Ultra Street Fighter IV/Ryu: Difference between revisions

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==Strategy==
==Strategy==
==== Mastering Hadoken ====
While Ryu is a jack-of-all-trades that can perform well at any distance, it should come as no surprise that his best position is long-range zoning, and learning how to implement his use of Hadokens at is critical to mastering Ryu.
Your main strategy as a Ryu player will be to capitalize on your opponent's mistakes, so make sure you watch your opponent's reactions carefully. If they simply block, they'll be putting you in the most favorable position by taking chip damage and giving you time to inch forward and maintain pressure.


==Matchups==
==Matchups==

Revision as of 11:36, 11 November 2014

Ultra Street Fighter IVUSFIV-Header.png

Ryu

SSFIV-Ryu Face.jpg

Ryu only has one goal in life: to perfect his skills and become the ultimate martial artist. A fairly aloof warrior, Ryu continually travels the globe in search of stronger and stronger opponents to help him achieve this goal. After defeating Sagat for the World Champion Street Fighter title, he was considered by most to be the most powerful fighter in the world. And yet, Ryu's true potential may still remain untapped, and only a glimpse of it was seen in his climactic battle with Shadaloo's leader, M. Bison. Only time will tell if Ryu can avoid being swallowed up by the dangerous power of the Satsui no Hado...


In a nutshell

Ryu epitomizes the saying of "A minute to learn, a lifetime to master" the most of any Street Fighter character. Ryu has all the basic tools you need: great normals, a projectile, an effect anti-air, Focus Attack Dash Cancel (FADC) combos, etc. But as a result, he has very few gimmicks and shenanigans. You can get by playing Ryu with a solid understanding of his basic strategy, but learning Ryu at the highlest level requires very solid mind games and very solid fundamentals.


Ultra SFIV Changes

(From Ultra SFIV Arcade Japan)

  • Crouch MK: On block now -2 from -3
  • Diagonal Jump MP: 1st hit now cancellable any version of the Airborne Tatsumaki Senpukyaku
  • EX Shoryuken: First hit now gives Ryu a Free Juggle
  • Airborne Tatsumaki Senpukyaku: Light, Medium, and Hard versions now given Juggle Potential (exact data unknown)
  • EX Airborne Tatsumaki Senpukyaku: Hitbox expanded and vacuum effect on hit increased, easier to land all hits
  • Metsu Shoryuken (UC2): Startup invincibility increased to frames 1-9 from frames 1-8
  • L and M Shoryuken --> EX Focus Cancel --> Forward Dash now -5F on block at best

(New to Ultra SFIV Console Digital Release)

  • EX Hadoken: Startup reduced to 11 frames from 12 frames


Character Specific Data

VITALS
Health: 1000 Stun: 1000 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.045 Forward Dash Distance: 1.10
Back Walk Speed: 0.03 Forward Dash Total Frames: 18
JUMPING Back Dash Distance: 0.75
Jump Height Apex: 1.76 Back Dash Total Frames: 27
Jump Total Frames: 40 (4+36) Back Dash Invincibility: 8
Forward Jump Distance: 1.92 Back Dash Airborne: 10
Back Jump Distance 1.92 Back Dash Recovery: 9
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: Collarbone Breaker Hard Knockdowns: Crouch HK
Low Attacks: Crouch LK, Crouch MK, Crouch HK Armor Breakers: Tatsumaki Senpukyaku, EX Tatsumaki Senpukyaku, Metsu Shoryuken
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 21 L1 EX Red Focus Attack Combo Lead-Ins: Close MP, Close HP, Close HK (1st Hit), Hadoken (Corner Only)
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: -11 L2 FA Back Dash (On Block): -5

