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ReckyDaGuy (talk | contribs) |
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Line 879: | Line 879: | ||
| input = 8LP | | input = 8LP | ||
| subtitle = nj.{{Icon-Capcom|lp}} | | subtitle = nj.{{Icon-Capcom|lp}} | ||
| image = | | image = Ken_njjab2.png | ||
| imageSize = 82x110px | | imageSize = 82x110px | ||
| caption = | | caption = | ||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = 12[ | |damage = 12[2] | ||
|dizzy= 1~7(-2) | |dizzy= 1~7(-2) | ||
|dizzytime= 40 | |dizzytime= 40 | ||
Line 897: | Line 897: | ||
|actrange = N/A | |actrange = N/A | ||
|juggle = No | |juggle = No | ||
|description= | |description= Ken performs a jumping jab that is active throughout the whole jump. | ||
* | *Ken's hand has a relatively large active hitbox around it, making this a good air-to-air move. | ||
*It can be used for jumping on your opponent after a knockdown. The small amount of pushback allows for mixups such as throw, cr.forward xx Hadoken/Super, or delayed Jab Shoryuken (to beat reversal throws). | *It can be used for jumping on your opponent after a knockdown. The small amount of pushback allows for mixups such as throw, cr.forward xx Hadoken/Super, or delayed Jab Shoryuken (to beat reversal throws). | ||
}} | }} | ||
Line 907: | Line 907: | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_njjab1_njstrng1&4_djstrng1&4_njfrc1&4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ken_njjab2.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| ∞}} | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| ∞}} | ||
Line 920: | Line 920: | ||
| input = 8MP | | input = 8MP | ||
| subtitle = nj.{{Icon-Capcom|mp}} | | subtitle = nj.{{Icon-Capcom|mp}} | ||
| image = | | image = Ken_njstrng3_djstrng3.png | ||
| imageSize = 96x110px | | imageSize = 96x110px | ||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = 22[ | |damage = 22[2] | ||
|dizzy= 5~11 | |dizzy= 5~11 | ||
|dizzytime= 50 | |dizzytime= 50 | ||
Line 948: | Line 948: | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_njjab1_njstrng1&4_djstrng1&4_njfrc1&4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ken_njstrng2_djstrng2_njfrc2.png}} |{{STDiagramImageCell| 1 | Ken_njstrng3_djstrng3.png}} |{{STDiagramImageCell| 1 |Ken_njjab1_njstrng1&4_djstrng1&4_njfrc1&4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ken_njstrng5_djstrng5_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd7_djrh5.png}} |{{STDiagramImageCell| 1 | Ken_njstrng6_djstrng6_njfrc6_djfrc6_njfrwrd4_djfrwrd8_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ken_njstrng7_djstrng7_njfrc7_djfrc7_njfrwrd5_djfrwrd9_njrh7_djrh7.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 20}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}} | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 20}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}} | ||
Line 963: | Line 963: | ||
| input = 8HP | | input = 8HP | ||
| subtitle = nj.{{Icon-Capcom|hp}} | | subtitle = nj.{{Icon-Capcom|hp}} | ||
| image = | | image = Ken_njfrc3.png | ||
| imageSize = 99x110px | | imageSize = 99x110px | ||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = | |damage = 24[2] | ||
|dizzy= 11~17(-1) | |dizzy= 11~17(-1) | ||
|dizzytime= 60(+20) | |dizzytime= 60(+20) | ||
Line 973: | Line 973: | ||
|guard = High | |guard = High | ||
|startup = 4 | |startup = 4 | ||
|active = | |active = 20 | ||
|recovery = ∞ | |recovery = ∞ | ||
|total = | |total = 24+∞ | ||
|frameAdv = Dependent | |frameAdv = Dependent | ||
|invul = N/A | |invul = N/A | ||
|actrange = N/A | |actrange = N/A | ||
|juggle = No | |juggle = No | ||
|description= | |description= Ken's strongest jumping punch. | ||
* | *Stays out for an unusually long amount of time. | ||
*Can be used as anti-air from certain distances, and also beats or trades most other aerial attacks. | *Can be used as anti-air from certain distances, and also beats or trades most other aerial attacks. | ||
