Ken (3S)
From Shoryuken Wiki
Contents |
Introduction
Specific Character Information
- Stamina: 1200
- Stun Bar Length (dots): 64 (Normal)
- Stun Bar Recovery (frames it takes to recover 1 dot): 22
- Taunt: Increases damage for the next hit/combo by 31.3%. One taunt is the maximum.
- Best Kara-Throw: C+MK/C+HK
Character Colors
Moves List
Basic Moves
| Move | Convention |
| Forward | F |
| Back | B |
| Crouch | C / D |
| Up | U |
| Jump | J |
| Jump Forward | JF |
| Jump Backwards | JB |
| Super Jump | D-U |
| Super Jump Forward | D-UF |
| Super Jump Backwards | D-UB |
| Dash Forward | FF |
| Dash Backwards | BB |
| Quarter Circle Forward | QCF |
| Quarter Circle Backwards | QCB |
| Half Circle Backwards | HCB |
| Forward, Down, Down-Forward | F, D, DF / DP |
| Guard (High) | B when enemy is attacking |
| Guard (Low) | DB when enemy is attacking |
| Parry (High) | Tap F when about to take a hit |
| Parry (Low) | Tap D when about to take a hit |
| Parry (Air) | Tap F in air when about to take a hit |
| Red Parry | Execute parry after blocking a hit in a combo |
| Punch (Any) | P |
| Kick (Any) | K |
| 2 Punches | PP |
| 2 Kicks | KK |
| 3 Punches | PPP |
| 3 Kicks | KKK |
| Jab | LP |
| Strong | MP |
| Fierce | HP |
| Short | LK |
| Forward | MK |
| Roundhouse | HK |
| Universal Overhead | UOH |
Normal Moves
| Move | Motion |
| Jab | LP |
| Strong | MP |
| Fierce | HP |
| Close Jab | (Close to opponent) LP |
| Close Strong | (Close to opponent) MP |
| Close Fierce | (Close to opponent) HP |
| Short | LK |
| Foward | MK |
| Roundhouse | HK |
| Jumping Jab | (Air) LP |
| Jumping Strong | (Air) MP |
| Jumping Fierce | (Air) HP |
| Neutral Jumping Fierce | (Air) HP |
| Jumping Short | (Air) LK |
| Jumping Foward | (Air) MK |
| Neutral Jumping Foward | (Air) MK |
| Jumping Roundhouse | (Air) HK |
| Neutral Jumping Roundhouse | (Air) HK |
| Overhead | MP+MK |
| Taunt | HP+HK |
Throws
| Hiza Geri | LP+LK |
| Seoi Nage | F+LP+LK |
| Jigoku Guruma | B+LP+LK |
Command Normals
| Crouching Jab | D+LP |
| Crouching Strong | D+MP |
| Crouching Fierce | D+HP |
| Crouching Short | D+LK |
| Crouching Foward | D+MK |
| Crouching Roundhouse | D+HK |
| Fumikomi Mae Geria | F+MK |
| Inazuma Kakato Wari | B+MK, or hold MK |
| Shiden Kakato Otoshi | F+HK (hold HK to cancel attack) |
Target Combo
- close standing MP -> HP
Special Moves
| Move Name | Motion |
| Hadouken | QCF+P |
| Shoryuken | F, D, DF+P |
| Tatsumaki Senpuu Kyaku | QCB+K |
| Tatsumaki Senpuu Kyaku (Air) | (Air)QCB+K |
EX Moves
| Move Name | Motion |
| Hadouken | QCF+PP |
| Shoryuken | F, D, DF+PP |
| Tatsumaki Senpuu Kyaku | QCB+KK |
| Tatsumaki Senpuu Kyaku (Air) | (Air)QCB+KK |
Super Arts
| Num. | Super Art Name | Motion | Super Bars |
| I | Shoryu-Reppa | QCF QCF+P | 2 stocks |
| II | Shinryu-Ken | QCF QCF+K (Tap K rapidly) | 1 stock |
| III | Shippu-Jinrai-Kyaku | QCF QCF+K | 3 stocks |
Move Analisys
- All those sprites are taken from the site http://www.zweifuss.com/index.htm
- All Framedatas in "Move Analisys" section are taken from Game Restaurant , this means the Framedata isn't from the Dreamcast version like Karathrow site, it's from Arcade version.
