T.Akiba's SF2 Data

Translated to English by NKI and anonymous

Original Japanese page:

http://games.t-akiba.net/sf2/data.html

WW, CE, HF training mode for the Playstation version of Capcom Generations 5



stick used: Hori Command Stick Pro



SSF2, ST versus mode for the Playstation version of Street Fighter Collection

stick used; Hori Command Stick Pro



Turbo 1 was used for ST



Cancel Time For Normal Moves

Number of frames you have to cancel a normal into a special (or super), depending on whether it hit or whiffed.





WW through SSF2 ST cancel into super whiff (kara cancel) ５ ６ ７ hit (normal cancel) １９ ２０ ７

Charge Time For Charge Moves

The minimum required charge time for charge moves. Tested on Ryu's stage in ST.

moves that require a 54-frame charge (success rate: 1/2) Honda's Headbutt, butt slam, and super ; Chun's Spinning Bird Kick, upkicks, and super ; all of Blanka's and Guile's charge moves, including their supers ; DeeJay's super ; Boxer's charge B, F+kick; Psycho Crusher moves that require a 55-frame charge (success rate: 8/10) Chun's fireball moves that require a 55-frame charge (success rate: 1/2) all of DeeJay's moves; Dictator's Devil Reverse (charge D, U+punch)

moves that require a 56-frame charge (success rate: 1/2) Boxer's charge B, D/F+kick rush; Claw's wall dive, fake wall dive, and super

moves that require a 60-frame charge (success rate: 1/1) Boxer's shoulder charge

moves that require a 63-frame charge (success rate: 1/2) Boxer's charge B, F+punch rush, low rush, and super ; Dictator's super

moves that require a 65-frame charge (success rate: 1/2) Claw's claw roll and flip kick

moves that require a 70-frame charge (success rate: 1/10) Scissor Kicks

The Ease/Difficulty of Safe-jumps

A study of the exact frames which result in a Safe jump。

Test performed on the DC version of ST, Speed ０, scenario is Ryu knocks down his opponent with a LP Shoryuken, followed by a jump LK。

Reversal will be blocked, The exact frame on which there is a 50% chance of j. LK whiffing or Successful Safe jump

↑

Exact frame which is guaranteed to be a successful Safe Jump

↓

Jump attack is meaty on the opponent's wakeup, The exact frame on which there is a 50% chance of Successful Safe Jump or Ryu gets hit by the Reversal

Character Name Special Move LP MP HP Ryu Shoryuken ２ ２ ２ Shinkuu Hadouken ７ Ken Shoryuken ０ ０ −２ Shoryureppa −１ Honda Headbutt ９ ９ ４ Oni Musou ３ O. Honda Headbutt １４ ９ ４ Chun Li Upkicks ５ ２ ０ Senretsu Kyaku ６ O. Chun Li Spinning Bird Kick １５ １５ １５ Blanka Blanka Ball −３ −３ −３ Vertical Ball −３ −３ −３ Ground Shave Rolling １０ Zangief Double Lariat Ｐ＆Ｋ −１ Guile Flash Kick ３ ３ ３ Double Somersault (Super) ３ Dhalsim Inferno (super) ４ T. Hawk Tomahawk ２ ２ ２ Fei Long Flame Kick ４ ４ ４ Rekka Shinken (Super) ７ Cammy Cannon Spike ２ ２ ２ Spin Drive Smasher １ DeeJay Machine Gun Punch ２ ３ ４ Sobat Carnival (super) １３ Bison (Boxer) Headbutt ８ １１ １３ Crazy Buffalo Ｐ ３ Balrog (Claw) Scarlet Terror (Flip Kick) ３ ３ ３ Sagat Tiger Uppercut １ １ １ Tiger Genocide (Super) ４ Vega (Dictator) Kneepress Nightmare (Super) ７ Akuma Gou Shoryuken −１ −１ −１ Hurricane Kick Whiff −１ −１

「０」 means there's no possible timing to land an absolutely guaranteed safe jump in。(50% of the time, a safe jump with a 2 frame window of success if possible)

