Street Fighter IV Guia Completo

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STREET FIGHTER 4

NEWS | CHARACTER GUIDES | GAMEPLAY SYSTEM AND TUTORIAL VIDEOS | TIER LIST

Developer: Dimps/Capcom | Publisher: Capcom | Designer: Yoshinori Ono

Platform: Playstation 3 , Xbox 360 , Arcade, PC | Reviews: Meta Critic - 94

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

A: Ryu, Zangief, Seth

B: Rufus, Balrog, M. Bison, E. Honda, Abel, C. Viper, Chun Li, Dhalsim

C. Ken, Blanka, El Fuerte, Guile, Sakura, Cammy, Gen, Gouken

D: Fei Long, Rose, Vega, Dan

001. STREET FIGHTER 4 - ABEL - INTRO & STRATEGY

NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UP NOTES & VIDEOS

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.

 Is vulnerable to jump attacks since he lacks a strong anti air.


 Deals damage primarily though close range mix ups, so a lot of guess-work can be involved when playing Abel.

 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

ABEL SUPER GUIDE - 1UP.COM MYCHEATS

ABEL FORUM - SHORYUKEN.COM

ABEL FRAME DATA - SHORYUKEN.COM

P O S T A CO M ME N T | S H A RE A RT ICL E

002. STREET FIGHTER 4 - ABEL - NORMAL MOVES


JAB (LIGHT) PUNCH

 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.

STRONG (MEDIUM) PUNCH

 Crouching MP is a decent poke and a great combo starter when the opponent leaves themselves open.

FIERCE (HARD) PUNCH

 You can combo into his Ultra, Roll or Falling Sky from a crouching fierce.

SHORT (LIGHT) KICK

 This is a great close range poke that allows abel to set up tick throws. Works well after F+MK, Dash.

FORWARD (MEDIUM) KICK

 Crouching MK is one of Abels only anti-air options.

 Towards + MK is a great way to apply pressure becuase you can cancel the F+MK into a dash.

 Jump Forward MK is Abels go to Cross Up move.

ROUNDHOUSE (HARD) KICK

 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

003. STREET FIGHTER 4 - ABEL - SPECIAL MOVES

CLICK FOR FULL SIZE

CHANGE OF DIRECTION

QUARTER CIRCLE FORWARD + PUNCH

 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

QUARTER CIRCLE BACK + KICK

 Armor breaking move.


 Overhead.
 EX Version passes through fireballs.

MARSEILLES ROLL

QUARTER CIRCLE FORWARD + KICK

 Goes through fireballs and other attacks.


 Can be thrown and sometimes hit out of the recovery.

FALLING SKY

FORWARD, DOWN, DOWN-FORWARD + PUNCH


 Grabs airborne opponents, but not a great anti-air.
 Useful for grabbing vertical jumping opponents who avoid your Tornado Throw.
 Can be cancled from the last hit of crouching Hard Punch.

TORNADO THROW

HALF CIRCLE BACK + PUNCH

 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

QUARTER CIRCLE FORWARD X2 + PUNCH

ULTRA

SOULLESS

QUARTER CIRCLE FORWARD X2 + THREE PUNCHES

 Goes through fireballs from anywhere on the screen.

001. STREET FIGHTER 4 - AKUMA - INTRO & STRATEGY

NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UP NOTES & VIDEOS

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

AKUMA SUPER GUIDE - 1UP.COM MY CHEATS

AKUMA FORUM - SHORYUKEN.COM

AKUMA FRAME DATA - SHORYUKEN.COM

P O S T A CO M ME N T | S H A RE A RT ICL E

002. STREET FIGHTER 4 - AKUMA - NORMAL MOVES


JAB (LIGHT) PUNCH

 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.

STRONG (MEDIUM) PUNCH

 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.

FIERCE (HARD) PUNCH

 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.

SHORT (LIGHT) KICK

 Crouching LK hits low and combos into C. LP so it is a great close range combo starter.

FORWARD (MEDIUM) KICK

 Jumping MK Is Akumas go to cross up move.

ROUNDHOUSE (HARD) KICK

 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

TOWARDS + MEDIUM PUNCH

DIVE KICK

IN AIR, DOWN + MK
P O S T A CO MME N T | S H A RE A RTICL E

003. STREET FIGHTER 4 - AKUMA - SPECIAL MOVES

CLICK FOR FULL SIZE

GOU HADOUKEN (FIREBALL)

QUARTER CIRCLE FORWARD + PUNCH

 Can be done in air.

SHAKUNETSU HADOUKEN (MULTI-HIT FIREBALL)

HALF CIRCLE BACK + PUNCH

GOU SHORYUKEN (DRAGON PUNCH)

FORWARD, DOWN, DOWN-FORWARD + PUNCH


TATSUMAKI ZANKUKYAKU (HURRICANE KICK)

QUARTER CIRCLE BACK + KICK

 Can be done in air.

HYAKKI SHU (DEMON FLIP)

FORWARD, DOWN, DOWN-FORWARD + KICK

 Grab: Above opponent LP + LK


 Punch: Above opponent any punch.
 Slide sweep: No input.
 Dive kick: Any kick.

AHURA SENKU (TELEPORT)

APPROACH (FAR)

APPROACH (SHORT)

RETREAT (FAR)

RETREAT (SHORT)

SUPER

SHUN GOKU SATSU (RAGING DEMON)

LIGHT PUNCH, LIGHT PUNCH, TOWARD, LIGHT KICK, HARD PUNCH

ULTRA

SHIN SHUN GOKU SATSU (TRUE RAGING DEMON)

LIGHT PUNCH, LIGHT PUNCH, BACK, LIGHT KICK, HARD PUNCH

001. STREET FIGHTER 4 - BALROG - INTRO


& STRATEGY
NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UP NOTES & VIDEOS

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

1UP.COM MY CHEATS BALROG SUPER GUIDE

SHORYUKEN.COM BALROG FORUM

SHORYUKEN.COM BALROG FRAME DATA

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

002. STREET FIGHTER 4 - BALROG - NORMAL MOVES


JAB (LIGHT) PUNCH

 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.

STRONG (MEDIUM) 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.

FIERCE (HARD) PUNCH

 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.

SHORT (LIGHT) KICK

 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).

FORWARD (MEDIUM) KICK

 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.

ROUNDHOUSE (HARD) KICK

 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

003. STREET FIGHTER 4 - BALROG - SPECIAL MOVES

CLICK FOR FULL SIZE

DASH STRAIGHT

CHARGE BACK, FORWARD + PUNCH

 Light Punch version is safe from max range.


 Use a focus attack dash cancel and throw the opponent for added pressure.

DASH UPPER

CHARGE BACK, FORWARD + KICK


 The ex version is comboable afterwards.
 Whiff the ex version (less recovery) and throw unsuspecting opponents.

DASH LOWER STRAIGHT

CHARGE BACK, DOWN FORWARD + PUNCH

 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.

DASH LOWER SMASH

CHARGE BACK, DOWN FORWARD + KICK

 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.

DASH SWING BLOW

CHARGE BACK, DOWN FORWARD + HOLD PUNCH

 Overhead attack.

BUFFALO HEADBUTT

CHARGE DOWN, UP + PUNCH

 Passes through projectiles.

