Street Fighter IV
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Street Fighter IV Damage FAQ
STREET FIGHTER IV (PS3) Damage FAQ v1.6 By DarkDoctrine. Feb-Jul 2009. mmmm | <- Use a monospace font such as Courier, so that iiii | <- the two lines match up with each other ======= =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= ========== 12345678901234567890123456789012345678901234567890123456789012345678901234567890 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= ======= Contact me via the email address on: http://www.geocities.com/kesmaster.geo To be hosted intact on cheatcodes.com This guide is for personal use only, and cannot be reproduced. This may not be used for any profitable or promotional purposes. The end.