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Super Street Fighter IV: Trials Video Guide

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El Fuerte

Notes: Trial 24 requires you to use the Habanero Dash and cancel it with a jab punch in order to link the fierce punches. Like this: Habanero Dash(Any Punch)> LP>HP>Habanero Dash>LP>HP

   

 

Gen

Notes: Gen’s trials require some extremely nimble fingers as a lot of the later ones require you to switch your stance in the middle of a combo (Press all 3 P or K buttons depending). Gen’s Gekiro move allows Gen a tiny window to catch the falling opponent with his Jyakoha anti air Super, make sure you buffer the move to catch them at the last second. Note that Gen’s Supers and Ultras changed depending on which stance he’s in.

   

 

Gouken

Notes: Gouken’s new Fireball Ultra can be charged, which increases its damage and allows you to catch enemies off guard. His EX fireball is still an excellent choice for adding additional damage to falling opponents.

   

 

Guile

Notes: Guile’s Sonic Booms come out faster now in SSFIV, meaning you don’t have to charge back quite as long as before to do one.

   

 

Guy

Notes: Guy’s Hozanto move launches opponenets and allows for easy comboing, just make sure you time the move correctly to catch them on the way down.

   

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10 comments

  • 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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