TURN AROUND PUNCH (TAP)

HOLD THREE PUNCHES OR KICKS

 Passes through projectiles.


 The trick to using TAP is to hold the bottom six kick buttons with the lower part of your hand and curling your fingers to
play with the punch buttons. Release the tap by raising the lower part of your hand from the buttons then (arcade
stick).

SUPER

CRAZY BUFFALO

CHARGE BACK, TOWARDS, BACK, TOWARDS + PUNCH

ULTRA
VIOLENT BUFFALO

CHARGE BACK, TOWARDS, BACK, TOWARDS + THREE


PUNCHES

001. STREET FIGHTER 4 - BLANKA - INTRO


& STRATEGY

NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UP NOTES & VIDEOS

OVERVIEW

 Blanka has multiple ways to avoid fireballs to close in on Shoto-type opponents.

RESOURCES

BLANKA SUPER GUIDE - 1UP.COM MYCHEATS

BLANKA FORUM - SHORYUKEN.COM

BLANKA FRAME DATA - SHORYUKEN.COM

P O S T A CO M M E N T | S H A RE A RT ICL E

002. STREET FIGHTER 4 - BLANKA - NORMAL MOVES


JAB (LIGHT) PUNCH

STRONG (MEDIUM) PUNCH

 Standing Medium is a pretty good poke by Blanka standards.


 Crouching Medium is an excellent anti-air. It does not look like it by looking at it, but try it out in training mode. It
works really well.

FIERCE (HARD) PUNCH

 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.

FORWARD (MEDIUM) KICK

 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.

ROUNDHOUSE (HARD) KICK

 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

DOWN-TOWARDS HARD PUNCH

 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

DOWN + THREE PUNCHES

 Ducks projectiles including Sagat's Low Tiger Shot.


 The longer you hold DOWN, the longer Blanka stays in Coward Crouch.
 Blanka can use Surprise Forward & Back out of Coward Crouch
 Electric Thunder and Vertical Rolling Attack are also options out of Coward Crouch.
SURPRISE FORWARD & BACK

BACK/TOWARDS + THREE KICKS

 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

003. STREET FIGHTER 4 - BLANKA - SPECIAL MOVES

CLICK FOR FULL SIZE

ROLLING ATTACK

CHARGE BACK, TOWARDS + PUNCH

 EX version goes through fireballs.

VERTICAL ROLLING

CHARGE DOWN, UP + KICK

BACKSTEP ROLLING

CHARGE BACK, TOWARDS + KICK

ELECTRIC THUNDER

TAP PUNCH REPEATEDLY

Pianoing Electricity Tutorial by The Mullah

SUPER

GROUND SHAVE ROLLING

CHARGE BACK, TOWARDS, BACK, TOWARDS + PUNCH

ULTRA
LIGHTNING CANNONBALL

CHARGE BACK, TOWARDS, BACK, TOWARDS + THREE


PUNCHES

 First hit connects low then acts as an overhead on the way down.
 Does massive chip damage.

001. STREET FIGHTER 4 - C. VIPER - INTRO


& STRATEGY

NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UP NOTES & VIDEOS

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

C. VIPER SUPER GUIDE - 1UP.COM MYCHEATS

C. VIPER FORUM - SHORYUKEN.COM

C. VIPER FRAME DATA - SHORYUKEN.COM

P O S T A CO M ME N T | S H A RE A RT ICL E

002. STREET FIGHTER 4 - C. VIPER - NORMAL MOVES


JAB (LIGHT) PUNCH

STRONG (MEDIUM) PUNCH

 Crouching MP is a solid close range poke that combos into her Thunder Knuckle.

FIERCE (HARD) PUNCH

 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.

SHORT (LIGHT) KICK

 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.

FORWARD (MEDIUM) KICK

 Crouching MK is her best long range poke can be comboed into her Thunder Knuckle.

 Jumping MK is a cross up.

ROUNDHOUSE (HARD) KICK

 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

DOWN, UP / UP-FORWARD / UP-BACK

 Only character in the game with a Super Jump.

OVERHEAD

TOWARDS + STRONG PUNCH

 Overhead

DOUBLE KICK

TOWARDS + HK

 Double kick, goes over certian low moves.

P O S T A CO M ME N T | S H A RE A RT ICL E

003. STREET FIGHTER 4 - C. VIPER - SPECIAL MOVES


CLICK FOR FULL SIZE

THUNDER KNUCKLE

QUARTER CIRCLE BACK + PUNCH

 Fierce is anti-air.
 Can be canceled by pressing two adjacent punch buttons right after move is initiated.
 Armor Breaking move.

BURNING KICK

QUARTER CIRCLE BACK + KICK

 Can be done in-air.


 Can connect Ultra after the Burning Kick connects in the corner.
 Can connect Ultra mid screen after following up from an EX Seismic Hammer

SEISMIC HAMMER

FORWARD, DOWN, DOWN-FORWARD + PUNCH

 Strength of punch determines where it hits on screen.


 Super Jump cancel to follow up with a Burning Kick.
 Can be canceled by pressing two adjacent punch buttons right after move is initiated.
 EX Version has lower body invincibility, so useful in close range situations.
 Can follow up with Ultra after point blank EX version.
 Can be super-jump cancelled (SJC) on hit or block into another hammer or feints (cancels).

SUPER

EMERGENCY COMBINATION

QUARTER CIRCLE FORWARD X2 + PUNCH

ULTRA

BURST TIME

QUARTER CIRCLE FORWARD X2 + THREE PUNCHES


001. STREET FIGHTER 4 - CAMMY - INTRO & STRATEGY
NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UP NOTES & VIDEOS

RESOURCES

CAMMY SUPER GUIDE - 1UP.COM MY CHEATS

CAMMY FORUM - SHORYUKEN.COM

CAMMY FRAME DATA - SHORYUKEN.COM

P O S T A CO M ME N T | S H A RE A RT ICL E

002. STREET FIGHTER 4 - CAMMY - NORMAL MOVES


JAB (LIGHT) PUNCH

STRONG (MEDIUM) PUNCH

FIERCE (HARD) PUNCH

SHORT (LIGHT) KICK

FORWARD (MEDIUM) KICK

ROUNDHOUSE (HARD) KICK

P O S T A CO M ME N T | S H A RE A RT ICL E

003. STREET FIGHTER 4 - CAMMY - SPECIAL MOVES

CLICK FOR FULL SIZE

CANNON SPIKE

FORWARD, DOWN, DOWN-FORWARD + KICK

SPIRAL ARROW

QUARTER CIRCLE FORWARD + KICK


QUICK SPIN KNUCKLE

HALF CIRCLE BACK + PUNCH

HOOLIGAN COMBINATION

DOWN-BACK, DOWN, DOWN FORWARD, FORWARD, UP-FORWARD + PUNCH

CANNON STRIKE

JUMP TOWARDS, QUARTER CIRCLE BACK + KICK

SUPER

SPIN DRIVE SMASHER

QUARTER CIRCLE FORWARD X2 + KICK

ULTRA

GYRO DRIVE SMASHER

QUARTER CIRCLE FORWARD X2 + KICK X3

1 CO MME N T | S H A RE A RTICL E

004. STREET FIGHTER 4 - CAMMY - COMBOS


 Crouching LK, Crouching LP, Crouching LK, Spiral Arrow
 Cannon Strike, Standing HP xx Cannon Spike
 Cannon Spike, FADC, Cannon Spike

001. CHUN-LI - INTRO & STRATEGY - STREET


FIGHTER 4

NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UP NOTES & VIDEOS

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

CHUN-LI SUPER GUIDE - 1UP.COM MYCHEATS

CHUN-LI FORUM - SHORYUKEN.COM

CHUN-LI FRAME DATA - SHORYUKEN.COM

P O S T A CO M ME N T | S H A RE A RT ICL E

002. CHUN-LI - NORMAL MOVES - STREET FIGHTER 4


JAB (LIGHT) PUNCH

 Crouching light punch is very fast and good for setting up tick throws.

