Street Fighter IV Guia Completo
Street Fighter IV Guia Completo
Street Fighter IV Guia Completo
com/streetfighter4
http://iplaywinner.com/streetfighter4system
STREET FIGHTER 4
NEWS | CHARACTER GUIDES | GAMEPLAY SYSTEM AND TUTORIAL VIDEOS | TIER LIST
CHARACTER SELECT
ABEL | AKUMA | BALROG | BLANKA | C. VIPER | CAMMY | CHUN-LI | DAN | DHALSIM | FEI-LONG | E.HONDA | EL
FUERTE | GEN | GOUKEN | GUILE | KEN | M. BISON | ROSE | RUFUS | RYU | SAGAT | SAKURA | SETH | VEGA | ZANGIEF
TIER LIST
S: Sagat, Akuma
OVERVIEW
Strong close range game due to a wide arsenal of quick hitting normal moves that allow him to advance and mix up
with a solid throw game.
Abel's ability to roll allows him to not only close in on any opponent, but also pass through Shoto fireballs.
Intermediate level character considering most damaging combos require a moderate amount of execution.
Ultra is relatively easy to land and deals a ton of damage.
RESOURCES
P O S T A CO M ME N T | S H A RE A RT ICL E
Although not as fast as many other Jabs in the game, it leaves Abel at frame advantage on hit (+6) or block (+3)
making it useful to set up throws.
Crouching MP is a decent poke and a great combo starter when the opponent leaves themselves open.
You can combo into his Ultra, Roll or Falling Sky from a crouching fierce.
This is a great close range poke that allows abel to set up tick throws. Works well after F+MK, Dash.
Towards + MK is a great way to apply pressure becuase you can cancel the F+MK into a dash.
You can cancel his Roll or Wheel Kick from a crouching Roundhouse which makes it useful for mix ups.
COMMAND NORMALS
FORWARD KICK
TOWARDS + MK
Tap forward after the hit to dash forward. Can combo into MP/FP on counter hit after the dash.
P O S T A CO M ME N T | S H A RE A RT ICL E
CHANGE OF DIRECTION
First and second hit is not safe if blocked, so be sure to combo into it directly.
You can FADC the first hit and follow up with a Crouching FP.
WHEEL KICK
MARSEILLES ROLL
FALLING SKY
TORNADO THROW
EX Version can be used much like a Dragon Punch when Abel is being pressued by block strong. IF the opponent leaves
any gaps in their attacks, you can throw them using EX Tornado Throw.
SUPER
HEARTLESS
ULTRA
SOULLESS
OVERVIEW
Akuma is one of the best characters in Street Fighter 4 since he has more offensive options than most characters in the
game and the ability to stun his opponents quickly though hard hitting, double digit combos. Beyond that, his ability to
teleport enables him to get him out of most wake up and pressure situations making him a difficult character to pin
down and attack.
Low stamina means the player must be very careful on the offensive, in that taking a couple big combos will most likely
end the match for Akuma.
Advanced level character considering most damaging combos require a high level of execution, and low stamina means
the player cant afford to make any mistakes with Akuma.
RESOURCES
P O S T A CO M ME N T | S H A RE A RT ICL E
Crouching LP is Akumas fastest normal and leaves him at frame advantage on both block (+2) and hit (+5) making it
ideal for setting up tick throws.
Crouching MP is a decent poke and can be combed into itself and also after crouching LP. It is also special cancelable
make it useful for punishing opponents who leave themselves open.
Crouching FP is a solid anit-air, allowing Akuma to hit opponents out of the air without committing to a Dragon Punch.
Close HP is special cancelable making it a very damaging move to start combos with when you have the chance.
Crouching LK hits low and combos into C. LP so it is a great close range combo starter.
Far RH is a two hit move that leads to many of his most damaging combos, so use this midrange to apply pressure and
also punish Focus Attacks.
COMMAND NORMALS
OVERHEAD CHOP
DIVE KICK
IN AIR, DOWN + MK
P O S T A CO MME N T | S H A RE A RTICL E
APPROACH (FAR)
APPROACH (SHORT)
RETREAT (FAR)
RETREAT (SHORT)
SUPER
ULTRA
OVERVIEW
Amazing normal moves that give him a great ground game, allowing him to punish jumpers and pressure opponents to
the "ropes".
EX Dash Punches have armor allowing him to absorb a hit and close the distance on his opponents.
Although Balrog has multiple ways to deal out damage and connect his ultra, his straightforward style and few imxups
overall make him very linear to play and fight against.
RESOURCES
P O S T A CO M ME N T | 1 RE F E RE N CE | S H A RE A RTI CL E
Balrog's crouching light punch is one of the best normal moves in the game due to its speed and
frame advantage on block or hit. This makes comboing and creating air-tight block strings easier than it is with most
other characters. His jumping light punch looks almost identical to his jumping fierce punch. Use this to confuse
opponents that are blocking, and throw them after they block the light punch.
Balrog's standing close medium punch can act as an anti-air, but don't rely on it. For the most part, medium punch's
usefulness is when Balrog crouches. Use it to set up one of Balrog's dash punches (if you have charge, it will combo
into a dash punch), or after a succesful overhead punch and link it to a headbutt.