*The Diagonal Jump version has | *The Diagonal Jump version stays out shorter, but has better air to ground priority. | ||
}} | }} | ||
}} | }} | ||
Line 991: | Line 991: | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_njjab1_njstrng1&4_djstrng1&4_njfrc1&4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ken_njstrng2_djstrng2_njfrc2.png}} |{{STDiagramImageCell| 1 | Ken_njfrc3.png}} |{{STDiagramImageCell| 1 | Ken_njjab1_njstrng1&4_djstrng1&4_njfrc1&4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ken_njstrng5_djstrng5_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd7_djrh5.png}} |{{STDiagramImageCell| 1 | Ken_njstrng6_djstrng6_njfrc6_djfrc6_njfrwrd4_djfrwrd8_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ken_njstrng7_djstrng7_njfrc7_djfrc7_njfrwrd5_djfrwrd9_njrh7_djrh7.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 20}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 20}} |{{STDiagramCellColSpan| 4 | ∞}} | ||
|} | |} | ||
Line 1,005: | Line 1,005: | ||
| input = 8LK | | input = 8LK | ||
| subtitle = nj.{{Icon-Capcom|lk}} | | subtitle = nj.{{Icon-Capcom|lk}} | ||
| image = | | image = Ken_njshrt2.png | ||
| imageSize = 79x110px | | imageSize = 79x110px | ||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = 14[ | |damage = 14[2] | ||
|dizzy= 1~7(-2) | |dizzy= 1~7(-2) | ||
|dizzytime= 40 | |dizzytime= 40 | ||
Line 1,032: | Line 1,032: | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_njshrt1_njfrwrd1.png}} |{{STDiagramImageCell| 1 | Ken_njshrt2.png}} |{{STDiagramImageCell| 1 | Ken_njstrng5_djstrng5_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd7_djrh5.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 40}} |{{STDiagramCell| ∞}} | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 40}} |{{STDiagramCell| ∞}} | ||
Line 1,044: | Line 1,044: | ||
| input = 8MK | | input = 8MK | ||
| subtitle = nj.{{Icon-Capcom|mk}} | | subtitle = nj.{{Icon-Capcom|mk}} | ||
| image = | | image = Ken_njfrwrd2.png | ||
| imageSize = 90x110px | | imageSize = 90x110px | ||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = 22[ | |damage = 22[2] | ||
|dizzy= 5~11 | |dizzy= 5~11 | ||
|dizzytime= 50 | |dizzytime= 50 | ||
Line 1,071: | Line 1,071: | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_njshrt1_njfrwrd1.png}} |{{STDiagramImageCell| 1 | Ken_njfrwrd2.png}} |{{STDiagramImageCell| 1 | Ken_njstrng5_djstrng5_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd7_djrh5.png}} |{{STDiagramImageCell| 1 | Ken_njstrng6_djstrng6_njfrc6_djfrc6_njfrwrd4_djfrwrd8_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ken_njstrng7_djstrng7_njfrc7_djfrc7_njfrwrd5_djfrwrd9_njrh7_djrh7.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 5}} |{{STDiagramCell| 13}} |{{STDiagramCell| 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| ∞}} | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 5}} |{{STDiagramCell| 13}} |{{STDiagramCell| 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| ∞}} | ||
Line 1,086: | Line 1,086: | ||
| input = 8HK | | input = 8HK | ||
| subtitle = nj.{{Icon-Capcom|hk}} | | subtitle = nj.{{Icon-Capcom|hk}} | ||
| image = | | image = Ken_njrh2.png | ||
| imageSize = 73x115px | | imageSize = 73x115px | ||
| caption = First Hitbox | | caption = First Hitbox | ||
| image2 = | | image2 = Ken_njrh3.png | ||
| imageSize2 = 102x111px | | imageSize2 = 102x111px | ||
| caption2 = Second Hitbox | | caption2 = Second Hitbox | ||
Line 1,095: | Line 1,095: | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|version = First Hitbox | |version = First Hitbox | ||
|damage = | |damage = 26[2] | ||
|dizzy= 11~17(-1) | |dizzy= 11~17(-1) | ||
|dizzytime= 60(+20) | |dizzytime= 60(+20) | ||
Line 1,110: | Line 1,110: | ||
|description= Neutral spin kick. | |description= Neutral spin kick. | ||
*The first active part becomes active very fast, saving you from some troublesome situations. | *The first active part becomes active very fast, saving you from some troublesome situations. | ||
*It can also be special canceled for some reason. | |||