STRONG (MEDIUM) PUNCH

 Standing medium punch is a great poke, very fast and far reaching. Use this to move in on your opponent and interrupt
their attacks.

 Crouching medium punch is suprisingly good anti-air.

FIERCE (HARD) PUNCH

 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.

SHORT (LIGHT) KICK

 Crouching light kick is her go-to combo starter, allowing her to combo into EX Legs.

FORWARD (MEDIUM) KICK

ROUNDEHOUSE (HARD) KICK

COMMAND NORMALS
TRIANGLE JUMP

JUMP TOWARDS WALL, UP-BACK

AIR THROW

IN AIR, LP + LK

HEADSTOMP

IN AIR, DOWN + MK

CHAIN COMBO

BACK + MEDIUM KICK, MEDIUM KICK, DOWN, UP + MEDIUM KICK

P O S T A CO M ME N T | S H A RE A RT ICL E

003. CHUN-LI - SPECIAL MOVES - STREET FIGHTER 4

CLICK FOR FULL SIZE

KIKKOKEN

CHARGE BACK, FORWARD + PUNCH

 Light punch version is good for moving in on the other player.

HYAKURETSU KYAKU (LIGHTNING LEGS)

TAP KICK REPEATEDLY

 Chun-Li can follow up with her Ultra after an EX Lightning Legs in the corner.

SPINNING BIRD KICK

CHARGE DOWN, UP + KICK

 EX Version is great anti-air.


 Armor Breaking move

HAZAN SHU (OVERHEAD FLIP KICK)

HALF CIRCLE BACK + KICK

 Avoids projectiles.

SUPER MOVE

SENRETSUKYAKU

CHARGE BACK, FORWARD, BACK, FORWARD + KICK

ULTRA

HOUSENKA

CHARGE BACK, FORWARD, BACK, FORWARD + THREE KICKS

 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

004. CHUN-LI - COMBOS - STREET FIGHTER 4


MASTER GUIDE COMBOS

 c.lk x3 or (cr.lk, cr.lp, cr.mk), cancel into ex lightning legs


 c.lk x3, cancel into lightning legs, ultra (corner)
 lk hcb k, cr.lk, cancel into ex lightning legs
 anti air jumping hp, in air hp, as opponent falls down mk x3 or ex sbk or ultra (corner)
 jump hk, close standing hk, cancel to ex lightning legs (if still close into ultra)
 focus attack (opponent collapse), dash cancel into level 1 focus attack, dash cancel, jumping down mk x3 or crouching
hp (1 hit), cancel to mk sbk
 jumping hp-hp or fadc, ultra

001. STREET FIGHTER 4 - DAN - INTRO & STRATEGY


NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UP NOTES & VIDEOS

RESOURCES

DAN SUPER GUIDE - 1UP.COM MYCHEATS

DAN FORUM - SHORYUKEN.COM

DAN FRAME DATA - SHORYUKEN.COM

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

STRONG (MEDIUM) PUNCH

FIERCE (HARD) PUNCH

SHORT (LIGHT) KICK

FORWARD (MEDIUM) KICK

ROUNDHOUSE (HARD) KICK

P O S T A CO M ME N T | S H A RE A RT ICL E

003. STREET FIGHTER 4 - DAN - SPECIAL MOVES

CLICK FOR FULL SIZE

GADOUKEN

QUARTER CIRCLE FORWARD + PUNCH

KORYUKEN

FORWARD, DOWN, DOWN-FORWARD + PUNCH

DANKUKYAKU

QUARTER CIRCLE BACK + KICK

 Can be done in air.


 Armor Breaking move

SUPER

HISSHO BURAIKEN

QUARTER CIRCLE FORWARD X2 + PUNCH

LEGENDARY TAUNT

QUARTER CIRCLE FORWARD X2 + HP + HK


ULTRA

SHISSO BURAIKEN

QUARTER CIRCLE FORWARD X2 + PUNCH X3

001. STREET FIGHTER 4 - DHALSIM - INTRO


& STRATEGY

NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UP NOTES & VIDEOS

 Great anti-air normals make him hard to jump-in on.


 Dhalsim's slide, yoga tower, and yoga drill allow him to avoid projectiles.
 Low stanima, weak reversals, difficult setups, and low damage tend to make Dhalsim a hard character to just pick up
and play
 Instant air teleports are an intermediate technique and essential in high level play.
 His ability to throw out a yoga fire and also follow up with a long range normal move makes it hard to approach
Dhalsim, this also makes it hard to focus attack and gain ground on him.
 Ultra can be used to get out of a bad situation or create one for your opponent and has good recovery.

RESOURCES

DHALSIM SUPER GUIDE - 1UP.COM MYCHEATS

DHALSIM FORUM - SHORYUKEN.COM

DHALSIM FRAME DATA - SHORYUKEN.COM

P O S T A CO M ME N T | S H A RE A RT ICL E

002. STREET FIGHTER 4 - DHALSIM - NORMAL MOVES


JAB (LIGHT) PUNCH

STRONG (MEDIUM) PUNCH

FIERCE (HARD) PUNCH

SHORT (LIGHT) KICK

FORWARD (MEDIUM) KICK

ROUNDHOUSE (HARD) KICK

COMMAND NORMALS

DRILL KICK

IN AIR, DOWN + KICK

DRILL HEADBUTT

IN AIR DOWN + PUNCH

P O S T A CO M ME N T | S H A RE A RT ICL E

003. STREET FIGHTER 4 - DHALSIM - SPECIAL MOVES

CLICK FOR FULL SIZE

YOGA FIRE

QUARTER CIRCLE FORWARD + PUNCH

YOGA FLAME

HALF CIRCLE BACK + PUNCH

YOGA BLAST

QUARTER CIRCLE BACK + KICK

YOGA TELEPORT

All of the below can be done in the air.


