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      Tuesday
      25Nov2008

      AKUMA / GOUKI - MOVES COMBOS & STRATEGY

      CHARACTER INTRO

      To Select Akuma, go to E. Honda and press UP. Press and button when his character box is highlighted.

      Akuma used to be a secret, highly over-powered novelty character that was on such a powerful scale, he was banned in tournament play. Now, in HD Remix, he is toned down so he can compete fairly with the rest of the cast.

      His air fireballs don't cover a stupendous amount of the screen any more, but can still be used to trap your opponent up close. There is a bit of recovery when doing the air fireball, although it often beats any moves your opponent throw in the air, as well as on the ground. This move can be done with the original Tiger Knee motion (Down, down-towards, towards, up-towards) so the fireball comes out right after leaving the ground.

      Akuma has plenty of trickyness with his air fireball after a knockdown. Once your opponent is knocked down, you can immediately do a cross up air fireball then land into different mix ups, like a cr. MK xx MK Hurricane Kick which leads to another knockdown.

      Juggling: After landing from a Hurricane Kick, he can juggle into a Dragon Punch for a total of three hits. This can work with an air/cross up Hurricane Kick as well. Sometimes, if you anti-air with a Dragon Punch and it only hits once or twice, you can Dragon Punch again for a total of three hits.

      His Super Move also does not do a tremendous amount of damage like other games he is in, but can set up the opponent after a knockdown, during block stun, or can bait even sweeps or fireballs. It is invulnerable and can not be thrown. The best way to avoid it is by simply jumping straight up. Last thing to remember: He takes A LOT of damage!

      SPECIAL MOVES

      GOU HADOUKEN (FIREBALL)QUARTER CIRCLE FORWARD + PUNCH

      • Can be done in air.

      SHAKUNETSU HADOUKEN (MULTI-HIT FIREBALL)
      HALF CIRCLE BACK + PUNCH

      GOU SHORYUKEN (DRAGON PUNCH)
      FORWARD, DOWN, DOWN-FORWARD + PUNCH

      TATSUMAKI ZANKUKYAKU (HURRICANE KICK)
      QUARTER CIRCLE BACK + KICK

      • Can be done in air.

      AHURA SENKU (TELEPORT)

      APPROACH (FAR)
      FORWARD, DOWN, DOWN-FORWARD + 2 PUNCHES

      APPROACH (SHORT)FORWARD, DOWN, DOWN-FORWARD + 2 KICKS

      RETREAT (FAR)BACK, DOWN, DOWN-BACK + 2 PUNCHES

      RETREAT (SHORT)BACK, DOWN, DOWN-BACK + 2 KICKS

      SUPER

      SHUN GOKU SATSU (RAGING DEMON)


      LIGHT PUNCH, LIGHT PUNCH, TOWARD, LIGHT KICK, HARD PUNCH

       

      • The Raging Demon is INVULNERABLE the whole time Akuma is floating through the air. The only way to avoid this move is to jump. Akuma can not grab you out of the first few frames of jumping.

       

      COMBOS

      Air Hurricane Kick, HP Dragon Punch

      Crossup HP Air Fireball, (land) cr. MK, MK Hurricane Kick, FP Dragon Punch (35-40% damage)

      Crossup HP Air Fireball, (land) Raging Demon Super (If you block the air fireball, the super is still difficult to avoid. You need to jump right after blocking the fireball.)

      Tuesday
      25Nov2008

      BALROG / BOXER - MOVES COMBOS & STRATEGY

      CHARACTER INTRO

      Everyone's favorite boxer uses his speed and strength to rush forward head-on. With a totally solid ground game and great normal moves, he's best used to rush down your opponent.





      SPECIAL MOVES

      DASH STRAIGHTCHARGE BACK, FORWARD + PUNCH

      DASH LOWER STRAIGHTCHARGE BACK, DOWN FORWARD + PUNCH

      DASH UPPER

      CHARGE BACK, FORWARD + KICK

      DASH CROUCH UPPERCHARGE BACK, DOWN FORWARD + KICK

      • Slightly shorter than Dash Upper.

      BUFFALO HEADBUTTCHARGE DOWN, UP + PUNCH

      • Goes through fireballs. Great as anti-air, reversal wake up move, or sometimes after a whiffed Dash Crouch Upper.

