ULTRA STREET FIGHTER IV (PS3) Damage FAQ v1.0 By DarkDoctrine. October 2014.

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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.

New in USFIV is the ability to choose both ultras at once. The penalty for this
is that they do 75% of their original damage (60% if you're using a grappling
character).


================
=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 (has armour)
Breathless                   5 329 480 (grab)

ADON
Jaguar Varied Assault        6 320     (18/355 with P followup, 8/350 with K) 3s
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)

DECAPRE
Strafe Dagger               10 360
Psycho Stream                9 207 297 (projectile)
DCM (Anti-Ground)     (*)   11 291 420
DCM (Anti-Air)        (*)   11 291 420

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     (three distances)
El Fuerte Flying Giga Buster 2 325 470 (grab) (controllable)
Ultra Spark                 17 355 500 (grab)

ELENA
Spinning Beat                7 350
Brave Dance           (*)   15 307 440
Healing                      0         (gives you energy back)

EVIL RYU
Raging Demon                15 370     (grab)
Messatsu Gohadou             8 233 341 (projectile) (431 if charged)
Messatsu Goshoryu           14 352 501

FEI-LONG
Rekkashinken                 5 370     (three distances)
Rekkashingeki               12 344 495
Gekirinken                  11 326 470 (counter against high attacks)

GEN Mantis style (P)
     Zan'ei          (*)    6 300     (can follow up)
     Zetsuei         (*)   13 286 405
     Shitenketsu     (*)    2 307 443 (provisional)
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     (three distances)
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)

HUGO A
Hammer Mountain              5 300
Gigas Breaker                3 343 510 (grab)
Megaton Press                2 293 431 (air grab)

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 (hold buttons to fall short)

ONI
Raging Demon                15 370     (grab) (350 in air)
Meido Gohadou         (*)    8 313 450 (projectile) (375 in air) (375
vertically)
Tenchi Sokaigen       (*)    2 354 525

POISON
Thunder Whip                 6 370
Love Storm            (*)   11 321 465 (projectile)
Poison Kiss                  3 344 510 (grab)

ROLENTO S
Mine Sweeper                 4 350
Patriot Sweeper       (*)   12 293 420
Take No Prisoners     (*)    2 327 480

ROSE
Aura Soul Spark              5 300     (projectile) (425 after max absorbs)
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     (three distances)
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)

YANG L
Seiei Enbu                   0         (multiplies hits for 6 seconds)
Raishin Mahhaken      (*)   18 339 480
Tenshin Senkyuutai    (*)   16 311 440

YUN L
Genei Jin                    0         (allows juggles for 7 seconds)
Youhou                (*)    4 257 375
Sourai Rengeki              13 315 450

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.

Every time Rose absorbs an opponent's fireball with a jab reflect, she gains
5% extra damage for her next fireball or super (as well as the first orb on
her U2). This can continue for a maximum of 7 absorbs (35% extra damage)

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 pts (think V-ism).


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

All the above assumes standard settings. The PlayStation 3 version is the one
used at the annual Evo Championship and Tougeki SBO tournaments.


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

Contact me via the email address on:
http://thesuper.angelfire.com/

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This guide is for personal use only, and cannot be reproduced.
This may not be used for any profitable or promotional purposes.

The end.