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 3 3 6 +2 +5
Close MP Close Strong.gif 70 100 40 HL sp/su 3 3 21 -3 +3
Close HP Close Fierce.gif 100[80] 200[150] 60 HL sp/su 5 7 26 -15 -10
Close LK Close Short.gif 30 50 20 HL - 5 5 7 -1 +2
Close MK Close Forward.gif 80 100 40 HL sp/su 3 5 16 -7 -2
Close HK Close Roundhouse.gif 40*70 125*75 60*20 HL su*- 8 8(2)4 15 -1 +4
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 4 3 6 +2 +5
Far MP Far Strong.gif 80 100 40 HL sp/su 5 4 14 -4 -1
Far HP Far Fierce.gif 120 200 60 HL - 8 3 15 0 +4
Far LK Far Short.gif 40 50 20 HL - 5 6 6 -1 +2
Far MK Far Forward.gif 80 100 40 HL - 8 2 17 -5 -2
Far HK Far Roundhouse.gif 110 200 60 HL - 9 4 20 -6 -2
Crouch LP Crouch Jab.gif 30 50 20 HL ch/sp/su 3 2 7 +2 +5
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 4 4 8 +2 +5
Crouch HP Crouch Fierce.gif 90 200 60 HL sp/su 4 8 28 -18 -13
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 4 3 9 -1 +2
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 5 5 12 -2 0
Crouch HK Crouch Roundhouse.gif 90 100 60 L - 5 4 28 -14 -
Collarbone Breaker Right.gif+Strong.gif 30*50 50*50 40*20 H - 17 1(1)2 14 -2 +3
Solar Plexus Strike Right.gif+Fierce.gif 40*60 50*50 60*20 HL [sp/su] 17 2*2 18 0 +4
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 - 10 7 - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 5 5 - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 6 5 - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 5 9 - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 10 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 4 4 - - -
Diagonal Jump LP Diagonal Jump Jab.gif 50 50 20 H - 4 7 - - -
Diagonal Jump MP Diagonal Jump Strong.gif 50*30 50*50 40*20 H sp/su*- 7 3*4 - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 100 200 60 H - 6 5 - - -
Diagonal Jump LK Diagonal Jump Short.gif 40 50 20 H - 4 8 - - -
Diagonal Jump MK Diagonal Jump Forward.gif 70 100 40 H - 6 6 - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 100 200 60 H - 7 7 - - -
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 60 100 20 HL - 10+11 2 35 -21 -21
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 -15 -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 35 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Shoulder Throw Forward Throw 130 140 40 0.9 - 3 2 20 - -
Somersault Throw Back Throw 130 120 40 0.9 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Hadoken Hadoken 70 100 10/20 HL su 13 - 32 -6 -2
EX Hadoken Hadoken EX.gif 50*50 50*50 -250/0 HL su 11 - 29 +1 -
Shoryuken Shoryuken Jab.gif 100[70] 200[100] 30/40 HL su 3 14 14 + After landing 10 -17 -
Shoryuken Strong.gif 80*50 150*50 20/20*20 HL su*- 3 2*12 25 + After landing 18 -34 -
Shoryuken Fierce.gif 160[60] 200[50] 20/40[20] HL - 3 14 28 + After landing 18 -37 -
EX Shoryuken Shoryuken EX.gif 80*60 100*100 -250/0 HL su 3 2*12 30 + After landing 18 -39 -
Tatsumaki Senpukyaku Tatsumaki Senpukyaku Short.gif 100 200 30/30 HL - 11 2(6)2 12 + After landing 5 -6 -
Tatsumaki Senpukyaku Forward.gif 110 200 30/30 HL - 12 2(6)2(6)2(6)2(6)2 18 + After landing 3 -2 -
Tatsumaki Senpukyaku Roundhouse.gif 120 200 30/30 HL - 12 2(6)2(6)2(6)2(6)2 18 + After landing 3 -2 -
EX Tatsumaki Senpukyaku Tatsumaki Senpukyaku EX.gif 30x4*40 40x5 -250/0 HL - 11 1(3)1(3)1(3)1(3)1 18 + After landing 3 -1 -
Air Tatsumaki Senpukyaku Airborne Tatsumaki Senpukyaku Short.gif 70 100 10/40 HL - 9 2(6)2(6)2 After landing 10 - -
Airborne Tatsumaki Senpukyaku Forward.gif 80 100 10/40 HL - 9 2(6)2(6)2 After landing 10 - -
Airborne Tatsumaki Senpukyaku Roundhouse.gif 90 100 10/40 HL - 9 2(6)2(6)2 After landing 10 - -
EX Air Tatsumaki Senpukyaku Airborne Tatsumaki Senpukyaku EX.gif 40x5 50x5 -250/0 HL - 7 1(3)1(3)1(3)1(3)1 After landing 4 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Shinku Hadoken Shinku Hadoken 50x4*100 0 -1000/0 HL - 1+2 - 49 +11 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Metsu Hadoken Metsu Hadoken 42x7*75 0 0/0 HL - 0+11 - 109 -25 -
Metsu Shoryuken Metsu Shoryuken 270*38x4*50x3[270*233] 0 0/0 HL - 0+8 3*3x7 43+ After landing 41 -84 -
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 ~~

A quick elbow to the opponent. Like other close jabs/LPs, wihffs on crouchers sometimes. I find it easier to combo to a c.HP on a standing opponent using this. Chain, special and super cancellable.

