Ultra Street Fighter IV/Sakura

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Ultra Street Fighter IVUSFIV-Header.png
Ultra Street Fighter IV#CharactersUltra Street Fighter IV/Controls and TerminologyUltra Street Fighter IV/Basic ElementsUltra Street Fighter IV/Universal AbilitiesUltra Street Fighter IV/Game SystemsUSFIVHeaderButtons.png


Sakura

SSFIV-Sakura Face.jpg

On a chance encounter seeing a Street Fighting match involving Ryu in Japan, Sakura immediately became enamored with the world of Street Fighting. Not only becoming infatuated with Ryu, Sakura also took to learning Street Fighting skills herself, trying to mimic all of Ryu's signature moves. Her goal to meet Ryu and become his student was only half met, as Ryu rejected a role as teacher. However, Sakura continues to push forward in her fighting skills, determined one day to maybe do battle with Ryu himself.


In a nutshell

While many characters in Street Fighter require high dexterity to use, Sakura is unique in that the execution must also be spot on. Sakura is not a character who gets many opportunities during a Round, but the ones she gets can lead to a huge combo that leads to a mix-up which leads to another huge combo which leads to a dizzy which leads to a win. So it's very important to not drop any of your combos. Execution is a must with Sakura, but can reward you with a sequence that can take an opponent from full health to no health just like that.


Ultra SFIV Changes

(From Ultra SFIV Arcade Japan)

  • Far Stand MP: Hitbox slightly expanded horizontally
  • Diagonal Jump HP: Hurtbox slightly increased
  • Airborne Shunpukyaku: All versions now lose momentum when performed during the beginning of a forward jump to prevent escape from corners
  • EX Shunpukyaku advantage on block reduced by 2 frames (+4F ? +2F); made easier to connect on crouching opponents
  • Shouoken: All versions' hitbox slightly expanded forward
  • EX Sakura Otoshi: Earliest timing for followups reduced to 12 frames from 15 frames
  • Shinku Hadoken (UC2): Rear Hitbox removed

(New to Ultra SFIV Console Digital Release)

  • Back Throw: Tosses the opponent a shorter distance
  • Close MP: Pushback on hit reduced
  • Far Stand HP: Can now be canceled into Special Moves, Super, or EX Focus Attack

(New to 1.04 Update)

  • Shunpukyaku: EX version's 1st to 3rd hits force stand; pushbox expanded downward
  • Hadoken: EX version's travel speed now dependent on button combination on first level of charge; total frames reduced to 44 frames from 48 frames

Character Specific Data

Sakura

VITALS
Health: 950 Stun: 1000 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.05 Forward Dash Distance: 1.05
Back Walk Speed: 0.035 Forward Dash Total Frames: 18
JUMPING Back Dash Distance: 0.95
Jump Height Apex: 1.76 Back Dash Total Frames: 26
Jump Total Frames: 40 (4+36) Back Dash Invincibility: 8
Forward Jump Distance: 1.925 Back Dash Airborne: 10
Back Jump Distance 1.925 Back Dash Recovery: 8
THROWS WAKE-UP TIMING
Forward Throw Range: 0.902 Face Up Total Frames: 31
Back Throw Range: 0.902 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Flower Kick Hard Knockdowns: Crouch HK, Sakura Otoshi Follow Ups
Low Attacks: Crouch LK, Crouch MK, Crouch HK, Haru Ichiban (1st-6th Hits), Haru Ranman (1st-2nd Hits) Armor Breakers: Shunpukyaku, EX Shunpukyaku, Haru Ranman
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 21 L1 EX Red Focus Attack Combo Lead-Ins: Close HP, Far HP, Close HK, LP/MP/HP Hadoken, LP Shouoken (1st Hit), MP/HP Shouoken (1st-3rd Hit), EX Shouoken (1st Hit, 3rd-5th Hits)
Level 2 Focus Startup Frames: 29
Level 3 Focus Startup Frames: 65
L1 Focus Attack Forward Dash: -2 L2 FA Forward Dash (On Block): +4
L1 Focus Attack Back Dash: -10 L2 FA Back Dash (On Block): -4

Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Close LP Close Jab.gif 25 50 20 HL ch/sp/su 3 2 5 4 7
Close MP Close Strong.gif 65 100 40 HL sp/su 4 2 9 3 6
Close HP Close Fierce.gif 90[80] 120[100] 60 HL sp/su 3 4 20 -6 -1
Close LK Close Short.gif 25 50 20 HL sp/su 3 2 8 1 4
Close MK Close Forward.gif 60 100 40 HL sp/su 4 3 15 -4 -1
Close HK Close Roundhouse.gif 120[100] 200 60 HL su 6 3 21 -6 -1
Far LP Far Jab.gif 25 50 20 HL ch/sp/su 3 2 5 4 7
Far MP Far Strong.gif 75 100 40 HL su 7 3 12 -1 2
Far HP Far Fierce.gif 110 200 60 HL sp/su 8 3 17 -2 2
Far LK Far Short.gif 30 50 20 HL sp/su 3 2 8 1 4
Far MK Far Forward.gif 75 100 40 HL - 9 2 12 0 3
Far HK Far Roundhouse.gif 110 200 60 HL - 10 3 15 0 4
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 3 2 6 3 6
Crouch MP Crouch Strong.gif 65 80 40 HL sp/su 5 3 11 0 3
Crouch HP Crouch Fierce.gif 90[80] 120[100] 60 HL sp/su 4 5 23 -10 -5
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 3 3 8 0 3
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 5 4 13 -3 0
Crouch HK Crouch Roundhouse.gif 90 150 60 L - 7 3 22 -7 -
Flower Kick Flower Kick 80 100 40 H - 16 2 15 -3 2[0]
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 3 7 - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 4 6 - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 5 5 - - -
Neutral Jump LK Neutral Jump Short.gif 30 50 20 H - 4 5 - - -
Neutral Jump MK Neutral Jump Forward.gif 70 100 40 H - 5 8 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 6 6 - - -
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 3 7 - - -
Angled Jump MP Angled Jump Strong.gif 80 100 40 H - 4 5 - - -
Angled Jump HP Angled Jump Fierce.gif 100 200 60 H - 5 5 - - -
Angled Jump LK Angled Jump Short.gif 30 50 20 H - 4 5 - - -
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 5 4 - - -
Angled Jump HK Angled Jump Roundhouse.gif 100 200 60 H - 6 5 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 -21 -21
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 -15 -
Focus Attack (Level 3) Level 3 Focus 130 200 60 - - 65 2 35 - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 -500/0 HL - 10+11 2 35 -21 -21
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 -500/0 HL - 18+11 2 35 -15 -
Red Focus Attack (Level 3) Level 3 Red Focus 195 200 -500/0 - - 65 2 35 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 -750/0 HL - 10+11 2 35 -15 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Sailor Shot Forward Throw 120 120 40 0.902 - 3 2 20 - -
Choba Throw Back Throw 135 140 40 0.902 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Hadoken Hadoken (Lv1) 60 75 10/20 HL su 15 71 34 -7 -3
Hadoken Lv2 Hadoken (Lv2) 80 100 10/20 HL su 14+13 71 30 -3 1
Hadoken Lv3 Hadoken (Lv3) 120 150 10/20 HL su 39 44 26 1 5
EX Hadoken Hadoken EX.gif (Lv1) 60*60 50*50 -250/0 HL su 15 - 30 0 -
EX Hadoken Lv2 Hadoken EX.gif (Lv2) 60*70 60*60 -250/0 HL su 14+13 - 30 0 -
EX Hadoken Lv3 Hadoken EX.gif (Lv3) 60*80 75*75 -250/0 HL su 39 - 30 0 -
Shouoken Shooken Jab.gif 90*15 50*50 30/10x2 HL su*- 6 2*4 18 + After landing 11 -12 -
Shooken Strong.gif 90*15x3 50*35x3 30/10x4 HL su*su*su*- 7 2x3*8 22 + After landing 11 -20 -
Shooken Fierce.gif 80*15x5 50*30x5 30/10x6 HL su(x3)*-(x3) 12 2x5*10 20 + After landing 11 -20 -
EX Shouoken Shooken EX.gif 45*15+45*15x5 40*20*40*20x5 -250/0 HL su(x5)*-(x3) 12 2*4(19)2x5*9 22+11 -20 -
Shunpukyaku Spin Kick Short.gif 60 100 10/15 HL - 16 6 After landing 15 0 4
Spin Kick Forward.gif 60*60 50*50 20/20*20 HL - 17 3(8)6 After landing 18 -3 1
Spin Kick Roundhouse.gif 60x3 50x3 20/15x3 HL - 12 3(6)3(7)2 After landing 21 -2 2
EX Shunpukyaku Spin Kick EX.gif 30x3*35 50*30x3 -250/0 HL -*-*-*su 12 3(6)3(7)2(12)3 After landing 14 2 -
Air Shunpukyaku Air Spin Kick 50 50 10/40 HL - 8 3(9)3 After landing 7 - -
EX Air Shunpukyaku Air Spin Kick EX.gif 70 50 -250/0 HL - 8 3{(9)3}xN After landing 7 - -
Sakura Otoshi Sakura Otoshi - - 20/- HL - - - After landing 36 - -
Sakura Otoshi Followups Sakura Otoshi Followups 50*50*60 70*70*100 0/15x3 HL - 14+4 3 After landing 16 - -
EX Sakura Otoshi Sakura Otoshi EX.gif - - -250/- HL - - - Total 77 - -
EX Sakura Otoshi Followups Sakura Otoshi Followups EX.gif 60x3 100x3 0/0 HL - 11+5[4] 3 After landing 16 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Haru Ichiban Super Combo 45x6*80 0 -1000/0 Lx6*HL - 1+6 {2(5)}x5*x(13)4 24 -7 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Haru Ranman Ultra Combo 1 75*75*68x2*233 0 0/0 Lx2*HL - 0+11 2(7)2(11)2 47 -28 -
Shinku Hadoken Ultra Combo 2 (punches) 56x4*105 0 0/0 HL - 0+12 - 85 -27 -
Shinku Tengyo Hadoken Ultra Combo 2 (kicks) 56x4*105 0 0/0 HL - 0+8 - 85 -27 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit

Moves

Standing Close Normals

  Name Nickname Command Notes
File:Example.png

Close LP

Close Jab Close Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close MP

Close Strong Close Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close HP

Close Fierce Close Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close LK

Close Short Close Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close MK

Close Forward Close Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close HK

Close Roundhouse Close Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Standing Far Normals

  Name Nickname Command Notes
File:Example.png

Far LP

Far Jab Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far MP

Far Strong Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far HP

Far Fierce Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far LK

Far Short Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far MK

Far Forward Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far HK

Far Roundhouse Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Crouching Normals

  Name Nickname Command Notes
File:Example.png

Crouch LP

Crouch Jab D.png + Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch MP

Crouch Strong D.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch HP

Crouch Fierce D.png + Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch LK

Crouch Short D.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch MK

Crouch Forward D.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch HK

Crouch Roundhouse D.png + Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Neutral Jumping Normals

  Name Nickname Command Notes
File:Example.png

Neutral Jump LP

Neutral Jump Jab U.png + Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump MP

Neutral Jump Strong U.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump HP

Neutral Jump Fierce U.png + Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump LK

Neutral Jump Short U.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump MK

Neutral Jump Forward U.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump HK

Neutral Jump Roundhouse U.png + Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Diagonal Jumping Normals

  Name Nickname Command Notes
File:Example.png

Diagonal Jump LP

Diagonal Jump Jab Ub.png / Uf.png + Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump MP

Diagonal Jump Strong Ub.png / Uf.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump HP

Diagonal Jump Fierce Ub.png / Uf.png + Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump LK

Diagonal Jump Short Ub.png / Uf.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump MK

Diagonal Jump Forward Ub.png / Uf.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump HK

Diagonal Jump Roundhouse Ub.png / Uf.png + Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:Example.png

Flower Kick

Overhead F.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Focus Attacks

  Name Nickname Command Notes
File:Example.png Focus Attack (Level 1) Level 1 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png Focus Attack (Level 2) Level 2 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png Focus Attack (Level 3) Level 3 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:Example.png

Sailor Shot

Forward Throw F.png or N.png + Lp.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Choba Throw

Back Throw B.png + Lp.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:Example.png

