Welcome to Street Fighter IV game guide. This two-dimension fighting game, may be hard for beginners because of high difficult level. This guide should help you to learn each character moves and their specific properties which can be helpful for advanced players. I wrote every special character moves, Ex attacks, Super and Ultra Combo and several useful combos. I also wrote some in my opinion, worth attention normal attacks. In the first moment, those combos may seem be very difficult but practice spent on Training Mode and very helpful Trail Mode make perfect.
Enjoy reading!
Mikolaj "Mikas" Krolewski
Translated by: Bartosz "bartek" Sidzina
Juggle
It's about juggling enemy threw in the air. When opponent under the influence of one of the strikes will fly up (also called juggle starter), you can beat him for a while in the air. He is helpless and he can't block your attacks at this moment. Juggle is the most valued, but on the other hand the most damned fight element.
Combo
This is nothing else but couple or even several attacks. Initiation attack is called as combo starter.
Strings
Reprogrammed combos. If the first strike hit, the rest of them will also hit.
Counter
It is simply counterattack. These moves have a higher priority, and used together with jumps, effectively protect against throws and long combos.
Focus Attack
MP+MK
Focus Attack starts by pressing medium punch and medium kick at the same time. It is a technique both defensive and offensive. Character making this move, get into special position which can absorb single enemy attack (it can't be throw or Ex Attack). When the button will be released, our character will execute the attack. Focus Attack has three levels, which depend on the time in which we keep MP + MK.
Absorbing attacks using the Focus Attack, load our Revenge Meter.
Throws:
We do it by pressing together light punch and kick. We must be very close to the enemy. To break away from the throw press LP + LK at the moment in which the opponent is trying to catch us.
Ultra Moves
We executing Ultra Moves in the same way as Super Moves, specified for every character but we need to press all three punch LP+MP+HP or kick = LK+MK+HK attacks instead of one.
This movement can be done only if we have charged Revenge Meter at least the to half (the "Ultra" word will be flashing). Load it by being injured or absorbing attacks by Focus Attack.
Revenge Meter does not pass for the next round!
Super Moves
We executing them in the same way as Ultra Moves, but at the end we press one punch or kick instead of three.
Super Moves can be executed only when our Super Meter will be full ("Super" will be flashing).
Load Super Meter by attacking the enemy.
Ex Moves
We execute this attack in the same way as every Special Moves of each character but we need to press two punch or kick attacks instead of one (eg. Spinning Bird Kick Chun Li - [d], g+K or Ex Spinning Bird Kick - [d], g+MK+LK(two any kicks). If we press all 3 punch or kick attacks, the effect will be the same. For some players this way may be more comfortable (especially playing on the pad).
Executing Ex Move will absorb 1/4 Super Meter.
Focus Attack Dash Canceling
We can cancel every Special Moves by doing Focus Attack. In addition, we can also do the forward dash and let go MP + MK to confuse the enemy and continue the combo.
Getting up:
If you want to get up faster, press couple of time d, just before our character will hit the floor. It don't work after throws and some of the Special Moves.
Super Armor & Armor Breaking
Focus Attack and some of the Ex Moves can absorb single enemy attack. This move we called Super Armor, but every character has an Armor Breaking Move which can block the Super Armor. If the attack has this ability, I marked it in the bracket near his name.
Taunts:
We may sneer opponent by pressing this combination.
Abel is a specific combination of Fei Long and Zangief with additional old Alex throws. He has monstrous EX attacks which are great juggle starters. Strong characters with Ultra Combo. Strong both in defensive and offensive.
Two-stone attack, throw our opponent in the air. Very similar to Urien Elbow from SF3. It is also a good defense by attacking from the air, only if your timing is right. It is also a good defense by attacking from the air, only if your timing is right.
A good move to exert pressure on the opponent. When you break it, you will decrease distance divide us from the enemy. It will increase the chances to hit with Elbow Launcher, Sky Fall, Tornado Throw, etc.
This combination is very similar to Fei Long Rekke Ken. When one of the first two strikes lands, it opening opponent for the combo. The third blow, regardless of whether it will strike the hand or leg, will hale armor breaking ability.
On the other hand, each of these movements may be countered, so do not take advantage of this action too often.
Pressing P after the first movement, will hit in the head, while another P will result in high grab.
Press K after the first movements, will result in low kick, and another K will result In grab in the floor.
This setback must be blocked standing, and performing it, we do not have to worry about any counters.
