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==Combos== | ==Combos== | ||
'''B'n'B Combos''' | |||
All of these combos(Barring the last four) can be started with a J.HP/J.HK or SA lvl2/3 crumple | |||
1. C.LPx2 ~ C.LK xx HP Headbutt = 176 Dmg, 280 Stun | |||
2. C.LPx2 ~ C.LK xx HP Straight Rush = 148 Dmg, 280 Stun | |||
3. C.MP xx HP Headbutt = 230 Dmg, 300 Stun | |||
4. C.MP xx HP Straight Rush = 190 Dmg, 300 Stun | |||
5. C.MK ~ C.LK xx HP Headbutt = 228 Dmg, 310 Stun | |||
6. C.MK ~ C.LK xx HP Straight Rush = 196 Dmg, 310 Stun | |||
7. CS.HK ~ C.LK xx HP Straight Rush = 226 Dmg, 410 Stun | |||
8. CS.MK xx HP Straight Rush = 210 Dmg, 300 Stun | |||
9. HP/EX Overhead Rush ~ C.LK xx HP Headbutt = 258 Dmg, 410 Stun | |||
10. HP/EX Overhead Rush ~ C.LK xx HP Straight Rush = 226 Dmg, 410 Stun | |||
11. HP/EX Overhead Rush ~ C.MP xx HP Headbutt = 298 Dmg, 460 Stun | |||
12. HP/EX Overhead Rush ~ C.MP xx HP Straight Rush = 266 Dmg, 460 Stun | |||
Notes: The reason why I have added Straight Rush into the combos is that HP Headbutt whiffs on a CROUCHING Blanka no matter the situation. Headbutt will also whiff certain characters after HP/EX Overhead Rush. | |||
'''Intermediate/Advanced Combos''' | |||
Again all of these combos may begin with J.HP/J.HK or SA lvl2/3 crumple | |||
1. C.LPx2 ~ C.LK xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 239 Dmg, 415 Stun | |||
2. C.MP xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 323 Dmg, 495 Stun | |||
3. C.MK ~ C.LK xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 308 Dmg, 475 Stun | |||
4. CS.HK ~ C.LK xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 338 Dmg, 575 Stun | |||
5. CS.MK xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 343 Dmg, 495 Stun | |||
Notes: All of these combos require the target to be standing. EX Rush Upper will whiff on crouching opponents. | |||
'''Overhead Rush Followups''' | |||
Big Thanks to Jay Wang for putting together this easy to read pdf file! | |||
http://justin.j.huang.googlepages.co...d.Followup.pdf | |||
'''Super and Ultra Combos''' | |||
1. C.MP xx HP Straight Rush xx Super = 466 Dmg, 300 Stun | |||
2. CS.HP xx Super = 465 Dmg, 200 Stun | |||
3. Lvl 1 TAP xx Super = 475 Dmg, 200 Stun | |||
==Strategy== | ==Strategy== |
Revision as of 01:33, 15 April 2009
Introduction
Forum Links
Notation
- F - Forward - Tilt stick forward/towards the opponent. (X-axis)
- B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis)
- U - Up - Tilt stick upwards. (Y-axis)
- D - Down - Tilt stick downwards. (Y-axis)
- QCF - Quarter circle forward/Hadouken/Fireball - Tilt stick downwards, then to downwards and forward, then forward.
- QCB - Quarter circle backward - Tilt stick downwards, then to downwards and backward, then backward.
- HCF - Half circle forward - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
- HCB - Half circle backward - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
- DP - Dragon punch - Tilt stick forwards, then to downward, then to downward and forward.
- 360/FC - Full circle - Complete a full rotation of the stick.
- 720 - N/A - Complete a 720 degree rotation of the stick.
- Charge - Hold a tilt - Hold the stick in either B or D (Depending) then move to F or U respectively.
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.
Six Button Notation
- Jab - weak punch (also called LP)
- Strong - medium punch (also called MP)
- Fierce - fierce punch (also called HP)
- P - any punch
- PPP or 3P - all three punches simultaneously
- Short - weak kick (also called LK)
- Forward - medium kick (also called MK)
- Roundhouse (RH) - fierce kick (also called HK)
- K = any kick
- KKK or 3K - all three kicks simultaneously
--NKI 14:42, 7 January 2007 (UTC)
Connectors
- ~ = Immediately after, e.g "Strong~Fierce" means press Fierce IMMEDIATELY after Strong, f~f means to double tap forward (dash).
