Ultra Street Fighter IV/Movement

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Ultra Street Fighter IVUSFIV-Header.png

Basic Movement

If you've ever played a Fighting Game before, just skip this page, trust me. But this will be brief in case you read it anyhow. The three basic movement options that are given to a character in almost every fighting game created are the ability to Walk forward or backwards (by hitting Towards or Back), to Crouch (by hitting any of the three Down positions on the joystick), or to Jump in any of three directions (Up for a straight up Jump, Back Flip to jump backwards, or Forward Flip to jump forward). These are the three absolute most basic actions given to a character.

Walk Speed Comparison

Of course, every character walks with different speeds in the game. Below are the movement speeds for each character in USF4 for both walking forward and walking backwards. The numbers below are internal distances used by the game, in distance per frame. The movement per frame is fixed, so there is no acceleration, although characters must walk forward for at least two frames before any distance is covered (i.e. walking for one frame does not actually move the character).

Below are the speeds for every character. As a reference, the stage is 15.0 units wide, and the characters start 3.0 units apart at the beginning of the round.


Click header to sort by specific criteria
Character Name Forward Walk Speed Back Walk Speed
Abel 0.035 0.030
Adon 0.050 0.035
Akuma 0.055 0.040
Balrog 0.050 0.040
Blanka 0.050 0.045
C. Viper 0.050 0.035
Cammy 0.055 0.045
Chun Li 0.055 0.045
Cody 0.0425 0.024
Dan 0.040 0.030
Decapre 0.055 0.045
Dee Jay 0.055 0.040
Dhalsim 0.025 0.020
Dudley 0.050 0.040
E. Honda 0.045 0.030
El Fuerte 0.048 0.043
Elena 0.045 0.03825
Evil Ryu 0.050 0.040
Fei Long 0.045 0.030
Gen (Mantis) 0.045 0.030
Gen (Crane) 0.055 0.045
Gouken 0.045 0.030
Guile 0.050 0.040
Guy 0.0495 0.0385
Hakan 0.030 0.030
Hugo 0.022 0.018
Ibuki 0.045 0.03125
Juri 0.035 0.030
Ken 0.046 0.0345
M. Bison 0.055 0.040
Makoto 0.020 0.015
Oni 0.040 0.040
Poison 0.040 0.030
Rolento 0.035 0.030
Rose 0.045 0.035
Rufus 0.045 0.030
Ryu 0.045 0.030
Sagat 0.024 0.020
Sakura 0.050 0.035
Seth 0.025 0.020
T. Hawk 0.0341 0.030
Vega 0.055 0.050
Yang 0.057 0.040
Yun 0.050 0.035
Zangief 0.035 0.030


Note: Omega SF4 walkspeeds are the same, with the following exceptions:

  • Cody: 0.038 Forward
  • Gen (Mantis): 0.055 Forward, 0.040 Back
  • Gen (Crane): 0.035 Forward, 0.025 Back
  • Guy: 0.045 Forward, 0.035 Back
  • Ibuki: 0.053 Forward, 0.040 Back
  • Ken: 0.045 Forward, 0.030 Back
  • Seth: 0.045 Forward, 0.035 Back
  • T. Hawk: 0.031 Forward
  • Yang: 0.054 Forward
  • Zangief: 0.031 Forward



Forward Dashing

Forward Dashing is mostly useful for positioning, surprise attacks, and just to traverse distances more quickly than walking. During a Forward Dash, all characters are considered grounded. That means all moves that connect against you while Dashing will keep you on the ground so you can be comboed and easily punished.

Forward Dashing Data

USF4 Data

USF4 - Click header to sort by column
Character Total Frames Distance
Abel 16   1.42   
Adon 19   1.50   
Akuma 18   1.00   
Balrog 18   1.30   
Blanka 20   1.52   
C. Viper 19   1.30   
Cammy 18   1.43   
Chun Li 15   1.08   
Cody 18   1.10   
Dan 19   1.42   
Decapre 18   1.44   
Dee Jay 19   1.15   
Dhalsim 32   1.80   
Dudley 19   1.35   
E. Honda 19   0.83   
El Fuerte 16   1.10   
Elena 17   1.45   
Evil Ryu 18   1.32   
Fei Long 17   1.15   
Gen (Mantis) 19   1.51   
Gen (Crane) 19   1.51   
Gouken 16   1.10   
Guile 19   1.32   
Guy 18   1.20   
Hakan (Unoiled) 20   1.05   
Hakan (Oiled) 18   1.31   
Hugo 21   1.17   
Ibuki 18   1.70   
Juri 19   1.41   
Ken 18   1.10   
M. Bison 17   1.59   
Makoto 16   1.78   
Oni 18   1.10   
Poison 17   1.01   
Rolento 18   1.33   
Rose 20   1.65   
Rufus 20   1.14   
Ryu 18   1.10   
Sagat 18   1.10   
Sakura 18   1.05   
Seth 18   1.35   
T. Hawk 23   1.10   
Vega 20   1.25   
Yang 18   1.45   
Yun 18   1.53   
Zangief 26   0.88   
  • Distance units calculated using Frame Trapped for SFIV
  • Some dash distances vary depending on whether or not a button/direction is input at the end of the animation
    • For these characters, the listed dash distance assumes the player inputs something after the dash, as that is the most common real-world scenario


Omega SF4 Data

Omega SF4 - Click header to sort by column
Character Total Frames Distance
Ω Abel 14   1.33   
Ω Adon 16   1.49   
Ω Akuma 16   1.05   
Ω Balrog 14   1.30   
Ω Blanka 18   1.66   
Ω C. Viper 16   1.45   
Ω Cammy 16   1.38   
Ω Chun Li 13   1.07   
Ω Cody 16   1.11   
Ω Dan 18   1.46   
Ω Decapre 16   1.40   
Ω Dee Jay 16   1.15   
Ω Dhalsim 21   1.12   
Ω Dudley 14   1.33   
Ω E. Honda 16   0.83   
Ω El Fuerte 14   0.94   
Ω Elena 16   1.42   
Ω Evil Ryu 15   1.35   
Ω Fei Long 14   1.17   
Ω Gen (Mantis) 15   1.39   
Ω Gen (Crane) 19   1.51   
Ω Gouken 14   1.06   
Ω Guile 15   1.32   
Ω Guy 15   1.28   
Ω Hakan (Unoiled) 16   0.95   
Ω Hakan (Oiled) 18   1.25   
Ω Hugo 25   1.31   
Ω Ibuki 15   1.66   
Ω Juri 15   1.54   
Ω Juri (U1) 18   1.69   
Ω Ken 14   1.16   
Ω M. Bison 14   1.32   
Ω Makoto 15   1.67   
Ω Makoto (Super) 19   2.11   
Ω Oni 15   1.30   
Ω Poison 17   1.07   
Ω Rolento 17   1.30   
Ω Rose 17   1.65   
Ω Rufus 16   1.09   
Ω Ryu 14   1.16   
Ω Sagat 16   1.12   
Ω Sakura 14   1.13   
Ω Seth 15   1.05   
Ω T. Hawk 18   1.11   
Ω Vega 15   1.67   
Ω Yang 15   1.39   
Ω Yun 16   1.42   
Ω Zangief 26   0.91   
  • Distance units calculated using Frame Trapped for SFIV
  • With few exceptions, dashes out of Focus Attack are generally unchanged from USF4
  • Some dash distances vary depending on whether or not a button/direction is input at the end of the animation
    • For these characters, the listed dash distance assumes the player inputs something after the dash, as that is the most common real-world scenario



Back Dashing

Back Dashing is a very defensive maneuver thanks to the inclusion of invincibility frames in everyone's Back Dashes. Though the number of invincible frames generally only number around 8, it's still enough to be useful to escape a lot of situations and attacks, as every Back Dash is invincible starting from the very first frame. Not only that, but the first few vulnerable frames after a Back Dash for the majority of the characters are considered airborne, so even if you get hit out of the first few vulnerable frames, you'll be popped into the air so it's much harder to punish with combos.

However, even though you are considered airborne during those frames, you can still be hit by moves that normally miss against airborne opponents. If someone Sweeps you with Ryu's Crouching Hard Kick, for example, as you are in your airborne frames, you'll still be hit and get sent to the floor as usual.

After those airborne frames run out, you will have some vulnerable frames where you are grounded, so if the opponent times it properly and hits you at the tail end of your Back Dash, they can hit you on the ground and execute a full grounded punish combo.

Back Dashing Data

USF4 Data

Click header to sort Alphabetically, by Dash Time, or by Distance
Character Total Frames Distance
Abel 25   0.75   
Adon 22   0.75   
Akuma 25   0.90   
Balrog 24   1.20   
Blanka 26   1.20   
C. Viper 27   1.25   
Cammy 22   1.40   
Chun Li 22   1.30   
Cody 26   0.85   
Dan 26   1.40   
Decapre 22   1.40   
Dee Jay 27   0.90   
Dhalsim 29   1.43   
Dudley 25   1.14   
E. Honda 27   0.90   
El Fuerte 19   0.76   
Elena 22   1.35   
Evil Ryu 28   1.20   
Fei Long 26   1.25   
Gen (Mantis) 27   1.38   
Gen (Crane) 27   1.38   
Gouken 25   0.80   
Guile 26   0.98   
Guy 26   1.20   
Hakan 27   0.65   
Hakan (Oiled) 27   1.49   
Hugo 30   1.04   
Ibuki 28   1.57   
Juri 27   1.20   
Ken 27   0.75   
M. Bison 25   1.00   
Makoto 27   1.32   
Oni 27   0.90   
Poison 22   1.21   
Rolento 27   0.82   
Rose 22   1.23   
Rufus 27   0.94   
Ryu 27   0.75   
Sagat 29   0.98   
Sakura 26   0.95   
Seth 25   1.30   
T. Hawk 26   0.80   
Vega 22   1.20   
Yang 27   1.45   
Yun 27   1.43   
Zangief 26   0.80   
  • Distance units calculated using Frame Trapped for SFIV
  • Some dash distances vary depending on whether or not a button/direction is input at the end of the animation
    • For these characters, the listed dash distance assumes the player inputs something after the dash, as that is the most common real-world scenario
  • Omega SF4 backdashes are mostly similar, with the following significant exceptions:
    • Faster: Akuma (24f), Decapre (21f), Gen Mantis (20f), Ibuki (25f), M. Bison (24f), Yun (25f)
    • Slower: Rose (26f)
    • Shorter: Balrog (0.93), Chun-Li (1.05), Decapre (0.86), Gen Mantis (1.08), Ibuki (1.18), Poison (0.95), Rose (0.89), Yun (1.19)



Back Dashing Frame Data

Here is the "state" frame data for every character's Back Dash for when they are invincible, vulnerable, airborne, and grounded:

Back Dashing Frame Counts

(Numbers - With Totals In Parentheses)

Character
Invincible
Airborne
Grounded
Abel
1-8 (8)
9-18 (10)
19-25 (7)
Adon
1-8 (8)
9-15 (7)
16-23 (8)
Akuma
1-8 (8)
9-18 (10)
19-25 (7)
Balrog
1-8 (8)
9-17 (9)
18-24 (7)
Blanka
1-8 (8)
9-19 (11)
20-26 (7)
C. Viper
1-8 (8)
9-17 (9)
18-27 (10)
Cammy
1-6 (6)
7-17 (11)
18-22 (5)
Chun Li
1-8 (8)
9-18 (10)
19-22 (4)
Cody
1-8 (8)
9-13 (5)
14-26 (13)
Dan
1-8 (8)
9-24 (16)
25-26 (2)
Dee Jay
1-8 (8)
9-16 (8)
17-27 (11)
Decapre
1-6 (6)
7-17 (11)
18-22 (5)
Dhalsim
1-8 (8)
9-18 (10)
19-29 (11)
Dudley
1-7 (7)
8-18 (11)
19-25 (7)
E. Honda
1-8 (8)
9-18 (10)
19-27 (9)
El Fuerte
1-7 (7)
8-12 (5)
13-19 (7)
Elena
1-8 (8)
9-18 (10)
19-22 (4)
Evil Ryu
1-8 (8)
9-17 (9)
18-28 (11)
Fei Long
1-8 (8)
9-21 (13)
22-26 (5)
Gen (Mantis)
1-8 (8)
9-23 (15)
24-27 (4)
Gen (Crane)
1-8 (8)
9-23 (15)
24-27 (4)
Gouken
1-8 (8)
9-15 (7)
16-25 (10)
Guile
1-8 (8)
9-19 (11)
20-26 (7)
Guy
1-8 (8)
9-16 (8)
17-26 (10)
Hakan
1-8 (8)
9-23 (15)
24-27 (4)
Hakan (Oiled)
1-8 (8)
9-23 (15)
24-27 (4)
Hugo
1-9 (8)
10-26 (17)
27-30 (4)
Ibuki
1-8 (8)
9-23 (15)
24-28 (5)
Juri
1-8 (8)
9-18 (10)
19-27 (9)
Ken
1-8 (8)
9-18 (10)
19-27 (9)
M. Bison
1-8 (8)
9-17 (9)
18-24 (7)
Makoto
1-8 (8)
9-12 (4)
13-27 (15)
Oni
1-8 (8)
9-19 (11)
20-27 (8)
Poison
1-8 (8)
9-18 (10)
19-22 (4)
Rolento
1-8 (8)
9-18(10)
19-27 (9)
Rose
1-8 (8)
9-18 (10)
19-22 (4)
Rufus
1-8 (8)
9-25 (17)
26-27 (3)
Ryu
1-8 (8)
9-18 (10)
19-27 (9)
Sagat
1-8 (8)
9-23 (15)
24-29 (6)
Sakura
1-8 (8)
9-18 (10)
19-26 (8)
Seth
1-8 (8)
9-15 (7)
16-25 (10)
T. Hawk
1-8 (8)
9-19 (11)
20-26 (7)
Vega
1-8 (8)
9-19 (11)
20-22 (3)
Zangief
1-8 (8)
9-16 (8)
17-26 (10)
Yang
1-8 (8)
9-22 (14)
23-27 (5)
Yun
1-8 (8)
9-22 (14)
23-27 (5)



Now here's a visual chart mapping the Back Dash frames out each frame at a time:

Legend

TOTALS
Total number of frames for each phase (invincible, airborne, and grounded). Once again, the grounded total ignores the stray grounded frame for the few characters that have it.
FRAME COUNT
Each symbol is one frame of the Back Dash. The symbols are as follows:
'-' = First stage frames of pure invulnerability
'^' = Second stage frames of being airborne
'X' = Third stage frames of being grounded

Extra Note

Characters listed in order of the quality of their Back Dash. The criteria by which "Back Dash Quality" is based are:

  1. The less number of frames you have total, the better.
  2. The more number of invincible frames you have, the better.
  3. The less number of grounded frames you have, the better.


Back Dashing Frame Data

---------------------------------------------------------------
              |            |        -- FRAME  COUNT --        |
              |            |  0        1         2         3  |
CHARACTER     |   TOTALS   |  123456789012345678901234567890  |
--------------------------------------------------------------|
El Fuerte     | ( 7, 5, 7) |  -------^^^^^XXXXXXX             |
Vega          | ( 8,11, 3) |  --------^^^^^^^^^^^XXX          |
Chun Li       | ( 8,10, 4) |  --------^^^^^^^^^^XXXX          |
Elena         | ( 8,10, 4) |  --------^^^^^^^^^^XXXX          |
Poison        | ( 8,10, 4) |  --------^^^^^^^^^^XXXX          |
Rose          | ( 8,10, 4) |  --------^^^^^^^^^^XXXX          |
Cammy         | ( 6,11, 5) |  ------^^^^^^^^^^^XXXXX          |
Decapre       | ( 6,11, 5) |  ------^^^^^^^^^^^XXXXX          |
Adon          | ( 8, 7, 8) |  --------^^^^^^^XXXXXXXX         |
Balrog        | ( 8, 9, 7) |  --------^^^^^^^^^XXXXXXX        |
M. Bison      | ( 8, 9, 7) |  --------^^^^^^^^^XXXXXXX        |
Abel          | ( 8,10, 7) |  --------^^^^^^^^^^XXXXXXX       |
Akuma         | ( 8,10, 7) |  --------^^^^^^^^^^XXXXXXX       |
T. Hawk       | ( 8,10, 7) |  --------^^^^^^^^^^XXXXXXX       |
Dudley        | ( 7,11, 7) |  -------^^^^^^^^^^^XXXXXXX       |
Gouken        | ( 8, 7,10) |  --------^^^^^^^XXXXXXXXXX       |
Fei Long      | ( 8,13, 5) |  --------^^^^^^^^^^^^^XXXXX      |
Blanka        | ( 8,11, 7) |  --------^^^^^^^^^^^XXXXXXX      |
Guile         | ( 8,11, 7) |  --------^^^^^^^^^^^XXXXXXX      |
Sakura        | ( 8,10, 8) |  --------^^^^^^^^^^XXXXXXXX      |
Guy           | ( 8, 8,10) |  --------^^^^^^^^XXXXXXXXXX      |
Zangief       | ( 8, 8,10) |  --------^^^^^^^^XXXXXXXXXX      |
Cody          | ( 8, 5,13) |  --------^^^^^XXXXXXXXXXXXX      |
Dan           | ( 8, 0,18) |  --------XXXXXXXXXXXXXXXXXX      |
Rufus         | ( 8,16, 3) |  --------^^^^^^^^^^^^^^^^XXX     |
Gen (Mantis)  | ( 8,15, 4) |  --------^^^^^^^^^^^^^^^XXXX     |
Gen (Crane)   | ( 8,15, 4) |  --------^^^^^^^^^^^^^^^XXXX     |
Hakan         | ( 8,15, 4) |  --------^^^^^^^^^^^^^^^XXXX     |
Hakan (Oiled) | ( 8,15, 4) |  --------^^^^^^^^^^^^^^^XXXX     |
Yang          | ( 8,14, 5) |  --------^^^^^^^^^^^^^^XXXXX     |
Yun           | ( 8,14, 5) |  --------^^^^^^^^^^^^^^XXXXX     |
Oni           | ( 8,11, 8) |  --------^^^^^^^^^^^XXXXXXXX     |
E. Honda      | ( 8,10, 9) |  --------^^^^^^^^^^XXXXXXXXX     |
Juri          | ( 8,10, 9) |  --------^^^^^^^^^^XXXXXXXXX     |
Ken           | ( 8,10, 9) |  --------^^^^^^^^^^XXXXXXXXX     |
Rolento       | ( 8,10, 9) |  --------^^^^^^^^^^XXXXXXXXX     |
Ryu           | ( 8,10, 9) |  --------^^^^^^^^^^XXXXXXXXX     |
C. Viper      | ( 8, 9,10) |  --------^^^^^^^^^XXXXXXXXXX     |
Dee Jay       | ( 8, 8,11) |  --------^^^^^^^^XXXXXXXXXXX     |
Makoto        | ( 8, 4,15) |  --------^^^^XXXXXXXXXXXXXXX     |
Ibuki         | ( 8,15, 5) |  --------^^^^^^^^^^^^^^^XXXXX    |
Seth          | ( 8,11, 9) |  --------^^^^^^^^^^^XXXXXXXXX    |
Evil Ryu      | ( 8, 9,11) |  --------^^^^^^^^^XXXXXXXXXXX    |
Sagat         | ( 8,15, 6) |  --------^^^^^^^^^^^^^^^XXXXXX   |
Dhalsim       | ( 8,10,11) |  --------^^^^^^^^^^XXXXXXXXXXX   |
Hugo          | ( 9,17, 4) |  ---------^^^^^^^^^^^^^^^^^XXXX  |
---------------------------------------------------------------



Movement Frame Data

Here is the movement and jump frame data for Ultra Street Fighter 4.

Ultra Street Fighter 4 Movement Frame Data
Character Dash FA 1 FA 2 Backdash Invi Airborne Range Jump
1 Ryu 18 -2 +4 27 1~8 9~18 2/7 4+36
2 Ken 18 -2 +4 27 1~8 9~18 2/7 4+36
3 Chun Li 15 +1 +7 22 1~8 9~18 6.5/13 4+41
4 Honda 19[-1] -3 +3 27[+2] 1~8 9~18 3/8.5 4+37
5 Blanka 21 -5 +1 26 1~8 9~19 1/11.5 4+34
6 Zangief 26 -10 -4 26 1~8 9~16 2.5/7.5 6+37
7 Guile 19 -3 +3 26 1~8 9~19 2.5/10 4+36
8 Dhalsim 32 -16 -10 29 1~8 9~18 4/14 3+56
9 Balrog 18 -2 +4 24 1~8 9~17 5/11.5 4+36
10 Vega 20 -4 +2 22 1~8 9~19 3.5/11.5 4+35
11 Sagat 18 -2 +4 29 1~8 9~23 2.5/10 4+36
12 M. Bison 17 -1 +5 25[-1] 1~8 9~17 4/10 4+40
13 C. Viper 19 -3 +3 27 1~8 9~17 6/12 4+36
14 Rufus 20 -4 +2 27 1~8 9~25 1/9.5 4+39
15 El Fuerte 16 +0 +6 19 1~7 8~12 2/7 4+39
16 Abel 16 +0 +6 25 1~8 9~18 3/7 4+36
17 Seth 18 -2 +4 25 1~8 9~15 6/12.5 4+36
18 Akuma 18 -2 +4 25 1~8 9~18 2/8.5 4+36
19 Gouken 16 +0 +6 25 1~8 9~15 0.5/7.5 4+36
20 Cammy 18 -2 +4 22[-1] 1~6 7~17 3.5/13.5 4+36
21 Fei Long 17 -1 +5 26 1~8 9~21 3.5/12 4+36
22 Sakura 18 -2 +4 26 1~8 9~18 3.5/9 4+36
23 Rose 21 -5 +1 22 1~8 9~18 7/12 4+39
24.1 Gen (Mantis) 19 -3/+0* +3 27 1~8 9~23 7.5/13 4+36
24.2 Gen (Crane) 19 +0/-3* +3 27 1~8 9~23 7.5/13 4+35
25 Dan 19 -3 +3 26 1~8 9~24 8/14 4+36
26 T. Hawk 23 -7 -1 26[+3] 1~8 9~19 3/7.5 6+40
27 DeeJay 19 -3 +3 27 1~8 9~16 7/8.5 4+37
28 Guy 18 -2 +4 26 1~8 9~16 7.5/11.5 4+40
29 Cody 18 -2 +4 26[-3] 1~8 9~13 5.5/7 4+36
30 Ibuki 18[-1] -2 +4 28 1~8 9~23 9/15 4+39
31 Makoto 16 +0 +6 27 1~8 9~13 7.5/12.5 4+36
32 Dudley 19 -2 +3 25 1~7 8~18 5.5/11 4+36
33 Adon 19 -3 +3 22 1~8 9~15 1/7 4+34
34.1 Hakan (Unoiled) 20 -4 +2 27 1~8 9~23 1/6 5**+37
34.2 Hakan (Oiled) 18 ~ ~ 27 1~8 9~23 1/6 5**+37
35 Juri 19[-2] -3 +3 27 1~8 9~18 3/11.5 4+35
36 Yun 18 -2 +4 27[-4] 1~8 9~22 1/14.5 4+34
37 Yang 18[-1] -2 +4 27[-2] 1~8 9~22 1/14.5 4+34
38 Evil Ryu 18 -2 +4 28 1~8 9~17 1/10 4+36
39 Oni 18 -2 +4 27[-1] 1~8 9~19 1/9 4+37
40 Elena 17 -1 +5 22 1~8 9~18 ? 4+42
41 Hugo 21 -5 +1 30 1~9 10~26 ? 8+35
42 Poison 17 -1 +5 22 1~8 9~18 ? 4+39
43 Rolento 18 -2 +4 27 1~8 9~18 ? 4+36
44 Decapre 18 -2 +4 22 1~6 7~17 ? 4+36

The dash data is the total duration in frames. FA 1 and FA 2 represent the frame advantage after a level 1 and a blocked level 2 focus attack, respectively, when canceled into a forward dash.


What does [-X] mean?
Certain characters can actually cancel the end of their forward or backward dash recovery with special moves, supers, ultras, and focus attacks by [X] frames. So for example, Yun's backdash is normally 27 frames total, but if he buffers an ultra before the end of his backdash, the backdash will end on frame 23, and the ultra will start animating on frame 24.

In the case of E.Honda and T.Hawk, buffering a reversal will actually lengthen their backdash recovery. So if T.Hawk buffers a Mexican Typhoon at the end of his backdash, it will start animating on frame 30 instead of frame 27, and he will not be able to block during the extra recovery frames.


*Gen's FA 1 frame advantage differs on hit/block.

**Hakan only has 4 pre-jump frames when he jumps forward, but has 5 otherwise.


Game Navigation

General
FAQ
Controls & Notation
HUD
Basic Elements
Game Systems
Universal Abilities
Movement
Advanced Techniques
Glossary
Change List
Omega Mode
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