Super Street Fighter IV Walkthrough :
This walkthrough for Super Street Fighter IV [XBOX 360] has been posted at 13 Aug 2010 by t fulton and is called "FAQ/Move List". If walkthrough is usable don't forgot thumbs up t fulton and share this with your freinds. And most important we have 3 other walkthroughs for Super Street Fighter IV, read them all!
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Walkthrough - FAQ/Move ListSuper Street Fighter IV FAQ by MJ -------------------------------------------------------------------------------- - Updates - Joystick / Button Abbreviations - General Moves / Basic Gameplay - Tags / Terminology - Move List - Combos / Ultra setups -------------------------------------------------------------------------------- Updates: May 28: more Combos added - Fixed Juri move typos. -------------------------------------------------------------------------------- Joystick / Button Abbreviations: -------------------------------- Punches Motions UB U UF UB = Up-Back (LP) (MP) (HP) \ | / U = Up UF = Up-Forward (LK) (MK) (HK) B F B = Back F = Foward / | \ DB = Down-Back Kicks DB D DF D = Down DF = Down-Forward -------------------------------------------------------------------------------- General Moves / Basic Gameplay: ------------------------------- _____________ \ Focus Attacks | _____________/ Charging a Focus Attack grants "Hyper Armor" which allows 1 hit to be absorbed and countered with no penalties. It can also be "Dash Cancelled", cancelled into a Forward or Backward Dash, to extend combos or escape to safety. Most importantly, successful Focus Attacks can leave the opponent in a "crumple" state, granting the opportunity for a free combo follow-up! A Focus Attack can be charged to 3 different levels: Level 1 - Press MP + MK: ----------------------- Does the less damage of the 3. Level 1 Focus Attack crumples ONLY on counter hit, and is blockable. Level 2 - Hold MP + MK for a half a second: ------------------------------------------- Your character will flash white during a level 2. Level 2 Focus Attack crumples on any succesful hit, and is blockable. Level 3 - Hold MP + MK for a second: ------------------------------------ A level 3 Focus Attack can be confirmed by an "ink splatter" effect appearing on-screen. A Level 3 Focus always crumples the opponent, and is unblockable. ** Absorbing a hit with a Focus Attack also builds Revenge Meter, used for executing an Ultra move ** ___________________________ \ Focus Attack Dash Canceling | ___________________________/ Hold Focus attack, Forward Dash or Back Dash, release. Also known as FADC. This will cancel certain special moves at the cost of 2 blue bars. Use this to extend combos. Perform it in the middle of any special, super cancelable normal, or special attack. You can also do this and backdash with no extra meter cost. On the move list these moves are tagged as [-FADC-] ___________ \ Armor Break | ___________/ Certain special attacks in the game have an natural "Armor-Breaking" property. These moves will break any focus charge cleanly. Armor breaking is confirmed by a glass-shattering effect on-screen, and a glass breaking sound effect. On the move list these moves are tagged as [-Armor Breaker-] _______ \ Dashing | _______/ Tap Forward twice or Back twice. Backwards dash has limited invincibility frames, meaning you can dodge attacks for a brief moment. This also works when backdashing in the corner. Use this on wakeup often to avoid certain attacks. Forward dash speed, backward dash speed, and the invincibility / airborne frames for backdashing vary by character. ______________________ \ Throws and Tech Throws | ______________________/ To throw: Press LP + LK near opponent To tech: You can break your opponent's throw attempt by pressing the Light Punch and Kick buttons at the moment they try to throw you. __________ \ Quick Rise | __________/ Press Down When you're being knocked down. This will make your character rise up faster than they normally would, but this doesn't work with throws and some special moves like ultras or supers. Use this to mix up your opponents offense. ______ \ Taunts | ______/ Press HP + HK Taunt your opponent. The game has many taunts to choose from. ________ \ EX Moves | ________/ A Souped-up version of a Special move. Sometimes a EX move will have special properties that a normal Special doesn't have. To perform them press 2 buttons of a special move instead of 1. Take note that you need one blue bar to do it. On the move list these moves are tagged as [-EX-] ______ \ Supers | ______/ When you fill up all 4 blue bars you can perform the characters Super Move. Doing special moves or taking damage will fill up the bars. ______ \ Ultras | ______/ When you absorb attacks with focus or take