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{| align="right"
{{SSFIVHeader}}
| __TOC__
|}
 
Super Street Fighter IV is the sequel to Street Fighter IV, which is currently console-only. It introduces 2 brand new characters to the universe, as well as 8 old characters from previous entries in the series. As with SFIV, the game features a new "2.5D" gameplay style, where characters and environments are rendered in full 3D, but gameplay is performed as if in a 2D game with the camera only moving from it's fixed position during Ultra Combos.
 
Most of this page is just copied over from vanilla SFIV, so feel free to update everything.
 
== Characters ==
* [[Abel (SSFIV)|Abel]]
* [[Adon (SSFIV)|Adon]] -''new character''
* [[Akuma (SSFIV)|Akuma]]
* [[Balrog (SSFIV)|Balrog (Boxer)]]
* [[Blanka (SSFIV)|Blanka]]
* [[Cammy (SSFIV)|Cammy]]
* [[Chun-Li (SSFIV)|Chun-Li]]
* [[Cody (SSFIV)|Cody]] -''new character''
* [[C. Viper (SSFIV)|C.Viper]]
* [[Dan (SSFIV)|Dan]]
* [[Deejay (SSFIV)|Deejay]] -''new character''
* [[Dhalsim (SSFIV)|Dhalsim]]
* [[Dudley (SSFIV)|Dudley]] -''new character''
* [[E. Honda (SSFIV)|E.Honda]]
* [[El Fuerte (SSFIV)|El Fuerte]]
* [[Fei Long (SSFIV)|Fei Long]]
* [[Gen (SSFIV)|Gen]]
* [[Gouken (SSFIV)|Gouken]]
* [[Guile (SSFIV)|Guile]]
* [[Guy (SSFIV)|Guy]] -''new character''
* [[Hakan (SSFIV)|Hakan]] -''new character''
* [[Ibuki (SSFIV)|Ibuki]] -''new character''
* [[Juri (SSFIV)|Juri]] -''new character''
* [[Ken (SSFIV)|Ken]]
* [[Makoto (SSFIV)|Makoto]] -''new character''
* [[M. Bison (SSFIV)| M.Bison (Dictator)]]
* [[Rose (SSFIV)|Rose]]
* [[Rufus (SSFIV)|Rufus]]
* [[Ryu (SSFIV)|Ryu]]
* [[Sagat (SSFIV)|Sagat]]
* [[Sakura (SSFIV)|Sakura]]
* [[Seth (SSFIV)|Seth]]
* [[T. Hawk (SSFIV)|T.Hawk]] -''new character''
* [[Vega (SSFIV)|Vega (Claw)]]
* [[Zangief (SSFIV)|Zangief]]


-Note that all characters use the Western names, e.g. the boss names have been rotated and Gouki is named Akuma.
= Super Street Fighter IV =
Super Street Fighter IV (SSFIV) is the sequel to [[Street Fighter IV]].  It was only released on console and introduces 2 brand new characters to the universe, as well as 8 returning characters from previous entries in the series. As with SFIV, the game features the 2.5D gameplay style, where characters and environments are rendered in full 3D but the gameplay is played in the fixed 2D plane of the old Capcom standards, with the camera only breaking away from its fixed position during Ultra Combos and some Super Combos.


== Terminology ==
== Arcade Edition ==
The arcade version of SSFIV, known as Super Street Fighter IV Arcade Edition, was released in Japanese arcades just short of a year after SSFIV was released to the console. The Arcade Edition changes have been released as [[DLC]] for the console version of SSFIV (June 7th 2011) and as a full retail disc containing the DLC (June 24th 2011). The changes in the new Arcade Edition DLC are noted on the [[Super Street Fighter IV AE]] Strategy Guide.
<br><br>


* '''EX''' - EX special move
== '''Characters''' ==
* '''FADC''' - Focus Attack, Dash Cancel
{|  
 
== Mechanics ==
 
=== Dashing ===
Dashing is performed by tapping the stick forward twice or backward twice. Backward dash has limited invincibility frames, even if backdashing in the corner. Forward dash speed, backward dash speed, and the invincibility/airborne frames for backdashing vary by character:
 
{| border="1em" cellpadding="3" cellspacing="0" width="50%"
| align="center" style="background:#f0f0f0;"|'''Character'''
| align="center" style="background:#f0f0f0;"|'''Toward Dash'''
| align="center" style="background:#f0f0f0;"|'''Distance'''
| align="center" style="background:#f0f0f0;"|'''Backdash'''
| align="center" style="background:#f0f0f0;"|'''Distance'''
| align="center" style="background:#f0f0f0;"|'''Invincible'''
| align="center" style="background:#f0f0f0;"|'''Grounded'''
| align="center" style="background:#f0f0f0;"|'''Airborne'''
|-
| Abel||16||1.4||25||0.8||1~8||19~25||9~18
|-
| Adon||19||1.5||23||0.7||1~8||15~23||9~15
|-
| Akuma||18||1.0||25||0.9||1~8||9,19~25||10~18
|-
| Blanka||21||1.5||26||1.2||1~8||20~26||9~19
|-
| Boxer||18||1.3||24||1.2||1~8||18~24||9~17
|-
| Cammy||18||1.4||22||0.9||1~6||18~22||7~17
|-
| Chun Li||15||1.1||22||1.3||1~8||19~22||9~18
|-
| Claw||20||1.3||22||1.2||1~8||9,20~22||10~19
|-
| Cody||18||1.1||23||0.8||1~8||14~23||9~13
|-
| C.Viper||19||1.3||27||1.2||1~8||18~27||9~17
|-
| Dan||19||1.5||26||1.3||1~8||9~26||
|-
| Dee Jay||19||1.2||27||0.9||1~8||17~27||9~16
|-
| Dhalsim||32||1.8||29||1.5||1~8||9,19~29||10~18
|-
| Dictator||17||1.2||25||1.0||1~8||18~24||9~17
|-
| Dudley||19||1.4||25||1.1||1~7||19~25||8~18
|-
| El Fuerte||16||1.1||19||0.8||1~7||13~19||8~12
|-
| E.Honda||19||0.8||27||0.9||1~8||9,19~27||10~18
|-
| Fei Long||17||1.1||26||0.7||1~8||9,22~26||10~21
|-
|-
| Gen||19||1.5||27||1.4||1~8||9,24~27||10~23
!
!
!
|-
|-
| Gouken||16||1.1||25||0.8||1~8||9,16~25||10~15
|  
|-
| Guile||19||1.3||26||1.0||1~8||20~26||9~19
|-
| Guy||18||1.2||26||1.2||1~8||17~26||9~16
|-
| Hakan (dry)||20||1.1||27||0.6||1~8||24~27||9~23
|-
| Hakan (oil)||???||???||???||???||???||???||???
|-
| Ibuki||18||1.7||28||1.6||1~8||24~28||9~23
|-
| Juri||17||1.4||27||1.2||1~8||19~27||9~18
|-
| Ken||18||1.1||27||0.8||1~8||9~27||
|-
| Makoto||17||1.8||22~29*||1.3||1~8||13~29||9~12
|-
| Rose||21||1.7||22||1.2||1~8||19~22||9~18
|-
| Rufus||20||1.2||27||1.0||1~8||9,26~27||10~25
|-
| Ryu||18||1.1||27||0.8||1~8||9,19~27||10~18
|-
| Sagat||18||1.1||29||1.0||1~8||24~29||9~23
|-
| Sakura||18||1.0||26||1.0||1~8||9,19~26||10~18
|-
| Seth||18||1.3||25||1.3||1~8||9,16~25||10~15
|-
| T.Hawk||23||1.0||28||0.8||1~8||20~28||9~19
|-
| Zangief||26||0.9||26||0.8||1~8||17~26||9~16
|}
* Makoto's backdash is special cancellable from frame 22 onwards.


