Super Street Fighter IV: Trials Video Guide


Notes: Sakura remains as combo centric as ever as her damage output from single moves is a little low. Learning how to combo into her EX Hurricane Kick is essential as the last hit sets the opponent up for your Ultra. Make sure to wait until the last moment to connect with her Haru Ranman Ultra.




Notes: Seth’s combos involve using his EX Tanden Engine vortex to suck people towards him, so make sure you buffer it to hit immediately after an attack. Tanden Typhoon is great for catching launched opponents as they fall which makes it a great fit for Seth as he has a ton of launch options.



T. Hawk

Notes: The EX Tomahawk Buster into Condor Dive of Trial 24 is deceptively simple, just press all three punch buttons after the EX Buster and T. Hawk will dive out of the buster into the falling opponent.




Notes: Vega relies on the range of his claw for a lot of his combos, and like other charge characters, it’s important to constantly store a down or back charge depending. Vega’s Bloody High Claw, now hits on the way up, and you can control which direction it goes by pointing towards the wall you want him to bounce off of as soon as you’ve input the command. This will make trial 16 much easier.




Notes: When trying to do the motion for Zangief’s Super and Ultra it can be difficult to not have Zangief jump around. The easiest way to pull it off is to buffer the move into other techniques like dashing, while in the animation for another move like the lariat, or while recovering. It takes some practice, but remember that the game isn’t super strict about the two full 360s, one and a half will usually do the trick.


May 7, 2010


  • 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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