SUPER STREET FIGHTER IV (PS3) Damage FAQ v1.1 By DarkDoctrine. Apr-May 2010. ======= =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 difference 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 (boost 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 (increases damage by 25 % for approx 10 sec) 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 (+added protection and combo possibilities for 5-10 seconds) 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 and diagonal do same damage) 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. ========= =Options= ========= All the above assumes standard settings. The PS3 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 gamesradar.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.