Street Fighter IV/Sakura: Difference between revisions

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The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4.  It was written this way so you don't have to do any math to figure out what frame a move first hits on.


{{Street Fighter IV}}
{{Street Fighter IV}}

Revision as of 05:52, 9 May 2009

Introduction

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Ultra Move

The Basics

Combos

Strategy

Matchups

Frame Data

Frames Frames Frames of Frames of Super Meter Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain Chain Special Super Notes
Close LP 25 50 3 2 5 9 +4 +7 10 13 20 O O O -
Close MP 65 100 4 2 12 17 0 +3 13 16 40 X O O -
Close HP 100[80] 120[100] 3 4 20 26 -6 -1 17 22 60 X O O Forces Stand
Close LK 25 50 3 2 8 12 +1 +4 10 13 20 O O O -
Close MK 60 100 4 3 15 21 -4 -1 13 16 40 X O O -
Close HK 120[100] 200 6 3 21 29 -6 -1 17 22 60 X X O Forces Stand
Far LP 25 50 3 2 5 9 +4 +7 10 13 20 O O O -
Far MP 75 100 7 3 12 21 -1 +2 13 16 40 X X O -
Far HP 110 200 8 3 18 28 -2 +2 18 22 60 X X X -
Far LK 30 50 3 2 8 12 +1 +4 10 13 20 O O O -
Far MK 75 100 9 2 12 22 0 +3 13 16 40 X X X -
Far HK 110 200 10 3 16 28 -1 +3 17 21 60 X X X -
c.LP 20 50 3 2 6 10 +3 +6 10 13 20 O O O -
crouch MP 65 80 5 3 11 18 0 +3 13 16 40 X O O -
crouch HP 100[80] 120[100] 4 4 24 31 -10 -5 17 22 60 X O O Forces Stand
crouch LK 20 50 3 3 8 13 0 +3 10 13 20 O O O Low Attack
crouch MK 60 100 5 4 13 21 -3 0 13 16 40 X O O Low Attack
crouch HK 90 150 7 3 22 31 -7 D 17 - 60 X X X Low Attack, Cannot tech
Jump up LP 50 50 3 7 - - - - - 20 - - - -
Jump up MP 80 100 4 6 - - - - - 40 - - - -
Jump up HP 100 200 5 5 - - - - - 60 - - - -
Jump up LK 30 50 4 5 - - - - - 20 - - - -
Jump up MK 70 100 6 8 - - - - - 40 - - - -
Jump up HK 100 200 8 6 - - - - - 60 - - - -
Jump forward LP 50 50 4 7 - - - - - 20 - - - -
Jump forward MP 80 100 4 5 - - - - - 40 - - - -
Jump forward HP 100 200 5 5 - - - - - 60 - - - -
Jump forward LK 30 50 4 5 - - - - 20 - - - -
Jump forward MK 70 100 5 4 - - - - - 40 - - - -
Jump forward HK 100 200 6 5 - - - - - 60 - - - -
Flower Kick 80 100 16 2 15 32 -3 +2 13 18 40 X X X Mid attack
Focus Attack LVL 1 60 100 21 2 35 57 -21 -21 15 15 20 - - - -
Focus attack LVL 2 80 150 18+11 2 35 65 -15 D 21 - 40 - - - -
Focus attack LVL 3 130 200 65 2 35 101 D D - - 60 - - - -
Forward Throw 120 120 3 2 20 24 - D - - 40 - - - Throw range 0.8
Back throw 135 140 3 2 20 24 - D - - 40 - - - Throw range 0.8
Hadoken 60 75 15 71 49 49 -8 -4 10/20 X X O -
Hadoken (Hold) 80 100 13+13 71 62 62 -8 -4 10/20 X X O -
Hadoken (MAX) 120 150 38 44 74 74 -8 -4 10/20 X X O -
Hadoken EX 40*60 50*50 15 - 49 49 -5 D 0/0 X X O Pursuit property
Hadoken EX (MAX) 60*80 75*75 38 - 74 74 -5 D 0/0 X X O Pursuit property
Shooken LP 90*15 50*50 6 6 ?? 40 -12 D 30/10*10 X X O 1st hit cancellable
Shooken MP 90*15x3 50*35x3 7 14 ?? 53 -20 D 30/10x4 X X O Pursuit property, 1st~3rd hit cancellable
Shooken HP 80*15x5 50*30x5 12 20 ?? 62 -20 D 30/10x6 X X O Pursuit property, 1st~3rd hit cancellable
Shooken EX 55*15+55*15x5 50*30*50*30x5 12 6*19 ?? 87 -20 D 0/0 X X O 1~13f invincible, 1*3~5 hit cancellable
Shunpukyaku LK 60 100 16 6 ?? 36 0 +4 20/15 X X X 10~21f (translate), Armor break
Shunpukyaku MK 60*60 50*50 17 3*6 ?? 51 -3 +1 20/20*20 X X X 11~33f (translate), Armor break
Shunpukyaku HK 60x3 50x3 12 3*3*2 ?? 53 -2 +2 20/15x3 X X X 7~32f (translate), Pursuit property, Armor break
Shunpukyaku EX 30x3*35 50x4 12 3*3*2*3 ?? 61 +4 D 0/0 X X O 7~32f (translate), 4th hit (translate), Pursuit property, Armor break, 4th hit cancellable
Shunpukyaku (air) 50 50 8 33 - - - D 10/40 - - - -
Shunpukyaku EX (air) 80xn 50xn 8 3 - - - D 0/0 - - - -
Sakura Otoshi (in air) - - - - - - - - 20 - - - (translate)
Sakura Otoshi 60*60*48 100*100*80 4 3 - - - D 20/15x3 - - - Pursuit property, 3rd hit cannot fast recover
EX Sakura Otoshi (in air) - - - - - - - - 0/0 - - - Flies toward opponent
EX Sakura Otoshi 60*60*48 100*100*80 4 3 - - - D 0/0 - - - Pursuit property, 3rd hit cannot fast recover
Haru Ichiban 50x6*80 - 7 2x6*4 ?? 83 -7 D 0/0 - - - 1~13f invincible, 1~6 hit Low attack
Haru Ranmaru 75x4*135 - 11 2x3 ?? 80 -28 D 0/0 - - - 1~11f invincible, Armor break 1~2 hit Low attack
Frames Frames Frames of Frames of Super Meter Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain Chain Special Super Notes

The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4. It was written this way so you don't have to do any math to figure out what frame a move first hits on.