Hadoken

Hadoken Qcf.png + P.png Ex.png Hold P.png to charge

~~ Uses and Strategies ~~

Sakura's primary long-range zoning tool. Sakura's Hadoken is different than those of other shoto characters in that it can be charged to three different levels, and their properties are as follows:

Level 1: travels about 80% of the screen, fastest of the three

Level 2: a bit larger and slower, does more damage, but only travels 40% of the screen

Level 3: much larger, travels very slowly, does much more damage, only travels about 25% of the screen

File:Example.png

Shouoken

Shouoken Dp.png + P.png Ex.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Shunpukyaku

Spin Kick Qcb.png + K.png Ex.png Armorbreak.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Air Shunpukyaku

Air Spin Kick (in air) Qcb.png + K.png Ex.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Sakura Otoshi

Sakura Otoshi Dp.png + K.png Ex.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Sakura Otoshi Follow Ups

Sakura Otoshi Followups P.png Perform during Sakura Otoshi up to 3 times

~~ Uses and Strategies ~~

(No uses/strategies)

Super Combo

  Name Nickname Command Notes
File:Example.png

Haru Ichiban

Super Combo Qcb.png Qcb.png + K.png

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:Example.png

Haru Ranman

Ultra Combo I Qcb.png Qcb.png + 3k.png Armorbreak.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Shinku Hadoken

Ultra Combo II Qcf.png Qcf.png + 3p.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Shinku Tengyo Hadoken

Ultra Combo II (Anti-air) Qcf.png Qcf.png + 3k.png

~~ Uses and Strategies ~~

(No uses/strategies)


The Basics

Combos

Strategy

Matchups

vs. Abel

SSFIV-Abel Face.jpg (No strategies)

vs. Adon

SSFIV-Adon Face.jpg (No strategies)

vs. Akuma/Gouki

SSFIV-Akuma Face.jpg (No strategies)

vs. Balrog/Boxer

SSFIV-Balrog Face.jpg (No strategies)

vs. Blanka

SSFIV-Blanka Face.jpg (No strategies)

vs. C. Viper

SSFIV-CViper Face.jpg (No strategies)

vs. Cammy

SSFIV-Cammy Face.jpg (No strategies)

vs. Chun-Li

SSFIV-ChunLi Face.jpg (No strategies)

vs. Cody

SSFIV-Cody Face.jpg (No strategies)

vs. Dan

SSFIV-Dan Face.jpg (No strategies)

vs. Decapre

SSFIV-Decapre Face.jpg (No strategies)

vs. Dee Jay

SSFIV-DeeJay Face.jpg (No strategies)

vs. Dhalsim

SSFIV-Dhalsim Face.jpg (No strategies)

vs. Dudley

SSFIV-Dudley Face.jpg (No strategies)

vs. E. Honda

SSFIV-EHonda Face.jpg (No strategies)

vs. El Fuerte

SSFIV-ElFuerte Face.jpg (No strategies)

vs. Elena

SSFIV-Elena Face.jpg (No strategies)

vs. Evil Ryu

SSFIV-Evil Ryu Face.jpg (No strategies)

vs. Fei Long

SSFIV-FeiLong Face.jpg (No strategies)

vs. Gen

SSFIV-Gen Face.jpg (No strategies)

vs. Gouken

SSFIV-Gouken Face.jpg (No strategies)

vs. Guile

SSFIV-Guile Face.jpg (No strategies)

vs. Guy

SSFIV-Guy Face.jpg (No strategies)

vs. Hakan

SSFIV-Hakan Face.jpg (No strategies)

vs. Hugo

SSFIV-Hugo Face.jpg (No strategies)

vs. Ibuki

SSFIV-Ibuki Face.jpg (No strategies)

vs. Juri

SSFIV-Juri Face.jpg (No strategies)

vs. Ken

SSFIV-Ken Face.jpg (No strategies)

vs. M.Bison/Dictator

SSFIV-MBison Face.jpg (No strategies)

vs. Makoto

SSFIV-Makoto Face.jpg (No strategies)

vs. Oni

SSFIV-Oni Face.jpg (No strategies)

vs. Poison

SSFIV-Poison Face.jpg (No strategies)

vs. Rolento

SSFIV-Rolento Face.jpg (No strategies)

vs. Rose

SSFIV-Rose Face.jpg (No strategies)

vs. Rufus

SSFIV-Rufus Face.jpg (No strategies)

vs. Ryu

SSFIV-Ryu Face.jpg (No strategies)

vs. Sagat

SSFIV-Sagat Face.jpg (No strategies)

vs. Sakura (self)

