Super Street Fighter IV: Trials Video Guide

Notes: Trial 24 requires you to use the Haban🌠ero Dash and cancel it with a 🗹jab punch in order to link the fierce punches. Like this: Habanero Dash(Any Punch)> LP>HP>Habanero Dash>LP>HP

Gen

Notes: Gen’s trials require some extremely nimble fingers as a lot of the later ones require you to switch your stance in the middle of a combo (Press all 3 P or K buttons depending). Gen’s Gekiro move allows Gen a tiny window to catch the falling opponent with his Jyakoha ꦐanti air Super, make sure you buffer the move to catch them at the last second. Note that Gen’s Supers and Ultras changed depending on which stance he’s in.

Gouken

Notes: Gouken&r𒆙squo;s new Fireball Ultra can be charged, which increases its damage and allows you to catch enemies off 🌠guard. His EX fireball is still an excellent choice for adding additional damage to falling opponents.

Guile

Notes: Guile’s Sonic Booms come out😼 faster now🥀 in SSFIV, meaning you don’t have to charge back quite as long as before to do one.

Guy

Notes: Guy’s Hozanto move launches opponenets and allows for easy combo⛄ing, just make sure you time the move correctly to catch them on the way down.