damage you will fill up your Revenge meter a.k.a Ultra meter. When it fills up half way you can execute the move for big damage. Take note that the higher the bar fills up the more damage it does to your opponent. Your Revenge Meter does not transfer over to the next round. -------------------------------------------------------------------------------- Tags: ----- Tags on the move list: [-EX-] Denotes a EX move, press 2 Kicks or Punches [-FADC-] Denotes a Focus Attack Dash Cancelable move [-Air-] Denotes a move that can be done in the air [-Kara-] Denotes a Kara move. Which extends throws and move distances [-Juggle-] Denotes a move that can juggle for combo possibilities [-Overhead-] Denotes a Overhead attack, which must be blocked high [-Armor Breaker-] Denotes a move that breaks Focus armor attacks Terminology: ------------ Buttons: LP - Light Punch. Known as Jab on older Street Fighter games MP - Medium Punch. Known as Strong on older Street Fighter games HP - Hard Punch. Known as Fierce on older Street Fighter games LK - Light Kick. Known as Short on older Street Fighter games MK - Medium Kick. Known as Forward on older Street Fighter games HK - Hard Kick. Known as Roundhouse on older Street Fighter games PPP - Press all Punches KKK - Press all Kicks Joystick motions: 360 - 360 motion on the joystick. Motions are B, DB, D, DF, F, UF, U 720 - Two 360 motions on the joystick. Motions are B, DB, D, DF, F, UF, U x 2 + - means press both buttons at the same time x 2 - means do that motion or button press 2 times in a row x 3 - means do that motion or button press 3 times in a row Other terms: Wallbounce - a move that wall splats the opponent and sends them off the wall for juggle opportunities. Anti air - moves that punish jump in attacks -------------------------------------------------------------------------------- Move List: ---------- R Y U ----- ------------- Special Moves ------------- Fireball - D, DF, F + any Punch [-EX-] [-FADC-] *EX Fireball can juggle into other moves in corner Hurricane Kick - D, DB, B + any Kick [-EX-] [-Air-] [-Armor Breaker-] *EX Hurricane can juggle into other moves in the corner Shoryuken - F, D, DF + any Punch [-EX-] [-FADC-] --------------- Special Normals --------------- Overhead - F + MP (2 hits) Solar Plexus - F + HP (2 hits) Jump MP - 2 hit [-Juggle-] ---------------- Super and Ultras ---------------- Super: Shinkuu Hadoken - D, DF, F x 2 + any Punch Ultras: I. Metsu Hadouken - D, DF, F x 2 + PPP II. Metsu Shoryuken - D, DF, F x 2 + KKK [-Armor Breaker-] --- Ryu -------------------------------------------------------------------------------- K E N ----- ------------- Special Moves ------------- Fireball - D, DF, F + any Punch [-EX-] [-FADC-] Hurricane Kick - D, DB, B + any Kick [-EX-] [-Air-] [-Armor Breaker-] Shoryuken - F, D, DF + any Punch [-EX-] [-FADC-] --------------- Special Normals --------------- Forward Kick - F + MK [-Kara-] Overhead Kick - B + MK Thunder Kick / - F + HK (Hold HK to cancel kick and move forward) Overhead ------------- Target Combos ------------- 1. MP, HP ---------------- Super and Ultras ---------------- Super: Shoryureppa - D, DF, F x 2 + any Punch Ultras: I. Shinryuken - D, DF, F x 2 + PPP II. Guren Senpukyaku - D, DF, F x 2 + KKK --- Ken -------------------------------------------------------------------------------- E. H O N D A ------------ ------------- Special Moves ------------- Headbutt - Charge Back for 2 secs, Forward + Any Punch [-EX-] [-Armor Breaker-] Hand Slaps - Press Punch button Rapidly, Two Punch Buttons for EX [-EX-] [-FADC-] Butt Slam - Charge Down for 2 secs, Up + any Kick [-EX-] Oicho Throw - F, DF, D, DB, B + any Punch [-EX-] --------------- Special Normals --------------- Overhead Attack - DF + HK ------------- Target Combos ------------- 1. MP, DF + HK ---------------- Super and Ultras ---------------- Super: Super Killer Head Ram - Charge Back for 2 secs, Forward, Back, Forward + any Punch Ultras: I. Ultimate Killer Head Ram - Charge Back for 2 secs, Forward, Back, Forward + PPP [-Armor Breaker-] II. Ultra Oicho Throw - 720 + PPP -------- E. Honda -------------------------------------------------------------------------------- J U R I ------- ------------- Special Moves ------------- Counter - D, DB, B + any Punch [-EX-] -------------------- LP - makes her dash back MP - she'll go behind you HP - she jumps straight up Fireball Kick - D, DF, F + any Kick [-EX-] [-FADC-] ------------------- This is a multipart move. The first part is a kick move, the second part will send out a fireball. For the kicks: ------------- LK - low strike MK - mid-level kick HK - High (overhead?) For the fireballs: ----------------- LK - travels along the ground MK - straight up HK - travels diagonally up-right Pinwheel - D, DB, B + any Kick [-EX-] [-FADC-] *EX version goes through projectiles Dive Kick - In air: D, DB, B + press Kick 3 x [-EX-] [-Armor Breaker-] *EX version Wallbounces --------------- Special Normals --------------- Sekku - F + MK [-Overhead-] ---------------- Super and Ultras ---------------- Super: Fuharenjin - D, DB, B x 2 + Kick Ultras: I. Feng Shui Engine - D, DF, F x 2 + PPP II. Kaisen Dankairaku - D, DF, F x 2 + KKK ---- Juri -------------------------------------------------------------------------------- C H U N - L I ------------- ------------- Special Moves ------------- Fireball - Charge Back for 2 secs, Forward + Any Punch [-EX-] [-FADC-] Lightning Kick - Press Kick Button Rapidly, 2 Kick buttons for EX [-EX-] *EX Lightning Kicks can juggle into Ultras or EX Bird Kick Flip Kick - F, DF, D, DB, B + any Kick [-EX-] [-FADC-] [-Overhead-] *Only combos on counter hit Spinning Bird Kick - Charge Down for 2 secs, Up + any Kick [-EX-] [-Armor Breaker-] *EX has combo possibilities --------------- Special Normals --------------- Flip Cross Up Kick - DF + HK Head Stomp - In air: D + MK, you can combo some of these together Rear Spin Kick - DF + LK Hop Kick - F + MK Air Throw - In air: LP + LK Wall Jump - In air and near a corner: press in the opposite direction Jump HP - 2 hits in the air, land for ultras or combo possibilities ------------- Target Combos ------------- 1. This is done in 3 sequences and must be done one after the other: - B + MK - MK - Down, Up + MK (not a charge move) ---------------- Super and Ultras ---------------- Super: Hyper Lightning Legs - Charge Back for 2 secs, Forward, Back, Forward + any Kick Ultras: I. Ultra Lightning Legs - Charge Back for 2 secs, Forward, Back, Forward + KKK [-Armor Breaker-] II. Kikosho - D, DF, F x 2 + PPP [-Armor Breaker-] ------- Chun-Li -------------------------------------------------------------------------------- D H A L S I M ------------- ------------- Special Moves ------------- Yoga Fire - D, DF, F + any Punch [-EX-] [-FADC-] Yoga Flame - F, DF, D, DB, B + any Punch [-EX-] [-Armor Breaker-] Yoga Blast - F, DF, D, DB, B + any Kick [-EX-] Yoga Teleport - F, D, DF or B, D, DB + PPP or KKK [-Air-] Foot Drill - In air: D + any Kick Head Drill - In air: D + any Punch Yoga Tower - D + PPP - This is a dodge move --------------- Special Normals --------------- Chop - B + LP [-Overhead-] Slides - DF + any Kick Air Hook Punch - B + MP High Knee - B + HK Jump HP - Can be a overhead ---------------- Super and Ultras ---------------- Super: Yoga Inferno - D, DF, F x 2 + any Punch Ultras: I. Yoga Catastrophe - D, DF, F x 2 + PPP II. Yoga Shangri-la - In air: D, DF, F x 2 + PPP Must grab grounded opponent. Also works after a teleport. ------- Dhalsim -------------------------------------------------------------------------------- G U I L E --------- ------------- Special Moves ------------- Sonic Boom - Charge Back for 1.5 secs, Forward + Any Punch [-EX-] [-FADC-] Flash Kick - Charge Down for 2 secs, Up + any Kick [-EX-] [-FADC-] [-Armor Breaker-] --------------- Special Normals --------------- Air Throw - In air: LP + LK Sunglasses - D + HP + HK High Kick - DF + HK [-Juggle-] Knee Bazooka - B or F + LK Rolling Sobat - B or F + MK Reverse Spin Kick - B or F + HK Straight Chop - F + MP [-Overhead-] Spinning Back Fist - F + HP ------------- Target Combos ------------- 1. D + MK, F + MP ---------------- Super and Ultras ---------------- Super: Double Flash - Charge DB for 2 secs, DF, DB, UF + any Kick Ultras: I. Flash Explosion - Charge DB for 2 secs, DF, DB, UF + KKK II. Sonic Hurricane - Charge Back for 2 secs, Forward, Back, Forward + PPP ----- Guile -------------------------------------------------------------------------------- B L A N K A ----------- ------------- Special Moves ------------- Horizontal Ball - Charge Back for 2 secs, Forward + Any Punch [-EX-] [-FADC-] [-Armor Breaker-] *EX version goes through projectiles Vertical Ball - Charge Down for 2 secs, Up + any Kick [-EX-] Backstep Roll - Charge Back for 2 secs, Forward + any Kick [-EX-] *EX version is a great escape move in the corner on wakeup Electricity - Press any Punch Button Rapidly, 2 buttons for EX [-EX-] Hop - Back or Forward + KKK --------------- Special Normals --------------- Beast Slide - DF + HP Coward Crouch - D + PPP - Dodge move Rockcrusher - Back or Forward + MP [-Overhead-] ---------------- Super and Ultras ---------------- Super: Grand Shave Roll - Charge Back for 2 secs, Forward, Back, Forward + any Punch Ultras: I. Lightning Cannonball - Charge Back for 2 secs, Forward, Back, Forward + PPP II. Shout of Earth - Charge DB for 2 secs, DF, DB, UF + PPP or KKK PPP is for is for anti-air KKK is for ground based attacks ------ Blanka -------------------------------------------------------------------------------- Z A N G I E F ------------- ------------- Special Moves ------------- Spinning Piledriver - 360 + any Punch [-EX-] Lariat - PPP or KKK - KKK version is shorter version Banishing Flat - F, D, DF + any Punch [-EX-] [-FADC-] Flying Powerbomb - 360 + any Kick [-EX-] *EX Absorbs one hit Atomic Suplex - Close, 360 + any Kick [-EX-] --------------- Special Normals --------------- Body Splash - D + HP in the air Double Knee Drop - D + LK in the air Long Kick - DF + HK Headbutt - Up + MP or HP in the air ---------------- Super and Ultras ---------------- Super: Final Atomic Buster - 720 + any Punch Ultras: I. Ultimate Atomic Buster - 720 + PPP II. Siberian Blizzard - In air, 720 + KKK Opponent must be jumping ------- Zangief -------------------------------------------------------------------------------- I B U K I --------- ------------- Special Moves ------------- Kunai - D, DF, F + any Punch [-EX-] Jump Flip - F, D, DF + any Punch Neck Breaker - B, DB, D, DF, F + any Punch [-EX-] [-Armor Breaker-] Energy Grab - F, DF, D, DB, B + any Punch [-EX-] [-Armor Breaker-] Illusion Dash - D, DF, F + any Kick Dragon Kick - F, D, DF + any Kick [-EX-] [-FADC-] *EX can juggle Spin Kicks - D, DB, B + any Kick, D + any Kick [-EX-] [-FADC-] *Down part must be blocked low Jumping Double Kick - B, D, DB + any Kick [-EX-] Super Jump - D, U You can also press diagonally up-forward or up-back to Super Jump in those directions --------------- Special Normals --------------- Air Throw - LP + LK, in the air Hammer Kick - F + MK [-Overhead-] Rising Palm - B + MP Backhand Punch - HP, HP Spin Kick - F + LK Reverse Spin Kick - B + MK Slide - DF + MK Jumping Split Kick - F + HK ------------- Target Combos ------------- 1. In the air, HP, F + MK 2. Back or Forward Jump, LP, F + HP 3. Back or Forward Jump, LK, F + MK 4. Close, LP, MP, HP 5. Outside of close range, LP, MP, F + LK 6. LP, MP, D + HK, HK 7. B + MK, F + MK 8. Close, HP, D + HK, HK 9. LP, MK, HK ---------------- Super and Ultras ---------------- Super: Hyper Dagger Toss - In the air, D, DF, F x 2 + any Punch Ultras: I. Super Energy Grab - F, DF, D, DB, B x 2 + PPP II. Hashinsho - D, DF, F x 2 + any KKK [-Armor Breaker-] ----- Ibuki -------------------------------------------------------------------------------- M A K O T O ----------- ------------- Special Moves ------------- Dash Punch - D, DF, F + any Punch [-EX-] [-FADC-] Karakusa - F, DF, D, DB, B + any Kick [-EX-] *EX Karakusa absorbs 1 hit Oroshi - D, DB, B + any Punch [-EX-] [-FADC-] [-Armor Breaker-] Fukiage - F, D, DF + any Punch [-EX-] [-FADC-] *EX Fukiage can juggle Tsurugi - In the air, D, DB, B + any Kick [-EX-] *Regular Tsurugi can combo. Ground and air-to-air. --------------- Special Normals --------------- Lunge Punches - F + HP, HP ------------- Target Combos ------------- 1. LK, MK 2. F + MK, HK ---------------- Super and Ultras ---------------- Super: Tanden Renki - D, DF, F x 2 + any Punch Increased damage for a short while. Ultras: I. Seichusen Godanzuki - D, DF, F x 2 + PPP [-Armor Breaker-] II. Abare Tosanami - D, DF, F x 2 + KKK [-Armor Breaker-] [-Juggle-] ------ Makoto -------------------------------------------------------------------------------- D U D L E Y ----------- ------------- Special Moves ------------- Uppercut - F, D, DF + any Punch [-EX-] [-FADC-] *You can juggle LP Uppercut into another Uppercut Machine Gun Blow - B, DB, D, DF, F + any Punch [-EX-] *EX MGB is jugglable Cross Counter - F, DF, D, DB, B + any Punch [-EX-] Short Swing Blow - F, DF, D, DB, B + any Kick [-EX-] Thunderbolt - Charge Down for 2 secs, Up + any Kick [-EX-] [-FADC-] Duck into Straight or Upper - B, DB, D, DF, F + any Kick Punch for Straight Kick for Upper Rose - D + HP + HK --------------- Special Normals --------------- Slipping Jab - F + LP Stomach Blow - F + MP Step Straight - F + HP Kidney Blow - F + MK Dart Shot - F + HK Scoop Sweep - D + HK [-Juggle-] ------------- Target Combos ------------- 1. F + LP, MP 2. D + LP, MK 3. F + HK, MK 4. LP, MP, MK 5. MP or F + MK, MK, HP 6. D + LK, D + MP, D + HP 7. MK, HK, HP 8. LK, MK, MP, HP ---------------- Super and Ultras ---------------- Super: Rocket Upper - D, DF, F x 2 + any Punch Ultras: I. Rolling Thunder - D, DF, F x 2 + KKK II. Corkscrew Cross - D, DF, F x 2 + PPP [-Armor Breaker-] ------ Dudley -------------------------------------------------------------------------------- A B E L ------- ------------- Special Moves ------------- Change of Direction - D, DF, F + any Punch, followed by F + Punch or Kick x 2 [-EX-] [-FADC-] *EX CoD can absorb 1 hit Wheel Kick - D, DB, B + any Kick [-EX-] [-FADC-] [-Armor Breaker-] [-Overhead-] Marseilles Roll - D, DF, F + any Kick [-EX-] Tornado Throw - F, DF, D, DB, B + any Punch [-EX-] Sky