Super Street Fighter IV FAQ by MJ -------------------------------------------------------------------------------- - Updates - Joystick / Button Abbreviations - General Moves / Basic Gameplay - Tags / Terminology - Move List - Combos / Ultra setups -------------------------------------------------------------------------------- Updates: May 28: more Combos added - Fixed Juri move typos. -------------------------------------------------------------------------------- Joystick / Button Abbreviations: -------------------------------- Punches Motions UB U UF UB = Up-Back (LP) (MP) (HP) \ | / U = Up UF = Up-Forward (LK) (MK) (HK) B <--- ---> F B = Back F = Foward / | \ DB = Down-Back Kicks DB D DF D = Down DF = Down-Forward -------------------------------------------------------------------------------- General Moves / Basic Gameplay: ------------------------------- _____________ \ Focus Attacks | _____________/ Charging a Focus Attack grants "Hyper Armor" which allows 1 hit to be absorbed and countered with no penalties. It can also be "Dash Cancelled", cancelled into a Forward or Backward Dash, to extend combos or escape to safety. Most importantly, successful Focus Attacks can leave the opponent in a "crumple" state, granting the opportunity for a free combo follow-up! A Focus Attack can be charged to 3 different levels: Level 1 - Press MP + MK: ----------------------- Does the less damage of the 3. Level 1 Focus Attack crumples ONLY on counter hit, and is blockable. Level 2 - Hold MP + MK for a half a second: ------------------------------------------- Your character will flash white during a level 2. Level 2 Focus Attack crumples on any succesful hit, and is blockable. Level 3 - Hold MP + MK for a second: ------------------------------------ A level 3 Focus Attack can be confirmed by an "ink splatter" effect appearing on-screen. A Level 3 Focus always crumples the opponent, and is unblockable. ** Absorbing a hit with a Focus Attack also builds Revenge Meter, used for executing an Ultra move ** ___________________________ \ Focus Attack Dash Canceling | ___________________________/ Hold Focus attack, Forward Dash or Back Dash, release. Also known as FADC. This will cancel certain special moves at the cost of 2 blue bars. Use this to extend combos. Perform it in the middle of any special, super cancelable normal, or special attack. You can also do this and backdash with no extra meter cost. On the move list these moves are tagged as [-FADC-] ___________ \ Armor Break | ___________/ Certain special attacks in the game have an natural "Armor-Breaking" property. These moves will break any focus charge cleanly. Armor breaking is confirmed by a glass-shattering effect on-screen, and a glass breaking sound effect. On the move list these moves are tagged as [-Armor Breaker-] _______ \ Dashing | _______/ Tap Forward twice or Back twice. Backwards dash has limited invincibility frames, meaning you can dodge attacks for a brief moment. This also works when backdashing in the corner. Use this on wakeup often to avoid certain attacks. Forward dash speed, backward dash speed, and the invincibility / airborne frames for backdashing vary by character. ______________________ \ Throws and Tech Throws | ______________________/ To throw: Press LP + LK near opponent To tech: You can break your opponent's throw attempt by pressing the Light Punch and Kick buttons at the moment they try to throw you. __________ \ Quick Rise | __________/ Press Down When you're being knocked down. This will make your character rise up faster than they normally would, but this doesn't work with throws and some special moves like ultras or supers. Use this to mix up your opponents offense. ______ \ Taunts | ______/ Press HP + HK Taunt your opponent. The game has many taunts to choose from. ________ \ EX Moves | ________/ A Souped-up version of a Special move. Sometimes a EX move will have special properties that a normal Special doesn't have. To perform them press 2 buttons of a special move instead of 1. Take note that you need one blue bar to do it. On the move list these moves are tagged as [-EX-] ______ \ Supers | ______/ When you fill up all 4 blue bars you can perform the characters Super Move. Doing special moves or taking damage will fill up the bars. ______ \ Ultras | ______/ When you absorb attacks with focus or take damage you will fill up your Revenge meter a.k.a Ultra meter. When it fills up half way you can execute the move for big damage. Take note that the higher the bar fills up the more damage it does to your opponent. Your Revenge Meter does not transfer over to the next round. -------------------------------------------------------------------------------- Tags: ----- Tags on the move list: [-EX-] Denotes a EX move, press 2 Kicks or Punches [-FADC-] Denotes a Focus Attack Dash Cancelable move [-Air-] Denotes a move that can be done in the air [-Kara-] Denotes a Kara move. Which extends throws and move distances [-Juggle-] Denotes a move that can juggle for combo possibilities [-Overhead-] Denotes a Overhead attack, which must be blocked high [-Armor Breaker-] Denotes a move that breaks Focus armor attacks Terminology: ------------ Buttons: LP - Light Punch. Known as Jab on older Street Fighter games MP - Medium Punch. Known as Strong on older Street Fighter games HP - Hard Punch. Known as Fierce on older Street Fighter games LK - Light Kick. Known as Short on older Street Fighter games MK - Medium Kick. Known as Forward on older Street Fighter games HK - Hard Kick. Known as Roundhouse on older Street Fighter games PPP - Press all Punches KKK - Press all Kicks Joystick motions: 360 - 360 motion on the joystick. Motions are B, DB, D, DF, F, UF, U 720 - Two 360 motions on the joystick. Motions are B, DB, D, DF, F, UF, U x 2 + - means press both buttons at the same time x 2 - means do that motion or button press 2 times in a row x 3 - means do that motion or button press 3 times in a row Other terms: Wallbounce - a move that wall splats the opponent and sends them off the wall for juggle opportunities. Anti air - moves that punish jump in attacks -------------------------------------------------------------------------------- Move List: ---------- R Y U ----- ------------- Special Moves ------------- Fireball - D, DF, F + any Punch [-EX-] [-FADC-] *EX Fireball can juggle into other moves in corner Hurricane Kick - D, DB, B + any Kick [-EX-] [-Air-] [-Armor Breaker-] *EX Hurricane can juggle into other moves in the corner Shoryuken - F, D, DF + any Punch [-EX-] [-FADC-] --------------- Special Normals --------------- Overhead - F + MP (2 hits) Solar Plexus - F + HP (2 hits) Jump MP - 2 hit [-Juggle-] ---------------- Super and Ultras ---------------- Super: Shinkuu Hadoken - D, DF, F x 2 + any Punch Ultras: I. Metsu Hadouken - D, DF, F x 2 + PPP II. Metsu Shoryuken - D, DF, F x 2 + KKK [-Armor Breaker-] --- Ryu -------------------------------------------------------------------------------- K E N ----- ------------- Special Moves ------------- Fireball - D, DF, F + any Punch [-EX-] [-FADC-] Hurricane Kick - D, DB, B + any Kick [-EX-] [-Air-] [-Armor Breaker-] Shoryuken - F, D, DF + any Punch [-EX-] [-FADC-] --------------- Special Normals --------------- Forward Kick - F + MK [-Kara-] Overhead Kick - B + MK Thunder Kick / - F + HK (Hold HK to cancel kick and move forward) Overhead ------------- Target Combos ------------- 1. MP, HP ---------------- Super and Ultras ---------------- Super: Shoryureppa - D, DF, F x 2 + any Punch Ultras: I. Shinryuken - D, DF, F x 2 + PPP II. Guren Senpukyaku - D, DF, F x 2 + KKK --- Ken -------------------------------------------------------------------------------- E. H O N D A ------------ ------------- Special Moves ------------- Headbutt - Charge Back for 2 secs, Forward + Any Punch [-EX-] [-Armor Breaker-] Hand Slaps - Press Punch button Rapidly, Two Punch Buttons for EX [-EX-] [-FADC-] Butt Slam - Charge Down for 2 secs, Up + any Kick [-EX-] Oicho Throw - F, DF, D, DB, B + any Punch [-EX-] --------------- Special Normals --------------- Overhead Attack - DF + HK ------------- Target Combos ------------- 1. MP, DF + HK ---------------- Super and Ultras ---------------- Super: Super Killer Head Ram - Charge Back for 2 secs, Forward, Back, Forward + any Punch Ultras: I. Ultimate Killer Head Ram - Charge Back for 2 secs, Forward, Back, Forward + PPP [-Armor Breaker-] II. Ultra Oicho Throw - 720 + PPP -------- E. Honda -------------------------------------------------------------------------------- J U R I ------- ------------- Special Moves ------------- Counter - D, DB, B + any Punch [-EX-] -------------------- LP - makes her dash back MP - she'll go behind you HP - she jumps straight up Fireball Kick - D, DF, F + any Kick [-EX-] [-FADC-] ------------------- This is a multipart move. The first part is a kick move, the second part will send out a fireball. For the kicks: ------------- LK - low strike MK - mid-level kick HK - High (overhead?) For the fireballs: ----------------- LK - travels along the ground MK - straight up HK - travels diagonally up-right Pinwheel - D, DB, B + any Kick [-EX-] [-FADC-] *EX version goes through projectiles Dive Kick - In air: D, DB, B + press Kick 3 x [-EX-] [-Armor Breaker-] *EX version Wallbounces --------------- Special Normals --------------- Sekku - F + MK [-Overhead-] ---------------- Super and Ultras ---------------- Super: Fuharenjin - D, DB, B x 2 + Kick Ultras: I. Feng Shui Engine - D, DF, F x 2 + PPP II. Kaisen Dankairaku - D, DF, F x 2 + KKK ---- Juri -------------------------------------------------------------------------------- C H U N - L I ------------- ------------- Special Moves ------------- Fireball - Charge Back for 2 secs, Forward + Any Punch [-EX-] [-FADC-] Lightning Kick - Press Kick Button Rapidly, 2 Kick buttons for EX [-EX-] *EX Lightning Kicks can juggle into Ultras or EX Bird Kick Flip Kick - F, DF, D, DB, B + any Kick [-EX-] [-FADC-] [-Overhead-] *Only combos on counter hit Spinning Bird Kick - Charge Down for 2 secs, Up + any Kick [-EX-] [-Armor Breaker-] *EX has combo possibilities --------------- Special Normals --------------- Flip Cross Up Kick - DF + HK Head Stomp - In air: D + MK, you can combo some of these together Rear Spin Kick - DF + LK Hop Kick - F + MK Air Throw - In air: LP + LK Wall Jump - In air and near a corner: press in the opposite direction Jump HP - 2 hits in the air, land for ultras or combo possibilities ------------- Target Combos ------------- 1. This is done in 3 sequences and must be done one after the other: - B + MK - MK - Down, Up + MK (not a charge move) ---------------- Super and Ultras ---------------- Super: Hyper Lightning Legs - Charge Back for 2 secs, Forward, Back, Forward + any Kick Ultras: I. Ultra Lightning Legs - Charge Back for 2 secs, Forward, Back, Forward + KKK [-Armor Breaker-] II. Kikosho - D, DF, F x 2 + PPP [-Armor Breaker-] ------- Chun-Li -------------------------------------------------------------------------------- D H A L S I M ------------- ------------- Special Moves ------------- Yoga Fire - D, DF, F + any Punch [-EX-] [-FADC-] Yoga Flame - F, DF, D, DB, B + any Punch [-EX-] [-Armor Breaker-] Yoga Blast - F, DF, D, DB, B + any Kick [-EX-] Yoga Teleport - F, D, DF or B, D, DB + PPP or KKK [-Air-] Foot Drill - In air: D + any Kick Head Drill - In air: D + any Punch Yoga Tower - D + PPP - This is a dodge move --------------- Special Normals --------------- Chop - B + LP [-Overhead-] Slides - DF + any Kick Air Hook Punch - B + MP High Knee - B + HK Jump HP - Can be a overhead ---------------- Super and Ultras ---------------- Super: Yoga Inferno - D, DF, F x 2 + any Punch Ultras: I. Yoga Catastrophe - D, DF, F x 2 + PPP II. Yoga Shangri-la - In air: D, DF, F x 2 + PPP Must grab grounded opponent. Also works after a teleport. ------- Dhalsim -------------------------------------------------------------------------------- G U I L E --------- ------------- Special Moves ------------- Sonic Boom - Charge Back for 1.5 secs, Forward + Any Punch [-EX-] [-FADC-] Flash Kick - Charge Down for 2 secs, Up + any Kick [-EX-] [-FADC-] [-Armor Breaker-] --------------- Special Normals --------------- Air Throw - In air: LP + LK Sunglasses - D + HP + HK High Kick - DF + HK [-Juggle-] Knee Bazooka - B or F + LK Rolling Sobat - B or F + MK Reverse Spin Kick - B or F + HK Straight Chop - F + MP [-Overhead-] Spinning Back Fist - F + HP ------------- Target Combos ------------- 1. D + MK, F + MP ---------------- Super and Ultras ---------------- Super: Double Flash - Charge DB for 2 secs, DF, DB, UF + any Kick Ultras: I. Flash Explosion - Charge DB for 2 secs, DF, DB, UF + KKK II. Sonic Hurricane - Charge Back for 2 secs, Forward, Back, Forward + PPP ----- Guile -------------------------------------------------------------------------------- B L A N K A ----------- ------------- Special Moves ------------- Horizontal Ball - Charge Back for 2 secs, Forward + Any Punch [-EX-] [-FADC-] [-Armor Breaker-] *EX version goes through projectiles Vertical Ball - Charge Down for 2 secs, Up + any Kick [-EX-] Backstep Roll - Charge Back for 2 secs, Forward + any Kick [-EX-] *EX version is a great escape move in the corner on wakeup Electricity - Press any Punch Button Rapidly, 2 buttons for EX [-EX-] Hop - Back or Forward + KKK --------------- Special Normals --------------- Beast Slide - DF + HP Coward Crouch - D + PPP - Dodge move Rockcrusher - Back or Forward + MP [-Overhead-] ---------------- Super and Ultras ---------------- Super: Grand Shave Roll - Charge Back for 2 secs, Forward, Back, Forward + any Punch Ultras: I. Lightning Cannonball - Charge Back for 2 secs, Forward, Back, Forward + PPP II. Shout of Earth - Charge DB for 2 secs, DF, DB, UF + PPP or