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Street Fighter 4, your attention is a complete list of moves and combos that you can use in the game. The list contains both basic characters and "special" ones, indicating the requirements for opening them.

This list contains Special Moves, ex-Moves and all standard moves.

Accepted designations:

P - Punch (Punch "any" hand)
LP - Low Punch (Weak punch)
MP - Medium Punch
HP - Hard Punch
K - Kick (Kick "any" leg)
LK - Low Kick (Weak kick)
MK - Medium Kick (Medium Kick)
HK - Hard Kick (Strong kick)
D - Down (Direction "down")
DB - Down/Back (Direction "down-back")
DT - Down/Towards (Direction "down-forward")
T - Towards (Direction "forward")
B - Back (Direction "back")
UB - Up/Back (Direction "up-back")
UT - Up/Towards (Direction "up-forward")
U - Up (Direction "up")

#(for direction) - the time in seconds for which you want to delay the corresponding direction on the controller. For example, 2D, DT, T + P….hold down for 2 seconds, then execute the rest of the list of commands.

# (for punch or kick) - indicates the number of kick or punch buttons to be pressed at the same time. For example, 3P means to press three punch buttons at the same time, 2K means to press 2 kick buttons at the same time.

Abel

Abel Change of Direction (Quick Combo Grapple) Move:
D, DT, T+P
T+P
T+K
Abel Hoyle Kick (Flip Kick) Move:
D, DB, B+K
Abel Marceaux Rolling Move:
D, DT, T+K
Abel Tornado Slew (Head Twirl Throw) Move:
T, DT, D, DB, B+P
Abel Sky Fall (Throw) Move:
T, D, DT+P
Abel EX Moves:
Abel Ex-Change of Direction:
D, DT, T+2P
T+P
T+K
Abel Ex Hoyle Kick (Flip Kick) Move:
D, DB, B+2K
Abel Ex-Marceaux Rolling Move:
D, DT, T+2K
Abel Ex-Tornado Slew (Head Twirl Throw) Move:
T, DT, D, DB, B+2P
Abel Ex-Sky Fall (Throw) Move:
T, D, DT+2P
Abel Super and Ultra Moves:
Abel Mushin (Multiple Punches and Head Twirl Throw) Move:
D, DT, T, D, DT, T+P
Abel Muga (Ultra Head Twirl Throw) Move:
D, DT, T, D, DT, T+3P
Abel Elbow (Launcher) Move:
D + HP

Akuma

Akuma: When all standard characters are unlocked (not Akuma, Gouken or Seth), complete Arcade mode with your favorite character and get at least two Perfect with at least two Ultra Finishes. After you are prompted to fight Akuma after defeating Seth, you must defeat this duel to unlock the character.

Akuma Gou Hadouken (Fireball) Move:

D, DT, T+P
Akuma Zankuu Hadouken (Air Fireball) Move:
D, DT, T + P (while in the Air)
Akuma Shakunetsu Hadouken (Red Fireball) Move:
T, DT, D, DB, B+P
Akuma Hyakki Shuu (Demon Flip) Move:
T, D, DT+K
Akuma Tatsumaki Zankuu Kyaku (Hurricane Kick) Move:
D, DB, B+K
Akuma Tatsumaki Zankuu Kyaku (Air Hurricane Kick) Move:
D, DB, B + K (While in the Air)
Akuma Shoryuken (Dragon Punch) Move:
T, D, DT+P
Akuma Ashura Senkuu (Teleport) Move:
T, D, DT + 3P (or) 3K
Akuma Ex-Moves:
Akuma Ex-Gou Hadouken (Fireball) Move:
D, DT, T+2P
Akuma Ex-Zankuu Hadouken (Air Fireball) Move:
D, DT, T + 2P (while in the Air)
Akuma Ex-Shakunetsu Hadouken (Power Fireball) Move:
T, DT, D, DB, B+2P
Akuma Ex-Hyakki Shuu (Demon Flip) Move:
T, D, DT+2K
Akuma Ex-Tatsumaki Zankuu Kyaku (Hurricane Kick) Move:
D, DB, B+2K
Akuma Ex-Tatsumaki Zankuu Kyaku (Air Hurricane Kick) Move:
D, DB, B + 2K (Airborne)
Akuma Ex-Shoryuken (Dragon Punch) Move:
T, D, DT+2P
Akuma Super and Ultra Moves:
Akuma Sun Goku Satsu (Super-Raging Demon) Move:
LP, LP, T, LK, HP
Akuma Shun Goku Satsu (Ultra-Raging Demon) Move:
LP, LP, B, LK, HP
Akuma Overhead Chop Move:
T+MP
Akuma Dive Kick:
D+MK

Balrog (Boxer)

.
Balrog Dash Straight (Running Punch) Move:
2B, T+P
Balrog Dash Grand Straight (Running Low Punch) Move:
2B, DT+P
Balrog Running Overhead Punch Move:
2B, DT+P(Hold)
Balrog Dash Smash (Running Uppercut) Move:
2B, T+K
Balrog Dash Grand Smash (Running Low Uppercut) Move:
2 B, DT+K
2D, U+P
Balrog Turn Punch or Turn Uppercut Move:
3P (hold) or 3K (hold)
Balrog Ex-Moves:
Balrog Ex-Dash Straight (Running Punch) Move:
2B,T+2P
Balrog Ex-Dash Grand Straight (Running Low Punch) Move:
2B,DT+2P
Balrog Ex-Dash Smash (Running Uppercut) Move:
2B, T+2K
Balrog Ex-Dash Grand Smash (Running Low Uppercut) Move:
2B, DT+2K
Balrog Buffalo Headbutt Move:
2D,U+2P
Balrog Super and Ultra Moves:
Balrog Crazy Buffalo (Super Running Punch or Super Running Uppercut) Move:
2B, T, B, T + P or K
Balrog Violent Buffalo (Ultra Running Punch or Ultra Running Uppercut):
2B, T, B, T + 3P or 3K
Balrog Normal Moves:
Balrog Foot Punch Move:
D+MK
Balrog Ducking uppercut Move:
D + HP
Balrog Punch Sweep Move:
D+HK

Blanka

2-button tricks require 2 seconds of holding.
Blanka Electric Thunder Move:
Press P Rapidly
Blanka Rolling Attack (Beast Roll) Move:
2B, T+P
Blanka Backstep Rolling (Hop Back Arching Roll Attack) Move:
2B, T+K
Blanka Vertical Rolling (Upwards Beast Roll) Move:
2D, U+K
Blanka Hop Move:
B or T + 3K
Blanka Beast Slide Move:
DT+HP
Blanka Duck Move:
D+3P
Blanka Ex Moves:
Blanka Ex-Electric Thunder Move:
Press 2P Rapidly
Blanka Ex-Rolling Attack (Beast Roll) Move:
2B,T+2P
Blanka Ex-Backstep Rolling (Hop Back Arching Roll Attack) Move:
2B, T+2K
Blanka 2Ex-Vertical Rolling (Upwards Beast Roll) Move:
2D, U+K
Blanka Super and Ultra Moves:
Blanka Grand Shave Rolling (Super Beast Roll) Move:
2B, T, B, T+P
Blanka Lighting Cannonball (Ultra Beast Roll) Move:
2B, T, B, T+3P
Blanka Normal Moves:
Blanka Cross Up Kick Move:
UT + MK (While in the Air)
Blanka Anti-Air Claws Move:
U + HP (While in the Air)

Chun Li

2-button tricks require 2 seconds of holding.
Chun Li Hyakuretsu Kyaku (Lightning Leg Kicks) Moves:
Press K Rapidly
Chun Li Kikouken (Fireball) Move:
2B, T+P
Chun Li Hazan Shuu (Overhead Flip Kick) Move:
2T, DT, D, DB, B+K
Chun Li Spinning Bird Kick Move:
2D, U+K
Chun Li Command Combo Kicks Moves:
B+MK
MK
D, U+K
Chun Li Air Throw Move:
LP + LK (airborne)
Chun Li Ex Moves:
Chun Li Ex-Hyakuretsu Kyaku (Lightning Leg Kicks) Moves:
Press 2K Rapidly
Chun Li Ex-Kikouken (Fireball) Move:
2B,T+2P
Chun Li Ex Hazan Shuu (Overhead Flip Kick) Move:
2T, DT, D, DB, B+2K
Chun Li Ex-Spinning Bird Kick Move:
2D, U+2K
Chun Li Super and Ultra Moves:
Chun Li Senretsu Kyaku (Super Lightning Leg Kicks) Move:
2B, T, B, T+K
Chun Li Housenka (Ultra Lightning Leg Kicks) Move:
2B, T, B, T+3K
Chun Li Normal Moves:
Chun Li Crouching Medium Kick of Death Move:
2D+MK
Chun Li Head Stomp Move:
2D + MK (airborne)
Chun Li Backflip Kick Move:
2DT+LK
Chun Li Flip Cross Up Kick Move:
2DT+MK
Chun Li Hop Kick Move:
2T+MK
Chun Li Wall Jump Move:
2T (in air)

Crimson Viper

Crimson Viper Thunder Knuckle (Flashing Fist) Move:
D, DB, B+P
Crimson Viper Burning Kick (Flame Kick) Move:
D, DB, B+K
Crimson Viper Aerial Burning Kick (Air Flame Kick) Move:
D, DB, B + K (airborne)
Crimson Viper Seisumo Hammer (Explosive Ground Pound) Move:
T, D, DT+P
Crimson Viper Super Jump Move
D, U
Crimson Viper Ex-Moves:
Crimson Viper Ex-Thunder Knuckle (Flashing Fist) Move:
D, DB, B+2P
Crimson Viper Ex-Burning Kick (Flame Kick) Move:
D, DB, B+2K
Crimson Viper Ex-Seisumo Hammer (Explosive Ground Pound) Move:
T, D, DT+2P
Crimson Viper Super and Ultra Moves:
Crimson Viper Emergency Combination (SuperFlashing Fist and Kick) Move:
D, DT, T, D, DT, T+P
Crimson Viper Burst Time (Ultra Flashing Fist) Move:
D, DT, T, D, DT, T+3P
Crimson Viper Normal Moves:
Crimson Viper Hard Punch Move:
HP
Crimson Viper Overhead Attack Move:
T+MP

Dhalsim

Dhalsim Yoga Fire Move:
D, DT, T+P
Dhalsim Yoga Flame Move:
T, DT, D, DB, B+P
Dhalsim Yoga Blast (Upwards Fireball) Move:
T, DT, D, DB, B+K
Dhalsim Yoga Teleport Move:
T, D, DT)or) B, D, DB + 3P (or) 3K
Dhalsim Foot Drill (airborne) Move:
D+K
Dhalsim Head Drill (airborne) Move:
D+P
Dhalsim Yoga Tower Move:
D+3P
Dhalsim Ex Moves:
Dhalsim Ex-Yoga Fire Move:
D, DT, T+2P
Dhalsim Ex-Yoga Flame Move:
T, DT, D, DB, B+2P
Dhalsim Ex-Yoga Blast (Upwards Fireball) Move:
T, DT, D, DB, B+2K
Dhalsim Super and Ultra Moves:
Dhalsim Yoga Inferno (Super Yoga Flame) Move:
D, DT, T, D, DT, T+P
Dhalsim Yoga Catastrophe (Ultra Yoga Fire) Move:
D, DT, T, D, DT, T+3P
Dhalsim Normal Moves:
dhalsim Slide Move:
DT+K
Dhalsim Jumping Hard Punch (airborne) Move:
HP
Dhalsim Hook Arm Move:
B+MP
Dhalsim Anti Air Knee Move:
B+HK

E.Honda

2-button tricks require 2 seconds of holding.
E. Honda Hyakuretsu Harite (Hundred Hand Slap) Move:
Press P Rapidly
E. Honda Super Zutsuki (Flying Headbutt) Move:
2B, T+P
2D, U+K
E. Honda Ooichou Nage (Throw and Butt Smash) Move:
2T, DT, D, DB, B+P
E. Honda Ex-Moves:
E. Honda Ex-Hyakuretsu Harite (Hundred Hand Slap) Move:
Press 2P Rapidly
E. Honda Ex Super Zutsuki (Flying Headbutt) Move:
2B, T + 2P - Hold B 2 seconds
E. Honda Super Hyakkan Otoshi (Sumo Splash) Move:
2D, U+2K - Hold D 2 seconds
E. Honda Ex-Ooichou Nage (Throw and Butt Smash) Move:
2T,DT,D,DB,B+2P
E. Honda Super and Ultra Moves:
E. Honda Onimusou (Super Flying Headbutt) Move:
2B, T, B, T+P
E. Honda Super Onimusou (Ultra Flying Headbutt) Move:
2B, T, B, T+3P
E. Honda Normal Moves:
2DT+HK
E. Honda Jumpin Hard Punch (in air) Move:
HP
E. Honda Jumping Splash (in air) Move:
D+MK

El Fuerte

El Fuerete Habanero Dash (Running Forward) Move:
D, DT, T+P
Add any of the following:
LP - Stop the Dash
MP - Body Splash
HP - Flying Throw
LK - Stops Run and Backward Dash
MK - Jumping Kick
HK - Sliding Kick
El Fuerte Habanero Back Dash (Running Backwards) Move:
D, DB, B+P
Add any of the following:
LP - Stop Dash
MP - Body Splash
HP - Flying Throw
K - Hops towards Wall
K (Hold 2 seconds) - El Fuerte Quesadilla Bomb (Chest Buster) Move.
El Fuerte Guacamole Slew (Air throw) Move:
T, D, DT+K
El Fuerte Wall Jump Move:
T (While in the Air)
El Fuerte Ex Moves:
El Fuerte Ex Habanero Dash:
D, DT, T+2P
El Fuerte Ex Habanero Back Dash Move:
D, DB, B+2P
El Fuerte Ex-Guacamole Slew (Air Throw) Move:
T, D, DT+2K
El Fuerte Super and Ultra Moves:
El Fuerte Dynaite (Super):
D, DT, T, D, DT, T+K
El Fuerte Flying Gigabuster (Ultra) Move:
D, DT, T, D, DT, T+3K
El Fuerte Normal Moves:
El Fuerte Overhead Kick Move:
T+MK
El Fuerte Anti Air Punch Move:
D + HP
El Fuerte Jumping Hard Punch Move:
HP (airborne)

Guile

2-button tricks require 2 seconds of holding.
Guile Sonic Boom Move:
2B, T+P
Guile Somersault Kick (Flash Kick) Move:
2D, U+K
Guile Air Throw Move:
LP + LK (airborne)
Guile Ex-Moves:
Guile Ex-Sonic Boom Move:
2B,T+2P
Guile Ex-Somersault Kick (Flash Kick) Move:
2D, U+2K
Guile Super and Ultra Moves:
Guile Double Somersault (Super Flash kick) Move:
2DB, DT, DB, UT+K
Guile Somersault Explosion (Ultra Flash Kick) Move:
2DB, DT, DB, UT+3K
Guile Normal Moves:
Guile Overhead Punch Move:
T+MP
Guile Anti-Air Kick Move:
MK
Guile Crouching Uppercut Move:
D + HP
Guile Bazooka Knee Move:
T+LK
Guile Cross Up Knee Move:
LK (airborne)