File:No image.png

Close MP

Close Strong Close mp

~~ Uses and Strategies ~~

Punch to the gut. Unsafe on block if you don't cancel it to something else. Special and super cancellable.

File:No image.png

Close HP

Close Fierce Close hp

~~ Uses and Strategies ~~

Not used often outside of combos. Unsafe if you don't cancel. Special and super cancellable.

File:No image.png

Close LK

Close Short Close lk

~~ Uses and Strategies ~~

A low kick to the shin. Tiny bit unsafe on block.

File:No image.png

Close MK

Close Forward Close mk

~~ Uses and Strategies ~~

A knee to the opponent's stomach. Not really used much. Special and super cancellable.

File:No image.png

Close HK

Close Roundhouse Close hk

~~ Uses and Strategies ~~

Axe kick that hits twice. Good damage.

Standing Far Normals

  Name Nickname Command Notes
File:No image.png

Far LP

Far Jab lp

~~ Uses and Strategies ~~

Quick jab with short range. Special and super cancellable. Against some characters with rushing attacks (some rekkas, honda headbutt, etc.) you can throw out jabs at random to stop them.

File:No image.png

Far MP

Far Strong mp

~~ Uses and Strategies ~~

A straight punch with good range. Decent poke. Also can make a good anti-air. Special cancelable, so cancel it to a Hadoken on block to get some free damage.

File:No image.png

Far HP

Far Fierce hp

~~ Uses and Strategies ~~

Does a ton of damage and stun, makes a good whiff punisher if you're in the range.

File:No image.png

Far LK

Far Short lk

~~ Uses and Strategies ~~

A quick kick into the air diagonally. Decent anti-air if you can time it right.

File:No image.png

Far MK

Far Forward mk

~~ Uses and Strategies ~~

Decent range side kick. Doesn't move him forward like his Evil counterpart does, but is still a decent move.

File:No image.png

Far HK

Far Roundhouse hk

~~ Uses and Strategies ~~

Makes a good anti-air if the opponent is jumping in from afar.

Crouching Normals

  Name Nickname Command Notes
File:No image.png

Crouch LP

Crouch Jab d + lp

~~ Uses and Strategies ~~

Combo extender/starter. Chain, special, and super cancellable.

File:No image.png

Crouch MP

Crouch Strong d + mp

~~ Uses and Strategies ~~

Crouching straight punch. Really good on your opponent's wakeup, since it gives frame advantage on hit or block, and stuffs a lot of stuff if used preemptively. Combos into plenty of other moves on hit. Special and super cancelable.

File:No image.png

Crouch HP

Crouch Fierce d + hp

~~ Uses and Strategies ~~

A uppercut. Good anti air/crossup if you think a Shoryuken will miss, however NEVER use this on the ground (Unless you are going to cancel it) as the recovery is horrible.

File:No image.png

Crouch LK

Crouch Short d + lk

~~ Uses and Strategies ~~

Rapid-fire combo starter with short range.

File:No image.png

Crouch MK

Crouch Forward d + mk

~~ Uses and Strategies ~~

The shoto-patented c.MK. Good for spacing, can cancel it into a Hadoken to continue pressure/chip, and used in bread n butter combos. Good range, and hits low, but don't get predictable with these as they can be punished on whiff. Special and super cancelable.

File:No image.png

Crouch HK

Crouch Roundhouse d + hk

~~ Uses and Strategies ~~

Sweep kick. Sometimes used as a combo ender or punisher. Unsafe on block, so don't throw this out at random.

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 ~~

The preferred air-to-air move. Hits twice. The first hit can be cancelled into an Air Tatsumaki for a bit more damage.

Depending on how many hits you get, you can juggle different moves. If it only hits once, they go into a free juggle state in which basically anything will hit them. If you get two hits, you can only followup with:

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 ~~

Crosses up.