TELEPORT (BEHIND)
FORWARD, DOWN, DOWN-FORWARD + THREE PUNCHES

TELEPORT (FRONT)
FORWARD, DOWN, DOWN-FORWARD + THREE KICKS

TELEPORT RETREAT (MID)


BACK, DOWN, DOWN-BACK + THREE PUNCHES

TELEPORT RETREAT (FAR)


BACK, DOWN, DOWN-BACK + THREE KICKS

SUPER

YOGA INFERNO

QUARTER CIRCLE FORWARD X2 + PUNCH

ULTRA

YOGA CATASROPHE

QUARTER CIRCLE FORWARD X2 + PUNCH X3

P O S T A CO M ME N T | S H A RE A RT ICL E

004. STREET FIGHTER 4 - DHALSIM - COMBOS


MASTER GUIDE COMBOS

 (b + mk or db + mk or db + mp), cancel into lp yoga flame


 (b + mk or db + mk or db + mp), cancel into lp yoga flame, super cancel into super
 b + lp (1 hit), cancel into lp/mp/ex yoga flame,
 db + lp, super
 jumping d + hp, super
 focus attack level 2, super
 focus attack level 3, dash cancel into ultra, b + hk, standing hp

001. STREET FIGHTER 4 - E. HONDA - INTRO


& STRATEGY
NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UP NOTES & VIDEOS

OVERVIEW

 Lots of stanima and dishes out lots of damage.


 Great EX moves. EX Headbutt is a fantastic anti-air.
 Slow, along with a bad dash and focus attack make Honda less mobile then the rest of the cast.
 Can't combo his Ultra.
 Super and Ultra go through projectiles during startup and do a significant amount of damage.
 Has a lot of trouble dealing with characters with projectiles.
 Standing roundhouse is his best poke and can combo into slaps from it.

RESOURCES

E. HONDA SUPER GUIDE - 1UP.COM MYCHEATS

E. HONDA FORUM - SHORYUKEN.COM

E. HONDA FRAME DATA - SHORYUKEN.COM

P O S T A CO M ME N T | S H A RE A RT ICL E

002. STREET FIGHTER 4 - E. HONDA - NORMAL MOVES


JAB (LIGHT) PUNCH

STRONG (MEDIUM) PUNCH

FIERCE (HARD) PUNCH

SHORT (LIGHT) KICK

FORWARD (MEDIUM) KICK

ROUNDHOUSE (HARD) KICK

P O S T A CO M ME N T | S H A RE A RT ICL E

003. STREET FIGHTER 4 - E. HONDA - SPECIAL MOVES


CLICK FOR FULL SIZE

HUNDRED HAND SLAP

TAP PUNCH REPEATEDLY

FLYING HEADBUTT

CHARGE BACK, FORWARD + PUNCH

HYAKKAN OTOSHI

CHARGE DOWN, UP + KICK

OICHO NAGE

HALF CIRCLE BACK + PUNCH

SUPER

ONI MUSOU

CHARGE BACK, TOWARDS, BACK, TOWARDS + PUNCH

ULTRA

SHIN ONI MUSOU

CHARGE BACK, TOWARDS, BACK, TOWARDS + THREE


PUNCHES

P O S T A CO M ME N T | S H A RE A RT ICL E

004. STREET FIGHTER 4 - E. HONDA - COMBOS


MASTER GUIDE COMBOS

 cr.lk, cr.lp, cancel into hp hhs, standing close hk


 cr.lk, cr.lp, cancel into ex hhs, cr.lp, cancel to ex headbutt
 mp hhs, cr.mk, cancel into hp headbutt
 lp headbutt, cancel to super
 jump in hk or mp, standing mk, cancel into hp headbutt
 focus attack (opponent collapse), dash cancel into hp hhs, standing close hk
 focus attack (opponent collapse), dash cancel fwd or dash back, ultra

001. STREET FIGHTER 4 - EL FUERTE - INTRO


& STRATEGY

NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UP NOTES & VIDEOS

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

EL FUERTE SUPER GUIDE - 1UP.COM MYCHEATS

EL FUERTE FORUM - SHORYUKEN.COM

EL FUERTE FRAME DATA - SHORYUKEN.COM

TUTORIAL VIDEOS

El Fuerte Advanced Combos and Tricks by BRAiNZ

El Fuerte Armor Cancel Ultra and Safe Tortilla Timing

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

STRONG (MEDIUM) PUNCH

FIERCE (HARD) PUNCH

SHORT (LIGHT) KICK

FORWARD (MEDIUM) KICK

ROUNDHOUSE (HARD) KICK

COMMAND NORMALS

WALL JUMP

NEAR WALL, UP-BACK

 MP after Wall Jump: Tostada Press


 HP after Wall Jump: Fajita Buster

SHOWER KICK

TOWARDS + MEDIUM KICK

P O S T A CO M ME N T | S H A RE A RT ICL E

003. STREET FIGHTER 4 - ABEL - SPECIAL MOVES

CLICK FOR FULL SIZE

RUN (FORWARD)

QUARTER CIRCLE FORWARD + PUNCH

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)

QUARTER CIRCLE BACK + PUNCH

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

HOLD ANY KICK

 Can be charged up to 3 levels.


 Armor Breaking move.

GUACAMOLE LEG THROW

FORWARD, DOWN, DOWN-FROWARD + KICK

SUPER

EL FUERTE DYNAMITE

QUARTER CIRCLE FORWARD X2 + KICK

ULTRA

EL FUERTE FLYING GIGA BUSTER

QUARTER CIRCLE FORWARD X2 + THREE KICKS

 Distance can be controlled with back or toward on the joystick.

P O S T A CO M ME N T | S H A RE A RT ICL E

004. STREET FIGHTER 4 - EL FUERTE - COMBOS


 Close HK xx Guacamole Leg Throw
 Close HP xx Run, HK
 Close HP xx Run, LP, Close HP

001. STREET FIGHTER 4 - FEI LONG - INTRO


& STRATEGY
NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UP NOTES & VIDEOS

