View Full Version : Street Fighter IV
Dissidia
10-17-2007, 03:43 PM
http://i54.photobucket.com/albums/g99/static_clarity/sf4.jpg
.FLV TRAILER LINK (http://static.capcom.com/streetfighter/assets/trailer.flv)
Hot off the Gamesradar presses from London -
Street Fighter 4
Development has just begun and the release of the game is more than a year away. No platforms are yet confirmed - a highly stylised animated concept trailer of Ryu and Ken fighting was shown, but no game footage.
Super Street Fighter 2 Turbo HD (Xbox Live Arcade)
The game will feature a spectator mode and is scheduled for a 2008 while the team try and get zero lag for the online mode. Also features stat tracking and widescreen. Original music from Street Fighter 2 will be used, plus remixed versions of all those tunes.
Gamesradar (http://www.gamesradar.com/gb/xbox360/game/news/article.jsp?sectionId=1006&articleId=2007101714511031010&releaseId=20060321132945404017)
Update: 9/24/08
http://www.blogsmithmedia.com/www.joystiq.com/media/2008/09/streetfighterbox.jpg
update - 12/30/07:
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1up take on it-v
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Gray Fox
12-06-2007, 06:55 PM
Bump
Street Fighter IV unveiled
http://www.1up.com/do/newsStory?cId=3164756
Capcom sent out a press release officially announcing what has been known for months - the game publisher is working on Street Fighter IV, the latest game in the fighting game series and the first to be made in 3D. Here's some info:
Capcom is proud to announce the return of four classic "World Warriors" in Street Fighter IV: returning favorites Ryu, Ken, Chun-Li, and Dhalsim. The characters and environments are rendered in stylized 3D computer graphics (CG), while the game is played in the classic Street Fighter 2D perspective with additional 3D camera flourishes. The traditional six-button controls for the game will return, with a host of new special moves and features integrated into the input system. Mixing tried-and-true classic moves and techniques with all-new, never-before-seen gameplay systems, Street Fighter 4 brings a brand new fighting game to fans the world over. Everything that made the legendary Street Fighter II a hit in arcades, living rooms and dormitories all over the world has been brought to bear here, with even more surprises. With the inclusion of Capcom's latest advancements in new generation technology, Street Fighter IV promises to deliver an extraordinary experience that will re-introduce the world to the time-honored art of virtual martial arts.
Features:
- 2D/3D fighting environments
- Classic Street Fighter characters re-imagined for a new generation of gamers
- New special moves that go beyond any Street Fighter fan's wildest imagination
- Amazing locations never seen before in a Street Fighter game
- New gameplay elements provide new challenges for both newcomers and the most seasoned Street Fighter pro.
http://www.prnewswire.com/cgi-bin/stories.pl?ACCT=104&STORY=/www/story/12-06-2007/0004717934&EDATE=
http://www.streetfighterworld.com/
http://www.ggmania.com/?smsid=24623 - Includes a picture of Ryu:
http://i54.photobucket.com/albums/g99/static_clarity/sf4_3d.jpg
Really, it doesn't look that good to me from the picture, a little crappy imo, lost all it's feel, it would had been better in 2d not a mixture.
Z_Blitz
12-06-2007, 08:09 PM
I've seen the trailer a month or so ago. I obviously can't wait for the game's release being the Street Fighter junkie I am :). I hope they change a bit in Ryu/Ken's movelist, I'm getting tired of the Hadouken - Shoryuken - Tatsumaki combo.
mthegreatone
12-06-2007, 09:49 PM
maybe 2.5D? like what konami did for castlevania dracula x chronicles? it should be decent provided they stick with 2d playing field though.
Dissidia
12-06-2007, 10:57 PM
Quite disappointed with the style of this, SF was the king of 2D fighters. I'd hoped they'd outsoruce the project to Arc System Works like the recent Basara X Cross. I hope they nail the gameplay at least, looking forward to a vid in January.
Sekei
12-06-2007, 11:01 PM
i have the trailer it does look intresting but from that pic it looks like they are doing the 2/3D thing which may either make or break them.
Dissidia
12-07-2007, 12:31 AM
Ah well, Street Fighter had a good run ;_;
http://i54.photobucket.com/albums/g99/static_clarity/24416-noscale-sf4leaked2.jpg
http://i54.photobucket.com/albums/g99/static_clarity/sfivscreen001.jpg
The graphics aren't the way they are in the teaser that everyone watched. The game's still pretty, but it has nothing of that ink-splashing or anything. Art direction is interesting. Unlike all the other 3D fighters, SFIV is not meant to be photo realistic.
Street Fighter IV runs at 60 frames per second.
Street Fighter IV will have online play.
The game takes place after Super Street Fighter II Turbo and before SFIII. The good news is that the character roster will be made of many old-school brawlers and some entirely new ones. There are two new girls on the list. We will probably not see any SFIII characters.
The stage you saw at 1Up, if you didn't figure out, is Chun-Li's Stage from SF2.
The excellent Parry system form SFIII is gone. The new system seems to be called Saving or Revenge (we're not sure about the name). We don't know exactly how it works, but it's built around cancels. And we do know we'll have another gauge to activate the Saving/Revenge stuff, besides the usual Super Gauge.
Supers are there (although they didn't decide yet if it will be like in SSF2T or SFIII), and now they've put another moves called Ultras. These makes your character throws a auto combo with tons of moves. It's like a custom combo ... except by the custom part.
Shen Long may appear in the game. We are NOT kidding.
The consoles are not decided yet, really. But, assuming that SFIV will have online play, we can obviously think of Xbox 360 and PS3 (duh). It's very likely that we'll see an arcade version without online mode too, and our sources told us that Capcom could put some test machines in Japan arcades in Q2 next year
Via Destructoid (http://www.destructoid.com/rumor-new-info-and-pictures-from-street-fighter-iv-leaked-58045.phtml)
Icestorm
12-07-2007, 12:38 AM
Holy shit... what have they done to my beloved Street Fighter... Its like a nightmare.. gone horribly wrong.
*sigh* Their faces look completely retarded.
♥ Tess
12-07-2007, 12:44 AM
poo, it looks too 3D :<
i thought it would have an okami-like style
(similar to the trailer)
Guess i'll wait & see in a few days
Icestorm
12-07-2007, 12:48 AM
I would rather more 2D with a bit of cell shading maybe.
mthegreatone
12-07-2007, 01:04 AM
the thing is that you can't really blame capcom for wanting to use that 3D style for the new SF game. it's all about raking in a profit and the only way to do it is to have 3d eye-candy that'll catch people's interest. pictures just don't do justice, i really want to see gameplay videos.
Z_Blitz
12-07-2007, 07:58 AM
Shen Long? Umm... As in Bloody Roar, Shen Long? That's insane!
I'm quite disappointed at the pictures to be honest =/. That teaser made me expect too much.
I support shin, boo at 3D as well. Street Fighter is becoming more like Tekken (which I don't like mind you) with a limited movelist of specials.
Icestorm
12-07-2007, 09:47 AM
Yep I dont like Tekken either.. juggling and limited moves.. I hate that.
Awesome! New Street Fighter.
Ren Höek
12-07-2007, 06:58 PM
it looks like the 3D street fighter EX series i want the original 2D street fighter we all know and love
So I might be a bit late, but I just saw this.
I think I'm going to be very disappointed. :(
The 3D-ness of it makes it look bad and low quality!
My poor street fighter..
Booo!
Insight
12-07-2007, 07:39 PM
the game play is still in 2-d apparently with just a 3-d effect and look. which is great news.
and yeah some of the best game news for a long time.
Ren Höek
12-07-2007, 10:08 PM
i wonder what characters will be returning in SF4 i want Q and Elena to return they were my two best
Chrono Detector
12-09-2007, 02:31 AM
The screenshots look kinda weird. Lousy Capcom, at least they didn't reuse the sprites from previous games, now that would suck even more.
I hope they add Akuma in this game, he is my favourite character.
♥ Tess
12-30-2007, 07:35 AM
NEW:
Actual Gameplay footage (added to first post)
---------
A bit different from what I pictured.
Animation looks very fluid :*
Still not used to the general look
Z_Blitz
12-30-2007, 07:42 AM
Hmm... It's just like what the people on 1UP said. It actually looks better when you look at the gameplay as opposed to seeing the graphics alone.
Maybe I will get this game afterall xD.
I think it looks pretty good.
And I think we should all keep in mind that it's still kinda early in development.
I have no doubt that it will look a lot better when it's finally released :)
And after seeing the gameplay footage, I remain optimistic.
mthegreatone
12-30-2007, 03:15 PM
i nearly creamed my pants after seeing gameplay video. so far the whole blocking system is starting to sound like SFA3/CvS2 style if they're implying that you can't block indefinitely. personally that was a good addition to the series.
Z_Blitz
12-30-2007, 04:47 PM
I don't think they said anything about limiting the blocks, but rather removing the parry system, which was -albeit fun- rigged.
No parrys?!
Dang.
No more pissing off my friends then... lolz. ;)
Mugen
01-02-2008, 07:25 PM
Daigo should stay to Playing the game and not drawing the characters....I don't like the over-the-top expressions the characters Depict in various situations..and taking out parrying and trying to stay too close to SFII is quite a gamble but the gameplay looks pretty promising despite all that. I like the sumi-e art syle they used though.
Icestorm
01-03-2008, 03:51 PM
I agree.. Now that ive seen the gameplay Im pretty interested.. rather than my first impression was that it was pile of crap. I look forward to the coming news.
What threw me off was the facial expressions, the blank faces seriously bugs me when Ken is attacking in that one picture x.x. The style is nice but i hope they at least give them more expressions.
Sekei
01-03-2008, 09:00 PM
it's sad...a strong game, that just lost all it's hadou...
Mugen
01-04-2008, 09:50 PM
I think there just might be some dark hadou Left in this one my friend let's just wait and see. It's already proved me wrong once so maybe it can do it again
Mavvy
01-06-2008, 09:09 PM
I'm glad that SFIV is keeping the 2D fighting perspective. I hope I see many of the old characters from SFII like Sagat, Bison and Cammy.
Captain BenZ
01-07-2008, 08:48 AM
This game is going to be amazing!! I like the new approach that they are going with.
theblack_dragon
01-08-2008, 01:13 PM
i know what you mean my problem with the first two EX titles was the fact that gameply was very slow. only until EX3 did the fighting speed up so to see this much detail plus speed really impresses me.
Mugen
01-08-2008, 07:20 PM
I hope they have Guy...please have GUY! OR Adon at least...
berserk
01-08-2008, 09:40 PM
Very interesting... I can't wait.
Dissidia
01-09-2008, 12:37 PM
http://i54.photobucket.com/albums/g99/static_clarity/crimson_viper.jpg
Crimson Viper - new character.
KholdStare
01-09-2008, 12:47 PM
Street Fighter was the only game my sister could ever beat me at (Chun-li was just too fast). Can't wait for my revenge on her....
Z_Blitz
01-09-2008, 02:40 PM
Anyone else think that this Crimson Viper character looks more manly than womanly? She looks like a cross between Duke and Lein Neville from King of Fighters Maximum Impact =/.
