![]() If you hold down MP + MK for a second, just until your character flashes, the Focus Attack will crumple the opponent, leaving them vulnerable to a follow-up attack. ![]() If you quickly tap the input, you still get the brief hyper armor effect of the Focus Attack but the attack itself won't have any special properties (though it will crumple on counter hit). There are three stages of the Focus Attack that change depending on how long you hold down the MP + MK input. If, alternatively, you blocked the attack, you would suffer a frame disadvantage because of block stun and would not be able to counter attack until block stun wore off. Here's an example of its use: If an opponent jumps at you with an air attack, you can begin a Focus Attack to absorb that hit and then release the MP + MK input to instantly counter attack. While absorbing the hit does not completely negate the damage from the hit (you take the damage, but it regenerates quickly as long as you don't get hit again), it does let you immediately follow with a counter hit. The most prominent property is the hyper armor effect, which lets you absorb one hit from the opponent without being interrupted from your Focus Attack. While each character's Focus has a unique look, range and damage rating, they all share the same general properties. Since ultra combos can't cancel other attacks, comboing into ultras usually takes some ingenuity.īy far Street Fighter IV's biggest addition to the classic Street Fighter formula is the Focus Attack, which every character can execute by pressing MP + MK. This makes them markedly different from super combos, which can cancel normal and special attacks. 2) Ultra combos cannot cancel other attacks. The more damage you take, the more your meter fills and the more full the revenge meter when you perform the ultra combo the more damage the attack will deal. 1) You build the revenge meter needed for ultra combos by taking damage rather than dealing it. Two things make ultra combos unique to Street Fighter IV. That's the basic gist of ultras, but there's more to them than flashy animations. Every character has an ultra combo (Gen has two) and generally they do lots of damage. Throughout a fight, a meter fills up (in this case, the revenge meter) and when it's at least half full you can execute an ultra combo. Ultra combos are very similar to the super combos you're likely familiar with.
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