State Modifiers
- 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.
- 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.
- 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.
Miscellaneous Notation
- Claw = American Vega = Japanese Balrog
- Boxer = American Balrog = Japanese Bison
- Dictator (Dic) = American Bison = Japanese Vega
Not everyone plays on the American version, and some character names are different in the Japanese version, so to avoid confusion, we should not use the names Vega, Bison, or Balrog.
--NKI 14:44, 7 January 2007 (UTC)
Move Analysis
Normal Moves
Normal Throws
Command Normals
Focus / Saving Attack
Special Moves
Super Move
Ultra Move
The Basics
Combos
B'n'B Combos
All of these combos(Barring the last four) can be started with a J.HP/J.HK or SA lvl2/3 crumple
1. C.LPx2 ~ C.LK xx HP Headbutt = 176 Dmg, 280 Stun
2. C.LPx2 ~ C.LK xx HP Straight Rush = 148 Dmg, 280 Stun
3. C.MP xx HP Headbutt = 230 Dmg, 300 Stun
4. C.MP xx HP Straight Rush = 190 Dmg, 300 Stun
5. C.MK ~ C.LK xx HP Headbutt = 228 Dmg, 310 Stun
6. C.MK ~ C.LK xx HP Straight Rush = 196 Dmg, 310 Stun
7. CS.HK ~ C.LK xx HP Straight Rush = 226 Dmg, 410 Stun
8. CS.MK xx HP Straight Rush = 210 Dmg, 300 Stun
9. HP/EX Overhead Rush ~ C.LK xx HP Headbutt = 258 Dmg, 410 Stun
10. HP/EX Overhead Rush ~ C.LK xx HP Straight Rush = 226 Dmg, 410 Stun
11. HP/EX Overhead Rush ~ C.MP xx HP Headbutt = 298 Dmg, 460 Stun
12. HP/EX Overhead Rush ~ C.MP xx HP Straight Rush = 266 Dmg, 460 Stun
Notes: The reason why I have added Straight Rush into the combos is that HP Headbutt whiffs on a CROUCHING Blanka no matter the situation. Headbutt will also whiff certain characters after HP/EX Overhead Rush.
Intermediate/Advanced Combos
Again all of these combos may begin with J.HP/J.HK or SA lvl2/3 crumple
1. C.LPx2 ~ C.LK xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 239 Dmg, 415 Stun
2. C.MP xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 323 Dmg, 495 Stun
3. C.MK ~ C.LK xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 308 Dmg, 475 Stun
4. CS.HK ~ C.LK xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 338 Dmg, 575 Stun
5. CS.MK xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 343 Dmg, 495 Stun
Notes: All of these combos require the target to be standing. EX Rush Upper will whiff on crouching opponents.
Overhead Rush Followups
Big Thanks to Jay Wang for putting together this easy to read pdf file!