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / uf + mk

~~ Uses and Strategies ~~

Crosses up.

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse ub / uf + hk

~~ Uses and Strategies ~~

The best jump in to do from long-range/not crossing up.

Unique Attacks

  Name Nickname Command Notes
File:No image.png

Collarbone Breaker

Overhead f + mp

~~ Uses and Strategies ~~

Ryu punches downward. Hits high, meaning that a crouching opponent has to stand up to block it. Also hits twice, so that people can't (regular) focus if they see it coming, however it is rather slow.
It makes good use at the end of a blockstring if your opponent likes to block your blockstrings crouching.
It is possible to combo afterwards, but it must hit in the last active frames of the attack and be properly spaced.

File:No image.png

Solar Plexus Strike

Rocket Punch f + hp

~~ Uses and Strategies ~~

Ryu moves a little forward and punches forward. Hits twice, so it also breaks regular focus. On hit, leaves you a small window of time to combo afterwards, usually the Shoryuken for ease of use.

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

Shoulder Throw

Forward Throw f or n + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Somersault Throw

Back Throw b + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Hadoken

Fireball qcf + p ex

~~ Uses and Strategies ~~

Ryu throws a blue ball of energy at his opponent. An integral move in Ryu's basic strategy. The only difference between the regular hadokens is their speed: LP goes the slowest while HP goes the fastest, and MP is in between. Does ok damage, and is relatively safe on block when spaced properly. Always end your blockstrings with a Hadoken for chip damage, also if you're not sure if a Shoryuken as a combo ender will connect.
The EX version hits twice, knocks down, and is pretty safe in general (also lights the opponent on fire as an aesthetic effect). In a fireball war with enough meter you can throw an EX fireball to pass through the opponent's regular fireball to hit them and knock them down, allowing you to move freely for a short time.

File:No image.png

Shoryuken

Uppercut/Dragon Punch dp + p ex

~~ Uses and Strategies ~~

Ryu does an upper which is fully invincible, follows up with a rising punch, then remains completely defenseless as he falls back to the ground. The Hadoken's best friend.
If your opponent jumps over your Hadoken late, this is the go-to special. The LP version takes care of most of your anti-air purposes, however does not have as much invincibility as the MP and HP counterparts.
Also great for stopping pressure as it starts up really quickly and knocks the opponent down and away. However, like all great-momentum breakers, its easily punishable on block, so don't do "psychic DPs" too often unless you have the meter to back it up! (even then, don't do that all that often either, as if the opponent blocks and you FADC forward, then its -5). The LP and MP versions are focus/super cancelable, which can save your butt if you guess wrong. HP version isn't, so NEVER use the HP version unless you are ending a combo/going for a chip KO.
The EX version of the Shoryuken hits twice and is FADCable on the first hit. In Ultra, the juggle properties of the EX was changed, so you can reset the opponent after you FADC it (ie: EX Shoryu FADC jump HP)

File:No image.png

Tatsumaki Senpukyaku

Hurricane Kick qcb + k ex armorbreak

~~ Uses and Strategies ~~

Ryu advances with a spinning kick that will knock down the opponent if it hits. The kick button used determines the distance and length. Dodges fireballs for a good portion of the move duration a little bit before startup, but it cannot hit crouching opponents. Gives a lot of corner carry, so it makes a good combo ender on standing opponents if you want to push them to the corner.
The EX version is identical to his Shinku Tatsumaki super from the Alpha/Marvel series. It doesn't move forward, but makes a good counter like a shoryuken. Does a ton of damage, and knocks the opponent across the entire screen, and can be followed up in the corner.

File:No image.png

Air Tatsumaki Senpukyaku

Air Hurricane (in air) qcb + k ex

~~ Uses and Strategies ~~

Ryu does his Tatsumaki in the air. Changes his air trajectory when used, however, it can't be used as a corner escape like in previous SF4 versions.
On hit, you can followup with a EX Hadoken or a Shinku Hadoken. The EX version completely stops him while in the air for a time, then dropping down to the ground. Makes a good safety if you make a bad jump decision (ie accidentally jump back on a fireball that could KO you)

Super Combo

  Name Nickname Command Notes
File:No image.png

Shinku Hadoken

Super Combo qcf qcf + p

~~ Uses and Strategies ~~

An upgraded version of his Hadoken. Hits 5 times, does good damage, causes a hard knockdown. Can be a combo ender after his Hadoken and Shoryuken, not so much his Tatsumaki except for certain situations.