}} | }} | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|version = Second Hitbox | |version = Second Hitbox | ||
|damage = 26[ | |damage = 26[2] | ||
|dizzy= 11~17(-1) | |dizzy= 11~17(-1) | ||
|dizzytime= 60(+20) | |dizzytime= 60(+20) | ||
Line 1,134: | Line 1,135: | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_njrh1.png}} |{{STDiagramImageCell| 1 | Ken_njrh2.png}} |{{STDiagramImageCell| 1 | Ken_njrh3.png}} |{{STDiagramImageCell| 1 | Ken_njrh4.png}} |{{STDiagramImageCell| 1 | Ken_njrh5.png}} |{{STDiagramImageCell| 1 | Ken_njstrng6_djstrng6_njfrc6_djfrc6_njfrwrd4_djfrwrd8_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ken_njstrng7_djstrng7_njfrc7_djfrc7_njfrwrd5_djfrwrd9_njrh7_djrh7.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}} | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}} |
Revision as of 23:30, 10 December 2022
Normal Moves
Disclaimer: To better understand the diagrams, read this.
Far Normals
frlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[1] | 0~5 | 40 | Chain, Special, Super | Mid | 26+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
2 | 4 | 5 | 11 | +4 | - |
A simple jab.
|
Click to toggle detailed hitbox data.
frmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[6] | 5~11 | 60 | Special, Super | Mid | 32+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 4 | 7 | 14 | +7 | - |
Ken performs a straight punch.
|
Click to toggle detailed hitbox data.
frhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
28[2] | 10~16 | 80 | Super | Mid | 42+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 6 | 23 | 34 | -7 | - |
Similar to Far Strong.
|
Click to toggle detailed hitbox data.
frlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
14[0] | 0~5 | 40 | - | Low | 1+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 2 | 9 | 18 | +2 | - |
A low-hitting shin kick.
|
Click to toggle detailed hitbox data.
frmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[1] | 5~11 | 60 | None | Mid | 33+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 8 | 7 | 22 | +3 | - |
A high side kick.
|
Click to toggle detailed hitbox data.
frhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[2] | 10~16 | 80 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
8 | 4 | 17 | 29 | -4 | - |
Ken's spinning kick.
|
Click to toggle detailed hitbox data.
Close Normals
cl.lp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[6] | 0~5 | 40 | Special, Super | Mid | 0-25 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
2 | 4 | 5 | 11 | +4 | - |
A quick elbow smash in front and above Ken's head.
|
Click to toggle detailed hitbox data.
clmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[0] | 5~11 | 60 | Special, Super | Mid | 0-31 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 2 | 17 | 22 | -1 | - |
Ken performs a hook, then another one that doesn't hit for some reason.
|
Click to toggle detailed hitbox data.
clhp
First Hitbox | Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|---|
28[7] | 3~9 | 40 | Special, Super | Mid | 0-41 | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
3 | 2 | N/A | 34 | -9 | - | |
A close uppercut.
| ||||||
Second Hitbox | Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
28[7] | 10~16 | 80 | None | Mid | 0-41 | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
N/A | 6 | 23 | 34 | -7 | - | |
|
Click to toggle detailed hitbox data.
cllk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
12[0] | 0~5 | 40 | Chain, Super | Low | 0 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 2 | 8 | 15 | +3 | - |
A low kick.
|
Click to toggle detailed hitbox data.
clmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[6] | 5~11 | 60 | Special, Super | Mid | 0-32 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 8 | 11 | 26 | -1 | - |
A very flexible split kick.
|
Click to toggle detailed hitbox data.
clhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[2] | 10~16 | 80 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
8 | 4 | 17 | 29 | -4 | - |
Ken's spinning kick.
|
Click to toggle detailed hitbox data.
