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                 - Archived Entry -

11.29.2004 - CFE Official Fighter's Guide Clarifications and Errata

Following some unexpected delays, the Capcom Fighting Evolution Official Fighter's Guide finally hit stores on Tuesday the 23rd, just before Thanksgiving. Nearly all of the information contained within is accurate and exact. Most of the corrections below address slight ambiguities in data presentation resulting from the book's uniquely flexible layout. Anyone familiar with frame data should be able to sort through it all using a little bit of deductive logic, so a lot of these notes only exist to save time and effort. Minor spelling errors won't be mentioned unless they produce misinformation.

Numbers within red bubbles accompanying individual attack illustrations represent vitality damage while numbers within blue bubbles represent stun damage. Both values stay constant regardless of opposing character attributes. Inflicted numerical vitality damage only decreases following the third hit of a combo or when the opponent's vitality gauge is nearly drained. Stun damage can never be reduced, but it is negated for the entirety of any combo performed against a dizzy opponent. Every time that a stun limit is reached, it is raised by 15 up to a maximum of 120, resetting back to the base value between rounds.

However, some characters have more starting vitality points or higher stun limits than others.

  • Felicia and Ingrid start off at the 55 stun limit.
  • Guile, M.Bison, Ryu, Shin Akuma, Chun Li, Urien, Yun, Anakaris, Demitri, Jedah, Pyron, Guy, Karin, Rose, Sakura, Hydron, and Kenji start off at the 60 stun limit.
  • Alex and Leo start off at the 65 stun limit.
  • Zangief and Hauzer start off at the 70 stun limit.

    For all HS and BS values, impact animation frames where both characters are frozen have been deducted from the numbers presented. In most cases, jumping light attack animations freeze for 9 frames on impact, jumping medium attacks freeze for 11 frames, and jumping hard attacks freeze for 13 frames. Connected hard attacks seem to cause more hit stun than light attacks only because of this variance, which does not affect relative character recovery periods. Projectile collisions freeze only the stunned character, which explains why air projectiles have such high HS and BS values.

    Most special moves have three sets of values - one for each button strength. If only one set is listed, then all versions have the same data. One set of data for aerial special moves follows the ground version data. EX versions of SFIII specials and ES versions of DS specials always appear last. All HA and BA values are signed (+/-/±). Since all HS and BS values are positive, they are never signed. To find aerial version frame data, simply look for the set with unsigned hit and blocked values.

    Only a handful of exceptions to the above conventions exist in the book.

  • The first set of data for Zangief's Double Lariat corresponds to the PPP version, while the second represents the KKK version.
  • The first set of data for Shin Akuma's Ashura Senkuu corresponds to both PPP versions, while the second represents both KKK versions.
  • Although initiated on the ground, controllable recovery times for M.Bison's Head Press and Devil Reverse, and Guy's Izuna No Hiji Drop necessitate the use of unsigned HS and BS values instead.
  • Since Demitri's air Bat Spin has the same fixed recovery time as the ground version, signed HA and BA values are used throughout.
  • Although Karin's QCF+P and HCF+P Guren Ken variations differ in damage by 100 points, their frame data is identical.
  • Sakura's Hadoken data varies by power level, not by button strength.
  • The first set of data for Hydron's Tadpole Shot corresponds to the P versions, while the second represents the K versions.

    Some otherwise accurate numbers are labeled incorrectly.

  • Ryu's diagonal j.MP, Alex's vertical j.HK, Leo's diagonal j.LP and Leo's air command normals have their ST, HS, BS values incorrectly marked with TO, ST, HA headers, respectively.
  • Illustrations for Pyron's command normals are mixed up, but their text is accurate.
  • Ryu's air Tatsumaki Senpukyaku and Pyron's Orbiter Blaze data list proper HS and BS values, despite their incorrect HA and BA titles.

    All special moves with both ground and air versions should have their hit values marked as HA/HS and their blocked values marked as BA/BS.

  • Anakaris' Coffin Drop, Demitri's Chaos Flare, and Sakura's Shunpu Kyaku have accurate numbers, but mislabeled HA and BA titles which should read HA/HS and BA/BS, respectively.
  • For reference, Shin Akuma's Tatsumaki Senpukyaku, Demitri's Bat Spin, Jedah's Deo Segah, Pyron's Soul Smasher, Pryon's Galaxy Trip, and Pyron's Piled Hell are correctly labeled.

    Several Darkstalkers ES and EX moves are missing air version information.

