Street Fighter IV
Street Fighter IV

Full Move List

Street Fighter IV (Arcade): Learn every character's Special Move, Super Combo, and Ultra Combo. Master Universal Notations for a decisive advantage in combat.

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Full Move List

Welcome, aspiring World Warriors! This comprehensive move list is your ultimate guide to mastering the diverse cast of Street Fighter IV (Arcade). Understanding each character's arsenal is crucial for both offensive pressure and defensive strategies. We've broken down every Special Move, Super Combo, and Ultra Combo to give you the edge in the arena.

Universal Notations

Before diving into character-specific moves, familiarize yourself with these universal notations. These will be used throughout the guide to describe joystick (or D-pad) inputs and button presses.

  • Joystick/D-Pad Directions:
    • F: Forward (towards the opponent)
    • B: Back (away from the opponent)
    • D: Down
    • U: Up
    • DF: Down-Forward
    • DB: Down-Back
    • UF: Up-Forward
    • UB: Up-Back
  • Button Inputs:
    • LP: Light Punch
    • MP: Medium Punch
    • HP: Heavy Punch
    • LK: Light Kick
    • MK: Medium Kick
    • HK: Heavy Kick
    • P: Any Punch button
    • K: Any Kick button
    • PPP: All three Punch buttons simultaneously
    • KKK: All three Kick buttons simultaneously
  • Motion Notations:
    • QCF: Quarter Circle Forward (D, DF, F)
    • QCB: Quarter Circle Back (D, DB, B)
    • HCF: Half Circle Forward (B, DB, D, DF, F)
    • HCB: Half Circle Back (F, DF, D, DB, B)
    • DP: Dragon Punch Motion (F, D, DF)
    • RDP: Reverse Dragon Punch Motion (B, D, DB)
    • 360: Full 360-degree rotation (start anywhere, end anywhere)
    • Charge: Hold a direction for approximately 1-2 seconds, then press the opposite direction + button.

Character-Specific Move Lists

Each character has a unique set of Special Moves, Super Combos, and Ultra Combos. We'll detail these below, along with strategic notes on their application.

Ryu

The wandering karate master, Ryu's moveset is fundamental to Street Fighter IV. Mastering his basic tools is key to understanding the game's mechanics.

  • Special Moves:
    • Hadoken: QCF + P. Ryu's iconic fireball. Use LP for a slow projectile, MP for medium, and HP for a fast one. Excellent for zoning and pressuring opponents.
    • Shoryuken: DP + P. The classic Dragon Punch. An invincible anti-air and a powerful combo finisher. LP version has less invincibility but recovers faster, while HP has more invincibility but is riskier on whiff.
    • Tatsumaki Senpukyaku: QCB + K. The Hurricane Kick. Travels horizontally, hitting multiple times. Great for closing distance or as a combo extender. LK version is short, HK travels further.
  • Super Combo:
    • Shinku Hadoken: QCF, QCF + P. A more powerful, multi-hit Hadoken. Consumes one segment of your Super Meter. Use it to punish opponents from a distance or as a high-damage combo ender.
  • Ultra Combo:
    • Metsu Hadoken: QCF, QCF + PPP. Ryu's first Ultra. A massive, unblockable (if charged) fireball that deals immense damage. Requires a full Ultra Meter. Best used as a counter-hit or after a stun.
    • Metsu Shoryuken: DP, DP + PPP. Ryu's second Ultra. A devastating, multi-hit Shoryuken. Excellent for punishing jumps or as a close-range combo finisher.

Ken Masters

Ryu's fiery rival, Ken shares many moves but emphasizes aggressive, close-range combat and flashier techniques.

  • Special Moves:
    • Hadoken: QCF + P. Similar to Ryu's, but slightly less effective for zoning.
    • Shoryuken: DP + P. Ken's Shoryuken is more vertical and has better juggle potential than Ryu's, making it a cornerstone of his aggressive combos.
    • Tatsumaki Senpukyaku: QCB + K. Ken's Hurricane Kick has a more pronounced upward arc, making it useful for crossing up opponents or as a quick escape.
    • Ryujin-Kyaku: QCF + K. A flaming kick that can be used to extend combos or apply pressure.
  • Super Combo:
    • Shinryuken: QCF, QCF + P. A powerful, multi-hit Shoryuken that launches the opponent. Great for high-damage combos.
  • Ultra Combo:
    • Shinryu Reppa: QCF, QCF + PPP. Ken's first Ultra. A series of flaming uppercuts, ideal for punishing jump-ins or as a combo finisher.
    • Guren Senpukyaku: QCB, QCB + KKK. Ken's second Ultra. A multi-hit hurricane kick that carries the opponent across the screen. Excellent for punishing whiffed attacks or as a counter.

Chun-Li

The first lady of fighting games, Chun-Li is known for her speed, quick attacks, and powerful kicks.

  • Special Moves:
    • Kikoken: HCF + P. Chun-Li's fireball. It's slower than a Hadoken but can be charged for more hits and damage.
    • Spinning Bird Kick: D (charge), U + K. Chun-Li's signature move. She spins upside down, hitting multiple times. Great for passing through projectiles or as a combo ender.
    • Hyakuretsukyaku: K repeatedly. The Lightning Legs. Rapidly taps the opponent with multiple kicks. Effective for close-range pressure and combo extensions.
    • Tenshokyaku: DP + K. An upward-rising kick, serving as her anti-air.
  • Super Combo:
    • Senretsukyaku: QCF, QCF + K. An enhanced, multi-hit version of her Lightning Legs, dealing significant damage.
  • Ultra Combo:
    • Hosenka: QCF, QCF + KKK. Chun-Li's first Ultra. A flurry of powerful kicks that ends with a devastating upward strike. Best used as a counter or after a stun.
    • Kikosho: QCB, QCB + PPP. Chun-Li's second Ultra. She unleashes a powerful energy blast around her, effective against opponents directly in front or above her.

This section will be continually updated with detailed move lists for all characters as we progress through the game's roster. Remember, practice is key! Head to the Training Mode to familiarize yourself with these inputs and discover your own effective combos and strategies.