This attack is almost the same as Ken's roll, known from Street Fighter Alpha 2. It is very fast and can be used to confuse the opponent. Go through the normal attacks, but Abel in its implementation may be thrown. Depending on the impact of the pressed kick, a distance of attack increases or decrease. This is one of the most useful actions in the Abel arsenal.
Abel catch the opponent, turning around and hit to the ground. The movement is similar to the Zangiefs Screw Piledriver. Abel will perform the projection, even if his opponent is blocking.
This is an attack, which we executing on coming up from the air enemy. During his move, Abel legs are still on the Grodnu. After this action you may perform Elbow Launcher. Simple combo requiring a solid injury.
This attack absorb single enemy move. It's very similar to the basic version.
This blow lands regardless of where your opponent stands. It is very fast and passes through the fireball. If you have good timing, you can use it as a "shield" against airborne attacks. Without a doubt, the best Abels move.
This move is faster than his basic version and his animation is a little different.
This is a great attack on the enemy, which is getting up from the ground. He will lose a lot of energy just before He know what is going on. Advanced players are allowed to escape by using the bounce back. In this case we use Sky Fall, or Kick Wheel, to bring them down. The projection of this exercise is also the moment at which the lift from the earth. Derived a single attack, and then we do the throw.
This move get more injury than his basic version and his animation is a little different.
Abel walk to the opponent, performs a few simple moves, and finish the serie with throw. Good Super Combo, because it can break the first shock of the Change of Direction.
Abel walk to the opponent, perform punching him, beat in to the air and doing very strong throw. His move pass fireball.
Japan Mike Tyson is still very fast, put a lot injuries, and his EX moves are excellent. His moves have the same animation start, and hit at various altitudes, which forces the opponent to continuous guesswork. In addition, the armory has a few combos and juggle starters. A very strong character.
Immediately after the execution of this attack, you type throw. If the opponent get know where we can attack hit any Dash Punches.
Good uppercut for flying up enemies.
Fast attack with solid coverage, and what is important - very secure. The best boxer's normal attack.
Balrog walk and simple strikes. Attack goes to high, so you can crouch before it. We use it by moving away from the enemy.
A similar blow that strikes at the low. Using the two techniques in turn, can easily confuse the enemy.
Making this attack can take a while but it is very fast and hard to block. Another way to confuse the enemy.
Good attack for flying enemies, if our distance and timing is appropriate. Great Combo starter.
Another dashing uppercut. Can over the opponent if it hit.
Good attack for flying enemies. It passes fireballs if the timing is appropriate. One of the best boxer's move.
As long as we hold the buttons, the attack will be stronger. Very useful move passing the fireball.
Very useful move. Absorbing single enemy attack. It is better to use it when the enemy is landing or when we are sure that he will not let go projectile.
Another good attack for flying enemies. Even if we miss, Ex will absorb enemy's attack.
Combo passes projectile, and in addition move the enemy. We using it on the edge of the screen.
Passes projectile and can be used as juggle starter. Ending with Buffalo Headbutt.
Blanka is almost identical as in SF Super Turbo, enough fast and his Beast Roll is very safe. Every Super Moves can be juggle starter. Good character for people who like combination and pecking enemy's energy.
Good for jumping enemies.
Another useful attack for jumping enemies.
Blanka is crouching and starting electrical. His move is Quito Fast and is the best for flying enemies. Doing a solid injury. The more we push, the attractions will be longer, and depending on the punch, stronger.
Much safer than the old days, requesting the same injury. If our timing is good, you can attack your opponent, who falls.
Blanka jump back and brings the attack. If you hit, the enemy will fall. You can also use it to safely decrease distance dividing us from the enemy.
Great attack for jumping enemy's.
Specific Blanka dash. Quite not useful.
Skid on the back. It can be used to avoid the fireball. The extent of the blow is good, but after there is a huge delay.
Another way to avoid projectile.
Works on blocking enemy, hitting 5 times, makes solid injury.
Great attack that passes through fireball and Ex fireball.
You can control landing, by putting out the joy to left or right. Useful to decrease distance dividing us from the enemy.
With no doubt, the best Blanka's attack using for flying enemies. Very safe move with good distance.
Blanka is charging and make an attack. By holding punch, Blanka turning around. When we release the button she attack.
Good to end juggle (timing)< and great way to cancel enemy's attack. It's very hard to block, because the first part strikes in the low, and rest in the high. Moves distance is about 1/3 of the screen. Effectively thrashing attacks from the air, but then the hits just once.
Chun li didn't change since SF3 Third Strike. She has strong attacks from both the land and air. By combination and doing different moves, it's easy to confuse the enemy. She is also quite fast. Unfortunately, there is no attack against flying opponents, her Super and Ultra Combo is relatively weak. In addition, almost all of attacks are susceptible to counters.
