A Quick Look at the New Characters’ Moves

Nov 08, 2013 // ComboFiend

For those unfamiliar with the four new characters being added to Ultra Street Fighter IV , you’re in for a treat. This week, Ayano-san explores their signature special moves while also giving a general strategy of how to use them properly. Get your pens out and take notes as this info may be useful down the line.

Hello everyone, Tomoaki Ayano here! Hope everyone is doing well as we transition to winter weather. If you’ve been feeling the chill of the cold skies, I’ve got some info to help heat things up!

It’s been four months since we revealed the four new characters joining Ultra SFIV. During that time we’ve been working on adjusting their battle systems, and today I’d like to give you a peek at their moves. We’re in the final stages of adjustments so I can’t show you everything, but I can show you their signature moves.

Let’s start with Rolento. Rolento can be a bit predictable at times, but once you get a handle on using him, you can control the air game as well as the ground game. The “Stinger” is very useful for stopping your opponent’s movements.

The knife’s trajectory changes depending on the strength of the button used and the mid-air release timing can also be slightly delayed, making it difficult for your opponent to read the knife’s flight path. It’s a pretty good move for full-screen battles; however, it’s got quite a bit of recovery, so be mindful of your spacing when you use it. The EX version changes the properties of the move…as for how, you’re just going to have to try it for yourselves!

Next up is Hugo. Of course when we think of Hugo, we think of the “Giant Palm Breaker”! Hunh! Hunh! Hunh!

This move’s got a lot of priority. Takes you back to SFIII, doesn’t it? 😛 I think this will be his main special move on the ground in Ultra SFIV as well. Use it to put pressure on your opponent and drive them into a corner. Let’s abuse it plenty! However, it’s got a pretty grandiose start-up, which might make it a prime target for Focus attacks. The key will be to mix it up with his other moves.

Now let’s take a look at Poison.

This is her projectile, “Aeolus Edge.” The strength of the button used changes the flight speed as well as the distance traveled. You can also delay the timing to use it as an anti-air. It’s also a great tool for keeping people trapped in the corner. I think Poison is probably the easiest to pick up out of the four new characters. I know I’ve said this before, but of the four she’s definitely my favorite. 😛 I can’t wait for you all to start playing as her!

Let’s close things out with Elena.

The forward-moving “Rhino Horn” we all know and love from SFIII!

Elena’s specialty is fighting on the ground with mid attacks, but the Rhino Horn is a nice tool for helping to close the distance. The key will be to hit this right at max range. If you use it up close she’s got quite a bit of recovery upon landing, so you’ll need to be careful about when you use it.

The moves I showed you here today, and of course the ones I didn’t as well, may change quite a bit once everyone’s had a chance to try them out. Your chance is coming, so please hang tight until I can give you more info about the upcoming location tests!

Well, that’s all for this week. See you next week!