Crouching hard punch is Balrog's go-to anti-air move. It has very little risk and stops most jump in attacks. Balrog's
jumping fierce also has a lot of range and active frames. If you feel pressured, just jump back and use this baby.
Sometimes overly-aggressive attackers will rush into his fist. This move can also punish certain whiffed moves like
Zangief's lariat from the right distance.
Typically, crouching light kick is the move that every special comes after. For most player's, it's generally prefered to
use crouching light kick to link into specials because most of Balrog's specials are performed with punches, freeing up
space to use whichever level of punch is required (jab, strong, fierce). Also, because crouching light kick is a low,
sometimes it will catch opponent's who are blocking high (Balrog lacks a multiple low setups, therefore opponent's can
block high for the most part).
This is a low that Balrog can combo from (use crouching light kick after it), and it might catch opponents off-guard if
you whiff a move in the air and immediately go for this low. This can also be used as a meaty normal to continue the
pressure.
Crouching hard kick is one of the best sweeps in the game due to its speed and range. If you are within distance of
your opponent, and you are both waiting for the other to do something, throw this out randomly. It catches a lot of
players if used randomly in a footsie battle. Jumping hard kick is also a good pressure tool. It hits at an angle that
allows Balrog to jump early and hit early. Use it after three crouching light punches, jump and hard kick and continue
the pressure. Force your opponent to crack with this tool.
P O S T A CO M ME N T | S H A RE A RT ICL E
DASH STRAIGHT
DASH UPPER
Use this after a block string to catch opponent's who think it's safe to move. This comes out slower than a dash straight
punch.
For the most part, use this only to break people who are keen on focus attacking your dash punches. It pushes your
opponent towards the corner a considerable amount, too.
Overhead attack.
BUFFALO HEADBUTT
SUPER
CRAZY BUFFALO
ULTRA
VIOLENT BUFFALO
OVERVIEW
RESOURCES
P O S T A CO M M E N T | S H A RE A RT ICL E
Standing Hard Punch has excellent range and does good damage. Because of its reach, it is excellent to use to try to hit
the extended limbs of characters trying to use shorter range attacks.
Crouching Hard Punch has even more range! However, it has long startup and recovery so use it carefully and
preferably at its maximum range to lesson opportunities for your opponent to react and punish.
SHORT (LIGHT) KICK
Crouching Light Kick is a very fast attack by Blanka standards. However, it does not have a good reach.
Jumping Medium Kick is one of Blanka's best normals. It has good reach, does OK damage, and it's virtually impossible
not to hit with the thing unless you press too early in the jump. If you aren't 100% sure of hitting with a Hard Kick, use
the Medium Kick.
Jumping Medium Kick is the cross-up weapon of choice if you are in the air. This attack makes cross-ups super-easy.
Crouching Medium Kick is an excellent poke. If you already have a charge you can follow crouching medium with a
combo or, if you are really good at links, a Super or Ultra.
Jumping Hard Kick: If you really want to reach out and touch someone while jumping in, jumping Hard Kick is your
attack! It does lots of damage and Blanka really stretches out with the attack, giving it very good reach. However, it
has zero crossup potential. If you miss, you will miss completely, so know how and when to use it.
THROWS
Blanka's face bite throw (Wild Fang) was nerfed pretty bad in Street Fighter 4 compared to other games in the series.
In Street Fighter 2 the name of the game is to bite people in the face. In Street Fighter 4 it's harder (range seriously
reduced) and doesn't do quite the actual and psychological damage it used to do. However, it's still good, still does
good damage, and still annoys many opponents, which is in Blanka's favor.
Blanka's Rolling Throw (Jungle Wheel) throws your opponent away from you. It usually is not in Blanka's best interests
to throw your opponent away from you but if you wish to do so, he has the option.
COMMAND NORMALS
SLIDE
Extremely quick startup makes it easy to surprise opponents who are not waiting for it.
Goes under projectiles and covers a fair amount of distance in the process.
Deceptive in that it stays active for a long time which makes it a good meaty move.
However, it is extremely easy to punish on block by most characters at almost any range
Best used at maximum slide range where just fingers hit opponent to minimize punish opportunity on block.
COWARD CROUCH
Hop which is useful for gaining ground quickly and crossing up the opponent.
P O S T A CO M ME N T | S H A RE A RT ICL E
ROLLING ATTACK
VERTICAL ROLLING
BACKSTEP ROLLING
ELECTRIC THUNDER
SUPER
ULTRA
LIGHTNING CANNONBALL
First hit connects low then acts as an overhead on the way down.
Does massive chip damage.
OVERVIEW
Hard to pick up and play due to execution heavy play, low stamina, difficult combos, and the reliance of playing intense
mix-up games to win.
Deals a lot of stun with her thunder knuckle.
Burning kick is safe (most of the time) and allows Viper to play intense wake-up/cross-up games.
Viper is the only character with a super jump and it allows her to travel across the screen at blinding speeds.
EX Seismic Hammer has invincibility on start-up and leads to her most damaging combos.
Ultra is very hard to land mid-screen but is vital is high-level play.
Feinting her Seismic Hammer and Thunder Knuckle allow you to play intense mind games.
Weak set of normals but you can cancel most of them into the Seismic Hammer or Thunder Knuckle.
RESOURCES
P O S T A CO M ME N T | S H A RE A RT ICL E
Crouching MP is a solid close range poke that combos into her Thunder Knuckle.
Both Close and Crouching FP start off her most damaging combos. Both can be comboed into another Crouching FP
after a HP Thunder Knuckle feint.
Close standing LK has relatively slow start up but leaves Viper at frame advantage on hit (+6) and block (+3), making it
ideal to set up tick throws.
Crouching MK is her best long range poke can be comboed into her Thunder Knuckle.
Jump forward Roundhouse is a great move to use on wake up. On many characters it will look as if it is crossing
up,making it very hard to block. You can also cancel into Burning Kick which will hit the opponent on the other side.
COMMAND NORMALS
SUPER JUMP
OVERHEAD
Overhead
DOUBLE KICK
TOWARDS + HK
P O S T A CO M ME N T | S H A RE A RT ICL E
THUNDER KNUCKLE
Fierce is anti-air.
Can be canceled by pressing two adjacent punch buttons right after move is initiated.
Armor Breaking move.
BURNING KICK
SEISMIC HAMMER
SUPER
EMERGENCY COMBINATION
ULTRA
BURST TIME
RESOURCES
P O S T A CO M ME N T | S H A RE A RT ICL E
P O S T A CO M ME N T | S H A RE A RT ICL E
CANNON SPIKE
SPIRAL ARROW
HOOLIGAN COMBINATION
CANNON STRIKE
SUPER
ULTRA
1 CO MME N T | S H A RE A RTICL E
OVERVIEW
Extremely fast walking speed and dash speed allows her the mobility to have one of the best poking games in Street
Fighter 4.
A wide array of strong normal moves, many of which that lead to combos, knockdowns and cross ups, giving her a very
powerful footsie game.
EX Spinning Bird Kick is good anti-air but without EX meter she doesn't have many counter attacks for jumping
opponents.
Without being close to a corner, Chun-Li's Ultra is a little harder to land than some other characters.
Chun-Li has low stamina so be careful when getting in close to opponents who can easily dish out damage through
reversals.
RESOURCES
P O S T A CO M ME N T | S H A RE A RT ICL E
Crouching light punch is very fast and good for setting up tick throws.
Standing medium punch is a great poke, very fast and far reaching. Use this to move in on your opponent and interrupt
their attacks.
Jump forward hard punch is a great air-to-air move allowing you to follow up with EX Legs or EX Bird, and on crouching
opponents the second hit hits low.
Crouching light kick is her go-to combo starter, allowing her to combo into EX Legs.
COMMAND NORMALS
TRIANGLE JUMP
AIR THROW
IN AIR, LP + LK
HEADSTOMP
IN AIR, DOWN + MK
CHAIN COMBO
P O S T A CO M ME N T | S H A RE A RT ICL E
KIKKOKEN
Chun-Li can follow up with her Ultra after an EX Lightning Legs in the corner.
Avoids projectiles.
SUPER MOVE
SENRETSUKYAKU
ULTRA
HOUSENKA
Combo into Ultra after EX Legs near corner, air-to-air jumping hard punch.
P O S T A CO M ME N T | S H A RE A RT ICL E
RESOURCES
P O S T A CO M ME N T | S H A RE A RT ICL E
002. STREET FIGHTER 4 - DAN - NORMAL MOVES
JAB (LIGHT) PUNCH
P O S T A CO M ME N T | S H A RE A RT ICL E
GADOUKEN
KORYUKEN
DANKUKYAKU
SUPER
HISSHO BURAIKEN
LEGENDARY TAUNT
SHISSO BURAIKEN
RESOURCES
P O S T A CO M ME N T | S H A RE A RT ICL E
COMMAND NORMALS
DRILL KICK
DRILL HEADBUTT
P O S T A CO M ME N T | S H A RE A RT ICL E
YOGA FIRE
YOGA FLAME
YOGA BLAST
YOGA TELEPORT
TELEPORT (FRONT)
FORWARD, DOWN, DOWN-FORWARD + THREE KICKS
SUPER
YOGA INFERNO
ULTRA
YOGA CATASROPHE
P O S T A CO M ME N T | S H A RE A RT ICL E
OVERVIEW
RESOURCES
P O S T A CO M ME N T | S H A RE A RT ICL E
P O S T A CO M ME N T | S H A RE A RT ICL E
FLYING HEADBUTT
HYAKKAN OTOSHI
OICHO NAGE
SUPER
ONI MUSOU
ULTRA
P O S T A CO M ME N T | S H A RE A RT ICL E
OVERVIEW
Gameplay revolves around landing a knockdown and playing intense mix-up games.
Run->Stop->Fierce (RSF) is one of the most dangerous combos in the game and is a guaranteed dizzy.
Very bad normals.
Extremely high mobility with his Run command.
Very situational ultra. (Usually punishing fireballs or used as an anti-air.
Low health and damage output.
RESOURCES
TUTORIAL VIDEOS
P O S T A CO M ME N T | S H A RE A RT ICL E
002. STREET FIGHTER 4 - EL FUERTE - NORMAL MOVES
JAB (LIGHT) PUNCH
COMMAND NORMALS
WALL JUMP
SHOWER KICK
P O S T A CO M ME N T | S H A RE A RT ICL E
RUN (FORWARD)
Once you initiate the run you have many options. All distances on aerial attacks can be controlled with back or towards
on the joystick.
STOP: LP
TOSTADA PRESS: MP (Overhead, Crosses up on wake up)
FAJITA BUSTER: HP (Throw)
BACK STEP: LK
GORDITA SOBAT: MK
CARAMALE SLIDING: HK (Low sliding attack)
RUN (BACKWARD)
Once you initiate the run you have many options. All distances on aerial attacks can be controlled with back or towards
on the joystick.
STOP: LP
TOSTADA PRESS: MP (Overhead, Crosses up on wake up)
PROPELLER TORTILLA: HP (Throw, can be ducked)
PICADILLO JUMP: K
QUESADILLA BOMB
SUPER
EL FUERTE DYNAMITE
ULTRA
P O S T A CO M ME N T | S H A RE A RT ICL E
RESOURCES
FEI LONG SUPER GUIDE - 1UP.COM MYCHEATS
P O S T A CO M ME N T | S H A RE A RT ICL E
P O S T A CO M ME N T | S H A RE A RT ICL E
REKKAKEN
SHIENKYAKU
REKKUKYAKU
SUPER
REKKASHINKEN
ULTRA
REKKASHINGEKI
RESOURCES
P O S T A CO M ME N T | S H A RE A RT ICL E
P O S T A CO M ME N T | S H A RE A RT ICL E
MANTIS STYLE
CHANGE STYLE
THREE KICKS
HYAKURENKO
TAP PUNCH
GEKIRO
SUPER
ZAN 'EI
ULTRA
ZETSUEI
CRANE STYLE
CHANGE STYLE
THREE PUNCHES
JYASEN
OGA
SUPER
JYAKOHA
ULTRA
RYUKOHA
RESOURCES
TUTORIALS
P O S T A CO M ME N T | S H A RE A RT ICL E
P O S T A CO M ME N T | S H A RE A RT ICL E
GOHADOKEN
TATSUMAKI GORASEN
HYAKKISHU
KONGOSHIN
or
BACK, DOWN, DOWN-BACK + PUNCH OR KICK
SUPER
FORBIDDEN SHORYUKEN
ULTRA
SHIN SHORYUKEN
OVERVIEW
RESOURCES
P O S T A CO M ME N T | S H A RE A RT ICL E
COMMAND NORMALS
AIR THROW
LP + LK IN AIR
OVERHEAD
TOWARDS + MP
TOWARDS + HP
P O S T A CO M ME N T | S H A RE A RT ICL E
SONIC BOOM
FLASH KICK
SUPER
DOUBLE FLASHKICK
ULTRA
EXPLODING FLASHKICK
P O S T A CO M ME N T | S H A RE A RT ICL E
OVERVIEW
Played most effectively from close range, mixing up pokes, cross ups and combos with the threat of his kara-throw.
Somewhat difficult to land his full Ultra within a combo due to the fact that it will only fully connect out of a FADC'd
Dragon Punch on counter hit.
His stepkick is a very useful tool to get in.
RESOURCES
TUTORIAL VIDEOS
P O S T A CO M ME N T | S H A RE A RT ICL E
COMMAND NORMALS
OVERHEAD KICK
CHAIN COMBO
Ken carries over his target combo from Street Fighter III: 3rd Strike. It is performed the same way by pressing strong
punch then fierce punch.
Can be canceled into numerous moves such as jab and fierce Shoryuken.
It is not as reliable as it is in 3rd Strike in that it will sometimes miss on crouching opponents.
P O S T A CO M ME N T | S H A RE A RT ICL E
SUPER MOVE
SHORYU-REPPA
ULTRA
SHINRYUUKEN
1 CO MME N T | S H A RE A RTICL E
c.lk, c.lp, hp shoryu cancel to super, ultra (supercancel after 1st hit)
c.lk, c.lp, hp shoryu 2nd hit fadc to ultra or mp shoryu to ultra
c.mk cancel to lp hadouken, fadc, cr.hp, hk tatsu or ex shoryu
j.hk, cs.hk cancel to hp shoryu or ex shoryu or hp super to ultra
focus attack (opponent collapse), dash, close standing hk, cancel to ex shoryu or ultra
anti air lp/mp/hp shoryu, (can only be 1 hit if its multi hit shoryu), mp shoryu or ex shoryu or mp super
hp shoryu (1st hit must be counter hit), fadc, ultra
001. STREET FIGHTER 4 - M. BISON - INTRO
& STRATEGY
OVERVIEW
One of more mobile characters in the game. Can move across the screen very fast.
Amazing set of normals. Use standing roundhouse and standing forward as much as you can!
Low damage output holds him back from being "Sagat-tier".
Has trouble dealing with jump-ins as he has no reliable anti-air.
Can only combo into ultra through a LVL2 Focus and j.mpx2.
Extremely strong wake-up game. Has many options to punish his opponent.
EX-Scissors go through projectiles, making it dangerous for fireball characters to play their "game".
Has a teleport which adds to his mobility.
Without meter he has a hard time dealing with wakeup games.