This move is used as Fireball, Super Combo or Hyakuretsu Kyaku intro.
Classics. Not so useful as before, but can be used in critical situation.
Jump back, good combo starter.
Good, fast attack checking at the beginning or the end of combo. It's good way to cancel enemy's Focus Attack. Unfortunately it has quite big delay so use it carefully.
Good projectile, fast enough and without delay. His distance and strength belongs from pushed punch. LP is the weakest but has the biggest distance. HP is faster and stronger but passing shorter way flying.
It is fast flip, which must be blocked standing. Has virtually no delay and pass through the fireball. However, it may be detained by a single attack.
Classics. Effective on less experienced players. Vulnerable to all counters kinds.
The first is the high attack, second throws enemy into the air and next moves finish the combo. You can continue with Ex Spinning Bird Kick (if it's possible). In the screen corner hit Super or Ultra Combo.
The only Chun Li weapon against flying enemies. Throw range is very good and it's almost guarantee.
Great juggle starter, making more damage than basic version.
This fireball hits two times and is much faster than basic. Hits from long distance and it's very good in combo.
Takes a little more energy and it's faster.
This move do not absorb energy any more like it was SF3. Even so it is one of the best chun Li moves. Has a good priority and it's very fast. Good as counter, it's better to use it at the end of combo.
Average Super Combo. Work only against standing enemy (if it hits the enemy while he's jumping, it takes practically no energy). Moreover it has poor range and it's simple to block. It's definitely better to use all EX attacks which make similar damage.
This Ultra Combo pass through fireball and hit even from the second corner of the screen. Nevertheless like in case of Super Combo, you are defenseless when enemy will block it. Also doesn't work on enemies in the air.
Some players consider that she is very similar to Cammy, but with a closer contact, the figure turns out to be much better. Her Burning Kick, Super Jump (interrupted Ultra Combo) is excellent, and what is most important a safe way of decrease the distance. Most of the strikes, roll your opponent may be canceled with Special Moves. Her weakness is poor stamina and low power strikes.
Can by canceled by Thunder Knuckle, Seismic Hammer, Burning Kick or Super Jump.
Great high attack. Going above some fireballs and has a good range. Can be continued with MP (crouching), cancel Thunder Knuckle.
Low LP version pass through fireball (timing), with high MP. HP is good against flying enemies. Attack practically hasn't any delay, so you can use it often. Has a high priority and is a good juggle starter. One thing you can worry about from the enemy is block.
Very safe fireball even if it will be block. Done in a good moment miss the fireball. Ex version is good in combos.
LK version is good against all Shoryuken and air attacks. Very good attack which can cancel normal jump attack (HP or HK). Do it with HK in the air to hit the enemy in the rear of his head - with LK in front. Ex version is very good in combos.
Range of this attack depends on pushed punch. LP version has the weakest range but it's very safe. Good against landing enemies. Close to enemy is good juggle starter. The problem may be choice of distance. Ex version chooses for us. It's also good way against characters with free fireballs (Chun Li, Guile). Has quite big delay.
Similar to Rolento move from Street Fighter Alpha. Although it's much faster. During it you can press gt or gp. You can cancel by:
You can survive Super Jump with Ultra Combo combo. This requires some practice, but it is often very fast and guaranteed.
Good against enemy who miss his Ultra Combo. Preparing takes a while so using it in combo is very hard.
Very good in combos. Has a high priority and is good against enemy who I doing anti-air move (attack against flying opponents).
In contrast to the basic version is very fast and can be used in combos. We do not have to choose a suitable distance, because the attack hits wherever opponent is standing.
You can cancel Super Jump. It's good to do it after Focus Attack, to finish the combos or when the enemy is confused. This Super Combo has weird range and not all his pieces reach the target. Do not use them on flying enemies.
Dhalsim hasn't changed at all. The range of his special moves and is still very good, and not the best and his Ultra Combo is very dangerous. This is the best defensive player from all. The bad part? Very slow backward dash and similar to Akuma, hit attacks take him a lot of energy.
Attack range and strength depends on pushed kick. You can continue this attack doing throw.
Great range, a lot of damage.
Great attack against flying enemies.
Fireball strength and range depends on pushed punch. LP is the weakest but fly farthest. HP has the biggest power and the shortest range. MP is the combination of those two. None of this "shots" fly through all the screen length. LP may seem be better because after released projectile you can keep your enemy for a distance using kicks and punches in case when he jump over the fireball.
