Ultra Street Fighter IV/Seth: Difference between revisions

From SuperCombo Wiki
m (Separated U1 damage into individual hits, because having multiple hits does matter slightly for scaling)
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{{USFIVFrameDataGlanceRow|||||Tanden Storm [[File:Fierce.gif]]|10x20*120|0|-1000/0|HL|-|1+15|80|81|176|||-45|-|Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack||X||1st Hit: Vacuum, 21st Hit: Hard Knockdown|1st Hit: Vacuum, 21st Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1f|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|||||Tanden Storm [[File:Fierce.gif]]|10x20*120|0|-1000/0|HL|-|1+15|80|81|176|||-45|-|Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack||X||1st Hit: Vacuum, 21st Hit: Hard Knockdown|1st Hit: Vacuum, 21st Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1f|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Tanden Stream|Ultra Combo I|qcf qcf + 3p armorbreak||Tanden Stream|340|0|0/0|HL|-|1+10|-|44|55|||-25|-|Invincible on hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~12f|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Tanden Stream|Ultra Combo I|qcf qcf + 3p armorbreak||Tanden Stream|0*8x19*188|0|0/0|HL|-|0+10|-|44|55|||-25|-|Invincible on hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~12f|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Tanden Typhoon|Ultra Combo II|qcb qcb + 3p armorbreak||Tanden Typhoon|0*24x13*60|0|0/0|HL|-|1+10|80|104|194|||-70|-|Low hitbox is a strike hitbox with vacuum effect, high hitbox is projectile hitbox|X|X||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~11f|-|All: 12~89f|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|Tanden Typhoon|Ultra Combo II|qcb qcb + 3p armorbreak||Tanden Typhoon|0*24x13*60|0|0/0|HL|-|0+10|80|104|194|||-70|-|Low hitbox is a strike hitbox with vacuum effect, high hitbox is projectile hitbox|X|X||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~11f|-|All: 12~89f|-|-|JP: ?|}}
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{{USFIVFrameDataRow|||||Tanden Storm [[File:Fierce.gif]]|10x20*120|0|-1000/0|HL|-|1+15|80|81|176|||-45|-|Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack||X||1st Hit: Vacuum, 21st Hit: Hard Knockdown|1st Hit: Vacuum, 21st Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1f|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|||||Tanden Storm [[File:Fierce.gif]]|10x20*120|0|-1000/0|HL|-|1+15|80|81|176|||-45|-|Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack||X||1st Hit: Vacuum, 21st Hit: Hard Knockdown|1st Hit: Vacuum, 21st Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1f|-|-|-|-|JP: ?|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Tanden Stream|Ultra Combo I|qcf qcf + 3p armorbreak||Tanden Stream|340|0|0/0|HL|-|0+10|-|44|54|||-25|-|Invincible on hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~12f|-|All: 13~53f|-|-|-|}}
{{USFIVFrameDataRow|Tanden Stream|Ultra Combo I|qcf qcf + 3p armorbreak||Tanden Stream|0*8x19*188|0|0/0|HL|-|0+10|-|44|54|||-25|-|Invincible on hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~12f|-|All: 13~53f|-|-|-|}}
{{USFIVFrameDataRow|Tanden Typhoon|Ultra Combo II|qcb qcb + 3p armorbreak||Tanden Typhoon|0*24x13*60|0|0/0|HL|-|0+10|80|104|193|||-70|-|Low hitbox is a strike hitbox with vacuum effect, high hitbox is projectile hitbox|X|X||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~11f|-|All: 12~89f|-|-|JP: ?|}}
{{USFIVFrameDataRow|Tanden Typhoon|Ultra Combo II|qcb qcb + 3p armorbreak||Tanden Typhoon|0*24x13*60|0|0/0|HL|-|0+10|80|104|193|||-70|-|Low hitbox is a strike hitbox with vacuum effect, high hitbox is projectile hitbox|X|X||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~11f|-|All: 12~89f|-|-|JP: ?|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}

Revision as of 21:52, 7 August 2015

Ultra Street Fighter IVUSFIV-Header.png

Seth

SSFIV-Seth Face.jpg

Seth is actually one of many bodies produced by the Living Incubator program, but was giving the assignment of overseeing the S.I.N. corporation by M. Bison. Seth developed the Tanden Engine, which allowed Seth to instantly mimic the fighting techniques of opponents he has fought. Ever ambitious, Seth decided to rebel against Shadaloo and took S.I.N. for himself. He has no intention of stopping there, however, and plans to defeat Shadaloo's leader, M. Bison, and take over everything M. Bison has created utilizing the ultimate weapon he has created within S.I.N.: the device known as BLECE.


