Ultra Combo Damage Guide
SUPER STREET FIGHTER IV (PS3) Damage FAQ v1.6 By DarkDoctrine. Apr-June 2010.
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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
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.
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
CHARACTER / move abk hits min max notes
Heartless (*) 6 335
Soulless (*) 9 343 500
Breathless 5 329 480 (grab)
Jaguar Varied Assault 6 320 (18/355 with P followup, 8/350 with K)
Jaguar Revolver (*) 8 354 510
Jaguar Avalanche (*) 9 299 430
Raging Demon 15 330 (grab)
Wrath of the Raging Demon 27 368 510 (grab)
Tornado Kick (*) 2 335 500
Crazy Buffalo (*) 5 345 (hold kick for uppers)
Violent Buffalo (*) 11 336 491 (hold kick for uppers)
Dirty Bull 3 205 300 (grab)
Ground Shave Roll 4 400 (with charge)
Lightning Cannonball 4 341 495
Shout of Earth (*) 4 284 420 (horizontal and vertical do same?)
Emergency Combination 3 300
Burst Time (*) 5 329 480
Burning Dance (*) 29 276 380
Spin Drive Smasher 7 350
Gyro Drive Smasher 8 330 480
Cammy Quick Combination 3 322 470 (counter against low attacks)
Senretsukyaku 9 340
Hosenka (*) 21 325 460
Kikosho 20 240 330 (projectile)
Dead End Irony 7 350 (low/mid/high)
Final Destruction (*) 12 324 468
Last Dread Dust 14 350 510
Hissho Buraiken 19 350
Shisso Buraiken 8 319 465
Haoh Gadouken 6 251 368 (projectile)
Sobat Carnival 7 350
Sobat Festival 6 323 473
Climax Beat (*) 44 364 501
Yoga Inferno 5 350 (projectile)
Yoga Catastrophe 5 205 300 (! but easy to follow up)
Yoga Shangri-la 5 311 450 (grab)
Rocket Upper 15 350
Rolling Thunder 12 346 500
Corkscrew Cross (*) 7 300 440
Super Killer Head Ram 2 400
Ultimate Killer Head Ram (*) 8 348 510
Ultra Oicho Throw 2 305 450 (grab)
El Fuerte Dynamite 8 330
El Fuerte Flying Giga Buster 2 325 470 (grab) (controllable)
Ultra Spark 17 355 500 (grab)
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
Forbidden Shoryuken (*) 7 345
Shin Shoryuken (*) 3 338 503
Denjin Hadoken 4 174 255 (projectile) (8/338/495 after max charge)
Double Flash 6 360
Flash Explosion 9 355 510
Sonic Hurricane 6 286 420
Bushin Hasoken 7 350
Bushin Goraisenpujin (*) 7 316 460
Bushin Muso Renge 19 352 500 (grab)
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)
Hyper Dagger Toss 12 330 (three angles)
Super Energy Grab 11 347 501 (grab)
Hashinsho (*) 27 337 469
Fuharenjin 6 370 (three distances)
Feng Shui Engine 0 0 (allows custom combos for 8-15 seconds)
Kaisen Dankairaku (*) 12 333 480
Shoryureppa 6 400
Shinryuken (*) 17 348 500
Guren Senpukyaku (*) 12 331 476
Knee Press Nightmare 5 340
Nightmare Booster 6 334 492
Psycho Punisher (*) 3 283 420 (overhead)
Tanden Renki 0 0 (increase damage by 25% for approx 10sec)
Seichusen Godanzuki (*) 5 329 480
Abare Tosanami (*) 4 271 390
Aura Soul Spark 5 300 (projectile)
Illusion Spark (*) 6 342 498
Soul Satellite (*) 2 166 240 (+protect +combo possibility for 5-10 s)
Spectacle Romance (*) 3 330
Space Opera Symphony (*) 10 314 460
Big Bang Typhoon (*) 18 316 450
Shinku Hadouken 5 300 (projectile)
Metsu Hadouken 8 255 369 (projectile)
Metsu Shoryuken (*) 3 339 503
Tiger Genocide 7 350
Tiger Destruction 13 344 500
Tiger Cannon 8 264 384 (projectile)
Haru Ichiban 7 350 (hits low)
Haru Ranman (*) 5 312 451
Shinku Hadoken 5 224 329 (projectile) (horizontal/diagonal: same)
Tanden Storm 21 350
Tanden Stream (*) 20 243 340
Tanden Typhoon (*) 14 262 372
Double Typhoon 2 430 (grab)
Raging Typhoon 2 349 510 (grab)
Raging Slash 6 308 450 (air grab)
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)
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.