Ultra Combos

  Name Nickname Command Notes
File:No image.png

Metsu Hadoken

Ultra Combo I qcf qcf + 3p

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Metsu Shoryuken

Ultra Combo II qcf qcf + 3k armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)


The Basics

Combos

Bread and Butter

  • cr.MK xx Hadoken - (??? damage, ??? stun)
  • F+MP HP Shoryuken - (??? damage, ??? stun)
  • cr.MP cr.MP cr.HK - (??? damage, ??? stun)
  • cr.LK cr.LP →
    • cr.MP cr.HK - (??? damage, ??? stun)
    • cr.MK →
      • xx Hadoken - (??? damage, ??? stun)

Corner Combos

  • LK Tatsumaki →
    • MP Shoryuken - (??? damage, ??? stun)
    • EX Shoryuken - (??? damage, ??? stun)

Ultra I Combos

  • (on a grounded opponent) LP Shoryuken → FADC → Metsu Hadoken - (??? damage, ??? stun, costs 2 meter stocks)

Ultra II Combos

  • EX Shoryuken → FADC → Metsu Shoruken - (??? damage, ??? stun, costs 3 meter stocks)

Strategy

Mastering Hadoken

While Ryu is a jack-of-all-trades that can perform well at any distance, it should come as no surprise that his best position is long-range zoning, and learning how to implement his use of Hadokens at is critical to mastering Ryu.

Your main strategy as a Ryu player will be to capitalize on your opponent's mistakes, so make sure you watch your opponent's reactions carefully. If they simply block, they'll be putting you in the most favorable position by taking chip damage and giving you time to inch forward and maintain pressure.

Matchups

vs. Abel

(No strategies)

vs. Adon

(No strategies)

vs. Akuma/Gouki

(No strategies)

vs. Balrog/Boxer

(No strategies)

vs. Blanka

(No strategies)

vs. C. Viper

(No strategies)

vs. Cammy

(No strategies)

vs. Chun-Li

(No strategies)

vs. Cody

(No strategies)

vs. Dan

(No strategies)

vs. Decapre

(No strategies)

vs. Dee Jay

(No strategies)

vs. Dhalsim

(No strategies)

vs. Dudley

(No strategies)

vs. E. Honda

(No strategies)

vs. El Fuerte

(No strategies)

vs. Elena

(No strategies)

vs. Evil Ryu

(No strategies)

vs. Fei Long

(No strategies)

vs. Gen

(No strategies)

vs. Gouken

(No strategies)

vs. Guile

(No strategies)

vs. Guy

(No strategies)

vs. Hakan

(No strategies)

vs. Hugo

(No strategies)

vs. Ibuki

(No strategies)

vs. Juri

(No strategies)

vs. Ken

(No strategies)

vs. M.Bison/Dictator

(No strategies)

vs. Makoto

(No strategies)

vs. Oni

(No strategies)

vs. Poison

(No strategies)

vs. Rolento

(No strategies)

vs. Rose

(No strategies)

vs. Rufus

(No strategies)

vs. Ryu (self)

Ryu always wins the Ryu matchup

vs. Sagat

(No strategies)

vs. Sakura

(No strategies)

vs. Seth

(No strategies)

vs. T.Hawk

(No strategies)

vs. Vega/Claw

(No strategies)

vs. Yang

(No strategies)

vs. Yun

(No strategies)