Crouching Normals
crlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[1] | 0~5 | 40 | Chain, Special, Super | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
2 | 4 | 5 | 11 | +4 | - |
Another jab.
|
Click to toggle detailed hitbox data.
crmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[1] | 5~11 | 60 | Special, Super | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 4 | 7 | 14 | +7 | - |
|
Click to toggle detailed hitbox data.
crhp
First Hitbox | Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|---|
28[2] | 3~9 | 40 | Special, Super | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
3 | 3 | N/A | 37 | -12 | - | |
Ken begins an uppercut from crouching position.
| ||||||
Second Hitbox | Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
22[2] | 10~16 | 80 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
N/A | 8 | 23 | 37 | -9 | - | |
|
Click to toggle detailed hitbox data.
crlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[1] | 5~11 | 40 | Chain, Special, Super | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 4 | 5 | 12 | +4 | - |
Crouching low kick.
|
Click to toggle detailed hitbox data.
frmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[1] | 5~11 | 60 | Special, Super | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 6 | 9 | 18 | +3 | - |
|
Click to toggle detailed hitbox data.
crhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[2] | 5~11 | 130 | Special, Super | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 6 | 25 | 34 | -7/Soft Knockdown | - |
Ken's sweep kick.
|
Click to toggle detailed hitbox data.
Neutral Jump Normals
njlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
12[2] | 1~7(-2) | 40 | Special | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
2 | ∞ | N/A | 2+∞ | Dependent | - |
Ken performs a jumping jab that is active throughout the whole jump.
|
Click to toggle detailed hitbox data.
njmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[2] | 5~11 | 50 | Special | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 20 | ∞ | 24+∞ | Dependent | - |
An aerial punch that stays active for a while.
|
Click to toggle detailed hitbox data.
njhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[2] | 11~17(-1) | 60(+20) | Special | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 20 | ∞ | 24+∞ | Dependent | - |
Ken's strongest jumping punch.
|
Click to toggle detailed hitbox data.
njlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
14[2] | 1~7(-2) | 40 | Special | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 40 | ∞ | 43+∞ | Dependent | - |
A jumping split kick.
|
Click to toggle detailed hitbox data.
njmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[2] | 5~11 | 50 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 13 | ∞ | 18+∞ | Dependent | - |
A slightly better jumping split kick.
|
Click to toggle detailed hitbox data.
njhk
First Hitbox | Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|---|
26[2] | 11~17(-1) | 60(+20) | Special | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
2 | 4 | N/A | 10+∞ | Dependent | - | |
Neutral spin kick.
| ||||||
Second Hitbox | Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
26[2] | 11~17(-1) | 60(+20) | None | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
N/A | 4 | ∞ | 10+∞ | Dependent | - | |
|
Click to toggle detailed hitbox data.
Diagonal Jump Normals
djlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
12[0] | 1~7(-2) | 40 | Special | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
2 | ∞ | N/A | 2+∞ | Dependent | - |
Ryu performs a jumping jab that is active throughout the whole jump.
|
Click to toggle detailed hitbox data.
djmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[1] | 3~9 | 40 | Special | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 5 | N/A | 13+∞ | Dependent | - |
Ryu jumps with an upper punch that hits twice and juggles in the air.
| |||||
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
4[1] | 0~5 | 20 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
N/A | 4 | ∞ | 13+∞ | Dependent | - |
|
Click to toggle detailed hitbox data.
djhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[1] | 3~9 | 40 | Special | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 8 | ∞ | 12+∞ | Dependent | - |
Ryu's strongest jumping punch.
|
Click to toggle detailed hitbox data.
djlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
12[0] | 1~7(-2) | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | ∞ | N/A | 5+∞ | Dependent | - |
Ryu's jumping knee.
|
Click to toggle detailed hitbox data.
djmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[0] | 5~11 | 50(+10) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 13 | ∞ | 18+∞ | Dependent | - |
Rather long aerial kick with poor priority.
