Active frames are the total value of the valid frames.
Normal Moves | |||||||||||||||
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Move Name | Frame | Recovery | V-Trigger Cancel Recovery | Cancel Info | Damage | Stun | Meter Gain (Whiff/Hit) |
Properties | Projectile Nullification |
Airborne Hurtbox |
Comments | ||||
Startup | Active | Recovery | On Hit | On Block | On Hit | On Block | |||||||||
Standing LP L |
3 | 2 | 7 | 4 | 2 | 6 | 4 | SCAVVS | 3030 | 7070 | 0 / 20 | High |
Can be rapid canceled |
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Standing MP M |
7 | 3 | 14 | 3 | 1 | 10 | 8 | SCAVVS | 6060 | 100100 | 0 / 30 | High | |||
Standing HP H |
8 | 3 | 19 | 2 | -5 | 17 | 15 | CAV | 8080 | 150150 | 0 / 50 | High |
Triggers Crush Counter (D) |
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Standing LK L |
4 | 3 | 10 | 2 | 1 | 8 | 7 | SCAVVS | 3030 | 7070 | 0 / 20 | High | |||
Standing MK M |
5 | 2 | 18 | 4 | -4 | 10 | 2 | SCAVVS | 6060 | 100100 | 0 / 30 | High |
Forces stand |
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Standing HK H |
11 | 2 | 22 | 3 | -2 | 12 | 7 | V | 8080 | 120120 | 0 / 50 | High |
Triggers Crush Counter (+10F) Will not hit crouching opponents |
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Crouching LP (WHILE CROUCHING)L |
4 | 2 | 6 | 4 | 2 | 5 | 3 | SCAVVS | 3030 | 7070 | 0 / 20 | High |
Can be rapid canceled |
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Crouching MP (WHILE CROUCHING)M |
6 | 3 | 12 | 5 | 3 | 7 | 5 | SCAVVS | 6060 | 100100 | 0 / 30 | High | |||
Crouching HP (WHILE CROUCHING)H |
10 | 4 | 20 | 8 | 3 | 18 | 13 | V | 8080 | 150150 | 0 / 50 | High |
Triggers Crush Counter (crumple) Forces stand |
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Crouching LK (WHILE CROUCHING)L |
4 | 2 | 7 | 2 | 1 | 4 | 3 | V | 2020 | 7070 | 0 / 20 | Low |
Can be rapid canceled |
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Crouching MK (WHILE CROUCHING)M |
6 | 2 | 14 | 3 | -1 | 9 | 5 | SCAVVS | 5050 | 100100 | 0 / 30 | Low | |||
Crouching HK (WHILE CROUCHING)H |
7 | 2 | 27 | D | -15 | D | 14 | V | 9090 | 150150 | 0 / 50 | Low |
Triggers Crush Counter (D) |
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Jumping LP (DURING JUMP)L |
3 | 6 | 4040 | 7070 | 0 / 20 | Mid | |||||||||
Jumping MP (DURING JUMP)M |
7 | 5 | S | 5050 | 100100 | 0 / 30 | Mid | Causes blowback knockdown on airborne hit | |||||||
Jumping HP (DURING JUMP)H |
8 | 5 | 9090 | 150150 | 0 / 50 | Mid | |||||||||
Jumping LK (DURING JUMP)L |
4 | 6 | 4040 | 7070 | 0 / 20 | Mid |
Can cross-up |
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Jumping MK (DURING JUMP)M |
7 | 4 | 6060 | 100100 | 0 / 30 | Mid |
Can cross-up |
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Jumping HK (DURING JUMP)H |
8 | 4 | 9090 | 150150 | 0 / 50 | Mid | |||||||||
Unique Attacks | |||||||||||||||
Move Name | Frame | Recovery | V-Trigger Cancel Recovery | Cancel Info | Damage | Stun | Meter Gain (Whiff/Hit) |
Properties | Projectile Nullification |
Airborne Hurtbox |
Comments | ||||
Startup | Active | Recovery | On Hit | On Block | On Hit | On Block | |||||||||
Tenmakujinkyaku (DURING FORWARD JUMP)+M |
16 | Until landing | 6 frame(s) after landing | 2 | -4 | 6060 | 100100 | 0 / 30 | High | Value upon hitting Ryu at the highest point | |||||
Zugaihasatsu +M |
23 | 3 | 21 | 0 | -6 | 7070 * |
100100 * |
0 / 30 | Mid | ||||||
Tenha +H |
6 | 7 | 21 | D | -10 | 21/D | 15/10 | SCAVVS | 9090 * |
200200 * |