RESOURCES
FEI LONG SUPER GUIDE - 1UP.COM MYCHEATS

FEI LONG FORUM - SHORYUKEN.COM

FEI LONG FRAME DATA - SHORYUKEN.COM

P O S T A CO M ME N T | S H A RE A RT ICL E

002. STREET FIGHTER 4 - FEI LONG - NORMAL MOVES


JAB (LIGHT) PUNCH

STRONG (MEDIUM) PUNCH

FIERCE (HARD) PUNCH

SHORT (LIGHT) KICK

FORWARD (MEDIUM) KICK

ROUNDHOUSE (HARD) KICK

P O S T A CO M ME N T | S H A RE A RT ICL E

003. STREET FIGHTER 4 - FEI LONG - SPECIAL MOVES

CLICK FOR FULL SIZE

REKKAKEN

QUARTER CIRCLE FORWARD + PUNCH

SHIENKYAKU

BACK, DOWN, DOWNBACK + KICK

REKKUKYAKU

DOWN-BACK, DOWN, DOWN-FORWARD, FORWARD, UP-FORWARD


TENSHIN

QUARTER CIRCLE BACK + KICK

SUPER

REKKASHINKEN

QUARTER CIRCLE FORWARD X2 + PUNCH

ULTRA

REKKASHINGEKI

QUARTER CIRCLE FORWARD X2 + PUNCH X3

001. STREET FIGHTER 4 - GEN - INTRO & STRATEGY


WEDNESDAY, MAY 13, 2 009 AT 3:12PM

NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UP NOTES & VIDEOS

RESOURCES

GEN SUPER GUIDE - 1UP.COM MYCHEATS

GEN FORUM - SHORYUKEN.COM

GEN FRAME DATA - SHORYUKEN.COM

P O S T A CO M ME N T | S H A RE A RT ICL E

002. STREET FIGHTER 4 - GEN - NORMAL MOVES


WEDNESDAY, MAY 13, 2 009 AT 3:12PM
JAB (LIGHT) PUNCH

STRONG (MEDIUM) PUNCH

FIERCE (HARD) PUNCH

SHORT (LIGHT) KICK

FORWARD (MEDIUM) KICK

ROUNDHOUSE (HARD) KICK

P O S T A CO M ME N T | S H A RE A RT ICL E

003. STREET FIGHTER 4 - GEN - SPECIAL MOVES


WEDNESDAY, MAY 13, 2 009 AT 3:14PM

CLICK FOR FULL SIZE

MANTIS STYLE

CHANGE STYLE

THREE KICKS

HYAKURENKO

TAP PUNCH

GEKIRO

FORWARD, DOWN, DOWN-FORWARD + KICK

SUPER
ZAN 'EI

QUARTER CIRCLE FORWARD X2 + PUNCH

ULTRA

ZETSUEI

QUARTER CIRCLE FORWARD X2 + PUNCH X3

CRANE STYLE

CHANGE STYLE

THREE PUNCHES

JYASEN

CHARGE BACK, FORWARD + PUNCH

OGA

CHARGE DOWN, UP + KICK

 Sudden Stop: Back after Oga


 Close Kick: Down after Oga
 Far Kick: Down-Forward or Forward after Oga
 Ceiling Jump: Up-Back or Up or Up-Forward after Oga
 Falling Kick: Down After Ceiling Jump
 Close Range Kick Right: Down-forward or Forward after Ceiling Jump
 Close Range Kick Left: Down-Back or Back after Ceiling Jump

SUPER

JYAKOHA

QUARTER CIRCLE FORWARD X2 + KICK

ULTRA

RYUKOHA

QUARTER CIRCLE FORWARD X2 + KICK X3


001. STREET FIGHTER 4 - GOUKEN - INTRO
& STRATEGY
NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UP NOTES & VIDEOS

RESOURCES

GOUKEN SUPER GUIDE - 1UP.COM MYCHEATS

GOUKEN FORUM - SHORYUKEN.COM

GOUKEN FRAME DATA - SHORYUKEN.COM

TUTORIALS

Advanced Play Tutorial by DjB13

P O S T A CO M ME N T | S H A RE A RT ICL E

002. STREET FIGHTER 4 - GOUKEN - NORMAL MOVES


JAB (LIGHT) PUNCH

STRONG (MEDIUM) PUNCH

FIERCE (HARD) PUNCH

SHORT (LIGHT) KICK

FORWARD (MEDIUM) KICK

ROUNDHOUSE (HARD) KICK

P O S T A CO M ME N T | S H A RE A RT ICL E

003. STREET FIGHTER 4 - GOUKEN - SPECIAL MOVES

CLICK FOR FULL SIZE

GOHADOKEN

QUARTER CIRCLE FORWARD + PUNCH


SENKUGOSHOHA

FORWARD, DOWN, DOWN-FORWARD + PUNCH

TATSUMAKI GORASEN

QUARTER CIRCLE BACK + KICK

HYAKKISHU

FORWARD, DOWN, DOWN-FORWARD + KICK

KONGOSHIN

or
BACK, DOWN, DOWN-BACK + PUNCH OR KICK

SUPER

FORBIDDEN SHORYUKEN

QUARTER CIRCLE FORWARD X2 + PUNCH

ULTRA

SHIN SHORYUKEN

QUARTER CIRCLE FORWARD X2 + PUNCH X3

001. STREET FIGHTER 4 - GUILE - INTRO & STRATEGY

NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UP NOTES & VIDEOS

OVERVIEW

 Plays a good poke game.


 Sonic boom is great against characters that don't have a projectile and has amazing recovery.
 Can only combo ultra off of his super or a LVL2 Focus Attack.
 Little comeback ability. Has to turtle for his wins.
 Has a very useful airthrow.
 Has the most unsafe sweep in the game, the second hit can be LVL2 Focused or Ultra'd.
 Ex-Flash Kick is his most useful EX move with its high priority and good damage.

RESOURCES

GUILE SUPER GUIDE - 1UP.COM MYCHEATS

GUILE FORUM - SHORYUKEN.COM

GUILE FRAME DATA - SHORYUKEN.COM

P O S T A CO M ME N T | S H A RE A RT ICL E

002. STREET FIGHTER 4 - GUILE - NORMAL MOVES


JAB (LIGHT) PUNCH

STRONG (MEDIUM) PUNCH

FIERCE (HARD) PUNCH

SHORT (LIGHT) KICK

FORWARD (MEDIUM) KICK

ROUNDHOUSE (HARD) KICK

COMMAND NORMALS

AIR THROW

LP + LK IN AIR

OVERHEAD

TOWARDS + MP

SPINNING BACK FIST

TOWARDS + HP

P O S T A CO M ME N T | S H A RE A RT ICL E

003. STREET FIGHTER 4 - GUILE - SPECIAL MOVES


CLICK FOR FULL SIZE

SONIC BOOM

CHARGE BACK, FORWARD + PUNCH

 EX Version is 2 hits. Extremely fast.


 Very fast projectile with short recovery but does little damage.

FLASH KICK

CHARGE DOWN, UP + KICK

 Armor breaking move

SUPER

DOUBLE FLASHKICK

CHARGE DOWNBACK, DOWN-FORWARD, DOWNBACK, UP-FORWARD + KICK

ULTRA

EXPLODING FLASHKICK

CHARGE DOWNBACK, DOWNFORWARD, DOWNBACK, UP-FORWARD


+ THREE KICKS

P O S T A CO M ME N T | S H A RE A RT ICL E

004. STREET FIGHTER 4 - GUILE - COMBOS


MASTER GUIDE COMBOS

 cr.lk x2, cr.lp, hk flash kick


 cr.lp, cr.mp, cancel into hp sonic boom
 jump in hp, cr.mp, cancel into hk flash kick
 cr.lk x2, cr.lp, mk super, ultra
 cr.mp, lk super
 focus attack (opponent collapse), dash cancel into ultra
 jump in hp, cr.mp, cancel into ex sonic boom, fadc into ultra

001. STREET FIGHTER 4 - KEN - INTRO & STRATEGY

NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UP NOTES & VIDEOS

OVERVIEW

 Played most effectively from close range, mixing up pokes, cross ups and combos with the threat of his kara-throw.

 One of the few characters in Street Fighter 4 with a useful 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

1UP.COM MY CHEATS KEN SUPER GUIDE

SHORYUKEN.COM KEN FORUM

SHORYUKEN.COM KEN FRAME DATA

TUTORIAL VIDEOS

Ken Masters Tutorial by NayanSpirit

P O S T A CO M ME N T | S H A RE A RT ICL E

002. STREET FIGHTER 4 - KEN - NORMAL MOVES


JAB (LIGHT) PUNCH

STRONG (MEDIUM) PUNCH

FIERCE (HARD) PUNCH

SHORT (LIGHT) KICK

FORWARD (MEDIUM) KICK

ROUNDHOUSE (HARD) KICK

COMMAND NORMALS

OVERHEAD KICK

BACK + MEDIUM KICK

STEPPING OVERHEAD KICK

TOWARDS + ROUNDHOUSE KICK

 You can fake this move by holding roundhouse.