vs. Zangief

(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 3 3 6 11 +2 +5 11 14 Reset Reset - - - - - - -
Close MP Close Strong.gif 70 100 40 HL sp/su 3 3 21 26 -3 +3 21 27 Reset Reset - - - - - - -
Close HP Close Fierce.gif 100[80] 200[150] 60 HL sp/su 5 7 26 37 -15 -10 18 23 [] refers to active frames 3~5f Forces stand Forces stand Reset Reset - - - - - - -
Close LK Close Short.gif 30 50 20 HL - 5 5 7 16 -1 +2 11 14 Reset Reset - - - - - - -
Close MK Close Forward.gif 80 100 40 HL sp/su 3 5 16 23 -7 -2 14 19 Reset Reset - - - - - - -
Close HK Close Roundhouse.gif 40*70 125*75 60*20 HL su*- 8 8(2)4 15 36 -1 +4 18 23 Reset Reset - - - - - - -
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 4 3 6 12 +2 +5 11 14 Reset Reset - - - - - - -
Far MP Far Strong.gif 80 100 40 HL sp/su 5 4 14 22 -4 -1 14 17 Reset Reset - - - - - - -
Far HP Far Fierce.gif 120 200 60 HL - 8 3 15 25 0 +4 18 22 Reset Reset - - - - - - -
Far LK Far Short.gif 40 50 20 HL - 5 6 6 16 -1 +2 11 14 Reset Reset - - - - - - -
Far MK Far Forward.gif 80 100 40 HL - 8 2 17 26 -5 -2 14 17 Reset Reset - - - - - - -
Far HK Far Roundhouse.gif 110 200 60 HL - 9 4 20 32 -6 -2 18 22 Reset Reset - - - - - - -
Crouch LP Crouch Jab.gif 30 50 20 HL ch/sp/su 3 2 7 11 +2 +5 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 4 4 8 15 +2 +5 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 90 200 60 HL sp/su 4 8 28 39 -18 -13 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 4 3 9 15 -1 +2 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 5 5 12 21 -2 0 15 17 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 90 100 60 L - 5 4 28 36 -14 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Collarbone Breaker Right.gif+Strong.gif 30*50 50*50 40*20 H - 17 1(1)2 14 34 -2 +3 14 19 Only +1 hit advantage on crouching opponents Reset Reset - - - - - - -
Solar Plexus Strike Right.gif+Fierce.gif 40*60 50*50 60*20 HL [sp/su] 17 2*2 18 38 0 +4 20 24 [] refers to last 3 recovery frames Reset Reset - - - - - - -
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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 - 10 7 - 16 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 5 5 - 9 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 6 5 - 10 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 5 9 - 13 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 10 - 15 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 4 4 - 7 - - Reset Reset - - - Legs: During startup - - -
Diagonal Jump LP Diagonal Jump Jab.gif 50 50 20 H - 4 7 - 10 - - Reset Reset - - - Legs: During startup - - -
Diagonal Jump MP Diagonal Jump Strong.gif 50*30 50*50 40*20 H sp/su*- 7 3*4 - 13 - - 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown - - - Legs: During startup - - JP: 1
Diagonal Jump HP Diagonal Jump Fierce.gif 100 200 60 H - 6 5 - 10 - - Reset Reset - - - Legs: During startup - - -
Diagonal Jump LK Diagonal Jump Short.gif 40 50 20 H - 4 8 - 11 - - Reset Reset - - - Legs: During startup - - -
Diagonal Jump MK Diagonal Jump Forward.gif 70 100 40 H - 6 6 - 11 - - Reset Reset - - - Legs: During startup - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 100 200 60 H - 7 7 - 13 - - Reset Reset - - - Legs: During startup - - -
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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 60 100 20 HL - 10+11 2 35 57 -21 -21 Crumple Soft Knockdown Soft Knockdown - - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 65 -15 - Crumple Crumple Free Juggle Free Juggle - - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 35 101 - - X Crumple Crumple Free Juggle Free Juggle - - - - - - -
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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
Shoulder Throw Forward Throw 130 140 40 0.9 - 3 2 20 24 - - Untechable knockdown X Hard Knockdown - - - - - - - - - -
Somersault Throw Back Throw 130 120 40 0.9 - 3 2 20 24 - - Untechable knockdown X Hard Knockdown - - - - - - - - - -
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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
Hadoken Hadoken 70 100 10/20 HL su 13 - 32 45 -6 -2 16~17f focus cancellable X Soft Knockdown Soft Knockdown - - - - - - -