http://justin.j.huang.googlepages.co...d.Followup.pdf
Super and Ultra Combos
1. C.MP xx HP Straight Rush xx Super = 466 Dmg, 300 Stun
2. CS.HP xx Super = 465 Dmg, 200 Stun
3. Lvl 1 TAP xx Super = 475 Dmg, 200 Stun
Strategy
Matchups
Frame Data
*1 (all dash punches): startup changes according to distance; brackets are startup when sticking close; charge time 55
*2 (ex dash punches): 1 ~ end of active frames has armor
*3 (all turn punches): 1 ~ 18 invincible to strikes; armor breaks
frame | frame | frames of | frames of | super meter | cancel | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
move Name | startup | active | recovery | adv.blk | adv.hit | blockstun | hitstun | damage | stun | gain | block | ability | comments |
close LP | 4 | 2 | 7 | +2 | +5 | 10 | 13 | 20 | 50 | 20 | HL | CSpS | - |
close MP | 6 | 4 | 12 | -2 | +1 | 13 | 16 | 80 | 100 | 40 | HL | S | - |
close HP | 5 | 5 | 16 | -3 | +2 | 17 | 22 | 120 | 200 | 60 | HL | S | stands opponent up |
close LK | 3 | 2 | 7 | +2 | +5 | 10 | 13 | 40 | 50 | 20 | HL | CSpS | - |
close MK | 5 | 4 | 13 | -3 | 0 | 13 | 16 | 90 | 100 | 40 | HL | SpS | - |
close HK | 7 | 2 | 13 | +3 | +7 | 17 | 21 | 100 | 200 | 60 | HL | S | - |
far LP | 4 | 2 | 4 | +5 | +8 | 10 | 13 | 20 | 50 | 20 | HL | CSpS | - |
far MP | 7 | 2 | 16 | -4 | -1 | 13 | 16 | 90 | 100 | 40 | HL | S | - |
far HP | 9 | 4 | 21 | -7 | -3 | 17 | 21 | 100 | 200 | 60 | HL | - | - |
far LK | 4 | 2 | 10 | -1 | +2 | 10 | 13 | 40 | 50 | 20 | HL | CS | - |
far MK | 9 | 3 | 12 | -1 | +2 | 13 | 16 | 90 | 100 | 40 | HL | S | - |
far HK | 8 | 2 | 20 | -4 | 0 | 17 | 21 | 110 | 200 | 60 | HL | - | - |
crouch LP | 3 | 2 | 5 | +4 | +7 | 10 | 13 | 20 | 50 | 20 | HL | CSpS | - |
crouch MP | 7 | 4 | 12 | -2 | +1 | 13 | 16 | 70 | 100 | 40 | HL | SpS | - |
crouch HP | 7 | 5 | 21 | -8 | -3 | 17 | 22 | 110 | 200 | 60 | HL | S | stands opp up |
crouch LK | 4 | 2 | 9 | 0 | +3 | 10 | 13 | 30 | 50 | 20 | L | SpS | - |
crouch MK | 8 | 2 | 8 | +4 | +7 | 13 | 16 | 70 | 100 | 40 | L | S | - |
crouch HK | 8 | 2 | 22 | -6 | - | 17 | - | 90 | 120 | 60 | L | S | opp cant quick rise |
jump up LP | 5 | 2 | - | - | - | 8 | 11 | 50 | 50 | 20 | H | - | - |
jump up MP | 5 | 4 | - | - | - | 11 | 15 | 90 | 100 | 40 | H | - | - |
jump up HP | 5 | 9 | - | - | - | 15 | 18 | 110 | 200 | 60 | H | - | - |
jump up LK | 5 | 3 | - | - | - | 8 | 11 | 50 | 50 | 20 | H | - | - |
jump up MK | 6 | 2 | - | - | - | 11 | 15 | 80 | 100 | 40 | H | - | - |
jump up HK | 5 | 2 | - | - | - | 15 | 18 | 110 | 200 | 60 | H | - | - |
jump forward LP | 4 | 3 | - | - | - | 8 | 11 | 50 | 50 | 20 | H | - | - |
jump forward MP | 7 | 3 | - | - | - | 11 | 15 | 80 | 100 | 40 | H | - | - |
jump forward HP | 6 | 7 | - | - | - | 15 | 18 | 110 | 200 | 60 | H | - | - |
jump forward LK | 5 | 6 | - | - | - | 8 | 11 | 50 | 50 | 20 | H | - | - |
jump forward MK | 7 | 2 | - | - | - | 11 | 15 | 80 | 100 | 40 | H | - | - |
jump forward HK | 8 | 6 | - | - | - | 15 | 18 | 110 | 200 | 60 | H | - | - |