STEP FORWARD KICK

TOWARDS + MEDIUM KICK

 Can combo into crouching medium kick on counter hit.

CHAIN COMBO

STRONG PUNCH, FIERCE PUNCH

 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

003. STREET FIGHTER 4 - KEN - SPECIAL MOVES

CLICK FOR FULL SIZE


HADOUKEN (FIREBALL)

QUARTER CIRCLE FORWARD + PUNCH

 EX Version is two hits but does not knock down.

SHORYUKEN (DRAGON PUNCH)

FORWARD, DOWN, DOWN FORWARD + PUNCH

 Medium Punch version is best used for anti-air.


 EX Version has a ton of invicibilty and deals a lot of damage.

TATSUMAKI SENPUUKYAKU (HURRICANE KICK)

QUARTER CIRCLE BACK + KICK

 Can be done in air.


 EX Version useful in combos and can also be followed up with an Ultra.

SUPER MOVE

SHORYU-REPPA

QUARTER CIRCLE FORWARD X2 + PUNCH

ULTRA

SHINRYUUKEN

QUARTER CIRCLE FORWARD X2 + THREE PUNCHES

1 CO MME N T | S H A RE A RTICL E

004. STREET FIGHTER 4 - KEN - COMBOS


MASTER GUIDE COMBOS

 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

NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UP NOTES & VIDEOS

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

M. BISON SUPER GUIDE - 1UP.COM MYCHEATS

M. BISON FORUM - SHORYUKEN.COM

M. BISON FRAME DATA - SHORYUKEN.COM

P O S T A CO M ME N T | S H A RE A RT ICL E

002. STREET FIGHTER 4 - M. BISON - NORMAL MOVES


JAB (LIGHT) PUNCH

 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.

FIERCE (HARD) PUNCH

 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.

SHORT (LIGHT) KICK

 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.

FORWARD (MEDIUM) 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.

ROUNDHOUSE (HARD) KICK

 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

003. STREET FIGHTER 4 - M. BISON - SPECIAL MOVES


CLICK FOR FULL SIZE

PSYCHO CRUSHER

CHARGE BACK, FORWARD + PUNCH

SCISSOR KICK

CHARGE BACK, FORWARD + KICK

 Light kick version is safe on block.

HEADSTOMP

CHARGE DOWN, UP + KICK

 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

CHARGE DOWN, UP + PUNCH ~ PUNCH

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

KNEE PRESS NIGHTMARE

CHARGE BACK, FORWARD, BACK, FORWARD + KICK

ULTRA

NIGHTMARE BOOSTER

CHARGE BACK, FORWARD, BACK, FORWARD + THREE KICKS

P O S T A CO M ME N T | S H A RE A RT ICL E

004. STREET FIGHTER 4 - M. BISON - COMBOS


MASTER GUIDE COMBOS

 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).

001. STREET FIGHTER 4 - ROSE - INTRO & STRATEGY


NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UP NOTES & VIDEOS

RESOURCES

ROSE SUPER GUIDE - 1UP.COM MYCHEATS

ROSE FORUM - SHORYUKEN.COM

ROSE FRAME DATA - SHORYUKEN.COM

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

STRONG (MEDIUM) PUNCH

FIERCE (HARD) PUNCH

SHORT (LIGHT) KICK

FORWARD (MEDIUM) KICK

ROUNDHOUSE (HARD) KICK

P O S T A CO M ME N T | S H A RE A RT ICL E

003. STREET FIGHTER 4 - ROSE - SPECIAL MOVES

CLICK FOR FULL SIZE

SOUL SPARK

HALF CIRCLE FORWARD + PUNCH

SOUL SPIRAL

QUARTER CIRCLE FORWARD + KICK

SOUL REFLECT

QUARTER CIRCLE BACK + PUNCH

SOUL THROW

FORWARD, DOWN, DOWN-FORWARD + PUNCH

SUPER

AURA SOUL SPARK

QUARTER CIRCLE FORWARD X2 + PUNCH

ULTRA
ILLUSION SPARK

QUARTER CIRCLE FORWARD X2 + PUNCH X2

001. STREET FIGHTER 4 - RUFUS - INTRO & STRATEGY

NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UP NOTES & VIDEOS

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

RUFUS SUPER GUIDE - 1UP.COM MYCHEATS

RUFUS FORUM - SHORYUKEN.COM

RUFUS FRAME DATA - SHORYUKEN.COM

P O S T A CO M ME N T | S H A RE A RT ICL E

002. STREET FIGHTER 4 - RUFUS - NORMAL MOVES


JAB (LIGHT) PUNCH

STRONG (MEDIUM) PUNCH

FIERCE (HARD) PUNCH

SHORT (LIGHT) KICK

FORWARD (MEDIUM) KICK

ROUNDHOUSE (HARD) KICK

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

003. STREET FIGHTER 4 - RUFUS - SPECIAL MOVES

CLICK FOR FULL SIZE

KYUSIESHU KICK (MESSIAH KICK)

QUARTER CIRCLE FORWARD + KICK

 LK: Combos after initial hit.


 MK: Low attack.
 HK: Overhead.

GALACTIC TORNADO

QUARTER CIRCLE FORWARD + PUNCH

JATOTSU NATURE (SNAKE STRIKE)

FORWARD, DOWN, DOWN-FORWARD + PUNCH

SUPER

SPECTRAL ROMANCE

QUARTER CIRCLE FORWARD X2 + PUNCH

ULTRA

SPACE OPERA SYMPHONY

QUARTER CIRCLE FORWARD X2 + THREE PUNCHES

P O S T A CO M ME N T | S H A RE A RT ICL E

004. STREET FIGHTER 4 - RUFUS - COMBOS


 Crouching MK, EX Galactic Tornado
 Close HP, Galactic Tornado
 Jump-forward HK, EX Snake Strike
 LK, HK, Ultra
 Messiah Kick, FADC, Ultra
 In corner, Galactic Tornado, Galactic Tornado or Ultra

001. RYU - INTRO & STRATEGY - STREET FIGHTER 4

NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UP NOTES & VIDEOS

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

RYU SUPER GUIDE - 1UP.COM MY CHEATS

RYU FORUM - SHORYUKEN.COM

RYU FRAME DATA - SHORYUKEN.COM

002. STREET FIGHTER 4 - RYU - NORMAL MOVES


JAB (LIGHT) PUNCH

 Crouching light punch is one of Ryu's best normal attacks, allowing him to start many combos and set up tick throws.

STRONG (MEDIUM) PUNCH

 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.

FIERCE (HARD) PUNCH

SHORT (LIGHT) KICK

 Crouching light kick, although not as fast as crouching light punch, is still a good combo starter when in close.

FORWARD (MEDIUM) KICK

 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.

ROUNDHOUSE (HARD) KICK

 Crouching hard kick is his furthest reaching move, which also leads to a knock down.

COMMAND NORMALS

OVERHEAD PUNCH

FORWARD + STRONG PUNCH

SOLAR PLEXUS STRIKE

FORWARD + FIERCE 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.