Ken

Ken Haduken (Fireball) Move:
D, DT, T+P
Ken Shoryuken (Dragon Punch Uppercut) Move:
T, D, DT+P
Ken Tatsumaki Senpuu-Kyaku (Hurricane Kick) Move:
D, DB, B+K
Ken Ex Moves:
Ken Ex-Haduken (Fireball) Move:
D, DT, T+2P
Ken Ex-Shoryuken (Dragon Punch Uppercut) Move:
T, D, DT+2P
Ken Ex-Tatsumaki Senpuu-Kyaku (Hurricane Kick) Move:
D, BD, B+2K
Ken Super and Ultra Moves:
Ken Shoryureppa (Super Dragon Punch Uppercut) Move:
D, DT, T, D, DT, T+P
Ken Shinryuken (Ultra Dragon Punch Uppercut) Move:
D, DT, T, D, DT, T+3P
Ken Normal Moves:
Ken Cross Up kick Move:
MK (airborne)
Ken Forward Kick Move:
T+MK
Ken Spinning Side Kick Move:
T+K

M. Bison (Dictator)

2-button tricks require 2 seconds of holding.
M. Bison Psycho Crusher Attack (Flaming Torpedo) Move:
2B, T+P
M. Bison Double Knee Press (Scirssor Kicks) Move:
2B, T+K
2D, U+KP
2D, U + P P
M. Bison Warp (Teleport) Move:
T, D, DT + 3P or 3K
M. Bison Ex-Moves:
M. Bison Ex-Psycho Crusher Attack (Flaming Torpedo) Move:
2B,T+2P
M. Bison Ex-Double Knee Press (Scirssor Kicks) Move:
2B, T+2K
M. Bison Head Press & Somersault Skull Diver (Head Stomp and Body Splash) Move:
2D,U+2KP
M. Bison Devil's Reverse (Aerial Fist Dive, Flying Chop) Move:
2D, U + 2P P
M. Bison Super and Ultra Moves:
M. Bison Knee Press Nightmare (Super Scissor Kick) Move:
2B, T, B, T+K
M. Bison Nightmare Booster (Ultra Scissor Kick) Move:
2B, T, B, T+3K
M. Bison Normal Moves:
M. Bison Standing Medium Kick of Death Move:
MK
M. Bison Jumping Medium Kick Move:
MK (airborne)
M. Bison Anti-Air Kick Move:
HK
M. Bison Slide Kick Move:
D+HK
M. Bison Double Air Punch Move:
MP MP (airborne)

Rufus

Rufus Kyuuseishu Kick (Flying Kick) Move:
D, DT, T + K K
Rufus Ginga Tornado (Spinning Body Punch) Move:
D, DT, T+P
Rufus Jatotsu Nature (Rapid Aerial Punches) Move:
T, D, DT+P
Rufus Aerial Dive Kick
T or B + K (airborne)
Rufus Overhead Kick Move:
T or B + MK (airborne)
Rufus Ex Moves:
Rufus Ex-Kyuuseishu Kick (Flying Kick) Move:
D, DT, T + 2K K
Rufus Ex-Ginga Tornado (Spinning Body Punch) Move:
D, DT, T+2P
Rufus Ex-Jatotsu Nature (Rapid Aerial Punches) Move:
T, D, DT+2P
Rufus Super and Ultra Moves”
Rufus Spectacular Romance (Super) Move:
D, DT, T, D, DT, T+P
Rufus Opera Symphony (Ultra) Move:
D, DT, T, D, DT, T+3P

Ryu

Ryu Haduken (Fireball) Move:
D, DT, T+P
Ryu Shoryuken (Dragon Punch Uppercut) Move:
T, D, DT+P
Ryu Tatsumaki Senpuu-Kyaku (Hurricane Kick) Move:
D, DB, B+K
Ryu Ex Moves:
Ryu Ex-Haduken (Fireball) Move:
D, DT, T+2P
Ryu Ex-Shoryuken (Dragon Punch Uppercut) Move:
T, D, DT+2P
Ryu Ex-Tatsumaki Senpuu-Kyaku (Hurricane Kick) Move:
D, BD, B+2K
Ryu Super and Ultra Moves:
Ryu Shinkuu Hadoken (Super Fireball) Move:
D, DT, T, D, DT, T+P
Ryu Metsu Hadoken (Ultra Fireball) Move:
D, DT, T, D, DT, T+3P
Ryu Normal Moves:
Ryu Dash Punch Move:
T+HP
Ryu Overhead Punch Move:
T+MP
Ryu Crouching Medium Kick Move:
D+MK

Sagat

Sagat Tiger Shot (High) Move:
D, DT, T+P
Sagat Grand Toger Shot (Low) Move:
D, DT, T+K
Sagat Tiger Uppercut Move:
T, D, DT+P
Sagat Tiger Knee Crush Move:
T, D, DT+K
Sagat Ex-Moves:
Sagat Ex-Tiger Shot (High) Move:
D, DT, T+2P
Sagat Ex-Grand Toger Shot (Low) Move:
D, DT, T+2K
Sagat Ex-Tiger Uppercut Move:
T, D, DT+2P
Sagat Ex-Tiger Knee Crush Move:
T, D, DT+2K
Sagat Super and Ultra Moves:
Sagat Tiger Genocide (Super) Move:
D, DT, T, D, DT, T+P
Sagat Destruction (Ultra) Move:
D, DT, T, D, DT, T+3K
Sagat Normal Moves:
Sagat Crouching Light Kick Move:
D+LK
Sagat Standing Hard Kick Move:
HK

Vega (Claw)

2-button tricks require 2 seconds of holding.
Vega Rolling Crystal Flash (Rolling Claw Attack) Move:
2B, T+P
Vega Flying Barcelona Attack * Izuna D|rop (Wall Dive and Throw) Move:
2D, U+KP
Vega Sky High Claw (Awerial Claw Attack) Move:
2D, U+P
Vega Scarlet Terror (Flip Kick) Move:
2DB, T+K
Vega Flip Back Move:
3P or 3K
Vega Focus Attack Move:
MP+MK
Vega Claw Throw Move:
T, D, DT+P
Vega Mask Throw Move:
T, D, DT+2P
Vega Ex Moves:
Vega Ex-Rolling Crystal Flash (Rolling Claw Attack) Move:
2B,T+2P
Vega Ex-Flying Barcelona Attack & Izuna Drop (Wall Dive and Throw) Move:
2D,U+2KP
Vega Ex-Sky High Claw (Aerial Claw Attack) Move:
2D,U+2P
Vega Ex-Scarlet Terror (Flip Kick) Move:
2DB, T+2K
Vega Super and Ultra Moves:
Vega Flying Barcelona Special And Rolling Izuna drop (Super Wall Dive and Throw) Move:
2DB, DT, DB, UT+KP
Vega Bloody High Claw (Ultra Wall Jump and Slice) Move:
2DB, DT, DB, UT+3KP
Vega Normal Moves:
Vega Leaping Kick (Launcher) Move:
DT+HK
Vega Medium Punch Claw Move:
D+MP
Vega Slide Sweep Move:
D+HK
Vega Kara Throw Move:
HK,LP+LK
Vega Air Throw Move:
LP + LK (airborne)

Zangief

Zangief Screw Piledriver Move:
B, DB, D, DT, T, UT, U+P (360motion)
Zangief Banishing Flat (Green Glove) Move:
T, D, DT+P
Zangief Double Lariat (Quick Double Lariat with Kicks) Move:
3P or 3K
Zangief Flying Powerbomb (Running Grab and Slam) Move:
B, DB, D, DT, T, UT, U+K (360 motion)
Zangief Ex-Moves:
Zangief Ex-Screw Piledriver Move:
B, DB, D, DT, T, UT, U+2P (360motion)
Zangief Ex-Banishing Flat (Green Glove) Move:
T, D, DT+2P
Zangief Ex-Flying Powerbomb (Running Grab and Slam) Move:
B, DB, D, DT, T, UT, U+2K (360motion)
Zangief Super and Ultra Moves:
Zangief Final Atomatic Buster (Super Screw Piledriver) Move:
B, DB, D, DT, T, UT, U, UB, B, DB, D, DT, T+P (720 Motion)
Zangief Ultimate Atomic Buster (Ultra Screw Piledriver) Move:
B, DB, D, DT, T, UT, U, UB, B, DB, D, DT, T+3P (720 Motion)

Seth

Activation of the ability to play forSeth: Complete Arcade Mode with all characters (excluding "initially hidden").

Seth Sonic Boom: D, DT, T+P
Seth Shoryuken: T, D, DT + P
Seth Hyakuretsukyaku: D, DB, B, + K
Seth Tandem Engine: D, DB, B+P
Seth Yoga Teleport: T, D, DT (or DB) + 3P(or 3K)
Seth Spinning Piledriver: B, DB, D, DT, T, UT, U+P

Seth EX-Sonic Boom: D, DT, T+2P
Seth EX-Shoryuken: T, D, DT + 2P
Seth EX-Hyakuretsukyaku: D, DB, B+2K
Seth EX-Tandem Engine: D, DB, B+2P
Seth EX-Spinning Piledriver: B, DB, D, DT, T, UT, U+2P

Seth Super and Ultra Moves

Seth Tandem Storm: D, DT, T, D, DT, T+P
Seth Tandem Stream: D, DT, T, D, DT, T+3P

Gouken

Activation of the ability to play forGouken:After unlocking the Akuma character, complete Arcade mode with your favorite character and get at least two Perfect and three Ultra Finishes. You will be prompted to defeat Gouken after defeating Seth, defeat him for an opening.

Gouken Gohadouken: D, DT, T+P
Gouken Senkugoshoha: D, T, DT+P
3Gouken Tatsumaki Gorasen: D, DT, B+K
Gouken Kongoshin: B, D, DB + P (or K)
Gouken Hyakki Shu: D, T, DT + K

Gouken EX-Gohadouken: D, DT, T+2P
Gouken EX-Senkugoshoha: D, T, DT + 2P
Gouken EX-Tatsumaki Gorasen: D, DT, B+2K
Gouken EX-Kongoshin: B, D, DB + 2P (or 2K)
Gouken EX-Hyakki Shu: D, T, DT + 2K

Gouken Super and Ultra Moves

Gouken Forbidden Shoryuken: D, DT, T, D, DT, T+P
Gouken Shin Shoryuken: D, DT, T, D, DT, T+3P
Gouken Throw Launcher B, LP + LK

Dan

Activation of the ability to play forDan: Complete Arcade Mode using the character Sakura.

Dan Gadouken: D, DT, T+P
Dan Koryuken: T, D, DT+P
Dan Dankukyaku: D, DB, B+K
Dan Kuchu Dankukyaku: d, DB, B + K (while in air)

Dan EX-Gadouken: D, DT, T+2P
Dan EX-Koryuken: T, D, DT + 2P
Dan EX-Dankukyaku: D, DB, B+2K
Dan EX-Kuchu Dankukyaku: D, DB, B+2K (While in Air)

Dan Super and Ultra Moves

Dan Hissho Buraiken: D, DT, T, D, DT, T+P
Dan Legendary Taunt: D, DT, T, D, DT, T+P+K
Dan Shisso Buraiken: D, DT, T, D, DT, T+3P

Cammy

Activation of the ability to play forCammy: Complete Arcade Mode using the Crimson Viper character.

Cammy Spiral Arrow: D, DT, T+K
Cammy Cannon Spike: T, D, DT+K
Cammy Quick Spin Knuckle: T, DT, D, DB, B+P
Cammy Hooligan Combination: DB, D, DT, T, UT + P (LK + LP close to throw from air)
Cammy Cannon Strike: D, DB, B+K (While in Air)

Cammy EX Spiral Arrow: D, DT, T+2K
Cammy EX Cannon Spike: T, D, DT + 2K
Cammy EX Quick Spin Knuckle: F, DF, D, DB, B+2P
Cammy EX Cannon Strike: D, DB, B+2K (While in Air)

Cammy Super and Ultra Moves

Cammy Spin Drive Smasher: (D, DT, T) x 2 + K
Cammy Gyro Drive Smasher: (D, DT, T) x 2 + 3K

Fei Long

Activation of the ability to play forFei Long: Complete Arcade Mode using the character Abel.

Fei Long Rekka Ken: (D, DT, T+P) X 3
Fei Long Flame Kick: B, D, DB + K
Fei Long Flying Kick: B, DB, D, DT, T, UT+K
Fei Long Flip Grab: T, DT, D, DB, B + K (close to opponent)

Fei Long EX Moves

Fei Long EX-Rekka Ken: D, DT, T+2P, D, DT, T+P, D, DT, T+P
Fei Long EX-Flame Kick: B, D, DB + 2K
Fei Long EX-Flying Kick: B, DB, D, DT, T, UT + 2K
Fei Long EX-Flip Grab: T, DT, D, DB, B + 2K (close to opponent)

Fei Long Super and Ultra Moves

Fei Long Rekka Shin Ken: D, DT, T, D, DT, T+P
Fei Long Rekka Shin Geki: D, DT, T, D, DT, T+3P

Gen

Activation of the ability to play forGen: Complete Arcade Mode using Chun-Li.

Gen Change Fighting Style (Punch): 3P
Gen Change Fighting Style (Kick): 3K
Gen Rapid Slap (Punch Style): P, P, P
Gen Air Kicks (Punch Style): T, D, DT + 2K
Gen Rolling Attack (Kick Style): B, T + P
Gen Off the Wall Jump (Kick Style): D, U+K

Gen EX-Rapid Slap (Punch Style): 2P, 2P, 2P
Gen EX-Air Kicks (Punch Style): T, D, DT + 2K, K
Gen EX-Rolling Attack (Kick Style): B, T + 2P
Gen EX-Off the Wall Jump (Kick Style): D, U+2K

Gen Super and Ultra Moves

Gen Zan'ei (Punch Style): D, DT, T, D, DT, T+P
Gen Zetsuei (Punch Style): D, DT, T, D, DT, T+3P
Gen Jyakoha (Kick Style): D, DT, T, D, DT, T+K
Gen Ryukoha (Kick Style): D, DT, T, D, DT, T+3K

Rose

Activation of the ability to play forRose: Complete Arcade Mode using M. Bison.