Please note that the images show in this section are for the 1st frame it hits, so this means the opponent is taking the hit in the image shown on the move. I use the 1st frame of every move (except taunt, dash, jump, wakeup and 2nd throw image sprites) because you will see the maximum range of every attack (mostly of the attacks). Note also that those images are ACCURATE, they are exactly the first frame it hits, so enemy takes damage but they still dont make the "pain" frame.
General
- Move: Move name
- Motion: What you must do to execute the move
- Damage: Damage it does (in pixels)
- Stun Damage: Stun Damage it does (in pixels)
- Chains into itself: If you can combo into the same movement
- Special Cancel: If you can cancel the move into a Special Move
- Super Cancel: If you can cancel the move into a Super Art
- Throw Range: Range of the throw (in pixels)
- Num.: Super Art number
- Super Art: Super Art name
- Super Art Stock: Number of Gauge Bars the Super Art have, also the lenght of each bar (in pixels)
Frame Data
- Startup: Number of frames it takes to start the move
- Hit: Number of frames that can hit the opponent
- Recovery: Number of frames it takes to recover from the move
- Blocked Advantage: Number of frames you are in advantage/disvantage after opponent have been blocked the hit
- Hit Advantage: Number of frames you are in advantage/disvantage after opponent have been take the hit
- Crouching Hit Advantage: Number of frames you are in advantage/disvantage after opponent have been take the hit while he's crouching
- + # : You have # frames of advantage
- - # : You have # frames of disvantage
- # ~ # : Advantage/disvantage can vary from # to #
- Down: Enemy gets knocked down
- Guard: How opponent must guard the move, High (H), Low (L) or both (HL)
- Parry: How opponent must parry the move, High (H), Low (L) or both (HL)
Gauge Increase
- Miss: Gauge you gain if you miss the move (in pixels)
- Blocked: Gauge you gain if the move gets blocked (in pixels)
- Hit: Gauge you gain if you hit the opponent with the move (in pixels)
- Parry: Gauge opponent gains when he parry the move (in pixels)
Basic Moves
| Move | Start-up frames | In ground frames | In air frames | Recovery frames | Total frames |
|---|---|---|---|---|---|
| Dash Forward | 2? | 8? | - | 6? | 16 |
Comments here
| Move | Start-up frames | In ground frames | In air frames | Recovery frames | Total frames |
|---|---|---|---|---|---|
| Dash Backwards | 4? | 4? | - | 6? | 13 |
Comments here
| Move | Motion | Startup Frames |
| Jump | BU or U or FU | 3 |
Comments here
| Move | Motion | Startup Frames |
| Super Jump | DBU or DU or DFU | 5 |
Comments here
| Move | Motion | Frames |
| Normal Wakeup | - | 75 |
Comments here
| Move | Motion | Frames |
| Quick Stand | Tap D when hitting the ground | 48 |
Comments here
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Taunt | HP+HK | 5/5 | 3/3 | No | No | No |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 15/9 | 1/1 | 27 | ? | ? | ? | HL | HL |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| 4(6) | ? | ? | 8(4+4) |
Comments here
| Move | Motion |
| Parry (High) | Tap F when about taking a hit |
| Parry (Low) | Tap D when about taking a hit |
| Parry (Air) | Tap F in air when about taking a hit |
Frame Data
| Move | Frames you're frozen | Frames opponent is frozen | Frame Advantage when parry is successful | Frames before you can try another parry |
| Parry (High) | 16 | 16 | +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) | 24(19 when attack comes from the air)*,** |
| Parry (Low) | 16 | 16 | +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) | 24(19 when attack comes from the air)*,** |
| Parry (Air) | 16 | 16 | +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) | 21(19 when attack comes from the air)*,** |
| * (If a parry attempt is successful, the 19/21/24 frame restriction is taken away and you can attempt another parry immediately) |
| ** (If another attack connects within 2 frames of your parry, it will automatically be parried) |
Gauge Increase
| Move | Gauge Increase |
| Parry (High) | 4*** |
| Parry (Low) | 4*** |
| Parry (Air) | 4*** |
| *** (You gain 4 of gauge for whatever attack parried, and for whatever hit you parry during multihit attack) |
You can buffer any motion during High or Low parry, but NOT during Air parry, also parry resets the juggle count (and thus resets all scaling).
