- Capcom
- 2D Fighting
- Release: Feb 15, 2011
- ESRB: Teen
- Basic Moves: Learn the basics that all characters can make use of
- Character Details: Learn about each character's stats, moves and assists
- Arcade Bosses: Learn how to take down the final encounter of Arcade mode
- Xbox 360 Achievements: Boost your Gamerscore with a huge list of Achievements
- Playstation 3 Trophies: Gain new Trophies for your collection
Chain Combos
Chain Combos can be made by hitting the basic attacks in order: Light, then Medium, and finally Hard. Depending on the character, additional combos can be created by stringing together crouching and jumping attacks, or reversing from Medium attacks to Light attacks.
Air Combos
Air Combos are performed by launching the enemy into the air and quickly tapping up. From here you can execute a combo in a similar manner to on the ground. However, because they will fall quickly you must be extra swift with your attacks. Hitting the basics of Light to Medium to Hard will be a quick bet for getting in hits.
Special Moves
Special Moves are attacks and moves specific to each character. Everyone has a range of attacks from projectiles and anti-air to grapples and counters. Check out each character's page to see a list of their special moves.
Hyper Combos
Hyper combos are similar to special moves but require one to three hyper gauges to be performed. They typically use the same motions of special moves, but require pressing two attack buttons at the same time. Depending on the character's assist, they can also unleash a quick hyper by hitting both Partner buttons. Hypers are powerful and a great means of dealing pain to the opponent, however they can still be blocked like any other move to reduce the damage. It's best to leave hypers ready to hit the enemy when they are stunned from another attack, especially a long chain combo.
Throw
Throws can be done by moving close to the enemy and hitting Hard attack along with either back or forward. Throws are deadly in that they can bypass an enemy's guard. To avoid being thrown yourself, input the throw command just before you are thrown to escape.
Snap Back
Snap Backs can be used from a quarter circle forward and either of the partner buttons. It will also use up a hyper gauge bar. If done correctly it will send the opponent flying off screen and summon one of his other teammates. If the partner one button is used, the enemy's first partner will appear, while partner two buttons sends in the second partner. This will also stop the enemy from calling in allies or using assists for a short time.
Guard
Guarding is the basic defense for resisting attacks. Holding back can be used to reduce damage from standing, crouching, and jumping positions. It can be used to block off multi-hit hypers or stop powerful grapple hypers.
Advancing Guard
Advancing Guard can be used while guarding close range attacks. Press two attack buttons while guarding to send the enemy back. This is great for creating distance and interrupting opponent combos.
Crossover Assist
Prior to starting the match you can pick from a list of Crossover Assists. By tapping the Partner button you can call in one of your allies during the fight. They will use a special move before leaping back. Keep in mind however that they can be attacked while on screen, making assists somewhat punishable.
Crossover Counter
Crossover Counters combine assists and guarding to make a great counter attack. While guarding an enemy attack, press forward and a partner button to switch out character and come in with a potent special move. While this can be brutal to the enemy, you will now be playing as one of your reserve team.
Team Hyper Combo
Team Hyper Combos can be performed by inputting another hyper command while the first one is still being used. This will switch out the current character and bring in one of the other team members. This will of course require at least two hyper bars, or three if you wish to use all three characters. You'll want to time in calling in an ally to just before the attack ends, as this will maximize the number of hits and overall damage. Keep in mind that some hypers finish to quickly too be chained in this way.
Crossover Combination
Crossover Combinations uses all three members by hitting both Partner buttons. Crossover Combinations are similar to Team Hyper Combos, but instead of each team member attacking one at a time, all three will use their hypers at once. You will need to store up two gauges to use two characters, and three to use the whole team. It's best to use hypers that won't conflict each other, and instead build off one another. If you use an area attack such as Kikosho, try pairing it with another similar move such as Lightning Storm.
Team Aerial Combo
During an Aerial Combo you can send the enemy flying by hitting the special button along with a direction. Pressing forward or back will deal a small amount of damage, pressing up will increase the damage, and pressing down will slam them and gain a hyper combo gauge. You'll want to mix up your attacks to avoid being countered.
Team Aerial Counter
If you are caught in a Team Aerial Combo you can break free and damage the enemy by inputting the same command as the enemy. If they try to send you upward, counter by pressing up and special. Remember that forward for them is back for you, so press the stick in the same direction that they are.
X-Factor
X-Factor can be used per match by pressing all three attacks along with the special/launcher button. X-Factor can be used to boost damage, pile on defenses and restore lost life. The more teammates that are dead, the stronger and longer lasting X-Factor will be. It's best to wait on using X-Factor until two team members are down.
Ryu
Ryu is a staple character of the Street Fighter series and a basis for many other fighters' move sets. His special moves allow for strong projectiles, quick anti-air attacks, and ease of combos. His hypers are powered up versions of his specials. His Shinku Hadoken can be shot vertically or horizontally by pressing in a direction during the hyper's start-up animation. It can be further adjusted during the move itself by pointing in the desired direct, though the movement is slow.
- Stamina: 1,000,000
- Standing Light: 50,000
- Standing Medium: 75,000
- Standing Hard: 90,000
- Crouching Light: 45,000
- Crouching Medium: 68,000
- Crouching Hard: 90,000
- Jumping Light: 55,000
- Jumping Medium: 66,000
- Jumping Hard: 90,000
Assists
| Assist Name | Assist Slot | Features | Quick Hyper |
| Shoryuken | Alpha | Direct, Tilt Up | Shinku Tatsumaki Senpukyaku |
| Hadoken | Beta | Shot, Front | Shinku Hadoken |
| Tatsumaki Senpukyaku | Gamma | Direct, Front | Shinku Tatsumaki Senpukyaku |
Moves
| Move Name | Command | Move Type | Damage |
| Hadoken |   | Special (in Air ok) | 100,000 |
| Shoryuken |   | Special | 100,000-120,000 |
| Tatsumaki Senpukyaku |   | Special (in Air ok) | 90,000-135,800/5 hits |
| Jodan Sokuto Geri |  | Special | 100,000 |
| Shinku Hadoken |   | Hyper (can be directed, in air ok) | 261,700/25 hits |
| Shinku Hadoken (Vertical Up) |    | Hyper (can be directed) | 261,700/25 hits |
| Shinku Hadoken (Vertical Down) |     | Hyper (can be directed) | 261,700/25 hits |
| Shinku Tatsumaki Senpukyaku |   | Hyper (can be directed) | 226,300/43 hits |
| Shinku Shoryuken |   | Hyper (can be directed) | 380,000/3 hits |
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