KKK PPP is for is for anti-air KKK is for ground based attacks ------ Blanka -------------------------------------------------------------------------------- Z A N G I E F ------------- ------------- Special Moves ------------- Spinning Piledriver - 360 + any Punch [-EX-] Lariat - PPP or KKK - KKK version is shorter version Banishing Flat - F, D, DF + any Punch [-EX-] [-FADC-] Flying Powerbomb - 360 + any Kick [-EX-] *EX Absorbs one hit Atomic Suplex - Close, 360 + any Kick [-EX-] --------------- Special Normals --------------- Body Splash - D + HP in the air Double Knee Drop - D + LK in the air Long Kick - DF + HK Headbutt - Up + MP or HP in the air ---------------- Super and Ultras ---------------- Super: Final Atomic Buster - 720 + any Punch Ultras: I. Ultimate Atomic Buster - 720 + PPP II. Siberian Blizzard - In air, 720 + KKK Opponent must be jumping ------- Zangief -------------------------------------------------------------------------------- I B U K I --------- ------------- Special Moves ------------- Kunai - D, DF, F + any Punch [-EX-] Jump Flip - F, D, DF + any Punch Neck Breaker - B, DB, D, DF, F + any Punch [-EX-] [-Armor Breaker-] Energy Grab - F, DF, D, DB, B + any Punch [-EX-] [-Armor Breaker-] Illusion Dash - D, DF, F + any Kick Dragon Kick - F, D, DF + any Kick [-EX-] [-FADC-] *EX can juggle Spin Kicks - D, DB, B + any Kick, D + any Kick [-EX-] [-FADC-] *Down part must be blocked low Jumping Double Kick - B, D, DB + any Kick [-EX-] Super Jump - D, U You can also press diagonally up-forward or up-back to Super Jump in those directions --------------- Special Normals --------------- Air Throw - LP + LK, in the air Hammer Kick - F + MK [-Overhead-] Rising Palm - B + MP Backhand Punch - HP, HP Spin Kick - F + LK Reverse Spin Kick - B + MK Slide - DF + MK Jumping Split Kick - F + HK ------------- Target Combos ------------- 1. In the air, HP, F + MK 2. Back or Forward Jump, LP, F + HP 3. Back or Forward Jump, LK, F + MK 4. Close, LP, MP, HP 5. Outside of close range, LP, MP, F + LK 6. LP, MP, D + HK, HK 7. B + MK, F + MK 8. Close, HP, D + HK, HK 9. LP, MK, HK ---------------- Super and Ultras ---------------- Super: Hyper Dagger Toss - In the air, D, DF, F x 2 + any Punch Ultras: I. Super Energy Grab - F, DF, D, DB, B x 2 + PPP II. Hashinsho - D, DF, F x 2 + any KKK [-Armor Breaker-] ----- Ibuki -------------------------------------------------------------------------------- M A K O T O ----------- ------------- Special Moves ------------- Dash Punch - D, DF, F + any Punch [-EX-] [-FADC-] Karakusa - F, DF, D, DB, B + any Kick [-EX-] *EX Karakusa absorbs 1 hit Oroshi - D, DB, B + any Punch [-EX-] [-FADC-] [-Armor Breaker-] Fukiage - F, D, DF + any Punch [-EX-] [-FADC-] *EX Fukiage can juggle Tsurugi - In the air, D, DB, B + any Kick [-EX-] *Regular Tsurugi can combo. Ground and air-to-air. --------------- Special Normals --------------- Lunge Punches - F + HP, HP ------------- Target Combos ------------- 1. LK, MK 2. F + MK, HK ---------------- Super and Ultras ---------------- Super: Tanden Renki - D, DF, F x 2 + any Punch Increased damage for a short while. Ultras: I. Seichusen Godanzuki - D, DF, F x 2 + PPP [-Armor Breaker-] II. Abare Tosanami - D, DF, F x 2 + KKK [-Armor Breaker-] [-Juggle-] ------ Makoto -------------------------------------------------------------------------------- D U D L E Y ----------- ------------- Special Moves ------------- Uppercut - F, D, DF + any Punch [-EX-] [-FADC-] *You can juggle LP Uppercut into another Uppercut Machine Gun Blow - B, DB, D, DF, F + any Punch [-EX-] *EX MGB is jugglable Cross Counter - F, DF, D, DB, B + any Punch [-EX-] Short Swing Blow - F, DF, D, DB, B + any Kick [-EX-] Thunderbolt - Charge Down for 2 secs, Up + any Kick [-EX-] [-FADC-] Duck into Straight or Upper - B, DB, D, DF, F + any Kick Punch for Straight Kick for Upper Rose - D + HP + HK --------------- Special Normals --------------- Slipping Jab - F + LP Stomach Blow - F + MP Step Straight - F + HP Kidney Blow - F + MK Dart Shot - F + HK Scoop Sweep - D + HK [-Juggle-] ------------- Target Combos ------------- 1. F + LP, MP 2. D + LP, MK 3. F + HK, MK 4. LP, MP, MK 5. MP or F + MK, MK, HP 6. D + LK, D + MP, D + HP 7. MK, HK, HP 8. LK, MK, MP, HP ---------------- Super and Ultras ---------------- Super: Rocket Upper - D, DF, F x 2 + any Punch Ultras: I. Rolling Thunder - D, DF, F x 2 + KKK II. Corkscrew Cross - D, DF, F x 2 + PPP [-Armor Breaker-] ------ Dudley -------------------------------------------------------------------------------- A B E L ------- ------------- Special Moves ------------- Change of Direction - D, DF, F + any Punch, followed by F + Punch or Kick x 2 [-EX-] [-FADC-] *EX CoD can absorb 1 hit Wheel Kick - D, DB, B + any Kick [-EX-] [-FADC-] [-Armor Breaker-] [-Overhead-] Marseilles Roll - D, DF, F + any Kick [-EX-] Tornado Throw - F, DF, D, DB, B + any Punch [-EX-] Sky Fall - F, D, DF + any Punch [-EX-] --------------- Special Normals --------------- Forward Kick - F + MK Elbow - D + HP [-Juggle-] Standing HK - [-Overhead-] ------------- Target Combos ------------- 1. F + MK, HP ---------------- Super and Ultras ---------------- Super: Heartless - D, DF, F x 2 + any Punch Ultras: I. Soulless - D, DF, F x 2 + PPP [-Armor Breaker-] II. Breathless - D, DF, F x 2 + KKK This is a grab move so it cannot be blocked, plus it can absorb 1 hit and you can delay it or cancel it entirely. Any armor breaking move can stop this ultra. ---- Abel -------------------------------------------------------------------------------- C. V I P E R ------------ ------------- Special Moves ------------- Thunder Knuckle - D, DB, B + any Punch [-EX-] [-FADC-] [-Armor Breaker-] *HP version can juggle *EX has some combo possibilities Thunder Knuckle - Right when you do a Thunder Knuckle press two punch Feint buttons almost immediately after doing the move Burning Kick - D, DB, B + any Kick [-EX-] [-Air-] Seismic Hammer - F, D, DF + any Punch [-EX-] *You can stop the animation by pressing two punch buttons almost immediately after doing this move. *EX Seismo has combo possibilities Super Jump - D, U You can also press diagonally up-forward or up-back to Super Jump in those directions --------------- Special Normals --------------- Elbow Drop - F + MP [-Overhead-] Double Kick - F + HK ---------------- Super and Ultras ---------------- Super: Emergency Combination - D, DF, F x 2 + any Punch Ultras: I. Burst Time - D, DF, F x 2 + PPP [-Armor Breaker-] II. Burning Dance - In the air, D, DF, F x 2 + KKK -------- C. Viper -------------------------------------------------------------------------------- M. B I S O N ------------ ------------- Special Moves ------------- Psycho Crusher - Charge Back for 2 secs, Forward + any Punch [-EX-] [-Armor Breaker-] [-FADC-] Scissor Kicks - Charge Back for 2 secs, Forward + any Kick [-EX-] [-FADC-] Head Press / Skull Diver - Charge