Fall - F, D, DF + any Punch [-EX-] --------------- Special Normals --------------- Forward Kick - F + MK Elbow - D + HP [-Juggle-] Standing HK - [-Overhead-] ------------- Target Combos ------------- 1. F + MK, HP ---------------- Super and Ultras ---------------- Super: Heartless - D, DF, F x 2 + any Punch Ultras: I. Soulless - D, DF, F x 2 + PPP [-Armor Breaker-] II. Breathless - D, DF, F x 2 + KKK This is a grab move so it cannot be blocked, plus it can absorb 1 hit and you can delay it or cancel it entirely. Any armor breaking move can stop this ultra. ---- Abel -------------------------------------------------------------------------------- C. V I P E R ------------ ------------- Special Moves ------------- Thunder Knuckle - D, DB, B + any Punch [-EX-] [-FADC-] [-Armor Breaker-] *HP version can juggle *EX has some combo possibilities Thunder Knuckle - Right when you do a Thunder Knuckle press two punch Feint buttons almost immediately after doing the move Burning Kick - D, DB, B + any Kick [-EX-] [-Air-] Seismic Hammer - F, D, DF + any Punch [-EX-] *You can stop the animation by pressing two punch buttons almost immediately after doing this move. *EX Seismo has combo possibilities Super Jump - D, U You can also press diagonally up-forward or up-back to Super Jump in those directions --------------- Special Normals --------------- Elbow Drop - F + MP [-Overhead-] Double Kick - F + HK ---------------- Super and Ultras ---------------- Super: Emergency Combination - D, DF, F x 2 + any Punch Ultras: I. Burst Time - D, DF, F x 2 + PPP [-Armor Breaker-] II. Burning Dance - In the air, D, DF, F x 2 + KKK -------- C. Viper -------------------------------------------------------------------------------- M. B I S O N ------------ ------------- Special Moves ------------- Psycho Crusher - Charge Back for 2 secs, Forward + any Punch [-EX-] [-Armor Breaker-] [-FADC-] Scissor Kicks - Charge Back for 2 secs, Forward + any Kick [-EX-] [-FADC-] Head Press / Skull Diver - Charge Down for 2 secs, Up + any Kick [-EX-] Any Punch for Skull Diver Devil's Reverse - Charge Down for 2 secs, Up + any Punch, any Punch [-EX-] Teleport - F, D, DF + PPP or KKK --------------- Special Normals --------------- Double Air Punch - In air, MP x 2 Slide - Down + HK - This is now FADC-able ---------------- Super and Ultras ---------------- Super: Knee Press Nightmare - Charge Back for 2 secs, Forward, Back, Forward + any Kick Ultras: I. Nightmare Booster - Charge Back for 2 secs, Forward, Back, Forward + KKK II. Psycho Punisher - D, DF, F x 2 + KKK [-Overhead-] You can steer this to hit from the front or behind the opponent while in the air. -------- M. Bison -------------------------------------------------------------------------------- R U F U S --------- ------------- Special Moves ------------- Messiah Kick - D, DF, F + any Kick, any Kick [-EX-] [-FADC-] Galactic Tornado - D, DF, F + any Punch [-EX-] [-Armor Breaker-] *HP version in corner can combo into LP Tornado *EX version has vacuum ability, can corner combo Snake Strike - F, D, DF + any Punch [-EX-] Dive Kick - In air, DF + MK *Can juggle during air-to-air --------------- Special Normals --------------- Vulture Kick - F + MK [-Overhead-] Glory Kick - DF + MK - Must be blocked low Fragrance Palm - F + HP [-Juggle-] Jump HK - 2 hits, [-Juggle-] ------------- Target Combos ------------- 1. LK, HK [-Juggle-] ---------------- Super and Ultras ---------------- Super: Spectacular Romance - D, DF, F x 2 + any Punch Ultras: I. Space Opera Symphony - D, DF, F x 2 + PPP II. Big Bang Typhoon - D, DB, B x 2 + PPP Both ultras have vacuum like properties. ----- Rufus -------------------------------------------------------------------------------- E L F U E R T E ---------------- ------------- Special Moves ------------- Habanero Dash - D, DF, F + any Punch [-EX-] Pressing another button will result in this: LP - Stops dash MP - Body Splash. Control the range by moving the stick back or forth. HP - Flying Throw. Control the range by moving the stick back or forth. LK - Stops run and does a back dash MK - Jump Kick, can be overhead sometimes HK - Slide Kick. You can do a Habanero Back Dash while doing this move. * EX Habanero can absorb 2 hits Habanero Back Dash - D, DB, B + any Punch [-EX-] You can also do the Habanero Dash move to stop running backwards and run forwards. Pressing another button will result in this: LP - Stops dash MP - Body Splash towards your opponent. Control the range by moving the stick back or forth. HP - Flying Throw towards your opponent. Control the range by moving the stick back or forth. Any Kick near the wall will make him wall jump. * EX Habanero can absorb 2 hits Quesadilla Bomb - Hold any Kick button and release. [-EX-] Level 1 - hold button for 3 