RESOURCES
P O S T A CO M ME N T | S H A RE A RT ICL E
Bison's light punch is decent. Its uses are for starting combos or tick throws. The link timing is easier than
crouching light kick, so although combos from crouching light punches are weaker, they come out easier.
Also, using a crouching light punch on a block string is safer because the block advantage is 2 with a
recovery of 6, whereas crouching light kick has 0 block advantage with a recovery of 7.
STRONG (MEDIUM) PUNCH
Neutral jumping medium punch has no real use, but it's funny move (he looks like a flying bananna). Angled jump
medium punch (aka Hell Attack) is sets his opponents up for an ultra or a ex psycho crusher. If you use only the first
part, you can land and use a normal like standing roundhouse for weird mixup strategies. Crouching medium punch has
more range than his crouching medium kick and can be used to set Bison up for a scissor kick.
An angled jump with hard punch is situational, but it deals slightly more damage than a jumping roundhouse (10
more). Use it to deal more damage on stunned opponents or to avoid certain anti-air specials (Honda's sumo splash can
sometimes eat this). Standing hard punch is used when Opponent's whiff a big move and you have no meter or ultra.
Simply hard punch your opponent after their whiff and psycho crusher them or, if you want position, use hard punch,
crouching light kick, scissor kick. Crouching hard punch is also situational. It lowers Bison's hitbox so some air attacks
will miss him. As a result, this becomes an interesting anti-air that, with practice, becomes useful in application.
The main light kick to use is crouching light kick. It hit lows, it hits fast (takes 3 frames to come out, just like Balrog's
crouching light punch) and it is the main connector into Bison's scissor kick.
Far standing medium kick is a good poking tool. The range is long and if you stick it out it can stuff things in mid-
motion. Mainly, you use this where standing roundhouse whiffs. For example, if your opponent is prone to using
crouching hard kick, standing hard kick will whiff as a punish. You might not have charge (or the reaction), so simply
standing medium kick. This kick also can stuff fireballs at the appropriate range, and if used effectively, there is little
breathing room in a footsie battle.
This is the spacing tool to use. It can function as a good anti-air, a preemptive anti-air (if they jump back on wakeup), a
punisher (if there's no charge), and a good baiting tool. For example, in applications as a bait, walk up to an opponent
after knocking him down and then dash back to bait a shoryuken and punish with hard kick. Also, because hard kick
can whiff crouching opponents, count on opponents trying to react to hard kick on whiff and use scissor kick (to beat
the low).
P O S T A CO M ME N T | S H A RE A RT ICL E
PSYCHO CRUSHER
SCISSOR KICK
HEADSTOMP
After initial hit, either right of left will guide bison in the air.
Press punch after initial hit for follow up attack.
EX version is great anti-air.
DEVILS REVERSE
PSYCHO WARP
BEHIND
FORWARD, DOWN, DOWN-FORWARD + THREE PUNCHES
FRONT
FORWARD, DOWN, DOWN-FORWARD + THREE KICKS
RETREAT (MID)
BACK, DOWN, DOWN-BACK+ THREE PUNCHES
RETREAT (FAR)
BACK, DOWN, DOWN-BACK + THREE KICKS
SUPER
ULTRA
NIGHTMARE BOOSTER
P O S T A CO M ME N T | S H A RE A RT ICL E
Jump in mk, cr.lp close standing lp, cr.mk, cancel into psycho crusher or hk scissor kicks
Cr.mp, cancel into hk scissor kicks
Cr.lk x3, cancel into lp psycho crusher
Commersault skull diver, cr.mp, far standing mk
Anti-air jumping MP, MP, ultra
Focus attack (level 2), dash (into cr.mp, cr.mk, cancel into hp psycho crusher) or ultra
Jump in hp, standing close hp, cancel into hk scissor kick (1 hit), cancel to super
Jump in hp, standing close hp, cr. lk, cancel scissor kick.
Cr. lp, st. lp, st.lk, cr.mk, cancel into hk scissor kick (this move combo gives you charge, meaning you can walk up and
do it--as long as you are holding from the start of the combo to the finish).
RESOURCES
P O S T A CO M ME N T | S H A RE A RT ICL E
002. STREET FIGHTER 4 - ROSE - NORMAL MOVES
JAB (LIGHT) PUNCH
P O S T A CO M ME N T | S H A RE A RT ICL E
SOUL SPARK
SOUL SPIRAL
SOUL REFLECT
SOUL THROW
SUPER
ULTRA
ILLUSION SPARK
OVERVIEW
Easy to land ultra. Rufus can connect it from his target combo (LK->RH), j.RH, galactic
tornado in the corner, and a FADC'd Messiah kick.
Has good matchups against most the cast. May have problems against characters with projectiles.
EX Messiah kick is one of the best EX moves in the game (if not the best) due to the insane amount of invincibilty on
startup.
Using his dive kick you can really apply a constant pressure and play a heavy mixup game.
Easy to pick up and play due to his easy to land ultra and the EX Messiah kick.