In a nutshell

A "glass cannon" in every sense of the word. Seth is a character who has a variety of tools at his disposal for just about everything you can think of. His speed is incredible, he can deal loads of damage in seconds with extremely lengthy and hard-hitting combos, and his moves all have great priority. The price he pays for all of these perks, unfortunately, is the worst defense in the game. With the lowest health out of the entire cast, and his only reliable wakeup reversal being his Shoryuken, Seth must be played very carefully, because making one false move will cost you the round 99% of the time. Once mastered, however, the risky maneuvers one takes with Seth will eventually seem more rewarding than not.


Ultra SFIV Changes

(From Ultra SFIV Arcade Japan)

  • Stand HP: On hit now -5 from -11; on block now -8 from -15
  • Diagonal Jump MK: Can now cross-up
  • Diagonal Jump HK: Hitbox removed so it can no longer cross-up
  • Yosokyaku (Headstomp): Active Frames increased to 4 frames from 3 frames
  • Tenmakujinkyaku (Dive Kick): Hurtbox slightly expanded; Hit Stun increased by 1 frame (exact data unknown)
  • Wall Jump: Movement distance reduced
  • Hyakuretsukyaku: Medium version stun damage reduced to 100 from 150
  • Hyakuretsukyaku: Hard version stun damage reduced to 150 from 200
  • Spinning Piledriver: All versions stun damage reduced to 150 from 200
  • Shoryuken: Light, Medium, and Hard versions 2nd hit can no longer be EX Focus Cancelled on block
  • Shoryuken: Medium and Hard versions startup invincibility reduced to frames 1-5 from frames 1-7; lower body invincibility moved from frames 8-22 to frames 6-22
  • Tanden Engine: Light, Medium, and Hard versions can no longer be cancelled into from Normal Moves
  • Tanden Stream (UC1): Recovery reduced to 55 frames from 66 frames; pushback on block increased
  • Tanden Typhoon (UC2): Now easier to land all hits on airborne opponents; on block now -70 from -89
  • L, M, and H Shoryuken --> EX Focus Cancel --> Forward Dash is now -5F on block at best

(New to Ultra SFIV Console Digital Release)

  • Crouch MP: Recovery reduced to 9 frames from 11 frames; on hit now +5 from +3; on block now +1 from -1
  • Diagonal Jump MK: Hitbox changed to match Ver.2012 Diagonal Jump HK
  • Yosokyaku (Headstomp): Hitbox slightly expanded downward
  • Tenmakujinkyaku (at top of forward jump arc 2+HK) hurtbox slightly expanded; hit-stun increased by 1 frame
  • Hyakuretsukyaku: All versions damage increased by 10 (Light: to 130 from 120, Medium: to 140 from 130, Hard: to 160 from 150, EX: to 130 from 120)

(Unlisted Changes)

  • Tanden Stream: Added extra projectile invincibility until the last recovery frame

(New to 1.04 Update)

  • Health: Increased from 800 to 850
  • Neutral Jump MK: Fixed bug where Seth would be counter-hit during active frames.