* [[Super Street Fighter IV/Abel|Abel]]
* [[Super Street Fighter IV/Adon|Adon]]
* [[Super Street Fighter IV/Akuma|Akuma]]
* [[Super Street Fighter IV/Balrog|Balrog]]
* [[Super Street Fighter IV/Blanka|Blanka]]
* [[Super Street Fighter IV/Cammy|Cammy]]
* [[Super Street Fighter IV/Chun-Li|Chun-Li]]
* [[Super Street Fighter IV/Cody|Cody]]
* [[Super Street Fighter IV/C. Viper|C.Viper]]
* [[Super Street Fighter IV/Dan|Dan]]
* [[Super Street Fighter IV/Deejay|Dee Jay]]
* [[Super Street Fighter IV/Dhalsim|Dhalsim]]
* [[Super Street Fighter IV/Dudley|Dudley]]
* [[Super Street Fighter IV/E. Honda|E.Honda]]
* [[Super Street Fighter IV/El Fuerte|El Fuerte]]
* [[Super Street Fighter IV/Fei Long|Fei Long]]
* [[Super Street Fighter IV/Gen|Gen]]
* [[Super Street Fighter IV/Gouken|Gouken]]
* [[Super Street Fighter IV/Guile|Guile]]
* [[Super Street Fighter IV/Guy|Guy]]
* [[Super Street Fighter IV/Hakan|Hakan]]
* [[Super Street Fighter IV/Ibuki|Ibuki]]
* [[Super Street Fighter IV/Juri|Juri]]
* [[Super Street Fighter IV/Ken|Ken]]
* [[Super Street Fighter IV/Makoto|Makoto]]
* [[Super Street Fighter IV/M. Bison| M.Bison]]
* [[Super Street Fighter IV/Rose|Rose]]
* [[Super Street Fighter IV/Rufus|Rufus]]
* [[Super Street Fighter IV/Ryu|Ryu]]
* [[Super Street Fighter IV/Sagat|Sagat]]
* [[Super Street Fighter IV/Sakura|Sakura]]
* [[Super Street Fighter IV/Seth|Seth]]
* [[Super Street Fighter IV/T. Hawk|T.Hawk]]
* [[Super Street Fighter IV/Vega|Vega]]
* [[Super Street Fighter IV/Zangief|Zangief]]


Because Level 1 Focus Attacks have the same stun regardless of hit, guard, or character, dash duration also determines how much disadvantage you have after Dash Canceling a Focus Attack. 
|


When dashing out of focus (forward or back), one frame is subtracted from the startup of the dash.
{{SSFIVCharacterSelect}}


For instance, with Chun-Li:
|
*normal forward dash: 15 frames
*block (and hit) stun on lvl 1 FA: 15 frames
*forward dash out of a focus attack: 14 frames


15 - 14 = +1
Therefore, Chun is at +1 frame advantage after dash-cancelling a blocked level 1 focus. For the same reason Abel and Fuerte neutral, Dictator -1, everyone else increasing disadvantage (which can all be simply calculated using the numbers in the table above).
Taking the same Chun Li example with lvl 2 Focus:
*normal forward dash: 15 frames
*block stun on lvl 2 FA: 21 frames
*forward dash out of a focus attack: 14 frames
21 - 14 = +7
Therefore, Chun is at +7 frame advantage after dash-cancelling a blocked level 2 focus. Abel and Fuerte +6, Dictator +5, etc.
Note that you cannot dash-cancel out of the first four frames of a focus attack, so when calculating in regard to a FADC off a normal or special move, you must subtract these frames from the advantage.
For example, off Ryu's Shoryuken:
*normal forward dash: 18 frames
*shoryuken blockstun: 20 frames
*forward dash out of a focus attack: 17 frames
*uncancellable duration: 4 frames
20 - 17 - 4 = -1
So Ryu is at a 1 frame disadvantage after a Shoryuken FADC.
Here is the block advantage/disadvantage for all characters level1/level2 Focus Attacks if they dash in after it.
{| border="1em" cellpadding="3" cellspacing="0" width="30%"
| align="center" style="background:#f0f0f0;"|'''Character'''
| align="center" style="background:#f0f0f0;"|'''Level 1'''
| align="center" style="background:#f0f0f0;"|'''Level 2'''
|-
|Abel||+0||+6
|-
|Adon||-3||+3
|-
|Akuma||-2||+4
|-
|Blanka||-5||+1
|-
|Boxer||-2||+4
|-
|Cammy||-2||+4
|-
|Chun||+1||+7
|-
|Claw||-4||+2
|-
|Cody||-2||+4
|-
|C.Viper||-3||+3
|-
|Dan||-3||+3
|-
|Dee Jay||-3||+3
|-
|Dhalsim||-16||-10
|-
|Dictator||-1||+5
|-
|Dudley||-3||+3
|-
|El Fuerte||+0||+6
|-
|E.Honda||-3||+3
|-
|Fei Long||-1||+5
|-
|Gen||-3||+3
|-
|Gouken||+0||+6
|-
|Guile||-3||+3
|-
|Guy||-2||+4
|-
|Hakan (dry)||-4||+2
|-
|Hakan (oil)||???||???
|-
|Ibuki||-2||+4
|-
|Juri||-3||+3
|-
|Ken||-2||+4
|-
|Makoto||-1||+5
|-
|Rose||-5||+1
|-
|Rufus||-4||+2
|-
|Ryu||-2||+4
|-
|Sagat||-2||+4
|-
|Sakura||-2||+4
|-
|Seth||-2||+4
|-
|T.Hawk||-7||-1
|-
|Zangief||-10||-4
|}
|}
<br>