  • Anakaris' air ES Coffin Drop has 29 ST, 2 IV, down HS, 208 BS.
  • Anakaris' air Pharaoh's Magic has 41 ST, 12 IV, down HS, 35 BS.
  • Demitri's air ES Chaos Flare has 15 ST, 2 IV, down HS, 53 BS.
  • Demitri's air ES Bat Spin has 30 ST, 2 IV, +11 HA, +10 BA.
  • Jedah's air ES Deo Segah has 43 ST, 2 IV, 42 HS, 41 BS.
  • Jedah's HCB+K,P Ira Spinta variation (erroneously listed as HCB+P) has 63/63 ST, 0/2 IV, down/down HS, 22/26 BS.
  • Pyron's air ES Soul Smasher has 25 ST, 2 IV, down HS, 53 BS.

    Seven specific super moves cause varying effects depending on execution inputs.

  • Alex's Stungun Headbutt, Kenji's Bakuryusho, and Ingrid's Sunburst each have three different versions, but the single set of frame data listed for each attack applies to all three variants.
  • Pyron's Cosmo Disruption progresses through four different versions based on how long the buttons are held, but the third and fourth variants have identical frame data. Using HCF+KKK instead of HCF+PPP alters explosion placement but does not affect any numbers.
  • Urien's LP Aegis Reflector has 4+29 ST, 4+12 IV, +107 HA, +106 BA.
  • Urien's MP Aegis Reflector has 4+41 ST, 4+12 IV, +119 HA, +118 BA.
  • Urien's HP Aegis Reflector has 4+49 ST, 4+12 IV, +127 HA, +126 BA.
  • Urien's PPP Aegis Reflector has 4+21 ST, 4+12 IV, +99 HA, +98 BA.
  • Felicia's LK+MK Please Help Me has 1 ST, 2 IV, down HA, +12 BA.
  • Felicia's LK+HK Please Help Me has 1 ST, 2 IV, down HA, -76 BA.
  • Felicia's MK+HK Please Help Me has 1 ST, 2 IV, down HA, -57 BA.
  • Hydron's Lightning Mast can be accelerated by mashing. The listed +3 BA assumes that all ten hits are blocked, which is only possible through extensive mashing. Furthermore, mashing can reduce the activation period from 4+8 ST down to 4+2 ST. Mashing does not increase the maximum number of hits since juggle potential is not affected by hit rate. However, mashing does ensure that the maximum number of hits connect before the opponent is knocked out of range.

    Every neutral LP+LK throw has 5 ST and may be teched from the 5th frame through the 8th frame. Every directional LP+LK throw has 3 ST and may be teched from the 3rd frame through the 10th frame. This distinction holds true even if both versions look identical and inflict equal damage. Anakaris is the only character without LP+LK throws. In addition, he may only tech neutral LP+LK throws beginning with the 6th frame and directional LP+LK throws beginning with the 4th frame.

    Unfortunately, the guide omits TO values for all LP+LK throws. Kenji's listed neutral LP+LK throw values are obviously erroneous duplicates of his follow-up attack data, and therefore meaningless.

  • All SF2 and SFA characters' whiffed neutral LP+LK throws have 31 TO.
  • All SF2 and SFA characters' whiffed directional LP+LK throws have 29 TO.
  • Alex's whiffed neutral and directional LP+LK throws have 38 TO and 36 TO, respectively.
  • Chun Li's whiffed neutral and directional LP+LK throws have 32 TO and 30 TO, respectively.
  • Urien's whiffed neutral and directional LP+LK throws have 37 TO and 35 TO, respectively.
  • Yun's whiffed neutral and directional LP+LK throws have 34 TO and 32 TO, respectively.
  • Demitri's whiffed neutral and directional LP+LK throws have 35 TO and 33 TO, respectively.
  • Felicia's whiffed neutral and directional LP+LK throws have 36 TO and 34 TO, respectively.
  • Jedah's whiffed neutral and directional LP+LK throws have 35 TO and 33 TO, respectively.
  • Pyron's whiffed neutral and directional LP+LK throws have 43 TO and 41 TO, respectively.
  • Hauzer's whiffed neutral and directional LP+LK throws have 33 TO and 31 TO, respectively.
  • Hydron's whiffed neutral and directional LP+LK throws have 35 TO and 33 TO, respectively.
  • Kenji's whiffed neutral and directional LP+LK throws have 37 TO and 35 TO, respectively.
  • Leo's whiffed neutral and directional LP+LK throws have 23 TO and 21 TO, respectively.
  • Ingrid's whiffed neutral and directional LP+LK throws have 31 TO and 29 TO, respectively.

