Ultra Street Fighter IV/Decapre/Omega

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Decapre

SSFIV-Decapre Face.jpg


In a nutshell


Decapre is one of the most completely overhauled characters in Omega. Many of her normals have changed, as she no longer has proximity normals; several were replaced with command normals or simply removed. The "Cammy clone" sports an entirely new set of special moves, none of which use charge or piano inputs. Her signature Psycho Sting remains, but acts completely differently, as it's no longer invincible, instead serving as her primary combo ender. She lost much of her tricky mobility that defined her USF4 playstyle, but gained an invisible projectile, a teleport, a long-range slide, and jump-altering command normals to keep the opponent on their toes. She even has access to one of the most unique abilities in the game: draining her own HP in exchange for Super meter! Omega Decapre is a fan-favorite for her well-rounded toolkit that allows players to express their own individual playstyle, and her oppressive offense puts her near the top of most Omega tier lists.


Click for USF4 version


Notable Changes from USF4 to Omega

Bafcord Omega Doc - Decapre
Detailed Frame Data with USF4 Comparisons - Decapre

  • General/Movement Changes:
    • Forward Dash: 2f faster (18f > 16f), slightly shorter distance
    • Backdash: 1f faster (22f > 21f), much shorter distance
    • Throw: range is unchanged; new animation with much worse oki


  • Normal Move Changes: (Note: Omega Decapre has no proximity normals; some USF4 moves have been moved to command normals instead)
    • 5LP - (USF4 far.5LP) - input buffer bug allows links into 7f normals despite being +6 on hit
    • 5MP - (USF4 far.5MP) - 1f slower, but 3f better on hit/block (+2/-1)
    • 5HP - (USF4 far.5HP) - 1f faster, more damage/stun
    • 5LK - (USF4 cl.5LK) - 3f startup, 2f better on hit/block (+6/+3), but very short range
    • 5MK - (USF4 cl.5MK) - 1f slower (5f), 2f better on hit/block (-1/-4); now 2 hits, only 1st is cancellable
    • 5HK - (new animation) - decent AA, whiffs on crouchers at farther range, has juggle potential

    • 2LP - input buffer bug allows links into 7f normals despite being +6 on hit
    • 2MP - 2f slower (7f), good forward movement
    • 2HP - 1f faster (5f), hits twice, 1st hit cancellable; much worse frame advantage (-3/-7, was +5/0)
    • 2LK - 1f worse on hit/block (+1/-2)
    • 2MK - good forward movement, 1f worse on block (-3)
    • 2HK - more damage/stun

    • 4MP - (USF4 cl.5MP) - 1f better on hit/block (+7/+2), good AA and useful in confirms
    • Target Combo 1 - 4MP~HK - 8f worse on block (-17); now requires a jump cancel into whiffed instant Divekick to combo into AA Ultra 2
      • Note: Target Combo 2 - far.5MP~HP was removed in Omega
    • 4HP - (USF4 cl.5HP) - 1f faster, better advantage at +8/+4 (from +6/+1); 1st hit can be used in juggles
    • 4HK - new backflip normal similar to Guy's Ninja Sickle; mostly used in meterless corner juggles
    • Fox Tail - 3MK - Overhead, no known changes from USF4
    • Steel Saber - 3HK - Slide command normal, great anti-fireball tool and can work in some juggle routes


  • Special Move Changes:
    • Invisible Ray (236P) - invisible projectile that can only be seen by the dust cloud it leaves on the ground
      • LP/MP/HP versions travel at the same speed; can FADC for combo extensions, but won't combo from max range medium normals
      • EX version hits twice and knocks down; has enormous juggle potential and can juggle afterward in the corner
    • Psycho Sting (214P) - now a command motion, but no longer invincible; all versions are 15f safer on block (-13)
      • LP is 5f and hits once, MP is 9f and 2 hits, HP is 13f and 3 hits; LP also gives a free juggle state on hit, giving great corner juggles
      • EX version is much slower, only comboing from 4MP or the first hit of 2HP/4HP; launches opponent and can be jump cancelled for a free juggle on hit
    • Black Widow (623K) - fast, short range invincible DP; fairly low juggle potential on meterless versions
      • LK version can trade on its first active frame, 1 hit; MK is the most useful meterless reversal, 2 hits; HK is 4f slower than the others, 3 hits
      • EX version has more range and juggle potential; can FADC for safety
    • Hidden Creep / Teleport (236K) - Decapre becomes invincible after 15f; higher strengths teleport farther, can pass through opponent
      • EX version travels the farthest and is 1f strike/projectile invincible
    • Psycho Transaction (hold PPP) - Decapre hugs herself, draining her own HP in exchange for meter (Ultra meter also builds as a result of damage)
      • The longer it is held, the faster it drains; Decapre can KO herself if held at low health


  • Super/Ultra Changes:
    • Super (236236+P) - new input, more damage, much less recovery making it safer on block/whiff; now breaks armor
    • Ultra 1 (236236+PPP) - 2f faster recovery; lack of hard knockdown makes it harder to set up, but motion input helps this somewhat
    • Ground Ultra 2 (236236+KKK) - 3f slower startup (10f), 1 less active frame which significantly reduces its range
      • Both versions of Ultra 2 received a devastating damage nerf (420 > 419)


  • Moves with ending Input Buffer:
    • 5LP, 5MP, 5LK; 2LP, 2MP; 4MP, Target Combo (4MP~HK), 4HP, 4HK, Hidden Dive (j.2MP), Shadow Needle (j.2MK)
    • EX Invisible Ray (236PP), Psycho Sting (214P, meterless only), Hidden Creep (Teleport, 236K), Focus Attack + Forward Dash

Character Specific Data

Decapre

VITALS
Health: 950 Stun: 950
WALKING
Forward Walk Speed: 0.055 Back Walk Speed: 0.45
JUMPING
Jump Total Frames: 4+36+4 Jump Distance: 1.925 Forward/Back
DASHING
Forward Dash Frames: 16 Forward Dash Distance: 1.40
Back Dash Frames: 21 Back Dash Distance: 0.86
FA + Forward Dash Frames: 17 FA + Back Dash Frames: 18
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-14 FA + Back Dash Airborne: 4-12
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -2 Lv1 FA + Back Dash (Block): -3
Lv2 FA + Forward Dash (Block): +4 Lv2 FA + Back Dash (Block): +3

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP st. Lp.png 3 1 7 3 6 25 50 M Sp Su Followup normals are buffered 1f early, allowing links into 2MP/2HK
5MP st. Mp.png 6 4 11 -1 2 70 100 M Sp Su -
5HP st. Hp.png 6 4 19 -3 -1 100 200 M - Has juggle potential
5LK st. Lk.png 3 1 7 3 6 25 50 M Sp Su -
5MK st. Mk.png 5 1*5 13 -4 -1 70*50 100x2 M Sp Su / - 2 hits, only 1st is cancellable
5HK st. Hk.png 9 2 22 -6 -2 110 200 M - Whiffs near max range vs. crouching (except Hugo); has juggle potential
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 3 2 6 3 6 20 50 M Ch Sp Su Followup normals are buffered 1f early, allowing links into 2MP/2HK
2MP Down.gifMp.png 7 4 7 3 6 65 100 M Sp Su Good forward movement
2HP Down.gifHp.png 5 1*2 23 -7 -3 70*60 150*100 M Su / - 2 hits, only 1st is cancellable; combos into EX Psycho Sting
2LK Down.gifLk.png 4 3 10 -2 1 25 50 L Ch Sp Su -
2MK Down.gifMk.png 6 4 13 -3 1 65 100 L Sp Su Good forward movement
2HK Down.gifHk.png 7 2 24 -8 KD 110 200 L - KD Adv: +16
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Back MP Left.gifMp.png 4 4 12 2 7 70(60) 100 M TC Sp Su (Dmg on active frames 3-4); has juggle potential; combos into EX Psycho Sting
+ Target Combo
(4MP~HK)
+ Hk.png - - - -17 KD *55 *100 M J Su Jump cancel on hit only; puts opponent into limited juggle state; KD Adv: +38 (+72 from earliest jump cancel timing)
Back HP Left.gifHp.png 8 1(9)1 13 4 8 70*40 80*50 M Sp Su / - Forces stand; 2 hits, only 1st is cancellable (combos to EX Psycho Sting); 1st hit knocks down vs. airborne, can be cancelled for juggles
Back HK Left.gifHk.png 6 3(1)6 19 -7 KD 70*60 150*100 M - Has juggle potential; puts opponent into limited juggle state (grounded hit uses up more juggle points than airborne hit); KD Adv: +40 if no juggle
Fox Tail
(Overhead)
Downright.gifMk.png 17 3 15 -3 2 80 100 H - 1st active frame hits above Decapre (no difference in Frame Adv.); has juggle potential; no extra advantage on counterhit
Steal Saber
(Slide)
Downright.gifHk.png 10 11 27 -20(-10) KD 110 200 L - 6-20f low profile (slides under most projectiles); has some juggle potential; KD Adv: +4~14
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png 4 5 - - - 50 50 H - -
j.MP (angled) Upright.gifMp.png 5 3 - - - 80 100 H - -
j.HP (angled) Upright.gifHp.png 5 4 - - - 100 200 H - -
j.LK (angled) Upright.gifLk.png 4 7 - - - 50 50 H - Crossup
j.MK (angled) Upright.gifMk.png 5 4 - - - 70 100 H - -
j.HK (angled) Upright.gifHk.png 6 5 - - - 100 200 H - -
j.LP (neutral) Up.gifLp.png 4 4 - - - 50 50 H - -
j.MP (neutral) Up.gifMp.png 5 4 - - - 80 100 H - -
j.HP (neutral) Up.gifHp.png 6 5 - - - 110 200 H - -
j.LK (neutral) Up.gifLk.png 5 5 - - - 30 50 H - -
j.MK (neutral) Up.gifMk.png 5 7 - - - 70 100 H - -
j.HK (neutral) Up.gifHk.png 5 3 - - - 100 200 H - -
Hidden Dive
(Fake Stomp)
Air Down.gifMp.png - - 35 - - - - - - 18f~Landing strike invuln
Break Dive
(Stomp)
Air Down.gifHp.png 27(28) 15 9 -10 KD 100 200 M - Startup varies depending on height used; puts opponent into free juggle state; KD Adv: +52
Shadow Needle
(Divekick)
Air Down.gifMk.png 14 until land 7 land -11(4) -9(12) 70 100 M - Forward jump only; adv. depends on opponent height and stand/crouch
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+11 2 35 -21 KD 85 150 M Dash KD Adv: +9; +28 after Forward Dash, +27 after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+11 2 35 -15 crumple 80 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 66 2 35 crumple crumple 120 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Concealed Kill Advance
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +5~8 (character-specific)
Concealed Kill Invert
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +32
Concealed Kill Hover
(Air Throw)
Up.gif+Lp.pngLk.png 3 2 4 land - KD 180
(130)
250
(200)
T - KD Adv: +23~24; (when juggled into)
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Invisible Ray
(Fireball)
Qcf.pngLp.png
236+LP
16 - 32 -8 -4 60 100 M Su -
MP Invisible Ray
(Fireball)
Qcf.pngMp.png
236+MP
15 - 33 -9 -5 60 100 M Su -
HP Invisible Ray
(Fireball)
Qcf.pngHp.png
236+HP
14 - 34 -10 -6 60 100 M Su -
Ex.png Invisible Ray
(Fireball)
Qcf.png2p.png
236+PP
11 - 32 -4 KD 40*60 50*150 M FA KD Adv: +36~50
LP Psycho Sting Qcb.pngLp.png
214+LP
5 7 23 -13 KD 120 200 M Su Puts grounded opponents into free juggle state, or airborne opponents into limited juggle state
MP Psycho Sting Qcb.pngMp.png
214+MP
9 7 25 -13 KD 100*50 150*50 M Su -
HP Psycho Sting Qcb.pngHp.png
214+HP
13 7 25 -13 KD 100*40*20 150*30*20 M Su -
Ex.png Psycho Sting Qcb.png2p.png
214+PP
18 1(11)2
(19)4
40 -26 KD 20x2*60*20 0*200 M J* FA Jump cancel on hit only, puts opponent into free juggle state; combos from 4MP or the 1st hit of 2HP/4HP; all stun occurs on 3rd hit
LK Black Widow
(Upkick)
Dp.pngLk.png
623+LK
4 13 34 -26 KD 140 200 M - 1-3f full invuln; KD Adv: +22
MK Black Widow
(Upkick)
Dp.pngMk.png
623+MK
4 14 44 -39 KD 100*50 150*50 M - 1-6f full invuln; KD Adv: +12
HK Black Widow
(Upkick)
Dp.pngHk.png
623+HK
8 20 47 -48 KD 100*40*20 150*30*20 M - 1-10f full invuln; KD Adv: +11
Ex.png Black Widow
(Upkick)
Dp.png2k.png
623+KK
4 20 40 -41 KD 80*20*
10x4*80
0*200 M FA 1-8f full invuln; has juggle potential; all stun occurs on final hit; KD Adv: +13
LK Hidden Creep
(Teleport)
Qcf.pngLk.png
236+LK
- - 39 - - - - - - 15-23f full invuln; can pass through opponent from point blank
MK Hidden Creep
(Teleport)
Qcf.pngMk.png
236+MK
- - 47 - - - - - - 15-31f full invuln; can pass through opponent from ~1 backdash distance
HK Hidden Creep
(Teleport)
Qcf.pngHk.png
236+HK
- - 52 - - - - - - 15-36f full invuln; can pass through opponent from ~1.5 backdash distance
Ex.png Hidden Creep
(Teleport)
Qcf.png2k.png
236+KK
- - 41 - - - - - - 1-14f strike/projectile invuln, 15-27f full invuln; can pass through opponent from ~2.5 backdash distance
Psycho Transaction
(Meter Build)
3p.png (hold) 10 - 11 - - - - - - HP starts draining on frame 10, meter starts building on frame 16. Can cause self-KO
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Strafe Dagger
(Super)
Qcf.pngQcf.pngP.png
236236+P
1+2 3(9)32 19 -13(-6) KD 70*50x4*150 - M - 1-25f full invuln, entire animation projectile invuln; Block Adv. depends on distance; Armor Break; KD Adv: +95
Psycho Stream
(Ultra 1)
Qcf.pngQcf.png3p.png
236236+PPP
0+15 - 18 42 KD 33x9 - M - Launches opponent into free juggle state on grounded hit; KD Adv: +148 if no juggle (from point blank connect)
DCM
(Ground Ultra 2)
Qcf.pngQcf.png3k.png
236236+KKK
0+10 3 57 -39 KD 30x9*89*60 - M - 1-12f full invuln; Armor Break; KD Adv: +39
DCM
(AA Ultra 2)
Qcb.pngQcb.png3k.png
214214+KKK
0+7 4 53 - KD 30x9*89*60 - - - 1-10f full invuln; only hits airborne opponents; Armor Break; KD Adv: +39
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Check "Miscellaneous Notes" at the end for character-specific links into 2HP (1st hit); used for combos into EX Psycho Sting

  • 2LK, 2LP, 2HP is universal, but [4HP, 2HP], [4MP, 2HP], and [2LP, 4MP, 2HP] are not


Confirms:

  • 218/320, 0 bar -- 2LK, 5LP, 5MP xx HP Psycho Sting
  • 219/400, 0 bar -- 2LK, 5LP, 4MP~HK xx jump cancel, whiff Divekick, 4HK
    • Strict timing; juggle Air Throw instead for a slightly weaker but easier finish
  • 244/370, 0 bar -- 2LK, 5LP, 2MP, 2MK xx HP Psycho Sting
  • 303/420, 0 bar -- 4MP, 2MP, 5MP xx HP Psycho Sting
    • If not absolutely point blank, use 2MP/2MK instead of 5MP
  • 292/508, 1 bar -- 2LK, 5LP, 2HP (1 hit) xx EX Psycho Sting ~ jump cancel, whiff Divekick, LP Psycho Sting
    • Can also end with AA U2 (40/360)
  • 370/540, 2 bar -- 4MP, 2MP xx Invisible Ray xx FADC, 4MP, 2MP, 5MP xx HP Psycho Sting
    • Not generally worth the 2 bars unless it will kill, or corner carry is important


-- Corner Only --

  • 355/530, 0 bar -- 4HP, 2MP xx LP Psycho Sting, LP Psycho Sting
  • 425/616, 1 bar -- 4MP, 2MP xx LP Psycho Sting, EX Black Widow
    • Extra damage for 1 bar, EX Black Widow won't juggle after two LP Stings
  • 607/530, 4 bar -- 4HP, 2MP xx LP Psycho Sting, LP Psycho Sting, Super
    • Can also end in 2MP xx HP Psycho Sting, Super for similar damage but less stun
  • 445/765, 1 bar -- 4HP, 2HP xx EX Psycho Sting ~ jump cancel, whiff Divekick, 4HK, 4HK
    • For a 2-bar combo, add EX Black Widow at the end (515/865)
  • 432/790, 1 bar -- Break Dive (j.2HP), 4HK, 4HK, EX Black Widow
    • If using EX Psycho Sting ~ Break Dive, omit one 4HK
    • Example: 4HP, 2HP xx EX Psycho Sting ~ Break Dive, 4HK, EX Black Widow (494/830, 2 bar, char-specific)
  • 576/495, 1 bar -- Ultra 1 (grounded hit), 4HK, 4HK, EX Black Widow


Punishes:

  • 308/390, 0 bar -- 4HP, 5MP xx HP Psycho Sting
  • 268/360, 0 bar -- 4MP, 5MP xx HP Psycho Sting
  • 355/550, 1 bar -- 4MP, 2HP (1 hit) xx EX Psycho Sting ~ jump cancel, whiff Divekick, HK Black Widow
    • Can also end with AA Ultra 2 (488/410)
    • Point blank only, character specific; add ~40 dmg /30 stun with 4HP starter
  • 484/300, 1 bar -- 4MP xx EX Psycho Sting ~ jump cancel, whiff Divekick, AA Ultra 2
    • More universal version of this punish
  • 391/540, 2 bar -- 4HP, 2MP xx Invisible Ray xx FADC, 4MP, 2MP xx HP Psycho Sting
  • 592/390, 4 bar -- 4HP, 2MP xx HP Psycho Sting xx Super


-- Ranged Punishes --

  • 225/300, 0 bar -- 2MP xx HP Psycho Sting
  • 321/460, 2 bar -- 2MP xx LP Psycho Sting xx FADC, HK Black Widow
  • 479/300, 2 bar -- 2MP xx LP Psycho Sting xx FADC, AA U2


Counterhit Confirms:

  • CH 4MP, Ground U2
  • CH 4MP, 4HP, 2MP xx HP Psycho Sting
  • CH 2MK, 2LP (no buffer, so true 1f link)


Ultra Setups:

  • EX Psycho Sting, whiff Divekick, juggle U1 or AA U2
  • LP Psycho Sting xx FADC, AA U2
  • Break Dive (j.2HP), juggle U1 or AA U2
  • 4HK (1st hit trade), AA U2

Useful Info

Reversals:

  • Black Widow (Dp.pngK.png / 623+K) - Fast and invincible; MK version is the preferred meterless reversal (LK can trade, HK is 4f slower)
    • EX version can FADC for safety and has much greater horizontal range
  • EX Hidden Creep (Qcf.png2k.png / 236+KK) - strike/projectile invincible, can escape the corner; loses to throws
  • Super (Qcf.pngQcf.pngP.png / 236236+P) - strong reversal; sideswitch + pushback makes it difficult to punish if used at close range
  • Ground Ultra 2 (Qcf.pngQcf.png3k.png / 236236+KKK) - invincible, but startup is a little slow making it easily baited
  • AA Ultra 2 (Qcb.pngQcb.png3k.png / 214214+KKK) - Can often be used to escape, since it whiffs on grounded opponents


Anti-Airs:

  • 4MP - great hitbox for close/mid range jumps
  • 5HK - mid/far range, moves forward and can whiff under opponent if too close
  • 5MK - farther ranges, trades frequently
  • 2HP - farther ranges, should be timed late to avoid trading
  • LP Psycho Sting (Qcb.pngLp.png / 214+P) - fast and reaches high, but not invincible
  • Black Widow (Dp.pngK.png / 623+K) - invincible DP, not much horizontal range on meterless versions
  • AA Ultra 2 (Qcb.pngQcb.png3k.png / 214214+KKK) - mid/far range jumps, can whiff under opponent at closer range
  • Air Throw - for close range/crossup jumps


Anti-Focus:

  • 5MK / 4HP / close 2HP - multi-hit normals
  • LP Psycho Sting (Qcb.pngLp.png / 214+P) - armor breaker, great for cancelling on reaction to a focus absorb
    • Other strengths also work, but are much slower and could get counterhit out of startup
  • Super (Qcf.pngQcf.pngP.png / 236236+P) - fast and invincible armor breaker
  • Ground Ultra 2 (Qcf.pngQcf.png3k.png / 236236+KKK) - armor breaker, can chase down most focus backdashes unless used from far away

Anti-Projectile:

  • 3HK - slide low profiles on frame 6, has good range
  • Invisible Ray (Qcf.pngP.png / 236+P) - Decapre can keep up well in fireball wars; EX version has 2 hits
  • Psycho Creep / Teleport (Qcf.pngK.png / 236+K) - If used as a prediction, can go through projectiles
  • Super (Qcf.pngQcf.pngP.png / 236236+P) - fast and invincible, but loses damage at longer range
  • Ground Ultra 2 (Qcf.pngQcf.png3k.png / 236236+KKK) - works from around half screen; harder to use than the USF4 version


Juggles:

  • 4HP 1st Hit - can be used in free-juggle situations to add damage with a special cancel
    • Example: Break Dive, 4HP (1 hit) xx LP Psycho Sting
  • 4HK trade - frequent occurrence when used as an AA, can juggle into Black Widow
  • EX Black Widow xx FADC, 4HK


Miscellaneous:

  • 4HP, 2HP (1st Hit):
    • Stand/Crouch - Abel, Adon, Decapre, Dhalsim, E. Honda, Gouken, Guile, Guy, Hakan, Hugo, Ibuki, M. Bison
    • Standing - Sagat, Yun
    • Crouching - Dee Jay, Rose
  • 4MP, 2HP (1st Hit):
    • Standing - Cammy, Decapre, Dee Jay, Dudley, El Fuerte
    • Crouching - Adon, C. Viper, Dan, Ibuki, Ken, M. Bison, Poison, Ryu, Sakura
    • Stand/Crouch - everyone else
  • 2LP/5LP, 4MP, 2HP (1st Hit):
    • Stand/Crouch - Abel
    • Standing - Cammy, Dhalsim, Dudley, Juri, Makoto, Zangief
    • Crouching - Akuma, Blanka, E. Honda, Hugo, M. Bison, Oni, Rufus, T. Hawk


Game Navigation

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Movement
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Characters
Abel
Adon
Akuma
Balrog
Blanka
C. Viper
Cammy
Chun-Li
Cody
Dan
Decapre
Deejay
Dhalsim
Dudley
E. Honda
El Fuerte
Elena
Evil Ryu
Fei Long
Gen
Gouken
Guile
Guy
Hakan
Hugo
Ibuki
Juri
Ken
M. Bison
Makoto
Oni
Poison
Rolento
Rose
Rufus
Ryu
Sagat
Sakura
Seth
T. Hawk
Vega
Yang
Yun
Zangief