I am Bafael. I’ve been doing a series of USF4 tutorial videos that have been taking off. Recently I suggested doing bread and butter combos for the whole cast, and the response was overwhelmingly positive. I’ve already done a few, but I want to do one for every character in the game.
I don’t know every character to the degree I know Poison. But I don’t want a decline in quality as I go. So, I’m asking for a little bit of help. I’ll do all the recording and editing and tedious stuff. In return, if you are good with an obscure character or know someone who is good with an obscure character, kindly direct them to this template. It’s fully voluntary, and I’ll credit absolutely everyone who contributes. Even a small or partial one is appreciated. Together, we’ll make USF4 the most accessible version of the game.
Complete
Cody
Decapre
Elena
Hugo
Poison
Rolento
Ryu
Submissions:
Cody
My finalized Cody Guide: http://pastebin.com/raw.php?i=gxWhubsw
C. Viper
GamesEnder: [spoiler]C. Viper
Preferred ultras: Ultra 1, full cast
Entry level difficulty: 8/10
I would say higher, but you can just spam BKs on a lot of people and they won’t know what to do. At least, this was the case when I first started. I think she as a character has been more figured out in the years since.
I only started playing SF for Viper, and I probably won’t play SF5 much if she’s not in it. It’s certainly possible to start with her, as I did, but it’s probably not recommended.
Advanced difficulty: 10/10
I’m rating this based on the popular opinion that she is the most difficult character to play in the cast. Her low health and major vulnerability to Shoryukens means I’m still scared to fight online Kens.
This also includes the fact that she is in the Forever Hated tier of characters. She’s difficult to play because of all the angry PMs I get. :’(
Anti airs:
HP Thunder knuckle
DF Roundhouse
Seismic Hammer
Cl. St. MP (Anti cross-up)
LP Thunder Knuckle (Pretty situational)
Cl. St. MK (Highly situational)
Anti focus:
Thunder knuckle (mainly MP)
Cr. MK xx MP Thunder Knuckle
Throw
Cross-up Burn Kick (if they release, or even sometimes if they dash, dash forward and punish)
Jump in attack – confirm focus – cancel into cross-up Burn Kick
Punishing combos
Far Punish:
MP Thunder Knuckle (punishes Ryu’s sweep from anything but max range)
Can FADC into Cr./St. LP (1-frame link)
MP/HP/EX Seismic Hammer xx SJ xx HK Burn Kick
SJ xx Burn Kick
Cr. MK xx MP TK xx EX Red Focus (see crumples)
Max damage meterless:
Fierce xx Feint xx Fierce (FFF) xx MP Thunder Knuckle
Cr. MK/MP/HP xx MP Thunder Knuckle
Seismic Hammer xx SJ xx Burn kick (add Ultra 1, DF Roundhouse, or HP Thunder Knuckle in corner)
HP xx HP TK Feint – Ultra 1
Cr. LP – St. LK – Cr. MP xx SJ xx Ultra 1 (close 4 frame punish, confirm)
Max damage 1 bar:
FFF xx EX Seismic Hammer xx SJ xx HK Burn Kick (add Ultra 1, DF Roundhouse, or HP Thunder Knuckle in corner)
FFF xx EX Seismic Hammer xx SJ xx dash forward – Ultra 1/Sweep/Cr. HP reset (mid-screen)
Focus Crumple:
FFF combos
Ultra 1
(The Rare) EX Thunder Knuckle Crumple:
Walk forward slightly, Cr. HP xx EX seismo
Dash forward, Ultra 1
Confirm combos
Easiest:
Cr. LP/LK – St. LK – Cr. MP xx MP Thunder Knuckle
St. MP – Cr. MP xx MP Thunder Knuckle
Cr. MK/MP xx MP Thunder Knuckle (xx EX/EX Red Focus)
Max Damage:
(The first two above can both lead to SJC Ultra 1s)
St. HP (frame trap) – FFF
Jump in/Cross up RH, Fierce xx Feint xx Cr. HP/MK
Important Juggles
High HP Thunder Knuckle – 2nd HP TK, Burn Kick, St. HK, Ultra 1
HP TK trade – SJ Burn kick, Dash forward HP TK/Ultra 1
Seismic Hammer – anything
Corner only:
MP TK – HP TK, DF HK, Ultra 1, EX Burn Kick (loops)
Burn Kick – HP TK, DF HK, Ultra 1, EX Burn Kick (loops)
Ultra setups
EX Seismic Hammer
Jump in HP/HK
High HP Thunder Knuckle
Trade HP Thunder Knuckle – Dash Forward
Burn Kick into corner
HP Thunder Knuckle FADC into corner
MP Thunder Knuckle into corner
SJC Normals
Seismic Hammer – SJ – meterless FADC
Seismic Hammer – SJ – EX burn kick (not really used, since meterless FADC is a thing)
Footsies
Seismic Hammers/Feints (most important)
Bait jumps with feints, dash forward to anti-air
Cr. MK xx MP TK/Feint
Cr. MP (not much range)
[pokes, pressure, general game plan]
Stand ¾ screen, bait with seismos/feints, dash in and out, stay safe, don’t be afraid to trade HP TK with jump-ins, as it leads to a juggle + ideal pressure setup
Keep them afraid to focus by using MP TK as a poke, but don’t get whiff punished on it
Get around projectiles by neutral/forward jumping, SJ Burn Kicking, occasionally using the overhead or LP TK. The most effective anti-projectile weapon is the seismo. It can be done on reaction to many characters’ projectiles, such as Rose, Sim, or Ken.
Keep Burn Kicks mostly out of the neutral game, as experienced players will blow them up. On the occasion that you do jump in with BK, keep them as low as possible. Do not jump in BK against grapplers, as most of them are punishable by SPD/Ultra.