Character Specific Data

Seth

VITALS
Health: 850 Stun: 900 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.025 Forward Dash Distance: 1.35
Back Walk Speed: 0.02 Forward Dash Total Frames: 18
JUMPING Back Dash Distance: 1.30
Jump Height Apex: 2.21 Back Dash Total Frames: 25
Jump Total Frames: 40 (4+36) Back Dash Invincibility: 8
Forward Jump Distance: 2.27 Back Dash Airborne: 7
Back Jump Distance 2.10 Back Dash Recovery: 10
THROWS WAKE-UP TIMING
Forward Throw Range: 0.90 Face Up Total Frames: 31
Back Throw Range: 0.90 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Yosokyaku, Tenmakujinkyaku Hard Knockdowns: Crouch HK, Spinning Piledriver, EX Spinning Piledriver
Low Attacks: Crouch LK, Crouch MK, Crouch HK Armor Breakers: Hyakuretsukyaku, EX Hyakuretsukyaku, EX Tanden Engine, Tanden Stream, Tanden Typhoon
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 21 L1 EX Red Focus Attack Combo Lead-Ins: Close HP, Crouch HP (1st Hit), Close HK (1st Hit), Sonic Boom
Level 2 Focus Startup Frames: 29
Level 3 Focus Startup Frames: 65
L1 Focus Attack Forward Dash: -2 L2 FA Forward Dash (On Block): +4
L1 Focus Attack Back Dash: -9 L2 FA Back Dash (On Block): -3

Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Jab.gif 30 50 20 HL ch/sp/su 4 2 5 +4 +7
Close MP Close Strong.gif 75 100 40 HL sp/su 5 2 10 +2 +5
Close HP Close Fierce.gif 90[80] 200[150] 60 HL sp/su 4 5 20 -7 -2
Close LK Close Short.gif 35 50 20 HL - 4 2 6 +3 +6
Close MK Close Forward.gif 70 100 40 HL sp/su 7 2 12 0 +3
Close HK Close Roundhouse.gif 40*70 125*75 60*20 HL su*- 7 2*2 16 0 +5
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 5 2 5 +4 +7
Far MP Far Strong.gif 60 100 40 HL su 6 2 13 -1 +2
Far HP Far Fierce.gif 80 200 60 HL - 13 3 30 -8 -5
Far LK Far Short.gif 40 50 20 HL - 4 2 8 +1 +4
Far MK Far Forward.gif 60 100 40 HL - 8 3 12 -1 +2
Far HK Far Roundhouse.gif 90 200 60 HL - 10 3 18 -3 +1
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 4 2 6 +3 +6
Crouch MP Crouch Strong.gif 50 100 40 HL sp/su 5 2 9 +1 +5
Crouch HP Crouch Fierce.gif 60*30 100*100 60*20 HL sp/su 10 2(2)2 19 -3 -
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 5 2 8 +1 +4
Crouch MK Crouch Forward.gif 50 100 40 L sp/su 7 3 14 -5 -1
Crouch HK Crouch Roundhouse.gif 80 100 60 L - 8 2 25 -9 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 5 5 - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 6 4 - - -
Neutral Jump HP Neutral Jump Fierce.gif 80 200 60 H - 4 4 - - -
Neutral Jump LK Neutral Jump Short.gif 45 50 20 H - 5 6 - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 9 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 7 4 - - -
Diagonal Jump LP Diagonal Jump Jab.gif 50 50 20 H - 4 10 - - -
Diagonal Jump MP Diagonal Jump Strong.gif 50*30 50*50 40*20 H - 4 2*3 - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 80 200 60 H - 4 4 - - -
Diagonal Jump LK Diagonal Jump Short.gif 45 50 20 H - 6 8 - - -
