Ultra Street Fighter IV/Elena/Omega

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Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

Elena

SSFIV-Elena Face.jpg


In a nutshell


Elena was considered a top tier in USF4, able to both dominate neutral with her incredible pokes and create near-unreactable mixups for 1 bar. Her Omega version has generally kept the same playstyle, but is significantly toned down in several key areas. Her hurtbox, notorious for causing many moves to drop randomly, is now wider while standing and a bit taller while crouching. Her infamous 2LP now has slightly less range and significantly more pushback, usually only allowing up to 3 in one string. Elena's low game is much worse, as 2LK has no real frame trap potential and 2MK can no longer cancel into a high/low mixup. EX Mallet Smash is slower and can no longer loop in combos, though it is now safe on block; it also requires specific button combinations to control its trajectory, making it a bit more complex to use properly. Finally, the general removal of hard knockdowns has left Elena with only one consistent way to use Healing effectively - it must be cancelled from her new Sylph Amulet super, which costs 4 bars, does fairly low damage, and is unsafe if she heals against a cornered opponent.

Not everything about Elena is worse in Omega, however. Her jump is faster and in particular her j.HK is much easier to land, giving her a real air approach option. 5MK gives her a real medium hitconfirm starter that increases her damage output over the usual light confirms. Her 4HK command normal is a great tool to use on the opponent's wakeup, crushing lows and throws similar to Guile's Upside Down Kick and leading to combos on hit. She also has a true meterless reversal with HK Scratch Wheel, so opponents have to think a little more about when to lay off their offense. The Omega input buffer system also helps Elena players land her combos more consistently, although the strict DP motions make some of her combos even harder. The general changes to Omega SF4 are generally helpful to Elena while her character-specific changes have noticeably weakened her, so while she is likely still a viable character, her spot on the tier list is still up in the air.

Click for USF4 version


Notable Changes from USF4 to Omega

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

  • General/Movement Changes:
    • Jumps: 4f faster, shorter distance
    • Forward Dash: 1f faster (17f > 16f), slightly shorter distance
    • Backdash: slightly longer distance
    • Hurtbox: wider with a more consistent shape; taller head hurtbox when crouching
    • Throw: slightly shorter range


  • Normal Move Changes:
    • 5HP is 2f faster (11f), 2f safer on block (-6), knocks down on hit (was -4)
      • No longer special cancellable, but can juggle afterward on hit
    • 5LK is 1f better on hit (+3, links into 2LP) but 1f worse on block (-2)
    • 5MK is 1f slower (8f), but has 9f better advantage (+5/+2 from -4/-7) making it a main combo starter
      • The input buffer after 5MK is bugged, so links into 5f normals like 2MP are frame-perfect and cannot be plinked
    • 5HK is 2f faster (9f), has 3f worse advantage (0/-4)

    • 2LP has significantly more pushback on hit/block, making it harder to tick throw and reducing the possible hitconfirm length
    • 2MP has 3f better advantage (+4/+1), useful as a hitconfirm starter
      • 1 more active frame (6f) makes it easy to time as a meaty for even more frame advantage
    • 2HP has 3f faster startup (6f); hits twice, and the first hit is cancellable
      • Does 20 more damage overall, but loses some of the damage when cancelled; required for combos into EX Mallet Smash
    • 2LK has slightly more pushback; 2f worse on block (-2), making it worse at starting pressure
    • 2MK is 1f faster (5f), 3f better advantage (+2/-1), but no longer cancellable
    • 2HK has 9f less recovery, now -7 on block (from -16) making it difficult to punish
    • j.HK has 2 fewer total active frames, but there is no longer a gap so it is much easier to connect with

    • Handstand Kick - 6MP - unchanged, but the input buffer makes link into 2LP very easy
    • Sliding - 3HK - 10f worse on block (-20 at close range); 4f more whiff recovery
    • Round Arch - 4HK - first 2 active frames hit opponents above Elena; now +4/+1 (from +1/0)
      • Very strong as an airborne combo starter, similar to Guile's Upside-Down Kick
    • Round Step - 6HK - new airborne command normal, +1/-3 and leads to counterhit combos

    • Target Combo 3 - 5HP~HK - 5HP starter knocks opponents airborne, and the HK juggles for an air reset
      • HK does 50 more damage and 175 more stun (100/200)
    • Target Combo 4 - 5MK~2HP - 2f worse on block (-5), 30 more damage, 150 more stun
      • The 2HP part received the same buffs as regular 2HP (2 hits, 1st hit cancellable)
      • The 2HP whiffs entirely on crouching Decapre; 1st hit whiffs on standing Evil Ryu, Ken, Poison, Ryu, Sakura
        • Can also whiff on standing Elena due to idle animation, but should be consistent in most cases


  • Special Move Changes:
    • Mallet Smash (63214P) - All meterless versions now 27f startup (was 21/25/27) and only hit once
      • All are now +2 to +5 on hit, -3 to -1 on block (each version varied significantly in USF4)
      • Damage and stun reduced; because it's only 1 hit, frame advantage varies based on opponent's height when it connects
    • EX Mallet Smash (63214PP) - 4f slower (19f), 1f better on hit (+5), 4f better on block (safe at -1)
      • 3 versions: LP+MP Short, MP+HP Mid, LP+HP Far; each have specific advantages, but Mid is most useful overall
      • Note: the "real" startup is more like 21-22f, because the early active frames hit above Elena
      • As a result, can no longer loop and only combos from 2HP or 5MK~2HP; however, it is much easier to combo afterward on hit
    • Giraffe Neck (236P) - New 2-hit overhead; slower than Mallet Smash, relatively safe at -3
      • Knocks down on 2nd hit; can FADC 1st hit for a combo, or cancel either hit into Super
    • Lynx Tail (623P) - new input; MP is 1f safer (-8), LP/HP are 1f worse on block (-8/-14 respectively)
      • LP and MP versions cannot juggle into Super (but still cancel); 2nd or 3rd hit of HP version combos to Super
      • EX version is much more unsafe (-27 from -9), and does an extra 80 damage, 50 stun
      • However, now requires FADC to juggle afterward (free juggle state)
    • Scratch Wheel (623K) - Startups changed: 4/3/3/5f (from 3/5/4/4f); all versions more unsafe on block
      • HK version has true invincibility on 1st hit (LK and MK are only throw invincible)
      • LK version is now only 1 hit; MK version gives free juggle state after FADC and his strongest JP1 juggle ender (e.g. EX Spin Scythe)
      • EX version acts differently, has 2 separate uppercut portions (only 1st part can FADC)
    • Spin Scythe (214K) - LK version is 7f faster (8f), combos from lights, KD on hit (from -1), has no extension
      • MK version is 1f worse on block (-8), KD on hit (was -4), has no extension
      • HK version is safer on hit/block (-3/-7, from -7/-10); still has an extension that is 3f worse on block (-13)
      • EX version is 1f faster (14f), 3f worse on block (-11); less damage, so it's no longer the primary juggle starter
    • Rhino Horn (41236K) - meterless versions are slightly faster, MK/HK versions a little less safe
      • EX is 1f slower (13f), 1f safer (-2 vs. stand block); 40 more damage and hits consistently, making it the main juggle starter


  • Super/Ultra Changes:
    • Spinning Beat - K Super (236236+K) - 100 more damage, 14f safer on block (still -30)
    • Sylph Amulet - New P Super (236236+P) - pulls opponent in, cancels into either Ultra on hit; much safer on block than K Super (-9)
      • Can only juggle to U1 on a grounded connect, but any cancel into U2 will allow a full heal unless the opponent is fully cornered
      • Loses significant damage if it connects at farther ranges; at worst, can do only 80 damage
    • Brave Dance - Ultra 1 (236236+KKK) - Now does 2 less damage (completely unusable)
    • Healing - Ultra 2 (236236+PPP) - has far fewer activation routes due to removal of hard knockdowns
      • P Super mitigates this problem, but much more expensive to make good use of a full heal


  • Moves with ending Input Buffer:
    • 5HP, 5LK, *5MK; 2LP, 2MP, 2LK, 2MK; Handstand Kick (6MP), Round Arch (4HK), Round Step (6HK), TC4 (5MK~2HP)
    • Mallet Smash (63214P), EX Spin Scythe (214KK), EX Rhino Horn (41236KK), Focus Attack + Forward Dash
      • 5MK input buffer is glitched, followups come out 1f late

Character Specific Data

Elena

VITALS
Health: 950 Stun: 900
WALKING
Forward Walk Speed: 0.045 Back Walk Speed: 0.038
JUMPING
Jump Total Frames: 4+38+4 Jump Distance: 1.67 Forward/Back
DASHING
Forward Dash Frames: 16 Forward Dash Distance: 1.42
Back Dash Frames: 22 Back Dash Distance: 1.47
FA + Forward Dash Frames: 16 FA + Back Dash Frames: 18
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-18 FA + Back Dash Airborne: 5-15
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -1 Lv1 FA + Back Dash (Block): -3
Lv2 FA + Forward Dash (Block): +5 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 5 2 13 -4 -1 30 50 M Sp Su Hits very high, whiffs on all crouchers except Hugo; primarily used for anti-air
5MP st. Mp.png 6 1*2 17 -5 -2 40x2 50x2 M Sp Su / - 2 hits, only 1st is cancellable
5HP st. Hp.png 11 1*2 22 -6 KD 70*40 150*50 M TC 6-14f airborne; 2 hits, has juggle potential; launches grounded opponents into limited juggle state (if 1 hit connects vs. airborne, does not increase juggle counter); no longer special cancellable; KD Adv: +39 if no juggle
5LK st. Lk.png 4 2 9 -2 3 30 50 M Sp Su -
5MK st. Mk.png 8 2 10 2 5 60 100 M TC Sp Su Buffered followup attacks come out 1f late due to a bug; a frame-perfect input is required to link into 5f attacks like 2MP, 2MK, or EX Scratch Wheel (combo drops if you input these too early)
5HK st. Hk.png 9 2 20 -4 0 100 200 M - Whiffs on crouching opponents
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 3 2 7 2 5 20 50 M Sp Su Significantly more pushback on hit and block compared to USF4 (0.28 extra distance); generally 3 hits is the maximum
2MP Down.gifMp.png 5 6 7 1 4 60 100 M Sp Su -
2HP Down.gifHp.png 6 1*3 22 -7 -3 70*50 150*50 M Sp Su / - 2 hits, only 1st is cancellable; 1st hit forces stand
2LK Down.gifLk.png 4 4 7 -2 3 30 50 L Sp Su Slightly more pushback on block than USF4
2MK Down.gifMk.png 5 4 11 -1 2 70 100 L - No longer cancellable
2HK Down.gifHk.png 8 4 21 -7 KD 100 200 L - KD Adv: +17
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Handstand Kick
(Overhead)
Right.gifMp.png 20 3 19 -2 3 70 100 H - Slower overhead that links into 2LP if close enough
Handstand Whip
(Overhead)
Right.gifMk.png 12 3 20 -3 2 50 100 H - Faster overhead, but requires meaty timing in order to combo afterward
Sliding Downright.gifHk.png 11 10 29 -20(-11) KD 100 200 L - 8-31f low profile; KD Adv: +3~12
Round Arch Left.gifHk.png 11(13) 6 14 1 4 110 200 M - 9-27f airborne; first 2 active frames only hit airborne opponents; has juggle potential
Round Step Right.gifHk.png 16 4 17 -3 1 100 200 M - 12-28f airborne
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Target Combo 3 Hp.png~Hk.png 10 2 21 -5(-30) Reset *100 *200 M - HK whiffs on crouch block (more unsafe); around +11 after air reset; 5HP > 623MK is better meterless damage and grants KD
Target Combo 4 Mk.png~Down.gifHp.png 6 1*3 22 -5 KD *70*30 *150*50 M Sp Su / - 2HP has 2 hits; 1st is cancellable, 2nd launches for limited juggle; see Combo section for character-specific inconsistencies; KD Adv: +39
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP Up.gif/Upright.gifLp.png 4 10 - - - 30 50 H - -
j.MP Up.gif/Upright.gifMp.png 6 4 - - - 60 100 H - -
j.HP Up.gif/Upright.gifHp.png 6 4 - - - 90 150 H - -
j.LK Up.gif/Upright.gifLk.png 5 8 - - - 30 50 H - -
j.MK Up.gif/Upright.gifMk.png 7 4 - - - 60 100 H - Crossup
j.HK Up.gif/Upright.gifHk.png 9 1*6 - - - 50*60 100x2 H - Hits twice, easier to land since there is no gap in active frames
Target Combo 1 Up.gif/Upright.gifLp.png~Mk.png - - - - - *60 *100 *H - -
Target Combo 2 Up.gif/Upright.gifMp.png~Hp.png - - - - - *40 *50 *H - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+14 2 34 -20 KD 80 150 M Dash KD Adv: +12; +31 after Forward Dash, +29 after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+13 2 34 -14 crumple 80 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 67 2 34 crumple crumple 140 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Leg Lift Throw
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 170 200 T - KD Adv: +5
Leg Hook
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 170 200 T - KD Adv: +7
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Mallet Smash
(Hopping Overhead)
Hcb.pngP.png
63214+P
27 6 18 -3(-1) 2(5) 70 100 H - 12-30f airborne; LP short, MP medium, HP far; Frame advantage varies based on opponent's stand/crouch height (+5 on crouch hit except vs. Hugo)
Ex.png L Mallet Smash
(Short Overhead)
Hcb.pngLp.pngMp.png
63214+LP+MP
19 4*2 18 -1 5 50x2 50*100 H*H - 4-22f airborne; 2 hits; early active frames hit above Elena (real startup is 21-22f vs. grounded); least likely to fly over opponent, but may be pushed too far for optimal followup
Ex.png M Mallet Smash
(Medium Overhead)
Hcb.pngMp.pngHp.png
63214+MP+HP
19 4*2 18 -1 5 50x2 50*100 H*H - 4-22f airborne; 2 hits; early active frames hit above Elena (real startup is 21-22f vs. grounded); best version to be buffered from pokes for combos/mixups
Ex.png H Mallet Smash
(Far Overhead)
Hcb.pngLp.pngHp.png
63214+LP+HP
19 4*2 18 -1 5 50x2 50*100 H*H - 4-22f airborne; 2 hits; early active frames hit above Elena (real startup is 21-22f vs. grounded); best from long range (will fly over most crouching opponents if cancelled into)
LP Giraffe Neck
(Handstand Overhead)
Qcf.pngLp.png
236+LP
27 2*2 20 -3 KD 70*40 50x2 H*H Su Both hits can Su/FA cancel; can combo after 1 hit + FADC; KD Adv: +25
MP Giraffe Neck
(Handstand Overhead)
Qcf.pngMp.png
236+MP
29 3*2 20 -3 KD 70*50 50x2 H*H Su Both hits can Su/FA cancel; can combo after 1 hit + FADC; KD Adv: +26
HP Giraffe Neck
(Handstand Overhead)
Qcf.pngHp.png
236+HP
34 3*2 20 -3 KD 70*60 50x2 H*H Su Both hits can Su/FA cancel; can combo after 1 hit + FADC; KD Adv: +26
Ex.png Giraffe Neck
(Handstand Overhead)
Qcf.png2p.png
236+PP
25 3*2 20 -3 KD 80*70 100*50 H*H FA Both hits can FA cancel; can combo after 1 hit + FADC; KD Adv: +26
LP Lynx Tail
(Low Spins)
Dp.pngLp.png
623+LP
15 2 23 -8 KD 90 100 L Su Won't combo into Super despite being cancellable; KD Adv: +17
MP Lynx Tail
(Low Spins)
Dp.pngMp.png
623+MP
10 3(6)3 22 -8 KD 60x2 50x2 L Su 2 hits, only 2nd is cancellable; won't combo into Super; KD Adv: +17
HP Lynx Tail
(Low Spins)
Dp.pngHp.png
623+HP
8 5(6)3
(13)2(4)2
28 -14 KD 60*20x2*30 50*20x2*30 L Su 4 hits, only 2nd/3rd are cancellable; 3rd hit can combo into Lv 2 Focus; hits are a true blockstring, and will hit an opponent that stops crouching during the animation; KD Adv: +24
Ex.png Lynx Tail
(Low Spins)
Dp.png2p.png
623+PP
8 3(3)2(5)2(4)
2(5)2(4)2(5)
2(2)2(7)4
42 -27 KD 10x8*100 20x8*50 L FA 56f from beginning to end of active frames; final hit is FA cancellable (free juggle state after FADC); KD Adv: +24
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Scratch Wheel
(Upkicks)
Dp.pngLk.png
623+LK
4 6 23+11 land -23 KD 100 150 M Su* 1-9f throw invuln; cancellable on hit only; KD Adv: +32
MK Scratch Wheel
(Upkicks)
Dp.pngMk.png
623+MK
3 3*3 29+11 land -26 KD 60*70 100*50 M Su* 1-8f throw invuln; 1st hit cancellable on hit only, free juggle state after FADC vs. grounded opponents; KD Adv: +29
HK Scratch Wheel
(Upkicks)
Dp.pngHk.png
623+HK
3 1*2*2 35+11 land -31 KD 80*40x2 100*50x2 M Su* 1-4f full invuln, 5-7f throw invuln; 1st hit cancellable on hit only; KD Adv: +24
Ex.png Scratch Wheel
(Upicks)
Dp.png2k.png
623+KK
5 4(26)4 35+11 land -27 KD 90*90 120*90 M FA 1-12f full invuln; performs 2 uppercuts, only the first can FADC; 7f gap between the 2 hits that can be interrupted on block; KD Adv: +22
LK Spin Scythe
(Mid Spin Kicks)
Qcb.pngLk.png
214+LK
8 5(2)2 22 -7 KD 60*50 100*50 M Su 2 hits, both cancellable; can FADC combo after 1st hit; KD Adv: +26
MK Spin Scythe
(Mid Spin Kicks)
Qcb.pngMk.png
214+MK
14 2(17)2(4)3 22 -8 KD 40x2*50 50x3 M Su 3 hits, all cancellable; can FADC combo after 1st or 2nd hit; KD Adv: +25
HK Spin Scythe
(Mid Spin Kicks)
Qcb.pngHk.png
214+HK
17 2(16)2 31 -7 -3 40x2 50x2 M Su 2 hits, only 1st is cancellable; FADC combo is possible on hit; 2nd hit can combo into a Spin Scythe followup
+ HK Scythe Followup + Qcb.pngK.png
+ 214+K
11 2(5)2 28 -13 KD 40*50 50x2 M Su 2 extra hits after HK Scythe; both hits are Su/FA cancellable; KD Adv: +20
Ex.png Spin Scythe
(Mid Spin Kicks)
Qcb.png2k.png
214+KK
14 2(13)2(13)
2(17)2
26 -11 KD 20x3*30 20x3*50 M FA 4 hits, all FA cancellable; launches into limited juggle state; KD Adv: +44
LK Rhino Horn
(Lunge Kicks)
Hcf.pngLk.png
41236+LK
11 2(1)1(8)3 9+15 land -6(-18) KD 25x2*100 50x3 M - 11-34f airborne; later hits whiff on crouching; KD Adv: +25
MK Rhino Horn
(Lunge Kicks)
Hcf.pngMk.png
41236+MK
16 2(1)1(8)3 9+15 land -6(-18) KD 30x2*100 50x3 M - 16-39f airborne; later hits whiff on crouching; KD Adv: +25
HK Rhino Horn
(Lunge Kicks)
Hcf.pngHk.png
41236+HK
19 2(2)1(8)3 9+15 land -6(-19) KD 30x2*110 50x3 M - 19-43f airborne; later hits whiff on crouching; KD Adv: +25
Ex.png Rhino Horn
(Lunge Kicks)
Hcf.png2k.png
41236+KK
13 2(2)2(8)5 5+13 land -2(-16) KD 50x2*90 50*40x2 M - 1-35f projectile invuln, 12-35f airborne; later hits whiff on crouching; KD Adv: +37
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Spinning Beat
(K Super)
Qcf.pngQcf.pngK.png
236236+K
1+3 6(18)9(22)9 46 -30 KD 100x2*200 - M - 1-9f full invuln; KD Adv: +37
Sylph Amulet
(P Super)
Qcf.pngQcf.pngP.png
236236+P
1+3 6*4 28 -9 KD 100*80x2 - hit Ultra
(on Hit)
1-12f full invuln; suction effect, can whiff hits at max range; KD Adv: +77 (+62 into Quick Heal, -8 into Full Heal); only juggles to U1 on grounded connect
Brave Dance
(Ultra 1)
Qcf.pngQcf.png3k.png
236236+K
0+9 2 14+19 land -14 KD 60*378 - M - 1-10f full invuln; KD Adv: +16
Healing
(Ultra 2)
Qcf.pngQcf.png3p.png
236236+P
0+7 - 119 - - [345 max heal] - - Cancel 126f total post-flash, can start cancel on frame 34 at the earliest; Due to removal of most Hard Knockdowns in Omega, P Super xx U2 is the most reliable way to set this up
+ Healing cancel 3p.png - - 21 - - - - - - Stops healing animation; with max U2 meter, Elena heals 152 HP with fastest possible healing
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Notes:
Ending in 2MP xx MK Scythe is slightly stronger than ending in 5LK xx HK Scratch Wheel, and Scythe generally gives better midscreen oki

  • 2MP xx HK Scratch Wheel is stronger than both, but strict DP inputs make this more difficult to execute

EX Rhino Horn, HK Scratch Wheel is stronger than EX Spin Scythe, MK Scratch Wheel (although does slightly less stun)

  • Against midscreen Guy, HK Scratch Wheel won't juggle, so the EX Scythe route should be used instead
  • The 3-bar juggle route (EX Scythe, EX Rhino Horn, EX Scratch Wheel) is generally not worth the meter unless it will kill - see Juggles section for character-specific details

EX Mallet Smash possible followups can often depend on which strength was used; Mid (MP+HP) is the most consistent, especially when cancelling into it

  • Short (LP+MP) may not allow the optimal 2MP, 2LP, 2MP followups on all characters, especially standing characters
  • Far (LP+HP) is likely to fly over crouching opponents unless used from outside cancel range


Confirms:

  • 189/285, 0 bar -- 2LK, 2LP, 2MP xx MK Scythe
  • 279/331, 1 bar -- 2LK, 2LP, 2MP xx EX Rhino Horn, HK Scratch Wheel
  • 339/397, 2 bar -- 2LK, 2LP, 2MP xx EX Rhino Horn, EX Scratch Wheel - character-specific if midscreen

  • 362/180, 2 bar -- 2LP, 5LK xx MK Scratch Wheel xx FADC, Ultra 1
  • 547/230, 4 bar -- 2LP, 2MP xx MK Scythe (2 hit) xx P Super xx Ultra 1
    • Any extra hits significantly reduce damage due to scaling; do not cancel to U1 if you accidentally use 3rd hit of MK Scythe
  • 366/270, 4 bar, +345 Heal -- 2LP, 2MP xx MK Scythe (3 hit) xx P Super xx Ultra 2
    • Full heal is unsafe if opponent is fully cornered

  • 219/335, 0 bar -- 5MK, 2LP, 2MP xx MK Scythe
  • 309/381, 1 bar -- 5MK, 2LP, 2MP xx EX Rhino Horn, HK Scratch Wheel
  • 369/447, 2 bar -- 5MK, 2LP, 2MP xx EX Rhino Horn, EX Scratch Wheel - character-specific if midscreen

  • 236/350, 0 bar -- Mallet Smash, 2LK, 2LP, 2MP xx MK Scythe
    • If opponent is crouching (except Hugo), use the following EX Mallet Smash enders instead
  • 296/450, 1 bar -- EX Mallet Smash, 2MP, 2LP, 2MP xx MK Scythe
    • vs. crouching Dan, Evil Ryu, Ken, Ryu - end in LK Scythe
    • vs. crouching C. Viper, Cammy, Decapre, Dhalsim, Rose, Sagat, Sakura - end in 2LP, 2MP xx MK Scythe or 2MP xx MK Rhino Horn
  • 372/448, 2 bar -- EX Mallet Smash, 2MP, 2LP, 2MP xx EX Rhino Horn, HK Scratch Wheel
  • 438/501, 3 bar -- EX Mallet Smash, 2MP xx EX Rhino Horn, EX Scratch Wheel - character-specific if midscreen

  • 266/350, 2 bar -- Giraffe Neck (1 hit) xx FADC, 2MP, 2LP, 2MP xx MK Scythe
  • 356/530, 3 bar -- Giraffe Neck (1 hit) xx FADC, 2HP xx EX Mallet Smash, 2MP, 2LP, 2MP xx MK Scythe
  • 218/310, 0 bar -- 6MP, 2LP xx HK Scratch Wheel - MK Scythe doesn't combo and LK Scythe is very weak
  • 298/324, 1 bar -- 6MP, 2LP xx EX Rhino Horn, HK Scratch Wheel

  • 331/455, 2 bar -- HP Lynx (3 hits) xx FADC, 5MK~2HP (2 hits), MK Scratch Wheel


Punishes:

  • 269/435, 0 bar -- 4HK, 2LP, 2MP xx MK Scythe
  • 359/481, 1 bar -- 4HK, 2LP, 2MP xx EX Rhino Horn, HK Scratch Wheel
  • 419/547, 2 bar -- 4HK, 2LP, 2MP xx EX Rhino Horn, EX Scratch Wheel - character-specific if midscreen

  • 264/420, 0 bar -- 5MK~2HP (2 hit), MK Scratch Wheel
  • 304/468, 0 bar -- 5MK~2HP (2 hit), EX Scratch Wheel - highest 1-bar stun route from 5MK
  • 480/300, 0 bar -- 5MK~2HP (2 hit), K Super

  • 346/580, 1 bar -- 5MK~2HP (1 hit) xx EX Mallet Smash, 2MP, 2LP, 2MP xx MK Scythe
  • 338/424, 1 bar -- 5MK~2HP (1 hit) xx EX Rhino Horn, HK Scratch Wheel
  • 406/568, 2 bar -- 5MK~2HP (1 hit) xx EX Mallet Smash, 2MP xx EX Rhino Horn, HK Scratch Wheel
  • 408/501, 2 bar -- 5MK~2HP (1 hit) xx EX Rhino Horn, EX Scratch Wheel - character-specific if midscreen
  • 456/623, 3 bar -- 5MK~2HP (1 hit) xx EX Mallet Smash, 2MP xx EX Rhino Horn, EX Scratch Wheel - character-specific if midscreen
  • 497/400, 4 bar -- 5MK~2HP (1 hit) xx HK Scythe ~ Extension xx K Super
    • The EX Mallet Smash routes also work directly from 2HP for slightly less damage/stun
  • 413/400, 4 bar, +345 Heal -- 5MK~2HP (1 hit) xx HK Scythe ~ Extension xx P Super xx Ultra 2
    • Full heal is unsafe if opponent is fully cornered


-- Ranged Punishes --

  • 190/250, 0 bar -- 2MP xx MK Scythe
  • 314/310, 1 bar -- 2MP xx EX Rhino Horn, HK Scratch Wheel
  • 394/398, 2 bar -- 2MP xx EX Rhino Horn, EX Scratch Wheel - character-specific if midscreen
  • 510/250, 4 bar -- 2MP xx MK Scythe (3 hit) xx K Super
  • 609/200, 4 bar -- 2MP xx MK Scythe (2 hit) xx P Super xx Ultra 1
    • If you accidentally cancel 3rd hit of MK Scythe, do not cancel to U1
  • 398/250, 4 bar, +345 Heal -- 2MP xx MK Scythe (3 hit) xx P Super xx Ultra 2


Counterhit Confirms:

  • CH 2MK, link 2LP/2MP
  • CH 2MP, link 2HP/2MP
  • CH 5MK, link 2HP/2MP (input buffer bug not an issue)
  • CH 6MP Overhead, link 2MP
  • CH 6MK Overhead, link 2LP (no input buffer, 1f link)
  • CH 6HK, link 2LK/2LP
  • CH 4HK, link 2HP/2MP


Ultra Setups:

  • HP Lynx Tail (2nd/3rd hit) xx FADC, Ultra 1
    • Can also do 3rd hit xx Lv. 2 Focus crumple, but adds way more scaling
  • MK Scratch Wheel (1 hit) xx FADC, Ultra 1
  • EX Lynx Tail xx FADC, Ultra 1
  • P Super xx Ultra 1 / Ultra 2
    • To juggle U1, must connect P Super on grounded opponent
    • Full Heal U2 is unsafe if Elena has the opponent fully cornered

Useful Info

Reversals:

  • Scratch Wheel (Dp.pngK.png / 623K) - HK is slightly invincible, EX is very invincible and can FADC on block
    • LK/MK versions are throw invincible
  • K Super (Qcf.pngQcf.pngK.png / 236236+K) - 4f startup, good damage, invincible
  • P Super (Qcf.pngQcf.pngP.png / 236236+P) - 4f startup, weaker on its own but cancels to U1 if it hits grounded opponent
  • Ultra 1 (Qcf.pngQcf.png3k.png / 236236+KKK) - 10f invincible, but slow enough for some meaties to block safely


Anti-Airs:

  • 5LP / 5MP / 2HP - all have a good hitbox above and slightly in front
  • 5HP - much harder to use than the others, but gives a juggle state if it connects
  • 5MK - works from very far range, not the most reliable
  • 4HK - the early active frames can AA and slam the opponent to the ground
  • Scratch Wheel (Dp.pngK.png / 623K) - HK and EX are invincible; HK should be timed late
    • LK/MK can be used if done early; only EX version can FADC on block
    • EX version is very weak if juggled too high, so delay as much as possible
  • K Super (Qcf.pngQcf.pngK.png / 236236+K) - fast and invincible with high damage
    • Do not attempt HK Scratch Wheel xx K Super as an AA juggle, as it will generally fall out
  • P Super (Qcf.pngQcf.pngP.png / 236236+P) - also fast and invincible, but empty jumps can land and block safely
  • Ultra 1 (Qcf.pngQcf.png3k.png / 236236+KKK) - works on mid/far range jumps, can whiff under opponent if too close


Anti-Focus:

  • Rhino Horn (Hcf.pngK.png / 41236K) - Armor Break; hitbox can be bad for hitting some focus charges
  • EX Mallet Smash (Hcb.png2p.png / 214PP) - hits twice, may hop over the focus release on some opponents if cancelled into
  • HP/EX Lynx Tail (Dp.pngHp.png/2p.png / 623HP/PP) - very quick multi-hit special, good for cancelling into on reaction to armor
  • HK/EX Scratch Wheel (Dp.pngHk.png/2k.png / 623HK/KK) - quick multiple hits with invincible startup
  • LK Spin Scythe (Qcb.pngLk.png / 214LK) - has 2 quick hits, can be good as a cancel when a poke is absorbed
  • K Super / P Super / Ultra 1 - all break armor and are invincible
  • Target Combo 4 (5MK~2HP) - 2nd hit comes out quickly, can do on reaction if 5MK is absorbed


Anti-Projectile:

  • Sliding (3HK) - low profiles under fireballs, easy to do on reaction from mid-far ranges
  • EX Rhino Horn (Hcf.png2k.png / 41236KK) - projectile invincible, but from farther ranges it becomes much slower and weaker as a reaction punish
  • HP/EX Mallet Smash (Hcb.pngHp.png/2p.png / 63214HP/PP) - high arc lets it hop over fireballs with a good prediction
  • Ultra 1 (Qcf.pngQcf.png3k.png / 236236+KKK) - works from a little over half screen; goes into a cinematic on any hit


Important Juggles:
  • EX Rhino Horn... (limited juggle starter, strongest for 1 or 2 bar routes)
    • HK Scratch Wheel - works anywhere except vs. midscreen Guy; may drop 1 hit midscreen on some characters
    • EX Scratch Wheel - strong 2 bar juggle; when midscreen, only works on:
      • Akuma, Balrog, Dan, Elena, Evil Ryu, Gen, Gouken, Hakan, Hugo, Ken, M. Bison, Oni, Poison, Rose, Ryu, Sagat, T. Hawk, Vega, Yang, Yun, Zangief
  • EX Spin Scythe... (limited juggle starter, useful vs. midscreen Guy)
    • MK Scratch Wheel - strongest 1-bar stun output (but less damaging than EX Rhino Horn routes)
    • EX Rhino Horn, HK Scratch Wheel - works anywhere; EX Rhino Horn drops vs. E. Honda
    • EX Rhino Horn, EX Scratch Wheel - 3 bar route, not much stronger than 2-bar version; works on the same characters as above
  • MK Scratch Wheel xx FADC (gives free juggle state on grounded hit; can juggle Ultra 1)
  • 5HP - has juggle potential itself, and launches grounded opponents into limited juggle state
    • vs. airborne opponents, it will continue juggle state; if only 1 hit connects, it does not increase the juggle counter
    • Example: MK Scratch Wheel xx FADC, 5HP (1 hit), 5HP (2 hits), MK Scratch Wheel
      • This works because MK Scratch Wheel is a free juggle state; 5HP 1-hit continues the free juggle state; 5HP juggles again, adding 1 juggle point, allowing another MK Scratch Wheel to end the juggle. This is a very unusual juggle scenario in SF4.


Miscellaneous:

  • The input buffer after 5MK is glitched, causing any buffered followup to come out 1f later than usual. This means that to link into a 5f move after 5MK, the timing is frame perfect and must be done on the 4th possible frame (buffer is 3f).
  • 5LK has a tiny bit more range than 2MP, which may allow it to occasionally reach in situations where 2MP whiffs
  • The hitconfirm starter 2MP, 2LP, 2MP works more consistently after EX Rhino Horn; when done as a raw hitconfirm, it drops on:
    • standing Dee Jay, Rufus, Poison
    • crouching C. Viper, Cammy, Cody, Dan, Decapre, Dee Jay, Dhalsim, Dudley, El Fuerte, Elena, Evil Ryu, Gen, Ken, Rose, Ryu, Sagat, Sakura


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