0 / 50 | High | 2nd hit, hit on an airborne opponent causes float | ||
Sekiseiken +H |
32 | 7 | 16 | 5 | -2 | 14 | 7 | V | 6060 | 100100 | 0 / 50 | High | 7F - 28F | Can hit a knocked down opponent | |
Kongoken H H |
18 | 8 | 22 | D | -12 | D | 11 | V | 6060 | 8080 | 0 / 30 | High | |||
Kikokurenzan H H |
15 | 2 | 16 | 7 | 0 | 14 | 7 | V | 5050 | 7070 | 0 / 30 | High |
Will not hit crouching opponents |
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Normal Throws | |||||||||||||||
Move Name | Frame | Recovery | V-Trigger Cancel Recovery | Cancel Info | Damage | Stun | Meter Gain (Whiff/Hit) |
Properties | Projectile Nullification |
Airborne Hurtbox |
Comments | ||||
Startup | Active | Recovery | On Hit | On Block | On Hit | On Block | |||||||||
Goshoha OR+L L |
5 | 3 | 17 | D | 130130 | 170170 | 0 / 70 | Throw | |||||||
Shuretsuzan +L L |
5 | 3 | 17 | D | 120120 | 170170 | 0 / 80 | Throw | |||||||
V-System | |||||||||||||||
Move Name | Frame | Recovery | V-Trigger Cancel Recovery | Cancel Info | Damage | Stun | Meter Gain (Whiff/Hit) |
Properties | Projectile Nullification |
Airborne Hurtbox |
Comments | ||||
Startup | Active | Recovery | On Hit | On Block | On Hit | On Block | |||||||||
Rakan M M |
3 | 12 | 29 |
Parries standing/airborne attacks and projectiles Subject to counter hit during move duration |
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Rakan +M M |
3 | 12 | 29 |
Parries crouching attacks and projectiles Subject to counter hit during move duration |
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Rakan Gosho (DURING Rakan) |
5 | 4 | 26 | D | -10 | D | 13 | CA*V | 7070 | 100100 | V-Gauge 0 / 80 | High |
Parameters the same for standing/crouching CA*Can be canceled into Shun Goku Satsu |
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Rakan Gokyaku (DURING Rakan) |
11 | 4 | 26 | D | -13 | D | 10 | S*CA*VVS* | 6060 | 100100 | V-Gauge 0 / 80 | High |
Will not hit crouching opponents Parameters the same for standing/crouching S*CA*VS*Only on hit CA*Can be canceled into Shun Goku Satsu |
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Dohatsu Shoten H H |
1 | 5 | V-Gauge -900 / 0 |
V-Gauge Timer + 4000F Gohadoken, Zanku Hadoken, Goshoryuken become moves that use V-Timer, lose the EX version (EX Hyakkishu excluded) |
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Gosenkyaku (DURING GUARD)+LMH |
17 | 2 | 24 | D | -2 | 6060 | 00 | V-Gauge -300 / 0 | High |
1F - 20F attack & projectile invincibility Recover 200 stun upon activation |
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Special Moves | |||||||||||||||
Move Name | Frame | Recovery | V-Trigger Cancel Recovery | Cancel Info | Damage | Stun | Meter Gain (Whiff/Hit) |
Properties | Projectile Nullification |
Airborne Hurtbox |
Comments | ||||
Startup | Active | Recovery | On Hit | On Block | On Hit | On Block | |||||||||
L Gohadoken +L |
14 | 52 | 48 total frames | D | -6 | D | 17 | CAV | 6060 | 100 (*120)100 * |
5 / 20(*210) | High | ○ |
Causes grounded stun damage on hit, except for the initial startup and when the projectile dissipates *During release hit and projectile explosion *2Gauge increase on consecutive hits is 0/20/10Gauge increase of 10 for projectile explosion hit only |
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M Gohadoken +M |
14 | 42 | 48 total frames | D | -6 | D | 17 | CAV | 6060 | 100 (*120)100 * |
5 / 20(*210) | High | ○ |
Causes grounded stun damage on hit, except for the initial startup and when the projectile dissipates *During release hit and projectile explosion *2Gauge increase on consecutive hits is 0/20/10Gauge increase of 10 for projectile explosion hit only |
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H Gohadoken +H |
14 | 30 | 48 total frames | D | -6 | D | 17 | CAV | 6060 | 100 (*120)100 * |
5 / 20(*210) | High | ○ |
Causes grounded stun damage on hit, except for the initial startup and when the projectile dissipates *During release hit and projectile explosion *2Gauge increase on consecutive hits is 0/20/10Gauge increase of 10 for projectile explosion hit only |
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EX Gohadoken + |
11 | 46 total frames | D | 1 | D | 29 | V | 100100 * |
150 (*170)150 * |
-300 / 0 | High | ○ |
Causes grounded stun damage on hit, except for the initial startup *During release hit |
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L Sekia Goshoha +L |
18 | 55 total frames | D | -6 | D | 24 | CAV | 7070 | 120120 | 10 / 10 | High | ○ | |||
M Sekia Goshoha +M |
23 | 61 total frames | D | -4 | D | 27 | CAV | 8080 * |
120120 * |
10 / 15 | High | ○ | |||
H Sekia Goshoha +H |
25 | 67 total frames | D | -4 | D | 31 | CAV | 100100 * |
150150 * |
10 / 20 | High | ○ | |||
EX Sekia Goshoha + |
21 | 69 total frames | D | 8 | D | 50 | V | 100 (*+21)100 * |
150150 * |
-300 / 0 | High | ○ | *Inflicts burn damage on opponents in close range on startup | ||
Zanku Hadoken (DURING FORWARD JUMP)+ |
11 | 11 frame(s) after landing(*9 frame(s) after landing) | 4040 | 5050 | 0 / 10 | High | ○ |
Button strength changes projectile angle and speed Hadoken changes depending on whether it was fired during the jump ascent or descent *During the rise |
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EX Zanku Hadoken (On release hit) (DURING JUMP)+ |
5 | 4 frame(s) after landing | D | 120120 * |
150150 * |
-300 / 0 | High | ○ | |||||||
EX Zanku Hadoken (Projectile) (DURING JUMP)+ |
38 | 4 frame(s) after landing | D | 150150 * |
150150 * |
-300 / 0 | High | ○ | |||||||
L Goshoryuken +L |
3 | 12 | 19+15 frame(s) after landing | D | -28 | D | -5 | CAV | 100 (*60)100 * |
150 (*100)150 * |
20 / 40 | High | 4F - 33F |
1F - 3F throw invincibility Subject to counter hit during move duration *From active frame 3F |
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M Goshoryuken +M |
4 | 11 | 26+15 frame(s) after landing | D | -30 | D | -5 | CA*V* | 120120 * |
150150 * |
20 / 40 | High | 6F - 40F |
1F - 6F invincible to mid-air attacks Subject to counter hit during move duration CA*V*Only possible during 1st attack |
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H Goshoryuken +H |
4 | 11 | 29+15 frame(s) after landing | D | -33 | D | -5 | CA*V* | 120120 * |
150150 * |
20 / 40 | High | 7F - 43F |
3F - 6F attack & projectile invincibility Subject to counter hit during move duration CA*V*Only possible during 1st, 2nd attack |
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EX Goshoryuken + |
3 | 32 | 32+15 frame(s) after landing | D | -44 | D | -6 | V* | 160160 * |
200200 * |
-300 / 0 | High | 6F - |
1F - 15F full invincibility Subject to counter hit during move duration (1.2x damage) V*Only possible during 1st, 2nd attack |
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L Tatsumaki Zankukyaku +L |
11 | 2 | 14+10 frame(s) after landing(*14+7 frame(s) after landing) | D | -11 | 5050 | 8080 | 10 / 20 | High | 6F - 26F |
Will not hit crouching opponents *on hit |
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M Tatsumaki Zankukyaku +M |