Diagonal Jump MK Diagonal Jump Forward.gif 70 100 40 H - 6 5 - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 90 200 60 H - 6 8 - - -
Yosokyaku (1) (air) Down.gif+Forward.gif (1) 50 50 40 H - 3 3 After landing 7 - -
Yosokyaku (2) (air) Down.gif+Forward.gif (2) 30 50 40 H - 4 3 After landing 7 - -
Yosokyaku (3) (air) Down.gif+Forward.gif (3) 35 50 40 H - 5 3 After landing 7 - -
Tenmakujinkyaku (air) Down.gif+Roundhouse.gif 60 100 60 H - 12 Until ground - - -
Wall Jump Wall Jump - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 65 100 20 HL - 10+11 2 35 -21 -21
Focus Attack (Level 2) Level 2 Focus 85 150 40 HL - 18+11 2 35 -15 -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 65 2 35 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Genocide Shot Forward Throw 130 150 40 0.9 - 3 2 20 - -
Death Throw Back Throw 130 150 40 0.9 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Sonic Boom Sonic Boom 60 50 10/20 HL su 14 - 33 -5 -1
EX Sonic Boom Sonic Boom EX.gif 45*45 50*50 -250/0 HL su 14 - 44 -3 +1
Shoryuken Shoryuken Jab.gif 80*60 100*50 30/40*10 HL su*- 5 2*16 11+13 -21 -
Shoryuken Strong.gif 90*60 100*50 30/40*10 HL su*- 5 2*16 21+13 -31 -
Shoryuken Fierce.gif 100*80 100*50 30/40*10 HL su*- 5 2*16 24+13 -34 -
EX Shoryuken Shoryuken EX.gif 100*50 100*50 -250/0 HL su*- 5 2*16 26+13 -34 -
Shoryuken Followup 1 Shoryuken Followup 1 40 25 0/10 HL - 4 8 After landing 13 - -
Shoryuken Followup 2 Shoryuken Followup 2 10[20x5] 10[10x5] 0/10[0] HL - 4 20[4x5] After landing 13 - -
Hyakuretsukyaku Hyakuretsukyaku Short.gif 10*120 0*100 20/10*35 HL - 12 2 36 -24 -
Hyakuretsukyaku Forward.gif 10*130 0*100 20/10*35 HL - 14 2 36 -24 -
Hyakuretsukyaku Roundhouse.gif 20*140 0*150 20/10*35 HL - 16 2 36 -24 -
EX Hyakuretsukyaku Hyakuretsukyaku EX.gif 20*110 0*250 -250/0 HL - 16 2 36 -24 -
Tanden Engine Tanden Engine Jab.gif 0 0 10/1 2.5 - 21 24 25 +19 +23
Tanden Engine Strong.gif 0 0 10/1 3.5 - 24 25 25 +19 +23
Tanden Engine Fierce.gif 0 0 10/1 4.5 - 26 25 25 +19 +23
EX Tanden Engine Tanden Engine EX.gif 0 0 -500/0 HL - 23 24 25 +19 +23
Spinning Piledriver Spinning Piledriver Jab.gif 130 150 30/80 1.18 - 3 2 49 - -
Spinning Piledriver Strong.gif 140 150 30/80 1.08 - 3 2 53 - -
Spinning Piledriver Fierce.gif 150 150 30/80 0.98 - 3 2 56 - -
EX Spinning Piledriver Spinning Piledriver EX.gif 170 150 -250/0 1.13 - 3 2 49 - -
Yoga Teleport Yoga Teleport 0 0 - - - - - 48 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Tanden Storm Tanden Storm Jab.gif 10x20*120 0 -1000/0 HL - 1+5 80 81 -45 -
Tanden Storm Strong.gif 10x20*120 0 -1000/0 HL - 1+10 80 81 -45 -
Tanden Storm Fierce.gif 10x20*120 0 -1000/0 HL - 1+15 80 81 -45 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Tanden Stream Tanden Stream 0*8x19*188 0 0/0 HL - 0+10 - 44 -25 -
Tanden Typhoon Tanden Typhoon 0*24x13*60 0 0/0 HL - 0+10 80 104 -70 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv


Moves

Standing Close Normals

  Name Nickname Command Notes
File:No image.png

Close LP

Close Jab Close lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MP

Close Strong Close mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HP

Close Fierce Close hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close LK

Close Short Close lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MK

Close Forward Close mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HK

Close Roundhouse Close hk

~~ Uses and Strategies ~~

(No uses/strategies)


Standing Far Normals

  Name Nickname Command Notes
File:No image.png

Far LP

Far Jab lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MP

Far Strong mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HP

Far Fierce hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far LK

Far Short lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MK

Far Forward mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HK

Far Roundhouse hk

~~ Uses and Strategies ~~

(No uses/strategies)


Crouching Normals

  Name Nickname Command Notes
File:No image.png

Crouch LP

Crouch Jab d + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MP

Crouch Strong d + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HP

Crouch Fierce d + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch LK

Crouch Short d + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MK

Crouch Forward d + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HK

Crouch Roundhouse d + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Neutral Jumping Normals

  Name Nickname Command Notes
File:No image.png

Neutral Jump LP

Neutral Jump Jab u + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MP

Neutral Jump Strong u + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HP

Neutral Jump Fierce u + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump LK

Neutral Jump Short u + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MK

Neutral Jump Forward u + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HK

Neutral Jump Roundhouse u + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Diagonal Jumping Normals

  Name Nickname Command Notes
File:No image.png

Diagonal Jump LP

Diagonal Jump Jab ub / uf + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong ub / uf + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce ub / uf + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump LK

Diagonal Jump Short ub / uf + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / uf + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse ub / uf + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:No image.png Yosokyaku (1) Head Stomp (1) d + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Yosokyaku (2) Head Stomp (2) Perform after Yosokyaku (1)

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Yosokyaku (3) Head Stomp (3) Perform after Yosokyaku (2)

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Tenmakujinkyaku

Dive Kick d + hk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Wall Jump

Wall Jump (in air, near wall) uf

~~ Uses and Strategies ~~

(No uses/strategies)


Focus Attacks

  Name Nickname Command Notes
File:No image.png Focus Attack (Level 1) Level 1 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 2) Level 2 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 3) Level 3 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:No image.png

Genocide Shot

Forward Throw f or n + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Death Throw

Back Throw b + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Sonic Boom

Fireball qcf + p ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Shoryuken

Uppercut dp + p ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Shoryuken Followup 1

Shoryuken Followup 1 dp + p Perform during Shoryuken

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Shoryuken Followup 2

Shoryuken Followup 2 dp + p Perform during Shoryuken Followup 1

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Hyakuretsukyaku

Spin Kick qcb + k ex armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Tanden Engine

Vacuum qcb + p ( ex version armorbreak ) ex version consumes 2 blocks of Super Meter

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Spinning Piledriver

Spinning Piledriver 360 + p ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Yoga Teleport

Teleport dp or rdp + 3p or 3k dp + 3p will appear next to opponent in back, dp + 3k will appear next to opponent in front, rdp versions are identical and will go as far backwards as the screen allows

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:No image.png

Tanden Storm

Super Combo qcf qcf + p

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Tanden Stream

Ultra Combo I qcf qcf + 3p armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Tanden Typhoon

Ultra Combo II qcb qcb + 3p armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)


The Basics

Combos

Strategy

Matchups

vs. Abel

SSFIV-Abel Face.jpg (No strategies)

vs. Adon

SSFIV-Adon Face.jpg (No strategies)

vs. Akuma/Gouki

SSFIV-Akuma Face.jpg (No strategies)

vs. Balrog/Boxer

SSFIV-Balrog Face.jpg (No strategies)

vs. Blanka

SSFIV-Blanka Face.jpg (No strategies)

vs. C. Viper

SSFIV-CViper Face.jpg (No strategies)

vs. Cammy

SSFIV-Cammy Face.jpg (No strategies)

vs. Chun-Li

SSFIV-ChunLi Face.jpg (No strategies)

vs. Cody

SSFIV-Cody Face.jpg (No strategies)

vs. Dan

SSFIV-Dan Face.jpg (No strategies)

vs. Decapre

SSFIV-Decapre Face.jpg (No strategies)

vs. Dee Jay

SSFIV-DeeJay Face.jpg (No strategies)

vs. Dhalsim

SSFIV-Dhalsim Face.jpg (No strategies)

vs. Dudley

SSFIV-Dudley Face.jpg (No strategies)

vs. E. Honda

SSFIV-EHonda Face.jpg (No strategies)

vs. El Fuerte

SSFIV-ElFuerte Face.jpg (No strategies)

vs. Elena

SSFIV-Elena Face.jpg (No strategies)

vs. Evil Ryu

SSFIV-Evil Ryu Face.jpg (No strategies)

vs. Fei Long

SSFIV-FeiLong Face.jpg (No strategies)

vs. Gen

SSFIV-Gen Face.jpg (No strategies)

vs. Gouken

SSFIV-Gouken Face.jpg (No strategies)

vs. Guile

SSFIV-Guile Face.jpg (No strategies)

vs. Guy

SSFIV-Guy Face.jpg (No strategies)

vs. Hakan

SSFIV-Hakan Face.jpg (No strategies)

vs. Hugo

SSFIV-Hugo Face.jpg (No strategies)

vs. Ibuki

SSFIV-Ibuki Face.jpg (No strategies)