RESOURCES
P O S T A CO M ME N T | S H A RE A RT ICL E
COMMAND NORMALS
DIVE KICK
IN AIR, DOWN-FORWARD + MK
P O S T A CO M ME N T | S H A RE A RT ICL E
GALACTIC TORNADO
SUPER
SPECTRAL ROMANCE
ULTRA
P O S T A CO M ME N T | S H A RE A RT ICL E
OVERVIEW
With a combination of speed and power, Ryu is the most well rounded character in Street Fighter 4.
A great character to use for newcomers in that it is easy to learn all aspects of the Street Fighter IV gameplay system
while playing him.
Combining his fast walking speed with many high priority normal moves allow him to easily out poke and zone many of
his opponents.
Once Ryu gets in on the opponent and starts to apply pressure, many of his light normal attacks lead him into some
very damaging combos.
Very solid cross up game in that when he gets a knock down or starts to apply pressure, his jumping light kick, jumping
medium kick and hurricane kick allow him to set up many ambiguous cross ups.
Multiple ways to land his Ultra make him a threat from almost anywhere on the screen when he has full Revenge Meter.
RESOURCES
Crouching light punch is one of Ryu's best normal attacks, allowing him to start many combos and set up tick throws.
Crouching medium punch is a solid poke which also sets up many combo opportunities.
Jumping Medium punch is a good air-to-air move which allows him to follow up with an Ultra or EX Fireball on hit.
Crouching light kick, although not as fast as crouching light punch, is still a good combo starter when in close.
Crouching medium kick is one of his best pokes, if not the best, allowing him to apply a lot of pressure when comboing
into his fireballs.
Crouching hard kick is his furthest reaching move, which also leads to a knock down.
COMMAND NORMALS
OVERHEAD PUNCH
Two hit punch that moves Ryu forward. You can combo after it with a dragon punch and also many of his normal
moves such as crouching strong and crouching fierce.
HADOUKEN (FIREBALL)
Good move for zoning - forcing jumps or pushing the opponent into the corner.
EX version is two hits, knocks down. Can follow up with Ultra in the corner or mid-screen after a FADC.
SUPER
SHINKUU HADOUKEN
Follow up with a Super after a light kick Hurricane Kick or light punch Dragon Punch.
ULTRA
METSU HADOUKEN
Ryu's Ultra, like many other character's Ultras, has a big amount of start-up and recovery frames. Opponents will be
able to jump over the Ultra projectile on reaction. The real key to using this Ultra is in a juggle combo. There are
several situations where this is possible, such as:
OVERVIEW
Tremendous power output and no bad match ups makes Sagat a "S" class character in Street Fighter 4.
Somewhat limited by his walking speed, but makes up for it with his wide array of long reaching normal moves, some
of which allow him to kara cancel his special moves, giving them extended range.
The ability to to deal out serious damage off of any one mistake makes Sagat a serious threat whether on the offensive
or defensive.
Tiger Knee is arguably the best special move in the game with its ability to armor break and also due to the fact that in
many instances it is very difficult to punish when blocked.
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Crouching light punch is Sagat's fastest normal (3 frame start-up) and is also special cancelable, making it
one of his best normal moves. Use this to counter throw attempts.
Crouching medium punch has fair range, speed and is special cancelable which makes it a solid poke. You can follow up
with crouching jab for a combo.
Jumping medium punch is one of Sagat's best jump in attacks due to its priority and the fact that it
stays active for a very long time, enabling it to beat out or trade with many anti air attacks.
Crouching fierce punch has similar range to crouching medium kick making it ideal for punishing the
opponents wiffed moves.
Jump forward fierce punch is another great jump in for Sagat, and works very well as an air-to-air move. It will beat
moves such as M. Bisons head stomp and Akuma's demon flips.
Canceling into
Standing light kick is a great poke in that is is very quick, has a lot of range and is special cancelable.
either low Tiger Shot or Tiger Knee from standing light kick while on the offensive is a great
way to apply pressure with Sagat.
Crouching light kick has fair range and leaves Sagat at frame advantage on block (+3) or hit (+6), making it ideal to set
up tick throws. You can also mix it up by follow up with crouching medium punch which creates a frame trap, allowing
a counter hit if the opponent tries to throw or do any non-invincble move.
FORWARD (MEDIUM) KICK
Far standing medium kick is a good poke that goes over many low attacks.
Crouching Medium Kick moves Sagat forward slightly, allowing him to intercept pokes. C. MK is also special cancelable,
making it useful in many combos.
Vertical jump medium kick acts as an overhead and is very useful once you have the opponent cornered. Performing
vertical jump MK just as you leave the ground will act as instant overhead.
Standing hard kick is an amazing anti air and is also two hits, making it ideal for quickly armor breaking
certain moves and punishing Focus Attacks.
Towards + Roundhouse Kick (F+RH) is an excellent move to catch jumping opponents. Landing an anti-air F+RH can
inflict an insane amount of damage, because you can follow up with another and finish with an Ultra. You can also
cancel F+RH in its first few frames to kara certain special moves such as his Tiger Uppercut and Knee giving both
moves extended range.
COMMAND NORMALS
Stepping roundhouse kick that hits opponents out of air. (follow up with another F+RH or a Tiger Knee for a combo)
Used to kara cancel special moves. Although the range when karaing special moves with F+RH is shorter than F+LK, it
is faster.
Overhead attack.
