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Super Street Fighter IV: Trials Video Guide

Makoto

Notes: In Trials 14, and 15 pay attention as the Fukiage attack has a fairly small/tight hit box. Make a note of how high it launches Dan depending on when you hit him during the jump.

   

 

Rose

Notes: Rose's new Ultra, Soul Sattelite is almost exclusively for comboing, it does very litte damage but can add two additional hits to almost any combo. Note in trial 24 how Rose can actually launch a falling opponent with the Ultra just enough to air throw them. 

 

Rufus

Notes: Rufus remains a very strong, combo heavy monster who has a fairly steep learning curve but can be very rewarding once you figure him out. Make sure to hold forward when using the Galactic Tornado in the trial combos at all times, as it keeps Rufus close to his opponent and allows the moves to connect.

   

 

Ryu

Notes: Much Like Ken, Ryu’s trials are straightforward and involve a lot of FADCing with Shoryukens and fireballs. Ryu’s new Metsu Shoryuken reaches out a lot further than it seems and can be linked into a FADCed fireball.

   

 

Sagat

Notes: While Sagat has had his damage output and stamina tuned down a bit, he still has the same powerful moveset and combo options. In fact with his Tiger Cannon, Sagat can combo characters with EX projectiles. While the trials do not mention it, Sagat’s Angry Scar move can be used in combos and presents some interesting options because of its odd, brief time slowdown. Note that for trial 24 you have to backdash out of the EX canceled Tiger Uppercut in order to make sure the Tiger Cannon has room to connect.

   

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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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