SSFIV-Sakura Face.jpg (No strategies)

vs. Seth

SSFIV-Seth Face.jpg (No strategies)

vs. T.Hawk

SSFIV-THawk Face.jpg (No strategies)

vs. Vega/Claw

SSFIV-Vega Face.jpg (No strategies)

vs. Yang

SSFIV-Yang Face.jpg (No strategies)

vs. Yun

SSFIV-Yun Face.jpg (No strategies)

vs. Zangief

SSFIV-Zangief Face.jpg (No strategies)

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Jab.gif 25 50 20 HL ch/sp/su 3 2 5 9 4 7 11 14 Reset Reset - - - - - - -
Close MP Close Strong.gif 65 100 40 HL sp/su 4 2 9 14 3 6 14 17 Reset Reset - - - - - - -
Close HP Close Fierce.gif 90[80] 120[100] 60 HL sp/su 3 4 20 26 -6 -1 18 23 [] refers to active frames 3~4 [1~2F]: Forces stand [1~2F]: Forces stand Reset Reset - - - - - - -
Close LK Close Short.gif 25 50 20 HL sp/su 3 2 8 12 1 4 11 14 Reset Reset - - - - - - -
Close MK Close Forward.gif 60 100 40 HL sp/su 4 3 15 21 -4 -1 14 17 Reset Reset - - - - - - -
Close HK Close Roundhouse.gif 120[100] 200 60 HL su 6 3 21 29 -6 -1 18 23 [] refers to damage at foot Forces stand Forces stand Reset Reset - - - - - - -
Far LP Far Jab.gif 25 50 20 HL ch/sp/su 3 2 5 9 4 7 11 14 Reset Reset - - - - - - -
Far MP Far Strong.gif 75 100 40 HL su 7 3 12 21 -1 2 14 17 Reset Reset - - - - - - -
Far HP Far Fierce.gif 110 200 60 HL sp/su 8 3 17 27 -2 2 18 22 Reset Reset - - - - - - -
Far LK Far Short.gif 30 50 20 HL sp/su 3 2 8 12 1 4 11 14 Reset Reset - - - - - - -
Far MK Far Forward.gif 75 100 40 HL - 9 2 12 22 0 3 14 17 Reset Reset - - - - - - -
Far HK Far Roundhouse.gif 110 200 60 HL - 10 3 15 27 0 4 18 22 Reset Reset - - - - - - -
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 3 2 6 10 3 6 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 65 80 40 HL sp/su 5 3 11 18 0 3 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 90[80] 120[100] 60 HL sp/su 4 5 23 31 -10 -5 18 23 [] refers to active frames 3~5 [1~2F]: Forces stand [1~2F]: Forces stand Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 3 3 8 13 0 3 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 5 4 13 21 -3 0 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 90 150 60 L - 7 3 22 31 -7 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Flower Kick Flower Kick 80 100 40 H - 16 2 15 32 -3 2[0] 14 19[17] [] refers to vs crouching Reset Reset - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 3 7 - 9 - - Reset Reset - - - Lower body: 1~2F - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 4 6 - 9 - - Reset Reset - - - Lower body: 1~9F - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 5 5 - 9 - - Reset Reset - - - Lower body: 1~4F - - -
Neutral Jump LK Neutral Jump Short.gif 30 50 20 H - 4 5 - 8 - - Reset Reset - - - Lower body: 1~3F - - -
Neutral Jump MK Neutral Jump Forward.gif 70 100 40 H - 5 8 - 12 - - Reset Reset - - - Lower body: 1~4F - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 6 6 - 11 - - Reset Reset - - - Lower body: 1~5F - - -
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 3 7 - 9 - - Reset Reset - - - Lower body: 1~2F - - -
Angled Jump MP Angled Jump Strong.gif 80 100 40 H - 4 5 - 8 - - Reset Reset - - - Lower body: 1~8F - - -
Angled Jump HP Angled Jump Fierce.gif 100 200 60 H - 5 5 - 9 - - Reset Reset - - - Lower body: 1~4F - - -
Angled Jump LK Angled Jump Short.gif 30 50 20 H - 4 5 - 8 - - Reset Reset - - - Lower body: 1~3F - - -