Focus Level 1 | 21 | 2 | 35 | -21 | -21 | 15 | 15 | 90 | 100 | 20 | HL | - | - |
Focus Level 2 | 17+12 | 2 | 35 | -15 | - | 21 | - | 120 | 150 | 40 | HL | - | - |
Focus Level 3 | 65 | 2 | 35 | - | - | - | - | 170 | 200 | 60 | - | - | - |
Head Bomber: neutral or f+LP+LK | 3 | 2 | 20 | - | - | - | - | 140 | 160 | 40 | 0.9 | - | recovers 66f before opp |
Reverse Break: b+LP+LK | 3 | 2 | 20 | - | - | - | - | 140 | 140 | 40 | 0.9 | - | recovers 56f before opp |
LP Dash Straight: charge b(55f),f+LP | 13[4] | 7 | 17 | -3 | -2 | 20 | 21 | 100 | 100 | 20/30 | HL | S | *1, stands opp up |
MP Dash Straight: charge b(55f),f+MP | 22[7] | 6 | 19 | -6 | -1 | 18 | 23 | 110 | 150 | 20/30 | HL | S | *1, stands opp up |
HP Dash Straight: charge b(55f),f+HP | 35[7] | 6 | 20 | -8 | -1 | 17 | 24 | 120 | 200 | 20/30 | HL | S | *1, stands opp up |
EX Dash Straight: charge b(55f),f+PP | 35[7] | 6 | 17 | -2 | +2 | 20 | 24 | 120 | 200 | 0/0 | HL | S | *1,*2, stands opp up |
LK Dash Upper: charge b(55f),f+LK | 14[5] | 4 | 20 | -3 | -1 | 20 | 22 | 100 | 100 | 20/30 | HL | S | *1, whiffs crouching opp |
MK Dash Upper: charge b(55f),f+MK | 22[7] | 4 | 20 | -5 | +1 | 18 | 24 | 110 | 150 | 20/30 | HL | S | *1, whiffs crouching opp |
HK Dash Upper: charge b(55f),f+HK | 35[7] | 4 | 21 | -7 | +1 | 17 | 25 | 120 | 200 | 20/30 | HL | S | *1, whiffs crouching opp |
EX Dash Upper: charge b(55f),f+PP | 35[7] | 4 | 18 | -1 | +4 | 20 | 25 | 120 | 200 | 0/0 | HL | S | *1,*2, whiffs crouching opp |
LP Dash Ground Straight: charge b(55f),df+LP | 22[13] | 8 | 21 | -8 | - | 20 | - | 90 | 100 | 20/30 | L | S | *1, opp cant quick rise |
MP Dash Ground Straight: charge b(55f),df+MP | 29[14] | 8 | 21 | -10 | - | 18 | - | 100 | 150 | 20/30 | L | S | *1, opp cant quick rise |
HP Dash Ground Straight: charge b(55f),df+HP | 42[14] | 8 | 21 | -11 | - | 17 | - | 110 | 200 | 20/30 | L | S | *1, opp cant quick rise |
EX Dash Ground Straight: charge b(55f),df+PP | 42[14] | 8 | 17 | -4 | - | 20 | - | 110 | 200 | 0/0 | L | S | *1,*2, opp cant quick rise |
LP Dash Swing Blow: charge b(55f),df+LP(hold) | 31[22] | 5 | 21 | -5 | +10 | 20 | 35 | 80 | 100 | 20/30 | H | S | *1, armor break |
MP Dash Swing Blow: charge b(55f),df+MP(hold) | 38[23] | 5 | 21 | -7 | +10 | 18 | 35 | 90 | 150 | 20/30 | H | S | *1, armor break |
HP Dash Swing Blow: charge b(55f),df+HP(hold) | 51[23] | 5 | 21 | -8 | +10 | 17 | 35 | 100 | 200 | 20/30 | H | S | *1, armor break |
EX Dash Swing Blow: charge b(55f),df+PP(hold) | 51[23] | 5 | 21 | -5 | +10 | 20 | 35 | 100 | 200 | 0/0 | H | S | *1,*2, armor break |
LK Dash Ground Smash: charge b(55f),df+LK | 21[12] | 8 | 20 | -5 | - | 22 | - | 100 | 100 | 20/30 | HL | S | *1, armor break |
MK Dash Ground Smash: charge b(55f),df+MK | 28[13] | 8 | 20 | -7 | - | 20 | - | 110 | 150 | 20/30 | HL | S | *1, armor break |
HK Dash Ground Smash: charge b(55f),df+HK | 41[13] | 8 | 20 | -9 | - | 18 | - | 120 | 200 | 20/30 | HL | S | *1, armor break |