Once you get a knockdown off Seismo/BK, proceed with the mix ups. These can be jump in RH (cancelled into BK), jump in MK, empty jump Cr. LK, meaty St. HP, meaty Cr./St. LK, meaty overhead, fake meaty into IA cross-up BK
Pressure/Mixups:
You can do a couple of St. LKs and still be in range for a throw. You can catch some characters crouch teching in this situation by following a LK with an IA BK. You can of course go for one of your hit confirm combos. If you don’t get the confirm, mix it up with TK feints, tick throws, or SJ cross-up/fake cross-up BKs. If you see your opponent trying to focus/backdash, hit them with a MP Tk. HP into EX/LP seismo is not a true block string, but you can use this to your advantage to beat focus/backdash as well. The same goes for Cr. MK xx MK/EX Seismo.
A reliable frame trap can be a LP or MP xx Feint, followed up by a St. or Cr. HP. This leads into FFF. One of my favorites is Cr. LP, delay, into Cl. St. MP. From there, you can combo Cr. MP into TK/Ultra, or, my favorite, confirm a counter-hit link to U1.
Some common resets: after a seismo, SJC, dash forward, Cr. HP xx feint
-This leads into another seismo, TK, or BK (x-up or fake)
After a crumple, wait, air reset with St. LK, dash forward
Interrupt any bnb with a SJC into BK (x-up or fake)
Pros:
Jayce the Ace, Kyabetsu, (Latif and Wolfkrone not so much anymore, though Latif still best embodies the spirit of Viper)
Former Player: Uryo
Viable Safe Jumps:
Forward throw – forward dash x 2, forward jump HP (4 frame)
Forward throw – forward dash, slight step forward, SJ HK (3 frame)
-the distance of the step can lead to cross-up or fake
-the extra recovery after SJ makes this very vulnerable to DWU in Ultra, and I rarely use it anymore
Back throw – slight step forward, forward jump HK (3 frame)
-aim for the forehead to make DPs fly below
-most people are used to blocking this cross-up, or are scared of BKs, so I catch a lot of people in front, leading to full FFF
Credit: XBL: Games Ender, or just Ender
gamesEnder on reddit[/spoiler]
Decapre
My finalized Decapre Guide: http://pastebin.com/raw.php?i=Z3tdhcBY
Elena
My finalized Elena Guide: http://pastebin.com/raw.php?i=RFu2pskr
Gouken
Risemix: [spoiler][Gouken] Preferred ultras: Ultra 2 most of the time; Ultra 1 characters with commited mobility specials (especially if they pass through fireballs): Abel, Balrog, Fei Long Entry level difficulty: 2/10 Advanced difficulty: 6.5/10 (difficulty dealing with focus attacks and pressure, several very tough links with c.LP)
Anti airs c.HP (best normal) c.MK (better against some moves, match-up specific: example, deejay’s knee shot) far s.HP (divekicks and far jump-ins) Light Kick Tatsu (can be shown vs. air attacks that are hard to AA) EX Tatsu (beats fucking everything)
Anti focus s.LK x Light Palm EX Tatsu close s.HK
Punishing combos Gouken can choose a Palm or Heavy/EX Tatsu to end most combos. Tatsu is for damage and knockback, Palm is for corner carry and control retention.
Meterless: s.MK, c.HP x Heavy Tatsu or Heavy Palm 1 Meter: s.HP, EX Palm, Heavy Palm, Dash forward Heavy Tatsu 2 Meter: s.HP, EX Palm, Dash forward EX Tatsu
Confirm combos c.LK x Light Palm (unsafe vs some things) s.LK x Light Palm (unsafe vs some things) c.MP x Light Fireball c.LP, c.LP (or s.LK for higher damage), c.LP x Light Palm c.LP, c.LP (or s.LK for higher damage), c.LP x Heavy or EX Tatsu
Important Juggles
Not much worth noting here, as juggles are built into most of his bnbs, punishes, and ultra combos. EX Tatsu FADC Ultra 1/2. Must be done from slightly far out.
Corner only 1 Meter: s.HP, EX Palm, Heavy Fireball, Heavy Tatsu 1 Meter: s.HP, EX Palm, Heavy Fireball, Light Fireball, Sweep 2 Meter: s.HP, EX Palm, Heavy Fireball, EX Tatsu 2 Meter: s.HP, EX Palm, Heavy Fireball, EX Fireball, Sweep 3 Meter: s.HP, EX Palm, Heavy Fireball, EX Fireball, EX Tatsu (max damage without Ultra)
Ultra setups s.HP, EX Palm, Ultra 2 level 2 (mid screen or corner) s.HP, EX Palm, Heavy Fireball, Light or EX Fireball, Ultra 2 level 1 (corner only, higher stun lower damage) Back throw, j.MP (two hits), Ultra 2 Heavy or Medium Fireball, Ultra 2 (when caught jumping) s.HP, EX Palm FADC second hit Ultra 1 (wait for full animation) s.HP, EX Palm, Ultra 1 (corner only, wait for full damage) Back throw Ultra 1 Heavy or EX Tatsu FADC Ultra 1 or 2 (far ranges only)
Footsies Poke with sweep, c.MP, c.LK, fireball, AA with EX Tatsu. Whiff punish with s.MK, sweep, c.MP, s.LK, depending on match-up.
Mixups Pressure on block with jab chains, high low mixup with f.MP overhead or c.MP->Fireball
Frame traps involve s.MP: c.LP, close or far s.MP, c.HP or Sweep (counter-hit far MP leads to sweep) c.LP, s.MP, far s.HP (vs Balrog and a few other characters with disjointed jabs)
Pros: Veloc1raptor Shine anton Infiltration
Ask or answer any questions about Gouken here in the comments, be it execution, optimization, or matchups.