WerzMyBankai?
01-09-2008, 02:59 PM
Anyone else think that this Crimson Viper character looks more manly than womanly? She looks like a cross between Duke and Lein Neville from King of Fighters Maximum Impact =/.
Hehe I thought she was more of a cammy-esque style of char.
And yeh lately capcom char designs seem very kof-ish. Regardless I like her, if they add more cleveage thats a WIN.:rolleye09
Being a hardcore street fighter player I cant wait for this.
Graffik
01-11-2008, 12:29 AM
Anyone else read EGM's exclusive preview, they got some interesting downlow on a new saving system, for counters and such, seems the game is going to make every match a duel till the end, with the saving system you could easily pull major comebacks, [the controls ain't easy though..] It's replacing the parry system, just to make things more challenging..
mthegreatone
02-06-2008, 07:56 PM
http://img409.imageshack.us/img409/2991/charrevscrr4.jpg
new chars. finally get to see Dhalsim, Zangeif, Chun-Li, Guile, Blanka, E-Honda.
Ren Höek
02-07-2008, 12:47 AM
all Original 8 characters comfirmed
http://ruliweb.empas.com/ruliboard/read.htm?table=game_ps04&page=1&num=38274&main=ps&find=&ftext=
Chrono Detector
02-07-2008, 06:01 AM
I see many of the Street Fighter 2 characters are back, which is a good thing. I heard Akuma is back as well, but I don't see him on that link you provided. This game should be a blast, its been a while since Capcom had made a Street Fighter game.
Ren Höek
02-07-2008, 06:11 AM
I see many of the Street Fighter 2 characters are back, which is a good thing. I heard Akuma is back as well, but I don't see him on that link you provided. This game should be a blast, its been a while since Capcom had made a Street Fighter game.
i heard about Akuma too, but i don't know if it's true (most likely is true)
berserk
02-07-2008, 08:43 AM
Wow... thanks for the awesome screens. Nice to see some of the classic characters back. And they better have Akuma lol. At this point, just wouldn't be Street Fighter without him.
And about that new chick, Crimson Viper, she does look a bit like some of the KoF characters. Still she has a cool look to her. So far, SFIV gets better and better with each dose of news.
Mugen
02-07-2008, 12:32 PM
Akuma has been confirmed for SFIV but they haven't showed pics yet. Best Beleive I'll be using Guile when SFIv comes out!
Ren Höek
02-07-2008, 07:38 PM
NU PICS!!
first link is the cabinet
http://www.famitsu.com/game/news/1213480_1124.html
next link is more pics on the characters
http://www.famitsu.com/game/news/1213478_1124.html
mthegreatone
02-07-2008, 09:29 PM
holy crap not only is that a nice cab, but it's a nice cab WITH widescreen tv. i almost came in my pants after seeing that.
Mavvy
02-10-2008, 07:40 AM
Here is a little more incite...
http://www.gamespot.com/arcade/action/streetfighteriv/news.html?sid=6185761&tag=topslot;title;4
SFIV story is not after SFIII but before it. Combining the stories together somehow? Crimson looks more like a character you would see in KoF. Her clothing feels out of place.
DJ Hayabusa:D
02-10-2008, 08:38 AM
omg it looks like bodoukai but a better version of it =) since i played last time street fighter i should buy the new game too xD cant wait :O
mthegreatone
02-10-2008, 11:10 PM
omg it looks like bodoukai but a better version of it =) since i played last time street fighter i should buy the new game too xD cant wait :O
god forbid it to play like budokai though...
dragon ball z games FTL!!!
CallouS
02-12-2008, 06:20 PM
...I think that the new graphics look absolutely terrible...
But whatever. I'll probably play it as Ken, or if they brought Yang/Yun back, I'd probably use one of them.
Mavvy
02-12-2008, 06:51 PM
As long as the game play is smooth and the game has a deep fighting system, it should be great even if the graphics look weird.
Ren Höek
02-12-2008, 07:46 PM
oh yeah does everybody know that SF4 has ultra combos too like killer instinct
Mugen
02-14-2008, 07:18 PM
^ yeah...
So yeah they confirmed new moves and combos for all characters besides ultra combos along with some info on a new Person named Abel. no pics on him yet though and apparently Crimson Viper is going to fight with some high-tech tools in hand...
Ren Höek
02-14-2008, 07:30 PM
apparently Crimson Viper is going to fight with some high-tech tools in hand...
like Doctorine Dark from the EX Series
Gray Fox
02-16-2008, 06:00 AM
New Vid:
http://forums.gametrailers.com/showthread.php?t=312578
Dissidia
02-16-2008, 05:00 PM
Not really keen on the Abel design, or the Sambo fighting style. Seems to borrow a few moves from Sean. Really looks a lot better in motion than stills though, it's reportedly 60% complete already. Just think they need to speed up the gameplay a little and fix the facial animations. Still looking forward to it though, even though I would have prefered 2D it looks pretty fresh.
Chrono Detector
02-17-2008, 11:50 AM
I hope they put new backgrounds as well. As I noticed when all the characters are fighting, its the same old background. Hopefully they will add more additional ones.
And apparently a new character called Abel makes his debut in SF4.
D-King
02-17-2008, 01:27 PM
I'm a bit disappointed it doesn't follow Street Fighter IV. I was quite keen to see how Ryu would have now fought after training with Oro. Since this is between II and III then there may also be a chance of no new supers (despite the fact they have new animations).
Did anyone else lolz when they saw this pic: It just said to me "Owned and you can't do shit 'bout it" :p
http://www.famitsu.com/game/news/__icsFiles/artimage/2008/02/01/pc_fc_n_gn/ch06.jpg
Mugen
02-19-2008, 12:32 PM
^ That woulda been awesome! And Maybe we could see a beefed up Sean after training with Ken in Brazil?
Mavvy
02-21-2008, 09:36 AM
We won't see a beefed up Sean because SFIV is prior to SFIII.
I've seen some gameplay videos. The way they jump is wierd. From what I can see, they retained EX moves.
Mugen
02-21-2008, 12:31 PM
^ I know..>-> just a thought. It does kinda suck that Ono is alienating the SFIII fans and only cateriing to the SFII fans even though I love all street fighters how can you just Ditch your fanbase and just hope they like this new system your throwing at them and you're taking out people like Alex, Yun, and Makoto for people like Crimson Viper who looks and plays like a KoF fighter and Abel who just looks bad..? no thank you. But since it's street fighter I must get it regardless and it does looks promising to a degree.
Z_Blitz
02-21-2008, 12:37 PM
Sticking to the original roster after having introduced characters like Remy (I liked him more than Guile, even though his outfit was questionable), Sean, Alex, Yang and Yun was the worst thing capcom could've done. Viper and Abel are awfully cliched and are just blantant copies from other games. Honestly, I don't think that this installment would do it for me like the others did. I was never a big fan of the EX series, which is what this game seems to resemble the most (minus the inclusion of characters like Garuda and Kairi).
Mugen
02-21-2008, 07:20 PM
^ Personally don't agree there. Guile was always one of my Faves in SF along with Charlie ( The Guy Guile wished he was), Yang, Makoto, and Guy.
At least the 3rd strike roster was ORIGINAL!
Mavvy
02-24-2008, 10:06 PM
As we haven't seen the full roster for SFIV, we won't know who else may appear in the game.
Also, take a look of the original characters attacks, comboes, specials, supers and ulitmate supers. =]
http://www.gamespot.com/arcade/action/streetfighteriv/media.html?mode=exclusive&om_act=convert&om_clk=multimodule&tag=multimodule;picks;title;5
Ren Höek
02-25-2008, 05:19 AM
nice find Mavvy now let look at these videos
Mugen
02-25-2008, 07:16 PM
let's observe what we see here...nice find!
mthegreatone
02-25-2008, 11:07 PM
i'll officially be pissed if they didn't retain guile's Sonic Hurricane super.
Mugen
02-26-2008, 12:31 PM
^ Hope it's in there. I already saw Somersault Justice and it looks bad ass!
Dissidia
02-26-2008, 02:48 PM
There was 16 character slots on the GDC build, with 10 filled. Apparently Sagat and Balrog are in, from what I hear about the new location tests in Japan. With Akuma pretty much guaranteed, that leaves 3 slots for other new/returning characters :/
mthegreatone
02-26-2008, 08:49 PM
if that's the case then someone needs to update the info on the wikipedia page.
it'll be interesting if they throw in an SNK character just for the hell of it LOL.
Mavvy
02-27-2008, 05:52 AM
I'm hoping Capcom will surprise us with characters that we can unlock that is not part of the 16 slots.
Ren Höek
02-27-2008, 06:07 AM
i world tour from Alpha 3 (PS1) to return that was awesome :3
mthegreatone
02-27-2008, 06:35 AM
i world tour from Alpha 3 (PS1) to return that was awesome :3
for a long time i never knew there was an Alpha/Zero 3 for ps1, but after i saw it i came in my pants due to the ridiculous amount of characters. thankfully capcom released alpha 3 max on psp so i could experience it.
Mugen
02-27-2008, 12:34 PM
@Professor Oak:I just hope the annoyingly gay M.Bison and Akuma don't Return with it as well. Had to use Ryu's V-ism chip damage combo to beat both of them >_<
Ren Höek
02-27-2008, 07:51 PM
@Professor Oak:I just hope the annoyingly gay M.Bison and Akuma don't Return with it as well. Had to use Ryu's V-ism chip damage combo to beat both of them >_<
i never had a problem with them, my fav ism is A, i had the skills to beat them in one time :babies:
Mugen
02-28-2008, 12:25 PM
^ well I guess I did suck back then...but still! now I use X and V-ism Charlie as me main and A-ism Guy as my secondary.
mthegreatone
02-28-2008, 05:23 PM
anyone that can use V-ism effectively is a beast, i've seen crazy combo videos of people using it...just amazing stuff LOL
seems as though we've gone off topic though, so....
i haven't heard too much about online multiplayer...has it been talked about already?
Ren Höek
02-28-2008, 07:01 PM
anyone that can use V-ism effectively is a beast, i've seen crazy combo videos of people using it...just amazing stuff LOL
seems as though we've gone off topic though, so....
i haven't heard too much about online multiplayer...has it been talked about already?
i disagree in the tournaments i've been to i can easily kill anyone using V-ism with A-ism no matter how good they are
yeah online sounds like fun
Dissidia
03-12-2008, 07:25 PM
El Fuerte from this weeks Famitsu:
http://i26.tinypic.com/2ekoe3n.jpg
Luchador from Mexico. Liking the design better than the other two new ones.
Mavvy
03-12-2008, 09:44 PM
Aw man. Not another grappler. I thought Abel was sufficient enough as a new grappler.
Ren Höek
03-13-2008, 12:53 AM
El Fuerte from this weeks Famitsu:
http://i26.tinypic.com/2ekoe3n.jpg
Luchador from Mexico. Liking the design better than the other two new ones.
kinda looks like El Blaze from Virtua Fighter 5
mthegreatone
03-13-2008, 06:19 PM
Aw man. Not another grappler. I thought Abel was sufficient enough as a new grappler.
well you have to take into account the fact that regardless of the new addition, there's still way more "normal" characters in the roster
Sinister
03-14-2008, 03:30 PM
It looks great. Hasn't gone over board with the 3D...