EX Dash Ground Smash: charge b(55f),df+PP | 41[13] | 8 | 16 | -1 | - | 22 | - | 120 | 200 | 0/0 | HL | S | *1,*2, armor break |
LP Buffalo Headbutt: charge d(55f),u+LP | 8 | 11 | 10+13 | -13 | - | 20 | - | 130 | 200 | 30/40 | HL | - | 1~7 upper body invincible, lower body projectile invincible
1~18 throw invincible 8~18 projectile invincible 8~ airborne |
MP Buffalo Headbutt: charge d(55f),u+MP | 10 | 11 | 10+13 | -13 | - | 20 | - | 140 | 200 | 30/40 | HL | - | 1~9 upper body invincible, lower body projectile invincible
1~20 throw invincible 10~20 projectile invincible 10~ airborne |
HP Buffalo Headbutt: charge d(55f),u+HP | 12 | 11 | 9+13 | -12 | - | 20 | - | 160 | 200 | 30/40 | HL | - | 1~11 upper body invincible, lower body projectile invincible
1~22 throw invincible 12~22 projectile invincible 12~ airborne |
EX Buffalo Headbutt: charge d(55f),u+PP | 12 | 11 | 9+13 | -12 | - | 20 | - | 150 | 200 | 0/0 | HL | - | 1~15 invincible
12~ airborne |
Turn Punch Lv1: charge PPP or KKK(32f), release | 30 | 7 | 13 | -2 | +2 | 17 | 21 | 130 | 200 | 30/40 | HL | S | *3 |
Turn Punch Lv2: charge PPP or KKK(2s), release | 30 | 7 | 16 | -5 | -1 | 17 | 21 | 150 | 210 | 30/40 | HL | S | *3 |
Turn Punch Lv3: charge PPP or KKK(4s), release | 30 | 8 | 18 | -8 | -4 | 17 | 21 | 180 | 220 | 30/40 | HL | S | *3 |
Turn Punch Lv4: charge PPP or KKK(8s), release | 30 | 9 | 21 | -12 | -8 | 17 | 21 | 210 | 230 | 30/40 | HL | S | *3 |
Turn Punch Lv5: charge PPP or KKK(16s), release | 30 | 10 | 22 | -14 | -10 | 17 | 21 | 250 | 240 | 30/40 | HL | S | *3 |
Turn Punch Lv6: charge PPP or KKK(24s), release | 30 | 11 | 24 | -17 | -13 | 17 | 21 | 280 | 250 | 30/40 | HL | S | *3 |
Turn Punch Lv7: charge PPP or KKK(32s), release | 30 | 12 | 26 | -20 | -16 | 17 | 21 | 410 | 260 | 30/40 | HL | S | *3 |
Turn Punch Lv8: charge PPP or KKK(40s), release | 30 | 13 | 29 | -24 | -20 | 17 | 21 | 460 | 270 | 30/40 | HL | S | *3 |
Turn Punch Lv9: charge PPP or KKK(48s), release | 30 | 15 | 32 | -29 | -25 | 17 | 21 | 510 | 280 | 30/40 | HL | S | *3 |
Turn Punch Final: charge PPP or KKK(56s), release | 30 | 16 | 36 | -34 | -30 | 17 | 21 | 560 | 290 | 30/40 | HL | S | *3 |
Crazy Buffalo: charge b(55f),f,b,f+P or K | 1+9 | 6(8)6(7)6(8)6(15)3 | 13 | -14 | - | 17x4*19 | 21x4*- | 60x4*105 | 0 | 0/0 | HL | - | 1~end of flash invincible
armor break |
Violence Buffalo: charge b(55f),f,b,f+PPP or KKK | 1+10 | 3*3(8)3*3(7)3*3(8)3*3(15)x3 | 39 | -25 | - | 17 | 21 | 30x8*35x3 | 0 | 0/0 | HL | - | 1~end of flash invincible
armor break |
move name | startup | active | recovery | frame | frame | frames of | frames of | damage | stun | super meter | block | cancel | comments |
adv.blk | adv.hit | blockstun | hitstun | gain | ability |
Arcade characters | Abel • Akuma • Balrog • Blanka • C. Viper • Chun-Li • Dhalsim • E. Honda • El Fuerte Guile • Ken • M. Bison • Rufus • Ryu • Sagat • Vega • Zangief | |
---|---|---|
Console characters | Cammy • Dan • Fei Long • Gen • Gouken • Rose • Sakura • Seth |