T.Akiba's SF2 Data
Translated to English by NKI and anonymous
Original Japanese page:
http://games.t-akiba.net/sf2/data.html




As a general rule, things were tested under the following conditions:


Cancel Time For Normal Moves
Charge Time For Charge Moves
The Ease/Difficulty of Safe-jumps
Misc. Other Frame Data
Ryu vs. Guile Data
Priority of Special Moves (for overlapped input)
Stage Speed/Length
Throw Range
Throw Damage
Damage Scaling
Walking Speed
Amount of Super Meter Gained
Bonus Points


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)
hit (normal cancel) 19 20

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

ST charge times are not 100% set, which is why the "success rate" is listed for each move. For example, with Honda's Headbutt, about half the time you can get it with a 54-frame charge, but the other half of the time it requires a 55-frame charge. If you simply charge for one frame long than what is listed here, you will get the move pretty much every time. However, it is also possible to get the move by charging for one frame less than what is listed here.

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。
[Ed note: Moves listed in the table are done as reversals against this setup]

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
Shinkuu Hadouken
Ken Shoryuken −2
Shoryureppa −1
Honda Headbutt
Oni Musou
O. Honda Headbutt 14
Chun Li Upkicks
Senretsu Kyaku
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
Double Somersault (Super)
Dhalsim Inferno (super)
T. Hawk Tomahawk
Fei Long Flame Kick
Rekka Shinken (Super)
Cammy Cannon Spike
Spin Drive Smasher
DeeJay Machine Gun Punch
Sobat Carnival (super) 13
Bison (Boxer) Headbutt 11 13
Crazy Buffalo P
Balrog (Claw) Scarlet Terror (Flip Kick)
Sagat Tiger Uppercut
Tiger Genocide (Super)
Vega (Dictator) Kneepress Nightmare (Super)
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 timethe 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.
C
L
A
W
S
A
G
A
T
S
I
M
C
H
U
N
B
L
A
N
K
A
D
I
C
G
U
I
L
E
H
O
N
D
A
R
Y
U
K
E
N
F
E
I
D
E
E
J
A
Y
A
K
U
M
A
G
I
E
F
H
A
W
K
C
A
M
M
Y
B
O
X
E
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
After being thrown, you have 13 frames to tech the throw.

Throw Invincibility After Getting Up
After being knocked down, you can not be thrown for the first 13 frames after getting up.

Air Hurricane Kick's Trajectory
For Super・ST Air Hurricane Kicks, changing the input timing after jumping affects the trajectory.
The input is Jump →Neutral→d→db→b→RH, the table is a quick summary of how the length of the neutral affects the trajectory。
Note, doing a LK before the hurricane also affects the 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

*Editor's note: Ground hurricane = doing the command too early gets you a ground hurricane. Normal move = jumping normal comes out, instead of air hurricane. Top spin is the hurricane that flies up quickly and lands really quickly.

Zangief
A standing 720 is possible if you finish the motion within 7 frames of initially pressing up. However, even if you do so, you will only get a standing 720 about half the time (and the other half of the time he will jump). A flawlessly executed standing 720 is completed 6 frames after initially pressing up.

Hawk
Hawk can not do standing 720.

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

Notes:
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
The reason why there is no data for Dic's stage is because it's impossible to have a Gief vs. Dhalsim match on Dic's stage in the arcade version. Next time I'll test by using Dic instead. (^_^;)
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
y
u

K
e
n
H
o
n
d
a

WW
H
o
n
d
a

CE
HF
SSF2
ST
C
h
u
n
B
l
a
n
k
a

WW
B
l
a
n
k
a

CE
HF
SSF2
ST
G
i
e
f
G
u
i
l
e

WW
G
u
i
l
e

CE
HF
SSF2
ST
S
i
m

WW
S
i
m

CE
HF
SSF2
ST
H
a
w
k
F
e
i
C
a
m
m
y
D
e
e
J
a
y
B
o
x
e
r

WW
B
o
x
e
r

CE
HF
SSF2
ST
C
l
a
w

WW
C
l
a
w

CE
HF
SSF2
ST
S
a
g
a
t

WW
S
a
g
a
t

CE
HF
SSF2
ST
D
i
c

WW
D
i
c

CE
HF
SSF2
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
for
being
thrown
by
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

For the four bosses in WW, I'm assuming their throw range is the same as in CE.


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
R
Y
U
WW

K
E
N
K
E
N
H
O
N
D
A
C
H
U
N
B
L
A
N
K
A
G
I
E
F
G
U
I
L
E
S
I
M
H
A
W
K
F
E
I
C
A
M
M
Y
D
E
E
J
A
Y
B
O
X
E
R
CE

C
L
A
W
HF

C
L
A
W
C
L
A
W
S
A
G
A
T
D
I
C
A
K
U
M
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
In ST, Old characters have the exact same walking speed as New characters.

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 blocked Strong/Forward blocked Fierce/RH
hitting with Jab/Short hitting with Strong/Forward hitting with Fierce/RH

Ryu Ken Honda Chun
Hadouken Hadouken Hundred Hand Slap Lightning Legs
Shoryuken Shoryuken Headbutt Spinning Bird Kick
Hurricane Kick Hurricane Kick Butt slam Air Spinning Bird Kick
Air Hurricane Kick Air Hurricane Kick command throw 12 fireball
red Hadouken crazy kicks upkicks

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

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

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

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

For special moves, you get the same amount of meter whether they hit connect or not, with the exception of Gief's SPD and Cammy's Hooligan. Ten Akuma is only playable on the Dreamcast version.


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
 1st use   2nd use 3+ uses
LP/LK 100 100 100
MP/MK 500 200 200
HP/RH 1000 500 500
Specials 2000 200 200
Supers 10000 5000 2000
 For example, 「Sonic Boom→(use Knee Bazooka to move closer)→Sonic Boom→LP」 results in2000+200+100=2300 points, while, 「Sonic Boom→(move closer with Knee Bazooka)→LP→Sonic Boom」 earns 2000+100+2000=4100 points.
Combo Finish:Scoring a KO while in a combo results in a bonus multiplier x2.



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