Street Fighter IV Damage FAQ - Guide for Street Fighter IV

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STREET FIGHTER IV (PS3) Damage FAQ v1.6 By DarkDoctrine. Feb-Jul 2009.

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=======
=Intro=
=======
I've not seen this anywhere, so here's a comprehensive list of Supers and 
Ultra Combos, together with their hits and dmg. You probably know the deal:
Ultra Combos are like supers but use up your revenge meter. Your revenge meter
increases when you get hit or successfully use a focus attack. Once you've lost
about 450 damage points, your meter will be half way up, and once you've lost 
900 damage points, it will be full. This means that you always get to do one 
max ultra in a round.

Below are the values for minimally (ie half way up the rage gauge) and fully 
charged ultras, which are around 50% higher. Others do a proportionate amount 
in between.

As you may have noticed, Supers and Ultras do not do any stun to the opponent.
However, at least they do not allow the opponent to recover back to zero during
their long animations: they just keep them level like a block string would, so 
afterwards you can try to continue where you left off.


============
=Characters=
============

These were all performed on the European version in Training Mode against Ryu.
Note that each opponent has different vitality, so, for example, Ryu has 1000 
energy points, while Seth has 800 and Zangief has 1200.

Note that unlike games such as Alpha, or SFEX, there are no modifications to
the ultras, so mashing the buttons or timing anything or will not increase the 
number of hits. However, some do have alternative animations if missed or 
blocked.

CHARACTER / move      abk hits min max notes

ABEL
Heartless             (*)    6 335
Soulless              (*)    9 384 551

AKUMA
Raging Demon                15 330     (grab)
Wrath of the Raging Demon   27 427 596 (grab)

BALROG
Crazy Buffalo         (*)    5 345
Violent Buffalo       (*)   11 356 519

BLANKA
Ground Shave Roll            4 400     (with charge)
Lightning Cannonball         4 412 600

C. VIPER
Emergency Combination        3 300
Burst Time            (*)    5 370 540

CAMMY W
Spin Drive Smasher           7 400
Gyro Drive Smasher           8 376 540

CHUN-LI
Senretsukyaku                9 340
Hosenka               (*)   21 362 510

DAN H
Hissho Buraiken             19 380
Shisso Buraiken              8 319 465

DHALSIM
Yoga Inferno                 5 350     (projectile)
Yoga Catastrophe             5 205 300 (! but easy to follow up)

E. HONDA
Super Killer Head Ram        2 400
Ultimate Killer Head Ram (*) 8 348 510

EL FUERTE
El Fuerte Dynamite           8 330
El Fuerte Flying Giga Buster 2 351 518 (grab)

FEI-LONG
Rekkashinken                 5 400
Rekkashingeki               12 344 495

GEN Mantis style (P)
      Zan'ei          (*)    6 280
      Zetsuei         (*)   13 286 405
GEN Crane style  (K)
      Jakouha         (*)    1 300     (air grab)
      Ryukoha         (*)    2 279 398 (air grab)

GOUKEN
Forbidden Shoryuken   (*)    7 345
Shin Shoryuken        (*)    3 361 518

GUILE
Double Flash                 6 345
Flash Explosion              9 346 503

KEN M
Shoryureppa                  6 400
Shinryuken            (*)   17 380 546

M. BISON
Knee Press Nightmare         5 340
Nightmare Booster            6 368 540

ROSE
Aura Soul Spark              5 300     (projectile)
Illusion Spark        (*)    6 342 498

RUFUS
Spectacle Romance     (*)    3 330
Space Opera Symphony  (*)   10 350 515

RYU
Shinku Hadouken              5 300     (projectile)
Metsu Hadouken               8 273 398 (projectile)

SAGAT
Tiger Genocide               7 350
Tiger Destruction           13 403 583

SAKURA K
Haru Ichiban                 7 380     (hits low)
Haru Ranman           (*)    5 295 435

SETH
Tanden Storm                21 350
Tanden Stream         (*)   20 243 340

VEGA
Flying Barcelona Special    
  Rolling Izuna Drop         3 330     (grab)
Bloody High Claw      (*)    5 305 450

ZANGIEF
Final Atomic Buster          3 500     (grab)
Ultimate Atomic Buster       3 408 600 (grab)


A special move worth noting is Balrog's Turn Punch. It does 130 damage for the 
first 1 second of charge, and then an extra few points for every second you 
hold it after that, up to a match-changing maximum of 560 damage at 56 secs.

Seconds |   1   2   4   8  16  24  32  40  48  56
Level   |   1   2   3   4   5   6   7   8   9   F
Damage  | 130 150 180 210 250 280 410 460 510 560

When used in combination with other moves, the game's damage scaling comes into
effect. From the 3rd hit, moves lose 20% of their damage, from the 5th hit, 
they lose 30%, and from the 7th hit, they lose 40%, and so on. It's something 
close to D = 0.9^((H-2)/2)

Another detail to note is the scaling with ultra combos. If you include an 
ultra inside a combo, then the damage will be reduced. It's therefore best 
doing them as the starter if you can.

Blocking a special/super takes off 25% of the regular damage.


=========
=Battery=
=========

Here is how much meter is charged for connecting with the following moves
(or rather, how many of the moves you need to do for one level)

          |      Attacker      |      Recipient
          | Light Middle Heavy |  Light Middle Heavy
Clean hit |  13      7     5   |   25     13     9
Blocked   |  25     13     9   |   50     25    17

Most whiffed specials take between 6 and 13 repetitions to do the same, with 
a couple taking 25 reps.

==========
=Strategy=
==========
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As you have no doubt seen, you can cancel a normal or special move into a 
super, but not directly into an ultra. This obviously makes sense, taking into 
account the damage scaling. Besides, if it was that easy to do, it would break 
the game.

However, you can use the FA dash cancel to get one in - so if you land a 
jump-in or low forward, performing the EX Focus Attack on confirm will use up 
2 levels on your gauge (ie half a super), but then allow you to make the next 
move. As a fully charged ultra typically does over 50% more than a super, it 
is sometimes worth it to use up everything on a mega combo if its near the end 
of the round and you are behind on the health bar.


=========
=Options=
=========

All the above assumes standard settings.


=======
=Legal=
=======

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This guide is for personal use only, and cannot be reproduced.
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The end.

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