Ultra street fighter 4 combo12/31/2022 ![]() This fireball hits two times but don't roll the enemy so it's a good combo starter.Īs similar as basic version, can be used in the air. If we do not hit, we're flying up and we are practically defenseless so use it carefully. Speed, angle and attack power depend on pushed punch. Uppercut, which we can cancel the block moment and transform into Focus Attack. We can block the most of normal attacks with it.Ĭlassics. Sometimes used to finish the combo (when enemy is further than we want to).Ī good range, and proportionate injury. In addition, the attacks (with the exception of Kara Throw) do not have a large range and it is the most (as long) popular figure among the players, so everyone knows exactly the technique. Ultra Combo is strong and can be easily use in combo. Many people find that this is a purely offensive character, but some players have shown that it is not true. It has a lot of combos and his Shoryuken has a large range. Its been awhile since I played USF4 but if I can help out I'll try.Current Ken is the mix of blond from SF3 Third Strike and the one from Super Turbo. #ULTRA STREET FIGHTER 4 COMBO FREE#When you get better try to figure out why they do specific things.Īlso, feel free to ask more questions if you got any. 5 play speed and seeing what the players do. Your best bet is often watching tournament players play your character of interest on youtube. There are even specific character discords. You pick what route you go depending on the situation.Īnyway, checking out the respective discords often linked on the subreddit will have link to character guides. Which is the great part of fighting games. Usually in fighting games putting an opponent in the corner is great for your offense. Allowing you to setup mixups and usually maximizes damage (without bar). For example, Ryu's DP (dragon punch/shoryuken) knocks down the opponent. Usually the ender(in this case specials) dictate the purpose. There are different combos for different things. ![]() If those visually hit then you can cancel into a special/super. ![]() In USF4 the most common blockstring/hit confirm is usually two lights or two lights and a medium. If it didn't you either stop the combo with a safe button or special. If it hit you can end with a special/super. A string of buttons that allow you to visual confirm whether or not your combo hit (usually sacrifices a bit of dmg due to scaling). If you don't know what a hit confirm/blockstring is it's exactly what it sounds like. The most important are often your hit confirm/blockstring combos. The combos you want to focus on are usually (Bnb combos =bread and butter). generally the challenge mode combos, at least for USF4 are not practical. #ULTRA STREET FIGHTER 4 COMBO HOW TO#The outline of the guide can be used to help you focus on how to learn other characters as well.Īs for knowing what combos to use. As for a specific guide, The Rindoukan Bible, for Makoto is godlike. Bafael has some character guides for USF4 as well. But specifically the forums for the game or the wiki are where you want to be. There is also the Footsies handbook on which goes into detail about the thought process of neutral. You will just need to be wary of certain mechanics that don't translate. I would recommend it as it is broken down to digestible lessons. ![]() Gief's gym on the streetfighter subreddit wiki, although for SF5, goes through many of the fundamentals that are in USF4 as well. You can always post in r/Fighters or r/StreetFighter. ![]()
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