Dissidia
03-16-2008, 03:56 PM
Theres some new character shots floating around the net for Abel and Viper. The render engine has really improved, it's starting to looking more stylised (with a painted/inked look). With Zangief and Fuerte both in the game my chances of seeing an Alpha character like R. Mika are pretty much nil :/ I hope any other new characters are more freakish like Twelve and Blanka, to make the cast a little more interesting. :)
Mugen
03-17-2008, 12:20 PM
El Fuerte= gay.
I honestly don't think that we need another grappler character when Zangeif is powerful enough as it is since he can go through another characters active frames with his grabs I don't think we need another character who can do that >_>
Chrono Detector
03-17-2008, 01:52 PM
Here's a new in game screenshot of what Crimson Viper can do:
http://upload.wikimedia.org/wikipedia/en/1/14/Street_Fighter_IV_Viper_Guile.jpg
Kalashnikov
03-18-2008, 12:30 AM
The only thing that's annoying me about this game is the facial expressions. Ryu used to look so badass...look at him now. Looks a bit like a crackpot.
Ren Höek
03-18-2008, 01:35 AM
in that pic it looks like Guile is staring at Viper's boobs
Mavvy
04-05-2008, 02:36 AM
New screenshots of the new character El Fuerte if that's his name or something rather.
http://media.ps3.ign.com/media/142/14211548/imgs_1.html
mthegreatone
04-05-2008, 03:15 AM
in that pic it looks like Guile is staring at Viper's boobs
i'm just effing happy that they didn't overproportion the boobs (think old-school Lara Croft).
Ren Höek
04-05-2008, 03:40 AM
i'm just effing happy that they didn't overproportion the boobs (think old-school Lara Croft).
i know i wonder if she's going to have "bouncy" animation like Mai Shinurai
mthegreatone
04-05-2008, 07:24 AM
ahhh the infamous jiggle-physics discussion :p
not too familiar with the situation regarding boob movement in this game :D
Dissidia
04-26-2008, 11:12 PM
The old bosses all return (known for a while, but now actual shots):
http://i27.tinypic.com/e66df6.jpg
I was hoping there would be a new cast of villains, too many SF2 returners >:
Mavvy
04-27-2008, 06:31 AM
Yeah. It would be nice to see a large cast of characters to choose from like SF3 Alpha.
Hisoka
04-27-2008, 06:55 AM
this is looking really good. can't wait to play it...
Static, we have to wait, i think that the characters showed already its like 30% or even less of the characters that the game will have in the end. :D
they keep poping out xD
i just hope to see some from third strike.
Chrono Detector
04-29-2008, 12:54 PM
Hmm... so everybody from SF2 Turbo is back, am I missing anybody?
I wonder how many new characters they are going to feature as well.
Mavvy
04-29-2008, 06:16 PM
Since the theme is set after street fighter 2 and before street fighter 3, I'm hoping to see a handful of new characters.
Mugen
05-01-2008, 12:10 PM
from 3rd strike all I'd want to see is Yun and Makoto. From Alpha series.....Adon and probably Sakura (not Guy because he's not a legit SF character). I agree that there are too many returning characters from SFII and not enough from other games. But Vega ftw! (or M.Bison if that name suits you guys better)
Takeshi
05-25-2008, 04:44 PM
I can't wait to get my hands on this game. Thank Jesus it's still 2D. El Fuerte is going to be beast, 'nuff said.
Mavvy
06-02-2008, 01:02 AM
New screenshots. There is another new character. Another huge character. There needs to be another new female character besides Viper.
http://media.xbox360.ign.com/media/142/14211549/imgs_1.html
ultimate
06-02-2008, 01:15 AM
Dont know whether this has been posted but heres some screenshots for a possible new boss and concept art for Dan and Fei Long:
http://i30.tinypic.com/24dr6o1.jpg
http://i26.tinypic.com/2n6eulz.jpg
Seth "The Puppet Master" is the CEO of Shadowloo's weapons division S.I.N. His body has been modified using cutting-edge technology. (Source: http://kotaku.com/5011305/new-street-fighter-iv-boss-character-concept-art-for-new-old-characters)
Ren Höek
06-02-2008, 07:13 AM
http://i26.tinypic.com/2n6eulz.jpg
Seth "The Puppet Master" is the CEO of Shadowloo's weapons division S.I.N. His body has been modified using cutting-edge technology. (Source: http://kotaku.com/5011305/new-street-fighter-iv-boss-character-concept-art-for-new-old-characters)
there's your character from 3rd Strike Seth looks like Urien
Mugen
06-02-2008, 12:18 PM
Urien!?!?! oh yeah!!! lol jk
Since everyone knows that SFIV is coming out in august anyone who's in the area in Wichendon, Mass me and a couple of friends are planning to get a SFIV machine with help from the local TGA ($15000 for one arcade folks, no I'm not playing) in August we're getting two SFIV machines. However we need help from the gaming community to get sales up so that other purchases like this(BlazBlue, Arcana Heart 2, Sengoku Basara X) can be made in the future. All that I'm asking is that you go there on the weekends pay $20-26 and you can play all day at the Arcade there (all fighters are set on free play and they give you unlimited tokens for games like Dance Dance Revolution, Puzzle Fighter etc.) and there's also food and a bowling alley as well so anyone in the are should hit that up. would be much appreciated.
Ren Höek
06-02-2008, 07:48 PM
Urien!?!?! oh yeah!!! lol jk
Since everyone knows that SFIV is coming out in august anyone who's in the area in Wichendon, Mass me and a couple of friends are planning to get a SFIV machine with help from the local TGA ($15000 for one arcade folks, no I'm not playing) in August we're getting two SFIV machines. However we need help from the gaming community to get sales up so that other purchases like this(BlazBlue, Arcana Heart 2, Sengoku Basara X) can be made in the future. All that I'm asking is that you go there on the weekends pay $20-26 and you can play all day at the Arcade there (all fighters are set on free play and they give you unlimited tokens for games like Dance Dance Revolution, Puzzle Fighter etc.) and there's also food and a bowling alley as well so anyone in the are should hit that up. would be much appreciated.
damn you are so lucky to have TGA as your Arcade i've been there once it was incredible i mostly played pop'n music and beatmania IIDX
Mugen
06-02-2008, 08:01 PM
yeah I consider myself lucky to be apart of the TGA community. It's realy awesome I mean the employee's are great the games are up to date what more could you ask for? Anyways the SFIV machine will be a Taito Type X2 Arcade System,
Arcade system Taito Type X2
Cabinet Sit-down
CPU Intel Core 2 Duo E6400 or
Pentium 4 651 or
Celeron D 352
Display 720p/1080i/1080p 16:9 LCD screen
and the current characters we know will be on there are
Blanka
Chun-Li
Dhalsim
E. Honda
Guile
Ken
Ryu
Zangief
Balrog
Vega
Sagat
M. Bison
Abel
Crimson Viper
and we'll probably have the other new characters as well but we're not too sure yet. Also for console fans Dan and Fei Long are in the console versions of SFIV.
Also release dates: X360 and PS3: Febuary 3rd 2009 Arcades: July 2008
berserk
06-03-2008, 12:47 AM
Nice to see Fei Long making a return in SFIV. The console ver. it seems like anyway. I wanna hear that "OOWAAH!!" again lol. And yes, that new boss looks like Urien. I hope he won't be as annoying as the boss from SFIII *can't remember his name*. Those damn long legs and "Resurrection" were a pain in the ass.
Bunch of great stuff on SFIV. Can't wait to play it.
Minami Itsuki
06-03-2008, 06:22 AM
Im still debating whether to get this cause there is SCIV, UEFA Champions League and Gears of War 2 coming out. What do you guys think? This game looks damn AWESOME though.
Ren Höek
06-03-2008, 07:12 AM
Also release dates: X360 and PS3: Febuary 3rd 2009 Arcades: July 2008
i love the sit-down types, arcades in AZ are mostly gone or there's nothing but ticket games :mad:
Mugen
06-03-2008, 12:04 PM
@Byakuran: Get those games first I mean since SFIV is comin out in Febuary of next year there's more than enough time to save up for it after getting the others too.
@Berserk: you mean Gill from SFIII. imo I thought fighting Gouki on max difficulty right before Gill was harder.
Ren Höek
06-03-2008, 07:52 PM
@Berserk: you mean Gill from SFIII. imo I thought fighting Gouki on max difficulty right before Gill was harder.
no way Q was harder to beat on max difficulty if you never lost a round
Mugen
06-03-2008, 08:43 PM
^rly? I Q wasn't too hard because his offense isn't too great and his attacks are slow enough that they're an easy parry. that's just what I think though
Mavvy
06-04-2008, 06:41 PM
Try playing Q at max difficulty with Chun Li. Q can parry like crazy. Gill was and still is pretty damn annoying. As for the new boss for SFIV, totally looks like Urien. There is a screenshot of him doing his infamous Chariot Tackle move. If Fei Long and Dan are making an appearance on the console version, at least Cammy should be back too.
Ren Höek
06-06-2008, 04:37 AM
Hell Yeah!!
http://www.hori.jp/products/xbox360/controller/realarc_pro_ex/
Mavvy
06-06-2008, 04:54 AM
Looks good but pricey.
Ren Höek
06-06-2008, 05:41 AM
Looks good but pricey.
it's only going to be 120+
if its too expensive for buy the EX2
http://www.play-asia.com/paOS-13-71-dd-49-en-70-26p2.html
^ EX2's should available in your local game stores
Minami Itsuki
06-06-2008, 06:04 AM
Looks good but pricey.
I agree lol. Looks awesome though.
Man...your ava is so...alluring..
Mavvy
06-06-2008, 08:20 AM
EX2, a possibility...
@Byakuran!: Thanks. xD
February release. So close but yet so far. ;_;
Dissidia
06-07-2008, 10:47 PM
New interview with Ono reveals that Fei Long and Dan will be in the home version of the game (seriously, where is Akuma and Cammy?). Seth will be playable on home version too (was assumed). Apparently they'll continue to tweak the ink splat look after the initial release.
Mavvy
06-07-2008, 11:20 PM
There is still plenty of time left until the arcade version is finalized and the game version is released. I wouldn't count out Akuma and Cammy from appearing in SFIV yet.
Dissidia
06-07-2008, 11:31 PM
There is still plenty of time left until the arcade version is finalized and the game version is released. I wouldn't count out Akuma and Cammy from appearing in SFIV yet.
Last location test is in Tokyo this weekend, game is being shipped out to arcades next month. But yeah, 8-9 months til the home version so there's still hope.
Mavvy
06-09-2008, 08:09 PM
You all have probably seen this already but I just can't enough from watching this video. XD
I love the way they present the whole video. Love the sketchy feel and iink blots.
Ryu Theme Song <3
GameSpot Video: Street Fighter IV Official Trailer 3
Mugen
06-11-2008, 12:29 PM
^ bison's ultra combo ftw. That just further persuaded me to Main Bison again since the CvS2 days. I also like how Guile is shaping up to be as well.
Kefka
06-13-2008, 08:06 AM
Ahhh, I am so looking forward to unleashing psycho power in that beautiful comic book-esque style. Hopefully more manga/anime games tries out this style of graphics in future games.
ninjabot
07-02-2008, 08:57 AM
We got an arcade release date: July 18th. And like the Tekken arcade games, you get cards that you can use for it to get points to spend on alternate costumes for your characters. http://www.the-magicbox.com/0807/game080701a.shtml
I doubt that release date is worldwide though. Prolly just Japan. And check this out too:
http://youtube.com/watch?v=uDJboxKVilI
Simply awesome.
Mavvy
07-26-2008, 05:21 AM
Every new video is making me want this game more and more.
http://ps3.ign.com/dor/objects/14211548/street-fighter-iv/videos/SF4_E3_HD_STmix_072408.html
Hime-chan
07-27-2008, 01:44 AM
omg I love streetfighter, this game is definately going on my list. That vid just made me want the game even more ^_^
Chrono Detector
07-27-2008, 01:31 PM
That video was indeed good. But whats disappointing that there isn't Akuma, I was expecting him to be in this game. And according to Wikipedia, there is only 5 new characters.
I can't wait till this game comes out on PC as well. Hope the system requirements aren't too high.
Ren Höek
07-27-2008, 04:50 PM
That video was indeed good. But whats disappointing that there isn't Akuma, I was expecting him to be in this game. And according to Wikipedia, there is only 5 new characters.
I can't wait till this game comes out on PC as well. Hope the system requirements aren't too high.
i know Akuma is one of my best players...
the only ones i know as of now that are going to the Home Consoles are Fei-Long, Dan and Cammy
Hisoka
07-27-2008, 05:03 PM
I hope they include some third strike characters...Yun, Yang, Ibuki...Dudley...I think these have to be in! ;__;
Ren Höek
07-27-2008, 08:43 PM
I hope they include some third strike characters...Yun, Yang, Ibuki...Dudley...I think these have to be in! ;__;
there is, it's Urien
Seth is Urien
Mavvy
07-29-2008, 05:21 PM
I doubt any 3rd Strike characters will be in the game except for said name Seth (as we see him as Urien) because the story takes place before 3rd Strike and after SFII.
D-King
07-30-2008, 10:05 PM
There's also a high doubt that SF3 chars will not be included because they're basically they're moreless the subs for earlier characters. Some are kinda unique in their own way though.
Why don't they take out Dan and make more character space for people like Dee-Jay and from SF3 I wouldn't mind seeing Makoto. I'm just pretty much psyched to see if Gouken makes his appearance.
ninjabot
07-31-2008, 02:14 AM
I remember seeing a pic of Sakura somewhere, so she could actually be in the home version. The art was exactly like the official SF4 pics, and it also showed a pic of Dan, who was also said to be in the console version.
But being as this all happens before SF3 I don't see how many SF3 chars could be in this game. Did Gen die in the alpha series? If not, he could totally be in. Cammy was shown in the Comic Con anime trailer, so she's definitely in.
Mavvy
07-31-2008, 05:23 PM
Yeah. Seriously. I'm not too found of characters that majority of the time won't be used. I like to use every character when it comes to fighting games. I'd prefer Sean over Dan anyday. Hmm, got me thinking. Just because its before the 3rd Strike storyline doesn't mean SFIV couldn't be a prelude to 3rd Strike. That's probably why we got this Seth character.
doucheasaurus
08-01-2008, 09:18 AM
I'm an Old School SF Gamer, and even Champion in some of the online, state to state battles and even barracks battles. I'm sure to see and purchase this game when it daybiews.... Street Fighter started it all, "jungs"!
Captain BenZ
08-05-2008, 07:25 AM
This is definitely going to be one amazing fighter, at least that's what I'm hoping for. I'm hoping to jump on the competitive bandwagon for this upcoming game IF it isn't broken.
Mugen
08-12-2008, 10:52 PM
I gotta say this game is awesome. A nearby Arcade in Massachusetts got it and god damn this game is somethin. If you played SFII or SFIII you'll feel right at home since it plays like a hybrid of the two with all the old combos working except for the combo grab shenanigans that persisted in Super Turbo. Balrog(Vega) and Vega(m.Bison) are the superior characters of the game extremely benefiting from the new focus system (or saving in the americas) since I got my ass kicked by them so many times lol. Anyways the game runs very smoothly and the graphics do choke every once in a while but other than that I have no complaints about it. Any other questions and I'd be happy to answer them.
D-King
08-13-2008, 01:17 AM
Did you have a chance to play as El Fuerte? How does the running system for his moves feel. Does it fit SF and did you get to Seth?
ninjabot
08-17-2008, 01:01 AM
Akuma in action!
http://www.fightersgeneration.com/main.htm
Sure he got pwned...but I'm just glad his old theme was used/remixed. Hopefully they did the same with every other character.
The second vid against Ken shows him using his Shun Goku Satsu.
D-King
08-18-2008, 02:35 AM
Yea I caught that on GT. Shame the fighter he was against had skill. I don't know what about it, but his flaming go hadoken and his shun goku satsu look particularly smexy.
Alright, now give me the home version with Gouken and I'm a happy man.
Mugen
08-29-2008, 12:24 PM
Nah I got raped by seth -_-. Akuma was the comp in that fight and god damn that was pathetic. Didn't try out el fuerte but the comp seemed to have no difficulty running around like a mad man lol. Also Abel is pretty damn good now that I seen him in action more. His combo's are ridiculous even without implementing the Focus system. Also Seth's Ik ultra-combo ftw...?
mthegreatone
08-30-2008, 05:23 AM
I gotta say this game is awesome. A nearby Arcade in Massachusetts got it and god damn this game is somethin. If you played SFII or SFIII you'll feel right at home since it plays like a hybrid of the two with all the old combos working except for the combo grab shenanigans that persisted in Super Turbo. Balrog(Vega) and Vega(m.Bison) are the superior characters of the game extremely benefiting from the new focus system (or saving in the americas) since I got my ass kicked by them so many times lol. Anyways the game runs very smoothly and the graphics do choke every once in a while but other than that I have no complaints about it. Any other questions and I'd be happy to answer them.
effin sweet dude. so yeah i go to San Jose State University, and the on-campus arcade has an SF4 cabinet. i never got a chance to try it out because there's so many damn ppl gathered around watching, but yeah it's pretty cool.
Ren Höek
08-30-2008, 05:35 AM
i hate AZ... none of the local arcades have SFIV, if i want to play i have to travel to California to play it at Arcade Infinity
♥ Tess
09-26-2008, 12:07 AM
Box-Art -v
http://www.blogsmithmedia.com/www.joystiq.com/media/2008/09/streetfighterbox.jpg
Hime-chan
09-26-2008, 01:04 AM
^ ooo nice, my fav character's on the cover ^_^
Mugen
09-26-2008, 12:15 PM
Anyways...lol @ El Fuerte semi-infinite. so much for this game not being broken. You basically just do MP then cancel it with the dash, cancel the Dash with MP, rinse,wash,repeat until the game forcibly pushes you away from your opponent after 6-7 reps. Insane damage along with Abel and his ridiculous OTG grabs and combos >_>
Ren Höek
09-27-2008, 02:13 AM
Gouken is in SF4 as an extra boss after Akuma
Mavvy
09-27-2008, 07:17 AM
Whee for Chun li on the N. America cover~
ninjabot
09-27-2008, 09:55 PM
We finally got a gameplay video of Gouken!
http://www.fightersgeneration.com/main.htm
So THAT'S where Ryu's Shin Shoryuken went...
Mugen
09-29-2008, 12:33 PM
^ Gouken's only CPU not playable. you need 4 perfects in arcade to face him. Just got back from playing Street Fighter IV again and wow Zangeifs lariat has beefed up in the current update. He has invincibility frames throughout the whole animation and can cancel his Aura hand attack (which is a low btw) into an inescapable throw set up on block >_> Woot for cheapness.
*will upload videos and combo's later*
Focus Attacks
A Focus Attack (sometimes known as a Saving Attack) is done by pressing the Medium Punch and Kick buttons at the same time. This combines both defense and offense in one powerful package. Your character will enter a special preparation pose, which is safe from some attacks — attacks that hit just once — and then they'll unleash a move in retaliation.
There are three levels of Focus Attacks depending on how long you hold down the buttons.
Level 1: Your character will launch a weak attack.
Level 2: This causes you to do a medium powered attack which will open up the other fighter for a combo if it lands.
Level 3: This causes you to flash yellow and the resulting attack is unblockable, you can also combo after this move if it lands.
Throwing and Counter Throwing
Throwing is done by pressing the Light Punch and Kick buttons at the same time when you're close to your opponent and holding back or towards. You can break your opponent's throw attempt by pressing the Light Punch and Kick buttons at the moment they try to throw you.
Ultra Moves
This is basically an enhanced super move, which you can execute by doing the same motion as your character's super move, but pressing all three punch or kick buttons instead of just one.
You can only perform an Ultra move by building up your Revenge Meter so its over half-full, then the word "Ultra" will light up meaning you can execute one. You build up Revenge Meter by taking damage.
Your Revenge Meter does not transfer over to the next round.
Super Moves
These are usually an enhanced special move. Most times they are executed by doing a double motion and pressing a punch or kick button.
Your Super Bar is the Blue meter at the bottom of the screen. The word, "Super!" appears when you've fully charged it, and then you can perform your character's applicable Super move.
EX Moves
EX moves are executed by pressing two punch or two kick buttons after doing the respective motion for a move. For example to execute Ryu's EX Hadoken (Fireball) you would do the down, down-forward, forward motion and press the Light and Medium punch buttons. Some players find it easier to press all three buttons at one time to help ensure their EX moves come out.
Doing an EX move takes away some of your Super meter.
Dashing
or
You can dash forwards or backwards by double tapping the joystick towards or away.
Focus Attack Dash Canceling
(hold) (Release)
Sometimes referred to as a 'FADC' or a 'SADC'. After executing some special moves, you can Dash Cancel by pressing and holding the buttons for your Focus Attack and hitting forward twice and then releasing the Medium Punch and Kick buttons to cancel the animation to set up more hits in a combo.
This also takes part of your Super meter to do.
Getting up quickly after a knock down
(hold)
When you're being knocked down, you can get up quickly by holding down on the joystick when you're just about to hit the ground. Your character will rise up faster than they normally would.
Taunting (Personal Action)
You can taunt your opponent by pressing both Hard Punch and Kick buttons at the same time.
General notes
Street Fighter 4 uses the traditional 6 button layout in most Capcom fighting games. The gameplay is 2-D, even though the graphics are 3-D. Characters move along a 2-D plane, and the camera will make 3-D flourishes based on what's currently happening.
Characters:
Abel
Character Overview
Abel is like a cross between Fei Long and Zangief with a bit of Alex thrown in. His EX moves are terrific and some of his normals can set up his opponent for easy juggles. Early reports have Abel listed as one of the top tier characters in the game.
Special Moves
or or
• Change of Direction (Quick Combo Grapple) •
Think of this move somewhat like Fei Long's Rekka Ken. If the first or second hit lands, the subsequent attacks will combo.
But if blocked, any part of this move is open to counter attack, so be very careful with it.
Pressing punch after you do the initial move will do an over head attack, and a punch again will attempt a high grab.
Pressing Kick after doing the initial motion will do a low kick, and pressing kick again will attempt a low grab.
• Hoyle Kick (Flip Kick) •
Abel does a flip and sticks his legs out, this must be blocked high. You can cancel into this from some of his normal moves to perform a combo. This move is pretty safe from counter attacks if blocked.
The Kick button pressed determines the distance and power of this attack.
• Marceaux Rolling •
This is probably most similar to Ken's roll in Alpha 2. It's pretty quick and it can be used to confuse your opponent. This goes through some moves, but you can be thrown out of it.
The Kick button used determines the distance Abel travels. Light goes the shortest distance while Hard travels a bit beyond sweep distance.
Most people think this is the best move to use to get behind (cross up) the other fighter, because it comes out so quickly.
• Tornado Slew (Head Twirl Throw) •
Abel picks the other fighter up, spins him around and slams him down.
This is a command throw like Zangief's Screw Piledriver, so Abel will still grab his opponent even if they're blocking.
• Sky Fall (Throw) •
Abel will grab an aerial opponent who's close to him and slam them into the ground. Note that Abel's feet do not leave the ground when performing this move.
This works great in combination with his Crouching Hard Punch (Elbow Launcher), easy combo, good damage.
EX Moves
or
• EX-Change of Direction (Quick Punch Combo Grapple) •
The EX-Change of Direction can blow through one hit from your opponent and still let you land the resulting attacks. You still take damage if hit though. Besides that, it's much like the normal version.
• EX-Hoyle Kick (Flip Kick) •
This "tracks" based on wherever the other fighter is standing, so no matter where they are this move will attempt to land directly on them.
It comes out quickly and can go through fireballs, plus hits overhead. If your timing is good, you can also use it as an anti air attack. One of Abel's best moves.
• EX-Marceaux Rolling •
This is much faster than the regular roll, and has some frames of animation that are invincible.
• EX-Tornado Slew (Head Twirl Throw) •
The EX Torando Slew is a great move as your opponent gets up off the ground, because unless they know it's coming you'll grab them and slam them back down. Players may start trying to jump to escape this move, if they do hit them with Sky Fall or his Hoyle Kick to keep them grounded.
It's also a great move as you're getting up off the ground, because you can take one hit and still grab the other fighter. You take damage if hit though.
• EX-Sky Fall (Throw) •
This does more damage than the normal version and the animation is a bit different. Some players claim it has some frames of its animation that are invincible as well.
Super and Ultra Moves
• Mushin (Multiple Punches and Head Twirl Throw) •
You can cancel into this move from the first punch of the Change of Direction. Abel will run at his opponent and hit him with his fist multiple times and finish off with a twirl grab and slam.
• Muga (Ultra Head Twirl Throw) •
Abel runs up to his opponent, punches them, proceeds to do a series of grappling moves and finishes by slamming the other fighter into the ground. This move does a lot of damage, but there's a few frames of start up animation which means that it won't hit instantly after you execute it.
This does go through fireballs though, so you can use it against projectile-happy players.
Combos
• Crouching Medium Punch, Change of Direction (Quick Combo Grapple) •
Abel's Crouching Medium Punch can be canceled into his Rekka Ken-like move.
• Level 3 Focus Attack, dash cancel, Crouching Hard Punch, cancel into Sky Fall (Throw) •
Abel's Level 3 focus attack does a lot of damage and opens your opponent up for many combos. This is just one of several.
Normal Moves
Note this is not a complete list of all of Abel's normal moves, just the ones we think are noteworthy.
• Elbow (Launcher) •
An elbow attack that results in two hits with the second one launching your opponent up into the air where you can combo them. It's a lot like Urien's elbow in Street Fighter 3, and can be a solid anti air option if timed correctly.
You can also cancel out of this move on either hit, including into his Super or his Ultra, but the timing is tricky on the latter.
Akuma
Unlocking and Selecting Akuma
To unlock Akuma there are two codes arcade machine owners can enter in the settings.
CPU Akuma: C5HSP3GN
Playable Akuma: CHNB9FGC
After the playable Akuma code has been entered, go to any character on the bottom row and press down or any character on the top row and press up. The cursor will disappear and Akuma will be the selected person.
Character Overview
The Demon is back and he's powerful. Akuma is most similar to his Street Fighter 3 Third Strike version. He does a lot of damage with his moves, has really good priority and his Super and Ultra border on being unfair.
So what's his weakness? He has really a low stamina rating — meaning that when he gets hit — it takes A LOT of his power off. He isn't going to win many hit trading scenarios. And people who use him to have to be very careful not to do dumb things, because you can lose a good portion of your life very quickly.
Despite these weaknesses, most people think he's one of the best characters in the game, and might be up for a nerf at some point.
Special Moves
• Gou Hadouken (Fireball) •
This is very similar to Ryu and Ken's fireball.
(In the air)
• Zankuu Hadouken (Air fireball) •
The punch button pressed determines the angle and speed of your air fireball. Light Punch flies the most vertical and goes slowest, while Hard flies forward the most and is the fastest. Medium is a mix of the two.
Because of the speed and angle of the Light Punch Fireball, many Akuma players will use it at the peak of their jump against opponents in the corner as they stand up. Then they'll land and follow up with a low attack, or his overhead hit as the fireball is coming in making it difficult to block correctly.
• Shakunetsu Hadoken (Powerful fireball) •
This comes out much faster than the version seen in Street Fighter 3 Third Strike. Akuma briefly powers up, and then unleashes a fireball. Hard Punch hits three times, Medium hits twice and Light hits once.
• Hyakki Shuu (Demon Flip) •
The button pressed determines how far Akuma flips forward. Light flies the shortest distance, while Hard travels the farthest.
While you're in the air during the Demon Flip animation, you can do the following:
• Kicks do a Dive Kick.
• Punch buttons result in a Hammer Fist which is his armor breaking move, this knocks down when it lands.
• Light Punch and Kick pressed together when close will throw.
• Pressing nothing at all will make Akuma do a fast slide kick when he lands.
• Tatsumaki Zankuu Kyaku (Hurricane kick) •
Knocks down if it hits, and the Medium and Hard versions of this move can hit multiple times.
The Light version can be used to juggle the other fighter if your next move has a short recovery time. For example, you can hit them with a Light Kick Hurricane Kick and go into a Hard Punch Shoryuken for a 4 hit combo.
(In the air)
• Tatsumaki Zankuu Kyaku (Air Hurricane kick) •
• Shoryuken (Dragon Punch) •
A high priority attack. The Punch button pressed determines the strength, range and number of hits for this move.
Light Punch has the smallest range, only hits once and does the least damage, but if you miss with it you're not as open to counter attacks as the heavier versions. This is usually good against jump in attacks and for countering pokes and tick throws.
Hard Punch has the longest range, hits 3 times and does the most damage. It's good for finishing off juggles and combos, and if your timing is really good, hitting people who jump in. If you miss with it though prepare to take a lot of damage.
Medium Punch is a mix of both Light and Hard version. It hits twice.
or
• Ashura Senkuu (Teleport) •
The joystick motion may be reversed with either 3x punch or kick to teleport backwards.
The punch version of this move will take you forward a full-screen's distance away, and the kick takes you about halfway.
This move has a much faster recovery time than in SF3 Third Strike, making it more difficult to counter-attack Akuma as he's coming out of it.
EX Moves
• EX-Gou Hadouken (Fireball) •
A 2 hit version of his normal fireball, although some people claim this move isn't very useful because Akuma's Powerful Fireball can accomplish much the same thing, and it doesn't take Super meter.
• EX-Zankuu Hadouken (Air fireball) • (In the air)
This throws out two fireballs, somewhat like Shin Akuma in previous Street Fighter games. It's not a fireball that hits twice like other character's EX moves.
The two punch buttons you press control the angle. For example, pressing Light and Hard punch at the same time will make your fireballs come out at a different angle than Light and Medium punch.
• EX-Shakunetsu Hadoken (Powerful fireball) •
• Hyakki Shuu (Demon Flip) •
• EX-Tatsumaki Zankuu Kyaku (Hurricane kick) •
The EX-Hurricane kick makes you spin in place and will vacuum in the other fighter if they're close enough, hitting multiple times.
(In the air)
• EX-Tatsumaki Zankuu Kyaku (Air Hurricane Kick) •
• EX-Shoryuken (Dragon Punch) •
Super and Ultra Moves
• Shun Goku Satsu (Super -- Raging Demon) •
This move comes out FAST. Faster than in previous games. It does about 30% damage (character dependent), beats out most normal attacks and goes about a full screen's distance, but it does not go through fireballs.
Without doing a level 2 or 3 Focus Attack, there's no known way to combo into this move.
• Shun Goku Satsu (Ultra -- Raging Demon) •
Akuma's Ultra goes through fireballs, travels further than full screen's distance, does about 60% damage when fully charged and it might be nerfed at some point, because it's really powerful.
Like his Super, there isn't a known way to combo into this without doing a crumpling Focus Attack.
Combos
• Jumping Medium Kick, Hard Punch, cancel into Light Kick Hurricane Kick, juggle with Hard Punch Shoryuken •
Akuma's bread and butter combo. Great damage and not too difficult to pull off.
• Jumping Hard Kick, crouching Medium Kick, cancel into Hard Punch Fireball •
The classic combo is back. Easy to pull off and usually safe from counter attacks unless executed in the corner.
Normal Moves
Note this is not a complete list of all of Akuma's normal moves, just the ones we think are noteworthy.
• Overhead Chop •
Akuma's classic Overhead Chop is back. Hits twice.
(In the air)
• Dive Kick •
You must be jumping forward and near the peak of your jump to execute this move.
Balrog (Boxer)
Special Moves
A (2) next to an arrow means to hold the joystick in that direction for 2 seconds to 'charge' the move.
With moves that charge by holding back or down, you can use the diagonal positions to charge up as well. For example, if you're holding back, you can jump backwards or block low and still maintain your charge.
Important Note: With all of Balrog's Running Punches, the strength of button pressed determines the speed and power of the move.
• Light attacks go the shortest distance and do the least damage, but Balrog will stick his fist out faster giving the other fighter less time to react to the attack.
• Hard attacks go a full-screen's distance and do good damage, but his fist takes longer to come out. Medium is a mix between both moves.
• Dash Straight (Running Punch) •
Balrog does a running punch towards his opponent. This move hits high, so it's possible for the other fighter to duck under it depending on their size. Good situational move though.
• Dash Grand Straight (Running Low Punch) •
Like his normal dash, but it hits low and it can really piss people off. This is arguably Balrog's best move in conjunction with his Running Overhead Punch, as you can keep an opponent guessing what's coming next, either an overhead or low attack. Use it often.
(hold punch)
• Running Overhead Punch •
This has a bit of start-up time (delay before the move comes out) but it comes out quickly enough that it can be difficult to know which way to block as it hits people unless they block high. Use this with Balrog's low rush punch and keep your opponent guessing. Deadly.
• Dash Smash (Running Uppercut) •
An alright anti-air move if you have your timing and distances down, but if you can spare the Super bar, use the EX version when you might trade hits.
• Dash Grand Smash (Running Overhead Punch) •
This is like Balrog's other dashing uppercut, except it doesn't knock down when it hits, and you can combo into other moves after it. Nasty.
• Buffalo Headbutt •
This goes through projectiles if timed correctly. It's also a very good anti air attack if you're charged up, but use the Light Punch version as Hard Punch will miss some times when your opponent jumps in. One of the Boxer's best moves.
or (Hold for 2 seconds)
• Turn Punch or Turn Uppercut •
Press and hold all three punch or kick buttons. The longer you hold down the buttons, the stronger your attack will be.
This move will go through projectiles and the start up animation is invulnerable to attacks. Very useful.
EX Moves
Important Note: All of Balrog's EX Dash Punch moves can absorb one attack and follow through and hit the other fighter. You still take damage if you're hit though.
• EX-Dash Straight (Running Punch) •
This can be a tricky move to use. It doesn't speed up his run, but it gains the ability to absorb one attack and still nail the other fighter. It's best used in anticipation situations where you think the other fighter is going to stick out a 'poke' or throw a projectile.
• EX-Dash Grand Straight (Running Low Punch) •
Use this in the same situations as you would the EX-Dash Straight (high attack).
• EX-Dash Smash (Running Uppercut) •
Balrog already has great anti-air options, and this just gives him one more. If your opponent jumps in from a distance, simply use this move and if they hit you before you punch, you'll absorb their attack and nail them for their trouble — more than likely doing more damage than they did.
• EX-Dash Grand Smash (Running Low Uppercut) •
Like the normal version of this move, it doesn't knock the other fighter down leading to some great combo potential.
• EX-Buffalo Headbutt •
Super and Ultra Moves
or
• Crazy Buffalo (Super Running Punch or Super Running Uppercut) •
If your opponent is close to death, this will likely put them over the edge regardless if it hits or not, because this move does really high block (chip) damage. It also goes through projectiles.
or
• Violent Buffalo (Ultra Running Punch or Ultra Running Uppercut) •
Balrog's Ultra also does good block (chip) damage, and goes through projectiles. And you can use it to juggle the other fighter if timed correctly off of his Buffalo Headbutt. Sick.
Combos
• Crouching Medium Kick, link into Crouching Medium Punch, cancel into high or low Dash Punch •
Balrog's bread and butter combo is back. Very nice when coupled with Crouching Medium Kick tick throws.
• Crouching Light Punch, Crouching Light Punch, cancel into high or low Dash Punch •
You can also add a jump in attack to the start of this combo.
• Crouching Light Punch, Crouching Light Punch, Buffalo Headbutt, juggle with Ultra or Super (Kick versions) •
This is a good way to guarantee landing a Super or Ultra combo with Balrog.
• Crouching Light Punch, Crouching Light Punch, Crouching Medium Kick, Buffalo Headbutt •
You can also land this combo after a jump in attack.
Normal Moves
Note this is not a complete list of all of Balrog's normal moves, just the ones we think are noteworthy.
• Foot Punch •
It's back and it's still a great way to set up tick throws with Balrog. If your opponent starts to get wise to this, you can also use this move in combos with his Dash Punches.
• Ducking Uppercut •
Very close to his Super Turbo move, and it's still awesome against jumping attacks when your opponent is in the right range.
• Punch Sweep •
It's quick, has range and it's a very safe attack. One of Balrog's best regular moves.
Blanka
Character Overview
This version of Blanka most closely resembles his Super Turbo counterpart. His mobility is good and his Beast Roll is pretty safe, plus both of his supers have good juggling ability. This guy is a beast, both literally and figuratively.
Special Moves
A (2) next to an arrow means to hold the joystick in that direction for 2 seconds to 'charge' the move.
With moves that charge by holding back or down, you can use the diagonal positions to charge up as well. For example, if you're holding back, you can jump backwards or block low and still maintain your charge.
Important Note: With all of Blanka's Beast Rolls, the strength of button pressed determines the speed and power of the move.
• Light attacks go the shortest distance and do the least damage.
• Hard attacks go much further and do the most damage.
• Medium is a mix between both moves.
(Press Punch Button Rapidly)
• Electric Thunder •
Blanka sits in one place and electricity shoots out of his body. This move comes out pretty quickly and can be used in combos. It does pretty solid damage when it hits.
The punch button used determines the speed and power of this move. Light fires out the slowest rate of electricity and does least damage, but it's easier to execute. Hard fires out bolts much faster and will hit a a blocking opponent two or three times, and it does the best damage.
• Rolling Attack (Beast Roll) •
Your signature move. This is much safer (harder to counter) than in past Street Fighter games, and it's quite powerful as it currently stands. You can cancel some of your normal moves into this for a quick combo.
You can also cancel out of Blanka's Beast Roll with your Focus Attack, which gives him some crazy good options with it.
If your timing is good, you can use this to cross up the other fighter after a knockdown.
• Backstep Rolling (Hop Back Arcing Roll Attack) •
Blanka hops back and then forward fairly quickly. This move knocks down when it hits your opponent, and can be used as a 'cross' if done from the right range.
• Vertical Rolling (Upwards Beast Roll) •
When you execute it, you'll fly forward and up. You can use this to cross up the other fighter if done at the correct range and it can be a decent anti-air move.
or
• Hop •
Blanka will hop in the direction you press the joystick. When combined with his normal dash, this can give him a lot of mobility.
• Beast Slide •
Blanka will slide on his back trying to hit the other fighter. Can be used to slide under projectiles. The range on this is really good, but the recovery time is terrible if blocked.
• Duck •
This will make Blanka duck really low to avoid most projectile attacks without having to take block damage. You can press all three kick or punch buttons to get out of this stance, and if you hold the joystick left or right while pressing the three kick buttons, Blanka will leap out instead.
EX Moves
(Press Two Punch Buttons Rapidly)
• EX-Electric Thunder •
This will hit a blocking opponent at point blank range 5 times, doing pretty nice chip damage.
• EX-Rolling Attack (Beast Roll) •
An excellent EX move. It goes through projectiles and EX projectiles.
• EX-Backstep Rolling (Hop Back Arcing Roll Attack) •
• EX-Vertical Rolling (Upwards Beast Roll) •
Early reports regard this as Blanka's best and safest anti air move, and like the normal version it can be used to cross up your opponent if done at the correct range.
Super and Ultra Moves
• Grand Shave Rolling (Super Beast Roll) •
Blanka charges up and rolls along the ground at his opponent. You can hold the punch button when you execute this move to have Blanka stay in place, and then release it at the opportune time. This thing can juggle really well.
• Lightning Cannonball (Ultra Beast Roll) •
An effective move to use to juggle your opponent. It's also good for interrupting your opponent's attacks. It does solid block (chip) damage, but it leaves you open to attack if your opponent blocks it, so be careful.
The first part of this attack hits low and then the rolling ball hits high, acting as an overhead, which makes it difficult to block. And if you use this at the right range, you can cross up the other fighter with it.
Blanka's Ultra has a really weird range on it once you activate it. Roughly 1/3rd of the screen on the ground becomes an area where your opponent can be hit.
If they are not blocking low after the Ultra flash and are within this 1/3rd area, your attack will hit them. This is confusing because the range on this attack is unlike how most other moves in the game work, often making the other player wonder why they couldn't block.
While you can use this as an anti-air move — you'll usually only land one hit for your trouble — often not making it worth it.
Combos
• Jumping Hard Kick, Crouching Medium Kick, cancel into Beast Roll •
The timing on this combo is tricky, but Blanka's bread and butter is still possible.
• Jumping Hard Kick, Towards + Medium Punch (Headbutt), cancel first hit of Headbutt into Electricity •
Good damage and not difficult to pull off if you're good at mashing buttons.
• Beast Roll (Close Range), cancel into Focus Attack •
This only works at close range and the timing is tricky, and the Beast Roll must land for the Focus Attack to combo.
Normal Moves
Note this is not a complete list of all of Blanka's normal moves, just the ones we think are noteworthy.
(air)
• Cross Up Kick •
Like his Super Turbo attack, you can use this to cross up (make them block in a reverse direction) your opponent when jumping in.
(air)
• Anti Air Claws •
A great anti-air attack when you do not have a ball charged.
Chun-Li
Character Overview
Chun Li is mostly like her Capcom vs. Street Fighter and SF3: Third Strike versions, although she has some Super Turbo elements. Her ground game is great, and she has a lot of poke attacks.
Special Moves
A (2) next to an arrow means to hold the joystick in that direction for 2 seconds to 'charge' the move.
With moves that charge by holding back or down, you can use the diagonal positions to charge up as well. For example, if you're holding back, you can jump backwards or block low and still maintain your charge.
(Press Kick Button Rapidly)
• Hyakuretsu Kyaku (Lightning Leg Kicks) •
A great chip damage move still, although the recovery after coming out it can leave you open to certain attacks. This also comes out quick enough that you can use it in some combos.
Chun's Lightning Legs are also good for knocking people out of Focus Attacks. Focus Attacks can only absorb one hit, but Lightning Legs hit multiple times in a short duration, so if you can anticipate a Focus Attack for your opponent — they'll eat some kicks to the face.
• Kikouken (Fireball) •
This most closely resembles her Super Turbo fireball, and it's a good projectile because of its tricky speed and fast recovery time.
The Punch button pressed determines the speed, range and power of the projectile. The Light version goes almost a full-screen's distance and flies slow enough that you can follow the projectile and throw your opponent after they block it, like Guile.
Hard punch flies the shortest distance, but goes fastest and does the most damage. Medium is a mix of the two.
This move doesn't combo that well, and you're usually best off using her EX-Fireball for consecutive hits.
• Hazan Shuu (Overhead Flip Kick) •
Chun Li does a quick flip and the does the splits in midair, this must be blocked high. This has a very quick recovery usually being safe from counter attacks, and it goes through projectiles, but it has a weak priority and most other moves will counter this. Be careful when and where you use it.
• Spinning Bird Kick •
Chun Li flips upside down and spins with her legs split to attack the other fighter, and it's not very useful as it leaves you open to counter attacks more often than not. Bleh. The EX version on the other hand...
• Command Combo Kicks •
This series of three moves starts out with Chun kicking midrange and leaning back a bit, the next attack (Medium Kick) with launch your opponent up into the air where you can finish them with multiple juggling kicks.
Note that the last part of the move does NOT require a charge motion and that these moves are only available one after another. So you can't start the first move and immediate going into the Juggling Jumping Kicks.
If your opponent is in the corner you can juggle them after finishing this off with her Super or Ultra.
(In the air)
• Air Throw •
When you're close to the other fighter in the air, do a normal throw command. This can be a very useful move because it can't be reversed and the range is pretty good. Some think this is one of Chun's best anti air moves.
EX Moves
(Press Two Kick Buttons Rapidly)
• EX-Hyakuretsu Kyaku (Lightning Leg Kicks) •
More damage and hits than the normal version and you can juggle after landing this.
• EX-Kikouken (Fireball) •
This version hits twice, comes out faster and goes full screen distance. It's usually best off to use this in combos instead of her normal fireball.
• EX-Hazan Shuu (Overhead Flip Kick) •
Like the normal version, but it does more damage, comes out quicker and knocks down when it hits.
• EX-Spinning Bird Kick •
Generally regarded as one of Chun's best moves because of its priority and invincible animation frames. This move does NOT have vacuum-like properties like in SF3, but it's still a great move and can be used to counter some air attacks.
Super and Ultra Moves
• Senretsu Kyaku (Super Lightning Leg Kicks) •
Not a very good super, and most players feel like you're better off using Chun Li's EX attacks instead. It does not travel full screen, and if the opponent blocks it in the corner you're wide open to counter attacks. Also if this hits the other fighter in the air, most of the hits won't land, so it's really only effective against grounded opponents.
This does have some use in guaranteed hit situations and combos, but use it very sparingly. It does decent chip damage.
• Housenka (Ultra Lightning Leg Kicks) •
This almost flies a full-screen's distance and goes through fireballs, making it a very deadly to projectile throwers. But like her Super, if blocked it leaves you open to counter attacks so you must be careful.
You can use the threat of Chun's Ultra to keep projectile characters from throwing them out continuously. After one or two hits from this, they'll learn to use different tactics when you have Revenge meter.
Like her Super, don't use this against jumping characters because most of the hits will not land.
Her Ultra has a few frames of "start up" animation before it hits, so work on your timing to counter projectiles. You almost need to predict when they're coming out.
The chip damage on this move is also pretty weak.
Combos
• Jumping Hard Kick, Crouching Hard Punch cancel into EX-Kikouken, cancel into Level 2 Focus Attack, Dash Cancel, Command Combo Kicks •
Powerful combo. You can also do just the early parts of this sequence for some good damage if you have trouble pulling the whole thing off.
• Crouching Light Kick, link into Crouching Light Punch, link into Crouching Medium Kick, cancel into EX-Kikouken •
Solid combo. Easy to confirm you've hit with this and nail the other fighter with an EX-Fireball.
Normal Moves
Note this is not a complete list of all of Chun Li's normal moves, just the ones we think are noteworthy.
• Crouching Medium Kick of Death •
Chun's Crouching Medium Kick is back, and still very good. You can use this move to cancel into her Fireball, Super and Lightning Legs.
(In the air)
• Head Stomp •
The old school Chun Li move is back, and it's not terribly useful, but sometimes a situation arises where it makes sense to use this.
• Backflip Kick •
Chun Li flips backwards and sticks her knee out.
• Flip Cross Up Kick •
Chun Li flips forwards and kicks with both legs in the opposite direction. If done around sweep range, she will jump over the other fighter's head and cross them up with this attack.
• Hop Kick •
This makes you hop forward quickly and kick your foot out. The recovery time for this move is very short and you can usually follow it up with another attack before your opponent can counter.
(In the air)
• Wall Jump •
When you're close to a wall, press in the opposite direction of it, and you'll jump off.
Crimson Viper
Character Overview
Some players think Crimson Viper is most similar to Cammy in the Street Fighter games, but after playing her you'll find she has a style all her own.
She's a cross up master because of her Burning Kick and Super Jump abilities, and quick reflex players can consistently keep the other fighter guessing which way to block.
Viper does most of her damage within sweep distance and when she scores a knock down.
Special Moves
• Thunder Knuckle (Flashing Fist) •
The Light Punch version hits low, while Medium is high. They both make Viper slide forward with her fist out. These moves can be done over and over again because the recovery time for them is very quick and they'll usually have higher priority than most moves. Careful though because they can still be countered, don't get predictable with them.
Hard Punch makes her do somewhat of an uppercut which is a good anti air move, it hits about 65% of the time, but if you trade hits with it, you'll likely lose out on damage because Viper is weaker than most characters.
Light Punch Thunder Knuckles can also go through fireballs, but the timing is tricky. When the move is first starting up it won't go through, but after that you should be able to hit people out of their projectiles.
All three versions have pretty good juggling ability, but Hard Punch is particularly good when used against a jumping opponent because if you didn't hit them late or trade hits you can usually juggle them with another Hard Punch Knuckle, Super or Ultra.
Note the timing for juggling with the Ultra is very strict, and it's easier on the bigger characters.
You can stop the Light and Medium Thunder Knuckle animation by pressing the other two punch buttons almost immediately after doing this move. For example, if you execute it with Light Punch, pressing Medium and Hard Punch right afterward will cancel the move.
Stopping this move will not increase your Super meter.
• Burning Kick (Flame Kick) •
This makes Viper jump kick her opponent with her legs engulfed in flames, and it's mostly safe from counter attacks if blocked. This is a really good attack, and it can eat projectiles if timed correctly.
Note that this move will not combo when canceled from most normal attacks. If you're looking to use this in a combo, your best bet is to go for the EX version.
(In the air)
• Aerial Burning Kick (Air Flame Kick) •
If timed correctly this can can negate projectiles. Also holding diagonally down/right after executing this will change the trajectory.
The Light Kick version will stop Viper in mid air and drop her down, which can be useful in baiting Shoryuken's and other anti-air attacks. Also if you're directly above the other fighter while descending from a jump, you can use this to land directly on their head to cross them up.
This thing is dirty because you can cancel from a normal jumping move in to the Burning Kick to 'cross' your opponent. For example, if you jump in with Hard Kick and then cancel into Viper's Hard Kick Burning Kick you'll hit the other fighter in the back of the head. Canceling into the Light Kick Burning Kick will hit the front side. Nasty.
You can cancel into this move after hitting with the following in the air:
• Jumping towards Weak or Hard Kick
• Jumping straight up Weak Kick or Hard Punch
Note that this move will not combo when canceled from most normal attacks. If you're looking to use this in a combo, your best bet is to go for the EX version.
• Seisumo Hammer (Explosive Ground Pound) •
Viper punches the ground and an explosion appears underneath her opponent's feet. The strength of the button determines the range of this move.
The Light Punch version hits close and is mostly safe from counter attacks if blocked, and can be canceled into her Super.
Medium Punch hits about midscreen, while Hard Punch hits from about a full-screen's distance.
This move is effective against a jumping opponent who isn't in range to hit you. Time your Seisumo Hammer to hit them right as they land. If done correctly, this will nail them and possibly set them up for a juggle.
The tricky part is guessing which button to press, and this just takes time to learn, but if you want to eliminate the guess work, just use the EX-Seisumo.
The Seisumo can also be effective against characters with slow fireballs like Chun Li and Guile. If they're firing projectiles from far away, nail them with a Hard Punch Hammer.
You can stop the Seisumo Hammer animation by pressing the other two punch buttons almost immediately after doing this move. For example, if you execute it with Medium Punch, pressing Light and Hard Punch right afterward will cancel the move.
Avoid using the Seisumo Hammer at close range because the start up and recovery time will often get you hit.
• Super Jump •
Similar to Rolento in the Street Fighter Alpha games, Viper has a fast jump. You can also press diagonally up-forward or up-back to Super Jump in those directions.
You can cancel the following normal moves with the Super Jump:
Standing and Crouching Light Punch
Standing (close) and Crouching Medium Punch
Standing (close) and Crouching (close) Hard Punch
Standing and Crouching Weak Kick
Crouching Medium Kick
A good tactic after hitting with a Crouching Medium Kick is to cancel into the Super Jump towards your opponent and immediately do a Burning Kick. The faster you pull this off, the lower the trajectory you'll get giving you more of a chance to cross up the other fighter.
This can really mess with your opponent's head because it's not easy to anticipate which way to block correctly in this scenario.
Viper can also cancel into her Ultra after a Super Jump. To do this you do a Tiger Knee like motion (a fireball ending with an up forward on the joystick), which counts as the first part of her Ultra along with executing the Super Jump, then very quickly do another fireball motion and press all three kicks.
This lets you pull off Viper's Super Jump cancel to Ultra very, very quickly.
Executing a Hard Punch into a Super Jump cancel into her Ultra would look like this on the joystick.
EX Moves
• EX-Thunder Knuckle (Flashing Fist) •
This has a long start up time, so it's very difficult to use it in combos. There are very few practical uses for this move, but one of them is against opponents who miss with their Super/Ultra.
If you jump over Chun-Li, Balrog (Boxer) or M. Bison (Dictator) when they unleash their Super/Ultra, just peg them with the EX-Thunder Knuckle.
• EX-Burning Kick (Flame Kick) •
You can cancel normal attacks into the EX-Burning Kick and actually combo, unlike the normal versions of this move.
This can be a good attack against an opponent doing anti-air moves because it usually has higher priority. If you know an anti-air move is coming, do this when you're close after jumping in and your opponent will usually get hit.
This also works well as an anti-air move when you're jumping.
• EX-Seisumo Hammer (Explosive Ground Pound) •
This thing comes out very fast and can be used in combos. Also unlike the normal version which you must pick the proper button depending on the range the other fighter is at, this will track the other fighter wherever they're standing.
This move is invulnerable to most high normal attacks and Sagat's high fireball, and it can be a decent wake up attack or used to get the other fighter off of you in pressure situations.
If you hit with this, cancel out of it with the Super Jump and then go into Burning Kicks for extra damage.
You can stop the EX-Seisumo Hammer animation by pressing two punch buttons almost instantly after doing this move, but you will still lose EX meter as if you'd fully done the move.
Super and Ultra Moves
• Emergency Combination (Super Flashing Fist and Kick) •
Viper runs forward and hits with her fist then goes into a flip kick.
• Burst Time (Ultra Flashing Fist) •
Viper winds up and does a huge Explosive Ground Pound followed by several flip kicks. This move is... weird, as it doesn't hit consistently, so be careful when and where you use it.
You can cancel from many of her normal attacks into Super Jump and then cancel that into her Ultra.
These are the best times to use her Ultra:
• When the opponent is descending from a missed attack
• After hitting with Focus Attack, then Dash Cancel to get in close while they crumple
• Immediately after jumping attacks with either Hard Punch or Hard Kick
• In a combo
• When your opponent is dizzy
You should not use Viper's Ultra as an anti-air weapon, because it's difficult to hit with it consistently, and if you miss you'll be wide open to punishment.
Normal Moves
Note this is not a complete list of all of Viper's normal moves, just the ones we think are noteworthy.
• Hard Punch (outside of close range) •
You can cancel this move into Viper's Thunder Knuckle, Seismo Hammer, Burning Kick or Super Jump. You must execute the cancel move motion within 1/4th of a second of pressing Hard Punch.
• Overhead Attack •
Arguably one of the best Overhead Hits in the game. This hops over some projectiles if timed correctly. Works well outside of sweep distance. Use this often.
Also depending on how you hit with this, it's possible to combo into a Crouching Medium Punch and cancel into a Thunder Knuckle for three hits.
Combos
This is not a complete list of all of Viper's combos, just the core ones you should know.