Credit: risemix
reddit PM[/spoiler]
Guile
goldbaum: [spoiler][Guile]
Preferred ultras: [Preference/Matchup Dependent, i like U2 better, because it offers a little bit more utility; U1 works as a crossup counter ]
Entry level difficulty: [?/10]
Advanced difficulty: [?/10]
[The difficulty should compare against the hardest execution characters in the game, such as gen or viper.
Advanced difficulty should always be equal to or higher than entry level difficulty since advanced employs all entry level gameplay.
This should guide people into what they’re getting into]
Anti airs:
- cr.hp
- st.mp (very finicky / matchup dependant, lower jump arcs make close st.mp come out)
- st.mk (sacrifice charge but most reliable, good for shotos)
- st.hp
- FK (lk or EX version for AA)
- df.hk (11f. startup --> slow AA; good follow up with f.hp, f.mk or hk.FK; good punish, e.g. after blocked DP)
- Super
- U1
- U2 (very effective vs opponents who jump forward often such as dive kickers and Akuma air-fireball)
Anti focus:
- Flashkick
- EX Sonic Boom
Punishing combos
[far punish, max damage meterless punish, max damage 1 bar punish, what to do after focus crumple, etc etc]
- cr.mp xx hk.FK
- df.hk, hk.FK
- df.hk, f.hp
Confirm combos
[easiest and max damage confirms]
- cr.lp/cr.lk, cr.lp, cr. mp xx SB 151/215 (good blockstring for spacing)
- cr.lp/cr.lk, cr.lp, cr. mp xx FK 214/320
- (j.hk,) cr.mp xx SB 120/150 (210/340)
- (j.hk,) cr.mp xx FK 210/300 (282/460)
- (j.hk,) cr.mp xx lp.SB, f.hp 200/310 (280/480)
- st.lp, st. lp, st.hp [1-Frame-Link] 120/260
- (cr.lk,) cr.lp, st.lp, st.hp 130/260 (154/280) [1-Frame-Link] (good blockstring for spacing)
- cr.mk, f.mp (Target Combo) 150/200
- (j.hk,) df.hk, FK 250/400 (322/560)
- (j.hk,) st.hp xx SB 170/250 (260/440)
Important Juggles
[if applicable]
Corner only
[if applicable]
Ultra setups
[hopefully every viable one]
- U1/U2 after Super
- U1/U2 after crumple
- U1/U2 as AA
- U2 during opponents fireball
- FK, FADC, U2
Footsies
[pokes, pressure, general game plan]
- cr.mk
- st.hp
- f.hp
- cr.mp
- st.hk
Mixups
[frame traps, 50-50s, etc.]
Pros:
[the best players of this character]
Dieminion
Nuckledu
Misc. Moves
Bazooka knee
- f./b.lk (moving forward without losing charge)
Sobat Kick - f./b. mk (move forward/move backward)
Airthrows - lp+lk
- b.lp+mp
Ask or answer any questions about [character] here in the comments, be it execution, optimization, or matchups.[/spoiler]
Guy
Smokey Gouki: [spoiler]Guy - The gambling man’s character.
Preferred ultras: Ultra 1: Combos. Ultra 2: Punishes and set-ups. (High risk/reward)
Entry level difficulty: 3/10
Advanced difficulty: 8/10
To touch on difficulty: Entry level is manageable due to Guy’s shenanigans. To the player that doesn’t know the MU you can go fairly far.
His ease of use is fine because you can rely on TC2 into a special as your main combo and it doesn’t require links.
As for the Advance difficulty, Guy suffers from VERY unsafe offensive options with little defensive options.
Instant run stop is technically unsafe and his options afterwords are reactable.
Run overhead is easy to see and very unsafe on block, slide is also unsafe on block, bushin flip is easily AA, jump elbow pressure is AA unless spaced properly.
His few good pokes and AA nerf made his defensive options slightly lack luster without meter.
He requires heavy execution to be proficient in the fact that his confirms are very fast and a mistake leaves you at massive frame disadvantage.
Guy simply has to do a lot of work for the amount of damage he gets out.
So patience and execution is a must when playing him at a high level, especially those who know the gimmicks and MU.
[The difficulty should compare against the hardest execution characters in the game, such as gen or viper.
Advanced difficulty should always be equal to or higher than entry level difficulty since advanced employs all entry level gameplay.
This should guide people into what they’re getting into]
Anti airs: st.hk, st.lk, EX. Bushin Senpukyaku, EX. Haiten Izuna Otoshi (Instant)
Anti focus: Hozanto, cr.mk, f.mp.
Punishing combos
Far punish: st.mp, Cancel into run slide or EX Hozanto.
Damaging meterless: Close st.mk, (link) TC2, cancel into lp Hozanto or run slide.
Damaging meterless: cr.hp, (link) st.mp, cancel into run slide.
Damaging meterless: Close st.hk, (link) TC1.
Damaging meterless Close st.hk, (link) TC2, cancel into lp Hozanto or run slide.
Max damage one bar: Close st.hk, (link) TC1, juggle EX. Hozanto. (Midscreen)
Max damage one bar: Close st.hk, (link) TC2, juggle EX. Bushin Senpukyaku (Corner)
After focus crumble: Any of the above.
Max damage super: cl. hk, (Link) TC2, (Cancel) lp. Hozanto, (Cancel) Super. (Midscreen)
Max damage super: cl.hk, (Link) TC1, (Juggle) Super.
cl.hk not needed for these super combos. Only for max punish.