For moves listed as 「−１」, 50% of the time it will not be possible to do a safe jump in。(50% of the time the Ryu's jump attack will whiff and Ryu will be able to block the reversal or the Ryu's jump attack will be meaty, and Ryu will get hit by the reversal upon landing )

For all moves listed at 「−２」 and below, the jump attack will whiff, and Ryu will get hit by the reversal。

Shoryureppa・Yoga Inferno・Tiger Genocide, if the switch (DC option) is enabled, you can use these moves [Ed note: in arcade, these moves cannot be done as reversals]。

[Unsure] LP is for all versions of LP Tomahawk, MP for all MP, HP for all HP Tomahawks。

If an O. character is not listed, their moves have the same properties as their ST counterparts。

Moves that done as reversals will cause the meaty jump attack to whiff： Ryu's Hurricane Kick, Sumo Splash, Spinning Bird Kick, Surprise Back (Blanka b+KKK), Yoga Teleport, Chicken Wing (Fei Long), Jackknife (Upkicks), Crazy Upper (Balrog super -> K), Short Backflip (Claw Vega KKK), LK Hurricane (Akuma), Ashura Warp

Moves that get hit even if done as a reversal：Ken Hurricane Kick, Blanka Suprise Forward, Spiral Arrow, Tiger Knee, etc.

Moves that when done as reversals, the invincibility runs out and gets hit before it goes active： Dread Kick, Spinning Knuckle



Reference data: Speed of Getting Up

The numbers listed correspond to how many frames it takes the opponent to be able to jump after being knocked down by Ryu's Jab DP.

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R 80.5 82.5 84.5 86.5 87.5 89.5 90.5 92.5

The 0.5 does not mean 50% of the time, but rather that on that frame, if there is a meaty, it will still whiff (read: the opponent can't be hit yet). So for example, Claw has 80.5 listed. That means that he can start to jump on frame 80, but he can't be hit until frame 81.

Misc. Other Frame Data

Teching Throws

Throw Invincibility After Getting Up

Air Hurricane Kick's Trajectory

Ground

Hurricane Jump

Normal Top Spin Floating

Jump Downwards S Ryu forward Ｊump -1 0〜2 3〜6 7〜22 23〜41 Ｓ Ryu back Ｊump -1 0〜2 3〜6 7〜23 24〜43 Ｓ Ken forward Ｊump -1 − 0〜6 7〜22 23〜43 Ｓ Ken back Ｊump -1 − 0〜6 7〜24 25〜44 ST Ryu forward Ｊump 0 1〜2 3〜7 8〜23 24〜42 ST Ryu back Ｊump 0 1〜3 4〜7 8〜24 25〜44 ST Ken forward Ｊump 0 − 1〜7 8〜23 24〜43 ST Ken back Ｊump 0 − 1〜7 8〜24 25〜45 Akuma forward Ｊump -1 0〜2 3〜6 7〜22 23〜41 Akuma back Ｊump -1 0〜2 3〜6 7〜23 24〜43

Zangief

7

6

Hawk

Ryu vs. Guile Data

One of the most common matches （Except in WW?） Ryu vs. Guile。 Understanding the relevance of the following data is key。

Ryu's cr. RH vs Guile's cr. MK



WW CE

Turbo Super ST Explanation Ryu RH 1 123 123 127 127 The maximum distance at which Ryu's cr. RH will hit a standing Guile Ryu RH 2 126 126 126 126 The max distance at which Ryu's cr. RH will hit a crouching Guile Guile cr. MK １ 143 144 137 137 The max range at which Guile's cr. MK will hit a standing Ryu Guile cr. MK ２ 157 158 151 151 Max range at which Guile's cr. MK will hit a crouching Ryu Whiff Punish１ 202 211 211 211 Max range at which Ryu's cr. RH will cleanly beat Guile's cr. MK Whiff punish ２ 185 186 173 199 Max range at which Guile's cr. MK will trade with Ryu's cr. RH

Priority of Special Moves (for overlapped input)

In the case where the system encounters overlapping input between special moves, the higher priority special move gets performed。For example, in the case where you walk forwards before inputting a Hadouken motion, either a Hadouken or a Shoryuken could possibly be performed, but a Shoryuken will always be performed [Ed note: Shoryuken has higher priority]。In the same spirit, we studied the priority of all the characters' special moves。