Down for 2 secs, Up + any Kick [-EX-] Any Punch for Skull Diver Devil's Reverse - Charge Down for 2 secs, Up + any Punch, any Punch [-EX-] Teleport - F, D, DF + PPP or KKK --------------- Special Normals --------------- Double Air Punch - In air, MP x 2 Slide - Down + HK - This is now FADC-able ---------------- Super and Ultras ---------------- Super: Knee Press Nightmare - Charge Back for 2 secs, Forward, Back, Forward + any Kick Ultras: I. Nightmare Booster - Charge Back for 2 secs, Forward, Back, Forward + KKK II. Psycho Punisher - D, DF, F x 2 + KKK [-Overhead-] You can steer this to hit from the front or behind the opponent while in the air. -------- M. Bison -------------------------------------------------------------------------------- R U F U S --------- ------------- Special Moves ------------- Messiah Kick - D, DF, F + any Kick, any Kick [-EX-] [-FADC-] Galactic Tornado - D, DF, F + any Punch [-EX-] [-Armor Breaker-] *HP version in corner can combo into LP Tornado *EX version has vacuum ability, can corner combo Snake Strike - F, D, DF + any Punch [-EX-] Dive Kick - In air, DF + MK *Can juggle during air-to-air --------------- Special Normals --------------- Vulture Kick - F + MK [-Overhead-] Glory Kick - DF + MK - Must be blocked low Fragrance Palm - F + HP [-Juggle-] Jump HK - 2 hits, [-Juggle-] ------------- Target Combos ------------- 1. LK, HK [-Juggle-] ---------------- Super and Ultras ---------------- Super: Spectacular Romance - D, DF, F x 2 + any Punch Ultras: I. Space Opera Symphony - D, DF, F x 2 + PPP II. Big Bang Typhoon - D, DB, B x 2 + PPP Both ultras have vacuum like properties. ----- Rufus -------------------------------------------------------------------------------- E L F U E R T E ---------------- ------------- Special Moves ------------- Habanero Dash - D, DF, F + any Punch [-EX-] Pressing another button will result in this: LP - Stops dash MP - Body Splash. Control the range by moving the stick back or forth. HP - Flying Throw. Control the range by moving the stick back or forth. LK - Stops run and does a back dash MK - Jump Kick, can be overhead sometimes HK - Slide Kick. You can do a Habanero Back Dash while doing this move. * EX Habanero can absorb 2 hits Habanero Back Dash - D, DB, B + any Punch [-EX-] You can also do the Habanero Dash move to stop running backwards and run forwards. Pressing another button will result in this: LP - Stops dash MP - Body Splash towards your opponent. Control the range by moving the stick back or forth. HP - Flying Throw towards your opponent. Control the range by moving the stick back or forth. Any Kick near the wall will make him wall jump. * EX Habanero can absorb 2 hits Quesadilla Bomb - Hold any Kick button and release. [-EX-] Level 1 - hold button for 3 seconds. Level 2 - hold button for 6 seconds. Level 3 - hold button for 8 seconds. Guacamole Leg Throw - F, D, DF + any Kick [-EX-] Wall Jump - In the air, Forward. Pressing HP goes into in the Flying Throw --------------- Special Normals --------------- Shower Kick - F + MK [-Overhead-] Dropkick - Far HK - this can be a overhead Leg Launch - Close HK - [-Juggle-] ------------- Target Combos ------------- 1. near opponent: MK, MK ---------------- Super and Ultras ---------------- Super: Dynamite - D, DF, F x 2 + any Kick Ultras: I. Flying Gigabuster - D, DF, F x 2 + KKK II. Ultra Spark - D, DB, B x 2 + PPP This Ultra is considered to be a throw, so it cannot be blocked. --------- El Fuerte -------------------------------------------------------------------------------- V E G A ------- ------------- Special Moves ------------- Rolling Crystal Flash - Charge Back for 2 secs, Forward + any Punch [-EX-] [-FADC-] Flying Barcelona Attack / - Charge Down for 2 secs, Up + any Kick, [-EX-] Izuna Drop Press any Punch when close Sky High Claw - Charge Down for 2 secs, Up + any Punch [-EX-] Scarlet Terror - Charge DB for 2 secs, F + any Kick [-EX-] [-Armor Breaker-] [-Juggle-] Back Flip - PPP or KKK *PPP backflips further back Claw Throw - F, D, DF + any Punch Mask Throw - F, D, DF + 2 Punches - Takes 2 meters --------------- Special Normals --------------- Cosmic Heel - DF + HK [-Juggle-] Piece of Mercury - DF + MK [-Overhead-] Air Throw - In the air, LP + LK Kara Throw - HK quickly into LP + LK ---------------- Super and Ultras ---------------- Super: Flying Barcelona Special / - Charge DB for 2 secs, DF, DB, UF + any K Rolling Izuna Drop Press any Punch when close Ultras: I. Bloody High Claw - Charge DB for 2 secs, DF, DB, UF + KKK [-Armor Breaker-] II. Splendid Claw - Charge DB for 2 secs, F, B, F + KKK ---- Vega -------------------------------------------------------------------------------- S E T H ------- ------------- Special Moves ------------- Sonic Boom - D, DF, F + any Punch [-EX-] [-FADC-] Shoryuken - F, D, DF + any Punch x 3 [-EX-] [-FADC-] *EX you can do 6 motions Multi Kicks - D, DB, B + any Kick [-EX-] [-Armor Breaker-] *EX goes through projectiles Tanden Engine - D, DB, B + any Punch [-EX-] *EX requires two blue bars *EX also has juggle properties, catch opponents when falling Teleport - F, D, DF or B, D, DB + PPP or KKK Spinning Pile Driver - 360 + any Punch [-EX-] Dive Kick - In the air, Down + HK Head Stomp - In the air, Down + MK *This can hit multiple times and Dive Kick can follow Wall Jump - In the air, Forward --------------- Special Normals --------------- Elbow - D + HP - 2 hits [-Juggle-] Jump MP - [-Juggle-] ---------------- Super and Ultras ---------------- Super: Tanden Storm - D, DF, F x 2 + any Punch Ultras: I. Tanden Stream - D, DF, F x 2 + PPP [-Armor Breaker-] II. Tanden Typhoon - D, DB, B x 2 + PPP ---- Seth -------------------------------------------------------------------------------- G O U K E N ----------- ------------- Special Moves ------------- Fireball - D, DF, F + any Punch [-EX-] [-FADC-] [-Juggle-] *Hold Punch to charge up 2 hits. *LP - shoots straight. MP - diagonally up. HP - vertically Running Palm - F, D, DF + any Punch [-EX-] [-FADC-] [-Armor Breaker-] *EX juggles Hurricane Kick - D, DB, B + any Kick [-EX-] [-FADC-] [-Air-] *EX Air Hurricane you can steer left or right Counter Move - B, D, DB + Punch or Kick [-EX-] [-FADC-] Punch for mid/high attacks Kick for low attacks *EX Counter parries all attacks Demon Flip - F, D, DF + any Kick [-EX-] The following can be performed: LP + LK - throw when close Kicks - Dive kick Punches - Counter attempt. Opponent must attack. Nothing - will result in a slide when he lands *EX tracks opponent Dive Kick - In the air, jump forward: D + MK Back Throw - Back + LP + LK [-Juggle-] --------------- Special Normals --------------- Overhead - F + MP ---------------- Super and Ultras ---------------- Super: Forbidden Shoryuken - D, DF, F x 2 + any Punch [-Armor Breaker-] Ultras: I. Shin Shoryuken - D, DF, F x 2 + PPP [-Armor Breaker-] II. Denjin Hadoken - D, DF, F x 2 + KKK This