vs. Juri

SSFIV-Juri Face.jpg (No strategies)

vs. Ken

SSFIV-Ken Face.jpg (No strategies)

vs. M.Bison/Dictator

SSFIV-MBison Face.jpg (No strategies)

vs. Makoto

SSFIV-Makoto Face.jpg (No strategies)

vs. Oni

SSFIV-Oni Face.jpg (No strategies)

vs. Poison

SSFIV-Poison Face.jpg (No strategies)

vs. Rolento

SSFIV-Rolento Face.jpg (No strategies)

vs. Rose

SSFIV-Rose Face.jpg (No strategies)

vs. Rufus

SSFIV-Rufus Face.jpg (No strategies)

vs. Ryu

SSFIV-Ryu Face.jpg (No strategies)

vs. Sagat

SSFIV-Sagat Face.jpg (No strategies)

vs. Sakura

SSFIV-Sakura Face.jpg (No strategies)

vs. Seth (self)

SSFIV-Seth Face.jpg (No strategies)

vs. T.Hawk

SSFIV-THawk Face.jpg (No strategies)

vs. Vega/Claw

SSFIV-Vega Face.jpg (No strategies)

vs. Yang

SSFIV-Yang Face.jpg (No strategies)

vs. Yun

SSFIV-Yun Face.jpg (No strategies)

vs. Zangief

SSFIV-Zangief Face.jpg (No strategies)

