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=== Focus Attack === | === Focus Attack === | ||
Focus Attack,('''FA'''), '''saving attack''', is a ground-based normal attack with special properties. A Focus Attack grant special '''"Focus Armor"''' which allows a hit to be absorbed and countered. 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! | |||
Focus Attack, | A Focus Attack can be charged to 3 different levels, explained in detail below. | ||
Taking advantage of Focus Armor to absorb a projectile and backdash to safety is a common tactic to build Revenge meter. | |||
Focus 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. | |||
Focus 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. | |||
Note that it can only absorb one hit, so if Ken did his Fierce Shoryuken, although Ryu would absorb the first hit, the second and third hits would connect as usual. | |||
Damage/Stun received during a Focus Attack can be recovered, indicated by the greyed portion of the health bar. | |||
Damage (also stun?) received through focus armor is more (twice?) that of normal. | |||
Taking further damage while health is greyed deals the damage taken by the new move, PLUS left-over damage/stun that has not yet been 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. | |||
Note Focus Attack is known as Saving Attack ('''SA''') outside of North America. The terms Focus Attack (FA)/ Saving Attack (SA), FACD/SACD, 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. | |||
==== Level 1 ==== | |||
Level 1 Focus Attack is released after charging Focus Attack 0-16 Frames. | |||
Level 1 Focus Attack crumples ONLY on counter hit. | |||
==== Level 2 ==== | ==== Level 2 ==== |
Revision as of 10:53, 23 March 2009
Terminology
- EX - EX special move
- FADC - Focus Attack, Dash Cancel
Mechanics
Throwing
Throws are performed by tilting the stick forward or neutral or backward, 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 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.
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:
Character | Forward Dash | Backdash | Invincible | Grounded | Airborne | Distance |
Abel | 16 | 25 | 1~8 | 9~18 | short | |
Akuma | 18 | 25 | 1~8 | 9 | 10~18 | normal |
Blanka | 21 | 26 | 1~8 | 9~19 | long | |
Boxer | 18 | 24 | 1~8 | 9~17 | long | |
C. Viper | 19 | 27 | 1~8 | 9~17 | long | |
Chun | 15 | 22 | 1~8 | 9~18 | long | |
Claw | 20 | 22 | 1~8 | 9 | 10~19 | long |
Dhalsim | 32 | 29 | 1~8 | 9 | 10~18 | long |
Dictator | 17 | 25 | 1~8 | 9~17 | normal | |
El Fuerte | 16 | 19 | 1~7 | 8~12 | short | |
Guile | 19 | 26 | 1~8 | 9~19 | normal | |
Honda | 19 | 27 | 1~8 | 9 | 10~18 | normal |
Ken | 18 | 27 | 1~8 | short | ||
Rufus | 20 | 27 | 1~8 | 9 | 10~25 | normal |
Ryu | 18 | 27 | 1~8 | 9 | 10~18 | short |
Sagat | 18 | 29 | 1~8 | 9~23 | normal | |
Zangief | 26 | 26 | 1~8 | 9~16 | short |
Because Level 1 Focus Attacks have the same stun regardless of hit, guard, or character, forward dash speed also determines how much disadvantage you have after Dash Canceling a Focus Attack. For instance, Chun has +1, Abel and Fuerte neutral, Dictator -1, everyone else increasing disadvantage.
Focus Attack
Focus Attack,(FA), saving attack, is a ground-based normal attack with special properties. A Focus Attack grant special "Focus Armor" which allows a hit to be absorbed and countered. 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.
Taking advantage of Focus Armor to absorb a projectile and backdash to safety is a common tactic to build Revenge meter.
Focus 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.
Focus 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.
Note that it can only absorb one hit, so if Ken did his Fierce Shoryuken, although Ryu would absorb the first hit, the second and third hits would connect as usual.
Damage/Stun received during a Focus Attack can be recovered, indicated by the greyed portion of the health bar.
Damage (also stun?) received through focus armor is more (twice?) that of normal.
Taking further damage while health is greyed deals the damage taken by the new move, PLUS left-over damage/stun that has not yet been 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.
Note Focus Attack is known as Saving Attack (SA) outside of North America. The terms Focus Attack (FA)/ Saving Attack (SA), FACD/SACD, 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.
Level 1
Level 1 Focus Attack is released after charging Focus Attack 0-16 Frames.
Level 1 Focus Attack crumples ONLY on counter hit.
Level 2
After the initial press of the MP + MK buttons, you can keep holding the buttons down. As you do so, your character will keep "charging up" his/her Focus Attack.
You can let go of the buttons at any time to perform a Focus Attack proper. The longer the buttons are held, the more damage is done. You can combo into the Focus Attack with some characters, such as Crimson Viper.
Level 3
After a certain amount of time, the Focus Attack is simply released of it's own accord. When it does so, an "ink splatter" effect is applied to the screen.
This attack is unblockable, does good damage and sends your opponent into a "crumpled" state. You can be thrown or hit out of a Level 3 Focus attack early on in it's animation, although you become invulnerable when the character starts glowing white.
Crumpled state
In this state, an opponent is helpless. You get a free hit on them, which can be comboed into. However, the Crumpled state is quite strange, the opponent is not as easy to combo as if they were stunned normally. You only have a finite time to hit the opponent when they are crumpled.
It's typically best to unleash your Ultra Combo if you have it when you crumple your opponent, as it's guaranteed to connect.
During Crumple state, there are two stages the opponent goes through before falling to the ground. The first stage is a very vulnerable one... the opponent can be hit with nearly anything (as if they were just standing there).
However, if you are too late, the opponent falls and you lose the ability to hit them with a full combo. I believe you can only hit them once, and they will drop afterward. 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.
Focus canceling
Some special and normal attacks can be "Focus Canceled" by pressing and holding the MP + MK buttons as a special or normal move connects. This can be used to combo a special attack into a Focus Attack with some characters.
However, you can then take this one stage further by dashing forward or backward when holding the MP + MK buttons. Doing so costs two stocks (50%) of your Super meter.
Dash Canceling a Focus Attack has NO cost.
Special moves
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, or by connecting with a normal move. Whiffed normal moves do not fill super meter. The move lists for each character show how many points a move adds to the super meter. There are 1,000 points in a full meter.
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.
Shortcut input
- DP - can be performed as DF,D,DF; in other words tap the stick into the lower corner twice. Also DF,D,DB,D,DF,D,DB; in other words wiggle the stick from one lower corner to the other and back. Useful when you are guarding low, or when you are being crossed up.
- 360 - can be performed as F,DF,D,DB,B,UB or B,DB,D,DF,F,UF. In other words, a 225 degree rotation ending in up and back or up and forward. Reduces the chance of jumping.
Super Combo
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 will do huge damage.
Reversals
Quick Recovery
Press down on the stick, or any two buttons, in order to get up faster when knocked down.
Stun
Chains
Armor
Some moves in the game grant "armor" to a character. For example Zangief's EX Bear Grab can absorb one hit. Focus Attacks also grant armor if timed correctly.
However, some moves in the game are also considered to be "Armour-Breaking." That is to say, any armor will be negated by the move in question. For example, Blanka can negate Dhalsim's Focus Attack with a Blanka Ball.
Characters
Fei Long* | Cammy* | Akuma | Gouken* |
Dhalsim | Blanka | Chun-li | Ryu |
E. Honda | Zangief | Guile | Ken |
Seth* | |||
M. Bison | Sagat | Vega | Balrog |
Abel | C. Viper | Rufus | El Fuerte |
Sakura* | Rose* | Dan* | Gen* |
* Playable only in console versions
Arcade originals
- Dhalsim
- E. Honda
- Blanka
- Zangief
- Chun-Li
- Guile
- Ryu
- Ken
- M. Bison (Dictator)
- Sagat
- Vega (Claw)
- Balrog (Boxer)
- Abel
- C. Viper
- Rufus
- El Fuerte
- Akuma
Console exclusives
Console exclusive content
Unlockable content
Console versions of the game start with the 16 original arcade characters, two colors, and one personal action. Everything else must be unlocked by satisfying various conditions.
Characters
All of the console exclusive characters must be unlocked. Only Seth needs to be beaten with a given character to satisfy the requirement. The matches before Seth can be completed using any character. (unconfirmed)
To unlock... | Requirements |
---|---|
Cammy | Beat Arcade Mode with C. Viper. |
Fei Long | Beat Arcade Mode with Abel. |
Gen | Beat Arcade Mode with Chun-Li. |
Rose | Beat Arcade Mode with M. Bison. |
Sakura | Beat Arcade Mode with Ryu. |
Dan | Beat Arcade Mode with Sakura. |
Akuma | Defeat Akuma. |
Gouken |
|
Seth | Beat Arcade Mode with everyone. |
Akuma
To unlock Akuma as an opponent, play Arcade Mode while meeting the following requirements:
- Start Arcade Mode with a character that you have already used to beat Arcade Mode.
- Finish Arcade Mode without losing a round and meeting minimum requirements, determined below.
Setting | Perfects |
---|---|
1-round match | 1 perfect round |
3-round match | 2 perfect rounds |
5-round match | 3 perfect rounds |
7-round match | 4 perfect rounds |
Gouken
Note: Gouken can be unlocked as an opponent and beaten without unlocking him as a playable character. This is caused by not yet having unlocked Akuma as a playable character and finishing Arcade Mode with him.
To unlock Gouken as an opponent, play Arcade Mode while meeting the following requirements:
- Start Arcade Mode with a character that you have already used to beat Arcade Mode.
- Finish Arcade Mode without losing a round and meeting minimum requirements, determined below.
Setting | Perfects | Flashy finishes | First Attacks |
---|---|---|---|
1-round match | 1 perfect round | 3 flashy finishes | 5 First Attacks |
3-round match | 2 perfect rounds | 5 flashy finishes | 10 First Attacks |
5-round match | 3 perfect rounds | 7 flashy finishes | 15 First Attacks |
7-round match | 4 perfect rounds | 9 flashy finishes | 20 First Attacks |
A flashy finish is a round completed using a Super Combo or Ultra Combo. Both moves count towards this requirement.
Colors
Personal Actions
Achievements/Trophies
Icons
Titles
Challenge Mode
Time Attack Mode
Survival Mode
Trial Mode
Downloadable content
On the PlayStation 3, the game's version number is 1.01 as of February 17, 2009.
Alternative costumes
Release date | ||
---|---|---|
Name | American | European |
Brawler Pack | February 17, 2009 | February 20, 2009 |
Femme Fatale Pack | February 24, 2009 | February 27, 2009 |
Shoryuken Pack | March 3, 2009 | March 6, 2009 |
Shadoloo Pack | March 10, 2009 | March 13, 2009 |
Classic Pack | March 17, 2009 | March 20, 2009 |
Pack | Character | Description |
---|---|---|
Brawler | Abel | Singlet |
Brawler | El Fuerte | Chef |
Brawler | E. Honda | Tsuna |
Brawler | Rufus | Bubble jacket and pigtails |
Brawler | Zangief | Hagger outfit |
Femme Fatale | Cammy | Shadoloo assassin |
Femme Fatale | Chun-Li | Dress |
Femme Fatale | C. Viper | Uniform with exposed midriff |
Femme Fatale | Rose | Gypsy |
Femme Fatale | Sakura | Gi* |
Shoryuken | Akuma | Tsuna |
Shoryuken | Dan | Sparring gear |
Shoryuken | Gouken | Tsuna |
Shoryuken | Ken | Lined gi and sneakers |
Shoryuken | Ryu | Shirtless |
Shadoloo | Balrog | Apollo Creed |
Shadoloo | M. Bison | Torn uniform without hat |
Shadoloo | Seth | Pants |
Shadoloo | Sagat | Leggings |
Shadoloo | Vega | Colonial |
Classic | Blanka | Explorer |
Classic | Dhalsim | Wrap |
Classic | Fei-Long | Bruce Lee from Enter the Dragon |
Classic | Guile | Nash |
Classic | Gen | Mask |
* Selecting Color 10 will change the gi into a t-shirt.