Ultra Street Fighter IV/Evil Ryu/Omega

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Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

Evil Ryu

SSFIV-Evil Ryu Face.jpg


In a nutshell


Evil Ryu received very few changes compared to most Omega characters. His overall gameplan is exactly the same, with some slight differences to his combo routes and juggles. E. Ryu's health was reverted to 950 like in AE2012, upgrading his glass cannon status to regular cannon. Close 5MK was buffed in combos, making it much easier to confirm into damaging LK Tatsu juggles. A new command normal using 6HP (Zounuki) gives Evil Ryu another long range poke that can lead to a combo or knockdown depending on how long it is charged; it also deals chip damage on block, with a whopping 50 chip for the charged version. Most of his heavy normals can now cancel into EX Special Moves, increasing the potency of his buffers during neutral.

There are two new special moves. First is Rakuyo Hadoken, a diagonal-angled fireball thrown upward before descending. Its slow startup makes it hard to use effectively, although the EX version has some limited utility in juggle resets. Rasetsuko, often referred to as Demon Throw due to its resemblance to Raging Demon, is a new short range command grab that begins with Evil Ryu's teleport animation. A command throw is a nice buff to Evil Ryu's mixup game, although it is fairly high risk due to its long recovery.

While some of these changes may appear significant, the most effective strategy is still poking with 2MK xx Hadoken until a hit can be confirmed into a powerful FADC combo. The system changes to Omega are much more impactful to this gameplan than any specific change to Evil Ryu himself. Omega's buffer system has made his combo game very easy, so now players can focus purely on reacting to hitconfirms instead of worrying about execution. Defensively, the removal of DP shortcuts and the lack of FADC on blocked reversals makes it a bit harder to keep opponents off of him. Evil Ryu was considered top tier in USF4, and he most likely maintains that position in Omega.

Click for USF4 version


Notable Changes from USF4 to Omega

  • General/Movement Changes:
    • Forward Dash: 3f faster (18f > 15f), slightly longer distance
    • HP: 50 more (900 > 950) - USF4 v1.04 HP nerf was not applied to Omega version
    • Throw: slightly shorter range


  • Normal Move Changes:
    • cl.5MK forces stand and has longer proximity range, so it can always combo out of MK Axe Kick and into LK Tatsu, making Evil Ryu's combo routes more consistent and damaging
    • cl.5HK hits 3 times, with the first 2 hits being useful in juggles. These 2 hits can cancel into EX Moves.
    • far.5HP now knocks down and can be cancelled into EX Moves
      • In cancels, Evil Ryu moves forward to make the followup more consistent, so far.5HP xx EX Shoryuken can whiff punish from around half screen.
    • far.5HK cancels into EX Moves. Not as useful as the other cancels, but something like anti-air far.5HK xx EX Red Fireball could lock the opponent down for chip.
    • j.MP can now be cancelled into Air Tatsu on the 1st hit
      • Has higher juggle potential, allowing for j.MP + land, j.MP to fully connect, or allowing both hits to connect after DP xx FADC

    • Zounuki - 6HP - New attack, chargeable punch that leans back before lunging forward for 2 hits; can link into cl.5MK
      • Charged version knocks down, hits 3 times, and has a projectile hitbox; releasing the charge early does the regular version
    • Senbukyaku - 6MK - no longer resets airborne opponents, now continues the juggle state
      • Can cancel into MK Tatsu to end the juggle combo with meterless damage

    • Target Combo 1 - cl.5MP~HP - Special cancellable with an enormous hitconfirm window; puts opponent into limited juggle state on hit
      • Can juggle into MK Tatsu or EX DP (can juggle cl.5HK in the corner, but the EX Cancels from this are not generally useful due to juggle limitations)
    • Target Combo 2 - far.5MP~HP - the HP now hits twice; the 1st hit of HP can cancel into EX Moves