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Jab.gif 30 50 20 HL ch/sp/su 4 2 5 10 +4 +7 11 14 Reset Reset - - - - - - -
Close MP Close Strong.gif 75 100 40 HL sp/su 5 2 10 16 +2 +5 14 17 Reset Reset - - - - - - -
Close HP Close Fierce.gif 90[80] 200[150] 60 HL sp/su 4 5 20 28 -7 -2 18 23 [] refers to active frames 3~5f Forces stand Forces stand Reset Reset - - - - - - -
Close LK Close Short.gif 35 50 20 HL - 4 2 6 11 +3 +6 11 14 Reset Reset - - - - - - -
Close MK Close Forward.gif 70 100 40 HL sp/su 7 2 12 20 0 +3 14 17 Reset Reset - - - - - - -
Close HK Close Roundhouse.gif 40*70 125*75 60*20 HL su*- 7 2*2 16 26 0 +5 18 23 Only +4 hit advantage vs crouching opponents Reset Reset - - - - - - -
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 5 2 5 11 +4 +7 11 14 Reset Reset - - - - - - -
Far MP Far Strong.gif 60 100 40 HL su 6 2 13 20 -1 +2 14 17 Reset Reset - - - - - - -
Far HP Far Fierce.gif 80 200 60 HL - 13 3 30 45 -8 -5 25 28 Reset Reset - - - - - - -
Far LK Far Short.gif 40 50 20 HL - 4 2 8 13 +1 +4 11 14 Reset Reset - - - - - - -
Far MK Far Forward.gif 60 100 40 HL - 8 3 12 22 -1 +2 14 17 Reset Reset - - - - - - -
Far HK Far Roundhouse.gif 90 200 60 HL - 10 3 18 30 -3 +1 18 22 Reset Reset - - - - - - -
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 4 2 6 11 +3 +6 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 50 100 40 HL sp/su 5 2 9 17 +1 +5 14 18 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 60*30 100*100 60*20 HL sp/su 10 2(2)2 19 34 -3 - 18 - 1st Hit: Forces stand, 2nd Hit: Free Juggle 1st Hit: Forces stand, 2nd Hit: Free Juggle 1st Hit: Reset, 2nd Hit: Free Juggle 1st Hit: Reset, 2nd Hit: Free Juggle - - - - - - -
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 5 2 8 14 +1 +4 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 50 100 40 L sp/su 7 3 14 23 -5 -1 12 16 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 80 100 60 L - 8 2 25 34 -9 - 18 - Hard knockdown Hard knockdown Hard knockdown Hard knockdown - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 5 5 - 9 - - Reset Reset - - - - - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 6 4 - 9 - - Reset Reset - - - - - - -
Neutral Jump HP Neutral Jump Fierce.gif 80 200 60 H - 4 4 - 7 - - Reset Reset - - - - - - -
Neutral Jump LK Neutral Jump Short.gif 45 50 20 H - 5 6 - 10 - - Reset Reset - - - - - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 9 - 14 - - Until end of active frames can adjust left or right Reset Reset - - - Legs: During startup, Legs: 11f until landing - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 7 4 - 10 - - Reset Reset - - - - - - -
Diagonal Jump LP Diagonal Jump Jab.gif 50 50 20 H - 4 10 - 13 - - Reset Reset - - - - - - -
Diagonal Jump MP Diagonal Jump Strong.gif 50*30 50*50 40*20 H - 4 2*3 - 8 - - 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown - - - - - - 2nd Hit JP: ?
Diagonal Jump HP Diagonal Jump Fierce.gif 80 200 60 H - 4 4 - 7 - - Reset Reset - - - - - - -
Diagonal Jump LK Diagonal Jump Short.gif 45 50 20 H - 6 8 - 13 - - Reset Reset - - - - - - -
Diagonal Jump MK Diagonal Jump Forward.gif 70 100 40 H - 6 5 - 10 - - Reset Reset - - - - - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 90 200 60 H - 6 8 - 13 - - Reset Reset - - - - - - -
Yosokyaku (1) (air) Down.gif+Forward.gif (1) 50 50 40 H - 3 3 After landing 7 13 - - Soft Knockdown Soft Knockdown - - - - - - JP: ?
Yosokyaku (2) (air) Down.gif+Forward.gif (2) 30 50 40 H - 4 3 After landing 7 14 - - Soft Knockdown Soft Knockdown - - - - - - JP: ?
Yosokyaku (3) (air) Down.gif+Forward.gif (3) 35 50 40 H - 5 3 After landing 7 15 - - Soft Knockdown Soft Knockdown - - - - - - JP: ?
Tenmakujinkyaku (air) Down.gif+Roundhouse.gif 60 100 60 H - 12 Until ground - - - - Reset Reset - - - - - - JP: ?
Wall Jump Wall Jump - - - - - - - - - - - Can perform until 27f of jump - - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 65 100 20 HL - 10+11 2 35 57 -21 -21 Crumple Soft Knockdown Soft Knockdown - - - - - - -
Focus Attack (Level 2) Level 2 Focus 85 150 40 HL - 18+11 2 35 65 -15 - Crumple Crumple Free Juggle Free Juggle - - - - - - -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 65 2 35 101 - - X Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Genocide Shot Forward Throw 130 150 40 0.9 - 3 2 20 24 - - Hard knockdown X Hard Knockdown - - - - - - - - - -