Rose Soul Spark: B, DB, D, DT, T+P
Rose Soul Spiral: D, DT, T+K
Rose Soul Reflect: D, DB, B+P

Rose EX-Soul Spark: B, DB, D, DT, T+P, P
Rose EX-Soul Spiral: D, DT, T+K, K
Rose EX-Soul Reflect: D, DB, B+P, P

Rose Super and Ultra Moves

Rose Aura Soul Spark (Super): D, DT, T, D, DT, T+P
Rose Illusion Spark (Ultra): D, DT, T, D, DT, T+3P

Sakura

Activation of the ability to play forSakura: Complete Arcade Mode using the character Ryu.

Sakura Hadouken: D, DT, T+P
Sakura Shoryuken: T, D, DT+P
Sakura Shunpukyaku: D, DB, B+K
Sakura Air Shunpukyaku: D, DB, B+K (While in Air)
Sakura Sakura Otoshi: T, D, DT + K, P

Sakura EX-Hadouken: D, DT, T+2P
Sakura EX-Shoryuken: T, D, DT + 2P
Sakura EX-Shunpukyaku: D, DB, B+2K
Sakura EX-Air Shunpukyaku: D, DB, B+2K (While in Air)
Sakura EX-Sakura Otoshi: T, D, DT + 2K, P

Sakura Super and Ultra Moves

Sakura Karu Ichiban: D, DB, B, D, DB, B+K
Sakura Haru Ranman: D, DB, B, D, DB, B+3K

The main commandment of budo says: the blow comes from the mind.

budo principles

When was the last time we reviewed worthy martial arts? And did they review it?.. After all, traditionally this is not ours, not a computer genre. And here is such a loud announcement. The return of the legendary series and its arrival on PC. Players have been waiting for Street Fighter IV for a long time, but we are in a bit of a turmoil. Someone has never encountered such projects, someone considers them child's play not worthy of attention. In general, it is completely unclear - what, for whom, why and is it fun?

We'll figure out.

There is nothing strange that martial arts have not become popular on personal computers. Outward simplicity, thoughtlessness, lightness, often Japanese style and inconvenient controls ... In addition, those who like this genre have long since found what they want on consoles.

However, martial arts for computers is by no means a myth. First Mortal Kombat, original street fighter, Budokan- they could be curbed using the keyboard. About ten or twenty years ago... There are also modern analogues, but they are few, and they have already fallen into the category of "something strange, complex and not for everyone."

Something similar is seen by most players who decide to defeat the Russian wrestler.

Street Fighter IV is the first martial arts game of the 21st century to hit the PC with such a buzz. It is quite standard and resembles the first parts of the series, released fifteen years ago and captured the arcade machines. Then many first got acquainted with the now forgotten genre.

capcom just bet on it. Not just a game, but nostalgia, pleasant memories of someone's childhood or youth. If you happen to play Street Fighter I-II, the fourth part will seem surprisingly familiar and close. After all, there are only a few new characters, almost all of them are our old acquaintances. And their techniques remained the same, and the manner of fighting. Here is Ryu shouting "Hadouken!" - throws a fireball, and something immediately clicks in his head - it already happened, it definitely happened! Blanca suddenly shocked the enemy with a current, and again images flash before his eyes. Then Dalsim appears with his stretching limbs, Vega in an iron mask, a boxer, a Russian wrestler...

Even the fights are reminiscent of those old ones, still on slot machines. Heroes push each other to the edge of the arena, catch each other using a skill, jump over various projectiles. Fight here is not as fast as, for example, in Tekken or Mortal Kombat. Strikes often meet with a block, opponents probe each other, try to outwit. A blow to the body, immediately hooking or jumping behind the back, and in a moment - a throw. The combinations are simple, easy to perform and therefore used often. Most characters knock down the opponent with a powerful uppercut, due to which both are in the air. Do you remember?

Developers do not use allusions or references, but simply copy from the first projects and transfer to a new game. The modern engine and corrected rules are attached, but in general the gameplay has remained the same - typical for 2D martial arts.

I have never experienced such a full scale deja vu. Yes, I saw all this in the previous parts, many years ago ... but why do these models, three-dimensional, modern, colorful, stand before my eyes ?! It seems that the developers have succeeded in their little humble miracle...

Attribute your successes only to the wisdom of your teachers, and your failures to your own negligence. And then you will master your Path.

Eastern wisdom

A successful attempt to refresh the canned images in some way plays into the hands of the developers. For those who are already familiar with the series, the project will undoubtedly attract and entertain. But for some, the fourth part will be the first! No deja vu, no nostalgia - just bewilderment. The plot of the game is very closely connected with the rich history of the Street Fighter universe, but it is not known to everyone...

Wait, wait ... History, and even rich?! We seem to be fighting here, no? One fighter came, another came, a cry sounds: “Fight!” - and, apart from the scuffle, no miracles.

Is not it?..

You shouldn't jump back from such uppercuts. Either take a step back or block. After that, hit.

And here it is not. Street Fighter is a Japanese series, and this nation's love for long storylines with an abundance of dialogue has been known to us for a long time and not bad. Recall their role-playing or tactical games. Read for twenty minutes, act for five minutes. Until the characters once again decide it's time to talk about what they've done...

The world of Street Fighter is an elevation of the oriental philosophy of martial arts to the absolute. The idea of ​​comprehending the Way here has turned into the study of the inner strength that all fighters have. Some try to pacify and curb it, others - to transform it into something creative. Still others obey her, become her weapons - and gain power. Not particularly original and, perhaps, too pathetic, but in spirit very close to what Eastern thinkers and martial arts teachers said.

Do not be surprised if the heroes before the battle will argue for a long time about the nature of power and how to deal with it correctly. All life is a path of self-improvement, and to stop at least at one stage means to lose.

Here, even the old sensei tirelessly study and fight on equal terms with the young ones. Right on command bruce lee: « I am not a master, I am a student-master. I have the knowledge and experience of a master, but I continue to learn. I do not believe in the word "master" and think of him as a person who can be put an end to».

Nevertheless, pathos speeches do not sound in the game itself, and battles are not interrupted to discuss the essence of good and evil. Capcom did a very smart thing. If you want to know the history of the universe and get to know the characters better, then... watch the anime of the same name, read the manga, and explore related websites. No other way. You can complete Street Fighter IV with twenty-five characters on the highest difficulty level, master all combinations and learn how to shout "Shoryuken!" in pure Japanese, but this does not help to understand the plot of even a single fourth part.

That's what Asian customs are...

If you don't own own body How then can you find the Way and master it?

Lezi

The principle of "comprehend everything yourself" could knock out everyone who encounters game martial arts for the first time. They will bless us for the battle and send us to the championship - about combinations of blows, they say, read in the manual ...

Fortunately, mercy to the creators is by no means alien. Before participating in the world tournament, a beginner is advised to go to the training room. We choose any character and, together with a computer dummy (well, yes, a kind of pear), we get into an empty arena. Here you can check all the strikes of a fighter, try out combinations and master the controls. If necessary, force the enemy to block, crouch or jump.

Excellent focal parry. Now there will be a response that will break through the block and knock the enemy to the ground.

Found an interesting skill and want to understand how it will work in a real battle? Order the NPC to attack. Here is the battle simulation. No need to go out anywhere, everything is done right here, after three seconds of shamanism with the settings.

Even if you don’t understand at all what martial arts consist of and how to strike, don’t worry, you will be taught. We go to the Challenge section, select the Trial tab and again we get to the training room. Only now you have clear tasks: to kick the enemy with your foot, to carry out an ordinary reception. It will not be clear - you can see how.

Having dealt with simple combinations, move on to strong ones, then to a combination of several tricks, but in the end you have to press fifteen or twenty keys in a row. These are already the last levels in the Trial section, and not everyone passes them. As Muhammad Ali said: I saw George Foreman shadowbox and the shadow won».

But the training doesn't end there. There is one more stage of training, in almost realistic conditions. You enter the real arena, the enemy A little fights, and your task is to wear him down with the most powerful combinations.

I've never seen such an efficient training mode before. The developers train the player as before a real world championship. For several days you may not play a single battle. After all, studying here is also interesting. And when your fingers comprehend the wisdom of management, and you remember the basic combinations, you can start the campaign. You will approach her fully armed.

To know in advance the intentions of the enemy means, in fact, to act like a god.

Sun Tzu

When you first start playing, it seems that the main difficulty is control. And one has only to learn how to quickly press the keys, how to live freely and easily. It really is. If you perform all the tricks in a second, then defeat any enemy almost instantly...

On minimum difficulty level.

Although Gen is almost a century old grandfather, he instills fear even in young opponents.

The hero has about fifteen combinations, which after training you will remember well and learn how to apply. You can curb the gamepad in just two or three days, and after a week you will be performing most of the strikes automatically.

But what Training Mode won't teach you at all is how to fight. Yes, yes, all you know how to do is hit fast. Already at the average level of complexity, this is not enough. After all, the enemy begins to use tactics and you don't know them. And therefore, all your powerful tricks, fast attacks and skillful stacking of blows in combination will turn into zilch. You will only watch helplessly as the enemy blocks, knocks you down, jumps behind your back and makes a powerful throw. And the world championship floats away into the rainbow distance ...

Street Fighter IV compares favorably with those martial arts, where there are about a hundred tricks. There are few of them here, and they are studied quickly. The main difficulty is to understand When apply them against whom, after what, together with what. There are twenty-five heroes in the game, and everyone needs to know thoroughly: who attacks and defends how, what are his main techniques and how he builds tactics.

When fighting against Dalsim, remember that he always keeps a long range. Long arms and legs allow him to avoid close combat like the plague. And keep in mind that there is no point in trying to run up to him - he teleports a few meters to the side, leaving you with a nose.

Or take Abel. He is a fighter; if you let him close to you, he will begin to alternate throws with grabs and will definitely not give you life. Try to keep him at a distance... legs. Hit, he retreats, again - he backs off again. Oh, surprise! .. Abel somersaults and ends up behind us. And the world before my eyes turns gray sharply ...

A good skill, but it is pointless to use it from scratch.

Nevertheless, remember: we are not invincible. There is no reception against scrap, and for each strategy there is another strategy, you just have to carefully study the enemy. And here again it does not hurt to remember that there are twenty-five heroes in the game ...

Did you appreciate the scale? I don't think so yet. In addition to strategies, there are still those same tactics. Here is an example from a textbook Starcraft. Let's say we said the Zerg are numerous and fast. But this does not mean that in every battle they attack over and over again at the thirtieth second with ten "dogs", kill workers, and if they lose in an early attack, then they put an end to the whole battle ...

Of course, there are not as many tactics in Street Fighter IV as in Starcraft, but there are not three parties to the conflict either. And I chose the comparison by no means from the ceiling. Closer to martial arts only real-time tactics, like Dawn of War 2. It's just that here, under our leadership, there is not a whole army, but one hero. However, there is also reconnaissance, attack, defense, luring the enemy, tricks, counterattack, capture of a convenient position, struggle for the center. Everything happens much faster, and every mistake or successful maneuver immediately bears fruit. Literally instantly. Ran into the block of the enemy - get an uppercut in response. Now your character is lying on the floor, and the enemy has taken the center and is preparing to push you to the edge of the map ... sorry, arenas.

And you have to study Street Fighter IV in much the same way as any esports RTS. We watch battle videos (by the way, here you can save battle records), read forums where they come up with new tactics, study the weaknesses of the opponents' characters and understand the features of your own fighter.

There is nothing useful in breaking planks. The boards can't fight back.

Bruce Lee

Fei Long is very fast, but after hitting, he lingers for a long time.

But a deep and comprehensive study of the game is only necessary for battles against players. The computer is easier to deal with - just fight it regularly. No matter how smart he is, you are developing, but AI is not. To improve yourself, you have to confront people.

Online battles are very simple. You log into Windows Live and either become a server yourself or connect to a rival. Ten seconds to choose a hero, five more to the arena, and now you are already standing against each other, the numbers on the screen light up: “3, 2, 1”, and then the order sounds: “Fight!” A few minutes and the fight is over. The winner gets points, the loser loses them. Everything starts again.

The battles are very short. This is the main difference between martial arts and many purely computer genres. Although console players call Street Fighter IV too slow, it seems to me that it just has deep tactical potential. Increase the speed, remove the probing of the enemy, go on the defensive, slow and careful attacks - and we will already go our separate ways with this game.

The network mode of Street Fighter has a great future. Capcom has firmly taken up the game and is going to "expand and deepen" it. Consolers are buying new clothes, we're probably going to splurge on add-ons. But there is no end in sight to the street battles... At least until everyone comprehends their own Path.

If you always draw the limits, physical or otherwise, of what you can do, it will extend to your whole life—to your work, to your whole being. Borders don't exist. There are horizontal stabilization areas, but you shouldn't stop there. We need to go beyond them. If it kills, so be it.


ADVANTAGES FLAWS
Fascination
9
complex and dynamic tactical battles; twenty five special heroesoverly difficult final boss; big difference between strong and weak fighters
Graphic arts
10
great style, funny animation, beautiful special effectssomewhat inexpressive pictures when choosing a character
Sound
9
main theme, voice actingnot detected
Game world
8
an interesting plot that reveals the characters of famous heroes; character typesto explore the world, familiarity with the game is not enough, you must use extraneous sources
Convenience
7
there are few tricks, and they can be learned fairly quicklythe keyboard is more or less convenient to play only a few characters, you need a gamepad

How are they fighting here?

If you are well-versed in gaming martial arts and were fond of the second and third parts of Street Fighter, then a lot of things will seem familiar to you. However, Capcom did not follow the beaten path and refreshed its dish with new notions: ultra- and super-strength, focus-hit and pretty much all sorts of other things appeared. Ready?

Once upon a time they were big.

Street Fighter IV is not the first attempt to make fighters three-dimensional, but the rules are left classic. In the midst of the transition of everything and everything to 3D, Capcom and Arika released the Street Fighter EX series of games. However, the output turned out to be a terrible picture and wretched characters, as if made of bricks.

Ordinary "drawn" characters were beautiful and interesting, you could look at them, look for small details. The new ones... Zangief, let's say, looked like a work assembled from parts of a Lego constructor. But in the fourth part, the developers corrected themselves! Animation, style and overall quality pictures can give ten points ahead to many games.

What is a street fighter made of?

All heroes have three main parameters - health, ultracharge and supercharge - and a few more hidden ones; now we will analyze them.

Health does not affect the performance of the character in any way. Full scale or almost empty, there is no difference. The character's movements will not slow down, and he will not call the doctor either. Everything is very simple: either we have health points, and then we fight, or we don’t have them, and then we lose.

There are no numbers near the health bar, and it is the same length for everyone. But don't let that fool you. Sagat or, say, Zangief is much more tenacious than El Fuerto and Cammy. Go to the training room and see.

A fireball war can last up to twenty seconds. Here the old rule applies: "who will turn first ...".