===Reversals===
== '''Controls and Terminology''' ==
Reversals are special moves done with "reversal" timing, meaning they are performed on the first frame possible after leaving a non-neutral state. Unlike previous entries in the SF series, Reversals have a larger window, making them easier to perform.
Throughout the guide, there will be a lot of jargon thrown around, and unless you know what these terms are referring to, it might be difficult to understand some of the more complex lingo and slang used. So before we being, please take some time to look over these next few sections to familiarize yourself with some of these terms, so the rest of the guide will make more sense.
 
Reversals are marked in Street Fighter 4 with "Reversal" message that pops up on the performing character's side of the screen.


Most physically hitting, non-fireball special attacks gain Armor-Break effect (e.g. Reversal Tiger Uppercut, Shoryuken, Buffalo Headbutt).
* [[Super Street Fighter IV/Controls and Terminology/Controls | Controls]]
 
* [[Super Street Fighter IV/Controls and Terminology/Character Names | Character Names]]
===Quick Recovery/Teching===
* [[Super Street Fighter IV/Controls and Terminology/Hit Stun and Block Stun | Hit Stun and Block Stun]]
Press down on the stick, or any two buttons, in order to get up faster when knocked down.
* [[Super Street Fighter IV/Controls and Terminology/Frames | Frames]]
 
* [[Super Street Fighter IV/Controls and Terminology/Startup Active and Recovery Frames | Startup, Active, and Recovery Frames]]
Quick Recovery/Teching is not possible after being downed by a throw, sweep, super, or ultra. Other exceptions possible.
<br>
 
== '''Systems FAQ''' ==
Quick Recovery/Teching is possible after Focus Crumble when fully slumped on the floor without intervention.
This half of the FAQ will tell you how just about everything in Super Street Fighter IV works.  From Dashing to Focus Attacks to Blocking to Throws to Ultra Combos to Stuns... Just about every technical aspect of just about everything will be described in this half of the Guide.  So take a look, and learn how Super Street Fighter IV works from the insides....
 
<br><br>
===Vitality/Stun===
=== Basic Elements ===
Note - All data taken from Console release (Training mode)
In every Fighting Game, there are the basic, common factors that exist.  Life Meters exist in just about every Fighting Game, as do Timers, for example.  This section discusses these things, the factors that can affect the outcome of the battle that are not controllable by the player.
{| border="1em" cellpadding="3" cellspacing="0" width="30%"
| align="center" style="background:#f0f0f0;"|'''Character'''
| align="center" style="background:#f0f0f0;"|'''Vitality'''
| align="center" style="background:#f0f0f0;"|'''Stun'''
|-
|Abel||1050||1050
|-
|Adon||950||1000
|-
|Akuma||850||850
|-
|Blanka||1000||950
|-
|Boxer||1050||1000
|-
|Cammy||950||950
|-
|Chun-Li||900||1050
|-
|Claw||1000||900
|-
|Cody||1000||1050
|-
|Dan||1000||900
|-
|Dee Jay||1000||1000
|-
|Dhalsim||900||900
|-
|Dictator||1000||950
|-
|Dudley||1050||1050
|-
|Honda||1050||1100
|-
|El Fuerte||900||1000
|-
|Fei Long||1000||1050
|-
|Gen||900||900
|-
|Gouken||1000||1000
|-
|Guile||1000||900
|-
|Guy||1000||950
|-
|Hakan (dry)||1050||1100
|-
|Hakan (dry)||???||???
|-
|Ibuki||900||950
|-
|Juri||950||950
|-
|Ken||1000||1000
|-
|Makoto||950||1050
|-
|Rose||950||1000
|-
|Rufus||1050||950
|-
|Ryu||1000||1000
|-
|Sagat||1050||1000
|-
|Sakura||950||1000
|-
|Seth||750||750
|-
|Viper||900||950
|-
|T.Hawk||1100||1100
|-
|Zangief||1100||1100
|}


* [[Super Street Fighter IV/Basic Elements/Life Meter | Life Meter]]
* [[Super Street Fighter IV/Basic Elements/Super Meter | Super Meter]]
* [[Super Street Fighter IV/Basic Elements/Ultra Meter | Ultra Meter]]
* [[Super Street Fighter IV/Basic Elements/Stun Meter | Stun Meter]]
* [[Super Street Fighter IV/Basic Elements/Timer | Timer]]


=== Jumping ===
=== Universal Abilities ===
Jump startup cannot be thrown. C.Viper's and Ibuki's super-jump can be thrown out of startup after the first frame.<br>
Universal Abilities are the abilities that are shared by all characters in Super Street Fighter IV. These include your most basic of abilities, such as Walking, Blocking, Crouching, Jumping, Buffering, Taunting, and Throwing.
Landing recovery behaves differently depending on what was done in the air:


No air move used (normal jump):<br>
* [[Super Street Fighter IV/Universal Abilities/Basic Movement | Basic Movement: Walk, Jump, and Crouch]]
* 1-4f: Can do anything not related to movement (i.e. walk, dash, jump).<br>
* [[Super Street Fighter IV/Universal Abilities/Blocking | Blocking]]
No air move used (super jump):<br>
* [[Super Street Fighter IV/Universal Abilities/Normal Moves | Normal Moves]]
* 1-11f: Fully punishable.<br>
* [[Super Street Fighter IV/Universal Abilities/Special Moves | Special Moves]]
Air normal move used (any jump):<br>
* [[Super Street Fighter IV/Universal Abilities/EX Special Moves | EX Special Moves]]
* 1-2f: Punishable. Teching throws is possible.<br>
* [[Super Street Fighter IV/Universal Abilities/Super Combos | Super Combos]]
* 3-4f: Can only block or tech throws.<br>
* [[Super Street Fighter IV/Universal Abilities/Ultra Combos | Ultra Combos]]
* Moves inputted during the recovery are buffered and executed at the earliest possible moment. You cannot block on 3-4f if a move has been buffered.
* [[Super Street Fighter IV/Universal Abilities/Reversals Meaty Attacks | Reversals / Meaty Attacks]]
Air special move used (any jump):<br>
* [[Super Street Fighter IV/Universal Abilities/Dashing | Dashing]]
* Move specific.
* [[Super Street Fighter IV/Universal Abilities/Focus Attacks | Focus Attacks]]
* [[Super Street Fighter IV/Universal Abilities/EX Focus Attacks | EX Focus Attacks]]
* [[Super Street Fighter IV/Universal Abilities/Armor Breakers | Armor Breakers]]
* [[Super Street Fighter IV/Universal Abilities/Throws | Throws]]
* [[Super Street Fighter IV/Universal Abilities/Tech Hits Counter Throws | Tech Hits (Counter Throws)]]
* [[Super Street Fighter IV/Universal Abilities/Quick Stand | Quick Stand]]
* [[Super Street Fighter IV/Universal Abilities/Taunts | Taunts]]