Death Throw Back Throw 130 150 40 0.9 - 3 2 20 24 - - Hard knockdown X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Sonic Boom Sonic Boom 60 50 10/20 HL su 14 - 33 47 -5 -1 17~18f cancellable X Soft Knockdown Soft Knockdown - - - - - - -
EX Sonic Boom Sonic Boom EX.gif 45*45 50*50 -250/0 HL su 14 - 44 58 -3 +1 30~31f cancellable, 2nd hit starts on 27f X Soft Knockdown Soft Knockdown - - - - - - -
Shoryuken Shoryuken Jab.gif 80*60 100*50 30/40*10 HL su*- 5 2*16 11+13 46 -21 - - - Lower body: 1~22f Lower body: 1~22f 1~7f 8f~ -
Shoryuken Strong.gif 90*60 100*50 30/40*10 HL su*- 5 2*16 21+13 56 -31 - - All: 1~5f Lower body: 6~22f Lower body: 6~22f - 8f~ -
Shoryuken Fierce.gif 100*80 100*50 30/40*10 HL su*- 5 2*16 24+13 59 -34 - - All: 1~5f Lower body: 6~22f Lower body: 6~22f - 8f~ -
EX Shoryuken Shoryuken EX.gif 100*50 100*50 -250/0 HL su*- 5 2*16 26+13 61 -34 - - All: 1~22f - - - 8f~ -
Shoryuken Followup 1 Shoryuken Followup 1 40 25 0/10 HL - 4 8 After landing 13 - - - EX version does not gain meter - - - - - - JP: ?
Shoryuken Followup 2 Shoryuken Followup 2 10[20x5] 10[10x5] 0/10[0] HL - 4 20[4x5] After landing 13 - - - [] refers to EX version - - - - - - JP: ?
Hyakuretsukyaku Hyakuretsukyaku Short.gif 10*120 0*100 20/10*35 HL - 12 2 36 49 -24 - 1st hit goes into animation X - - - - - - -
Hyakuretsukyaku Forward.gif 10*130 0*100 20/10*35 HL - 14 2 36 51 -24 - 1st hit goes into animation X - - - - - - -
Hyakuretsukyaku Roundhouse.gif 20*140 0*150 20/10*35 HL - 16 2 36 53 -24 - 1st hit goes into animation X - - - - - - -
EX Hyakuretsukyaku Hyakuretsukyaku EX.gif 20*110 0*250 -250/0 HL - 16 2 36 53 -24 - 1st hit goes into animation X - - All: 1~15f All: 1~15f - - -
Tanden Engine Tanden Engine Jab.gif 0 0 10/1 2.5 - 21 24 25 69 +19 +23 Cannot be canceled into X Forces stand, Vacuum effect Forces stand, Vacuum effect - - - - - All: 21~68f - - -
Tanden Engine Strong.gif 0 0 10/1 3.5 - 24 25 25 73 +19 +23 Cannot be canceled into X Forces stand, Vacuum effect Forces stand, Vacuum effect - - - - - All: 24~72f - - -
Tanden Engine Fierce.gif 0 0 10/1 4.5 - 26 25 25 75 +19 +23 Cannot be canceled into X Forces stand, Vacuum effect Forces stand, Vacuum effect - - - - - All: 26~74f - - -
EX Tanden Engine Tanden Engine EX.gif 0 0 -500/0 HL - 23 24 25 71 +19 +23 X Forces stand, Vacuum effect Forces stand, Vacuum effect Forces stand, Vacuum effect Forces stand, Vacuum effect - - - All: 23~70f - - JP: ?
Spinning Piledriver Spinning Piledriver Jab.gif 130 150 30/80 1.18 - 3 2 49 53 - - X Hard Knockdown - - - - - - - - - -
Spinning Piledriver Strong.gif 140 150 30/80 1.08 - 3 2 53 57 - - X Hard Knockdown - - - - - - - - - -
Spinning Piledriver Fierce.gif 150 150 30/80 0.98 - 3 2 56 60 - - X Hard Knockdown - - - - - - - - - -
EX Spinning Piledriver Spinning Piledriver EX.gif 170 150 -250/0 1.13 - 3 2 49 53 - - Hard Knockdown - - - - - All: 1~4f All: 1~4f - - -
Yoga Teleport Yoga Teleport 0 0 - - - - - 48 48 - - Teleport complete on 19f - - - - - All: 1~31f - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Tanden Storm Tanden Storm Jab.gif 10x20*120 0 -1000/0 HL - 1+5 80 81 166 -45 - Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack X 1st Hit: Vacuum, 21st Hit: Hard Knockdown 1st Hit: Vacuum, 21st Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~6f - - - - JP: ?
Tanden Storm Strong.gif 10x20*120 0 -1000/0 HL - 1+10 80 81 171 -45 - Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack X 1st Hit: Vacuum, 21st Hit: Hard Knockdown 1st Hit: Vacuum, 21st Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1f - - - - JP: ?
Tanden Storm Fierce.gif 10x20*120 0 -1000/0 HL - 1+15 80 81 176 -45 - Low hitbox is a strike hitbox, high hitbox is projectile hitbox, if any hit connects, triggers finishing attack X 1st Hit: Vacuum, 21st Hit: Hard Knockdown 1st Hit: Vacuum, 21st Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1f - - - - JP: ?
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Tanden Stream Tanden Stream 0*8x19*188 0 0/0 HL - 0+10 - 44 54 -25 - Invincible on hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~12f - All: 13~53f - - -
Tanden Typhoon Tanden Typhoon 0*24x13*60 0 0/0 HL - 0+10 80 104 193 -70 - Low hitbox is a strike hitbox with vacuum effect, high hitbox is projectile hitbox X X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~11f - All: 12~89f - - JP: ?
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes: