Super Street Fighter IV

Guía
En esta guía encontrarás los Super Combos y Ultra Combos de todos los personajes, así
como los Ataques Especiales de los personajes nuevos. Puedes encontrar más información
sobre los personajes que ya aparecían en Street Fighter IV en la Guía que publicamos en
su día.
Para conocer el resto de ataques no reflejados en estas guías te bastará con consultarlos
pausando tu combate.
Todos los controles que aquí se muestran son para cuando los personajes miran a la
derecha. Cuando estés mirando a la izquierda todos estos controles se invertirán.
Leyenda

Nota: Si tienes problemas para ver bien las imágenes de alguna ficha puedes consultarlas en
mayor resoulución en las correspondientes galerías. Galería I, Galería II, Galería III
Índice de personajes

Adon, Cody, Deejay, Dudley y Guy

Hakan, Ibuki, Juri, Makoto y T. Hawk

Ryu, Ken, Chun-Li, E. Honda y Blanka

Zangief, Guile, Dhalsim, Balrog y Vega

Sagat, M. Bison, C. Viper, Rufus y El Fuerte

Abel, Seth, Akuma, Gouken y Cammy

Fei Long, Sakura, Rose, Gen y Dan


ADON
Todo un campeón de Muay Thai, ha desarrollado toda una técnica nueva, mucha
más acrobática, a partir de las enseñanzas de su maestro, Sagat.





CODY
El otrora héroe de Metro City acabó en la cárcel, de la que escapó. Ahora, como
fugitivo, sigue buscando pelea con sus puños invencibles.

DEEJAY
Este joven jamaicano mezcla el kickboxing con sus otras dos pasiones: la capoeira y
el reggae, lo que hace que su estilo de lucha sea muy particular.





DUDLEY
Aunque es todo un Sir británico, no duda en usar las puños cuando la situación lo
requiere. Sus orígenes aristocráticos hacen de su estilo de boxeo el más elegante que
se puede ver.

GUY
El 39º heredero de Bushinryuu de la escuela Ninjutsu vuelve a luchar pues tiene la
corazonada que pronto acabará la paz en el mundo, y está dispuesto a evitarlo.




HAKAN
Este campeón turco de lucha con aceite Yagli Gures viaja por el mundo en busca de
aventuras y luchadores a los que vencer.

IBUKI
Aunque parece, y es, una letal ninja kunoichi, Ibuki lo único que quiere es llevar
una vida normal.



JURI
Letal y misteriosa, a esta agente de S.I.N. le encanta jugar con sus rivales, usando
las técnicas más impredecibles.



MAKOTO
A pesar de su aspecto jovial, Makoto es una auténtica maestra del kárate.


T. HAWK

Para este guerrero de la tribu Thunderfoot la armonía con la naturaleza lo es todo,
sin embargo, a veces hay que hacer uso de la violencia más bruta, como él
demuestra gracias a su corpulencia.






SAGAT
Su estilo de lucha es similar al de Ryu y Ken, pero tiene ataques más variados que
estos, sobre todo en cuanto a ataques bajos y patadas horizontales se refiere.

M.BISON
Tiene poderes psíquicos, lo que le permite volar y desparecer para volver a aparecer
al lado de su enemigo y atacarlo por sorpresa.

C.VIPER
Es una luchadora muy ágil, que combina ataques de puños y patadas con potentes
ataques de energía, entre ellos el Seismic Hammer, puñetazo en el suelo que
provoca un pequeño terremoto.





RUFUS
Su especialidad es el kung fu, y ha logrado crear un estilo propio. A pesar de su
enorme constitución es un personaje bastante rápido y sus ataques producen
bastante daño, es el personaje con más resistencia tras Zangief. Su punto débil, no
tiene ataques con proyectil.

EL FUERTE
Especialista en lucha libre mexicana, su ligera constitución lo hace un personaje
muy ágil con un estilo de lucha muy vistoso.



ABEL
Su estilo de lucha es una mezcla de muchas artes marciales, por lo que su pasado
sugiere entrenamiento militar. Esto lo hace especialista en muchas clases de ataques,
de potentes patadas a efectivos agarres y mucho más.

SETH

Tiene el cuerpo modificado y un sistema que le permite recopilar información sobre los demás luchadores e imitar sus movimientos. AKUMA Uno de los jefes finales de la saga y hermano del maestro Gouken.   ZANGIEF . Es un personaje demoníaco y con poderes sobre naturales.          El malo final. lo que lo convierte en un personaje letal si sabemos manejarlo correctamente. Es responsable del desarrollo y perfeccionamiento del Hansatsuken. sin ataques a distancia pero con buenos agarres. el estilo de lucha que enseñó a sus pupilos. como el teletransporte que le permite llevar a sus enemigos al infierno y traerlos de vuelta. CAMMY Su constitución menuda la convierte en uno de los oponentes más rápidos. GOUKEN Hermano de Akuma y maestro de Ryu y Ken. además de ser una luchadora de corto alcance.

DHALSIM Gracias al yoga y la meditación ha logrado desarrollar habilidades increíbles. en su caso unas garras de metal que utiliza en algunos ataques. su especialidad son los ataques en los que maneja los puños. por lo que se convierte en un luchador muy completo. tiene un estilo de lucha muy de cuerpo a cuerpo. BALROG Como boxeador. lo que se traduce en lentitud y gran fuerza.             Al ser “wrestler”. GUILE Entrenado en el ejército. VEGA Aunque es torero. como expulsar fuego por la boca y estirar las extremidades de su cuerpo como si de goma se tratase. sus ansias de matar lo convierteron en un experto en savate (boxeo francés). es un personaje de alcance muy corto. . ninjutsu y lucha en jaula. Aunque es muy buen atacante destacan igualmente sus técnicas defensivas. aunque su estilo es mucho más agresivo y violento que el boxeo tradicional. Es de los pocos luchadores del juego que usa en arma. siendo un luchador pesado.

El Shoryuken de Ken es mucho más poderoso que el de su amigo. básicamente en los combos. aunque con ciertas diferencias. que varía por la forma en que es lanzada y la distancia a la que llega. que aprendió de su maestro Gouken. como el mítico Hadoken. . KEN Al igual que Ryu. llamada en su caso Kikoken. Al igual que Ryu y Ken. domina una variante del Hadoken. Su especialidad es la la Hundred Hand Slap (bofetada de cien manos). Sus técnicas se basan mayoritariamente en patadas y puñetazos cuerpo a cuerpo y en ataques de energía. a gran velocidad.            RYU El estilo de lucha de Ryu es una variante del karate llamada Hansatsuken. E. CHUN-LI Su especialidad son las patadas de todo tipo: giratorias. se formó con Gouken en el arte del Hansatsuken. Por eso su estilo de lucha se asemeja tanto al del japonés. HONDA Luchador de sumo bastante ágil a pesar de su enorme envergadura. tanto altas como bajas. que es menor.

. FEI LONG Especialista en Kung Fu. que incluye combos con ataques de energía. SAKURA Es la mayor admiradora de Ryu.            BLANKA Tras ser manipulado genéticamente se convirtió en una bestia y desarrolló técnicas como las descargas eléctricas y ataques extremadamente salvajes. por lo que imita su estilo de lucha. Su poder espiritual y sus habilidades psíquicas le dan la ventaja en la batalla ya que puede adivinar los movimientos de su oponente y repeler la energía que usan en su contra. ROSE Poderosa psíquica. ha creado su propio estilo. aunque su menor entrenamiento hace que no sea tan potente como el de su ídolo y el de Ken. Hadoken incluido.

que incluyen varios tipos de patada y golpes con la mano abierta. . el Sou y el Ki. DAN A veces es considerado como un luchador cómico y con ataques débiles –que son una mala copia de los de Ryu y Ken-. This combines both defense and offense in one powerful package. pero lo cierto es que si se saben utilizar sus técnicas es un personaje que puede ser tan efectivo como cualquier otro.      GEN Otro luchador venido del infierno. which will absorb one attack — which is usually referred to as having Super Armor — and then they'll unleash a move in retaliation. Utiliza dos estilos de lucha principalmente. Your character will enter a special preparation pose.  Focus Attacks A Focus Attack (sometimes known as a Saving Attack) is done by pressing the Medium Punch and Kick buttons at the same time.

You build up Revenge Meter by taking damage. Level 2: Hold the buttons for about a second and you'll see your character flash.Your character can only absorb one attack. Super Moves . and only then if it's not a throw or armor breaking move. This causes you to flash yellow and the resulting attack is unblockable. Ultra Moves This is basically an enhanced super move. This causes you to do a medium powered attack which will open up the other fighter for a combo if it lands. You can only perform an Ultra move by building up your Revenge Meter so its over halffull. Absorbing a hit with a Focus Attack also builds Revenge Meter. then release. then the word "Ultra" will light up meaning you can execute one. Level 3: Hold the buttons for about 2 ½ seconds. Level 1: Simply tap the buttons or release after a split second. Two or more attacks will knock your character out of their Focus Attack. which you can execute by doing the same motion as your character's super move. used for executing an Ultra move. but pressing all three punch or kick buttons instead of just one. Your character will launch a weak attack. Your Revenge Meter does not transfer over to the next round. You can break your opponent's throw attempt by pressing the Light Punch and Kick buttons at the moment they try to throw you. There are three levels of Focus Attacks depending on how long you hold down the buttons. you can also combo after this move if it lands. Throwing and Counter Throwing Throwing is done by pressing the Light Punch and Kick buttons at the same time when you're close to your opponent and holding back or towards.

Dashing or You can dash forwards or backwards by double tapping the joystick towards or away. and then you can perform your character's applicable Super move. you can Dash Cancel by pressing and holding the buttons for your Focus Attack and hitting forward twice and then releasing the Medium Punch and Kick buttons to cancel the animation to set up more hits in a combo. "Super!" appears when you've fully charged it. but this doesn't work with throws and some other attacks. Super Armor and Armor Breaking . Your Super Bar is the Blue meter at the bottom of the screen. Getting up quickly after a knock down When you're being knocked down. For example to execute Ryu's EX Hadoken (Fireball) you would do the down. Focus Attack Dash Canceling (hold) (Release) Sometimes referred to as a 'FADC' or a 'SADC'. This also takes part of your Super meter to do. Doing an EX move takes away some of your Super meter. forward motion and press the Light and Medium punch buttons. Some players find it easier to press all three buttons at one time to help ensure their EX moves come out. you can get up quickly by tapping down on the joystick when you're just about to hit the ground.These are usually an enhanced special move. After executing some special moves. Most times they are executed by doing a double motion and pressing a punch or kick button. The word. Your character will rise up faster than they normally would. down-forward. EX Moves EX moves are executed by pressing two punch or two kick buttons after doing the respective motion for a move.

The gameplay is 2-D. and these are called Armor Breaking attacks.Some EX-Moves and all Focus Attacks allow you to absorb one attack. Characters move along a 2-D plane. allowing him to move across the screen much . this is often referred to as having Super Armor. He also has quite a few mixup attacks to keep the other player guessing. • Moves and Strategies • Frame Data • Hit Boxes • Costume Colors • Story • • Artwork • Character Overview Abel is a heavy hitting grappler with a lot of tricks and traps to confuse and ensnare the opponent. His dash is also great with very little recovery. you can still be thrown. But all of the characters have some moves that will negate this effect. General notes Street Fighter 4 uses the traditional 6 button layout in most Capcom fighting games. Taunting (Personal Action) You can taunt your opponent by pressing both Hard Punch and Kick buttons at the same time. even though the graphics are 3-D. Also remember that while Super Armor allows you to absorb one attack. and the camera will make 3-D flourishes based on what's currently happening. not to mention a powerful command grab that punishes those who freeze under his pressure.

Has trouble with high-priority pokes. backdash or jump to avoid your mixup after the Step Kick so it's important that you make the correct reads before committing to a move.faster than a lot of characters. . and you dash in. . + Fast Dash with little recovery. . depending on the match ups. land your Ultra 1 or Super. Most opponents will either perform an unthrowable reversal. If it's blocked. Notable Normal Moves Step Kick Abel's most terrifying normal move. . . Elbow (Launcher) This hits twice with the second hit launching the opponent into the air. • Strengths • + High stamina rating. though. On hit or block. .Characters with strong throw and knockdown games can lock Abel down very effectively. Has big-hitting combos. you can attempt to do a one-frame link into standing Standing Hard Punch which can be canceled into a bigger combo. After you launch the opponent you can grab them with Falling Sky. + Has some very good EX moves. not to mention that Focus Attacks can give him trouble since his Armor Breaker is slow. his wide hitbox makes him vulnerable to ambiguous crossups and all of his reversals must be applied specifically to avoid being repeatedly knocked down. He has slow walk speed. + Powerful fighter.Has trouble fighting pure grapplers such as Zangief. If you landed the Step Kick. you're still safe from attacks as long as you don't get poked or grabbed first. Abel isn't without his weaknesses.Has to be around mid-screen or closer to be a threat to do damage. + Excellent rush down game. + Great mix up games with Step Kick and overhead attack.Has to commit very heavily to all his reversals. + Two very useful Ultras.Slow footspeed. • Weaknesses • . Abel can take more of a beating than most characters. His anti-airs require very specific spacing and have a habit of losing to dominant jump in attacks. This places you right in your opponent's face where you have a lot of options.Wide hurtbox which makes crossups on him more ambiguous. tap your joystick forward once more to dash cancel it. .

This mostly finds its use as a combo extender or a punishing attack. or or Anti-Airs: Standing Hard Punch. This is an alright anti air move if it's spaced and timed properly. In most cases. such as a Marseilles Roll. This is a risky anti-air. You can cancel your unsafe sweep into a variety of things. but if you perform it early you'll have a better chance of countering the opponent. Special Moves or or or Change of Direction (Rekkas) Damage Light 150 Medium 155 Hard 160 EX 160 2nd Hit Kick 50 3rd Hit Kick 150 . Crouching Medium Kick. Crouching Hard Kick (Sweep) Abel's sweep is unusual because you can Cancel it with Special Moves. which is a very effective and popular tactic. but it will sometimes lose out to dominant jump in attacks. you'll still be safe even if you don't correctly read a jump. Jumping Hard Punch Standing Hard Punch is for jump-ins that approach right above Abel. Close Standing Hard Kick (Overhead) This is an overhead attack that must be blocked high. Use Crouching Medium Kick as an anti air against opponents coming down in front of Abel. Jumping Medium Kick (Cross Up) Abel's jump-in and crossup move of choice. but you will give up spacing. something no other character can do. Use Jump Away Hard Punch when you can predict a jump in.

This is one of Abel's options in terms of reversals. especially at high levels of play. though. so many players tend to either combo into this move or use it very sparingly. Also. your EX Change of Direction is a very valuable tool. EX Version: This attack can absorb a single hit and continue on to attack the opponent. It's also fast and has just as much range as the Medium version. you'll have to rely on the Medium version of Change of Direction. The range of the initial attack is determined by the strength of the Punch button pressed. All follow-ups after the initial hit are unsafe if blocked. with the heavier versions being slower but traveling farther and doing slightly more damage. Also. Abel's Change of Direction can be very punishable. FADC after the second hit of either the Kick or Punch input and you can combo into quite a few things. but Kick follow ups never combo. but the follow-up Punch attacks must be blocked high. the third hit whether you do it with Punch or Kick is an Armor Breaking move. in these cases. or Wheel Kick Damage Light 120 Medium 140 Hard 160 EX 180 . but it's still unsafe on block like the non-EX version. most notable a crouching Hard Punch into Ultra 1. The Punch attack string will combo for three hits. setting up other aspects of your offense. The opponent will often times try to keep Abel from getting inside by using single-hitting 'poke' attacks. because it can blow through these moves scoring you some damage and a knock down. If you want to combo into this move. Kick versions of the followups hit low.Properties Abel quickly throws his arm out to attack the opponent. FADC for this move is also useful in making it safe in case it is blocked. and the Kicks low. you can FADC anywhere up to the first two hits of Change of Direction. and holding toward and pressing Punch or Kick buttons will result in two more attacks. The Hard version can be used for a handy punish because of its range. The first attack can be blocked high or low.

This distance he travels is determined by the strength of the Kick button pressed. Abel's Wheel Kick has complete lower-body invincibility on startup but it can still be thrown (and it's very slow) so it can't be used as a reversal. has the range of the Medium.Properties Abel turns in place and swings his legs over for an overhead attack that must be blocked high. it's still pretty punishable if you do it from the wrong distance. where your opponent cannot get up quickly. because you can roll to either side of the character to . Also. Use the version that will place you as far from the opponent as possible while still hitting them since the recovery of each kick isn't too different. hits twice. so if you are getting harassed by low pokes then use this move to counter them. As a final tip. with Hard traveling the furthest and Light the least distance. Abel is vulnerable to throws (including command grabs) the entire time he is rolling. If you make your rolls obvious or you start to spam this move — you will get thrown out of it consistently. During the roll you cannot be hit by any attacks. EX Version: This is just as fast as the Light version. The range and the startup of the move are dependent on the strength of the Kick button. do not try to finish an opponent off by chipping them with this move. but it's a really great EX move. you have to execute it from the proper distance and know how far it will travel. That tactic is so obscenely popular that everyone is watching for it. but the startup and recovery can be punished with an attack or throw. knocks down grounded opponents and goes through projectiles — making it a very valuable tool in your arsenal. It still doesn't have any invincibility to normal moves so it cannot be used as a reversal through a 'meaty' attack. Where this move really shines is after landing an untechable knockdown. It's a great move for flipping over low attacks and pokes due to the invincibility though. While this recovers twice as fast compared to the regular Wheel Kicks. or Marseilles Roll Properties Abel rolls forward. You can still avoid attacks with the Roll though. To make this move safe. If you do happen to catch someone out of the air with the kick it will place them in an untechable knockdown.

Hard is the opposite. EX Version: The EX Tornado Throw has the same range as the Medium version and it's totally invulnerable to attacks — but not to throws. but vulnerable to attacks. EX Version: The EX Marseilles Roll travels the same distance as the Hard version while having total strike invincibility on startup. this command grab is totally invincible to throws.. so make sure you have a read on your opponent before you do anything risky. The recovery of this move is very punishable if you whiff though. and lots of players like to neutral jump or backdash to avoid being grabbed. such as Crouching Light Kick or the Step Kick. Hakan and Akuma.Hawk. Abel's Roll can also work well to avoid some projectiles and advance across the screen. but it's still an effective escape tool if you activate in on an early crossup. It's also good to use if your opponent keeps trying to hit you out of your close range offense with Light Attacks. There's a large amount of moves you can use to "tick" into this grab. This is a good option on wakeup if your opponent is pressuring you endlessly with attacks as you're standing. or Tornado Throw (Command Grab) Damage Light 160 Medium 170 Hard 200 EX 200 Properties Abel's Tornado Throw's range is determined by the strength of the button pressed with Light having the most range but dealing the least damage. Also. Remember in these situations that the Light version recovers the fastest and you'll want to recover outside of your opponent's throw range. All Tornado Throws slam the opponent a half-screen away from Abel where he must Roll to keep attacking them as they're standing. but it's still vulnerable to throws. . especially against characters like Zangief. T. so you can be hit out of it before it grabs the opponent.confuse them on which side you'll attack — or throw from — creating a very powerful mix up situation. It can be very risky to use when you're getting up off the ground.

. Most Abel players like to whiff this move to build EX meter from full screen if they are fighting a defensive player or character. You can combo into this move using Abel's Elbow Launcher or an anti-air Change of Direction for really good damage. The Light Sky Fall has the most range of all three versions. Because the startup is still slow. It has good range but it's slow and lacks invincibility. Heartless is also invincible on startup to attacks and throws. it's hard to use as an anti-air unless you can accurately predict a jump. Super and Ultra Moves Super — Heartless Damage Super 335 Properties Abel charges at the opponent with a "grab" that can be blocked.or Sky Fall (Anti Air Grab) Damage Light 140 Medium 150 Hard 160 EX 160 Properties A grab that can only snag aerial opponents. you won't find a lot of uses for this attack unless you're extremely good at predicting someone jumping away from your mixups. so don't waste meter applying it in combos. You can also land his Super off of juggle attacks like the Elbow Launcher as well. It still does the same damage as the Hard version though. EX Version: This has invincibility frames along with the same range as the Light version. Besides that. making it almost impossible to use as an anti-air. It's incredibly easy to combo into this Super since Abel has great hit confirms such as his Change of Direction. so you can use it as a desperado reversal.

either. he is completely invulnerable to projectiles. He also gains one-hit Super Armor and cannot be thrown. You can use the Elbow Launcher to juggle into this Ultra. If you catch an opponent high enough with an anti-air (EX) Change of Direction. it has its use in many scenarios where you need to punish moves. Ultra 2 — Breathless Damage Ultra 2 440 Properties This Ultra is a fast-moving command grab with many properties to make it a game changer against certain characters.The only problem is that Abel's EX moves such as EX Tornado Throw and EX Change of Direction are so good you might not want to use your Super. Also. or press a punch button to cancel it entirely. He is however completely throwable once he is no longer crouching in place meaning that you can be thrown out of the Breathless dash portion by . if you can make the correct read on your opponent. Because of its great range and speed. Abel crouches down and cannot be hit by high attacks. Ultra 1 — Soulless Damage Ultra 1 450 Properties During the initial part of this move. After the Ultra is initiated. It's also very easy to combo into this Ultra because Abel's combos naturally progress towards the required juggles for this combo to land. this Super has awful range and the relative invincibility of the move tends to not be a factor at mid range and farther. It's also useful to punish backdashes. Abel dashes forward and he is strike invincible until the first active frame of the Ultra. but you have to wait until the opponent begins to descend if you want the juggle to land properly. You can hold down the kick buttons to delay the Ultra. you can also land this Ultra. Once you let go of the Kick buttons. while Abel is running forward.

You also have to watch out for any move that is considered airborne or unthrowable. if your opponent leaves themselves open. Canceling the Ultra has a bit of recovery too. it is unlikely that you will be punished. Link Medium Change of Direction 5 Hits 196 Damage A great and easy link combo for quick punishes since it starts from a Light Attack. . you'll find the most common and helpful combos that you should know. There are many variations to these as well. This Ultra has a ton of recovery on whiff. Combos Important note: Not every possible combo is listed here. A great way to set this up after a knockdown is by doing a Roll so your opponent isn't sure which side you'll end up on and then hitting them with your Elbow Launcher. You must space it perfectly so your opponent can not jump over you or jump out of your range. Instead.. juggle with Ultra 1 11 Hits 514 Damage A strong punish combo.regular grabs. or Medium Punch Change of Direction 4 Hits 207 Damage This is your standard punish combo when you're outside of close range. Crouching Medium Kick has more range but is a bit slower. command grabs and the like. You cannot combo into this Ultra in any way and against experienced players and/or certain characters it can be very difficult to land Breathless. so much that most characters can easily catch up to you and punish you. but since most players tend to panic and execute their escape tactics the moment they see your Ultra 2. such as a backdash.

This is one of the main ways for you to combo into your Ultra 1. Hard Falling Sky 3 Hits 270 Damage If you don't have Soulless in stock this is a great punish combo. Change of Direction juggle with Ultra 1 12 Hits 504 Damage You must Focus Attack Dash Cancel (FADC) the first hit of your Change of Direction for this to work. You'll want to get in close and score knockdowns as much as possible using his Step Kick. Light Marseilles Roll.Step Kick. instead of the Hard Punch Falling Sky. but you can't do that if you getting . What is a big deal and what Abel players need to watch for are the priority of the opponent's normal moves. if you have it charged. Dash Cancel Link Hard Change of Direction 5 Hits 280 Damage This is a combo you must be able to perform to be a great Abel player. Tips and Tricks Abel has lots of tools to deal with projectiles so it's not a very huge issue for him. though. Anti Air Change of Direction Ultra 1 10 Hits 444 Damage Another useful way to land your Ultra 1. It doesn't work on crouching characters. if you can successfully connect with the first hit of an anti air Change of Direction. You can also sub in your Super here. sweep or Tornado Throw as the beginning phase. It's absolutely imperative that you master this set up. You can also Cancel into Abel's Super after the first hit of your Standing Hard Punch or the Change of Direction. Highly damaging.

EX Rolling is an okay option on wakeup if the opponent is trying to cross you up. While his options are mostly safe on block. his walkspeed is quick and he has a great throw game. On a lower note Adon's stamina is below average and his offense is heavily based around his Jaguar Kick. so they have to be applied situationally and you have to read the opponent's habits in order to apply the correct reversal at the right time. If you notice a pattern with the opponent's tick throws. . wait for an opening and poke carefully until you can get into a better position. Use an EX Tornado Throw if the opponent is pressuring you with close-range pokes on wakeup. • Strengths • + Excellent overhead attack. + Strong poke and footsie game. • Moves and Strategies • Frame Data • Hit Boxes • Bio and Story • Artwork • Character Overview Adon is a fast offense-based character with a great aerial and ground power game. + Has several Armor Breaking moves. So be patient. difficult to consistently Focus Attack him. EX Change of Direction is good against normals that lock Abel down (not Light Punches or Kicks. Your execution skills also need to be very good in order to guarantee good damage output with Adon. which quite a few of the cast can handle with the proper defense since it's somewhat telegraphed. Abel has below average reversals. though). Tornado Throw (not EX!) through his throw attempts. Adon has trouble against characters that offensively counter him.punched or kicked out of everything you do. + Fast movement speed. which you can combo after landing. Abel's backdash has very poor range so use it sparingly as an escape tool. He has multiple armor breaking moves.

Anti air normals Standing Medium Kick. These do tend to trade. Notable Normal Moves Standing Hard Kick One of Adon's best pokes. .Grappler characters like Zangief can punish almost everything Adon does. Adon is capable of applying a lot of offensive pressure. use often. . . Neutral Jump Medium Kick is similar to this move. . not to mention it does not whiff on crouching characters like Sagat's Standing Hard Kick does. Neutral Jumping Hard Kick Can be used as an instant overhead. Overhead Must be blocked high.+ Great offensive game. This will beat out a lot of other attacks. + Decent mix up tactics. but it's punishable on hit. You can combo afterwards if you land it. It can be very ambiguous which way your opponent needs to block it. so you'll want to use it to finish off your opponent only.Relies heavily on FADCs to land significant damage. but it can be Canceled into an Air Jaguar Kick to make it safer. it works well to break Focus Attacks.Below average stamina ranking.Requires good execution skills to play well.Linear playstyle. but if timed correctly you should be OK. although it does less damage. Can be Canceled into other moves. It's a double hitting kick with amazing range and knockback. Crouching Medium Punch Another outstanding poke. Because it hits twice. • Weaknesses • . Jumping Medium Kick Great cross up attack. . including your Super. and have their uses when your opponent jumps in from a range where you Hard Kick Rising Jaguar will not connect. Crouching Hard Punch and Neutral Jump Hard Punch are all solid anti air moves for Adon. but it is mildly difficult to do so.

the next two hits will auto-combo. It will also combo a lot easier from canceled normal attacks. A couple of characters can poke underneath it at mid range. or Jaguar Kick Damage Light 130 . The invincibility of this move varies between the versions you choose. it takes a while compared to other Dragon Punches for Adon's Rising Jaguar to get to a hittable state. The Hard version's hitbox does not have this problem so this will be the one you will relying on for reversals. You can also easily apply it in combos for necessary knockdowns and damage. The Light Rising Jaguar has lower-body invincibility. The Light version travels at the shallowest angle making it best for combos outside of point blank range. EX Version: This attack has more invulnerability than the Hard Kick Rising Jaguar along with a bigger hitbox and more juggling potential. so you will want to be very careful trying to use it as a late anti-air. the Medium Rising Jaguar has upper-body invincibility and the Hard version has total invincibility. making it best for anti-air situations. Despite this varying invincibility.Special Moves or Rising Jaguar Damage Light 130 Medium 140 Hard 150 EX 160 Properties This is Adon's anti-air special move. The Medium version travels at a higher angle and the Hard version attacks at the steepest angle. The bigger hitbox comes into play here really well and will catch way more aerial attacks than the regular versions. The hitbox for the Light and Medium version of this move makes it tough to use as a reversal because it is so high off the ground. If you land the first hit of the EX Rising Jaguar.

Also. At this range even grapplers will have a tough time punishing this move. It also breaks armor and it is safe on block against nearly the entire cast. The ideal range to strike with this move is when Adon hits the opponent in the head with the end of his foot. it's possible to juggle them after wards with a Rising Jaguar or even Adon's Ultra 2 — if you're close enough. so you can use it to counter fireball happy characters on reaction and score a valuable knock down so you can apply more pressure. It's safe on block just like the other versions as well. Use it to close the distance on characters that can't counter your Jaguar Kick easily.Medium 130 Hard 130 EX 150 Properties Adon pauses and then lunges forward with an arcing kick that can hit standing. The Light version is the slowest Jaguar Kick. crouching. Performing this move gets you in close to do Adon's poke and throw game. One of the biggest features of the EX Jaguar Kick it's its invincibility to projectiles. Since this move is one of the few very safe ways for Adon to approach someone. Adon's main offensive strategy largely depends on whether or not characters can counter his Jaguar Kicks. making it a very valuable move. The Medium version works well as a basic approach option. EX Version: This is twice as fast as the Light version and is an overhead attack. Cancel into it from a crouching Medium Punch to build meter and do chip damage. The Hard version which travels straight down is great for punishing those mashing on throw techs. grounded or aerial opponents. if you only connect one hit of this against a jumping opponent. although it can be blocked low. but it's the most safe on block. Being unpredictable will help you gain an offensive edge on your opponents with this move. an experienced player will be watching for it. or Air Jaguar Kick Damage Light 80 . It also knocks down and travels a little farther than the Medium version.

although the window is so small and the trajectory this move travels along allows you to avoid fireballs anyway. This attack doesn't break armor and can be difficult to hit crouching opponents with it. It also gives the opponent less time to perform a reversal against your Air Jaguar Kicks. It can still be blocked low. This is important for countering Focus Attacks. or Jaguar Tooth Damage Light 120 Medium 120 Hard 120 EX 120 . but it is possible. The Light version travels the shortest distance but covers the most vertical space at the slowest speed. it's very important to make contact with this move in some way. but if it lands you can start a combo from it unlike the regular Jaguar Kick. this can be blocked high or low. It's possible to Cancel into this move from a Jumping Light Kick or other moves. knocks the opponent down and does more damage. It hits twice. EX Version: This is a slightly faster attack than the regular version. It's also very difficult to pull off "Instant Air Jaguar Kicks" where you perform the move at the very beginning of your jump. This changes the trajectory of Adon's jump and can be useful when the other fighter tries to anti air you. The Hard version is the opposite. Since it's punishable on whiff.Medium 80 Hard 80 EX 160 Properties You need to jumping up or towards to execute this move. Like the regular Jaguar Kick. It also adds a short period of projectile invulnerability. though.

if your enemy is in the corner. It's also safe on block. An extra bonus to this EX move is its complete invulnerability to projectiles. Kick follow up 350 Adon launches into a series of attacks that changes depending on if you do nothing (Jaguar Varied Assault). . Hard is safe on block but is neutral on hit unless you are in the corner. but the recovery this move has makes that strategy risky. but your timing has to be very good since the startup of this move is slow. The strength of the button determines the distance traveled. The Mashed Punch version will cause him to knock his enemy down and the Kick version makes him finish the Super with a Rising Jaguar. mash Punches (Thousand Jaguars) or hold a Kick button (Jaguar Assassin). EX Version: This is slightly faster. The Light version is the most unsafe if blocked. Punch follow up 355 Super. Doing nothing at all makes Adon finish by bouncing the opponent off the wall with a knee and elbow attack. as the damage difference between the three variations isn't that big. You can also use it to escape the corner if the opponent isn't expecting it. Medium is safe on block and gives you a combo opportunity if it connects. so if you abuse it you'll probably eat a big damage combo or Ultra.Properties Adon jumps off the wall and does a fast dive kick towards his opponent. travels farther than the Hard version and knocks down. Choose whichever version you think will be an advantage to you position-wise. It also places the opponent in a spinning state where you can juggle into both of Adon's Ultras or a Rising Jaguar. Use it to get a knockdown and close the distance. Super and Ultra Moves Super — Jaguar Varied Assault Damage Super 320 Super. A good surprise attack if you mix it up consistently on your offensive barrage. It's not a bad idea to try to bait counterattacks by using a version that lands far away from your opponent. This move is very telegraphed. You can use the Hard version of this attack to punish projectiles from full screen. but offers you a little frame advantage if you land it.

Being able to Focus Attack Dash Cancel and utilize his EX moves are very crucial to Adon's play style. Jaguar Avalanche. Combos Important note: Not every possible combo is listed here. You can Focus Attack Dash Cancel a Rising Jaguar to combo into this but sometimes the damage output of this Ultra is fairly low. Adon's Ultra 2. Make sure you build up more as much meter as possible by using Focus Attacks to absorb additional damage to make this worth your while. you'll find the most common and helpful combos that you should know. The damage is reasonably high though and Adon does have some basic hit confirms into it. especially if your Ultra is only charged halfway. You won't get the full damage. This Ultra will go straight through fireballs and you can control the range of the initial kick with your joystick. Ultra 2 — Jaguar Avalanche Damage Ultra 2 299 . but it will connect. Ultra 1 — Jaguar Revolver Damage Ultra 1 349 . is easier to combo into and it's typically the one you see most players use. so it's not often you'll actually be able to use his Super.430 Properties Adon beats his opponent up in the air before doing a dramatic kick finish on the ground. Instead. There are many variations to these as well.510 Properties Adon leaps forward with a series of Jaguar Kicks. It is possible to juggle into it with attacks such as a Rising Jaguar Focus Attack Dash Cancel or an EX Jaguar Tooth in the corner. .

Hard Kick Jaguar Tooth Link EX-Rising Jaguar 5 Hits 278 Damage This combo only works with your opponent in the corner.Link Hard Kick Rising Jaguar 4 Hits 200 Damage This is a simple punish combo you can use to take off a solid amount of life when your opponent gets careless. You can sub in another Medium Kick Rising Jaguar instead of the Ultra 2 at the end if you don't have enough meter. If you're outside of close range. Make sure you use the Medium Kick Rising Jaguar for maximum damage off of Focus Attack Dash Cancel (FADC) combos. which is hit confirmable. Link Medium Kick Rising Jaguar Ultra 2 12 Hits 411 Damage Your Ultra punish combo. Jump Air Jaguar Kick . you should use the Light Kick Rising Jaguar. as the Hard version will miss if you're too far away. One of the few uses for the nonEX Jaguar Tooth.

. without a counter hit. You can of course substitute the jump-in for other Hard attacks.Link Light Kick Rising Jaguar 3 Hits 180 Damage Link Light Kick Rising Jaguar 3 Hits 160 Damage Your combo off an overhead. Adon is one of the few characters who can combo from his overhead anywhere on the screen. Jump Link Light Kick Rising Jaguar 5 Hits 248 Damage Good cross up combo. Jump Hard Kick Rising Jaguar 3 Hits 320 Damage Adon's neutral jump Hard Kick is a really nasty move that forces the opponent to block much sooner than expected.

but damaging combo if your opponent leaves themselves open to a jump in attack. a faster start up time and the ability to combo after wards. good if you don't have meter. Link Super with Punch follow up 21 Hits 359 Damage A good way to hit-confirm your Super.e. . but it has the properties of the air version. You should be absolutely sure you'll land this though.Jump Ultra 2 10 Hits 457 Damage A simple. i. Hard Kick Rising Jaguar 3 Hits 240 Damage A point blank punish combo. If you're outside of close range. Instant Air Jaguar Kicks Adon has a trick that lets him perform an Air Jaguar Kick almost the moment he leaves the ground so that it's very comparable to a normal Jaguar Kick. EX-Jaguar Tooth. juggle with Ultra 2 10 Hits 467 Damage Opponent must be cornered. simply use Standing Hard Punch on its own — but only if you lack meter — it takes off 120 damage and has nice range.

Tips on Getting Inside Adon's Jaguar Kicks are his main method of getting close to his opponent to begin his poke and throw game. If you're finding yourself getting countered out of all of your special move options. but pressing down gives you a few more frames of animation to 'hide the input' so you can get out your Air Jaguar Kick. One of the most popular ways of executing this. If you're having trouble.Here are a few ways of doing it. This will take some practice to get down. Another method. It's important that you execute these EXTREMELY quickly. you'll want to be feinting potential Jaguar Kicks along with other moves. so you can see where you might be messing up at. just start walking forward using Adon's quick walk speed to pressure the opponent . Like the example above. If you are attacking with a barrage of Jaguar Kicks. even among moderately experienced players. Since this is well known. but it opens up some solid possibilities for Adon. try and throw in Air Jaguar Kicks along with a Jaguar Tooth just to be unpredictable and throw off your opponent's timing. Remember. Adon must jump straight up or up-towards to perform his Air Jaguar Kick. hit training mode and turn on button inputs.

• Moves and Strategies • Frame Data • Hit Boxes • Vs. Character Notes •
• Costume Colors • Story • Artwork •
Character Overview
Guide by Nyoronoru
The demon is back and he's powerful. He has a myriad of offensive and defensive options
that can be incredibly daunting to any opponent. Akuma's mixups are some of the best in
the game and he has quite a few safe approaches and escapes, not to mention the damage
and stun on his combos are definitely above the SSF4 average.
However, Akuma has the second worst stamina and stun behind Seth, so a couple of big
combos can take him out fast. The tradeoff to Akuma is that there is a much smaller margin
of error when it comes to his techniques because you can lose rounds faster than almost
everyone. Akuma's defensive options are so good however that you can almost nullify this
weakness if you play with precision.
• Strengths •
+ Power character. Big combos, big damage.
+ Air Fireballs.
+ Several safe approach moves.
+ Great anti-airs, including the Raging Demon.
+ A fast dash with very little recovery.
+ A diverse wakeup game.
+ Fastest walk speed in the game.
• Weaknesses •
- Small room for error with low stamina and stun.
- Has very few reliable ground normals for poking.
- Ground fireball is not suited for zoning.
- Neutral jump normals are not good for air-to-ground counters.
- Requires extremely good spacing in order to maximize his approach options.
Notable Normal Moves
Standing Hard Kick (Double Kick, Roundhouse Loop)
Nasty move. Knocks characters out of focus attacks and you can combo after it with a
variety of crouching normal attacks, all of which are special cancelable. See the Combos
section for more details.
If both hits of the move land on a blocking opponent, it is completely safe and places both
characters in a neutral frame state. Unfortunately, there are some characters who will be
able to duck under the second hit of this attack and punish you. These characters are:

Blanka, Cammy, Cody (Variable), C.Viper, Chun-Li, Dee Jay, Dhalsim, Evil Ryu,
Juri, Ken, Rose, Rufus, Ryu, Yang, Yun

Crouching Hard Punch
Akuma's standard anti-air punch if you don't want to buffer a dragon punch. The hitbox is
good but Akuma is not invincible during its execution so you can still get knocked out of it,
especially if you don't input it quickly enough.
Overhead Chop (Zugai Hasatsu)
A double-hitting overhead attack. Another Akuma mixup tool. Also, Akuma steps pretty far
forward when doing this, so you can quickly cancel the Chop into your Super to give it
some added range.
Tenma Kuujinkyaku (Manual Dive Kick) [Air Only]
Performing this motion at the peak of Akuma's forward jump will cause him to change
trajectories and do a dive kick attack. This dive kick doesn't have the same properties as
Akuma's Demon Flip Dive Kick, but it's still a nice trick to throw off anti-airs from your
opponent.
or
Jumping Medium or Light Kick
Both of these attacks are Akuma's crossup moves. Jumping Light Kick is more ambiguous
and tougher to block than Jumping Medium Kick, but it's harder to combo afterwards with
it.
Special Moves
or
Fireball (Gohadouken)
Damage
Light
60
Medium
60
Hard
60
EX
120

Properties
A fairly standard projectile where the strength of the button pressed determines the speed it
travels. Use it to pester defensive opponents at far range. In FADC combos, a fireball is
necessary to stun the opponent while Akuma dashes in and continues his big damage. See
the Combos section for more details.

EX Version: This version hits twice, knocks down and is safe to use at point blank range.
Good for keeping up knockdown momentum or making a dropped combo safe. Also, if you
land this in the corner, you can follow up with a Shoryuken for extra damage.
or
Air Fireball (Zankuu Hadouken)
Damage
Light
40
Medium
40
Hard
40
EX
80

Properties
One of the best projectiles in the game for controlling both the ground and air. To maximize
its effectiveness you must understand its properties. The Light version travels the slowest
and travels at the steepest angle, and the Hard version travels the fastest at the shallowest
angle. No matter the strength of the fireball thrown, Akuma has a small amount of ground
recovery after each one so you must make sure your fireball makes contact with the
opponent.
Akuma can throw these fireballs out very close to the ground, both right after he jumps and
right before he lands. You don't want opponents jumping over them or slipping underneath
them to attack you. Throwing air fireballs out raw against opponents who are not knocked
down can be very risky, so you'll want to choose your angles carefully.
Merely jumping back and throwing fireballs can be effective in small doses, but there are
quite a few strategies to put an end to runaway tactics. Using them as your opponent wakes
up is very effective as it forces them to block, then you can apply a safe offensive mixup.
If the opponent starts using Focus Attacks to absorb your air fireballs, do a Demon Flip to
attack them while they are dashing out of the animation. If you time it correctly the
opponent will be forced to block your upcoming attack. Also note that if you manage to
land your air fireballs against an airborne opponent then you can juggle the opponent with a
Shoryuken or an EX Hurricane Kick before they land.
EX Version: This attack throws out two fireballs that are the Medium and Hard versions.
These are very hard to avoid for any character and buys even more time for Akuma to
attack the opponent as they are pinned down.

or
Red Fireball (Shakunetsu Hadouken)
Damage
Light
50
Medium
70
Hard
99
EX
141

Properties
All red fireballs start up at the same speed, but the Light version recovers the fastest while
only hitting once. The Hard version hits three times but recovers the slowest, Medium hits
twice and is a mix of the two. If you're in a projectile war, then this projectile can force
your opponent to respect Akuma since he can throw multi-hit projectiles without EX meter.
The bad news is that Akuma can't control the speed that the fireball travels, making it easy
for any character to jump over and avoid. The startup is heavily telegraphed and easily
punishable if not done from the right distance, so you'll rarely have a chance to fire off red
fireballs unless you are performing FADC combos or trying to chip opponents while they
are standing up.
EX Version: The EX Red fireball is a three-hit projectile with the Light version's recovery
along with some extra damage. Not really worth using meter on unless you are very much
in a particular situation where it is required.
or
Demon Flip (Hyakki Shuu)
Damage
Punch
110
Kick
70
Slide
100
Throw
150

Properties

When Akuma flips forward to attack, the Kick button pressed determines how far he travels
before you can choose an option. As a reminder, the Demon Flip is a pretty heavily
telegraphed move. If you just throw it out there as a full screen approach then most
characters will either jump back or backdash to punish you. Lots of good Akuma players
will throw an air fireball to cover the path of their Demon Flip or will cancel into their
Demon Flip from a normal move.

Kick (Dive Kick): Many characters have a lot of trouble defending against this
move and to maximize your offense you'll want to be using the dive kick as the
opponent is standing up from a knockdown. If you land this kick at any height you
can combo immediately into a number of moves. It stays active the entire time until
Akuma reaches the ground, and it is safe on block. Just an altogether great attack.

Punch (Palm): An armor breaking attack that places the opponent in an untechable
knockdown if it lands. Also safe on block. If you whiff with this attack Akuma lands
instantaneously next to the opponent, perfect for a throw or a dragon punch FADC
attack. This does not have as many active frames as the Dive Kick so it's easier to
whiff. If you want to assuredly make contact with this move you must activate it
late. It can be blocked high or low, but the real power of it is in its left-right mixup
on the ground.

Throw (Flip Grab): This is activated by pressing the throw buttons. Akuma's throw
range on this attack is pretty small and you have to be precise. If you know your
spacing then it should not be too difficult to land this. Akuma's throw whiff
animation in this attack has more recovery than both his Dive Kick and Palm, so
you can be punished.

No Input (Slide): Pressing nothing will cause Akuma to perform a slide kick that
hits low. Very unsafe if blocked, but it knocks down on hit.

EX Version: This has the same startup as the regular Demon Flip, but it auto-tracks
towards wherever the opponent is standing. It also travels through the air much faster.
You can cancel this version of the Demon Flip into EX Air Fireballs, which is useful for
getting instant-air fireballs that will lock your opponent down. It also helps for getting big
damage combos on the ground since you'll land while the opponent is being hit.
or
Hurricane Kick (Tatsumaki Zankuukyaku)

Damage
Light
70
Medium
120
Hard
160
EX
180

Properties
Akuma spins forward and if this move lands he juggles the opponent for good damage. The
strength of the button pressed determines the distance traveled, and only the Hard Kick
version is safe on block. The Light Hurricane Kick cannot hit crouching opponents but the
Medium and Hard versions can, offering you a high damage combo option if the opponent
is being comboed while crouching.
The Light Kick version is by far the most important, as it allows you to juggle the opponent
into a Shoryuken or sweep anywhere on the screen. Comboing into Akuma's Light
Hurricane Kick is extremely important for damage, stun and knockdowns. Certain
characters can not get hit with a sweep after a Light Hurricane Kick though. These
characters are:

Abel, Blanka, Dudley, Gen, Ibuki, Juri , Ken, M. Bison (Dictator), Makoto, Rufus,
Ryu

Another use for the Aerial Hurricane Kick is a crossup attack. If you land this attack from
air-to-ground, then Akuma can sweep the opponent as they are falling. Unlike the Light
Hurricane Kick combo from the ground, nearly all characters can be swept after a crossup
Aerial Hurricane Kick.
EX Version: Unlike the other Hurricane Kicks where you move forward, Akuma spins in
place for big damage. It also places the opponent in a spinning knockdown where you can
follow up with a Shoryuken in the corner. If you use it in the air, it will stop Akuma's
trajectory and cause him to descend vertically. This is useful for avoiding ground attacks or
traps.
or
Shoryuken (Dragon Punch)
Damage
Light
100
Medium
130

Hard
150
EX
190

Properties
Akuma's anti-air, and a very good one. The strength of the button pressed determines the
amount of invincibility Akuma has when performing his dragon punch with the Hard
version having the most invulnerability. Naturally, a whiffed or blocked dragon punch is
extraordinarily unsafe.
If you are comboing after a Light Hurricane Kick and want the most meter the Hard Punch
Shoryuken is the way to go. If you want to perform an FADC combo using the Shoryuken
then you should always FADC after the second hit of the Hard Shoryuken. If you want to
do a wakeup shoryuken and you are not sure when to FADC to safety, don't forget that you
can FADC at any time up until the third hit of the Hard Shoryuken.
EX Version: Akuma is completely invincible until he reaches the peak of his Shoryuken
when EX is used. It also does more damage and a lot more stun, making it applicable in
combos where you need to finish off or stun the opponent.
or
or
Teleport (Ashura Senkuu)
Doing this causes Akuma to slip through opponents and move around the screen. He cannot
be struck or thrown during this time but he does have a small bit of recovery at the end of
the teleport. The teleport movement is dictated as followed:

Punches, Forward DP: Almost full-screen towards the opponent.

Punches, Backwards DP: Almost full-screen away from the opponent.

Kicks, Forward DP: Half-screen towards the opponent.

Kicks, Reverse DP: Half-screen away from the opponent.

Some characters have quite a few problems with this teleport, mainly grapplers and anyone
that can't attack across the screen quickly.
Still, the teleport is such a popular wakeup option that there have been many strategies
devised to counter it. Keep an eye on your opponent's placement before committing to the
teleport. If you are in the corner, it would be a much better idea to just simply block and
force your way out.

Ultra 1 — Wrath of the Raging Demon Damage Ultra 1 360-510 Properties At first glance this Ultra may appear to be the exact same as Akuma's Super.Super and Ultra Moves Super — Raging Demon Damage Super 330 Properties Akuma poses and then moves forward very quickly to grab the opponent. There are several easy setups for this grab Super. The reason why this isn't so harmless after all is because you can use normals to extend the range of your Ultra or to trick your opponent into counterattacking when they shouldn't. The reason why this is normally harmless is because the Ultra is a command grab meaning that you can't combo into it from any attack that causes hit or block stun. . The first example is that Wrath of the Raging Demon has some startup invincibility allowing you to go right through some attacks unlike the Super Demon. One of the most important facts that is overlooked about Akuma is that he can cancel all of his normals on whiff or contact into his Raging Demon. there's no way for the opponent to counter it with any move after the flash of the activation. meaning that if the opponent does not jump before the flash of the Super's activation they will always get grabbed as long as they are in range. and slide straight through it with the invincibility frames of the Raging Demon. The Super version of the Raging Demon is actually called a zero-frame grab. but there are some varying properties. It moves slower than the Super Demon and it does not have zero-frame startup. You'll want your opponent to commit to a move that has a decent amount of recovery. Remember that since it starts up in zero frames. meaning that the opponent can smack you out of it with a throw-invincible move or just jump away from you to escape it. The range on this Super is very good but the damage is pretty low as a trade-off for using all your EX bars. Empty jumping is popular. along with intentionally whiffing a Demon Flip Palm attack.

The most popular use of the Ultra is as an anti-air. but you can counter their punish attempts with this Ultra. There are quite a few characters such as Yun and Yang that can punish your Teleport on reaction with special moves. Using this knowledge comboing from a Focus Attack is now possible. At first glance this Ultra seems rather worthless. These two facts make it difficult to choose Ultra 2 for Akuma. it's best to cancel the Ultra from a sweep as your opponent is descending from their jump since performing a sweep decreases the size of Akuma's hitbox considerably. To do this properly. but if your playstyle is based around quick hit confirms then this Ultra is recommended. The input is also fairly annoying. Instead. The Raging Demon is such a good Ultra for controlling the pace of the match. It can't be landed directly after a Focus Attack. it whiffs on crouching opponents and it has a large amount of startup. making him harder to hit. There are many normal moves that can be canceled into a Teleport and into Demon Armageddon thus making it a comboable Ultra for Akuma. Lastly. Another use for the Demon Armageddon is to counter people trying to chase down your Teleport Escape. you'll find the most common and helpful combos that you should know. Akuma can cancel into this Ultra from his Teleport. Combos Important Note: Not every possible combo is listed here. There are many variations to these as well. making it difficult if not impossible to use as an anti-air. The sweep also gives Akuma added range on his Raging Demon and the startup invincibility frames will help you blow through whatever aerial attack your opponent is using. Link . Ultra 2 — Demon Armageddon Damage Ultra 2 335-500 Properties Akuma spins and throws his leg out in a very slow arc. and the Demon Armageddon is a tough Ultra to hit confirm into. the second input for this Ultra does not have to be directly upwards to work. However. Going in either the up-back or up-forward directions will work as well.

You can follow up with a Sweep if you want to apply knockdown pressure instead. juggle with Hard Punch Shoryuken 5 Hits 290 Damage This is your standard punish combo if your opponent makes a big mistake. Light Hurricane Kick.Hard Punch Fireball 4 Hits 140 damage If you try to tech a throw and get a crouching Light Kick instead. Works well if the opponent is crouching while being hit and shoves the opponent towards the corner. Link . Link 4 Hits 147 damage Untechable knockdown combo. Link EX Fireball 5 Hits 192 Damage Another hit confirm combo. follow up with this meter building combo.

Luckily for Super Street Fighter 4 players.Hard Hurricane Kick 5 Hits 224 Damage Make sure that it is a far standing Hard Kick. The teleport cancel must be done extraordinarily fast. there is a shortcut to do the motion. then use this combo if it lands. It is a very unique Ultra input. You can link all of your crouching Light and Medium normal attacks after a standing Hard Kick. Raging Demon Shortcut At first glance the Raging Demon input looks a little daunting. It's a reward for guessing correctly. This applies to both the Super . but quite a long one compared to the other Ultras in the game. Hard Punch Teleport Demon Armageddon 3 Hits 420 Damage Hit confirm to Ultra 2. though it is range dependent. Jump Hard Punch Fireball Dash Forward Light Hurricane Kick. Focus Attack. Dash Forward EX Hurricane Kick juggle with Hard Shoryuken 9 Hits 348 Damage Great damage on this corner-only combo. then this combo is for you. juggle with EX Shoryuken 8 Hits 455 Damage If you want to land big damage. not a near one. Hard Shoryuken Dash Forward Hard Red Fireball 5 Hits 219 Damage If you do a reversal Shoryuken and plan on FADCing it.

Never let up pressure with Akuma once you are on an offensive roll and keep knocking the opponent down with crossup Hurricane Kicks..and the Ultra Raging Demon. Akuma's mixups are so varied and powerful that they are referred to as the "vortex" in discussion circles. Instead of inputting the Super command one-by-one like this. Light Air Fireballs give you the most approach time from the front after a knockdown. if you use them correctly. EX Fireballs and throws. and the EX Air Fireball makes all of the previous options a whole lot easier. If someone is trying to meet you air-to-air. Once you have a knockdown. Akuma has several options to get right back in the opponent's face safely over and over again. combos into your Shoryuken/Sweep. The same rule applies to Medium Air Fireballs. simply throw out a Hard Air Fireball to interrupt them. . except that it's harder for the opponent to jump away from it. You can shorten it to this! You can input the last three inputs of the Raging Demon at the same time to get the same result.. Since reversals are the name of the game in Super Street Fighter IV you may realize the value in the opponent never being able to do a reversal without getting punished for it. Air fireballs can also cover the path of the Demon Flip. It makes canceling the Ultra from a normal much easier and faster and also provides much less room for error. Demon Flips. All of these options are amplified in strength by Akuma's extremely fast walk speed. Tips and Tricks Akuma's air fireballs can cover almost all of his defensive openings.

Balrog's weaknesses lie in his wakeup game. + Dominant normal anti-airs. Character Notes • • Costume Colors • Story • Artwork • Character Overview Guide by Nyoronoru Balrog is one of the strongest characters in Super Street Fighter IV. His pokes are very hard to punish and his jabs are the best in the game. forcing him to adopt a linear playstyle that makes him easier to counter. He has above average stamina. . He also has more armored moves than any other character along with the most armor breakers. Couple this up with very good walk speed. Most of the time he has to commit to an EX attack to try and escape from continuous knockdown pressure. + A fast dash with very little recovery. Balrog also has the worst Focus Attack in the game.One long-range Cancelable normal move. + Confusing tick throw setups. • Weaknesses • .Has no two-hit normal attacks. + Easy and meterless combos to Ultra. and it's slow.• Moves and Strategies • Frame Data • Hit Boxes • Vs. + A great punish and rushdown game. He also has no crossup attack. He has several mixups but nearly all of them are punishable if he guesses incorrectly. a huge amount of ways to attack the opponent and a great anti-air game. + Has very few problems with projectiles. + Is very strong when his opponent is cornered. . .Relies on resets or EX to perform big punishes. strong short jump and meterless combos into his Ultra 1 and Balrog is a very dangerous beast. • Strengths • + Has a huge amount of armored moves.

. it gives Balrog an enormous amount of frame advantage on block or hit. Not only will it beat out most attacks with its speed and priority.Wakeup game is very bad . so use it to stuff the opponent's movement options or non-invincible special moves. . Notable Normal Moves or Standing or Crouching Light Punch Balrog's jab is a very dominating attack. Jumping Hard Punch is a good attack to use when jumping away as well.A poor backdash with very little range. or Jumping Hard Kick and Jumping Hard Punch These moves are Balrog's best jump-in attacks. Due to Balrog's speed at which he falls it is very difficult if not impossible to hit Balrog if he jumps backwards to escape with this move. The Standing Light Punch will whiff on crouching characters. though. Focus Attacks will punish the abuse of this move. The Crouching Light Punch is the best one of the two to go for tick throws with. Special Moves or Dashing Punch (Running Straight) Damage Light 100 Medium 110 Hard 120 EX 120 . or Anti Airs: Crouching Hard Punch or Standing Medium Punch Balrog's anti-air normal attacks. but Standing Medium Punch is slightly faster than Crouching Hard Punch and reaches a little higher. Jumping Hard Kick in particular is such a dominating jump-in that even characters with strong anti-air normals cannot defend against it.Wide hitbox allows for easier crossups. The jab is one of the best ways to set up a tick throw. Sweep Balrog's sweep is exceptional by being very fast both on startup and recovery. Both have amazing hitboxes.

though you can't combo after connecting with it. To prevent this. Just throwing this punch out constantly against good players is a very bad idea. This attack is unsafe if you are too close to the opponent when it's blocked. It still whiffs on crouching characters. though. it is entirely possible that they will not react fast enough to punish your whiffed Upper. . opening you up to either Dragon Punches or throws. You can't combo after you land it and whiffing crouching opponents is not something you will want to do against experienced players. or Dashing Uppercut (Running Upper) Damage Light 100 Medium 110 Hard 120 EX 120 Properties An uppercut that will whiff on crouching characters and has no special use. like Balrog's Crouching Medium Punch. You can use this to apply straightforward pressure. The Light version of Dashing Uppercut is just as unsafe as the Light Dash Punch. Since most players are accustomed to blocking your regular dash punches. Hawk. since it is fodder for Focus Attacks. you should cancel from a normal attack with a lot of range. It's an okay anti-air especially against players that like to neutral jump to counter regular dash punches. Using the frame advantage of this move is the key to unlocking Balrog’s damaging combos. especially with the Light version. You can combo afterwards with a Crouching Light Punch or Kick and it's safe on block except against grapplers. EX Version: This offers you a nice amount of frame advantage if you land it. It's also completely safe on block no matter how deep it is blocked except against grapple characters like Zangief and T. EX Version: The EX Uppercut is much more useful than its regular counterpart.Properties Balrog's most basic special attack. Try to attack so that the opponent blocks the end of Balrog's glove.

it’s possible to use the move’s blockstun to push the opponent out of punishing range. If you space them correctly. making it a good wakeup option against crossups. Also. It's a really great mixup. this version is a lot safer on block. or Dashing Low Punch (Running Low Straight) Damage Light 90 Medium 100 Hard 110 EX 110 Properties Balrog steps forward and slides down with a punch that must be blocked low. . All versions of this attack are punishable on block.Another advantage of the EX version is that the recovery on whiff is very quick. or Dashing Overhead Punch (Running Swing Blow) Damage Light 80 Medium 90 Hard 100 EX 100 Properties Balrog winds up a bit and them slams down an overhead attack. most players block low against all of your rush punches anyway. all of the regular versions are very unsafe on block. one of Balrog's best since it's difficult for even experienced players to see it coming. EX Version: Compared to the regular Low Punches. While it's a good chance for a mixup. You'll want to be very unpredictable with this attack if you want to land it. Use this attack to keep opponents wary of your low and high options. though.

EX Version: The EX Overhead Punch is just as unsafe as the Light Punch version on block but the super armor can be a lifesaver as it prevents an opponent from poking you out of the slow startup. switch it up between the Dashing Punch. you'll absorb the hit and keep going to smash them out of it. If the Overhead Punch is used randomly without any sort of setup most players will knock you out of it with some sort of reversal or just neutral jump and punish you. making it a good use of EX meter if you want to force the opponent to stop Focusing. then this is the direct answer to it. you can follow it up easily with a crouching Medium Punch canceled into whatever move you want next. All of the versions are unsafe on block.Since most Balrog players end their attack strings with a Dashing Punch for chip damage. Some small characters require a crouching Light Kick followup instead but this is rare. Level 3 Focus Attacks are too slow to break you out of your Low Smash. but the Light version can be hard to punish if you space it correctly. EX Version: EX Low Smash cannot be punished on block except by grapplers. or Turn Punch (TAP) . If you manage to land the Overhead Punch. or Dashing Low Uppercut (Running Low Smash) Damage Light 100 Medium 110 Hard 120 EX 120 Properties Balrog steps sideways and throws out a smashing punch that is meant to be used as a standalone armor breaker. If your opponent is abusing Focus Attacks in an attempt to catch your dash punches. This attack knocks the opponent down and far away. forcing the opposing character to the corner. Even if the opponent releases a Level 2 Focus Attack. EX Low Punch and (EX) Overhead Punch to be confusing and unreadable.

Don't forget that you can charge any of your other special attacks while the Turn Punch is in motion. This attack is invulnerable on startup to attacks and projectiles. If you hold down the buttons long enough you can deal out an obscene amount of damage with just one hit. so many people will be able to just hit you out of it. or Buffalo Headbutt Damage Light 80 Medium 120 Hard 140 EX 150 Properties Balrog is invulnerable to throws. or in very specific match ups. Balrog shouts out the number as he turns to let you know how far he is charged up. the longer you charge the Turn Punch. but it takes an insanely long time to charge it up to a level that does the crazy amounts of damage. The longer you hold down the buttons the more powerful the Turn Punch becomes. the more unsafe it becomes on block. Also. attacks and projectiles during the startup of Buffalo . You should really only use it if you are fighting someone who likes to use projectiles a lot. This attack has quite a lot of startup.Damage Level 1 130 Level 2 150 Level 3 180 Level 4 210 Properties Balrog spins in place and then moves forward for an armor breaking attack that looks similar to his normal Dash Punch.

You can Cancel from a variety of moves. The Headbutt is also Balrog's most damaging combo ender. It's mildly useful as an anti-air because of the startup invincibility. If you land any version of the Headbutt. it's best to stick with the EX Headbutt. it's a piece of cake to combo into this Super. Balrog's EX moves are exceptionally good compared to most characters.Headbutt. The ability to constantly gain Ultra Meter by having your super armored moves absorb hits might be too valuable to pass up. but most opponents will not be jumping at you when you have a down charge. it can be difficult hitting opponents who do low moves on your wakeup. Crazy Buffalo is totally invulnerable to projectiles during the first swing. The invincibility of the move wears out while Balrog is still in the air so it's possible for crossup attacks to still land if they are timed right. since the Headbutt starts up slowly for a reversal attack. making it easy for characters to punish any random attempts at trying to interrupt their blockstring. Super and Ultra Moves or Super — Crazy Buffalo Damage Super 345 Properties Since Balrog has incredibly good hit confirms. you can go right into Ultra 1. Whether or not you deliberately stock EX for this Super is up to both your playstyle and the character you are facing. You can change it up by swapping button holds as Balrog is moving forward. It also moves Balrog the farthest forward and extends his attack hitbox vertically making it easier for him to intercept attacks on the ground. with the most popular being the Dash Punch. If you're trying to do a desperation counter. Because of the way the hitbox is situated on Balrog's head. This applies even if you are standing facing the corner. If you hold down either the Punch or Kick buttons. It's also fairly simple for opponents to jump safely against you. The Light Punch version comes out the fastest and travels the least horizontal distance. Balrog will perform straight punches or uppercuts. making it invaluable in a matchup where Balrog has to deal with fireballs. . EX Version: The EX Buffalo Headbutt has much more invincibility and will never trade hits as an anti-air. The whiff recovery of this move is really massive.

or they will throw them very sparingly when you don't have a charge ready. If you do the Headbutt to Ultra combo. but it does a huge amount of stun. High Juggle: Punch for first two hits. the buttons you press afterward are important for the maximum amount of damage. These juggles change depending on the strength of headbutt as well. The downside is that the range of this Ultra is really short. Ultra 2 — Dirty Bull Damage Ultra 2 205 . it's best to go with the first option for catching the opponent in the air.399 Properties This is a command grab Ultra. The setup changes according to the list below:  Midscreen: Kick for first hit. Since the damage is very low and Balrog is not a character based around stunning the . so this list is still not definite.  Anti-Air Trade: Punch for first two hits. Violent Buffalo is invulnerable to projectiles during the startup punch.  Corner. and since it's really easy to combo into the Headbutt with Balrog you are almost guaranteed to land this Ultra in every game unless you really have trouble closing the distance between you and your opponent. Kick for rest.491 Properties Like his Super. Kick for rest. Balrog can combo into this Ultra from his Buffalo Headbutt. which is a rarity for a charge character. For Hard Punch Headbutts. This Ultra cannot be jumped out of once the Ultra cinematic freeze begins. It doesn't do much damage. Kick for rest. forcing you to land it point blank.or Ultra 1 — Violent Buffalo Damage Ultra 1 336 . Punch for second. Most opponents won't throw a fireball once they notice that you are charged for this Ultra.

There are many variations to these as well. Instead. Overhead Punch Link . Jump Link Hard Dash Punch 4 Hits 318 Damage Balrog's jump-in combo. you'll find the most common and helpful combos that you should know. Link 4 Hits 119 Damage Untechable knockdown combo. Combos Important Note: Not every possible combo is listed here. most players are sticking with Ultra 1 which gives much more in terms of options and damage opportunities.opponent. Hard Punch Headbutt 2 Hits 210 damage Quick punish combo.

Hard Dash Punch 3 Hits 242 Damage Standard reward for landing an overhead punch. Link Hard Punch Headbutt. Because you can land this without any meter sacrifice whatsoever it's a really great combo. Link EX Dashing Uppercut Link Hard Punch Headbutt 6 Hits 248 Damage One of Balrog's best punishes and it only takes one EX bar. Hard Dash Punch Crazy Buffalo 7 Hits 466 Damage . Powerful. This combo can vary depending on the character. look above in the Overhead Punch section for details. juggle with Ultra 1 10 Hits 357 Damage Balrog's Ultra juggle combo. and it pushes the opponent into the corner. You can keep a loop going with EX Dash Uppers until you run out of meter.

Tips and Tricks If you find yourself the victim of lots of Focus Attacks.A quick combo into Super. Staying Charged Up Balrog can keep his Dash Punches and Headbutt charged up even while executing some of his special moves. This sets up a lot of cheese and unpredictability with the Boxer. but the damage output can make it worth it • Moves and Strategies • Frame Data • Hit Boxes • Vs. Simply charge a Turn Punch and a Dash Straight while the combo is going on and unleash both once the opponent is knocked down. If you don't want to take the risk with either of those moves. especially from a Dash Straight. Having most of his moves readily available makes him all the more deadly and unpredictable. Another easy example is after Balrog is done juggling the opponent using Ultra 1. This involves playing in a risky style. Simply Chaining two Light Punches together as an armor breaker works really well too. Don't forget that during any special move. Canceling into Crazy Buffalo is very easy. After you have landed several knockdown moves. because you're never losing your downwards charge. A simple example is Balrog's Turn Punch. He can use his Low Dashing Punches to advance on his opponent while using Headbutts to go through projectiles and counter moves. which allows you to store both a down and back charge during its execution. simply keep cancelling Dash Punches from Crouching Light Punch or Medium Punch for a constant two-hit safe combo that will keep breaking Focus Attacks. you can execute them by going from a down-back to down-forward position and the instant he's out of his Low Dash Punch — he can Headbutt. Balrog has several ways of maintaining charges for other attacks. Character Notes • • Costume Colors • Story • Artwork • Character Overview . with his Low Dashing Punch attacks. Also. you can use your stored charge to build meter from a whiffed attack while your opponent stands up. just begin charging some Level 1 Turn Punches along with a mix of Dashing Smashes.

Low damage combo game. Unfortunately. Notable Normal Moves or Rock Crusher (Overhead) Blanka's overhead attack. it takes quite a while to come out so you'll more than likely be attacked before it hits. .No combos into untechable knockdown. Blanka's punish game is also very powerful with great ranges on his Slide and Blanka Ball. throws and Blanka Balls. + Amazing corner escape game. • Strengths • + Quick walkspeed and good movement options.Blanka Ball is one of the most unsafe special moves in the game. This attack is safe at maximum distances and is an absolute nightmare for fireball characters since Blanka can punish them without a charge. + Small crouching hitbox. • Weaknesses • .Blanka is a trickster character with strong defense and a deadly 50/50 offense. River Run (Beast Slide) Blanka slides half-screen for an attack that hits low and knocks the opponent down. Since Blanka's only invincible reversal doesn't knock down opponents on the ground.Reversal game can be very weak.No reliable method of comboing into either Ultra. Once the green beast gets a life lead it gets monumentally more difficult to defeat him. . + Extremely powerful Ultra that has fast startup. you can link it into multiple moves such as your Crouching Medium Kick or Ultra 1. there are many characters that can punish Blanka's reversal tactics on hit. + Nasty okizeme (wake up game) with electricity. + Can avoid and punish projectile tactics extremely well. + Great pokes and anti-air normals. He has great pressure tactics and can capitalize on knockdown a lot more proficiently than other characters. Blanka has trouble with characters that have excellent punish tactics. + A very fast armor breaker. This attack is very punishable if used incorrectly and some characters can punish much . You must hold down the Medium Punch button in order to give the move overhead properties. . . Should you land the fully charged Rock Crusher. Characters that can shut down the Beast Roll or Blanka's short jump can also make it very difficult for Blanka to stage an offense.

Hard Beast Roll lands the closest on block and is easily punishable by Ultras and other heavy hitting combos. the move is nearly always safe other than a few fast Ultras that can punish it (such as Cammy's Ultra 1). Jumping Medium Kick Blanka's crossup attack. or or Anti-Air Normals These are all of Blanka's anti-air normals. Crouching Medium Punch is when you have reacted a little too late to use standing Hard Punch. The Light Beast Roll is the safest on block as it flies back the farthest. It is still possible for quite a few characters to punish this though. If you perform the Hard Beast Roll in a combo and it lands within its first few active frames. so make sure your opponent cannot see it coming. Hard Punch is for when they are right above you. Jumping Hard Kick This attack comes out at a weird angle that makes Blanka harder to anti-air.harder than others. It has great range and speed along with armor breaking properties. Special Moves or Rolling Attack (Beast Roll or Blanka Ball) Damage Light 100 Medium 110 Hard 120 EX 110 Properties The button pressed determines the distance Blanka travels as he spins forward for an attack. This is really great to prevent being punished on . A few characters have a lot of trouble dealing with this move and you'll want to be pestering them with it. It's also vulnerable to Focus Attacks. it will knock the opponent down. This is either a really good or bad move depending on the character and situation you are facing. On hit. Hard Kick is for when the opponent is going to land slightly in front of you.

All versions of Electric Thunder take five inputs or more to be activated. meaning that using it in combos is a worthwhile endeavour since you can FADC for tricks.hit for using the Beast Roll and gives you a chance to Hop closer to the opponent without being attacked. The Light version comes out the fastest. which forces players to memorize pianoing techniques. It's just as punishable as the Light Beast Roll on block. . but has the smallest range and offers the least frame advantage. meaning that an intentional whiff of the Roll into a throw is a very strong technique. or (Piano Rapidly) Electric Thunder (Electricity) Damage Light 120 Medium 130 Hard 140 EX 150 Properties Mashing on the punch buttons will generate high-priority electric attacks from Blanka. All Beast Rolls recover quickly on whiff. EX Version: Using EX causes the Beast Roll to travel a little faster than the Hard version while being invulnerable to projectiles during its forward flight. Be careful with this though. Blanka's Electricity loses completely to low attacks such as sweeps. The hitboxes for Blanka's electric powers are very dominant if you are in range and they offer large amounts of frame advantage on block. The EX Beast Roll knocks down in its first few active frames. Hard is vice versa. The multi-hitting properties of the attack also prevent Blanka from being hit with Focus Attacks while he is generating his electricity. The upside to this is that if you activate it closely enough to the opponent they will be unable to throw out an attack (because extending their hitbox will allow them to get hit) or walk away due to the range of the attack forcing them to block.

It offers total invincibility as Blanka hops backwards and it gives Blanka total manual control as he flies forward. Not really a useful EX move at all. Unfortunately this attack is very vulnerable to Focus Attacks. Using this move Blanka can traverse the entire screen and escape the corner. good players will dash and throw you when you land. Don't try attacking with the EX version unless you are going for a chip KO. Even if you try to dodge the Focus Attack by landing behind the opponent. invincible reversals and Ultras especially if you choose to land in front of the opponent. EX Version: EX Electricity has the same range and startup as the Hard version and it does slightly more damage. It is difficult to stop the EX Backstep Roll as it will usually hit opponents trying to get in its way. or Backstep Roll (Rainbow Ball) Damage Light 110 Medium 120 Hard 130 EX 120 Properties Blanka hops back for a bit and then descends on his opponent for an attack that knocks down. It's definitely a move you'll want to be using sparingly as Blanka. This is a great move to save EX for as there aren't too many characters gifted with corner escape moves. or Vertical Roll (Up Ball) Damage Light 100 . making it tough to interrupt attacks. because it is still vulnerable to Focus Attacks. but it's still vulnerable. It has no invincibility and the startup is very slow. EX Version: This version on the other hand is really great but not for its intended purpose.Don't try to use this on wakeup unless someone poorly times their safe jump. You can control the path of Blanka with whatever version you choose with Light Kick traveling the least distance. Blanka has almost instant ground recovery when he lands from this move.

This attack is really unsafe on whiff and it doesn't offer any invincibility. its use in this regard is questionable. tech a throw or backdash. This move gives Blanka a lot of potential for mixups. this really is an all-or-nothing reversal should you use it. there are quite a few characters that can punish the Up Ball on hit. Up Ball or Beast Slide(to punish a backdash). Don't forget that hopping around and over a charge character will disrupt their back charge. It also travels slightly farther than the Hard version and has just as many active frames as the Light version. In other words. The hop is invincible to throws and low attacks after Blanka leaves the ground. The strength of the button determines how far Blanka travels and how many active frames (hitting frames) the move has. After you knock the opponent down. The regular Up Ball has no invincibility either. EX Version: Up Ball offers some startup invincibility. Since this move has invincibility. After hopping a bunch of times you can choose to throw. so you have a high probability of trading hits or losing to attacks. It knocks down on hit. but if this move is blocked you will be in an extremely punishable situation. with the Light version having the least range but the most active frames. you can repeatedly hop over them to force them to guess whether to reversal. or or Surprise Back or Forward (Backward or Forward Hop) This move is faster than Blanka's dash.Medium 110 Hard 120 EX 120 Properties Blanka's anti-air special move. Since the Up Ball doesn't knock down and your opponent recovers from the hit before you recover from the attack. When it comes to using the Up Ball as a reversal. you can use this move as a reversal to blast through moves from your opponent. making it extremely unlikely that you will trade hits. and you can store a down charge for Up Ball while moving forward just in case. making this a powerful surprise approach option. . Blanka's best anti-air move by far. shock them with Electricity. so using it as a reversal or anti-air is really unsafe.

Blanka needs EX for invincible reversals. After you activate the Ultra and Blanka spins back onto the ground. You also have the option to Hop out of the Coward Crouch if you like. keep in mind that this Ultra has zero invincibility once Blanka has started moving into the air. you can hold down all of the Punch buttons to delay Blanka's forward movement until the opponent descends in front of you. Blanka can combo into this Ultra from a crouching Medium or Light Kick. anti-airs and corner escapes. Super and Ultra Moves Super — Grand Shave Roll Damage Super 400 Properties A very damaging Super. Ultra 1 — Lightning Cannonball Damage Ultra 1 495 When Blanka activates the Ultra up close. but you must not dash after the Focus Attack has landed. While it might trick new players. The next hit where he rolls into the air and descends has to be blocked high. . but it's extraordinarily difficult to do. good players will be able to block this every time. but it's a little hard to combo into it outside of a punish since Blanka's hit confirms aren't too spectacular. You can even duck under low Tiger Shots with this. It does quite a lot of chip damage just in case you need to finish with a chip KO although the opponent can easily just perform an invincible reversal to knock you out of it.Coward Crouch Blanka ducks down and can avoid almost any projectile in the game. the first hit has to be blocked low. minus Juri's ground fireball and Akuma's air fireballs. Blanka will stay crouched until you move your joystick in another direction. it's not a good idea to deliberately save for this. Comboing after a Focus Attack is possible. If you want to use Lightning Cannonball for a chip damage KO. and then the final rolling sequence can be blocked high or low. Since Blanka relies on his EX moves quite a lot.

Blanka will descend on the opponent and it will be very difficult for the opponent to guess which way to block as they stand up. The Kick version is a great counter to fireball throwers. There are many variations to these as well. Instead. Combos Important note: Not every possible combo is listed here.If you are in a situation where you need to turn the tables in your favor. high reward technique which should be used sparingly. or Ultra 2 — Shout of Earth Damage Punch Motion 500 Kick Motion 420 Properties Depending on the buttons you press. not attacks. you'll find the most common and helpful combos that you should know. you have to throw the opponent forwards (Blanka's biting throw) then perform Lightning Cannonball while walking forward very slightly using the forward motions of the Ultra. Hard Punch Blanka Ball 2 Hits 190 Damage A quick punish combo. . It's a high risk. In order to use it. The Kick version causes Blanka to slam electricity all over the ground and the Punch version summons an anti-air electric column. The spacing is specific though. then you can go for something called the ambiguous Ultra crossup. While Blanka does have good anti-air options from a down-back position. and it's also good for chip damage against a lot of characters without aerial or invincible options. The Punch version is a very damaging and quick anti-air. so you must be very certain that your chip KO attempt is not avoided. The recovery of this Ultra is massive. a different version of this Ultra will come out. this is a big way to capitalize on a jumping opponent. During the Kick version of Shout of Earth Blanka is invincible only to projectiles. so you must be careful since the recovery of this version is almost three times longer than the Kick version.

Link Hard Punch Blanka Ball 3 Hits 156 Damage Great to use after a Hop crossup. Jump Hard Punch Electric Thunder 3 Hits 202 Damage Great crossup combo. or Link Lightning Cannonball 5 Hits 426/466 DMG . Jump Link HP Blanka Ball 4 Hits 288 Damage The link between Blanka's Crouching Medium Kick and his Standing Light Punch is a slow link. and it knocks the opponent down.

Very difficult. Focus Attacks are also an annoyance since her armor breaker is incredibly slow. Tips and Tricks Against characters that can always punish your Beast Roll. Never do a Beast Roll or an Anti-Air Roll if you are in the corner with your back to the wall. Cammy can really lay on the hurt once she gets in. This forces Blanka to land closer to the opponent on recovery. With powerful links into big combos. If you want to play Blanka effectively you should be able to buffer Electric Thunder at your leisure using one of several techniques. aggravating her already limited throw range. Blanka's good pokes can help you force your way into the opponent's range to begin your confusing crossup attacks and throw mixups. Probably not a feasible option unless you are very desperate. Rely on your sweep and your crouching Medium Punch to get close. • Strengths • . not to mention that her approaches require very specific spacing.A one-frame link into Lightning Cannonball. She also has an excellent anti-fireball game and really nasty throw tech baits. you have to attempt other options to get inside and do damage. • Moves and Strategies • Frame Data • Hit Boxes • Costume Colors • Story • • Artwork • Character Overview Heavy contributions to this guide by Nyoronoru Cammy is a super-offensive high-execution character. Cammy's weaknesses lie in defensive players who can tech throws well. It takes five inputs of any punch button to generate Electricity and the last button pressed determines the version that is generated. leaving him open to Ultras and other heavy punishes. All of these are demonstrated by Quakefingers.

and it places the opponent in an untechable knockdown. Special Moves or Spiral Arrow (Cannon Drill) Damage Light 100 Medium 120 Hard 140 EX 160 . + Very fast walk speed and a quick backdash. Both of these options will lose to dominating jump-in attacks. (When close.Short throw range.Has difficulty against patient defensive tactics.Below average stamina and stun ranking. but the time your opponent is stunned when you land it is very short. + Builds EX meter fairly quickly because of her style of play. air only) Air Throw This has more range than her regular grab.No standout normals. + Good punish tactics. . Jumping Light Kick This is your crossup attack.Susceptible to Focus Attacks from mid range and farther. • Weaknesses • . Standing Hard Punch is for those directly above you. . so it takes a bit of practice to know which matchups you can use these in. + Can combo into Ultra 1 without a problem. . . Notable Normal Moves and Unique Attacks or Anti-Air Attacks (Crouching Hard Punch or Standing Hard Punch) Use Crouching Hard Punch when countering jumps that land in front of Cammy.+ Incredible rush down and throw tech punishing. + An invincible dragon punch that covers huge horizontal range.

You can FADC the first hit of the Hard Spiral Arrow. All versions of this move are unsafe on block. If you land the Light or Medium version of Spiral Arrow in the corner at the right range you can follow up with a Cannon Spike for more damage. This is Cammy's primary combo ender. because a Cannon Spike can also lead to a combo into Ultra 1 if you have the meter! EX Version: This move is essentially the same as the Hard version. you'll want to end with either Medium or Hard Spiral Arrow depending on how close to the opponent you are. Use this move to setup knockdowns against projectile characters. and it sets you up for a pressure game after you recover since you end up in the opponent's face. The button pressed determines how far Cammy flies into the air with the Hard version traveling . It travels very far horizontally. except it travels a little farther and it is completely invulnerable to projectiles during most of its initial forward movement. Don't miss out on this. or Cannon Spike Damage Light 100 Medium 100 Hard 100 EX 150 Properties This is Cammy's anti-air and reversal attack of choice. but you have to be very close for both to land. Most of the time you'll want to be relying on the Hard version. When doing a combo.Properties Cammy drops quickly to the ground and spins forward for a strike that must be blocked low. so you'll never want to be poking with Spiral Arrow unless you're the opponent will block the very end of the move (still unsafe. The Hard Spiral Arrow is two hits. just not as much). which is great if you make a mistake and don't want to be punished. The best way to check is to see if both hits of the Hard Spiral Arrow land in your preferred combo. has a huge amount of active frames and also has a nice amount of startup invincibility.

or Quick Spin Knuckle Damage Light 160 Medium 160 Hard 160 EX 160 Properties Cammy spins forward in the air and then throws her fist out. This is good for avoiding some fast pokes or fireball barrages. but only from the first hit. EX Version: EX Cannon Spike has an extra frame of invulnerability and does 50 more damage than all of the other versions. Cammy is invincible to attacks and projectiles. You can also Cancel out of Spin Knuckle into your Super. Against characters with fast recoveries on their projectiles or attacks it is best to use other moves. Cannon Spike can be Focus Attack Dash Canceled. Unfortunately this move is telegraphed to an extraordinary extent due to the large startup time making it easy for the opponent to block or counter. If you land any version of this move. . During the aerial portion of this move. but since it has slow startup it can be baited from a player or simply blocked on reaction. so it will be the one you use most often. It might be tempting to abuse this move since Cammy flies a good distance away on block but any reasonably good player will be able to punish you. you can juggle with your Ultra 1 or the Medium version of your Super anywhere on the screen. The strength of the button determines the distance she travels and the amount of time it takes before she strikes. Like many other Dragon Punch-type moves. some much more heavily than others.the farthest. There aren't too many uses for this unless you want to make absolutely sure that no one can interrupt your Cannon Spike or you really need the extra damage. The Hard version also has the most invulnerability on startup. This works great for making it safe as a reversal and as a setup for landing your Ultra 1 or another Cannon Spike. It offers a lot of frame advantage on block but it's still not a wise idea to try to use this move unless you are going for a surprise attack or setup.

The Hooligan Slide is extremely unsafe on block and since everyone will be crouching to avoid your Hooligan Throw anyway. or Cannon Strike (Dive Kick) Damage . This adds itself as one more anti-projectile option for Cammy. The speed and angle of this move is a great counter to projectile throwers. Cammy will instantly recover right next to them where you will more than likely be forced to tech a throw. If you decide to go for the slide kick you can FADC it just in case it is blocked.EX Version: This version starts up just as fast as the Medium version and it has slightly more invincibility. If you are really desperate you can use it to try and escape crossups. and if you press nothing at all Cammy will attempt a very unsafe slide kick that must be blocked low. but there's not too much use for it otherwise. though this is a big waste of meter. but you'll still want to be careful because the Throw and Slide properties are the same. The Hooligan Throw will only grab characters who are standing or jumping. Because of this. or Hooligan Combination (Frankensteiner) Damage Throw 130 Air Throw 140 Slide Kick 100 EX Slide Kick 120 Properties Cammy spins forward very quickly and depending on your choice of action does something different. If you try to grab them anyway. not crouching. EX Version: The EX Hooligan Combination travels through the air MUCH faster than the regular version. provided that you react quickly. the slide is extremely useless. It also travels farther than the Hard version. It also auto-tracks the opponent and locks onto their position. most players will just duck under your Hooligan Spin and wait. If you press the throw buttons Cammy will attempt to throw the opponent from the Hooligan Spin. These two properties make it difficult to react to.

and the Light version travels at the steepest distance with the Hard traveling the shallowest. This dive kick has tremendous frame advantage when it is blocked. She can only activate it when she jumps forward. EX Version: Cammy's EX Cannon Strike can be activated regardless of the direction you jump. The real use of this move is to punish people for attempting to tech throws. the more time you have to move around while the opponent is forced into blockstun. The extra frame advantage is important for landing big combos with Cammy. The EX Cannon Strike also offers a lot more frame advantage on block and hit. Cammy can really wreck shop on certain characters with bad anti-air attacks with this move. See the section below the Combos for more details. This Super is pretty fast and the startup is invincible. If you land the EX Cannon Strike close enough to the ground. . unlike the regular version. you can combo into Ultra 1 easily. The closer the opponent blocks this to the ground. In order to do this. Due to Cammy ducking low to begin her spin this Super is a solid counter to projectiles at mid range.Light 60 Medium 60 Hard 60 EX 80 Properties This is Cammy's best special move by far and defines her as a character. just like with Gyro Drive Smasher. and it also offers enough frame advantage on hit to land several combos. you must activate this dive kick as closely to the ground as possible to get the Instant EX Cannon Strike. Super and Ultra Moves Super — Spin Drive Smasher Damage Super 350 Cammy performs a powerful Spiral Arrow with a followup Cannon Spike. You still have to have pretty good reactions to use this to go through fireballs though.

. use this to keep them on the ground or to force them to empty jump. Don't forget that having a Counter Ultra loaded changes the dynamics of a match. It also functions as an anti-air. CQC doesn't work on projectiles or armor breaking moves. It's a piece of cake for Cammy to combo into it since she has great hit confirms and it also does above-average damage for a Super Combo. While it can be used to punish projectile throwers on reaction. Even if you time it correctly so that you avoid slow fireballs with this Ultra. and if Cammy gets struck she strikes back at the opponent for big damage.480 Like her Super. so If you can accurately predict when someone is mashing on a high-priority non-armor breaking move during your blockstring you can whip this out at the end to catch them. it's more than likely that the opponent will be able to block your Ultra in time and punish you heavily. If your opponent likes to jump and attack a lot. Having the ability to do a reversal safely or to change your aerial trajectory at any time is very powerful in comparison to just doing extra damage in a combo. If you want to build a large life lead or finish off the opponent then this Super is for you. the initial frames of this attack are invulnerable to projectiles. Ultra 2 — Cammy Quick Combination (CQC. Cammy's Cannon Spike Focus Attack Dash Cancel (FADC) combos into Gyro Drive Smasher are pretty typical for a combo into Ultra. it's best to rely on the Hard version which travels the fastest. Ultra 1 — Gyro Drive Smasher Damage Ultra 1 331 . This Ultra does work on reversals that don't armor break (such as a Dragon Punch). Unfortunately the projectile invulnerability of Gyro Drive Smasher doesn't last long enough to avoid or punish slow projectiles like Guile's Light Punch Sonic Booms and Dhalsim's Light Punch Yoga Fires. Make sure you practice your FADC skills in order to be a proficient Cammy player and to land her Ultra consistently.470 The CQC is a counter Ultra. you have to be around mid-screen distance to do so.If you want to go through fireballs with this Super. Whether or not you use this Super is up to your playstyle. Many Cammy players would rather save EX meter for Cannon Spike FADC combos or EX Cannon Strike. Counter) Damage Ultra 2 322 .

There are many variations to these as well. Ultra 1 6 Hits 364 Damage Big damage and a great way to hit confirm into Ultra 1. cl. cr. Link cr.MP. Link cr. cr.MK xx HK Spiral Arrow 5 Hits 271 Damage A great link combo.MP xx HK Spiral Arrow 5 Hits 181 Damage Basic punish and pressure combo. especially after a successful EX Cannon Strike.HP xx M Spiral Arrow 4 Hits 261 Damage Basic punish combo if your opponent makes a mistake and you don't have Ultra stocked. Combos Important note: Not every possible combo is listed here.HP. cr.LPLink cr. However. Cannon Spike xx FADC backwards.MP. cl. st.MP.MK xx HK Spiral Arrow . Link cr. there are certain specific matchups where this Counter Ultra can be useful to you.It's rare for Cammy players to select this Ultra because Gyro Drive Smasher is more reliable in matches.MP.MP xx HK Spiral Arrow 9 Hits 464 Damage The standing Medium Punch must be from a distance. Instead. you'll find the most common and helpful combos that you should know. Link cr. Easier on standing opponents.HP. Link st. cr.LK.

cr. such as jumping Hard Kick and EX Cannon Strike. which means to execute the move very low to the ground. There are many variations of this that add more attacks onto the beginning but this one is a very basic punishing combo. Link cr. Because Cammy is considered airborne when she does a Cannon Strike. try to bait them out by attacking at angles that force the reversals to miss or allow you to block in time.MK xx HK Spiral Arrow 5 Hits 340 Damage Cammy's bread and butter off a heavy hit confirm. Instant Cannon Strikes Instant EX Cannon Strike Doing these motions.HP. almost "instantly" after jumping. so you must master them in order to maintain pressure and to keep your tick throw game active. Without this tool players can defend against you extremely easily. Tips and Tricks Cammy functions heavily off of knockdowns. If you find yourself getting hit with lots of reversals. One of the most popular techniques is to do a Cannon Strike right behind the opponent's . That makes this move extremely good against those who try to mash on throw techs. will allow Cammy to jump and pull off an Instant EX Cannon Strike. It works because the input for the motion is buffered and jumping at the end allows it to come out VERY low to the ground — but you must execute this quickly for it to come out. Mastering Instant Cannon Strikes is a very important part of Cammy's core offensive game. Good to use as part of tech traps against crouching opponents. because their throw whiff animations will leave them open to attack. she cannot be thrown. cr. so you'll want to be knocking down your opponent and forcing them to the corner whenever possible. often called a "Tiger Knee" input.MK xx HK Spiral Arrow xx Super 9 Hits 425 Damage You must Cancel the first hit of your Hard Kick Spiral Arrow to pull this off.HK. j.5 Hits 266 Damage Another variation of a Cammy crouching combo.

• Moves and Strategies • Frame Data • Hit Boxes • Vs. • Strengths • + Fast walk speed. The priority of the move will beat quite a few normal attacks or non-invincible special moves. decreasing the room for mistakes. + Has exceptional pokes and is great at whiff punishing. Disadvantages are that she lacks good anti-air options against strong jump-ins (such as dive kicks) requiring good spacing to counter aerial opponents. Character Notes • • Costume Colors • Story • Artwork • Character Overview Heavy contributions to this guide by Nyoronoru Chun-Li is one of the best zoning characters in SSF4 with a very strong poking and solid fireball game. It's very important to be able to activate it quickly and close to the ground. but if you attack at this angle a huge amount of reversals will either whiff or do very little damage (such as Juri's EX Pinwheel Kick or Rufus's EX Messiah Kick). a dominating aerial game. Cannon Strike doesn't cross up the opponent. a lot of her options are safe and like any other great character in the game. Her wakeup game is also questionable. she has no problem landing her Ultras in a match. with only one true reversal attack that is an extreme risk to take. Other advantages include top-tier throwing ability. fast walk speed and a great Focus Attack. + Tick throw game is unmatched. She also has below-average stamina..head as they are standing. It is impossible to be a great Cammy player and at the same time be unable to do an Instant EX Cannon Strike. . She also has powerful juggle options which opens up some big damage portals. Her mixups are good.

• Weaknesses • . + Two very useful Ultras. so you can land EX Legs.+ An amazing backdash with incredible speed and range.Low stamina (900). but it's still good. + Super has 1-frame startup. . Jumping Hard Punch 2x This move is an incredibly dominating aerial attack both when used in air-to-air and air-toground. making it good for breaking Focus Attacks and throwing off block timing. Ultra 1 (corner). which can also be used as an anti-air against people that jump in front of you. . Standing Hard Punch A great poke from Chun-Li. It also works well if the opponent lands before you do. It's fast and safe on block at mid-to-maximum range. EX Spinning Bird. Anti-Air Flip Kick This move takes a little time to come out.Can't deal with quick aerial attacks. Ultra 2.No non-obvious crossup setups Notable Normal Moves and Unique Attacks Crouching Light Kick Chun-Li's primary combo starter and short-range poke. It also juggles the opponent when it catches them in the air.Fireball has limited range. . . Neutral Jump Hard Kick One of Chun-Li's anti-air options. since you will come down on top of them with the crazy hitbox still extended. depending on the match up.Ultras do weak damage or require specific spacing/characters. If you anticipate a jumping attack use this as the hitbox's length is insane. . Auto Cross . or you can use Head Stomp three times to build meter. Crouching Hard Kick (Sweep) Chun-Li's sweep is really good.Very risky reversal options. but if execute it quickly enough it will beat out normal jump-in attacks and juggle the opponent where you can land EX Lightning Legs or other juggle attacks. + Great juggling ability and strong combos. It's a tad risky to use in that sort of scenario as a mistimed button press will have you eat the whole jump-in. You can hit twice with it.

but since Chun-Li only travels a specific distance when flipping over you can create an ambiguous crossup situation where the opponent can't tell which way to block. Special Moves or Lightning Legs (Hyakuretsukyaku) Damage Light 90 Medium 120 Hard 120 EX 160 Properties Chun-Li unleashes a flurry of leg strikes. Try to use it if you catch someone with a jumping Hard Punch. Air throws in AE 2012 have great priority and can grab people out of quite a few things as long as they are airborne. press in the opposite direction to jump off the wall.This is an automated crossup attack. (In the air) Air Throw Chun-Li can grab opponents out of the air. . This move can be easily countered by Dragon Punches and the like so you'll have to apply it very carefully on knockdowns. This sort of approach is really risky because most players will merely jump backwards and hit you out of the air. or Head Stomp [Aerial Only] This attack is unsafe if blocked so don't try to get too cute with it. Chun-Li travels pretty slowly with this technique so it's not a good corner escape either. Try to time it so that you won't get hit by Ultras either. this attack is safe on block no matter which version you use. or Wall Jump If you are near a wall with Chun-Li. Hop Kick Chun-Li steps forward and kicks the opponent in the shins. If you do it at the right distances and you don't keep mashing after the opponent has been pushed out of range. The recovery of this move is fast and it can tick into a throw. and this throw has good range too.

is easy to combo into and is safe on block. If it lands. a Neutral Jump Hard Kick or Anti Air Flip Kick. You'll probably only be using the Light version. or Overhead Flip Kick (Hazanshu) Damage Light 90 Medium 110 . Light is the opposite. if you do not have EX meter or a down charge. The Hard version travels the fastest but fizzles out the quickest.This is a good move to end a combo with. meet them in the air with a jumping Hard Punch. You can also land two sets of EX Lightning Legs consecutively. especially considering Chun-Li has much better uses for her EX meter. All versions give you some frame advantage on block or hit. or Fireball (Kikoken) Damage Light 50 Medium 60 Hard 70 EX 100 Properties Chun-li's fireball. but since this attack tends to push opponents a good distance away on block or hit it's unlikely that you will find a combo opportunity. since you can walk behind it and use it as a shield for a safe approach. If they try to jump over it. or you could land EX Spinning Bird Kick afterwards in the corner. It's possible to land Ultra 1 in the corner or Ultra 2 anywhere on screen after you connect with it. EX Version: This hits twice and comes out really fast. starts up quickly. you can sweep the opponent. Other than trying to chip someone for a KO or to try to win a desperation fireball war. EX Version This is one of Chun-Li's strongest moves. If they block it. It's damaging. it sets up an Overhead Flip Kick or a jump in for you. there really aren't that many uses for the EX Kikoken.

If you land her Overhead Flip Kick it gives you enough frame advantage to combo afterwards. and if it's blocked Chun-Li is completely safe from counter attacks. The Light version comes out the fastest. but travels the least amount of distance compared to the other versions. The upside to all of this is that this move does . EX Version: This causes Chun-Li to flip upwards much faster but come down slower. It also knocks down and has a small invincibility window. This can work very well against projectiles. The Hard Kick version is often your best bet when you're around sweep distance against a projectile throwing opponent. She flips up in the air for a split attack that must be blocked high. and this can shut down a lot of their fireball options from this range. this move is very susceptible to whiff punishing.Hard 130 EX 170 Properties One of Chun-Li's best mixup options. Also. The primary weakness of this move is that it is susceptible to Focus Attacks and invincible reversals. or Spinning Bird Kick Damage Light 160 Medium 180 Hard 200 EX 170 Properties This move has a lot of startup before Chun-Li begins spinning. so it's not good for approaches. but it needs to be spaced and timed correctly. All versions are unsafe on block. Try not to be predictable with this attack. A good move if you want to capitalize on a knockdown or if you want to give an opponent less time to react to your mixup. depending on the match up.

making this the fastest non-command grab punish move in the game. like Chun-Li's Far Standing Hard Punch or her Far Standing Medium Punch will allow you to easily link and combo into this Super as well. so it works well in combos when you don't have better options. It's still unsafe on block though and there is a small vulnerable box between Chun-Li's legs where she can be hit out of it. Ultra 1 — Ultra Lightning Legs (Housenka) Damage Ultra 1 325 . It starts up extremely quickly and works well in juggle combos. Knowing when and when not to use this move is key otherwise you will simply be rushed down endlessly. meaning that you can punish anything that takes longer than a frame to recover. Because of this. It doesn't determine the speed of the move in any way though. EX Lightning Legs is one of the best EX moves in the game and EX Spinning Bird Kick is great for reversals. It's starts up in only one frame. Super and Ultra Moves Super — Super Lightning Legs (Senretsukyaku) Damage Super 340 Properties This Super's speed is not to be underestimated.460 . EX Version The EX Spinning Bird Kick is a really good move and definitely Chun-Li's best reversal. Since she is considered airborne when she does it she can't be thrown. meaning that Chun-Li can traverse almost half-screen in only one frame to punish a move. that's really the only use for this version of the move. though. Even if all the hits don't land. The strength of the button pressed determines the distance that Chun-Li travels before she hits the opponent. you should only use your Super as a finisher or to gain a large life advantage. any hit will knock the opponent a full-screen's distance away. The downside to this is that Senretsukyaku cannot go through projectiles. Any move that offers you frame advantage on hit. Chun-Li has a lot of great EX moves.a huge amount of damage. Her EX Overhead Flip Kick is good for knockdowns. Unfortunately.

This is not dangerous for Chun-Li as she will recover before they stand. If one hit of the Kikosho lands. but whether you think you'll have a better chance of landing this against projectile characters or not is up to you. The only obvious downside is that the damage off of this Ultra can be low. Only certain characters will be juggled for the full cinematic of the Ultra in the corner. The only flaw with the anti-projectile status of this Ultra is that it loses to slow projectiles like Guile's Sonic Boom or Dhalsim's Yoga Fire since the invincibility runs out before the projectile can pass through Chun-Li. especially when she has a life lead.330 An Ultra Fireball that's really easy to combo into. Target Combo or a Jumping Hard Punch attack. Damage scaling really hurts it to the point where you have to carefully pick the right situation that allows the most damage. What's really great about this Ultra other than the anti-projectile properties is that you can juggle into it. but it is still difficult to do. Juggles into the cornered Ultra 1 can be started from EX Lightning Legs. you can hit them with this Ultra. Try to combo into it with the fewest moves possible and make sure you have a sizable amount of Ultra meter before you use it. This Ultra is really fast. . If someone attempts to jump over your Kikoken fireball and lands on it. This Ultra is extremely versatile and works just as well in her previous matchups as Ultra 1 does since all Chun-Li needs is one combo opportunity. You can also use it as a standalone anti-air. The projectile invincibility is a big factor in matches as it forces fireball characters to approach Chun-Li. All of the juggle attacks that let you land Ultra 1 also work to land Ultra 2. If you time it extremely well you can still avoid these projectiles. The other characters will get dropped out of the combo when Chun-Li attempts to launch them in the air. EX Spinning Bird Kick.Properties Chun-Li dashes forward to land a kick hit which is very similar to her Super. Ultra 2 — Ultra Fireball (Kikosho) Damage Ultra 2 240 . travels a bit over half-screen and it is invincible to projectiles for most of the startup. but only in the corner. It's fairly obvious that you should pick this Ultra in non-fireball matchups. the rest of the hits will land no matter what. but you can now land them anywhere on the screen (minus the EX Spinning Bird).

you'll find the most common and helpful combos that you should know. EX Lightning Legs 5 Hits 156 Damage Bread and butter combo. Juggle with EX Lightning Legs 6 Hits 284 Damage A powerful punish combo if your opponent makes a big mistake. Other than that there's not too many reasons to use it since there are easier more damaging combos you can use in that sort of punishing situation where you have time to land this Target Combo. so it only exacerbates the situation. Link 4 Hits 146 Damage If you fish for Crouching Light Punches against your opponent and they land. you can combo into any of your juggle attacks such as EX Spinning Bird Kick or Ultra 2. Instead. There are many variations to these as well. The initial hit of this Target Combo is also very unsafe on block and Chun-Li steps pretty far forward when doing it. end with this Link combo. You can do a few more or less Crouching Light Kicks and this will still work. Jump 2x . Easier to land on big characters.Target Combo Target Combo If you land this Target Combo. Combos Important note: Not every possible combo is listed here. EX Lightning Legs.

Fire off lots of Fireballs at mid-range or farther to keep chipping the opponent and forcing them to come to you. so keep controlling the space in front of you with normal attacks. EX Lightning Legs juggle with Ultra 1 21 Hits 423 Damage Only works in the corner. EX Lightning Legs juggle with Ultra 2 22 Hits 369 Damage Works any where on screen and it's a very easy way to land your Ultra 2. You can sub in a Head Stomp 3x if you can't EX Spinning Bird Kick. Light Overhead Flip Kick 5 Hits 216 Damage Basic Hazanshu combo. Tips and Tricks Chun-Li's poking game is exemplary. Standing Medium Punch is a great poke and a Cancelable normal move that keeps pushing the opponent into the zone you want them to be.Medium Spinning Bird Kick 10 Hits 279 Damage Standard meterless jump-in combo. If you are getting caught in a maze of projectiles that interrupt your poking game keep Focus Absorbing them to build Ultra meter for your anti-projectile Ultra . or when your opponent is reasonably close to it. EX Lightning Legs Jump 2x juggle with EX Spinning Bird Kick 7 Hits 246 Damage Use this when Chun-Li meets her opponent in the air. although this will do less damage.

rather than giving them the option to hit Chun-Li out of the move since she is not invincible when she performs it.1. start punishing their tech attempts with Crouching Light Punch. • Moves and Strategies • Frame Data • Hit Boxes • Bio and Story • Artwork • Character Overview Cody is a heavy-hitting frame-trapping rock-throwing tank of destruction. His Focus Attack covers great range with its big horizontal hitbox and his projectile has incredibly fast recovery. This worsens his throw game considerably and hurts all his approaches to begin his damaging offense. When Cody has momentum and traps the opponent at short range they are at his mercy. Cody walks very slowly. you should constantly be poking at their ankles to tick into her grabs. baits. making it ideal for punishing fireball throwers when you're near mid range. . He has a truckload of options. His only reliable reversal is EX Zonk Knuckle and without EX he is completely helpless against rushdown. adding to his amazing damage output. Cody's weaknesses lie around his wakeup and mobility. Similar to her Third Strike form. In terms of mobility. Once your opponent starts to tech throws recklessly. Never surrender space with Chun-Li. Don't forget that Chun-Li's throw game is one of the best. covering little range and being very slow. The blockstun of the normal moves forces the opponent to wait until the Overhead Flip Kick comes down to make a decision. The rising startup for Overhead Flip Kick is pretty fast and the Hard version travels pretty far for an overhead attack. feints and counters that can meet almost any situation along with powerful attacks that deal lots of stun. Lastly he has no problem comboing into his Ultras. Cody's backdash is also poor. Another specific option you can use is to utilize the Overhead Flip Kick as a counter to projectiles. A popular and sneaky technique is to cancel into the Overhead Flip Kick from a normal attack such as a Close Standing Hard Kick or Standing Medium Punch.

. It just might bait out a counter-attack from your opponent or let you go for a throw. Cody has a little bit of frame advantage after it is blocked.Very slow walk speed. If it lands. . Unfortunately.Short range on backdash. • Weaknesses • .Projectile can't win fireball wars. Cody is still left at frame advantage (meaning that the recovery of the move is faster than the amount of blockstun it inflicts). Hammer Hook Cody's powerful overhead attack.• Strengths • + Deadly firepower. + Incredible range and damage on his overhead attack. If it's blocked. The hitbox is exemplary. + Large amounts of frame advantage on all normal moves. If you land this on a standing opponent. + Easy combos into damaging Ultra 1. it's possible to combo afterwards. This is a pretty rare scenario though. Crack Kick loses to throws on startup and it whiffs on crouching opponents.Tough time chipping opponents safely. . Notable Normal Moves Stomach Blow A great move for Cody as it moves him forward. + Far-reaching punish game. . Jaw Crusher One of Cody's best anti-air options. so there are certain moves you can land afterwards. Just like Stomach Blow.Extremely limited options on wakeup and against pressure. . + Projectiles have very fast recovery. Crack Kick This attack hops over low attacks before it hits the opponent. can stun quickly. it gives Cody a huge amount of frame advantage to continue a combo. + Great normal anti-airs. helping him close the distance a little better against the opponent. You can use the whiff of this move to your advantage since the animation makes it look like it should hit. This move juggles the opponent on hit. Unlike other overhead attacks though this one is really unsafe on block. though you have to react quickly.

Neutral Jump Hard Punch This attack has a really nasty high-priority hitbox. it's unsafe on block and hit. It's hard to punish it if you do it from the right ranges though and it's good for closing short distances. but if they're blocked they give Cody a lot of frame advantage to move around in. It also knocks the opponent down if it connects air-to-air. Jumping Medium Kick Cody's crossup attack. They have slow startup which makes it impossible to combo into them. You have to position yourself more steadily with this move compared to other crossups. .Prisoner Slide Cody slides forward on his back. This move comes out in three frames (fastest speed for a normal move in SF4) meaning that there are a ton of things you can punish due to its speed and range. Both depend on specific spacing to be successful. You can also use it as a poke to harass the opponent with. Special Moves or Bad Stone or Knife Throw Damage Stone 50 Held Stone 80 EX 120 Knife 70 Properties Cody's rocks aren't traditional projectiles. On top of this attack looking a little weird. You can use this attack to duck under jumping attacks from certain characters and it also has a really great hitbox for beating the startup of many attacks. or Anti-Air Attacks Cody's anti-air normals. Crouching Light Kick An incredible normal move for Cody.

Good for throwing off the timing of those trying to avoid your projectiles. You can delay the rock throw by holding the button used to activate it. you cannot delay the knife throw and it's not possible to combo into it. Ultimately this is the go-to combo ender for the best damage output. It also starts up faster than the regular versions of Bad Stone and travels through the air faster. Unfortunately even with the faster startup it is not possible to combo into EX Bad Stone without a counter-hit. or Criminal Upper Damage Light 140 Medium 150 Hard 160 EX 180 Properties Cody's damaging combo ender where he uppercuts the opponent into a spinning knockdown. It's really easy to combo into this move and it gives Cody some time to apply wakeup pressure even though the opponent can tech the knockdown. EX Version: This version of this attack hits twice and travels a little farther than the Hard version. Canceling into this from a crouching Medium Punch or crouching Hard Punch will catch throw tech mashers and give you a huge combo opportunity. Unfortunately. with the Light version being . This command can also be used to throw the knife. All versions of the Criminal Upper are punishable on block.Winning fireball wars with this move is tough because of the slow startup. The quick recovery on this makes it hard to punish if you space your rock throws carefully. The best use for the rocks is to build meter and to harass your opponent. A great way to use EX Bad Stone is as a frame trap. Since the opponent is placed in much longer hitstun with EX Bad Stone compared to the regular versions it gives you really big combo opportunities if you land it at close range. If you hold onto the rock long enough it will do more damage upon contact with the opponent. The knife travels pretty quickly and it knocks down.

Contrary to Criminal Upper. . The Medium version knocks the opponent into the corner/creates space for you. You can negate projectiles using the tornado portion of Criminal Upper. giving Cody a potential meter-building edge in fireball wars. This EX move has some throw and strike invincibility slightly after startup. the farther forward Cody steps. meaning that it's almost impossible to use as an anti-air. Unfortunately this invincibility doesn't cover the attacking portion of the move where Cody sticks out his fist. One downside to this move is that the tornado portion of the move takes a very long time for its hitbox to become active. don't forget that the harder the punch button. Also the recovery of this move is so large that a lot of characters can respond with an Ultra. or Ruffian Kick Damage Light 120 Medium 130 Hard 100 EX 130 Properties Another combo ender for Cody where he performs a sliding kick attack. You can also FADC the initial hit of Criminal Upper just in case you need to correct a mistake or force crouching opponents to stand up. This is important if your hit-confirm combo is pushing you out of range. If you are using this move in a combo. Even then. Ruffian Kick is used for positioning after combos. EX Version: EX Criminal Upper comes out twice as fast as the normal Criminal Uppers and does more damage.hardest to punish. EX Criminal Upper has good juggle potential in combos with the tornado portion of the move. and the Hard version launches the opponent allowing certain juggles. You can cancel EX projectiles using EX Criminal Upper. you'll want to be really wary of ending blockstrings with this move as many characters have plenty of fast moves that can reach you. The Light version knocks the opponent down hard right in front of you. allowing you to setup a mixup game with overheads and throws. but it's definitely not worth it. so it's hard if not impossible to use as a reversal.

EX Version: This is the same as the Light Ruffian Kick. making it an extremely telegraphed reversal. If you're losing projectile wars with Cody. but the Hard Ruffian Kick will whiff on crouching characters. or (Hold. if you perform this at maximum distances it can be . You must force the opponent to stand up using either a Criminal Upper FADC combo or a crouching Hard Punch. and to top it off it's very unsafe on short-range block. Zonk Knuckle is equipped with a huge amount of upper-body invincibility. but if you perform the Medium Ruffian Kick at maximum distance it can be difficult for some characters to punish. Regardless of the punch button used all versions are the same. but the longer you hold the button down the more powerful the Zonk becomes. The hitbox on it is very good though.You can combo into the Light and Medium versions very easily. don't forget you have this move at your disposal. Release) Zonk Knuckle (Bingo Punch) Damage Level 1 130 Level 2 140 Level 3 150 EX 160 Properties Cody's Zonk Knuckle is his only viable reversal without EX meter. making it unlikely that the Ruffian Kick will be beaten outright by jump-in attacks. making it possible to go straight through projectiles or obvious attacks at the right ranges. and no lower body invincibility. The startup is extremely long. The slow startup time and the lack of strike invincibility still makes it a very risky reversal though. You also cannot FADC this move. The regular Zonk has zero throw invincibility. All versions of Ruffian Kick are unsafe on block. but the startup and traveling portion are faster and the sliding part of the move is invulnerable to projectiles. There are downsides to this move though. The Hard Ruffian Kick has no invincibility frames despite its anti-air status. EX Ruffian Kick has invulnerability to throws at the beginning of the move where Cody hops off the ground. Like Cody's other special moves.

Using this Cody can consistently deal block damage to defensive characters. but it's very unsafe on block and it's not invincible in any way. acting as a fake out for those trying to jump over Bad Stone's slow startup. Cody's knife causes his normals to become safer on block at the sacrifice of being somewhat slower than his regular normals. It's also totally invulnerable to any attacks and throws for the entire startup of the move. (While Standing Up) Bad Spray Damage Bad Spray 60 You can only use this while Cody is standing up from a knockdown. but it's a double-hitting move where you can FADC the first hit to make it safe. practice watching for openings in your opponent's offense (such as when they go for tick throws) before releasing this attack. It's still useful to use if the opponent is relying on heavy pokes to keep you out. . Knife Pickup Doing this command over Cody's knife will allow him to pick it up. Fake Bad Stone This move causes Cody to pick up a rock and drop it very quickly. not to mention it also gives his normal attacks a lot more range. It's just slightly faster than the normal version. It is definitely worth your while to combo into the EX Zonk Knuckle if your intent is to combo into Ultra 1. Cody throws some dust and dirt at the opponent. The knife also adds chip damage to all of Cody's normal attacks. If you're having trouble getting pressure off of you with this move. This is by far Cody's best reversal.difficult for some characters to punish though it's best not to bet on the opponent's reactions during a match. Comboing into the normal version probably isn't worth it due to Cody having better damage and knockdown options for combo enders. Bad Spray hits twice. and you can FADC the second hit for juggle combos should your desperation reversal hit the opponent. You can combo into both the regular and EX versions of this move. EX version EX Bingo requires you to hold down two punch buttons for about a little longer than a second in order to charge. The hitbox for this move is actually really big. This trick doesn't work on untechable knockdowns (ones where you cannot quick stand). making it hard to avoid. but it's even more unsafe on block than the regular version and it's almost as slow.

You can FADC a Hard Ruffian Kick or an EX Zonk Knuckle to combo into this Ultra. Ultra 2 — Last Dread Dust . so depriving yourself of EX meter completely only aggravates this problem. The Light version hits low. and if it lands he does a series of punches ending in a flashy jaw crushing Criminal Upper. the second requires three EX bars) but with careful hit-confirming you can definitely land this Ultra. This Super can be canceled into from Cody's Hard Ruffian Kick or Criminal Uppers. Super and Ultra Moves Super — Dead End Irony Damage Super 350 Properties Depending on the button pressed. and it's not too difficult to combo into. and the Hard version can be used as an anti-air. so choosing to grab it will not put you at risk of taking damage. Super or Ultra. It's also really easy to hit confirm into since Cody has long hit confirms.Cody will drop the knife if you perform a Focus Attack. All versions of the Super can pass through projectiles. Cody's wakeup and reversal game is said to be one of the worst in the game though. Ultra 1 — Final Destruction Damage Ultra 1 468 Properties Cody swings his arm forward in a slow arc. He'll also drop it if he gets hit. You can use this Ultra as an anti-air if you have fast reactions. What's great is that you can block while you are picking up the knife. Both of these setups are a little hard to achieve (the first requires a standing opponent. a different Ruffian Kick will initiate Dead End Irony. EX Zonk Knuckle FADC is Cody's safest and best wakeup option and one that you should hold onto diligently.

Another important feature of Ultra 2 is the amount of chip the initial sand-kick does. but with different setups. the followup wrench strikes will usually fail to juggle the opponent in front of you with very few exceptions. The startup for this Ultra is fast. Instead. You cannot use this Ultra as an anti-air like Final Destruction. although this is a little difficult. and during this time he is totally invulnerable to projectiles. These properties make it more suitable for punishes rather than combos. Using this knowledge this means that Cody has two comboable Ultras.Damage Ultra 2 506 Properties: None Cody kicks some dust at the opponent. Link Medium Ruffian Kick 4 Hits 147 damage . You can also combo into Last Dread Dust from standing Medium Punch. He then swings a wrench at the opponent and finishes them off with a pipe swing. Combos Important Note: Not every possible combo is listed here. you'll find the most common and helpful combos that you should know. You can combo into this Ultra from EX Bad Stone anywhere on the screen. Whichever Ultra you use is up to your personal style. but don't forget that Ultra 2 does more damage and comes out faster along with having more range. There are many variations to these as well. Link Hard Criminal Upper 9 Hits 200 damage This is the first of Cody's most basic hit-confirm combos.

Link Medium Ruffian Kick 5 Hits 204 Damage This combois designed as a Knife Combo. Hard Ruffian Kick. Link Link Light Ruffian Kick 4 Hits 262 Damage One of the many combos that can be started from a Stomach Blow. Cody's light combos still work if he is holding the knife. juggle with Medium Ruffian Kick 2 Hits 230 Damage Anti-air Hard Ruffian Kick trade or juggle only. Jump . You can change the end of the combo if you want to go for damage rather than the knockdown. a good combo if your back is to the wall or you intend to corner the opponent.Another basic knockdown combo which places the opponent farther away from Cody. although he does lose his command normals that were once linked to his Punch attacks.

Ultra 1 15 Hits 530 Damage The link in this combo is difficult. . Link Last Dread Dust 15 Hits 479 Damage Standing Medium Punch to Ultra 2 is a fairly difficult link. Jump Hard Criminal Upper 8 Hits 258 Damage Simple crossup combo. Link Hard Ruffian Kick Dash Toward. You can use Combo 1 if you need more time to hit confirm.Link Hard Criminal Upper 9 Hits 360 Damage If you manage to land this it does over 600 stun. This is the meterless combo you should use off any heavy jump-in. If you're pushing someone into the corner use Medium Ruffian Kick as the ender. Once you get the timing down though you now have access to an Ultra that you can combo into without using EX meter. but it's one of the few consistent ways to start a combo to Ultra 1 on a crouching opponent.

Trick your opponent into attacking by using moves that give Cody lots of frame advantage so that he can interrupt their counters. . Tips and Tricks The phrase "a strong offense makes the best defense" applies best to Cody. Cody has dominating jump-in attacks(though you should always be careful when you jump) to close the range along with several forward-moving normal attacks. but watch out for your usual reversal-happy players. You'll want to be up close and personal at all times and at the same time you'll never want to be knocked down.EX Bad Stone Link Last Dread Dust 17 Hits 604 Damage The cancel from Hard Punch to EX Bad Stone only combos if the Hard Punch was a counter-hit. Try to bait throw tech attempts or counter attacks using Cody's strong normals such as standing Medium Punch. Many of Cody's combos can be unlocked by baiting attacks and landing counter-hits. with one example being two crouching Hard Punches in a row. EX Bad Stone to Ultra 2 works anywhere on the screen and it is not difficult to combo whatsoever. Stomach Blow or Bad Stone feints. By landing counter-hits on your opponent (a move that interrupts theirs during their startup frames) you gain additional frames to combo other moves.

• Weaknesses • . . Lastly. Cammy. Her Focus Attack is extremely slow and her dash is laggy as well. especially in the corner. She also has low stamina and a slow reversal game. . can get big damage off of very little meter.A very high execution requirement to pull off her best tricks.• Moves and Strategies • Frame Data • Hit Boxes • Costume Colors • Story • • Artwork • Character Overview Guide by Nyoronoru C.Normal move anti airs are almost non-existent. making it difficult to play defensively. Her downsides are that out of all of her normal moves there are none which paticularly stand out as a go-to or useful move. making them easy to jump safely against. Because of this. . and the ability to combo into her Ultras easily. + Very ambiguous crossup moves along with an overhead. or Dictator.Is a big victim of characters that can avoid her Burn Kick naturally. Viper is a powerful mixup and crossup character with great offensive options from a multitude of ranges. her tendency to constantly shove players into the corner. Viper's Super Jump has more uses than just jumping really high though. her power and zoning game is matched by very few. Viper is weak in short-range encounters against characters like Abel. and neutrally. + Her bread and butter combo forces opponents to fight with their backs to the wall. + Can pressure from anywhere on the screen. She is also one of the only two characters who can Super Jump. both forward. Notable Normal Moves and Unique Attacks Super Jump Viper can use the jets on her shoes to jump to great heights. making an execution mistake with C. backward.Reversal options are slow. One of the most difficult characters to play in Super Street Fighter IV. • Strengths • + Extremely powerful. + Deadly juggle game. She can use the Super Jump to cancel any of her cancelable normals and her Seismic Hammer. Her strengths lie in her ability to feint and counter. making it extremely difficult to lock her down. + Can stun characters extremely quickly. Viper usually comes with far worse consequences compared to other characters. + Her Ultras are very damaging and easy to combo into. .Poor stamina and stun rating. Another fact . If you combine this tactic with your Burning Kick it can be extremely difficult to hit Viper out of the air.

this attack isn't too useful. Pivot Kick (Far Standing Hard Kick) If this move makes contact with an aerial opponent it will place them in an untechable knockdown. Using this you can sequentially cancel a normal attack into her Ultra for a very difficult but worthwhile combo. You must use this move in your playstyle to keep players guessing. so be careful. Viper Elbow (Overhead) Viper does an overhead attack that is safe on block (except against grapplers). Considering that she already has a great Focus-breaking move. This move comes out automatically as a regular normal when close to the opponent. Hyper Viper Knee The main jumping normal you'll want to be using. Crouching Hard Punch This is Viper's main zoning normal. Just overall a fantastic move. otherwise they will merely block low for the entire duration of your ground offense. A really great move as it will hop over low attacks completely and it is super quick. one you'll want to be threatening your opponent with repeatedly. Nearly all of her damaging combos begin with this move. It has incredible priority as the active hitbox stays out for a very long time. Double Kick Viper hops forward and throws her leg out for a fast two-hit attack. She does step pretty far forward when doing it though. Special Moves or Thunder Knuckle Damage Light 100 Medium 110 Hard 70 EX 120 .is that Viper can cancel the Super Jump into Ultra 1 or 2 or another special move. It also does an extraordinary amount of hitstun and can cross up.

If that's not enough. it does have a nice amount of startup invincibility. The closer you activate this to the opponent. The invincibility does not overlap the attacking portion of the move though. or Burning Kick (Ground version) Damage Light 100 . It's also one of the best and easiest ways to break armor. The Light Thunder Knuckle is almost the exact same as the Medium except that Viper ducks lower. If you catch someone high enough with it. The Medium Thunder Knuckle is the best way for Viper to chip an opponent. Canceling from a Crouching Medium Punch or Kick adds up to a simple combo that can't be retaliated against at close range. you can also FADC the Hard version to land Ultra 1 in the corner as well. It also starts up in seven frames (a typical dragon punch reversal starts anywhere from three to five frames) making it very slow. making it difficult to Focus Attack against C. so you'll have to be careful. as it has the fastest feint recovery. most notably your crouching Hard Punch. Using the Hard Thunder Knuckle as an anti-air works because of its startup invincibility. and then throw them. You can use this to trick the opponent into blocking. The Hard Thunder Knuckle juggles the opponent to where you can land it twice on an airborne enemy. If it lands it places the opponent in a crumple stun where you can combo them (though you have to be fast!).Properties Viper slides forward or up with her fist covered in electricity. You can also use this technique to lower the recovery time of normal moves. Viper can also duck under projectiles with the Light Thunder Knuckle. Viper. the harder it will be to combo them if it hits. If you want to use it for that purpose though then you should always cancel the Hard Thunder Knuckle. The Light Thunder Knuckle can be blocked high or low and it has the slowest startup time. you can also combo into Ultra 1. If you are using the Hard Thunder Knuckle as a reversal. don't forget that it's not suited for dealing with crossups. The Hard version is used as an anti-air and as a reversal attack. EX Version: This travels the entire width of the screen in a fast dashing motion. Despite its slow startup. making it harder to counter-attack her with high moves. It's an easy way to land Ultra 1. so you'll have to make sure your opponent has committed to an attack before using it. You can cancel (feint) the Thunder Knuckle by pressing any two punch buttons after you start it up. The Medium Thunder Knuckle is a standard combo ender. The startup of this move is slow compared to other anti-air special moves. If you need to punish a really laggy move from far away then this just might be the move you need. but the probability of someone getting hit with this move is almost zero due to the huge startup.

If you are really desperate to get pressure off of you as a Viper player you can use this as a reversal. It also reaches up rather high and isn't active for very long despite its appearance. Viper does jump slightly off the ground to perform her flaming cross-kick. Using this attack for ground pressure is a very risky thing to do because it starts up slowly and doesn't break armor. Overall. EX Version: EX Ground Burning Kick starts up three times faster than its regular counterparts. The Burning Kick can dodge low attacks as C. there are not very many reasons to use this move other than to build meter fullscreen.Medium 100 Hard 100 EX 120 Properties Viper performs a cross-kick that can negate projectiles. the hitbox for the attack only appears on the side that the opponent is on. Viper's hittable box is completely airborne on the very first frame of activation. Despite the fact that Viper summons flames on both sides of her body for this move. It also is at frame disadvantage on block meaning that grappler characters will be able to grab you. or Aerial Burning Kick Damage Light 90 Medium 90 Hard 90 EX 140 . It also has a big chunk of startup invincibility. making it possible to use this move as a reversal against a low poke on the ground. It's still unlikely that this move will intercept anything though. It can still avoid low attacks just like a regular Burning Kick but the EX version is much more unsafe on block and can be heavily punished. It also starts up too slowly to be used in any combo and cannot cross up opponents.

Since the blockstun of the canceled normal move overlaps the execution of the Burning Kick. or she can use the move for ambiguous crossup attacks. Because the hitbox for this move is positioned higher than the Ground Burning Kick.Properties C. it is possible for some opponents to duck under them using the properties of certain normal moves. the location of the quake changes. The Hard version can now cross up opponents when activated closely to the ground. but the hitbox for the move is much wider and is active for a much longer time. EX Version: This starts up much faster than the regular Air Burning Kicks. The same movement properties still apply with the Hard version moving Viper the farthest and the Light version stopping her in place when jumping forward. Depending on the button pressed. it forces the opponent to guess which way to block. Viper can combo into her Aerial Burning Kick from a Seismic Hammer Super Jump combo. but it has no invincibility whatsoever. The upside to this move is that it knocks the opponent higher. or Seismic Hammer Damage Light 120 Medium 120 Hard 120 EX 100 Properties Viper slams her fist into the ground which creates a quake that knocks down and juggles the opponent. Not only do all three versions start up faster than their ground counterparts. Viper's Aerial Burning Kick is a lot different than her grounded one. C. . You must take this into account especially if you try to attack with this move without any setup beforehand. You can also cancel into the Aerial Burning Kick from jump-in attacks as long as the normal move makes contact with the opponent in some way. allowing more juggles afterwards (such as more EX Aerial Burning Kicks). This attack must be blocked low at all times. You can cancel this attack on hit or block with a Super Jump to either jump to safety or to combo into a Burning Kick.

You can use this move to force fireball throwers to respect your options, but against
characters with more damaging projectiles such as Sagat you might want to try other tactics
since Viper has low stamina. Against someone with weak or slow projectiles this move can
be really good. The downside to its good punish properties is that it is impossible to combo
into this move without an initial counter-hit.
To feint (cancel) the Seismic Hammer, simply press any two punch buttons after the startup.
The stronger the Seismic Hammer, the faster it can be cancelled. This doesn't help much in
combos since the motion is more complicated than a Thunder Knuckle Cancel but it can be
play some deadly mind games with your opponent as they don't know which Hammer has
the ability to hit, or whether or not you are about to pull out the powerful EX Seismic
Hammer.
EX Version: The EX Seismic Hammer covers about 70% of the visible floor in front of C.
Viper. It's one of the best EX moves in the game and it has a large amount of startup
invincibility. It's safe on block against everyone in the cast because Viper can Super Jump
away from the opponent while they are still in blockstun. It also starts up faster than the
regular version, giving the opponent less time to react. The faster startup time also means
that you can finally combo into the move.
This is C. Viper's go-to reversal because of the invincibility, but unfortunately the
invincibility doesn't last for the entire duration of the move. It's also easy to jump safely
against because of the amount of startup time. It's also easy to react late to the move and
stuff it with a normal attack after the invincibility wears off. If you are really trying to use
all your options you can Cancel the EX Seismic Hammer to give yourself an invincible
"empty" reversal that allows you to avoid crossup attacks while minimizing risk to yourself.
Super and Ultra Moves
Super — Emergency Combination
Damage
Super
300

Properties
Viper has some pretty easy hit confirms into her Super, examples being a crouching
Medium Kick or a Medium Thunder Knuckle. The problem is that EX Seismic Hammer
and FADC combos are integral to Viper's offensive game. You should only cancel into this
Super if you are certain it will finish the opponent off.
The Light Super starts up the slowest but travels the farthest. The Hard version starts up the
fastest but travels the least. For Super Canceling purposes, it is best to stick with the Hard

version since the damage doesn't change by version. There is slight invincibility on startup
with all versions of the Super but it is nothing noteworthy.

Ultra 1 — Burst Time
Damage
Ultra 1
325 - 441

Properties
C. Viper slams her fist down for an explosive Seismic Thunder Punch and then juggles the
opponent with a bunch of wide-ranging Burning Kicks. This attack can juggle aerial
opponents but it cannot be used as an effective anti-air. When comboing from an aerial
juggle, you'll want to wait until the back of the opponent is level with Viper's shoulders
before activating the Ultra.
If there's one thing that Viper does not have a problem with, it is landing Burst Time. This
is one of the easier Ultras to combo into — assuming your execution skills are up to the
task — from one of the following techniques.

Ground or Air Burning Kick (corner)

Air Burning Kick (Character-specific, wide hitbox only)

Super Jump-canceled normal into Ultra 1

Hard Thunder Knuckle FADC (corner)

Hard Thunder Knuckle Anti-Air (opponent must be caught reasonably high)

Hard Thunder Knuckle Trade (you must dash immediately and perform the Ultra)

EX Seismic Hammer (Close Range)

EX Seismic Hammer FADC

EX Seismic Hammer Meterless FADC

Ultra 2 — Burning Dance
Damage

Ultra 2
276 - 410

Properties
Despite being an aerial-only dive-kick Ultra, Burning Dance is very similar to Viper's Burst
Time, but with easier comboability. As an example, rather than canceling the Super Jump
Canceled normal attack into the Ultra immediately (since Viper has to stay grounded to use
Ultra 1) you can cancel the Super Jump, wait a bit longer until Viper is airborne and then
perform the Ultra.
Another example is the EX Seismic Hammer combos. Rather than relying on really
difficult and meter-consuming tricks, you can do EX Seismic Hammer, Super Jump and
combo into Ultra anywhere on screen. You can still do the same Super Jump Canceling
techniques with this Ultra, but you have to do them from heavier normal attacks than
before.
Because this Ultra is easier to combo into, it doesn't do as much damage as the first Ultra.
That is the tradeoff. If you're a new player you might want to go for an Ultra that you can
land consistently before you move on to Burst Time.
Combos
Important note: Not every possible combo is listed here. Instead, you'll find the most
common and helpful combos that you should know. There are many variations to these as
well.
or

Medium Thunder Knuckle

2 Hits
180 Damage
Pressure combo. Crouching Medium Kick comes out slower but has more range.

Link

Medium Thunder Knuckle
4 Hits
172 Damage
It's not a good idea to mash crouching throw techs with Viper, but if you are poking with a
crouching Light Kick then end with this combo. The link from standing Light Kick to
crouching Medium Punch must be done very quickly.

EX Seismic Hammer
Super Jump
Hard Burning Kick
3 Hits
290 Damage
Viper's big punish combo if your opponent whiffs something close to you.

Jump

EX Seismic Hammer

Super Jump

Hard Burning Kick
4 Hits
346 Damage
Regular jump-in combo.

Hard Thunder Knuckle Feint
Link

Medium Thunder Knuckle
3 Hits
346 Damage
This is called the "Fierce-Feint-Fierce" in discussion circles. It's difficult to do, but the stun
is great and it gives you a better grounded punish option.

EX Seismic Hammer
juggle with Ultra 1
7 Hits
558 Damage
Corner-Only Ultra juggle.

Super Jump

Hard Thunder Knuckle Feint

Hard Burning Kick

Link

EX Seismic Hammer
Super Jump
Medium Thunder
Knuckle, juggle with Hard Thunder Knuckle
4 Hits
402 Damage
Corner-only and distance-specific, but this is Viper's biggest stun combo outside of focus
attack or jump-in combos.

Super Jump

Ultra 2

30 Hits
405 Damage
The most basic combo into Ultra 2.

EX Seismic Hammer
Super Jump
Ultra 2
30 Hits
435 Damage
The closer you are to the opponent after neutral juming the easier this combo is.

Instant Aerial Burning Kicks
Since the Aerial Burning Kick is much better than the Ground Burning Kick in almost
every way in terms of crossups, recovery and damage you'll want to know how to perform
the Instant Aerial Burning Kick. To perform it, simply do the motion for the Burning Kick
and then immediately jump forward to determine the direction (without Super Jumping).
Another trick is to perform a semi-360 motion that ends in an upward direction for the
Burning Kick. Both motions are notated below.
The first motion:

The second motion:

This is incredibly useful for the Seismic Hammer Super Jump combos. It allows Viper

more time to approach the opponent after the knockdown since the Burning Kick isn't
performed so high. Lastly, if you want to cross up an opponent on the ground using Burning
Kicks this is the only reliable quick way of doing it.
Super Jump Canceling into Ultra Tips
If you want to do the Super Jump Cancel into Ultra 1 or 2 from a standing normal attack,
simply do the two quarter circles in such a way that the first quarter circle ends in an upforward position. The notation shows the movement below. Because the first part of the
motion includes the Super Jump Cancel, the second part must be done very quickly. Most
Viper players do not bother with the tricky process of Super Jump Canceling into Ultra 1
and simply rely on the methods described above in the Burst Time section, but it's still a
nice tool to have.

If you want to Super Jump Cancel from a crouching normal attack you'll want to fit it into
the above notation somewhere in the first quarter circle, usually at the point where the
joystick is down-forward. Super Jump Canceling from a standing normal attack is a lot
easier since you can fit the attack in during the forward input of the first quarter circle.
For Super Jump Canceling into Ultra 2 from something like a standing Hard Punch or a
Seismic Hammer, the concept is exactly the same except with Kicks instead of Punches and
the motion reversed. You only have to wait just a little longer so that Viper is airborne.
Fierce-Feint-Fierce
A complicated attack where you cancel your crouching or standing Hard Punch into a
Thunder Knuckle Feint and then use the small recovery of that feint to do another
crouching Hard Punch. This adds really big damage and stun to Viper's combos. While you
can do the entire thing raw input-wise, there is some tricks you can use to make the combo
easier.
Start with a crouching Hard Punch. After pressing the button hold it down and do a quartercircle back motion, then release the Punch button to get a Hard Thunder Knuckle (This is
called a Negative Edge technique). Immediately move your joystick to a down position and
hit two punch buttons (Medium and Hard) to cancel the Hard Thunder Knuckle. Then right
after you cancel the Thunder Knuckle, hit the same two punch buttons again to get another
crouching Hard Punch.
The combo described above definitely takes practice, but once you get accustomed to the
motion it's not too difficult. While you might be able to survive as a Viper player without
using the Fierce Feint Fierce, you're missing out on big damage if you don't use it. It would
also do you well to research Negative Edge techniques.

• Moves and Strategies • Frame Data • Hit Boxes • Costume Colors • Story •
• Artwork •
Character Overview
Guide by Nyoronoru
Dan is a unique character in that he is canonically the worst character in the game, but it is
quite possible to win and even dominate with him. He has an okay reversal game, a good
armor-breaking move, a decent approach move along with some frame traps (and a good
Focus Attack).
The only problem is that his normal moves are absolutely horrible, unquestionably the
worst ever with nearly all of them being incredibly slow with very few being able to combo
into special moves at anywhere but super-close range.
Dan is the only character with the deadly Legendary Taunt though. He also has the best and
most varied Personal Actions in the game. Though he might have been completely ignored
in previous Street Fighter titles, Dan is here to prove he's no joke.
• Strengths •
+ Legendary Taunt.
+ Only character who can cancel a Super's animation into an Ultra.
+ Personal Action #9 is the best in the game.
+ Has some useful frame traps.
+ Long-range backdash.
+ Has the most annoying Hurricane Kick in the game.
• Weaknesses •
- Normal moves are really slow.
- Hurricane Kick is his only decent approach option.
- Weak mid-screen combos and weak juggles.
- Projectile has pathetic range.

EX Version: EX Gadouken is much better in that it hits twice. or Koryuken (Uppercut) Damage Light 110 Medium 120 . giving you some time to close the distance or apply more pressure. The Light and Medium version are pretty worthless but the Hard version travels a decent enough distance to be useful. This property makes the fireball more like a normal poke than a projectile. More than Sagat's Tiger Shots if you want to make a comparison. It can still cancel out other fireballs though. Great for building meter if you are full screen. It also allows Dan to recover much faster than his opponent if this is blocked. does a lot of hitstun and sets up some FADC shenanigans for Dan. The strength of the button pressed determines the distance the fireball travels. Alternate between taunts and fireballs for maximum effect. Despite the appearance of these tiny green fireballs.. travels farther than the Hard version.Extremely few link combos. they actually do a lot of damage. . but the range is kind of bad. The startup and recovery are both faster than Ryu's Hadouken.Ultras are either weak or really hard to land. and if the opponent is forced to block the fireball then Dan is safe from counter-attacks. Special Moves or Gadouken (Fireball) Damage Light 70 Medium 70 Hard 70 EX 110 Properties Dan's fireball.

this move is really solid and gives Dan excellent air defense. This attack is dutifully named Hop Kicks because it can avoid low attacks completely. Dan Kicks) Damage Light 90 Medium 100 Hard 150 EX 120 Properties Unquestionably Dan's best move and the one you will be abusing to win. This attack breaks armor and all versions are safe on block to the point where Dan can tech all throw attempts. with the Medium version hitting twice and the Hard version three times. making it much better than Ken and Ryu's Hurricane Kick moves. but the Medium and Hard versions have startup invincibility and all versions can be Focus Attack Dash Canceled. both hits of the EX uppercut can be canceled with a Focus Attack. The recovery of this move is awful. This will blow straight through any jumping attack. EX Version: This uppercut has invincibility until the peak of the move and hits twice on startup. This attack can also hit crouching characters. The button pressed determines how far Dan travels.Hard 140 EX 130 Properties Dan's uppercut attack. . or Dankukyaku (Hop Kicks. As a late anti-air. if you land this on a jumping opponent you can combo into Ultra 2 easily. The Light version is almost completely worthless because of the long recovery and zero invincibility. Also. This might be the one EX attack you would save meter for if you weren't already collecting EX for your Legendary Taunt. However.

who would expect a man taunting.The Medium and Hard versions are safe on block except against Zangief's SPD. Dan does a bunch of attacks that end in an uppercut. but it leaves both players at even frames on block meaning it is a completely safe move against even grapplers. EX Version: EX Dankukyaku is slightly more unsafe on block than the regular Dan Kicks but when it is used from the right ranges it is almost impossible to punish. Hakan's Ultra 1 and a few Super Moves. It auto-combos the opponent and knocks them down in front of Dan. You can cancel into this Super just like any other.Hawk's Typhoon. but it does less damage than the regular versions. letting you combo a bit easier from some normal attacks. The aerial version of this move is similar to the other Hurricane Kicks in the game. If . Super and Ultra Moves Super 1 — Legendary Taunt Damage Super 1 Anger. The EX Aerial Dankukyaku stops Dan's forward or backward momentum completely. EX Hop Kicks also starts up faster than the Medium and Hard versions of this move. allowing him to avoid some ground traps or anti-airs. The Light version of the Dan Kicks is really weird in terms of trajectory. T. If you catch someone in the air with it they will be knocked down where you can juggle them with a single hit of EX Koryuken or Ultra 2 in the corner. Against characters with poor normals and/or reversals Dan can dominate them up close with this move and its wonky moving hitbox. allowing you to set up some combo shenanigans and fakeout tricks. After all. Confusion Properties: None The best Super in the game. hollering and whooping to pull out a nasty surprise attack? Super 2 — Hissho Buraiken Damage Super 2 350 Properties The second-best Super in the game. It's also the only Super in the game that you can cancel into an Ultra.

Ultra 1 — Shisso Buraiken Damage Ultra 1 320-465 Properties: None Dan runs at his opponent for about half of the screen and if he connects with his flailing body he performs his ultimate Saikyo Secret Technique. Ultra 2 — Haoh Gadouken Damage Super 2 368 Properties Dan summons the almighty Saikyo no Hadou power and fires off a big green fireball that fizzles out pretty quickly. so your only hope of landing either of these Supers is through a miracle and/or luck. The startup run of this Ultra has a good chunk of startup invincibility allowing you to use it as an anti-projectile move or reversal. Combos Important note: Not every possible combo is listed here.you whiff with this Super. You can combo into this Ultra in the corner using EX Gadouken FADC methods. you'll find the most common and helpful combos that you should know. The epic explosion of power causes Dan's body to fly out of the range of quite a few attacks. It's not too hard to combo into this Ultra and amazingly enough. Be sure to taunt if your opponent is helpless to punish you. though you have to have really fast reactions. Dan's hit confirms are the worst in the game. Hard Gadouken . it's almost totally safe on block in case you fail. If you're gutsy enough you can also use this Ultra as an anti-air. There are many variations to these as well. Dan performs an expert Saikyo dance meant to bait the opponent into falling into the nest of punches and kicks. the basic tenets of Saikyo. Instead.

Link EX Dankukyaku 5 Hits 266 Damage Corner-only juggle combo. Jump Hard Dankukyaku 5 Hits 315 Damage Regular jump-in combo. Jump . EX Dankukyaku 4 Hits 185 Damage Easy combo that gives Dan a mid-range option.2 Hits 140 Damage You must be reasonably close for this to work. Hard Dankukyaku 4 Hits 245 Damage Your best punish combo from the ground without using meter.

Hard Koryuken 3 Hits 252 Damage Cross-up combo. You can go for heavier attacks after the crossup if you are confident it will land. Hard Koryuken Dash Forward. Ultra 1 11 Hits 453 Damage Only works in the corner. EX Gadouken. Hard Koryuken Jump Dash Forward 2 Hits 240 Damage A method for tacking on extra damage after a Koryuken FADC combo. Hard Gadouken Legendary Taunt Ultra 1 9 Hits 422 Damage Saikyo Combo. Ultra 2 6 Hits 387 Damage Dan's most straightforward and consistent way to combo into Ultra 2. Bonus points for running away for the rest of the match if you land this. . Focus Attack Level 2. Hissho Buraiken 19 Hits 435 Damage A quick and powerful Super punish. Dash Forward.

so choose wisely. Out of all the shoto characters it appears only Dan has the tools to abuse the psychological high ground in a fight. Before each game. Taunt and Win If you beat someone with Dan without taunting. Close Standing Medium Punch This move is important for extended FADC combos because it does a huge amount of hitstun. Recommended taunts are Personal Action #9 and #5. To Taunt Cancel. you must make a crucial decision of which taunt to use. so running away is encouraged. Notable Normal Moves and Unique Attacks Standing Medium Kick One of Dan's few worthwhile pokes. No joke. just tap your joystick quickly to flee to safety. Try to find the best scenario to activate your taunt in.Hard Gadouken Dash Forward Hard Dankukyaku 6 Hits 322 Damage Dan does have good FADC combos that utilize his close standing Medium Punch. It doesn't do any physical damage. then you have not truly won. Taunting in the air takes a lot more effort than a regular taunt so watch your ground recovery. You can also hit the opponent with your jumping taunt to interrupt an attack. Backdashes already have invincibility. Crouching Taunt Another taunt variation. but it wounds pride. Bonus points if you interrupt an Ultra. There are certain scenarios where taunts achieve their maximum effectiveness. There's no downside to taunting excessively with Dan. Make sure to taunt after knockdowns. Jumping Taunt (Yahoo) Taunting while jumping gives Dan the power of the Saikyo Super Jump. Performing them after achieving a large life lead. After landing an Ultra or a reversal uppercut. after running away. after landing an Ultra and so forth. Jumping Medium Kick Dan has a good crossup. Like the Jumping Taunt this also has a hitbox on Dan's fist. . Taunt (Personal Action) Your most important move as it causes great mental distress to your opponent.

Instead. fast walk speed and Sobat Kicks. forcing him to attack much more than most characters to get his KO.To perform the Ultimate Saikyo Finish. This will force your opponent to endure the pain of the Legendary Taunt while having no recourse to avoid it other than a ragequit. The easiest way to make sure of this is to cancel from a Gadouken (using a fireball as the finishing move gives you the most time to cancel). This used to be easy in Street Fighter 4. you must perform the final KO by canceling into your Legendary Taunt. not traveling much distance to allow him more space in his zoning game. • Strengths • + Projectile has fast recovery. His backdash also is really bad. + Long-ranged low pokes. + Very fast walk speed. • Moves and Strategies • Frame Data • Hit Boxes • Costume Colors • • Bio and Story • Artwork • Character Overview Guide by Nyoronoru Dee Jay is a mixed bag character that can be played in both a zoning and rushdown style. + Incredibly ambiguous crossup game. but with the creation of Super Street Fighter 4 and the removal of post-hit KO attacks it has become a little harder. His jump has a very unusual trajectory which adds up to his nasty crossup techniques. + Can cover great distance in his punish game. Dee Jay's weaknesses lie in the fact that he has slow or narrowly applicable reversals. you must cancel into the Super right before KO flashes on the screen. He is equipped with both fireballs and extremely ambiguous crossups along with a strong knockdown game. . Dee Jay also has a good punish game with his slide. This fact alone makes it difficult for him to defeat offense-heavy characters. His damage output is also below average.

.Mediocre normal anti-airs. . Guile and Rose. . Air Slashers have average startup time but shorter than average recovery time. Try to master the positioning of your normal attacks in relation to your fireball. Dee Jay's Air Slashers are both the core of his offense and his ultimate long range pressure tool. The slow speed they travel along with the fast recovery time make them optimal to approach opponents with. These are really hard to jump over for some characters so it can act as some guaranteed chip damage or a lockdown tool. EX Version: EX Air Slasher fires out two projectiles that travel at the same speed as the Hard Air Slasher.Dashes are slow and have awful range and recovery. Similar to other characters such as Chun-Li.Jump is floaty. Having two projectiles come out is . • Weaknesses • . The Light version travels the slowest. You should have no problem keeping up in your occasional fireball conflict or pressuring with Air Slashers offensively. Hard the fastest but all Air Slashers have the same startup and recovery time.Reversals require extreme forethought. so you can use them for chip damage in blockstrings. Another neat thing is that Air Slashers are much more safe on block at short range than traditional projectiles.Low damage output.+ A short jump with a wide arc. . Special Moves or Air Slasher (Max Out) Damage Light 50 Medium 50 Hard 50 EX 100 Properties Dee Jay's projectile.Has a very poor chip/block damage game. Dee Jay can fire off a slow fireball and then walk behind it to create a shielded approach situation. .

Light Rolling Sobat "hops" at the beginning of the move. The lower-body invincibility does not overlap the attacking portion of the move. Every version of Double Rolling Sobat is unsafe on block. Hard Dread Kicks do the most damage but pushes you the farthest from the opponent. or Jackknife Maximum (Up Kicks) Damage Light 100 . The Light version only hits once. with the Light version being the least unsafe but still requiring extremely good spacing to be used without being punished. and has Dee Jay move the least amount of distance. The Medium and Hard versions don't knock down. The Medium version leaves you at even frames on hit and right next to the opponent so you can begin Dee Jay's poke game. The second projectile is just too slow to punish the recovery of any opponent's projectile. it's not a good idea to use this as a reversal. so it is still possible for Dee Jay to get poked out of the move by a low attack. or Double Rolling Sobat (Dread Kicks) Damage Light 80 Medium 100 Hard 120 EX 140 Properties Dee Jay does a sliding hop kick. Since the hit invincibility of the move is very short-lived and the start-up is long. allowing you to avoid low attacks and throws for a very brief period of time. EX Version: This version is invulnerable to attacks for a brief period on startup and is completely invincible to projectiles for the entire duration of the move.useful for FADC combos but not fireball fights. This is one of Dee Jay's best counters to projectiles though. but it knocks down. It's extremely easy to combo into any version of the Dread Kicks so you can choose to go for the knockdown or for the grounded approach.

but not enough to cover the attack. though the Light version naturally has the least amount of recovery. otherwise you'll get a weakened version. The Medium version has some invincibility.Medium 100 Hard 110 EX 160 Properties Dee Jay's anti-air attack. None of the three regular Up Kicks are invincible to throws on startup. If you place the opponent in the air with a juggle you can follow up with Medium or Hard Up Kicks for a combo. Light Upkicks is a single-hit move that strikes closest to the ground. You can also use Light Up Kicks as a desperado reversal against someone on the ground. You can also use it as a reversal in the case that you are very desperate to reset the situation. but it's a really bad idea as it whiffs on crouching characters. The Light version has the most invincibility to attacks and is the most reliable as an anti-air. or Machine Gun Upper Damage Light 140 Medium 150 Hard 168 EX 162 (Mash) Properties Be sure to mash to get all of the punches out during this move. Not only does it have a nice amount of startup strike and throw invincibility. Regardless of the button . This move does solid damage and is the best combo ender if you are looking to build more EX meter while getting a knockdown. They all have the same startup speed. it has amazing auto-correct properties to catch crossup attacks consistently. but EX Upkicks whiffs on crouching characters. The Hard version has zero invincibility. EX Version: The EX Jacknife Maximum is a really powerful attack.

and it is actually more consistent than Ultra 1 for doing so. If you're consistently knocking the opponent down and building up a lot of EX meter though then this Super might be just what you need as a finisher. The Hard version is the opposite with the longest startup but the farthest distance traveled.pressed all versions have the same startup and recovery. Ultra 1 — Sobat Festival Damage Ultra 1 473 Properties Almost exactly the same as Sobat Carnival. It's unlikely that it will help this move in terms of using it as a reversal though. Due to its short horizontal range though you'll want to make sure you don't whiff with this move. If you space this move carefully. This version starts up a lot slower than the regular Machine Gun Uppers but it does have a slight amount of invincibility on startup. It also allows you to juggle into other EX moves. it is safe on block and can't be punished. This version of the move can also combo into Ultra 2. but has Dee Jay move the least distance. but the damage isn't that great and if you try to do it outside of the . Super and Ultra Moves Super — Sobat Carnival Damage Super 350 Properties The Light version of Sobat Carnival has the quickest startup time. All versions of Sobat Carnival can travel through fireballs. with the ability to go through fireballs still included. You will probably be using EX Up Kicks and EX Dread Kicks too much to have use for this Super though. but this might be difficult to do since the range of the attack is pretty short. EX Version: EX Machine Gun Upper is mostly safe on block from maximum range. with some situations making it easier to combo than others. You can combo into some of the hits of this Ultra from the EX version of Machine Gun Upper.

Instead. and you can either use it as an anti-air or combo into it. this Ultra doesn't travel very far at all. If you want to combo midscreen you have to learn the Dash Ultra technique. you'll find the most common and helpful combos that you should know. Ultra 2 — Climax Beat Damage Ultra 2 501 Properties Dee Jay's summons a flurry of punches to attack the opponent. EX Machine Gun Upper combos straight into Ultra 2 in the corner. Many top Dee Jay players are sticking with Ultra 2 even against projectile characters because of these reasons.corner. a lot of characters will drop out of the juggle allowing them to counter attack! Also as a counter to fireballs. but this requires incredible precision with charge timing. It comes out relatively quickly. Link Hard Air Slasher 3 Hits 90 Damage . Dashing into Ultra 2 is a little harder than normal with Dee Jay because his forward dash is a bit laggier than most characters. You can also simply walk slightly forward and perform Ultra 2. Link 3 Hits 96 damage Simple untechable knockdown combo. Combos Important Note: Not every possible combo is listed here. There are many variations to these as well.

It's wise to end a combo with an air slasher for chip damage if the oppponent is blocking. EX Machine Gun Upper. Make sure to mash punches for the Upper. Link Hard Rolling Sobat 5 Hits 172 Damage The link from crouching Light Punch to crouching Medium Punch is one frame. it's a necessary damage addition to Dee Jay's combos so it is very worth your while to learn it. Sobat Carnival Jump Hard Machine Gun Upper 9 Hits 308 Damage Jump-in big damage combo. juggle into Ultra 1 12 Hits 302 Damage Has to be done in the corner. However. . Also has the potential to drop characters if the juggle is not done high enough. Hard Rolling Sobat 9 Hits 410 Damage A very damaging punish into Super.

It's Dee Jay's best jumping normal for baiting and shenanigans after a knockdown because of how quickly he drops. Link EX Machine Gun Upper.Link EX Machine Gun Upper. but is harder. juggle with Ultra 2 52 Hits 403 Damage Easily done in the corner. Can also be done midscreen. You can also fake crossups with this move. Link EX Machine Gun Upper. You can also juggle into EX Air Slasher if you want to knock the opponent down closer to you. juggle w/ EX Up Kicks 15 Hits 278 Damage This only works in the corner. Notable Normal Moves Knee Shot (Air Only) Use this to quickly change the trajectory of Dee Jay's jump and perform an attack. . This combo gives Dee Jay the big damage he really needs. but is more damaging than the other followups to EX Machine Gun Upper. juggle with EX Rolling Sobat 12 Hits 244 Damage This is the standard midscreen followup to EX Machine Gun Upper.

Slide Dee Jay's slide attack can go under fireballs right after it starts up. begin your confusing crossups and tick throws. Far Standing Hard Punch If you land a counter-hit on a standing opponent with this move it will launch them in the air where you can follow up with a Slide. It's extremely hard for jumping opponents to hit Dee Jay while he is sliding as long as they land on his feet. The best use of this slide is to reposition yourself and as an anti-air. Jumping Medium Kick Dee Jay's crossup attack. The timing is tricky and it's much harder to go under slow fireballs. It's an unusual property that doesn't seem to have much use other than juggling people in the corner. This slide does knock down and it has good recovery. Tips and Tricks As a Dee Jay player you should be able to switch from zoning mode to attack mode and back very quickly. Comboing into your crouching Medium Kick should be a really high priority in your knockdown game. jumping Medium Kick. making it hard to punish. it is easy to fake crossups with either Knee Shot. This is very difficult and risky to do though. Once you have your knockdown. This sets one of Dee Jay's best pokes and sets up his close-range game. Zoning with Dee Jay is only effective if you recognize your opponent's effective range quickly and manage to keep them out with fireballs and jumping attacks. Crouching Medium Kick A really fast sweep move that you can combo into very easily. His ambiguous jump combined with this move is very difficult to block. It is imperative that you keep comboing into knockdowns with Dee Jay to keep the tricks/setups going and stun the opponent. or Anti-Airs: Standing Medium or Hard Punch Dee Jay's normal anti-air game isn't the best but it should do a good enough job to repel most jumpers. Standing Medium Punch is the most reliable normal. If the slide makes contact with an aerial opponent it is possible to juggle them with Ultra 2. Since Dee Jay's jump is so floaty. jumping Hard Kick or jumping Hard Punch. .

Because of his dash. and his Focus Breaker is extraordinarily slow. He also has one of the best Super Combos in the game along with a superb zoning Ultra.Floaty jump. His dashes are very laggy and his jump is very floaty giving him few escape options. . + Has a great teleport for repositioning and attacking. Dhalsim weaknesses are that he has no viable "get off me" move.Very slow walk speed and dashes. + Ultra 1 is the best utility Ultra in the game. and Viper.• Moves and Strategies • Frame Data • Hit Boxes • Costume Colors • Story • • Artwork • Character Overview Guide by Nyoronoru Dhalsim is a character that dominates at zoning to an extreme degree. Abel. his Focus Attack is almost worthless. + High-priority normal anti-airs. + A normal move for every situation. he doesn't need to because his punishing methods are so good. He also has the third-slowest walking speed in the game. These things make him very vulnerable to great rushdown and anti-projectile characters such as Akuma.Characters with fast offense. + Projectile is very slow and hard to avoid. He has options at every range with great anti-airs. . . While he doesn't do much damage all at once. . Dhalsim also has a massive library of normal and special moves that add up to a good punish game and an even better keepaway game. • Strengths • + Amazing zoning game with far-reaching normals. projectiles and full-screen punishes with his teleport. Cammy. • Weaknesses • .

EX Version: The EX version hits twice and does a lot of chip damage for a projectile. It also doesn't fizzle out like all the other Yoga Fires and will keep traveling until it is offscreen or hits the opponent. and a really good one.. easier to land combos on. The speed of the move is determined by the button pressed with the startup of each projectile being the same.No reliable method to escape corners without taking damage.Wide hurtbox. or Yoga Flame Damage Light 110 Medium 140 Hard 170 EX 180 . Most Dhalsim players use the Light version as it is the hardest to avoid and gives Dhalsim the most time to attack after it is on-screen. Special Moves or Yoga Fire Damage Light 50 Medium 70 Hard 80 EX 100 Properties Dhalsim's projectile attack. Dhalsim can easily keep up or control projectile battles by using Light and EX Yoga Fires along with a combination of Yoga Tower and standing Hard Punch. with Hard being the opposite. The Light version travels the farthest distance at the slowest speed before it fizzles out. .

but recovers the slowest. or Yoga Teleport or Properties Dhalsim warps around the screen depending on which buttons you press or direction you .Properties An attack that is reserved mostly for Dhalsim's combos. or Yoga Blast Damage Light 130 Medium 150 Hard 180 EX 140 Properties A really slow non-invincible anti-air flame attack. The Medium version comes out a little slower but it is safe on block unlike the Light version. If you've successfully landed a jumping attack from Dhalsim this should be your primary combo ender. Light version comes out the fastest. EX Version: This version on the other hand comes out extremely fast and does a decent amount of damage along with having startup invincibility frames. The Light version comes out the fastest and is the most-used in terms of combos. Most Dhalsim players do not even acknowledge the existence of the normal versions of this move as they are incredibly slow and Dhalsim has better normal anti-airs. Unless you are really shooting for a KO in your next combo it's probably best to not use meter on this move. The Hard version comes out very slowly but it actually gives Dhalsim a little frame advantage if it's blocked. Since it knocks the opponent down it's also good for setting up a Yoga Catastrophe. EX Version: The EX version comes out just as fast as the Medium version and does more damage than the Hard version. This breaks armor and knocks the opponent down.

or Yoga Spear Damage Spear 70 or Properties This attack is kind of slow. Backwards DP: Half-screen away from the opponent. The list below details where you end up after each motion. Most Dhalsim players use this to go over projectiles such as Sagat's Low Tiger Shots.  Punches. Forward DP: Behind the opponent. Since you are now attacking from the air with Dhalsim your attacks must also be blocked high. as most players will merely interrupt you with a fast attack of some kind. Try not to activate the teleport when you are at your maximum jump height. This is good for punishing predictable fireball throwers and it adds extra damage to Dhalsim's combos since you can begin your combo with a jumping attack. Yoga Mummy Damage . Reverse DP: Full-screen away from the opponent.choose with the joystick. This teleport starts up really quickly but has noticeable recovery. The angle isn't too great for approaches and it's also bait for Focus Attacks. Don't attack using this method predictably though. simply perform this shortcut motion: or Make sure that you hold up-forward long enough to get Dhalsim to leave the ground.  Kicks.  Kicks. While you can attack while descending most characters can easily punish you and in the worst case scenario they'll be right in your face as you land. Forward DP: Directly in front of the opponent.  Punches. but the aerial trajectory change is very fast. To perform the "Instant Air Teleport" where you teleport a little ways off the ground to begin an aerial assault. You can use the teleport to either reposition yourself or attack the opponent.

Mummy
90

Properties
This attack is heavily telegraphed and fodder for Focus Attacks and invincible reversals.
Most Dhalsim players do not bother using it unless they are attempting a corner escape.
Still, if you do land this move against an airborne opponent you can juggle them with your
Super or Ultra 1 before you land.

Yoga Tower
An attack where Dhalsim stands high on one of his legs. This will avoid quite a lot of mid
and low attacks along with throws and projectiles. You can cancel the animation by moving
your joystick in any direction.
This attack is a really great way to avoid chip damage from projectiles and if you bait a mid
or low move with enough recovery time you can get a free throw or Super. Quick examples
are Blanka Balls and Honda's Headbutts.
The lower body invincibility of this move doesn't last too long though, so it's best to exit
and re-enter Yoga Tower in order to take advantage of the invulnerability.
Super and Ultra Moves
Super — Yoga Inferno
Damage
Super
300

Properties
A Super that you will definitely want to be saving for. It's a fantastic anti-air attack along
with being extremely easy to land. You can cancel into this from either a Yoga Fire, a Yoga
Flame and quite a few of Dhalsim's short-range normals. Due to its versatility and damage
it's probably the best Super in the game.
Another good thing about Yoga Inferno is that it knocks the opponent down right in front of
you, letting you set up a Yoga Catastrophe. You can also juggle into this Super if Yoga
Catastrophe juggles the opponent in front of you.

Ultra 1 — Yoga Catastrophe
Damage
Ultra 1
215-300

Properties
A slow moving fireball Ultra. It does tons of chip damage, and if you activate it as the
opponent is standing up from a knockdown then you can use Yoga Teleport and various
high/low normals to mix up the opponent while they are forced to block. You can also use
Yoga Catastrophe to reset the zoning situation if you are getting pressured up close. It will
force the opponent to retreat and allow you to advance.
Dhalsim is only invincible during the cinematic of this Ultra, not after he begins firing. This
means that opponents can throw you out of the startup of this Ultra. If you activate it when
the opponent is too close to you, they will merely throw you and make your situation even
worse.
Most characters who have anti-projectile EX moves or Ultras cannot pass through Yoga
Catastrophe effectively. If you use it after you have knocked the opponent down you
limiting their escape options severely. It becomes even more effective if the knockdown
was an untechable one such as one from a throw.
If you manage to mix up your opponent effectively and this Ultra lands, then you can hit
the opponent with another normal move or your Super as they are falling since Yoga
Catastrophe juggles the opponent. You have to be pretty close for this to work though.

Ultra 2 — Yoga Shangri'la
Damage
Ultra 2
450

Properties
An aerial command grab Ultra that catches grounded opponents. This Ultra comes out
really quickly, and it's great for catching people who jump in recklessly towards Dhalsim as
you can catch their jump recovery with this move.
Just like Yoga Teleport, you can "Instant Air Shangri'la" by doing a motion that ends with
Dhalsim jumping off the ground. This gives you the option for a fast punish.

Dhalsim's up-close defense is very poor though, so you will have to be very confident in
your ability to keep the opponent off of you in order to give up the usefulness of Yoga
Castatrophe.
Combos
Important Note: Not every possible combo is listed here. Instead, you'll find the most
common and helpful combos that you should know. There are many variations to these as
well.

Light Yoga Flame
2 Hits
180 damage
A short-range punish combo. If you're having trouble comboing from the kick, try to
shortcut the half-circle motion by ending on down-back. If that doesn't work, experiment
with different motions to make sure it cancels 100% of the time.

Medium Yoga Flame
2 Hits
210 damage
A strong close-range punish combo.

Jump

Light Yoga Flame
3 Hits
243 Damage
Jump-in combo, usually from a teleport.

Light Yoga Flame
7 Hits
460 Damage
An easy combo to Super.

Yoga Inferno

Yoga Catastrophe, juggle with Yoga Inferno
Link

11 Hits
605 Damage
You probably won't get the full damage from Yoga Catastrophe, but the damage you'll get
will be pretty good anyway. The Light Kick only works in the corner.

Notable Normal Moves
or
Anti-Airs: Yoga Knee, Yoga Hand Slap
Yoga Knee is Dhalsim's best anti-air move. The hitbox is huge and will beat almost any
jump-in attack. Also, Dhalsim's head cannot be struck during this move.
Yoga Hand Slap is another anti-air for Dhalsim that hits people higher above his head. It's
also special cancelable, meaning that most players will cancel this into a Yoga Fire for chip
damage.
or
Yoga Foot Taps
Two fast moves for Dhalsim that are some of his few defensive options. The Medium Kick
version is special cancelable.
Yoga Overhead
An overhead attack that is best used when performing Yoga Catastrophe mixups.
Yoga Shin Kick
Quick mid-range pressure tool that will safely interrupt dashes. Comes out really fast for
such a long-ranged move.
Yoga Top
One of Dhalsim's pre-emptive anti-air attacks. Great to use if someone jumps over your
fireball at long range.
Yoga Punish
Dhalsim's best range move. Will temporarily go under projectiles but sometimes the trading
of hits is in Dhalsim's favor. Don't be too obvious with this move, and don't use it all the
time as the recovery gives opponents time to close in through jumps and dashes.

or
Yoga Low Punish
It's the same move as Dhalsim's Yoga Punish but it's a little slower and hits low. This move
is mostly avoided because of how slow it is.
or
Yoga Fast Low
A really fast poke from Dhalsim. Since it is so low to the ground it's hard for the opponent
to counter it with their own normal moves. The hitstun and blockstun of the move are short
though.
or
or
or
Yoga Slide
Dhalsim has three slide attacks, with the range determined by the strength of the kick
button pressed. All of the slides are unsafe unless performed at maximum distance. Most
players use the Light or Medium version to tick into a grab or to avoid a jumping attack.
The Hard version knocks down but is really unsafe on block.
or
Yoga Sniper
A great air-to-ground poke from Dhalsim. You can also use this as an "instant overhead"
attack by jumping away and immediately activating the Hard Punch, though this is unsafe
against some characters.
Any character that has an anti-air move that knocks down should make you wary of
attacking recklessly with this move.
or
or
Yoga Dart
This is a good attack if you anticipate a long-range jump from your opponent. Simply jump
straight up and use this to stop their forward momentum.
Defense and Zoning with Dhalsim
Most of the work with Dhalsim involves putting pressure on with Yoga Fires and standing
Hard Punch, and then countering the jumping attacks from your opponent. Try to memorize
each normal for each zone that someone could potentially jump in. Standing Hard Kick is
good for far-away approach jumps. Jumping Medium Punch is good against floaty
characters. As long as you do this you should be able to zone the opponent out. Don't do a
whole bunch of unnecessary moves with Dhalsim, because the opponent will take
advantage of any recovery no matter how small to rush you into the corner and wipe you
out.
If you are having trouble with Focus Attacks, try to teleport behind the opponent and attack
them if you see them start it up repeatedly. Another solution and the most popular one is to
chain two Light Yoga Toe Taps together. One more trick is to just backdash, although that
won't work in the corner. A last resort is to charge up your own Focus Attack to counter
theirs, but this is risky as Dhalsim's dash from a Focus Attack is the slowest in the game.
If an opponent is Focus Attacking your limbs to move in, throw out more well-spaced Yoga

Fires for them to run into. If they try to Focus through the fireball it gives you a free shot at
hitting them with an attack to do quite a lot of damage.
To sum it all up, act according to the situation. Patience is key and as long as you aren't
getting hit with unblockable Level 3 Focus Attacks you should be able to find a way to
keep the opponent out of close range. Sometimes if you have been shoved in the corner it is
completely worthwhile to take a some damage just to escape.

• Moves and Strategies • Frame Data • Hit Boxes • Costume Colors •
Character Overview
Guide by Nyoronoru
Dudley is an in-your-face rushdown character with a large library of mixups. He also has
quite a few powerful jumping attacks and great damage options. Dudley can appoach the
opponent well from mid-short range with great walk speed and an excellent Focus Attack.
Dudley also has a plethora of frame traps and damage scaling resets that can punish those
trying to escape his offense. He is also one of very few characters who can combo after an
overhead attack.
Dudley has problems approaching characters from mid-range and farther though. All of his
normals (especially his cancelable ones) have either short range or slow startup. He also has
weak reversal options, relying heavily on meter or taking damage to perform escapes.
Another big problem is that Dudley has no fast low game, meaning that most of Dudley's
big damage has to be started from high attacks beyond the range of his Dart Shot.
• Strengths •
+ Really high damage on average, good at making comebacks.
+ 50/50 mixup game on opponent's wakeup.
+ High-priority jumping attacks.
+ Versatile Ultra Combos.
+ Focus Attack has great range.
+ Above average stamina.

+ Fast walk speed.
• Weaknesses •
- Can get out-poked by characters at mid range.
- Without EX, he has no viable reversal.
- Short backdash.
- No crossup attack.
- No long range cancelable low poke.
- Has big trouble with defensive characters due to his short range offense.
- Has a large hurtbox which makes certain combos easier on him.
Special Moves
or
Jet Upper
Damage
Light
120
Medium
140
Hard
160
EX
180

Properties
Dudley's uppercut move. The Hard Jet Upper comes out the fastest, but all of the regular
versions have zero invincibility making it more likely that it will either lose or trade to
jump-in attacks. The upside is that this uppercut recovers on the ground very fast, allowing
you to perform certain juggles. Hard and EX Jet Upper start up slightly slower than Ryu's
Shoryuken but faster than Sagat's Tiger Uppercut.
If you land Light Jet Upper on a jumping opponent you can immediately perform a
Ducking Upper to juggle the opponent. This sequence is pretty easy and damaging for a
meterless combo. You can also land Corkscrew Cross or Rocket Upper cleanly after a Light
Jet Upper juggle.
Each version of Jet Upper recovers extremely quickly on the ground, forcing the opponent
to begin their punishing combo very early. Hard Jet Upper hits twice where you can only
FADC the first hit. These two facts are important to remember for both offense and defense.
EX Version: The EX version has some startup invincibility and it hits twice. A good choice
for an anti-air attack. This is also Dudley's best reversal option as it starts up just as fast as
the Hard version. You can also FADC this Upper just like all the others.

It is very important to combo into this move with Dudley in order to attain maximum damage. it's best to cancel into the Light version for approaches. it actually takes a while for Dudley to get into a state where he is striking the opponent. allowing you to follow up with either a Sweep Launcher. Despite the speed that this move travels at. but responds with a counter attack. or another move depending on your screen location. The Light version of the Cross Counter stays active the longest. The Light version starts up the fastest.or Machine Gun Blow Damage Light 90 Medium 120 Hard 130 EX 120 Properties Dudley rushes forward with a bunch of punches where the button pressed determines the distance he travels. EX Version: EX Machine Gun Blow launches the opponent at the end of the animation. The Light version is the only one that is safe on block. especially in the corner. although it's not safe to have Machine Gun Blow blocked against grapplers. a Ducking Upper. or Cross Counter Damage Regular N+60 EX N+150 Properties Dudley poses with his arms down and if he is hit he takes some damage. If you are playing a safe ground game. The Light version is also good for aerial juggles whereas the Hard and EX versions are the most damaging grounded combo enders. Hard the . Hard the slowest.

Don't forget that you still take damage from the attack even if this lands. but since Dudley has better frame traps with his Kidney Blow this move doesn't have too many uses. but it does work on non-armor breaking reversals. meaning that you can be KOed if you don't have enough health left over! This is a potential wakeup option to defend against crossup attacks. a reversal EX Messiah Kick from Rufus usually breaks a Focus Attack's armor. but Dudley's Cross Counter will still work. although it is much easier to do in the corner. and then the followup two hits do 50 damage each. It's also bait for Focus Attacks since the regular versions only hit once. since the startup of the Counter is really fast (faster than Jet Upper) but if an opponent baits this attack out of you they can punish you with a huge combo since the recovery is so horrendous. or the opponent will just simply block. but travels the least distance forward and does the least amount of damage. EX Version: The EX Cross Counter works exactly the same as the regular one except that it adds 50 damage to the counter damage.shortest. You can try to use this attack to trick the opponent during blockstrings. Cross Counter doesn't work on armor breaking moves. Afterwards. EX Version: This travels at the same speed as the Hard version and hits three times. but due to the slow speed and lack of reach it's more than likely you will get poked or smacked out of it. he does a followup strike that is mostly safe on block depending on how far away Dudley is when this is blocked. Medium in between. Try to cancel from a normal move to give the opponent less time to react but enough time to think you are trying to throw them. If you . Due to the speed of this version it will probably be the only version you need to use. or Short Swing Blow Damage Light 120 Medium 140 Hard 160 EX 150 Properties Dudley swings back and during this time he is invincible to throws. The Light version starts up the fastest and is the safest on block. This move is specifically designed to punish tech throw attempts. You can land your Ultra 2 after the EX Cross Counter is complete anywhere on the screen. so don't just throw it out there. As an example.

Pressing a Kick button will have Dudley perform an uppercut. Both enders to the Duck are unsafe on block.FADC out of this and juggle into Ultra 2 you will initiate the full animation of the Ultra. This amount of time between the strikes is too slow to interrupt Focus Attacks. Ducking Straight. Ducking Upper and Ducking Straight work well in juggles but most players stick with Ducking Upper for the damage and comboability. but such a juggle only works in the corner. Ducking Upper Damage Straight 100 Upper 120 Properties Dudley ducks downward. Because of this. you can add a lot more damage in combos. though a well spaced Straight is hard to punish. then the Straight is the better choice. If you press a Punch button. then or Ducking. If you catch someone with a juggle move such as an EX Machine Gun Blow or a Sweep Launcher then following up with a Medium or Light Ducking Upper is the best damage extender If you are attempting to punish a projectile. which gives you a chance to land your Super with a good damage bonus. It also lets you set up some FADC combos with the Ducking Upper. and during this time he is invulnerable to projectiles. A Standing Hard Kick will allow you to combo into a Medium Ducking Upper. The Light version starts up the fastest but travels the least amount of distance. so throwing it out carelessly or trying to use it as a substitute for Dudley's regular dash is a bad idea due to the travel time. though it usually requires an FADC coupled with the EX Duck. It also allows you to cancel the Duck into a Straight or Upper much faster than the non-EX versions. EX Version: EX Duck starts up and travels a lot faster than the regular Ducks. or Thunderbolt Damage Damage . Dudley will stop his dash and attempt a Step Straight. If you press no buttons at all Dudley will recover normally from his Duck and you can attempt a throw or a different attack. You can be thrown or struck out of the move at any time.

but it all depends on how you space each version of the move. All versions of the move can cross the opponent up. Since it travels the fastest as well you can use this to chip an opponent for a KO since it does the most chip damage out of all the Thunderbolts.Light 100 Medium 120 Hard 140 EX 170 Properties Dudley flies up off-screen and comes down on the opponent with a tornado punch. It is incredibly easy to combo into this Super as it combos from many things. Back Swing Blow and almost all of Dudley's Target Combos. EX Version: The EX version travels the farthest while auto-tracking the opponent and it travels way faster with some startup invincibility. including Jet Upper. Ultra 1 — Rolling Thunder Damage Ultra 1 500 . so it will be unlikely that you will have this Super locked and loaded. The Light version travels the least distance forward. Hard the most. Super and Ultra Moves Super — Rocket Upper Damage Super 350 Properties: None Dudley does two rising uppercuts then finishes with a fancy tornado Jet Upper. There aren't too many uses for this move because both the regular and EX versions are very unsafe on block. However. Ducking Upper. EX Machine Gun Blow and EX Jet Upper are very integral to Dudley's offense and defense. If you aren't the kind of person that uses EX Stock much with Dudley then this Super is definitely worth using because of the high damage.

and it's extremely easy to land.Properties Dudley ducks down and dashes toward the opponent. The speed of the Ultra is deceivingly fast and can punish projectiles from a distance of up to half the screen. Sweep Launcher (corner)  Sweep Launcher. Light Machine Gun Blow (corner)  Sweep Launcher (corner)  Sweep Launcer. Light Machine Gun Blow (low damage) . Duck Straight (corner)  EX Machine Gun Blow. Duck Upper (corner)  EX Machine Gun Blow. This is Dudley's comboable Ultra. Here are the sets of moves that can end in Corkscrew Cross. and if he catches them he beats them up hard. Duck Straight (works best in corner)  Sweep Launcher. Some players are sticking with Corkscrew Cross even against fireball characters because of how easy it is to land this Ultra.  EX Machine Gun Blow (corner)  EX Machine Gun Blow. Sweep Launcher (corner)  EX Machine Gun Blow. There is no way to combo into this Ultra other than a Focus Attack or a heavy jumping normal attack. Ultra 2 — Corkscrew Cross Damage Ultra 2 440 Properties Dudley throws his fist out with loads of active frames and if it makes contact the opponent gets placed in a rinse cycle against the wall. This Ultra is used almost exclusively for its ability to travel through projectiles.

However. Target Combos Target Combo 1 A fast special cancelable Target Combo. It is not special cancelable. you can do this Target Combo to make it safe on block. or Target Combo 5 A good target combo since you can begin it from a Kidney Blow. Target Combo 4 Dudley's standing Light Punch can whiff on a lot of crouching opponents. It's also safe on block to the point where you can tech a throw attempt. though it is very difficult to do. it's better to link into a crouching Light Punch than to finish this Target Combo. though it's hard to react to such a situation. If your overhead lands. This target combo is not super or special cancelable. No real use for this. Target Combo 7 . Target Combo 2 Another special cancelable Target Combo. but it is super cancelable. but this one starts from a low attack. Target Combo 6 While attempting to tech throws while crouching. Target Combo 3 If your overhead is blocked. Light Jet Upper  Jet Upper FADC  EX Cross Counter  EX Short Swing Blow FADC (corner) If you catch someone in an aerial juggle with this Ultra you won't get the full cinematic but you'll still get a respectable amount of damage. The more hits and juggles you do leading up the Ultra impacts how many hits of Corkscrew Cross will land. so it doesn't have much use. this Target Combo is special cancelable and it is safe on block. you can press the rest of this series to either attack your opponent or to give yourself more space in your ground game. You can link into another standing jab after this is over.

you'll find the most common and helpful combos that you should know. Target Combo 8 The last attack of this Target Combo can be cancelled into your Super. juggle with Medium Ducking Upper 12 Hits 273 damage Great damage on this and it starts from a low move. Link . There are many variations to these as well. Link EX Machine Gun Blow. Combos Important Note: Not every possible combo is listed here. Link Hard Machine Gun Blow 9 Hits 195 damage A basic punish combo that doesn't require any meter and does good damage. Use EX Machine Gun Blow to start damage and juggle options. This Target Combo gives you a really big window of opportunity to land Rocket Upper compared to the others but since it does overall less damage due to scaling there's not much use for it. If you can't land your Ducking moves in the corner use Jet Upper or Sweep Launcher. Instead.Not too many uses for this target combo due to the short range of its starting attack. It's super cancelable though.

Corner only. Jump EX Machine Gun Blow. Try varying versions of the Duck if the Upper whiffs. Use this if you have fast reactions for hit confirms. EX Short Swing Blow Dash Forward. juggle with Light Jet Upper juggle with Ultra 2 10 Hits 498 Damage Tacking on the Jet Upper creates a noticeable damage increase. juggle Ultra 2 16 Hits 433 Damage One of Dudley's many power combos.Hard Jet Upper 4 Hits 307 Damage This combo is pretty damaging for how short it is. Link Link EX Machine Gun Blow. juggle Ducking Upper 11 Hits 380 Damage Dudley's jumping Hard Punch does the most damage out of all his jumping attacks. .

helping him close the gap. It's important that you space this correctly when applying it in your poking game. It can stuff quite a few moves and it does a huge amount of damage for a command normal. If you do it too close to the opponent and it's blocked. See the Combos section for some examples. Kidney Blow Dudley's best standing normal as it gives him enormous amounts of frame advantage on block or hit. It also moves him forward. though the timing is a little slower than most links in the game. You can link into cancelable normals with this move.Link EX Machine Gun Blow. making it one of the very rare overhead attacks that you can combo out of. If you hit someone in the . Stomach Blow This move is completely safe on block and lets you do a one-frame link into a standing or crouching Light Punch if it lands. juggle Ducking Upper 11 Hits 340 Damage Dudley can combo from his overhead very easily. You can link this punch into several cancelable normals that lead to some really damaging setups. Dart Shot Dudley's overhead attack. you can be thrown. Step Straight A really nasty poke from Dudley. juggle Ducking Straight and Ultra 2 8 Hits 424 Damage Corner-only Ultra combo. This doesn't whiff on crouching characters and the hitbox on it is really good. Notable Normal Moves and Unique Attacks Slipping Jab Nothing too special about this other than it leads to Target Combo 1.

keeping opponents from jumping out of this attack. but it's still not a good idea to use this at anywhere but far range. Anti-Air: Standing Medium Kick Dudley's main anti-air normal which is best at countering attacks directly above him. Sweep Launcher A long-range move from Dudley that must be blocked low. If you land this move in the corner against certain opponents. You must incorporate this move into your gameplay as a Dudley player in order to get players to fear your offense. most notably your Ultra 2. Use Step Straight and your standing Hard Punch to consistently counterpoke the opponent so that they don't throw out attacks to try and stop your forward .air with this it will knock them down. The range is good. meaning that you will more than likely have to throw it at gutter trash from the other side of the screen. so it's often best to stop at only one juggle. Dudley can knock the opponent down so they cannot quick stand with this move. The knockback of this move on block is so big that opponents might have trouble punishing you. Still a great move to use because of its damage and hitbox. but in order to get inside he needs to use a variety of tools. Staying in the Zone Dudley has a lot of mixups and frame traps. If it lands you can juggle the opponent with certain moves. Try to apply it just outside of a character's throw range to apply the threat of the high-low mixup. Use this move in combination with your Dart Shot to create deadly high-low mixups. Standing Hard Punch Dudley's standing Hard Punch shares some properties from Step Straight. Elbow Drop is good for countering other characters' normal anti-airs. Against characters with poor reversal options using Dart Shot and Sweep Launcher on their wakeup is ideal. Regrettably it comes out way too slowly to be used safely after knockdowns like in Third Strike. Victory Rose This is Dudley's signature taunt where he throws a rose that tracks the opponent. It also starts up a lot faster than the Step Straight. or Elbow Slam and Elbow Drop These are two of Dudley's best jumpins. It does no damage but it does a tiny amount of blockstun or hitstun if it lands. but it has less range and is a bit more unsafe on block. but the startup is a bit slow. Small characters cannot be juggled for three hits. you can juggle them up to two more times with Sweep Launcher. Elbow Slam is particularly effective for covering air space. Ankle Sweep Similar to Dee Jay's crouching Medium Kick.

. Dudley's crouching Light Attack comes out in three frames and has good range. + HHS is one of the best approach moves in the game. which makes him tougher to anti-air. Once your opponent has become incapable of reacting to your offense. Characters with great special moves and Ultras that can punish Honda’s Headbutt can give Honda a huge amount of trouble as his offense becomes incredibly limited. • Strengths • + Quick forward dash. especially when used by players who have mastered fireball zoning. Once in short range. Projectile characters give Honda tons of trouble though. Cancel normal attacks into your Duck to give the opponent less time to react to the upcoming mixups. He also has a great damaging anti-air game. so you can use it as a solid poking tool. start using your Dart Shot • Moves and Strategies • Frame Data • Hit Boxes • Costume Colors • • Story • Artwork • Character Overview E. + Great reversal game along with solid defense. an above-average reversal game with autocorrecting Headbutts and a really powerful command grab to open up the opponent’s defense with.advance.Honda is a deadly powerhouse character with a great defensive and offensive game. + Has a great set of normals for poking and jumping in. + Shorter than average jump. abuse the frame advantage of Kidney Blow to begin frame traps and mix up your combo enders with Light Machine Gun Blow and Light Duck. They force Honda to abandon the charge for his powerful Headbutts and stop the advancing charge of the Hundred Hand Slap. + Extremely strong normal and special moves. His Super is incredibly damaging and his Hundred-Hand Slap is extremely difficult to counter.

No special move EX or otherwise is invulnerable to projectiles. so it works well as a counter. is as safe on block as the Light version and has a huge amount of active frames.Requires technical mastery of piano inputs.Useless Ultras that don't add much to his gameplay. The Medium and Hard versions are the ones you use to punish the opponent's mistakes. + Command grab with superb range and damage. Against certain characters this move can be their worst nightmare. • Weaknesses • . . Most Honda players try to avoid just throwing out raw Headbutts from mid range or farther because there are many characters that can respond with an Ultra. The Light version has the complete lowerbody invincibility on startup. . These properties make it popular to use as a sudden surprise attack or reversal. . but against other characters you'll want to sparingly use this move. or invincible reversal. It also has much faster startup. the startup of the Light Sumo Headbutt has the slowest startup of the three and it travels a very short distance.No combos into untechable knockdown. It's also the hardest Headbutt to punish because it has the fastest recovery. .Pokes have slow startup. jump. as they do the big damage Honda is so feared for. Special Moves or Sumo Headbutt Damage Light 130 Medium 140 Hard 160 EX 160 Properties Honda's signature torpedo attack. EX Version: EX Sumo Headbutt has invincibility that covers Honda's entire body during the beginning of the move. . Each version of the Headbutt has its own uses. Don't use the Medium or Hard version as an anti-air as they have zero invincibility.+ Incredible range and damage on his armor breaking move. On the downside.

This is an entirely optional strategy as the HHS does plenty of chip damage on its own and builds a lot of meter at the same time. so it's not very useful at all. In order to get this move out consistently from something simple like a crouching Light Punch. try to wait as long as possible so that the invincible frames overlap the opponent's jumping attack frames.In order to use this as an anti-air properly. . EX Version: EX Hundred Hand Slap gives Honda a huge amount of mobility with joystick control. try to FADC the Hundred Hand Slap to surprise them with a quick Oicho Throw. but it doesn't offer nearly as much frame advantage as the regular HHS. Most players try to stick with the Hard version as much as possible since Honda steps forward the farthest when slapping the opponent. HHS also starts up reasonably fast so it's hard to counter on reaction. Hard HHS also gives you the most frame advantage on hit making followup combos possible. SNK. It also forces you to lose your back charge in order for the move to hit. or (Piano Rapidly) Hundred-Hand Slap (HHS) Damage Light 80 Medium 80 Hard 140 EX 140 Properties You need to input at least five punch buttons in order for Honda to start striking the opponent. Whiffing with this move opens you up to jumping attacks from the opponent which is why it's best to always stick with the Hard HHS. If your opponent has a really strong defense going against Honda. All versions of this move are safe on block provided that you make contact with the opponent in some way. It doesn't matter which buttons you press until you get to the fifth one because that one determines the strength and speed of the move. follow this tutorial by Mr. The Light and Medium versions are almost completely ignored because of the whiffing problem.

and can be a real nightmare against characters with bad reversal options. The Medium and Hard versions can cross the opponent up. Hard 100 U. Light 80 U. you cannot use this move as an anti-air effectively. For reversal purposes. The Hard Sumo Splash is unsafe and can be thrown on block. so be careful. attacks and projectiles but the invincibility wears off before the move gets to a hitting state. Med 90 U. Hard 120 D. Light 100 D. If you want to cross up with this move you should wait until the opponent has been knocked down first to make your crossup more ambiguous. this is a great anti-air option that is also very damaging in combos. you'll want to be using the Light version. barging through anything in his way. In other words. EX 100 D. Using this move as a reversal is also risky due to how slow it is not to mention it lacks armor breaking properties on the descending portion.or Sumo Splash Damage U. EX Version: EX Sumo Splash starts up way faster than the other Sumo Splashes. Med 110 D. and it's the only version of the move where the invincible startup overlaps the hitting state of the move. It's the hardest to counter with a Focus Attack and gives the opponent the least amount of time to anti-air you if they block the initial attack. Because of the lack of invincibility air-to-air. . EX 80 Properties Honda flies up with his stomach outstretched and down for a buttslam. It's still possible to use it as a desperado reversal since it's hard to interrupt Honda out of the move. The Light Sumo Splash is also the safest on block. but anyone moderately experienced will be able to counter you out of this every time. All of the regular versions of this move have a huge amount of invincibility to throws.

Light Oicho Throw has the most range but the least damage. There are very few uses for this. If you've been successfully defeating your opponent without the use of EX make sure you can put this Super to use as the crazy damage it inflicts will psychologically overwhelm the opponent. most starting from crouching Light Punches or Kicks. It's reasonably good because Honda has good tick throw setups. or Oicho Throw Damage Light 180 Medium 190 Hard 200 EX 190 Properties Honda's command grab. This throw is Honda's answer to characters who are good at defending against his high damage offense and forces them to think twice about just holding down-back the entire match against him. given how valuable EX meter is to Honda and the damage difference being so little compared to the Light version (not to mention it doesn't have any invincibility). EX Version: The EX Oicho Throw has the same range as the Light version while having the damage properties of the Medium version. but the startup for each is pretty fast.EX Headbutt tends to be a bit more reliable as an anti-air due to its speed though. so there's not much use for this move. . and Hard is vice versa. Super and Ultra Moves Super — Super Killer Head Ram Damage Super 400 Properties Honda does two heavy-hitting headbutts for a huge amount of damage. None of the Oicho throws are invincible in any way.

You can cancel into this Super from Hundred Hand Slap or an up-close Headbutt which makes it easy to tack on huge damage within your combos. meaning that if the opponent is in range of this Ultra upon activation there is no way for them to escape unless they performed a throw-invincible move before the cinematic began. This attack goes through projectiles on startup. There is no way of comboing into this Ultra other than a Focus Attack or a heavy jumping attack. The startup is kind of slow so you can't use it as an anti-air. This Ultra is a zeroframe grab. Honda's strengths don't lie too heavily in his Ultra Combos and it's unlikely you will find use for this particular one except as a direct punisher. Ultra 2 — Orochi Breaker Damage Ultra 2 450 Properties A command grab Ultra where Honda buttslams the opponent hard. this move is completely invulnerable to projectiles until Honda hits the opponent or lands (which is unlike other anti-projectile Ultras that tend to run out of the invincibility). It also recovers really fast for a blocked Super Combo. but it travels and starts up so slowly that even if you manage to go through a projectile there's no guarantee you'll punish in time. Ultra 1 — Ultimate Killer Head Ram Damage Ultra 1 510 Properties Honda goes for a Sumo Headbutt and if it lands he slams the opponent and beats them up. . There are several normals that will allow you to cancel as well such as crouching Medium Kick but most of those don't have good range. making it difficult to punish. As an upside. This Super can go straight through projectiles and it's actually more reliable (and faster) than Honda's Ultimate Killer Head Ram for doing so.

Still. Instead. since you don't have a high probability of landing either Ultra you might as well have one that gives you a slightly less improbable chance of being used.The only downside to this Ultra is that the range is roughly the same as a normal throw meaning that you have to pull off some tricky shenanigans in order to get into range to land it. Jump Link Hard Sumo Headbutt 5 Hits 366 Damage Jump-in combo using no meter. you'll find the most common and helpful combos that you should know. Combos Important note: Not every possible combo is listed here. There are many variations to these as well. Make sure you have the method down for getting Hundred Hand Slap cancels consistently. Hard Sumo Headbutt 2 Hits 240 Damage A short-range punish combo. Hard HHS Link 9 Hits 260 Damage A really damaging combo. Hard HHS Super Killer Head Ram .

not to mention most players will just hit you out of it since the startup is kind of telegraphed too. If you're running into a bunch of limbs trying to get in for Hundred Hand Slap or Oicho pressure. This will make it harder for the opponent to dodge the attack. The range is kind of bad and it forces you to surrender your back charge to use it. use this to smack the opponent. Focus Attack Level 2. This is a bit risky since you're broadcasting your intention rather obviously by whiffing this move. Neutral Jumping Hard Punch A really great approach move for avoiding fireballs and low normal attacks and attacking the opponent. Dash Forward Link Link Hard Sumo Headbutt 4 Hits 264 Damage This Focus Attack combo allows you enough time to charge a Sumo Headbutt for another knockdown. Far Standing Hard Kick One of Honda's best pokes as it has great range and must be blocked low. Has to be done a little pre-emptively to work most of the time. Some players like to cancel out of this to extend the range of their Oicho Throw. .5 Hits 400 Damage You have to cancel the HHS early. Notable Normal Moves Shikofumi (Overhead) An overhead attack that knocks the opponent down. Far Standing Hard Punch A normal anti-air from Honda. Try to activate this normal just as Honda starts to descend. When Honda is in the air with this move you can hold the joystick left and right to change Honda's trajectory slightly. usually before the fourth hit.

The range is great and it can stuff a huge amount of offensive approaches. but with the right spacing you can trick your opponent. If you need to ensure that your jump-in is not interrupted. which is a risky strategy. It will beat out quite a lot of anti-air normals. Crouching Light Punch The hitbox on this move is absolutely amazing. You'll want to be anti-airing with Honda's Light Headbutt and his standing Hard Punch while switching it up on offense and defense. If neither of those options work.Jumping Medium Kick Honda's crossup isn't very ambiguous. Honda General Strategy Honda is one of the few charge characters that can lose his charge and still really be a threat both defensively and offensively. just use a pre-emptive neutral jumping Hard Punch to smack people out of the air. Without it. If you are proficient enough with Honda's Hundred-Hand Slap. then you can buffer it while performing this move to really threaten the opponent with big damage. This rule especially applies against characters that can easily punish your Headbutts. then this is the move to use. The threat of chip damage and meter building it provides can really make the match painful for your opponent. making it one of the best Light Attacks in the game. Try to poke with this move while walking forward to keep the opponent from interrupting your offense. Knowing how to buffer the Hundred Hand Slap off a normal move is an absolute must to be a proficient Honda player. . you'll only be able to rely on your Headbutts for damage. This technique also helps build both a down and back charge. Jumping Medium Punch The priority on this jumping move is crazy.

. .Extremely short backdash. + Incredible mobility options and fast walk speed. • Strengths • + Has multiple moves that initiate hard knockdowns. + 50/50 mixup game on opponent's wakeup. and it shows in his domination during okizeme.• Moves and Strategies • Frame Data • Hit Boxes • Costume Colors • Story • • Artwork • Character Overview Guide by Nyoronoru El Fuerte is a pure mixup and stun character that also doubles as a grappler.Has no way of comboing into either Ultra other than a Focus Attack. Fuerte also has very good punish Ultras and solid anti-fireball tactics and is the only character in SSF4 with an infinite. • Weaknesses • . + Best wall jump in the game. . + Infinite combo. + Very damaging Ultras. not allowing much in terms of pokes or space control.Has few safe offensive options. El Fuete's biggest problem is his damage output. + Focus Attack has great range. He has fast footspeed.Wakeup game is very weak. Fuerte's options after he is knocked down are also really poor.Low damage output over time. . fantastic bait and feint techniques and a huge momentum-based offense game. forcing him to take really risky gambles to avoid knockdown pressure. There is no other character who can capitalize so heavily on knockdowns like Fuerte can. His normal attacks are also sub-par. Special Moves or Habanero Forward Dash Damage Tostada Press 100 Fajita Buster 150 follow with . He has to make quite a few successful educated guesses to inflict significant damage. Also. one wrong guess by El Fuerte could lead him to eating really big damage which hurts him badly since his stamina is pretty low.Poor poking game. .

It will give the opponent even more time to punish you. A flying grab attempt that can only catch standing opponents. Depending on the button you press afterwards. the startup of this move is invincible to attacks and projectiles and you can control where Fuerte drops with the joystick. MP: Tostada Press. it's safe on block against even grappling moves and gives quite a lot of frame advantage on hit. It's not a bad idea to use it if someone is trying to control your run pacing with fireballs. El Fuerte takes a small jumping kick that can avoid low attacks but can still be thrown. but it knocks down on hit. you can cancel it into the Habanero Backwards Dash. HP: Fajita Buster. There is a bit of recovery time after ending the dash but it's very short. and is just as bad as whiffing a Tostada Press completely. MK: Gordita Sobat. It's the same as Sudden Stop except Fuerte takes a backdash at the end. Whiffing with this move is a really bad idea. LP: Sudden Stop. Repeatedly dashing and stopping the dash is good for baiting responses from opponents. The EX version of this attack has twohit super armor. El Fuerte will perform a different attack. . this requires you running up very closely to the opponent. Fuerte attempts a splash attempt that must be blocked high. If you don't like canceling back and forth into the Habanero Dashes then use this. Surprisingly. It also has great priority as it is coming down and it has the potential to beat uppercuts and other special anti-airs (especially if you strike the opponent's back). Like Tostada Press. which is really great for blowing through normal moves and projectiles to begin El Fuerte's mixups. During the run portion of this move. Unfortunately. There's still not much use for this move though unless you want to cancel into your Super with it. but against experienced players you really don't want this blocked. It's unsafe on block. which is risky as you could get hit with a jump-back attack or reversal. Usually because of the frenetic nature of El Fuerte's offense some opponents have trouble punishing this move. This move is briefly invincible to attacks and projectiles after Fuerte leaves the ground. LK: Back Dash.Gordita Sobat 80 Calamari Slide 100 Properties El Fuerte dashes forward at the opponent at high speed. You can control El Fuerte's drop point using the joystick giving you the potential to steer El Fuerte past the opponent to do a crossup attack.

Just like the Habanero Forward Dash. Stops the dash. . MK or HK: Picadillo Jump. This attack is a little more safe than the Forward Dash Tostada Press but not by much so don't get try to get fancy. The properties and locations of the attacks are a little different during the Backwards Dash. It's unsafe on whiff so you'll have to be very careful not to miss. try to position Fuerte with the joystick so that he falls in front of the opponent. If you want to make contact with this move without fail. or follow with Habanero Backwards Dash Damage Tostada Press 100 Propeller Tortilla 132 Properties The same dash as before except Fuerte runs backwards. the EX version of this move has two-hit super armor. Also. HP: Propeller Tortilla. If Fuerte is not close to a wall when he does this move he'll just shout and jump at nothing. After you execute this Fuerte will run straight to the opposing wall and back to the opponent again. If you like to make lots of noise with El Fuerte to annoy your opponents this is another option. MP: Tostada Press.HK: Calamari Slide. There are several unique attacks Fuerte can perform when he jumps off the wall with his Wall Jump commands. Another component of Fuerte's high-low mixup game since it strikes low. LP: Sudden Stop. this attack can go under fireballs. If the opponent tries some sort of attack that chases your Habanero Backwards Dash (or even tries dashing after you) you can use this to quickly jump backwards and body slam the opponent. you can cancel it into the Habanero Forward Dash in case you need to correct your spacing. This slide attack is really unsafe on block. A command grab that can latch onto standing or crouching opponents. El Fuerte jumps at the wall. During the run portion of this move. but it has a lot of active frames making it easier to catch backdashes. This is definitely one of the choice attacks you will use as part of the Habanero Dash mixup as it is one of Fuerte's best moves. LK.

It takes 7 in-game seconds to charge. the only way to combo into the Quesadilla Bomb is from Fuerte's standing Hard Punch. Even though this attack is very unsafe on block. If you're really desperate to hurt the opponent. because it is unsafe on hit and does poor damage.5 seconds  Level 3 Quesadilla Bomb: 6 seconds It doesn't matter which kick button you use to charge Quesadille Bomb. Charge times are listed below. The longer you hold down the button.  Level 1 Quesadilla Bomb: 2 seconds  Level 2 Quesadilla Bomb: 3.or (Hold. or Guacamole Leg Throw Damage Light 120 . There are not too many uses for this move because of the high risk and low reward. EX Version: This starts up at the same speed and has the same recovery on block as the regular versions. use this as a surprise attack. and do not forget this refers to a real clock. El Fuerte tends to fly back quite a distance making it such a surprise that some people might have trouble punishing it. then release) Quesadilla Bomb Damage Level 1 50 Level 2 100 Level 3 150 EX 200 Properties Hold down a Kick button for a certain amount of time and release it. Don't ever use the Level 1 version. El Fuerte will do a dashing chest slam and knock the opponent down(except for the Level 1). The best use for it is as a surprise attack if your opponent keeps trying to aggressively approach you. Each version starts up in the exact same amount of time and has the exact same high risk on block. the more powerful the attack becomes. Regrettably. not the in-game one. but it does more damage.

The damage it offers is great for Fuerte and it also places the opponent in an untechable knockdown situation which is the ideal situation you want to take advantage of.Medium 130 Hard 140 EX 180 Properties El Fuerte's anti-air grab attack similar to Alex's Air Knee Smash from Third Strike. Ultimately El Fuerte's best anti-air move. Super and Ultra Moves Super — El Fuerte Dynamite Damage Super 330 Properties This Super starts up really fast. making it a good punishing attack if you have fast reactions. All versions of the move have startup invincibility but cannot reliably travel through projectiles. The Light version starts up the fastest and travels at the shallowest arc while having the least startup invincibility. from either Far or Close Standing Hard Kick. but travels the least distance. The Light version is good for building meter full-screen against an opponent due to how quickly it recovers on the ground. Hard is the opposite. . and if you want to use this Super as a reversal you should always use the Light version. It also has a lot less recovery than the normal versions. EX Version: This attack has a massive amount of invincibility frames that cover the entire startup of the move and some of the recovery. It's not difficult at all to combo into this move. though it does have the same startup as the Hard Guacamole Leg Throw. The Hard version is the opposite. The Light version starts up the fastest. the invincible frames of this move do not overlap the active frames meaning that it's hard to use this as an anti-air against opponents who like to throw out high-priority limbs while jumping. It has a nice amount of startup invincibility and as long as Fuerte makes contact with the opponent they will always be knocked down. with Medium right in the middle. Regrettably.

You won't be able to punish people jumping away from you with Ultra Spark because of the short range. Ultra 2 — El Fuerte Ultra Spark Damage Ultra 2 500 Properties El Fuerte crouches down and goes for a sliding grab with his legs. so don't expect to get a Super every time. Like Ultra 1. If you time it correctly El Fuerte should land on their shoulders during their jump recovery. Rufus).El Fuerte has some interesting hit confirms into his Super. This is an unblockable command grab and the startup is extremely fast. This is extremely important to remember because jumping away from El Fuerte's mixups is a popular tactic. A popular tactic is to do an EX Habanero Run through a projectile. Ultra 1 — El Fuerte Flying Giga Buster Damage Ultra 1 470 Properties A command grab Ultra that will only grab grounded opponents. activate Sudden Stop and then fire up Ultra 2 to punish the projectile thrower's recovery. it sets up a free knockdown situation for you. you can punish people who recklessly jump at you with Ultra Spark. The best use of this Ultra is to punish people who jump recklessly towards or away from you. so choose your Ultras carefully. Be sure to check the frame data to see how many moves you can punish with Ultra Spark. . You can also punish projectiles since this Ultra has complete projectile invincibility (though it has short range). This Ultra has a lot of startup invincibility. It is possible to control El Fuerte's initial jump path with the joystick and because of the range you can cover it is quite simple to punish projectile throwers. Sometimes there are matchups where EX meter comes into play for El Fuerte though (EX Guacamole vs. and there's a high probability you will build enough EX meter should the momentum of the match be in your favor. meaning that El Fuerte will be able to sail straight through jumping attacks. After the Ultra animation is complete.

Combos Important Note: Not every possible combo is listed here. Dash Sudden Stop 3 Hits 261 damage See the description of the RSF Infinite below. Dash Sudden Stop Link Habanero F. There are many variations to these as well. Habanero F. Dash Sudden Stop Link Habanero F. swap out the Hard Guacamole Throw for an EX to really lay on damage. If you want. Link Hard El Fuerte Dynamite 10 Hits 394 Damage . Dash Calamari Slide 2 Hits 190 damage A close-range punish combo that leads to an untechable knockdown. Habanero F. Hard Guacamole Leg Throw 2 Hits 220 Damage The starting move must be a Close Standing Hard Kick. you'll find the most common and helpful combos that you should know. Instead.

The standing Hard Kick has to be done from a distance. Dash Gordita Sobat El Fuerte Dynamite 11 Hits 489 Damage Outside of the RSF infinite this is definitely the most damage El Fuerte can do at once. Link El Fuerte Dynamite 10 Hits 344 Damage There are not too many characters that can combo from an overhead in Super Street Fighter 4. to link into the standing Light Kick correctly you must wait until El Fuerte hits the ground. Also. Also this combo is much easier when the opponent is crouching. Link Link Link . Jump Habanero F.

If you use it right next to a knocked down opponent. Doing a couple of Light Punches and then deliberately stopping is a good way to catch those mashing reversals. The second stage is an overhead attack that must be blocked high. you can link into certain normals for combos. (Close) Close Standing Hard Kick This move launches the opponent into the air. If you catch an airborne opponent with the first stage of this move. Good for disrupting the back charges of charge characters. Check the Combos section for some minor details. Notable Normal Moves and Unique Attacks Shower Kick This is an overhead attack that allows you to link into your Super.Link 5 Hits 147 Damage El Fuerte is not a very combo-centric character (excluding his infinite combo) but this is a good choice for a combo since it is entirely composed of links. (Far) Far Standing Hard Kick This belly flop attack has two stages where it can hit the opponent. From this move you can combo into a Guacamole Leg Throw anywhere on the screen or your Super in the corner. you'll cross up their "corpse" and end up on the other side. This move is really good for interrupting attacks at mid range. Manual Calamari Slide . then you will juggle them into the air where you can either follow up with the Hard version of El Fuerte Dynamite or the Light version of Guacamole Leg Throw. Anti-Air: Crouching Hard Punch This is El Fuerte's only anti-air normal attack. and it only works on people that are almost directly above him. see the third combo in the Combos section. If you're not proficient at El Fuerte's infinite. It also recovers very quickly. smaller hitbox meant to hit crouching opponents. The initial stage of the move has a very wide hitbox that can hit standing opponents. and the next stage has a lower. If you land the "second stage" of the hitbox.

and it's a really good one because of how hard it is for the opponent to tell which way to block. You can also use this to escape the corner if the opposing character does not have good aerial counter options. then run up with the Habanero Dash's Calamari Slide or Gordita Sobat to punish. This is the main jumping normal attack you will want to be using. Be very careful using this move. You must use this move to force the opponent to respect your low-hitting option. but it has loads of active frames that can catch backdashes much more proficiently than the Habanero Dash Calamari Slide. El Fuerte Mixups and Strategy El Fuerte operates heavily off of the knockdown. or (Near Wall) Wall Jump If you are near a wall. How you get the first knockdown is important and how much damage you take before you get it is important in determining whether or not you win or lose. or (Near Wall) Flying Tostada Press This Tostada Press is exactly the same as the one from the Habanero Forwards and Backwards Dash. press in the opposite direction to jump off of it. Try to bait attacks by holding back after doing a wall jump. Because of this. Jumping Hard Punch This is El Fuerte's crossup attack. and you can also control where you land with the joystick. but it's a good sneak attack since most people would expect an attack from a wall jump to be a move that has to be blocked high. Not only is it safe on block at long range. this sets up an untechable knockdown situation for Fuerte. but air throws in SSF4 have great utility value. or (Near Wall) Flying Fajita Buster The Fajita Buster is exactly the same as the one from the Habanero Forward Dash. . You can use all your regular jumping normals after you leap off of a wall. you'll want to have an extremely good understanding of all of the reversal options that your opponents have so that you can avoid them or bait them properly. Air Throw The range on this air throw is average. Just like a grounded throw. El Fuerte's wall jump is a little better than most characters in that he actually gains forward momentum from it.This move is one of El Fuerte's best knockdown attacks. but since you jump off the wall the opponent can see it coming from a mile away and can also easily punish you. Easy examples for using this air throw include catching Honda's Headbutts or Dictator's EX Devil's Reverse on wakeup. It can only grab standing opponents.

If they backdash repeatedly. Fierce Infinite El Fuerte's infinite is very simple on paper. Repeating this sequence is possible because El Fuerte's Habanero Forward Dash makes up for the knockback that such a heavy attack usually causes. If they jump neutrally. and being proficient at doing at least two repetitions of this infinite is one of the requirements to becoming an above-average El Fuerte player. so they usually end the infinite with a Calamari Slide for the knockdown. Stop. Keep eliminating the opponent's options and keep the momentum going. thus removing the recovery frames on the Punch. keep in mind that damage scaling in Super Street Fighter 4 cuts down on damage and stun severely after about four or five repetitions of this infinite. You then stop the dash using Sudden Stop and go straight into another Hard Punch. or a Sudden Stop and throw reset. Good El Fuerte players know this. While at first glance this looks way too good and abusable. If they jump torwards you run backwards and grab them with a Tortilla.You'll want to carefully study your opponent's wakeup habits before you commit to something too heavily. you can tag them with a Tostada Press. If you've sufficiently scared your opponent into reacting on wakeup then the match has turned in your favor and you can apply slightly riskier setups for more damage. a Tortilla Propeller reset. • Moves and Strategies • Frame Data • Hit Boxes • Character Overview . The notation for the infinite looks like so. The idea is to take a close standing Hard Punch and cancel it into a Habanero Forward Dash. Run. El Fuerte does not have good options for big damage outside of his Ultras. do a Calamari Slide to catch them. but a little difficult in execution.

+ Incredible range on his Focus Attack. The best way to think of Evil Ryu as a character is Ryu with Akuma elements.No meterless combos to untechable knockdown. Evil Ryu has great reversal options with his Shoryuken.NOTE: This guide is incomplete. Evil Ryu is a character with a lot of powerful options at many ranges. . He has a great approach game with his Hop Kick and Axe Kick along with an overhead to punish defensive players. Characters with strong anti-fireball tactics also give Evil Ryu a rough time since it's such an important portion of his defensive game. Ken and Akuma. + Has great kara cancels into throw and Focus Attack.Short backdash.Teleport is extremely useless. + Has no problem comboing into either Ultra. hurting his defensive strength. Evil Ryu has a low stamina and stun rating though (same as Akuma) so you have to play him very carefully.Slow low pokes. • Weaknesses • . . + Anti-air Shoryuken. . Special Moves or Fireball (Hadouken) Damage Light 60 Medium 60 Hard 60 EX 100 . . Just like Ryu. He also has a fantastic zoning game with his quick-recovery fireballs and a good damage game. especially in the corner. leaving few defensive openings. The power of Evil Ryu lies in his Axe Kick and that move is what separates him from the other two characters.Low stamina and stun. + Has amazing fireball startup and recovery. His teleport move is poor. • Strengths • + Powerful combos along with high stun.

but the recovery is quick.  Tacking on damage to a Shoryuken FADC combo. but the real use for this is to perform an FADC combo into Evil Ryu's Ultra 2. while the Hard version is a three-hit fireball attack that recovers the slowest. There's no reason to use this fireball unless you are trying to chip KO someone on their wakeup. The short recovery makes it much easier to anti-air jumping opponents if you have spaced your fireballs correctly. or Red Fireball (Shakunetsu Hadouken) Damage Light 50 Medium 70 Hard 99 EX 141 Properties Evil Ryu's red fireball is a complete copy of Akuma's red fireball. The startup is average.  Chipping opponents as they stand up. You'll rarely want to use these unless you are:  Trying to win a long-range fireball war against characters like Sagat and Ken. The Light version travels the slowest. . a blocked fireball is safer than normal. allowing you to apply safe pressure outside of the range of your Axe Kick.Properties This is a really great fireball and you'll want to be using it in blockstrings or a mid-range zoning battle. Don't throw these out anywhere but long range. EX Version: This version hits twice but does not knock down. Because of the startup and recovery of this move. EX Version: The EX Red fireball is a three-hit projectile with the Light version's recovery. it's really easy to jump over on reaction. The Light version does one hit and recovers the fastest. It's okay for extra damage. Because of the faster recovery. Hard the fastest.

as it allows you to juggle into a Shoryuken for extra damage. The aerial version of the Hurricane Kick can cross up. There is not much use for the Aerial EX Hurricane Kick unless you are trying to avoid a ground trap of some sort. It also goes through fireballs while Evil Ryu is flying across the ground.or Tatsumaki Zankuukyaku (Hurricane Kick) Damage Light 70 Medium 120 Hard 160 EX 160 Properties Evil Ryu's Hurricane Kick is similar to Akuma's in that it juggles the opponent for multiple hits in either the air or on the ground. Evil Ryu cannot do anything after a Hurricane Kick crossup since it knocks the opponent far away similar to Ryu's Hurricane Kick. The Light version drops at the steepest angle so it's the best version to use. It's a great combo ender and can lead to both Ultra 1 and Ultra 2 in the corner. and then he descends. or Shoryuken (Dragon Punch) Damage Light 100 Medium 100+30 Hard 90+60 . EX Version: This has Evil Ryu spin in place for a multi-hitting attack. In the air. this stops Evil Ryu's jumping momentum completely while he hovers in the air. but this version of the Hurricane Kick cannot strike a crouching opponent that is blocking. Whether the Hurricane Kick is safe on block is currently unknown. The Light version is the most important. You can combo into this Hurricane Kick pretty easily and it knocks the opponent down.

It's tough to punish this move though because Evil Ryu pushes the opponent so far away.EX 80+60+50 Properties A great anti-air special move. The Light version of this move comes out the fastest but is the most unsafe on block. On hit it leaves both opponents at even frames and places you right in the opponent's face. The Medium version is a lot safer on block while starting up a little slower than the Light version. The Medium and the Hard version hit twice and work well in juggles. EX Version: This version of the Shoryuken has a massive hitbox that can intercept quite a lot of attacks. or Axe Kick Damage Light 100 Medium 80 Hard 140 EX 160 Properties Evil Ryu swings his forward leg up and brings it down for a powerful strike. Evil Ryu also takes a huge step forward when performing this uppercut. It hits three times which gives a lot of time to FADC. If you land the Light Shoryuken on an aerial opponent or if you trade hits with the Light Shoryuken while anti-airing you can combo into Ultra 1 easily. The regular versions of this move do not hit overhead despite their appearance. just like Sagat. but whether or not this move has invincibility is unknown. and only the Hard version knocks down. The Hard Shoryuken has the most invincibility so it's the most reliable for antiairing. which gives you the opening to land your Raging Demon. This adds big damage to Evil Ryu's combos and is definitely the choice version to use. and if you manage to land it you can combo out of it anywhere on the screen. .

Forward DP: Almost full-screen towards the opponent. The range on this Super is very good but it has no startup invincibility.  Kicks. EX Version: This attack is an overhead and it also knocks down while being just as fast as the Medium version. The best way to use this version is to punish opponents who are mashing throw techs. meaning that if the opponent does not jump before the flash of the Super's activation they will always get grabbed as long as they are in range.  Punches. Super and Ultra Moves Super — Raging Demon Damage Super 350 Properties The Super Raging Demon is actually called a zero-frame grab. or or Teleport (Ashura Senkuu) Evil Ryu's teleport is good for escaping mixups if you have your back to open space. The only one that really has any use is the second in the list.The Hard Axe Kick can't be comboed into. Reverse DP: Half-screen away from the opponent. .  Kicks. making it impossible to use as an anti-air. travels slowly and can be punished by almost every member of the cast if they can see it coming. The list below details each version. A popular tactic is crouching Medium Kick canceled into EX Axe Kick. but in any other scenario it's not a good idea to use it. Backwards DP: Almost full-screen away from the opponent. since it's a long-range low poke into a long-range overhead attack. Forward DP: Half-screen towards the opponent. but the recovery window is massive.:  Punches. Simply cancel into this move from a crouching Light Punch to counter-hit throw tech attempts. It might be tempting to abuse this move because the startup is fully invincible. but if it makes contact with the opponent it knocks them down. Do not teleport if your back is to the wall. It has slow startup. Use this in blockstrings to force the opponent to respect your high and low options.

(Hold to charge) Ultra 1 — Messatsu Gohadou Damage Ultra 1 341 /403 / 431 A fireball Ultra that is incredibly easy to combo into. Ultra 2 — Messatsu Goshoryu Damage Ultra 2 501 This Ultra acts as an anti-air for Evil Ryu. Remember that since it starts up in zero frames.  Jumping Medium Punch air juggle  Shoryuken FADC  Light Shoryuken (grounded)  Light Shoryuken anti-air  Light Shoryuken trade  EX Hurricane Kick (corner) You can charge up this Ultra by holding down the punch buttons. along with intentionally whiffing a Hop Kick. there's no way for the opponent to counter it with any move after the flash of the activation. and it's also easy to combo into. The longer you charge it. The different ways to combo into this Ultra are listed below. Here is a list of potential Ultra 1 scenarios. If you charge it the entire way and you land it at point blank range.  Jumping Medium Punch air juggle . Unfortunately. the more damage it does. you will get hit out of the Raging Demon. it's a simple task to bait people into jumping towards you so that you can hit them with this. and it starts up quickly enough to punish jumps on reaction. If they do an invincible move before the flash. it does even more damage with an extra cinematic thrown in. the only real way to land a fully charged Ultra 1 is after a Focus Attack crumple. Due to how fast Evil Ryu's normal fireball recovers. It does low damage for an Ultra but there are so many situations where you can land it that it acts as a nice damage boost to a lot of combos. This Ultra has invincibility during the first upward swing of Evil Ryu's dragon punch.There are several easy setups for this grab Super. Empty jumping is popular.

juggle with Hard Shoryuken . Hard Punch Hadouken 2 Hits Damage 120 A basic pressure and combo string. and it is not safe as a poke. Use it to close the distance. Shoryuken FADC  EX Hurricane Kick (corner)  EX Hadouken FADC (full cinematic) The only way to land the full head-crushing cinematic of Messatsu Goshoryu is to make sure that the first hit lands. Target Combos Target Combo The use of this target combo is unknown. Evil Ryu will merely juggle the opponent three times for a simple Ultra combo. this Ultra does deal quite a significant amount of damage. just the ones that are noteworthy. It's not special cancelable. Combos NOTE: Not every potential combo has been listed. Even in a non-cinematic state. Light Hurricane Kick. If it doesn't. Link EX Hurricane Kick 8 Hits Damage 220 Another good link combo that does nice damage.

canceling it into a fireball actually places Evil Ryu closer to the opponent than before. Because Evil Ryu throws his body downward and forward to use this move. Notable Normal Moves Crouching Medium Kick This move has a crazy amount of range and it hits low. Medium Axe Kick Link Light Hurricane Kick. juggle Hard Shoryuken 6 Hits Damage 367 The Evil Ryu Combo. It's also special cancelable. The damage is great and since the combo ends with a Shoryuken you can FADC it to tack on an Ultra at the end.4 Hits Damage 280 Meterless punish combo that is easy to do. Hop Kick (Senbukyaku) . This is important for getting into Axe Kick range. EX Hadouken Link Ultra 2 17 Hits Damage 516 This will combo into the full Ultra cinematic. Light Shoryuken juggle Ultra 2 10 Hits Damage 344 A standard combo into Ultra. It's tough to do outside of the corner though.

Evil Ryu Strategies This section will be expanded on later in time. Canceling the Hop Kick into the Raging Demon is a great move to close the gap and get some damage. Also. Overhead Chop (Zugai Hasatsu) A double-hitting overhead attack. and during this time he can leap over low attacks completely. For now. Manual Dive Kick (Tenma Kuujinkyaku) [Air Only] A quick dive kick that can change your aerial trajectory. but it's harder to combo from. so you'll want to space this move very carefully. Jumping Light Kick is a more ambiguous crossup. though. both of these moves will still work.It's only safe on block at the farthest possible range.Evil Ryu takes a slow hop towards the opponent. The only way to combo from this move is to strike the opponent at ankle height. • Moves and Strategies • Frame Data • Hit Boxes • Costume Colors • Story • • Artwork • Character Overview . If you land too high with this move. it appears that the Axe Kick is the move that will determine Evil Ryu's competitive worth. He can still be thrown. this attack can be blocked high or low. you can be thrown easily. Use this along with your Crouching Medium Kick to mix up the opponent. just like Akuma's. Whiffing this move intentionally to approach the opponent is a popular tactic. or Jumping Medium or Light Kick Since Evil Ryu retains Ryu's crossup moves.

There are holes in his gameplay though. . He has a brutal control of game pace along with a deadly corner pressure game. • Strengths • + The ability to punish whiffed moves from a lot of ranges. + Can really lay on the damage off punishes. + Combos carry opponent to the corner quickly. .Anti-fireball EX moves are slow or inefficient. making it hard for him to force opponents to crouch block. Special Moves or Rekka Kens Damage Light 148 Medium 158 Hard 168 EX 186 Properties . . + Can perform invincible reversals without meter.Has to space his rekkas with extreme care. . His low game is also weak. .Has trouble with defensive tactics at mid range and farther. + Has incredible reach on his Focus Attack.Ultra combos are either very risky or have little utility. his armor breaking game is one of the worst in the game. meaning that you'll have to constantly force your way into the opponent's zone to get them to stop Focusing.No cancelable low attacks. + Has strong pokes to control the opponent's movement. • Weaknesses • . + A great crossup game along with an overhead.Walkspeed is slower than average. The entire focal point of Fei Long's gameplan is to force the opponent into the corner with his combos and pokes and then keep them there as long as possible. He has no long-range cancelable moves.Fei Long is a character that is based around controlling space in the air and on the ground while punishing whiffed moves. forcing him to get very close to the opponent for knockdowns and damage. Lastly.

as the recovery on block is quite massive even if spaced well.Fei Long's lunging Rekka Kens are the core part of his offense as they all knock down and carry the opponent to the corner. Don't try to poke with these. Don't whiff any Rekkas if you can help it. This move can negate fireballs using the flames on Fei's arms. If you are comboing with Rekkas. The whiff recovery of Rekka Kens is really long. It also has the range of the Medium Rekka Ken while having the Light version's startup. never cancel into a second Rekka on a blocking opponent due to its unsafe block disadvantage. immediately start canceling the last two hits into Fierce Rekka Kens. but since you are left at a slight frame disadvantage it's hard to apply pressure with this move after it's done. you can actually switch up the strengths of the Rekka as you combo into each one. In order to make sure the Light Rekka is absolutely safe from quick punishes is to poke with the very end of Fei Long's fist. Any other distance is very risky. So if you can confirm that one Rekka has landed. Regardless of the Rekka version. You'll want to poke with the Light Rekka Ken as it is the safest on block. but it is never used for that purpose. You'll also have to cancel into a Light Rekka to get out the fastest second hit possible to beat the armored strike. It also works great to get in on characters. EX Version: The first two hits of this move are completely safe on block and are very effective as pokes. This move works great to punish moves that are outside of your Light Rekka range since it travels more distance in the same amount of frames. The Medium and Hard Rekka Kens are meant to be used either as punishers or combo enders. even if you whiff with the Light version. In order to beat out Focus Attacks with Rekkas you'll have to cancel VERY quickly on reaction to the flash of striking the Focus Attack's armor absorb. or Shienkyaku (Flame Kick) Damage Light 120 Medium 140 Hard 160 EX 200 Properties .

chances are you will not be able to hit them with the first two hits of the move. The Hard Flame Kick is a two-hit attack that does the most damage out of the regular versions. All three versions have slow startup and require a different kind of spacing in order to maximize their effectiveness. It also does more damage. The Chicken Wing has the notorious downside of flying over quite a few crouching opponents. This means that it's better to use the Medium version for FADC combos to get better damage output. so it's best to use the Medium Flame Kick as a reversal. The Medium version is the best anti-air due to having an extra frame of invulnerability. or Rekkukyaku (Chicken Wing) Damage Light 100 Medium 110 Hard 140 EX 100 Properties (First Hit) Fei Long's Chicken Wing is a deadly move.Fei Long's anti-air special move. but it's also a bit complex and requires a bit of finesse to use properly. but it's not the best anti-air version. which means that it's best to use the Hard version for point-blank punishes only. If you're in a matchup where meter management isn't that high of a priority. The reason why this is very bad is because Chicken Wing only breaks armor on the first hit. as the invincibility doesn't overlap the attacking part of the move. making it the most likely to trade. EX Version: EX Shienkyaku has an extra frame of invulnerability and is Fei Long's most damaging EX move. meaning that the opponent can . then end combos with this move for stunning amounts of damage or to lay on heavy punishes in anti-air situations. The Light version is completely useless. All the versions have startup invincibility and can be FADC'd on block. If your opponent has a very small crouching hitbox. The Hard version is the best meterless combo ender. but you can only FADC the first hit. and a very effective one. The reason for this is that there are quite a few characters that fall out of the second hit of this move.

While . the most popular being Standing Hard Punch and Standing/Crouching Light Punch. but the lack of invincibility and the slow startup mean you should use this move very sparingly. you can combo from it with quite a few moves. It won't be as damaging. It also has no invincibility of any kind and the range is around the same as a normal throw.Hawk's Typhoon. you can use this move to flip your way to the other side of the screen. Medium Chicken Wing has nice range.absorb the well-spaced last hit of the Chicken Wing and crumple you with a Focus Attack.You can combo from EX Chicken Wing just like the Hard version. or Tenshin (Flip Grab) Properties Fei Long's Tenshin is the slowest standing command grab in the game. if you can correctly guess when the opponent will not attack as they are getting up from a knockdown. It's also completely invincible to projectiles for the entire duration of the move minus some of the recovery. If you land it. This really helps for adding to Fei's damage output. It also has no startup invincibility. but it's a great damage addition to Fei's anti-projectile game. You can use this to close the distance. which gives it great potential as a reversal from mid range. you're at frame advantage and have extra room to attack the opponent with pokes. The upside to this move though is that if it lands. Another trick to land this command grab is to cancel into it from a normal move. The Light version is unsafe on block though. Still. EX Version: This starts up just as slowly as the Hard verison. and if you land too close to the opponent you can be thrown. but it travels at a lower arc making it harder to crouch under. you can use this move to really lay on the hurt. Use the Light Chicken Wing to attack those Focus Attacking at close range and try to space it so you land outside of throw range. and it's safe on block except against grappling moves like T. The EX Chicken Wing also has a huge amount of startup invincibility while traveling farther than the Hard version. but the slight frame disadvantage on block means that it's hard to pressure your opponent if they block this. The Hard Chicken Wing has the slowest startup and the farthest flying arc. If you're getting pressured with weak crossups. The Light and Medium versions have startup invincibility and are fast enough to pressure the opponent with without too much fear of retaliation. Landing Tenshin gives you enough frame advantage to combo a Standing Hard or Medium Punch which leads to some big combos. making it hard to set up. It's seven times slower than Zangief's SPD and almost three times slower than Abel's Tornado Throw.

Ultra 1 — Rekkashingeki Damage Ultra 1 495 Fei Long's flashy Ultra 1 has a lot of uses. The startup time on each version is exactly the same. Because of the addition to its range. you'll always want to be using the Hard Rekkashinken whenever possible. but it's also weak in a lot of areas. you can cancel into this move from a Crouching Light Punch on a cornered opponent giving the opponent very little time to react before they are grabbed. This Super does NOT break armor. It has very slow startup. Don't forget that Fei Long's Standing Light Punch whiffs on roughly half the cast when they are crouching. It's a fairly basic Super. Because of this. meaning that it's not a good answer to Focus Attacks. It's best to use Chicken Wings to try to break through Focus Armor. The damage on Rekkashinken is higher than average. one that is easy to hit confirm into and has the ability to travel through projectiles. Tenshin starts up so slowly that you can cancel into it from a Standing Light Punch to cover some of the startup and allow you to land the move. making it hard to use in punishing situations or as a counter. EX Version: EX Tenshin has slightly faster startup and a LOT more range than the regular Tenshin. This technique is very hard to counter from the opponent if you do it from the right range. . Super and Ultra Moves Super — Rekkashinken Damage Super 370 Fei Long does a series of five Rekka punches in a row. and since Rekkashinken starts up so quickly it's possible to punish the recovery of certain blocked moves like Akuma's sweep. so you can really lay on some damage in combos with this move. It has startup invincibility.most command grabs won't work if you do this. The button pressed determines the distance Fei Long travels between punches. but there's not enough of it to go through fireballs reliably. The same techniques that you use to land the regular Tenshin also apply to this EX move. Definitely worth spending meter on if you are fighting a defensive opponent.

you can use it to defend yourself against common approaches against things such as dive kicks and jump-ins if you have fast enough reactions. Instead. . Yang. For example. Just like Fei Long's Super. It will also counter reversals that normally break armor but do not have the armor-breaking property. the opponent's choices are very limited when it comes to jump-ins or crossups. Ultra 2 — Gekirinken Damage Ultra 2 470 Fei Long's Counter Ultra has quite a lot of utility value. Rufus's EX Messiah Kick when used as a reversal will usually break armor but this Ultra will still counter it. it's better to try to use the Rekka series or the Chicken Wing to break armor instead of relying on your Super or Ultra. When you have this Ultra stocked. Ambiguous dive kicks are also rendered worthless. Combos Important note: Not every possible combo is listed here. This limits approaches and forces the opponent to attempt empty jumps. Once again. Where this Ultra really shines is when you have been knocked down. this Ultra does not break armor.This Ultra works well in juggles though. it's not possible to safe-jump it. you'll find the most common and helpful combos that you should know. It will counter everything except moves that break armor. You can also juggle with this Ultra after a Chicken Wing air combo. Hard Rekka Kens 4 Hits 250 Damage This is the ideal punish combo if your opponent messes up in front of you midscreen. A Flame Kick FADC combo into this Ultra nets reasonable damage. Since Gekirinken has 0-frame startup. It will carry them to the corner. the best time to pick this Ultra is against characters that have strong games on your wakeup such as Yun. and Ken. There are many variations to these as well. but this gets you a pathetic damage addition and should probably only be used in a do-or-die situation. In other words. If you have this Ultra stocked and are getting up from a hard knockdown.

If you standing Light Punch whiffs on crouching characters be wary. but it's one of your few options if you're dealing with a character that can avoid your standing Light Punch. Link Hard Rekka Kens 7 Hits 168 Damage This combo is Fei Long's bread and butter combo. but if you do you can finish with this very damaging meterless combo. try to cancel into a Light Rekka to reduce the risk to yourself. If you're not confident in your links. .Link Hard Rekka Ken 6 Hits 164 Damage Crouching Light Kick to crouching Light Punch is a one-frame link. Hard Chicken Wing Link Hard Rekka Kens 7 Hits 366 Damage It's hard to land the comboable Chicken Wing.

Tenshin Link Hard Rekkashinken 6 Hits 450 Damage Tenshin gives you a lot of combo options afterwards. Comboing the opponent into an untechable knockdown is a great choice. Hard Chicken Wing Link . This is a very powerful option if you have Super stocked.Link 2 Hits 170 Damage There's enough frame advantage after a close standing Medium Punch hits to do almost anything. Jump EX Flame Kick 5 Hits 360 Damage This takes off a huge chunk of the opponent's health bar off a jump-in. Medium Flame Kick Dash Forwards. juggle Ultra 1 4 Hits 368 Damage A very efficient and damaging combo off of an FADC'd Flame Kick. You can also follow up with a Hard Chicken Wing instead of Ultra (if you don't have Ultra meter).

Hawk cannot have this comboed normally into them from hit confirms like a jumping Hard Kick. Both the Far and Close versions of this move function well as anti-airs. Fei Long also ducks very low when using this move. Notable Normal Moves and Unique Attacks Chokkarakusho (Hop Kick) This is Fei Long's overhead attack. Still. it's worthwhile to know who this works on because you can land a Standing Medium Punch from a Focus Attack punish or Tenshin. this doesn't cover the hole in Fei Long's armor breaking game well. so you'll have to space it a bit more carefully. It doesn't hit low. Cammy. It's quick. Zangief and T. Standing Hard Kick This is Fei Long's best anti-air normal from the ground. Crouching Hard Punch This move has great range and should be used to control space.Medium Flame Kick juggle Hard Chicken Wing 6 Hits 473 Damage This is a brutal combo that only works on eight characters while standing: Zangief. Juri. Jumping Medium Kick Fei Long's crossup doesn't have as much range as others. It allows him easy links into his Crouching Light Punch or his Crouching Hard Kick. Rose. Just an overall great move. It's still possible to break through Focus Attacks with it. The space between the two hits is wide enough that Fei Long can be crumpled with a Focus Attack before the second hit lands.Hawk. it's just unlikely. It is a very good move and should be used against obvious jump-ins. Regrettably. this attack does quite a lot of damage for a command normal(150) and it's safe to use as a poke. Makoto. Standing Medium Punch This normal is one of Fei Long's best. Jumping Medium Punch . It's very important that you use it to force opponents to stop blocking all your attacks low. allowing him to dodge high moves. and Sagat. but it's great at punishing whiffed normal moves from mid range. so don't forget you have it. Still. T. can hop over low attacks after a certain period of time and can only be punish with a throw if you land too close to the opponent. Dudley. Chun-Li. Engekishu (Double Kick) Fei Long takes a small step forward and does two kicks.

Try to buffer Flame Kicks while you are poking with normal moves to prevent a jumping surprise attack. forcing your opponent to make risky decisions by not giving them time to contemplate their next move. Fei Long General Strategy Fei Long can be played in a lot of styles. you have to use your overhead. When attacking with Fei Long. Character Notes • • Costume Colors • Story • Artwork • Character Overview Gen is a character that excels in the normal move category. • Moves and Strategies • Frame Data • Hit Boxes • Vs. Gen's weaknesses lie in the fact that he depends on EX to get his only good reversal.The best jump-in to use if you're coming down on top of an opponent. Gen also has a very good punish game along with a superb crossup game. You can play a footsies game with careful spacing and whiff punishing with the occasional surprise attack or you can go on an offensive run. This forces the opponent to constantly switch between standing and crouching block. It is also imperative that you control the airspace above you. use your crouching Light Punch canceled into Light Rekka to stop their advance. Because of the usefulness of his moveset. Equipped with some of the best normal moves in the game. If the opponent is trying to force their way into your space. throwing off their defense. Don't poke too recklessly with your other moves. He also has to constantly switch stances tenuously in order to bring out the full potential of the character. It will beat out other anti-airs and can also double as a fake crossup. Crouching Medium Punch is a fast poke that forces oppponents to respect your space as well. Just keep trying to push the opponent's back to the wall as much as possible. Gen's stance-based moveset also equips him with two Supers and two sets of Ultras. His stamina is below average and he doesn't have a fast mixup game on the . Gen can switch between two stances to get the best library of moves available to him..

. desperately needs FADC.Often has to jump to get a mixup going. walking in Crane stance is also much faster than walking in Mantis Stance.Low damage meterless combo game. Mantis stance has good long range pokes and has better offensive capabilities. . • Strengths • + Incredible crossup game.Low stamina and stun. even while blocking and attacking. with a better crossup and a really long range overhead attack. Special Moves or Stance Change (Mantis or Crane) The Crane and Mantis stances of Gen are the core of his gameplay. When Gen starts the game. his damage output without the use of meter is below average. . + Great jumping normals along with a useful jump arc. • Weaknesses • . it does not drop Gen's guard in any way. . + Great throw range along with kara throws. Lastly. Even if the stance changing animation is visible. Crane's mixup game is stronger than Mantis's. + Can walk quickly. + Quick backdash. .Very weak reversal game. Keep this in mind before you attack. + Super long range overhead.No short-range combos into untechable unknockdown. You can only access two special moves and one Super/Ultra per stance. he is always in Mantis stance. + Best pokes have great range. + Ultra Combos cover great distance and space. or (Piano Rapidly) Hyakurenko (Hands) [Mantis Stance Only] Damage Light 80 . regardless of stance.ground. Switching stances while performing combos or doing spacing battles is important in order to keep up pressure or to hold off the opponent. .Hard to combo into Ultras. Lastly.Must constantly change stances to maintain effective gameplay. You can switch stances at any time.

Whiffing this move is one of Gen's few ways to build meter. the startup invincibility for each Gekiro is extremely limited. this move looks like a useful anti-air for Gen. EX Version: EX Hands has Gen take the largest step forward while chipping which makes followup combos a bit easier. and if you land any of them deep enough you can link into other moves.SNK and Quakefingers. Canceling into this attack from a long range move such as Mantis Crouching or Standing Medium Kick is a great way to build meter and put on some pressure. though this is extraordinarily difficult. If you're having trouble with piano inputs. or then (5-6x) Gekiro (Up Kicks) [Mantis Stance Only] Damage Light 141 Medium 152 Hard 167 EX 167 Properties On appearance. you'll want to rely only on the Hard or EX version to get damage. making it likely that the move will lose or trade with a jump-in. the lack of invincibility . but don't forget that this move inflicts a rather small amount of damage at any range other than point blank. All versions of this move are safe on block. However. check out these tutorials by Mr. It's also functional in FADC combos since the frame advantage of this move is large on hit. It also helps for landing more hits of the move.Medium 125 Hard 125 EX 163 Properties When it comes to this hand-chopping move. When it comes to using this as a reversal.

Don't try applying the EX version in combos unless you need the extra range. For the Hard Gekiro. block recovery and whiff recovery but the Light version has the largest initial hitbox.also comes into play. Timing the hits of Gekiro once the juggling starts is pretty difficult once the opponent is in the air. performing the initial hit then pausing until the opponent is in front of you before continuing tends to be the best method. Forcing the opponent to stand using your Mantis Standing Hard Punch allows you to combo into any version of the Gekiro and if you get the timing down. though it is not safe on block. Once the opponent falls in front of you you can just mash out the rest of the hits for guaranteed damage. This move isn't safe against really fast moves like Supers or grappling moves. Because of this. Gen's only cancelable normals in Crane Stance are his standing Light Punch and his crouching Medium Punch. or Jyasen (Roll Attack) [Crane Stance Only] Damage Light 100 Medium 125 Hard 150 EX 160 Properties Gen's rolling attack functions solely as a combo ender or as a safe way to apply chip damage. Try out the best timing for yourself in training mode because many reports have said that different timings will work. but it's safe . Since this move has no invincibility it can't be used to dodge or avoid anything other than a high attack. It also strikes crouching characters. Crouching Medium Punch is really your only cancelable option to use this move to get into close range. you can land a nice amount of damage in a combo. You can apply this move well in combos though. not to mention that the Light Gekiro is the only version that can hit crouching characters. EX Version: The EX version of this move has a lot more invincibility than the regular Gekiros making it a very reliable anti-air. All versions have the same startup. making it good as a reversal. Another added bonus of this move is that you don't have to time the button presses after you've knocked the opponent into the air.

He also doesn't gain any meter from this feint. You do gain meter for whiffing in this fashion though. If you let your joystick go to neutral after jumping to the wall. opening you up to more punishes. then Gen will do a much fartherranged dive kick. However. This is a little less safe on block than the earlier dive kick. if you angle the kick into the opponent's ankles. but it's rarely used due to the unlikeliness of having a back charge while close to the opponent. The button pressed determines how high Gen jumps on the wall before he drops for an attack. EX Version: EX Roll Attack is completely invulnerable to projectiles for the first two rolling parts of the attack. There's not really any use for this other than trying to bait an attack. making them too slow to punish projectile throwers reliably. but it's hard to hit the opponent with. Gen will stop his wall dive and drop to the ground. This is also probably the best option to use to both pressure and build the most meter in an offensive situation. Gen will do a short-range dive kick. It also breaks armor and travels across the screen at a reasonably fast speed. but once you get the hanging down this becomes a very important move. If you choose to hold back after activating Gekiro. Gen's Wall Dive is an overhead attack that must be blocked high. It's a damaging combo option. but Gen falls so slowly to the ground that it's hard to punish anything. Wall Dive) [Crane Stance Only] Damage Light 100 Medium 100 Hard 100 EX 100 Properties Gen's wall dive attack is a bit tricky to manipulate.nearly all the time. the wall kick is much more safe. or then or or or or If then or or Oga (Wall Jump. If you hold your joystick forward after reaching the wall. This is safe on block(except against fast moves like grappling attacks). The startup and block recovery are exactly the same as the normal versions though. .

but it's hard to land this move on someone familiar with it. EX Version: Spending EX on this move only impacts the startup. Crane Super — Jyakoha Damage C Super 320 Properties: None . This Super starts up pretty quickly. After the Super is compete. Try to mask the charge time for this move using Hyakurenko or Jyasen. making it a good punishing attack. He has no strike invincibility though and since this move takes so long to get to a hitting state it's best not to try to use this as a reversal. When Gen turns and jumps toward the wall. Super and Ultra Moves Mantis Super — Zan'ei Damage M Super 300 Properties: Gen poses and slides across the ground for a multi-hit attack that juggles the opponent. attacks and throws. he is completely invulnerable to projectiles and cannot be thrown. knockdown attacks such as Gekiro and Mantis Sweep. including a few of his Ultras. The angled drop kicks are hard to hit opponents with unless they're trying to chase you in the air. but travels the least amount of distance. both of his Supers. All dive kicks juggle the opponent right in front of Gen where he can follow up with a multitude of moves. The drop-down dive kick is the best one because it's extremely difficult to anti-air and it has the potential to cross up if the opponent doesn't move from his position.Holding up after you reach the ceiling lets you perform one of three drop kicks from the ceiling. The reward is high. The Light version has the most invincibility. The startup of this Super is completely invulnerable to projectiles. If you want to punish projectile throwers you'll have to activate it when the projectile is right in front of you at mid range. so be careful. These dive kicks are unsafe on block to the point where Light Attacks and throws can connect. you can juggle the opponent with Gekiro or with an Ultra combo.

this Ultra is much slower. it's best to try to save up for a Zan'ei hit confirm instead. Mantis Ultra 2 — Shitenketsu Damage M Ultra 2 443 . It's possible to combo into this from some juggles such as the Crane Crouching Light Kick. It can only strike people in the air though. For starters. There's a couple of ways to combo into it such as any version of the Oga Wall Dive and the Crane Crouching Light Kick. Unless you really need the extra damage or you need to punish an aerial opponent. this Ultra is a bit slow.The startup of this Super is completely invulnerable to attacks and throws. but there's two negative quality differences. Crane Ultra 1 — Ryukoha Damage C Ultra 1 398 Properties: None Once again. It also has far less invulnerability. while only being able to attack airborne opponents. Regrettably. Also. It has a very large hitbox and is completely invulnerable on startup. so you'll have initiate it quickly if you want to use it as an anti-air. All the juggles that work to land Mantis Ultra 1 also work to land this Ultra. Mantis Ultra 1 — Zetsuei Damage M Ultra 1 405 Properties This Ultra is exactly the same as Gen's super Zan'ei. unlike Mantis Ultra 1 the Crane Jumping Hard Kicks can juggle into this move. this Ultra is almost exactly the same as Gen's Super 2. These two factors really hamper its utility value.

it's not easy to combo into this Ultra. The purpose of this target combo is to either provide a link from crouching throw techs or to extend an FADC combo at close range. There is a difficult link from EX Hyakurenko. Most Gen players like to jump backwards and see if the opponent does a reckless attack to try and follow them. but most players try to land this move after a Zan'ei juggle. There are many variations to these as well. and if he strikes on the first active frame then he pokes you full of Focus damage. The Crouching Medium Kick is special and super cancelable. Instead. this Target Combo can only be done in Mantis stance. you will have to be very confident in your mixup Crane Ultra 2 — Teiga Damage C Ultra 2 428 Properties This is a dive kick Ultra that is designed to punish fireball throwers or reckless ground moves. .Properties Gen performs a Hyakurenko. though it's unlikely. Target Combo 2 Another special cancelable Target Combo. but as an upside you can activate it in any direction you jump. since this Ultra doesn't deal guaranteed damage. There's no way to combo into it. Like before. so it is possible for it to get beaten by normal attacks. This has the potential to be a grave threat to the opponent since it forces them to make a decision after this Ultra knocks them down. and then they activate this Ultra. Regrettably. Target Combos Target Combo 1 This target combo only works in Mantis stance. It's easy to link into the initial standing Hard Punch(which forces the opponent to stand) Combos Important Note: Not every possible combo is listed here. This is a bit of a gamble though and doesn't quite work as well as the anti-air Crane Ultra 1. you'll find the most common and helpful combos that you should know. and this one is more reliable and damaging in combos. Teiga is only invincible to projectiles only. Also.

Mantis EX Hyakurenko 12 Hits 197 Damage Because Gen's crouching Medium Kick(Mantis) moves him far forward. . Use this to your advantage in combos at any range.Mantis Link Mantis Target Combo 2 Hard Gekiro 10 Hits 200 damage A close range link combo. Mantis Link Mantis Hyakurenko 5 Hits 160 damage Gen's standing Medium Punch(Mantis) offers a lot of frame advantage on hit. you can get a lot of damage out of EX Hyakurenko. Jump Crane Crane EX Rolling Attack 8 Hits 318 Damage Crane jump-in combo.

Another added bonus of this move is that you can use it to kara your regular throw. juggle Mantis Ultra 1 20 Hits 647 Damage The comeback combo. Notable Normal Moves and Unique Attacks Mantis Standing Medium Kick Gen's best mid range poke in Mantis stance. it's special cancelable. Simply . Jump Crane juggle Crane Ultra 1 4 Hits 429 Damage You can only link your Crane Super and Ultras after a Crane jumping Hard Kick. Crane Zan'ei juggle Gekiro 15 Hits 442 Damage You must switch stances to Mantis after the first move. Also.Jump Crane Link Crane juggle Mantis Crouching Hard Kick 3 Hits 168 Damage Easy crossup combo. Mantis Zan'ei.

Just a really great move. Also does above average damage for a normal attack. The Crane version in particular is very ambiguous and hard to block. both Supers. If your opponent doesn't fall for frame traps. Gen has great frame traps with his Mantis Standing Hard or Medium Punch. Mantis Crouching Hard Kick and so forth. Even if your jumping attack is blocked. . Gen's jumping Medium Kick can cross up the opponent. Mantis Standing Hard Punch This move forces the opponent to stand. Crane Standing Medium Punch Gen's overhead has slightly slow startup. Because of his special jump arc. but the range is absolutely incredible and it hits twice. simply start your throw setups using your kara throws. Crane Crouching Hard Kick Gen's best anti-air normal. Mantis Crouching Hard Kick This sweep has great range. Gen General Strategy To play Gen effectively it's important that you always try to defend your airspace. the only way to hit confirm into this move is after a jump-in attack. The overhead in Crane Stance along with the standing Medium Kick in Mantis Stance are just incredibly good at keeping the opponent off guard while respecting your options. Crane Crouching Light Kick This move launches the opponent. Crane or Mantis Jumping Medium Kick Regardless of the stance you are in. The reason for this is because Gen excels extremely well if he can keep the opponent on the ground as much as possible. Standing Hard Punch hits twice and is more reliable in offense-based maneuvers. but they do incredible damage for normal moves. Gen's crossup game is one of the best. Use it for punishes. allowing combos into Hard Gekiro. Only the first hit is cancelable. you can juggle into either Ultra 1.press the button almost at the same time as your throw inputs and it should noticeably increase your throw range. or Crane Standing or Crouching Hard Punch Both of these moves are slow. Unfortunately. and afterwards you can combo into pretty much anything. If you react quickly enough to this move landing. The unusually long jump arc with such a short height also helps in punishing fireball throwers.

. letting him switch up between offense and defense. All of his reversals are extremely sub-par.Fireball has slow startup. + Great range on his Focus Attack. + Corner pressure is really brutal.Has very few reliable ground normals for poking. Gouken also has no good link combos from Light Attacks and has to rely on the opponent to make major mistakes in order to land his big damage. . • Strengths • + Can really lay on the hurt when he gets a hit confirm. + A fast forward dash. Gouken has some real problems with defense though. Most of Gouken's combos end with the opponent being flung far away where Gouken can begin his two-sided zoning game. forcing him to take very risky guesses on wakeup. + Untechable knockdowns are the name of his game. His fireball is great at zoning players out and forcing opponents to engage him. • Weaknesses • .• Moves and Strategies • Frame Data • Hit Boxes • Costume Colors • Story • • Artwork • Character Overview Guide by Nyoronoru Gouken is a hard hitting zoning char with powerful resets and great damage in his combos. + Has an incredibly good reset game. .Really bad backdash. Gouken can also switch to attack mode quickly with his Demon Flip to catch the opponent off guard. + Can set up a real maze with his fireballs. so it's hard to use at mid range.

Because of this.Only safe approach options are very slow. and the Hard version to catch people jumping at you recklessly. Because they take up so much space and they juggle just like the regular fireballs. Gohadoukens give Gouken a lot of frame advantage if they are blocked.. The recovery on all the fireballs is pretty short. Be wary if you are fighting a character with good anti-projectile attacks. All of Gouken's fireballs juggle the opponent. you can set up some really brutal corner pressure.No link combos into knockdowns from Light Attacks. because the . including your Ultra (if you are in the corner). The frame advantage also helps for allowing the opponent less time to react to your Demon Flip. so as long as the opponent doesn't react before the fireball has left Gouken's hand you should be able to defend yourself. . it's generally unwise to do so as the startup is so incredibly long. EX Version: EX Gohadouken throws out the Light and Medium versions that are very difficult to avoid. locking the opponent down with crouching Hard Punch. far standing Hard Kick and a fireball barrage. You'll want to be using the Light version and Medium version to pressure opponents at mid screen and farther. Just like any other fireball in the game. Gohadouken can be used in FADC combos to add on some extra damage or to get a hard knockdown in your combo. Special Moves or Fireball (Gohadouken) Damage All Versions 55 Charged 110 EX 120 Charged EX 120 Properties Gouken's projectiles have the same startup and recovery regardless of the version used. they're ideal for chipping an opponent close to KO or to get a powerful juggle combo that turns the tides in your favor. Also while all of the Gohadoukens can be charged by holding the button down. so you can follow up with a variety of moves. The most common juggles off antiair fireballs is the Hard Senkugoshoha or the Demon Flip Sweep attack.

You can combo into this just as easily as the Medium version. as a long range attack and punishing fireballs. The juggles from this move are extremely powerful in the corner. so it's possible to get interrupted at the end of the move. This invincibility doesn't cover the attacking portion of the move where Gouken sticks out his palm.recovery of the EX version is longer than the recovery of the regular version making it more likely for you to be punished with such tactics. all other versions can be heavily punished! The Light Running Palm is a meter-building tool for Gouken. due to the ability of . you can dash forward and perform a variety of moves such as EX Hurricane Kick or your Sweep. EX Version: EX Senkugoshoha is a two-hit attack that only launches on the second hit. Keep this in mind for combos. The Medium and Hard versions have invincibility after the brief pose at the beginning of the move. throws and projectiles. If you want to land a Running Palm from an anti-air fireball juggle. all that really matters is how far the opponent is when the fireball hits. If you land this move midscreen. The Medium version will connect easily from both crouching and standing Hard Punch at any range whereas the Hard version will only combo from from those at very close range. then this move will offer the knockdown you need. Only the Light Running Palm is safe on block. but you are unsure if you have enough time to land a more damaging punish. both for combos. If the opponent has made a mistake in front of you. or Running Palm (Senkugoshoha) Damage Light 90 Medium 130 Hard 140 EX 150 Properties This rushing Palm attack from Gouken has a variety of uses. It's also the fastest one which allows him easy combos off faster hit confirms such as close standing Medium Kick. allowing them to bypass attacks. You can also just follow up with the Hard Palm as an easy damage increase. It's still good if you can predict a fireball coming though.

making it hard to catch opponents who pressure you with Light Attacks. Light 100 A. although . The Light version starts up the fastest. Medium 110 A. This especially applies in the corner or after an EX Senkugoshoha. Hard 120 A. The only problem is that it's a very slow reversal. It also allows you more reset opportunities with your normal attacks. but it can be used as an anti-air due to its good hitbox.Gohadoukens to juggle afterwards. If you catch an opponent with it. allowing you to use it as a reversal. Still. comboing after a jumping Medium Punch or to try and escape the corner. The only version of this attack you need is the Hard version to escape corners and to add damage. EX Version: EX Tatsumaki Gorasen is completely invincible on startup. you can FADC the first hit and land Ultra 1. If you have really fast reactions. Because of the invincibility of the move. its use in this regard is very risky. or Hurricane Kick (Tatsumaki Gorasen) Damage Light 120 Medium 155 Hard 185 EX 200 A. so it's best to just stick with one of your jumping normals. you can FADC the Hurricane Kick and juggle into Ultra 1. The aerial Hurricane Kick has several uses. so most players use the move to add on damage in juggles. EX 200 Properties Gouken's grounded Hurricane Kick does not have any startup invincibility of any kind. It's a bit too slow to be used in air-to-air counters. it is very possible to use as an anti-air. All of the Hurricane Kicks can be FADCed on the first hit.

or Demon Flip (Hyakki Shuu) Damage Slide Kick 100 Dive Kick 80 Throw 150 Properties Gouken's Demon Flip is one of the very few ways he can approach the opponent safely. but it all depends on the juggle mechanics of the anti-air being parried. Still. you can bait anti-airs by traveling the right distance and punish when you land. but since it takes so long for Gouken to flip to the opponent's location it's quite possible to get intercepted by a jump back attack. Since the button depressed determines how far Gouken flips.  Punch: Pressing this will cause Gouken to perform an aerial parry attack that can absorb a single hit. This counter motion can be broken by armor breaking attacks so be mindful of certain matchups. It's max range of distance traveled doesn't go any farther than the Hard version. After Gouken begins his descent. despite it being an aerial attack. The dive kick itself is tough to counter and the ground recovery is short.it's a bit slow compared to other invincible anti-airs in the game. The aerial EX Hurricane Kick can have its travel path altered by holding the joystick forward or backwards. this move is the go-to move when you reset the opponent during a combo string. you have several options. There is also more ground recovery on whiff than any other move. This attack can also be blocked low.  Kick: Gouken's dive kick is active until it reaches the ground (and it's safe on block) and regardless of how high the dive kick is when it starts. so don't bother trying to use it to escape corners. so apply it in juggle combos. . It's damaging and sets up a great knockdown situation for you. It's possible to go through some multi-hit moves. This move is also really damaging.  Throw: The demon flip throw has to be spaced very carefully in order for it to land. you should be able to combo into either a standing Hard Punch or a standing Medium Kick easily if the Dive Kick lands.

but it auto-tracks towards wherever the opponent is standing. eliminating the guessing game. Nothing: Pressing nothing will have Gouken perform an unsafe slide kick. After Gouken gets struck. This one of Gouken's reversal options. go for a low counter to lay on the hurt. but it's a nice reversal if you can't predict the opponent's next attack direction. If you absorb an attack with this move. This is probably Gouken's best reversal. There's no real use for this unless you're comboing after a juggle in some way (such as an anti-air fireball juggle) EX Version: This move has a humongous amount of startup invincibility. It also travels through the air much faster. EX Version: EX Kongoshin can counter a move regardless of where it strikes Gouken. Super and Ultra Moves Super — Forbidden Shoryuken . but the problem is that it takes so long for Gouken to get to a state where he can attack that this can be easily countered. Medium counters mids and Hard counters high attacks. Poke the opponent carefully and if they are attempting to tech a throw. It doesn't do more damage than the regular version though. The punch button determines which tiype of attack the counter can intercept. he has complete invulnerability until the counter ends. EX Demon Flip has the same startup as the regular Demon Flip. but it's not worth it unless the opponent is in close proximity with his own projectile (like Akuma and his air fireballs). covering the startup flip and some of the travel path. or Counter (Kongoshin) Damage Counter 150 EX 150 Properties Gouken's counter will work on any move that is not a throw or armor breaking. One of the best uses for this move is to punish crouch techs. you can use this counter against projectiles. It's still good if you see an obvious attack coming though such as a crossup for example. but it's quite easy to punish and guessing which way the opponent will attack can often get you killed. you'll get "grey damage" just like with a Focus Attack. Also. Light counters lows.

It's not hard to combo into. It has good potential as an anti air because it is completely invincible on startup. Combos into Ultra include:  Air fireball (corner only)  EX air fireball (corner only)  Throw (backwards)  EX Senkugoshoha. but Gouken's EX moves are far better than anything this Super could offer. It's not hard at all to combo into this Ultra once you have the right amounts of EX but it doesn't really have any use outside of juggles. but the slow speed really hinders it. so it's not good for punishes. The damage of ths Super is good. so you should always try to combo into the former. The full cinematic does more damage than the non-cinematic variation though. but if you don't connect the initial punch of the move the damage is lessened considerably (such as during juggles).Damage Super 345 Properties This Super has really slow startup. Ultra 1 — Shin Shoryuken Damage Ultra 1 503 Properties Shin Shoryuken is a very damaging Ultra that has two variations. large chars only)  EX Senkugoshoha FADC dash forward  Tatsumaki FADC (must be very fast)  EX Tatsumaki FADC (see above)  Forward jumping medium punch (must catch opponent high. pathetic damage) . dash forward (non-cinematic.

Ultra 2 — Denjin Hadouken Damage Ultra 2 255-495 Properties Unlike its Third Strike counterpart. It gains some unique properties though in exchange which make it a viable Ultra depending on your playstyle. Naturally. Instead. so it's hard to use as an anti-air unless you can anticipate a jump. For example. It's difficult to take advantage of the wallbounce unless your opponent's back is to the wall. the fireball now wallbounces the opponent allowing followups. There are many variations to these as well. While the game won't allow a full stun if someone is blocking. You can charge the Ultra by holding down the Kick buttons. and the stun-based mixup game is poor compared to guaranteed damage. This is one of two Ultras in the game that actively inflict stun on the opponent. Another unique property of the Ultra is that it can add stun to a blocking opponent. you'll find the most common and helpful combos that you should know. The worst qualities of this Ultra are that it doesn't inflict as much damage as Shin Shoryuken. it's too slow to be used as a counter or punish (you can be thrown out of the startup too). Keep in mind that the stun inflicted on a blocking opponent is scaled by 50% compared to a non-blocking one. and the longer you charge the more damage and stun you will do.This Ultra has slow startup just like the Super. the longer you charge the move the harder it is to land from combos. Link 5 Hits 116 damage Gouken's chain combo from light attacks. . Denjin Hadouken is a blockable Ultra. it can set them up for an easy stun afterwards especially if their stun limit is close to being reached. Combos Important Note: Not every possible combo is listed here.

juggle Hard Senkugoshoha 4 Hits 362 Damage The best punish combo with a single bar of EX. Link Medium Senkugoshoha 3 Hits 249 Damage A slightly more damaging meterless combo. Light Gohadouken Medium Senkugoshoha . juggle into Tatsumaki Gorasen 6 Hits 186 Damage Easy damage off the back throw if you don't have Ultra. Light Senkugoshoha 2 Hits 160 Damage A very quick and easy punish combo.Hard Senkugoshoha 2 Hits 240 damage Meterless punish combo. Back Throw. EX Senkugoshoha.

EX Senkugoshoha. Notable Normal Moves Standing Hard Kick Gouken's best mid range poke. then EX Hurricane Kick 12 Hits 434 Damage Basic corner combo.4 Hits 310 Damage Simple and effective FADC combo. juggle Hard Fireball. making it a good long range punish option. whereas crouching Medium Kick is for those who jump in front of you. EX Senkugoshoha. Anti-airs: Crouching Hard Punch and Crouching Medium Kick Gouken's crouching Hard Punch is for opponents that are almost directly above you. If you get the non-cinematic version it does 100 less damage. then EX Hurricane Kick 12 Hits 434 Damage Basic corner combo. Also does 60% stun on most characters. juggle Ultra 2 9 Hits 429 Damage No charge on Ultra 2 required. juggle Hard Fireball. Can also be used as a kara throw starter. EX Senkugoshoha. Overhead (Sakotsukudaki) . EX Senkugoshoha juggle Ultra 1 7 Hits 617 Damage Hit confirm to Ultra 1. Crouching Hard Kick Gouken's sweep is very fast.

or Jumping Medium or Light Kick Both of these attacks can crossup for Gouken. the fireball is a great tool to chip opponents at long range and force them to come to him instead. then your Demon Flip Dive Kick is really your only option to get in and start the frame traps. so use it for approaches instead. try to feint your approach with empty jumps and fireballs. Comboing from the Light Kick is really tough unless it's done deep but you might be able to tick into a throw instead. Choose whichever is best for the situation. Throw (Backwards) Gouken's backwards throw launches the opponent. into a cancelable normal and so forth. The range is pretty good. your Super. so it's not hard at all to win fireball wars. The payout for Gouken's tricks is very big but it's difficult to capitalize on a defensive opponent. . Because of that. all of your damage will come solely from forcing your opponent to flinch or make the wrong decisions. Medium Kick is much more reliable and can be done much more "deep" than the Light Kick. Since Gouken also has so much trouble getting in on a lot of characters. Gouken's fireballs have slower than average startup but good recovery. You can also perform them during juggles such as after EX Senkugoshoha in the corner.An overhead attack that has slow startup but is fast once it gets going. It is extremely difficult to combo from this move. It's faster than your Demon Flip Dive Kick so it's harder to react against. Tenma Kuujinkyaku (Manual Dive Kick) [Air Only] Performing this motion at the peak of Gouken's forward jump will cause him to change trajectories and do a dive kick attack. You're going to want to be looking for damage resets and ambiguous crossups as much as possible because these set up the best situations for Gouken. or Jumping Hard Kick or Neutral Jump Hard Punch Both of these moves slam the opponent into the ground if they make contact in air-to-air situations. You can land a large amount of attacks when the opponent descends behind you. Don't make it easy for your opponent to counter your Dive Kick. Gouken General Strategy Gouken doesn't have any combos from his light attacks that lead into anything important. If you're not close to the opponent. These options include juggling into both of your Ultras.

His jump has a short arc.Without meter has to commit extremely heavily to wakeup defense .Slow backdash and terrible crossup game. Guile has a number of issues though. + An air throw. Special Moves or Sonic Boom . making it difficult to shove the opponent back into his preferred zone. Despite having only two special moves. + A fast overhead attack. Keeping pressure off of yourself and chipping the opponent down slowly while giving them few offensive recourses is the best way to play Guile. + Strong defense with normals. + Can move quickly with fast walkspeed and special Kicks. + Solid anti-air game. .• Moves and Strategies • Frame Data • Hit Boxes • Costume Colors • Story • • Artwork • Character Overview Guile is a character that is designed solely for a zoning playstyle.Doesn't have good combo options outside of jump-ins. he has a large amount of useful normals that function very well defensively.Has a real rough time escaping corners. making it very difficult for him to escape corners. He also has no long range cancelable normal move. • Strengths • + Has the fastest recovery in the game projectile-wise. • Weaknesses • . Guile also has poor damage options and unreliable Ultra combos. . .Longest-ranged cancelable move has short range.

The most popular use for this move is for showing off in corner combos or for long range punishes. To charge quickly. When and how you throw the Sonic Boom should be dependent entirely on your positioning so that you can prepare an anti-air for any situation should the opponent try to jump over the Boom. which gives him even more time to reposition himself defensively. but you'll want to be varying up the speeds at different distances to keep opponents on their toes. which is remarkably effective against Focus Attacks or armored moves since the two hits are very fast in succession. Sonic booms offer enough frame advantage on hit to lead into big combos. or Flash Kick Damage Far 80 .Damage Light 50 Medium 50 Hard 50 EX 100 Properties Guile's classic Sonic Boom projectile is the heart of his defense. that it's great for long range punishes against attacks such as Blanka's Beast Roll. You need good knowledge of all the matchups in the game so you can be prepared for potential jumping attacks and jumping angles. but the travel speed is way faster. You must throw these out whenever possible to use them as long range pokes. So fast. The recovery on each normal Sonic Boom is insanely fast and the button pressed only determines the speed the Boom travels. Guile is always at frame advantage if a Sonic Boom is blocked at close range. you'll want to throw your joystick into the back or down-back position immediately after throwing a Sonic Boom in order to maximize your charge time so you can throw out a barrage of Booms. In the corner. You can also use it as a sudden surprise attack mid screen. The Light Sonic Boom is the most popular as it's the hardest to avoid. EX Version: This double-hitting Sonic Boom has slower startup and much worse recovery than the regular Sonic Boom.

The Light Flash Kick has the most invulnerability out of all the normal Flash Kicks. EX Flash Kick doesn't really do anything Light Flash Kick can't do. You can FADC this move to make it safe so it is at the very least not a do-or-die special move once you have meter. Use this as a surefire anti-air. and should be an incentive for you to rely on normal anti-airs. The Medium version's invincibility doesn't overlap the attacking portion of the move. It has the best hitbox from the Hard version and the same invulnerability as the Light version. though you have to be extremely careful when you use it because it has a full half-second of ground recovery. The Hard Flash Kick has a really good hitbox in front of the move. but you don't want to use it in an FADC combo because the first hit of the move is not as damaging as the regular Flash Kicks. This makes it the best anti-air and reversal. Be careful of how close you are to the opponent before you use this attack. The bad recovery of this move cannot be emphasized enough.Light 100 Medium 120 Hard 130 EX 180 Properties Guile's Flash Kick is his only reversal and a solid anti-air. but that's only after it becomes active. you cannot FADC and it does less damage. This version of the Flash Kick also does the most damage. As a final note. Super and Ultra Moves Super — Double Flash Damage Super 360 Properties . If you hit the opponent with the later portion of the move. EX Version: EX Flash Kick has all the best qualities from the regular Flash Kicks. When it comes to reversals. and neither does the Hard version. the Flash Kick should really be used very specifically in application either to break armor or get pressure off of you.

Try to make sure your Ultra 2 is fully charged before you use it. Ultra 1 — Flash Explosion Damage Ultra 1 300-510 Properties: None Guile's Flash Explosion is almost exactly the same as Double Flash. if you use it as an antiair and not a reversal against a grounded opponent.Guile's super has a huge amount of startup invincibility and is only slightly slower than the Flash Kick special move. Secondly. this Ultra does not break armor. Other than that though. The invincibility and hitbox of the move are good enough to act as an anti-air if your reaction is fast enough. You can also use it during fireball wars to take the lead since the range is much greater than it appears. It's sort of an extra bonus for using all your meter since Guile's Ultras are not that spectacular. with Flash Explosion doing a lot more damage. but be wary of anti-projectile moves. Ultra 2 — Sonic Hurricane Damage Ultra 2 300 Properties: None Guile's multi-hit Sonic Hurricane has several interesting uses. This makes it a really damaging anti-air counter. One upside to this Super is that landing this Super outside of the corner leads to free juggles into Flash Explosion or Sonic Hurricane. Other than that there's no really good use for this Ultra. You can try to use it as an anti-air to get a damage trade in your favor. otherwise you will get very bad damage output from it. but the motion for the Super and the amount of meter it takes to use is a real problem. Another option is to chip an opponent as they are standing up. First. this Ultra's low damage and the brief period of vulnerability before the Hurricane comes out really hampers its uses. except for two different properties. especially with the usefulness of Flash Kick FADC. the damage is lessened considerably. Target Combos .

and the second must be blocked high. Instead. Link 4 Hits 146 damage Guile's best combo without a charge. Link Hard Flash Kick 4 Hits 172 Damage The link from crouching Light Punch to crouching Medium Punch is a difficult one-frame link. Feel free to add or subtract jabs in this combo. the initial hit must be locked low. you'll find the most common and helpful combos that you should know. There are many variations to these as well. Combos Important Note: Not every possible combo is listed here. If you're on the attack with Guile then this can be very helpful. .Target Combo A very useful target combo for Guile. Jump Link Guile High Kick juggle Hard Flash Kick 3 Hits 314 Damage This combo is best used at post stun.

If the opponent is Focusing through your Sonic Booms. You should try to position yourself with Sonic Booms so that opponents will land on this attack if they jump over.Jump Link EX Flash Kick 4 Hits 314 Damage Another jump-in combo. It's an altogether very useful move and starts up reasonably fast. Notable Normal Moves and Unique Attacks or Standing or Crouching Hard Punch Standing Hard Punch is a move used as a poke and as a mid-range anti-air attack. Link 4 Hits 112 Damage Guile's crouch tech combo option. The Crouching Hard Punch is Guile's most reliable anti-air against people jumping on top of him. Spinning Back Knuckle Guile's best ranged normal. . The Hard Punch must be done closely to the opponent. EX Sonic Boom 3 Hits 220 Damage A punish if you only have a back charge. but it tends to lose to dominating jump-ins. Use this to shove opponents backward. throw this out to stop them.

If it lands. or Knee Bazooka One of Guile's best moves because it allows him to move forward to reposition himself while charging! You can also use this attack to tick into a throw. There should be a planned response to every avenue that a person uses to avoid your Sonic Boom. you should try to force the opponent to react to your Sonic Boom in the ways that you want and force your way forward instead. Flash Kick FADC into Shades of Glory is a combo all players should aspire to complete. Jumping Light Kick Guile's crossup attack. This move is also completely invulnerable to projectiles. you can link into some of your other normals. though this is very hard to do. or or Air Throw Guile's air throw is one of the best in the game due to its range. Guile General Strategy Guile's gameplan is focused around keeping the opponent in a particular zone while keeping himself out of the corner at all times. or Reverse Spin Kick This move will only come out if you are close to the opponent.Straight Chop Guile's overhead is fast and has great range. This will help you avoid chip damage while charging your next Sonic Boom. Rather. or Rolling Sobat Guile takes a little hop kick backwards. Can only anti-air extremely obvious jump-ins. Guile High Kick A slow anti-air from Guile that is mostly used in post-stun combos. This will beat out the opponent in a lot of air to air situations and it can be a great counter to a lot of aerial special moves. Must be positioned very carefully and landed deep in order to combo from it. acting as a good tech trap. It also sets up a knockdown situation for you depending on which way you decide to throw the opponent. . This does not mean backing up continuously. It's also completely invulnerable to low attacks. This move can hop right over low attacks. but it can still be thrown. If you tend to go on the offensive with Guile then this is a great tool. Shades of Glory This attack speaks for itself. but you'll only want to jump over fast ones.

Really poor backdash. + Can capitalize off of everything in the corner. • Strengths • + Has a very good okizeme against other characters. making it tough to beat defensive characters. + Really good bait tactics with Elbow Drop and Run->Stop. Guy can be played flexibly. His only good reversal requires EX and can never be made safe. hurting his throw and approach game. + Nice pressure with long reaching normals at mid range. • Moves and Strategies • Frame Data • Hit Boxes • Costume Colors • • Bio and Story • Artwork • Character Overview Guy is a quick mixup character with ambiguous crossups.Offensive tactics are all risky. His floaty jump also hinders his approach as it is very easy to anti-air with normals. but the best style to use is simple calculated rushdown. • Weaknesses • . and many baiting maneuvers. this is just one example of how important it is to space correctly. an overhead. + Can punish a lot of moves with the Run option. . Guy's walkspeed is also below average. Using the Spinning Back Knuckle is not just important for damage. . Guy's problems are when he needs to get pressure off of him.Has a real rough time with short crouching characters. If you anti-air with crouching Hard Punch do not forget this sets the opponent right in front of you. Lastly.The two things you should note above all else are the pushback of your moves and the jump arc of your opponent. but to force the opponent out with pushback. . He also has a good punish game with his slide and Shoulder attacks.

they will be thrown for a large amount of damage. Generally you'll want to use this move for only three reasons.Slower than average walkspeed.. and this is very important for baiting moves. The second is to get an easy approach against characters without good anti-airs. . you will always get a late Elbow Drop instead. It also sets up the next knockdown situation for you. If the opponent is either standing or jumping near you when you press the Punch button. The button pressed determines the distance you travel. it's not possible to combo out of the elbow drop unless done very deep. The first is to bait anti-airs with long recovery and then punish.No low cancelable game. . EX Version: EX Izuna's only difference from the regular versions is that it auto-tracks to the opponent's location. This is sometimes very dangerous because there are a lot of characters that can duck under the move. and even then the link is risky. It also moves a little slower through the air. which is a surprising quality for an EX move. Deliberately stopping short of the opponent with the Elbow Drop or flying over their heads on wakeup are two effective bait techniques. Special Moves then or then Bushin Izuna Otoshi (Flip Grab or Elbow Drop) Damage Light 180 Medium 180 Hard 180 EX 180 Properties Guy's Izuna has a number of uses for either closing the distance or attacking the opponent. but the Elbow Drop option has almost no ground recovery so it's easier to stage an offense. The third reason is to attempt a mid-combo reset on opponents who like to stand-block through hitstrings. The recovery of this move is huge if you choose not to press a Punch button and decide to land. Also. If the opponent is crouching.

All regular versions of the Hozanto can pass through fireballs on startup. but you can FADC it into Ultra 1 in the corner just like all the other moves. Only the Light version is safe on block. but you have to be incredibly fast. In order to effectively go through fireballs. The Medium and Hard version are slow but damaging. you're going to have to wait until the fireball is almost right in front of you before executing the move. or Bushin Senpukyaku (Hurricane Kick) Damage Light 120 Medium 150 Hard 160 EX 170 . the pushback can make the move hard to punish. It does not have any invincibility to projectiles. EX Version: EX Hozanto's only use is in juggles. While the Medium and Hard versions are not as safe. and it's the only one that can be comboed into. How quickly you want to be able to go through the fireball is entirely up to the version chosen. The Light version is the fastest. This move can lead to Ultra 1 after an FADC in the corner. though Guy has better combo enders outside the corner.or Hozanto (Shoulder Slam) Damage Light 80 Medium 130 Hard 160 EX 120 Properties Guy's Shoulder Slam has an interesting set of uses. It's easy to use after your Target Combo 1.

. but the risk in using this move is massive as you can never make it safe in any way. or then Run Command Damage Slide Kick 110 Shadow Kick 170 Properties Guy's Run Command is great for catching up to the opponent after throws or a completed Target Combo 1. Another option for this version is to apply it in juggles just like the Hard Bushin Senpukyaku. Make sure you get all four hits. It's also functional in mid-combo resets or as a combo ender. Cannot strike grounded characters. with each version having its own unique property. EX Version: EX Bushin Senpukyaku is Guy's best reversal and anti-air on the ground. then it is extremely hard to punish Guy and it puts him into throw or crouching Light Kick range.  Medium: Complete projectile and lower-body invincibility on startup. However. Guy has a noticeable amount of recovery at the end of this.Properties Guy's Hurricane Kicks have a variety of uses. Follow carefully on the bulleted list below. The other versions have their defined uses.  Hard: Only lower-body invincibility on startup. You have three options once the Run starts. Not only is it the most damaging. The Hard version is best for juggles in the corner following your Target Combo 1 or Light Shoulder Slam in the corner. this move will always be a very risky reversal option that should only be used if you are absolutely sure the opponent is going to attack.  Light: Complete throw and lower-body invincibility on startup. if you cancel into Run from a blockstring such as Target Combo 2 and immediately Stop. but it features a ton of invincibility to all attacks.  Light Kick (Stop): Pressing this will stop the Run. Regrettably.

This attack is unsafe on block. but it can really help for countering anti-air special moves. For those around Guy's waist level. It also does slightly less damage. but you have to predict the opponent's next fireball for it to work well. use the Medium version. This throw is really damaging. .  Hard Kick (Overhead): Guy flips over for an overhead attack during the run. EX Version: This version of the move has complete invincibility on startup. Guy cannot slide under projectiles with this move. You can instant-air this move from the ground. Given the amount of time it takes before Guy can strike the opponent with one of his Run options. but it's possible to space it correctly so that it's hard to punish. they get hit twice for big damage. it starts up in the same amount of time as a throw on the ground. Try to activate it as early as possible so that you get pushed away out of the opponent's range. This is really effective if you're trying to get through projectiles. Medium Kick (Slide): This move is extraordinarily unsafe on block. The only difference in the versions is where you want to grab the opponent. If the opponent is crouching. EX Version: EX Run has two-hit Super Armor. allowing you to slip past air-to-air attacks. but the input almost requires a pre-emptive strategy that involves your opponent jumping out of your offense. Unfortunately. but the Izuna is not invincible in any way so it can't be used as an anti-air without getting stuffed nearly all the time. allowing you to cruise through two attacks before striking the opponent. Despite this. they'll only get hit once. For those above Guy's shoulders. or Kaizen Izuna Otoshi (Air Izuna Drop) Damage Regular 180 EX 170 Properties Guy's air throw is a bit different in that it requires a special move command rather than the throw buttons. but it's possible to make it safe using FADC. this is not a good wakeup move. The best place for this move is a combo ender as it acts as an untechable knockdown for Guy. It also functions as Guy's best longrange punish move. use the Hard version. For opponents around Guy's ankles use the Light version. but if they get hit standing.

but it whiffs on crouching characters. You can use it as an anti-air if you like due its invulnerability. Guy has a couple of straightforward methods for comboing into his Ultra but there's no way to juggle into Guy's Ultra 1 outside of the corner. the invincibility doesn't really help with the fact that you have to successfully predict a jump. This also applies to its instant anti-air use from the ground. and it's easy to land from a Shoulder Slam super cancel or a Target Combo 1 juggle in the corner If you need to gain a significant life lead then there shouldn't be a problem using Bushin Hasoken. This Super is pretty damaging. rather than react to it. Ultra 1 — Bushin Goraisenpujin Damage Ultra 1 460 Properties This is Guy's comboable Ultra that is a mimic of his Final Fight target combo.  Ninja Sickle (Air or Ground)  Light Shoulder (Timing Specific)  EX Shoulder (Timing Specific)  Light Shoulder FADC  EX Shoulder FADC . to land this move.Unfortunately. Here's a list of Guy's moves that lead to it in the corner. Super and Ultra Moves Super — Bushin Hasoken Damage Super 380 Properties This Super has complete invincibility on startup.

Bushin Muso Renge is NOT an instant-grab Ultra. none of the moves within this Target Combo are safe on block except for the standing Light Punch. you will not be able to rejuggle into Ultra 1 using EX shoulder as a followup. thus making this a guaranteed Ultra. Useful if you have your back to the wall. Ultra 2 — Bushin Muso Renge Damage Ultra 2 500 Properties Unlike a lot of Super and Ultra command grabs in the game. This TC also juggles the opponent where you can land an EX Hozanto anyhwere on screen or a Hurricane Kick/Ultra in the corner. Regrettably. This Ultra has good range. Target Combo 1 (Variation) This variation of Target Combo 1 has you throw the enemy behind you. but Guy's standing Light Punch does not strike crouching characters. they will always be able to jump away as long as they are not doing anything that would prevent them from escaping. about 10% farther than a regular throw. Also if you perform a Target Combo 1 juggle. meaning that you can't use this TC as a safe poke. because you can then reset the opponent with a normal move once they are launched behind you. Target Combo 1  Run -> Overhead Kick (aerial opponent juggle only) Juggling into Ultra 1 from the Shoulders requires strict timing. The first is to apply it in a character matchup where the character has moves that land close to you with frame disadvantage. . Target Combos Target Combo 1 Guy's first Target Combo is a damaging and useful one. This means that even if you start it up close to the opponent. and grab them with this Ultra instead because it is completely invincible on startup. The second is to bait the opponent into trying to tech a throw. This doesn't need to be stated. so don't underestimate its potential punish value. You must perform the Ultra just as they start to descend in the corner. There are a couple of strategies for landing this Ultra. but this Ultra is really damaging as well.

Also. Works on crouching characters. Target Combo 2 . Target Combo 1. Combos Important Note: For more detailed variations of these combos. Link Target Combo 2 Run -> Slide 5 Hits 182 damage Your second-most common combo. Feel free to rearrange the start of the combo with crouching Light Punches instead. It's easy to link into as well. As a reminder. where Guy excels.It's also good to use to keep the opponent in the corner. Link Target Combo 1 juggle EX Hozanto 7 Hits 244 damage Guy's most standard combo. Unlike Target Combo 1. juggle EX Hozanto 5 Hits 286 Damage Basic quick punish combo. the end of this TC is special-move cancelable. Untechable knockdown. Target Combo 1 only works on standing characters. This move does not offer an untechable knockdown as it's possible for the opponent to quick stand. Target Combo 2 This Target Combo is very useful for Guy because it does not whiff on crouching characters. visit this page. Guy's standing Medium Punch has really great range for a poke.

Meterless as well. . Safe and quick. or Close Standing Hard Kick or Crouching Hard Punch Close Standing Hard Kick is a big damage addition to Target Combo 1 if you use it as the starting move and then perform the link. if you strike with the very tip of the move. it won't knock down on hit and it's safe on block.Light Hozanto. Notable Normal Moves and Unique Attacks Far Standing Medium Kick Guy's best mid range poke. It whiffs on crouching characters though. Crouching Hard Punch allows a late link into Guy's standing Medium Punch and it doubles as a great tech trap. Also since Guy lifts his forward leg up to attack the opponent. Link Target Combo 1 juggle Hard Bushin Senpukyaku 8 Hits 329 Damage Corner-only juggle. juggle Hard Bushin Senpukyaku 6 Hits 227 Damage Corner-only juggle combo. It's also a functional anti-crossup move. but the initial portion works anywhere on screen. Bushin Slide Guy's slide sweep has a couple unique traits. and gives you enough time to do a reaction anti-air if someone jumps over it. it's harder to hit Guy's lower body when he performs this move. Link EX Hozanto 3 Hits 256 Damage Crouching Hard Punch is a great tech trap. For starters.

or Wall Jump Guy can jump off the wall with these commands. You can use it if you jump in any direction. and it will stop your trajectory and cause you to descend quickly. Elbow Drop [Air Only] Guy's elbow drop is one of his best moves. but it is also remarkably quick for its range. The same rule applies to the aerial version of this move. you can make this move incredibly ambiguous and hard to block. Also special cancelable. Opponent must land on top of your arm for the move to be successful. Due to his floaty jump. If the first hit lands. meaning that you can anti-air with this move. Crouching Medium Kick Guy's crouching Medium Kick is a great meaty attack to use on certain wakeup situations due to the active frames. Neck Breaker (Overhead) Not only does this overhead hit twice. Guy General Strategy . The best use for this move is to catch characters with backdashes using the option select shown here. or Ninja Sickle [Ground or Air] The grounded version of this move takes a while to start up. despite the appearance. but this version is really hard to land unless you predict a jump from the opponent. Jumping Medium Kick Guy's crossup move. making this move an excellent tech trap. but Guy's initial leg strike is fully invincible from the waist down. the second hit will auto-combo and launch the opponent into the air where you can juggle them with certain moves in the corner. you can cancel the trajectory of this move with an Elbow Drop. Crouching Medium Punch Guy's best anti-air. then cancel it into Run -> Stop to get close. It's safe on block and will duck under a lot of moves as well. Be sure to use this move to put the pressure on blocking opponents. but in this scenario it is also very unsafe on block. but his wall jump is kind of slow. Just like with a regular jump. Also.You cannot go under projectiles with this move. It knocks down if you land it deep on an opponent. it's much easier to combo from. since it is safe at mid range. This has even more potential as a bait technique than the Elbow Drop from Guy's Izuna Flip. Practice your timing after throws.

• Strengths • + Can really control space with normal moves. There are a lot of possibilities. Thus. This means you must stand at a range where both standing Medium Kick and crouching Medium Punch are effective as pokes and anti-airs. Hakan becomes one of the most dangerous grapple-and-poke characters in the game with a big library of normal moves. Hakan has a bunch of glaring weaknesses though. Staying within standing Medium Punch range is of the utmost importance. The next component of Guy's game is resets. has an extremely dangerous command grab range. . • Moves and Strategies • Frame Data • Hit Boxes • Costume Colors • Character Overview Guide by Nyoro Hakan is a poke and mixup character with a bunch of unique tactics to keep his offense going.Guy has a stable offense. + When oiled. Guy's crouching Medium Punch anti-air is special cancelable. It's difficult for him to escape pressure and without oil he really can't get his game going. Once he gets oiled up. but very poor defense. in order to prevent being completely overwhelmed you must be prepared to fight the opponent back into your preferred zone. so custom setups are required. He also has some of the worst penalties for bad guesses in the entire game with bad whiff recovery on almost everyhing. + Is the only character that cancel his dash(oiled) with normals. + Has a very short jump to deal with projectiles. Performing the next variation of Target Combo 1 also is a big target for normal move resets in the corner. You'll want to be tech trapping the opponent a lot using crouching Hard Punch or far standing Medium Punch during strings. so you can Run under the opponent after you reset them. otherwise you lose a lot of the effectiveness of Guy's normals. Attempting to grab people unaware by canceling into the Bushin Flip mid-combo is a popular tactic.

It also helps as a surprising offensive strategy where you can get close to the opponent with frame advantage.  Hard: 12 seconds.No crossup. so you'll only want to do it after a hard knockdown or at full screen when you are sure you can't be punished. . so this also doubles as a way to gain meter quickly. Hakan gains a lot of extra power-ups.Only has one light normal that he can chain and he needs oil to do it. . The different strengths of each button determine how long the oil stays on Hakan. Also. Special Moves or Oil Shower Properties Hakan is fully vulnerable during his Oil Up animation. making your oily state last much longer. Hakan does build meter while he pours oil on himself. This means that Hakan is the only character in the game that can combo out of a Level 1 Focus Attack. . his normals gain unique properties and his forward-moving attacks gain much more range. It is absolutely imperative that you oil up whenever possible. Once oiled. • Weaknesses • . . which you can follow below. His command grab range increases.+ Has very damaging attacks. His forwards and backwards dash also get a range increase.  Medium: 9 seconds. because Hakan is extremely limited without oil. Another bonus of being lubricated is that you can cancel your forwards or backwards (much harder) dash with normal attacks.Has a really tough time maintaining offense. because if you are interrupted then the oiled-up time period will be shorter. Be wary while oiling yourself up. The above times refer to real time. not the in-game clock. The great thing about Hakan's Oil Shower is that you can stack the oil times by repeatedly oiling up. + Great range on his Focus Attack. he lacks a lot of strengths. Hakan also gains damage increases on a lot of his moves while oiled. .Without oil.  Light: 6 seconds.Has probably the worst defense in the game.

since this grab starts up at the same time as a regular throw. EX Version: EX Oil Shower only has two unique properties. All versions of the command grab have the same range (around the range of a regular throw). or Oil Rocket Damage Light 150 Medium 160 Hard 180 EX 210 O. Also. and it's not unusual for Hakan to be able to . Medium 180 O. but it's highly unlikely due to the vulnerability of a normal move as a counter.Doing the trick described above with a backdash might help with countering an attack due to a backdash's invincible frames. you get great damage and a lot of meter (and oil) for landing this move. Still. The first is that it oils up Hakan for 15 seconds and the second is that it is completely invulnerable to projectiles while Hakan is pouring oil on himself. Light 170 O. but Hakan shoots out the opponent much closer to him if he uses the Hard version. it's perfectly possible that you can get thrown out of this move. You also have to cancel the backdash with a normal at an extremely fast speed which makes it very hard to utilize. giving you less time to oil up after the knockdown. Ticking into this grab is very difficult because you have to get within throw range safely. as EX Oil Shower has a huge vulnerability window that is as long as the Hard version. It's not a good idea to try and abuse the second property. When oiled. this command grab gains an incredible amount of range on all versions. The Light version gains the most range while oiled. but without oil it is tough to use. EX 230 Properties Hakan's 360 command grab is very damaging. Hard 200 O.

but not to throws. he actually gets a much larger grab range upon release. When Hakan is oiled. One use for this move is to apply it in mid-combo resets such as a crouching Medium Kick canceled into Oil Dive. It also gains more damage just like the rest of the oiled up Oil Rockets. or Oil Dive Damage Light 150 Medium 180 Hard 210 EX 240 O. This doesn't really help with anything though. it doesn't gain any improved range and it only rockets the opponent the same distance as the Medium. EX Version: EX Oil Rocket is completely invincible to attacks on startup.grab opponents from almost half-screen away with this move. Hard 220 O. the recovery of this move is so bad that it is a tremendously risky option. EX 250 Properties A running command grab that can only catch standing or jumping opponents. When you are oiled up. Unfortunately. However. it defeats the purpose as he is trying to catch a standing opponent. It is because of this command grab that Hakan is so dangerous while oiled. While Hakan can't be hit by low attacks once he leaps. If you hold down the kick button(s) to have Hakan run in place. The use for this move is extremely limited. not a crouching one. The Light version has the least amount of range and fastest startup. which gives you barely enough time to oil up. because it has no invulnerability and poor speed. Light 180 O. this command grab gains the same range as the Medium version. Oil Dive only gets increased range and damge. . Medium 200 O.

the speed and range of this move while traveling is increased. When oiled. Hard 150 O. but it is completely . Medium 140 O. The moment you hit the opponent you can press either a punch or kick button to get more damage or more oil. If you activate this move at the right distance so that the very end of the move is blocked by the opponent. You can FADC this move the moment it makes contact with the opponent. The kick button will always initiate Light Oil Shower regardless of the button pressed. making it easier to land long-range punishes. otherwise you can be very easily punished! Comboing into this move is another option. EX Version: EX Oil Slide travels as far as the Hard Oil Slide. This gives you an option to either get very close to the opponent for a sudden attack or just to make the Oil Slide safe on block in case you messed up the spacing.EX Version: This version has more range than the Hard version. and the Light version has the fastest startup time. or then or Oil Slide and Body Press or Oil Shower Damage Light 130 Medium 140 Hard 150 EX 160 O. Light 130 O. it cannot be retaliated against. Oiling up does not change anything but range or damage. but it's usually limited to punishes. The button pressed determines the range traveled. This requires that you know the exact distance each Oil Slide will travel. but it has no invulnerability and does not fix any of the poor qualities of the regular version. EX 160 Properties Hakan's oil slide is the core of his offense.

Guard Position Hakan crouches down and during this time he cannot be thrown. the range of this Super increases along with the damage. as you may be surprised at which moves it is able to avoid. except that it does way more damage. When oiled. One of the best features of this move is that you can cancel Oil Dive and EX Oil Shower with it.  Medium: Invulnerable to throws. the button pressed determines which kind of invulnerability you get while you run forward. Don't forget this. this move travels incredibly far. His entire upper body also becomes completely invincible. Also. Try the Guard Position out in training mode.  Hard: Invulnerable to projectiles. canceling Oil Dive into Guard Position repeatedly can build tons of meter for Hakan. you have to hold the joystick downwards to keep Hakan crouching.  Light: Invulnerable to attacks. Super 450 Properties This Super is the exact same move as Hakan's Oil Dive. because both moves are very unsafe if left alone! Also.invulnerable to projectiles. so you cannot use it as a reversal. Super and Ultra Moves Super — Flying Oil Spin Damage Super 400 O. You can use this move to dodge quite a lot of mid and high attacks along with projectiles. making the oiled EX Oil Slide one of the longest-ranged anti-projectile moves in the game. Unfortunately. Also. When oiled. this move is not considered a true "special move" by the engine. but he doesn't stay down for very long. .

When oiled. but at least it can add a little bit to Hakan's anemic combos. As long as the opponent is not jumping or performing an invincible counter of some kind before the Ultra cinematic begins. this move should always grab them. the only thing that changes is damage. Oil Combination Hold will initiate against any jump that hits Hakan or any move special or normal that is considered airborne by the game engine. Ultra 2 450 Properties The best anti-air Ultra in the game where Hakan oils himself and lies down. Ticking into this grab using the Hakan Tackle or an Oil Slide FADC is a popular tactic. this Ultra is a great counter against characters that depend heavily on an aerial game. Ultra 2 — Oil Combination Hold Damage Ultra 2 401 O. Because of this. Combos .Ultra 1 — Oil Coaster Damage Ultra 1 480 O. The startup of this Ultra is extremely fast and Hakan is fully invulnerable. Hakan does not get any range or speed changes. either from a Focus Attack (waiting until the opponent starts to fall onto the ground) or a jumping Medium Punch. The damage won't be as good. so don't be afraid to counter aerial attacks with this move. It's also possible to combo into this Ultra. and it is completely invulnerable on startup making it a great wakeup counter due to its speed. Ultra 1 530 Properties Hakan's 720 grab has great range.

Dash Forward Link Light Oil Slide. The crouching Medium Kick is a low option. Focus Attack Level 1. Instead. or Hard Oil Slide. . Jump juggle Ultra 2 9 Hits 371 Damage You must contact the opponent air-to-air with the jumping Medium Punch. Body Press 4 Hits 175 Damage You must cancel Hakan's forward dash with the crouching Light Punch in order for this combo to work.Important Note: Not every possible combo is listed here. Link Light Oil Slide. you'll find the most common and helpful combos that you should know. Body Press 3 Hits 220/230 Damage The strongest meterless punish combo that Hakan has. Body Press 4 Hits 174 damage A slightly difficult link combo. There are many variations to these as well.

The only downside is the slow startup. Standing Hard Punch This attack has tremendous range and hits twice. but it's great for getting into range for attacks. and it's special cancelable meaning you can perform option selects into Oil Slide with it. It's unsafe unless you perform it at the correct range. Link Light Oil Slide. . It can also be used as an anti-air. Body Press 3 Hits 200 Damage Same scenario as before. Hakan Smash No real use for this move other than to interrupt long range attacks on the ground.Jump juggle Hard Oil Slide. Hakan Tackle Hakan shifts himself forward very far on this move and it's safe on block as long as you don't do it at point blank range. Body Press 4 Hits 214 Damage Same scenario as before. Crouching Hard Punch This move has great range and a good hitbox. though it is likely to trade. but a meterless knockdown option. Crouching Light Punch This move will interrupt a lot of attacks. Notable Normal Moves and Unique Attacks Standing Medium Punch One of several normals for Hakan that can counter ground-based offense. but a meterless knockdown option.

When at full screen. this move can act as an anti-air because of its high hitbox. Hakan General Strategy Hakan's defense is extremely bad. Also this move is special cancelable. you should be constantly stacking oil (and meter) with Oil Showers and Oil Dives canceled into Guard Position. this attack knocks down along with the extra range. Hakan Spear This attack has good range. Because Hakan's ground offense is terrifying with oil. so don't forget you have this move. . It's the only one of his command normals that can move him without being oiled. Okay range. To counter this. Also. but Step Low is a bit better because it's harder to counter. Step Low This kick from Hakan doesn't have much range. Step Knee Hakan takes a big step forward for an ankle kick that must be blocked low. and it's great for catching people trying to jump out of your offense. but it will interrupt a LOT of attacks. especially with his really bad unoiled 360 grab range. When oiled. Hakan without oil is extremely limited in attack power. and then move in for your command throw and air throw game. allowing you to counter jump-ins by striking behind the opponent. you can constantly be a threat no matter the range. You must keep up a wall of normal moves to force the opponent to stay at a certain range. Air Throw This throw has the same startup as a ground throw. It's absolutely imperative that you recognize which anti-air attacks will work in order to keep people guessing on the ground. close to the worst in the game. adding to the option select list. This way. Air throws in general have great utility value in AE. Front Kick No real use for this move. there will be a lot of jumping attacks to try to stop you. then this is your answer. you must keep the opponent out and not get knocked down.This move is great for getting into grab range with Hakan. Oiling up with Hakan is of the utmost importance. If you're getting pestered by low moves. and it does a lot of damage for a command normal (150).

Has few "tight" blockstrings. with both backwards and forward dash being excellent.Low stamina and stun. if not the best knockdown game.• Moves and Strategies • Frame Data • Hit Boxes • Character Overview Guide by Nyoro Ibuki is a character that depends extremely heavily on knockdowns. She also has a fantastic punish moveset and a great stun game. + Amazing target combos to make jump-ins and combos more dangerous. her only fully invincible reversal requires EX meter to use. + Can really lay on the chip damage. . . Against enemies that she has trouble knocking down. + A strong dash game. forcing her to use precise meter management.A really bad reversal game. • Weaknesses • . Ibuki's weakness is that she relies solely on the knockdown vortex to gain significant damage. • Strengths • + Strong normal moves for poking and anti-airing. . Also. Notable Normal Moves and Unique Attacks Standing Medium Kick .Walk speed slower than average.Very slow overhead attacks. matchups become incredibly difficult. + Can Super Jump-Cancel a lot of her normal moves. + Has one of the best. with many different approach options that can be a nightmare against many characters. . Once the opponent's back is on the ground then Ibuki becomes a terrifying character.

It's safe if blocked at maximum range and gets you into poke distance. but there are better pokes for Ibuki. Backhand Punch This attack has good range and hits twice. Agemen Ibuki's best anti-air move. hard to interrupt. Sazan (Slide) Ibuki's best approach move. which is just as good of an anti-air and is jump-cancelable. Canceling into Light or Medium Kasumi Gake from this move is very popular. Standing Hard Kick at far range will anti-air people that jump in front of you. special cancelable. but you have to cancel on reaction to your anti-air landing. It also has a great hitbox and it leads into Target Combo 7. Buffer moves such as Tsumuji from it for the best results. Great range.Ibuki's most important poke for footsies. It can also be used as an anti-air as long as Ibuki's head is far from the jump-in. but the first hit will juggle the opponent and it's the only part of the move that is special cancelable. this overhead will slam them back into the ground. It's fast. or Crouching Hard Punch or Standing Hard Kick These are two anti-airs for Ibuki. It shares similarities to standing Medium Kick in that regard. Hammer Kick Ibuki's overhead attack is slow. It hits twice. Close Standing Hard Kick This will launch the opponent into the air where you can follow with a jumping Hard Kick to slam them back down. hard to interrupt with low moves and is special cancelable. Reverse Spin Kick One of Ibuki's longest-ranged pokes. although both are slow. Spin Kick A really good poke for Ibuki. Also if the opponent tries to jump away. so you can chase the opponent down if you make contact with the move. The Crouching Hard Punch is jump-cancelable. but if the opponent is right on top of you then close Standing Hard Kick will come out instead. Crouching Medium Punch Ibuki's best option-select normal. This means that you can harass opponents by cancelling into Tsumuji from it. Mostly used during post-anti-air juggles. but you can combo from it if it connects. .

and it's great for catching people trying to jump out of your offense or trying to counter you air-to-air. Neutral Jump Medium Kick is the best air-to-ground counter move. Jumping Medium Kick is much harder to cross up with. It will slam the opponent into the ground if it connects. Another great use is that you can cancel the Super Jump into special or Ultra moves. but if you Super Jump and then cancel that into a special move. though this move has a slightly difficult time ducking under slow projectiles. Special Moves or Kunai . This move has some really interesting uses. Bonsho Kick Ibuki hops quickly into the air with this move. it makes it so that all moves that are not special cancelable but Super Jump cancelable can now be made to be special cancelable in a roundabout manner. Jumping Hard Punch is Ibuki's best jump-in attack if you're not relying on her target combos. While this is difficult to put into practice.The next best use for this move is to avoid projectiles. though it does give the opponent more time to react to a jump. it allows you to stay on the ground and perform a chipping cancel (Tsumuji) or an approach cancel (Kasumi Gake). Another tool for Ibuki's anti-fireball game. Air Throw This throw has the same startup as a ground throw. but if you do it's extremely hard to block for the opponent. or Jumping Attacks Jumping Hard Kick is Ibuki's best air-to-air. It's a nice move to jump over low attacks though. The second hit of that move is not special cancelable. Super Jump Pressing down and up quickly in succession will initiate a super jump from Ibuki. It also does enough hitstun to easily land combos on the ground afterwards. The first is that it makes it easier to land a crossup from farther away. but the range isn't that great. or Crossup Attacks Ibuki's jumping Light Kick is her best crossup and the hardest one to block. An example of this in practice is Target Combo 10.

There are two main methods for mixing up with the kunai. so you're going to have to be very careful when you throw them. This is only really useful for chip damage or to break through armored moves chasing you such as Boxer's EX special moves. For the second method. because anti-air special and normal moves will blow through it. but there's really no use for it as Ibuki's regular jump does the job just fine when it comes to crossups and kunai throws. The second is to use the Light Kunai to mix the opponent up on wakeup. Tsujigoe Ibuki flips through the air with this special move. The kunai has two uses. For this reason only it's a really bad idea to try to use the Kunai as a jump-in attack. with the first being a low-to-the-ground instant air kunai and the second being a maximum height Light kunai. The first is to use the Hard Kunai at long range to chip opponents. It doesn't matter if you use the first technique or the second as a badly timed kunai that misses the opponent will get you killed. EX Version: EX Kunai throws out two kunai at a very shallow angle.Damage Light 30 Medium 30 Hard 30 EX 100 Properties An aerial dagger toss where the button pressed determines the thrown angle. but the slow travel speed through the air makes it almost impossible to apply after a knockdown. Keep in mind that despite this move's "projectile" status. Ibuki has a lot of recovery on these kunais. or Neck Breaker Damage . This means that normal and special moves can actually knock away your kunai. it is not classified as a projectile by the game engine. you must perform it just as the opponent is standing up to make it as ambiguous as possible. It's possible to ambiguously cross up with kunais using this move.

It also means that the move is blockable (and it is very unsafe on block). The Light Neck Breaker travels the least distance. making it a top anti-projectile option. but it leaves you much farther away from the opponent after the knockdown. because you can be punished very badly if this move is blocked. Because it has non-grab properties. It doesn't start up any faster than the regular Neck Breakers though. This move must be blocked low.Light 120 Medium 120 Hard 120 EX 160 Properties A sliding attack that breaks the neck of the opponent and performs a hard knockdown. This is Ibuki's choice move as a combo ender since it gives her a lot of time to choose her mixup options. This move doesn't build much meter on whiff. . EX Version: EX Neck Breaker is completely invulnerable to projectiles for the entire duration of the move. Don't try to apply it outside of combos or punishes. This version also does more damage than the regular Neck Breaker. Despite the fast sliding speed of the move. the startup is rather slow. this special attack is not a grab. or Raida Damage Light 110 Medium 110 Hard 110 EX 140 Properties Despite the animation of the move. but all versions have the same startup time. it is possible to apply it in ground juggles.

The hitbox on this move has really good priority and is active for a long time. While the uses for this move are limited. forcing you to dash or use Kasumi Gake to catch up to them. or Kazegiri Damage Light 135 Medium 145 Hard 160 EX 160 Properties Ibuki's regular Kazegiri doesn't see much use because of the lack of strike invulnerability and her better combo enders. it has complete throw invincibility. The other use for it as after canceling it from the first hit of an anti-air juggle with Agemen.. This allows followup juggles but requires quick reactions and confidence in your anti-air abilities. The attack is completely invulnerable to throws making it a . so if you really need to eke out the KO then use this move in juggles instead. Raida knocks the opponent very far away. It does a hard knockdown though.but it's still a meter building option at long range. so if you need to counter some sort of attack at short range then Raida can help. EX Version: EX Raida has almost the exact same properties as the regular Raida except that the hitbox has even more priority than before. The easiest example of the first use is after a backwards throw. It can also be applied if you trick the opponent into thinking you are going to throw them. meaning that it's good for cornering opponents or giving yourself some breathing room if it lands. Kasumi Gake Ibuki's teleport dash is mostly used to catch up with the opponent after a knockdown or as a very sudden surprise move into a throw. It also does more damage. Just be wary of the whiff recovery. then counter-hitting them with this move instead. making it a wakeup option if you are certain that the opponent is going for a throw or a command throw.

. However. but you can input the second command listed above to have Ibuki either complete the slices or knock the opponent down with a sweep. This doesn't defend against Focus Attacks. you can throw a Kunai. as it's the core of her knockdown. The second option is far more important since Ibuki needs the knockdown more than any other character in the game to be successful. You can FADC this move at the beginning to make it safe if you want to make a guess on wakeup.possible though very risky wakeup option. which is its only real use. the Light Kazegiri is the only one fast enough to be a threat against mixups. The Light version only allows two hits. this is Ibuki's best reversal and another anti-air option. EX version: EX Tsumuji doesn't offer any extra time to attack the opponent on knockdown. or then or Tsumuji Damage Light 100 Medium 120 / 90 Hard 140 / 110 EX 130-112 Properties This is Ibuki's most important special move. buffering from Ibuki's good cancelable normals makes it a great move. then this move will work. What it does offer is a free juggle into extra damage in the corner. EX Version: EX Kazegiri is completely invulnerable on startup and can be FADCed like the normal versions. At the peak of this move. If you want to counter throws on wakeup. Medium and Hard Tsumuji start up a little slower. While just throwing out the Tsumuji by itself is a bad idea. but it might buy you enough time to check the opponent's actions and escape when you land. but it starts up the fastest allowing for a tighter blockstring from standing Medium Kick or Spin Kick. chip damage and meter building game. In order to make sure your landing is ambiguous if your EX Kazegiri is blocked. you'll want to delay the timing of the Kunai throw as much as possible. It's safe on block and if you manage to land a chance hit it leads into the all-important knockdown for Ibuki (provided that the Medium or Hard Tsumuji was used).

An overall great option against a lot of slow characters. the main situations and methods for using Kasumi Suzaku are:  Canceling from Hien. Almost every character has an answer to a blocked or incoming Hien. It also does a ton of chip. Hien is a very popular damage reset option since it's not possible to combo into it. she can throw a Kunai to cover her escape. After it makes contact with the opponent and Ibuki jumps backwards. The Light version starts up the fastest but is the most unsafe on block.or Hien Damage Light 115 Medium 130 Hard 150 EX 170 Properties Hien has Ibuki jump into the air for a double-hitting overhead attack. but it doesn't deter its usefulness. . Any character with a strong long range punish move will be able to punish you (and go through or under your kunai). It's almost impossible to punish this version of the move on block outside the corner because Ibuki will land so far away. Super and Ultra Moves Super — Kasumi Suzaku Damage Super 330 Properties Ibuki's Super can only be used in the air. so you'll have to choose your options wisely. This is a move you'll want to use sparingly though. EX Version: EX Hien will auto-track to the opponent's position and then perform a damaging knockdown.

meaning that opponents will be able to jump out after the cinematic begins. Ultra 2 — Hashinsho Damage Ultra 2 469 Properties Ibuki's main comboable Ultra. This projectile is unsafe if it's blocked at close range though. . read the section about it near the end of the page. This means that in order to land this Ultra. Ultra 1 — Yoroitoshi Damage Ultra 1 501 Fireball 284 Properties Ibuki's Yoroitoshi is not an instant-grab Ultra. It's possible to SJC into this move from a couple of moves. making it the exact same as your Kunai special move. Ibuki will throw out a huge projectile that is hard to avoid and will catch anyone who neutral jumped to avoid the Ultra.  Guaranteed chip damage. the most popular being standing Medium Kick. The button pressed determines the angle of the Kunai being tossed. you must land it as a punish against a move with frame disadvantage. You can use this Super at the very beginning of your jump or as high in the air as you need to be. though it requires a difficult Super Jump Cancel(SJC) to land. This Ultra does have a lot of range though. Canceling from Kazegiri.  After a super jump-canceled close standing Hard Kick or Target Combo 4. This is important for when you want to chip the opponent. To learn about SJC. Also. An easy example is Adon's Jaguar Kick. if it doesn't make contact.

This target combo is also very dangerous to use against anyone with a dragon punch or invincible anti-air reversal. This isn't as damaging as Target Combo 1. but its reliability in hitting small characters counts for more in fights. Target Combo 5 No real use for this target combo. The only downside of this Target Combo is that on small characters the second hit tends to whiff. it might be a better idea to try a different aerial target combo. It's Ibuki's best punish option on the ground and is very easy to link into after a crossup. The range of Hashinsho is also much farther than it appears. Target Combo 2 [Air Only] This is a very reliable double hitting aerial target combo that can be used for angled jumps only.Another feature of this Ultra is its full projectile invincibility. which makes it much more reliable as a punishing tool. The last punch is special cancelable. so this is another trick to use. Unique to this Target Combo is the fact that you can use it no matter which direction you jump. setting up easy knockdowns with Neck Breaker and other moves. In those scenarios. but it's largely avoided because you tend to always land in front of the opponent while he has just recovered. Target Combo 4 Ibuki's most important target combo. Like Target Combo 2. Ibuki's already has a very confusing crossup game. Target Combo 6 This target combo offers a reset opportunity for Ibuki. Works great for breaking anti-air focus attacks or for attacking opponents who crouch too early. . Target Combo 3 [Air Only] Ibuki's third aerial target combo doesn't do as much damage or hitstun as the first two target combos. The end isn't special cancelable. this can only be used during an angled jump. but it's great for crossups (or fake crossups). and if you've managed to get close enough for a far standing Light Punch then you'll want to be linking into standing Medium Kick instead. which allows Ibuki to punish projectile throwers even more heavily than before. Target Combos Target Combo 1 [Air Only] Ibuki's most damaging jump-in target combo. you have to begin the target combo at mid range which is awkward.

Target Combo 10 A really great target combo when fighting against Focus Attack abusers. This makes the initial chain an easy hit confirm for Ibuki. and the next hit is an overhead. Target Combo 9 The really good part about this target combo is that you can stop at the Medium Kick and cancel it into a special move.Target Combo 7 The initial kick for this target combo has great range. There are many variations to these as well. Can do either this or Target Combo 4 is a Kunai lands. Instead. Ibuki's sweep has good range and the second part of this target combo is jump-cancelable just like Target Combos 6 and 8. . An underused target combo. Combos Important Note: Not every possible combo is listed here. Another bonus of the initial part of this target combo is that it makes Super Jump Canceling into Ultra 2 extremely easy. Link Medium Tsumuji (Knockdown) 6 Hits 158 damage Ibuki's bread and butter combo. you'll find the most common and helpful combos that you should know. though she tends to have better normals than her standing Light Kick for confirming at that range. Target Combo 8 This target combo suffers the same problem as Target Combo 6 in that you are sacrificing damage and a knockdown at point blank range for a potential reset. Target Combo 4 EX Neck Breaker 6 Hits 252 Damage Ibuki's most basic punish combo.

Hammer Kick Link Target Combo 9 (MK) Hard Tsumuji 6 Hits 225 Damage One of a couple of combos after an overhead. Hard Neck Breaker 2 Hits 190 Damage Crouching Medium Punch is a great move to option select with. Standing Light Punch whiffs on some characters while they are crouching.Link Hard Tsumuji (Knockdown) 5 Hits 226 Damage Standing Medium Punch is a great frame trap move for Ibuki. . Link Link 4 Hits 123 Damage Untechable knockdown combo.

which is not easy. This is difficult to do. Canceling into Ultra 2 from Ibuki's Target Combos is easy because you can tactically perform quarter circles while continuing the combo and complete the motion above. It's also the best range for her to jump so she can land a crossup (or fake crossup). juggle EX Raida 8 Hits 315 Damage One of Ibuki's many corner combos. The opponent will have to watch Ibuki carefully to see which way to block. The notation shows the movement below. The Light Kunai is the one you will be relying exclusively on as you cross up for an attack. That range is where her far standing Light Punch will be blocked by the opponent. try to chase them down with your Slide. . so it's best not to try too many gambles against characters with strong knockdown games. simply do the two quarter circles in such a way that the first quarter circle ends in an up-forward position. It's important as well not to get knocked down with Ibuki. Target Combo 4 EX Tsumuji.Agemen (first hit) Medium Kasumi Gake. If you want to Super Jump Cancel from a crouching normal attack you'll want to pump out the motions extremely quickly. Be sure to remember that during Target Combos 4 and 9 (MK). Once you knock the opponent down. juggle Hard Kazegiri 4 Hits 190 Damage Anti-air juggle combo for Ibuki. it's all about the Kunai toss. From there. Ibuki General Strategy Ibuki has a very specific range in which all of her pokes are very effective. Ibuki SJC into Ultra 2 If you want to do the Super Jump Cancel into Ultra 2 from a standing normal attack. Her low stamina and stun coupled with bad reversal game will always be a factor in a match. so most players add links to combos to give themselves more time to pump out the Ultra motions. If the opponent tries to Focus->Backdash out of the Kunai. Ibuki can perform all her overheads and mid-range target combos with ease.

. + Long-range low game. . and a dive kick that can be used in three jump directions without EX.A weak reversal game. and her close poking combos do low damage.Overhead is very slow.Have to be on-point with execution to keep defense solid. • Strengths • + With fireball charges. . Her weaknesses include her slow ground speed. + Quick forward dash.• Moves and Strategies • Frame Data • Hit Boxes • Bio and Story • Artwork • Character Overview Guide by Nyoro Juri is a character with the ability to land killer damage in a flash or zone the opponent out for long periods at a time.Lower than average health and stun. . + Powerful juggle combos. + Kara throw range is top 5 material. multiple juggle options. She also has a very slow overhead without much range. can land some very damaging combos. great range on her cancelable normals. + Great anti-air and air-to-air normal game.Relies on fireball charges to get significant damage. • Weaknesses • . She also has a great toolset with two solid normal anti-airs. .Backdash is laggy.No quick long-range punish move. + Can chip and zone effectively while building meter quickly. which weakens her throw game. Notable Normal Moves and Unique Attacks . . She desperately needs to store fireballs to be a threat with damage or spacing and it can be very difficult to hold onto fireball charges while fighting.

It works well as an air to ground juggle option or a tech trap if you're willing to take the risk. Close Standing Hard Punch (Launcher) A launching attack that knocks the opponent into the air. but it doesn't have the best anti-air priority. Close Standing Medium Kick This kick hits twice. which is good for hit confirms. or Crouching Hard Punch or Far Standing Medium Kick Two more Juri anti-airs. The only downside is that it takes a while to start up. This move also has a fantastic hitbox for interrupting horizontal moves that are high up such as Blanka Balls or Jaguar Kicks. This move becomes airborne and low invincible very quickly. so weigh your options. Also the first hit of the move is unthrowable for a brief period of time. .Crouching Medium Kick This kick does a lot of hitstun and has great range. you can special cancel it into Fuhajin storage to build some meter after it anti-airs. The crouching Hard Punch tends to be the most reliable as a ground to air counter. Also. Far Standing Medium Kick is the fastest anti-air normal. making it a powerful move against certain characters on their wakeup. test the distance with this move. Really great at stopping jump-ins but keep in mind that the opponent falls in front of you after they are countered. If you're unsure if you're in range to punish something. Far Standing Medium Punch Juri's normal to use when kara throwing. A really fantastic poke with incredible range. Hop Kick This attack becomes airborne and invincible to lows after a brief period of startup. If this move hits the opponent you can cancel it into a Fuhajin storage for an easy meter build. Crouching Medium Punch Juri's most reliable anti-air move. meaning you'll have to apply it sparingly to not get countered out of it. Press the Medium Punch button in almost-tandem with the throw buttons to extend your throw range. It's really unsafe on block though.

Jumping Medium Punch If this move makes contact with an opponent in the air. .  Jumping Hard Punch to knock them down.Sekku (Overhead) Juri's overhead has very slow startup. it will juggle them where you can follow up with one of these options. A really great air-to-air attack. since Juri is higher up. Because you can cancel this into a dive kick while Juri is still in the air.  Reset them with another jumping normal. that means you can jump in with this attack on a grounded opponent and cancel it into a dive kick for an aerial combo. This is especially potent with the EX Dive Kick since it leads to Ultra 2. It's also safe on block. that sort of strategy doesn't have much weight unless you are absolutely sure your jumping Medium Punch is going to land. It's much easier to do if you rejuggle the opponent with another jumping Medium Punch and then cancel that into a dive kick. This move is very interesting because it actually forces Juri to drop faster than normal. Unfortunately. This means it makes certain safe jump setups easier to do. Neutral Jump Hard Kick One of Juri's best air normals since it covers both sides. You can't combo from this move without the help of Feng Shui Engine.  Another jumping Medium Punch to rejuggle.  A standing Hard Punch to rejuggle. It also has a continuous active window.  Ultra 2  A ground normal to reset the opponent. but once Juri is airborne she can't be thrown or interrupted with low attacks. Best to use after Juri's Counter has landed or as a general air-to-ground attack. and if she makes contact with the opponent at any time with this move then it knocks them down. meaning that it stays out for as long as Juri is in the air. though it's really hard to connect with opponents in this manner. You can also cancel it into your dive kick in the air. Jumping Hard Punch Juri aims her foot downward for this attack.

or Jumping Light or Medium Kick Juri's crossup attacks. Most players hold up-forward to cross the opponent up and make it difficult for them to react with a reversal. EX Version: EX Kasatushi starts up even faster than the regular Counter. don't activate the counter on an opponent's wakeup. but it deals less hitstun than jumping Medium Kick. Kasatushi obviously does not work against throws. It's a potential wakeup option because of the speed it comes out at. you'll want to be careful about opponents attacking you on the ground with well-timed strikes as you are standing. However. Ultimately it's best to try to create space or attack from the other side of the opponent. Medium has you run away from the opponent to create space. One of the best properties of this move is its ability to counter projectiles. Jumping Light Kick in particular is very difficult to block correctly. which includes reversals that normally do not break armor by themselves. Juri's counter loses to all armor-breaking attacks. since it takes a tiny bit of startup for the counter to become active. or Fuhajin (Fireball Kick) Damage Light 30 Medium 30 Hard 30 (Hold and/or Release) . making it extremely hard to safe-jump. Also. Very reliable and can be activated late. Special Moves or Kasatushi (Counter) Properties Juri's counter comes out incredibly fast. and you can steer where Juri travels with the joystick! It's also a much more viable wakeup option due to its speed of activation. and Hard initiates a neutral jump meant to catch fighters off guard. That being said. The Light version has Juri quickly speed behind the opponent. This can prevent chip KOs against you while you are standing up or can allow you to get closer against opponents who have slow recovery on their projectiles. which is good if you want to perform a fast side-to-side mixup.

meaning that you can perpetually charge and build large amounts of meter quickly. This is a potential combo ender for Juri because the soft knockdown allows you to get right into the opponent's close range zone. Hard 50 EX 100 Properties Juri's fireball kick is the core of her chip and meter building game. you can hold down the button to charge a fireball. Constantly storing fireballs at mid range allows you to build meter and force opponents to respect your zoning option since it's impossible to tell which fireball has been stored. The initial stage of this attack can absorb fireballs though it requires strict timing. it'll give you even more offensive pressure options. Light+Medium summons a low striking attack. Releasing the fireball at close range actually results in Juri having frame advantage as long as it is blocked. It's also a safe blockstring ender allowing you to perform unpunishable strings. On hit. All EX Fuhajins knock down. Medium 50 R. if you release a fireball charge while charging another. a fireball release opens up big damage portals for Juri. Hard Fuhajin release is an anti-air that has to be done preemptively to be effective. You're going to want to use this if opponents are harassing you with Focus Attacks or obvious jump-ins. Also. It can be used as a frame trap and it's always safe on block. Light 50 R. Medium+Hard is a mid-level strike and the Light+Hard version is an anti-air that can juggle the opponent into specific moves. After you perform the motion. EX Version: You cannot charge EX Fuhajins. It bears repeating how good this move is close up to the opponent.R. Medium is the same purpose. but the buttons you press determine which way the EX two-hit fireball travels. but if you decide not to you'll just get a regular knockdown combo. If you choose to store the fireball after the knockdown. Juri has less risky anti-airs than her EX Fuhajin though. a fireball will not come out. The Light Fuhajin release is meant to stop opponents on the ground and push them back. or Senpusha (Pinwheel Kick) .

The Light Senpusha leaves the opponent standing on hit. which makes it a real pain for characters without fast moves to deal with. Although it has a nice amount of startup invincibility. or Shikusen (Dive Kick) Damage Light 144 Medium 144 Hard 144 (Press after non-EX for more hits) . You can also slightly control the distance that Juri travels with the joystick. Each pinwheel kick is low-invincible and unthrowable once it starts spinning. Whether or not you want to end your combos with Fuhajin or Senpusha is entirely up to whether you want more damage or more knockdown time at the end of your combos. The Medium and Hard versions knock down with Hard Senpusha starting up the slowest. It's still very good as a wakeup counter though.Damage Light 100 Medium 120 Hard 140 EX 180 Properties Juri's pinwheel kick is her most damaging combo ender. Senpusha can only really be applied in combos though. Also. it doesn't overlap the attacking portion of the move. you can FADC the startup of this move to make it safe. These versions are really unsafe on block. EX Version: Juri's best reversal. It's also very difficult to punish on block if spaced correctly. making it easy to punish. though this requires you to pre-emptively sacrifice three bars since only the very beginning of the move can be canceled. EX Senpusha is also completely invulnerable to projectiles until Juri stops spinning. EX Senpusha is incredibly unsafe on block. so this feature isn't too useful.

and it starts up at the same speed as all the other Shikusens. Countering projectile throwers is by far its most popular use since it's easy to dive kick over most fireballs. just mash on any of the kick buttons to get the rest of the series out. Examples include an opponent recklessly dashing towards you or throwing projectiles to try to catch your jump recovery. you can try juggling with Light Senpusha or the Fuhajin storing attack. EX Version: EX Shikusen can only travel at the Medium version's angle. Super and Ultra Moves Super — Fuharenjin Damage Super 370 Juri's Super is a fairly standard damage addition to combos since its total damage is higher than the average Super combo's damage level.EX 160 Properties Juri's dive kick is a great move because it can be used in any jump direction and as long as you angle the attack into the opponent's feet. it's safe from counter-attacks. so you'll want to use the Hard Fuharenjin if the opponent has their back to the wall. The Light version has the steepest angle. The Medium version has Juri move a little bit forward during the cinematic and the Hard version has her take a big step backwards. The Light version of this Super has Juri stand in place and throw out fireballs. the Medium version tends to be the . Once you make contact with the opponent. The big advantage of this move is that it wallbounces the opponent allowing you damaging followups such EX Senpusha or Ultra 2. This attack is mostly used to counter certain moves while you are jumping. Hard the shallowest and you'll want to be very careful that this attack is not blocked above the opponent's legs. If the opponent is standing anywhere else on screen. If you don't have Ultra 2 chosen or if you want to conserve meter. Canceling into it from a normal or a Senpusha is the best way to go about landing this Super. The reason for this button-based movement is because Juri's Super has trouble landing against cornered opponents.

The Sekku buff is the most significant and is a prominent way to open up opponents. Adding to that. a bunch of moves (most noticeably her close Standing Hard Kick) are now special cancelable when they weren't before. EX Senpusha. When fully charged. Ultra 2 — Kaisen Dankairaku Damage Ultra 2 480 Properties Juri's main comboable Ultra. Also. Combining the chain cancels with the stored fireballs can net some incredibly damaging combos with this Ultra. During the time FSE is activated Juri's normal moves can be used as the "Magic Series". it means that you can cancel any normal attack with a normal of equal or greater strength (though you can't chain the same move into itself). Quick example: a crouching Light Punch will now chain cancel into a standing Light Punch or Kick. but there are a .most reliable for juggles. You cannot deal Stun during this Ultra and you also cannot build any meter. the fact that you can cancel the recovery of normals with other normals means that you can create tight blockstrings that can't be beaten by reversals. Ultra 1 — Feng Shui Engine Damage Ultra 1 Variable Juri's Feng Shui Engine (FSE) uses her Ultra meter as an energy gauge during her power-up period. It's too slow to be reliably used as an anti-air. Juri also gets more frame advantage on hit with her overhead (Sekku) and can chain cancel its recovery. then you can chain cancel that into a standing or crouching Medium Punch or Kick. go ahead and land this Super. Be wary that it means sacrificing your only really good reversal. The ability to chain cancel Juri's moves is not the only property of this. but you won't get it back until FSE has run out of time. this Ultra lasts for about 15 seconds. If you're just rolling over your opponent and you need to finish them off. To break it down simply. a common combo system in Versus and Darkstalkers games (and recently Street Fighter X Tekken). Ultra meter can still be built. This means you must press the buttons in quick succession.

st.MP or cr. Link cr. cr. air requires second jumping Medium Punch juggle)  EX Dive Kick  Air to air dive kick juggle (Light or Medium is easiest)  Light Fuhajin release FADC dash forward (fast)  Light Fuhajin release. cr.LK.HP xx H Senpusha . Ultra 2 is a bit more in the "guaranteed damage" department. use this combo. though. The link is one-frame.LK xx M Senpusha 7 Hits 142 damage If you're crouch teching with Juri. Against characters with bad reversals you'll definitely want to use Ultra 1 to pin them down with damaging combos and deadly blockstrings. If the opponent is standing.LK. Combos Important Note: Not every possible combo is listed here. cancel into Focus Attack Level 2 (easier but less damage)  Standing Hard Punch (corner only. it's best to try to go from crouching Light Kick to standing Light Punch to make it easier on yourself. Instead.lot of simple juggles and combos that allow you to land it for good damage. cr.MK xx H Senpusha 7 Hits 196 Damage Juri's bread and butter combo.  Jumping Towards Medium Punch  Jumping Towards Medium Punch canceled into Light/EX Dive Kick (ground or air. Link cr. very quickly) Whichever Ultra you pick depends on what kind of matchup you're up against. Check the list below.LK. you'll find the most common and helpful combos that you should know. There are many variations to these as well.LK. cr.

st. cr.MK xx L Fuhajin release. Link cr. Link cr.MK xx H Senpusha 7 Hits 256 Damage Meterless Fuhajin link combo.MK xx L Fuhajin release xx Focus xx Dash forward. Link Ultra 2 15 Hits 412 Damage A variation of the above combo.MK xx L Fuhajin release xx FA Level 2 Crumple xx Dash forward.LK xx cr.HK 3 Hits 182 Damage Untechable knockdown combo. cr. Allows her to chain into an untechable knockdown.MP xx cr. Link Ultra 2 14 Hits 452 Damage Juri's standard ground combo to Ultra 2. but is a little easier for less damage.LK xx st. Must be done quickly.5 Hits 240 Damage Juri's best meterless punish without a fireball charge.MP xx cr.MK xx cr.MK xx L Fuhajin release. . cr. cr. cr.LP xx cr.HK xx H Senpusha 9 Hits 309 Damage A simple Feng Shui Engine combo that shows the power of chain cancels.HK 5 Hits 202 Damage A crouching combo for crouching opponents during Feng Shui Engine activation.MK xx st.

He has strong reversals.MP. The cancel must be done late as the Hard Punch is recovering. Juri General Strategy Juri has a very strong control of air space with her anti-air normals. st. While characters . Therefore it's important that you space yourself in such a way that you get knocked down as little as possible. so it's important to practice locking opponents in the corner for as long as possible and keep them there. so you only need to really concentrate on your ground game once you shut down the opponent's aerial options. • Moves and Strategies • Frame Data • Hit Boxes • Costume Colors • Story • • Artwork • Character Overview Ken is one of the best "jack of all trades" characters in SF4. so it's important that you don't get knocked down. deadly knockdown tactics and one of the longest-ranged kara throws in the game. so it's entirely possible to rush down with her. She has strong frame advantage on all of her crouching and standing Light attacks. Juri has a very flexible playstyle. Her laggy backdash and lack of full invincibility on reversals can get you killed quickly if you allow yourself to get mixed up too much. Juri has a really strong corner game due to the fact that her combos naturally shove people into the corner.HP xx EX Senpusha 7 Hits 270 Damage Juri's bread and butter juggle combo from air to ground. That being said.j. You can also play a zone style by annoying your opponent with Fuhajins and your long range pokes. Her dive kicks and pinwheels tend to chuck the opponent long distances. Juri's reversal game is horrendously bad.

meaning that you'll have to be careful not to get counter-hit out of a followup attack. + Reversal game is reliable with a shoryuken that cannot be safe jumped naturally. Step Kick also serves as the "trigger" for Ken's kara throw. These weaknesses are not very substantial. Since Ken recovers so quickly he can counter opponents with a Shoryuken FADC or bait them with a backdash into a sweep.that have lots of effective tools take a while to master.Fireball has slower than average recovery. You won't want to overdo it with this move. Ken is definitely worth the practice. + Combos carry opponent to the corner quickly. .Slow anti-projectile attacks. Thunder Kick (Hold for feint) This move has Ken take a big step forward for a slow overhead attack that does a nice amount of damage. because a well-timed Focus Attack or neutral jump attack will hit you if you're predictable. + Incredible range on his kara throw. + A great crossup game along with an overhead. His Ultras are either weak in combos or tough to land. This poke is safe when blocked at mid range and pushes Ken into attack range.Walkspeed is slower than average. • Strengths • + Has a strong anti-air game. Leaves you at frame disadvantage on hit. Ken's weaknesses are his walk speed. + Can build meter quickly with all of his special moves. .Short range on a very slow backdash. • Weaknesses • . Step Kick One of Ken's best normal moves. . Simply activate this move and press the throw buttons slightly afterwards to cancel the animation and get insane throw range. Notable Normal Moves and Unique Attacks Inazuma Kick A quick but low-damage overhead attack from Ken. the lack of range on his Focus Attack and his extremely poor backdash.Can't rely on Ultra combos as tools. + Can combo into sweep for a knockdown game. Generally only a good move to use once or twice a game if you're sure your opponent won't react. but they're enough to be a hindrance. . You can hold the kick button used to activate this move to have Ken step forward with a .

and is the most tedious for an opponent to avoid. Good for meterless punishes. and usually the standing Light Punch link into crouching Hard Punch is a better substitute for this Target Combo. You can use it to pester opponents. or Jumping Light or Medium Kick Ken's crossup attacks. Close Standing Hard Kick Ken's most damaging cancelable normal. Neutral Jump Medium Kick Ken's best air-to-ground counter for opponents who rush him on the ground recklessly.feint. Crouching Medium Kick A safe and quick low poke for Ken. but beware using it at mid range as its not at all hard to punish its recovery. .. Special Moves or Hadouken (Fireball) Damage Light 60 Medium 60 Hard 60 EX 90 Properties Ken's fireball is fairly straightforward. Because Ken doesn't have easy links into his Target Combo and it has a tendency to whiff on certain crouching hitstun animations. Still a bit slow. Light Kick is more ambiguous but does less hitstun.. The Light version travels the slowest. Target Combos Target Combo 1 The only time you'll ever really land Ken's Target Combo is in a close-range punish situation. Cancelable into special moves and useful in forcing the opponent to crouch block. it's not used very often. but if it's really unexpected you can use it as a surprise attack to get into throw or dragon punch range.

It's also safe on block at short range unlike the regular version. making his blockstrings with fireballs a little less tight than other characters. The fast recovery can really come into play and make this move tough to punish if you are sure it will be unexpected by the opponent. so check your range before you let a fireball loose. It also does more damage than the other regular DPs as well. leaving you wide open. However. fireballs are unsafe if blocked at short range by the opponent. It's a great grounded counter though if you have the meter to FADC since you can cancel up to the second hit in case it is blocked.Fireballs are effective for building meter at long range or for extending FADC combos with Ken. or Shoryuken (Dragon Punch) Damage Light 120 Medium 150 Hard 140 EX 180 Properties Ken's signature dragon punch attack is very powerful and all three versions of the move have a large usefulness factor.  Medium: The best anti-air Shoryuken because it has the most invincibility out of the normal versions. EX Version: A double-hitting fireball that doesn't knock down. You cannot use this version as a ground counter though because it is very likely that the second hit will whiff. Only a good anti-air if you see an obvious jump coming. Remember this when canceling into fireballs at mid range. The only use for this is for stronger FADC combos. Also keep note that Ken's fireball startup speed is slightly slower than the average.  Light: Has enough invincibility to act as a quick counter. . It's not a good anti-air option because the hitbox positioning will often cause it to trade.  Hard: This version shares similarities to the Light version. If you don't have two or more bars of EX. then this is the best reversal or counter if you know a move is coming. chip damage or to challenge Focus Attacks at mid range.

EX Shoryuken is only really good if you want to spend meter on a "guarantee" that your dragon punch will not get beaten or that your opponent will get knocked out in the next combo.Another strong feature of the Hard Shoryuken is its wide range with its ability to catch backdashes. . EX Version: EX Shoryuken is a packaged version of all the best parts of Ken's dragon punches. so you'll want to force your opponents to stand up mid-combo if you want to land this move. This means you can use it in chip KOs if you're sure the opponent won't be able to counter it otherwise. On hit. they will more than likely trade or get outright beaten. It has a huge chunk of startup invincibility. all versions of the move are unsafe. does the most damage. it leaves the opponent standing. Despite these fantastic qualities. Light 100 A. EX 120 Properties Ken's Hurricane Kick is Ken's second primary combo ender next to his Shoryuken should he be out of range for a dragon punch. or Tatsumaki Senpukyaku (Hurricane Kick) Damage Light 110 Medium 150 Hard 180 EX 210 A. Even though you can follow up traded dragon punches with a quick aerial EX Hurricane Kick it's still best to rely on the Medium version just to ensure that you don't lose out on damage trades when anti-airing. Hard 140 A. If you try to use the Light or Hard Dragon Punch as a normal (late) anti-air. On block. Only the first hit of this move can hit crouching opponents. Medium 120 A. hits four times and doesn't fail to juggle opponents when it hits on the ground.

you can cross up or land in front (very ambiguous) and since this move recovers on the ground instantaneously. Activate it at the right time. EX Version: EX Hurricane Kick is Ken's most damaging combo ender. you can use this move to "corpse hop" the opponent after you've knocked them down. the angle of the Super's movement makes it a very poor anti-air option. . it offers a lot of safety on block provided that you land far enough away. travels the fastest and leaves you at frame advantage on hit unlike the normal versions. Simply activate it at the early stage of your jump and Ken will fly so far away that he'll float for almost a full in-game second. The regular Hurricane Kick is a really slow anti-projectile option though. Definitely worth your time to combo into. does the most damage and shoves the opponent the farthest to the corner. Once Ken lifts both of his legs off the ground. You can also use this aerial version to escape corners. so you must absolutely not forget you have it. Super and Ultra Moves Super — Shoryureppa Damage Super 370 Surprisingly. It builds the most meter. Keep this in mind when fighting grapplers. The regular aerial Hurricane Kick is good for changing your jump-in trajectory. so it will allow you to sneak in for a throw. his lower body is invulnerable to projectiles and certain low attacks.The Light version has fast whiff recovery. and it has great priority in air-to-air fights. It's the safest version on block. this move's overall invincibility on activation is very short. EX Aerial Hurricane Kick is one of Ken's most important moves. Against opponents without zero or one-frame moves (such as Zangief's Ultra 1). It also pushes the opponent the farthest towards the corner. while the Hard version leaves you at very slight frame disadvantage on hit. the Hard Hurricane Kick is the best one to combo into. Also. and you can sail behind opponents or fall in front of them faster. Also. which can throw off the charges of charge characters. As you descend on the opponent with this move. While it's slight difficult to combo from this move if it lands. It helps Ken with approaches. you can pull off some big combos. The Medium version leaves you and your opponent at completely even frames on hit.

For starters.This Super is one you should just generally avoid unless you are trying to look flashy. Ultra 1 — Shinryuken Damage Ultra 1 500 Properties Ken's Ultra 1 is a solid Ultra. You can also land the full animation if you FADC from the very first hit onwards of Hard Shoryuken on aerial opponents only. This requirement makes it less combo-friendly than Ultra 1. Also. meaning you'll have to activate this very early on in the opponent's jump if you want a chance to hit them out of the air. but not by much. Generally. you'll only want to pick this Ultra if you're in a matchup where you need to make long-range punishes. in order to land this move in combos the opponent has to be standing. Ken's Shoryuken -> FADC into Ultra 1 doesn't yield much damage. He can combo into it fairly easily off of Shoryuken FADC or EX Hadouken FADC and it's a fully invincible anti-air attack. If you can make a good read on a projectile throw. but if you land the Hard Shoryuken as a counter-hit before the FADC you'll get the full animation for a heavy amount of damage. Comboing into this Ultra has different requirements than Ultra 1. Despite the appearance of Shinryuken. activate this Ultra and go through quickly enough in time for a punish. it is possible to dash up. Combos . Ken can get far more damage and safe options off of his FADC tricks. Ultra 2 starts up faster than Ultra 1. the startup is fairly slow. Ultra 2 — Guren Senpukyaku Damage Ultra 2 476 Properties This Ultra is fully invincible on startup and projectile invincible for the rest of the move. meaning that you can now use a regular Hadouken instead of EX in an FADC combo.

Important note: Not every possible combo is listed here. force them to stand with this combo.MK xx EX Hadouken 5 Hits 171 Damage This is a very easy combo that works on crouching and standing opponents. j. Link cr.HK. cr.MK xx H Hurricane Kick 7 Hits 192 Damage A standard hit confirm if you are landing a quick punish combo on a standing opponent. do the first two hits quickly. st.LP xx H Shoryuken 6 Hits 172 Damage A bread and butter combo that works on all characters.LP. Instead.LK. Link cr. cr.HP xx EX Hurricane Kick 7 Hits 298 Damage If you want to land big damage on crouching opponents. cr. Link cr.HK xx H Hurricane Kick 5 Hits 230 Damage Ken's standing Hard Kick is slow.LP. then delay the last Light Punch for as long as possible before you perform the quick cancel. Usually reserved for crouchers. but it's a great tool to reach opponents for a mid-range punish. you'll find the most common and helpful combos that you should know. cr.LP. st. To make this combo easy. cr.LP. Link cr. cr. Be wary that the link shown above is a one-frame link. There are many variations to these as well. Target Combo xx H Shoryuken 6 Hits 314 Damage .LP.LP.

that is where you must Focus Attack Cancel from. Dash forward. juggle Ultra 1 13 Hits 417 Damage A meter-consuming damage option for Ken to finish off the opponent.HK 4 Hits 146 Damage Ken's combo into sweep. dash forward. Only works in the corner. cr. Step Kick. cr.LP. as Ken has a fantastic knockdown game. st.MK xx Hadouken xx FA.LP. Outside of those options though Ken can function perfectly well without taking too many risks by playing a standard shoto game of fireball throwing. poking and whiff punishing at mid-range. EX Aerial Hurricane Kick. Link cr. Ken General Strategy Ken is a powerful mid-range character that depends mostly on tricks to get into his even stronger short-range game.HP xx Hadouken xx FA. Kara Throw and Aerial Hurricane Kicks. Shoryuken xx FA.LP. Link cr. You'll want to mixup your approaches from the ground and air with Focus -> dash in. Very effective.MP xx H Shoryuken 7 Hits 304 Damage You can take a lot of liberties with this combo. dash forward. Try not to recklessly approach opponents at mid range since Ken doesn't have . st. cr. dash forward. H Shoryuken xx FA.LP. but it shows the power of FADC combos for Ken. Ultra 1 10 Hits 302 Damage The basic Ultra 1 combo. Ultra 2 15 Hits 456 Damage Only works on standing opponents. cr. Since the second hit of H Shoryuken is the only FADCable portion of the move that juggles.Easy and big damage off of a jump-in.

• Moves and Strategies • Frame Data • Hit Boxes • Costume Colors • Character Overview Makoto is a character of extremes gifted with explosive offensive potential. Makoto's defense is incredibly bad. • Strengths • + Can really lay the beatdown on any punish.too many high priority normals to "shove" his way into the opponent's zone. + Good range on attacks and incredible corner-carry combos. quick backdash. + Axe Kick is one of the best special moves in the game. Don't overlook Ken's okizeme when performing combos and go for knockdowns if you want to perform multiple mixups. + Two useful Ultras. which leaves her open to option selects. With the fastest dash in the game and her toolset of fantastic normals Makoto can bully the opponent with multiple surprise attacks and grab unaware players with her Karakusa. When she gets momentum on her side she can stun the opponent quickly while doling out extreme amounts of damage. As a payoff for having such good control of space and punishing options. She also walks slower than any other character in the game and has to rely on her normals to move around. life gets really hard. Ken's knockdown game is extremely strong since his kara throw has such good range (out of the range of crouch techs).Once she gets knocked down. . + A very nice set of normal moves for anti-airs or space control. not to mention his EX Aerial Hurricane Kick can be made very hard to block on wakeup (and you can combo afterwards!). • Weaknesses • . She is often forced to rely on her backdash to get away from the opponent. + Very fast forward dash. + All of her EX moves are applicable in a match.

If you hold down the kick button.Weak cross up. gives frame advantage on hit and shoves you into command grab range. Makoto will feint the kick and step forward without attacking. Makoto takes a really big step forward for a kick attack that knocks down. Notable Normal Moves Kazami This has a nice amount of range for a Light Attack and good priority against pokes that hit mid or high. It's good to use this move for mid-range poking since it throws you so far forward. Also. Shibuki You can use this move to shift Makoto forward a small distance. it's special cancelable. Shimaki. . This is really important when fighting charge characters. This is one of her longest-ranged knockdown options.Slow low attacks.Has trouble escaping corners. Kaoruna One of Makoto's best moves for moving around. . For those unfamiliar with the term. . Best only to use this is you absolutely positive it will connect (someone constantly walking backwards/blocking high at mid range).Has trouble chipping fighters safely on the ground. The hitbox also has good priority for interrupting ground attacks. If you land all three hits of this move it does incredible damage. Yamase (Lunge Punch Combo) Makoto's Lunge Punches have ireally good range. Best only to use this against players who freeze when they see a character's motion since the amount of time before you can move again is huge. It's completely safe on block.Slowest footspeed in the game. but it has very slow startup and bad recovery. The feint version of this move allows you to corpse hop opponents. Naruto Makoto takes a huge step forward with this move. .. You can cancel the startup of this move into Karakusa to increase its range. . A fantastic move for closing the distance just like Kaoruna. "corpse hopping" is when you slip over someone when they are knocked down. and it's completely safe on block except against moves like Super grabs. (Hold to feint) Kuroshio Similar to Naruto. but it requires incredibly deft fingers to do so.

Crouching Hard Kick is a slower but more powerful anti-air for opponents who land really far in front of you. but the opponent must land somewhat in front of you for it to be effective. All Hayates are unsafe on block to a high enough degree that every character in the game can punish them with ease. Cancel with (non-EX)) (EX) Makoto's dash punch at first looks like a horizontal space abuser. Simply buffer EX Hayate when this move is active to fight back against ground dashers and other special moves. so you'll want to use this at maximum range. Special Moves or Hayate (Dash Punch) Damage Light 105 Medium 115 Hard 125 EX 120 Properties (Charge with . Anti-Airs: Standing Medium Kick. Crouching Medium Kick is a fantastic anti-air for Makoto. but you'll only want to be using this move in combos or as punishes. but against low priority jump-ins it will do just fine. Use this to force opponents to respect your space. Crouching Hard Kick Standing Medium Kick is Makoto's weakest anti-air. Crouching Medium Kick. It's unsafe on block.Standing Light Punch This will interrupt a lot of attacks and is great for a tick into Karakusa. Crouching Hard Punch Makoto's sweep has a nice balance of range and power for a low poke. Light Hayate in . Crouching Light Kick A great option-select normal to use if opponents keep trying to aggressively attack you on the ground. Standing Medium Punch Makoto's best bullying poke.

By constantly canceling normals into Hayate and then canceling Hayate directly the fast recovery sets up more Karakusa or reset opportunities for Makoto. Beware that the Hard version starts up slowly. but it's nice to know that it's there. EX Version: EX Hayate is one of Makoto's strongest tools and one of the best EX moves in the game. Due to the risk this strategy isn't used too often. Also. which gives you the alternative to cancel it with a kick button. It has standalone armor-breaking properties. knocks down/juggles the opponent and is the safest on block. you can hold the punch button to charge and delay the Hayate. Using it allows her to hop over low pokes and avoid throws while safely attacking the opponent. . You can also use EX Hayate as a sudden surprise attack due to its safety and higher-priority hitbox. and it can be blocked high or low. You can combo from the Light or Medium version very easily and the Hard version knocks down. you'll want to be using EX on this move in combos because of the juggle state it inflicts on the opponent. or Tsurugi (Axe Kick) Damage Light 90 Medium 100 Hard 150 EX 100+60 Properties Makoto's Axe Kick is one of her choice special moves. If you're having trouble getting in with Makoto you must start using this move. Hard the slowest. It also puts you right in close range for a mixup opportunity. Each version determines the distance you want to corner-carry the opponent.particular is very unsafe. As long as you activate this move close enough to the ground and it makes contact with the opponent in some way. If you have your opponent in the corner or close to it. The canceling of Hayates is important in pressure strings against characters without good reversals. Makoto should be safe from counterattacks. She can only activate it while jumping neutrally or forwards. travels the farthest distance. Light Version comes out the fastest.

EX Version: EX Tsurugi can be performed immediately from the ground and it must be blocked high. This gives them less time to react. Using the previous strategy of canceling from a normal move makes this even harder to react to in a blockstring. but it's best to be careful. . with the Light being the least unsafe. Also. Using this move on the opponent's wakeup will lock them in place and prevent them from backdashing due to the active frames of the move. Also. this move is still completely vulnerable to throws. or Oroshi (Karate Chop) Damage Light 90 Medium 100 Hard 150 EX 120 Properties The Oroshi must be blocked high.You can activate this move extremely close to the ground. All versions of the move are unsafe on block. This is a two-hit attack designed to defeat Focus Attacks. the startup of the move is projectile invincible. Practice jumping and activating this move as quickly as you can. and is another (slow) Makoto mixup option. A good move if you want a really fast overhead knockdown option. The Hard Oroshi knocks down. It's slightly easier to combo from Medium Oroshi but not by much. Also. make sure you know the right range of attack. though this doesn't really do much for Makoto. you can combo from them using fast attacks such as your Crouching Light Kick. EX Version: EX Oroshi is one of Makoto's faster knockdown options. which makes it extraordinarily powerful. EX Oroshi also has some startup strike invincibility. otherwise this move will whiff and leap over opponents on the ground. It starts up much faster than the regular Oroshis and can be comboed into. The pushback of the move might save you from a punish. If the Light or Medium Oroshi lands. but it wears off long before the move can get to a hitting state. In order to make sure the opponent doesn't try to escape from Oroshi. you'll want to cancel into it from a normal move.

or Fukiage (Upper Punch) Damage Light 100 Medium 100 Hard 100 EX 140 .or Karakusa Damage Regular 40 EX 60 Properties Makoto is famous for her Karakusa and its deadly reset potential. Absolutely great for using when you don't want to be interrupted from your grab by players mashing on Light Attacks or such. The range and startup differences on each Karakusa are rather small. There's a bunch of tick setups with standing Light Punch or crouching Light Kick that you can use to trick the opponent into thinking a Karakusa is not coming. The Light version starts up the fastest. wait for the opponent to stop trying to counter your offense and then choke them. the only thing you really need to worry about is the situational use for the command grab. Definitely a choice move for Makoto in her mixup game. Once you land this move. EX Karakusa also starts up the fastest of all the versions. making it the hardest to react to. Thus. but has the least range. EX Version: The EX Karakusa has the same range as the Medium and has one-hit Super Armor. The use of this command grab is pretty straightforward. the most popular combo starter after Makoto sets the opponent back on the ground is standing Hard Punch. but significant enough to make a difference.

Unfortunately it's really not worth burning four EX bars just to get potential damage. It also moves the farthest forward. EX Version: EX Fukiage has the startup of the Medium and does more damage. Ultra 1 — Seichuzen Godanzuki Damage . this move is a great answer to make them stop leaping out of your range. making it a sure-fire anti-air against jumping attacks. Super and Ultra Moves Super — Tanden Renki Damage Super +25% Tanden Renki increases Makoto's damage by 25%. You cannot use EX moves while this Super is active. The startup and some of the recovery of this Super is invulnerable. All three versions of the Fukiage have slow startup for anti-airs. It's much better to bet on guaranteed damage unless you're showing off. so it's possible to use as a final desperation counter. but this requires a good read or a difficult option select. the slower the startup. You can cancel into it from normal and special moves to extend combos. If you find that opponents are constantly jumping out of your offense/Karakusas. The heavier the version. You can choose to go for an aerial reset with a normal move. so you must make a correct guess on a jump-in to land one reliably. a Tsurugi juggle/knockdown. You can use this move to catch backdashes from the opponent since they are considered airborne. This move can only strike aerial opponents. or another Fukiage into Tsurugi. If any Fukiage connects. Fukiage is upper-body invincible during the startup of the move. Generally you'll want to limit the use of Fukiage to combos and obvious jumping counters only. The forward movement of the Hard Fukiage in particular is great for attacking people trying to jump away.Properties Makoto's anti-air special attack. This requires a risky read though. Makoto can jump to cancel the recovery of the move and follow up with an attack.

a link after Tanden Renki and the Karakusa. you can perform several followups that are detailed in the Combos section below to add some really powerful damage to the Ultra ender. so it's best to input the Kick button as an immediate followup to the Ultra input. Punishing projectiles and reckless offensive moves is easy if you can see them coming. so this Ultra is a great way to escape.Ultra 1 480 Properties Makoto's comboable Ultra for big damage. but it has great utility due to its range and speed. You're going to want to save this Ultra for matches where you need a fast invincible grounded counter to an opponent's move at close range. Another great use for this Ultra is escaping the corner. you can use it as a punish or an anti-air. Once you land this Ultra. Because it starts up fast and has deceptive range while being fully invincibile. Make sure the opponent cannot punish you with a long-ranged attack in the opposite direction. Target Combos Target Combo 1 . Makoto has a really tough time escaping when her back is to the wall. The jump from the wall is not invincible but the angle the move travels at helps you to avoid a lot of attacks anyway. Before Makoto jumps to the wall you must press one of the Kick buttons to determine where Makoto will go. There's no way to combo into this Ultra. then or or Ultra 2 — Abare Tosanami Damage Ultra 2 440 Properties Makoto is fully invincible until she reaches the wall when she activates this Ultra. Ways to combo into Seichuzen realistically include the L or M Tsurugi. You don't have much time to input it.

HP xx H Hayate 2 Hits 190 Damage Makoto's basic punish combo. Instead. Link st.MP xx EX Oroshi 4 Hits 182 Damage Makoto's second bread and butter link combo.LP. Unfortunately this target combo is not safe on block and it's not special or super cancelable. cr. Link st.HP xx EX Hayate 3 Hits 216 Damage Karakusa bread and butter. you'll find the most common and helpful combos that you should know. You can of course choose EX Hayate as a combo ender instead. st. Link st.This target combo is a direct answer to people who try to Focus Attack the initial Forward + Medium Kick. The target combo itself does nice damage but doesn't really set anything up. Karakusa. Link st. Link cr.LK xx EX Hayate 4 Hits ??? Damage Makoto's first bread and butter link combo.LP. cr. . There are many variations to these as well.LP. Combos Important note: Not every possible combo is listed here. cr.LK xx L Hayate 2 Hits 120 Damage A much faster punish combo. The second part of it is fairly safe on block in that you'll push yourself out of range. Target Combo 2 Another good target combo for breaking Focus Attacks. Only works at close range.LP.

LP Tsurugi xx Jump xx M Tsurugi. Link cr. LP Fukiage xx Jump xx EX Tsurugi 7 Hits 577 Damage Ultra 2 second followup. st. Use it to force people into the corner faster. dash forward. EX Hayate 4 Hits 302 Damage Good damage off of a Focus Attack. The LP Fukiage sometimes has to be done in the oppposite direction since the dash can cause you to cross under. LP Fukiage xx Jump xx EX Tsurugi 5 Hits 387 Damage Makoto's doomsday combo.MP xx M Hayate 3 Hits 240 Damage Tsurugi gives a lot of frame advantage to do almost anything on hit.M Tsurugi. . Ultra 2's Fukiage xx Jump xx M Tsurugi. Requires the corner. wait.HP xx EX Hayate. Higher damage option. Link Ultra 1 6 Hits 434 Damage A feared combo that is very easy to do. and Ultra 1 comes out in 6 frames. juggle EX Hayate 6 Hits 542 Damage Ultra 2 first followup. Karakusa. Karakusa leaves Makoto at 12 frames of advantage. Focus Attack Level 2 xx Dash forward... Ultra 2's Fukiage.

Kara-Karakusa Input To prevent the standing Light Kick from hitting the opponent you'll have to either memorize the specific range in which to use it or activate it just as the opponent is standing up. making it whiff through the character. Only works in the corner. you cancel the startup frames of a normal move in order to move closer to the opponent and grab them. only players that can master a fearless mentality should play Makoto. Given that she has a very unpredictable and powerful offense. command normals and dashes. You'll want to press forward with different degrees of movement and shut the opponent down at all angles by making them scared to counter-attack. . but it's best to know just in case for those really annoying matchups out there.Focus Attack Level 2 xx Dash forward. LP Tsurugi xx Jump xx EX Tsurugi 5 Hits 326 Damage Focus Attack combo 2. Because of Makoto's up-close offense the possibility of getting hit with every reversal in the game is high. Tips and Tricks Makoto is a character that is constantly on the move and is aggressive with her jumps. wait. You can get by in games just fine without using the Kara-Karakusa. You must do this before the normal move actually hits. The most common and easy normal move to kara is the standing Light Kick.. To sum up the technique succinctly. neutral jumps. MP Tsurugi.. The Kara-Karakusa The Kara-Karakusa is the name for a technique used to extend the otherwise short range of the Karakusa. So the motion should be (quickly) performed like so. Being able to read an opponent's mental state and patterns is thus another required trait in order to play Makoto effectively otherwise people will constantly escape from you.

+ Safe chip damage game. + Crossups on the ground and in the air.Low damage offense.Mixup game is weak. + Deadly corner lockdown.• Moves and Strategies • Frame Data • Hit Boxes • Costume Colors • Story • • Artwork • Character Overview M.Bison is a space control character with powerful pokes and fast walk speed. making him very easy to anti-air. Bison isn't without his problems though. Notable Normal Moves and Unique Attacks .Anti-air game at mid range or closer is very bad. • Strengths • + Can kick you to death. .Jump is floaty which forces him to approach on the ground. He has a lot of trouble dealing damage in almost every situation except a point blank punish. + Quick backward and forward dash. Bison also has some of the best defensive options in the game with five different invincible reversals. Bison's jump is also extremely floaty. The dictator also has some of the most powerful corner pressure in the game with scissor kick and poke lockdown. • Weaknesses • . + An amazing throw game with tick setups. + Multiple invincible defensive options.No combos into untechable knockdown. . . His Ultras can't assist him well in a match and he doesn't have a consistent anti-air option. .

you can only land moves with juggle ability such as EX Psycho Crusher. Jumping Medium Kick Bison's crossup attack is one of the most ambiguous in the game. Standing Hard Kick is a signature move for Bison in terms of space control. The process is thus simple. If you land both punches. Jumping Hard Punch Bison's best direct jump-in. Slide The Slide is ridiculously unsafe on block. Popular followups include standing Hard Punch and Hard Psycho Crusher. EX Scissor Kicks and both of your Ultra Combos. Has the capability to beat anti-airs and also makes it so that he can attack with a jumping attack more quickly (since he angles himself downward). This is a two-part attack. the speed and coverage of the move make it a very good attack to challenge players trying to either dash into your space or sneak in with a command normal. if you don't have Ultra stocked.or Far Standing Medium or Hard Kick Bison's standing Medium Kick is his best mid range poke to challenge opponents safely on the ground. go for two. It also has a ton of priority air-to-air meaning that you'll be able to beat opponents in a lot of aerial confrontations. it's best to go for only one punch. so you can throw it out there to challenge space. This isn't recommended though. . but if you do. Hell Attack Hell Attack is one of several aerial moves in the game that juggles the opponent into a knockdown. One great feature of this sliding sweep is that you can FADC it to make it safe or to go into a mixup. While it doesn't have any real hitbox priority. Since Bison has a floaty jump and easy combos from his Light Attacks this crossup is even more dangerous. and if you choose to land only one punch then you can juggle with special or normal moves on the ground. so make sure you don't have other options first. though it has very little priority against aerial opponents. This is a rather expensive way to get in the opponent's face. but it's one of Bison's few untechable knockdown options. If you notice that a player is walking around a lot and not pausing to crouch block then you can use this move as a surprise attack. It's hard to punish when spaced at max range and if the opponent tries to jump over it you can recovery quickly enough in time to neutral jump and counter them. It's also one of his few anti-air attacks. It's also hard to whiff punish.

The Light Scissor Kicks are the most important one for Bison. making it ideal for throw ticks as well.Crouching Hard Punch Bison's only true anti-air attack. However if you strike with only the second hit of the move (where Bison hits the opponent with his toe) the pushback will make it much harder to punish. Special Moves or Double Knee Press (Scissor Kicks) Damage Light 90 Medium 110 Hard 130 EX 140 Properties Bison's signature scissor kicks are the core of his offense. making them vulnerable to neutral jumps. It's also very fast. Ultimately you'll want to be mixing up Light Scissor Kicks with your standing Hard Kick. Each version has certain uses. standing Medium Kick and dash forward -> throw. Also the low invincibility of each Scissor Kick takes a very long time to . The Medium and Hard Scissor Kicks are unsafe on block to the point where they can be easily punished. This move is completely safe on block at all times. so they're almost exclusively used in combos. While it doesn't do much damage. making it near-impossible to react against. The Light Scissor Kick should be a fear factor in your opponent's mind so make sure that each time you use it that it is unpredictable. This requires very good spacing though. It also doesn't push Bison very far from the opponent. and it's very slow to the point where you'll want to use it sparingly and only against chars with weak jump-ins. Crouching Light Kick Bison's crouching Light Kick is legendary for its annoyance factor. All versions of the Scissor Kicks are very bad at anti-airing. The scissor kicks serve the dictator well in combos. building meter or just doing general chip damage. It's a three-frame move with considerable range which makes it great during crouch throw teching. it's perfect for safely pushing people towards the corner.

making it useful to apply after knockdowns. Unlike EX Scissor Kicks this move goes through the . it's possible to get punished by fast moves. Most opponents won't throw projectiles when they see you have a charge. The Psycho Crusher can cross up opponents with the tail end of the move. Scissor Kicks tend to leave you in a more favorable knockdown position in combos. it has almost no anti-air priority. Even if you space it so that you strike with the very end of the Light version. Don't give up on this move entirely though. This move is incredibly unsafe on block and the invincibility doesn't overlap the attacking frames of the move.become active. projectiles and throws at the start of the move. This makes it a strong anti-projectile option because the range is so far. Despite the fact that Bison covers himself in purple electric flames to use this move. so you have to space and time each kick correctly out of the range of all attacks. EX Version: EX Scissor Kicks have a big amount of invincibility to attacks. All versions are extremely unsafe on block. but it's still a good move to threaten with. If you use a Psycho Crusher over a knocked down opponent and have Bison fly into the corner. or Psycho Crusher (Torpedo) Damage Light 120 Medium 130 Hard 140 EX 150 Properties Bison's purple flaming torpedo sadly doesn't have much use in grounded offense. he will instantly recover next to the opponent and it will be very difficult to see which side he is on. This is a really dangerous technique that's even more powerful with EX since Bison recovers faster. You should only use this move as a reversal if you are sure it's going to whiff out of the range of an opponent's attack. it can be very difficult to punish. Also. Another use of this move is ambiguous attacks in the corner. Even if the opponent blocks the Psycho Crusher crossup correctly. EX Version: EX Psycho Crusher is a strong wakeup option for Bison due to its large startup invincibility window.

You want to make sure the beginning of this move is blocked by the opponent so that the blockstun allows you to escape. This attack is classified as a two-hit projectile attack which makes it another anti-projectile option. the collision of hits will take away Bison's ability to strike the opponent with EX Psycho Crusher. You should really only use this move as a reversal against characters without strong horizontal reversals as well. so it's a better idea to try and escape instead. Anyone who can cover ground quickly with a special move or Ultra will be able to punish EX Psycho Crusher. It's not hard at all to counter with a jumping attack and the tracking ability of the move is weak. By pressing punch after the headstomp hits or is blocked. This is important because on hit or block you'll want to put distance between you and the opponent since Bison has noticeable ground recovery on this move and the opponent recovers before you land. making it likely to whiff against players walking backwards. you can initiate a Splash attack. This option is really unsafe to things like Focus Attacks or invincible reversals. or then or Head Press & Somersault Skull Diver (Head Stomp and Body Splash) Damage Head Stomp 120 EX Head Stomp 180 Splash 120 EX Splash 160 Properties Bison's headstomp tracks the opponent for an attack that must be blocked high. After Bison attacks with this move. You'll generally want to avoid the normal version of this move and its followup entirely because you can get better chip. you can control Bison's drop path with the joystick.opponent on block. You'll want to be careful with this move. . What is interesting about this property is that should you contact an EX projectile with this move. positioning and safe options from your Scissor Kicks and pokes.

You also recover almost instantly on the ground if you whiff this move. You can actually whiff this move without pressing any buttons after Bison leaps. The massive and obvious startup in the air when Bison flips over makes it very easy to counter with a Focus Attack. Since you can steer Bison's trajectory away from the opponent after you flip away you can use it to escape from the opponent. . The first is that it travels through the air faster. Unfortunately. Whiffing it while holding back to fall away from the opponent is a great way to build emergency EX bars that makes Bison so dangerous. but this is super risky. This is great for surprise attacks since the animation and noise of the move make it sound the same as a Headstomp. It's very easy to avoid this move with a Focus Attack -> Backdash before the second hit lands. The speed of the move and the improved angle make it almost impossible to avoid chip since they can't walk or jump away to dodge or counterattack the move. EX Version: EX Devil's Reverse has a good amount of startup invincibility as Bison leaves the ground. The EX Splash like its normal counterpart should be avoided. Don't abuse this strategy though. It's extremely slow and easy to avoid at close range by simply walking away. You can use it to defeat late crossups because the startup invincibility will rush through jumping attacks. Also. Be wary of how close to the corner you are shoving yourself during this strategy. Don't try to use this move as a reversal though. It also has some startup invincibility. perfect for throws or crouching Light Kicks. has better tracking at mid range and does a lot more damage (along with chip damage). you really don't want to attack with this move. watch out for horizontal Ultras that cover a lot of space. and then you'll be down an EX bar and you'll have given your opponent more Revenge meter. The best use for this move is to build EX meter.EX Version: EX Headstomp has a bunch of new qualities that the normal headstomps don't have. or then or Devil's Reverse Damage Regular 110 EX 160 Properties Bison's famous Devil's Reverse move has a couple of interesting uses since you can control Bison's arc with the joystick once he sticks out his hand. The best time to use this move is to chip opponents who have their backs to the wall.

It's best not to use it unless the opponent is in the corner and can't avoid the chip of the move. Forward DP: In front of the opponent. The two-hit EX followup to Devil's Reverse suffers from the same problem that the two-hit EX Splash does in that a Focus Attack -> Backdash from the opponent can avoid the second hit of this move. Forward DP: Behind the opponent. An opponent who predicts your Teleport will be able to punish it. It's best not to be too predictable about using it on wakeup. Follow this chart carefully.However this reversal suffers from the same problem that EX Psycho Crusher does. Light version has the fastest startup but the least amount of range. strong horizontal attacks with speed and invincibility can catch the recovery of this move very easily. Bison's teleport is actually fairly easy to utilize. In matches you'll only really want to be using the fourth option as a reversal to escape.  Kicks. Also since this reversal isn't technically an attack it can be option selected on startup by shoryukens and the like. Backwards DP: 3/4 screen away from the opponent.  Kicks. Reverse DP: Full-screen away from the opponent.  Punches. . or or Teleport Despite the complex-looking inputs. even if they are playing a slow character. making it a deadly projectile counter if you have charge. Super and Ultra Moves Super — Knee Press Nightmare Damage Super 340 Properties: None Bison's Super is completely invulnerable on startup and invincible to projectiles after startup. All teleports have the same amount of recovery and the Teleport is fully invincible on startup. It's best to only use this as a reversal against characters without strong ground options.  Punches.

Ultra 2 — Psycho Punisher Damage Ultra 2 450 Properties: This Ultra is completely invulnerable on startup and invulnerable to projectiles only during its descent. not reaction. . Psycho Punisher must also be blocked high.It's also easy to cancel into from either the Scissor Kick or a crouching Hard Punch as a punish attack. but the only problem is that most players don't throw fireballs when you have a charge. Unfortunately. Nightmare Booster also does a ton of chip damage. Even after something as simple as a forwards throw sets up the opponent into a guessing game where they aren't sure which side the Ultra will land on. You can pull off some really ambiguous crossups with this Ultra. You can control the drop point of the move using the joystick. Bison needs EX for a lot of options both defensively and offensively. This makes it a nice projectile counter. This is a risky gamble to go for since this Ultra is unsafe on block and invincible reversals will avoid it. Due to the massive amount of invincibility covering the move and that it can re-ground aerial opponents you can use this move as an anti-air though you have to do it on prediction. This means that you can cross up the opponent with this move or move closer to punish projectile throwers. so you'll probably never use this Super except to show off. so if your opponent is on their last legs with no invincible counters left you can use this to finish them off. but it's still a nice trick to turn the tide against characters with bad wakeup games. It has a lot of startup and the only way to combo into it is after a Focus Attack or a Hell Attack. much larger than it looks. The range of the Ultra is massive. Ultra 1 — Nightmare Booster Damage Ultra 1 492 Properties: None Bison's more damaging Ultra option.

st.LK xx MK Scissor Kick 5 Hits 153 Damage This combo is much easier to hit confirm. cr.MP xx HK Scissor Kick 2 Hits 112 Damage .LK. cr. Link cr. st. allowing you to go for a stronger scissor kick. j.MK xx HK Scissor Kick 6 Hits 248 Damage Bison's best post cross-up hit confirm combo. j.LP.LP.LP.LK Link st.HK 3 Hits 148 Damage Bison's standing Light Kick is a great tech trap.HP. cr. Combos Important Note: Not every possible combo is listed here. Combine that with his fast walk speed and this easy combo and you have another element to your throw mixup game. cr. cr. you'll find the most common and helpful combos that you should know.MK. Safe on block and useful to know. Link cr. There are many variations to these as well.LK xx LK Scissor Kick 5 Hits 119 Damage Bison's crouch tech combo. cr. Instead.HP xx HP Psycho Crusher 3 Hits 322 Damage Bison's easiest and strongest meterless jump-in combo.LP. st. Link cr. st.LK.LK.You can combo into this Ultra the same way as you do with Ultra 1 with less damage as a result.

j. it's time to apply your throw and chip game. Nightmare Booster 8 Hits 426 Damage Bison's only real way to combo into his Ultras. His standing Medium Kick. you will gain space domination and some of the most slippery defensive options the game has to offer. While you won't get amazing amounts of damage for playing Bison's gameplan. Bison has exceptional throw range and this should not be forgotten. • Moves and Strategies • Frame Data • Hit Boxes • Character Overview . Once you've convinced them to stay on the ground. Since Bison doesn't have an overhead. He also has some of the best Light normals to use for tick throwing. Ultimately you should have ultimate patience when fighting opponents as they will try to force you to drop your charge constantly. Light Scissor Kick. a command throw or a short jump he will have to rely very heavily on his throw game. You must be ready to keep them out of close range and to stop their jumps with your own neutral jump.MP x2. fast dash and quick Light Attacks allow him to stay grounded and control space well.Bison's best mid-range reach and punish combo. This same combo works for Ultra 2 for less damage. Bison General Strategy Bison has such amazing control of ground space that he almost never needs to jump unless he is going for a crossup after a knockdown.

+ Good utility on both Ultras.Focus Attack has below average range. Special Moves or Fireball (Gohadouken) Damage Light 60 Medium 60 Hard 60 EX 100 Properties Oni's fireball only travels roughly 80% of the visible screen before it fizzles out. Oni has very poor reversal options though with a dragon punch that can't be FADC'd on block.Backdash is very bad in terms of distance. All of the fireballs can be charged. Both of his Ultras are very useful and powerful which add another component to his great utility game. . . The Light version travels the slowest. . especially with meter. + Brutal offensive pressure with crossups and overheads. + Great frame trap moves. regardless of the version used. traveling little distance.Fireballs are very tough to utilize. His backdash is also poor. Hard the fastest. + Variable reversal game. Oni's long-range offense is weak with a sub-par fireball game that can be easily avoided or punished.Cancelable pokes don't have much range. Lastly. Oni can really command the pace of a match with his Demon Palm and Air Hadou Dash while controlling space with his command normals. and when fully charged the fireballs do not fizzle out whatsoever. making him very dependent on it. • Strengths • + Very powerful combos. At full charge all fireballs also hit twice. Oni really needs meter to do any sort of significant damage. He has a great mixup game (especially when he has EX) along with a very confusing reset game. + Walk speed is very fast. . • Weaknesses • .Oni is a tool-based character with a large amount of options at his disposal to engage fighters. .Lower than average stamina and stun.

where the Light version hits once and has the fastest recovery. This is good for comboing from long range or to punish the startup of Focus Attacks. It also does not fizzle out at any time.It's tough to utilize this move because the startup is slower on average compared to other good fireballs in the game. but it can still be avoided or punished very easily. The charge time and recovery is fairly quick. The startup and recovery on this move is atrocious regardless of the version used. or Hurricane Kick (Tatsumaki Zankuukyaku) Damage Light 110 Medium 130 Hard 160 . EX Version: This version hits twice and starts up a little faster than the regular fireballs. It's best to only use this move at a little less than full screen to build meter safely. or Electric Fireball (Gorai Hadouken) Damage Light 60 Medium 90 Hard 120 EX 150 Properties Oni's electric fireball is almost exactly the same as Akuma and Evil Ryu's red fireballs. EX Version: The EX electric fireball has the Light version's recovery while hitting three times just like the Hard version. No real use for this either. so there isn't much use for it. The Hard version hits three times and has the slowest recovery.

the FADC property is great for combos though and allows you to combo into both of your Ultras or a Demon Palm. This move can cross the opponent up in the air. All versions hit three times and the Hard version has the most invincibility. It is also possible to hit the opponent as they are falling from your Aerial Hurricane Kick knockdown. It also works well in juggles to tack on extra damage. but the timing is a little weird. In the air. It's a primary combo ender off of most of his meterless combos since it gives you time to approach the opponent after a knockdown. EX Version: This has Oni spin in place for a multihitting attack. and then he descends. Because of this. EX Version: EX Goshoryuken has a bit more startup invincibility and does more damage . You can use this off of a Air Hadou Dash. you cannot depend on this move to be a safe reversal even if you have two EX meters. or Dragon Punch (Goshoryuken) Damage Light 140 Medium 150 Hard 160 EX 190 Properties A great anti-air special move due to its startup invincibility. It's a great combo ender and can lead to both Ultra 1 and Ultra 2 in the corner. and it can only be canceled after the second hit. You can only FADC this dragon punch on hit. but this is very hard to do.EX 160 Properties Oni's Hurricane Kick is great for knockdowns and damage. this stops Oni's jumping momentum completely while he hovers in the air.

The Light Demon Slash is safe on block except against grapplers. A great utility move. so it's possible to follow up with a dragon punch. It also juggles the opponent much higher in the air than the regular Demon Slashes. mixups and punishes. The Hard Demon Slash has the ability to cross up the opponent from mid range although it does it rather slowly. EX Version: This version is completely invincible to projectiles during its forward movement and it has the ability to cross up. or Demon Palm (Sekisei Jiraiken) Damage . If you land this move. Try to incorporate this move into blockstrings so that you land a reset on the opponent.than the regular Goshoryuken. or Demon Slash (Rakan Dantojin) Damage Light 120 Medium 120 Hard 100 EX 80 Properties Oni's Demon Slash is a very important move for his offensive game. You can also FADC this move whenever it strikes the opponent since Oni is considered grounded during the slashing motion. but the middle portion of the move is invulnerable to projectiles. but it can be punished with a throw or a quick attack if the opponent blocks the crossup correctly. and it's very unsafe on block. dash forward and continue a combo for big damage since it leaves the opponent standing. It's hard to punish projectile throwers with this move though. Other than that. It has a lot of uses for both approaches. there are no unique properties to this EX move. setting up another mixup situation for you. Medium Demon Slash is a little slower than the Light version. Ultra or Demon Palm(corner). It knocks down on hit though. This version cannot be FADC'd if it crosses up the opponent. You can use this to approach the opponent from mid range. you can FADC it. A great mixup tool.

This has yet to be verified. It doesn't break armor. EX Version: EX Demon Palm is just as fast as the regular versions. If opponents are backdashing this move in anticipation of it. For starters. but it has two important qualities that make it stand out. one popular example being the EX Demon Slash. If it lands on an aerial or grounded opponent it places them in an untechable knockdown. Air Hadou Dash (Zanku Hadosho) Damage Light 0 Medium 70 Hard 70 Properties . Some reports are saying that this EX move has lower-body invincibility on startup which gives it potential as a reversal.Light 130 Medium 100 Hard 140 EX 80+90 Properties This move has Oni leap into the air and slam his fist down into the opponent. use the Hard version to catch them. The Light version travels the least amount of distance forward. You can throw this move in the middle of your pressure strings to punish opponents trying to tech throws. This gives Oni an incredibly fast and hard to avoid mixup option. Hard the most. It comes out VERY FAST and is almost impossible to see coming. You can also use it for chip damage since it is so hard to punish. While it can be blocked high or low. the initial hit of EX Demon Palm is now an overhead attack. so be careful of those trying to intercept it with a Focus Attack. it is now a two-hit attack that will break through Focus Attacks. Secondly. You can combo into this move from a variety of juggles. it is very difficult to punish this move on block.

Oni depends on meter heavily for offense so you won't get too many opportunities to use this Super. This move resembles Akuma's teleport. and you can cancel into the Raging Demon from the Air Hadou Dash at any time. The Medium Hadou Dash travels in a slightly up-forwards direction and also can be followed up with a Hurricane Kick. meaning that if the opponent does not jump or perform an invincible move before the flash of the Super's activation they will always get grabbed as long as they are in range. but this has yet to be verified. but it doesn't have any invincibility. The range on this Super is very good and it's not too hard to get into positions to land it. It also has no EX variant. Super and Ultra Moves Super — Raging Demon Damage Super 350 Properties The Super Raging Demon is actually called a zero-frame grab. You can follow this move up with a Hurricane Kick in the air to attack the opponent or to counter them in an air-to-air situation. Each version of the move has a small amount of ground recovery. enough to be punished easily if you don't space the move correctly. The Light version travels forward and cannot hit the opponent. or Ultra 1 — Meido Gohadou Damage . The Hard version is the best one to use because you can bait anti-air attacks with it.This move has Oni use a pulse of demonic power to move around in the air. but it's still a great tool. Currently reports are saying that this Super has some startup invincibility. If you use this move on the opponent's wakeup. You can't follow this Dash up with a Hurricane Kick. If you need to gain a significant life advantage to turn the tide of a match then you should definitely set up a way to land it. It also has the ability to strike opponents jumping into the air to try and attack you. You'll want to avoid this one entirely unless you are trying to catch someone jumping backwards. The real draw of this move is that you can use it in the air to grab opponents. it is possible to dodge some reversals and punish them.

If you use the Kick inputs instead. If you land this move as a juggle.  Shoryuken FADC  EX Hurricane Kick (corner)  EX Demon Slash If you perform this Ultra on a grounded opponent that is within a certain range. Ultra 2 — Tenchi Sokaigen Damage Ultra 2 525 Properties Oni reaches up and then slams the ground. The aerial version of this Ultra doesn't have too many uses unless you need to perform a long distance punish while jumping or attack someone trying to interrupt your Air Hadou Dash. and if it hits Oni will launch them into a long back-crushing cinematic for huge damage. Due to the nature of the spike of energy that Oni summons it's possible to use this move as an anti-air if you react quickly enough. It's tough to land this though. Oni is . you will get an extra cinematic that deals a lot more damage as Oni throws a second fireball into the opponent. then Meido Gohadou actually comes out at an anti-air angle. Combos to Ultra 1 are done through the list below. It's also the only fireball Ultra in the game that can be used in the air! It's easy to combo into and if you set up the right circumstances you can fit it into any part of your gameplan. you won't get the full cinematic but it will still do a decent amount of damage. All of the combos that work to land Ultra 1 also work to land Ultra 2 but it doesn't always deal more damage in those situations.Ultra 1 350 or 450 Properties A fireball Ultra that has a lot of great uses. Oni has compete upper-body invincibility when he uses this version and it's great for punishing jumping players.

Combos NOTE: Not every potential combo has been listed. Light Demon Slash . Regrettably. making it good as a desperate counter. the second hit whiffs on crouching opponents so you'll have to make sure the opponent is standing during your hit confirm. Target Combo 2 A very powerful target combo that is easy to link into. You're going to be comboing into this a lot since it opens up Oni's damage portals. Link Hard Gohadouken 5 Hits Damage 163 An easy combo string that starts from a crouch tech. Target Combos Target Combo 1 While Oni has stronger combos from his links. Link EX Hurricane Kick 7 Hits Damage 248 A basic combo that is good for corner combos due to the juggle the EX Hurricane Kick provides. this is a nice hit-confirm that works on crouching characters.also completely invincible during the fast startup of the move. just the ones that are noteworthy.

Notable Normal Moves Special Light Punch This slightly different light punch is the leading move into Oni's Target Combo 1. however. .Link Target Combo 2 Goshoryuken 6 Hits Damage 356 A big damage combo that can work off of a safe approach attempt. Note that the crouching Hard Punch forces the opponent to stand up. Overhead Chop (Zugai Hasatsu) A standard two-hit overhead attack. Special Hard Punch Oni takes a huge step forward and throws out a wave of energy attached to his palm. Link Gohadouken Link Target Combo 2 Hard Hurricane Kick 8 Hits Damage 333 A nice damaging FADC combo for Oni. Goshoryuken juggle Ultra 1 or 2 9 Hits Damage 384 Either Ultra will work in this situation. This attack can negate projectiles (not EX though) and it is safe as a poke. Ultra 2 will do more damage. making it a great move.

If you trade with a Light Goshoryuken you can juggle afterwards with this move. Rose also controls space very well with a dominating presence at mid range with her high-priority normals and anti-air attack. She also has no problems with projectile battles and can come out on top of them easily with her Soul Reflect.Special Light Kick The use for this move is unknown. Once she's knocked down. • Moves and Strategies • Frame Data • Hit Boxes • Vs. Special Hard Kick This is used as an anti-air attack and as a post-juggle move. For now. Special Medium Kick Oni does a pinwheel kick that moves him very far forward. Very fast and has a great hitbox. It sends the opponent into a spinning knockdown and as a plus you can combo into both Ultras from it in the corner! or Crouching or Standing Hard Punch Crouching Hard Punch is an incredibly good anti-air for Oni. You can also cancel it into your Super for a surprise attack. Rose has a very bad reversal game though. Character Notes • • Costume Colors • Story • Artwork • Character Overview Rose is a zoning character with great pokes and footsies. her subpar wakeup . Standing Hard Punch works well for opponents that jump in front of you. Soul Spark and Slide. This is great for approaches since this move is safe on block. Oni appears to be a very strong capable character with a lot of tools. Oni Strategies This section will be expanded on later in time.

Notable Normal Moves Crouching Medium Punch This move has an incredible amount of priority and it's special cancelable. Crouching Medium Kick Similar to crouching Medium Punch but slower with longer range and can duck under high attacks.Focus Attack is the worst in the game. If you want to control mid range and keep opponents out. meaning that you'll have to beat up your opponent quite a bit to get the win. Can be used for option selects at mid range into Soul Spiral. Also. • Weaknesses • . + Throw has amazing range. . . . . + Can walk backwards and forwards out of attack range quickly. + A really strong normal anti-air.Opponents who can get in close range easily give her a rough time. • Strengths • + Best backdash in the game. Close Standing Medium Kick is one of Rose's best mixup moves on the opponent's wakeup. + Can control projectile battles in her favor. She is considered airborne (cannot be thrown) and invincible to lows. A really great counter-attack to those who abuse low moves at mid range.Hopeless reversal and escape game. or Close and Far Standing Medium Kick or Far Standing Hard Kick Far Standing Medium Kick is a great poke and when Rose's scarf flashes blue she cannot be hit by low attacks. She also has low damage on her standard combos. she can combo afterwards if it lands.Ultras are either slow or not damaging. Far Standing Hard Kick is very similar to Far Standing Medium Kick in that when Rose's . It also whiff recovers fast enough for you to anti-air jumping opponents.Fireballs have slow startup and recovery. use this normal. This move is nasty for feinting throws and getting counter-hit setups. . + High-priority pokes at all ranges.Low damage offense.game gets beaten by safe jumps and option selects incredibly easily.

The Hard version is the only one with frame advantage on hit or block. You can also duck under projectiles and slip under jump-ins with this move. so you'll want to be careful using it at anywhere but long range. Another great poke. she can avoid low attacks. Slide This is one of Rose's best moves. Very ambiguous and can lead to an easy combo if it lands. but watch out for the startup time. Special Moves or Soul Spark (Fireball) Damage Light 80 Medium 80 Hard 80 EX 100 Properties Rose's Soul Spark has slow startup and recovery. Anti-Air: Crouching Hard Punch This can anti-air opponents from a ton of angles and is also very fast. The Soul Spark is the highest-damaging non-EX projectile in the game and it also does a nice amount of chip damage. The Light version starts up the fastest. but all Soul Sparks recover in the same amount of time. It has fantastic utility and should be used often. Jumping Medium Kick Rose's crossup attack.scarf flashes blue. though it's unsafe enough at close range to be punished by Light Attacks. . Soul Piede A very long-ranged poke from Rose. It's completely safe if it's blocked at maximum distance. meaning that it inflicts the most block and hitstun. Using it in blockstrings is not recommended because of the wide frame gap it gives the opponent to attack you. but be careful of the slow startup. Use this as your primary counter to jump-ins. This is good to use against slow characters to keep them at bay from maximum range.

This move is initially confusing at first though. or Soul Spiral (Drills) Damage Light 100 Medium 100 Hard 100 EX 100 Properties Considered the core of Rose's offense. you should have no problem keeping up in projectile battles as long as you keep an eye on where the opponent is standing when they throw projectiles. breaks armor. mostly at long range to chip and build meter against defensive opponents. After all. It knocks down. It's comboable from Light Attacks. This is still a move you'll want to use limitedly. travels swiftly and recovers a little faster than the normal versions. Follow the breakdown below. EX Version: The EX Soul Spark hits twice. the Soul Spiral is Rose's primary combo ender. but it's the most unsafe version on block. comes out as fast as the Light version. so throwing out an occasional EX Soul Spark which travels a good deal faster can throw off an opponent's timing who's trying to avoid your projectiles. Rose players mainly use her Light Punch Soul Spark. Essentially you're risking a big punish for the most guaranteed combo. and is easy to combo into from her cancelable normals.  Light Spiral: This version starts up the fastest.With the combined toolset of Soul Spark. though. Soul Reflect and Slide. each Drill does the same amount of damage (as well as the EX version) so it might be a bit hard to discover which Drill to use and when. The best times to use this move is to safely challenge Focus Attack users at mid-range or to blow through someone's regular fireball and hit them. Even though this version offers the tightest . The damage isn't much higher than a regular Soul Spark. EX Soul Spark is also completely safe on block at any range as a bonus against a bad prediction.

The Light version absorbs fireballs and build around 50% of one EX bar for Rose.  Hard Spiral: This one starts up the slowest. Otherwise. The only time you should use this is if you can read that an attack is coming. but leaves wide open blockstrings. All Reflects start up in the same amount of time. The normal Spirals only utility outside of combos is to get safe chip damage with the Hard Spiral (risky) or to challenge players who repeatedly Focus Attack at mid range. It also doesn't get any speed increase compared to the regular versions.blockstrings. and the Hard version reflects them in an up-forward direction. it's best to just alternate between blocking and backdashing. meaning that simple option selects can smack you out of this attack. However if you space this version so that it strikes near the end of the move. but each version performs a different action against the fireball. . This version isn't used often. but starts up a bit slower so it leaves a frame gap in blockstrings. it can be impossible for the opponent to punish.  Medium Spiral: More safe on block than the Light version. making it possible for opponents to punish its startup on reaction. The Medium version reflects the fireballs back at the opponent. However. EX Version: EX Soul Spiral is Rose's only true reversal with its startup invincibility. the frame disadvantage is not worth using in such a way. the move's invincibility runs out before it can reach an attacking state. or Soul Reflect Damage Light 50 Medium 50 Hard 50 EX 50 Properties Soul Reflect is a move that is designed to turn the tides of fireball wars in Rose's favor. so it requires Medium Attacks or higher to work. Not comboable from Light Attacks. Still comboable from Medium Attacks.

There really aren't too many uses for this move. or Soul Throw Damage Light 160 Medium 160 Hard 160 EX 160 Properties Rose's regular Soul Throw isn't of much use to Rose players. so it's best to just neutral jump or block EX fireballs instead of taking the risk of wasting a bar on a failed Reflect attempt. EX Version: EX Soul Throw is completely invincible on startup allowing you to challenge jump-ins and safe jump setups. You can attack opponents with the Soul Reflect but it's really not recommended unless you're comboing into the Hard version. The Hard Soul Throw has the best hitbox priority should you want to take the risky gamble of countering a jump. Hard Soul Reflect juggles the opponent into the air where you can follow up with a Soul Throw (in the corner.Most Rose players stick with the Light and Medium versions in projectile battles both to gain a meter advantage and to force the other player to react against their own projectile. Be wary of characters that have fast recovery on their projectiles (such as Gouken) because a Reflect will often leave you open to attack. EX Version: EX Reflect comes out much faster than the regular versions and can reflect EX projectiles back at the opponent. Also be careful of how close you are to the opponent before you Reflect anything. The only real use for the regular Soul Throws is to combo into them from either Hard Soul Reflect or Ultra 2. For regular anti-airing it's best to stick with the Crouching Hard Punch as spending meter to constantly fight against jump-ins isn't worth the cost. outside of it requires FADC). Should you notice that the opponent didn't do a safe jump or are performing late crossups than you can fight back with this move. Super and Ultra Moves . It has no invulnerability and starts up slowly for an anti-air.

Super — Aura Soul Spark Damage Super 300 A straightforward fireball Super. While you can combo into it with an EX Soul Spark FADC combo. Still. the amount of meter spent usually isn't worth it. Most Rose players stick with Ultra 2. . if you feel like you can gain a significant life lead that could clinch the game then you definitely want to cancel into this Super. Rose summons Ouroboros which surrounds her with two projectiles for 10 seconds. During this time it is extremely difficult to engage Rose due to this defensive barrier. Ultra 2 — Soul Satellite (Orbs) Damage Ultra 2 240 Properties The preferred Ultra for Rose players. meaning that you can only punish some very specific moves. You can also use it as an anti-air. meaning it can't be used in point blank punishes. Starts up slower than it looks. but you might find a use for this Ultra in some specific matchups. The best part about this Ultra is how it stops the offensive momentum of the opponent. Using all of your EX meter means that Rose loses her only viable reversal option. Ultra 1 — Illusion Spark Damage Ultra 1 498 Properties A very high damaging Ultra. The button pressed controls how fast the Aura Soul Spark travels meaning that you can punish high-recovery moves from full screen with the Hard version. Unfortunately it starts up really slowly. though this requires a good prediction.

MP xx MK Spiral 2 Hits 160 Damage Rose's most basic combo.LK. you'll find the most common and helpful combos that you should know.MP xx HK Spiral 4 Hits 134 Damage Rose's bread and butter link combo from her Light Attacks. Rose's throw range actually exceeds the range of Soul Satellite. cr. increasing the overall damage output. cr. Instead. You can also combo out of this Ultra if it lands. but most Rose players use this Ultra as a momentum shifter to force a guessing game onto the field.MK xx HK Spiral 2 Hits 120 Damage The same basic combo. If you space it perfectly. but from a longer range.While it's not invincible on wakeup (meaning you can't use it as a reversal without getting stuffed) if you activate it during a grounded battle then you force the other player to back into the corner or take chip damage. cr.LP. Combos Important note: Not every possible combo is listed here. HP Soul Throw 3 Hits 278 Damage . It's possible to combo into this Ultra using certain combo tricks.HP xx HK Spiral 2 Hits 200 Damage Rose's point blank meterless punish combo. cr. cr. Link cr. Space it correctly and go for sneaky throws just outside the range of the Orbs. There are many variations to these as well. cr.HP xx HP Soul Reflect.

Your goal is to press as few buttons as necessary so that there will be no openings for the opponent to take advantage of.HP xx LP Soul Spark xx FADC. Ultra 2 5 Hits 358 Damage A combo into Ultra 2. Soul Throw 3 Hits 368 Damage The combo to use if Ultra 2 lands as an anti-air. . Rose's anti-air game is very effective. use Close Standing Medium Kick to beat tech attempts since it hops over crouch techs and is airborne or simply throw them with Rose's huge throw range. Dash Forward.HP xx HK Soul Spiral 4 Hits 320 Damage An example of a Rose FADC combo. A well-spaced Hard Soul Spiral or long-range Light Soul Sparks can easily net chip. a decently quick forward dash and a very annoying Slide. meaning that you won't have to worry about players exploiting your air space unless you do a risky move like a standing Hard Kick. Rose players shouldn't have to worry about chip damage either. st. Also works for Ultra 1 for big damage.Rose's corner punish combo of choice. Ultra 2. You can of course follow this up for more damage. st. as she has fast walk speed. Getting into close range is not a problem for Rose either.HP xx EX Soul Spark xx FADC. Once you've knocked someone down with Rose you can play quite a deadly mind game with them. Rose General Strategy Rose is a spacing and zoning character with a ground strategy game that is difficult to punish. cr. You can option select crouching jab into EX Spiral to catch backdashes (hard). Dash Forward.

.Normal move startup is slower than average. + Has some worthwhile pokes to control mid range. Notable Normal Moves .Terrible reversal game. Lastly. The strength of Rufus is the ability to get into the opponent's face quickly and place them in a four-way mixup which can lead to some incredible damage.Has trouble against characters with projectiles that come out quickly. . you must master a one-frame link to perform Rufus's normal combo. He also has a ton of useful tools outside of simply rushing down the opponent making him a strong overall character. meaning that your execution must always be on point. + Very damaging forward throw. He also has no way to bypass fireballs without real risk or prediction. • Strengths • + Very damaging and deceptive offense.Can't do any real damage without the one-frame link combo. Rufus has some real problems with defense though.Horrible backdash. Once knocked down with no meter.All moves have a ton of whiff recovery. • Weaknesses • .• Moves and Strategies • Frame Data • Hit Boxes • Costume Colors • Story • • Artwork • Character Overview Rufus is a mobile rushdown character with extremely strong offensive tactics. + Walks quickly. + Dive kick. . + Can sneeze and land an Ultra. he is absolutely helpless against rushdown. . .

. Both of these moves have good priority. It also leads into Ultra 1 or a sweep knockdown depending on your preference. Rufus is airborne for a brief period after the startup of this move. but anywhere else it's not a good move to use because it knocks opponents out of Rufus's offensive range. it has good range and gives Rufus a solid poke option. While this move isn't necessarily bad. Use this in whiff punishes. Largely unused. While it has a lot of recovery. Far Standing Medium Kick While this move doesn't have much priority. this move is incredibly good with its only real weakness being that its startup is slow. it has a surprising amount of range and it's much safer on block compared to other sweeps in the game. or Anti-Air: Far Standing Hard Punch and Crouching Medium Punch Rufus's anti-air attacks. too.Far Standing Hard Kick Rufus's launcher. making him unthrowable and low-invincible. Long story short. Vulture Kick An overhead attack. Crouching Hard Punch Rufus's only long range option. Rufus usually is safe when this move is blocked. It's completely lower-body invincible during the attack and it offers frame advantage on block. It's best not to try and test this move against characters with fast horizontal reversals though (such as Makoto or Fei Long). Rufus's mixups with the dive kick are so strong that this move is largely ignored. Crouching Hard Kick (Sweep) While Rufus's sweep has slow startup. The slow startup is also something to watch out for as good players will leap over this move and attack you. Crouching Medium Punch is faster and will anti-air people on top of you whereas Far Standing Hard Punch works for those who jump in front of you. Sometimes the only real good use of this move is to punish things that you wouldn't normally be able to punish such as Blanka's Beast Roll. Fragrance Palm This move works in juggles and it leads to Ultra 1 in the corner. Jumping Hard Kick Rufus's jumping Hard Kick has incredibly good air-to-air priority and it will juggle into some really damaging combo enders. Use this move if you predict that an opponent will jump to meet you in the air as the rewards are massive.

Once you've had a dive kick blocked.  Do a standard combo into Galactic Tornado to build meter and chip the opponent. All of these options tend to beat counter-options to your dive kick should you keep the roulette wheel spinning. An extremely good move that is always completely safe on block and can be used to fish for counterhits into combos.  Do another dive kick to catch a throw tech. Repeatedly doing dive kicks doesn't give the opponent a chance much room to do a reversal and it starts an incredibly difficult-to-predict mixup game.  Throw. start abusing this move to get in. you can.  Tick with Standing Light Kick into a throw..  Do a tight blockstring combo into Galactic Tornado. If you're having trouble getting into dive kick range. Rufus can activate this move in any jump direction and at any height. Should this move land. it allows enough time to go into combos easily.Glory Kick An underused move for Rufus. The closer you use this dive kick to the ground the more deadly it becomes. It also gets you into throw range. Special Moves or Galactic Tornado Damage Light 90 Medium 110 Hard 120 EX 130 Properties . which is safe.. Falcon Kick (Dive Kick) [Air Only] The core of Rufus's offensive power and his most feared attack.

Once Rufus is airborne. he flies high enough to avoid some projectiles. Hard the slowest. drawing the opponent in for an attack that knocks down. This move is largely unused because of how slow it is and because Galactic Tornado is a better combo ender. . Galactic Tornado also knocks the opponent down. The Light version starts up the fastest. and it can nullify projectiles once Rufus starts spinning. All versions are always safe on block and you can control how quickly Rufus moves forward with the joystick. The projectile nullification power of the move is greatly increased when EX is used as well.The Galactic Tornado is a powerful move for Rufus. Usually. destroying projectiles from many ranges. Pressing a button after Rufus hits the opponent will cause him to do one of three things. The main purpose of this move is to give Rufus a stronger combo from his Light Attacks. or then or or Messiah Kick Damage Light 80 Medium 80 Hard 80 EX 80 Flip Kick 60 Sweep 80 Overhead 90 Properties (Flip Kick) Rufus throws his body up high for a spinning kick. EX Version: EX Galactic Tornado has Rufus spin in place. You'll be applying this move in combos most of the time. Galactic Tornado is too slow to counter projectiles on reaction.

can catch players trying to jump over it. EX Version: The EX Snake Strike is a powerful combo ender. It comes out slower than the flip kick. Rarely used outside of combos. This move is unsafe on block though. One benefit is that the Light Snake Strike is airborne from the first frame onwards. You can delay the final attack of the Messiah Kick to play mindgames with the opponent. he gets reset in the air instead of being comboed. Very unsafe on block. especially with the invincible flip kick. but at that point you can go for the completely safe-on-block sweep or slam followup. and retains the followup mindgame of the regular version. Can only be punished by zero-frame grabs. You can be punished heavily if the opponent waits to block until the end. Even if you hit Rufus out of the move. Target Combos . allowing you to avoid some grab attempts. or Snake Strike Damage Light 120 Medium 120 Hard 120 EX 210 Properties A non-invulnerable slow anti-air that comes out at an odd angle. EX Version: EX Messiah is widely considered to be one of the best EX moves in the game. but it's completely safe on block. It has a massive amount of startup invulnerability.  Hard Kick: A jumping slam kick. Light Kick: A flip kick that knocks the opponent into the air and has a big chunk of invincibility. almost always used after a jumping Hard Kick juggle.  Medium Kick: A sweep attack. it can be truly hard to tell when to punish this attack. Also with the flip kick's invincible followup (that is invincible the moment Rufus is grounded/grab-able). You can FADC this move to combo into a variety of things or to make it safe.

Super and Ultra Moves Super — Spectacle Romance Damage Super 330 Properties A Super that's mostly used for flash. It's also reasonably safe on block. Ultra 1 — Space Opera Symphony Damage Ultra 1 460 Properties One of the most powerful Ultras in the game due to its ability to be landed from a plethora of moves that are naturally landed through Rufus gameplay. Easy juggles into Ultra 1 include.Target Combo 1 Rufus's Target Combo is very easy to link into after a dive kick and leads to Ultra 1.. Rufus gets far more use out of his EX moves.. This is a very simple and reliable method of comboing into Space Opera Symphony and you can do other followups in the corner as well.  Galactic Tornado (In corner)  EX Galactic Tornado (In corner)  Target Combo  Far Standing Hard Kick  Messiah Kick FADC  EX Messiah Kick FADC  Snake Strike (In corner) .

Ultra 1 is always a threat with Rufus. cr. it's tough to get full damage. cr. Also. Ultra 2 — Big Bang Typhoon Damage Ultra 2 450 Properties An Ultra that is fully projectile invincible throughout the startup and the spinning. There are many variations to these as well. you'll find the most common and helpful combos that you should know.MP 5 Hits 152 Damage Rufus's simple link combo when he doesn't have meter to use. Combos Important note: Not every possible combo is listed here. Most Rufus players pick this Ultra against strong projectile characters. cr.LP. Fragrance Palm (In corner) Because many of these combos are simple.LP.LP.LP. Instead.LP.HP xx HP Galactic Tornado 4 Hits 220 Damage Rufus's simplest punish combo. st. st. Another annoyance is that if you use it as an antiprojectile move. Link cr.LP xx EX Galactic Tornado 4 Hits 175 Damage A fast hit confirm into a knockdown. .LP Link st. st. The only problem is that it takes a bit longer to start up than most anti-projectile Ultras. st. juggles into it net weak damage. It's generally always the picked Ultra against characters without good projectiles (or any projectiles at all).

It's his only way to hit confirm into a meterless special starting with Light Attacks. Good neutral jumping and spacing with the dive kick is key to get in on defensive players. Rufus General Strategy Rufus is one of the best tech trappers in the game with an extremely ambiguous and damaging throw guessing game.LK.MK. and also a tricky one-frame link. st. EX Snake Strike or Ultra 1 9/12 Hits 300/463 Damage Rufus's juggles off jumping Hard Kick. don't forget the Roll Kick against nonprojectile characters and your Galactic Tornado against regular projectile users. Should you have trouble getting in on the opponent.Dive Kick.LK. If you aren't getting counter hits with Rufus or getting good forward throw setups you're probably doing something incorrectly. Link st.HP xx HP Galactic Tornado 6 Hits 274 Damage Rufus's crossup combo. j.HK. Feel free to add an extra crouching Light Kick in the combo to give yourself more hit confirm time. Link st. . juggle Ultra 1 13 Hits 434 Damage A simple hit confirm if you are sure your dive kick is going to land. Target Combo 1. Dive Kick.HP xx HP Galactic Tornado 6 Hits 264 Damage Rufus's bread and butter combo. j. st.

Reversal has bad horizontal range. + Exceptional normals that all serve a unique purpose. . Nearly every move of Ryu has some great utility behind them especially his powerful normals. + Very high-rated fireball game.Backdash has short range and is slow. Designed from the ground up as a jack-of-all-trades character he is one of the most difficult characters to master while being the most popular. one of the best of his type. . His projectiles are damaging with fast recovery while being a threat at any range. Ryu's troubles come when characters can easily shut down his fireball and low-based game.Relies very heavily on his fireball game to succeed. meaning that characters that can easily bypass or surpass his fireball and low game tend to give him some real trouble.• Moves and Strategies • Frame Data • Hit Boxes • Vs.Poor long range punish options. • Strengths • + High meterless damage options. . so the most studied. Character Notes • • Costume Colors • Story • Artwork • Character Overview Ryu is a powerful zoning character. . + Combos into hard knockdown easily. • Weaknesses • . + Extremely strong anti-air game with both specials and normals. + Can easily and frequently combo into his Ultras.The most popular character. Ryu's optimal gameplan works when he can keep opponents at bay with his low attacks and anti-air properly. Notable Normal Moves . + Good kara throw and throw tech option select techniques.

Fragrance Palm This move works in juggles and it leads to Ultra 1 in the corner. It's fast. Knowing the range of this move and know when and when not to cancel it is key to becoming a good Ryu player. Not very fast but once it's active is highly unlikely that it will lose to any air attack. Since it's so fast. making him unthrowable and low-invincible. Crouching Hard Kick While this sweep is extremely unsafe on block. but the frame advantage on hit or block means it's great for bullying. Rufus's mixups with the dive kick are so strong that this move is largely ignored. cancelable and very good just as a threat. being prepared to anti-air players who jump over it is key. Rufus is airborne for a brief period after the startup of this move. Crouching Medium Punch A very fast normal for Ryu as it comes out in the same amount of time as his Crouching Light Punch. Crouching Hard Punch Ryu's anti-air normal of choice. it's great at catching players off guard even if they manage to block it. Jumping Hard Kick Rufus's jumping Hard Kick has incredibly good air-to-air priority and it will juggle into some really damaging combo enders. Vulture Kick An overhead attack. It's the fastest sweep in the game so it's great for punishes. Use this in whiff punishes. While this move isn't necessarily bad. it has even more range than Crouching Medium Kick. Glory Kick . The range isn't that great. Largely unused.Crouching Medium Kick Ryu's iconic normal and most important one. Since it recovers quickly. Use this move if you predict that an opponent will jump to meet you in the air as the rewards are massive. which is key for Hurricane Kick combos. safe on block. it has a surprising amount of range and it's much safer on block compared to other sweeps in the game. This is Ryu's primary frame-trap and tech-trap move. but anywhere else it's not a good move to use because it knocks opponents out of Rufus's offensive range. Also forces grounded opponents to stand up. Crouching Hard Kick (Sweep) While Rufus's sweep has slow startup. Linking into this move from Ryu's other normals is paramount for setting up his okizeme.

while Hard Punch is the quickest. The Punch button pressed determines the speed at which Ryu's Fireballs travel. Should this move land.  Do a standard combo into Galactic Tornado to build meter and chip the opponent. Once you've had a dive kick blocked. The closer you use this dive kick to the ground the more deadly it becomes. . If you're having trouble getting into dive kick range.  Do a tight blockstring combo into Galactic Tornado.. which is safe. start abusing this move to get in. All of these options tend to beat counter-options to your dive kick should you keep the roulette wheel spinning. Repeatedly doing dive kicks doesn't give the opponent a chance much room to do a reversal and it starts an incredibly difficult-to-predict mixup game. Falcon Kick (Dive Kick) [Air Only] The core of Rufus's offensive power and his most feared attack.  Throw. you can. Light is the slowest. Rufus can activate this move in any jump direction and at any height.  Tick with Standing Light Kick into a throw.  Do another dive kick to catch a throw tech. An extremely good move that is always completely safe on block and can be used to fish for counterhits into combos.An underused move for Rufus. It also gets you into throw range. it allows enough time to go into combos easily.. Special Moves Light 60 Medium 60 Hard 60 EX 100 • Hadouken (Fireball) • One of the best projectiles in the game.

A good Ryu player can constantly be pinning you down and adjusting his own position by using his projectiles to push you into the places he wants you to be. It's also much more difficult to connect with his Ultra 1 if you trade hits. and even if you do trade hits — you can go into an EX-Fireball. which gives him a lot of range to finish off attacks with. Coupled with his anti air attacks. It's least likely to trade hits when your opponent jumps in. Ultra or Super once he recovers to juggle the other fighter.He recovers very quickly after throwing one of these out. his old school Fireball traps can still be viable. Ryu has several combos which end with a Fireball as well. usually you can juggle with your Super. but it can still be done. Ultra or an EX-Fireball. this helps him immensely with his 'zoning' game. Ryu's Medium and Hard Punch Shoryukens now hit twice and only the first hit can be Focus Attack Dash Cancelled. In Super Street Fighter 4. The Light version also works well as a counter attack against opponents who throw out poke attacks. because the recovery time is so short. Light 100 Medium 130 Hard 150 EX 140 • Shoryuken (Dragon Punch Uppercut) • Ryu's Hard Punch Shoryuken is a good anti air weapon. the recovery time on this move will usually leave you wide open and result in you losing a good amount of your life. Do not throw out random Shoryukens in hopes of catching your opponent though. The Light and Medium punch Shoryukens have their place. If you successfully land a Light Punch Shoryuken against an airborne opponent. but you have to use them more sparingly unless you have your timing and range down — or you'll be hit out of them. Light 100 Medium 110 .

This move can be good to end combos with if you're looking for a knock down.Hard 120 EX 160 *Armor Breaking* • Hurricane Kick (Tatsumaki Senpuu-Kyaku) • You can also use this in the air. All versions knock down when they hit. which can be a nasty surprise for the other fighter. It also works well to hit people out of their Focus Attacks and EX moves that can absorb an attack — as it is an armor breaking move. But Ryu's Hurricane Kick is pretty easy to counter if blocked. and should only be used in situations where you know you'll be safe from counter attacks. which can be handy for re-positioning yourself on the screen. Light 70 Medium 80 Hard 150 EX 140 (In the air) • Air Hurricane Kick (Tatsumaki Senpuu-Kyaku) • EX Moves Light 60 Medium 60 Hard 60 . or landing some where your opponent doesn't expect you to be. The Kick button pressed determines the range and speed of this move. The Hard Kick version will go through some projectiles. Executing this move in the air changes the trajectory of your jump.

This also does more damage than the normal Hurricane Kick and can be used to juggle if you're in the right position. Light 100 Medium 110 Hard 120 EX 160 *Armor Breaking* • EX-Hurricane Kick (Tatsumaki Senpuu-Kyaku) • You can use this move in the air. It's a really good move to use when you're in trouble. If you hit your opponent in the corner with this move. hits twice and takes away a nice chunk of life when you land it.EX 100 • EX-Hadouken (Fireball) • This fireball hits twice. or to reverse attacks. depending on your positioning. but it has terrific priority. Light 100 Medium 130 Hard 150 EX 140 • EX-Shoryuken (Dragon Punch Uppercut) • This is most like his Hard Punch Shoryuken in distance and range. it's also possible to juggle them with Ryu's Ultra. and it's great to use against people who try to match your projectile attacks. . You can also Focus Attack Dash Cancel after landing it and go into a EXHurricane Kick or Ultra as well. Disgusting. If you land this when your opponent is in the corner — and they're sent away spinning — while they're in the air you can juggle them with your Ultra. The EX version has a vacuum-like effect which will pull an opponent who's not too far away closer to Ryu's legs.

But this is one of . There are also several other instances where you can juggle with this. You can use this move to juggle the other fighter after a properly timed Light Punch Shoryuken.Light 70 Medium 80 Hard 150 EX 140 (In the air) • EX-Air Hurricane Kick (Tatsumaki Senpuu-Kyaku) • Super and Ultra Moves Super 300 Ultra 1 369 Ultra 2 503 • Super — Shinkuu Hadoken (Super Fireball) • Ryu charges up and releases a powerful set of fireballs. • Ultra 1 — Metsu Hadoken (Ultra Fireball) • Ryu's Ultra 1 is an exceptional move. Finding ways to land this as your opponent is falling through the air after an attack is key to winning with him. If you do not connect with the first part of this move. A pretty good Super. and just use their Ultra for big combos. but some players prefer to spend their meter on EX attacks in most situations. *Armor Breaking* • Ultra 2 — Metsu Shoryuken (Ultra Dragon Punch) • Ryu does a series of attacks ending with a powerful Dragon Punch. it doesn't take off nearly as much damage. The juggling potential with this attack is one of the reasons Ryu is regarded as one of the top characters in the game.

Towards + Hard Punch. Dash Forward. Focus Attack Dash Cancel. • Level 2/3 Saving Attack. EX-Hurricane Kick. Crouching Medium Kick.the most damaging Ultra moves in the game. • Jumping Hard Kick. Cancel into Hurricane Kick • Normal Moves • Dash Punch (Kyubi Kudaki) • This makes Ryu dash forward and hit with his fist. • Overhead Punch (Sakotsu Wari) • . Crouching Light Punch. Cancel into Fireball • • Light Punch Shoryuken. Ultra or EX-Fireball • The timing on this can be tricky. when you land juggle with Super. juggle with EX-Fireball and with another EX-Hurricane Kick • Yes. Crouching Light Punch. Crouching Light Punch. Standing Hard Punch. Combos Note. Dash Forward. Crouching Medium Punch. Cancel into Fireball • • Towards + Hard Punch (Dash Punch). Crouching Medium Kick. you can sub in a Hard Kick Hurricane Kick for most of Ryu's combos that end with a Fireball. Crouching Hard Punch. this combo is nuts. . Crouching Hard Punch. Cancel into Hard Punch Shoryuken • • (Opponent in corner) Level 2/3 Saving Attack. Level 2 Saving Attack. Cancel into Fireball. Hard Punch Shoryuken • • Crouching Light Kick. Crouching Light Punch. Dash Forward. • Crouching Light Punch 3x. Link into Crouching Light Punch. but it's also not nearly as easy to connect with as your Ultra 1 is. you can combo into several other moves after this attack connects. juggle with Shoryuken • • Towards + Medium Punch.

But your reward for pulling this off is quite good.Ryu takes a short hop forward and does an overhead punch that will hit an opponent blocking low. Here they are. Focus Attack Dash Cancel into Ultra It's a bit tricky to pull off Ryu's Shoryuken into Focus Attack Cancel into Ultra unless you know the specific commands. It has good range and speed and should be used often. You have to juggle your opponent with Ryu's Ultra as they're coming down. Whenever your opponent jumps in and eats an anti air Dragon Punch you can go into this for some nice damage . Ryu's Shoryuken. • Crouching Medium Kick • You can Cancel this move into all of Ryu's Special Moves. (Hold buttons) (Release Medium Punch and Kick) The timing on this can be very tricky.

This power has made him one of the most popular characters in the game as well. He has several ways he can juggle into his Ultra and coupled with his outstanding defensive game. He has great moves. which means most players are going to be highly familiar with your tricks. is very powerful. Damage is also very good. Special Moves Light 65 Medium 65 Hard 65 EX 120 • High Tiger Shot • Fast recovery and start up time — even better than Ryu's — make these one of the best projectiles in the game. he's a very formidable character. so while you probably won't surprise people with the things you do.• Moves and Strategies • Frame Data • Hit Boxes • Costume Colors • • Story • Artwork • Character Overview Sagat is regarded by most players as the best character in Street Fighter 4. Light 60 Medium 60 Hard 60 . your tactics are still highly effective. plus has a high stamina rating.

. but they're still an exceptional weapon. but if you trade hits with this. you can go into your Ultra to juggle the other fighter. Light 120 Medium 140 Hard 160 EX 180 *Armor Breaking* • Tiger Knee Crush • This attack is very safe if you do it from the right distance and only hit once. they'll be able to punish it without breaking a sweat. Use these to control spacing and pester opponents.EX 120 • Low Tiger Shot • These have slightly more start up and recovery time than Sagat's High Tiger Shots. so if you do not time it correctly you can be hit out of it. this has a small window of invulnerability. Light 100 Medium 100 Hard 100 EX 200 • Tiger Uppercut • Like Sagat's old school Tiger Uppercut moves. but if you don't know your range and or it whiffs and you opponent can see it coming.

. Does more damage and recovers slightly faster than the regular version if your opponent blocks it. This knocks down when it hits and offers enhanced juggling capabilities. you're also not going to take off near as much life. the 2nd hit of this move does far less damage than the first hit. EX Moves Light 65 Medium 65 Hard 65 EX 120 • EX-High Tiger Shot • A two hit version of your Fireball. Light 60 Medium 60 Hard 60 EX 120 • EX-Low Tiger Shot • Much the same as your EX-High Tiger Shot. but because of the height these come out at. A very good attack. so while it's safer on block.It's a solid move because of it's armor breaking properties and relative safety if you know how to use it properly. especially after a Towards + Hard Kick anti air move. Also travels at a faster speed than your Hard Punch version. they tend to work better as a juggling device. In Super Street Fighter 4.

Light 140 Medium 160 . The attack itself does more damage over the regular Hard Punch version. plus offers a bit more invulnerability making it more difficult to be hit out of this move. A VERY good attack. it gives Sagat yet another way to land his powerful Ultra. While the timing is strict here. Light 120 Medium 140 Hard 160 EX 180 *Armor Breaking* • EX-Tiger Knee Crush • A very short recovery time (-1 on block) makes this a very difficult move to punish.Light 100 Medium 100 Hard 100 EX 200 • EX-Tiger Uppercut • Whether you connect this against a standing or jumping opponent. it's possible to juggle them with your Ultra as they're falling down.

. or after connecting with an EX-Tiger Uppercut. Super and Ultra Moves Super 350 Ultra 1 500 Ultra 2 384 • Super — Tiger Genocide • • Ultra 1 —Tiger Destruction • Sagat has a lot of ways to connect with his very powerful Ultra. • Ultra 2 — Tiger Cannon • This is an improved version of Sagat's Tiger Shot. which is one of his greatest strengths. after trading hits with a Tiger Uppercut. This has a very fast recovery time and can be executed in combos. Whenever you have enough Ultra meter. It powers up Sagat's next Tiger Uppercut so that it does more damage. just like other EX attacks. You can juggle with it after a Towards + Hard Kick anti air.Hard 180 EX 240 • Angry Scar • This requires 1/4th of your Super meter to execute. The damage values listed to the right show how much damage a Tiger Uppercut does after performing the Angry Scar. among other tactics. you'll want to look for ways to set up this attack because landing it in a match can be absolutely devastating.

Crouching Medium Punch. You can also juggle with other attacks instead too. • Low Step Kick • • Fake Kick • You must press the Hard Kick button twice very quickly to do this. Ultra • This is a good anti air combo. • Overhead Elbow • This must be blocked high. using Sagat's high priority Jumping Medium Punch. Normal Moves Note this is not a complete list of all of Sagat's normal moves. Cancel into Tiger Uppercut • A variation on the above combo. juggle with Ultra • You can also juggle with another EX-Low Tiger Shot. Cancel into Low Tiger Shot • You can also end this with a Hard Tiger Uppercut if you're sure you're going hit. but it will only hit one time. • Jumping Medium Punch. just the ones we think are noteworthy. . has a huge hit box and you can juggle into your Ultra 1 after landing it against an airborne opponent. Hard Kick knocks them up so you can juggle with your Ultra. • Towards + Hard Kick (Anti Air). It's a solid anti air. • (With opponent in corner) EX-Low Tiger Shot. or a Tiger Knee/EX or regular Low Tiger Shot. Crouching Medium Kick.Combos • Jumping Hard Kick. Unique Attacks • High Step Kick • This move is one of the reasons Sagat is considered to be so good. Link into Crouching Light Punch. Cancel into Tiger Uppercut • A good way to confirm you've hit and then launch into your Tiger Uppercut. • Crouching Light Kick.

her ability to rush down opponents and dizzying them can make her a formidable threat even to veteran players. in front of Dan.• Crouching Light Kick • This Cancels into a lot of attacks. Shinku Hadoken is both extremely easy to combo into. Since her vanilla Street Fighter 4 days. Sakura is underrated by most players. Because the game has also . and also after landing her EXArcing Hurricane Kick. Sakura has gotten a few minor upgrades to improve her play style. she can win a lot of matches that are supposed to be difficult for her. or at a diagonal from the ground. If you can manage to stay on your opponent and never let up pressure. Like the other console characters. (In the air) • Jumping Back/Towards Medium Punch • This makes Sagat's elbow come in at an odd angle. • Moves and Strategies • Frame Data • Hit Boxes • Costume Colors • • Story • Artwork • Character Overview Although most tier lists show Sakura as the second worse character in the game. which can make it difficult to anti air for certain characters. Some players claim this is his best jump in attack. good move to confirm you've hit and launch into a bigger combo. You can now cross up your opponents with Jumping Medium Kick. and her new Ultra. as well as having both the ability to shoot straight. She has a strong mix-up game that begins on a knockdown.

Low stamina ranking. You'll need to practice hit confirming because if your opponent blocks. You will still have to play an up close game with her. + EX-Arcing Hurricane Kick is bloody awesome. However she still has the hardest time playing against defensive characters and players who turtle. some of her matches are slightly easier. high-reward character because you have to play close up with her. + Ultra 2 is extremely easy to combo into. and you'll get the win.Very few ways to do damage from a distance. you can do other tricks with it. and some of her moves leave her very open to being punished. in a sense she is a high-risk. Also. . + In Super Street Fighter 4.Relies heavily on EX-moves to win. Play her patiently. + Solid set of normal moves and many can be Canceled. General offensive strategies Sakura is best played as an offensive rushdown character because from afar. At the same time. she can't deal much damage.Technical character. • Strengths • + Good foot and move speed.Can have a difficult time consistently applying pressure to turtling (heavy defensive) players. plus a strong mix up game. punish. Has great juggling potential. you have to be careful which moves you follow up with. plus can be used as anti-air. . • Weaknesses • . + Strong offensive pressure tactics which can lead to dizzies.Has limited anti-air options. Plus. it's safe on block and leaves you at a frame advantage. you need to have great execution and use plenty of "mind games" to win with her. but you must be more aware now than usual since most players will know her tricks. and if they're open you want to land a big combo. she can now cross up with Jumping Medium Kick. + Ultra 1 still produces great damage and can also combo into.been tweaked to balance out the entire roster. needs to be up close. . . Mistakes cost Sakura more life than most fighters because of her below-average stamina. she has some damaging combos and great ways to set up her Ultra. . .

or threaten to throw or just stay in range to apply pressure and wait for a lapse in your enemy's defense. This works well because instead of being knocked down.  Walk up then Standing Light Punch  Jumping Light Kick  Jumping Hard Kick  Jumping Hard Punch  Walk up then Towards + Medium Kick  Walk up then Crouching Heavy Kick (Sweep)  Walk up then Crouching Light Kick The walk up Standing Light Punch and Jumping Light Kick in particular are very good for two reasons. If they are not expecting you to end up on the opposite side. you can usually combo into another EX-Arcing Hurricane Kick and eventually dizzy them. follow up with her Jumping Light Kick as a cross and then combo. These moves allow you to slip past your opponent by dashing behind them while they're being reset in the air. throwing in an Air Reset when the other player doesn't expect it can generate some big damage. but if think you can catch your opponent off guard — execute a normal move instead as they're coming down from the air to perform a Reset so the other fighter lands on their feet. While you shouldn't do this in every instance.Sakura players should look for lots of knocks downs. These are the most common moves to perform an air reset with Sakura after an EX-Arcing Hurricane Kick. If they're expecting a cross . Many players will expect to be knocked down here and landing on their feet and having to deal with Sakura directly in their face and threatening to do more damage can be an unexpected and surprising situation. your enemy lands on their feet and must QUICKLY choose which side to block on. or to try and tech throw. Using an Air Reset after an EX-Arcing Hurricane Kick After landing her EX-Arcing Hurricane Kick most players follow up with a combo.

you can sweep them instead. it is still possible to cross them up after connecting with a Jumping Hard Punch or Kick. you'll get to their opposite side. you won't end up on the opposite side of your enemy. they'll be too far away and you won't be able to dash under them. If your opponent is catching on to your mix up tactics. Other setups with Sakura's Air Reset While the Standing Light Punch and Jumping Light Kick set up easy ways to dash behind your opponent. If you feel your opponent is getting wise to which side they need to block on. Again. The timing however is different. The timing on the move is tricky at first — you must throw this out a split second before they hit the ground — but this gives your opponent even less time to react. or take a step back and use the Crouching Hard Punch as an ambiguous cross up. delay your dash command for a brief moment. but connecting with it eliminates the other fighter's ability to do a 'quick get up'. this allows you to set up another combo. Another move that works as an Air Reset is Sakura's Crouching Light Kick. pausing briefly for a moment before jumping with your attack. Special Moves Normal 60 Hold 80 Max Hold 120 EX 100-140 . If you do not time this correctly. You need to hit your opponent on the way down. You can cross up again with a Jumping Light Kick. simply throw them instead as they land on their feet. The timing on your Crouching Hard Kick (sweep) is also tricky though. Switching back and forth between these tactics can make it difficult for your opponent to defend the onslaught and you'll be taking off large chunks of their life as they try to figure out how to counter it. but because they saw you dash they might THINK you are going to.up dash. But if you perform this late enough in your jump. or use two Crouching Light Kicks first and Link into a bigger combo or again walk up and throw them. giving you more time to set up your next attack.

You won't win projectile battles with either version of your fireball. Hard Punch Shoryukens work great in combos as the damage is good and it will still fully connect from a fair distance out.or • Fireball (Hadouken) • Holding down the punch button used will enable you to charge up your projectile. A decent move. but the speed of the attack can confuse opponents on jump-ins thinking they can avoid it. Charged fireballs do more damage. but because Sakura slides forward before launching into her uppercut. but remember on wake up. You can juggle your opponent for an additional hit after landing a Light Punch Shoryuken if you go into a Medium Punch Shoryuken immediately after wards. and releasing the button makes it come out. You can still use the Light version to bait jump ins after throwing a fireball. but travel less distance. Light 60 Medium 120 Hard 180 EX 125 . This does less damage than if you hit them with a full Hard Punch Shoryuken. Light is the best option for anti-air. Light 105 Medium 135 Hard 155 EX 180 • Shoryuken (Dragon Punch Uppercut) • All three versions of this move can be Focus Attack Dash Canceled (FADC). Just like in Vanilla Street Fighter 4. her fireball still deteriorates before it can go off screen. but it works good to take off a bit of extra life when you need to use the Light Punch version. consistently knocking people out of the air with it is difficult. this is NOT a good move to use as you can be thrown out of it.

but remember it doesn't knock down. Hard does the most damage and can finish a combo. Light 148 Medium 148 Hard 148 EX 168 • Jump Smash (Sakura Otoshi) • This move has a somewhat low priority and the only time it should be used is after landing an EX-Arcing Hurricane Kick so you can do additional damage. plus the Light Kick version is safe on block. You can Link into a Standing/Crouching Light Punch or Kick and follow up with another combo after landing the Light Arcing Hurricane Kick from the right range. Light 50 Medium 50 Hard 50 EX 80 (In the air) *Armor Breaking* • Air Arcing Hurricane Kick (Air Shunpukyaku) • Handy to escape bad situations or alter the trajectory of your jump to throw off anti-air attempts. but the timing can be tricky. and the Medium and Hard attacks aren't easy to punish. where you can chain a normal after the Light version is thrown out to extend the combo. .*Armor Breaking* • Arcing Hurricane Kick (Shunpukyaku) • A good move to use in combos. This still has great priority in combos. The Hard Kick version can be used to end combos and can even go over projectiles if timed properly.

When your opponent sees this coming. it never dissipates).e. this makes her attack take off more power. this move will do the trick. But if you need to get the other player off of you. EX Moves Normal 60 Hold 80 Max Hold 120 EX 100-140 • EX-Fireball (Hadouken) • Travels a little bit faster than her regular Fireball. This is also a great move in simple bread and butter combos because of the damage output. . does good damage — works alright as a chip (block) damage attack as well knocking down when it hits. Like Sakura's regular Fireball. plus it's larger in size and offers unlimited range (i. But it's extremely easy to punish if blocked and not really great against jumping characters unless you have stellar timing. but it doesn't decrease the range at all. Also hits twice. it's easy to counter it. letting you blow through some moves that her regular Shoryuken simply could not — even letting Sakura get through a few projectiles and Ultras if your timing is spot on. Light 105 Medium 135 Hard 155 EX 180 • EX-Shoryuken (Dragon Punch Uppercut) • Offers several frames of invincibility while the attack is starting up. the EX version can also be charged by holding both Punch buttons.

you'll be left at a frame advantage so you can throw other moves out there before your opponent recovers from the block stun.Light 60 Medium 120 Hard 180 EX 125 *Armor Breaking* • EX-Arcing Hurricane Kick (Shunpukyaku) • The go to move for Sakura's combos. but not only that. Light 148 Medium 148 Hard 148 . which stands them up ensuring the move fully connects. One of the few drawbacks is that sometimes the last hit (launcher) will whiff crouching opponents. Simply put — this is a terrific move. The last hit launches your enemy up into the air letting you juggle with her Jump Smash or Ultra. so try nailing them with a Standing Hard Punch beforehand. This move works well all over the screen. Light 50 Medium 50 Hard 50 EX 80 (In the air) *Armor Breaking* • EX-Air Arcing Hurricane Kick (Air Shunpukyaku) • Makes Sakura float in the air a bit longer than her regular Arcing Hurricane Kick. This attack is also safe on block. and in the corner you can set up some nasty tricks to catch your opponent off guard.

Punch makes a huge fireball fly straight ahead. Be careful with this move though — doing it at the wrong time can lead to your health bar being depleted very quickly. Kick fires it at an anti air angle. but most players recommend saving your EX-meter for your Arcing Hurricane Kick. Super and Ultra Moves Super 350 Ultra 1 451 Ultra 2 329 • Super — Karu Ichiban • A decent Super that you can combo with after a Hard Punch or Kick jump in attack. . *Armor Breaking* • Ultra 1 — Haru Ranman • A very good Ultra. a Hard jump in attack and of course after the EX-Arcing Hurricane Kick. And although Sakura is jumping while doing this attack. or it will miss.EX 168 • EX-Jump Smash (Sakura Otoshi) • This tracks based on where your opponent is standing at. You can connect with this after a Focus Attack. Works great as a fireball deterrent because Sakura can punish an opponent from basically any distance who tries to pester her with projectiles. Dashing forward lets you connect more hits and you'll want to start the Ultra when your opponent's back is a little above Sakura's head while she's standing. or • Ultra 2 — Shinku Hadoken • There are two versions of this move depending on if you use the Punch or Kick button. it can be blocked either low or high. dash forward and execute your Ultra to juggle with it. After connecting with an EX-Arcing Hurricane Kick. allowing it to travel full-screen or a very short distance.

Cancel into Hard Punch Shoryuken • Timing on this can be tricky because of the Link into Crouching Medium Kick. Cancel into Light Arcing Hurricane . Crouching Medium Kick.Although the damage output is a lot less than her Ultra 1 — Haru Ichiban. but you'll be getting the full damage output compared to a single hit or so from your opponent. Cancel into EX-Arcing Hurricane Kick • • Crouching Light Kick. Standing Hard Punch. You will sometimes trade hits if you use this to counter certain moves. • Jumping Hard Kick. Combos • Jump in with Hard Kick. Link into Crouching Hard Punch. but this is a powerful combo. Crouching Medium Kick. Link into Crouching Light Punch. Cancel into Fireball. but be careful when doing this in the corner. Cancel into EX-Arcing Hurricane Kick • • Focus Attack Level 2/3. Crouching Medium Kick. Chain into Crouching Light Punch. Cancel into Hard Punch Fireball • You can Cancel into most of Sakura's Special Moves after the Crouching Medium Kick. • Jump in with Hard Kick. • Level 2/3 Focus Attack. It is also easy to combo right after EX-Arcing Hurricane Kick. Cancel into EX-Arcing Hurricane Kick. Doing it too early or too late may cause the ultra to whiff entirely. Crouching Light Punch 2x. • Jump in with Hard Kick. Standing Hard Punch. Cancel into Focus Attack • You need to have two EX bars of Super meter to Cancel out of your Fireball into a Focus Attack. or give you only one hit. Light Arcing Hurricane Kick. • Jump in with Hard Kick. and also characters who have air tracking moves (like Akuma's Demon Flip). juggle with Jump Smash or Dash then juggle with Ultra • You need to be fairly close when you execute the EX-Arcing Hurricane Kick or it will not combo. Link into Crouching Medium Kick. Link into Crouching Medium Punch. Cancel into EX-Arcing Hurricane Kick • Good combo to use with Sakura's EX-Arcing Hurricane Kick mix up game. it is a very high priority ultra than can help her against characters who jump in.

this move must be blocked high. her smash will actually allow her to cross up and allow her to continue to combo from the opposite side. Crouching Hard Punch. you can take roughly half your opponent's life off with this nifty combo. Also works well in Link combos since it can be Canceled into your special moves. • Jumping Drop Kick • Some people don't expect this move often. Link into Standing Light Kick. • Crouching Hard Punch • Technically her best anti-air. because this move hits straight and can beat out other jumping attacks. but this is the go to move for many jump-in combos. Most importantly. • Overhead Kick • Like Ryu's overhead punch. Normal Moves This is not a complete list of Sakura's regular moves. The neat thing about this move is that if you time and position your jump right on a standing character. Link into EX-Arcing Hurricane Kick. Cancel into Hard Punch Fireball. Also comes out fast too.Kick. but this is a great heavy move that can Link into a Crouching Hard Punch or your sweep. • Jumping Hard Punch. but causes a healthy amount of stun. this will make your opponent stand up and you can go into an EX-Arcing Hurricane Kick. and to hit opponents out of the air. • Jumping Hard Punch • Basically a one-hit Sakura Otoshi. Also great in that it can be Canceled into Sakura's special moves. . • Crouching Medium Punch • This move comes out fairly fast. Ultra • This combo does massive damage to your opponent. just some note worthy ones. and with a Full Ultra Meter. Cancel into EX-Arcing Hurricane Kick • Doesn't do a significant amount of damage. Focus Attack Dash Cancel. Crouching Hard Punch. if you're opponent is crouching and you use this. and can even beat crouching pokes.

Special Moves Light 60 Medium 60 Hard 60 EX 90 . + Lots of great combos and ways to juggle his opponent. . .Also gets stunned very quickly. .Damage on some of his attacks is bad.His foot speed is slow. + Master of zoning tactics (can keep his opponent where he wants). Weaknesses . . especially his Ultra.• Moves and Strategies • Frame Data • Hit Boxes • Costume Colors • • Story • Artwork • Character Overview Strengths + Excellent defensive game. sometimes causing you to execute a move you didn't intend to.Outright horrible stamina ranking — the lowest in the game.His Special Move commands overlap.

• Sonic Boom •
Throws out a projectile that looks acts quite a bit like Guile's Sonic Boom, but doesn't have
as big of a radius and travels at a faster speed. That rate at which this travels depends on the
Punch button you use, Light is the slowest, Hard goes the fastest. Medium is a mix of the
two.
While your Sonic Boom isn't as large as Guile's, it still has solid priority for knocking
jumping characters out of the air and it's not easy to avoid.
This is a very good tool in the right hands though, especially when coupled with Seth's anti
air attacks and Teleport. You can zone out a lot of characters with your projectile.
Light
128
Medium
138
Hard
148
EX
204

• Shoryuken (Dragon Punch Uppercut) •
If you land this, you can repeat the motion 2 more times to hit you opponent 3 times total.
A great move and a good anti-air attack as well. The Light version can be use for combo
setups after Seth lands his Crouching Hard Punch. The Medium and Hard versions are your
best bet against jump in attacks. Not only do they do more damage, but they offer better a
better invincibility window, so you don't trade hits.
Light
110
Medium
110
Hard
120

EX
120

*Armor Breaking*
• Spin Kicks (Hyakuretsukyaku) •
You can combo with the Light and Medium Spin Kicks after a Crouching Medium Punch,
or Crouching Medium Kick. Your Hard Spin Kick has too much start up time and won't
combo after these moves.
A good attack to end combos with, plus it causes a healthy amount of stun. If blocked
though, this move isn't safe, so you should only execute it if you know you're going to
combo.
The Light version has the least amount of range, but fastest start up time. Hard has the most
range, but worst start up time.

• Tanden Engine •
Each button corresponds to how far the Engine will go to bring your opponent close to you.
Light goes the shortest distance, Hard goes the farthest, and Medium is a blend of the two.
This move isn't bad, but it has a somewhat low priority when used in a match. You want to
use this move when your opponent does something stupid and is on the ground. If your
opponent blocks this move, you can be punished.
Most Seth players avoid using this move, the EX version on the other hand...
or
or
• Yoga Teleport •
Doing a Shoryuken motion and pressing 3x Punch (Forward Teleport) will place you
behind your enemy, while the same motion plus 3x Kicks makes you appear right in front
of them.
On the other hand, doing a reverse Shoryuken motion and 3x Punch will teleport you
backwards about half-screen's distance and 3x Kicks will move you away to full-screen's
distance.
This is a fast move, but there's a very small window of recovery time where you can be hit
out of your Teleport as you're reappearing, but as long as you do this from the proper
distance and set this up right, you should be safe.

Since Seth has a VERY low stamina rating, proper use of your Teleport is important to get
you out of rough situations and give you a bit of breathing room. But it can also be used on
the offensive end of things when coupled with your Sonic Boom.
Light
130
Medium
140
Hard
150
EX
170

(360 motion when close)
• Spinning Piledriver •
To execute the Spinning Piledriver (360 motion) you must hit 6 points on the joystick, you
do not have to do a true 360 motion, 225 degrees will work — and you can start from any
direction. This is different from other Street Fighter games where doing a Spinning
Piledriver usually required hitting 7 points on the joystick.
A decent command grab, but the damage output is nowhere near Zangief's Spinning
Piledriver. Still, it has a quick start up time and can cause some havoc when coupled with
your Sonic Boom and Teleport commands — among other tactics.
The Light Punch version has the most range, but offers the least damage. Hard Punch has
the smallest range, but takes off the most damage. Medium is a mix of the two.
(In the air)
• Dive Kick (Tenmakujinkyaku) •
You have to jump forward to execute this move. Seth changes the trajectory of his jump and
instead of going forward, goes downward and hits.
This is a somewhat good and bad move. You don't want to be doing this move regularly —
however — you can use this attack coupled with his Wall Dive to bait trigger happy Dragon
Punch users. Do the Wall Dive and immediately use the Dive Kick to alter the trajectory of
your where you land. If you opponent is used to doing a Hard Dragon Punch, they'll whiff it
and you can punish.

(In the air)
• Head Stomp (Yosokyaku) •
Kind of like Chun-Li's Head Stomp move, except this can hit multiple times and can be
coupled with his Dive Kick for some really tricky set ups.
(In the air)
• Wall Jump •
When you're close to a wall, press in the opposite direction of it, and you'll jump off. Pretty
useful to escape bad situations as Seth moves quickly and travels a solid distance.
EX Moves
Light
60
Medium
60
Hard
60
EX
90

• EX-Sonic Boom •
Instead of throwing a single projectile that hits twice, Seth throws two Sonic Booms. If
both connect, this does more damage than the regular version, plus it's harder to avoid.
These also travel faster than the Hard Punch Sonic Booms you normally throw.
The drawback is that it takes longer for Seth to throw both EX-Sonic Booms than it takes
for him to toss out a single projectile, so if your opponent can anticipate these, you can be
punished.
Regardless, these work well in combos and also to bait jump-ins.
Light
128
Medium
138
Hard
148

EX
204

• EX-Shoryuken (Dragon Punch Uppercut) •
You can do the Shoryuken motion up to six times to get six hits in on your opponent. A
great anti-air move, and a handy way to finish bread and butter combos.
This also does more damage than the regular version, offers more vertical and horizontal
distance, has invincible frames while the move is starting up, and works pretty well when
trying to juggle. A great circumstantial move, but very punishable if you miss.
Light
110
Medium
110
Hard
120
EX
120

*Armor Breaking*
• EX-Spin Kicks (Hyakuretsukyaku) •
Almost the exact same as the Hard Kick version of the move, but this offers some
invincible frames of animation while starting up. Unless you need the invulnerability —
don't use this.

• EX-Tanden Engine •
Executing this move requires two EX bars instead of one. The primary advantage with the
EX-Tanden Engine is that it can be used to grab the other player as they're falling down
from your attack (like a juggle) and will also grab them out of certain moves your regular
Tanden Engine would not.
One example is after juggling with a 6 hit EX-Shoryuken, you can follow up with an EXTanden Engine and continue your combo.

The Tanden Engine doesn't count as a hit, as far as combo damage scaling is concerned, so
it can be handy to add a bit of extra damage to the end of your combos, if you don't mind
cooking two EX-bars.
Light
130
Medium
140
Hard
150
EX
170

(360 motion when close)
• EX-Spinning Piledriver •
This offers more damage than the Hard Punch version, and a tad more range then your
Medium Punch Spinning Piledriver. The main benefit here is the extra damage though.
Super and Ultra Moves
Super
350
Ultra 1
243-340
Ultra 2
372

• Super — Tanden Storm •
Seth creates a ball of energy which will suck your opponent in hitting multiple times. The
Punch button you use controls the range of this attack and the start up time, with Light
having the least distance, but shortest start up period, and Hard having the biggest range,
but longest start up time.
The closer you are, the more damage this does, but even from near full-screen distance, the
damage difference isn't large compared to if you were standing right next to your enemy —
assuming most of the hits connect.

From max range though, this tends to miss a number of hits, so always try be at least a few
steps in when you execute your Super.
This can work well as a long-range punishing attack, but it may not be something you want
to use your whole Super bar on unless it gives you a decided advantage.
Also, the energy ball will destroy any projectiles it touches, and this move can also be used
to juggle your enemy. Like most Super moves in Street Fighter 4, the damage isn't terrific,
but this is still a good situational move.

*Armor Breaking*
• Ultra 1 — Tanden Stream •

• Ultra 2 — Tanden Typhoon •
Seth bends over and shoots a Typhoon out from the middle of his body.
This isn't an all purpose Ultra like his Tanden Stream (Ultra 1), but it works well for antiair, chip (block) damage, and it can be comboed into.

• Moves and Strategies • Frame Data • Hit Boxes • Bio and Story • Artwork •
Character Overview
Guide by DreamKing
T. Hawk is a devastating character when up close and can end matches fairly quickly with
just a few command throws. Having the highest stamina rating in the entire game allows
Hawk to sacrifice a bit of health in exchange for getting in on his opponent. The damage
output T. Hawk retains is massive for both his combos and command throws.

Slow movement and walk speed . Hawk spreads himself out horizontally in the air for a large body splash attack. Being the largest character in the game combined with being a grappler causes T.Ex Tomahawk Buster could be better.Struggles heavily against projectile characters . T Hawk also has many moves that are good on paper but lack the right properties to make them completely effective. Without meter it can be very tough for Hawk to advance on his opponent and he requires a ton of patience to play effectively.Hawk also has some long ranged normals that deal good damage and can help him whittle away at his opponent’s health when he is not in range to score a command throw. With multiple moves to help him get around projectiles. • Strengths • +High damage output +Highest stamina rating in the game +Long range normals with good priority +Multiple moves to get around projectiles +Easy combos that deal large chunks of damage +Versatile Ultras that deal good damage • Weaknesses • .Requires meter usage to get around fireballs more effectively . This move is a great jump in attack. This command normal is has a peculiar trait and can be quite deceiving. can be used a a cross up and when set up properly can be very ambiguous and difficult for your opponent to block. Hawk to struggle against characters with a strong zoning game that much more.Very few good match ups . so without meter you will find yourself struggling with your wake up game. Heavy Shoulder retains a very unique property in that it does not actually hit a grounded . (while jumping forward or backward) Heavy Shoulder Hawk angles his elbow vertically and drops down on to the opponent with a quick attack. In many instances you will find the opponent completely running from you for the majority of the game and this can become very frustrating. His Tomahawk Buster lacks invincibility on all versions except for Ex. Even the Ex version of Tomahawk Buster can get beaten out by quite a few different moves and without the ability to FADC any version of the move. loses to quite a few moves .Requires heavy meter usage to successfully get in on opponent Notable Normal Moves and Unique Attacks (while jumping forward or backward) Heavy Body Press Much like Zangief. Hawk can turn the tide in a match if the opponent throws one mistimed fireball. it is always a gamble to throw it out.Many players will run from Hawk the entire match . T.

If the opponent is either standing or crouching. beating out a wide array of enemy attacks. Thrust Peak leaves the opponent in a decent amount of block stun and gives you time to buffer a command throw. After close standing Hard Kick you can combo into Ex Tomahawk Buster or go straight into Ex Condor Dive on certain characters. Although this may seem like a handicap. Super or even Ultra 1. Thrust Peak A quick downward chop that is special cancel-able. Heavy Shoulder will make contact and deal damage to your opponent. Use this poke often as it will beat out an opponent's standing pokes at mid-range quite often. When crouching Medium Kick is blocked up close it pushes Hawk back quite a bit and makes it appear as though he is no longer in command throw range when he actually is. using this move can make for some tricky set ups.opponent. Close Standing Hard Kick In Arcade Edition. Standing Hard Kick A very long range poke that deals great damage. This move isn't used too often as a poke or in combos but mainly as a tick set up. While using this attack as an air-to-air. close standing Hard Kick was given the ability to juggle an opponent on contact and can now be used for combo variety. Hawk's main pokes and can be used as an anti-air from the proper distance. Crouching Hard Kick A double sweep attack that is relatively fast and has good range. Jumping in on your opponent with Heavy Shoulder makes it seem like you are going to make contact. which will cause them to block. This is one of T. Crouching Medium Punch This poke has a decent amount of range and has great priority. This move has a relatively quick start up and actually works great as an air-to-air move. . Since your attack passes through them you can immediately go into a Mexican Typhoon command throw. Using this poke up close for a command throw set up works great due to the deceiving push back. this move will actually pass right through them and not connect at all. This poke can also be used up close for a tick command throw set up. Change up your pokes when going for tick throw set ups and use this one to get under your opponent's skin. Crouching Medium Kick A long range crouching poke that isn't quite as good as some of the shotos but still works well when used at max distance.

You can immediately go for a command throw or perhaps an Ultra 1 once you land to catch your opponent slipping. • Jumping Medium Punch has good range and doesn't cause quite as much block stun as jumping Hard Kick. • Jumping Light Punch is a great normal when used air-to-air. You can cancel jumping Light Punch into Condor Dive and Ex Condor Dive. This is the main anti-air normal attack you will be using. Standing Hard Punch A long range standing chop attack that deals good damage. It has a pretty good hit box but will trade with various jumping attacks occasionally. Standing Medium Punch This is another great poke that is fast and has good range on it. Special Moves or Tomahawk Buster Damage Light 130 Medium 150 Hard 160 . Close Standing Medium Punch Used mostly in combos. It is very fast and can beat out a lot of enemy attacks but it also has a peculiar trait. Use this technique when you connect jumping Light Punch in the air and dive down to mix up your opponent. • Jump Medium Kick is another good jump in attack with solid range. this attack has the ability to anti-air an opponent but can be quite difficult to do so. This can be used to get a quick command throw in after a jump in. More often than not you will end up diving behind the opponent after you reset them in the air with jumping Light Punch so it can be very difficult for them to keep track of your whereabouts. Mostly used when jumping in from a farther distance. or or or Jumping Attacks • Jumping Hard Kick is a long range attack that deals great damage.Crouching Hard Punch A large chop attack that hits above and in front of Hawk.

Since T. . Hawk can not FADC his uppercuts. so the Light. The only version of T. Ex Tomahawk Buster can also get beaten out by various attacks even as a reversal. this move is highly punishable so be sure to use the Condor Dive at the correct time. Unlike the non-EX versions of Tomahawk Buster. Hawk’s version of a Dragon Punch. you’re going to eat a big punish. EX Version: The EX version is your go-to choice if you’re looking to get the opponent off of you with a reversal. If your opponent happens to block a poorly timed uppercut. Also. you can cancel EX Tomahawk Buster into EX Condor Dive by pressing all 3 kick buttons while Hawk is in the air. Remember that this is not entirely safe because if an opponent predicts your dive you run the risk of eating a long range horizontal punish such as Ryu’s Super. so be sure to use them wisely. Upon block. The Light Punch version travels the shortest distance and works decently as an anti-air. Moves such as Adon’s neutral jumping Heavy Kick or other Shoryukens that have longer invincibility frames will knock Hawk clean out of his uppercut. This move can also be used to cross up the opponent when used at the correct distance.EX 130 Properties This is T. Hawk will dive down forward very quickly and attack the opponent. none the Tomahawk Busters are FADC-able. This can allow you to dive out of trouble at the cost of one extra meter. This move is primarily used to get around opponents who abuse their projectile usage. or Condor Dive Damage Light 120 Properties By pressing all 3 punch buttons during a jump. T. Cross up Dive works especially well after you knock the opponent down from a command throw or successfully hitting a Condor Dive. Hawk’s uppercut that has any invincibility frames is the EX version. Medium and Heavy version do not work well as wake up reversal options. this attack hits twice and can beat out an opponent’s focus attack.

If the blocked Dive makes contact closer to the opponent’s legs. Using EX Spire in a combo is one of T. Hawk will drop down immediately right in front of the opponent and will be completely safe. You are still susceptible to fast moving horizontal moves so be careful. can cause low attacks to whiff. EX Condor Spire is the version you will be using most when trying to get past an opponent’s fireball game. Using Condor Spire after block strings or option selecting a Spire after a special cancelable poke also works well for pressuring the opponent. EX Spire is projectile invincible and travels a good distance forward allowing Hawk to punish characters trying to keep him at bay. Hawks main tools for dealing big damage.You can perform the Condor Dive rather quickly once T. EX Version: EX Condor Dive is fully projectile invincible during the entirety of the move. . Hawk hops off the ground and lunges forward with a horizontal moving attack. You can find an example of a combo using EX Spire in the combo section below. Condor Spire builds a decent amount of Super meter so using the light version when an opponent is full screen away is a good way to build meter for EX Condor Spire. The heavier the punch pressed the more distance the move will travel forward. When the EX version is blocked it is much safer than its normal counter part. Adjusting the timing of your dive can really throw off your opponent’s anti-air attempts and allow you to get a free knock down and begin your close up game. Hawk will bounce back a good distance away making it tough to punish. This move is good for advancing on opponents and because of its short hop off the ground. You can also use Condor Spire as an anti-air if timed correctly and can follow up with an EX Tomahawk Buster for some extra damage. or Condor Spire Damage Light 120 Medium 120 Hard 120 EX 150 Properties T. If the EX Dive is blocked when making contact with the opponent’s head or torso. T. EX Version: Much like EX Tomahawk Buster. Hawk leaves the ground and pretty close to the ground before you land from the jump.

When grabbing your opponent with Ex Mexican Typhoon you will be left slightly closer to the opponent than the Medium version. Condor Spire can be difficult to punish on block. Using the forward dash. The Heavy version deals the most damage but also leaves you much farther away from the opponent than any of the other versions. Hawk’s okizeme game. You can easily close the distance however with a foward dash then Heavy Condor Spire or a Condor Dive. Hawk. Hawk spins his enemy around and slams them to the ground with this devastating command throw. Medium does more damage but leaves you a bit further away. Heavy Condor Spire method will leave you right in front of your opponent and can lead into T. Each version of Mexican Typhoon plays a roll in Hawk’s meta game. Hawk's mix up game. however. When playing T. or Mexican Typhoon Damage Light 150 Medium 200 Hard 230 EX 200 Properties Grabbing the opponent and taking to the skies. successfully catching your opponent with a command throw allows for you to begin T.When used at the correct distance. you’re guaranteed to eat a big punish. much like any grappler. T. The Ex and Medium versions of Mexican Typhoon deal the same damage and leave you almost the same distance away from your opponent after landing successfully. The Light Punch version deals the least amount of damage but leaves you closer to the opponent allowing you to set up some very tricky mix-ups involving cross over Condor Spires and ambiguous cross ups using Body Splash. your game plan revolves around catching your opponent with the Mexican Typhoon. Super and Ultra Moves Super — Double Typhoon Damage Super 430 . If an opponent blocks any version of Condor Spire at close range. Although Hawk’s combos deal solid damage.

Like Double Typhoon. There is a brief moment where they are actually considered airborne and that is when you can hit them with Ultra 2. After connecting a level 3 focus attack. Interestingly enough. after Heavy Shoulder and is great as a wake up reversal option. Ultra 2 — Raging Slash Damage Ultra 2 450 T. Hawk slams his opponent to the ground causing them to bounce up. But if you find yourself with the meter you can land this super in a tick throw set up or after a Heavy Shoulder fake out. you can now combo into this Ultra after a focus attack. Raging Typhoon deals a ton of damage and can really turn the tide of a match when you catch your opponent slipping. When an opponent has been smashed with a focus attack level 2 or higher. you can scoop them up with Raging Slash. try back dashing out of it then forward dashing back into the opponent to properly set up the timing. This Ultra can be used most effectively on opponents who fear your command throw after a knock down. Double Typhoon isn't used too often.Properties T. this can be used in tick throw set ups. he then follows up by spinning them multiple times in the air and slams the back down dealing a great chunk of damage. Hawk's anti-air Ultra attack. A lot of players will try to jump away from the throw vortex on wake up and when they become predictable. they will drop to their knees before they fully fall to the ground. Ultra 1 — Raging Typhoon Damage Ultra 1 510 Properties This is the traditional grappler Ultra attack. Combos . since the hit box was increased in v2012. This can be tricky to land at first but once you familiarize yourself with the timing it becomes much easier. Since Hawk relies heavily on meter to get in on his opponent. since Raging Slash only hits opponents whilst they are in the air.

back dash. Ex Condor Dive 5 Hits 425 damage One of T. (While jumping) Link Heavy Tomahawk Buster 3 Hits 308 damage A basic bread and butter combo that deals great damage without meter. Link Ex Condor Spire. Ex Tomahawk Buster. Ex Condor Dive 4 Hits 360 damage A follow up combo after using close standing Heavy Kick's juggle property. Hawk's highest damaging combos but it requires 3 bars of meter to pull off. There are many variations to these as well. Ultra 2 . Instead. forward dash 7 Hits 425 Damage The only way to combo into Ultra 2. you'll find the most common and helpful combos that you should know. Level 3 Focus Attack.Important Note: Not every possible combo is listed here. (While jumping) Link Ex Tomahawk Buster.

If you feel the opponent is trigger happy and will be hitting buttons on wake up or trying to jump away. Hawk's poking game you typically want to stay at max standing Hard Kick range. This version of Hawk’s . You want to try and hit your opponent with a hard knock down via crouching Hard Kick or command throw. Standing Light Kick and standing Light Punch also have decent range and are both special cancelable. Hawk General Strategy With T. Ex Condor Dive 3 Hits 250 Damage A combo after scoring an anti-air Condor Spire. Ex Condor Spire and a well timed Condor Dive are your only ways in on characters with a strong zoning game. Hawk you want to be up in your opponent's face as long as you can. You want to try and get to max Ex Condor Spire range so that you can punish your opponent on reaction and begin your mix up game. take the time to throw out a few Light Condor Spires to build a bit of meter. You can use these to option select into Light Condor Spire to pressure the opponent or to set up an empty Condor Spire mix up into command throw. use crouching Medium Punch to beat out any standing pokes and crouching Medium Kick to deal with low attacks. this is where you are most dangerous. When it comes to T. When playing against projectile characters you want to try and have as much meter as possible. you can even go for an EX Tomahawk Buster to put them in their place. You can hit a meaty crouching Medium punch or a crouching Light Kick from there and set up a tick throw then begin your vortex once again. use a Light Condor Spire and you will end up staying in front of them.Anti-air Light Condor Spire. Hawk Mexican Typhoon Mix-ups After landing a Light Punch Mexican Typhoon you can use either a Light or Heavy Condor Spire for a very tricky mix-up. From there you can hit a crouching Light Kick and set up a tick throw or try a cross up Body Splash to really confuse them. If you perform a Heavy Spire after the command throw you will cross over the opponent while they are on the ground and end up on the other side. If you find yourself full screen away. It's a great poke with insane range and will really keep your opponent at bay. Once you condition your opponent to think you will be crossing over them after a Light Mexican Typhoon. T. T. If they try to advance on you and begin closing the distance. Once you get the knock down you can begin the ambiguous cross up set ups using Body Press and the side switching mix ups using various versions of Condor Spire. Ex Tomahawk Buster. Heavy Mexican Typhoon can also be used for a great mix-up game. The heavy Condor Spire cross over works on the majority of the cast.

If you feel they are going to be hitting buttons on wake up you can hit them with an Ex command throw to stop their attempts. you can bait out their reversal with a Light Spire then punish accordingly. • Moves and Strategies • Frame Data • Hit Boxes • Costume Colors • • Story • Artwork • Character Overview This video walks you through the very basics of playing Vega. Although some of it is in German. but also gets into advanced tactics and combos. Watch ► Movie by WWMajin . These are just a few of the numerous mix-ups that fall under Hawk’s metagame using his command throws. Heavy Spire will leave you right in front of the opponent when they are getting up so you can go straight into another command throw. Just like the previous command throw mix-up.command throw will leave you the furthest away from the opponent so after you successfully catch them. once your opponent is conditioned to think you will use heavy Spire. dash forward then perform either a Heavy or Light Condor Spire. it contains English annotations.

With moves that charge by holding back or down. .Speed and range. • Strengths • + He's very fast. . For example.Has a low stun rating. this version of Vega is most like his Super Turbo counterpart. you can jump backwards or block low and still maintain your charge. + Crouching Medium Punch is still great and can be Canceled. + Not easy to anti air him because of the speed and trajectory of his jump.Trading hits with your opponent is almost always a losing scenario. . if you're holding back. so it's still possible to beat people with him consistently. so most players lean towards a defensive style with him.Low damage output. Special Moves A (2) next to an arrow means to hold the joystick in that direction for 2 seconds to 'charge' the move. + Excellent range on most of his normal attacks. you can use the diagonal positions to charge up as well. Street Fighter 4 is very balanced. + Nice range on his Focus Attack. Light 110 Medium 150 Hard 170 . + His Ultra is great against people who throw a lot of fireballs. Vega's main problem is that his damage is on the low end. so you're going to have to hit your opponent a lot to finish them off. While Vega is considered to be one of the worst characters in the game. + Strong 'zoning' game and tons of pokes. • Weaknesses • . meaning he gets dizzy quickly.Losing your claw hurts your range considerably. He lacks options to keep offensive pressure on his opponent. . + Leaping Kick (down-forward plus Hard Kick) is a great normal attack. His EX moves compliment his normal arsenal really well. He also dizzies faster than most characters.Hard to get your opponent off of you in some situations.

See the Super Move section below for additional information on this technique. You can also Cancel the Claw Roll into Vega's Super move. Also you can Focus Attack Dash Cancel this roll to throw your opponent off guard who's expecting to have to block further attacks. and is useful to in some combos. If you catch them off balance. which allows you to score more chip damage without your opponent being able to counter. If you press Punch at any other time while diving. Chip damage is nice and you can bait your opponent into doing something dumb. fly over your opponent's head to hit them on the reverse side (their back) to "cross" them. Claw 90 EX-Claw 50-100 Izuna 150 EX-Izuna 200 (when close) • Flying Barcelona Attack & Izuna Drop (Wall Dive and Throw) • You can also use the diagonal-up positions to execute this attack.EX 170 • Rolling Crystal Flash (Rolling Claw Attack) • Does good chip (block) damage. the Medium Punch version of this move now causes more block stun in Super Street Fighter 4. . Vega will attack by spreading his arms. simply walk up and throw. Also. he'll normally jump off the wall his back is facing. so your opponent has more time to react to it. but pressing diagonally-up towards will make him jump off the other wall instead. This move is not as fast as it was in Super Turbo. Executing this attack makes Vega quickly dive at his opponent after jumping off the wall. Press the joystick left or right and a Punch button when you're close to grab them. To mix things up. which makes it difficult to counter. A alright trap is to repeatedly loop Crouching Medium Punches into a Light Punch Claw Roll.

juggle with EX-Flip Kick (EX only hits once).When you get your execution and angles down. but only in certain situations. Medium Punch is a mix of the two. And when they start focusing on blocking — throw them with the Izuna Drop. Here's the breakdown. Light 110 Medium 110 Hard 110 EX 120 • Sky High Claw (Aerial Claw Attack) • Vega's Sky High Claw is alright. juggle again with any Flip Kick. you can time this so it's difficult for your opponent to correctly guess which way to block.  Light Flip Kick. . The Light Punch version makes you fly at about mid screen level. You can juggle with Vega's Flip Kick with a second one. low reward factor going in most situations with this attack because the damage isn't great. it's still a nice defensive move. Light 100 Medium 140 Hard 160 EX 180 *Armor Breaking* • Scarlet Terror (Flip Kick) • While this isn't as good as it was in Super Turbo.  Catch jumping opponent late with any non-EX Flip Kick. while Hard Punch will hit most characters in the chest if they're standing. especially against jump in attacks. Damage is also good (for Vega). There's a high risk. so you'll want to bait jumps and connect with this whenever possible.

The punch version of this move lasts a little longer and causes Vega to hop further back. as it rids you of your claw. Not something to use frequently because it can be countered if your opponent knows you're going to throw it out. you have to walk over the claw to pick it back up. .To juggle with the Flip Kick. but lowers your defense (stamina) until your mask is picked back up. but it's still handy in certain situations. you're probably better off using other moves. it if hits twice you won't be able to juggle with another one. • Claw Throw • This will make Vega throw his claw up into the air and it comes down and sticks into the ground. The button pressed determines where the claw goes. except it's invunerable to fireballs. There doesn't seem any reason to actually do this move. This comes out very quickly. Once thrown. EX Moves Light 110 Medium 150 Hard 170 EX 170 • EX-Rolling Crystal Flash (Rolling Claw Attack) • This is almost the same as your Hard Punch Rolling Crystal Flash. Medium and Hard throw it in front of you. It has a long start up time though and damage is mediocre. • Mask Throw • Takes 50% of your Super meter and makes you throw your mask on the ground. or • Back Flip • Vega flips away from his opponent. and is sometimes the best way to escape a projectile Ultra or Super. Light Punch is behind you. This increases your attack power. you need it to only connect one time.

Also if this trades hits on the first attack. it also goes through projectiles. Works best when the other fighter is mid-screen. It's effective at knocking players out of their projectiles when you do not have an Ultra meter to punish them with. and it's probably what you'll be spending most of your EX meter on. and it can be difficult to land the Wall Dive part if your opponent is in the corner. because you can Cancel into it from several of his normal attacks. It is not an effective anti-air move though. it launches the other fighter up into the air and you can juggle them as they come down with pretty much anything. This will probably be the main move you use in combos.Claw 90 EX-Claw 50-100 Izuna 150 EX-Izuna 200 (when close) • EX-Flying Barcelona Attack & Izuna Drop (Wall Dive and Throw) • Hits once on the way to the wall and then again when he's coming down. and comes out a bit faster than the normal version. But this does pretty good damage. Light 100 . Light 110 Medium 110 Hard 110 EX 120 • EX-Sky High Claw (Aerial Claw Attack) • The EX-Sky High Claw hits twice. The EX version also has better throw range than a normal Izuna Drop.

and if you react quickly you can slice the crap out of your opponent simply for throwing out a fireball.Medium 140 Hard 160 EX 180 *Armor Breaking* • EX-Scarlet Terror (Flip Kick) • Super and Ultra Moves Super 180-400 Ultra 1 480 Ultra 2 450 (when close) • Super — Flying Barcelona Special & Rolling Izuna Drop • Unlike Vega's Super move in Super Street Fighter 2 Turbo. You're probably best off using your Super meter else where. *Armor Breaking* • Ultra 1 — Bloody High Claw • Vega jumps off the wall and does multiple claw slices to his opponent. . Also you need to hit the wall before you're safe from counter-attacks. but the all or nothing nature of this move and the fact it doesn't do a lot of damage is a big turn off. You can control which wall you dive off of by ending the motion towards the corner of choice in the diagonally up direction. This move goes through projectiles and is a really effective attack against fireball spammers. Try to be inside of 3/4ths of a screen's distance to the wall. It does have better range than Vega's normal Izuna Drop. Vega flies diagonally downwards from whichever corner he hopped off of — meaning you probably won't land this if your opponent is near the wall you jump off of. if you don't land the Izuna Drop (Throw) it still zaps all of your Super meter.

if he connects he'll do a series of attacks ending with a dramatic claw slice. Cancel into Light Punch Rolling Claw • • Level 2/3 Saving Attack. Down-Forward plus Hard Kick. you land at an alright distance away from them. and you can juggle your opponent after landing it. This makes his Ultra 1 MUCH better. Really good move. Link into Crouching Medium Punch • • Jumping Hard Kick. this move has been improved by making Vega hit on the way up when he jumps to the wall. • Jumping Hard Punch. Crouching Medium Kick. • Jumping Hard Kick. Hard Kick Flip Kick • • Jumping Hard Punch. If this lands it launches your opponent up into the air so you can juggle them. Some players claim that this is one of the best Ultras in the game now. You can still be punished. but it isn't easy. Crouching Medium Punch. as it can now be used as anti air. Standing Hard Punch. . and gives you the option to move Vega forward very quickly. Cancel into EX-Wall Dive • Unique Attacks • Cosmic Heel (Launcher) • Vega hops forward with his leg out.His Ultra comes out very quickly. Combos • Down-Forward + Hard Kick (Leaping Kick) EX-Wall Dive • Nice damage on this. Dash Cancel. EX-Wall Dive • • Crouching Light Punch 2x. Link into Crouching Medium Punch • Easy combo and it doesn't require a charge. Crouching Medium Kick. so you should know almost instantly if your opponent blocked it or not. and all you have to do is connect with a Leaping Kick. Crouching Medium Kick. Fast. In Super Street Fighter 4. If you miss entirely you can throw your opponent after wards. Great recovery time. • Ultra 2 — Splendid Claw • This makes Vega slide into his opponent. Even if they block.

Normal Moves Note this is not a complete list of all of Vega's normal moves. It's very fast. Use this whenever you can anticipate a jump. just the ones we think are noteworthy. (In the air) • Air Throw • Vega's Air Throw has good range. the damage is alright (for Vega). • Kara Throw • The range on this Kara Throw isn't exceptional. and to slide under jumping attacks and throw the other fighter when they land. • Medium Punch Claw • This is still a great poke. and if you do it early enough you can use it to stuff (stop) other attacks. but it's not too bad either. And you can Cancel out of this attack into some of Vega's special moves. Use it sparingly to keep your opponent off guard. • Slide Sweep • A low attack with a lot of range and it should be safe if blocked as long as you hit your opponent at almost the very end of the animation. Can also work well when you're almost a full screen's distance away as an anti air move. which makes it all the more useful. You can throw this attack out somewhat randomly and use it to bait the other fighter into Shoryukens and the like so you can punish when they miss. It's roughly the same range of Akuma's Kara Throw in Street Fighter 3 Third Strike. Plus you can Link into it after a Crouching Medium Kick. .• Piece of Mercury (Overhead) • In Super Street Fighter 4 this is now an overhead attack that must be blocked high.

.• Moves and Strategies • Frame Data • Hit Boxes • Character Overview Yang is an offense-based character that survives heavily on pokes and dive kicks to punish the opponent's moves. + Handles projectiles easily with Palm and Dragon Kicks. Yang also has to rely on resets and meter in order to trick the opponent much more than other characters.Focus Attack lacks range. + Great crossup and overhead game. Yang's weakness is that he doesn't do a whole lot of damage at once.Below average stamina and stun ranking. . He often has to sacrifice great amounts of meter in order to begin his pressure or to increase his damage output. Combine this with great movement options and Yang's offense is something to be feared. Special Moves . + Can perform invincible reversals without meter. Yang also has two great Ultra Combos and has flexible combo potential with the ability to FADC his Slashes.Forward dash is really bad. . . + Command grab to open up defensive opponents. .Dive kick has a height restriction.Only reversal is slow enough to safe jump easily. • Strengths • + The ability to punish whiffed moves from a lot of ranges.Command grab is slow. • Weaknesses • . + Very fast walk speed and a long-range backdash. He also has a safe approach with his Mantis Slashes and good mixups with his overhead and command grab. + Has no problem comboing into Ultra 1 or 2.

The Light version travels the least amount of distance and has the quickest recovery.(3x) or Tourou Zan (Mantis Slashes) Damage Light 115 Medium 130 Hard 143 EX 164 (5x) Properties Yang throws out his hand for a quick slice. and it has enough recovery to be punished easily. This is Yang's best combo ender from outside of point blank range. The same rule applies to the Medium and Hard Mantis Slashes. because any more than one Slash can be punished. or Kaihou (Teleport) Properties Yang's teleport move has zero invincibility to attacks and throws for a large portion of the slow startup. Use this to catch up to an opponent if you have enough time after a knockdown such as your forward throw or to quickly corpse hop a knocked down opponent. All regular versions can be repeated up to two more times for a knockdown. The Light Mantis Slash is great to use as a poke. EX Version: This starts up a lot faster than the regular Mantis Slashes and has the range of the Medium version. The initial two strikes of this move are very safe on block provided that they are spaced correctly (outside of throw range). and during this time you can keep inputting quarter circles and punches in order to complete the Rekka series. Because this EX move initiates a spinning knockdown and recovers so quickly after the last hit. The Hard Mantis Slashes reach very far and are great as a punisher. it's extremely hard to punish. Don't try to pressure a blocking opponent with anything more than a single Light Mantis Slash. Because of its range. you can perform followups in the corner with your Ultra 2 and other moves. . Don't try to use it as an approach move if the opponent is standing.

It also leaves you at frame advantage on block and allows followup juggles in the corner. EX Version: This version starts up just as fast as the Hard version and it wallbounces the opponent.EX Version: EX Kaihou is completely invincible to attacks for its entire duration and recovers extremely quickly. so be sure to vary up your reversals. You can follow up the wallbounce anywhere on screen with the correct version of the Dragon Kicks and you can land both of your Ultras from this move if you are close . You also get a meter boost for canceling out projectiles so the advantage is even more profound. or Byakko Soushouda (Palm Strike) Damage Light 0 Medium 120 Hard 150 EX 150 Properties Yang's palm attack is fantastic for catching pokes at mid range since the attack is disjointed from Yang's body. The Hard version starts up the slowest. This really gives you an edge in full-screen meter building battles. making it difficult to punish unless the opponent sees it coming. you can use it to cancel out fireballs. Use the Hard version to attack opponents that are standing up from a knockdown. The Light version is a fake palm strike. The Medium version doesn't knock down. It's easy to combo into this version and sets up some FADC combos for you. though you'll want to be careful against certain characters who have lots of invincibility on their reversals. and it's unsafe if blocked at short range. This will stuff reversals if you perform it from the right ranges. making it a valuable meter building tool or a quick mid range projectile destroyer. Use this to bait counter-attacks and then punish with your Dragon Kicks or Ultra. but it knocks down. Each version of the palm has its own use. It starts up the fastest out of the Palms that can strike. This is good for a reversal. especially if you are about to get hit with an early crossup. Because this move is actually considered a projectile by the game engine. Unfortunately it loses to option-select throws easily. You can also use the fake Palm to trick the opponent into blocking so that you can grab them with Zenpou Tenshin.

It also rolls across the ground extremely quickly and auto-tracks towards to the opponent's position. Also the Medium and Hard Roll Kicks don't have any invulnerability to attacks or throws on wakeup (they are only invincible to projectiles after the roll has started). It's still a bit slow. This is a great answer to projectiles at mid range and offers a soft knockdown for you to chase down zoning characters. This also acts as a punishing solution for moves that have long recovery outside of the reach of your Slashes. and this is his best meterless reversal/anti-air move due to its invincibility and quick startup. but if you're getting harassed by low pokes on the ground then give this a move a try. With it. You can FADC all versions of the Dragon Kicks to make them safe. While Yang is rolling. he can duck under projectiles very easily. It has loads of startup invincibility for reversal purposes. Be wary of attacks that hit low on your wakeup. Roll Kick) Damage Light 120 Medium 125 Hard 130 EX 135 Properties This move doubles as Yang's reversal and punisher and has great versatility in both categories. he gets a bit more time to attack the opponent after a knockdown since he lands right next to them. The Light version has Yang perform his Dragon Kicks in the place where he stands. . The Hard version causes Yang to roll set distances across the ground.to the corner! This move also has complete lower body invincibility for the entire startup of the move. making it useful as a counter. EX Version: The EX Roll Kick is a packaged version of all the best qualities of the normal versions. Medium Dragon Kicks is an alternate combo ender for Yang. as it's quite possible for the Light Dragon Kicks to whiff. or Senkyuutai (Dragon Kicks. This is much more reliable as a punishing move due to its speed and this especially applies to its anti-fireball properties.

the same setup will still work. Whatever action Yang performs. . use this command grab to gain meter before finishing them off. meaning that you will have to condition the opponent not to backdash or reversal you out of the grab. If you want to start a combo into Seiei Enbu from a punish. When you activate Seiei Enbu is important. The activation of this Super has instant recovery so it cannot be punished. At the same time you don't want your opponent to be able to escape when you start it. which is twice as slow as Abel's Tornado Throw and five times slower than Zangief's SPD. so cancel into it from something like a Roll Kick or a Palm. It also starts up slightly faster. It has pretty slow startup though. Considering that this command grab sets up an easy Ultra combo for Yang through a Standing Medium Kick combo. All normal versions have the same reach regardless of the button pressed. EX Version: Yang's EX Zenpou Tenshin has a LOT more range than the regular version. making it more viable in tick setups. Zenpou Tenshin starts up in 10 frames. having a bit more reach than a regular throw. If you have stunned your opponent in the first round and they have only a little bit of life left. crossups. Don't rely too heavily on this move otherwise you will get torn apart. spending EX to increase the range and startup speed is definitely worth the price. his copies will perform the same action at a delayed time. Zenpou Tenshin is not invincible in any way.or Zenpou Tenshin (Flip Grab) Properties Yang's command grab has good range. After you land this grab you have enough frame advantage to land either your Standing Hard Punch. Standing Medium Kick or your Crouching Medium Kick which in turn leads to big combos. Super and Ultra Moves Super — Seiei Enbu (Starlight Waltz) Damage Super N/A Yang poses and powers up. attack your opponent with dive kicks. use the Medium Palm Strike. If you want to activate it for corner pressure. and during this time he summons two more copies of himself to strike the opponent. It will keep the opponent grounded and allow you to dash in with a combo. During the time Seiei Enbu is activated. and the whiff recovery is massive.

This Ultra has very little utility outside of combos due to its incredibly short range. Stun is still applied to all your attacks. but it is heavily scaled. This is especially effective against characters with poor reversals. Raishin Mahhaken can be used as an anti-air if you activate it when the opponent is at the peak of their jump. Slashes and whatever else you can throw at them. pick Ultra 2. You must have reasonably quick reactions for this to work. Check out the Combos section below for all the details. Try to reset the combo counter on purpose to get larger damage output. If you're proficient enough with building meter using Yang's Palm Strike then you shouldn't be too reserved about using Seiei Enbu since most combos involving it do massive damage. If you keep up your offense consistently it can be hard for almost any character to escape. If you want an Ultra that is more effective in punishing the opponent. Generally the only time you should use this is if you are in a matchup where EX is not required for victory. Ultra 2 — Tenshin Senkyuutai Damage Ultra 2 440 Properties Yang crouches down and initiates a Roll Kick. so you can keep combos going for a long time.overheads. During the rolling startup of Tenshin Senkyuutai Yang is completely invulnerable to projectiles. This is Yang's higher-damage comboable Ultra. Most of the time while you are rushing down your moves will combo into each other with the help of your copies. After it makes contact. Ultra 1 — Raishin Mahhaken Damage Ultra 1 480 Properties Yang throws out his hand and if he hits with the tip he initiates a slice and dice cinematic for big damage. and there are many setups for it. . Yang juggles the opponent in the air for big damage.

All of the setups to land Ultra 1 also work with Ultra 2. Target Combo 2 No use for this target combo. Also. . Target Combos Target Combo 1 This target combo acts as a great poke for Yang. This only works with a forward jumping Medium Kick. Instead. You can't cancel this target combo with special moves. you can just cancel it into Slashes for better damage.This is the best Ultra to pick to heavily punish projectile throwers or certain special moves that would normally give Yang problems. It's also not too difficult to combo into from either a Slashes FADC combo or a standing Medium Kick. Hard Mantis Slash 4 Hits 210 Damage Most straightforward meterless punish combo from point blank range. but since Ultra 2 is less damaging it's up to you which kind of Ultra you prefer. If you complete the series. Since your jumping Medium Kick as also doubles as a crossup attack. the opponent is knocked down. this target combo is useful no matter which side you land on. Combos Important note: Not every possible combo is listed here. but you can cancel it into Seiei Enbu. Target Combo 3 (Air Only) A really great air target combo that is meant to be used to interrupt anti-air Focus Attacks. you'll find the most common and helpful combos that you should know. The first two stages are safe on block and the standing Medium Punch has great range. though it is possible in some combos that you won't get the full animation of the Ultra. it's still very useful. If you have enough time to land a standing Light Kick. you can only cancel it into the Medium Dive Kick. Despite these restrictions. There are many variations to these as well.

The Raigeki Shuu MUST whiff. then this link combo will work. . Zenpou Tenshin Link Medium Dragon Kicks 3 Hits 195 Damage Basic Zenpou Tenshin combo. your crouching Light Kick should link to this combo. Zenpou Tenshin Link Forward Jump Light Raigeki Shuu. juggle Ultra 1 19 Hits 438 Damage Big damage and a meterless way to combo into Ultra 1.Link Hard Mantis Slash 6 Hits 189 Damage If you poke at your opponent with Yang's crouching or standing jabs. Link Hard Mantis Slashes 6 Hits 185 Damage If you are attempting to tech a throw from a crouching position.

juggle to Ultra 2 6 Hits 302 Damage This combo does not initiate the full Ultra cinematic. Light Dragon Kicks Dash Forwards. . Jump Target Combo 3 Link Medium Dragon Kicks 7 Hits 259 Damage This also doubles as a dive kick combo. but it's a nice damage addition the to the FADC ability of the Dragon Kicks. This also works for Ultra 2. Hard Mantis Slash x2 Dash Forward Link Ultra 1 21 Hits 439 Damage Yang's bread and butter Ultra combo. but it does good damage nonetheless. juggle Ultra 2 6 Hits 322 Damage Yang's FADC combo doesn't do much damage. Big damage and an easy hit confirm.

Senpuukyaku (Overhead) Yang takes a small hop kick that can avoid low attacks briefly and must be blocked high. juggle Medium Dragon Kicks 5 Hits 334 Damage Corner-only combo. You can also use Target Combo 3 to increase the leeway for comboability. so it is a very important move. try this move. The Medium Dive Kick is the direct approach option. There is a height restriction on it. This gives you a chance for a big mixup with your command grab or crouching Light Kick since you land before the opponent does. or or Raigeki Shuu (Dive Kick) [Air Only] Yang's most important move because of its ability to change his aerial trajectory quickly. If you are unsure whether or not you can punish a move's recovery. Notable Normal Moves and Unique Attacks Standing Light Kick Standing Light Kick comes out in three frames (considered the fastest possible speed for any normal move in SSF4) and has incredible range for a light normal. The only way to combo into this move is from a jumping attack or Zenpou Tenshin. despite it being an aerial attack. It also launches the opponent and can be canceled with a jump in any direction. Close Standing Medium Kick (Launcher) This is Yang's only real anti-air normal. Jumping Medium Kick Yang can cross up the opponent easily with this jumping normal. It also leads to both of your Ultras. . The Hard Dive Kick has the shallowest angle and doesn't have much use unless you are trying to reach the opponent quickly. You can use this move to dodge fireballs and to punish whiffed pokes on the ground. If you cancel this attack with a jump you can hit the opponent with a jumping Hard Kick to reset them in the air. It also can be blocked low. The Light version of the Dive Kick drops you down at the sharpest angle. Great to use during Seiei Enbu and is also strong as a standalone attack.Jump juggle Medium Palm. This does really big damage and builds a lot of meter. Try to hit opponents in the ankles with it to attain maximum frame advantage. It's also special cancelable. which is meant to bait anti-air attacks such as dragon punches. so you can't be too careless when you use it.

mix it up with fake Palm Strikes and devise a counter. Yang can be played two ways with the first being high-pressure rushdown and the second being a mid-range poke and punish style. Yang General Strategy Yang is a very good all-purpose character. it's best to be careful when using it. Against characters with poor defense especially on wakeup you'll want to play the first style. He's very fast and his comboability is very strong letting Yun apply a lot of offensive pressure with few gaps while setting up damaging combos along the way. All of this endless rushdown helps him build up Super meter very quickly so he can unleash a Genei Jin and do a ton of damage. just begin building meter with Palm Strikes. It has no invincibility and the only advantage it has is the speed and angle of approach. When you see the opponent try to work their way through your Palm Strike pattern. meaning that he has a solid answer to almost every situation. If you are at full screen and are having trouble approaching the opponent. .While this is considered the most dominating aerial move Yang has. • Moves and Strategies • Frame Data • Hit Boxes • Character Overview Yun and his infamous Genei Jin are back and just as strong as ever in Super Street Fighter 4. but characters with strong ground defense that can counter your dive kick easily will force you to play the second way. This will force the opponent to come to you and to time their approach. Yun is shaping up to be one of the best offense-based characters in the game with his heavy comeback factor. Offensively and defensively the most important way to play Yang is to remain aware of all of your options. quick dive kick and powerful special moves.

which is his only invincible reversal. + Nearly all of his special moves juggle the opponent. Since Yun is so dependent on the dive kick to close the distance and apply pressure. + Very useful target combos. + Genei Jin is an incredibly effective super move. • Strengths • + Fast movement speed. . . Characters such as Viper and Fei Long who can close the distance safely and prevent Yun from attacking also excel against him. He can't take a lot of hits due to his stamina ranking. . + Dive Kick setups and command grab can be very difficult to counter. + Capable of applying a lot of offensive pressure. Special Moves or Zesshou Hohou (Lunge Punch) Damage Light 90 Medium 110 Hard 130 EX 140 Properties Yun leaps forward with his fist out and the strength of button determines how long this move takes to start up and the distance it travels.Low stamina rating. .Requires non-stop offense. he has a rough time against uppercut characters like Sagat and Ken.Most invincible reversal is slow. but starts up the fastest.Cannot FADC his Dragon Kicks. + Has some very damaging combos that lead to advantageous knockdowns. . There is also no way to FADC his Dragon Kicks. Light Lunge Punch travels the least distance.Grounded special moves require good timing and spacing to be safe.Yun exists solely for offense. • Weaknesses • . This forces him to stay in the opponent's face constantly to prevent being rushed down himself. and because of that his defense is weak.

it's much easier to juggle into Ultra 1 from this move in the corner. but it leaves you at frame advantage in front of the opponent giving you time to apply a mixup. If you don't have Ultra 1. A great choice if you poorly space your Lunge Punch. if you space it so that Yun strikes at the very end of the lunge then Yun is safe from nearly all counter-attacks. you can simply juggle into a Light Lunge Punch for extra damage. It starts up quickly for such a long-range move and puts you safely in front of the opponent provided that you space it correctly. It has a hard time catching neutral jumpers due to the way the move travels. This move also works well in juggles and can be comboed after quite a few special moves. You'll want to be using this move to approach the opponent safely. If both hits land on a grounded opponent. EX Version: This is Yun's best EX move by far. Use it for one of two purposes. This is much harder to do with the Light Lunge Punch though. Not only is this move safe on block. with midscreen your timing has to be very quick. You can FADC the beginning or the end of this move to make it safe. not to mention your Ultra 1. you can juggle into Ultra 1 anywhere on the screen. The Light version is a fake palm. to cancel into it from a blockstring so that you can tick into Zenpou Tenshin. It has the power to negate projectiles and do lots of chip damage safely to opponents. It may be tempting to abuse this move at first. Also. Regardless of the version used.Each version only hits once but they all knock the opponent down right in front of you. but any good player will be watching for it. . or Kobokushi (Palm Strike) Damage Light 0 Medium 160 Hard 160 EX 160 Properties This palm attack has a surprising amount of range and does more damage than all of Yun's specials. or to bait opponents into attacking you so that you can respond with a Dragon Kicks or Ultra.

This move is extraordinarily unsafe on block. the opponent will bounce off the wall allowing for some easy juggles into Light Lunge Punch or Hard Dragon Kicks. You can also use the Palm Strike on the opponent's wakeup. When it comes to reversals. making it the best anti-air. For this reason. EX Version: If the EX Palm connects. only the Hard Dragon Kicks can be used reliably. so certain moves that can beat projectiles can travel straight through it. the Light and Medium Dragon Kicks whiff completely on crouching characters meaning that you really can't use this as a reversal. When it comes to combos the Hard Dragon Kicks is the best ender because it knocks the . or Nishokyaku (Dragon Kicks) Damage Light 120 Medium 130 Hard 140 EX 100 Properties This is Yun's main anti air special move and his only invincible reversal. The Hard version is the best one to use to avoid crossup attacks on wakeup because Yun will fly the whole way across the screen where it is very hard to punish him. The Palm Strike is classified as a projectile attack. Unfortunately. You'll want to be careful since many characters have EX moves that travel through fireballs easily and they can exploit this advantage. it has a huge amount of invulnerability to beat a lot of attacks and hits both crouching and standing characters. you'll want to be careful how close you are to an opponent before you start the Palm Strike. since trades against reversal attacks will usually work out in your favor damagewise. The Light version comes out the fastest and has the most invincibility. startup and recovery while being completely safe on block. There's not much use for this move unless you are doing a very punish or a post-stun combo. but it has quite a lot of lower-body invincibility. Use these versions to build meter full-screen or to cancel out projectiles for even more meter.The Medium and Hard versions have exactly the same damage. While the Hard version is the slowest of all the Dragon Kicks. It can also catch backdashes if they have short range.

you cannot FADC Dragon Kicks at any time. The Light Shoulder starts up the fastest and is easy to combo into. It can also hit crouching opponents unlike the Light Dragon Kicks. No matter which version you use to start your Super. EX Version: EX Shoulder starts up faster than the Light Shoulder and is invulnerable to projectiles throughout the duration of the move. It also does not knock down on hit. EX Version: EX Dragon Kicks starts up the fastest out of all the versions but it has the least amount of startup invincibility. Because this version recovers the fastest on the ground. It's still a great move to use in a blockstring if the opponent doesn't have a dragon punch at their disposal. If you're trying to punish poor safe jumps then this is an escape option. it's possible to connect a Lunge Punch after EX Dragon Kicks juggles the opponent.opponent down directly in front of you. All of the Shoulders can be canceled into Genei Jin. This is another potential combo ender for Yun or a punishing attack. You can also use the Light Dragon Kicks to combo into Ultra 1 against certain characters. or Tetsuzankou (Shoulder) Damage Light 100 Medium 125 Hard 140 EX 150 Properties This makes Yun slide forward while performing a shoulder attack. It is just as super unsafe on block as the . Since the Light version is the only one that can be comboed into it will be your most common path to Genei Jin. The Medium and Hard Shoulders are very unsafe on block but have the ability to pass through projectiles during the middle phase of the move. It's also mostly safe on block. Regrettably. you should be able to combo and juggle cleanly once it starts. but if you end up too close to the opponent some characters can reach you with Light Attacks. If you do land either version you can follow up with a Lunge Punch juggle since they knock the opponent high into the air.

or Flip Grab (Zenpou Tenshin) Properties This command grab is a very powerful one and is one of the reasons why Yun is such a feared opponent up close. For example. Once it starts. Other examples exist. and works well during juggles. EX Version: This version has a lot more range than the regular Zenpou Tenshin. it's still quite a useful move. Super and Ultra Moves Super — Genei Jin Yun's Genei Jin defines him as a character due to its unique abilities.Medium and Hard versions though. Just like in Street Fighter 3 all moves performed during Genei Jin do zero stun. Yun's Senpuukyaku now juggles the opponent when it did not initially. Normal moves that would normally reset an opponent in the air now maintain aerial juggles. but it places the opponent in enough hitstun for you to follow up with some very damaging combos. the Hard Lunge Punch now does three hits when it used during Genei Jin mode which makes juggling possible. It also starts up a little faster while being invulnerable to throws. which is quite crazy. so be very wary of opponents trying to get away from your command grab game. The whiff recovery of Zenpou Tenshin is also massive. All of Yun's special moves also gain the faster recovery boost which allows him to perform juggles that were initially impossible to do. it's possible to reset the . It also has no invincibility to any attacks or throws. then you are cutting yourself off from one of Yun's best moves. If you aren't using Zenpou Tenshin. The Genei Jin also changes the way certain moves juggle and strike the opponent. All versions have the same reach. Definitely one of Yun's best EX moves. the recovery on Yun's grounded normals change to almost zero allowing him to attack mercilessly with pokes and hit confirms. The button pressed makes no difference in terms of range or hitstun. Despite being a little slower than the average command grab. When Yun activates this Super it has zero-frame startup. Although this Super does eventually get damage scaled heavily. While it isn't the focal point for Yun's gameplay like it was in Third Strike it's still good enough to deal heavy damage to opponents while placing them in the corner. It hits twice with the the second hit knocking the opponent into the air. meaning that the activation cannot be punished. It does no damage. It has an amazing amount of range and you'll want to tick into it from either your crouching Light Punch or Kick.

so he can continue a juggle after the Ultra animation is complete. Dragon Kicks. Shoulders. The startup speed makes it possible to use Youhou as an anti-air. If you activate this Ultra while Genei Jin is active. It can be comboed into from a variety of situations and setups. Ultra 2 — Sourai Rengeki Damage Ultra 2 435 Yun flies forward with a series of elbow strikes and during this time he is completely invincible to projectiles. Combo setups:  EX Lunge Punch  Hard Punch Shoulder FADC  Light Dragon Kicks (one hit only)  Target Combo 4 FADC juggle (Corner only) This is the most popular Ultra choice for Yun because it gives him easy access to extra damage in his combos. you'll want to repeatedly juggle them with Palms. you won't get a full cinematic of damage but you will be able to combo afterwards with a few more juggles before your Super timer runs out. Once you've caught your opponent in a juggle. You can also juggle after this Ultra with a Hard Lunge Punch no matter where you land it. and other assortments of moves.opponent and go for more setups while Genei Jin is still active. Overheads. Due to the range he flies forward this Ultra is a great choice to . Zenpou Tenshin is quite easy to sneak into a Genei Jin pressure string. As an extra bonus Genei Jin can stay activated throughout Yun's Ultra 1. standing Hard Kick. though you have to have fast reactions. Practice your ideal Genei Jin combo in training mode so that you can pull it off no matter where you are on the screen. Ultra 1 — Youhou Damage Ultra 1 375 Properties Yun's Ultra 1 starts up quickly and is a very easy Ultra to combo into.

There is no way to combo into this Ultra other than with a Focus Attack. Target Combo 5 A simple hit confirm target combo where the last move is special cancelable. This target combo's ability to beat out other normal attacks should also not be underestimated. Target Combo 2 No use for this Target Combo. Unfortunately due to the strength of Yun's links into his Medium Punches this target combo is largely unused. Good jump-in for breaking anti-air Focus Attacks from your opponent. Yun's standing Medium Punch has incredible range and the first two stages of this move are safe on block.punish projectile throwers or to punish long-distance moves that can't be reached with your Lunge Punch. but Yun's sweep has average range and slow startup. Target Combos Target Combo 1 You need to still be airborne after the Jumping Light Punch lands for the second hit of the target combo to connect. Target Combo 4 Yun's best target combo and a very dangerous one. . Target Combo 3 You can use this combo as a two-hit poke. You can easily hit confirm into a knockdown with this move and it's great for whiff punishing as well. Combos Medium Lunge Punch 2 Hits Damage 170 A simple combo starting from a low attack.

Does amazing damage and stun for no meter and sets up a knockdown mixup for you. . Feel free to subtract or add any crouching light kicks. Link Link Link Hard Dragon Kicks 5 Hits Damage 258 The soul crusher. None of Yun's normal moves chain. It is not at all difficult to do though.Link Link Link Hard Dragon Kicks 6 Hits Damage 175 An easy and useful link combo starting from a crouch tech. so all the individual parts of the combo require you to link. Link Light Lunge Punch 4 Hits Damage 127 A great crouch tech combo for Yun.

If you just blindly attack with this move. The Hard version is great for long-range approaches due to its shallow angle of movement. The Medium dive kick travels farther forward and is the most used version for approaches since it's easy to angle this move into the opponent's lower body. This will allow Yun to recover on the ground the fastest. or after a charge character surrenders their charge. juggle Light Lunge Punch 3 Hits Damage 190 An invincible and powerful juggle combo. . Yun can only activate Raigeki Shuu if he is jumping neutrally or forward. You'll want to be using this move often. Dash Forward. End ground combos in EX Up Kicks if you're trying to finish someone off. you'll want to be hitting the opponent right in the knees or toes with this move. You'll want to dive kick after you knock the opponent down. To make this move safe and to give yourself frame advantage. Try to maintain an airborne state with well-spaced neutral and forward jumps so that you can dive kick whenever you need to. Target Combo 4 (Level 1). or after someone whiffs a ground poke. A simple mixup move. but when to activate it and which version to use is also important. but is the easiest to anti-air. This move can be blocked high or low so the real mixup starts when you land. It's fast.EX Up Kicks. The Light version travels almost straight down and is great for baiting anti-air special attacks and crossing up. You can also use this to cross up a grounded opponent to quickly switch sides. Turn Kick (Overhead) Yun does a turn kick that must be blocked high. difficult to interrupt and can lead to big combos or a command grab depending on whether it hits or not. Ultra 1 8 Hits Damage 346 Very easy and terrifying combo as this dangerous target combo leads to Ultra 1 in the corner. so in order to do that make sure Yun's foot strikes the back of the neck of the opponent. you'll get hit out of it a lot by anti-air normals or standing normals. Notable Normal Moves and Unique Attacks or or Raigeki Shuu (Dive Kick) [Air Only] Yun's dive kick is an incredible move for a variety of reasons. You can cross up with this dive kick to apply a mixup.

and if you space this move correctly it is safe on block. Standing Light Kick Yun's fastest standing normal. RPGFighter and Nagashiki. It will also relaunch aerial opponents and move Yun's body forward.com forums. although he doesn't need it. Dakai (Step Palm) Yun throws out both of his hands and takes a huge step forward. It also knocks down. it's possible to go under aerial attacks and hit opponents with the left side of the move. Due to the big step Yun takes before he attacks.If you use this during Genei Jin. Contributions to this guide by Nyoronoru. . when your opponent leaves themselves open. It's also special cancelable. Key Airborne Attacks Jumping Medium Kick has a lot of range. the shorter recovery now assigned to this move will allow you to combo from it. Cancel it into a Light Lunge Punch to get a knockdown if you land this attack. If you're unsure whether or not you can punish a move then try this normal move. Close Standing Medium Kick (Launcher) An anti-air option for Yun. Other Resources and Credit You can find more information about playing Yun on the Central Character Discussion Thread on the EventHubs. You can Jump Cancel this move on hit or block to either make it safe or do a follow-up attack. which is important for maintaining juggles. Jumping Hard Kick is a good air-to-air attack and Jumping Hard Punch is a good combo starter. A fantastic poke at mid range.

He has arguably the top Ultra move in the game and his attacks pack a wallop.• Moves and Strategies • Frame Data • Hit Boxes • Costume Colors • • Story • Artwork • Character Overview Zangief is one of the best characters in Street Fighter 4. Regardless. This time you have to hit 13 points on the joystick. The same practice applies to the 720 motion for Super/Ultra moves. He also can't do much damage unless he's close up. Zangief has the tools to be an absolute nightmare for some characters. Special Moves To execute the Spinning Piledriver (360 motion) you must hit 6 points on the joystick. . This guy is an excellent fighter. All of this power comes at a price though. This is different from other Street Fighter games where doing a Spinning Piledriver usually required hitting 7 points on the joystick. But with enough patience and some perseverance you can break down almost any defense. so you'll have to get used to people constantly running away from you because you're really only effective up close. Gief is slow and doesn't have much mobility. completing a 540 degree motion to execute the move. He also has the highest stamina and stun ratings. you do not have to do a true 360 motion. 225 degrees will work — and you can start from any direction. even though a few matches against heavily defensive characters are very difficult for him to win. meaning he can take more of a beating than anyone else.

but has the least range. This leaves you fairly open to punishment if blocked and it's not too difficult to see coming and get swept out of it or knocked back if you're not careful. You can set this up from a variety of ways. this is a huge threat as the range is terrific and the damage is awesome. After a jump in attack.Light 170 Medium 200 Hard 230 EX 200 (360 motion) • Spinning Piledriver • The ultimate command grab. If you're close to the other player. although the EX version is very good. or at least make the other player feel like you're a threat to do so. The Light Punch Spinning Piledriver has the most range. but does the least damage. Not the best of moves. a Crouching Light Punch or pretty much any time you're in range you should be looking for a way to land this. and then punish them for attempting to avoid it. . Light 120 Medium 130 Hard 140 EX 130 • Banishing Flat (Green Glove) • This launches Gief forward while he does an attack with his hand. Hard Punch does the most damage. This move is one of the biggest reasons Zangief is such a great character in this game.

Light 200 Medium 200 Hard 200 EX 220 (360 motion) • Flying Powerbomb (Running Grab and Slam) • Zangief runs across the screen and if he touches his opponent he'll grab them and slam them into the ground. which makes it really difficult for anyone to actually jump in at Gief. Punch 120-140 Kick 110-130 or • Double Lariat (Quick Double Lariat with Kicks) • This move is insanely good. so you cannot just spam these all day against good players. Also works well as an anti air move. When this connects it knocks down your opponent which helps you set up your Spinning Piledriver or other nasty tactics. After you swing around a few times. it's pretty easy to counter this move by hitting Gief's foot area. Zangief spins around with his arms out going through most projectiles and a lot of attacks. which will put you in better range for your other attacks.But this negates projectiles if your hand touches them while you're launching yourself forward. especially as you're getting up. . which can help you avoid sweeps and moves that would normally hit you out of your Punch Lariat. The Kick Lariat doesn't last as long. and if can be handy to quickly advance if you can catch your enemy off guard.

Light 230 Medium 230 Hard 230 EX 240 (When close. which will tip off most players on what you're about to try. EX Moves Light 170 Medium 200 Hard 230 EX 200 (360 motion) • EX-Spinning Piledriver • High priority grab. This doesn't have as much range as your SPD. 360 motion) • Atomic Suplex • An alternative command grab to Zangief's Spinning Piledriver.While Zangief moves at a pretty decent speed once he gets going. but on occasion you might be able to land this in a match. it should grab your enemy before their attack can hit you. Not the greatest of attacks because it's usually too easy to sniff out and counter. . he unfortunately has to wave his hands in the air like a lunatic before he actually starts moving. but it outdamages all but the Hard Punch version of that move. Pretty much any move your opponent throws out there. The EX version on the other hand is definitely better. if you do this command and time it correctly.

which lets you set up your offense. your opponent will be on the ground for a second longer than if you connected with a normal Spinning Piledriver. if this is blocked it's not difficult to punish. plus it knocks down when it hits. Like your normal Banishing Flat though. Light 120 Medium 130 Hard 140 EX 130 • EX-Banishing Flat (Green Glove) • Another great move for Gief. A very wicked move.Also when you land this. helping you to cover ground even faster. Light 200 Medium 200 Hard 200 EX 220 (360 motion) • EX-Flying Powerbomb (Running Grab and Slam) • Gives this attack Super Armor letting you absorb a single attack while you're running . Chances are. giving you a bit more time to set something else up. It's invincible while it's starting up. so you can't randomly throw these out there and hope for the best. You can also juggle the other player with this move and it has a slightly faster start up time than the regular versions. you'll spend more Super meter on this EX move than any other. so you can use it to blow through attacks that would normally stop you.

360 motion) • EX-Atomic Suplex • EX-Atomic Suplex does a bit more damage than the regular attacks. Light 230 Medium 230 Hard 230 EX 240 (When close.towards your enemy. having Super Armor can make a big difference if helping this connect. (720 motion) • Ultra 1 — Ultimate Atomic Buster • Hands down one of the best Ultra moves in the game. but your Ultra is a bit better because it lets you save your Super meter for EX moves. Super 450 Ultra 1 520 Ultra 2 450 Having both your Super and your Ultra at your disposal is nice though. some would argue the best. . two big time damage grabs make you very formidable. It has a very short start up time and it's highly damaging. While the regular version is difficult to land. Super and Ultra Moves (720 motion) • Super — Final Atomic Buster • A really good command grab with nice damage. plus it does more damage.

(In the air. you can set this up a variety of ways like doing an empty jump (jumping in without pressing an attack button) or trying to execute it on wake up. Several players have said it's possible Focus Attack Dash Cancel your Lariat and then grab your opponent with this move. This is an insanely good Ultra move. juggle with EX-Green Glove • • Crouching Light Kick 4x. or you'll be grabbing air. Combos • Crouching Light Punch 3x. Crouching Light Kick. you should see players switching back and forth between them in Super Street Fighter 4. so mix up your game a bit and don't get too predictable with setting this up. use Standing Light Punch 3x instead. Although the command for this can be a challenge to pull off in a tight situation. Cancel into EX-Green Glove • • Lariat. but remember that most players are highly familiar with it and they'll be looking for you to try and land it through the match. Crouching Light Kick 4x. EX-Green Glove • . or possibly even win the round. Standing Light Kick. depending on the match up. Cancel into EX-Green Glove • • Jumping Hard Kick. Cancel into Lariat • You need to be very close for the Lariat to combo. Standing Medium Punch • On taller characters. but it can be used to grab someone performing a Dragon Punch or any move where their feet leave the ground or simply someone trying to jump away from you. Early reports have pegged this as a very good Ultra move and coupled with his Ultra 1. 720 motion) • Ultra 2 — Siberian Blizzard • This is an air-to-air throw that won't grab grounded opponents. Standing Medium Punch. • Cross up with Down + Hard Punch in the air. as you're getting off the ground. • Crouching Light Kick 2x.It's very demoralizing to other players to beat Gief down for the majority of the match only to have him land one of these and even up the score.

Cancel into EX-Green Glove • • Level 3 Focus Attack. Crouching Light Kick 2x. Crouching Light Kick 2x.• Jumping Hard Kick. Cancel into EX-Green Glove • Unique Attacks (In the air) • Flying Body Attack • (In the air) • Double Knee Drop • • Long Kick • or • Headbutt • (In the air) Other Resources . Crouching Light Kick. Standing Medium Punch.