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Street Fighter 4 MBison.jpg

Matchups

7:3: Blanka

6:4: Akuma, Dhalsim, El Fuerte, Claw

5:5: Ryu, Zangief, Dictator, Rufus, Viper, Ken, Abel, Guile, E. Honda,

4:6: Sagat, Chun Li

Quelle: eventhubs.com - Tier listing for 2009



Special Moves & EX Special Moves

  • Dash Straight:  charge(2 sec.)   +P (charge B,F+P)
    Float-Eigenschaft. EX Focus Attack & Super Cancel.


  • Dash Upper:  charge(2 sec.)   +K (charge B,F+K)
    Float-Eigenschaft. EX Focus Attack & Super Cancel.


  • Dash Ground Straight:  charge(2 sec.)   +P (charge B,DF+P)
    Low-Attack, d.h. kann nur tief geblockt werden. Float-Eigenschaft. EX Focus Attack & Super Cancel.


  • Dash Swing Blow:  charge(2 sec.)   +P halten (charge B,DF+P hold)
    Overhead, d.h. kann nur stehend geblockt werden. Float-Eigenschaft. Armor-Breaking und EX Focus Attack & Super Cancel.


  • Dash Ground Smash:  charge(2 sec.)   +K (charge B,DF+K)
    Float-Eigenschaft. Armor-Breaking und EX Focus Attack & Super Cancel.


  • Buffalo Headbutt:  charge(2 sec.)   +P (charge D,U+P)
    Float-Eigenschaft.


  • Turn Punch: charge(2 sec.) PPP oder KKK und loslassen
    Je lange die Buttons gedrückt gehalten werden, umso mehr Schaden richtet der Move bei hit an (maximal 56 Sekunden, wobei dadurch die Hälfte der Lebensenergie des Gegners zerstört wird). Armor-Breaking und EX Focus Attack & Super Cancel.




  • EX Dash Straight:  charge(2 sec.)   +PP (charge B,F+PP)
    Float-Eigenschaft. EX Focus Attack & Super Cancel und 1 Hit-Super-Armor.


  • EX Dash Upper:  charge(2 sec.)   +KK (charge B,F+KK)
    Float-Eigenschaft. EX Focus Attack & Super Cancel und 1 Hit-Super-Armor.


  • EX Dash Ground Straight:  charge(2 sec.)   +PP (charge B,DF+PP)
    Low-Attack, d.h. kann nur tief geblockt werden. Float-Eigenschaft. EX Focus Attack & Super Cancel und 1 Hit-Super-Armor.


  • EX Dash Swing Blow:  charge(2 sec.)   +PP halten (charge B,DF+PP hold)
    Overhead, d.h. kann nur stehend geblockt werden. Float-Eigenschaft. EX Focus Attack & Super Cancel, Armor-Breaking und 1 Hit-Super-Armor.


  • EX Dash Ground Smash:  charge(2 sec.)   +KK (charge B,DF+KK)
    Float-Eigenschaft. EX Focus Attack & Super Cancel, Armor-Breaking und 1 Hit-Super-Armor.


  • EX Buffalo Headbutt:  charge(2 sec.)   +PP (charge D,U+PP)
    15 Frames Unverwundbarkeit. Float-Eigenschaft.



Super & Ultra Moves

  • Crazy Buffalo (Super):  charge(2 sec.)     + P oder K (charge B,F,B,F+P or K)
    Juggle-Eigenschaft. EX Focus Attack & Super Cancel.


  • Violence Buffalo (Ultra):  charge(2 sec.)     + PPP oder KKK (charge B,F,B,F+PPP or KKK)
    Juggle-Eigenschaft. Juggle-Eigenschaft. EX Focus Attack & Super Cancel.



Focus Attacks & EX Focus Attacks

siehe allgemein dazu: Focus Attacks (Saving Attacks) und EX Focus Attacks



Combos

• 3x c.LP, LP Dash Straight

• 2x c.LP, Buffalo Headbutt, juggle mit Ultra or Super (Kick-Versionen)

• 2x c.LP, c.MK, Buffalo Headbutt

• Dash Swing Blow, c.LK, LP Dash Straight

• close HK, c.LK, LP Dash Straight, Super

[nur mit stehendem Gegner] 2x c.LP, EX Dash Upper, 2x c.LP, HP Buffalo Headbutt, Ultra



Wichtige Counter-Attack-Optionen

gegen Zangiefʼs Double Lariat (PPP): LP (Far), c.HP (Far), EX Buffalo Headbutt (Far/Close), EX Dash Upper (Far)

gegen E.Hondaʼs Headbutt (charge B; F+P): LP Dash Straight, HP Super, Ultra

gegen Blankaʼs Rolling Attack (charge B;F+P): LP Dash Straight, LP Super, Ultra

gegen Guileʼs Sonic Boom (charge B;F+P): EX Dash Straight, Super, Ultra



Framedata



frame frame frames of frames of super meter cancel
move Name startup active recovery adv.blk adv.hit blockstun hitstun damage stun gain block ability comments
close LP 4 2 7 +2 +5 10 13 20 50 20 HL CSpS -
close MP 6 4 12 -2 +1 13 16 80 100 40 HL S -
close HP 5 5 16 -3 +2 17 22 120 200 60 HL S stands opponent up
close LK 3 2 7 +2 +5 10 13 40 50 20 HL CSpS -
close MK 5 4 13 -3 0 13 16 90 100 40 HL SpS -
close HK 7 2 13 +3 +7 17 21 100 300 60 HL S -
far LP 4 2 4 +5 +8 10 13 20 50 20 HL CSpS -
far MP 7 2 16 -4 -1 13 16 90 100 40 HL S -
far HP 9 4 21 -7 -3 17 21 100 200 60 HL - -
far LK 4 2 10 -1 +2 10 13 40 50 20 HL CS -
far MK 9 3 12 -1 +2 13 16 90 100 40 HL S -
far HK 8 2 20 -4 0 17 21 110 200 60 HL - -
crouch LP 3 2 5 +4 +7 10 13 20 50 20 HL CSpS -
crouch MP 7 4 12 -2 +1 13 16 70 100 40 HL SpS -
crouch HP 7 5 21 -8 -3 17 22 110 200 60 HL S stands opp up
crouch LK 4 2 9 0 +3 10 13 30 50 20 L SpS -
crouch MK 8 2 8 +4 +7 13 16 70 100 40 L S -
crouch HK 8 2 22 -6 - 17 - 90 120 60 L S opp cant quick rise
jump up LP 5 2 - - - 8 11 50 50 20 H - -
jump up MP 5 4 - - - 11 15 90 100 40 H - -
jump up HP 5 9 - - - 15 18 110 200 60 H - -
jump up LK 5 3 - - - 8 11 50 50 20 H - -
jump up MK 6 2 - - - 11 15 80 100 40 H - -
jump up HK 5 2 - - - 15 18 110 200 60 H - -
jump forward LP 4 3 - - - 8 11 50 50 20 H - -
jump forward MP 7 3 - - - 11 15 80 100 40 H - -
jump forward HP 6 7 - - - 15 18 110 200 60 H - -
jump forward LK 5 6 - - - 8 11 50 50 20 H - -
jump forward MK 7 2 - - - 11 15 80 100 40 H - -
jump forward HK 8 6 - - - 15 18 110 200 60 H - -
Focus Level 1 21 2 35 -21 -21 15 15 90 100 20 HL - -
Focus Level 2 17+12 2 35 -15 - 21 - 120 150 40 HL - -
Focus Level 3 65 2 35 - - - - 170 200 60 - - -
Head Bomber: neutral or f+LP+LK 3 2 20 - - - - 140 160 40 0.9 - recovers 66f before opp
Reverse Break: b+LP+LK 3 2 20 - - - - 140 140 0 0.9 - recovers 56f before opp
LP Dash Straight: charge b(55f),f+LP 13[4] 7 17 -3 -2 20 21 100 100 20/30 HL S *1, stands opp up
MP Dash Straight: charge b(55f),f+MP 22[7] 6 19 -6 -1 18 23 110 150 20/30 HL S *1, stands opp up
HP Dash Straight: charge b(55f),f+HP 35[7] 6 20 -8 -1 17 24 120 200 20/30 HL S *1, stands opp up
EX Dash Straight: charge b(55f),f+PP 35[7] 6 17 -2 +2 20 24 120 200 0/0 HL S *1,*2, stands opp up
LK Dash Upper: charge b(55f),f+LK 14[5] 4 20 -3 -1 20 22 100 100 20/30 HL S *1, whiffs crouching opp
MK Dash Upper: charge b(55f),f+MK 22[7] 4 20 -5 +1 18 24 110 150 20/30 HL S *1, whiffs crouching opp
HK Dash Upper: charge b(55f),f+HK 35[7] 4 21 -7 +1 17 25 120 200 20/30 HL S *1, whiffs crouching opp
EX Dash Upper: charge b(55f),f+PP 35[7] 4 18 -1 +4 20 25 120 200 0/0 HL S *1,*2, whiffs crouching opp
LP Dash Ground Straight: charge b(55f),df+LP 22[13] 8 21 -8 - 20 - 90 100 20/30 L S *1, opp cant quick rise
MP Dash Ground Straight: charge b(55f),df+MP 29[14] 8 21 -10 - 18 - 100 150 20/30 L S *1, opp cant quick rise
HP Dash Ground Straight: charge b(55f),df+HP 42[14] 8 21 -11 - 17 - 110 200 20/30 L S *1, opp cant quick rise
EX Dash Ground Straight: charge b(55f),df+PP 42[14] 8 17 -4 - 20 - 110 200 0/0 L S *1,*2, opp cant quick rise
LP Dash Swing Blow: charge b(55f),df+LP(hold) 31[22] 5 21 -5 +10 20 35 80 100 20/30 H S *1, armor break
MP Dash Swing Blow: charge b(55f),df+MP(hold) 38[23] 5 21 -7 +10 18 35 90 150 20/30 H S *1, armor break
HP Dash Swing Blow: charge b(55f),df+HP(hold) 51[23] 5 21 -8 +10 17 35 100 200 20/30 H S *1, armor break
EX Dash Swing Blow: charge b(55f),df+PP(hold) 51[23] 5 21 -5 +10 20 35 100 200 0/0 H S *1,*2, armor break
LK Dash Ground Smash: charge b(55f),df+LK 21[12] 8 20 -5 - 22 - 100 100 20/30 HL S *1, armor break
MK Dash Ground Smash: charge b(55f),df+MK 28[13] 8 20 -7 - 20 - 110 150 20/30 HL S *1, armor break
HK Dash Ground Smash: charge b(55f),df+HK 41[13] 8 20 -9 - 18 - 120 200 20/30 HL S *1, armor break
EX Dash Ground Smash: charge b(55f),df+PP 41[13] 8 16 -1 - 22 - 120 200 0/0 HL S *1,*2, armor break
LP Buffalo Headbutt: charge d(55f),u+LP 8 11 10+13 -13 - 20 - 130 200 30/40 HL - 1~7 upper body invincible, lower body projectile invincible

1~18 throw invincible 8~18 projectile invincible 8~ airborne

MP Buffalo Headbutt: charge d(55f),u+MP 10 11 10+13 -13 - 20 - 140 200 30/40 HL - 1~9 upper body invincible, lower body projectile invincible

1~20 throw invincible 10~20 projectile invincible 10~ airborne

HP Buffalo Headbutt: charge d(55f),u+HP 12 11 9+13 -12 - 20 - 160 200 30/40 HL - 1~11 upper body invincible, lower body projectile invincible

1~22 throw invincible 12~22 projectile invincible 12~ airborne

EX Buffalo Headbutt: charge d(55f),u+PP 12 11 9+13 -12 - 20 - 150 200 0/0 HL - 1~15 invincible

12~ airborne

Turn Punch Lv1: charge PPP or KKK(32f), release 30 7 13 -2 +2 17 21 130 200 30/40 HL S *3
Turn Punch Lv2: charge PPP or KKK(2s), release 30 7 16 -5 -1 17 21 150 210 30/40 HL S *3
Turn Punch Lv3: charge PPP or KKK(4s), release 30 8 18 -8 -4 17 21 180 220 30/40 HL S *3
Turn Punch Lv4: charge PPP or KKK(8s), release 30 9 21 -12 -8 17 21 210 230 30/40 HL S *3
Turn Punch Lv5: charge PPP or KKK(16s), release 30 10 22 -14 -10 17 21 250 240 30/40 HL S *3
Turn Punch Lv6: charge PPP or KKK(24s), release 30 11 24 -17 -13 17 21 280 250 30/40 HL S *3
Turn Punch Lv7: charge PPP or KKK(32s), release 30 12 26 -20 -16 17 21 410 260 30/40 HL S *3
Turn Punch Lv8: charge PPP or KKK(40s), release 30 13 29 -24 -20 17 21 460 270 30/40 HL S *3
Turn Punch Lv9: charge PPP or KKK(48s), release 30 15 32 -29 -25 17 21 510 280 30/40 HL S *3
Turn Punch Final: charge PPP or KKK(56s), release 30 16 36 -34 -30 17 21 560 290 30/40 HL S *3
Crazy Buffalo: charge b(55f),f,b,f+P or K 1+9 6(8)6(7)6
(8)6(15)3
13 -14 - 17x4*19 21x4*- 60x4*105 0 0/0 HL - 1~end of flash invincible

armor break

Violence Buffalo: charge b(55f),f,b,f+PPP or KKK 1+10 3*3(8)3
*3(7)3*3
(8)3*3(15)
x3
39 -25 - 17 21 30x8*35x3 0 0/0 HL - 1~end of flash invincible

armor break

move name startup active recovery frame frame frames of frames of damage stun super meter block cancel comments
adv.blk adv.hit blockstun hitstun gain ability
(*1) (all dash punches): startup changes according to distance; brackets are startup when sticking close; charge time 55
(*2) (ex dash punches): 1 ~ end of active frames has armor
(*3) (all turn punches): 1 ~ 18 invincible to strikes; armor breaks

Quelle: shoryuken.com

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