==== Jump Frame Data ====
=== Game Systems ===
{| border="1em" cellpadding="3" cellspacing="0" width="30%"
Super Street Fighter IV contains many rules and systems that drive the gameplay.  This section talks about the hows and whys of those systems, as well as covering some really obscure rules that you may not be aware of.
| align="center" style="background:#f0f0f0;"|'''Character'''
| align="center" style="background:#f0f0f0;"|'''Total'''
| align="center" style="background:#f0f0f0;"|'''Startup'''
| align="center" style="background:#f0f0f0;"|'''Airborne'''
| align="center" style="background:#f0f0f0;"|'''Recovery'''
|-
|Abel||44||4||36||4
|-
|Adon||42||4||34||4
|-
|Akuma||44||4||36||4
|-
|Blanka||42||4||34||4
|-
|Boxer||44||4||36||4
|-
|Cammy||44||4||36||4
|-
|Chun-Li||49||4||41||4
|-
|Claw||43||4||35||4
|-
|Cody||44||4||36||4
|-
|C.Viper||44||4||36||4
|-
|C.Viper(sj)||56[51]||4||41[43]||11[4]
|-
|C.Viper(nsj)||60[55]||4||45[47]||11[4]
|-
|Dan||44||4||36||4
|-
|Dee Jay||45||4||37||4
|-
|Dhalsim||63||3||56||4
|-
|Dudley||44||4||36||4
|-
|Dictator||48||4||40||4
|-
|E.Honda||45||4||37||4
|-
|El Fuerte||47||4||39||4
|-
|Fei Long||44||4||36||4
|-
|Gen(mantis)||43||4||35||4
|-
|Gen(crane)||44||4||36||4
|-
|Gouken||44||4||36||4
|-
|Guile||44||4||36||4
|-
|Guy||48||4||40||4
|-
|Hakan||46||5||37||4
|-
|Ibuki||47||4||39||4
|-
|Ibuki(sj)||56[50]||4||41[42]||11[4]
|-
|Juri||43||4||35||4
|-
|Ken||44||4||36||4
|-
|Makoto||44||4||36||4
|-
|Rose||47||4||39||4
|-
|Rufus||47||4||39||4
|-
|Ryu||44||4||36||4
|-
|Sagat||44||4||36||4
|-
|Sakura||44||4||36||4
|-
|Seth||44||4||36||4
|-
|T.Hawk||51||6||41||4
|-
|Zangief||47||6||37||4
|}
Note: The alternate super-jump values are for when a normal move is used before landing.
 
===Counter Hit===
When a move hits another character's move during its startup animation that counts as a counter hit and the "counter hit" notification will be displayed on the screenCounter hits deal an extra 25% damage and give you more frame advantage over the opponent, but this only applies to one hit (not move) - so multi-hitting moves will show a slight damage increase, but give no frame advantage unless only one of its hits connects.
 
The amount of additional frame advantage given depends upon the move used. Most light normal moves give +1 extra frame advantage, and most other moves give either +2 or +3 extra frame advantage. There are exceptions, however.
 
=== Throws ===
Throws are performed by tilting the stick forward, backward or leaving it in neutral state, then pressing LP + LK. Normal throws hit on the third and fourth frame, making them some of the fastest normal moves in the game. Throws will connect against a guarding opponent, or during the startup of an opponent's attack. Throws will not connect against an airborne or knocked down opponent, against an opponent who is still in guard or hit stun following an attack or if they hit at the same time as an opponent's attack. Some characters have command throws that involve different joystick motions and have different properties. Normal throw damage varies between characters, but usually it is 130-140. SFIV removed mashable throws.
 
Normal throws can be escaped by pressing LP + LK within 10 frames of the opponent starting to throw (within 7 frames of the throw hitting). Command throws cannot be escaped, but jumping can avoid them, as can properly timed or invincible attacks. Joystick motions during a throw escape don't matter, so you can for instance hold down/back on the stick and press LP + LK. This will result in an escape if the opponent tried to throw, and a crouching attack if they did something else. Hakan's F+HK is a special case where a normal can tech a regular throw.
 
Throws cannot be escaped if you are grabbed out of a move or are in special move recovery.
 
===Normal Attacks===
"Normal" attacks are specifically those moves that aren't "special moves".
 
Normal attacks cost no gauge to perform.
 
Normal attacks are generally just a button, or a single direction in combination with a button.
 
In SFIV, it is no longer possible to incrase meter by whiffing normal moves.
 
====Grounded Normal Attacks====
Any normal attack performed on the ground.
 
E.g. Light Punch(Jab), Hard Punch (Fierce)
 
Most characters have one or more unique normal attacks performed by a direction + a button. Often an overhead, examples are El Fuerte F+MK and Sagat F+HP. These are called Command Normals.
 
====Jumping Normal Attacks====
Any normal attack performed in the air.
 
All characters have some jumping attacks that can only be performed jumping directionally, and others that can only be performed jumping straight up (neutral jump).
 
===Linked Attacks===
Link attacks, are attacks that combo in succession without any form of cancelling. Link combos are possible when frame advantage from a leading move matches or exceeds that of the move to be linked.
 
A common example of a link combo is Ryu c.LP, c.HP. Ryu must wait for his c.LP to finish completely before activating c.HP. C.HP must also be performed quickly enough after c.LP finishes such that c.HP makes contact with Ryu's opponent before the frame advantage Ryu receives from his c.LP's high hitstun wears off.
 
Linked attacks, unlike rapid-fire chained attacks, can be special or super cancelled as normal if the move posesses special/super cancel properties.
 
===Rapid Fire Attacks/Chains===
Rapid Fire Attacks are attacks cancel repeatedly into each other.
rapid fire Chains are possible from multiple rapid fire attacks.
For example, c.LP x c.LP x c.LP is a common 3 hit rapid fire chain combo with Ryu, as well as any cahracter whose c.LP is a rapid fire attack.
 
It is important to note, that '''rapid fire chained attacks in Street Fighter 4 LOSE the ability be special or super cancelled.''' Hence, with Balrog, c.LP x c.LP x Headbutt is impossible, as the 2nd c.LP was rapid fire cancelled and therefore not special cancellable. However, c.LP, c.LP x Headbutt, works everytime if Balrog WAITS for the initial c.LP to finish rather than cancelling it.
 
 
In SF4 (and all other games to this point?), all rapid-fire attacks are LP and LK grounded normal attacks.
 
===Chain Combo/Target Combo===
A Target or Chain combo, is a non-rapid-fire series of normal* attacks that specifically cancel from one to the next.
 
In a chain combo, an attack is performed by cancelling from a prior attack into a subsequent attack that would otherwise be impossible until the first attack had been performed ''to completion''.
 
A common example of a target is Ken's close MP x HP.
 
Chain combos do not necessarily have to "combo" on the combo meter. An example is El Fuerte's MK->MK target combo.
 
Target and Chain combo are interchangeable terms.
 
* In general terms, a target combo does not include a special move. It is not impossible, but no such target combo exists in SF4 as of this writing. A special note is Chun Li's finisher to her MK->MK->d,u+MK combo. That one is hard to classify because d,u+MK is unperformable outside of this chain sequence. It is however, considered a normal chain.
 
=== Special Moves ===
 
Special Moves are moves that are not normal moves, e.g. not performed with a single button press. Most special moves requires a special joystick motion and a button press, an example being Ryu's Hadoken fireball, QCF (d, df, f) + Punch. An example of a special move that does not require a joystick motion is Balrog's Turn Punch, hold all three punches/kicks for a minimum of about one second and then release the buttons.
 
==== EX Specials ====
Completing a Special motion by pressing two punch or kick buttons instead of one changes the properties of the move. This uses up one stock (25%) of your super meter.
 
All special moves that do not require a 3 button input, have an ex version.
 
EX Focus, and EX Tanden Drive are the only EX moves in the game that require two EX stocks.
 
==== Buffer ====
 
In reversal situations, after a dash or jumping attack, and after certain moves if they connect (e.g. Ryu's F+HP) there is a short window during which special moves can be buffered. The length of this window is specific to each animation, but is usually 4-5 frames.
 
==== Lenient input ====
 
When pressing two different buttons on consecutive frames, the first button is regarded as being hit once per frame. This mechanic is intended to make it easier to perform simultaneous button presses. As an example, LP,LK on consecutive frames is treated as LP,LP+LK, causing the initial jab to be immediately 'kara-cancelled' into a throw.
 
In addition to the above, many special commands do not require precise directional inputs. The below list includes the various motions in the game with the lenient parts enclosed within brackets. Anything alongside a lenient direction will be accepted in its place, for example (F) means that any of F, UF or DF will work.
 
*QCF - D,DF,F
*QCB - D,DB,B
*DP - (F,D,F)
*DPB (B,D,B) -- Note: pressing forwards after the input cancels it.
*HCB - (F,D),B -- Except for Fei Long's Tenshin and Makoto's Karakusa, which is F,(D),B
*HCUF - DB,(D,F),UF
*360 - F,D,B,(U) -- Or any rotational variant, with Up always being lenient. e.g. (U),B,D,F.
*720 - F,D,B,(U),F,D,B -- As above.
*QCFx2 - D,(F),D,F
*QCBx2 - D,(B),D,B
Charge moves:
*Horizontal - (B...) F
*Horizontal Low - (B...) DF
*Vertical - (D...) U
*Horizontal Super - (B... F,B),F -- Except Balrog, which is (B... F,B,F)
*Vertical Super - DB... (F),DB,(U)
 
===== Practical Examples =====
 
*Shoryuken can be inputted as DF,D,DF, allowing it to be performed while crouching. F,DF,F also works. Similarly, QCFx2 can be performed with D,DF,D,F.
*Half circle back motions (except Fei Long's Tenshin) can be started with down-forward.
*360 can be inputted as F,D,B,UB or B,D,F,UF, making it easier to perform without jumping.
 
=== Focus Attack/Saving Attack(JP) ===
Focus Attack,('''FA'''), '''saving attack in Japan''', is a ground-based normal attack with special properties that is new to Street Fighter IV. Charging a Focus Attack grants '''"Hyper Armor"''' which allows a hit to be absorbed and countered with no penalties. It can also be "Dash Cancelled", cancelled into a Forward or Backward Dash, to extend combos or escape to safety. Most importantly, successful Focus Attacks can leave the opponent in a "crumple" state, granting the opportunity for a free combo follow-up!
 
A Focus Attack can be charged to 3 different levels, explained in detail below.
 
While charging a Focus Attack, it can be dash cancelled at nearly any point before a Full charged (Level 3) FA is released, or upon contact. A dash cancel, as the name implies cancels the Focus Attack itself, or the subsequent recovery after execution, respectively.
 
Hyper Armor is activated immediately upon pressing MP+MK, and lasts until those buttons are released (exception - Level 3 Focus see below) grants a character the ability to absorb one hit without placing him into any stun reel.
 
Dashing or releasing a level 1 or level 2 Focus Attack immediately forfeits Hyper Armor.
 
Note Focus Attack is known as Saving Attack ('''SA''') in certain regions. The terms Focus Attack (FA)/ Saving Attack (SA), FADC/SADC, etc, are interchangeable.
Also note because of this, SA does NOT refer to Super Art in the context of Street Fighter 4.
 
'''Basic Operation'''
 
A Focus Attack can be performed at one of three levels. Higher level focus attacks are more damaging, and give better advantage on hit/block(if blockable).
 
Press MP + MK from a neutral state to perform a Level 1 Focus Attack.
 
Hold MP + MK for a brief duration ( ~ half a second) and release the buttons unleash level 2 Focus.
 
Hold MP + MK for a long duration (~ 1 second ) to perform a Level 3 Focus Attack. Note no button release - it releases automatically.
 
While charging a Focus, tap FF or BB to dash forward or backward respectively, canceling the Focus Attack altogether.
 
==== Level 1 ====
Level 1 Focus Attack is unleashed after charging a Focus Attack for 1-17 Frames, and releasing.
 
Level 1 Focus Attack crumples ONLY on counter hit, and is blockable.
 
Hyper Armor lasts only until buttons are released.
 
Since Level 1 Focus crumples only on counter-hit, and there is only one hit of armor abosorption available, attempts at level 1 Focus through low-recovery attacks often results in no crumple or a quick 2nd hit after armor has been destroyed.
==== Level 2 ====
 
Charging a Focus 18-50 frames, and releasing the buttons performs a level 3 Focus Attack.
 
Visual cues of achieving a level 2 charge are a brief white flash effect on the character, and a circular "shockwave" effect on ground around his/her feet.
 
Level 2 Focus Attack crumples on any succesful hit, and is blockable.
 
==== Level 3 ====
 
Charging a Focus Attack for 51 frames without dash-cancelling, releasing, or armor deterioration will result in the automatic performance of a Level 3 Focus Attack.
 
A level 3 Focus Attack can be confirmed by an "ink splatter" effect appearing on-screen.
 
A Level 3 Focus always crumples the opponent, and is unblockable.
 
Note, a Level 3 Focus is the only Focus Attack that retains Hyper Armor after the start-up of the Focus Attack.
 
More specifically, this means the only Focus Attack that actually has armor during the execution of the Attack portion of the move is level 3. Hence, it is only possible to to absorb a move AFTER the Focus ATTACK portion is a level 3.
 
==== Crumpled state ====
An opponent is placed into a special "crumpled" state after a successful Counter Hit Level 1 Focus Only, or after any Level 2 or Level 3 Focus that hits clean.
Similar to a very short-term dizzy, in this state, the opponent is helplessly dazed as he falls to ground.
 
There are two distinct stages of vulnerability before the crumpled opponent is fully downed. A short initial stage, which leaves the opponent open to virtually any full combo follow-up, and a longer secondary stage in which case generally only a single follow-up is possible.
 
During the first stage, the crumpled opponent takes hits as if standing. Most, if not all normal ground combos can be performed with no alteration. Normal throws, special throws and throw-type attacks (Spinning Pile Driver, Raging Demon) also work.
 
It is ONLY possible to follow-up in first stage after a Dash Canceled Focus Attack induces crumple.
 
The second stage of the crumple lasts from when the crumpled party is almost to his knees until full knocked down. Only one attack is possible once the opponent reaches this state. After one attack, the opponent is either downed or flies a short range backwards in a mini-airborne state where no guaranteed follow-ups are possible. While a single, multiple-hit special move will generally connect for all hits, e.g. Ken's Fierce Shoryuken, multiple hit normal attacks generally whiff in this state, e.g. Seth's c.HP. Exceptions are likely in this regard however.
 
Thus, it is recommended to dash after seeing a Focus Attack connect successfully. Your window of opportunity to combo shrinks dramatically if you do not dash forward... not only because of timing but because of distance.
 
Because of low damage scaling, or lack of other combo options, an Ultra combo (when available) is many cases a suitable follow-up for a successful crumple because it is a simple, highly confirmable method for guaranteed damage. However it's important to weigh options in these situations - in many cases a full charged super will do more damage than a low-damage (Low Revenge Meter) Ultra, or perhaps even a simple EX combo may be more worthwhile.
 
The Crumbled State is techable as normal once your character slumps to the ground fully without intervention.
 
==== EX Focus / Focus Cancel ====
At the cost of 50% super meter, an EX Focus can be performed in the middle of any special/super cancelable normal/special attack. Because of necessary cancel into an EX Focus, EX Focus is commonly referred to as "Focus Cancelling".
 
EX Focus can be confirmed by a the quick yellow flash (identical to other EX Special Attacks), and the cost of 2 EX stocks.
 
EX Focus is performed identically to a regular focus, MP+MK, at the point of contact of the move to be canceled.
 
EX Focus can be charged identically as any normal Focus.
 
EX Focus can be performed after any(?) special/super cancellable move, upon hit or block.
 
EX Focus can be dash cancelled just as a Normal Focus with NO EXTRA METER COST.
 
EX Focus has no Hyper Armor.
 
=== Hyper Armor ===
 
Some EX Special Attacks grant "Hyper Armor" to a character. Hyper Armor can absorb one non "armor-breaking" hit. For example during Zangief's EX Running Bear Grab, Zangief will absorb a Fierce Punch, totally bypass hitstun, and continue to grab Sagat if in range. Not all EX Specials grant Hyper Armor.
 
While charging a Focus Attack, a character gains "Focus Armor".
 
With the exception of El Fuerte's H. Dashes, Hyper Armor absorbs one single non-Armor Breaking hit.
 
El Fuerte's Habanero Dash has Hyper Armor that sustains 2 non-Armor Breaking hits.
 
Hyper Armor is full-body, meaning it absorbs 1 single hit of any non Armor-breaking High/Low/Mid attacks, no exceptions. It can be thrown however, at any point.
 
After any single hit,Hyper Armor is destroyed, so the formerly Armored individual is open to follow-up attacks. As such, multiple rapid attacks effective against Armor.
 
Similarly since Hyper Armor absorbs only one hit, it is not useful during multi-hitting special attacks. For example, Ken performed his 3-hit Fierce Shoryuken as Ryu charged Focus, Ryu would absorb the first hit, but quickly take the next two hits and eat extra damage in the process.
 
Since Hyper Armor offers no protection against throws, it is vulnerable to all special, super, and ultra considered "grabs" (E.G., Zangief super/ultra, El Fuerte ultra).
 
Damage received through Armor absorption can be considered "real" damage with the caveat that it regenerates over time. However, getting or thrown while damage regenerates forfeits all energy that has yet to be remained, while also taking full damage for the hit. Note taking chip damage does not forfeit energy regeneration, but chip damage is detracted energy that is to be regained.
 
The damage recovers naturally over time after a brief start-up period, however, the whole process halts while a character is in block stun.
 
Since damage incurred through armor absorption considered actual damage, it also builds Revenge Meter. Therefore, absorbing hits then recovering damage is a viable secondary measure to building an Ultra attack. For instance, utilizing Focus Armor to absorb a projectile and backdash to safety is a common tactic to build Revenge meter.
 