Very quick attack, may be safely using in combos.
Using in case of flying enemies.
Dhalsim avoid both high and low attack.
Similar as basic version but fireball hit two times.
Good attack against standing up enemies. Take a lot of energy even when it's blocked. You can use it to block enemy in the screen corner.
Has a little better range than Super Combo and it's excellent against flying enemies. Dhalsim is able to do action similar to Uriena Aegis Reflector in SF3 Third Strike. When enemy is standing up use Ultra Combo teleport behind him, do low attack and finish with throw.
Edmund didn't change a lot since Super Turbo. If pass through opponent defense, you can in a short time suck his power. In addition, the Hundred Hand Slap coverage was limited, Oicho throw is one of the best throws in the game and the Super and Ultra Combo is a great attack against flying opponents. He is slow but his stamina is high, which means that even the strongest blows it does not take much energy.
Safe way to decrease the distance.
Strength and range depends on pushed punch.
Very good attack which beat almost every specials such as Blanka Beast Roll or Bison Psycho Crusher. Takes a lot of damage even if it's blocked. Good against flying opponents.
The best throw in the game and one of the best Honda moves. Before you can do:
If your opponent recognizes the situation and will be jumped, get him down using Ex Sumo Splash, or HP (from the air).
Turn your joy to the left or right and you will be able to move during attack - like in Super Street Fighter 2.
Good attacks against flying enemies. Super Zatsuki has a higher priority than in basic version.
Bigger range, bigger damage. Definitely the best Edmunds attack.
Great against flying enemies. Pass through projectiles.
Similar to Super Combo good against flying enemies. Takes a lot of energy when Revenge Meter is full.
This character has much in common with Alex from SF3 and Guy from Alpha series. This is the fastest player in this part, and the Ultra is lethal. Habanero Dash offers us plenty of opportunities, a reflection from the walls are perfect for the fireball. Unfortunately, his moves do not take a lot of energy, and for that he has low stamina. The key to an effective play with this character is to confuse your opponent and it continued surprising him with new moves.
Good range attack - can be continued with throw (LK+LP).
The best El Fuerte attack against flying enemies.
El Fuerte will start run towards enemy. It brings some combinations here:
Pass through fireball. Range of this attack can be controlled by joy (move left or right).
Also pass through projectiles. Range of this attack can be controlled by joy.
Pass through fireball. Range of this attack can be controlled by joy (move left or right).
Also pass through projectiles. Range of this attack can be controlled by joy.
You must be in the right distance from the screen corner.
Attack will be stronger as long as you hold the kick.
Execute this attack when opponent is flying in your direction. Alex from SF3 had similar attack.
In El Fuerte case, jump from the wall will increase his speed. If you will press extra HP, distance will increase and animation will be the same as in Flying Throw.
Similar to basic version but "absorb" one enemy attack. Continue with Body Splash - great against fireballs.
Absorb single enemy attack.
Fast combo making solid damage - must be executed close to enemy.
Very fast combo, hits even when it's blocked. Control it's range by joy. Works the same as Stun Gun Headbutt Alexa from SF3. Attack enemy just before their landing. The key is appropriate timing.
Guile has not changed anything since Super Turbo, and still has only two Special Moves. In addition, he has very powerful combos and good attacks for flying opponents. Ultra Combo can not be the most helpful, but the Sonic Boom is able to mix well and allows for many different actions.
Quick attack with good range.
Good counters against enemies coming from the air.
Knee is perfect to keeping enemy in a distance.
Excellent, faster than formerly fireball. After firing, you can easily move and attack. It's the basic Guile play.
Classics. Incredible for flying opponents, but now also works on enemies who attack on the low. Strength and range depend on pushed kick. LK is good for counters, but put little damage. HK flies higher and takes more damage. If it does not hit, we have impress guaranteed . A good way to end combos (biiiiiig delay).
Useful thing for enemies being in the air.
Strikes twice and has a great pressure on the opponent. Is faster than HP Sonic Boom, which means that it is extremely fast. It works very well for the opponents who abuse fireballs.
Ex version makes bigger damage, has an even grater range and priority. Hit two Times.
Unfortunately Super Combo do not has too much use. We using it when the enemy will discover itself too much. Moreover, it's better to reserve your Super bar for Ex attacks.
Unfortunately, works good only on flying opponents.
Current Ken is the mix of blond from SF3 Third Strike and the one from Super Turbo. It has a lot of combos and his Shoryuken has a large range. Many people find that this is a purely offensive character, but some players have shown that it is not true. Ultra Combo is strong and can be easily use in combo. In addition, the attacks (with the exception of Kara Throw) do not have a large range and it is the most (as long) popular figure among the players, so everyone knows exactly the technique.