Confirm combos
cr.lp, cr.lp, (link) TC2 , cancel into Hozanto (lp for corner carry) or Run slide (Safejump)
cr.lk, cr.lp, (link) TC2 , cancel into Hozanto (lp for corner carry) or Run slide (Safejump)
cr.lk, cr.lp, (link) TC1. (Only works on standing)
Important Juggles
df.hk is guy’s fancy juggle. After a hit df.hk you have many options but mostly you’d want to do the last one in the corner.
df.hk, juggle EX. Hozanto (Midscreen)
df.hk, juggle EX. Hozanto, Juggle EX. Bushin Senpukyaku (Corner)
df.hk, run slide. (Corner)
df.hk, cr.hk. (Corner) The reason that this is the juggle you’d want to use after df.hk is because after the slide you can instantly dash forward for a side switch or delay the dash slightly for a same side. Good option if you really want a reset.
TC1. Juggle EX. Hozanto (Midscreen)
TC1. Juggle Bushin Senpukyaku (Corner) Any version works
Corner only
Sorry! Just used annotations in the upper categories.
Ultra setups
Starting with Ultra 1.
Corner only setups: After a TC1 you can juggle Ultra 1.
After a TC2 FADC you can juggle Ultra 1.
After a df.hk you can juggle Ultra 1.
Counter hit setup: cr.hp (CH), (link) Ultra 1.
Other shenanigans with Ultra 1: OS cr.lk, Ultra 1. (Catches everybody except Rose, Chun, Ibuki)
Against shoto’s except E. Ryu: Ultra punish cr.mk into fireball with Ultra 1 at a mid/far range.
Ultra after the cr. mk comes out
Ultra 2 setups
Empty jump ultra!
After a hit lp. Hozanto, run slide before they wake-up and Ultra 2 to catch a grab attempt.
Cancel d.mp (air) pressure into ultra 2
When knocked down, use EX. run stop cancel into Ultra. (Works because of armor on EX. Run)
Footsies
Pokes: st.mk, st.mp, st.hk
Pressure: TC2 into run stop is slightly unsafe but the range is far enough that you will most likely not be punished.
Follow up with overheads/cr.lk into run stop/ bushin flip/ st.mp cancel into run overhead or run slide/ Jump d.mp.
Lot’s of combinations. (Run stop pressure is where Guy excels)
d.mp (Air) is a great way to apply pressure as you can combo if it hits and on block you can continue to d. mp or grab or run pressure.
Mixups:
Frame traps. cr.lk/lp, cl. standing mk.
cr.lk/lp, cr.lk/lp, cr.hp.
Main frame trap tools that lead to great damage.
Resets: TC2, (cancel) run overhead.
TC2,(cancel) lp. bushin flip.
TC1 Variation, (juggle) cr.lp. Dash forward early for cross up, Late for same side, bushin flip for grab reset which also catches people who try to dp out, run slide to switch sides.
SAFE JUMPS: After a run slide, Neutral jump hp. Does not work on 3 framers
Back throw, cr.hp, forward jump mk. Does not work on 3 framers (Does not work in corner)
Forward throw, Instant run instant overhead, forward jump mk. 3 framers wont Auto correct (Does not work in corner)
Notes:
TC2 wiffs at a fairly far distance so just cancel the first hit into EX. Hozanto or Run Slide.
Guy has a very floaty jump which can easily be anti aired. Use d.mp in air often to bait anti airs.
Guy also has a walljump so use to bait or whatever you’d like (corner escape)
EX. Run has multiple hits of armor so use it to punish fireballs
Any Hozanto can pass fireballs. Use it right before the fireball hits you.
d.hk does not go under fireballs
d.hk at max range doesn’t knock down either.
EX. Bushin Senpukyaku does not hit both sides.
Pros:
Marq Teddy
Ask or answer any questions about [character] here in the comments, be it execution, optimization, or matchups.
Credit: Smokey Gouki [PC][/spoiler]
Honda
Angerus: [spoiler][E. Honda]
Preferred ultras:
- U1 for escapes, reads, anti airing, fireballs, damage, RFA, fullscreen corner carry + knockdown.
- U2 for punishing character specific things. More info here: http://forums.shoryuken.com/discussion/192565/usfiv-e-honda-s-u2-guide
Entry level difficulty: [2/10]
Advanced difficulty: [7/10]
Anti airs:
- Jab Headbutt
- EX Headbutt
- EX Buttslam
- st.HP
- cl.HP
- st.MK & st.LP (against far diagonal air attacks like divekicks)
Anti focus:
- oicho
- Headbutt
(cr.LP xx hhs loses if the character can backdash out of the HHS part. example: http://i.minus.com/ib1fygJkQ5NV2f.gif )
(cr.lp xx hhs also trades if the opponent releases focus after absorbing the cr.LP hit. example: http://i.minus.com/iWkDUvDhi96sm.gif )
(ultra 1 can be blocked by some characters after their backdash)
Punishing combos:
doing HK after HHS does not work on all characters. For that reason here are universal combos that should work on everyone:
- Oicho
- max damage meterless: cl.MP, cr.MK xx HP Sumo Headbutt [272 dmg]
- 1bar: cr.MK xx EX HHS, cr.LP xx HP HHS
- 2bar: cr.MK xx EX HHS, cl.MK/cr.LP xx EX Hundred Hand Slap, cr.LP xx HP Hundred Hand Slap
- character specific combos: http://blockstring.com/forum/viewtopic.php?f=25&t=596
Confirm combos:
- cr.LK, cr.LP xx HHS
- st.LP, cr.LP xx HHS
- cl.MP, cr.LP xx HHS
- cr.LK, cr.LK, cr.LP xx HHS
- cl.HP, cr.LP xx HHS
- HHS xx EX RFA
- HHS xx Super
Important Juggles:
- Buttslam, EX Headbutt
- Buttslam, Ultra 1
Footsies
- cr.LP buffered into Hands
- st.HK fast far reaching low
- st.HP (a ton of active frames. Buffer into super to catch whiffed pokes and inflict a ton of damage)
- cr.MP, st.MP, st.LP and cr.HP are great for footsies as well. Some are more used than other depending on the matchup.