Any attack landed a formerly Armored individual who has not yet entered neutral state (verify), will land as a Counter Hit.
 
It's unknown as to how exactly stun accumulates/regains with Hyper Armor.
 
=== Armor Break ===
 
Certain special attacks in the game have a natural "Armor-Breaking" property. Armor-Breaking attacks bypass absorption effect of an Armored opponent and hit directly. For example, Blanka's Horizontal Rolling Attack is a 1 Hit Attack, but it cannot be Absorbed. Any attempt will result in an Armor Break, and the Armored individual will get hit.
 
In addition to natural armor-breaks, '''most non-throw/non-fireball special attacks are granted armor-break when performed ''as reversal only.''''' For instance, reversal Ryu's Fierce Shoryuken or either of Zangief's lariat armor-break ONLY when performed as reversal.
 
Armor breaking is confirmed by a glass-shattering effect on-screen, as if a window was broken over the formerly Armored individual.
 
All characters have at least one natural Armor Breaking attack, with the exception of Zangief, who has none. For most characters, this is a move where the character is doing a spin or flip as the attack lands.
 
Successful Armor Breaks land as Counter Hit.
 
=== Super Combo ===
 
Super moves usually require doing the motion for a special move twice, e.g. QCF, QCF + P. This uses up four stocks (100%) of your super meter.
 
Super meter is filled by doing special moves (whiffed or connected), or by connecting (hit or block) with a normal move.
 
Whiffed normal moves do not fill super meter.
 
Character Frame Data shows how many points a move adds to the super meter. There are 1,000 points in a full meter.
 
=== Ultra Combo ===
 
As your character receives damage, his or her Revenge gauge will rise. Once it gets beyond the white line on the circular gauge, you are able to perform your character’s Ultra Combo (usually performed by performing the super motion using all three punches or kicks).
 
Even after your Ultra meter rises past the white line, it will still charge. This affects how much damage an Ultra Combo does. If your Ultra is at max, and you land it, it does 150% the damage it would have done had the Ultra been charged halfway.
 
Most Ultra Combos have Armor Breaking property, at least on the first hit.
 
SSFIV introduces a second Ultra Combo to each character with the exception of Gen, who has two new, one per stance.
 
=== Downloadable content ===
 
On the PlayStation 3, the game's version number is 1.01 as of June 20, 2010. SSFIV will have 7 individual costume packs available for download from PSN/XBL, plus one that contains all costumes. The Super Classic Pack was made available on pre-order. A downloadable Tournament Mode was released on June 15, 2010. Note that vanilla SFIV costumes work in SSFIV.
 
==== Alternative costumes ====
 
{|
!
! colspan="2" | Release date
|-
! Name !! American !! European
|-
| Super Challengers Pack 1 || April 27, 2010 || Unknown
|-
| Super Shoryuken Pack || May 11, 2010 || Unknown
|-
| Super Beauty Pack || May 25, 2010 || Unknown
|-
| Super Challengers Pack 2 || June 8, 2010 || Unknown
|-
| Super Brawlers Pack || June 15, 2010 || Unknown
|-
| Super Shadaloo Pack || June 22, 2010 || Unknown
|-
| Super Classic Pack || June 29, 2010 || Unknown
|-
| Super Complete Pack || July 27 || Unknown
|}
 
{|
! Pack !! Character !! Description
|-
| Super Challengers 1 || Hakan || Oriental
|-
| Super Challengers 1 || Makoto || Farmer
|-
| Super Challengers 1 || Guy || Alt. Ninja
|-
| Super Challengers 1 || Dudley || Casual
|-
| Super Challengers 1 || Dee Jay || Casual
|-
| Super Shoryuken || Ryu || Torn Gi top & hakama
|-
| Super Shoryuken || Ken || Cowboy
|-
| Super Shoryuken || Akuma || Alt. Gi with leggins
|-
| Super Shoryuken || Gouken || Gi & hakama with hat
|-
| Super Shoryuken || Dan || Tribal
|-
| Super Beauty || Chun-li || Alt. dress
|-
| Super Beauty || C. Viper || Battlesuit
|-
| Super Beauty || Sakura || Training outfit
|-
| Super Beauty || Rose || Dress with hat
|-
| Super Beauty || Cammy || M. Bison
|-
| Super Challengers 2 || Juri || Casual
|-
| Super Challengers 2 || Ibuki || Casual
|-
| Super Challengers 2 || Cody || Final Fight
|-
| Super Challengers 2 || Adon || Swimsuit
|-
| Super Challengers 2 || T. Hawk || Indian
|-
| Super Brawlers || Zangief || Mecha Zangief
|-
| Super Brawlers || E. Honda || Casual
|-
| Super Brawlers || Rufus || Chinese wizard
|-
| Super Brawlers || Abel || Rambo
|-
| Super Brawlers || El Fuerte || Traditional Mexican
|-
| Super Shadaloo || Vega || Zorro
|-
| Super Shadaloo || Sagat || Muay Thai
|-
| Super Shadaloo || Balrog || Casual
|-
| Super Shadaloo || M. Bison || Powered battlesuit
|-
| Super Shadaloo || Seth || Damaged
|-
| Super Classic || Guile || Commando
|-
| Super Classic || Blanka || Dan
|-
| Super Classic || Dhalsim || Maharadja
|-
| Super Classic || Gen || Shirtless
|-
| Super Classic || Fei Long || The Green Hornet
|-[[Media:Example.ogg]]
|}


==== Tournament Mode ====
* [[Super Street Fighter IV/Game Systems/Counter Hits | Counter Hits]]
* [[Super Street Fighter IV/Game Systems/Armored Moves | Armored Moves]]
* [[Super Street Fighter IV/Game Systems/White Damage | White Damage]]
* [[Super Street Fighter IV/Game Systems/Crumple Stun | Crumple Stun]]
* [[Super Street Fighter IV/Game Systems/Prejump Frames | Pre-Jump Frames]]
* [[Super Street Fighter IV/Game Systems/Landing Frames Trip Guard | Landing Frames / Trip Guard]]
* [[Super Street Fighter IV/Game Systems/Crouch Delay | Crouch Delay]]
* [[Super Street Fighter IV/Game Systems/Projectile Invincibility | Projectile Invincibility]]
* [[Super Street Fighter IV/Game Systems/Damage Scaling | Damage Scaling]]
<br>


== External links ==
== '''Advanced Techniques''' ==
No Fighting Game is complete without a bunch of techniques and strategies centered around things that the developer most likely had no idea existed.  Here, you'll learn about a lot of these techniques like "Plinking" and tactical strategies like "Frame Traps."