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.
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
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).
All the above assumes standard settings. The PlayStation 3 version is the one
used at the annual Evo Championship and Tougeki SBO tournaments.
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This may not be used for any profitable or promotional purposes.
Battle Gouken in Arcade Mode
(Assumes default settings, 3 rounds):
-Do not lose a single round
-Perform 5 Super or Ultra Combo Finishes.
-Score 2 Perfect Rounds (Not get hit a single time during a Round)
-Connect 10 "First Hits" (When you're the first to connect a strike during a Round)
Gouken will appear after you have beaten Seth.
Defeating Gouken will unlock the "Gouken Killer" Profile Title
Unlockable Character Icons/Titles
Blue Character Title: Clear Arcade with the character on any difficulty.
Character Icon #1: Complete any trial with the character.
Character Icon #2: Complete 8 different trials with the character.
Character Icon #3: Complete 16 different trials with the character.
Character Icon #4:Complete all trials with the character.
Gold Character Title #1: Complete 12 different trials with the character.
Gold Character Title #2: Complete 14 different trials with the character.
Gold Character Title #3: Complete 18 different trials with the character.
Gold Character Title #4: Complete 20 different trials with the character.
Gold Character Title #5: Complete 22 different trials with the character.
Red Character Title: Clear Arcade with the character on the hardest difficulty.
Silver Character Title #1: Complete 2 different trials with the character.
Silver Character Title #2: Complete 3 different trials with the character.
Silver Character Title #3: Complete 4 different trials with the character.
Silver Character Title #4: Complete 6 different trials with the character.
Silver Character Title #5: Complete 10 different trials with the character.
Unlock Bonus Stages
Barrel Buster Bonus Stage: Beat Arcade mode under any difficulty
Car Crusher Bonus Stage: Beat Arcade mode under any difficulty
Overachiever (0 points):
Attain all the Achievements! The path of the warrior demands this from those who walk on it!
Fashion Plate (10 points):
Even a top rate fighter needs to coordinate properly! You gotta get all of the Colors first!
Dan the Man (10 points):
Mastery of the Saikyo arts requires mastery of the Personal Action! Collect 'em all, punk!
Entitled (50 points):
A Title does not tell all of a man, sir, but if I were to see one Title, I'd want them all...
Iconoclast (50 points):
Oh my gosh, those Icons are so adorable! I gotta find Don-chan and catch 'em all!
Special Movement (10 points):
Do a Special Move 100 times! If you're a true student of the Rindo-kan dojo, it's your duty!
EXtra! EXtra! (10 points):
Battle requires courage! Train by using your EX Gauge to successfully land 100 EX Moves!
Super, Man! (10 points):
To battle is to win a fight with overwhelming strength! Show me you can do 100 Super Combos!
Ultra, Man! (10 points):
If yer gonna fight, give it your all, pal. Performing 100 Ultra Combos oughta do it, eh?
It Takes Focus (10 points):
Your mission, should you wish to join Delta Red, is to connect with 100 Focus Attacks!
Superior Super (10 points):
Trust your instincts and winning will come easy. Let's begin with 50 Super Combo finishes!
Ultimate Ultra (10 points):
Candy always says you gotta win with style, so go out there and perform 50 Ultra Combo finishes!
Sunspotter (10 points):
Amigo, perform 365 Super or Ultra Combo finishes against your opponents! The dawn is coming!
Absolute Perfection (20 points):
Lauren's waiting, so how about you finish your fights quickly and get 30 Perfects. Sound good?
Clear Headed (10 points):
Hey! Got time to kill? Try to clear Arcade Mode on Medium or higher! That's all you gotta do!