Mixups
HP HHS, MP HHS, cl.LP, st.LP, cl.MP, cl.LK, st.LK and cr.LK are all +2 or more on block.
When you do a cr. jab after any of these you’re frame-trapping your opponent. cancel into hhs and you’re doing okay chip or good damage.
Pros:
- Hoodaman
- Akimo
- Mike Ross[/spoiler]
Hugo
My finalized Hugo guide: http://pastebin.com/raw.php?i=QpKtuEtK
Ibuki
Pepopulo: [spoiler][Ibuki]
Preferred ultras: [Usually U2,but U1 is great for specific matchup/players due to being 2 frames, it can punish things like Ken’s LK and HK Tatsu on hit, or Honda’s buttslam on block,or even Barlog’s turn punch.So if you think the opponent is going to abuse something that is -2 on block or hit,use U1,if not, U2, because it can be comboed into more ways than U1 and U2 can also punish some things,like most shotos’ sweeps or Honda’s headbutts]
Entry level difficulty: [5/10]
Advanced difficulty: [8.75/10]
[The difficulty should compare against the hardest execution characters in the game, such as gen or viper.
Advanced difficulty should always be equal to or higher than entry level difficulty since advanced employs all entry level gameplay.
This should guide people into what they’re getting into]
Anti airs: Your best anti air is agamen (back+MP) but in some specific situations you can also use st.HK, cl.HK, EX Kazegiri or air throw
Anti focus: ibuki has great ways to deal with focus attacks,almost all her specials are either armor breaker or hits more than once,she also has tons of target combos and multi hitting normals, you should usually use either neckbreaker, raida or EX Kazegiri
Punishing combos
You’ll usually use st.MP, st.MK xx Neckbreaker or st.LP>MP>HP xx Neckbreaker or even just st.MK xx Neckbreaker, but if you want high damage you have to learn to do tsumuji loops, character specific 1 frame links combos that do high damage and leaves you in a good position for vorte setups. You’ll see all the loops and other setups in this Ibuki chart: http://docs.google.com/spreadsheets/d/1CiT6Rz4rGlXVEKTDG4OclHzJgHjFql51GSGFjlCWjjg/edit#gid=1581234466
Confirm combos
Usually cr.LP, cr.LP, st.MK xx Neckbreaker, but again tsumuji loops are really good for high damage
Important Juggles
You need to learn to juggle off of agamen,as the first hit of it leaves in a juggle state, you’ll usually do agamen (1 hit) xx MK Command dash, clHK xx high jump cancelled command dash, Raida/cr.HP (for a reset,the you can jump cancell it or high jump cancell it or do a high jump cancelled command dash)/Kazegiri. Also,there are some really good mixups from doing Kazegiri FADC, you can do st.LP>MP>HP xx HK Kazegiri (1 hit) xx FADC, cl.HK xx high jump cancelled command dash, cr.HP/Raida
Corner only
You can do all midscreen combos ending them with EX Tsumuji into raida/cr.HP. If you’re too far you’ll have to kara command dash the raida for it to reach
Ultra setups
You can combo U2 (and U1,but doing less damage) from all high jump cancellable normals, so you can combo into ultra from st.MK, cl.LP (not worth it,too difficult) st.LP (again,too difficult) cr.LK (the same) forward LK (again) cr.MP, first hit of agamen (not usefull) last hit (and second,but not worth it) of LP>MP>HP target combo or st.MK from the st.LK>MK>HK target combo (but don’t do the HK), and also first hit of cl.HP, cr.HP and st.HP>HP
Footsies
You’re best pokes at mid and long range are LK Tsumuji (pretty fast,long range and safe if spaced correctly,also hits twice so it breaks focus), st.MK, cr.MP (both cancellable,so you can buffer neckbreaker or MK tsumuji, wich is safe on block) and also far HP>HP, wich is special cancelable and jump cancelable on hit,block and whiff,so you can use it kind of like a kara move
Mixups
Vortex,Ibuki is a vortex character,and you’ll get tons of mixups from the hard knockdown of the neckbreaker,usually take a step forward and do a kunai,it can hit on front or back, make shoryus whiff,combo off of it… and also get unblockables from it. Also,if you do neckbreaker, take a step, do forward LK and jump you can react mid jump and do a kunai if they delay wakeup or a regular j.LK if they don’t, if done correctly the j.LK is an unblockable on most of the cast (or just a regular crossup/fake crossup mixup) and the kunai can also be both crossup or fake crossup
Pros:
Sakonoko
EX Pugera
Sonyono
Ask or answer any questions about [Ibuki] here in the comments, be it execution, optimization, or matchups.
Credit: [Pepopulo, and the Shoryuken Ibuki subforum][/spoiler]
Poison
My finalized Poison Guide: http://pastebin.com/raw.php?i=mdqXY7ht
Rolento
My finalized Rolento guide: http://pastebin.com/raw.php?i=sDYxRntu
Ryu
My finalized Ryu guide: http://pastebin.com/raw.php?i=ZJNUDahb
Sakura
TheBlackHombre: [spoiler]Sakura
Preferred ultras: U2 for combo versatility, U1 for high damage/comeback potential. Choice is up to the player, UCW is not recommended.