Better not bring the treasured strip to a deplorable state. Among other things, it has a purely psychological negative effect. In order not to get upset once again, we will get ahead of the enemy and generously give him a splash that deplorably affects health. Let him be upset...

Start by throwing fireballs (change your speed and try to catch the enemy when he falls). Use a jump with a blow to the head and legs (especially effective against characters who like to spit fire; while the enemy is sculpting a fiery clot, hit him on the head, then immediately on the legs and knock him over to the ground - fireworks are not a toy for children!), breakthrough and capture (very unpleasant, because it is almost impossible to prevent the throw).

ultra energy fills up when you lose health points and allows you to perform your strongest move. The more this energy, the more painful it will be for the enemy. Ultra-receive can take away about half of the initial health from the enemy. Often after that they do not survive at all.

It seems to beginners that ultra-combination is the solution to all troubles, and it is worth learning how to press the keys correctly, as soon as you start to win all-all-all. To be honest, this is often the case with a computer. He willingly allows himself to be beaten and picturesquely dies after a small cutscene.

Don't expect such beauty in online battles. Ultra punches are easy to avoid if they are done illiterately. Almost all of them are blocked, so all you have to do is press "back", and the opponent will depict helpless leggings and hand mashing next to you for three seconds, and then he will receive from the heart in response.

It is important: all wrestling ultra moves, like Zangief's, as well as Akuma's attack are not blocked. Don't get caught!

It is not difficult to jump over an opponent performing such a technique, or to run away from him. Therefore, using "ultra" from the bay-floundering without thinking first is the same as cracking nuts with an oscilloscope. It is necessary to build on the type of your attack. So, for example, Sagat starts the combination with a knee strike. Therefore, it is best to finish pressing the buttons when the enemy jumps on you or when you yourself throw him into the air. The dictator will be glad to any inadvertently opened opponent right in front of him. But Akuma has nothing to try to hit the enemy if he is further than half a meter from him.

It is important: ultrareception is not unexpected. Do not even think that now suddenly tap on the keys, and the enemy won't be able to block... Before the strike, a second screen saver is activated, which attracts the attention of the enemy and signals that now they will beat him, and with a good probability - with their feet! Well, do not forget that the enemy always sees your ultrascale. If she has already turned red, he begins to be cautious.

super energy It's that blue bar at the bottom of the screen. When it is full, the hero can use the second most powerful skill, which is almost the same as the ultra move, but less spectacular and weaker. Another "super" is used for the so-called Ex-tricks. These are all the same combinations, only slightly better. Some deal more damage, others knock you down or allow you to pass through the opponent's blow. Exactly one segment of the scale is spent on the application.

Fighters like the Balrog use Ex versions almost all the time. Others (Ryu, for example) prefer to immediately carry out their most powerful technique. Well, there are those who absolutely do not care. Same Sagat. If necessary, he will throw a powerful fireball. No - he will wait until the energy is up to the eyeballs, and then please the enemy with the main combination.

Honda can very long si-
go head over heels in defense and wait for the enemy to make a mistake. He has crushing blows, you just need to pass them through the block.

Super energy is awarded for successful strikes. If you knocked down an enemy with a technique, set him on fire, or simply successfully beat him up, the blue bar filled up a little.

These are, so to speak, the visible parameters of the hero. However, we will dig deeper.

Physical strength. Each hero has basic attacks - strong, weak, medium - and a dozen more combinations to the heap. They deal proportional damage, but all fighters differ in power. Big guys like Balrog, Zangief, Dictator, Honda, Sagat and the like, very quickly, in one or two hits, bring your health to a sad state. It's good if you have time to be surprised before death... There are also those who take patience and hard work, according to the principle "a drop wears away a stone." This is Cammy and other "little" fighters.

Agility. Affects the hero's movement speed. The big men do not like to run, they prefer to shove the enemy with a stubborn bulldozer, exerting psychological pressure with their very appearance. And if you don't want to, you'll be afraid.

Those who cannot boast of a heroic blow rely on evasiveness and speed of attacks. These are almost all girls, El Fuerto and some others. It is more difficult to manage them, and, as statistics show, this is not very profitable. In the first places only those who know how to hit hard.

Honda and Bison fall out of this series. Both of them are extremely mobile, especially the Dictator. He generally jumps non-stop and even flies a little. But such characters have their drawbacks: for example, inconvenient combinations that are difficult to link, inconvenient controls, and all that stuff.

Height. Oh yes, it matters too, what do you think? The higher the character, the easier it is to hit him. In addition, little heroes inflict a lot of blows from a sitting position. You have to adapt, because the "upper" attacks become useless. It is extremely difficult for Sagat, who I have mentioned many times, to fight with Blanca if he is constantly sitting, or with Cammy, who is spinning under her feet like a hungry cat.

And some anti-air strikes also hit a tall character (for example, Sagat, making a “pinwheel”, misses most of the standing characters, but he definitely touches Zangief or El Fuerto when he moves on tiptoe) and jump strikes. This, by the way, is an interesting feature of the project, which many people unknowingly do not use.

American localization

There are three characters who are never named on international Street Fighter forums. They only have nicknames: Iron Mask (or Claws), Boxer and Dictator. It's easy to guess who is who. The Boxer is the Balrog, the Dictator is Major Bison. So?

For us, yes, but in the Asian version, everything is completely different.

When developing Street Fighter, Capcom used many prototypes. So, Fei Long, actor and celebrity, is practically a copy of Bruce Lee. He is a master of kung fu, a lover of philosophizing. You don't need to look for the prototype of Zangiev for a long time either, since the surname is real. Well, Mike Bison can not even comment. By the way, the similarity is not limited to the name - this is a boxer who has been expelled from professional sports and is engaged in criminal activities.

But Capcom was afraid to get a lawsuit from a scandalous celebrity after the release of the American version and decided to urgently change the name of the character. However, for some reason, they did not invent a new one and instead borrowed it from an already existing fighter. Bison became the Balrog, and the hero in the iron mask became Major Bison.

The second attempt to publish the game in the United States again failed. American managers looked at the list of names and stated that the main villain of the game could not bear the name of the loser - Vega. Let all sorts of squishy people run with him.

Again, a character in an iron mask was called to the carpet and informed him that from now on his name was Vega, and the mister bad uncle would become Major Bison. True, the word "major" is not used in the game itself, but the decoding is usually as follows. Especially since he's in military uniform.

Because of all these renames, the players began to get confused, and in order to avoid any problems in the future, there is now a nickname next to the name of the character (or instead of it). YouTube video descriptions, for example, usually say: Balrog (Boxer) vs. M. Bison (Dictator).

And Vega is considered one of the weakest heroes of Street Fighter IV. According to statistics, he is almost at the very end of the list. They are practically not played at competitions, and you can hardly find them online. "What would you name the boat?"

Three types of street fighters

One of the key concepts in Street Fighter IV is game Zone, that is, the distance to the enemy that the character needs to carry out his main techniques. According to its varieties, all heroes are divided into three groups.

Wrestlers- These are characters who have to fight close to the enemy. At a distance of impact, they no longer feel very confident and cannot cause serious harm, but standing three to five steps away, they are completely helpless.

On a note: wrestlers can't throw fireballs. This is an axiom.

The main representatives are Zangiev, El Fuerto, Abel. If you are playing as them or their colleagues, always try to get close to the enemy. There are different tricks for this: Abel is doing a somersault, and El Fuerto is able to strongly push off the edge of the screen.

Blanca makes the best face in the game. It's a pity to beat him, but it's so funny ...

At first it seems that it is difficult to play wrestlers. In the first twenty seconds, the hero may not have time to carry out a single combination - they will simply run away from him and thresh from a safe distance ... But if the same Zangiev gets to the opponent - and that’s all, you can howl like a wolf, swear like a drunk cab driver , asking good people to look at what's going on here ... It won't help. A good player will not release prey from his paws.

And, worst of all, the throws are not blocked. They can only be transferred with maximum dignity. However, I would not advise beginners to start with wrestlers, because in order to be able to be close to the enemy, one must clearly understand how he acts and what he can do to protect. In short, Abel or El Fuerto is best left for later.

Drummers. The conditional name for all those who fight at an average distance, that is, for representatives of the schools of karate, kung fu, budo, muay thai, boxing. These are Ryu, Ken, Sagat, Chun Li, Akuma, Rufus and others. This group is too voluminous and varied to be described in two or three words. The styles of, say, Sagat and Rufus are as different as heaven and earth, although both of these fighters rely on melee strikes. But in general, all these heroes are trying to pin the enemy to the wall and finish him off with a number of powerful combinations.

Logistics. Well, the last ones are those who prefer to shy away from the enemy from a safe distance, in no case letting him close to them. A prominent representative of this class is Dalsim. Slow and clumsy, with proper control, this fighter becomes simply indestructible: it is impossible to approach him! Teleport, long kicks, fireballs - thanks to the correct use of these abilities, the yogi won the Japanese championship. Sagat was forced to go on the defensive, made mistakes in the heat of the moment and lost.

It is very difficult to fight such opponents, even for wrestlers, even for “drummers”, who do not have the skills to quickly reduce the distance to the opponent.

About future

The game has been tested wherever possible - on arcade machines, consoles, computers. Capcom interviewed players of all stripes and began to refine the project. An add-on has been announced, which will likely be called Street Fighter IV: Championship Edition in Japan and Street Fighter IV: Dash in Europe and America. It will feature characters from the past. It is already known for sure about Karin, Ibuki and DJ. The original Street Fighter IV found an audio track for T. Hawk, so you can expect him too. They also promise us newcomers who will complement the picture of the world - Goken's daughter, for example. Intriguing...

The developers are going to fix the balance (as a patch and an add-on). In the near future we are waiting for the weakening of Sagat, Seth and, apparently, Ryu and Ken. The last two, perhaps, should not have been curtailed in rights, but this is how the developers struggle with the fact that they are the only ones played on the network. Should strengthen Vega, Dan and Guile.

And the last thing we were promised was the top list of characters directly in the game. Apparently, the Sagatas should be ashamed...

What kind of punches do street fighters have?

The sweep is a very simple strike, but also a very important one. We just need to kick the enemy, and he will be on the ground, and we will be in a better position.

Each character has basic hits, three for the legs, three for the arms, plus one throw and a focus attack. Unlike many martial arts in Street Fighter IV, these strikes are very important, and they are used as often as combinations.

Weak hand strike And weak kick(Low Punch and Low Kick) - short range and low damage. It is mainly used to "probe" opponents. You can inflict several quick blows at once, get up, sit down and check if the enemy is holding the block, whether he will have time to switch from the top to the bottom.

Quick strikes do not allow the enemy to go on the attack. After all, if he takes even a step forward, we will immediately get him. Yes, it keeps the opponent at a short distance... but allows him, for example, to make a dash and throw us, or to make a strong reception from a greater distance. After all, we ourselves do not hold the block!

Be careful and do not abuse weak blows. We checked the enemy’s defense - and either carry out a combination, or immediately put a block yourself.

On a note: players often replace phrases like "weak punch" or "strong kick" with abbreviations for the first letters of the English name (MP - Medium Punch) or simply say "strong" hand, "weak" leg.

Medium punch And medium kick(Medium Punch and Medium Kick) deal already significant damage, and the distance is acceptable. The classic average option for all occasions.

Strong hand blow And hard kick(Hard Kick and Hard Punch) - the strongest one-button punch for all characters. They can knock you down, deal tremendous damage or keep the enemy at a distance.

Ultra-hit is always scary. Rufus is in total panic.

A strong kick and an uppercut from a sitting position are excellent at preventing jump attacks. No need to use complex tricks - just click on one key, and the enemy is already on the ground.

The common advantage of all regular strikes is that they don't leave your character helpless after hitting a block. Didn't get a good grip? It doesn’t matter, we immediately put the block ourselves and wait for a response.

Normal strikes form combinations that are not indicated on the character card. So, many fighters are able, for example, to first kick the enemy in the head in a jump, and then immediately knock him to the ground from a sitting position. You can also inflict three or four simple blows that harmoniously fit into a bunch.

The advantage of such combinations over the classic ones is that they can be easily interrupted at any second, and again they will not leave the character helpless when bumping into a block. In addition, after a series of ordinary blows, you can carry out some kind of special attack: for example, throw a fireball or use an uppercut. The opponent's health bar will immediately shrink in frustration.

throw. It doesn't matter if your character is a fighter or prefers to fight at a long distance, everyone is trained in this technique. Throw is one of the key skills that should be used more often. Its main advantage is that it ignores the block. If the enemy is blocking from melee attacks, immediately throw him. The application speed is equal to the "weak" hand - it works almost instantly.

It is important: There are two ways to protect yourself from the throw: either use this skill yourself, or jump away.

Another good throw is that it knocks the enemy to the ground. Yes, and the damage from it is far from small. It can be used instead of combinations when you need to teach a lesson to a stumbled opponent. Let's say he did an uppercut and is now in the air. Wait for it to fall, and immediately press the “weak” leg and arm.

The main boss Seth is terribly tiring. At the highest level of difficulty, you can try to pass it ten, thirty or even a hundred times. The developers themselves have already admitted that they overlooked someone somewhere. Only esports players participated in the beta test?

Focus attack. To execute, immediately press the "middle" leg and arm. Focus Attack has three levels of charge, depending on how long you hold down the keys. First degree: when your hero absorbs an opponent's blow and immediately delivers a mild response. The second degree is not only ignoring damage, but also a subsequent knockout blow. Finally, a fully charged focus attack breaks the block.

Be careful, this trick is easy to knock down. It is worth the enemy to use some skill with more than one hit - and you will hit from the heart. So use a focus attack when the enemy definitely does not have time to oppose you. Charging it to its fullest is almost never worth it.

Focus attack can be canceled by double-clicking "forward" or "backward". The main thing is not to release the keys before this. Otherwise, the blow will still take place, and you will open up.

This technique allows strong players to carry out very powerful combinations. If immediately after you press all the keys to carry out some reception, you also quickly click on the “middle” arm and leg, then the animation will stop. So, if you gave the enemy a powerful uppercut, then he will get the first number and fly into the air, but you will remain on the ground. Now you can either do something else diabolical, or - the surest option - to carry out an ultra-attack. But this is already aerobatics.

Block. A very important skill that is performed just by holding the back key. The block completely absorbs the damage from all normal hits and takes about 80% of the damage from the moves.

The block is of two types - upper and lower. The first protects against blows to the body and head, and also allows you to remain intact after an enemy attack from the air. Doesn't save you from cuts. His second option will save you from them: sit down and hold the down and back keys. You can break through this block with a jump technique and a strike that hits from top to bottom.

At first, you just need to learn how to block correctly and quickly. Well, keep it for a long time. It is believed that one should be in a “protective” state approximately 50-60% of the time.

