Discuss the character’s entire moveset here, including normal moves, special moves, super moves, and all the other miscellaneous stuff like focus attacks, ex moves, jumps, and throws.
Also list attributes such as dizzy count, lifebar points, character size and special hitbox properties.
Once a full movelist including frame data has been provided for the character, this post will be edited to include all of it, with proper credit to the guy who copied all that stuff from the Japanese guide or whatever.
I’ll update this post as all the info comes in so no one has to scan thru xx amount of pages for info.
Specials:
- GoHadouken (chargeable, makes fireballs hit twice)- Qcf+p
Jab travels across the screen. Strong travels at a 45 degree angle. Fierce travels at roughly at a 70 degree angle (just like 3s Urien).
All strengths of fb travel at more or less the same speed. It’s around the speed of a shoto medium fb. Hitting a opponent with a fireball puts them in a juggle state.
EX Properties- Throws a straight fb then a 45 degree angle fb. Good for locking people down.
- Senkugoshoha- DP+p
Goes through projectiles in the dash part of the move but NOT at startup. Seems possible to go through an opponent’s projectile and hit them in recovery at around mid range (except maybe guile/seth). The move also breaks focus attacks.
EX properties- Allows you to do juggles. Hits you way high in the air so you can connect with more or less anything you want.
The dash part of the move is ommited in close range which makes it excellent for combos.
- Tatsumaki Gorasen ( can be done in the air)- Qcb+k
Good anti-air (lk, mk, or EX) and combo ender,
EX Properties- Fast ass start up and a ton of invincibility, more damage
- Kongoshin- Reverse dp+p or k
Pretty much counters anything that doesnt break armor, punch counters jump ins, mid hits, and specials. Kick counters low. Can be FADC near the corner for a juggle.
EX Properties- Less damage, counters anything that isnt a throw or armor breaking.
ABEL:
Super-No
Ultra-No
AKUMA:
Super-No
Ultra-No
BALROG(Boxer):
Super-No
Ultra-No
BLANKA:
Super-Yes
Ultra-Yes
C. VIPER:
Super-Yes
Ultra-No
CAMMY:
Super-Yes
Ultra-Yes
CHUN LI:
Super-Yes
Ultra-Yes(Not on initial hit)
DAN:
Super-Yes
Ultra-Yes
DHALSIM:
Super-Yes(Close Range)
Ultra-Yes(Close Range)
E.HONDA:
Super-Yes
Ultra-No
EL FUERTE:
Super-Yes
Ultra-No
FEI LONG:
Super-Yes
Ultra-Yes
GEN:
Mantis
Super-No
Ultra-No
Crane:
Super-No
Ultra-No
GOUKEN:
Super-No
Ultra-No
GUILE:
Super-Yes
Ultra-Yes
KEN:
Super-Yes
Ultra-No
M.BISON(Dictator):
Super-Yes
Ultra-Yes
ROSE:
Super-Yes(Close Range)
Ultra-No
RUFUS:
Super-No
Ultra-No
RYU:
Super-Yes(Close Range)
Ultra-Yes(Close Range)
SAGAT:
Super-Yes
Ultra-Yes
SAKURA:
Super-Yes
Ultra-No
SETH:
Super-Yes(Close Range)
Ultra-No
VEGA(Claw):
Super-No
Ultra-No
ZANGEIF:
Super-No
Ultra-No
- Hiyakkishu- Dp+
Better version of Akuma’s.
EX Properties- Invincible start-up and auto-tracking.
Hiyakisshu Follow-ups:
a. Hiyakkigozan (no input)- Lands and sweeps with some recovery after
b. Hiyakkigoshu (press p)- Parries a attack
c. Hiyakkigojin (press K)- Executes a dive kicks with heavy stun if hits, always allowing a combo after
d. Hiyakkigosai (lp+lk)- Does a 2-hit grab
Super/Ultra:
- Forbidden Shoryuken (super)- QCFx2 +p
Uses- Anti-air, combos
- Shin-Shoryuken- QCFx2+ PPP
Uses- Combos or anti-air (must be done sorta early). If it misses the first hit, it still does a ton.
Throws:
kara throws with s.hk
lp+lk- Does a 2 part throw, no reason to do this one cause back+throw is so much better.
Back lp+lk- Gouken tosses the opponent straight behind him, down right one of his best moves period. Allows for any type or juggle you want, since it puts them in a juggle state.
Normals:
Punches
-Standing far-
s.lp
s.mp- Same animation as his Gohadouken, decent poke up close
s.fp- A straight hand strike, seem to have a good hitbox and priority, I’ve beat jumpin from afar with this (or trades at worst)
-Close Standing-
s.lp
s.mp
s.fp
-Crouching-
c.lp
c.mp- A downward hit (actually hits low) that can be cancelled into anything. Use as you would shotos c.mk.
c.hp- One of the best Anti-airs in the game hands down, beats damn near anything. Can Anti-air then cancel into a demon flip or gohadouken for pressure or chip.
-Jumping-
j.lp
j.mp- Two hit uppercut in the air. Has strange properties, you can juggle a super, but a Ultra will get only about 6 hits max and you cant get the first ultra hit
j.fp-
-Neutral jumping-
nj.fp- I find this to be the equivalent of shotos nj.rh from older games, pretty much destroys anything in the air.
Kicks
-Standing far-
s.lk- Quick kick to the shins, good poke up close.
s.mk- a upward kick thats good anti-air from far
s.rh- A quick gut kick, seems to deal heavy stun and can be kara canceled to a grab
-Standing close-
s.lk
s.mk
s.hk