Quick attack with good range. Sometimes used to finish the combo (when enemy is further than we want to).
A good range, and proportionate injury.
Good fireball but has quite big delay. Using by playing from the distance. We can block the most of normal attacks with it.
Classics. Uppercut, which we can cancel the block moment and transform into Focus Attack. Speed, angle and attack power depend on pushed punch. High priority and minimal delay. If we do not hit, we're flying up and we are practically defenseless so use it carefully.
We can use it also from the air. Good range and small delay.
This fireball hits two times but don't roll the enemy so it's a good combo starter.
Hits four times and has huge priority.
As similar as basic version, can be used in the air. Take more damage and hit a couple times. It's very good for taking off the flying enemies.
Hardcore players use it rarely (usually in the corner of screen) and using Super bar for Ex Shoryuken.
Ken is doing uppercut, some kicks and finish sequence with powerful Shoryuken. Simple combination that can be use in any moment. In the screen corner you can finish juggle (started Super Combo). The biggest problem of this attack is his little range. If we want to do it , we must be done in the front of the enemy. Is invaluable in combos.
A very strong character. Quick and making a lot of damage. Ex Scissor Kicks pass the fireballs and has a very large range, as most of his moves (except the Focus Attack). Bison may have trouble in battle with jumping opponents, but when one of its specials will hit, a battle starts move towards the end.
Bison the best attack for flying enemies.
Safe low shoe. We don't have to worry about the counter. Besides it avoiding some fireballs (Sagat - Tiger Shot).
The same as Super Turbo, we can throw the enemy into the air, hit two times with MP and attack with Ultra Combo after landing. If we hit only one punch, we can continue juggle with almost every attack.
Strength and range of the attack depends on pushed punch. You will be definitely beaten if you miss so use it carefully. It better to use it in combo and when enemy is dashing backward. You can also safely decrease distance between you and your enemy. If your timing is appropriate you can take down flying enemies.
Strength and range of the attack depends on pushed kick. Great against enemies attacking on low and those who has big delay. One of the best dictator's attack.
Executing this combination, Bison will jump on enemies head. Pushing punch will execute Body Splash. Head Stomp is great against enemies flying in our direction.
Animation of this attack is almost identical as normal jump. You can also play with enemy and attack in the moment when he is expecting jump (for decrease distance). To hit, you must stand on 3 of the screen from the enemy.
Fast teleport. Very useful in the screen corner and keeping enemy in distance.
This attack absorb one enemy attack and making quite bug damage what makes him excellent counter for every fireballs.
Very fast attack passing through projectiles. The best Bison's attack.
takes more energy than basic version (even when enemy is blocking). Takes much more energy than basic version (even when blocked). Moreover Bison jumps higher and this attack has high priority. Works also when enemy is standing up.
Hit twice. Staring animation is almost unnoticeable.
Some of the players avoid this combo because of Bison's great Ex Moves.
Good Ultra, can be use to finish combo. Pass through fireball but only in the moment of firing.
Rufus behaves like Yun and Yang from SF 3. Contrary to appearances is very fast and has a strong combos. This is a very offensive character, having in its arsenal several juggle starters.
This attack has three variants and can hit on low, mid or high. The last one has armor breaking properties.
Couple spins and powerful HP. Don't worry about counter if you miss. Control Rufus with joy.
Very good against flying enemies. High priority and solid damage.
Yuna move from SF3. Great combo starter for characters who like use kicks. Full control with joy.
Must be blocked standing. Very similar to Yuna Spinning Overhead Kick.
Hit five times an it's very safe. You can finish with high or low attacks.
Absorb enemy attack, which making him open for combo.
Series of very fast attacks, finished with throw enemy into the air. Pass through fireball (short range) and you can finish juggle attack started with Galactic Tornado.
Ryu did not change, since the Super Street Fighter Turbo. His hadouken is still very strong and fast. Focus Attack has very good range. A Dragon has in his arsenal many powerful combos and his Ultra Combo is a very good way to wind up the juggle. For this reason, it is among the top form and very popular among players.
forward dash with attack.
Must be blocked on low and you can combine it with LP (crouching).
Good range and speed. You can continue with every Ryu Super Moves.
The best projectile in the game. His speed depends on pushed punch. It has no delay and can hold enemy on distance. Good way to finish combo.