Actual Input １st priority ２nd priority 3rd priority 4th priority 5th priority 6th priority 7th priority 8th priority Ryu 62141236 Hurricane Kick Shinkuu Hadouken Shoryuken Red Hadouken Hadouken Ken 632141236 Hurricane Shoryureppa Shoryuken Hadouken HCF+K Funky Kick QCF+K Funky Kick F,DF,D + K Funky Kick Honda 1_632194 Ooichou Oni Musou Hundred Hand Slap Sumo Splash Headbutt Chun Li 1_569 Upkicks Senretsu Kyaku Spinning Bird Kick Lightning Legs Kikouken Blanka 1_569 Surprise Forward Ground Shave Blanka Ball Vertical Ball Backstep Rolling Zangief 63248 Ｐ Lariat Ｋ Lariat FAB SPD Running Bear Grab Banishing Fist Guile 1_569 Sonic Boom Double Somersault (super) Flash Kick Dhalsim 6412361 Right Ｐ Teleport Right Ｋ Teleport Left Ｐ Teleport Left Ｋ Teleport Yoga Blast Yoga Inferno Yoga Flame Yoga Fire Fei Long 4123619 Rekka Super Rekka-ken Chicken Wing Flame Kick DeeJay 1_569 Sobat Carnival (super) Jackknife (upkick) Machinegun Punch Dread Kick Fireball T. Hawk 62348 Double Typhoon (super) Mexican Typhoon Tomahawk Cammy 6412369 Spin Drive Smasher Hooligan Combination Spiral Arrow Cannon Spike Spinning Knuckle Bison (Boxer) 1_5369 Crazy Buffalo Ｄash Straight Ｄash Upper Ｄash Ground Straight Ｄash Ground Upper Headbutt Balrog (Claw) 1_569 Ｒainbow Izuna (super) Sky High Rolling Claw PPP Backflip KKK Backflip Flying Barcelona Attack Scarlet Terror (Flip kick) Sagat 62369 Tiger Genocide Tiger Uppercut High Tiger Tiger Knee Low Tiger Vega (Dictator) 1_569 Devil's Reverse Psychocrusher Kneepress Nightmare (super) Scissor Kick Headpress (stomp) Akuma 621412361 Right P Ashura Warp Right K Ashura Warp Left P Ashura Warp Left K Ashura Warp Hurricane Kick Shoryuken Red Hadouken Hadouken

Honda It's impossible for Ooichou and Oni Musou to overlap （Oouichou requires the stick to go through forward, Onimusou needs back to be held to keep charge) Chun Li Lightning Legs and Kikouken cannot overlap (because of Spinning Bird Kick） Blanka Surprise Forward and Surprise Back cannot overlap （Choice controlled by stick direction） Zangief Banishing Fist and Running Bear Grab cannot overlap （because of Spinning Pile Driver） Dhalsim Right K Teleport and left P teleport cannot overlap （because of Right P teleport） DeeJay Machine Gun Punch and Dread Kicks cannot overlap （because of Jackknife upkicks） Bison (Boxer) Dash Upper and Dash Ground Straight cannot overlap （because of Dash Straight） Akuma Right K Ashura Warp and Left P Ashura Warp cannot overlap (because of right P Ashura Warp）

Stage Speed/Length

The lengths of the stages, calculated by having 2P (Dhalsim) push 1P (Zangief) from the right corner to the left corner. This was done three times, and the average of the three appears below. (Done on the arcade version.)