      TURN AROUND PUNCH (T.A.P.)
      HOLD TWO PUNCHES OR KICKS, RELEASE.

      • Strength is determined by how long you hold the buttons.
      • If you hold two punches or kicks, you cannot press the unpressed strength button after two seconds.

      SUPER

      CRAZY BUFFALO

      OR

      CHARGE BACK, TOWARDS, BACK, TOWARDS + PUNCH or KICK

      • Can press kicks for uppercut punches during the super

      NOTABLE/COMMAND NORMALS

      JUMP UP HARD PUNCH

      JUMP STRAIGHT UP + HP (THEN BACK/TOWARDS)

      • Can be steered left and right.
      • Best used when jumping over projectiles.

      COMBOS

      j. MK, cr. LP, cr. LP, st. LP, SUPER

       

      Tuesday
      25Nov2008

      BLANKA - MOVES COMBOS & STRATEGY

      CHARACTER INTRO

      Blanka is a character that can be used very effectively from a distance with his Rolling Attack being able to punish the mistakes of his opponents. He is also able to punish those who do not jump wisely with his vertical Rolling Attack. 

      Once someone approaches him, his electricity is a great tool to keep the distance. Once in close be sure to utilize his bite throw or simple rolling attack combos to do your damage.


      SPECIAL MOVES

      ROLLING ATTACKCHARGE BACK, FOWARD + PUNCH

      VERTICAL ROLLINGCHARGE DOWN, UP + KICK

      BACKSTEP ROLLCHARGE BACK, FOWARD + KICK

      ELECTRIC THUNDERTAP PUNCH REPEATEDLY

      BACK/FORWARD HOP
      HOLD BACK/FORWARD + P+K (of same strength)

      SUPER

      GROUND SHAVE ROLLINGCHARGE BACK, TOWARDS, BACK, TOWARDS + PUNCH

      COMBOS

      j. MK, cr. MK, HP Rolling Attack

      Tuesday
      25Nov2008

      CAMMY - MOVES COMBOS & STRATEGY

      CHARACTER INTRO

      Cammy's game involves a lot of poking your opponent into submission, setting them up for a throw when they're least expecting it. Her Cannon Drill is safe when blocked only if it makes contact at the very end of the move, so to utilize this, you must learn to use the correct kick strength at the proper distance from your opponent. After training your opponent to expect pokes and Cannon Drill, either walk up and throw or do the Hooligan Throw. With the Hooligan Throw, again maintain the proper distance before doing the move.

      SPECIAL MOVES

       SPIN BACKFIST
      QUARTER CIRCLE BACK + PUNCH

      • Cammy is invulnerable on startup (except her head). You can pass through fireballs with this and hit back if your reaction time is good.

      HOOLIGAN THROWQUARTER CIRCLE FORWARD + PUNCH

      • Then press TOWARDS + KICK (at opponent's head) for Frankensteiner throw.
      • Don't press anything, and Cammy will land on the ground and slide (hits low).

      CANNON DRILLQUARTER CIRCLE FORWARD + KICK

      THRUST KICKFORWARD, DOWN, DOWN-FORWARD + KICK

      SUPER

      SPIN DRIVE SMASHERQUARTER CIRCLE FORWARD X2 + KICK

      COMBOS

      cr. MK xx LK Cannon Spike

      • Using LK for the Cannon Spike makes this combo safe if blocked. If they attack, you can quickly do a Thrust Kick for the knock down. 

       

      Tuesday
      25Nov2008

      CHUN-LI - MOVES COMBOS & STRATEGY

      CHARACTER INTRO

      Chun Li excels at poking your opponent and controlling space with her Kikoken and air attacks. She's able to move around, get in your face quickly, go in for throws, and annoy you with fireballs. She seems to have an answer for everything, and in HD Remix her Spinning Bird Kick has a new arc that can juggle in the air, and works great for escaping fireball traps in the corner.

      Her Super can be "stored", meaning that once you do the Super motion (back, towards, back towards) you can hold towards, and as soon as you press Kick, the Super will happen. You can use after jumping forward in the air, adding some trickiness to your game.

