22 -7 - Hard knockdown
Jump up Jab.gif H 50 50 20 - 3 7 - - -
Jump up Strong.gif H 80 100 40 - 4 6 - - -
Jump up Fierce.gif H 100 200 60 - 5 5 - - -
Jump up Short.gif H 30 50 20 - 4 5 - - -
Jump up Forward.gif H 70 100 40 - 5 8 - - -
Jump up Roundhouse.gif H 100 200 60 - 6 6 - - -
Jump forward Jab.gif H 50 50 20 - 3 7 - - -
Jump forward Strong.gif H 80 100 40 - 4 5 - - -
Jump forward Fierce.gif H 100 200 60 - 5 5 - - -
Jump forward Short.gif H 30 50 20 - 4 5 - - -
Jump forward Forward.gif H 70 100 40 - 5 4 - - -
Jump forward Roundhouse.gif H 100 200 60 - 6 5 - - -
Flower Kick H 80 100 40 - 16 2 15 -3 +2 +0 on hit vs crouching opponents
Focus Attack LVL 1 HL 60 100 20 - 10+11 2 35 -21 -21
Focus Attack LVL 2 HL 80 150 40 - 18+11 2 35 -15 -
Focus Attack LVL 3 - 130 200 60 - 65 2 35 - -
Forward Throw 0.90 120 120 40 - 3 2 20 - - Hard knockdown
Back Throw 0.90 135 140 40 - 3 2 20 - - Hard knockdown
Hadoken (Lv1) HL 60[40*60] 75 10/20 su 15 71 Total 48 -7 -3 Fireball 14f from button release, (something about canceling)
Hadoken (Lv2) HL 80[50*70] 100 10/20 su 13+14 71 Total 56~ -3 +1 Fireball 14f from button release, (something about canceling), charge 13~21f
Hadoken (Lv3) HL 120[60*80] 150 10/20 su 39 44 Total 64 +1 +5 Fireball 14f from button release, (something about canceling), charge 22f
Hadoken EX.gif (Lv1) HL 60*60 50*50 -250/0 su 15 - Total 48 -4 - Pursuit property, fireball 14f from button release, (something about canceling)
Hadoken EX.gif (Lv2) HL 60*70 60*60 -250/0 su 13+14 - Total 60~ -4 - Pursuit property, fireball 14f from button release, (something about canceling), charge 13~21f
Hadoken EX.gif (Lv3) HL 60*80 75*75 -250/0 su 39 - Total 72 -4 - Pursuit property, fireball 14f from button release, (something about canceling), charge 22f~
Shooken Jab.gif HL 90*15 50*50 30/10x2 su*- 6 2*4 18 + After landing 11 -12 - 8f~ airborne
Shooken Strong.gif HL 90*15x3 50*35x3 30/10x4 su*su*su*- 7 2x3*8 22 + After landing 11 -20 - 13f~ airborne, 4th hit pursuit property
Shooken Fierce.gif HL 80*15x5 50*30x5 30/10x6 su(x3)*-(x3) 12 2x5*10 20 + After landing 11 -20 - 18f~ airborne, 4th-6th hit pursuit property
Shooken EX.gif HL 45*15+45*15x5 40*20*40*20x5 -250/0 su(x5)*-(x3) 12 2*4(19)2x5*9 22+11 -20 - 1~13f Invincible, 14~23f and 43f~ airborne, 6th-8th hit pursuit property
Shunpukyaku Short.gif HL 60 100 10/15 - 16 6 After landing 15 0 +4 10~21f legs projectile invincible, 10~21 airborne, armor break
Shunpukyaku Forward.gif HL 60*60 50*50 20/20*20 - 17 3(8)6 After landing 18 -3 +1 11~33f legs projectile invincible, 11~33 airborne, armor break
Shunpukyaku Roundhouse.gif HL 60x3 50x3 20/15x3 - 12 3(6)3(7)2 After landing 21 -2 +2 7~32f legs projectile invincible, 7~32 airborne, armor break
Shunpukyaku EX.gif HL 30x3*35 50*30x3 -250/0 -*-*-*su 12 3(6)3(7)2(12)3 After landing 14 +4 - 7~32f legs projectile invincible, 7~41 airborne, armor break, 4th hit floats opponent
Shunpukyaku (air) HL 50 50 10/40 - 8 3(9)3 After landing 7 - -
Shunpukyaku EX.gif (air) HL 70 50 -250/0 - 8 3{(9)3}xN After landing 7 - - Active frames repeat until grounded
Sakura Otoshi HL - - 20/- - - - After landing 36 - - 1f~until landing lower body projectile invincible, 7f~ airborne, 15f~until landing can cancel into follow up, Total duration LP: 74f, MP: 76f, HP: 78f
Sakura Otoshi EX.gif HL - - -250/- - - - Total 77 - - 7f~ airborne, 15f~until landing can cancel into follow up, 36f landing recovery, tracks opponent
Sakura Otoshi (Attack) HL 50*50*60 70*70*100 0/15x3 - 14+4 3 After landing 16 - Untechable limited juggle knockdown, pursuit property, repeats up to 3x
Sakura Otoshi (Attack) EX.gif HL 60x3 100x3 0/0 - 14+4 3 After landing 16 - Untechable limited juggle knockdown, pursuit property, repeats up to 3x
Super Combo Lx6*HL 45x6*80 0 -1000/0 - 1+6 {2(5)}x5*x(13)4 24 -7 - 1~12f Invincible, 7th hit Untechable limited juggle knockdown
Ultra Combo 1 Lx2*HL 75*75*68*233 0 0/0 - 0+11 2(7)2(11)2 47 -28 - 1~11f Invincible, 1st-2nd hit forces stand, Hard knockdown, armor break, 3rd hit goes into animation
Ultra Combo 2 HL 56x4*105 0 0/0 - 0+12 - Total 96 -27 - 1~10f Invincible, Untechable limited juggle knockdown, pursuit property
Ultra Combo 2 (high) HL 56x4*105 0 0/0 - 0+8 - Total 92 -27 - 1~7f Invincible, Untechable limited juggle knockdown, pursuit property
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes


Notes