  • Special Move Changes:
    • Hadoken (236P) - all meterless versions are now -8 on block (from -6)
    • Shoryuken (623P) - All versions now have 4f startup, with invincibility extended to match
    • EX Shoryuken (623PP) - 4f startup, much shorter horizontal range
      • The early active frames transition into a new followup animation on hit/block/armor; only the 1st hit can FADC, making it worse defensively
      • New hitbox/animation properties make it much worse as an anti-air, and it has worse juggle potential overall
    • HK Axe Kick (41236HK) - causes hard knockdown on grounded hit (rare in Omega); does not apply to juggled version
    • EX Axe Kick (41236KK) - costs 2 bars, is 1f faster, and 1f safer on block (-3)
      • All 3 hits are overheads; goes into animation on hit for 280 damage and stun
    • Tatsumaki Senpukyaku (214K) - MK version is now 8f startup (from 5f), -9 on block (from -8)
      • HK version now 11f startup (from 5f), -2 on block (from -1)
      • Both versions do 20 more damage
    • Tatsu Followup (6MK xx 214K) - LK version is 1f worse on block (-5), MK version 2f faster and safer (-4); both LK/MK versions knock down on hit
      • MK version also has more juggle potential, allowing for 6MK xx MK Tatsu juggles in scenarios where nothing else fully connects
    • Air Tatsu (Air 214K) - Can no longer crossup
    • Rakuyo Hadoken (421P) - New move - throws a Hadoken vertically before letting it fall to the ground at an angle. Trajectory depends on button strength.
      • No hitbox until the projectile starts falling; LP has very little range, HP goes almost 3/4 screen.
      • EX versions hit twice with faster startup; LP+MP close, MP+HP mid, LP+HP far
      • Hard to use effectively in neutral, but can be useful in certain juggle resets
    • Rasetsuko / Demon Throw (623K) - short ranged teleport ending in a command throw
      • Meterless version cannot be cancelled into, and has no juggle followup despite the animation
      • EX version does less damage but allows for juggles afterward (e.g. MK Tatsu, corner U1); can also FADC on hit


  • Super/Ultra Changes:
    • Super (LP~LP~6LK~HP) - 80 more damage (370 > 450), 1 more frame of invincibility


  • Moves with ending Input Buffer:
    • Close 5LP, 5MP, 5LK; Far 5LP; 2LP, 2MP; 6MP, Zounuki (6HP, uncharged), j.2MK (Divekick), Focus Attack + Forward Dash
    • EX Hadoken (236PP), MK Axe Kick (41236MK), LK/EX Tatsu (214LK/KK), Air Tatsu (j.214K), 6MK Followup Tatsu (6MK~214K)

Character Specific Data

Evil Ryu

VITALS
Health: 950 Stun: 900
WALKING
Forward Walk Speed: 0.050 Back Walk Speed: 0.040
JUMPING
Jump Total Frames: 4+36+4 Jump Distance: 1.925 Forward/Back
DASHING
Forward Dash Frames: 15 Forward Dash Distance: 1.353
Back Dash Frames: 28 Back Dash Distance: 1.20
FA + Forward Dash Frames: 17 FA + Back Dash Frames: 24
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-17 FA + Back Dash Airborne: 4-13
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -2 Lv1 FA + Back Dash (Block): -9
Lv2 FA + Forward Dash (Block): +4 Lv2 FA + Back Dash (Block): -3

Frame Data

Note: Since nearly all grounded moves are cancellable into Super (Raging Demon), cancels into FA (Focus Attack) are listed instead.