can be charged up by holding the Kick buttons for even more damage. It also has wallbounce properties. ------ Gouken -------------------------------------------------------------------------------- A K U M A --------- ------------- Special Moves ------------- Fireball - D, DF, F + any Punch [-EX-] [-FADC-] [-Air-] *EX in the corner can lead to HP Shoryuken Red Fireball - F, DF, D, DB, B + any Punch [-EX-] [-FADC-] Hurricane Kick - D, DB, B + any Kick [-EX-] [-Air-] *EX ground Hurricane has vacuum properties Shoryuken - F, D, DF + any Punches [-EX-] [-FADC-] Teleport - F, D, DF + PPP or KKK Dive Kick - In the air, jump forward: D + MK Demon Flip - F, D, DF + any Kick [-EX-] The following can be performed: LP + LK - throw when close Kicks - Dive kick Punches - Hammer fist Nothing - will result in a slide when he lands *EX tracks opponent --------------- Special Normals --------------- Overhead Chop - F + MP ---------------- Super and Ultras ---------------- Super: Raging Demon - LP, LP, Forward, LK, HP Ultras: I. Wrath of the Raging Demon - LP, LP, Back, LK, HP II. Tornado Kick - Up, Up + KKK ----- Akuma -------------------------------------------------------------------------------- S A G A T --------- ------------- Special Moves ------------- High Tiger Shot - D, DF, F + any Punch [-EX-] [-FADC-] Low Tiger Shot - D, DF, F + any Kick [-EX-] [-FADC-] *EX shot in the corner can lead to Ultra Tiger Uppercut - F, D, DF + any Punches [-EX-] [-FADC-] *EX Uppercut can lead to Ultra Tiger Knee - F, D, DF + K [-EX-] [-FADC-] [-Armor Breaker-] *Anti-air Tiger Knee can juggle twice in corner Angry Scar - D, DB, B x 2 + any Punch *Need 1 meter. Powers up 1 uppercut. --------------- Special Normals --------------- High Step Kick - F + HK [-Juggle-] Elbow - F + HP [-Overhead-] Low Step Kick - F + LK [-Kara-] Fake Kick - HK, HK - must be done fast ---------------- Super and Ultras ---------------- Super: Tiger Genocide - D, DF, F x 2 + any Kick Ultras: I. Tiger Destruction - D, DF, F x 2 + KKK II. Tiger Cannon - D, DF, F x 2 + PPP ----- Sagat -------------------------------------------------------------------------------- C A M M Y --------- ------------- Special Moves ------------- Spiral Arrow - D, DF, F + any Kick [-EX-] [-FADC-] *EX travels through all projectiles Cannon Spike - F, D, DF + any Kick [-EX-] [-FADC-] Spin Knuckle - F, DF, D, DB, B + any Punches [-EX-] [-Armor Breaker-] Hooligan Combination - DB, D, DF, F, UF + any Punches, LP + LK to throw [-EX-] *EX has a higher arc, travels faster and will track Cannon Strike - In the air, jump forward: D, DB, B + any Kick [-EX-] *For instant EX Strikes - add a UB in the end, must be fast ---------------- Super and Ultras ---------------- Super: Spin Drive Smasher - D, DF, F x 2 + any Kick Ultras: I. Gyro Drive Smasher - D, DF, F x 2 + KKK II. Cammy Quick Combination - D, DB, B x 2 + PPP - Counter Ultra ----- Cammy -------------------------------------------------------------------------------- D E E J A Y ------------ ------------- Special Moves ------------- Slasher - Charge Back for 2 secs, Forward + any Punch [-EX-] [-FADC-] Double Rolling Sobat - Charge Back for 2 secs, Forward + any Kick [-EX-] [-FADC-] [-Armor Breaker-] *EX version can pass through projectiles Upkicks - Charge Down for 2 secs, Up + any Kick [-EX-] *You can chain 2 anti-air HK Upkicks Machinegun Upper - Charge Down for 2 secs, Up + any Punch [-EX-] Mash Punch for more hits *EX has juggle properties ---------------- Super and Ultras ---------------- Super: Sobat Carnival - Charge Back for 2 secs, Forward, Back, Forward + any Kick Ultras: I. Sobat Festival - Charge Back for 2 secs, Forward, Back, Forward + KKK II. Climax Beat - Charge DB for 2 secs, DF, DB, UF + PPP [-Armor Breaker-] ------- Dee Jay -------------------------------------------------------------------------------- B A L R O G ----------- ------------- Special Moves ------------- *All EX Dashes will absorb one hit. Dashing Punch - Charge Back for 2 secs, Forward + any Punch [-EX-] [-FADC-] Dashing Low Punch - Charge Back for 2 secs, DF + any Punch [-EX-] [-FADC-] Dashing Overhead Punch - Charge Back for 2 secs, DF + any Punch [-EX-] (Hold Punch) [-Armor Breaker-] *This can lead to combos Dashing Uppercut - Charge Back for 2 secs, Forward + any Kick [-EX-] [-FADC-] *EX version can lead to combos Dashing Low Uppercut - Charge Back for 2 secs, DF + any Kick [-EX-] [-FADC-] [-Armor Breaker-] Buffalo Headbutt - Charge Down for 2 secs, Up + any Punch [-EX-] [-Armor Breaker-] *Both versions can lead to Ultra 1 Turn Around Punch - Hold PPP or KKK for 2 secs. Longer hold = more damage [-FADC-] [-Armor Breaker-] ---------------- Super and Ultras ---------------- Super: Crazy Buffalo - Charge Back for 2 secs, Forward, Back, Forward + any Punch [-Armor Breaker-] Ultras: I. Violent Buffalo - Charge Back for 2 secs, Forward, Back, Forward + PPP or KKK [-Armor Breaker-] II. Dirty Bull - 720 + PPP - Does 700 stun points ------ Balrog -------------------------------------------------------------------------------- F E I L O N G -------------- ------------- Special Moves ------------- Rekka Ken - D, DF, F + any Punch x 3 [-EX-] [-FADC-] *EX version will eat 1 projectile Flame Kick - B, D, DB + any Kick [-EX-] [-FADC-] Flying Kick - B, DB, D, DF, F, UF + any Kick [-EX-] [-Armor Breaker-] *First hit is Armor Breaking, Regular and EX *EX travels completely through projectiles Flip Grab - F, DF, D, DB, B + any Kick [-EX-] --------------- Special Normals --------------- Hop Kick - F + MK [-Overhead-] Engekishu - F + HK ---------------- Super and Ultras ---------------- Super: Rekka Shin Ken - D, DF, F x 2 + any Punch Ultras: I. Rekka Shin Geki - D, DF, F x 2 + PPP II. Gekirinken - B, DB, D, DF, F x 2 + KKK - Counter Ultra -------- Fei-Long -------------------------------------------------------------------------------- T. H A W K ---------- ------------- Special Moves ------------- Mexican Typhoon - 360 + any Punch [-EX-] Condor Spire - B, D, DB + any Punch [-EX-] *EX version is Armor Breaker Condor Dive - Jump straight up or forward, PPP [-EX-] [-Armor Breaker-] Tomahawk Buster - F, D, DF + any Punch [-EX-] *EX Tomahawk can be followed with EX Condor Dive --------------- Special Normals --------------- Heavy Body Press - In air, jump forward or back: D + HP Heavy Shoulder - In air, jump forward or back: D + MP Thrust Peak - DF + LP ---------------- Super and Ultras ---------------- Super: Double Typhoon - 720 + any Punch Ultras: I. Raging Typhoon - 720 + PPP II. Raging Slash - F, DF, D, DB, B x 2 + PPP ------- T. Hawk -------------------------------------------------------------------------------- G E N ----- ------------- Special Moves ------------- Mantis Style - PPP Mantis Moves ------------ Rapid Slaps - Press Punch button Rapidly [-EX-] [-FADC-] Air Kicks - F, D, DF + any Kick, Press Kicks [-EX-] *You can cancel this to Jyakoha when high in the air Crane Style - KKK Crane Moves ----------- Rolling Attack - Charge Back for 2 secs, Forward + any Kick [-EX-] [-FADC-] *EX travels through projectiles Wall Jump - Charge Down for 2 secs, Up + any Kick [-EX-] [-Armor Breaker-] From wall hop: Forward - Dive Kick [-Juggle-] Back - Gen jumps to the ground Up - Gen goes to the ceiling From ceiling: Down - Dive Kick on top of opponents head [-Juggle-] Left - Dive Kick to the left [-Juggle-] Right - Dive Kick to the right [-Juggle-] *EX Wall Jump is a great escape move --------------- Special Normals --------------- Air Double Kicks - in air: HK, HK - combo possibilities Overhead - In Crane Stance: MP Low Kick - In Crane Stance: D + LK [-Juggle-] ----------------- Supers and Ultras ----------------- Supers: Mantis - Zan'ei - D, DF, F x 2 + any Punch [-Armor Breaker-] [-Juggle-] Crane - Jyakoha - D, DF, F x 2 + any Kick Ultras: I. Mantis - Zetsuei - D, DF, F x 2 + PPP [-Armor Breaker-] Crane - Ryukoha - D, DF, F x 2 + KKK II. Mantis - Shitenketsu - D, DB, B x 2 + PPP Crane - Teiga - In air, D, DF, F x 2 + KKK [-Armor Breaker-] --- Gen -------------------------------------------------------------------------------- D A N ----- ------------- Special Moves ------------- Fireball - D, DF, F + any Punch [-EX-] [-FADC-] Dragon Punch - F, D, DF + any Punch [-EX-] [-FADC-] Hop Kicks - D, DB, B + any Kick [-EX-] [-Air-] [-Armor Breaker-] Air Taunt - In air, HP + HK ---------------- Super and Ultras ---------------- Super: Hissho Buraiken - D, DF, F x 2 + any Punch Super Taunt - D, DF, F x 2 + HP + HK Ultras: I. Shisso Buraiken - D, DF, F x 2 + PPP II. Haoh Gadouken - D, DF, F x 2 + KKK --- Dan -------------------------------------------------------------------------------- S A K U R A ----------- ------------- Special Moves ------------- Fireball - D, DF, F + any Punch [-EX-] [-FADC-] Big Fireball: Hold Punch Dragon Punch - F, D, DF + any Punch [-EX-] [-FADC-] *LP Dragon punch can juggle into HP Dragon punch *EX can go through a few projectiles Hurricane Kick - D, DB, B + any Kick [-EX-] [-Air-] [-Armor Breaker-] *EX leads to juggle Otoshi - F, D, DF + any Kick, Press any Punch when near [-EX-] *EX Tracks opponent --------------- Special Normals --------------- Overhead Kick - F + MK ---------------- Super and Ultras ---------------- Super: Karu Ichiban - D, DB, B x 2 + any Kick Ultras: I. Haru Ranman - D, DB, B x 2 + PPP [-Armor Breaker-] II. Shinku Hadoken - D, DF, F x 2 + PPP or KKK PPP for straight KKK for up angle ------ Sakura -------------------------------------------------------------------------------- C O D Y ------- ------------- Special Moves ------------- Knife Grab - Stand on knife, D + PPP *Knife does chip damage when opponent blocks Stone/Knife Throw - D, DF, F + any Punch [-EX-] [-FADC-] Ruffian Kick - D, DF, F + any Kick [-EX-] [-FADC-] [-Armor Breaker-] *HK Ruffian anti-air can juggle *EX Low slide can go through projectiles Criminal Upper - D, DB, B + any Punch [-EX-] [-FADC-] Zonk Knuckle - Hold Punch for 2 secs - Longer hold = more damage [-EX-] [-FADC-] [-Armor Breaker-] *Goes through fireballs *EX has lots of invincibility Bad Spray - Up + any Punch while Quick Rise Fake Stone - Down + HP + HK --------------- Special Normals --------------- Stomach Blow - F + MP Crack Kick - F + HK. Anti-air can combo into Ultra 1 or Criminal in corner Jaw Crusher - B + MP Hammer Hook - F + HP [-Overhead-] ---------------- Super and Ultras ---------------- Super: Dead End Irony - D, DF, F x 2 + any Punch Ultras: I. Final Destruction - D, DF, F x 2 + PPP [-Armor Breaker-] II. Last Dread Dust - D, DB, B x 2 + PPP ---- Cody -------------------------------------------------------------------------------- G U Y ----- ------------- Special Moves ------------- Dashing Elbow - D, DB, B + any Punch [-EX-] [-FADC-] [-Armor Breaker-] *EX can juggle *Regular LP can juggle in corner Hurricane Kick - D, DB, B + any Kick [-EX-] Flying Elbow Drop - D, DF, F + any Punch [-EX-] Flip Throw - After Flying Elbow Drop: Press any Punch by opponent [-EX-] Run - D, DF, F + any Kick, Press any Kick [-EX-] After the initial run you can do: LK - Stop run MK - Do a slide kick [-FADC-] HK - Do a jumping kick [-Overhead-] Air Throw - Both in air, D, DF, F + any Kick [-EX-] Wall Jump - Near corner, Forward --------------- Special Normals --------------- Elbow Drop - In air, Down + MP Neck Breaker - F + MP [-Overhead-] Ninja Sickle - DF + HK [-Juggle-] ------------- Target Combos ------------- 1. LP, MP, HP, HK or Down + HK 2. MP, HP You can juggle and FADC Bushin enders ---------------- Super and Ultras ---------------- Super: Bushin Hasoken - D, DF, F x 2 + any Punch Ultras: I. Bushin Goraisenpujin - D, DF, F x 2 + KKK [-Armor Breaker-] II. Bushin Muso Renge - F, DF, D, DB, B x 2 + PPP --- Guy -------------------------------------------------------------------------------- H A K A N --------- ------------- Special Moves ------------- Oil Up! - F, D, DF + any Kick [-EX-] *Oiling will enhance moves and Focus range *EX Oil goes through projectiles Oil Slide / - D, DF, F + any Punch [-EX-] [-FADC-] [-Armor Breaker-] Body Press Press any Punch rapidly for Body press Oil Rocket - 360 + any Punch [-EX-] Oil Dive - 360 + any Kick [-EX-] Coward Crouch - Down + PPP - dodge move --------------- Special Normals --------------- Air Throw - In air, LP + LK Smash - F + LP Tackle - F + MP Spear - F + HP Step Low - F + LK Front Kick - F + MK Step Knee - F + HK Jump MP - [-Juggle-] ---------------- Super and Ultras ---------------- Super: Flying Oil Spin - D, DF, F x 2 + any Punch Ultras: I. Oil Coaster - 720 + PPP II. Oil Combination Hold - Down x 3 + KKK ----- Hakan -------------------------------------------------------------------------------- A D O N ------- ------------- Special Moves ------------- Rising Jaguar - F, D, DF + any Kick [-EX-] [-FADC-] *LK can juggle Jaguar Kick - B, D, DB + any Kick [-EX-] [-Air-] [-Armor Breaker-] *EX can juggle into Avalanche *Regular Air Kick can start combos Jaguar Tooth - F, DF, D, DB, B + any Kick [-EX-] [-Armor Breaker-] *HK tooth can start combos *EX Tooth can be juggled in corner, also in anti-air --------------- Special Normals --------------- Jaguar Crunch - F + MP [-Overhead-] *Can start combos ---------------- Super and Ultras ---------------- Super: Jaguar Varied Assault - D, DF, F x 2 + any Punch. then P or K Punches for Thousand Jaguars Kicks for Jaguar Assassin Ultras: I. Jaguar Revolver - D, DB, B x 2 + KKK [-Armor Breaker-] II. Jaguar Avalanche - D, DF, F x 2 + KKK [-Armor Breaker-] ---- Adon -------------------------------------------------------------------------------- R O S E ------- ------------- Special Moves ------------- Soul Spark - B, DB, D, DF, F + any Punch [-EX-] [-FADC-] Soul Spiral - D, DF, F + any Kick [-EX-] [-FADC-] [-Armor Breaker-] Soul Reflect - D, DB, B + any Punch [-EX-] LP - absorbs