    Although every Alpha Counter has a different startup time, all Alpha Counters have equal ST and IV values, with two exceptions. Rose's B,DB,D+P Alpha Counter remains invincible surprisingly long, with an IV value 8 frames greater than its ST value. Sakura's B,DB,D+K Alpha Counter loses invincibility unusually early, with an IV value 4 frames less than its ST value.

    Once their lightning effects dissipate, each Darkstalkers Guard Cancel adopts its corresponding special move's ST and BA frame data, along with down HA across the board. All Darkstalkers Guard Cancels, including ES versions, remain invincible for the duration of the lightning effect in addition to the first 2 frames of the attack's startup animation.

    Ingrid's F+MP+MK Guard Cancel mimics her Wrap Around maneuver. However, following the lightning effect, her rolling animation TO and IV values are both reduced by 1 frame. Analogously, Ingrid's B+MP+MK Guard Cancel resembles her back dash. Its TO value is not modified, but its invincibility period lasts an additional 11 frames after the lightning effect.

    Many chain combos utilize non-standard normal attacks with modified data. Due to space limitations, this information was cut from the final version of the book.

  • M.Bison's second j.MP in his diagonal j.MP -> j.MP air chain has 5 ST, 14 HS, 18 BS.
  • Shin Akuma's s.HP in his close s.MP -> s.HP chain has 39 TO, 8 ST, down HA, -7 BA.
  • Alex's c.MK in his c.LK -> c.MK chain has 24 TO, 5 ST, +4 HA, +3 BA.
  • Alex's c.HK in his c.LK -> c.HK chain has 45 TO, 15 ST, down HA, -8 BA.
  • Chun Li's second j.HP in her diagonal j.HP -> j.HP air chain has 6 ST, 14 HS, 22 BS.
  • Urien's F+HP in his F+MP -> F+HP chain has 40 TO, 15 ST, -2 HA, -3 BA.
  • Urien's s.MP in his s.LP -> s.MP chain has 22 TO, 5 ST, +4 HA, +3 BA.
  • Yun's s.LK in his s.LP -> s.LK chain has 24 TO, 5 ST, -3 HA, -4 BA.
  • Yun's s.MP in his s.LP -> s.LK -> s.MP chain has 30 TO, 7 ST, +3 HA, +2 BA.
  • Yun's s.HP in his s.MP -> s.HP chain has 40 TO, 12 ST, -2 HA, -3 BA.
  • Yun's B+HP in his s.MP -> s.HP -> B+HP chain has 45 TO, 18 ST, down HA, +5 BA.
  • Yun's c.HP in his c.MP -> c.HP chain has 32 TO, 6 ST, +7 HA, +6 BA.
  • Yun's j.F+HP in his j.LP -> j.F+HP air chain has 6 ST, 14 HS, 22 BS.
  • Guy's s.HP in his s.MP -> s.HP chain has 37 TO, 4 ST, -10 HA, -11 BA.
  • Guy's s.MP in his s.LP -> s.MP chain has 19 TO, 4 ST, +4 HA, +3 BA.
  • Guy's s.HP in his s.LP -> s.MP -> s.HP chain has 34 TO, 6 ST, -5 HA, -15 BA.
  • Guy's s.HK in his s.LP -> s.MP -> s.HP -> s.HK chain has 33 TO, 8 ST, down HA, -3 BA.
  • Guy's D+HK in his s.LP -> s.MP -> s.HP -> D+HK chain has 0 ST.
  • Guy's HK in his DF+HK -> HK chain has 38 TO, 14 ST, down HA, -2 BA.
  • Kenji's second s.HP in his s.HP -> s.HP chain has 45 TO, 19 ST, -3 HA, -4 BA.
  • Kenji's s.HK in his s.MK -> s.HK chain has 39 TO, 10 ST, flip HA, -11 BA.
  • Kenji's s.HP in his LP -> s.HP chain has 42 TO, 14 ST, down HA, -4 BA.
  • Kenji's c.HP in his LP -> c.HP chain has 49 TO, 12 ST, down HA, -15 BA.
  • Leo's second s.HP in his s.HP -> s.HP chain has 48 TO, 17 ST, -8 HA, -9 BA.
  • Leo's second c.HK in his c.HK -> c.HK chain has 45 TO, 18 ST, down HA, -5 BA.

