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Ultra street fighter 4
Ultra street fighter 4












ultra street fighter 4

CancelĬertain maneuvers allow for their recovery frames to be cancelled by inputting another maneuver.

ultra street fighter 4

Attacks with armor break are the only way to penetrate the armor granted by Red Focus. Using our previous example, if Ryu had reacted to Zangief’s EX Running Bear Grab by using Tatsumaki Senpukyaku, which has the armor break trait, he would have successfully damaged Zangief and interrupted EX Running Bear Grab. Red Focus, like Focus Attack, has the armor trait however, armor from Red Focus will absorb all attacks, no matter the amount, while active.Ĭertain attacks have the “armor break” trait, in that they can penetrate armor. Certain maneuvers have more armor than others, such as Red Focus. For example, Zangief’s EX Running Bear Grab has armor, meaning that if Ryu attempts to attack Zangief with crouching roundhouse while Zangief is rushing towards him, Zangief will simply absorb the attack and continue with the maneuver. Maneuvers that have armor grant the ability to absorb an attack without being interrupted. Most of those terms are detailed here, and knowledgeable readers are encouraged to add any terms to this glossary they feel are necessary for players making the jump from the beginner level to more intermediate or advanced play. This wiki uses some terms and terminology that are common amongst the greater “fighting game community”, but do not appear in the documentation for the game and can be a little confusing if the reader is not familiar with them. For example, "j.HK" would represent a jumping Heavy Kick. This notation indicates that the attack should be input while close to the enemy, with "close" typically being no more than a handful of pixels of distance between you. "close" : Certain attack buttons are different depending on how close or far the opponent is to your character when you press them. For example, "c.MK" would represent a crouching Medium Kick. Some of the combos presented in this wiki represent these positional requirements with the following shorthand symbols. ProximityĬertain combos rely on positionining or movement in order to be successful. “720” : Two complete rotations of a circular motion, starting in and ending at the same direction. “360” : A complete circular motion, starting in and ending at the same direction. This is accomplished by pressing forward, then down forward, then down, then down back, then back, in sequence. This is accomplished by pressing back, then down back, then down, then forward, then down forward, then forward, in sequence. : Half circle forward, where a player’s directional input is a half circle.














Ultra street fighter 4