# Taunt

From FVWiki

**Taunting** is a sign of ~~dis~~respect. Do it on your opponent's knockdown or if they aren't pressuring you. Also do it after you KO. Also do it in the middle of your own blockstrings to fake out your opponent. Also don't attack, taunt instead.

# SF3 series[edit]

In the Street Fighter 3 series, taunting (called Personal Action) actually does shit. This is important especially for characters like Q or Twelve who gain a substantial bonus from taunting. Press HP+HK to taunt.

- Unheld taunt - Increases damage for the next hit/combo by 9.4% for the first taunt and 6.3% for each additional taunt. Maximum: 6 taunts, 37.5% bonus.
- Held taunt - Increases damage for the next hit/combo or throw by 6.3% per extra arm turn. Maximum: 8 turns, 50% bonus.

- Increases damage for the next hit/combo by 43.8% and increases stun damage for the next hit/combo by 28.1%. One taunt is the maximum.

- Yawn (happens 100% of the time) - Increases stun recovery rate by 10% for the first yawn and an additional 21% for the second yawn. Lasts the whole round. Maximum 2 yawns, 33% bonus.
- Shoulder tap (happens 21% of the time) - Increases defense by 18.8%. Lasts for the whole round. Maximum one shoulder tap.
- Neck stretch (happens 38% of the time) - Increases damage for the next hit/combo by 31.3%. Maximum one neck stretch.
- Back stretch (happens 15% of the time) - Increases defense by 31.3% (more than the shoulder tap) for the whole round. Also increases damage for the next hit/combo by 31.3%. Maximum one back stretch.

- Increases damage for the next hit/combo by 25% if a rose is thrown. Like Sean, there's no bonus if the rose isn't actually thrown. One taunt is the maximum.

- Increases stun damage for the next hit/combo by 18.8% per taunt. Maximum 4 taunts, 75% bonus.

- Unheld taunt - Increases damage for the next hit/combo by 18.8% (maximum 1 taunt). Also increases defence for the rest of the round by 6.3% per taunt (maximum 4 taunts, 25% bonus).
- Held taunt - Increases damage for the next hit/combo/throw by 25%. One taunt is the maximum.

- Increases damage for the next hit/combo/throw by 43.8% only if she gets the leapfrog. Otherwise you get nothing. Maximum one taunt.

- Increases damage for the next hit/combo by 31.3%. One taunt is the maximum.

- Part 1 - Increases damage for the next hit/combo by 31.3% per taunt. Maximum 2 taunts, 62.5% damage.
- Part 2 - Replaces a second Part 1 taunt. One two-part taunt is the maximum.
- Part 3 - Increases stun recovery rate by 10% for the first full taunt and an additional 21% for the second full taunt. Lasts the whole round. Maximum 2 full taunt, 33% bonus.
- Hayate taunt - No bonus.

- Increases damage for the next hit/combo by 31.3%. Holding the taunt does nothing bonus-wise. One taunt is the maximum.

- Recovers stun by 600-800% as the taunt is held longer.

- Increases defense for the whole round by 12.5% (maximum 3 taunts, 37.5% bonus). Also increases stun recovery rate for the whole round by 10% (one taunt is the maximum).

- Increases stun damage for the next hit/combo by 18.8% per taunt. Maximum 4 taunts, 75% bonus.

- Increases stun recovery rate by 10% for the first taunt and an additional 21% for the second taunt. Lasts the whole round. Maximum 2 taunts, 33% bonus.

- Increases stun damage for the next hit/combo by 12.5% per ball thrown. If Sean throws nothing (ie. another ball on the screen), there is no bonus. Maximum 3 balls thrown, 37.5% bonus.

- It turns you invisible for a while.

- Increases damage for the next hit/combo by 31.3%. One taunt is the maximum.

- Increases damage for the next hit/combo by 31.3% and increases damage for the next throw by 6.3%. One taunt is the maximum.

- Unheld taunt (works for held too) - Increases damage for the next hit/combo by 6.4% for each taunt/hat twirl. Maximum 8 taunts/twirls, 50% bonus.
- Held taunt only - Increases damage for the next throw by 6.3% for the first extra twirl and 3.1% for every additional twirl. Maximum 7 extra twirls, 25% bonus.