P O S T A CO M ME N T | S H A RE A RT ICL E
TIGER UPPERCUT
Great anti-air in that when you FADC out of it or even when it trades you can follow up with Forward and Hard Kick into
Tiger Knee or Ultra.
By canceling the first few frames of start up from either F+RH or F+LK with a Tiger Uppercut, Sagat will move forward
and gain extended range on the Uppercut. Typically only do this if they are airborne or you have two stocks to EX
meter to FADC.
F+ RH Kara Uppercut will counter certain moves such as E. Honda's Fierce Headbutt when blocked.
TIGER KNEE
Good for gaining ground, intercepting pokes and armor breaking EX special moves.
Can be used as anti-air in some situations.
When spaced correctly, Tiger Knee is very hard to counter when blocked. This spacing requires the first hit to wiff and
the second hit to come down and land on the opponent. From here you have many options such as following up with a
crouching light punch (some characters cant do anything about this) or backdashing.
Keep in mind this isn't something you can completely abuse against a good player. There are ways around safe Tiger
Knees such as some crouching moves like a Shoto low forward just as Sagat leaves the ground. The low forward will
wiff and Sagat will be left open to be thrown or even worse.
Beyond that, when the opponent blocks the Tiger Knee high you do not have as much of an advantage so be aware of
what they tend to do in that situation.
Certain block strings allow you to set up safe Tiger Knees such as (may vary from character to character):
Kara Tiger Knee is one of Sagat's most useful special moves. By Karaing the Tiger Knee with F+RH, not only does the
move get extended range, but also comes out very fast. You can Kara with F+LK which goes a little further, but is a bit
slower than the F+RH version.
Kara Tiger Knee is useful for hitting opponents out of the air, setting up Tiger Knee block strings from a distance, and
generally catching your opponent off guard with its extended range.
You can use Kara Roundhouse Tiger Knee to go over fireballs if you do it just as they throw out the projectile.
This is an advanced tactic that is not exactly easy to do. By using MK Tiger Knee, you can cross up many opponents on
wake up. This is typically done after a close range combo that ends in Tiger Uppercut.
If the Tiger Knee crosses up, you can combo into another Tiger Knee and even into Ultra.
In many cases, it's good to always go for a cross up Tiger Knee. Even if it does not actually cross up, a lot of times it is
hard for the opponent to tell otherwise and will end up blocking the wrong way. Beyond that, even if they block it,
when timed right, the Tiger Knee will end up being meaty and they will be unable to punish you.
Kara Tiger Shots are absolutley essential for high level Sagat play. Not only does this essentialy speed up Sagats Tiger
Shots, it also moves him forward, pushing the opponent into the corner.
Performing a Kara Tiger Shot is different than performing other kara moves. Instead of doing a F+RH or F+LK then a
Tiger Shot (which will result in a Tiger Knee or Uppercut in most cases), you will do QCF + HK ~ Any kick or punch just
as your previous Tiger Shot is blocked or goes off the screen.
The easiest way to understand how this works is go to training mode and set the dummy to crouch block. Throw out a
LK Low Tiger Shot. Just as the LK Low Tiger Shot is about to hit, do QCF + HK or LK, then any other button
immediatley. Since you can't have two Tiger Shots on the screen at the same time, when you do the QCF + HK or LK,
you will get a F + HK/LK, but just as soon as you press a button after that, the game will auto correct by kara canceling
into a Tiger Shot.
SUPER MOVE
TIGER GENOCIDE
ULTRA
TIGER DESTRUCTION
4 CO MME N TS | S H A RE A RTI CL E
One of Sagat's best close range combos. The first two crouching light kicks will allow you to hit confirm the rest of the
combo.
Another great close range combo. Even if the C.LK is blocked, and the opponent tries to do anything after it, the
crouching MP will counter hit most moves.
Great series to use to end your poke strings with. LK comes out quickly and has good range so use this often when
you're about a character or two length away from the opponent.
A lesser known combo but still very useful. The F + LK to C. LP is a one frame link on normal hit, and a 2 frame link on
counter hit. If the F+LK is blocked you are at a disadvantage so just block or dash back.
This is a great long reaching combo. Works well when jumping over projectiles.
Although somewhat difficult, this allow you to combo into an Uppercut off of the jumping HP from almost max range.
You can combo from a crouching HP into a Tiger Uppercut ONLY on counter hit. This does massive damage and is
useful when baiting throws.
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HADOUKEN (FIREBALL)
SAKURA OTOSHI
SUPER
HARU ICHIBAN
ULTRA
HARU RANMAN
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SONIC BOOM
SHORYUKEN
HYAKURETSUKYAKU
TANDEN ENGINE
360 + PUNCH
YOGA TELEPORT
SUPER
TANDEN STORM
ULTRA
TANDEN STREAM
RESOURCES
TUTORIALS
CONTRIBUTORS
OneTrueSonic
P O S T A CO M ME N T | S H A RE A RT ICL E
Jumping Fierce: Fast and decent range. Good anti-air if used correctly.
Crouching Fierce: Can be used as an anti-air and linked after Cosmic Heel.
Standing Short kick: Very fast with decent range makes it a decent poke.
Standing Forward kick: Longest range standing normal. Good for zoning.
Crouching Forward: A little on the slow side but can be followed up with EX-FBA and Scarlet Terror.