- Parry information is taken from Shoryuken Forums, more exactly, from user JinraiPVC. Thanks for this information dude
Normal Moves
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Far Jab | LP | 20 | 3 | Yes | Yes | Yes |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 5 | 3 | 4 | +4 | +4 | +4 | HL | HL |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| 0 | 1 | 2 | 4 |
Comments here
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Far Strong | MP | 90 | 11 | No | No | No |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 6 | 3 | 10 | +3 | +4 | +5 | HL | H |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| 2 | 4 | 8 | 4 |
Comments here
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Far Fierce | HP | 130 | 13 | No | No | No |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 9 | 3 | 15 | 0 | +2 | +4 | HL | H |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| 3 | 6 | 14 | 4 |
Comments here
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Close Jab | (Close to opponent) LP | 20 | 3 | No | Yes | Yes |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 3 | 3 | 5 | +3 | +3 | +3 | HL | HL |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| 0 | 1 | 2 | 4 |
Comments here
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Close Strong | (Close to opponent) MP | 100 | 7 | No | Yes | Yes |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 4 | 4 | 10 | +1 | +2 | +3 | HL | H |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| 2 | 4 | 8 | 4 |
Comments here
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Close Fierce | (Close to opponent) HP | 130 | 15 | No | Yes | Yes |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 6 | 3 | 15 | -2 | 0 | +2 | HL | H |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| 3 | 6 | 14 | 4 |
Comments here
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Short | LK | 40 | 3 | No | No | No |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 4 | 4 | 7 | +2 | +2 | +2 | HL | HL |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| 0 | 1 | 2 | 4 |
Comments here
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Forward | MK | 110 | 15 | No | No | No |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 8 | 7 | 16 | -6 | -2 | 0 | HL | H |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| 2 | 4 | 8 | 4 |
Comments here
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Roundhouse | HK | 150 | 11 | No | No | No |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 11 | 6 | 19 | -4 | -2 | 0 | HL | H |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| 3 | 6 | 14 | 4 |
Comments here
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Jump Jab | (Air) LP | 50(60 if neutral jump) | 7 | No | No | No |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 4(5 if neutral jump) | Until landing | - | - | - | - | H | H |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| 0 | 1 | 2 | 4 |
Comments here
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Jump Strong | (Air) MP | 100 | 11 | No | No | No |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 5(6 if neutral jump) | 5 | - | - | - | - | H | H |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| 2 | 4 | 8 | 4 |
Comments here
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Jump Fierce | (Air) HP | 130 | 15 | No | No | No |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 6 | 4 | - | - | - | - | H | H |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| 3 | 6 | 14 | 4 |
Comments here
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Neutral Jump Fierce | (Air) HP | 130 | 15 | No | No | No |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 7 | 3 | - | - | - | - | H | H |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| 3 | 6 | 14 | 4 |
Comments here
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Jump Short | (Air) LK | 50 | 5(7 if neutral jump) | No | No | No |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 4(5 if neutral jump) | 10(19 if neutral jump) | - | - | - | - | H | H |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| 0 | 1 | 2 | 4 |
Comments here
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Jump Forward | (Air) MK | 90 | 9 | No | No | No |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 5 | 6 | - | - | - | - | H | H |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| 2 | 4 | 8 | 4 |
Comments here
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Neutral Jump Forward | (Air) MK | 90 | 9 | No | No | No |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 5 | 6 | - | - | - | - | H | H |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| 2 | 4 | 8 | 4 |
Comments here
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Jump Roundhouse | (Air) HK | 125 | 13 | No | No | No |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 6 | 4 | - | - | - | - | H | H |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| 3 | 6 | 14 | 4 |
Comments here
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Neutral Jump Roundhouse | (Air) HK | 130 | 13 | No | No | No |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 7 | 5 | - | - | - | - | H | H |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| 3 | 6 | 14 | 4 |
Comments here