    Demitri's Midnight Bliss turns opponents into helpless vampire victims. Shin Akuma, Alex, Chun Li, Anakaris, Demitri, Guy, Rose, and Leo all have an alternate rare transformation available, but only Guy's and Rose's secondary vampire victim sprites made it into the guide. Holding LP+MK+HP before Demitri reaches his opponent guarantees alternate Midnight Bliss forms.

    Luckily, miscellaneous typographical errors and omissions are relatively uncommon and often minor.

  • Guile's missing F+MK and B+MK both have the same numbers as his listed far s.MK data.
  • M.Bison's missing Head Press follow-up attack has 4 ST, 24 HS, 23 BS.
  • Zangief's vertical j.U+MP inflicts 25->54 stun.
  • Zangief's vertical j.U+HP inflicts 50->79 stun.
  • Shin Akuma's Counter commands are D,D+PPP and D,D+KKK.
  • Shin Akuma's air Tatsumaki Senpukyaku has 0 IV, not 10 IV.
  • Shin Akuma's forward dash has 20 TO.
  • Shin Akuma's back dash has 24 TO.
  • Shin Akuma's Quick Standing has 28 TO and 17 IV.
  • Chun Li's wall jump has 4 ST.
  • Chun Li's third Hyakuretsu Kyaku damage refers to the HK version. There is no EX version.
  • Yun's far s.LK has -4 HA, not -5 HA.
  • Yun's Fake Kobokushi has 31 TO. For comparison, the LP Kobokushi has 45 TO.
  • Darkstalkers have the same aerial guard sub-system as SFA and Red Earth characters.
  • Darkstalkers follow-up attack commands are U+K and U+KKK against downed opponent.
  • Anakaris' diagonal j.MK inflicts 600+600 damage, identical to his vertical j.MK damage.
  • Anakaris' missing B+HK has the same numbers as his listed s.HK and F+HK data.
  • Anakaris' missing vertical double jump has 1 ST.
  • Anakaris' missing vertical double jump descent has 1 ST.
  • Anakaris' missing diagonal double jump has 0 ST.
  • Demitri's neutral LP+LK throw inflicts 1358->2405 damage.
  • Demitri's missing air LP+LK throw inflicts 2200 damage.
  • Felicia's missing wall jump has 8 ST.
  • Felicia's neutral LP+LK throw inflicts 400->2446 damage.
  • Felicia's missing air LP+LK throw inflicts 2200 damage.
  • Felicia's missing D,D+KKK EX Charge special has 21 TO (minimum - hold buttons to extend).
  • Felicia's ES Cat Spike inflicts 5000 damage, not 2600 damage.
  • Felicia's Delta Kick has 6/6/6/6 ST.
  • Felicia's missing Taunt attack has 37 TO and 6 ST.
  • Jedah's missing air F,F glide attack has 11 ST, down HS, 22 BS.
  • Pyron's ES follow-up attack has 41 TO, not 47 TO.
  • Pyron's missing air LP+LK throw inflicts 2200 damage.
  • Pyron's air Soul Smasher has 25 ST, not 26 ST.
  • Guy's wall jump has 6 ST.
  • Sakura's missing Taunt attack has 12 ST, -16 HA, -17 BA.
  • Sakura's F,D,DF+K,P,P,P Sakura Otoshi has 11->1/11->1/11->1 ST.
  • Sakura's F,D,DF+K,K Sakura Otoshi has 21->23/21->24/21->26 TO.
  • Hauzer's close and far s.LP both inflict 1+1+1 stun.
  • Hauzer's follow-up attack has 72 TO and 39 ST, not 53 TO and 30 ST.
  • Hydron's follow-up attack has 53 TO and 30 ST, not 72 TO and 39 ST.
  • Kenji's missing j.F+HK and j.D+HK both have the same numbers as his listed j.HK data.
  • Kenji's double jump has 3 ST.
  • Kenji's MK and HK Kagerou variations can be canceled into his j.LP, j.MP, or j.HP after 1 ST.
  • Leo's j.D+HK has 22 BS, not 18 BS.

    Finally, i just want to apologize to anyone i forgot to mention in my acknowledgments - especially FMJaguar, Edma, GhettoD, ohayo1234, Mouko, T7, eidrian, J0kes, Trung, and all the UCI regulars. Further thanks to box, fubarduck, RenoROB, Space Lion, Drunken Master, sano, Ultima, and Saotome Kaneda for spotting subtle printed mistakes. Not that anyone should care, but i never wanted that "I" capitalized either. All collective group efforts are fueled by sacrifices of individuality. Overall, i feel we succeeded in creating a quality product and i'm glad i got to be involved.