Standing Roundhouse: Great move that comes out fast and hits twice. Good for armor-breaking and anti-air in some
situations.
COMMAND NORMALS
TRIANGLE JUMP
PIECES OF MERCURY
Down-Forward+MK
COSMIC HEEL
Down-Forward+HK
Great move can be used in a variety of ways such as corpse hopping and tick-throwing, and can be followed up with
alot of his normals and should be followed up with EX-FBA or Scarlet Terror. Can also use EX-SHC to attempt a cross-
up.
BACKSLASH
SHORT BACKSLASH
Shorter version of Backslash, also completely invincible with less chance of being punished, but it's still easy too. Use
both sparingly.
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SCARLET TERROR
HK and EX version hit twice. LK version as anti-air can be followed up with EX version.
Decent anti-air if the opponent is predictable or jumps in for no reason. Has no invincibility frames so can be stuffed
with relative ease.
Each punch strength goes a different height with HP being the lowest and LP being the highest. All three heights can be
crouched under and punished easily on block.
Good for fast crossups and faking out people expecting FBA's.
As with most of Vega's specials it has little to no invincibility, can be easily stuffed and trades easy. Use to punish
fireball spammers and jump-ins occasionally.
You can direct which wall it goes to and can be used for crossups.
EX version hits on the way to the wall for a guaranteed Izuna Drop.
Normal and EX version can be easily stuffed with even normal jabs and the move is very easy to predict and punish.
Best only used in combos.
SUPER
ULTRA
P O S T A CO M ME N T | S H A RE A RT ICL E
OVERVIEW
Dominates the cast under him, but has a lot of bad matchups that vary from 6-4 to 7-3.
Lariat is one of the best moves in the game, allowing him to stop jump-ins, pass through projectiles, and cleanly beat
many other moves.
Has one of the best wake-up games. Once he gets in, a good Zangief will do a ton of damage through tick throws,
lariat, and SPD set ups.
Has a lot of stamina and fairly easy combos. Easy character to pick up but hard to master.
Banishing Flat allows him to close the distance after a knock down to apply more pressure, but if blocked or if it doesn't
knock down, it is an unsafe move.
A good set of hard-hitting normals.
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His Light Punch is one of his best normal moves; it leads to tick throws and knock down combos for further mind games.
His crouching version also has more frame advantage than crouching light kick, making it safe to do against characters
with a shoryuken.
STRONG (MEDIUM) PUNCH
Standing medium punch from afar is a very powerful poking tool. Use it; abuse it. Crouching medium punch acts as an
anti-air and should be used as an experimental anti-air agaisnt normals that beat lariat i.e. Chun Li's neutral jumping
roundhouse. Pressure opponents with standing medium punch and then use it as a buffer to extend your light punch
SPD range.
Not much use when done from standing. Crouching hard punch can be used to go under certain moves such as Chun Li
or Sagat's standing roundhouse (from certain distances). Jumping fierce has a lot of range, so use it well to get in. Also,
because of most players don't like to jump after blocking one hit, use jumping fierce punch and then walk up SPD.
Standing, close light kick is an easy tick throw, but it is not comboable. Far standing light kick acts as a good tool for
footsies, and if used correctly, can lead to knock downs via ex banishing flat. Crouching light kick can also be used as a
tick throw, but because of the low block stun, a crouching light kick block string must be precise otherwise it will be
beaten by a shoryuken if the gap is big enough. Use the space between a crouching light punch and crouching light kick
to allow space for an opponent to start his/her prejump frames and punish accordingly. Doing an angled jump and
pressing down and light kick makes Zangief drop to the ground with his knees faster. There are two main purposes
for this: 1) To land on the ground sooner (he extends his legs after the knees quickly) and 2) It is used as a good tick
throw. For advanced Zangief players who are looking to up their game, crouching light kick combos are the next step.
Although difficult to consistently get, the advantage of a crouching light kick is that it stops jumpers, deals more
damage, and it can lead to tick throws.
Close standing medium kick is comboable into ex banishing flat. Far standing medium kick acts as a unique footsie tool
for certain low normals (Ryu's crouching medium kick). It is negative on block and hit, so use it sparingly and at
appropriate distances. Crouching medium kick shortens the distance a bit and can close the distance enough for a light
punch SPD. However, on block, this move is negative and should be used sparingly. Jumping medium kick can be used
as a tick if high enough and can be used early to stuff out certain moves, such as Dhalsim's standing roundhouse (the
extended version).
Standing hard kick is a good tool for anti-air purposes and 720 setups. It is also Zangief's normal for karas (kara ex
banishing flat). Crouching hard kick is a decent sweep and down forward crouching has improved range but more
negative frames on block. Because of the range, use this as punishes or a good footsie tool for knock downs.
COMMAND NORMALS
HEADBUTT
VERTICAL JUMP + MP or HP
360 + PUNCH
BANISHING FLAT
Absorbs fireballs.
Good for zoning, getting in close to set up SPD.
EX version knocks down.
SPINNING LARIAT
THREE PUNCHES
QUICK LARIAT
THREE KICKS
RUNNING BEARHUG
360 + KICK
SUPER
720 + PUNCH
ULTRA
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