seconds. Level 2 - hold button for 6 seconds. Level 3 - hold button for 8 seconds. Guacamole Leg Throw - F, D, DF + any Kick [-EX-] Wall Jump - In the air, Forward. Pressing HP goes into in the Flying Throw --------------- Special Normals --------------- Shower Kick - F + MK [-Overhead-] Dropkick - Far HK - this can be a overhead Leg Launch - Close HK - [-Juggle-] ------------- Target Combos ------------- 1. near opponent: MK, MK ---------------- Super and Ultras ---------------- Super: Dynamite - D, DF, F x 2 + any Kick Ultras: I. Flying Gigabuster - D, DF, F x 2 + KKK II. Ultra Spark - D, DB, B x 2 + PPP This Ultra is considered to be a throw, so it cannot be blocked. --------- El Fuerte -------------------------------------------------------------------------------- V E G A ------- ------------- Special Moves ------------- Rolling Crystal Flash - Charge Back for 2 secs, Forward + any Punch [-EX-] [-FADC-] Flying Barcelona Attack / - Charge Down for 2 secs, Up + any Kick, [-EX-] Izuna Drop Press any Punch when close Sky High Claw - Charge Down for 2 secs, Up + any Punch [-EX-] Scarlet Terror - Charge DB for 2 secs, F + any Kick [-EX-] [-Armor Breaker-] [-Juggle-] Back Flip - PPP or KKK *PPP backflips further back Claw Throw - F, D, DF + any Punch Mask Throw - F, D, DF + 2 Punches - Takes 2 meters --------------- Special Normals --------------- Cosmic Heel - DF + HK [-Juggle-] Piece of Mercury - DF + MK [-Overhead-] Air Throw - In the air, LP + LK Kara Throw - HK quickly into LP + LK ---------------- Super and Ultras ---------------- Super: Flying Barcelona Special / - Charge DB for 2 secs, DF, DB, UF + any K Rolling Izuna Drop Press any Punch when close Ultras: I. Bloody High Claw - Charge DB for 2 secs, DF, DB, UF + KKK [-Armor Breaker-] II. Splendid Claw - Charge DB for 2 secs, F, B, F + KKK ---- Vega -------------------------------------------------------------------------------- S E T H ------- ------------- Special Moves ------------- Sonic Boom - D, DF, F + any Punch [-EX-] [-FADC-] Shoryuken - F, D, DF + any Punch x 3 [-EX-] [-FADC-] *EX you can do 6 motions Multi Kicks - D, DB, B + any Kick [-EX-] [-Armor Breaker-] *EX goes through projectiles Tanden Engine - D, DB, B + any Punch [-EX-] *EX requires two blue bars *EX also has juggle properties, catch opponents when falling Teleport - F, D, DF or B, D, DB + PPP or KKK Spinning Pile Driver - 360 + any Punch [-EX-] Dive Kick - In the air, Down + HK Head Stomp - In the air, Down + MK *This can hit multiple times and Dive Kick can follow Wall Jump - In the air, Forward --------------- Special Normals --------------- Elbow - D + HP - 2 hits [-Juggle-] Jump MP - [-Juggle-] ---------------- Super and Ultras ---------------- Super: Tanden Storm - D, DF, F x 2 + any Punch Ultras: I. Tanden Stream - D, DF, F x 2 + PPP [-Armor Breaker-] II. Tanden Typhoon - D, DB, B x 2 + PPP ---- Seth -------------------------------------------------------------------------------- G O U K E N ----------- ------------- Special Moves ------------- Fireball - D, DF, F + any Punch [-EX-] [-FADC-] [-Juggle-] *Hold Punch to charge up 2 hits. *LP - shoots straight. MP - diagonally up. HP - vertically Running Palm - F, D, DF + any Punch [-EX-] [-FADC-] [-Armor Breaker-] *EX juggles Hurricane Kick - D, DB, B + any Kick [-EX-] [-FADC-] [-Air-] *EX Air Hurricane you can steer left or right Counter Move - B, D, DB + Punch or Kick [-EX-] [-FADC-] Punch for mid/high attacks Kick for low attacks *EX Counter parries all attacks Demon Flip - F, D, DF + any Kick [-EX-] The following can be performed: LP + LK - throw when close Kicks - Dive kick Punches - Counter attempt. Opponent must attack. Nothing - will result in a slide when he lands *EX tracks opponent Dive Kick - In the air, jump forward: D + MK Back Throw - Back + LP + LK [-Juggle-] --------------- Special Normals --------------- Overhead - F + MP ---------------- Super and Ultras ---------------- Super: Forbidden Shoryuken - D, DF, F x 2 + any Punch [-Armor Breaker-] Ultras: I. Shin Shoryuken - D, DF, F x 2 + PPP [-Armor Breaker-] II. Denjin Hadoken - D, DF, F x 2 + KKK This can be charged up by holding the Kick buttons for even more damage. It also has wallbounce properties. ------ Gouken -------------------------------------------------------------------------------- A K U M A --------- ------------- Special Moves ------------- Fireball - D, DF, F + any Punch [-EX-] [-FADC-] [-Air-] *EX in the corner can lead to HP Shoryuken Red Fireball - F, DF, D, DB, B + any Punch [-EX-] [-FADC-] Hurricane Kick - D, DB, B + any Kick [-EX-] [-Air-] *EX ground Hurricane has vacuum properties Shoryuken - F, D, DF + any Punches [-EX-] [-FADC-] Teleport - F, D, DF + PPP or KKK Dive Kick - In the air, jump forward: D + MK Demon Flip - F, D, DF + any Kick [-EX-] The following can be performed: LP + LK - throw when close Kicks - Dive kick Punches - Hammer fist Nothing - will result in a slide when he lands *EX tracks opponent --------------- Special Normals --------------- Overhead Chop - F + MP ---------------- Super and Ultras ---------------- Super: Raging Demon - LP, LP, Forward, LK, HP Ultras: I. Wrath of the Raging Demon - LP, LP, Back, LK, HP II. Tornado Kick - Up, Up + KKK ----- Akuma -------------------------------------------------------------------------------- S A G A T --------- ------------- Special Moves ------------- High Tiger Shot - D, DF, F + any Punch [-EX-] [-FADC-] Low Tiger Shot - D, DF, F + any Kick [-EX-] [-FADC-] *EX shot in the corner can lead to Ultra Tiger Uppercut - F, D, DF + any Punches [-EX-] [-FADC-] *EX Uppercut can lead to Ultra Tiger Knee - F, D, DF + K [-EX-] [-FADC-] [-Armor Breaker-] *Anti-air Tiger Knee can juggle twice in corner Angry Scar - D, DB, B x 2 + any Punch *Need 1 meter. Powers up 1 uppercut. --------------- Special Normals --------------- High Step Kick - F + HK [-Juggle-] Elbow - F + HP [-Overhead-] Low Step Kick - F + LK [-Kara-] Fake Kick - HK, HK - must be done fast ---------------- Super and Ultras ---------------- Super: Tiger Genocide - D, DF, F x 2 + any Kick Ultras: I. Tiger Destruction - D, DF, F x 2 + KKK II. Tiger Cannon - D, DF, F x 2 + PPP ----- Sagat -------------------------------------------------------------------------------- C A M M Y --------- ------------- Special Moves ------------- Spiral Arrow - D, DF, F + any Kick [-EX-] [-FADC-] *EX travels through all projectiles Cannon Spike - F, D, DF + any Kick [-EX-] [-FADC-] Spin Knuckle - F, DF, D, DB, B + any Punches [-EX-] [-Armor Breaker-] Hooligan Combination - DB, D, DF, F, UF + any Punches, LP + LK to throw [-EX-] *EX has a higher arc, travels faster and will track Cannon Strike - In the air, jump forward: D, DB, B + any Kick [-EX-] *For instant EX Strikes - add a UB in the end, must be fast ---------------- Super and Ultras ---------------- Super: Spin Drive Smasher - D, DF, F x 2 + any Kick Ultras: I. Gyro Drive Smasher - D, DF, F x 2 + KKK II. Cammy Quick Combination - D, DB, B x 2 + PPP - Counter Ultra ----- Cammy -------------------------------------------------------------------------------- D E E J A Y ------------ ------------- Special Moves ------------- Slasher - Charge Back for 2 secs, Forward + any Punch [-EX-] [-FADC-] Double Rolling Sobat - Charge Back for 2 secs, Forward + any Kick [-EX-] [-FADC-] [-Armor Breaker-] *EX version can pass through projectiles Upkicks - Charge Down for 2 secs, Up + any Kick [-EX-] *You can chain 2 anti-air HK Upkicks Machinegun Upper - Charge Down for 2 secs, Up + any Punch [-EX-] Mash Punch for more hits *EX has juggle properties ---------------- Super and Ultras ---------------- Super: Sobat Carnival - Charge Back for 2 secs, Forward, Back, Forward + any Kick Ultras: I. Sobat Festival - Charge Back for 2 secs, Forward, Back, Forward + KKK II. Climax Beat - Charge DB for 2 secs, DF, DB, UF + PPP [-Armor Breaker-] ------- Dee Jay -------------------------------------------------------------------------------- B A L R O G ----------- ------------- Special Moves ------------- *All EX Dashes will absorb one hit. Dashing Punch - Charge Back for 2 secs, Forward + any Punch [-EX-] [-FADC-] Dashing Low Punch - Charge Back for 2 secs, DF + any Punch [-EX-] [-FADC-] Dashing Overhead Punch - Charge Back for 2 secs, DF + any Punch [-EX-] (Hold Punch) [-Armor Breaker-] *This can lead to combos Dashing Uppercut - Charge Back for 2 secs, Forward + any Kick [-EX-] [-FADC-] *EX version can lead to combos Dashing Low Uppercut - Charge Back for 2 secs, DF + any Kick [-EX-] [-FADC-] [-Armor Breaker-] Buffalo Headbutt - Charge Down for 2 secs, Up + any Punch [-EX-] [-Armor Breaker-] *Both versions can lead to Ultra 1 Turn Around Punch - Hold PPP or KKK for 2 secs. Longer hold = more damage [-FADC-] [-Armor Breaker-] ---------------- Super and Ultras ---------------- Super: Crazy Buffalo - Charge Back for 2 secs, Forward, Back, Forward + any Punch [-Armor Breaker-] Ultras: I. Violent Buffalo - Charge Back for 2 secs, Forward, Back, Forward + PPP or KKK [-Armor Breaker-] II. Dirty Bull - 720 + PPP - Does 700 stun points ------ Balrog -------------------------------------------------------------------------------- F E I L O N G -------------- ------------- Special Moves ------------- Rekka Ken - D, DF, F + any Punch x 3 [-EX-] [-FADC-] *EX version will eat 1 projectile Flame Kick - B, D, DB + any Kick [-EX-] [-FADC-] Flying Kick - B, DB, D, DF, F, UF + any Kick [-EX-] [-Armor Breaker-] *First hit is Armor Breaking, Regular and EX *EX travels completely through projectiles Flip Grab - F, DF, D, DB, B + any Kick [-EX-] --------------- Special Normals --------------- Hop Kick - F + MK [-Overhead-] Engekishu - F + HK ---------------- Super and Ultras ---------------- Super: Rekka Shin Ken - D, DF, F x 2 + any Punch Ultras: I. Rekka Shin Geki - D, DF, F x 2 + PPP II. Gekirinken - B, DB, D, DF, F x 2 + KKK - Counter Ultra -------- Fei-Long -------------------------------------------------------------------------------- T. H A W K ---------- ------------- Special Moves ------------- Mexican Typhoon - 360 + any Punch [-EX-] Condor Spire - B, D, DB + any Punch [-EX-] *EX version is Armor Breaker Condor Dive - Jump straight up or forward, PPP [-EX-] [-Armor Breaker-] Tomahawk Buster - F, D, DF + any Punch [-EX-] *EX Tomahawk can be followed with EX Condor Dive --------------- Special Normals --------------- Heavy Body Press - In air, jump forward or back: D + HP Heavy Shoulder - In air, jump forward or back: D + MP Thrust Peak - DF + LP ---------------- Super and Ultras ---------------- Super: Double Typhoon - 720 + any Punch Ultras: I. Raging Typhoon - 720 + PPP II. Raging Slash - F, DF, D, DB, B x 2 + PPP ------- T. Hawk -------------------------------------------------------------------------------- G E N ----- ------------- Special Moves ------------- Mantis Style - PPP Mantis Moves ------------ Rapid Slaps - Press Punch button Rapidly [-EX-] [-FADC-] Air Kicks - F, D, DF + any Kick, Press Kicks [-EX-] *You can cancel this to Jyakoha when high in the air Crane Style - KKK Crane Moves ----------- Rolling Attack - Charge Back for 2 secs, Forward + any Kick [-EX-] [-FADC-] *EX travels through projectiles Wall Jump - Charge Down for 2 secs, Up + any Kick [-EX-] [-Armor Breaker-] From wall hop: Forward - Dive Kick [-Juggle-] Back - Gen jumps to the ground Up - Gen goes to the ceiling From ceiling: Down - Dive Kick on top of opponents head [-Juggle-] Left - Dive Kick to the left [-Juggle-] Right - Dive Kick to the right [-Juggle-] *EX Wall Jump is a great escape move --------------- Special Normals --------------- Air Double Kicks - in air: HK, HK - combo possibilities Overhead - In Crane Stance: MP Low Kick - In Crane Stance: D + LK [-Juggle-] ----------------- Supers and Ultras ----------------- Supers: Mantis - Zan'ei - D, DF, F x 2 + any Punch [-Armor Breaker-] [-Juggle-] Crane - Jyakoha - D, DF, F x 2 + any Kick Ultras: I. Mantis - Zetsuei - D, DF, F x 2 + PPP [-Armor Breaker-] Crane - Ryukoha - D, DF, F x 2 + KKK II. Mantis - Shitenketsu - D, DB, B x 2 + PPP Crane - Teiga - In air, D, DF, F x 2 + KKK [-Armor Breaker-] --- Gen -------------------------------------------------------------------------------- D A N ----- ------------- Special Moves ------------- Fireball - D, DF, F + any Punch [-EX-] [-FADC-] Dragon Punch - F, D, DF + any Punch [-EX-] [-FADC-] Hop Kicks - D, DB, B + any Kick [-EX-] [-Air-] [-Armor Breaker-] Air Taunt - In air, HP + HK ---------------- Super and Ultras ---------------- Super: Hissho Buraiken - D, DF, F x 2 + any Punch Super Taunt - D, DF, F x 2 + HP + HK Ultras: I. Shisso Buraiken - D, DF, F x 2 + PPP II. Haoh Gadouken - D, DF, F x 2 + KKK --- Dan -------------------------------------------------------------------------------- S A K U R A ----------- ------------- Special Moves ------------- Fireball - D, DF, F + any Punch [-EX-] [-FADC-] Big Fireball: Hold Punch Dragon Punch - F, D, DF + any Punch [-EX-] [-FADC-] *LP Dragon punch can juggle into HP Dragon punch *EX can go through a few projectiles Hurricane Kick - D, DB, B + any Kick [-EX-] [-Air-] [-Armor Breaker-] *EX leads to juggle Otoshi - F, D, DF + any Kick, Press any Punch when near [-EX-] *EX Tracks opponent --------------- Special Normals --------------- Overhead Kick - F + MK ---------------- Super and Ultras ---------------- Super: Karu Ichiban - D, DB, B x 2 + any Kick Ultras: I. Haru Ranman - D, DB, B x 2 + PPP [-Armor Breaker-] II. Shinku Hadoken - D, DF, F x 2 + PPP or KKK PPP for straight KKK for up angle ------ Sakura -------------------------------------------------------------------------------- C O D Y ------- ------------- Special Moves ------------- Knife Grab - Stand on knife, D + PPP *Knife does chip damage when opponent blocks Stone/Knife Throw - D, DF, F + any Punch [-EX-] [-FADC-] Ruffian Kick - D, DF, F + any Kick [-EX-] [-FADC-] [-Armor Breaker-] *HK Ruffian anti-air can juggle *EX Low slide can go through projectiles Criminal Upper - D, DB, B + any Punch [-EX-] [-FADC-] Zonk Knuckle - Hold Punch for 2 secs - Longer hold = more damage [-EX-] [-FADC-] [-Armor Breaker-] *Goes through fireballs *EX has lots of invincibility Bad Spray - Up + any Punch while Quick Rise Fake Stone - Down + HP + HK --------------- Special Normals |
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