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png 3 3 6 2 5 30 50 M Ch Sp FA -
5MP (Close) cl. Mp.png 3 3 21 -3 3 70 100 M TC Sp FA -
5HP (Close) cl. Hp.png 5 4 22 -7 -3 100 200 M Sp FA Forces stand
5LK (Close) cl. Lk.png 5 5 7 -1 3 30 50 M Sp FA -
5MK (Close) cl. Mk.png 3 5 16 -7 -2 80 100 M Sp FA Forces stand; longer proximity range (works after MK Axe Kick)
5HK (Close) cl. Hk.png 5 2*8(2)4 17 -3 1 40x2*30 50x2*100 M EX FA 3 hits, first 2 are cancellable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png 4 3 6 2 5 30 50 M Sp FA -
5MP (Far) far. Mp.png 5 4 14 -2 2 70 100 M TC Sp FA -
5HP (Far) far. Hp.png 7 3 18 0 KD 120 200 M EX FA KD Adv: +34
5LK (Far) far. Lk.png 5 6 6 -1 2 40 50 M - Shifts leg hurtbox backwards, can make low pokes whiff
5MK (Far) far. Mk.png 7 4 15 -3 2 70 100 M - -
5HK (Far) far. Hk.png 8 4 22 -8 -4 110 200 M EX FA -
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 30 50 M Ch Sp FA -
2MP Down.gifMp.png 4 4 8 2 5 60 100 M Sp FA -
2HP Down.gifHp.png 6 6 23 -10 -5 90 200 M Sp FA Forces stand
2LK Down.gifLk.png 4 3 9 -1 2 20 50 L Ch Sp FA -
2MK Down.gifMk.png 7 3 16 -4 0 60 100 L Sp FA -
2HK Down.gifHk.png 6 3 26 -11 KD 100 200 L - KD Adv: +13
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Zugaihasatsu
(Overhead)
Right.gifMp.png 17 2(1)2 18 -6 4 [2] 30*50 50x2 H - [Adv. vs crouching opponent]
Zounuki Right.gifHp.png 25 4 18 -2 5 50x2 50*80 M - Armor break; can be used for kara-Super
Zounuki (charged) Right.gifHp.png (hold) 42 12 10 -1 KD 50x2*100 50x2*100 M - Armor break; has projectile hitbox, but too slow to use on reaction; can lose to projectile invuln moves; KD Adv: +20
Senbukyaku
(Hopkick)
Right.gifMk.png 16 2 9+8
land
-2 0 70 100 M Sp* 3-17f lower body invuln, 5-26f airborne; no longer resets airborne opponents, keeps them in a juggle state; cancels into special version of 214K; best move for kara Super
Target Combo 1 cl.Mp.png>Hp.png - - - -11 KD *80 *100 M Sp FA Puts opponent into limited juggle state; huge hitconfirm window; can juggle cl.5HK afterward in the corner, which can cancel into EX moves for high damage; KD Adv: +39
Target Combo 2 far.Mp.png>Hp.png - - - -12 KD *60*40 *100x2 M EX FA / - TC Far HP has 2 hits, only 1st is cancellable; KD Adv: +14
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png 4 9 - - - 50 50 H - -
j.MP (angled) Upright.gifMp.png 7 3*4 - - - 50*30 50x2 H Sp Has higher juggle potential; 1st hit cancels to Air Tatsu, puts airborne opponent in free juggle state; 2nd hit puts airborne opponent into limited juggle state
j.HP (angled) Upright.gifHp.png 6 4 - - - 100 200 H - -
j.LK (angled) Upright.gifLk.png 4 8 - - - 40 50 H - Crossup
j.MK (angled) Upright.gifMk.png 6 6 - - - 70 100 H - Crossup
j.HK (angled) Upright.gifHk.png 7 4 - - - 100 200 H - -
j.LP (neutral) Up.gifLp.png 4 9 - - - 50 50 H - -
j.MP (neutral) Up.gifMp.png 4 5 - - - 80 100 H - -
j.HP (neutral) Up.gifHp.png 4 4 - - - 100 200 H - -
j.LK (neutral) Up.gifLk.png 5 9 - - - 40 50 H - -
j.MK (neutral) Up.gifMk.png 6 10 - - - 80 100 H - -
j.HK (neutral) Up.gifHk.png 4 4 - - - 100 200 H - -
Tenmakujinkyaku
(Divekick)
Air Down.gifMk.png 13 until land 4 land -6(4) -3(8) 70 100 H - Forward jump only, near apex
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 90 150 M Dash KD Adv: +11; +30 after Forward Dash, +23 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 65 2 35 crumple crumple 140 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Shoulder Throw
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 170 200 T - KD Adv: +14
Somersault Throw
(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
Hadoken
(Fireball)
Qcf.pngP.png
236+P
13 - 32 -8 -2 60 100 M FA LP slowest, HP fastest
Ex.png Hadoken
(Fireball)
Qcf.png2p.png
236+PP
12 - 30 0 3 50x2 50x2 M FA 2 hits
LP Shakunetsu Hadoken
(Red Fireball)
Hcb.pngLp.png
63214+LP
25 - 28 -7 KD 50 200 M FA 1 hit, opponent is put into limited juggle state; KD Adv: +38
MP Shakunetsu Hadoken
(Red Fireball)
Hcb.pngMp.png
63214+MP
25 - 36 -7 KD 35x2 50*100 M FA 2 hits, opponent is put into limited juggle state; KD Adv: +38
HP Shakunetsu Hadoken
(Red Fireball)
Hcb.pngHp.png
63214+HP
25 - 44 -7 KD 33x3 35x3 M FA 3 hits, opponent is put into limited juggle state; KD Adv: +38
Ex.png Shakunetsu Hadoken
(Red Fireball)
Hcb.png2p.png
63214+PP
25 - 28 9 KD 47x3 70x2*100 M FA 3 hits, opponent is put into limited juggle state; KD Adv: +54
LP Rakuyo Hadoken
(Falling Fireball)
Rdp.pngLp.png
421+LP
44 [23] 12 6(23) 11(27) 50 50 M FA Shortest angle
MP Rakuyo Hadoken
(Falling Fireball)
Rdp.pngMp.png
421+MP
51 [24] 4 14(32) 19(37) 50 50 M FA Medium angle
HP Rakuyo Hadoken
(Falling Fireball)
Rdp.pngHp.png
421+HP
63 [25] (0) 20(40) 25(44) 50 50 M FA Farthest angle; E.Ryu can act after 61f, before fireball becomes active
Ex.png L Rakuyo Hadoken
(Falling Fireball)
Rdp.pngLp.pngMp.png
421+LP+MP
41 [23] 12 13(30) 17(33) 40x2 30*20 M FA 2 hits, shortest trajectory
Ex.png M Rakuyo Hadoken
(Falling Fireball)
Rdp.pngMp.pngHp.png
421+MP+HP
45 [24] 8 17(35) 21(38) 40x2 30*20 M FA 2 hits, medium trajectory
Ex.png H Rakuyo Hadoken
(Falling Fireball)
Rdp.pngLp.pngHp.png
421+LP+HP
53 [25] 3 22(41) 25(45) 40x2 30*20 M FA 2 hits, farthest trajectory
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Shoryuken
(Uppercut)
Dp.pngLp.png
623+LP
4 14 14+10
land
-17 KD 100 (70) 100 M FA* 1-3f full invuln, 4-17f lower body invuln, 4-5f throw invuln, 5f~ airborne; FA cancel on hit only; (reduced damage on later active frames); KD Adv: +41
MP Shoryuken
(Uppercut)
Dp.pngMp.png
623+MP
4 2*12 25+18
land
-34 KD 100*30 100*50 M FA* 1-6f full invuln, 7-17f lower body invuln, 6f~ airborne; 2 hits, FA cancel on hit only (1st hit); KD Adv: +27
HP Shoryuken
(Uppercut)
Dp.pngHp.png
623+HP
4 2*12 28+18
land
-37 KD 100*60 150*50 M FA* 1-5f full invuln, 6-17f lower body invuln, 6f~ airborne; 2 hits, FA cancel on hit only (1st hit); KD Adv: +24
Ex.png Shoryuken
(Uppercut)
Dp.png2p.png
623+PP
4 5*14 24+18
land
-39 KD 80*30x2*50 100*25x2*50 M FA 1-22f full invuln; 1st hit cancellable on hit/block; on hit/block/armor, transitions to a different animation when early active frames hit; has great forward distance when cancelled from Far 5HP (over 1/2 screen whiff punishes possible); KD Adv: +23
LK Ryusokyaku
(Axe Kick)
Hcf.pngLk.png
41236+LK
17 2 22 -7 1 100 200 M FA Armor break
MK Ryusokyaku
(Axe Kick)
Hcf.pngMk.png
41236+MK
20 2 20 -2 4 80 100 M FA Armor break, can link into cl.5MK
HK Ryusokyaku
(Axe Kick)
Hcf.pngHk.png
41236+HK
26 2 18 1 KD 130 150 M FA Hard Knockdown vs. grounded opponents; armor break; KD Adv: +78 grounded, +19 juggled
Ex.pngEx.png Ryukosai
(Axe Kick)
Hcf.png2k.png
41236+KK
20 2*2*2 19 -3 KD 280 280 H*H*H FA* 3 hits, armor break; costs 2 bars, gives extra animation on hit, FA cancel on block only; KD Adv: +27
Rasetsuko
(Teleport Grab)
Dp.pngK.png
623+K
8 7 41 - KD 130 150 T - Cannot be cancelled into; no possible juggle afterward; KD Adv: +51
Ex.png Rasetsuko
(Teleport Grab)
Dp.png2k.png
623+KK
8 7 41 - KD 100 150 T FA Limited juggle potential afterward; can FADC after the launching hit; KD Adv: +42
Ashura Senku
(P Teleport)
Dp.png/Rdp.png + 3p.png
623 or 421+PPP
- - 61 - - - - - - 1-49f full invuln; can pass through opponents; Dist: 2.97
Ashura Senku
(K Teleport)
Dp.png/Rdp.png + 3k.png
623 or 421+KKK
- - 53 - - - - - - 1-40f full invuln; can pass through opponents; Dist: 2.25
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Tatsumaki Senpukyaku
(Hurricane Kick)
Qcb.pngLk.png
214+LK
11 2(6)2 12+8
land
-9 KD 70 50 M - 7-20f lower body invuln, 7-32f airborne; puts opponent into free juggle state; whiffs on crouching opponents; KD Adv: +36