* [http://shoryuken.com/forumdisplay.php?f=315 General forum on Shoryuken]
'''ENTIRE SECTION COMING SOON!!'''
* [http://www.eventhubs.com/guides/2008/jul/08/street-fighter-4-strategy-guide-hints-and-tips/ Guide on EventHubs.com]
* [http://en.wikipedia.org/wiki/Super_Street_Fighter_IV Wikipedia article]


{{Super Street Fighter IV}}
* [[Super Street Fighter IV/Advanced Techniques/Code Shortcuts | Code Shortcuts]]
* [[Super Street Fighter IV/Advanced Techniques/Auto Corrects | Auto-Corrects]]
* [[Super Street Fighter IV/Advanced Techniques/Kara Throws Kara Specials | Kara Throws / Kara Specials]]
* [[Super Street Fighter IV/Advanced Techniques/Armor Cancels | Armor Cancels]]
* [[Super Street Fighter IV/Advanced Techniques/Frame Advantage | Frame Advantage]]
* [[Super Street Fighter IV/Advanced Techniques/Option Selects | Option Selects]]
* [[Super Street Fighter IV/Advanced Techniques/Frame Traps | Frame Traps]]
* [[Super Street Fighter IV/Advanced Techniques/Resets | Resets]]
* [[Super Street Fighter IV/Advanced Techniques/Plinking | Plinking]]
* [[Super Street Fighter IV/Advanced Techniques/Unblockables | Unblockables]]
<br>


[[Category:Xbox 360 games]]
== '''Combo FAQ''' ==
[[Category:Playstation 3 games]]
'''ENTIRE SECTION COMING SOON!!!'''
{{Template:Super Street Fighter IV}}
[[Category: Super Street Fighter IV]]
[[Category: Street Fighter IV series]]

Latest revision as of 21:56, 11 September 2020

Super Street Fighter IVSSFIVLogo.png



Super Street Fighter IV

Super Street Fighter IV (SSFIV) is the sequel to Street Fighter IV. It was only released on console and introduces 2 brand new characters to the universe, as well as 8 returning characters from previous entries in the series. As with SFIV, the game features the 2.5D gameplay style, where characters and environments are rendered in full 3D but the gameplay is played in the fixed 2D plane of the old Capcom standards, with the camera only breaking away from its fixed position during Ultra Combos and some Super Combos.

Arcade Edition

The arcade version of SSFIV, known as Super Street Fighter IV Arcade Edition, was released in Japanese arcades just short of a year after SSFIV was released to the console. The Arcade Edition changes have been released as DLC for the console version of SSFIV (June 7th 2011) and as a full retail disc containing the DLC (June 24th 2011). The changes in the new Arcade Edition DLC are noted on the Super Street Fighter IV AE Strategy Guide.

Characters

SSFIV-Ryu FaceSmall.jpg
SSFIV-Ken FaceSmall.jpg
SSFIV-Ehonda FaceSmall.jpg
SSFIV-Ibuki FaceSmall.jpg
SSFIV-Makoto FaceSmall.jpg
SSFIV-Dudley FaceSmall.jpg
SSFIV-Seth FaceSmall.jpg
SSFIV-Gouken FaceSmall.jpg
SSFIV-Akuma FaceSmall.jpg
SSFIV-Gen FaceSmall.jpg
SSFIV-Dan FaceSmall.jpg
SSFIV-Sakura FaceSmall.jpg
SSFIV-Oni FaceSmall.jpg
SSFIV-Yun FaceSmall.jpg
SSFIV-Juri FaceSmall.jpg
SSFIV-Chunli FaceSmall.jpg
SSFIV-Dhalsim FaceSmall.jpg
SSFIV-Abel FaceSmall.jpg
SSFIV-Viper FaceSmall.jpg
SSFIV-Bison FaceSmall.jpg
SSFIV-Sagat FaceSmall.jpg
SSFIV-Cammy FaceSmall.jpg
SSFIV-Deejay FaceSmall.jpg
SSFIV-Cody FaceSmall.jpg
SSFIV-Guy FaceSmall.jpg
SSFIV-Hakan FaceSmall.jpg
SSFIV-Yang FaceSmall.jpg
SSFIV-ERyu FaceSmall.jpg
SSFIV-Guile FaceSmall.jpg
SSFIV-Blanka FaceSmall.jpg
SSFIV-Zangief FaceSmall.jpg
SSFIV-Rufus FaceSmall.jpg
SSFIV-Elfuerte FaceSmall.jpg
SSFIV-Vega FaceSmall.jpg
SSFIV-Balrog FaceSmall.jpg
SSFIV-Feilong FaceSmall.jpg
SSFIV-Thawk FaceSmall.jpg
SSFIV-Adon FaceSmall.jpg
SSFIV-Rose FaceSmall.jpg


Controls and Terminology

Throughout the guide, there will be a lot of jargon thrown around, and unless you know what these terms are referring to, it might be difficult to understand some of the more complex lingo and slang used. So before we being, please take some time to look over these next few sections to familiarize yourself with some of these terms, so the rest of the guide will make more sense.


Systems FAQ

This half of the FAQ will tell you how just about everything in Super Street Fighter IV works. From Dashing to Focus Attacks to Blocking to Throws to Ultra Combos to Stuns... Just about every technical aspect of just about everything will be described in this half of the Guide. So take a look, and learn how Super Street Fighter IV works from the insides....

Basic Elements

In every Fighting Game, there are the basic, common factors that exist. Life Meters exist in just about every Fighting Game, as do Timers, for example. This section discusses these things, the factors that can affect the outcome of the battle that are not controllable by the player.

Universal Abilities

Universal Abilities are the abilities that are shared by all characters in Super Street Fighter IV. These include your most basic of abilities, such as Walking, Blocking, Crouching, Jumping, Buffering, Taunting, and Throwing.

Game Systems

Super Street Fighter IV contains many rules and systems that drive the gameplay. This section talks about the hows and whys of those systems, as well as covering some really obscure rules that you may not be aware of.


Advanced Techniques

No Fighting Game is complete without a bunch of techniques and strategies centered around things that the developer most likely had no idea existed. Here, you'll learn about a lot of these techniques like "Plinking" and tactical strategies like "Frame Traps."

ENTIRE SECTION COMING SOON!!


Combo FAQ

ENTIRE SECTION COMING SOON!!!