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djhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[1] | 3~9 | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 7 | ∞ | 12+∞ | Dependent | - |
A full power kick.
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Command Normals
swingp
First Hit | Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|---|
4[0] | 1~7 | 70 | None | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
16 | 2 | N/A | 31 | Hit standing: -2. Else: +7 | - | |
Ryu's overhead.
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Second Hit | Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
28[1] | 1~7 | 70 | None | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
N/A | 2 | 10 | 31 | Hit standing: 0(-1). Else: +9(+8) | - | |
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Click to toggle detailed hitbox data.
rushp
First Hit | Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|---|
4[0] | 1~7 | 70 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
10 | 1 | N/A | 24 | +9 | - | |
Ryu rushes forward with a punch to the solar plexus.
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Second Hit | Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
28[1] | 1~7 | 70 | None | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
N/A | 2 | 12 | 24 | Hit standing: 0(-1). Else: +9(+8) | - | |
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Click to toggle detailed hitbox data.
Throws
Ryu can throw with ,
,
, and
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
32* | 7~13 | 100 | None | Grab | 48 (from axis) 19 (from throwable box) |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
1 | 1 | Dependent | 2 | N/A | - |
Ryu's Punch throw, where he throws his enemy above his head.
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
32* | 7~13 | 100 | None | Grab | 48 (from axis) 19 (from throwable box) |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
1 | 1 | Dependent | 2 | N/A | - |
Ryu's Kick throw, where he throws his enemy with his leg.
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Click to toggle throwbox data.
Special Moves
Hadoken
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|---|
18[0] | 7~13 | 110 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
11 | Traveling | 41* | 52 | -5 (Point Blank) | 2 | |
Ryu's iconic fireball.
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
20[0] | 7~13 | 110 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
11 | Traveling | 42* | 53 | -6 (Point Blank) | 2 | |
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
22[0] | 7~13 | 110 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
11 | Traveling | 43* | 54 | -7 (Point Blank) | 2 | |
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Click to toggle detailed hitbox data.
- Startup:
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Frame Count | 2 | 6 | 2 | 1 |
Simplified | 11 |
- Active:
- Jab Version:
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Frame Count | 1 | 2 | 3 | 3 | 3... |
Simplified | 41 |
- Strong Version:
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Frame Count | 1 | 2 | 3 | 3 | 3... |
Simplified | 42 |
- Fierce Version:
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Frame Count | 1 | 2 | 3 | 3 | 3... |
Simplified | 43 |
NOTE: A lot of frames were omitted here, because in each frame the fb's hitbox move 1-3 pixels forward, the images are all uploaded though with the same name pattern, so you can still see them.
- Dissipation Data:
1st downgrade | 2nd downgrade | 3rd downgrade | Total duration | |
Jab | 129f/384px (disappears) | 129f/384px | ||
Strong | 48f/192px (downgrades to Jab) | 49f/192px (disappears) | 97f/384px | |
Fierce | 26f/128px (downgrades to Strong) | 26f/128px (downgrades to Jab) | 24f/128px (disappears) | 76f/384px |
Shakunetsu Hadoken
Click to toggle detailed hitbox data.
- Startup:
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Frame Count | 2 | 6 | 2 | 1 |
Simplified | 11 |
- Active:
- Jab Version:
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Frame Count | 1 | 2 | 3 | 3 | 3... |
Simplified | 41 |
- Strong Version:
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Frame Count | 1 | 2 | 3 | 3 | 3... |
Simplified | 42 |
- Fierce Version:
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Frame Count | 1 | 2 | 3 | 3 | 3... |
Simplified | 43 |
NOTE: A lot of frames were omitted here, because in each frame the fb's hitbox move 1-3 pixels forward, the images are all uploaded though with the same name pattern, so you can still see them.
