JOYSTICK & MOVEMENT
Street Fighter 4 has the traditional joystick layout of previous games. You move, jump and crouch with the corresponding direction on the joystick, and there are 6 total buttons that you use to attack. Top row is your punches, the bottom row is your kicks.
- Light / Jab Punch
- Light / Short Kick
- Medium / Strong Punch
- Medium / Forward Kick
- Hard / Fierce Punch
- Hard / Round House Kick
You can also dash in this game by tapping the joystick forward or back twice. Back dashing will avoid throws and attacks when timed and spaced correctly.
LIGHT PUNCH + LIGHT KICK
Throws are an essential part of any street fighter game, Street Fighter 4 is no exception. Outside of performing a normal neutral throw, you can hold the joystick either forward and input the command to execute another variation of throw for your character.
To tech (break) a throw, press the throw command at the same time your opponent goes for a throw and you will see a blue flash that indicates you have successfully teched the throw.
Also known as Saving Attack
You can execute the Focus Attack by pressing medium punch and medium kick at the same time. You can hold it down for a set time to obtain three different levels. You can dash forward or back at anytime to cancel this charge.
- The Focus Attack must be a counter hit to crumple otherwise it will just stagger the opponent on hit.
- The Focus Attack will cause a crumple state on normal hit where one can follow up with a combo.
- The Focus Attack becomes unblockable and leads to a crumple state on hit.
To Focus Attack Dash Cancel (FADC) a special move of your own, upon impact of the special move, hold the Focus Attack down and dash forward or backwards. Doing this will use up two stocks of your Super Meter but will allow you to cancel out of your special move and recover much quicker than your opponent. This can lead to some devastating combos if used correctly and also allow you safely dash out of your special moves if the other player ends up blocking it.
ARMOR & ARMOR BREAKING MOVES
Although not new to the Street Fighter series, the EX Moves are new to most characters in this game. To perform an EX move, you simply execute a special move but instead of pressing just one kick or punch button, you press two. Most ex moves have special properties and/or multiple hits. Using an EX move will use up one stock of your Super Meter.
Super moves are available to you after you have built up your Super Meter from attacking and taking damage through out the round. The Super Meter carries over to each round as well. This will allow you to unleash a multi-hit move on your opponent that inflicts much more damage than a normal, special or EX move. Most special moves can be comboed into and are also super cancelable.
Think of Ultras as "EX Super Moves" in that they inflict a lot more damage than a Super and are typically a lot more flashy with the camera cutting to a stylized cinematic view of your character when you perform one.
There are two levels, level 2 obviously does more damage than level 1 but you wont obtain level 2 until you are nearly out of life. In regards to landing and Ultra, Most Ultras only connect after you have juggled your opponent and in general cannot be comboed into like you would Super moves. Keep in mind that you can connect an Ultra after a successful Focus Attack that leads to a crumple state with all characters in the game, but this is generally the only way to connect an Ultra on the ground without juggling the other player.
The Revenge Meter builds as you take damage through out the round. Once the revenge meter reaches a certain point, you are able to do an Ultra. The Revenge Meter resets at the beginning of each round.
You can quick rise by pressing all three punch buttons as you hit the ground or simply tapping down on the joystick. This allows you to roll and get up much quicker. Mix this up without quick rising to fool your opponent and mess with their okizeme (wake-up game).