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    Damage Guide by DDark

    Version: 1.4 | Updated: 06/01/10 | Printable Version | Search Guide | Bookmark Guide

    SUPER STREET FIGHTER IV (PS3) Damage FAQ v1.4 By DarkDoctrine. Apr-June 2010.
    
    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.
    
    New in SSFIV is the ability to choose your ultra. This enables a new layer of 
    pre-match strategy, where you can pick a move which best counters your 
    opponents character. Sometimes it's better to pick a move which deals less 
    damage, because it might be useful in more situations. It is now also easier 
    to customise depending on your play style. It's similar to the arts in SFIII, 
    without the different length and number of stocks.
    
    
    ================
    =Character data=
    ================
    
    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 750 and Hawk has 1150.
    
    Note that unlike games such as Alpha, or SFEX, there are not many 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              (*)    9 343 500
    Breathless                   5 329 480 (grab)
    
    ADON
    Jaguar Varied Assault        6 320     (18/355 with P followup, 8/350 with K)
    Jaguar Revolver       (*)    8 354 510
    Jaguar Avalanche      (*)    9 299 430
    
    AKUMA
    Raging Demon                15 330     (grab)
    Wrath of the Raging Demon   27 368 510 (grab)
    Tornado Kick          (*)    2 335 500
    
    BALROG
    Crazy Buffalo         (*)    5 345     (hold kick for uppers)
    Violent Buffalo       (*)   11 336 491 (hold kick for uppers)
    Dirty Bull                   3 205 300 (grab)
    
    BLANKA
    Ground Shave Roll            4 400     (with charge)
    Lightning Cannonball         4 341 495
    Shout of Earth        (*)    4 284 420 (horizontal and vertical do same?)
    
    C. VIPER
    Emergency Combination        3 300
    Burst Time            (*)    5 329 480
    Burning Dance         (*)   29 276 380
    
    CAMMY W
    Spin Drive Smasher           7 350
    Gyro Drive Smasher           8 330 480
    Cammy Quick Combination      3 322 470 (counter against low attacks)
    
    CHUN-LI
    Senretsukyaku                9 340
    Hosenka               (*)   21 325 460
    Kikosho                     20 240 330 (projectile)
    
    CODY T
    Dead End Irony               7 350     (low/mid/high)
    Final Destruction     (*)   12 324 468
    Last Dread Dust             14 350 510
    
    DAN H
    Hissho Buraiken             19 350
    Shisso Buraiken              8 319 465
    Haoh Gadouken                6 251 368 (projectile)
    
    DEE JAY
    Sobat Carnival               7 350
    Sobat Festival               6 323 473
    Climax Beat           (*)   44 364 501
    
    DHALSIM
    Yoga Inferno                 5 350     (projectile)
    Yoga Catastrophe             5 205 300 (! but easy to follow up)
    Yoga Shangri-la              5 311 450 (grab)
    
    DUDLEY
    Rocket Upper                15 350
    Rolling Thunder             12 346 500
    Corkscrew Cross       (*)    7 300 440
    
    E. HONDA
    Super Killer Head Ram        2 400
    Ultimate Killer Head Ram (*) 8 348 510
    Ultra Oicho Throw            2 305 450 (grab)
    
    EL FUERTE
    El Fuerte Dynamite           8 330
    El Fuerte Flying Giga Buster 2 325 470 (grab) (controllable)
    Ultra Spark                 17 355 500 (grab)
    
    FEI-LONG
    Rekkashinken                 5 370
    Rekkashingeki               12 344 495
    Gekirinken                  11 326 470 (counter against high attacks)
    
    GEN Mantis style (P)
          Zan'ei          (*)    6 300
          Zetsuei         (*)   13 286 405
          Shitenketsu     (*)    2 307 443
    GEN Crane style  (K)
          Jakouha                1 320     (air grab)
          Ryukoha                2 279 398 (air grab)
          Teiga           (*)   11 302 428
    
    GOUKEN
    Forbidden Shoryuken   (*)    7 345
    Shin Shoryuken        (*)    3 338 503
    Denjin Hadoken               4 174 255 (projectile) (8/338/495 after max charge)
    
    GUILE
    Double Flash                 6 360
    Flash Explosion              9 355 510
    Sonic Hurricane              6 286 420
    
    GUY
    Bushin Hasoken               7 350
    Bushin Goraisenpujin  (*)    7 316 460
    Bushin Muso Renge           19 352 500 (grab)
    
    HAKAN
    Flying Oil Spin              7 400     (450 after oil; no increase when charged)
    Oil Coaster                  5 326 480 (grab) (5/358/530 after oil)
    Oil Combination Hold         8 276 401 (catches jumpers) (8/309/450 after oil)
    
    IBUKI
    Hyper Dagger Toss           12 330     (three angles)
    Super Energy Grab           11 347 501 (grab)
    Hashinsho             (*)   27 337 469
    
    JURI H
    Fuharenjin                   6 370     (three distances)
    Feng Shui Engine             0   0     (allows custom combos for 8-15 seconds)
    Kaisen Dankairaku     (*)   12 333 480
    
    KEN M
    Shoryureppa                  6 400
    Shinryuken            (*)   17 348 500
    Guren Senpukyaku      (*)   12 331 476
    
    M. BISON
    Knee Press Nightmare         5 340
    Nightmare Booster            6 334 492
    Psycho Punisher       (*)    3 283 420 (overhead)
    
    MAKOTO
    Tanden Renki                 0   0     (increase damage by 25% for approx 10sec)
    Seichusen Godanzuki   (*)    5 329 480
    Abare Tosanami        (*)    4 271 390
    
    ROSE
    Aura Soul Spark              5 300     (projectile)
    Illusion Spark        (*)    6 342 498
    Soul Satellite        (*)    2 166 240 (+protect +combo possibility for 5-10 s)
    
    RUFUS
    Spectacle Romance     (*)    3 330
    Space Opera Symphony  (*)   10 314 460
    Big Bang Typhoon      (*)   18 316 450
    
    RYU
    Shinku Hadouken              5 300     (projectile)
    Metsu Hadouken               8 255 369 (projectile)
    Metsu Shoryuken       (*)    3 339 503
    
    SAGAT
    Tiger Genocide               7 350
    Tiger Destruction           13 344 500
    Tiger Cannon                 8 264 384 (projectile)
    
    SAKURA K
    Haru Ichiban                 7 350     (hits low)
    Haru Ranman           (*)    5 312 451
    Shinku Hadoken               5 224 329 (projectile) (horizontal/diagonal: same)
    
    SETH
    Tanden Storm                21 350
    Tanden Stream         (*)   20 243 340
    Tanden Typhoon        (*)   14 262 372
    
    T. HAWK
    Double Typhoon               2 430     (grab)
    Raging Typhoon               2 349 510 (grab)
    Raging Slash                 6 308 450 (air grab)
    
    VEGA
    Flying Barcelona Special    
      Rolling Izuna Drop         3 400     (grab) (10% more with no mask)
    Bloody High Claw      (*)    5 320 480 (10% more with no mask)
    Splendid Claw         (*)    3 303 450 (hits low)
    
    ZANGIEF
    Final Atomic Buster          3 450     (grab)
    Ultimate Atomic Buster       3 353 520 (grab)
    Siberian Blizzard            3 308 450 (air 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
    
    As can be seen with Hakan (based on the character Darun), and Makoto, some 
    moves are passive, and serve only to alter the properties of other moves.
    
    When used in combination with other moves, the game's damage scaling comes into
    effect. This is more severe than in most other games, favoring shorter combos.
    
    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), up until the 9th hit.
    
    In addition, damage is scaled down depending on how much health the opponent 
    has. When they have 30-50% health left, you do 5% less damage. 15-30% health 
    left: 10% less. And in the last 15%, 25% less.
    
    Another detail to note is the scaling with super and ultra combos. If you 
    include an ultra inside a combo, then the damage will be reduced as if there 
    was one extra hit beforehand. 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=
    ==========
    
    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 life bar.
    
    Coming in a future version of this document will be treatment of Juri's FSE,
    which can be used for CCs of around 400 (think V-ism).
    
    
    =========
    =Options=
    =========
    
    All the above assumes standard settings. The PlayStation3 version is the one 
    used at the annual Evo and SBO tournaments.
    
    
    =======
    =Legal=
    =======
    
    Contact me via the email address on:
    http://thesuper.angelfire.com/
    
    To be hosted intact on gamefaqs.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.