      SPECIAL MOVES

      KIKKOKEN

      CHARGE BACK, FORWARD + PUNCH

      HYAKURETSU KYAKU (LIGHTNING LEGS)TAP KICK REPEATEDLY

      SPINNING BIRD KICKCHARGE BACK, FORWARD + KICK

      UP KICKSCHARGE DOWN, UP + KICK

      SUPER MOVE

      SENRETSUKYAKUCHARGE BACK, FORWARD, BACK, FORWARD + KICK

      COMMAND NORMALS

      TRIANGLE JUMP

      • JUMP TOWARDS WALL, UP-FORWARD

      HEADSTOMP

      • DOWN + MK (AIR)

      JUMP OVER KICK

      • DOWN-FORWARD + HK

      COMBOS

      Coming soon.

       

      Tuesday
      25Nov2008

      DEE JAY - MOVES COMBOS & STRATEGY

      CHARACTER INTRO

      Dee Jay was often times overlooked in Super Turbo, and was often placed as somewhere in the middle of the character tiers. However, like Guile, he has plenty of great normal moves that are only accentuated by solid special moves. It's easy enough to play a rush down style using good pokes, or defensively by spamming projectiles and hitting your opponent out of the air.



      SPECIAL MOVES

      MAX OUT
      CHARGE BACK, FORWARD + PUNCH

      DOUBLE ROLLING SABAT
      CHARGE BACK, FORWARD + KICK

      MAXIMUM JACKKNIFE
      CHARGE DOWN, UP + KICK

      • MK and HK versions can juggle.
      • LK: 1 hit
      • MK: 2 hits
      • HK: 3 hits
      • Can juggle with super after for two more hits.

      MACHINE GUN UPPERCHARGE DOWN, UP + PUNCH ~ PUNCH REPEATEDLY

      • The execution pressing punch repeatedly was made easier in HD Remix.
      • It also now breaks projectiles, so destroying a fireball on the last hit of the MGU, then returning your own projectile is now a viable tactic.

      SUPER

      SOBAT CARNIVALCHARGE BACK, FORWARD, BACK, FORWARD + KICK

      NOTABLE/COMMAND NORMALS

      KNEE SHOT

      • DOWN + LK (AIR)

      TRIP

      • DOWN + MK. Knocks down.

      SLIDE

      • DOWN + HK. Knocks down, slides forward. Can move forward while charging Max Out. Also a decent anti-air (far).

       COMBOS

      Cross up j. MK, cr. LP, cr. LP, cr. MP, HK Maximum Jackknife

       

      Tuesday
      25Nov2008

      DHALSIM - MOVES COMBOS & STRATEGY

      CHARACTER INTRO

      Dhalsim was known to be in the highest tier in Super Turbo because of his ability to lock down opponents with his long range normal moves, as well as rush down with quick-hop drills mixed with slides, noogies and throws. In HD Remix, he's been toned down slightly to even up the level of play amongst characters, but is still very able to lock down your opponent with smart gameplay.

      MK slides still work great for evading fireballs and tick throwing. However, since his throw range has been slightly decreased since Super Turbo, he can be counter-thrown when going for the throw loop of MK Slide, MP Noogie, MK Slide (repeat).

      SPECIAL MOVES

      YOGA FIREQUARTER CIRCLE FORWARD + PUNCH

      YOGA FLAME
      QUARTER CIRCLE BACK + PUNCH

      UPWARD YOGA FLAMEQUARTER CIRCLE BACK + KICK

      YOGA TELEPORT

      APPROACH (FAR)
      FORWARD, DOWN, DOWN-FORWARD + 2 PUNCHES

      APPROACH (SHORT)FORWARD, DOWN, DOWN-FORWARD + 2 KICKS

      RETREAT (FAR)BACK, DOWN, DOWN-BACK + 2 PUNCHES

      RETREAT (SHORT)BACK, DOWN, DOWN-BACK + 2 KICKS

      SUPER

      YOGA INFERNO
      HALF CIRCLE BACK X2 + PUNCH

      NOTABLE/COMMAND NORMALS

      HEAD DRILL

      • DOWN + HP (air)

      FOOT DRILLS

      • DOWN + K (air)
      • Kick strength determines the angle of the drill.
      • LK goes very far and is very unsafe if blocked.
      • MK goes at a 45° angle, and can hit low if angled toward the feet.
      • HK hits at a very steep angle and is great when you need to fall from a jump fast.
      •  MK and HK are great for throw setups or for multiple quick-hop drills.

       

      Tuesday
      25Nov2008

      E. HONDA - MOVES COMBOS & STRATEGY

      CHARACTER INTRO

      Honda's style of play consists of getting close to your opponent, then hitting hard or using the Ochio Nage, which could be abused multiple times in the old Super Turbo (The Ochio Throw bounces the opposite direction from the corner now, to stop from abusing this tactic). To get in your opponent's face, you could use the Flying Headbutt to cover horizontal space. The LP Headbutt goes through fireballs. You can also creep in between fireballs with the Hyakkan Otoshi (Flying Sumo Splash) which has a little bit of invulnerability at start up but requires stricter timing than the Flying Headbutt.

      SPECIAL MOVES

      HUNDRED HAND SLAPTAP PUNCH REPEATEDLY

      FLYING HEADBUTT
      CHARGE BACK, FORWARD + PUNCH

      • LP version destroys projectiles.
      • LP version has some frames of invincibility, great for doing reversals on wakeup

      HYAKKAN OTOSHI
      CHARGE DOWN, UP + KICK

      OCHIO NAGE
      HALF CIRCLE BACK + PUNCH

      SUPER

      ONI MUSOU
      CHARGE BACK, TOWARDS, BACK, TOWARDS + PUNCH

       

      • Your opponent has a small margin of time after blocking the first hit of the Super to input a Dragon Punch or Flash Kick type move. Also, this move does not have a lot of invincibility. It can be Dragon Punched/Flash Kicked if launched from across the screen. Dee Jay's jump back LP can stuff Honda's super if he is expecting it.

       

      NOTABLE/COMMAND NORMALS

      JUMP UP FIERCE

      JUMP STRAIGHT UP + HP (THEN BACK/TOWARDS)

      • Can be steered left and right.
      • This move is similar to Balrog's (Boxer's) Jump Straight Up + HP, and is best used when jumping over projectiles.

       

      Tuesday
      25Nov2008

      FEI LONG - MOVES COMBOS & STRATEGY

      CHARACTER INTRO

      Fei Long, like the martial arts movie star he was based on, is all about speed and hitting where it hurts. Rushing down and cornering your opponent are your best bets to win with Fei Long, and you can do this by mixing up normal attacks like Towards + HK, cr. MK, and countering attacks with well placed Rekka Ken punches. You can pass through fireballs with the LK Chicken Wing Kick, and counter jump in attacks with the Flame Kick.

      Chicken Wing Kicks: After catching someone with a Chicken Wing Kick in the air, you can almost always do a MK or RH Flame Kick. If you catch someone high enough in the air, you can do two Chicken Wing Kicks. Once the opponent is in the corner, you can trap him with Chicken Wing Kicks and a meaty close FP, into another Chicken Wing Kick! What's even worse is that if the opponent hastily jumps back and is juggled with the Chicken Wing Kick, you can hit him with your Super Move, the Rekka Shin Ken.

      Cross ups: j. MK as a cross up is very effective. Connect with a FP then Rekkas or FP then MK or RH Flame Kick. Chicken Wing Kick from proper distance (learn by practice) will cross up, but the frame delay on recovery will not allow you to combo after. Watch out for reversals. Try mixing it up after you land, to confuse opponent; throws, F+MK smash, other combos...

      Rekkas: Changing the timing and strengths of your Rekkas is a vital way to play as Fei. You want your last hit to put you out of retaliation distance, so the last hit should usually be a Jab or Strong punch.

      Punishing your victims in the corner is a useful tactic and chips away a lot of damage if done correctly.
      LP > MP > LP Rekka if you're standing right next to opponent
      LP > HP > LP Rekka if you're a little away from them
      Mix up your timing by waiting a split second on the 3rd Rekka.

      When Opponent Wakes up from knockdown:
      F+HK into a crouching c. MP, c. FP, c. MK or c. HK ... this teaches them one of your wake-up techniques.
      Confuse them with a F+MK overhead while they try to duck against the previous combo.

      SPECIAL MOVES

      REKKA KEN
      [QUARTER CIRCLE FORWARD + PUNCH] X 3

      CHICKEN WING KICKQUARTER CIRCLE FORWARD + KICK

      • LK version passes through projectiles, and has some frames of invincibility. Surprisingly good on wake up.

      FLAME KICK
      BACK, DOWN, DOWN-BACK + KICK

      SUPER

      REKKA SHIN KENQUARTER CIRCLE FORWARD X2 + PUNCH

      NOTABLE/COMMAND NORMALS

      JUMPING AXE KICK

      • BACK/TOWARDS + MK
      • Hits overhead.

      HOPPING DOUBLE KICK

      • TOWARDS + HK
      • Hits 2 times, good for closing distance.

       

      Tuesday
      25Nov2008

      GUILE - MOVES COMBOS & STRATEGY

      CHARACTER INTRO

      Guile is versatile because he can still win matches either being very aggressive or very defensive. His Sonic Booms work both by covering screen area and keeping the opponent at bay.

      Guile's tactics involve using his great normal moves (cr. MK, back/forward. MK, back + HK, forward + HP, and his new overhead: forward + HK) in addition to LP Sonic Booms to cover screen area. Flash Kicks are a wonderful anti-air move, and the HK version now goes far forward, to counter moves like Vega's (Claw's) slide or far jumps.

      SPECIAL MOVES

      SONIC BOOM
      CHARGE BACK, FORWARD + PUNCH

      FLASH KICK
      CHARGE DOWN, UP + KICK

      SUPER

      DOUBLE FLASH KICK

      CHARGE DOWNBACK, DOWN, DOWN-FORWARD, FORWARD, UP-FORWARD + KICK

      • The old super command works as well:
        CHARGE DOWNBACK, DOWN-FORWARD, UP-BACK + KICK.

      NOTABLE/COMMAND NORMALS

      FLYING KNEE
      BACK/TOWARDS + LK

      • Hits early if close, and is unsafe in that situation. However, it is great when needing to close the distance to your opponent quickly, especially after a LP Sonic Boom.

      JUMPING SOBAT
      BACK/TOWARDS + MK

      • This attack avoids low attacks and counters at mid height.
      • It's also great to use the back version to create space between you and your opponent, then Sonic Boom to add pressure.
      • Against Blanka: The hitbox whiffs (misses) against Blanka while he's crouching.

      STEP SIDE KICK
      BACK + HK

      • Steps forward slightly and delivers a side kick.
      • Great to use to move slightly forward while still keeping your Sonic Boom charge.
      • Post-Sonic Boom, you can use this to keep pressure if your opponent is crouching and blocking.

      BACKFIST
      TOWARDS + FP

      • Delivers a long-reaching and hard-hitting back fist to the face.
      • This is a great follow-up after destroying a close/mid range fireball with your Sonic Boom.

      UPSIDE-DOWN KICK
      TOWARDS + HK

      • This move is has new properties for HD Remix, and adds a lot more depth to Guile's gameplay and guessing games.
      • He now can use this as an overhead attack to hit crouching opponents that are blocking, and can do the move from any distance.
      • Against Blanka: The hitbox whiffs (misses) against Blanka while he's crouching. Guile loses the mixup of LP Sonic Boom, Upside-down Kick here.
      Tuesday
      25Nov2008

      KEN - MOVES COMBOS & STRATEGY

      CHARACTER INTRO

      Always Ryu's rival, Ken is another flavor of the Shotokan World Warrior. While Ryu's strength lies in the Fireball, Ken has always had a thing for the Dragon Punch, with a sense of style and finesse to boot!





      SPECIAL MOVES

      HADOUKEN (FIREBALL)
      QUARTER CIRCLE FORWARD + PUNCH

      SHORYUKEN (DRAGON PUNCH)FORWARD, DOWN, DOWN FORWARD + PUNCH

      • LP: Safest version.
      • MP: Most invulnerability
      • HP: Widest arc, and sets the opponent on fire!

      TATSUMAKI SENPUUKYAKU (HURRICANE KICK)
      QUARTER CIRCLE BACK + KICK

      • Can be done in air.
      • First hit on ground hits crouching opponents.
      • LK: Length shortened since Super Turbo.
      • MK: Length increased since Super Turbo.
      • HK: Travels farther and faster since Super Turbo.

      CRAZY KICKS
      QUARTER CIRCLE FORWARD + KICK

      • LK: Outside Crescent Kick. Good for hitting when very close.
      • MK: High Round Kick. Good for hitting at about a character space away.
      • HK: Heel Kick. Decent far anti-air, or can combo with st./cr. HP, HK Crazy Kick.
      • Each Crazy Kick can be cancelled into an Overhead Axe Kick by holding the kick button or pressing it again during the move.

      SUPER

      SHORYU-REPPA
      QUARTER CIRCLE FORWARD X2 + PUNCH

      NOTABLE/COMMAND NORMALS

      KNEE BASH THROW

      BACK/TOWARDS + MK

      • The damage of the first hit has been lowered and the range of the throw was decreased slightly since Super Turbo to negate abuse of repeatable throw loops.
      • After the throw, you have various mixup options:
      1. Walk under your opponent (or not), then low attack into a combo
      2. Walk under your opponent (or not), Shoryuken for another knockdown
      3. Walk under your opponent (or not), tick throw with cr. LK, cr. LK into another Knee Bash to repeat the loop. Take note that your opponent can counter-throw in HD Remix to negate this tactic.
      4. You can safe jump with j. LP instead for the tick throw.
      Tuesday
      25Nov2008

      M. BISON / DICTATOR - MOVES COMBOS & STRATEGY

      CHARACTER INTRO

      The head honcho of the evil organization Shadowloo, this madman uses "Psycho Power" to decimate all that stand in his way. In a fight, he has a solid ground game with plenty of great pokes (LK, cr. MK, HK, Scissor Kicks at the proper ranges) and a throw that leads into very sneaky cross up game. In HD Remix, he now has a Slide Feint that leads into a throw set up and moves him closer to the opponent.

      SPECIAL MOVES

      PSYCHO CRUSHER
      CHARGE BACK, FORWARD + PUNCH

      SCISSOR KICK
      CHARGE BACK, FORWARD + KICK

      HEADSTOMP
      CHARGE DOWN, UP + KICK

      • After initial hit, either right of left will guide bison in the air.
      • Press punch after initial hit for follow up attack.

      DEVIL REVERSE
      CHARGE DOWN, UP + PUNCH ~ PUNCH

      SUPER

      KNEE PRESS NIGHTMARE
      CHARGE BACK, FORWARD, BACK, FORWARD + KICK

      NOTABLE/COMMAND NORMALS

      SLIDE FEINT

      DOWN-TOWARDS + HK

      • Use this to set your opponent up for a throw.
      • He might think you're actually trying to knock him down with Down + HK, but this feint recovers quickly and will not hit the opponent.

      COMBOS

      LK, LK, cr. MK, MK Scissor Kick (5 hits)

      Tuesday
      25Nov2008

      RYU - MOVES COMBOS & STRATEGY

      CHARACTER INTRO

      Everyone's favorite World Warrior and Street Fighter poster boy! Ryu is well rounded in each department and can give each character a run for their money if played correctly. He is usually recommended for beginners because he is easy to use, but is also no slouch in high level play. He can be played both defensively by zoning with Fireballs and Dragon Punches, or can be aggressive with his great normals.

      After a knockdown Ryu has a great mixup of Towards+MP, cr. HK (resulting in another knockdown) or cr. MK, HP Red Fireball (also resulting in knockdown).

      To fully utilize your potential with Ryu, utilize his traps and mixups. His Fireball Feint also adds to his bag of tricks.

      SPECIAL MOVES

      HADOUKEN (FIREBALL)
      QUARTER CIRCLE FORWARD + PUNCH

      RED HADOUKEN (RED FIREBALL)

      HALF CIRCLE FORWARD + PUNCH

      • The red fireball not only sets the opponent on fire when it hits, it knocks down when close.

      HADOUKEN FEINT
      QUARTER CIRCLE FORWARD + LIGHT KICK

      • The feints' recovery is much shorter than a standard fireball, so in cases where a normal fireball is expected, you can throw a feint, then adapt to your opponents' tactics.

      SHORYUKEN (DRAGON PUNCH)
      FORWARD, DOWN, DOWN FORWARD + PUNCH

      TATSUMAKI SENPUUKYAKU (HURRICANE KICK)
      QUARTER CIRCLE BACK + KICK (can be done in air as well)

      SUPER

      SHINKUU HADOUKEN
      QUARTER CIRCLE FORWARD X2 + PUNCH

      NOTABLE/COMMAND NORMALS

      OVERHEAD PUNCH

      TOWARDS + MP

      • Hits crouching opponent.
      • Can link MK and HK, so combos like "Towards + MP, cr. MK, qcf. P" are possible.

      UNDERHAND PUNCH

      TOWARDS + HP

      • Hits twice if close.
      • Closes space well.

      COMBOS

      j. HK, cr. MK xx HP Hadoken

      j. HP, cr. HP xx HP Hadoken

      j. HK, st. HP xx HP Hadoken

      Air to Air: j. MP (2 hits), j. MP (1 hit), Super (2 hits). ~40% health

      Tuesday
      25Nov2008

      SAGAT - MOVES COMBOS & STRATEGY

      CHARACTER INTRO

      Ryu's adversary throughout the Street Fighter series. His fireball zoning is toned down a bit since Super Turbo, although is still a viable tactic. His close range game consists of LK (second hit does not cancel into fireball anymore, still a good poke), MP or cr. MK into Low Tiger Shot, while the mid range game is improved with the new properties of the Tiger Knee, which can keep juggling for a total of three hits. He was, and most likely will still be a high-tiered contender.

      SPECIAL MOVES

      TIGER SHOT (HIGH)QUARTER CIRCLE FORWARD + PUNCH

      TIGER SHOT (LOW)QUARTER CIRCLE FORWARD + KICK

      TIGER UPPERCUTFORWARD, DOWN, DOWN-FORWARD + PUNCH

      TIGER KNEEFORWARD, DOWN, DOWN-FORWARD + KICK

      SUPER

      TIGER GENOCIDEQUARTER CIRCLE FORWARD X2 + PUNCH

      COMBOS

      j. HK, close HK (first hit) xx HK Low Tiger Shot

      • 3 Hit Dizzy Combo!

       Cross up j. MK, cr. MK, cr. MP xx HK Low Tiger Shot

      • 4 Hit Dizzy Combo!

      Once they're dizzy, you can follow the combo with cross up j. mk, cr. MK, cr. MP xx Tiger Knee (juggle for three hits) for most of, if not all, the opponent's life.

      Tuesday
      25Nov2008

      T. HAWK - MOVES COMBOS & STRATEGY

      CHARACTER INTRO

      T. Hawk is an all-or-nothing character that relies on getting in close and grabbing the opponent. He can get in really quickly with his Condor Dive, or counter your opponent's normal moves with his Tomahawk Buster. Once you have a knockdown and you're close, you can attack with normal moves and throw when you're opponent is blocking. This tactic is commonly known as "tick throwing".

      SPECIAL MOVES

      TOMAHAWK BUSTERFORWARD, DOWN, DOWN-FORWARD + PUNCH

      TYPHOON
          

      HALF CIRCLE TOWARDS, BACK + PUNCH

      OR

      HALF CIRCLE BACK, TOWARDS + PUNCH

      • Old Super Turbo 360 + Punch command still works

      CONDOR DIVE

      In Air, P+K of same strength

      • Old Super Turbo command PPP still works

      SUPER

      DOUBLE TYPHOON
         

      HALF CIRCLE BACK, HALF CIRCLE BACK, TOWARDS + PUNCH

      OR

      HALF CIRCLE TOWARDS, HALF CIRCLE TOWARDS, BACK + PUNCH

      NOTABLE/COMMAND NORMALS

      ELBOW DROP

      Down + MP (air)

      CHEST DIVE

      Down + HP (air)

      Tuesday
      25Nov2008

      VEGA / CLAW - MOVES COMBOS & STRATEGY

      CHARACTER INTRO

      Agile and cunning, Vega jumps in and strikes quickly with a myriad of pokes to keep his adversaries at bay. His Flying Barcelona Attack can cross up the opponent to constantly keep them guessing, and when they're not paying attention, you can Izuna Drop them in the air or on the ground.




      SPECIAL MOVES

      ROLLING CRYSTAL FLASHCHARGE BACK, TOWARDS + PUNCH

      SCARLET TERRORCHARGE DOWN-BACK, TOWARDS + KICK

      SKY HIGH CLAWCHARGE DOWN, UP + PUNCH

      FLYING BARCELONA ATTACKCHARGE DOWN, UP + KICK ~ PUNCH or KICK

      • Pressing Punch will attack with the claw, or Towards + Punch will Izuna Drop if close. Attacking with the claw is best used to ambiguously cross up the opponent, making it difficult for your opponent to know which way to block. If they don't want to strike you while you are in the air, go for the Izuna Drop.
      • Pressing Kick will feint, and drop straight down without attacking. Best used to bait Guile's new HK Flash Kick and Dragon Punches. Make sure to keep good distance. Note that using the feint will not add to the Super Meter.

      BACKFLIP

      HOLD BACK/FORWARD + P+K of same strength. Cannot be hit while flipping, but the recovery after the move will leave you vulnerable for a few frames.

      • LP+LK: Single backflip (Good for running away and gaining Super Meter.)
      • MP+MK or HP + HK: Double backflip

      SUPER

      FLYING BARCELONA SPECIAL

      CHARGE DOWNBACK, DOWN FORWARD, UP-BACK + KICK ~ TOWARDS + PUNCH (THROW)

       

      • Doing the motion without connecting the throw does not consume Super Meter.

       

      NOTABLE/COMMAND NORMALS

      TRIANGLE JUMP

      JUMP TOWARDS WALL, UP-FORWARD

      Tuesday
      25Nov2008

      ZANGIEF - MOVES COMBOS & STRATEGY

      CHARACTER INTRO

      Zangief is exemplary of a tank: he moves slowly, but when he comes, he brings big damage.

      The big bruiser's game plan is to get in close and bring the pain. His go-to move is the Spinning Pile Driver, but the keys you need lie in getting in close enough to use it. Use the Banishing Flat, Lariats, and Hop Attack to close distance, and when you have the knockdown, use the Double Knee Drop or the Flying Body Attack then Spinning Pile Driver.

      SPECIAL MOVES

      DOUBLE LARIAT

      MP+MK or HP+HK (old command PPP still works), then Back/Towards to move

      • Goes through fireballs.

      SINGLE LARIAT

      LP+LK (old command KKK still works), then Back/Towards to move

      • Goes through fireballs.

      BANISHING FLAT
      QUARTER CIRCLE FORWARD + PUNCH

      • The green part of the hand destroys fireballs.

      SPINNING PILE DRIVER
          

      HALF CIRCLE TOWARDS, BACK + PUNCH

      OR

      HALF CIRCLE BACK, TOWARDS + PUNCH

      • Old Super Turbo 360 + Punch command still works

      ATOMIC SUPLEX
      HALF CIRCLE BACK + KICK

      OR

      HALF CIRCLE TOWARDS + KICK

      • Must be done in throw range.

      FLYING POWERBOMB
      HALF CIRCLE BACK + KICK

      OR

      HALF CIRCLE TOWARDS + KICK

      SUPER

      FINAL ATOMIC BUSTER

      HALF CIRCLE BACK, HALF CIRCLE BACK, TOWARDS + PUNCH

      OR

      HALF CIRCLE TOWARDS, HALF CIRCLE TOWARDS, BACK + PUNCH

      NOTABLE/COMMAND NORMALS

      FLYING BODY ATTACK

      DOWN + HP (AIR)

      • Great to use as a cross up for Spinning Pile Driver.

      DOUBLE KNEE DROP

      DOWN + LK or MK (AIR)

      • Also great to use for setting up Spinning Pile Driver.

      HEADBUTT

      JUMP STRAIGHT UP + MP or HP

      • Can be used as anti-air, probably most useful against Claw's Flying Barcelona Attack.

      HOP ATTACK

      TOWARDS + HP

      • The usefulness of this move relies more on the "hop" rather than the "attack".
      • Use it to close distance. This is good for quickly extending the range of his sweep, or if you're sneaky, go straight into the Spinning Pile Driver. This move hops right over low mid kicks and sweeps, highly effective against a Guile who spams them.