Super Street Fighter IV: Trials Video Guide


Notes: Trials 20, 21,22, 23, and 24 all require Hakan to oil up before he attempts them, as oiling up makes Hakan’s normals faster making these combos possible.




Notes: Trial 24 is difficult as it requires you to use Ibuki’s High Jump to allow her to combo into her Ultra. This can be done by doing two quarter circle forward motions but ending the second one with up forward so that when you press all three kicks the move will trigger the frame after the high jump has been initiated. Like so: QCF+QCF into UF+KKK




Notes: Trials 19, 20, 21, and 22 all require Juri to be in Feng Shui Engine mode, so make sure you activate it before attempting them. Trial 23: Fuhajin, Juri’s kick fireball, can be stored by holding the kick button after you’ve done the quarter circle forward motion. Combo 23 requires you to begin the combo by charging a light Fuhajin fireball to use in the middle of the combo. Release the button after the crouch med punch , then focus cancel out as soon as it hits and perform the Ultra.




Notes: Ken’s trials are very straightforward and make a good entry point for learning how to use FADCs, as a lot of his combos require them. Make sure you don’t cancel the FA in Trial 23 though, as it needs to hit to link into Ken’s Ultra.



M. Bison

Notes: Bison’s Hell Attack air move knocks opponents out of the air and easily links into his Knee Press Nightmare super and his Psycho Punisher Ultra, which should seriously dissuade anyone from jumping around when Bison has full meter. As a charge character Bison’s combos require a lot of buffering, so make sure you’re always holding backwards to store a charge.



  • 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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