MK Tatsumaki Senpukyaku
(Hurricane Kick)
Qcb.pngMk.png
214+MK
8 2(5)2(4)3 15+12
land
-9 KD 80*60 100*50 M - 4-23f lower body invuln, 4-38f airborne; higher juggle potential; whiffs on crouching opponents; if 1st hit is stand blocked, 2nd hit will connect vs. crouch blocking opponent; KD Adv: +28
HK Tatsumaki Senpukyaku
(Hurricane Kick)
Qcb.pngHk.png
214+HK
11 2(5)1(4)
2(5)1(4)2
13+8
land
-2
[-14]
KD 80*40*60 100*50x2 M - 7-36f lower body invuln, 7-49f airborne; whiffs on crouching opponents; if 1st hit is stand blocked, 2nd hit will connect vs. crouch blocking opponent, [then 3rd hit will whiff]; KD Adv: +34
Ex.png Tatsumaki Senpukyaku
(Hurricane Kick)
Qcb.png2k.png
214+KK
11 1(3)1(3)
1(3)1(3)1
18+3
land
-1
[-9/-17]
KD 30x4*40 40x5 M - 6-27f lower body invuln, 6-45f airborne; puts opponent into limited juggle state, can followup near corner; -1 oB if 3 or 4 hits connect, then more unsafe if fewer hits connect; KD Adv: +45
LK Tatsumaki Followup
(6MK xx Tatsu)
Qcb.pngLk.png
214+LK
9 2(6)2 4+10
land
-5 KD 50 50 M - [cancelled from 6MK]; KD Adv: +38
LK Tatsumaki Followup
(6MK xx Tatsu)
Qcb.pngMk.png
214+MK
7 2(4)2(3)1 12+10
land
-4 KD 40*30 50x2 M - [cancelled from 6MK]; has very high juggle potential; KD Adv: +31
LK Tatsumaki Followup
(6MK xx Tatsu)
Qcb.pngHk.png
214+HK
9 2(6)2(6)2 17+10
land
-8 KD 40*50 50x2 M - [cancelled from 6MK]; KD Adv: +32
Ex.png Tatsumaki Followup
(6MK xx Tatsu)
Qcb.png2k.png
214+KK
7 1(3)1(3)
1(3)1(3)1
16+4
land
0
[-8/-16]
KD 40x5 50x5 M - [cancelled from 6MK]; puts opponent into limited juggle state, can followup near corner; [Block adv -8 if 2 hits connect, -16 if 1 connects; character specific]; KD Adv: +54
LK Air Tatsumaki Senpukyaku
(Air Hurricane Kick)
Air Qcb.pngLk.png
Air 214+LK
9 2(14)2 10 land -4(10) KD 60 50 M - Puts opponent into limited juggle state; can no longer crossup; if used on the way up during forward jump, active frames are 2(6)2(6)2; KD Adv: +36~47
MK Air Tatsumaki Senpukyaku
(Air Hurricane Kick)
Air Qcb.pngMk.png
Air 214+MK
9 2(14)2 10 land -4(10) KD 70 50 M - Puts opponent into limited juggle state; can no longer crossup; if used on the way up during forward jump, active frames are 2(6)2(6)2; KD Adv: +33~47
HK Air Tatsumaki Senpukyaku
(Air Hurricane Kick)
Air Qcb.pngHk.png
Air 214+HK
9 2(14)2 10 land 0(10) KD 80 50 M - Puts opponent into limited juggle state; can no longer crossup; if used on the way up during forward jump, active frames are 2(6)2(6)2; KD Adv: +33~47
Ex.png Air Tatsumaki Senpukyaku
(Air Hurricane Kick)
Air Qcb.png2k.png
Air 214+KK
7 1(3)1(3)
1(3)1(3)1
4 land -25(-4) KD 40x5 50x5 M - Stops jump momentum, juggles opponent on hit; number of hits can vary based on height or distance, affecting the block disadvantage; KD Adv: +47 (+10 if only 1 hit connects)
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Raging Demon
(Super)
Lp.pngLp.pngRight.gifLk.pngHp.png 1+0 37 13 - KD 450 - T - 1-2f full invuln; Dmg Distribution: 20x14*170; KD Adv: +37
Metsu Hadoken
(Ultra 1)
Qcf.pngQcf.png3p.png
236236+PPP
0+11 [-] 114 -30 KD 341 - M - 1-10f full invuln; Dmg Distribution: 38x7*75; KD Adv: +66
Metsu Hadoken
(Charged Ultra 1)
Qcf.pngQcf.png3p.png (hold)
236236+PPP (hold)
0+35 2*[-] 129 -44 KD 431 - M - No invuln if held; cinematic occurs at point blank full charge; Dmg Distribution: 53x7*60; KD Adv: +52
Messatsu Goshoryu
(Ultra 2)
Qcf.pngQcf.png3k.png
236236+KKK
0+9 4*6(26)
4*4*4(37)
2*[3x4]
31+62 land -78 KD 501
[305]
- M - 1-18f full invuln; [Non-cinematic version if 1st hit doesn't connect, 1st hit has no juggle potential]; Dmg Distribution: 30x3*15x3*8x5*15*105*206 [30* 30*15*15* 75*35x4]; KD Adv: +37 cinematic / +44 non-cinematic
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Note: most combos use MK Axe Kick > cl.5MK xx LK Tatsu, but this drops against:

  • Guy, Hakan, Hugo, T. Hawk, Zangief (far.5MK comes out instead)
  • El Fuerte (LK Tatsu whiffs)

In both cases, use 2MP instead for 20 less damage (opponent must be standing)
If unable to force stand with cl.5HP or 2HP, link MK Axe Kick into Shoryuken or 2MP xx EX Tatsu


Confirms:

  • 333/495, 0 bar -- 2LK, 2LP, cl.5HP xx MK Axe Kick, cl.5MK xx LK Tatsu, HP Shoryuken
  • 403/595, 2 bar -- 2MK xx Hadoken xx FADC, cl.5HP xx MK Axe Kick, cl.5MK xx LK Tatsu, HP Shoryuken
    • In corner, end with LP Shoryuken, HP Shoryuken


Punishes:

  • 402/580, 0 bar -- 2MP, cl.5HP xx MK Axe Kick, cl.5MK xx LK Tatsu, HP Shoryuken
    • Strong meterless route; in general, adding meter is not recommended, as 2MK confirms are much more important
  • 438/635, 1 bar -- cl.5HP xx MK Axe Kick, cl.5MK xx LK Tatsu, cl.5HK (1-hit) xx EX Red Fireball, 6MK xx MK Tatsu
    • Only worth the meter from short punishes, otherwise scaling will only give a 25-30 damage increase
  • 386/610, 2 bar -- 2LP, far.5MP xx LK Axe Kick xx FADC, 2LP, cl.5HP xx MK Axe Kick, cl.5MK xx LK Tatsu, HP Shoryuken
    • 3f punish from outside close proximity range
  • 258/310, 0 bar -- 2MK xx LK Tatsu, HP Shoryuken
    • Standing-only punish from mid range
  • 310/400, 1 bar -- far.5HP xx EX Shoryuken
  • 400/480, 2 bar -- far.5HP xx EX Axe Kick