EX Hadoken Hadoken EX.gif 50*50 50*50 -250/0 HL su 11 - 29 40 +1 - If the first hit connects as a Counter Hit, enemy goes into Free Juggle state and, until the combo is over, the 2nd hit of the EX Fireball or any subsequent EX Fireballs will not increase the Juggle Count, 15~16f focus cancellable X Soft Knockdown 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown Soft Knockdown 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown - - - - - - JP: 1*2, 2nd Hit does not increase Juggle Count, 1st Hit as the initial Knockdown starts the Juggle Count at 2
Shoryuken Shoryuken Jab.gif 100[70] 200[100] 30/40 HL su 3 14 14 + After landing 10 44 -17 - [] refers to active frames 3~14f Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~2f Lower body: 3~16f - 3~4f 4f~ -
Shoryuken Strong.gif 80*50 150*50 20/20*20 HL su*- 3 2*12 25 + After landing 18 59 -34 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~5f Lower body: 6~16f - - 5f~ 2nd Hit JP: 1
Shoryuken Fierce.gif 160[60] 200[50] 20/40[20] HL - 3 14 28 + After landing 18 62 -37 - [] refers to active frames 3~14f Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~4f Lower body: 5~16f - 3~4f 3f~ -
EX Shoryuken Shoryuken EX.gif 80*60 100*100 -250/0 HL su 3 2*12 30 + After landing 18 64 -39 - 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown - All: 1~16f - - - 6f~ 2nd Hit JP: 1
Tatsumaki Senpukyaku Tatsumaki Senpukyaku Short.gif 100 200 30/30 HL - 11 2(6)2 12 + After landing 5 37 -6 - 2nd Hit hits behind, cannot hit crouching opponents X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 7~20f - 7f~ -
Tatsumaki Senpukyaku Forward.gif 110 200 30/30 HL - 12 2(6)2(6)2(6)2(6)2 18 + After landing 3 66 -2 - 2nd Hit & 4th Hit hits behind, cannot hit crouching opponents X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 7~45f - 7f~ -
Tatsumaki Senpukyaku Roundhouse.gif 120 200 30/30 HL - 12 2(6)2(6)2(6)2(6)2 18 + After landing 3 66 -2 - 2nd Hit & 4th Hit hits behind, cannot hit crouching opponents X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 7~45f - 7f~ -
EX Tatsumaki Senpukyaku Tatsumaki Senpukyaku EX.gif 30x4*40 40x5 -250/0 HL - 11 1(3)1(3)1(3)1(3)1 18 + After landing 3 48 -1 - 2nd Hit & 4th Hit hits behind X 1st-4th Hit: Forces stand, 5th Hit: Soft Knockdown 1st-4th Hit: Forces stand, 5th Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 6~27f - 6f~ JP: 5
Air Tatsumaki Senpukyaku Airborne Tatsumaki Senpukyaku Short.gif 70 100 10/40 HL - 9 2(6)2(6)2 After landing 10 - - - 2nd Hit & 4th Hit hits behind Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 7*0*0*0
Airborne Tatsumaki Senpukyaku Forward.gif 80 100 10/40 HL - 9 2(6)2(6)2 After landing 10 - - - 2nd Hit & 4th Hit hits behind Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 7*0*0*0
Airborne Tatsumaki Senpukyaku Roundhouse.gif 90 100 10/40 HL - 9 2(6)2(6)2 After landing 10 - - - 2nd Hit & 4th Hit hits behind Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 7*0*0*0
EX Air Tatsumaki Senpukyaku Airborne Tatsumaki Senpukyaku EX.gif 40x5 50x5 -250/0 HL - 7 1(3)1(3)1(3)1(3)1 After landing 4 - - - 2nd Hit & 4th Hit hits behind Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 7*8*9*10*11
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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
Shinku Hadoken Shinku Hadoken 50x4*100 0 -1000/0 HL - 1+2 - 49 52 +11 - 5th Hit on grounded opponent puts the opponent into an unjugglable state 5th Hit: Hard Knockdown 5th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1f - - - - JP: 4*4*4*4*5, 5th Hit as the initial Knockdown starts the Juggle Count at 99
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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
Metsu Hadoken Metsu Hadoken 42x7*75 0 0/0 HL - 0+11 - 109 120 -25 - 8th Hit: Hard Knockdown 8th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~9f - - - - JP: 7*7*7*7*7*7*7*8
Metsu Shoryuken Metsu Shoryuken 270*38x4*50x3[270*233] 0 0/0 HL - 0+8 3*3x7 43+ After landing 41 115 -84 - 1st Hit goes into animation, [] refers to animation, guard advantage assumes 2nd hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~9f Lower body: 11~31f - - 11f~ airborne JP: 0*1*2*3*4*5*6*6
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Stun
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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: