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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. | 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. | ||
==== EX Focus / Focus Cancel ==== | ==== EX Focus / Focus Cancel ==== |
Revision as of 09:51, 26 March 2009
Terminology
- EX - EX special move
- 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:
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.
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
Counter Hit
Normal Attacks
Target Combo/Chain Combo
Linked vs Chained
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.
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.
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.
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.
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.
Note Focus Attack is known as Saving Attack (SA) in certain regiosn. 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, canceling 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 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.
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 Armor / Focus Armor
Some EX Special Attacks grant "EX Armor" to a character. EX 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 EX Armor, and all EX attacks can absorb only one hit, with the exception of El Fuerte's EX Habanero Dashes which absorb 2.
While charging a Focus Attack, a character gains "Focus Armor". Focus Armor Absorbs one non-armor breaking hit.
With the exception of El Fuerte's H. Dashes, EX Armor and Focus Armor are effectively identical.
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, Armor is destroyed, so the formerly Armored individual is open to follow-up attacks. As such, multiple rapid attacks effective against Armor.
Similarly 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 Armor is throwable, it is vulnerable to all special, super, and ultra considered "grabs".
Damage received 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 Armor.
Armor Break
Certain special attacks in the game have an 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.
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 will do huge damage.
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.