![]() You may select one of ten personal gestures when selecting your character. Focus attacks are done by simultaneously pressing both Medium attacks, hence: Focus: A taunt is a non-attack gesture to goad an opponent. Any attack delivered before the charge is fully attained will still do damage, but will not break a properly held guard. A fully charged Focus attack will armor break (hold the required attacks to charge Focus). ![]() In this case, the displayed symbol will be: - = THROWS AND FOCUS AND TAUNTS = Throwing is done by simultaneously pressing both Light attacks together, hence it would be: Throw: A Focus attack is a chargeable attack that has the ability to pass-through some attacks (not all attacks). In this case, the display will be this symbol: Some inputs are done after a brief hesitation, or the release of the previous input before the next subsequent input. For example, Ryu's Dragon Punch requires you to press the stick direction and the appropriate punch button. FOLLOWED-BY = Some inputs are done simultaenously. For example, if you need to press all three punch punch buttons together it will be displayed as: For certain characters like Balrog, who needs to hold a particular button or a set of buttons it will be displayed as: = SIMULTANEOUS VS. The abbreviations will be as follows: HP - Heavy Punch MP - Medium Punch LP - Light Punch HK - Heavy Kick MK - Medium Kick (not Mortal Kombat) LK - Light Kick P - Any punch K - Any kick All the buttons pressed together will be bracketed. Kick attacks generally attack the lower body and requires the use of a fighter's legs and lower body. Punch attacks generally attack the upper body and requires the use of a fighter's hands and upper body. ![]() Heavy attacks tend to have the most range and damage, but are slow to connect. Medium attacks tend to be mid-ranged, somewhat slower but a little more damage. Light attacks tend to be short ranged, faster but does less damage. = BUTTONS = The attacks are more ergonomically named, being "Heavy", "Medium", and "Light". Be sure to roll towards the direction, unless the inputs require you to go immediately from one direction to one that is opposite. It will be dsiplayed as: 6 P Note that all the joystick motions for Street Fighter tend to roll instead of tap (like Tekken and Mortal Kombat). For example, Guile's Sonic Boom requires you to charge away then press towards. Hence, the motion required for the Hadoken (Quarter Circle Down Towards / QCT) would be displayed as: 896 P For characters whose moves require you to hold a direction for a moment before releasing, it will be displayed with brackets. All special moves are considered from the left player's starting position (generally the first player). = JOYSTICK = UP AWAY UP UP TOWARDS \ | / \ | / \ | / 1-2-3 | | | AWAY -4-5-6- TOWARDS | | | 7-8-9 / | \ / | \ / | \ DOWN AWAY | DOWN TOWARDS | DOWN The joystick is always considered to be in the 5 (neutral) position for all moves. This list is brought to you by IGN Entertainment for the convenience of having an easy print-out while playing. Please refer to the game's Training Room for the most updated version(s) of your fighters' moves. Note these are the same moves available in the Training Room (minus a few that are only listed in the game's training Room). STREET FIGHTER 4 MOVES LIST = Visit our Street Fighter Board on IGN.com.
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