It is important: Some combinations require you to hold the block for two seconds. To do this, the character, in theory, would have to constantly move back. But there is an easier option: sit in the lower block - that's enough.

About the dangers of cinema

For most of those who have not encountered computer games, Street Fighter is known for the film of the same name with Van Damme. Among the fans of the series, by the way, this film is considered one of the most mediocre, a mockery of the universe, universal human logic and common sense. But we are not talking about that now.

Immediately after the movie based on the game comes the game based on the movie. The idea, of course, is interesting ... And the further into the forest, the more sophisticated the invention of the creators.

If the movie was just mediocre, then the game took a new bar of squalor. The developers inserted cinematic models of actors into the project, but the animation was obviously attached to them not with hands, but ... with tentacles, I guess. While moving, jumping and hitting, the hero either increased or decreased, proportions and appearance suffered.

In addition, the developers for some reason decided to make the design in the style of Mortal Kombat. Everything turned out so that even modern adherents of hack-work will envy. In general, as you may have guessed, Street Fighter: The Movie failed.

So who is he - a street fighter?

There are twenty-five characters in total in the game. Unfortunately, it is impossible to consider all within the framework of one article. We will focus on those that top the lists, and then, in the Councils of Masters, we will talk in more detail about the rest. Don't be upset if your favorite fighter didn't hit the crosshairs today - we'll pay much more attention to him later.

Conventions

- Punch, or punch.

- Low Punch, or a weak punch.

- Medium Punch, or medium punch.

- Hard Punch, or a strong punch.

- Kick, or kick.

- Low kick, or weak kick.

- Medium Kick, or medium kick.

- Hard kick, or a strong kick.

- Down, or the direction "down".

- Down / Back, or the direction "down-back".

- Down / Towards or the direction "down-forward".

- Towards, or the direction "forward."

- Back, or the direction "back".

- Up / Back, or the direction "up-back".

- Up / Towards, or the direction "up-forward".

- Up, or the direction "up".

Sagat was born in Thailand and has been involved in martial arts since childhood. Even in his youth, he defeated the strongest fighter in the country and received the title of King (God) of Muay Thai. He proudly wore this title for years - there were simply no worthy rivals. To the delight of the public, he won any fight in two or three strokes.

And only once in the Thai ring, the King of Muay Thai had a hard time: when Go Hibiki, a strong and skilled fighter, came up against him. The opponents were almost equal, and Hibiki almost won - he knocked out Sagat's eye. However, the injury only infuriated the champion, he attacked the enemy with a vengeance and killed.

Zasim King thought about the fact that in Thailand he was cramped, and organized the first world tournament. It is with him that the Street Fighter series begins, according to the plot of which the young Japanese Ryu wins the championship and reaches the main boss, Sagata. He is no match for the great Thai boxer, and therefore the fight is even a little sluggish. The king does not want to cripple the enemy and after another strong move is already about to stop the battle, but Ryu suddenly delivers a crushing blow. As a memory of him, Sagat was left with a huge scar on his chest.

The defeat was a disgrace to Sagat's reputation. Even his own student ridiculed the great fighter and challenged him, boasting that he would take away the title from his mentor. But even blinded by rage, the King understood that there was little honor in a fight with a frail youth. He drops everything, travels and becomes the personal bodyguard of the criminal Major Bison, who promises to give the former King a rematch with Ryu.

Sagat performs small assignments, follows the boss as a shadow and obeys him unquestioningly, until one day he meets Go Hibiki's son Dan, who is eager for revenge. Boxer sees his rage and understands that the guy is literally obsessed with her. So he allows himself to win.

After this skirmish, he begins to treat Ryu differently. Realizing that in the final battle some strange anger took possession of his opponent, he “forgives” him and at the meeting says that hatred will not help to move forward and there is no place for it in relations between rivals in battle.

Before the start of Street Fighter IV, Sagat returns home. He is no longer occupied so much with the fight itself, as with the philosophy of martial arts. But one day he goes to see the fight of his student Adon, who easily finishes off all opponents. The youngster showers ridicule on his former mentor, and Sagat decides to enter the ring. After the first blow, he regains both the title of King and the desire to become the strongest fighter again. He's on his way to a tournament hosted by Seth.

Sagat is one of the key characters in the series. He is the boss of the first part and a mandatory participant in all the rest. In Street Fighter IV, he was not assigned any special role, but the statistics show that the King fully justifies his nickname. He is the strongest fighter in the game.

Sagat is easy to manage even for a beginner. The tactics in the game for him are bold, offensive. You can attack with fireballs and, when the enemy gets close, knock him down with a normal kick, or knee, or uppercut. It is difficult to approach you, it is also difficult to break through your block. Sagat is really very good.

Try not to jump though. In flight, our hero is of little use. Other characters have a large set of "air" skills - strong and fast. And you just slowly, steadily step back or forward. If necessary, double-tap the movement button for a quick retreat.

And don't be shy about regular punches! A strong leg is everything. It allows you to shoot down a jumping opponent, teach a lesson to a missed one, prevent him from getting out of a corner or, conversely, drive him there.

This is interesting: at the last World Championships, two Sagats met in the final. And at the championship of Japan, Sagat and Dalsim fought for the main prize. I believe that soon this hero will be weakened a little.

Sagat's equanimity and poise are striking.

Sagat wins again. According to statistics, this character is stronger than all the others.

Sagat Crouching Light Kick Move+ - Sagat takes a step forward and hits the opponent on the inside of the leg. Classic kickboxing technique. It is used to tire the opponent and make him give up. In Street Fighter IV, you use it to quickly close the distance and deliver a quick strike. It works great for battles with a computer, use it with caution against a person, because he can block the reception and answer, or even before hitting you, he will hit you straight in the head.

Sagat Standing Hard Kick Move+ - Sagat takes a step forward and kicks in a turn. The blow does not hit small opponents and serves mainly to attack a jumping opponent or to get closer.

Sagat Tiger Shot (High) Move, , + - a fireball launched at the level of the head. The damage is not bad, the speed is one of the highest (like Ryu, Ken and Akuma). It allows you to keep the enemy at a distance, does not allow him to jump normally, because he can easily knock down - after all, the "projectile" goes very high. It also allows you to catch an opponent who decided to get close to you. If you press the button that is responsible for a weak punch, the ball will fly much more slowly, and the enemy will not have time to orientate himself. It is useful to constantly change the speed - this will not allow the opponent to concentrate.

Sagat Grand Tiger Shot (Low) Move, , + — for greater efficiency, you need to use this fireball as well. It flies at leg level and prevents the opponent from just sitting and holding the block. The enemy jumps - throw a High Shot, tries to duck - immediately release a Low Shot. And again change the speed; if one ball flies fast and the second slow, the enemy will be completely confused.

With a computer, such things may not work, he has no emotions, one calculation. But in battles over the network, such shelling is very effective. If you successfully launched several balls, you already have an advantage. The enemy sees that he is losing, tries to do something - and cannot. He hasn't even gotten close to Sagat yet, and a quarter of his health is gone. In the heat of the moment, he begins to take risks, forgets to block and even more often runs into the projectile.

But don't rely too much on this skill. Firstly, if the enemy still gets closer, he will no longer be afraid, Sagat swings too wide, and any quick blow will interrupt his “magic”. Another opponent can jump on you, move his foot on the head and trip.

Sagat Ex-Grand Tiger Shot Move- differs in that it breaks through the opponent's ball and, if hit, knocks the enemy down. The damage is, of course, doubled.

Sagat Tiger Uppercut Move, , + - perfectly knocks down an enemy jumping on you or just standing next to you. It works almost the same as shoryuken fighters representing martial arts. The damage from the uppercut is very high, however, if applied when the opponent blocks, Sagat will immediately be rendered helpless. At the very least, he'll take a hard kick. In the worst case scenario, the enemy will carry out an ultra combination. Use the uppercut very carefully - the hero remains open for too long.

Sagat's fireball is his primary weapon. Stop the enemy, lure, just deal damage to the block - everything can be done from a distance. Comfortable.

Ken's smirk tells us that he'll be doing an ultra attack now. Block Sagata in the background replies that the charming American will soon stop grinning and get kicked in the face. Twice.

Sagat Tiger Knee Crush Move, , + - knee jump forward and two hits. The damage deals very decent, hits at a great distance and is equally effective both against the one who is standing nearby and against the enemy running towards you. You can shoot down "jumpers".

This blow must be unexpected. If the enemy is just standing, jumping is pointless. Hit a block and get a splash in return. Wait for the enemy to move forward or hold a combination that you will defend against. This technique allows you to throw the opponent to the side - handy if you are cornered.

Sagat Ex-Tiger Uppercut Move And Sagat Ex-Tiger Knee Crush Move- they just deal more damage compared to the normal versions of the strikes. There are no additional effects.

Sagat Tiger Genocide (Super) Move, , , , , + - starts with a jumping knee and ends with an uppercut. The damage is quite high, but you only need to do it if the enemy jumps on you, or if you threw him into the air. Otherwise, block. The advantage of this combination is that it is very difficult to jump over it. Even if you land on the block, the enemy will get it one way or another.

Sagat Destruction (Ultra) Move, , , , + - Starts like Super, but at the end, Sagat delivers another powerful blow that takes away half of the full health bar and drops the enemy to the ground. But with the moment, again, you still have to guess. True, it almost always works against a computer. That block puts extremely reluctantly.

It is important: it is best to use ultra and super combinations after canceling the animation of the uppercut. Strike, the enemy is thrown up, and Sagat remains in place. The victim, on the other hand, falls so comfortably that it’s a sin not to smack her.

To the library for books

To successfully play Street Fighter IV, you need to learn a fair amount of theory. The game has been out on consoles for several months, and it appeared on slot machines in Japan even earlier. So there are plenty of tips, guides and tactics for playing each character.

One of the main English-language resources is www.eventhubs.com. There are many videos for each hero, descriptions of rough tactics, manuals (many are not completed) and all kinds of information about the game. Good base, but, alas, far from complete.

The second interesting site is www.streetfighter.wikia.com. There are much fewer tactics here, the video shows rather mediocre battles, but there is a lot of information about the fighters, about how they changed as the next parts were released, what were the tactics, their history, appearance. This is the base for those who have not previously encountered Street Fighter.

In Russian, there is a minimum of information. Most information can be found on ... "In contact" (www.vkontakte.ru/club1298570) and on the website www.fighting.ru. True, there the devil himself will break his leg, understanding slang and warped English, so it will be difficult for a beginner.

Ryu

Ryu does not remember who he is, where he is from, where his parents are, or if they are even alive. How he got the amnesia is also unknown. At one time, he was picked up on the street and began to be raised by the great dojo master Goken. He treated Ryu like a son.

At the dojo school, our hero met Ken. They spend all the time together, train and spar all the time. They are taught by one master, but each develops his own style. Ryu is restrained, he beats as he writes - clearly, smoothly, beautifully. Ken is impatient, quick-tempered, and go and understand what to expect from him.

At twenty-three, Gouken releases Ryu from school so that he can test his skills in practice. The hero without thinking twice goes to the first Street Fighter tournament. There he meets in the final fight for the title of champion with Sagat. The king of Muay Thai is too strong for him, but Ryu hates him, he madly wants to win and ... wins. Thanks to the incredible power that suddenly overwhelmed him.

After Ryu's victory, he returns home only to find that the school has been devastated and Gouken has been killed. The name of the culprit is Akuma. The young man finds the killer, but during the battle, Akuma tells Ryu that there is a great power in him that should overwhelm him, and that it is pointless to resist. Only by releasing it will he become a great master. A master equal to Akuma.

The hero for many years just wanders around the world and learns to master his power. Sometimes he meets with Ken or with someone from old acquaintances, but then he again goes to travel. He goes to a tournament in Street Fighter IV to stop Seth. He is also helped by some other heroes who know that the new championship is just a way to attract fighters, while the organizers cherish insidious plans.

Ryu can safely be called the main character of the entire series. He is talked about the most and is associated with many other heroes. The fighting style has not changed since the first part. Unlike appearance. Initially, he has a white headband on his head, but in Street Fighter II he already flaunts in a red one - a gift from Ken. And in each new game he has an increasingly worn kimono. After all, the hero in it not only fights, but also travels.

They knocked out the beast's eye... Here's a strong kick in Sagatov's case!

Ryu is one of the most comfortable fighters to manage. First, it has not changed since the first part. Secondly, his fighting style is quite simple. Ryu relies on quick kicks and sudden uppercuts (shoryuken). He also has one of the strongest "fireballs" (hadouken). In general, the Japanese is similar to Sagat, but a little faster, and his blows are less destructive. But it is more convenient to manage it, and it is easier to build tactics. The hero can retreat without any problems, abruptly go on the attack and carry out several combinations at once.

Ryu's combination of speed, strength, and powerful moves draws so much attention to Ryu that almost eight out of ten opponents online play Ryu.

Ryu Dash Punch Move+ - penetrating blow with a hand. The only important difference from the original technique is that after it is applied, the hero remains near the enemy. It is rarely used, since it is better to hit the opened character at close range with some more brutal technique.

Ryu Overhead Punch Move+ - in principle, everything is the same, but the blow is not to the body, but to the head.

Ryu Hadouken (Fireball) Move, , + - Releases a fireball that deals medium damage and knocks down a jumping enemy. This ball moves clearly in the center and always hits the sitting hero (unless the opponent is Blanca, who has a bad habit of lying down). Ryu uses hadouken very often as a finishing move in the series. A couple of kicks or a bunch of hand-foot - and for dessert a ball. Eat, don't get burned. You can also finish off a falling enemy with this thing.

If two masters meet quickly to release hadouken, the so-called "war of fireballs" begins. The one who catches the enemy at the moment of "casting the spell" wins. You will either have to press the keys very quickly, or use the Ex-version of the skill. Just do not forget that the enemy can also do this. If it turns silver, block immediately.

Ryu Shoryuken (Dragon Punch Uppercut) Move, , + is Ryu's most famous move. And one of the most brutal. With it, he can knock down a jumping, walking, and even just standing opponent. Players usually try to use the uppercut as often as possible, because even one successful attempt leads to a series of powerful combinations later. However, as soon as the opponent puts a block, Ryu crashes against him, jumps high and is completely helpless. Get ready to get kicked.

During the focus attack, the characters seem to be drawn with colored pencils, and ink clouds appear around.

It is important to use this technique during defense as well. You sit, say, in a block, the enemy strikes (read: opens), and you immediately - an uppercut in response. Simple and very convenient.

Ryu Tatsumaki Senpuu-Kyaku (Hurricane Kick) Move, , + - Ryu makes a "pinwheel" with his feet. Hit - excellent, the opponent will be hurt. But if he sits in the block, you will just fly past and get kicked in the back. This technique is best used in the Ex version.

Ryu Ex-Hadouken (Fireball) Move, , + - knocks down, ignores enemy fireballs.

Ryu Ex-Shoryuken (Dragon Punch Uppercut) Move, , + - Deals more damage, knocks you down.

Ryu Ex-Tatsumaki Senpuu-Kyaku (Hurricane Kick) Move. Much better than the original.

Ryu Shinkuu Hadouken (Super Fireball) Move, , , , , + - A powerful fireball that removes about a third of the initial health points. It should be used only when you have thrown the enemy and he is already falling, or if you caught him in a jump.

Ryu Metsu Hadouken (Ultra Fireball) Move, , , , , + - everything is the same, only more damage (removes half of the initial health points). And the animation is beautiful.

How to unlock all characters

Initially, nine heroes are hidden, and neither you nor the computer can play them. To open Cammy, complete arcade mode with the Scarlet Viper. To open Dan, complete arcade mode with Sakura. To open Fei Long, complete arcade mode with Abel. To open Gena,h Complete arcade mode with Chun Li. To open Rose, complete arcade mode with Major Bison. To open sakura, complete arcade mode with Ryu. To open Seta, complete the game with all other heroes.

To open Akumu First, unlock Sakura, Dan, Cammy, Fei Long, Gen and Rose, then fight Akuma in arcade mode. You will receive 2 Perfects and 2 Ultra Finishes to unlock.

To open Goken First, unlock Akuma, Sakura, Dan, Cammy, Fei Long, Gen and Rose, then fight him in arcade mode. Get 2 Perfects and 2 Ultra Finishes to unlock.

Cunning: if you want to open all the characters as soon as possible, go through the campaign on the easiest difficulty level and in battles until the first victory. But keep in mind - Seth is strong always and everywhere...

Wrestler sent across the cordon on behalf of the President of the USSR. His task is to defeat everyone and prove that the Soviet Union is the most Soviet Union in the world. In the fourth part, he performs under the Russian flag.

Zangief is a patriot and, holding a powerful reception, shouts: “For Mother Russia!” (For some reason, he pronounces this phrase in English, but “Good!” after the victory he speaks in Russian.) Although sometimes he shows that it’s more important for him to just be the first.

Zangief goes to the championship in Street Fighter IV because... the children in the yard said that he was not the strongest fighter in the world. And, apparently, it is implied that it was the Russian who won the first place. Only his final video talks about the last battle, and he also sends those children a photo of himself next to the defeated Set.

Zangief has been in the series since Street Fighter II. His prototype is the Soviet wrestler Viktor Zangiev, very popular in the West (you can find records with his participation on YouTube, and foreigners say that he is their favorite). Outwardly, however, the game Zangiev is not very similar to the real one. But his oversized muscular figure is a reference to the 1954 World Championships in weightlifting, where equally huge Soviet athletes appeared, clearly taking the strongest steroids in order to increase muscle mass.

Catching Dalsim is a real challenge. But he has so little health and hits so lightly that Zangief has nothing to worry about. Missed now - will kill in a minute.

Zangief is one of the slowest characters in the game, but his every blow is devastating. So, for example, the hero's "strong" leg removes about the same amount of health points as the usual Ryu move. It is enough just to hit the opponent a couple of times so that he asks for mercy.

However, striking technique is not his forte, Zangief relies on throws. To carry out his main moves, he must come close to the enemy, and, unlike other wrestlers, he can carry out combinations only after a jump.

The Zangiefs are the easiest to complete the campaign. Defeat the final boss, which, believe me, will seem like hell to you, this bulldozer is capable of on the first try. Hit him once or twice, throw him, and you can try on a laurel wreath.

In online battles, I rarely encountered him, and mostly beginners played Zangief. I easily earned a perfect victory (without losing health) without mocking the gamepad. However, if this hero falls into the hands of a strong player, you will shed many bitter tears. He only needs to knock you down once, and you will turn into a punching bag. In the next round, you are simply afraid of him ...

, , , , , , + — Zangiev grabs the opponent, jumps high with him, and then falls, lowering the opponent head down. Reception is powerful, very fast and easy (keyboard owners will be afraid of the abundance of buttons, but everything is easier on the gamepad)

You can knock the opponent down, then jump behind him while he gets up, and immediately carry out the capture. This will take a huge amount of health. You can also kick after the throw - at random. Perhaps the enemy will not have time to block.

However, this capture, of course, has an area of ​​effect. If you miss, Zangief will open up for a second. However, it's not scary. Remember that your hero is as big as Fujiyama. If he does not reach someone, it means that this “someone” is even more difficult. Sagat with his long leg will still hit him, but undersized characters are not a fact.

Zangief Banishing Flat (Green Glove) Move, , + - The hero deals a strong blow with a glowing green hand. Damage as from a direct leg, but this skill allows you to get close to the opponent. Banishing Flat has the longest range. You can get an enemy who is far from you and does not even think about an early attack.

The good thing about this skill is that as long as it's active, you're ready to deal damage. Doing, say, a kick, only part of the time you beat. The leg must be raised, and then lowered ... At this time, you can counterattack. And this combination is done very quickly, and it is easier for the enemy to run away than to catch you.

To make throws, Zangief needs to jump, but he is vulnerable in the air. Here fast characters use this.

And one more great advantage of the technique - after its successful application, Zangieva does not throw back. He strikes and is right next to the enemy. That half a second is inactive - and this is a great time to throw! Just don't try to do the ones that require a full turn, do a standard grab, and when the enemy is on the ground, use the strongest one.

Zangief Double Lariat (Quick Double Lariat with Kicks) Move or - Zangief spins around his axis and knocks the opponent down with the first blow. Just make sure you don't get tripped up, it's easy. However, if you use this technique wisely, the effect will please you. Strike immediately after landing and you will topple the enemy. Or start an attack from a sitting position when the opponent is nearby - this is also unexpected. I strongly do not recommend using a combination at random.

Zangief Flying Powerbomb (Running Grab and Slam), , , , , , + - very reminiscent of Zangief Screw Pile-driver Move, only here, if the hero is not immediately near the enemy, he runs towards him ... spreading his arms and sparkling eyes. It is called: "beat - I do not want." Be careful.

True, you can fight like this with a computer even at an average level. He just starts tetanus, and he waits for your hero to come up, move in the ears, and then make a powerful throw. Enjoy.

On a note: against all kinds of throws, the block is useless. The wrestler pays no attention to him.

Zangief Ex-Moves- Ex-versions do not bring anything fundamentally new, just A little enhance attacks. Even surprising... Apparently, Zangief is too good without them.

Zangief Final Atomic Buster (Super Screw Pile-driver) Move, , , , , , , , , , , , + and Zangief Ultimate Atomic Buster (Ultra Screw Pile-driver) Move, , , , , , , , , , , , + - the principle of operation for both of these combinations is the same. If Zangief ends up next to an opponent after casting, he grabs him and performs a whole galaxy of throws. Attention! This takes almost two-thirds initial health. And since the "ultra" and "super" are not carried out at the very beginning of the battle, this means that the poor fellow, most likely, has already got it. Drink it a couple of times, and all is short-lived.

Little is known about the hero's past. In the world of bikers, he is famous and even led one of the gangs. But Rufus hardly talks about this, much more he likes to boast of his kung fu. At first he studied it through films, then he began to take lessons and eventually went to China in order to polish his knowledge and skills.

Rufus has his own style. He developed it for a long time, and, you won’t believe, the hero’s kung fu is much faster than the classic one! Otherwise, however, Rufus is a dim-witted American boy who loves to chat and doesn't like to listen to others. Ken pisses him off because he is considered the best fighter in the United States. Rufus dreams of hitting him hard. The tournament organized by Seth just allows him to show off in front of the cameras and show what he is capable of. With such simple and uncomplicated goals, he goes to the first battle.

Rufus is a new fighter for Street Fighter, and therefore he was studied with passion. As it turned out, this is one of the strongest heroes in the game. Very fast and yet easy to learn.

Rufus wins thanks to a series of lightning moves. He constantly moves and attacks the enemy. His favorite tactic is to press against the board and push (although at the Japanese Championship in the fight against Bison, this hero, on the contrary, defended and won). Strong players manage to use his speed so that in the end the character strikes non-stop. He jumps and hits, runs and hits, and in general, any of his movements is accompanied by some combination.

Rufus Kyuuseishu Kick (Flying Kick) Move, , + — impact is ambiguous. It allows Rufus to quickly approach the target, literally from the middle of the screen to fly to the edge and hit. But it disables the hero for a long time, so it is rarely used in tournaments. However, for everyday battles or battles against the computer, it will fit perfectly. Some opponents do not have time to block or simply do not expect Rufus to jump on them now. As soon as the enemy moves in your direction, use the skill. It is possible that you will even win.

On a note: even before landing, press the "down" button and beat on the key responsible for the middle punch with your hand. Kyuuseishu Kick plus a normal move is the perfect combination. This means additional damage if the combination is successful, or knocking down the enemy's retaliatory strike. If you want to take a chance, after landing, you can also press another kick with your foot - then Rufus will jump up and kick the enemy from the heart. Very effective, sort of like a continuation of the combination. But I rarely saw that.

Rufus Ginga Tornado (Spinning Body Punch) Move, , + is one of the strongest and most commonly used Rufus tricks. The hero spins around its axis, then strikes and throws the enemy to the side. Of course, knocking down.

The combination is powerful, it takes a lot of health points and allows you to make two hits - during the rotation and immediately after it. Well, she's fast, among other things. If the enemy is not playing as some very mobile character, then it is unlikely that he will have time to jump over Rufus in order to carry out a strong move.

Rufus is very fast and accurate, and his punches are strong. Women are doubly offended by this. They are also fast, but they hit much weaker.

Rufus Jatotsu Nature (Rapid Aerial Punches) Move, , + - Rufus jumps up and unleashes a series of quick strikes. The more "strong" hand you press, the higher the hero is.

Excellent tool for dealing with "jumpers". If someone flies at you, immediately use a combination (Bison majors, say, quickly lose interest in air attacks). It can be done almost constantly, for reinsurance ... However, this is still not the main skill of Rufus. It is more suitable for a defensive fighting style.

Rufus Ex-Ginga Tornado (Spinning Body Punch) Move, , + — other Ex-versions of attacks are only faster or slightly more lethal than the original ones. And only this combination is fundamentally different. Rufus still hits with his hand, still throws the enemy away, but while rotating around his axis, he pulls the enemy towards him. It's hard to say how effective it is. You can always block...

Not very useful against humans, but very good against the computer

Rufus Spectacular Romance (Super) Move, , , , , + - inflicts a series of strong blows, after which he jumps over the enemy and throws him to the other side. Powerful, but you also need to catch the opponent, because Rufus starts the attack right in front of him, that is, the enemy must be very close.

Rufus Opera Symphony (Ultra) Move, , , , , + - almost the same, only at the end Rufus just throws the enemy up, and does not kick to the side.

Ultrastrike is used very often. He is especially loved by skillful players in competitions. After all, the hero only needs to knock the enemy down (and Rufus really specializes in this) and immediately carry out this strongest combination.

This is interesting: Rufus is extremely talkative. After the fight, he constantly tells something to his opponents, asks them about something and generally cracks incessantly, like a magpie. Japanese players even complained to the developers that they did not have time to finish reading all his phrases, as the screen went blank.

Regular strikes with backward, forward, sideways or jumping motion- Rufus has a lot of uncomplicated two-button combinations. For example, by pressing forward and kicking, you force the hero to roll. And if you press forward and kick while jumping, Rufus will hit the enemy twice instead of once.

Balrog is a former professional boxer who tried on the champion belt more than once. Rough, strong, lightning fast - it's all about him. However, he did not enjoy the title for long. And they selected him not in an equal fight in the ring, but through the court. For excessive cruelty and contempt for prohibitions (they say that he bit off someone's ear, but this data is not confirmed).

After Balrog was denied access to the ring, he turned to criminals, since Major Bison turned out to be nearby, who just needed people. Boxer followed his orders and quietly dreamed of getting rich. For this, he even sometimes circled the owner around his finger.

Before the Street Fighter IV tournament, Balrog is not a member of the faction, as it has already collapsed and has not yet reassembled. He tries to win at the casino and trades in small dark deals. And now he is offered to make good money and take part in an interesting tournament...

Balrog is a copy of Mike Tyson. In the Japanese version of the game, his name is even Mike Bison (read more about the ups and downs with names and their replacements in the chapter "Localization in American style"). True, no matter how aggressive the hero is in the boxing ring, in Street Fighter he is one of the most accurate and slow opponents.

Almost all of his combinations begin with a two-second hold of the back key. In fact, he always has to move away to strike. And it would be terribly inconvenient, if not for one trick, which we have already talked about. You just need to hold "down" and "back" at the same time, and both of these directions will be "charged". As a result, most of the time the Balrog... sits. The opponent jumps around him, tries to hit him from above, below, from the side, throws fireballs - the boxer is serene, like a sleeping baby. He can approach the opponent, but slowly, carefully and slowly, intermittently.

The most important thing when playing as a Balrog is to learn to understand whether the enemy is in a block. If not, hit right away.

Like a true boxer, Balrog always keeps his hands to his face, blocks and waits. Waiting for the enemy to open. Then he jumps up, quickly delivers a crushing blow and again goes on the defensive.

And so the fight goes on. A five-second explosion, and then another lull. True, this is the tactics of strong players. Beginners are unrestrained - they constantly attack and generally fuss. Since it is not so difficult to dodge a Balrog charging at you, it is almost impossible to lose in such a situation. Jumped - hit, jumped - hit. The opponent will only make more mistakes...

On a note: Balrog control on the keyboard is even more convenient than on the gamepad.

Therefore, train, train in battles against the computer. Until you defeat him on a difficult level, there is nothing to do on the network. This will not even be an experience, but a complete disappointment in your hero. And he's in the top five.

On a note: one of the most uncomfortable opponents for the Balrog is Dalsim. He always keeps at such a distance that it is almost impossible to hit him. The only chance to win as a boxer is to wait for the opponent to make a mistake. Otherwise, the yogi simply will not let you approach him.

Balrog Dash Straight (Running Punch) Move 2×, + - Balrog sprints and strikes with a direct blow to the body. The "stronger" hand you choose (damage, by the way, does not change), the more distance you can use the technique. Although, of course, it is pointless to run across the entire screen - they will jump over and beat you. Or they will launch a fireball at you - it will stop the boxer.

Balrog Dash Grand Straight (Running Low Punch) Move 2×, + - everything is almost the same as in the previous combination, only here the Balrog hits the legs, breaks through the upper block (not the lower one) and can knock down the opponent.

Balrog Running Overhead Punch Move 2B, + (hold) - unlike the previous strike, this one goes higher and is able to break through the top block. Confuses the enemy, not letting them know where to block.

Balrog Dash Smash (Running Uppercut) Move 2×, + - powerful and fast uppercut. It hits the body, and therefore, if the enemy crouched, you will not inflict damage on him. But it is very easy to catch a jumping opponent. It will turn out strong and spectacular.

A successful response after a block on a focus attack is a very useful skill in a multiplayer game. You will not only hit the enemy, but also knock him down.

Balrog Dash Grand Smash (Running Low Uppercut) Move 2×, + - running uppercut that knocks down the opponent. Reminiscent of another blow, which we talked about above, but there the technique was aimed at the legs, here it was at the torso. Helps to keep the opponent in the corner, as each time he throws him a decent distance. I advise you to use against those heroes who prefer to keep the top block.

Balrog Buffalo Headbutt Move 2×, + - very powerful jumping headbutt. Knocks the opponent down and allows you to immediately jump back and land another powerful move. Suitable for attacks on a jumping target. But remember that if the opponent is in the block, then he will definitely have time to counterattack.

Balrog Turn Punch or Turn Uppercut Move(hold) or (hold) - after you release the key, the Balrog scatters and hits. The longer you hold, the higher the damage. This is a very useful move as it doesn't force you to step back or sit on guard. You can move, fight, press other keys, but as soon as you release the "triple" - it will happen.

Many players are aware of this and are always on their guard. If you held the key for a long time, and then ran into a block, you will definitely get a strong reception in response, because the boxer comes to his senses for a long time.

Balrog Ex-Moves- all Balrog's Ex-moves are almost identical to the original ones, with only one exception: with their help you can pass through enemy attacks. If the same Dalsim hits you from a distance, and you use such a combination, then his attack will bog down. Besides, you won't even notice the fireballs - the boxer will run through them.

Balrog is that rare hero who needs to use Ex-moves almost constantly. Nothing without them.

Balrog Crazy Buffalo (Super Running Punch or Super Running Uppercut) Move 2×, , , +

It's best to use both Super and Ultra after you've thrown your opponent into the air. But we have to Very practice for a long time before you learn by eye to determine when to perform the reception.

Balrog also has a lot of simple attacks that can be combined in a combination. For example, two quick straight lines to the head and a medium one to the liver. Experiment, such techniques are developed by the players themselves. It all depends on how you feel about your character.

Date of Birth February 18, 1947
Place of Birth unknown
Height 181 cm
Weight 115 kg
eye color Red
Fighting style Combines several types of martial arts,
including secret school Shun Goku Satsu
Loves Martial arts,
train and Satsui no Hadou
Does not love Goken
Appears In Super Street Fighter II: Turbo

Akuma and his brother Goken trained together under the great master Gotetsu. In addition to the usual martial arts, he taught them another secret - Shun Goku Satsu, the art of releasing the "inner demon", which made the fighter much stronger, but exposed him to great danger.

The brothers soon fell out over differences in fighting style. Gouken did not need dark power, and he left the school. Akuma continued to train until he realized that he was ready for the test. He traveled, and when he returned, he killed his teacher, proving to him who the strongest fighter was. Gotetsu died with a smile on his face - after all, his student fully mastered the Shun Goku Satsu technique and became an excellent successor.

Akuma is also called the Devil or Dark Demon. He is one of the most powerful fighters in the world. For many years he simply wandered around the world and was looking for a worthy opponent. As such, he considered Major Bison, whom he almost killed in the second part, and Ryu. Once he had already encountered him and realized that a demon was also sitting in Goken's student, who needed to be released. For this, he goes to the tournament in Street Fighter IV. True, he is not going to participate in it ...

Akuma is probably the strongest offensive hero. He has the most deadly fireball in the game, delivers powerful double kicks and can do almost everything that Ryu and Ken can do.

The Akuma Ball is great at dealing with those who don't know how to "shoot".

As befits an evil character, he waits for the enemy to make a mistake and takes full advantage of it. If you run into his block, Akuma will be able to land about three combinations in a row. It is extremely difficult to get out of his grip. By the way, he skillfully does not allow himself to be squeezed into a corner and gain superiority. It can pass through an opponent, jump high and fly on the head of the enemy so that no uppercut will reach him.

However, if Akuma gets hit, his health bar will quickly dim. And to face such opponents as Sagat, Balrog or Zangief is extremely unpleasant for him. Too lethal at them blows.

However, in skillful ( Very skillful) hands Akuma becomes almost the strongest hero. But this is a very non-trivial task.

Akuma Gou Hadouken (Fireball) Move, , + is a pretty standard fireball that works just as well as Ryu, Ken, or Sagat. You need to use it often in order to drive the enemy to the right distance, push him to the side or force him to jump. Akuma is very mobile, and he needs the enemy to also make some movements. Let's not forget about the golden rule of Street Fighter IV - the more you jump, the more often you make mistakes. And the hero of these mistakes is just waiting.

- The strongest fireball that works in much the same way as the Ex-version of the usual ones. And if you use a throw with a “strong” hand, then this projectile will become even more powerful (and it can absorb any other, including an improved version)

Against beginners, this skill works great. Medium players also often die from it, but it will be difficult with strong ones. Akuma takes a very long time to prepare for a throw, and during this time you can be hit. Always calculate the time - it is very important here. It's best to toss it at the end of a combo when you're tossing an enemy high into the air - they'll land right on top of the ball.

Akuma Hyakki Shuu (Demon Flip) Move, , + is a very diverse combination that has several development paths. If you don't press anything other than the buttons listed above, the Akuma will either fly over the enemy or fly in close and hit the legs. Depends on how far you are from the enemy.

The enemy, having decided to run closer, immediately ran into a focus-strike.

If you press a “weak” arm and leg while flying, Akuma will land on the shoulders of the enemy and immediately throw him. The block does not protect against this reception. Strong players use Hyakki Shuu only in this form.

You can also click on the kick in the air, then Akuma ... well, yes, he will kick, on the head, and what did you expect? It hurts, but nothing special.

The last option is a punch. It is difficult to guess the exact time to press the button - you still need to be above the opponent's head, but not too high and not too low. If the move succeeds, you will knock the enemy fighter down. It always warms the soul.

Akuma Tatsumaki Zankuu Kyaku (Hurricane Kick) Move, , + - practically no different from what Ryu can do. True, Akuma often uses not a full-fledged version of the technique, but the weakest version, because immediately after the "turntable" he makes Shoryuken. A weak strike is fast, and you are on your feet before your opponent falls.

The easiest way to catch an enemy is to wait for him to jump towards you. In serious tournaments, Akuma often won like that. A fully charged ultra strike takes about 60% of the enemy's initial health, and in the middle of the round it is already deadly.

Bison (aka Vega in Japanese) is one of the main bad guys in the world of Street Fighter. He leads the world's largest and most powerful criminal organization Shadaloo, which sells weapons and drugs. Interpol has been sharpening its teeth on this office for a long time, but so far without success.

Bison is interested not so much in illegal deeds as in the dark power that is in him and many other heroes. He organizes the Second World Fighting Tournament largely to lure Ryu into it.

Thanks to scientists, Bison has already changed bodies several times after his death. In the fourth part of the game, we already see its third version. She is weaker than the previous ones, but the hero was simply tired of waiting for a suitable "shell" and declared that no matter where he was, he would still be strong.

In Street Fighter IV, Bison is not as active as in the first two games, although he is still thinking about taking over the world and is very elegantly going to eliminate Seth.

One of the most mobile fighters in Street Fighter IV. He is not as fast as, for example, Rufus, but his movements around the arena are full of meaning, complex and harass the enemy. Bison does a lot of air strikes and seems to be the only one that can get that high and control the flight. The one who controls this character well, harasses opponents with non-stop jumping, flying, running around and teleporting. One problem is that he does not have complex and long combinations of strikes, and the whole game for him comes down to non-stop movement and attempts to break through the enemy’s defense.

In general, the hero is complex, but strong. It's hard to get him, but he himself, like Mowgli from a joke, will get anyone you want. True, as in the case of the Balrog, most of his skills work after a delay. But unlike the boxer, he has no time to wait. Gotta move, move, move...

Bison and Sagat have similar fighting schools. Both are based on Thai boxing.

M. Bison Psycho Crusher Attack (Flaming Torpedo) Move 2×, + - Bison is screwed into the enemy like a screw. The skill is divided into three types, depending on which key we launch it. Weak and medium blows do not do much damage, but if the enemy has already placed a block, then Bison quickly returns to the rack. A "strong" hand launches a more interesting version of the screw: with it, the hero ignores someone else's block.

Better with this ability to catch a falling or jumping opponent, but this requires an excellent eye. You can try to do this as a finishing move at the end of some combination, but this is also not easy. Before applying the technique, you must hold the "back" button, and this takes time ...

M. Bison Double Knee Press (Scissor Kicks) Move 2×, + is one of the most useful and commonly used skills. Excellent damage and simply gorgeous range. You can use it from about the middle of the screen - you still get there.

This kick is hard to notice, especially if you launch it with your “weak” foot. The bison almost spins around its axis. The damage is, of course, minimal, but the risk is also small. In full force, the technique must be used after the enemy misses his combination. This is a classic punishment for mistakes. It will also show the opponent that you are more focused and stronger than him. Useful in online combat.

The ex version of this kick is great. With her reception becomes one of the best in the game. Once the enemy throws a fireball at you - attack him, go through the projectile and strike. It is extremely difficult to predict this. Even at the World Championships and Japan, the Bison constantly caught opponents on this.

M. Bison Head Press & Somersault Skull Diver (Head Stomp and Body Splash) Move 2×, + is an extremely interesting skill. Wherever the opponent is standing, Bison... jumps on his head. This is actually what it looks like. The hero flies the entire distance separating the rivals, and for a second freezes on top of the enemy. If the opponent jumps at the same time, even better. You will knock him down either immediately or after you press the punch with your hand.

It is very difficult to execute it on a living person and even on a mobile computer. Fans of fiery balls will make fun of you for the first time. Look, the hero himself flies to meet the fist! Moreover, slowly so that they definitely hit ... But if you practice, I guarantee you will stop laughing. Jumping across the screen is oh-so-very impressive.

Gouken prevents Bison from flying around the arena like a bird. He is always ready to shoot him down with a fireball. . Bison's teleport is a dangerous thing for a beginner. It is not as fast as Dalsim's, and I would advise using it mainly to get out of the corner or move quickly in order to interrupt the enemy's attack.

But when you become an experienced player, it will be impossible to do without such an important skill. This is another key to Bison's zonal game. True, it will not be available to everyone. I myself still do not quite understand the logic of his fights. He's a very non-classical hero...

M. Bison Ex-Moves- We talked about one of the Ex-strike above, the rest are quite ordinary. Either they will knock you down, then the damage will increase. Nothing special.

M. Bison Knee Press Nightmare (Super Scissor Kick) Move 2×, , , + and

One day two tigers chased the monk. Running away from them, he found himself on the edge of a cliff, noticed a liana and began to descend. Hanging on it, he saw that one tiger remained at the top, and the other went down and was waiting for him below. And then the mouse began to gnaw through the vine. Another minute and death awaited him. But then the monk saw a beautiful strawberry, which you could reach with your hand. And he picked and ate the most delicious berry in his life.

Don't spend all your attention on tigers. In life there is always a place for strawberries.

Greetings, residents of the Kanobu Portal.
Being a fan of fighting games, I couldn't miss a masterpiece like Street Fighter 4. But no matter who I talk to, half of them think that the game is quite difficult to manage, especially on the keyboard, and therefore the game is quite often, to put it mildly, “lowered below the plinth”. I will try to convince you of this. I will write a small "guide" (if you can call it that) to at least introduce you to the mechanics of the game.

1.1) Types of strikes. Control.

There are 4 types of strikes in the game: light, medium, heavy and "triple" (this is the same heavy, only necessary to perform a super combo). These strikes apply to both arms and legs. For most characters, it is very important which particular blow of the hand (leg) you press to complete this or that combo. For example, characters using ranged attacks (fireballs, etc.): if you press a light punch to shoot, the fireball speed will be low, the middle button will be medium speed, etc. This is a very important feature of the game, because you can build whole tactics against different opponents, based on the speed of fireballs, strikes, and other combos.

Here is a screenshot of my keyboard settings. In the future, I will "rely" on these settings, so remember.

1.2) Ultra-, supercombo scales:

When dealing damage to enemies and taking damage from them, two scales are filled - ultra and super. Each scale is responsible for its own type of super strike (each hero has 2 of them, as you might guess). Accordingly, in order to hit a super or ultra combo, you need to fill the scales to the limit. But there are some subtleties. For example: the super combo scale is divided into 4 bars, just like the ultra scale is divided into 2 bars.

For "ultra" - this is an indicator of the strength of the ultra-combo (if 1 column is full - strong damage, 2 - even stronger).

The "super" is more complicated. Each combo can be made "triple". For example: clicking with the same "fireball" instead of a weak or strong blow - "triple". The strength of this fireball will increase by 2 times, but 1 column from the “super combo” scale will also be spent.

1.1) Standard

I will try to explain to you some of the types of combos that are most often found on most characters.
Let's say Ryu has an ultra combo.

Some characters perform the same ultracombo and other combos. So when you see a picture like this

you need to click: down-forward, down-forward and triple punch (F in my control configuration (if anything, triple leg - V)). And try to do everything smoothly and consistently, and most importantly, make sure that the “ultra” scale is full.

1.2) Charge (charge)

And now a little about "charge" (charge). Characters: Guile, Blanka, M.Bison, E. Honda, Chun-Li, Vega, Balrog - use "charge" in strikes.

Standard combo for "chargers".
It is performed very simply. In general, to perform a "charge" you need to wait 2-3 seconds. In this case (see above), it is very simple: hold it back, wait 2-3 seconds, then slowly lower it forward and hit with your hand. And we do not do it abruptly, but smoothly and consistently. In whatever direction the “charges” are indicated, follow the principle described above.

These charge ultras are done in the same way as you use your fingers on a table (or other surface) when you are waiting for something: pinch back, wait 2-3 seconds, then forward, back, forward and triple punch (again, remember , as you do with your fingers when you are waiting for something) and do not forget about smoothness.

1.3) Block, concentrated strike, taunt, throw

You have probably played fighting games and remember what a block is. In Street Fighter 4, the block is no different from other fighting games: just pinch back or down-back (for the lower block (from sweeps)).

Street Fighter 4 also has throws. When the enemy is in the block, it is useless to break through it, so there is a throw for this. Just walk up to the enemy and press Q (in my Q control settings). The enemy will also try to throw you, so that this does not happen, you must press the button earlier. If the action happens at the same time, then you will simply move away from each other. Some characters can do air throws (same button, only in the air)

And now about the concentrated strike (W in configurations): it is "cast"; Absorbs the first hit you get (but not ultra or super combos) on the second hit of conc. the blow goes astray; conc. the blow is vulnerable to being thrown.