4 | 6 | 11+12 frame(s) after landing | D | -7 | D | 13 | CA*V* | 70 (*80)70 * |
120 (*120)120 * |
20 / 30 | High | 7F - 35F |
Combo count increases greatly if the first hit does not connect CA*V*Only possible during 1st attack *When the first hit whiffs |
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H Tatsumaki Zankukyaku +H |
4 | 9 | 20+10 frame(s) after landing(*20+6 frame(s) after landing) | D | -39 | D | 13 | CA*V* | 100100 * |
200200 * |
20 / 50 | High | 7F - 57F |
Will not hit crouching opponents from the 2nd hit onwards CA*V*Only possible during 1st attack *on hit |
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EX Tatsumaki Zankukyaku + |
10 | 11 | 11+15 frame(s) after landing | D | -19 | S* | 120120 * |
150150 * |
-300 / 0 | High | 5F - 46F | S*On hit only, landing recovery can be canceled into Goshoryuken | |||
Airborne Tatsumaki Zankukyaku (DURING FORWARD JUMP)+ |
7 | 6 | 15 frame(s) after landing | D | 7070 | 100100 | 0 / 40 | High |
Can cross-up Will not hit crouching opponents Distance the opponent is knocked back on hit changes depending on the button strength used Hadoken changes depending on whether it was fired during the jump ascent or descent |
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EX Airborne Tatsumaki Zankukyaku (DURING FORWARD JUMP)+ |
8 | 10 | 9 frame(s) after landing | D | 160160 * |
250250 * |
-300 / 0 | High |
Can cross-up |
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Ashura Senku (Forward) +LMH |
61 total frames |
1F - 50F attack & projectile invincibility |
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Ashura Senku (Back) +LMH |
61 total frames |
1F - 50F attack & projectile invincibility |
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L Hyakkishu +L |
40 total frames | 20 / 0 | 7F - |
Airborne for 4F on cancel Height, distance changes depending on the button strength used EX Zanku Hadoken, EX Airborne Tatsumaki, V-Zanku Hadoken can be performed |
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M Hyakkishu +M |
41 total frames | 20 / 0 | 7F - |
Airborne for 4F on cancel Height, distance changes depending on the button strength used EX Zanku Hadoken, EX Airborne Tatsumaki, V-Zanku Hadoken can be performed |
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H Hyakkishu +H |
42 total frames | 20 / 0 | 7F - |
Airborne for 4F on cancel Height, distance changes depending on the button strength used EX Zanku Hadoken, EX Airborne Tatsumaki, V-Zanku Hadoken can be performed |
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Hyakki Gozan (DURING Hyakkishu)(NO INPUT) |
6 | 8 | 14 | D | -2 | CA | 100100 | 150150 | 0 / 30 | Low | |||||
Hyakki Gosho (DURING Hyakkishu) |
8 | 4 | 6 frame(s) after landing | D | 100100 | 150150 | 0 / 30 | Mid | ○ | ||||||
Hyakki Gojin (DURING Hyakkishu) |
22 | Until landing | 10(*14) | 6060 | 100100 | 0 / 20 | High | *at low height | |||||||
Hyakki Gosai (DURING Hyakkishu)L L |
7 | 5 | 26 frame(s) after landing | D | 150150 | 200200 | 0 / 80 | Throw | Can only throw standing opponents | ||||||
EX Hyakkishu + |
6 | 10 | 23 | D | 1515 * |
6060 * |
-300 / 0 | High | 4F - |
4F - Projectile invincible while active Forward/backwards mid-air movement slightly controllable EX Zanku Hadoken, EX Airborne Tatsumaki, V-Zanku Hadoken can be performed |
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EX Hyakki Gozan (DURING EX Hyakkishu)(NO INPUT) |
6 | 8 | 12 | D | -2 | 120120 | 150150 | Low | |||||||
EX Hyakki Gosho (DURING EX Hyakkishu) |