the projectile, giving you half a blue block MP - bounces the projectile back horizontally HP - bounces the projectile back diagonally. HP has juggle ability up close. Soul Throw - F, D, DF + any Punch [-EX-] --------------- Special Normals --------------- Slide - DF + MK Soul Piede - F + HK [-Juggle-] (in air) ---------------- Super and Ultras ---------------- Super: Aura Soul Spark - D, DF, F x 2 + any Punch Ultras: I. Illusion Spark - D, DF, F x 2 + PPP [-Armor Breaker-] II. Soul Satellite - D, DB, B x 2 + PPP [-Juggle-] ---- Rose -------------------------------------------------------------------------------- Combos: ------- These are practical combos that can be used in matches. None of that trial combos junk! Even though some useful ones appear on the list.. -------------------------------------------------------------- Legend: j. - Jump in c. - crouch (hold down) st. - standing FA - Focus attack FADC - Focus Attack Dash Cancel xx - cancel into crossup - jump over opponent to hit them on the other side -------------------------------------------------------------- Ryu ___ 1. j.HK, c.HK 2. c.LP x 2, st.LP, c.HK 3. c.MP x 2, c.HK 4. c.LP x 3, c.MK, Fireball or EX Fireball 5. F + HP, D + HP, Shoryuken 6. j.HP, c.MK, Fireball or Hurricane Kick 7. c.MK xx Fireball or Super 8. air-to-air: j.MP, land, Super 9. any anti-air Shoryuken trade and Ryu is on the ground, EX Fireball Ultra setups: ------------ 1. Level 3 FA, F + HP, Shoryuken xx FADC, Ultra 1 2. opponent in corner: EX Fireball, Ultra 1 3. opponent in corner: EX Hurricane, Ultra 1 4. c.MK, Fireball xx FADC, Ultra 2 5. air-to-air: j.MP, land, Ultra 1 ---- Ken ___ 1. Crossup j.MK, c.LP x 3, Shoryuken 2. j.HK, c.HK 3. c.MK xx Fireball 4. c.LP x 2, st.LP, EX Hurricane 5. j.HK, c.MK, EX Hurricane 6. MP, HP xx Shoryuken (use on standing opponents) 7. any anti-air Shoryuken trade and Ken is on the ground, EX Fireball or Shoryuken Ultra setups: ------------ 1. 2nd or 3rd hit of HP Shoryuken xx FADC, Ultra 1 2. Fireball xx FADC, Ultra 2 3. c.LP x 2, st.LP, Ultra 2 ---- E. Honda ________ 1. j.HK, c.MK, Headbutt 2. ground or anti-air: Headbutt xx Super 3. j.HP, c.LP, Hand Slap ---- Juri ____ 1. c.LK x 2, st.LK, Pinwheel or EX Pinwheel 2. c.LK, st.LP, c.MK, Pinwheel or EX Pinwheel 3. air-to-air: j.MP, j.MP, LK Dive Kick 4. EX Dive Kick, EX Pinwheel Ultra setups: ------------ 1. EX Dive Kick, Ultra 2 2. Activate Ultra 1: c.LK, c.MK, c.HK 3. Activate Ultra 1: st.LP, st.LK, st.MK, st.MP, st.HP, EX Pinwheel 4. Activate Ultra 1: Hold Light Fireball, c.MK, Release xx FADC, st.LP, st.LK, st.MK, st.MP, st.HP, EX Pinwheel ---- Chun-Li _______ 1. c.LK x 2, EX Lightning Kick 2. c.LP x 2, st.LP, st.HP 3. j.HP, c.HP (1st hit) xx Spinning Bird Kick 4. c.MK xx Super 5. air-to-air: j.HP, land, EX Lightning or Spinning Bird Kick Ultra setups: ------------ 1. c.LK x 2, EX Lightning Kick, Ultra 2 2. opponent near wall: c.LK x 2, EX Lightning Kick, Ultra 1 3. j.HP, Ultra 1 or 2 4. opponent near wall: EX Spinning Bird Kick, Ultra 1 or 2 ---- Dhalsim _______ 1. B + MK xx LP Flame 2. B + HP (1 hit) xx MP Flame or EX Flame 3. B + MK, LP Flame xx Super 4. close: MP or HP Flame, Super 5. air-to-air: Head Drill, land, Super 6. LK Slide xx Super Ultra setups: ------------ 1. Activate Ultra 1, Teleport and use overheads to fool opponent 2. Level 2 or 3 Focus, Ultra 2 ---- Guile _____ 1. c.MP, Flash Kick 2. j.HP, st.HP, Sonic Boom 3. j.HP, Target combo 4. j.HP, High Kick, EX Flash Kick 5. j.HK, c.HK 6. c.LK, c.LP, c.MP, Sonic Boom 7. c.LP x 2, c.MP, Sonic Boom 8. crossup j.LK, any combo Ultra setups: ------------ 1. anti-air LK Flash Kick, Ultra 1 ---- Blanka ______ 1. c.MK, Blanka Ball 2. c.LK x 2, c.LP, Blanka Ball 3. j.HK, c.MK, Blanka Ball xx Super 4. j.HP, c.LP, Electricity 5. st.LP, Electricity 6. close: st.MK, st.LP, Blanka Ball 7. crossup j.MK, any combo Ultra setups: ------------ 1. j.MK, c.MK xx Ultra 1 ---- Zangief _______ 1. c.LK, Lariat 2. anti-air Quick Lariat, EX Banishing Flat 3. c.LP x 2, st.LP, EX Banishing Flat 4. st.LK x 3, EX Banishing Flat 5. crossup D + HP, c.LK, Lariat 6. c.LP x 3, st.LK, EX Banishing Flat 7. c.LK x 4, EX Banishing Flat ---- Ibuki _____ 1. st.HP, Energy Grab 2. Jumping Double Kick, Super 3. j.HP, st.MK, Spin Kick 4. opponent in corner: EX Spin Kick, Energy Grab 5. c.LK, c.LP, st.LP, c.MP, Neck Breaker 6. knockdown opponent: Crossup Kunai into any combo 7. Jump Flip xx Kunai or Super Ultra setups: ------------ 1. c.LK, c.LP, st.LK, st.MK, Super Jump xx Ultra ---- Makoto ______ 1. st.HP, Hayate (Dash Punch) 2. c.LK, Hayate 3. opponent in air: EX Fukiage x 2 4. opponent in air: LP Fukiage xx FADC, LP Fukiage 5. opponent in air: LP Fukiage, Tsurugi 6. MK Tsurugi, c.LP, LP Hayate 7. Karakusa, st.HP, Hayate 8. st.HK xx Super 9. c.LP x 3, LP Hayate Ultra setups: ------------ 1. Karakusa, Ultra 1 2. Karakusa, st.HP, Hayate xx Super, Ultra 1 ---- Dudley ______ 1. LP Uppercut, HP Uppercut 2. st.HK, EX Machine Gun Blow, Duck Upper 3. c.LP x 2, st.HK, EX Machine Gun Blow, any ender 4. j.HP, c.MP, Uppercut 5. LP Uppercut, Super 6. c.HK, Super 7. c.HK, Duck, Super Ultra setups: ------------ 1. opponent in corner: c.HK, Ultra 2 2. LP Uppercut, Ultra 2 3. Short Swing Blow, Ultra 2 ---- Abel ____ 1. c.HP, Falling Sky 2. c.MP, Change of Direction 3. F + MK, Dash, st.HP, Change of Direction 4. F + MK, Dash, c.MP xx FADC, c.HP, LK Roll, Falling Sky 5. anti-air c.HP, Roll, Falling Sky 6. crossup: j.MK, any combo Ultra setups: ------------ 1. c.HP, Ultra 1 2. c.MP, LP Change of Direction xx FADC, c.HP, Ultra 1 3. F + MK, Dash, st.HP, Change of Direction xx FADC, c.HP, Ultra 1 ---- C. Viper ________ 1. c.LK, st.LK, c.MP, LP or MP Thunder Knuckle 2. st.MP, c.MP, LP or MP Thunder 3. c.MK, MP Thunder 4. anti-air: HP Thunder x 2 5. LP or EX Seismo Hammer, Flame Kick 6. crossup j.HK, any combo 7. close: c.HP, Thunder Knuckle Cancel, c.HP, any ender 8. opponent in corner: Flame Kick, MP Thunder, HP Thunder Ultra setups: ------------ 1. st.LK, st.LP, High Jump, Ultra 1 2. EX Seismo Hammer, Super Jump, Ultra 2 3. close st.HP, Super Jump, Ultra 2 4. EX Seismo Hammer, Ultra 1 5. HP Thunder xx FADC, Ultra 1 6. anti-air HP Thunder, Ultra 1 7. anti-air HP Thunder, Super Jump, Ultra 2 8. opponent in corner: Flame Kick, Ultra 1 ---- M. Bison ________ 1. c.LK x 3, LK Scissor Kick 2. c.MK, Scissor Kick or Psycho Crusher 3. air-to-air: j.MP x 2, land, st.HP or st.HK 4. j.HP, st.HP, HP Psycho Crusher 5. c.MP, st.MK 6. crossup j.HK, st.LK x 2, st.HK 7. j.HK, st.HP, c.LK, Psycho Crusher 8. j.MK, c.LK, c.LP, c.MK, Psycho Crusher 9. crossup j.MK, any combo Ultra setups: ------------ 1. air-to-air: j.MP x 2, land, Ultra 1 or 2 ---- Rufus _____ 1. j.HP, st.HP, Galactic Tornado 2. Dive Kick, st.LK x 2, st.HP, Galactic Tornado 3. opponent in corner: st.HP, HP Galactic Tornado, LP Galactic Tornado 4. c.LP, EX Galactic Tornado 5. crossup Dive, any combo 6. air-to-air: j.HK (2-hits), EX Snake Strikes 7. Target combo, EX Snake Strikes 8. crossup j.MK, any combo Ultra setups: ------------ 1. Messiah Kick xx FADC, Ultra 1 2. air-to-air: j.HK (2-hits), land, Ultra 1 3. Target combo, Ultra 1 4. opponent in corner: any combo that ends with HP Galactic Tornado, Ultra 1 ---- El Fuerte _________ 1. The Infinite: close st.HP, Habanero Dash, stop with LP, close st.HP, Repeat Yes it's hard to do! 2. F + MK, st.LP x 4 3. close HK, Guacamole Leg Throw or Body Splash 4. c.MK xx Super 5. st.LP x 3, st.LK, c.MK ---- Vega ____ 1. j.HP, st.HP (2-hits), c.MP 2. anti-air or ground: LK Scarlet Terror, EX Scarlet Terror 3. c.MP, EX Flying Barcelona Attack > Izuna Drop 4. Cosmic Heel, EX Scarlet Terror 5. Cosmic Heel, D + HK ---- Seth ____ 1. c.HP (2-hits), LP Shoryuken, Head Stomps into Dive Kick 2. c.LP X 2, c.MP, Multi Kicks 3. j.HK, st.HP, Multi Kicks 4. c.HP (2-hits), Multi Kicks 5. opponent in corner: c.MP or st.HP, Multi Kicks, Head Stomps into Dive Kick 6. air-to-air: j.MP (2-hits), Head Stomps into Dive Kick Ultra setups: ------------ 1. opponent in corner: any combo that ends with Multi Kicks, Ultra 2 2. air-to-air: j.MP (2-hits), Ultra 2 3. Shoryuken xx FADC, Ultra 2 ---- Gouken ______ 1. c.MP, Fireball 2. close, st.HP, EX Running Palm, Dash, Hurricane 3. Back Throw, j.MP, land, EX Hurricane 4. Back Throw, Super 5. Land a High counter xx Super 6. anti-air: air Fireball, Running Palm 7. opponent in corner: anti-air: air Fireball, EX Running Palm, any ender Ultra setups: ------------ 1. Back Throw, Ultra 1 or 2 2. air-to-air: j.MP, land, Ultra 1 3. opponent near wall: EX Running Palm, Ultra 1 or 2 4. opponent in corner: anti-air: air Fireball, Ultra 1 or 2 5. opponent in corner: any Counter xx FADC, Ultra 1 ---- Akuma _____ 1. c.LP x 2, c.LK, c.MK, Fireball 2. c.MK, LK Hurricane Kick, Shoryuken 3. c.LP x 2, st.LP, c.HK 4. c.MK, Fireball 5. Dive Kick, any combo 6. Crossup air Hurricane, c.HK 7. Crossup air LP Fireball, if it hits -> any combo ---- Sagat _____ 1. c.MK, Low Tiger Shot 2. c.LK x 2, c.LP, Uppercut 3. anti-air: F + HK x 2 4. j.HK, c.MK, Uppercut 5. opponent in corner: anti-air: LK Tiger Knee x 2 Ultra setups: ------------ 1. EX Uppercut, Ultra 1 2. anti-air: F + HK, Ultra 1 or 2 3. opponent in corner: EX Low Tiger Shot, Ultra 1 or 2 4. any FADC combo with Uppercut, Ultra 1 or 2 5. anti-air: any Uppercut trade while your in the ground, F + HK, Ultra 1 or 2 ---- Cammy _____ 1. c.MK, Spiral Arrow 2. j.HP, st.HP, Cannon Spike 3. Cannon Strike, c.LK, c.LP x 2, Spiral Arrow 4. Cannon Spike xx FADC, Cannon Spike 5. Far D + HP, c.MK, Spiral Arrow 6. Crossup j.LK, st.MP, c.MK, Spiral Arrow Ultra setups: ------------ 1. Cannon Spike xx FADC (Backwards), Ultra 1 2. Jump in HP or HK, Ultra 1 3. LP Spin Knuckle, Ultra 1 ---- Dee Jay _______ 1. c.LP x 3, c.MK 2. crossup j.MK, any combo 3. c.LP x 2, c.MP, MK Double Rolling Sobat 4. j.HK, c.MP, Upkicks 5. anti-air: HK Upkicks x 2 6. opponent in corner: EX Machine Gun Upper, EX Upkicks 7. c.LP, c.MP, EX Machine Gun Upper, EX Slasher Ultra setups: ------------ 1. opponent in corner: EX Machine Gun Upper, Ultra 2 2. anti-air: D + HK, Ultra 2 ---- Balrog ______ 1. c.LP x 2, st.LP, c.HK 2. j.HP, c.HK 3. c.LP x 2, st.LP, LP Straight Dash 4. c.LP x 2, c.LK, Headbutt 5. c.MP, Straight Dash 6. EX Dash Upper, c.LP, c.LK, Headbutt Ultra setups: ------------ 1. any combo that ends with Headbutt, Ultra 1 *To land the Ultra after the Buffalo Headbutt, charge down, then go to up-back to hold the charge, and when you land from the Buffalo Headbutt input the command for the Ultra. By holding up-back during the Buffalo Headbutt the game will see this as you never losing a charge that is required for the Ultra. 2. anti-air Turn Around Punch, Ultra 1 ---- Fei Long ________ 1. st.HP, Rekka Ken 2. st.HP, Flame Kick 3. Flying Kick, st.HP, Rekka Ken 4. Flying Kick, st.HP, Flame Kick xx FADC, Flying Kick 5. c.LK x 2, st.LP, c.LP, Rekka Ken Ultra setups: ------------ 1. Flame Kick xx FADC, Ultra 1 - It juggles at least 2 or 3 hits ---- T. Hawk _______ 1. st.LP, c.MP 2. Crossup D + HP, any combo 3. st.MK, EX Condor Spire 4. EX Condor Spire, EX Tomahawk Buster 5. st.LP x 2, st.MP ---- Gen ___ 1. (Mantis) st.MK, Rapid Slaps 2. st.MP (Mantis), c.LK (Crane), Zan'ei or Sweep 3. j.MK, st.HP, Rapid Slaps 4. Dive Kick, Air Kicks 5. Air Double Kicks, c.LP (Crane), Rolling Attack 6. Crossup MK (Crane), any combo Ultra setups: ------------ 1. Dive Kick, Ryukoha 2. Air Kicks, Jyakoha when high in the air 3. Zan'ei, Zetsuei ---- Dan ___ 1. j.HK, c.HP, Hop Kicks 2. c.MP, Fireball 3. Shoryuken xx FADC, Hop Kicks 4. LK Hop Kick, EX Shoryuken 5. EX Fireball xx FADC, st.HP, HK Hop Kick 6. crossup j.MK, any combo Ultra setups: ------------ 1. near corner / anti-air: LK Hop Kick or LP Shoryuken, Ultra 2 2. Shoryuken xx FADC, Ultra 2 3. st.HK, Super Taunt, Ultra 1 4. c.MP, Fireball xx Super Taunt, Ultra 1 5. not too near: EX Fireball, Ultra 1 ---- Sakura ______ 1. j.HP, st.HP, Dragon Punch 2. c.LP, c.HP, EX Hurricane, Otoshi 3. c.MK, EX Dragon Punch 4. crossup j.MK, any combo 5. LP Dragon Punch, MP Dragon Punch 6. LK Hurricane, c.HP, EX Hurricane, any ender or mixup 7. st.HP, LK Hurricane, st.LK, EX Hurricane, any ender or mixup 8. c.LK, c.LP, c.LK, EX Hurricane, any ender or mixup EX Hurricane resets and mixups. Land a EX Hurricane and do one of the following: * Walk up then Standing LP * Jumping LK * Jumping HK * Jumping HP * Walk up then F + MK * Walk up then Crouching HK (Sweep) * Walk up then Crouching LK You can dash under most of these to trick your opponent! Ultra setups: ------------ 1. EX Hurricane, Ultra 1 or 2 ---- Cody ____ 1. c.LP x 2, c.MP, Criminal Upper 2. j.HK, c.HP, Criminal Upper 3. c.LP, B + MP, Criminal Upper 4. crossup j.MK, any combo 5. anti-air: HK Ruffian xx FADC, MK Ruffian 6. Silly corner combo: Throw Knife, EX Ruffian, EX Criminal Upper 7. c.MP, HK Ruffian xx FADC, F + HK, EX Criminal Upper Ultra setups: ------------ 1. HK Ruffian xx FADC, Ultra 1 2. Zonk Knuckle xx FADC, Ultra 1 3. not near: Bad Stone, Ultra 2 ---- Guy ___ 1. 2. 3. 4. 5. 6. 7. Ultra setups: ------------ 1. 2. 3. ---- Hakan _____ 1. 2. 3. 4. 5. 6. 7. Ultra setups: ------------ 1. 2. 3. ---- Adon ____ 1. 2. 3. 4. 5. 6. 7. Ultra setups: ------------ 1. 2. 3. ---- Rose ____ 1. 2. 3. 4. 5. 6. 7. Ultra setups: ------------ 1. 2. 3. -------------------------------------------------------------------------------- Copyright 2010 - MJ (goforbrokehub@yahoo.com) This FAQ was created by MJ. It may freely be saved to your hard drive, or printed, if it is not used for monetary transactions. You may post it on a Website if you e-mail me first to inform me of this, no changes are made, and that I am given credit for this FAQ. I reserve the right to require any website hosting this work to remove it. Super Street Fighter IV Developed by Dimps/Capcom 2008-10. All Rights Reserved.