All Clear (10 points):
To get strong takes lots of fighting! Clear Arcade Mode on Medium or higher with all characters!
Herculean Effort (10 points):
Can you finish Arcade Mode on Medium or higher without using a continue? Show me you can!
Hard Times (20 points):
To escape death is to beat the strongest of the strong. Finish Arcade Mode on Hardest, kid!
Long Time No See (50 points):
Do you wish for defeat? If so, complete Arcade Mode on Hardest difficulty and beat Gouken!
Rival Schooled (20 points):
See your future by clearing every Rival Battle on Medium or higher with every character.
Speed Freak (30 points):
Finish each round in Arcade Mode on Medium or higher in 20 seconds or less. Too easy.
Good Start (10 points):
All of nature must withstand a trial. You must clear 10 trials in Trial Mode to succeed.
Trail of Trials (20 points):
There is no shortcut in the art of Yoga. Aim to clear any character's Trial Mode trials!
Trial Athlete (50 points):
I shall assimilate all and be all-powerful! Clear all Trial Mode challenges, and so can you!
Oh! My Car! (10 points):
Hee hee, destruction is so much fun! Score 80,000 points or more in the Car Crusher bonus stage!
Barrel of Laughs (10 points):
No need for barrels without oil! Score 110,000 points or more in the Barrel Buster bonus stage!
It Begins (10 points):
The fight starts here! Set your Title and Icon, and begin fighting on Xbox Live!
First Timer (10 points):
I'll never forget my first time for Ryu's sake! Win one Ranked Match! Gotta aim for the top!
Threepeat (20 points):
You think being this good is easy? Let's see you win 3 Ranked Matches in a row, champ!
Fivepeat (30 points):
This is your real power, child? Show me it's not luck by winning 5 Ranked Matches in a row!
Tenpeat (50 points):
Don't hold back your true potential! Win 10 Ranked Matches in a row!
Moving On Up (10 points):
Ya need to do anything to reach the top of the food chain! Let's see a Rank Up via Ranked Match!
Now You C Me... (20 points):
I wrestle only the strong! You shall rank up to C Rank if you wanna face me, comrade!
From C to Shining C (50 points):
You think you're good, don't you? Prove it by ranking up all characters to C Rank!
Road to Victory (10 points):
You wanna get that fight money? You're gonna have to win 10 Xbox LIVE matches first, sucka!
Battle Master (20 points):
Only winners can attain such beauty. Win 30 Xbox LIVE matches and I may share my beauty secrets.
Legendary Fighter (50 points):
I shall make you the right hand of Shadaloo if you can win 100 Xbox LIVE matches!
Worldly Warrior (10 points):
Let's do this, amigo! Fight 50 Xbox LIVE matches, because that's the only way to become strong!
Bring it on! (20 points):
No comrade, this will not do! We must become stronger, for our fans! Fight 100 Xbox LIVE matches!
This is Madness! (50 points):
Fighting is fun, huh? Well then, let's aim for 300 Xbox LIVE matches fought, OK buddy?
Team Player (10 points):
A 1-on-1 fight is fun, but it's more fun with friends! Try fighting in a Team Battle!
Team Mate (10 points):
Win 1 Team Battle match, and you will learn that teamwork can help you become stronger!
Teamworker (30 points):
A pro can win with any team. Win 10 Team Battles but don't forget, you have to win too!
Keep on Truckin' (10 points):
If you want to focus on nothing but the fight, entering an Endless Battle is for you!
Three For The Road (20 points):
In the pursuit of strength, one must have a goal! In Endless Battle win 3 matches in a row.
Endless Ten (50 points):
Throw away your fears and focus on the fight! Win 10 fights in a row in Endless Battle!
Replayer (10 points):
Watch 30 Replays via the Replay Channel! Isn't it fun watching people go at it tooth and nail!?
Endless Lobbyist (10 points):
It's only natural for warriors to seek fights! Create 30 Endless Battle lobbies!
Team Lobbyist (10 points):
Hey mon, battlin' is fun, no? Go out and create 30 Team Battle lobbies and enjoy the rhythm!
Quarter Up (10 points):
Fight 30 opponents via Arcade Fight Request. It'd be easy with the right bait, he he.