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Universal Overhead | MP+MK | 40 | 3 | No | No | No |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 15 | 8 | 7 | -5~+7 | 0~+8 | +1~+9 | H | H |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| 0 | 1 | 2 | 4 |
Comments here
Throws
| Move | Motion | Damage | Stun Damage | Throw Range | Kara-Throw | Kara-Throw Range |
| Hiza Geri | LP+LK | 160(40x6) | 12(3x6) | 24 | C+MK/C+HK/B+MK/MK/HK | 37/37/34/32/32 |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 2 | 1 | 21 | - | - | - | LP+LK | - |
Gauge Increase
| Miss | Blocked | Hit |
| 0 | 7 (for the player who blocked) | 12(6x2) |
Comments here
| Move | Motion | Damage | Stun Damage | Throw Range | Kara-Throw | Kara-Throw Range |
| Seoi Nage | F+LP+LK | 120 | 9 | 24 | C+MK/C+HK/B+MK/MK/HK | 37/37/34/32/32 |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 2 | 1 | 21 | - | - | - | LP+LK | - |
Gauge Increase
| Miss | Blocked | Hit |
| 0 | 7 (for the player who blocked) | 7 |
Comments here
| Move | Motion | Damage | Stun Damage | Throw Range | Kara-Throw | Kara-Throw Range |
| Jigoku Guruma | B+LP+LK | 110 | 15 | 24 | C+MK/C+HK/B+MK/MK/HK | 37/37/34/32/32 |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 2 | 1 | 21 | - | - | - | LP+LK | - |
Gauge Increase
| Miss | Blocked | Hit |
| 0 | 7 (for the player who blocked) | 7 |
Comments here
Command Normals
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Crouch Jab | D+LP | 20 | 3 | Yes | Yes | Yes |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 4 | 3 | 5 | +3 | +3 | +3 | HL | HL |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| 0 | 1 | 2 | 4 |
Comments here
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Crouch Strong | D+MP | 90 | 7 | No | Yes | Yes |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 5 | 4 | 7 | +3 | +4 | +5 | HL | HL |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| 2 | 4 | 8 | 4 |
Comments here
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Crouch Fierce | D+HP | 130 | 13 | No | Yes | Yes |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 7 | 5 | 17 | -8 | -6 | -4 | HL | HL |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| 3 | 6 | 14 | 4 |
Comments here
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Crouch Short | D+LK | 20 | 3 | Yes | Yes | Yes |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 5 | 3 | 7 | +1 | +1 | +1 | L | L |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| 0 | 1 | 2 | 4 |
Comments here
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Crouch Forward | D+MK | 85 | 3 | No | Yes | Yes |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 6 | 5 | 17 | -3 | -3 | -1 | L | L |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| 2 | 4 | 8 | 4 |
Comments here
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Crouch Roundhouse | D+HK | 130 | 3 | No | No | No |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 6 | 5 | 26 | -13 | Down | Down | L | L |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| 3 | 6 | 14 | 4 |
Comments here
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Fumikomi Mae Geri | F+MK | 80 | 7 | No | No | No |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 16 | 4 | 15 | -4 | -1 | 0 | HL | H |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| 3 | 6 | 14 | 4 |
Comments here
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Inazuma Kakato Wari | B+MK | 130(60+80) | 11(7+7) | No | No | No |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 8 | 2/2 | 10 | +1 | +2 | +3 | H/H | H/H |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| 2(2+0) | 3(2+1) | 9(7+2) | 8(4+4) |
Comments here
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Inazuma Kakato Wari | Hold MK | 110/130(60+80) | 15/11(7+7) | No | No | No |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 8/25 | 7/2/2 | 10 | +1 | +2 | +3 | HL/H/H | H/H/H |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| 4(2+2+0) | 7(4+2+1) | 17(8+7+2) | 12(4+4+4) |
Comments here
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Shiden Kakato Otoshi | F+HK | 120(80) | 11(9) | No | No | No |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 30 | 5 | 14 | -1 | +1 | +3 | H | H |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| 3(0) | 6(1) | 14(2) | 4 |
Comments here
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Shiden Kakato Otoshi (Fake) | F+HK (Hold HK) | - | - | No | No | No |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 30 | 5 | 18 | - | - | - | - | - |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| - | - | - | - |
Comments here
Target Combo
| Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel |
| Target Combo | Close MP -> Close HP | 100+60 | 7+5 | No | Yes/Yes | Yes/Yes |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 4 | - | - | -2 | 0 | +2 | HL/HL | H/H |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| 2+? | 4+1 | 8+1 | 8(4+4) |
Comments here
Special Moves
Please note that in this section you will see mainly 3 images for the special moves, this means the image on the left its done with LP (or LK), the image on the center its done with MP (or MK), and the image on the right its done with HP (or HK). Also its the same "rule" as the sections above, its the 1rst frame it hits for every of the moves.
| Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
| Hadouken | QCF+P | 60 | 4 | 3 | Yes |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 10 | 1 | 38 | -11 | -10 | -10 | HL | H |
Gauge Increase
| Miss | Blocked | Hit | Parry (Gauge for opponent) |
| 0 | 1 | 1 | 4 |
Comments here
| Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
| Shoryuken (Jab) | F, D, DF+LP | 150(100)(60) | 19(6)(4) | 11 | Yes |
| Shoryuken (Strong) | F, D, DF+MP | 165(110+55) | 21(14+7) | 15(11+5) | Yes/No |
| Shoryuken (Fierce) | F, D, DF+HP | 185(80+60+50) | 21(10+8+3) | 17(11+3+3) | Yes/Yes/No |
Frame Data
| Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| Shoryuken (Jab) | 2 | 8 | 26 | -17 | Down | Down | HL | HL |
| Shoryuken (Strong) | 3 | 2/12 | 28 | -24 | Down | Down | HL/HL | HL/HL |
| Shoryuken (Fierce) | 1 | 2/2/7 | 32 | -31 | Down | Down | HL/HL/HL | HL/HL/HL |
Gauge Increase
| Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
| Shoryuken (Jab) | 3 | 10 | 15 | 4 |
| Shoryuken (Strong) | 3 | 11(10+1) | 17(15+2) | 8(4+4) |
| Shoryuken (Fierce) | 3 | 12(10+1+1) | 19(15+2+2) | 12(4+4+4) |
Comments here
| Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
| Tatsumaki Senpuu Kyaku (Short) | QCB+LK | 115(80+30) | 12(10+2) | 10(7+3) | Yes/No |
| Tatsumaki Senpuu Kyaku (Forward) | QCB+MK | 140(60+30(x3)) | 14(8+2(x3)) | 15(7+3(x3)) | Yes/No/No/No |
| Tatsumaki Senpuu Kyaku (Roundhouse) | QCB+HK | 160(60+30(x4)) | 16(8+2(x4)) | 17(7+3(x4)) | Yes/No/No/No/No |
Frame Data
| Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| Tatsumaki Senpuu Kyaku (Short) | 6 | 2 | 14 | -5 | -3 | -3 | HL/HL | H/H |
| Tatsumaki Senpuu Kyaku (Forward) | 6 | 2 | 15 | -6 | -4 | -4 | HL/HL/HL/HL | H/H/H/H |
| Tatsumaki Senpuu Kyaku (Roundhouse) | 6 | 2 | 15 | -7 | -5 | -5 | HL/HL/HL/HL/HL | H/H/H/H/H |
Gauge Increase
| Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
| Tatsumaki Senpuu Kyaku (Short) | 3 | 9(8+1) | 15(13+2) | 8(4+4) |
| Tatsumaki Senpuu Kyaku (Forward) | 3 | 11(8+1x3) | 19(13+2x3) | 16(4+4+4+4) |
| Tatsumaki Senpuu Kyaku (Roundhouse) | 3 | 12(8+1x4) | 21(13+2x4) | 20(4+4+4+4+4) |
Comments here
| Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel |
| Air Tatsumaki Senpuu Kyaku (Short) | (Air) QCB+LK | 160*(80x4) | 5**(5x4) | 10***(5x4) | No/No |
| Air Tatsumaki Senpuu Kyaku (Forward) | (Air) QCB+MK | 160*(80x6) | 5**(5x6) | 10***(5x6) | No/No |
| Air Tatsumaki Senpuu Kyaku (Roundhouse) | (Air) QCB+HK | 160*(80x8) | 5**(5x8) | 10***(5x8) | No/No |
Frame Data
| Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| Air Tatsumaki Senpuu Kyaku (Short) | 7 | 1 | 12 | - | - | - | HL | H/H |
| Air Tatsumaki Senpuu Kyaku (Forward) | 7 | 1 | 12 | - | - | - | HL | H/H/H |
| Air Tatsumaki Senpuu Kyaku (Roundhouse) | 7 | 1 | 12 | - | - | - | HL | H/H/H/H |
Gauge Increase
| Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
| Air Tatsumaki Senpuu Kyaku (Short) | 2(1x2) | 4(2x2) | 18(9x2) | 8(4+4) |
| Air Tatsumaki Senpuu Kyaku (Forward) | 3(1x3) | 6(2x3) | 27(9x3) | 12(4+4+4) |