• Jumping Hard Kick, Crouching Medium Punch, cancel into Thunder Knuckle •
Viper's Bread and Butter combo. The Thunder Knuckle recovers very quickly if blocked, but there's still a small window where you can be counter attacked if you don't hit with it. You can also do a fake Thunder Knuckle and walk up and throw to keep your opponent off guard.
• (Close) Medium Punch, Link into Crouching Medium, Cancel into Medium Punch Thunder Knuckle •
A pretty good combo which can help keep the pressure on your opponent when you're close in.
• Seismo Hammer, cancel into Super Jump, Light Kick Burning Kick (air) Medium Kick, Hard Punch Thunder Knuckle •
Note that you can do the first three moves of this combo any where, but the last two hits can only be done when your opponent is in the corner.
• Crouching Hard Punch, cancel into Super Jump, cancel into Ultra •
Several of Viper's normal moves can be Super Jump canceled into her Ultra, including crouching Medium Punch and Kick and standing Hard Punch. The timing on this is difficult though.
• Jumping Hard Kick, Crouching Medium Kick, cancel into Thunder Knuckle, cancel into Super •
A variation of her Bread and Butter combo, works well if you have a full Super Bar.
• Jumping Hard Kick, Hard Punch, cancel into EX-Seismo Hammer, cancel into the Super Jump, Aerial Burning Kick and juggle with her Ultra •
It's easier to do this combo in the corner, but it can be performed any where, although the timing is stricter away from the edge.
• Crouching Hard Punch, cancel into EX-Seisumo Hammer, cancel into Super Jump, Hard Kick Aerial Flame Kick, EX-Thunder Knuckle, Ultra •
This is a great punisher with Viper. If your opponent leaves themselves open, nail them with this.
Post Bread and Butter Combo mix up game
Viper has a strong mix up game after landing her Bread and Butter Combo (Crouching Medium Punch/Kick into Thunder Knuckle).
After landing this, you can do the following:
Towards + Medium Punch (Overhead) — Goes over sweeps and fireballs if timed right.
Burning Kick — Hits any low attacks.
Light Punch Thunder Knuckle — Good against high attacks.
Bait an attack and punish.
Jump towards and cross up with Medium Kick into her Bread and Butter again, repeat.
Anti-air with Hard Punch Thunder Knuckle if they jump at you.
Also you can do another Crouching Medium Punch into Thunder Knuckle
Dhalsim
Character Overview
This version of Dhalsim is most like his Super Turbo counterpart, although his normal attacks have changed a decent bit. He's still cheesy and slow.
Dhalsim's zoning game is pretty good. Because of his ranged normal attacks and special moves, he's capable of keeping his opponent where he wants them to be.
Special Moves
• Yoga Fire •
The Punch button pressed determines the speed and range of these projectiles.
Light Punch goes the furthest distance but travels the slowest. Hard Punch goes fastest, but travels the shortest distance. Medium is a mix of the two. None of these fireballs travel a full-screen's distance, but Light almost does.
Dhalsim's Yoga Fires travel at a very slow rate of speed compared with other character's projectiles. This helps him with his great zoning game because you can keep a fireball on the screen while using your limbs to keep your opponent away.
You can set up some really nasty scenarios with Dhalsim's Light Punch Yoga Fire and his Teleport because of the rate of speed at which his projectile travels. As a fireball is about to hit your opponent, teleport in closer and hit high or low attack or throw as you come in after it.
If your opponent starts to counter with Focus Attacks, hit them with one of Dhalsim's normals as they absorb the projectile, or simply teleport behind them.
• Yoga Flame •
Dhalsim's Yoga Flame comes out very quickly now and can be used in combos.
• Yoga Blast (Upwards Fireball) •
This move has a long start up and an OK recovery, but it's usefulness is limited, especially with Dhalsim's better anti-air options.
or or
• Yoga Teleport •
This can also be done in the air. Dhalsim's teleport has a much faster recovery time than in previous games, and it also comes out quickly.
You can use this move to escape bad situations, or to put yourself in a much better one. It's important to learn the timing of when and when not to use this move, because it's one of Dhalsim's best tools.
Here's a breakdown of where each version will place you when you're coming out of a teleport.
Shoryuken motion with 3x punch: Behind your opponent
Reverse Shoryuken motion with 3x punch: Mid-screen teleport in front of opponent
Shoryuken motion with 3x kick: Right in front of opponent
Reverse Shoryuken motion with 3x kick: Full-screen teleport in front of opponent
• Foot Drill (In the air) •
Dhalsim's Foot Drill isn't as powerful as it was in Super Turbo. It's more punishable now, and its use outside of a few scenarios is limited.
Most players are only using this to counter Sagat's tiger shots.
• Head Drill (In the air) •
This move is pretty punishable. Some players claim you should avoid it entirely.
• Yoga Tower •
This move helps you avoid low attacks and some projectiles.
EX Moves
• EX-Yoga Fire •
Like the normal version of this move, except the fireball hits twice.
• EX-Yoga Flame •
• EX-Yoga Blast (Upwards Fireball) •
Super and Ultra Moves
• Yoga Inferno (Super Yoga Flame) •
This super does really good blocking (chip) damage. And you can do some dirty tactics if you get your opponent to block this in the corner.
It's also an alright wake-up attack.
• Yoga Catastrophe (Ultra Yoga Fire) •
This creates a slow moving fireball that does really good block (chip) damage. It has a bit more range than one of Dhalsim's Yoga Flames, but it will disappear after it goes a little ways.
It's possible to teleport behind your opponent to set up some confusing blocking situations with this move though. For example, after knocking down your opponent, execute your Ultra, do a fast teleport behind them and proceed to do a high or low move on the other side or set up a throw.
This set up is much like Urien's Aegis Reflector traps in Street Fighter 3 Third Strike.
Normal Moves
Note this is not a complete list of Dhalsim's normal moves, just the ones we think are noteworthy.
• Slide •
The Kick button pressed determines the range and power of this move. You can still do Dhalsim's Light Kick slide into your opponent to set them up for a cheap tick throw.
Hard Kick slides are still great at going under projectiles to sweep your opponent.
(In the air)
• Jumping Hard Punch •
Great range and damage on this move. Use it often.
• Hook Arm •
This is a great anti air move if your opponent jumps in above you.
• Anti Air Knee •
Anti-air move if your opponent jumps in front of you.
Combos
This is not a complete list of Dhalsim's combos, just some of the more popular ones.
• Jumping Hard Punch, Light Kick, cancel into Yoga Flame •
• Back + Hard Punch, Medium Punch Yoga Flame, Yoga Inferno (Super) •
• Back + Medium Kick, Light Punch Yoga Flame, Yoga Inferno (Super) •
E.Honda
Character Overview
Honda is most like his Super Turbo counterpart. He does a lot of damage in this version, and you can kill your opponents quickly if they let their guard down, unfortunately it seems like his Hundred Hand Slap range has been decreased quite a bit, and his mobility and speed — like always — leave a lot to be desired.
His Ooichou (Command) throws are exceptional though, and Honda can get quite a few wins when he can set these up consistently.
Special Moves
A (2) next to an arrow means to hold the joystick in that direction for 2 seconds to 'charge' the move.
With moves that charge by holding back or down, you can use the diagonal positions to charge up as well. For example, if you're holding back, you can jump backwards or block low and still maintain your charge.
(Press Punch Button Rapidly)
• Hyakuretsu Harite (Hundred Hand Slap) •
The punch button pressed determines the speed and power of this move, and the number of hits. Light is the slowest and does the least damage, while Hard does the most damage and is faster.
It doesn't quite have the range it once did, which is really unfortunate. It still does good block (chip) damage though.
• Super Zutsuki (Flying Headbutt) •
Honda's Headbutt is back, and it's still pretty effective. It will beat out most other character's body moves like Blanka's Beast Roll, M. Bison's Psycho Crusher and the like. Also useful for chip damage.
This attack is mostly safe when blocked, so use it often to frustrate your opponent.
Honda's Light Punch Headbutt is still a good wake up attack too, and can be good anti-air if timed correctly.
• Super Hyakkan Otoshi (Sumo Splash) •
• Ooichou Nage (Throw and Butt Smash) •
Still dirty and cheap, and something you want to use all of the time. This is one of the best command throws in the game, and one of Honda's best moves.
You can set up this tick throw with the following:
Crouching Light Punch
Crouching Light Kick
Standing Light Punch
Standing Light Kick
Two Crouching Light Punchs
Cross up Splash (Down + Medium Kick in the air)
When you start Ooichou throwing your opponent a lot, they're probably going to try jumping to escape. When this happens, charge up for an EX-Sumo Splash to knock them out of the air and set them up for the throw again.
If you don't have meter, use a Jumping Hard Punch attack.
EX Moves
(Press Two Punch Buttons Rapidly)
• EX-Hyakuretsu Harite (Hundred Hand Slap) •
You can hold left or right on the joystick while doing this to move forward or backwards, like Honda could in Super Street Fighter 2.
• EX-Super Zutsuki (Flying Headbutt) •
A pretty good anti-air attack. You have to time it so that Honda's head hits the fighter on the way down though.
This move has higher priority than the normal version.
You can also use this against people who like to cross up attack. Simply hold back on the joystick and when they cross you up, press two punch buttons, it will make this move come out and likely surprise your opponent.
• EX-Super Hyakkan Otoshi (Sumo Splash) •
The EX version of this attack hits on the way up and on the way down. It's a pretty effective anti-air attack.
• EX-Ooichou Nage (Throw and Butt Smash) •
The EX-Ooichou throw has more range and does more damage than the normal version. It also works well as a wake up attack (when you're getting up off the ground).
Because of the added range and damage, this is arguably Honda's best move.
Super and Ultra Moves
• Onimusou (Super Flying Headbutt) •
This is an excellent anti-air Super. It's easy to land and do mega damage with it when an opponent jumps in.
This also goes through projectiles.
• Super onimusou (Ultra Flying Headbutt) •
Like Honda's Super, his Ultra is also very effective against opponents who jump in, and it goes through projectiles as well. Since Honda is so powerful, his Ultra takes off quite a bit of damage.
Combos
This is not a complete list of combos, just some effective ones.
• Focus Attack, Ultra or Super •
Simple combo, but really effective. Hit them with a crumpling Focus Attack and then go right into your Ultra or Super.
Normal Moves
Note this is not a complete list of all of E. Honda's normal moves, just the ones we think are noteworthy.
• Overhead Attack •
This move is a little funky, but it's one of the few ways Honda can play a mix up game.
(In the air)
• Jumping Hard Punch •
A pretty good jump in attack, but it's great for making your hitbox smaller to jump over projectiles.
(In the air)
• Jumping Splash •
Still an effective cross up move, although it may take you awhile to get used to the new range on this.
El Fuerte
Character Overview
El Fuerte is a lightning quick grappler who's somewhat like Alex from SF3 and Guy from the Alpha series.
His game revolves around landing his Infinite Combo Loop, getting in the Mix Up scenario (see below), playing keep away and using his pokes and anti air attacks.
Without his Infinite Combo Loop, he has a lot of trouble dealing consistent damage, but with it, he's one of the best characters in the game.
When the game is patched/upgraded, most players are assuming they will remove his loop, but they may also beef up El Fuerte a bit because without this, he's no