The game also provides taunts (E in conf.). Ponte in its purest form, if you want to tease the enemy, who is standing and stupid, click E and you will be happy.

Conclusion, tips

Street Fighter 4 is more of a tactical fighting game. Yes Yes! No matter how ridiculous it may sound, but such a feeling arises when you play with other players online. Everyone has their own approach, everyone has their own tactics and "jokes", everyone makes mistakes and it's so nice to catch them on this ...

My advice to you:

do not rush to do ultra and super combos, the block blocks, and then you are vulnerable;

try to hit with weak kicks and hands, in most cases online players expect you to hit with long (strong) kicks, after which it will be easy to catch you;

if the opponent fails to make a throw (you jumped, let's say), then in most cases (I know from personal experience) they will make a jump, do not miss it;

to learn how to play a certain character, just go to the Series of fights -> Trials and by choosing the right character you will go through a short course for a young fighter :)

So, I explained the basic "knowledge" of the game Street Fighter 4 to you. I hope you understand everything, and if not, then try to at least play the game, and there will already be questions, go to this blog and see what interests you or ask in the comments.

Hello comrades. Once upon a time, when I was still regularly releasing new content, I was asked to sort out the scandal around Marvel vs Capcom: Infinite. Why did a game with such incendiary gameplay fail with such a deafening crash? But at that moment the soul did not lie to such reasoning. Then I wiped away a mean male tear and commemorated the untimely deceased ... However, today the situation is repeating itself! In a different genre, and in a slightly different format - but the essence has not changed a bit. The players decided to get together and bury Warcraft III: Reforged. Looks like it's time to open up old wounds.

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It happens that a long-forgotten game comes to life again in the soul thanks to one seemingly insignificant event. Each of us strives to find something of our own in our favorite genre: someone craves mind-blowing combos, others trudge through the tournament hype. Personally, my secret desire is to see how the “weak” defeats the “strong”. To feel that the victory goes to the most worthy, and not to the “cheapest”… In short, I love it when the low-range wins 😉 And it was precisely such a rare pleasure that Tekken World Tour 2018 gave me, where the Korean fighter Rangchu was a resounding success. He dragged the tournament with his Panda - beat the best of the best on the character that is usually chosen, only to troll the noobs! In general, today we guide on bears. Here I will tell you how to play for them, and how to deal with fluffy mischief-makers.

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Comrades, training in Dead or Alive 6 is broken! And it's just hilarious 🙂 Glitch was not discovered by me, but it is obvious that it does not cause much harm (except sometimes it crashes the game!). But it can bring a lot of good mood.

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The main mechanics migrated to Dead or Alive 6 from the previous parts of the series. Punches beat throws, throws grab holds, holds counter punches - this triangle has been the foundation of local combat since ancient times. But DoA number six has significant innovations, and here I want to talk about perhaps the most important of them.

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Watching the new Mortal Kombat 11 story mode trailer. Solid, funny, expected. As I said earlier, the mod story will be filled with a bunch of characters from all timelines - this is what the fans of the series are waiting for!

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I don’t want to swear in my blog - this is not the format. But it doesn’t work in another way ... Before they were completely fucking there, f#$%b!? Once again we were given an UNFINISHED fighting game! Okay, DoA5 was just a crooked port on PC, but with the release of the new part, as far as I know, the consoles also sucked. In short, you will not be able to drive this fighting game with friends!

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Steroids for breakfast, protein for lunch, an injection of refined Chi energy for dinner - the muscles bulge, the head sticks out lonely from the mountain of trained flesh, the clothes are spreading at the seams, exposing old scars. Street fighters give each other slaps in the face that can drive hippos into the ground. They throw fiery and plasma clots, tear each other with their teeth and dance flamenco on their fallen bodies. Cartoon style - and what energy! Not a drop of blood, but the dynamics of local battles will make Scorpio swallow scared and knock down a dozen other languid beauties from Namco fighting games. "Street Fighter Fo-o-o!" - the splash screen yells. Everyone fell, wrung out, and quickly ran to the corners, while the real masters sort things out. Now - and on a platform alien to fighting games. On PC.

Hardcore - that's what the main charm of the series is. No indulgences for casuals, no way to win with erratic keystrokes, and hitting a random ultra-combo is as likely as a monkey typing "I'm writing to you, what's more." Two lightning circles in a clockwise direction, a triple punch - and all this right during the fight, weaving "ultra" into a series of attacks. Few are capable of this, but that is why the fight between the master and the beginner is like a cat playing with a flea. The latter jumps hysterically, randomly throws his arms and legs forward and laughs contentedly, releasing a fiery ball on the tenth attempt. And the first lazily knocks down attacks with counter-strike, blocks every attack and throws, yawning, sends the opponent to the opposite end of the arena. And then the terrible begins. The master suddenly becomes serious and goes on the offensive. Super-combo, focus-attack, ultra-finishing - the yard mongrel, who fell under a caterpillar tank, feels better at the exit.

We honestly warn you: if you have not dealt with Street Fighter before and are not ready to spend ten hours that way just practicing your reflexes, don't even bother.

Trailer with a demonstration of game moments

Combat mechanics have been made more complex and faster. Many tricks have become a little easier to perform (although sometimes you have to draw circles with sticks), some are more difficult (to make a throw, now you need to simultaneously press two buttons instead of one). An ultra-combo was added to the super combo: if the face of your fighter often meets the enemy’s fist, then the Revenge “revenge” scale accumulates, and it becomes possible to pull off this inhuman experiment. There was also a focus attack. It allows you to knock out the attacker for a short time, in order, again, to do infamy with his carcass. Some fighters began to move faster, some slower. Narcissus Vega still flutters like a butterfly and bounces off invisible walls in flight, and the bear Zangiev (who finally moved from the USSR to Russia) jumps with the grace of a heffalump and is scary at close acquaintance. He loves to cuddle tightly. Breaking bones, twisting joints and smashing skulls on the platform.

The old guard remained intact. All the same, the sweet couple Ken (red kimono) and Ryu (white kimono) are favorites of women and children for mobility and ease of execution of techniques. Blanca, Honda, Sagat, Bison, Chun Li - they all frown menacingly from the pictures and perform signature tricks with the soft grace bestowed by the third dimension. Down with old pictures! Now we have beautifully animated figures that have not only volume, but also mass! It is clear that the veterans of modern fighting games will not even pay attention to this. They will take it for granted. But the contrast with Super Street Fighter II Turbo HD Remix is ​​painfully sharp.

Old fighters will not be bored alone. To them, Capcom shoved about the same number of no less colorful people into the ring, trying to satisfy all kinds of tastes. Well, only fans of Namco fighting games will walk away offended. There are only five girls here, and even those are pumped with steroids. No, panimash, erotica.

And by the way, we have 25 fighters, but at first only 16 are available. And it’s very difficult to get all of them.

In general, even the veterans of the series will have to get used to it for a long time, since the techniques of many newcomers are completely different from what they used to be. One jumpy El Fuerte with the tactics of a Mexican chicken out of habit can rattle a lot of nerves. Not because he is some kind of super-strong fighter - in the fourth part there is a wonderful balance, after all, the game has been tested on arcade machines for a long time - but because of its exceptional elusiveness and fussy running style.

However, this time, many indulgences were made for beginners. This is also a training room, where you can practice defense and attack techniques on an opponent with customizable behavior. This is the super-easy difficulty mode Easiest (immediately after Very Easy and Easy), which will allow you to defeat the final boss without any problems, even if not the first time. This and Challenge Mode, where many tests have been prepared to hone the skills gained during training.

Tests are divided into three types. Time Attack forces you to defeat a series of opponents within a strictly allotted time. In Survival, time limits do not apply, but health after each killed enemy is restored only by a fixed percentage. Well, Trial is already designed for practicing strikes.

The difficulty increases with each level. If the first ones easily fly over the “gold”, then real problems begin. The intelligence of opponents increases, the player is left without bonuses granted (like increased protection and the ability to continuously hit super- and ultra-combos), “secret” fighters enter the stage - they will definitely try to surprise with unexpected abilities. Do not expect concessions, there is no way, as in Arcade, to reset the difficulty level and adjust the number of rounds. Everything is predetermined. But what sacrifices will you make to get a new underpants color for your favorite fighter or a picture for an album out of this hell...

The Arcade mode itself, to the delight of single-player fans, presents a full-fledged scenario for each character. There is always an introductory (and final!) anime video, which explains the motives of the hero who decided to take part in the championship. There is also a "blood enemy" that precedes the final duel. And actually the boss. No, the BOSS, with whom only the liquid devil from Dead or Alive 4 can be compared in terms of malevolence. This bastard with a Yin-Yang ball in his belly “borrowed” all the best tricks from the best fighters, he can instantly teleport, push off the walls, stretch his arms to length screen and, as a final touch, loves to smear the face of a loser on the TV screen. Literally, by the way.

They know how to make bosses in Capcom, the victory over which is akin to being transferred to the reserve. Drink, walk, have fun and tell the squealing girls about the horrors of hazing in a sad tone. The only pity is that there is no way to describe the fights in Street Fighter IV with censored words. More precisely, not the confrontations themselves, but the emotions that accompany every successful attack and missed blow.

The heel hits the belly, the eyes pop out of their sockets, the body arches and flies to the opposite end of the ring. The enemy releases a clip of plasma bolts and flashes after him. He grabs, lifts the limp doll with one hand and checks the strength of the press several times with his knee. He casually throws away and artistically ends the fight with a soul-punching super-combo. This is if you watch videos and try to express what you see with letters, restraining yourself within the literary framework. In fact, during the battle, you think (and comment on the situation) in fragmentary phrases. And God forbid that children hear them.

Live adrenaline exposes instincts. That is why fights with a computer are just an aperitif before the main course: fights with living people on the other end of the wire.

Street Fighter IV and online are inseparable things. This game is designed for online confrontation and offers all (almost) amenities and services so as not to delay the acquaintance of users with computer intelligence and lure them into sparring.

The network code is perfection itself. Of course, subject to good communication quality. With a "red" ping, slight slowdowns are possible. With "orange" - as if playing with a colleague at home without the slightest sagging. Moreover, you can freely communicate through the headset. No microphone is not an issue. You can express your attitude towards the enemy during the break between fights with a smiley.

Battles are divided into ranked (with a random opponent with rating points) and simple (the rating does not change, but you can play with anyone and as many times as you like). There are NO tournaments, as well as the ability to invite more than one person to the lobby. As well as the ability to record ripples. The most offensive mistakes, but they are promised to be corrected over time. Sincerely hope that is not a paid upgrade.

The most interesting feature of online battles is that they can be easily combined with Arcade. If the console is connected to the Internet, then the passage of the scenario begins to really resemble a world tournament, when after defeating the virtual opponent a powerful cry “A new fighter has appeared in the ring!” Is heard, and you have to fight with a real person. Win or lose - and again we return to the passage.

True, the rewards for online battles are very conditional - a new title, an icon for your profile, that's all. Each fighter has only one suit, you can only change the color (let's forget about Capcom's naive attempts to sell clothes separately; in this game, external rubbish does not matter, and the choice of two possible options is simply ridiculous - when compared with the same model house Soul Calibur IV ).

But what to talk about will not work, so it's about the schedule. Street Fighter IV is one of those few cases where you not only do not notice the technology, but rejoice that everything is not smeared with a thick layer of Bump-Mapping (Virtua Fighter 5), and the figures of fighters are not graduates of the plastic toy factory (Dead or Alive 4 ). Everything is very reasonable, and serves only one purpose - so that the viewer does not doubt for a moment that he is watching a flat, drawn cartoon with expressive characters. Even after playing dozens of hours, you never get tired of admiring this game, where every element is executed artistically flawlessly: from the calligraphic inscription of the letters VS between rivals to the sophisticated dance of the winner.

Computer Brawlers

The version for personal computers does not differ in content from the console version and at the same time includes all the additions made by the patches. So, the Championship online mode is immediately available here, which is a knockout tournament. The rest of the multiplayer features (ranked, amateur matches, ratings and replay base) are also in place. But before you go to beat the face online, you will have to register with the Games For Windows Live service. Just do not forget to register in another country - there is still no "life" in Russia.

Technical execution of the PC version on the highest level. Firstly, there are a huge number of settings that allow you to achieve a high frame rate on any more or less current gaming system: from resolution and animation to the quality of soft shadows. Secondly, excellent optimization. Of course, there is a benchmark that allows you to test the selected settings. Finally, there are three filters that slightly change the image!

If you do not like the drawing style proposed by the developers, then the Extra Touch setting is at your service. Ink - makes the image even juicier, as if all the models and the environment were covered with a layer of oil paint. Watercolor - Makes borders on models and environments slightly blurry by removing ink lines. Posterization - Erases the effect of a flat picture. Heroes become like three-dimensional puppets. Of course, these filters do not affect the gameplay, but they allow you to take a fresh look at well-known faces.

Street Fighter 4 on PC can only be played using the keyboard. With this method of control, it is even possible to perform simple combinations, but with Ultra and other Super Combos with "circles" and "semicircles" there are serious difficulties. Therefore, if you decide to seriously get involved in a fighting game, you will have to buy the appropriate controller. The best is the arcade stick. Worse - the controller from the Xbox 360, which the game supports by default. For games of this kind, where all the buttons are involved and the highest sensitivity of the sticks is required, it is poorly suited.

Diagnosis

This must be seen. This must be played. The revived classic on steroids from modern graphics and sophisticated mechanics works wonders. Like a magnet, it attracts to TV screens, and in a dream it makes you restlessly experience especially tense moments of online battles. In the morning, without getting enough sleep, you crawl to work and meet an angry boss. “Down-forward, down-forward, triple kick,” you mutter under your breath, vividly imagining a blushing boss in the place of your opponent. And my heart somehow immediately becomes easier ...

The best fighting game of this generation. Stylistically impeccable, with a bunch of bonuses, a great network code and an abundance of training modes. Characters for every taste, visuals make you hide under the table while performing ultra-combos, and the familiar cries of native heroes return straight to childhood. Nostalgia is a terrible thing.

  • Improved and complicated game mechanics
  • A couple dozen expressive characters to choose from: half new, half old
  • Abundance of difficulty levels
  • Challenge Mode and thoughtful training mode for beginners
  • Superb visual style
  • Awesome fighter animation
  • Very, very beautiful fire
  • Great netcode (the best fighting game ever had before)
  • Access to online games directly from the Arcade section
  • The abundance of all kinds of videos and pictures as prizes

Contra:

  • It is not possible to organize tournaments with more (than two) participants
  • Dima Bilan, compared to the performer of the title track of Street Fighter IV, seems like a brutal Norwegian metalhead

Material prepared:

Vitaly (Lockust) Kazunov

Mikhail (Thunder) Shkredov



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