Super Street Fighter IV: Trials Video Guide

Dee Jay

Notes: Dee Jay’s EX Machinegun Upper launches the opponent upward for additional comboing, but pulling off the Climax Beat move afterwards can be difficult. Just make sure to charge down back as soon as you see the Machinegun Upper connect and you should be able to catch your opponent just before they fall.




Notes: Virtually all of Dhalsim’s trial combos require you to use the non-stretch version of his attacks. You do this by holding back when doing any kick or punch. Note that it changes the move entirely in some cases.




Notes: Dudley’s Corkscrew Cross takes a moment to come out after the initial animation, so make sure to buffer the command so the move can execute as soon as possible in order to catch falling opponents. Crouching Hard Kick and light Jet Uppercut are great for launching your opponent then catching them with the Corkscrew Cross.




Notes: Honda’s Sumo Smash butt drop move will launch players for a short period of time if they get hit in the air which allows Honda to hit them with a Super/Ultra or Sumo Torpedo on their way down. This does huge damage, so use it to dissuade people from jumping in on you.



Fei Long

Notes: Fei Long’s Shien Kyaku flame kick works like Ryu and Ken’s shoryuken in that the first hit will launch the opponent, meaning you can FADC out of the move’s first hit and follow up with an additional attack.



  • AbigCAT - May 12, 2010 10:58 p.m.

    @adoggz -- dude, dont be a complaing street fighter, if you want to get a feel for combat combos / B&B, watch tournement matches on youtube or dont complain at all. also, thanks for the tips GR. also a tip for people wanting acctual fighting tips, one that helps me is setting up a cd of your fav songs, then get into the beat with the song, helps you pull off combos if you listen to the rythem of music to pin down combos, or just seem like a beast. lol =P
  • DirkSteele1 - May 9, 2010 9:40 p.m.

    W.O.W! Just makes me realise how lacking I am in true SSF IV skill. Most impressive.
  • twishart - May 8, 2010 8:31 p.m.

    Watching the Cammy videos only makes me realize how much progress I've still got to make. I'm still terrible at FADC, and some of those standing combos just don't seem to work for me...
  • R3DRUN - May 8, 2010 6:08 p.m.

    When it comes being new to Street Fighter, any help is good help. Too bad there is nothing that could help you from getting blisters on your thumbs or wrist strain from hours of the best intense one-on-one fighting games this generation.
  • Psylockerules - May 8, 2010 12:59 p.m.

    these look really helpful but im still finding im having a lot of trouble doing them on the 360 pad i cant afford a gamepad and never really gelled with the arcade sticks fricking vipers trials are killing my hands :(
  • xDxP - May 8, 2010 11:31 a.m.

    *hands cramping
  • GamesRadarMichaelGrimm - May 8, 2010 5:19 a.m.

    @adoggz Sorry you feel that way. When it comes to help like this there's really only so much a guide can do. It's up to you to get a feel for how each character's moves work and link together. Listening to the button presses is a good way to get a feel for when you should be making your inputs. We're talking about a game where milliseconds matter, and I feel these guides are as much help as you can reasonably get. Good luck!
  • adoggz - May 8, 2010 3:21 a.m.

    these are not that useful. there is 0 lead in to each challenge the angle of the stick is not very good and there is zero explanation of what they are doing or the timing. Its just a bunch of dudes showing off that they can do them.
  • REDman171 - May 8, 2010 2:30 a.m.

    damn theses guys are good
  • Cyberninja - May 8, 2010 1:49 a.m.

    thanks this is very helpful

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