Street Fighter IV (Old Wiki Page): Difference between revisions

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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.
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.
=== Special moves ===
==== 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.


=== Focus Attack ===
=== Focus Attack ===
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EX Focus can be dash cancelled just as a Normal Focus with NO EXTRA METER COST.
EX Focus can be dash cancelled just as a Normal Focus with NO EXTRA METER COST.


=== Special moves ===


==== EX Specials ====
=== EX Armor / Focus Armor ===
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.
 
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.
 
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.


All special moves that do not require a 3 button input, have an ex version.
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.


EX Focus, and EX Tanden Drive are the only EX moves in the game that require two EX stocks.
Damage/Stun received during a Focus Attack can be recovered, indicated by the greyed portion of the health bar.


==== Shortcut input ====
==== Shortcut input ====
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===Chains===
===Chains===
=== EX Armor / Focus 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.
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.
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.
Damage/Stun received during a Focus Attack can be recovered, indicated by the greyed portion of the health bar.


== Characters ==
== Characters ==

Revision as of 20:37, 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.

Special moves

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.


Focus Attack

Focus Attack,(FA), saving attack, is a ground-based normal attack with special properties. Charging a Focus Attack grants "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.

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. Since the damage dealt to Focus Armor is considered "real" damage with the caveat that it can be regained, hits absorbed with Focus Armor add to one's 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.

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.

Dashing or releasing a level 1 or level 2 Focus Attack immediately forfeits Focus Armor.

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.

While charging a Focus, tap FF or BB to dash forward or backward respectively, cancelling the Focus Attack altogether.

Level 1

Level 1 Focus Attack is unleashed after charging Focus Attack 0-17 Frames (needs verification), and releasing.

Level 1 Focus Attack crumples ONLY on counter hit, and is blockable.

Focus 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 17-53 frames (needs verification), and releasing the buttons performs a level 3 Focus Attack.

Visual cues of achieiving a level 2 charge are a brief white flash effect on the character, and a circular "shockwave" effect on ground around his feet.

Level 2 Focus Attack crumples on any succesful hit, and is blockable.


Level 3

Charging a Focus Attack for 53 frames (needs verification), 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 Focus 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 succesful c.hit lvl1/lvl2/lvl3 Focus. 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 vulnerablity 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 Cancelled 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.


Note, when hit in the Stage 1 crumple, most characters enter a slightly different stun reel than as if they had been hit standing. This stun reel animation seems to be a "reward" of sorts, as the special stun animation makes some combos less difficult.

EX Focus / Focus Cancel

At the cost of 50% super meter, an EX Focus can be performed in the middle of any special/super cancellable 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 cancelled.

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 Armor / Focus 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.

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.

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.

Damage/Stun received during a Focus Attack can be recovered, indicated by the greyed portion of the health bar.

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

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 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.

Quick Recovery is not possible after being downed by a throw, sweep, super, or ultra. Other exceptions possible.

Stun

Chains

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

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
  1. Beat Arcade Mode with Akuma.
  2. Defeat Gouken.
Seth Beat Arcade Mode with everyone.
Akuma

To unlock Akuma as an opponent, play Arcade Mode while meeting the following requirements:

  1. Start Arcade Mode with a character that you have already used to beat Arcade Mode.
  2. 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:

  1. Start Arcade Mode with a character that you have already used to beat Arcade Mode.
  2. 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.

Championship Mode

External links