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 5 4 - 8 - - Reset Reset - - - Lower body: 1~4F - - -
Angled Jump HK Angled Jump Roundhouse.gif 100 200 60 H - 6 5 - 10 - - Reset Reset - - - Lower body: 1~5F - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 57 -21 -21 16 16 Range: 1.939 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 65 -15 - 22 - Range: 1.939 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 130 200 60 - - 65 2 35 101 - - - - Range: 1.939, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~64F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 -500/0 HL - 10+11 2 35 57 -21 -21 16 16 Range: 1.939, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 -500/0 HL - 18+11 2 35 65 -15 - 22 - Range: 1.939, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 195 200 -500/0 - - 65 2 35 101 - - - - Range: 1.939, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~65F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 -750/0 HL - 10+11 2 35 57 -15 - 22 - Range: 1.939, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Sailor Shot Forward Throw 120 120 40 0.902 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Choba Throw Back Throw 135 140 40 0.902 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Hadoken Hadoken (Lv1) 60 75 10/20 HL su 15 71 34 63 -7 -3 - - Fireball 13F from button release, 17~18F cancelable X Soft Knockdown Soft Knockdown - - - - - - -
Hadoken Lv2 Hadoken (Lv2) 80 100 10/20 HL su 14+13 71 30 83 -3 1 - - Fireball 13F from button release, charge 14~21F, 29~30F cancelable X Soft Knockdown Soft Knockdown - - - - - - -
Hadoken Lv3 Hadoken (Lv3) 120 150 10/20 HL su 39 44 26 103 1 5 - - Charge 22F, 41~42F cancelable X Soft Knockdown Soft Knockdown - - - - - - -
EX Hadoken Hadoken EX.gif (Lv1) 60*60 50*50 -250/0 HL su 15 - 30 44 0 - - - Fireball becomes active 13F from button release, 17~18F cancelable, opponent gains 10x2 meter on hit X Soft Knockdown Soft Knockdown - - - - - - JP: 0*1
EX Hadoken Lv2 Hadoken EX.gif (Lv2) 60*70 60*60 -250/0 HL su 14+13 - 30 56 0 - - - Fireball becomes active 13F from button release, 29~30F cancelable, charge 13~21F, opponent gains 10x2 meter on hit X Soft Knockdown Soft Knockdown - - - - - - JP: 0*1
EX Hadoken Lv3 Hadoken EX.gif (Lv3) 60*80 75*75 -250/0 HL su 39 - 30 68 0 - - - Charge 22F~, 41~42F cancelable, opponent gains 10x2 meter on hit X Soft Knockdown Soft Knockdown - - - - - - JP: 0*1
Shouoken Shooken Jab.gif 90*15 50*50 30/10x2 HL su*- 6 2*4 18 + After landing 11 40 -12 - 21 [2nd Hit]: Soft Knockdown [2nd Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 8F~ -
Shooken Strong.gif 90*15x3 50*35x3 30/10x4 HL su*su*su*- 7 2x3*8 22 + After landing 11 53 -20 - 21 [4th Hit]: Soft Knockdown [4th Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 13F~ JP: 0*0*0*1
Shooken Fierce.gif 80*15x5 50*30x5 30/10x6 HL su(x3)*-(x3) 12 2x5*10 20 + After landing 11 62 -20 - 21 [4th~6th Hit]: Soft Knockdown [4th~6th Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 18F~ JP: 0*0*0*1*2*3
EX Shouoken Shooken EX.gif 45*15+45*15x5 40*20*40*20x5 -250/0 HL su(x5)*-(x3) 12 2*4(19)2x5*9 22+11 88 -20 - 22 Opponent gains 5x8 meter on hit [6th~8th Hit]: Soft Knockdown [6th~8th Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~13F - - - 14~23F, 43F~ JP: 0*0*0*0*0*1*2*3
Shunpukyaku Spin Kick Short.gif 60 100 10/15 HL - 16 6 After landing 15 36 0 4 21 25 Opponent gains 15 meter on hit, 10 on block X Reset Reset - - - Legs: 10~21F - 10~21F -