8 | 8 | 6 frame(s) after landing | D | 120120 | 200200 | Mid | ○ | |||||||
EX Hyakki Gojin (DURING EX Hyakkishu) |
19 | Until landing | 10(*14) | 7070 | 100100 | High | *at low height | ||||||||
EX Hyakki Gosai (DURING EX Hyakkishu)L L |
7 | 3 | 26 frame(s) after landing | D | 180180 | 250250 | Throw | Can only throw standing opponents | |||||||
Hyakki Gozanku (On startup hit) (DURING EX Hyakkishu)+ |
5 | 4 frame(s) after landing | D | 120120 * |
150150 * |
High | ○ | ||||||||
Hyakki Gozanku (Projectile) (DURING EX Hyakkishu)+ |
38 | 4 frame(s) after landing | D | 150150 * |
150150 * |
High | ○ | ||||||||
Hyakki Gorasen (DURING EX Hyakkishu)+ |
8 | 10 | 9 frame(s) after landing | D | 160160 * |
250250 * |
High |
Can cross-up |
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VShin Gohadoken + |
11 | 46 total frames | D | 1 | CA | 110 (*120)110 * |
120 (*150)120 * |
10 / 20 | High | ○ |
Uses 1000F V-Gauge Timer Causes grounded stun damage on hit, except for the initial startup Button strength changes projectile speed only *During release hit |
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VShin Zanku Hadoken (DURING JUMP)+ |
9 | 4 frame(s) after landing | 8080 * |
100100 * |
0 / 20 | High | ○ |
Uses 1500F V-Gauge Timer Fires two separate projectiles Button strength changes projectile angle and speed Hadoken changes depending on whether it was fired during the jump ascent or descent |
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VL Shin Goshoryuken +L |
3 | 11 | 31+15 frame(s) after landing | D | -36 | CA* | 180 (*80)180 * |
230 (*100)230 * |
20 / 60 | High | 6F - |
Uses 1500F V-Gauge Timer 1F - 8F full invincibility Gauge increase on consecutive hits is 0/20/10 CA*Only possible during 1st attack Opponent cannot quick recover if the final strike connects *active Subject to counter hit during move duration (1.2x damage) |
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VM Shin Goshoryuken +M |
4 | 11 | 31+15 frame(s) after landing | D | -36 | CA* | 180 (*80)180 * |
230 (*100)230 * |
20 / 60 | High | 7F - |
Uses 1500F V-Gauge Timer 1F - 9F full invincibility Gauge increase on consecutive hits is 0/20/10 CA*Only possible during 1st attack Opponent cannot quick recover if the final strike connects *active Subject to counter hit during move duration (1.2x damage) |
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VH Shin Goshoryuken +H |
5 | 11 | 31+15 frame(s) after landing | D | -36 | CA* | 180 (*80)180 * |
230 (*100)230 * |
20 / 60 | High | 8F - |
Uses 1500F V-Gauge Timer 1F - 10F full invincibility Gauge increase on consecutive hits is 0/20/10 CA*Only possible during 1st attack Opponent cannot quick recover if the final strike connects *active Subject to counter hit during move duration (1.2x damage) |
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Critical Art | |||||||||||||||
Move Name | Frame | Recovery | V-Trigger Cancel Recovery | Cancel Info | Damage | Stun | Meter Gain (Whiff/Hit) |
Properties | Projectile Nullification |
Airborne Hurtbox |
Comments | ||||
Startup | Active | Recovery | On Hit | On Block | On Hit | On Block | |||||||||
Sekia Kuretsuha + |
8 | 21 | 46 | D | -30 | 320320 | 00 | -900 / 0 | High | ○ |
Will not hit airborne opponents until frame 10F 1F - 11F full invincibility |
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VShun Goku Satsu L L L H |
1+0 | 28 | 39 | D | 400400 | 00 | -900 / 0 | Throw |
Uses 4000F V-Gauge Timer 1F - 11F full invincibility Can be canceled from any grounded attack motion |