003. STREET FIGHTER 4 - RYU - SPECIAL MOVES


CLICK FOR FULL IMAGE

HADOUKEN (FIREBALL)

QUARTER CIRCLE FORWARD + PUNCH

 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.

SHORYUKEN (DRAGON PUNCH)

FORWARD, DOWN, DOWN FORWARD + PUNCH

 Great anti air to punish jumping opponent.


 You can FADC and follow up with and Ultra.
 When used as an anti-air, if you trade hits with the opponent you can follow up with an Ultra.

TATSUMAKI SENPUUKYAKU (HURRICANE KICK)

QUARTER CIRCLE BACK + KICK

 Can be done in air which is a useful cross up on downed opponents.


 EX version spins in place, great when used in combos - inflicts a lot of stun.
 Goes through fireballs and low Tiger Shots.

SUPER

SHINKUU HADOUKEN

QUARTER CIRCLE FORWARD X2 + PUNCH

 Follow up with a Super after a light kick Hurricane Kick or light punch Dragon Punch.
ULTRA

METSU HADOUKEN

QUARTER CIRCLE FORWARD X2 + THREE PUNCHES

 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:

1. Close Shoryuken, Focus Attack Dash Cancel forward immediately, Ultra.


2. Connect with a late-hitting Shoryuken (at around the apex of the Shoryuken), land, Ultra
3. EX Hadouken in the corner, immediately Ultra.
4. Air-to-air Strong Punch (strong is a 2-hit juggle), land, Ultra
5. If your anti-air Shoryuken trades, recover from the hit while they're still in the air, Ultra

004. STREET FIGHTER 4 - RYU - COMBOS

MASTER GUIDE COMBOS

 c.lk, c.lp, hp shoryu, fadc, ultra


 c.lk, c.lp, c.mp, c.rh
 c.lk, c.lp, c.hp cancel to lp/mp super
 (corner) c.lk, c.lp, c.hp cancel to ex tatsu, ultra
 (corner) c.mk cancel to ex hadouken, fadc, ultra
 c.mk cancel to hp hadouken supercancel into hp super
 focus attack (opponent collapse), dash cancel, f+hp cancel to hp shoryu

001. SAGAT - INTRO & STRATEGY - STREET FIGHTER 4

NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UP NOTES & VIDEOS

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.

RESOURCES

1UP.COM MY CHEATS SAGAT SUPER GUIDE

SHORYUKEN.COM SAGAT FORUM

SHORYUKEN.COM SAGAT FRAME DATA

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

002. SAGAT - NORMAL MOVES - STREET FIGHTER 4


JAB (LIGHT) PUNCH

 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.

STRONG (MEDIUM) PUNCH

 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.

FIERCE (HARD) PUNCH

 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.

SHORT (LIGHT) KICK

 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.

ROUNDHOUSE (HARD) KICK

 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

TOWARDS + SHORT (LIGHT) KICK

 Stepping light kick that hits low.


 Used for kara cancel special moves.
Goes farther than karaing with F+RH but is a bit slower. Easiest
normal to kara special moves with.
 Follow up with crouching jab for a combo. 1 Frame link, 2 Frame link on Counter hit.

TOWARDS + ROUNDHOUSE (HARD) KICK

 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.

TOWARDS + FIERCE (HARD) PUNCH

 Overhead attack.

P O S T A CO M ME N T | S H A RE A RT ICL E

003. SAGAT - SPECIAL MOVES - STREET FIGHTER 4


CLICK FOR FULL SIZE

TIGER UPPERCUT

FORWARD, DOWN, DOWN-FORWARD + PUNCH

 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.

KARA TIGER UPPERCUT

 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

FORWARD, DOWN, DOWN-FORWARD + KICK

 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

 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.

CROSS UP TIGER KNEE

 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.

TIGER SHOT (HIGH)

QUARTER CIRCLE FORWARD + PUNCH

 Faster than the other Shoto fireballs so good in fireball fights.


 Hurricane Kicks are unable to pass through Sagat's High Tiger Shot.

KARA TIGER SHOT

 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.

TIGER SHOT (LOW)

QUARTER CIRCLE FORWARD + KICK

 Low fireball, good for zoning.


 EX Version great for stopping dashes.
 Follow up with Ultra after EX version in corner, or FADC mid-screen.

SUPER MOVE
TIGER GENOCIDE

QUARTER CIRCLE FORWARD X2 + KICK

ULTRA

TIGER DESTRUCTION

QUARTER CIRCLE FORWARD X2 + THREE KICKS

4 CO MME N TS | S H A RE A RTI CL E

004. STREET FIGHTER 4 - SAGAT - COMBOS

C. LK x2, C. LP xx Tiger Uppercut

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.

C. LK, C. MP, C. LP xx Tiger Shot or Tiger Uppercut

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.

S. LK xx Low Tiger Shot

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.

F + LK, C. LP xx Tiger Shot or Tiger Uppercut.

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.

Jump Forward HP, S. LK xx EX Low Tiger Shot

This is a great long reaching combo. Works well when jumping over projectiles.

Jump Forward HP, Kara Tiger Uppercut

Although somewhat difficult, this allow you to combo into an Uppercut off of the jumping HP from almost max range.

Crouching FP (COUNTER HIT), Tiger Uppercut

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.

MASTER GUIDE COMBOS

 hp tiger uppercut, FADC into fwd + hk, ultra


 jump in hk, cr.mp, cancel into hp tiger uppercut (can be continued into combo 1)
 cr.mk, cancel into ground tiger shot, Focus Attack Level 2, dash foward after hit, cr.mp, cancel into hk tiger knee
 (corner) cr.lp, cancel into ex ground tiger shot, ultra
 (anti-air)[hp tiger uppercut, fadc] or [hp tiger uppercut trades, fwd + hk], ultra
 cr.lk, cr.mp, cancel into ex tiger uppercut, ultra (only works on: Ryu, Ken, Chun-Li, Blanka, Boxer, Sagat, Dictator,
El.Fuerte, Rufus, Akuma)
 cr.lk, mp or hp, super

001. STREET FIGHTER 4 - SAKURA - INTRO


& STRATEGY
NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UP NOTES & VIDEOS

RESOURCES

SAKURA SUPER GUIDE - 1UP.COM MYCHEATS

SAKURA FORUM - SHORYUKEN.COM

SAKURA FRAME DATA - SHORYUKEN.COM

P O S T A CO M ME N T | S H A RE A RT ICL E

002. STREET FIGHTER 4 - SAKURA - NORMAL MOVES


JAB (LIGHT) PUNCH

STRONG (MEDIUM) PUNCH

FIERCE (HARD) PUNCH

SHORT (LIGHT) KICK

FORWARD (MEDIUM) KICK

ROUNDHOUSE (HARD) KICK

P O S T A CO M ME N T | S H A RE A RT ICL E

003. STREET FIGHTER 4 - SAKURA - SPECIAL MOVES


CLICK FOR FULL SIZE

HADOUKEN (FIREBALL)

QUARTER CIRCLE FORWARD + PUNCH

SHOUOKEN (DRAGON PUNCH)

FORWARD, DOWN, DOWN FORWARD + PUNCH

SHUNPUU KYAKU (HURRICANE KICK)