- Dissipation Data:
1st downgrade | 2nd downgrade | 3rd downgrade | Total duration | |
Jab | 129f/384px (disappears) | 129f/384px | ||
Strong | 48f/192px (downgrades to Jab) | 49f/192px (disappears) | 97f/384px | |
Fierce | 26f/128px (downgrades to Strong) | 26f/128px (downgrades to Jab) | 24f/128px (disappears) | 76f/384px |
Shoryuken
Click to toggle detailed hitbox data.
Tatsumaki Senpukyaku
Click to toggle detailed hitbox data.
- Startup:
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Frame Count | 4 | 4 | 3 |
Simplified | 11 |
- Active:
- Short Version: This happens only once.
- Forward Version: This happens 4 times.
- Roundhouse Version: This happens 5 times.
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Frame Count | 3 | 3 | 3 | 3 |
- Recovery:
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Frame Count | 4 | 4 | 4 | 6* |
Simplified | 12 | 6* |
Kuuchuu Tatsumaki Senpukyaku
Click to toggle detailed hitbox data.
- Startup:
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Frame Count | 3 |
- Active:
- Short Version: This happens only once.
- Forward Version: This happens twice.
- Roundhouse Version: This happens 3 times.
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Frame Count | 3 | 3 | 3 | 3 |
- Recovery:
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Frame Count | 4 | 4 | 4 | 4 | ∞ | 5 |
Simplified | ∞ | 5 |
--Original Edit by Raisin (March 29, 2007)
--Special thanks to felineki for the info on the Air Hurricane Kick.
Super Combo
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
16[1] x 5 | 0~4 x 5 | 20 x 5 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
10 | Traveling | 41 | 51 | +35 (All Hits Blocked)/Hard Knockdown | - |
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Click to toggle detailed hitbox data.
- Invincible part:
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Frame Count | 2 | 6 | 1 + [18] + 1 | 1 | 1 | 1 | 1 |
Simplified | 10 | 4... (41) |
- Non-invincible part:
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Frame Count | 1 | 1 | 1 | 2 | 3... |
Simplified | ...37 (41) |
Misc Animations
Jump Animations
- Neutral Jump:
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Frame Count | 3 | 1 | 8 | 8 | 8 | 8 | 8 | 4 | 1 | 7* |
Simplified | 3 | 1 | 44 | 1 | 7* |
- Back Jump:
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Frame Count | 3 | 1 | 15 | 3 | 3 | 3 | 3 | 18 | 1 | 7* |
Simplified | 3 | 1 | 43 | 1 | 7* |
- Forward Jump:
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Frame Count | 3 | 1 | 13 | 5 | 3 | 3 | 3 | 5 | 11 | 1 | 7* |
Simplified | 3 | 1 | 43 | 1 | 7* |
New Ryu's prejump animation was nerfed on ST by 1 frame, so unlike Old Ryu, who has a considerably fast prejump animation, New Ryu's prejump is of average speed. This for the most part is a disadvantage.
There's a small gap between the leg hurtbox and chest hurtbox on Ryu's backward prejump frames. You can actually abuse it to evade Low Tiger Shots entirely, and even can even evade meaty Low Tiger Shots on wake up since the first wake up frame will be the first prejump frame if you wake up holding up-back. Mattsun does this frequently. Be aware though that if it's a meaty Short Low Tiger Shot you'll most likely end up landing on it, unless you react with an Air Tatsu to alter your jump trajectory, of course.
The landing recovery has a special property which allows it to be canceled into certain actions. At the first landing frame, you can perform throws (including command throws), and on the second landing frame, you can start another jump, attack with a normal or special move, or block. Blocking not being until the second landing frame, as well as hitbox-hurtbox interactions having priority over throwbox-throw hurtbox is why sweeps work as anti airs in this game.
Things are different when jumping over your opponent, however. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangely, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.