Counterhit Confirms:

  • CH 2MP: link 2MK for FADC extensions; at farther ranges, use 2HP after dash (cl.5HP may be too far for proximity)
    • Can also link 2HK, especially useful at longer ranges after counterpoking extended limbs, or if meter isn't available


Ultra Setups:

  • j.MP air-to-air - juggle U1, non-cinematic U2
    • If only 1 hit of j.MP connects, can get cinematic U2
  • Shoryuken xx FADC - juggle U1, non-cinematic U2
  • LP Shoryuken (high connect) - juggle U1
  • EX Rasetsuko (Demon Throw) - juggle U1 in corner; can FADC for midscreen U1
  • EX Hadoken xx FADC - link cinematic U2
  • EX Red Fireball - juggle U1, works from around 1/2 screen or closer (may drop U1 hits at longer range)
  • EX Tatsu - corner only; juggle U1, non-cinematic U2
  • 6MK xx EX Tatsu - juggle U1 in the corner (drops 2 hits)
  • Focus Crumple - into fully charged U1 or cinematic U2

Useful Info

Reversals:

  • Shoryuken (Dp.pngP.png / 623P) - MP version is most useful overall, EX version can FADC on block (1st hit only)
    • All versions are 1f slower in Omega, so they can be safe jumped (though safe jump setups are much rarer)
  • Ultra 2 (Qcf.pngQcf.png3k.png / 236236+KKK) - very invincible, but 9f startup makes it easy to bait
  • Ultra 1 (Qcf.pngQcf.png3p.png / 236236+PPP) - invincibility runs out right before active frames, but can still beat/trade with many attacks
  • Super (LP~LP~6LK~HP) - 2f invincible, will instantly grab opponent if they are grounded within range
  • Teleport (Dp.png/Rdp.png3p.png or 3k.png / 623/421 + PPP or KKK) - invincible, but recovery can be chased down

Anti-Airs:

  • 2HP - simple all-around option for closer jumps
  • far.5HK - for ranged jumps or neutral jumps outside DP range
  • far.5LK - for stuffing divekicks, recovers quickly enough to block if the opponent doesn't do anything
  • Shoryuken (Dp.pngP.png / 623P) - MP preferred for its invincibility; LP can be good for high-connect juggles
    • Lack of DP shortcut in Omega makes it harder to use consistently
  • Ultra 2 (Qcf.pngQcf.png3k.png / 236236+KKK) - invincible but a little slow, must connect early to get full animation
    • may drop out if used at certain heights/ranges
  • j.MP - gives good juggles on air connect, can cancel into Air Tatsu or EX Air Tatsu

Anti-Focus:

  • 6HP - both versions break armor, but a little slow for reaction to Focus
  • cl.5HK - first 2 hits are very fast
  • 5MP > HP Target Combo - the HP comes out quickly, can be done on reaction to focus absorption
  • EX Hadoken (Qcf.png2p.png / 236PP) - quick 2 hits, can be used at longer ranges
  • Axe Kick (Hcf.pngK.png / 41236K) - armor breaker, a little slow to use on reaction

Anti-Projectile:

  • Hadoken / Red Fireball (Qcf.pngP.png / 236P ; Hcb.pngP.png / 63214P) - beat opponent at their own fireball game, use multi-hit Red Fireball to blow through single hit fireballs
  • Early HK Tatsu (Qcb.pngHk.png / 214HK) - useful as a prediction, but impractical on reaction
  • Charged 6HP - clashes with projectiles, hard to use on reaction unless fullscreen

Juggles:

  • cl.5MP > HP (TC1) gives limited juggle state midscreen
  • LK Tatsu gives a free juggle state anywhere on screen (standing opponents only)
  • EX Tatsu (+ 6MK version) gives limited juggle state, follow up in corner
  • Air Tatsu gives limited juggle state, followup with a quick Shoryuken
  • j.MP vs. airborne: 1st hit gives free juggle state, 2nd hit gives limited juggle state
  • 6MK xx MK Tatsu can continue juggles, such as after Shoryuken xx FADC or j.MP

Miscellaneous:

  • N/A


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