Entry level difficulty: [3/10]
Advanced difficulty: [8/10] - due to execution requirements
Anti airs:
- Crouching heavy punch; will be your primary anti air to stop jump ins on most occasions.
- Standing heavy punch; more situational, but it’s fantastic for putting cross-up attempts on blast.
- Jumping medium punch; Sakura’s main air-to-air move.
- Light and medium dragon punches; useful for the classic fireball into anti air game.
Anti focus:
-LK or HK tatsu (armor breaking and safe on block)
-Any version of dragon punch (not armor breaking)
Punishing combos
Tatsu Loops - aka Sakura’s advance combos that require 1 frame links
(The notations are shortened so cl.hp, cr.hp, cr.hp would look like this cl.hp xx tatsu, cr.hp xx tatsu, cr.hp into whatever.)
- cl.hp, cr.hp = dan, e.ryu, ken, poison, ryu, sakura
- cl.hp, cr.hp, cr.hp = abel, balrog, dee jay, dhalsim, dudley, el fuerte, hugo, juri
- cl.hp, cr.hp, st.lk = e.honda, elena, guile, sagat, seth, t.hawk, vega, zangief
- cl.mk, cl.hp, cr.hp = akuma, adon, cammy, chun, cody, c.viper, dee jay, fei long, gen, guy, gouken, hakan, m.bison, oni, rolento, rose, rufus, yang, yun
- cl.mk, cl.mk, cr.hp, st.lk = ibuki, makoto
- cl.mk, cr.hp, cr.hp = blanka
- cl.mk, cl.hp, st.lk = decapre
-Tip: Personally, I recommend keeping the tatsu loop specifics on your phone or writing it down in a notebook to cut down on having to memorize every single character’s data.
Confirm combos
- Denotes 1 frame link, can opt for st.LK for easier (but less damaging) 2 frame link after a LK tatsu.
NOTE: HP shouken FADC must be followed up with st.HP (1 frame link) to combo. EX shouken FADC grants more frame advantage and makes the st.HP link easier and also allows st.MK to be used instead.
Meterless
cr. LK > st. LP > cr. MK xx HP Shouken (204/320)
cr. LK > st. LP > cr. HP xx HP Shouken (223/336)
cr. LK > st. LP > st. LP >* cr. HK (128/245)
One Bar
cr. LK > cr. LP > cr. HP xx EX Shunpukyaku/Tatsu > Otosi x2 (255/371)
st. HP xx LK Tatsu >* cr. HP xx EX Shunpukyaku/Tatsu > Otosi x2 (365/491)
Two Bars
cr. MK xx HP Shouken > FADC >* st. HP xx LK Tatsu >* cr. HP xx HP Shouken (418/548)
Three Bars
cr. MK xx EX Shouken > FADC > st. HP xx LK Tatsu >* cr. HP xx HP Shouken (428/558)
cr. HP xx HP Shouken > FADC >* st. HP xx LK Tatsu >* cr. HP xx EX Tatsu > Otosi x2 (421/537)
Four Bars
st. HP xx LK Tatsu > cr. HP xx EX Shouken > FADC > st. HP xx EX Tatsu > Otosi x2 (460/591)
st. HP xx LK Tatsu > cr. HP xx HP Souken xx Super (488/351)
Important Juggles
LP dragon punch > MP dragon punch
EX tatsu > any jumping attack/HK otoshi
EX tatsu > U2
Corner only
Airborn tatsu > U2 (KKK)
Dragon punch > U2 (KKK)
Ultra setups
Mid-Screen
EX Tatsu (with or without combo) > U2 (can slightly walk forward if spacing is bad)
EX Tatsu > Dash Forward > slight delay > U1
Corner
HP/EX Shouoken (with or without combo) > U2 KKK
EX Tatsu (with or without combo) > U2 KKK (SHOULD slightly delay the input)
EX Tatsu > backdash/whiff st.mp > LP Shouoken > U2 (Better damage)
EX Tatsu > Dash Forward > slight delay > U1
Meaty charged hadoken > FADC > U1
Footsies
Sakura is an offensive, frame trap, high damage and stun output machine. She has great knockdown pressure, some solid resets and gimmicks that go along with her insanely effective offense. Despite her great mobility and good pokes like cr. MK and st. HK, she can struggle against lame play and turtling. Her overall game plan revolves around wanting to get in and stay in, she cannot control the mid-range like a typical shoto. Successfully landing 1-2 combos after a mixup can lead to a fully stunned character or even possibly death!
Notable normals:
- Far standing heavy kick; far-reaching normal that’s mostly used to keep people out. It’s also great for counter poking.
- Crouching medium kick; great footsies tool that can be hit-confirmed into a dragon punch.
- Standing & crouching light punch; strong pressure tool that can be used for frame traps.
- Far standing medium punch- Situational, but it’s a decent counter poke.
Other notable normal moves:
- Forward medium kick; her overhead, slow start-up so use sparingly
- Forward jump heavy punch; Great hitbox, can stuff certain anti air attempts (if timed early) even after the nerfs
- Forward jump medium kick; primary cross-up.
Block strings:
Sakura’s block strings are fortunately very easy since they’re just chained lights ending in standing light kick (if spacing allows it). Normally Sakura can chain 3 lights together, however she can chain 4 lights together (recommend ending with st.lk) in the corner or against wider hitbox characters. It is generally recommended to end block strings used as hitconfirms with cr.lp which grants the ability to combo into cr.mk xx HP dp
Examples:
cr. LK x3, (st.LK)
cr. LK, cr. LP, cr. LP, (st. LK)
Safe Jumps
Due to Ultra adding the option of delayed wakeup (DWU) from a hard knockdown, safe jumps resulting from a hard knockdown are no longer safe. It is better to opt for a safe jump after a soft knockdown from a dragon punch which covers both options of quick rise and non-quick rise.