QUARTER CIRCLE BACK + KICK

SAKURA OTOSHI

FORWARD, DOWN, DOWN FORWARD + KICK

SUPER

HARU ICHIBAN

QUARTER CIRCLE BACK X2 + KICK

ULTRA

HARU RANMAN

QUARTER CIRCLE BACK X2 + THREE KICKS

001. STREET FIGHTER 4 - SETH - INTRO & STRATEGY


NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UP NOTES & VIDEOS

RESOURCES

SETH SUPER GUIDE - 1UP.COM MYCHEATS


SETH FORUM - SHORYUKEN.COM

SETH FRAME DATA - SHORYUKEN.COM

P O S T A CO M ME N T | S H A RE A RT ICL E

002. STREET FIGHTER 4 - SETH - NORMAL MOVES


JAB (LIGHT) PUNCH

STRONG (MEDIUM) PUNCH

FIERCE (HARD) PUNCH

SHORT (LIGHT) KICK

FORWARD (MEDIUM) KICK

ROUNDHOUSE (HARD) KICK

P O S T A CO M ME N T | S H A RE A RT ICL E

003. STREET FIGHTER 4 - SETH - SPECIAL MOVES

CLICK FOR FULL SIZE

SONIC BOOM

QUARTER CIRCLE FORWARD + PUNCH

SHORYUKEN

FORWARD, DOWN, DOWN-FORWARD + PUNCH

HYAKURETSUKYAKU

QUARTER CIRCLE BACK + KICK

TANDEN ENGINE

QUARTER CIRCLE BACK + PUNCH


SPINNING PILEDRIVER

360 + PUNCH

YOGA TELEPORT

SUPER

TANDEN STORM

QUARTER CIRCLE FORWARD X2 + PUNCH

ULTRA

TANDEN STREAM

QUARTER CIRCLE FORWARD X2 + PUNCH

001. STREET FIGHTER 4 - VEGA - INTRO & STRATEGY

NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UP NOTES & VIDEOS

 A good set of pokes.


 Pretty bad anti-air and reversal capabilities.
 Pretty hard to land ultra, can only punish fireballs.
 Not much combo ability.
 Plays a nasty mixup game with the wall-dives and grabs.
 When he loses his mask he has less stamina and when he loses his claw he has less range on his pokes.

RESOURCES

VEGA SUPER GUIDE - 1UP.COM MYCHEATS

VEGA FORUM - SHORYUKEN.COM


VEGA FRAME DATA - SHORYUKEN.COM

TUTORIALS

Vega Guide by wwmajin

CONTRIBUTORS

OneTrueSonic

 Normal Moves, Special Moves, Combos

P O S T A CO M ME N T | S H A RE A RT ICL E

002. STREET FIGHTER 4 - VEGA - NORMAL MOVES


JAB (LIGHT) PUNCH

STRONG (MEDIUM) PUNCH

FIERCE (HARD) PUNCH

 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.

SHORT (LIGHT) KICK

 Standing Short kick: Very fast with decent range makes it a decent poke.

FORWARD (MEDIUM) KICK

 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.

ROUNDHOUSE (HARD) KICK

 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

In air, near wall, up twoards.

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

All three punches

 Invincible backflip that dodges everything but can be punished easily.

SHORT BACKSLASH

All three kicks

 Shorter version of Backslash, also completely invincible with less chance of being punished, but it's still easy too. Use
both sparingly.

P O S T A CO M ME N T | S H A RE A RT ICL E

003. STREET FIGHTER 4 - VEGA - SPECIAL MOVES

CLICK FOR FULL SIZE

ROLLING CRYSTAL FLASH

CHARGE BACK, TOWARDS + PUNCH

SCARLET TERROR

CHARGE DOWN-BACK, TOWARDS + KICK

 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.

 Combos after crouching MP, MK, and Cosmic Heel.


SKY HIGH CLAW

CHARGE DOWN, UP + PUNCH

 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.

 EX version hits 3 times and goes through projectiles.

 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.

FLYING BARCELONA ATTACK

CHARGE DOWN, UP + KICK ~ PUNCH

 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.

 Combos after crouching MP, MK, and Cosmic Heel.

 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

FLYING BARCELONA SPECIAL

CHARGE DOWNBACK, DOWN FORWARD, DOWNBACK, UP FORWARD + KICK ~


PUNCH

ULTRA

BLOODY HIGH CLAW

CHARGE DOWNBACK, DOWN FORWARD, DOWNBACK, UP


FORWARD + THREE KICKS

P O S T A CO M ME N T | S H A RE A RT ICL E

004. STREET FIGHTER 4 - VEGA - COMBOS


MASTER GUIDE COMBOS

 cr.lp, cr.lp or cr.mp, cancel into lp rolling crystal flash


 df + hk, cr.mk or ex flying barcelona attack
 cr.mk, cr.lp or cr.mp, cancel into ex flying barcelona attack
 far standing hp, cr.lp or cr.mp, cancel into ex flying barcelona attack

001. STREET FIGHTER 4 - ZANGIEF - INTRO


& STRATEGY

NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UP NOTES & VIDEOS

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.

RESOURCES

ZANGIEF SUPER GUIDE - 1UP.COM MYCHEATS

ZANGIEF FORUM - SHORYUKEN.COM

ZANGIEF FRAME DATA - SHORYUKEN.COM

P O S T A CO M ME N T | S H A RE A RT ICL E

002. STREET FIGHTER 4 - ZANGIEF - NORMAL MOVES


JAB (LIGHT) PUNCH

 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.

FIERCE (HARD) PUNCH

 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.

SHORT (LIGHT) KICK

 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.

FORWARD (MEDIUM) KICK

 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).

ROUNDHOUSE (HARD) KICK

 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

 MP version deals 500 stun / 200 damage.


 HP version deals 600 stun / 150 damage.
P O S T A CO M ME N T | S H A RE A RT ICL E

003. STREET FIGHTER 4 - ZANGIEF - SPECIAL MOVES

CLICK FOR FULL SIZE

SPINNING PILE DRIVER

360 + PUNCH

BANISHING FLAT

FORWARD, DOWN, DOWN-FORWARD + PUNCH

 Absorbs fireballs.
 Good for zoning, getting in close to set up SPD.
 EX version knocks down.

SPINNING LARIAT

THREE PUNCHES

 Goes through fireballs

QUICK LARIAT

THREE KICKS

RUNNING BEARHUG

360 + KICK

 Perform right next to opponent for a suplex.

SUPER

FINAL ATOMIC BUSTER

720 + PUNCH
ULTRA

ULTRA ATOMIC BUSTER

720 + THREE PUNCHES

P O S T A CO M ME N T | S H A RE A RT ICL E

004. STREET FIGHTER 4 - ZANGIEF - COMBOS


MASTER GUIDE COMBOS

 cr.lp x2-3, standing far lk, cancel into ex banishing flat


 cr.lk x2-4, cancel into ex banishing flat
 close standing mp, cancel into ex banishing flat
 double lariat (opponent fadc), ex banishing flat
 jump in hp, close standing mp, cancel into ex banishing flat
 crossup flying body attack, cr. lk, cancel into quick double lariat
 focus attack (opponent crumple), dash cancel into super or ultra

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