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Super Street Fighter 4 Tutorial Chapter 8 Part 4


MrNaughtyHands – Makoto F+lk xx lp+lk ( kara throw ) ====== darkmusician – Juri has a kara throw with her standing strong (medium punch). I think she can also use her roundhouse, but I find that the strong version gives her more distance and it’s much more comfortable on the fingers since the hand position is very natural. ====== ayers01 – Rose If I’m correct Rose has a kara throw, DF+MK, LP+LK. ====== EdoTensei – E. Honda’s DF+RH can be canceled into any special or super ====== MokiSenpai – Chun Li has the forward medium kick kara throw too. It has a pretty decent range ====== mgrimhammer – Gouken kara-throw: RH ====== massi4h – In terms of kara cancellable normals (not normal karas, ones that can be cancelled into specials/supers through most of their startup and sometimes of active frames) here’s the list I know: Sagat: forward+lk, forward+hk. E. Honda: DF+hk (his stomp overhead) C. Viper: far.hp Also worth noting that Sagat’s forward+lk can be cancelled into an EX focus even on whiff. I don’t know any other normals with this ability. ====== vertoxz123 – ryu’s kara is roundhouse. ====== JyuuinShitau I love Ken for his Kara’s! These are his easier ones. Kara Focus :f+mk ~ mk+mp Kara Air EX-Tatsu: (Airborne) qcb anykick~samekick+anotherkick ex: qcb+hk~hk+mk I’m too lazy to type the rest so check out my post on SRK. shoryuken(.)com/f259/kens-kara-moves-245776/#post9286283 ====== Killeykun Juri can also extend the distance of her kara throw by cancelling the

Comments

25 Responses to “Super Street Fighter 4 Tutorial Chapter 8 Part 4”

  1. 1shaughness2 says:

    how do you tk burning dance?

  2. SupRStanG says:

    Ok, So I’m Assuming You Have To Use A TK Tetsumaki in Ken’s 24th Trial…Why Isn’t It Coming Out As Easy As Akuma’s Airborne Gohadoken? Any Advice Or Tips So I Can Finish Ken’s Damn Trials Already? lol

  3. Riskyotter says:

    Cody has a kara throw, but it’s ruhl bad it only moves him like .5 cr.jab and it uses his roundhouse.

  4. Skz59400 says:

    i’ve got some problems with the kara tiger shot (sagat) execution :/

    I have the same input as you but sagat did kara tiger uppercut…

  5. SFtheWolf says:

    @AudioImpression Implying playing Ken requires explanation.

  6. TKDwombat says:

    wait so can we still use the tiger knee motion for instant air moves, or has capcom removed it?

  7. HazeFM says:

    <3 you Thank you for this, I'm trying to improve on my metagame in general and this was very helpful. :)

  8. eddy957 says:

    check out my prank call videos….they will cheer you up!

  9. ChipsHappens says:

    Just watched all of your tutorials…Fantastic work. It’s great that you explain why someting works. There is a lot of helpful stuff and it is presented well. Keep posting videos…looking forward to whats next.

  10. adrockman2003 says:

    i was tryin adon jaguar kick but didn’t work
    can u tell me how
    thx

  11. william526 says:

    @VesperArcade can you use forward + hard kick then grab? for the kara throw?

  12. william526 says:

    can you use forward + hard kick then grab? for the kara throw?

  13. AudioImpression says:

    @VesperArcade works 100% of the time if u input them at the exact same time, only difference is you must already be pressing the directional forward input before you press them both at the same time and it will always work.

  14. VesperArcade says:

    @AudioImpression Incorrect. Unless you work for IGN.

  15. AudioImpression says:

    not a clear explanation for ken, you have to press them at THE SAME TIME not right after another, thats why you were messing up.

  16. bishbash61 says:

    have you done a tutorial on plinking or double tapping to help with one frame links yet as you said you were going to .thanks again for the tutorials

  17. iBxTH3xCR33Dx says:

    does rose have any karas?

  18. drcmessiah says:

    Cody seems bored with the tutorial

  19. DestructiveVirusX says:

    Awesome stuff, gotta go practice now lol

  20. Killeykun says:

    @ieodksnw787 1. You already buffer the super jump when doing another seismo bcs its forward, down, down forward+P. The down is already registered as part of the SJ command so when you end in up or up forward a super jump comes out. You just don’t press punch until your joystick is in the up or up forward direction.
    2. Just buffer the down, up/up forward/up back motion during the animation of Seismo. The games registers that you’ve inputted the SJ motion already so there’s no need to mash it.

  21. slowmofosho says:

    wow that explaned everything, nice

  22. d3f1anc3 says:

    Dude. I fucking love you. This is the most useful piece of information I’ve found about the game mechanics in SF4/SSF4. I’ve been trying to throw that move out with Cammy for the longest time and I COULDN’T DO IT. Now I can. <3 you (no homo)

  23. MrTree2K says:

    please do next tutorial on super jump canceling need help bad

  24. ieodksnw787 says:

    @Killeykun firstly thanks so much.

    1. So chaining seismo, by “end in up+P”, you mean buffer the down command of the SJ. After up+P I go directly into another seismo command?

    2. For BK after Seismo is there any way to buffer the BK into a SJ – like in the video the instant BKs? cuz I find myself mashing SJ alot (up down), I’m surprised I haven’t broken my stick yet.

  25. Killeykun says:

    @ieodksnw787 If you are using a stick then its strictly timing and practice. If you are using pad same deal but I recommend macroing a 3P button. I’m actually surprised you can do FFF with a jab TK feint.
    @ieodksnw787 TK’s do come into play with SJC’s. In regards to a SJ BK after a Seismo if you are missing it means you are doing it too slow. During the Seismo animation input the super jump and then do the BK input. Seismo chaining is all about timing. Do the Seismo motion and end in up+P.

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