NOTE: Use j.HK for dragon punch safe jumps against Cammy and Sagat otherwise it will whiff (they wake up a few frames slower than the rest of the cast).
No Timing Required
MP dp > uf > j.HP/HK, (if they late wakeup) > whiff st.LP, nj.HK
Timing Required
HP dp > 1mm walk forward j.HP/HK, (if they late wakeup) > whiff st.LP, nj.HK
HP dp (corner) > whiff st.LP, nj.HP (hits infront, lands behind) / j.MK (crossup), (if they late wakeup) > whiff st.LP, nj.HP/MK again
Throw > small step back > j.MK/HP (safe jump; makes dp’s whiff)
Throw > whiff cr.MP > j.MK (alternative, makes shotos dp’s whiff except Akuma - he can walk away due to his fast walk speed)
Throw > st.LP > j.MK (5-frame safe jump)
Throw > st.LK > j.HP (fake crossup on Sagat/Cammy)
Sweep > slight step back > j.mk/HP
Mixups:
Frame Traps:
Her normals are great for frame trapping
cr.lp > cr.hp (1 frame gap)
cr.lp > cr.mp (2 frame gap)
cr.lk > cl.hp (3 frame gap)
st.lp > cr.hp (4 frame gap)
st.lp > st.lp > cl.hp (walking a bit between the st.lps)
cr.lp > walk > cr.lp > cr.mk xx hitconfirm DP
Jump-in attack xx lk tatsu (my personal favorite)
cr.lk xx lk tatsu (can be stuffed by jabs though)
Jump-in attack > delayed cl.hp
-Crouching light kick into crouching heavy punch is good, but it’s outclassed by crouching light kick into standing heavy punch in most cases since it’s one frame faster (3 frames vs. 4 frames)
- Crouching light kick into light hurricane kick is also great because it leaves you closer on block, it gives Sakura lower body invincibility, and it’s safer on block against the majority of the cast.
Tip: You can cr.lk, st. hp xx tatsu after an empty jump to blow people up but be warned that if you’re not close enough you may get far st.hp (which doesn’t combo) on certain characters. Balrog and Guile come to mind.
Notes:
Sakura doesn’t have invincibility on her dragon punches, only her EX dragon punch has invincibility. In addition to that, they are slow as well; her EX dragon punch has 12 frame start-up. This means her reversal options are not as strong as other characters since it costs 3 meters to throw out a reversal on wake-up and make it safe. Since it’s so slow, the opponent can easily bait it with a neutral jump.
Sakura has the worst fireball in the game (not counting Dan). The recovery is very slow so you cannot play the typical shoto fireball - uppercut game in the mid-range (around the same space apart when the characters begin playing when the round starts). The dragon punch has a lot of horizontal movement so you can anti-air people further than this distance, however.
Sakura was very strong in AE2012 due to her ambiguous hard knock down setups. Due Ultra adding DWU, these setups are no longer safe, so it is advisable to end combos with dragon punch which lead into a soft knockdown, which then lead into a safe jump. Sakura still has ambiguous jump-ins from these safe jumps and is still considered a strong character due to how damaging her combos are and her ability to convert cr.MK into high damage and/or mixups.
Sakura’s normals do not have much range so she cannot control the neutral position like a typical shoto. Use far standing heavy kick to control space and counter poke in the neutral. Cr.MK hit-confirmed into hp dp is the bread and butter to Sakura’s neutral game as it leads into high damage (cr.MK xx hp dp xx FADC, st.HP* xx lk tatsu, cr.HP xx hp dp). (FADC > st.HP is a 1 frame link This is a must learn skill for playing Sakura at a high level and is not easy to due. Another example of this being used is cr.MK xx LP dp > U2 (KKK) in the corner for a meterless combo into ultra. (LP dp is used for less damage scaling)
st.HP xx lk tatsu, cr.HP xx hp dp/ex tatsu is a universal combo that works on the entire cast (except Decapre which you must substitute cr.HP with st.LK - shout outs to the DLC characters funky hitboxes). This is the combo recommended to people wanting to work on their tatsu loop execution. Against wider hitbox characters, you can add another loop and end the combo with st.LK xx hp dp/ex tatsu (example: st.HP xx lk tatsu, cr.HP xx lk tatsu, st.LK xx hp dp/ex tatsu).
