There are many, many small ways you can make yourself more deadly at Super Street Fighter IV without having to play for hours and hours to learn the perfect timing of every move and combo. We have some character-specific tactics below, but to make sure everyone's on the same page, we should esplain a couple of terms we'll be using...
One way to keep your opponent guessing is by using a cross-up. Cross-ups are jumping attacks that strike an opponent from behind as you jump over them, forcing them to block from the opposite direction they were anticipating. Typically you use them after knocking an opponent down, so as to take them by surprise as they’re standing up. Guy’s Jumping MK or Zangief’s Body Splash are good examples.
Another valuable term to know is resetting. What does resetting mean? Some moves ‘reset’ opponents’ states. This is important because combos have damage scaling on them: the longer a combo, the less damage the last few hits will do. Resetting the opponent means that the damage stops getting scaled so your combos hurt your opponent even more. Every character has different ways for creating resets, so try to learn them all.
Below is a key to other common terms used in each entry:
LP – Light punch
MP – Medium punch
HP – Hard punch
LK - Light kick
MK – Medium kick
HK – Hard kick
3K – All three kicks simultaneously
3P – All Three punches simultaneously
QCF – Quarter circle forward (down, down-forward, forward)
HCF – Half circle forward (back, down-back, down, down-forward, forward)
All moves assume your character is facing right (Player one).
Hakan has some exclusive movement properties. He can walk around in his Focus Attack animation for one – just press MP + MK and move left and right. This means that you can catch opponents from far away by Focusing and then sneakily moving towards them during the animation. An Oily Hakan can also cancel his toward dash at any point into a normal move. This means it’s possible to do sequences such as Level 1 Focus Attack, dash cancel, HP for a three hit combo that’ll keep the pressure up.
Juri can ‘store’ up to three fireballs by holding the kick button when executing the command. Store a HK version of her fireball and you’ll have a great anti-air move stored and ready to unleash by releasing HK. Store a LK version, then after scoring a knockdown from a throw or sweep, you can release LK and force your opponent to block it as they’re getting up. That gives you plenty of time to jump in and cross-up.
Guy has a nasty setup that can be done against most characters in the corner. Cross-up the opponent with MK to land on the other side of your opponent and proceed to hit them with his Bushin Chain, making sure you finish the combo with down + HK. This will throw the opponent back into the corner. From here, if you time a standing or crouching jab on the opponent, it will reset them, allowing you to dash underneath or into close range, providing opportunity for more punishment.
Dee Jay can combo into his Climax Beat Ultra anywhere. If you’re in the corner, perform an EX Machine Gun Upper and link the Ultra on the end of it. You can even pull it off after connecting an EX MGU as long as you dash in before performing the Ultra. In order to get this to work, as soon as you complete the MGU motion, immediately charge back. Then as soon as Dee Jay has recovered from the hit animation, dash and hold down-back. It should give you enough charge time to release, and land your Climax Beat.
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