Would you like to tell us about a lower price? If you are a seller for this product, would you like to suggest updates through seller support? BradyGames brings you the strategy bible for Capcom's most famous fighting game Ultra Street Fighter IV Capcom's newest game in the Street Fighter series, Ultra Street Fighter IV, brings new gameplay options, strategy and systems to one of the most popular fighting games ever created! With 5 new street fighter characters plus 6 new battle environments you'll have a total of 44 characters and the complete costume DLC for the Street Fighter IV series to enhance your gameplay. For the first-time ever, complete hitboxes for all street fighter characters, show the effect of each attack. Packed with techniques and tips from veteran tournament players so beginners and advanced players can enhance their gameplay.
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Ultra Glossary. The contents of this strategy guide is based solely on the research of BradyGames. Learn to play with a purpose, learn to block, have a good anti-air, sweep, poke, and punish ready.
The advanced stuff can and should be layered on after you learn the basics. But Street Fighter IV is a mature game, and the basics are now secondhand to many,. This glossary of terms and concepts makes it easy to find the meaning of any term, and the application of important concepts. The jargon used throughout character chapters is defined here, among other things.
Some terms are just a quick definition; some terms and ideas deserve more unpacking in a little article. For some synonyms, and for smaller parts of a larger discussion, terms may point to some of these articles. Terms and articles are organized alphabetically. Some Revenge Gauge which powers Ultra Combos is built, and some gray damage is received, but this quickly recovers over time if no clean hits are received. See Block. But this does mean that if you add up startup, active, and recovery frames for a move, the sum is 1 frame longer than the actual move.
See Frame Data. The opportunity to act first. Can be expressed numerically using frame data. During air recovery, characters reel out of the air in a backwards flip and land upright on their feet.
They can perform a special move with reversal timing just as they land. Defensively, air recovery lets defenders get back into the fray quicker than being knocked down. This can save defenders from eating full grounded combos if properly applied.
Offensively, attackers may intentionally set up air recovery situations so that they can dash under or fake dashing under defenders just before they land. A throw against a jumping target. Usually accomplished by jumping and then inputting the. Some characters have special throws with different inputs that also target airborne opponents.
A move or tactic used to thwart jump-ins and cross-ups. Airborne characters cannot block and usually have limited means to redirect their movement, so jumping characters are vulnerable. But jumping is also a fast means to close distance and get right on top of a target. There are many reasons to just block. The opponent may intentionally jump just short of your attack range, or use safe jumps, hoping to bait out your big reversal. The opponent may use a character with air mobility options.
But trying to input a complex special move motion when a jump takes you by surprise is an excellent way to get kicked in the face as your anti-air. This is not a very effective anti-air. Having solid anti-air is one of the foundations of high-level Street Fighter. What experienced players are doing is shifting their focus in time with what they expect out of their opponents. Short for hyper armor. A property that allows an action to absorb an incoming attack.
Focus Attacks and certain other moves have hyper armor. Each character has a few armor-breaking moves that cannot be absorbed. An armor-breaking property of certain special moves, and of special moves performed with reversal timing.
An exacting technique that refers to kara canceling the initial frames of an armored move into something else. When certain hyper-armored attacks absorb a hit, you can cancel the absorption into a different move. Armor cancels are only possible if a move has hyper armor on its first. Every character can employ this technique to a limited degree with their standard Focus Attacks, but most characters are only able to armor cancel a Focus Attack into their taunt.
Gen is able. Where this ability really shines is with EX special moves that have armor from the first frame. Though you do need to have a bar of Super Gauge to attempt this, when you armor cancel an EX move in this manner you do not lose the Super Gauge you would have otherwise spent, and the gray, recoverable damage you receive will go toward filling the Revenge Gauge.
Some characters, just shy of enough Revenge Gauge for a projectile-punishing Ultra, can gain. Many characters with an armor attack active from the first frame can find some way to take advantage of this: for example, Juri can armor cancel EX Kasatushi into Ultra I, allowing her to land a combo off of her counter. See Normal Throw. A dash away from the opponent, which begins with an all-important, 8-frame period of invincibility give or take a frame or 2 for a few characters.
See Movement. A misdirection tactic or move used to induce a mistake from the opponent. For example,. The degree of parity between different members of the cast. Notions of balance are open. Players get more comfortable taking on stuff that seems cheap early on, coming up with counter tactics and even new cheap stuff to make the old cheap tricks seem tame. See Metagame. Blocked normals deal no damage. Throws are unblockable. Blocking synonymous with guarding is the most important thing to master in Street Fighter.
You can get away with skipping out on. Strong opponents will mix up their attacks, trying to confuse you with lows and overheads, ambiguous jump-ins and cross- ups, and to bait you with safe jumps and frame traps. And anytime you realize your current opponent lacks blocking fundamentals like maybe he or she fails.
The fundamentals of blocking are simple. Blocking, like anything else in Street Fighter , is always relative to the location of the opposing character. Standing block guards against incoming highs, but loses to lows, like sweeps. Crouching block guards against incoming lows, but loses to highs, like jump-ins and overheads.
Many moves are neither highs nor lows, and can be blocked both standing and crouching. The important distinctions in Street Fighter are for moves that can only be blocked low or high anyway. When you block, your character has a slightly narrower horizontal hurtbox while standing than while crouching. As a consequence, crouching block actually puts you slightly closer to the opponent than standing block.
This can have the indirect effect of making you more vulnerable during footsies a poke that would whiff against standing block may connect against crouching block. This reduces your chance. This is most noteworthy after moves that.
So, while crouching block seems like the safer default position you hold down-back and watch out for jump-ins, overheads, and throws, basically , standing block has certain advantages.
There is no totally safe position, of course. And, in either case, they can just throw you. Throws cannot be blocked.
Cross-ups done in particular situations can come very close to seeming unblockable, too, because of their sheer ambiguity. In previous versions of Street Fighter IV , some cross-up setups were truly unblockable, as well as some Ultras done with extremely specific timing against characters waking up. Some tactics still work on Ultra versions of characters, but are avoidable through the new delayed wakeup mechanic.
Damage inflicted when specials, Supers, and Ultras are blocked. A fraction of the damage dealt on hit. Block damage exists to give defenders something to think about. Throws do the same thing. A sequence of attacks keeps a defender blocking. Blockstrings usually start out as combo. For example, if you go for a shoto combo ending with Hurricane Kick but the initial assault is blocked, it would be foolish to perform the Hurricane Kick at the end anyway.
Instead, you might finish with crouching M canceled into a projectile to push the defender out slightly among many other options. Blockstrings can be used to push the foe away, to fish for counter hits, and to condition the opponent into expecting certain sequences. This allows you to surprise them when, for example, you stop your blockstring early and attempt a throw or an overhead.
True Blockstring. To create true blockstrings, the same principles apply as for combos: you must keep hitting the opponent before he or she recovers from blockstun. Frame Trap.
Blockstrings crafted with tiny, intentional gaps are called frame traps. A defender who tries to poke, use a non-invulnerable move, or crouch tech during the gaps will eat a counter-hit. Since good players are almost always competent at blocking, but eager to take back initiative once.
If you think the opponent is eager to blow up your frame trap with an invincible or fast reversal. In these cases, vs.
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