Street Fighter: The Movie/Mechanics
All characters have 128 health.
At 10 health, the word DANGER appears in the character's health meter. In this state, the character gains access to their Danger Move.
There is a buffer of 10 health below 0 that will allow survival of one otherwise fatal attack. If a player takes damage equal to or less than (10 + player's current health) from a single attack, they will survive with 0 health. For example, if an attack does 15 damage on a player with 5 health, they will live, but if they have 4 health, the attack will KO. If a player has 0 health, all damage, including chip, will KO.
In formal terms,
- After taking an attack that would reduce health to 0 or below, if health was ≥ 1, and (health - damage) ≥ -10, health is set to 0 and player survives.
Normal attacks do not deal chip damage. Special and super attacks deal 1 chip damage for each hit. At 0 health, blocked normal attacks will not KO, but blocked special attacks will.
The super meter is 67 units long.
Each character has two super moves and one regeneration move.
Regenerations add 17 health over 34 frames, plus recovery. Once initiated, it consumes 2 super meter units per frame. If it is interrupted by an opponent's attack, the regeneration and super meter consumption will halt.
If a regeneration runs for at least 34 frames and uses the entire super meter, it cannot be used again for the rest of the round. If interrupted within the first 34 frames, it can be attempted again.
During blockstun from non-projectile attacks, the guard can be cancelled for a faster version of a character's attacks. Each character has two Interrupt Moves, which are shown with a green trail. Unlike guard cancel moves in other games, these moves do not have any cost or fullscreen special effect that pauses the game for a brief time. As a result, they are very fast, if not always safe; they are not guaranteed to hit or exceed the attacker's active frames. The commands for Interrupts are typically Forward or Up plus one button.
During a throw that can be escaped or countered, hold any direction and four or more buttons. This input has an unlimited buffer, so you can hold the direction and buttons before and during the throw animation. Beware of escaping a throw into the corner as you are not protected from further damage before you land.
Air throws cannot be escaped or countered.
To Counter a throw, input Up and the button of your opponent, not your character from the table below. To Reverse a throw, do the same during a Counter. This input has an unlimited buffer, so you can hold Up and the button before and during the throw animation.
Only the corresponding button must be input for the Counter or Reversal to be recognized; pressing or holding any other button will cause the move to fail.
Reversing a throw is not advised, as this opens the player who initiated the first throw to a Slammaster, which cannot be contested.
To perform a Slammaster, input Down and the button of your opponent, not your character from the table below during a Reversal. They are the opposite input (punch or kick) of equivalent strength of the Reversal. Therefore, if you successfully perform a Counter, you can immediately hold Down and the opposite button of the Counter to guarantee a Slammaster if your opponent does a Reversal. This input has an unlimited buffer, so you can hold Down and the button before and during the throw animation.
Only the corresponding button must be input for the Slammaster to be recognized; pressing or holding any other button will cause the move to fail.
Each player has a hidden stun meter. This value begins at 85 at the start of the round. Attacks decrease stun by a fixed amount. If the stun value goes below 64, it will increase by 1 with each tick of the round timer (34 frames on a global timer) until it reaches 64.
The opponent will be dizzied immediately when their stun value reaches or goes below 0 and they are in a combo. Single hits and throws can cause the value to go below 0, but these will not cause dizzy. However, getting hit with any combo while the stun value is below 0 will instantly cause dizzy.
Unlike other Street Fighter games, inducing dizzy does not cause knockdown. The timer for recovery begins when the animation starts, which will only begin when the opponent is standing or wakes up after the combo that caused the dizzy ends. At this point, the stun value is immediately set to 85, and will be set to 85 again on recovery (whether naturally or if they're hit again while dizzy—allowing re-dizzy if a second combo is able to reduce the value below 0 a second time). If a combo that caused the dizzy continues, the stun value will continue to decrease until recovery.
Because the stun value is a signed integer, it is possible for enough single non-combo attacks to cause the stun value to roll over from -127 to 127.
Each second on the clock lasts 34 frames, measured from the start of one animation of the right number counting down to the start of the next animation. Rounds last for approximately 62 real-world seconds, or 3,414 frames at the game's framerate of 55.063 FPS.