Pros:
- Humanbomb
- NYChrisG
- Alex Myers
- Dunhiller/Danhiru
- Uryo
- Juso
Credit: Everyone on the Sakura forums, this information was gathered from the entire Sakura community.[/spoiler]
T. Hawk
MrMelonGod: [spoiler][T. Hawk]
Preferred ultras:
- U1 for punishing just about everything your opponent throws at you. Can be ticked into with st.MK
- U2 for punishing jump-in happy players; very useful against Decapre and Cammy as it limits a lot of their options
Entry level difficulty: [3/10]
Advanced difficulty: [6/10]
Anti airs:
- Jab Tomahawk Buster / Fierce Buster
- EX Tomahawk Buster
- Standing roundhouse
- Backwards jump EX Condor Dive
- Thrust peak
Anti focus:
- Jab SPD
- Crouching fierce
- Crouching roundhouse
Punishing combos:
- S.forward xx medium condor spire
- Jump in fierce xx s.forward xx EX Condor Spire (Corner only) xx EX Tomahawk Buster (Only on Hugo, Zangief, T. Hawk) xx EX Condor Spire (306, 341, 401 DMG)
- SPD
- max damage meterless: Diagonal Jump HP/HK, st.MP, HP Tomahawk Buster (318)
- 1bar: st.MK xx EX Condor Spire
- 2bar: st.MP xx EX Tomahawk Buster xx EX Condor Dive
- diagonal jump HP xx close standing HK xx EX Tomahawk Buster xx EX Condor dive (Extreme stun, deals 555)
Confirm combos:
- cr./st.lp, cr./st. LP xx Tomahawk Buster
- st.MP xx Tomahawk Buster /EX, Light, Medium Condor Spire
- st.LP xx st.MP
Important Juggles:
- Focus Attack anti air xx f.Dash xx Tomahawk Buster
- EX Tomahawk Buster xx EX Condor Dive
Footsies
- st.MK into any SPD, Super or U1
- st.HK
- cr.HK, Works fantastically as a meaty attack, hard to punish if properly spaced, can lead to SPD’s
Mixups
Jump + D+HP, one of the best crossups in the game, deals lots of damage and stun, can lead all of T. Hawks combos, can be used as an opener for a tick super or U1
Ticking into Super and U1
If you are touching the opponent and land a st.MK, perform the 720 motion as soon as Hawk’s foot hits the ground. Once you can move again, simply press a punch or all three punches to land your ultra or super. Some characters don’t even get a chance to exit their reeling animation (Hugo, Cody, Akuma). Ideally you should hit the second back+up right when you press all three punches. You can also tick with st.MP, but the damage is worse and the timing and spacing is much more strict.
Condor Dive Shenanigans
Condor dive can cross up every character from about midscreen if spaced and timed properly. It can also crossup opponents in the corner if used so that you would land behind them. EX Dives can actually become incredibly hard to block if used on an opponent waking up, and is timed properly. To do this, touch the opponent after they receive a hard knockdown. Right as they wake up, jump backwards and immediately do an EX Dive. It should go behind them at the absolute last second, making for some tricky blocking.[/spoiler]
Zangief
Plasma3d: [spoiler]Zangief
Preferred ultras: Depends on your gameplay, both ultras are good.
I suggest U2 against Blanka, Bison and U1 against Cody. For the rest of the mu both are equally useful.
Entry level difficulty: [2/10]
Advanced difficulty: [7/10]
Anti airs:
PPP Lariat, KKK Lariat(situational), c.mp(situational), s.lp(highly situational), s.hk(highly situational)
Anti focus:
Zangief has no armor break moves, so for regular focus you have to relay on:
1.Multiple hit attacks like both Lariats, EX Banishing Flat (Green Hand).
2. Command Grabs if you are close enough.
For red focus you can only use Command Grabs.
Punishing combos:
Zangief has to choose damage (hp Spinning Piledriver) or positioning (Atomic Suplex) when he punishing his opponent.
With ex Atomic Suplex you get the best positioning and 240 dmg.
With regular Atomic Suplex you get the best positioning and 220 gmg.
With hp Spinning Piledriver you get 250 dmg and worst positioning.
Far punish (ouside lp Spinning Piledriver):
lp Green hand(8 frame) -2 on hit
ex Green Hand(13frame) + you can red focus for crumble if u have meter
Max damage meterless punish:
2frame: hp Spinning Piledriver 250 dmg
5frame: s.mk,s.mp,s.lk xx lp Green Hand 268 dmg -2 after
s.mk,s.mp,s.lk xx mp Green Hand 275 dmg -6 after (kill combo)
Max damage 1 bar punish:
2frame: ex Atomic Suplex 240 dmg
5frame: s.mk,s.mp,s.lk xx ex Green Hand 282 dmg +1 after
What to do after focus crumple:
c.hk gives you easy safe jump
hp Spinning Piledriver gives you dmg
ex Atomic Suplex gives you positioning
Confirm combos:
Meterless
Easy : c.lp,c.lp,c.lp,s.lk xx lp Green Hand
c.lk,c.lk,c.lk,c.lk xx lp Green Hand
Hard: c.lk,c.lk,s.mp,s.lk xx lp Green Hand
c.lk,s.mk,s.lk xx lp Green Hand
1 Bar
Easy : c.lp,c.lp,c.lp,s.lk xx ex Green Hand
c.lk,c.lk,c.lk,c.lk xx ex Green Hand
Hard: c.lk,c.lk,s.mp,s.lk xx ex Green Hand
c.lk,s.mk,s.lk xx ex Green Hand
Jump in combos:
j.hk/down hp,s.mk,s.mp,s.lk xx ex Green Hand xx Red focus lvl1, hp Spinning Piledriver
Important Juggles
PPP lariat Trade - ex Green Hand
KKK Lariat second Hit - ex Green Hand
Ultra setups
s.lk xx ex Green Hand xx Red focus lvl1, U1
j.hk,s.mk xx ex Green Hand xx Red focus lvl1, U1
Focus - U1
You can U2 after focus but its hard in some chars
Footsies
Pokes:
s.mp
s.mk
c.mk
lp Spinning Piledriver
Buffered Footsies:
c.lp xx ex/lp Green Hand
s.lp xx ex/lp Green Hand
c.lk xx ex/lp Green Hand
s.lk xx ex/lp Green Hand
pressure:
use s.hk and s.mp to check them from jumping away
(you can combo after a counter hit s.hk)
General game plan:
Get the KD from command grabs and capitalize on your mixups after that.
Mixups:
After Suplex/regular throw/close c.hk you can go for a front jump-in with your short jump(up-up forward) or cross up with regular jump.
On block you mix up with
- s.mk (+2 on block) and u go for frame traps with s.mp/s.lp/c/lp/c/lk/slk after that
- c.lk to prevent them from jumping away and mix it up with your command grabs
Pros:
Cantona
Snake Eyez
Itabashi Zangief
Hagejin
Uriajjo
Credit Plasma3d [/spoiler]