Good weapon against flying enemies and good juggle starter. You can continue with Hadouken, Super or Ultra Combo. HP Shoryuken can be canceled by Focus Attack. It simply confusing enemy. LP version is good as counter because of low delay. You are practically defenseless and flying up if you do not hit.
Can be also used in the air. Range and speed depends on pushed punch. HK version pass through some fireballs and can be rude surprise. Good attack to finish combo. Good against enemies using Focus Attack. Executed in the air is good to take down flying enemies. Unfortunately it has quite big delay, so you can be defenseless if you miss.
Hits two times and it's good against enemies who often use projectiles Executed in the screen corner can be continue with Super or Ultra Combo.
Very similar to basic HP version but it has huge priority. Good as counter.
As like basic version can be used in the air. Absorb enemy attack and hits couple of times making bigger damage. Continue your offensive with Super or Ultra Combo.
Less effective but very useful attack usually used in screen corners.
Great way to finish juggle, making almost the same damage on enemies in the air and standing on the ground. You can use it also when enemy is landing. One of the most popular Ryu attack and one of the best Ultra in the game.
Sagat is a master on the defensive (like Dhalsim). Properties of his attacks are very similar to those we know from the Super Turbo and the Alpha series. It has several juggle starters that can easily continue. Special moves are very strong, and his strength is worthy of admiration.
Basic combo starter.
Good attack against flying enemies. You can continue with Ultra Combo. Moreover hits crouching enemy (close).
A little bit slower than in previous parts but still very fast. Good in distance. Used punch decide on fireball speed and strength.
Also slower but invaluable during combo. Strength and speed depends on pushed kick.
Excellent juggle starter. Has little delay and can be continue with Ultra Combo.
Very safe attack, with minimal delay and big range (second knee attack).
High priority and big delay. Sometimes called God-uppercut.
Speed and power of his moves are similar to those known from Super Turbo. He has very good Ex moves and it's not so easy to get him down from the air. His Focus Attack is probably the best coverage of all in the game. However, the Vega is not a strong character, because of his weak attacks. In addition, he becomes confused after taking several attacks, and loss of weapons could mean the end of combat.
Good juggle starter. Fast attack, with practically no delay. Even in case of enemy's block, we can throw him. Very meaning attack.
Has a good range and gives a lot of damage. Easily take off enemies from the air. He is good for those who didn't hit you from a long distance. You can break it every Vega Special Moves.
Fast and safe Low attack. Good to avoid fireballs and attacks from the air.
This throw has a good range and easily take off flying enemies.
Useful in combos. Has a huge range and you can cancel it by Focus Attack or Special Moves.
Jump from the wall finished with attack. Control Vega jump direction with joy. Pushing p+P or t+P close to enemy you will throw him but if only P - you will do hands attack. It's not so good as in Super Turbo, but still confusing because enemy must guess if we want to throw or attack.
Medium attack. Hard to hit advanced opponent and takes not so many damage. Attack high depends on pushed punch.
Very useful in defense and MK and HK version hits triple. Good to use it in counter/reversal. Unfortunately don't have high priority and don't work the same on every character. Can be used as juggle starter, but only when we will do Ex Scarlet Terror after. Quite hard but sometimes useful.
Vega dash backward. P version takes little longer but you will dash farther. Foeten the best way to avoid Super or Ultra Combo.
More Taunt than attack. Takes minimal damage. Pushed punch decide where our "hardware" will be throw.
This move absorb about 50% EX meter. Vega take off his mask. More power but increase the stamina.
This attack takes a lot of damage also when it's blocked but it takes long time (it's like normal version with HP). Rarely used because of unavailable during combo. Has small priority
Vega hits before and after wall jump. EX version has also better throw range. It's the most used combo attack. Take solid damage but it's not quite good against flying enemies. Almost whole Super meter will be used for this attack.
Ex version hit two times and it's faster. Passes projectiles.
Takes more damage than basic version. Has much higher priority. Also pass the fireballs. Using this attack take an eye on the range.
Popular Super Move from Super Turbo. If you do not execute Izun Drop your bar will disappear. This attack has better range than normal Izun Drop but takes not much more energy. You can cancel Claw Roll what open new opportunities.
Russian is still very strong. His powerful Screw Piledriver has very good range. He has some moves in his arsenal good for decrease the range and may surprise the enemy. Hard attacks but they are worth.
Very strong throw to use when the opponent is near. Very good priority and range.
Very good for flying enemies attack. Pass through almost every fireballs. It's good to do it while taking off from the ground.
Another strong Zangief throw.
Throw with incredible priority and range. takes more damage than basic version.
Very good range of this attack, we can make good way for Screw Piledriver. One of the best Zangief's attack.
Devil came back and he's very powerful. This is the most (next to Ken) chosen by a player from Europe. Its movements are similar to those we know from Street Fighter Third Strike. Make a lot of injuries, have a good priority, and his Super and Ultra combos can be very embarrassing. His weakness is poor stamina. This means that when He gets hit He will lose more energy than other characters. Moreover Akuma is one of the strongest character in the game.
Classics. Hits two times.
You must jump forward and enter the sequence in the highest point.
This is a fireball, identical as in case of Ken or Ryu.
In case of pushed P, projectile angle and speed will change. Most of the players use LP in the highest jump point on the enemy in the second screen corner. It's recommend to use any low attack after landing.
This projectile is much faster than in Street Fighter Third Strike. Akuma is collecting the power (takes a while) and release fireball. HP version hits three times, MP two LP once.
In case of pushed kick, Akuma will decrease or increase the range. After Hyakki Shuu you can do
Can be also used in the air. If it hits, it will roll the enemy and if you push MK or HK, Akuma will hit couple of times. Use LK when you want to start the juggle. You can continue combo with HP Shoryuken.
High priority attack. In case of pushed punch depends the power, range and number of hits. LP is the weakest but if it miss, we do not have to worry about counter. This attack is good against jumping enemies. HP has the biggest range and hits three times. Good to finish juggle or combos. With good timing you can use it against flying enemies. But watch out, if you miss prepare for big damage. MP hits two times and has average range.
Move of joy can be invert to do teleport backward. P version will take you on the other screen corner, K version will throw you somewhere in a half. This move has much lower delay than in SF3 Third Strike, so Akuma do not need to worry about any counter.
Two hits version of the normal fireball. In some players opinion, this move is completely useless. Do the same damage as single fireball and it don't absorb Super bar.
Double fireball. It hits only once. In case of pushed 2xP depends projectile angle.
Doing this attack, you are spinning around in one place. If enemy is close, he will get couple hits.
This combo is very fast. Faster then previously and takes 30% more enemies energy (in case of character). Pass through normal attacks (except fireballs) and it pass also if you are on the second screen corner.
Pass through fireball and takes 60% opponents energy (if the revenge bar is full). The only way to avoid is jump or jump over.
Cammy is one of the fastest character in the game. Her Cannon Spike is a very good on jumping opponents, and Spinning Backfist can surprise them well. In addition, the Focus Attack has a very good range. Cammy biggest drawback is that she does not have any fireball.
Good, fast attack, must be blocking on low. It's good on enemies standing on the other side of the screen and those who are getting up from the ground.
The best Cammy attack against flying enemies. Don't use it too close to opponent, because of counter.
Pass through fireball and done from middle range hits two times. One of the best Cammy moves, which efficiency depends on your timing.
Low attack, but it can also throw. Very good way to confuse the opponent, because the starting moves are the same.
Pass through fireball and make more damage. Hits two times.
A little bit faster than basic version. Has bigger range.
The best Cammy attack. Is two times faster than basic version. Cammy fly higher and have incredible range, so you can do throw while you standing on the other side of the screen. Unfortunately make the same damage.
Good Super Combo with huge range. Good to finish combo.
As similar as Super Combo has very good range. It's also very fast and hits on low, so you can surprise the enemy.
The most cheerful character in the game. In addition, He hasn't a lot of strengths. Ultra Combo takes a lot of energy, but can not be carried further than the average distance, like the majority of strikes. Gadouken works only In combos, apart from them is almost useless, because of short range.
Fireball range depends on pushed punch. Good only in combo.
Very similar uppercut as in Ken and Ryu arsenal but it has weak range and takes a little damage.
Good range attack. Number of hits depends on pushed kick.
Good move against enemies that are in the air.
Has bigger range than basic version. Hits two times.
Done close to enemy, hits two times. Ex version has a bigger range.
The best Dans attack because of it's speed. Hits three times the same as basic version with HK. Do also the same damage.
Fast and effective Super Combo, good to finish combo.
No comment.
Must be done from the middle or close range. Can be blocked. Do not pass through fireball. Works only if the opponent is getting up from the ground.
Very fast character with a wide range of offensive moves. His Ultra Combo works even from a long distance is very strong. The only problem Fei Long seems to be the range of his other moves. Holding opponents to a distance, can be a problem, so the key to success is to mixing attacks and keeping close to opponent.
Very good combination hits from a middle range - strength depends on pushed punch. Third attack roll the enemy. Deadly for enemies standing at the screen corner.
Great attack for flying enemies.
Very good attack with middle range. You can safely decrease the distance between you and your enemy and beat those who play on distance. Done in an appropriate distance will jump over the firewall. Strength depends on pushed kick.
Do not takes any energy itself. Very good combo starter - place Fei Long behind enemies back.
Ex version has bigger range and takes more damage. Enemy will fall after the third attack.
The same as basic version - good against flying enemies. Moreover you can use it when the opponent is close to you. One of the best Fei Longs attack.
Has much greater range. Hits almost from the second screen corner.
Very good Ultra Combo - hits also from the second screen corner. Done closer to enemy pass through fireball and Ex fireball.
Gen is the character that can easily confuse the opponent. Two styles helps in it. The number of his moves is not quite big, but they have very good range and take a lot of energy. Gen has two Super and Ultra Combos what is big plus and make him very comprehensive player.
Mantis Stance
Fast and power of attacks depends on pushed punch.
Good juggle starter, which can be continued by simple kick. All sequence may be complete with eight moves. One of the best Gen's attack.
Crane Stance
Attack with very good range. Done closely, hit three times.
Bounce from the wall and hit kick with appropriate direction.
Mantis Style
It's faster than basic version and it's good against characters using Focus Attack.
Crane Style
Ex version, do not pass the fireball.
Mantis Style
Super Combo with good range, may be easily stopped or blocked by fireball.
Crane Style
Works only on enemy in the air.
Mantis Style
The same way as Super Combo, this attack pass projectile and can be blocked.
Crane Style
Works only on enemy in the air. It's very powerful.
One of the strongest character in the game. He has impressive arsenal of attacks and has good defense. Throw Launcher is a very good juggle starter, which can be continued with specials. Hyaki Shu opens a few opportunities, and this coupled with Gouken high stamina, gives a very good, but difficult player.
Juggle starter, which in itself does not take energy. Good preparation for Ultra Combo and other combos.
By holding punch, we are loading fireball. In case of punched punch, projectile will go in two different directions (Urien w SF3). LP version fly parallel to the ground and HP to up. MP is a combination of the two previous options.
Pushing P will block high and mid attacks. Pushing K will block low attack. In this position, Gouken will answer with counter for enemies attack. Cancel is possible by Super or Ultra Combo.
Identical move as Akuma emon Flip. You can continue when it hit:
Two projectiles, two different directions. Very hard to avoid.
The best Gouken juggle starter.
Fay is still very good. Her Ultra Combo is very dangerous, even works on enemies that are in the air. She has a few strong attacks against flying opponents, and her throws take a lot of energy. The key to success is the appropriate timing and use of specials, because Rose combos are not too strong.
Very good attack for flying opponents. Can be easily a part of combo.
Not so good as in SF Alpha but is still great combo starter.
Good range and speed.
Not very useful fireball. Use MP version in combos because of power and the lowest delay.
This move do not "suck" Ex fireballs.
Great Ultra Combo, working even on jumping enemies (timing). Take a lot of energy but is hard to use it in combo.
Teen returns to the joy of the players. Her Ex Arcing Hurricane Kick is a great juggle starter, which in itself takes a lot of opponent energy, and in addition may be continued by Ultra Combo. Moreover, the most of her normal attacks, can be canceled by specials. They do not take major injuries and need a little "torment" to the decrease enemy bar.
By holding punch, we are loading fireball.
LP version is a very good juggle starter. We can attack with MP version after throwing enemy into the air.
Good move for flying enemies.
Good attack which must be doing in appropriate range. We will be turned back to the enemy if we don't hit.
Excellent juggle starter, only when it hit. Also good in combo.
Very good Ultra Combo, can be preceded with Ex Shunpukyaku. Good attack when enemy is getting up from the ground. Low attack done in a good moment, very hard to avoid.
This character had the cause enemies just before Street Fighter 4 hit at the home platforms. The most exaggerated character reminding Shang Tsung, created by Midway nearly 20 years ago. He uses some other character moves (Guile, Ken, Chun Li, Zangief, Dhalsim). These have the greater priority and are much stronger.
If we unlock every color, it's is available to all of characters.
1 Platinum Trophy
2 Gold Trophies
10 Silver Trophies
35 Bronze Trophies
Platinum
Gold
Silver
Bronze
Hajime
- for all the help and many impression.
Yoji
- for help with Akuma, Vega and for every hardcore match.
Ninja X
- for many battles and to provide information about Cammy and Sakura.
Sazuke01
- for all technical informations.
Kris
- for being a training bag.
Russelka
- for the patience and spiritual support.
Capcom
- for creating such a great game.