| Air Tatsumaki Senpuu Kyaku (Roundhouse) | 4(1x4) | 8(2x4) | 36(9x4) | 16(4+4+4+4) |
Comments here
EX Moves
| Move | Motion | Gauge Needed | Damage | Blocked Damage | Stun Damage | Super Cancel |
| Hadouken (EX) | QCF+PP | 40 | 120(60+60) | 8(4+4) | 6(3+3) | Yes |
Frame Data
| Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| Hadouken (EX) | 10 | 1 | 38 | -6 | Down | Down | HL | H |
Gauge Increase
| Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
| Hadouken (EX) | - | - | - | 8(4+4) |
Comments here
| Move | Motion | Gauge Needed | Damage | Blocked Damage | Stun Damage | Super Cancel |
| Shoryuken (EX) | F, D, DF+PP | 40 | 210(80+50+40+40) | 24(10+6+5+3) | 20(11+3(x3)) | Yes |
Frame Data
| Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| Shoryuken (EX) | 1 | 2/2/2/14 | 38 | -36 | Down | Down | HL | HL |
Gauge Increase
| Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
| Hadouken (EX) | - | - | - | 16(4+4+4+4) |
Comments here
| Move | Motion | Gauge Needed | Damage | Blocked Damage | Stun Damage | Super Cancel |
| Tatsumaki Senpuu Kyaku (EX) | QCB+KK | 40 | 200(60+35(x4)+30) | 19(8+2(x5)) | 20(7+3(x5)) | Yes |
Frame Data
| Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| Tatsumaki Senpuu Kyaku (EX) | 4 | 2 | 13 | -3 | -1 | -1 | HL | H |
Gauge Increase
| Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
| Tatsumaki Senpuu Kyaku (EX) | - | - | - | 24(4+4+4+4+4+4) |
Comments here
| Move | Motion | Gauge Needed | Damage | Blocked Damage | Stun Damage | Super Cancel |
| Air Tatsumaki Senpuu Kyaku (EX) | (Air) QCB+KK | 40 | 240(80(x10)) | 5(5(x10)) | 15(5(x10)) | No |
Frame Data
| Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| Air Tatsumaki Senpuu Kyaku (EX) | 6 | 1 | 12 | - | Down | Down | HL | H |
Gauge Increase
| Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
| Air Tatsumaki Senpuu Kyaku (EX) | - | - | - | 20(4+4+4+4+4) |
Comments here
Super Arts
| Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage | Damage/Gauge |
| I | Shoryureppa | 2 bars (112 each bar) | QCF QCF+P | 400* | 43** | 8 | 3,57(x2) |
| * 80+50+60+70+40+40+(40x6) Damage is when all hits connect. |
| ** 16+6+8+4+3+3+(3x6) Damage is when all hits connect. |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 1 | 1 | 11 | -38 | Down | Down | HLx7~9 | HLx7~9 |
Comments here
| Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage | Damage/Gauge |
| II | Shinryuken | 1 bar (104) | QCF QCF+K (Press K rapidly) | 495* | 58** | 0 | 4,75 |
| * 80+50+60+70+40+40+(40x6) Damage is when all hits connect. |
| ** 16+6+8+4+3+3+(3x6) Damage is when all hits connect. |
Frame Data
| Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
| 2 | 2 | 61 | -80 | Down | Down | HLx3~5 | HLx3~5 |
Comments here
| Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage | Damage/Gauge |
| III | Shippu Jinrai Kyaku | 3 bars (80 each bar) | QCF QCF+K | 290* | 29** | 15 | 3,62(x3) |
| * 80+50+60+70+40+40+(40x6) Damage is when all hits connect. |
| ** 16+6+8+4+3+3+(3x6) Damage is wh |


















