Spin Kick Forward.gif 60*60 50*50 20/20*20 HL - 17 3(8)6 After landing 18 51 -3 1 21 25 Opponent gains 15x2 meter on hit, 10x2 on block X Reset Reset - - - Legs: 11~33F - 11~33F JP: 0*1
Spin Kick Roundhouse.gif 60x3 50x3 20/15x3 HL - 12 3(6)3(7)2 After landing 21 53 -2 2 21 25 Opponent gains 15x3 meter on hit, 10x3 on block X Reset Reset - - - Legs: 7~32F - 7~32F JP: 0*1*2
EX Shunpukyaku Spin Kick EX.gif 30x3*35 50*30x3 -250/0 HL -*-*-*su 12 3(6)3(7)2(12)3 After landing 14 61 2 - 19 - Opponent gains 7x4 meter on hit, 5x4 on block X [1st~3rd HIt]: Forces Stand, [4th Hit]: Free Juggle [1st~3rd HIt]: Forces Stand, [4th Hit]: Free Juggle [1st~3rd Hit]: Reset, [4th Hit]: Free Juggle [1st~3rd Hit]: Reset, [4th Hit]: Free Juggle - - - Legs: 7~32F - 7~41F JP: 0*1*2*0
Air Shunpukyaku Air Spin Kick 50 50 10/40 HL - 8 3(9)3 After landing 7 - - - - - Opponent gains 7xN meter on hit, 5xN meter on hit Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 2*2
EX Air Shunpukyaku Air Spin Kick EX.gif 70 50 -250/0 HL - 8 3{(9)3}xN After landing 7 - - - - - Active frames repeat until grounded Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 2xN
Sakura Otoshi Sakura Otoshi - - 20/- HL - - - After landing 36 36 - - - - 14f until landing can cancel into follow up, Total duration LP: 74f, MP: 76f, HP: 78f - - - - - - - Lower body: 1F~until landing - 7F~ -
Sakura Otoshi Followups Sakura Otoshi Followups 50*50*60 70*70*100 0/15x3 HL - 14+4 3 After landing 16 - - - - - Repeats up to 3x Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - JP: 1*2*3
EX Sakura Otoshi Sakura Otoshi EX.gif - - -250/- HL - - - Total 77 77 - - - - 14f until landing can cancel into follow up, 36f landing recovery, tracks opponent - - - - - - - - - 7F~ -
EX Sakura Otoshi Followups Sakura Otoshi Followups EX.gif 60x3 100x3 0/0 HL - 11+5[4] 3 After landing 16 - - - - - Repeats up to 3x, [] refers to 2nd and 3rd hits Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - JP: 1*2*3
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Haru Ichiban Super Combo 45x6*80 0 -1000/0 Lx6*HL - 1+6 {2(5)}x5*x(13)4 24 82 -7 - 22 - Opponent gains 5x7 meter on hit 7th Hit: Hard Knockdown 7th Hit: Hard Knockdown 1st-6th Hit: Reset, 7th Hit: Hard Knockdown 1st-6th Hit: Reset, 7th Hit: Hard Knockdown - All: 1~12F - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Haru Ranman Ultra Combo 1 75*75*68x2*233 0 0/0 Lx2*HL - 0+11 2(7)2(11)2 47 81 -28 - 21 - 3rd hit goes into animation, opponent gains 5x5 meter on hit X [1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown [1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown [1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown [1st~2nd Hit]: Forces stand, [3rd Hit]: Hard Knockdown - All: 1~11F - - - - -
Shinku Hadoken Ultra Combo 2 (punches) 56x4*105 0 0/0 HL - 0+12 - 85 96 -27 - - - Opponent gains 10x5 meter on hit X [5th Hit]: Hard Knockdown [5th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~10F - - - - JP: 4x4*5, JS: 1x4*10
Shinku Tengyo Hadoken Ultra Combo 2 (kicks) 56x4*105 0 0/0 HL - 0+8 - 85 92 -27 - - - Opponent gains 10x5 meter on hit X [5th Hit]: Hard Knockdown [5th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~7F - - - - JP: 4x4*5, JS: 1x4*10
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes: