Who Is Your Character And What Can He Do?


#1

Hello everybody! As I previously discussed in GD. I want to make a thread where EVERY character gets a biography, of sorts. Basically, a reference for each individual character. I will cover my main character, Ryu. I hope that everyone will be able to learn and contribute something to this thread. :slight_smile:

I’ve opted to include a character photo. Depending on how slow large photos make this thread load, I may have to ask a mod to remove them. It’s entirely up to you if you want to add one yourself.

Please note, one character per member. IE, Vulcan Hades would cover Yoshimitsu and perhaps discuss it with other Yoshimitsu mains. :stuck_out_tongue:

If somebody lists a BNB and you feel yours is more optimized, then feel free to inform them or me of it. Also, try to include whether your BNB needs meter. And no matter how difficult the combo is to perform, IE EWGF or Flicker cancels, still list it. And perhaps, list a slightly easier BNB, if you can.

Character images can be found here.

Ryu Frame Data

Strengths: Zoning, footsies, frame traps and anti airs.

Weaknesses: Needs meter to do good damage, lacks mix ups, low comeback ability, susceptible to raw launcher because of crouching based footsie game.

**Best partners: **Kazuya, Zangief, Guile, Lili, Law, Jin

Raw Tag Punish: F+HP (Solar Plexus Strike), St.Mp, St.Hp (chain), EX Joudan, Jp.Hp, Cr.Hp, HK Tatsu. 441 damage. Requires one meter of EX.

Hit Confirms:

Cr.Mp, Cr.Mp, Cr.Mk, EX Joudan, Jp.Hp, Cr.Hp, HK Tatsu. (379)

Cr.Mp, Cr.Hp, HP SRK. (278)

Cr.Mp, Cr.Mp, Cr.Mk, LK Joudan. (231)

Cr.Mp, Cr.Hp (link), EX Joudan, J.Hp, Cr.Hp, HK Tatsu. (399)

Overhead Combos:

F+Mp, St.Lp, Cr.Mk, EX Joudan, J.Hp, Cr.Hp, HK Tatsu. For this to hit you must be close to your opposition.

Corner Combos:

Cr.Mp, Cr.Hp (link), EX Joudan, Cr.Hp, LK Joudan, Cr.Hp, HK Tatsu. (428) This combo is spacing dependent. You must catch your opponent with the LK Joudan just before they land.

F+HP (Solar Plexus Strike), St.Mp, St.Hp (chain), EX Joudan, Cr.Hp, LK Joudan, Cr.Hp, HK Tatsu. (452)

Tag Cancel Combos:

In my opinion, Ryu isn’t a very good team player. For the most part, you’d have to spend two bars to do any real damage, but the resulting damage will depend on your anchor. IE, Ryu WILL do more damage if he tags into a Kazuya who can EWGF. Rather than Ken, who has limited juggle capabilities.

The damage for these combos don’t have to be listed, as it all depends on what your anchor can do.

Cr.Mp, Cr.Hp, HP SRK XX Tag.

Cr.Lk, Cr.Lp, Cr.Mk, HP SRK XX Tag.

Cr.Mp, Cr.Hp (link), EX Joudan, Jp.Hp, Cr.Hp, HK Tatsu XX Tag.

St.Lp, Cr.Hp, HP SRK XX Tag.

All of the combos listed above require one bar of EX.

Preferred Team Position: It’s subjective, really. Point Dhalsim and anchor Ryu is a very good team. Simply because Dhalsim can control the flow of a match so well and allow Ryu to tag in safely. But then, point Ryu and anchor Zangief is a deadly team. With Ryu’s superior walk speed and SRK tag cancels allowing Zangief to be in a strong position.

I’d say, it’s entirely up to you. For me, I play point Ryu. Although, by default, if you play Kazuya X Ryu, Kazuya MUST be your anchor.

Cross Rush Post Combo: The Ideal combo after a boost chain for Ryu is Cr.Hp, Hadoken CADC, Cr.Hp, HK Tatsu. The damage is unlisted because of how subjective it can be. IE, gems and scaling. Note, the first Cr.Hp must be done immediately as Ryu enters. Any later and it won’t work properly.

Finally, unless it’s listed that you should chain, all of the combos above are links.

Here’s hoping that you guys will contribute also! :smiley:

Completed:

“Ryu Bio”

“Juri Bio”

“Xiaoyu Bio”

“Marduk Bio”

“Elena Bio”

“Hwoarang Bio”


The Akuma Thread
#2

Woop, knowledge thread! I’m in thar!

Juri Frame Data (outdated)

Strengths: Zoning, frame traps, low meter usage, high meter generation, high corner and anti-air damage
Weaknesses: Poor reversal options, no true block strings outside of chains and cancels, low midscreen damage
Preferred team position: Point or Anchor

Raw tag punishes (close/mid screen)
meterless - j.hk > cr.hp xx jump cancel > hk.shikusen > fs.mp xx lk.senpusha (324 dmg)
1 bar solo - j.hk > cr.hp xx jump cancel > ex-shikusen > lk.senpusha (388 dmg)
1 bar tag - j.hk > cr.hp xx hk.senpusha [TAG] (302 dmg + followup)

Raw tag punish (full screen)
meterless - foward jump > hk.shikusen > fs.mp xx lk.senpusha (180 dmg)
1 bar tag - forward jump > hk.shikusen > fs.mp xx mk.senpusha [TAG] (176 dmg + followup)

BnB’s (no stores)
*cr.lk > st.lp > fs.mp xx fuhajin store > fs.mp xx fuhajin store (216 dmg)
*cr.lk > st.lp > fs.mp xx fuhajin store > fs.mp xx lk.senpusha (236 dmg)
cr.lk > st.lp > fs.mp xx cr.hp xx launcher (182 dmg + followup)
*cr.lk > *cl.lk > cr.mp/cr.mk xx hk.senpusha (206 dmg)
shikusen (deep) > cl.hp xx lk.senpusha (210 dmg)
shikusen (shallow) > fs.mp xx lk.senpusha (180 dmg)
shikusen > fs.mp xx fuhajin store (148 dmg)
cr.hp xx jump cancel > shikusen > fs.mp xx lk.senpusha (248 dmg)
cr.hp xx jump cancel > shikusen > fs.mp xx fuhajin store (220 dmg)
*- can use any of Juri’s light’s except for far lk.

BnB’s (Fuhajin stores)
cr.hp xx lk.fuhajin release > cr.mk xx hk.senpusha (276 dmg)
cr.mk xx lk fuhajin release > fs.mp xx fuhajin store > fs.mp xx lk.senpusha (276 dmg)
cr.hp xx lk.fuhajin release > fs.mp xx cr.hp xx launcher (252 dmg + followup)
*fuhajin release > dash forward > cr.mp xx hk.senpusha (212~232 dmg)
*fuhajin release > dash forward > fs.mp xx *fuhajin release > fs.mp xx hk.senpusha (268~297 dmg)
*- damage varies depending on what versions of fuhajin are used

AA Combos
cr.hp xx jump cancel > j.hp > cl.hp xx fuhajin store (304 dmg)
cr.hp xx jump cancel > j.hp > cl.hp xx lk.senpusha (332 dmg)
cr.hp xx jump cancel > j.hp (delayed) > nj. hk > lk.senpusha (340 dmg)
cr.hp xx jump cancel > j.hp (delayed) > j.mk > cl.hp xx lk.senpusha (369 dmg)
cr.hp xx jump cancel > j.hp (delayed) > nj.hk > cl.hp xx lk.senpusha (393 dmg, corner only)

Overhead combos (counter-hit only)
f+mk > *cr.lk > st.lp > fs.mp xx fuhajin store > cr.hk (269 dmg)
f+mk > *cr.lk > st.lp > fs.mp xx hk.senpusha (267 dmg)
f+mk > cr.lk > st.lp > fs.mp xx cr.hp xx launcher (246 dmg + followup)
f+mk > cr.lp xx lk.fuhajin release > fs.mp xx hk.senpusha (275 dmg)
*- can use cr.lp or cl.lk instead.

Post-Launch Combos (damage is based off a raw launcher)
cr.hp xx jump cancel > j.hp > cl.hp xx *lk.senpusha (393 dmg, requires a high launch)
cr.hp xx jump cancel > j.hp > launcher (340 dmg, relaunch, requires a high launch)
cr.hp xx jump cancel > hk.shikusen > cl.hp xx *lk.senpusha (345 dmg, inconsistent outside of the corner but possible midscreen)
cr.hp xx jump cancel > hk.shikusen > fs.mp xx *lk.senpusha (324 dmg)
*- lk.senpusha can be replaced with fuhajin store in order to tag back to your partner or store a fireball

Corner combos
cr.hp xx lk.fuhajin release > cr.hp xx hk.senpusha > cr.hp xx jump cancel > j.hp > cl.hp xx lk.senpusha (470 dmg)
cr.hp xx lk.fuhajin release > cr.hp xx hk.senpusha > cr.hp xx jump cancel > shikusen > cl.hp xx lk.senpusha (440 dmg)

How to combo into super/cross art

  • shikusen > fs.mp xx super/cross art
  • cr.hp xx jump cancel > j.hp > cl.hp xx cross art (AA)
  • cr.hp xx jump cancel > j.hp > cr.mp/cr.mk xx super (AA)
  • cr.hp xx jump cancel > ex-shikusen > super
  • Super and cross art can also be combo’d into after landing a grounded mk.senpusha (very tight link) or hk.fuhajin store (same damage, easier)

Tagging into your partner

  • Tag on first hit of mk/hk senpusha (Tagging on first hit of hk senpusha is safe on block… usually), works during juggles
  • Tag on fuhajin store (Tag on the kick, the fuhajin will release and keep the opponent airborne while your partner runs in, hk works best), works during juggles
  • Tag on cl.hk (Keeps opponent grounded for follow-ups)
  • Tag during ex-shikusen (timing is character dependent, follow-ups are difficult)

"You Are Not A Warrior, You're A Beginner." The New Street Fighter X Tekken 2013 Combo Thread
#3

Strengths: High damage output, Efficient damage scaling In switch combos, High anti-air damage, Fast/far moving backdash, great order control without sacrificing damage, combo-able/low crushing overhead

Weaknesses: Low health, no reversals, all ranged pokes are 10f or slower, cannot punish fireballs at mid-range, very subpar neutral game, terrible low normals, extremely floaty jump (think Dhalsim without a teleport!), extremely high risk anti-air

Preferred team position: anchor (can be played on point but extremely risky!)

Best partners: Alisa, Vega, Lili, Julia, Chun-Li

Xiaoyu frame data

Hit confirms:
[LIST]
[]far. mp
[
]far. mk (counter-hit can be linked to cr. mk)
[]cr. mk
[
]st. lp, cr. mk xx phoenix stance cancel xx hp wave crest
[/LIST]
Post Launcher:
[LIST]
[]cr. hp xx mp Hakkesho xx lp Hakkesho, cr. hk (394)
[
]cr. hk xx stance cancel xx cr. hp xx mp hakkesho, cr. hk (386)
[]cr. hk xx stance cancel xx cr. hp xx phoenix stance cancel hk phoenix talon (367)
[
]lp hakkesho, cr. hp xx phoenix stance cancel xx hk phoenix talon (377 + best switch cancel option after raw launcher)
[/LIST]


Cyanide (f+mk):
[LIST]
[]mp hakkesho, cr. hp xx phoenix stance cancel xx hk phoenix talon (327)
[
]mp hakkesho, cr. hp xx mp hakkesho, cr. hk (346)
[]
[/LIST]
Raw Tag punishes:
[LIST]
[
]j.hp, cr. hp xx stance cancel xx cr. hp xx stance cancel xx hp wave crest, st. mp xx mp hakkesho xx lp hakkesho, cr. hk (464)
[]st. mp xx rds stance cancel xx turn of fortune xx phoenix xx wave crest, st. mp xx mp hakkesho xx lp hakkesho, cr. hk (357) can use hp wave crest instead of turn of fortune for 4 less damage
[
]far. mk, cr. lp, cr. mk xx phoenix stance cancel xx wave crest, st. mp xx mp hakkesho xx lp hakkesho, cr. hk (340)
[/LIST]

Ex Shooting Star (fireball punishes)
[LIST]
[]lp hakkesho, cr. hp xx phoenix stance cancel xx hk phoenix talon (397)
[
]cr. hp xx stance cancel xx cr. hp xx stance cancel xx cr. hp xx phoenix stance cancel xx phoenix talon (435 corner only)**
[]cr. hp xx mp hakkesho xx lp hakkesho, cr. hk (414)
[/LIST]
Anti-Air
[LIST]
[
]cr. hk xx stance cancel cr. hk xx phoenix stance cancel xx hk phoenix talon (300) switch cancel for max damage
[]cr. hk xx stance cancel xx j.hk, cl. hp xx storming flower (325)
[
]cr. hk xx stance cancel x4 (315) breakdance loop (free raw tag)
[/LIST]

**Corner Only **
[LIST]
[]st. mp xx phoenix stance cancel xx hp wave crest xx cr. hp xx stance cancel x3 xx phoenix stance cancel xx hk phoenix talon (394)
[
]st. mp xx phoenix stance cancel xx hp wave crest xx cr. hp stance cancel x2 xx mp hakkesho, cr. hk (370)
[/LIST]

Final Notes:
If a combo ends in cr. hk you can assume it can be raw tagged immediately after.

Any combo that ends in phoenix talon will provide the best damage or positioning for your partner to follow-up on.

Any combo that involves Cr. hp xx stance cancels will be difficult without practice. Make sure you get consistent with them or you can end up getting yourself killed if you drop them.

Overall Xiaoyu is fairly easy to play and a lot easier if you run her as an anchor and raw tag her after she’s done with her mix-ups. Running her on point will allow you to get max damage from your first switch cancel combo but you can do just the same with her on anchor if you point character can build meter extremely fast. Pair her up with someone who has good tools for zoning/footsies and you have an easy way to get her in to deal massive damage without the hassle of dealing with high risks.


#4

<span style=“font-size:1.5em”><b>Yoshimitsu</b></span><br>
<br>
<br>
<b>Strengths: </b>Good mixups,  good AAs, great air to airs, good
ground control, great CADC, excellent okizeme, comeback and
reset potential.<br>
<br>
<b>Weaknesses:</b>  Weak wake up/reversals, tiny backdash, slow movement/normals,
huge meter whore, can’t duck under certain
projectiles.<br><br><b>Preferred team position:</b>   Works both ways so it’s mostly preference.  <br><br><b>Best partners:</b> 
Christie, Asuka, Heihachi, Lili, Law, Hwoarang, Juri, Kazuya, King, Kuma,
Marduk, Zangief, Hugo  etc. (basically any character with strong mixups or any
grappler)<br><br>Most of Yoshimitsu’s special moves keep the opponent standing
on the ground.
This gives you full control every time about who you want to keep in the
back. This also makes Yoshimitsu one of the best characters to setup
damaging resets. As such, he works best with mixup characters and
grapplers. His primary role is to assist the powerhouse character (who
usually struggles to get in). His secondary role is to protect the life
lead thanks to his ground+air control. But Yoshimitsu himself can also
be used as a mixup and okizeme anchor.<br><br>Note: Yoshimitsu without
meter is average (still ok) but Yoshimitsu with meter is something
else.  So ideally his partner should be a decent battery (and not rely too much
on meter) in addition to having a really solid up close game.<br><br>Gehosen: dp+P<br>Windmill: hcb+P<br>Poison Breath: hcb+K<br>SlapUSilly: qcf+P<br>Stone Fists: qcf+K<br>Suicide: hcb,f+P<br>air target: b+lk,mk (during forward jump)<br><br>Best Combos (updated for ver 2013):<br>
<br>
<b>Punish:</b><br><ul><li>
j.hp, cl.mp xx HP Gehosen, s.lk, s.mk xx HP Gehosen (365 dmg)</li><li>j.hp, raw Launcher > BnB ender (~360-420 dmg)</li><li>j.hp, s.mk xx Windmill xx switch > BnB ender or launch back to yoshi (~478-510 dmg, 1 bar)</li><li>j.hp, s.mk xx EX Suicide xx switch > BnB ender or launch back to yoshi (~628-678 dmg, 2 bars)</li></ul>
<b>Hit-confirms:</b><br><ul><li> j.mk, cl.mp, s.lp xx HP Gehosen, s.lk, s.mk xx HP Gehosen (323 dmg)</li><li>
j.mk, cl.mp, cr.lp xx HK Stone Fists xx switch > BnB ender or launch back to yoshi (~360 dmg, 1 bar)</li><li>j.mk, cl.mp, s.lp xx s.mk xx EX Poison Breath, throw (290 dmg, 1 bar)</li><li>j.hp/air target, s.mk xx Windmill xx switch > BnB ender or launch back to yoshi (~470-510 dmg, 1 bar)*</li></ul><p>*It’s
possible to hit confirm with j.hp or air target alone since it’s multiple hits. (you
can visually see/hear if the opponent is blocking or not)<br></p><p>
<b>Overhead combos:</b><br></p><ul><li>f.mk, mp xx switch > BnB ender or launch back to yoshi (~315-350 dmg, 1 bar)</li><li>f.mk, mp, bb xx EX Gehosen, HP Gehosen (289 dmg, 1 bar)<br></li><li> LP Suicide xx switch > BnB ender or launch back to yoshi (~510-567 dmg, 1 bar)</li><li>EX Suicide xx switch > BnB ender or launch back to yoshi (~600 dmg, 2 bars)<br></li></ul><p>
<b>Counter/Reversal combos:</b></p><ul><li>EX Gehosen, HP Gehosen (250 dmg, 1 bar) xx switch (~450-470 dmg, 2 bars)<br></li><li>EX SlapUSilly/Stone Fists xx switch > BnB ender or launch back to yoshi (~478-510 dmg, 2 bars)</li><li>EX SlapUSilly/Stone Fists xx switch > charge EX to Super (500+ dmg, 3 meters)</li></ul><p>
<b>Anti-Air combos:</b></p><ul><li>LP Gehosen, s.mk xx HP Gehosen (228 dmg) xx switch (~375 dmg, 1 bar)</li><li>cr.hp (ch), s.mk xx HP Gehosen (298 dmg) xx switch (~420-460 dmg, 1 bar)</li><li>cr.hp (ch), s.mk xx Cross-Art (~550-600 dmg, 3 bars)<b><br></b></li><li>LP Gehosen, HP Gehosen, HP Gehosen (278 dmg) xx switch (~400-440 dmg, 1 bar)</li></ul><p>
<b>Air-to-Air combos:</b></p><ul><li> fj.hk, cl.mp, s.mk xx HP Gehosen (285 dmg) xx switch (~400 dmg, 1 bar)</li><li>bj.hk, Super (415 dmg, 2 bars)</li><li>air target, s.mk xx HP Gehosen (235 dmg) xx switch (~350 dmg, 1 bar)</li><li>air target, Super (377 dmg, 2 bars)</li><li>bj.mp (ch) xx switch (~300 dmg, 1 bar)</li></ul><p><b>Post-Launch ender:</b><br></p><ul><li>cl.mp xx CADC, cl.mp/cr.lp, s.mk xx HP Gehosen (max damage)<br></li><li>cl.mp, s.lp, s.mk xx LP Gehosen  (best okizeme)</li><li>cl.mp, cr.hk xx CH store<br></li><li>cl.mp, cl.mp, cl.mp xx HP Gehosen (corner)<br></li></ul><p><b>Post-Switch ender:</b><br></p><ul><li>same as post-launch</li><li>HP Gehosen, MP Gehosen, HP Gehosen</li><li>(j.mp/hp/hk), cl.mp, s.mk xx HP Gehosen</li></ul><p>Possible links for hit confirming:<br><br>1. cs.mp, s.lp (this one is all you really need to practice)<br>2. cs.mp, cr.lp<br>3. cs.mp, s.lk<br>4. cs.mp, cr.lk<br>5. s.lp, s.lp<br>6. s.lp, cr.lp<br>7. s.lp, s.lk<br>8. cr.lk (ch), cr.lk<br>9. s.lk (ch), s.lk<br>10. cs.mp (ch), cr.mk (great for counter hit hunting because cr.mk can combo into Windmill unlike lights)<br><br>Mid-range buffers:<br><br>1. s.lk xx s.hp xx Launcher<br>2. s.lk xx s.mk xx EX PB / EX Windmill<br>3. s.lk xx s.mk xx EX SUS xx switch<br>4. cr.mp xx Windmill xx switch<br>5. s.mk xx HP Gehosen / MK PB<br><br>You should punish things with (fastest to slowest): <br><br>1. cr.lp/s.lk xx boost/HP Gehosen (4f)<br>2. EX Windmill or Super (6f)<br>3. cr.mk xx HP Gehosen/Windmill (7f)<br>4. s.mk xx HP xx Gehosen/Windmill (8f)<br>5. Cross-Art (8f)<br>6. cr.hp xx Launcher (11f?)<br>7. Flea to Sling Headbutt, s.mk xx Windmill xx switch / HP Gehosen / Launcher (17f)<br>8. Windmill xx switch (18f)<br>9. j.hp, s.mk xx Windmill/EX Suicide xx switch (for long recovery moves like raw tags)</p>


#5

I Like this thread a lot and when I have time I will Edit this post when I get more time.
Plus like Vulcan Hades I want to make sure some of Chun-Li’s changes aren’t going to effect her current abilities
But I must say the only reason I clicked on this thread at first was the obvious Arnold influence in the title from Kindergaten Cop, brilliant!

Editing is coming soon…


SFxT General Discussion #3 - Still Alive
SFxT General Discussion #3 - Still Alive
#6

Who is your Daddy, and what does he do? I’ll write this after 2013 comes out.

Reserved for Rufus.


#7

Nice one. Will it be done today?


#8

Unless others want to make them I can totally do one for Paul and also Bob, Guy, Balrog, and Poison down the line unless better minds step up. Great idea and I’d love to contribute, but I’m gonna wait until 2013 drops for a week rather than edit the crap out of it/change it completely.

Heck I could do a lot if in a long time characters are still undone, gotta share all the theory I collect. I’ve written character guides a few months back on my characters, like Poison, Bob, and Nina, you can look at. If you like them I can edit them, take out the first person and add condensed versions here, but again, 2013 and a few months old.

Sent from my DROID2 GLOBAL using Tapatalk 2


#9

No worries, I understand that a lot of you guys want to wait until 2013. It’s fine with me. :stuck_out_tongue:


#10

Oh and a suggestion for organization, take it or leave it, would be to have the character entries in topics in their own subforums and the main post of this topic having hyperlinks to all the completed ones. Otherwise as the posts count up here it might be hard to easily find a certain character’s post especially if they are mentioned in other character bios for reference/comparison.

You could also make each Bio post start off with a certain tag to make it easier to ctrlF. Hell that is probably better. Like, “Xchristie,” or anything.

Sent from my DROID2 GLOBAL using Tapatalk 2


#11

How can I copy each individual post? IE, get the link for each individual post.


#12

Oh, I meant subforums. Do not think you can do it for posts in a topic but maybe. Atm there’s no problem, but even just making sure each post here has a title like “Jack Bio” means that one can search “character Bio” and find if it is there or not. Maybe update first post listing which are currently here if this ever gets multiple pages.

Sent from my DROID2 GLOBAL using Tapatalk 2


SFxT General Discussion #3 - Still Alive
#13

Ibuki reserve. I should do one for Vega as well.


#14

By all means, feel free to do one for Vega as well.


#15

This is why I thought NO ONE would be doing this until 2013 dropped. The flavor texts could be rendered invalid simply due to relative worth changes caused by changes to everyone else.

Edit@Intuitive: I always felt Ryu’s Super Art is still just as versatile as Metsu Hadoken was in SF4. (Putting it in combos still requires 2-3 bars of meter in almost all situations though). Still should count as a plus for him, since its high versatility can help with team synergy.


#16

I’ll be honest, I rarely ever use his SA. Unless it’s for specific punishes which couldn’t be achieved through his normals. I feel for two bars he can do more damage without it. Do you use it much in combos?


#17

My main combo uses it by charging to it off of EX after landing heavy Hunting Hawk. By himself, mainly after catching someone out of the air with a light Shoryuken, jumping medium punch, or counter hit. The unrecoverable damage can help give one a bit of momentum, and compared to most other super arts, it’s pretty good.


#18

Just a suggestion, but once the majority of the cast gets written up, you might wanna create a new thread, copy/paste everything over and reserve spots for any characters without writeups. Even if everything is in one thread it can be a hassle to find when you’ve gotta sift through random posts to find what you’re looking for.


#19

Look at my first post, I’ve got it covered. :slight_smile: Nobody is submitting information at a rate that I can’t handle.


#20

Asuka is a lot different in 2013, so I’m gonna do the writeup for her then.