Turbo 1 Turbo 4 stage rank time rank time Ryu 13 00'09"051 14 00'08"544 Ken 6 00'08"912 9 00'08"390 Honda 12 00'09"041 13 00'08"535 Chun Li 5 00'08"717 5 00'08"201 Blanka 15 00'09"128 15 00'08"557 Zangief 4 00'08"713 4 00'08"067 Guile 10 00'08"966 8 00'08"387 Dhalsim 3 00'08"599 3 00'08"016 T.Hawk 7 00'08"930 10 00'08"463 Cammy 9 00'08"956 6 00'08"317 Fei Long 8 00'08"944 7 00'08"375 DeeJay 11 00'08"970 11 00'08"477 Boxer 14 00'09"056 12 00'08"482 Claw 1 00'08"551 1 00'07"914 Sagat 2 00'08"612 2 00'07"926 Dictator

Throw Range

This is a chart for the throw range for every character, and also the range that the character is throwable from. Note: "holds" refer to multi-hitting, mashable throws like Dhalsim's Yoga Noogie, Zangief's face smash, Boxer's headbutt, etc.





absolute value character being thrown R

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ST Ryu 77 77 94 76 73 89 78 93 82 78 81 83 83 77 73 78 83 75 72 76 48 80 48 76 Ken 77 77 94 76 73 89 78 93 82 78 81 83 83 77 73 78 83 75 72 76 48 80 48 76 Honda 93 93 110 92 89 105 94 109 98 94 97 99 99 93 89 94 99 91 88 92 64 96 64 92 Honda Oicho 98 98 115 97 94 110 99 114 103 99 102 104 104 98 94 99 104 96 93 97 69 101 69 97 Chun (WW, CE, HF) 74 74 91 73 70 86 75 90 79 75 78 80 80 74 70 75 80 72 69 73 45 77 45 73 Chun (SSF2, ST) 77 77 94 76 73 89 78 93 82 78 81 83 83 77 73 78 83 75 72 76 48 80 48 76 Blanka 93 93 110 92 89 105 94 109 98 94 97 99 99 93 89 94 99 91 88 92 64 96 64 92 Gief punch toss (WW, CE, HF) 80 80 97 79 76 92 81 96 85 81 84 86 86 80 76 81 86 78 75 79 51 83 51 79 Gief kick toss (WW, CE, HF) 88 88 105 87 84 100 89 104 93 89 92 94 94 88 84 89 94 86 83 87 59 91 59 87 Gief grabs (WW, CE, HF) 96 96 113 95 92 108 97 112 101 97 100 102 102 96 92 97 102 94 91 95 67 99 67 95 Gief (SSF2, ST) 98 98 115 97 94 110 99 114 103 99 102 104 104 98 94 99 104 96 93 97 69 101 69 97 Gief close 360+Short/Forward (SSF2, ST) 98 98 115 97 94 110 99 114 103 99 102 104 104 98 94 99 104 96 93 97 69 101 69 97 Gief close 360+RH (SSF2, ST) 112 112 129 111 108 124 113 128 117 113 116 118 118 112 108 113 118 110 107 111 83 115 83 111 Gief far 360+Short/Forward (SSF2, ST) 102 102 119 101 98 114 103 118 107 103 106 108 108 102 98 103 108 100 97 101 73 105 73 101 Gief far 360+RH (SSF2, ST) 103 103 120 102 99 115 104 119 108 104 107 109 109 103 99 104 109 101 98 102 74 106 74 102 Gief FAB 93 93 110 92 89 105 94 109 98 94 97 99 99 93 89 94 99 91 88 92 64 96 64 92 Gief SPD 140 140 157 139 136 152 141 156 145 141 144 146 146 140 136 141 146 138 135 139 111 143 111 139 Guile 77 77 94 76 73 89 78 93 82 78 81 83 83 77 73 78 83 75 72 76 48 80 48 76 Dhalsim 93 93 110 92 89 105 94 109 98 94 97 99 99 93 89 94 99 91 88 92 64 96 64 92 T.Hawk 77 77 94 76 73 89 78 93 82 78 81 83 83 77 73 78 83 75 72 76 48 80 48 76 T.Hawk 360 and 720 112 112 129 111 108 124 113 128 117 113 116 118 118 112 108 113 118 110 107 111 83 115 83 111 Fei Long 69 69 86 68 65 81 70 85 74 70 73 75 75 69 65 70 75 67 64 68 40 72 40 68 Cammy 71 71 88 70 67 83 72 87 76 72 75 77 77 71 67 72 77 69 66 70 42 74 42 70 DeeJay 77 77 94 76 73 89 78 93 82 78 81 83 83 77 73 78 83 75 72 76 48 80 48 76 Boxer Strong throw 80 80 97 79 76 92 81 96 85 81 84 86 86 80 76 81 86 78 75 79 51 83 51 79 Boxer Fierce throw 70 70 87 69 66 82 71 86 75 71 74 76 76 70 66 71 76 68 65 69 41 73 41 69 Claw 77 77 94 76 73 89 78 93 82 78 81 83 83 77 73 78 83 75 72 76 48 80 48 76 Sagat 77 77 94 76 73 89 78 93 82 78 81 83 83 77 73 78 83 75 72 76 48 80 48 76 Dictator 81 81 98 80 77 93 82 97 86 82 85 87 87 81 77 82 87 79 76 80 52 84 52 80 Akuma 77 77 94 76 73 89 78 93 82 78 81 83 83 77 73 78 83 75 72 76 48 80 48 76

relative value range

for

throwing

Ryu range

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being

thrown

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Ryu range

advantage

over

Ryu rank Ryu 77 77 0 22 Ken 77 77 0 22 Honda

(WW) 93 94 -1 26 Honda

(CE, HF, SSF2, ST) 93 76 17 6 Oicho 98 76 22 4 Chun (WW, CE, HF) 74 73 1 20 Chun (SSF2, ST) 77 73 4 17 Blanka (WW) 93 89 4 17 Blanka

(CE, HF, SSF2, ST) 93 78 15 7 Gief punch throws

(WW, CE, HF) 80 93 -13 36 Gief kick throws

(WW, CE, HF) 88 93 -5 31 Gief grab

(WW, CE, HF) 96 93 3 19 Gief toss

(SSF2, ST) 98 93 5 12 Gief close 360+Short/Forward

(SSF2, ST) 98 93 5 12 Gief close 360+RH

(SSF2, ST) 112 93 19 5 Gief far 360+Short/Forward

(SSF2, ST)） 102 93 9 11 Gief far 360+RH

(SSF2, ST) 103 93 10 9 FAB 93 93 0 22 SPD 140 93 47 1 Guile (WW) 77 82 -5 31 Guile (CE, HF, SSF2, ST) 77 78 -1 26 Dhalsim (WW) 93 81 12 8 Dhalsim (CE, HF, SSF2, ST) 93 83 10 9 T.Hawk normal throws 77 83 -6 34 T.Hawk 360 and 720 112 83 29 3 Fei Long 69 77 -8 35 Cammy 71 73 -2 29 DeeJay 77 78 -1 26 Boxer (WW) 0 83 -83 38 Boxer's Strong throw

(CE, HF, SSF2, ST) 80 75 5 12 Boxer's Fierce throw

(CE, HF, SSF2, ST) 70 75 -5 31 Claw (WW) 77 72 5 12 Claw (CE, HF, SSF2, ST) 77 76 1 20 Sagat (WW) 0 48 -48 37 Sagat (CE, HF, SSF2, ST) 77 80 -3 30 Dictator (WW) 81 48 33 2 Dictator (CE, HF, SSF2, ST) 81 76 5 12 Akuma 77 77 0 22

Throw Damage



WW CE HF SSF2 ST normal behind normal behind normal behind normal behind normal behind Ryu 38 39 38 40 32 35 32 36 32 33 Ryu Ken toss 38 39 38 40 32 36 32 34 32 33 Ken toss Ken knees 26,04 27,04 Ken knees Ken air throw 32 34 Ken air throw Honda toss 42 44 38 39 32 35 32 34 32 32 Honda toss Honda grab 28,4 30,4 28,4 29,4 22,4 25,4 24,4 26,4 24,4 25,4 Honda grab Jab Oicho 14,24 15,25 Jab Oicho Strong Oicho 16,26 17,27 Strong Oicho Fierce Oicho 17,27 18,28 Fierce Oicho Chun Strong throw 38 39 38 39 32 33 38 42 38 39 Chun Strong throw Chun Fierce throw 38 39 38 39 32 33 32 36 32 33 Chun Fierce throw Chun air throw 42 44 42 43 36 39 34 36 34 36 Chun air throw Blanka 26,4 26,4 26,4 26,4 20,4 20,4 26,4 26,4 26,4 27,4 Blanka Zangief standing toss 38 39 38 39 32 36 32 32 32 33 Zangief standing toss Zangief crouching toss 34 35 34 35 28 32 Zangief crouching toss Zangief grab 22,4 23,4 22,4 23,4 16,4 19,4 26,4 26,4 26,4 27,4 Zangief grab Zangief punch air throw 42 44 42 43 Zangief punch air throw Zangief kick air throw 34 36 34 35 Zangief kick air throw Jab SPD 50 51 50 51 44 46 38 38 36 39 Jab SPD Strong SPD 50 51 50 51 44 46 39 41 39 40 Strong SD Fierce SPD 50 51 50 51 44 46 43 45 43 43 Fierce SPD 360+K (far) 29 29 29 30 360+K (far) 360+Short (close) 20,27 22,28 20,26 21,27 360+Short (close) 360+Forward (close) 20,27 22,29 20,28 21,29 360+Forward (close) 360+RH (close) 20,27 22,30 20,29 21,30 360+RH (close) FAB 20,20,43 21,21,44 FAB Guile 38 40 38 39 32 34 32 34 32 34 Guile Guile punch air throw 46 48 46 48 40 42 34 36 34 36 Guile punch air throw Guile kick air throw 46 48 46 48 40 42 46 48 46 48 Guile kick air throw Dhalsim grab 30,4 31,4 26,4 28,4 20,4 20,4 26,4 28,4 26,4 27,4 Dhalsim grab Dhalsim toss 34 35 34 35 28 28 34 36 34 35 Dhalsim toss Hawk toss 32 36 32 32 Hawk toss Hawk grab 26,4 30,4 26,4 26,4 Hawk grab Jab Typhoon 38 40 38 39 Jab Typhoon Strong Typhoon 42 44 42 43 Strong Typhoon Fierce Typhoon 46 48 46 47 Fierce Typhoon Double Typhoon 46,33 48,36 Double Typhoon Fei Long 32 34 32 33 Fei Long Fei Long air throw 32 34 Fei Long air throw Cammy 32 36 32 34 Cammy Cammy punch air throw 42 46 42 42 Cammy punch air throw Cammy kick air throw 34 38 34 34 Cammy kick air throw DeeJay 32 34 32 34 DeeJay Boxer 28,4 29,4 22,4 26,4 22,4 26,4 28,4 30,4 Boxer Claw 42 42 28 32 28 32 32 33 Claw Claw air throw 42 43 28 29 32 34 32 34 Claw air throw Sagat 38 39 32 34 32 34 32 34 Sagat Dictator 38 39 32 34 32 34 32 34 Dictator Akuma 32 34 Akuma

- "behind" means it's the second round, and the opponent won the first round

- When only a character's name is listed, that means the listed damage applies to all of that character's throws.

- Numbers listed with commas indicate that the throw does damage in two separate parts (like Honda's command throw: you take damage when he slams you to the ground, and again when he sits on you).

- The following throws do random damage: 2nd part of Honda's command throw (Oicho), SPD (Super and ST only), second part of Zangief's 360+K (close and far), and the 3rd part of the FAB. Because of this, the number listed is only a close approximation. (But the Typhoon and Double Typhoon are not random.)

- The damage for a toss does not change, but the damage for a grab depends on the opponent's life (because of damage scaling).

- Zangief's crouching grabs are classified as grabs.

- In the case of "behind," the damage appears to be slightly random, depending on the round.

Damage Scaling

As your energy gets lower, your defense gets higher (you take less damage). This chart breaks down the damage scaling. (Note: Full engergy is 144 points. "WW's holds" refers to the damage from a multi-hitting throw like Dhalsim's noogie, Honda's bear hug, etc, in WW, and "all other moves" refers to every other move in the series, WW through ST.)

energy damage % WW's holds all other moves 144〜31 100％ 100％ 30〜26 78％ 87.5％ 25〜21 57％ 75％ 20〜16 40％ 62.5％ 15〜11 25％ 50％ 10〜6 15％ 37.5％ 5〜0 5％ 25％

Numbers were rounded down.

Supplement:

If your energy is at 31, and you get hit by a move that does 32 points of damage, you will die, but if your energy is at 30 and you, that same move will only do 87.5% of it's normal damage (87.5% of 32 = 28), so you won't die.

Even if your energy is at 20, the damage is reduced by 62.5%, so you'll only take 20 points of damage (62.5% of 32 = 20), so you'll be left with no engergy, but you'll still be alive (barely).



Walking Speed

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A towards 48 48 51 38 64 36 40 54 32 48 64 62 48 56 72 64 66 40 64 48 backwards 32 32 34 26 48 30 24 40 22 32 48 46 32 40 56 48 52 32 48 32

Amount of Super Meter Gained

In ST, the amount of meter that each move will give you. Full meter is 48 points.

Normal moves blocked Jab/Short １ blocked Strong/Forward ３ blocked Fierce/RH ４ hitting with Jab/Short ２ hitting with Strong/Forward ４ hitting with Fierce/RH ５

Ryu Ken Honda Chun Hadouken ２ Hadouken ２ Hundred Hand Slap ６ Lightning Legs ４ Shoryuken ７ Shoryuken ８ Headbutt ９ Spinning Bird Kick ８ Hurricane Kick ６ Hurricane Kick ６ Butt slam ９ Air Spinning Bird Kick ８ Air Hurricane Kick ６ Air Hurricane Kick ６ command throw １２ fireball ５ red Hadouken ２ crazy kicks ６ upkicks ８

Blanka Zangief Guile Dhalsim Ball ７ SPD ２０ Sonic Boom ７ Yoga Fire ３ Electricity ５ Lariat ６ Flash Kick ８ Yoga Flame ８ Up Ball ７ double suplex ２４ Teleport ７ Back Step Ball ７ running bear grab １２ Yoga Blast ７ Dash ５ whiffed command throw ５ Green Hand ７

Hawk Fei Long Cammy DeeJay Tomahawk (uppercut) ６ Rekka Ken ２ each Cannon Drill ７ fireball ４ Condor (PPP in air) ８ Flame Kick ８ Cannon Spike ６ Dread Kick ８ 360 ２０ crazy kick ７ Spinning Knuckle ４ Machine Gun Upper ７ Hooligan (when she grabs) ９ upkicks ９ Hooligan (when she slides) ９ Hooligan (when she whiffs) ４

Boxer Claw Sagat straight punch rush ６ TAP 3 ９ going to the wall ８ high Tiger ３ straight kick rush ５ TAP 4 １０ Izuna Drop ０ low Tiger ３ shoulder charge ５ TAP 5 １２ claw roll １０ Tiger Uppercut ７ low punch rush ６ TAP 6 １６ PPP flip ５ Tiger Knee ６ low kick rush ５ TAP 7 ２０ KKK flip ５ TAP 1 ７ Final TAP ３２ charge D, U+punch ８ TAP 2 ８ flip kick １０

Dictator Ten Akuma Psycho Crusher ６ all special moves ２ Scissor Kicks ６ Head Stomp ８ punch after Head Stomp ０ Devil Reverse ８

Bonus Points

Ever since CE, KO-ing an opponent with a special move earned 3x the normal points of that special。

Since having a vitality gauge of 0 also results in a 3x bonus multiplier, having exactly 0 life results in the dividing by 3 instead (remove 2 parts of 3)。

So for example, an SPD or a HP Tiger Uppercut would normally earn 6000 points, after the "multiply" by 3 would be 2000 points.



Ever since super, it's been possible to earn Bonus Points in game。(Points related to Supers only apply to ST)

- First Attack：3000 points

- Reversal：1000 points

- Recovery (escaping dizzy without taking damage)：1000 points

However, if done at the same time as a reversal, you wont' get the bonus

- Super Combo Finish (1 shot)：10000 points

- Combo：Every successive hit in the combo adds to the points individually。 Hitting with the same type of attack more than once [Ed note: consecutively] results in affects the points given。

Points are awarded as follows

