Super Street Fighter IV AE
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Super Street Fighter IV AE ver. 2012
Super Street Fighter IV AE is the follow up to Capcom's 2010's Super Street Fighter IV. The game retains the same general mechanics as the previous version, and introduces four new characters to the roster and makes a variety of balance changes to the existing cast.
In 2012 Capcom released a patch for AE that includes additional character changes. The information below includes the 2012 changes.
In 2014, Ultra Street Fighter IV will be released for PS3, Xbox 360, and PC. It includes 6 new stages, 5 new characters, balance changes, and many new modes. The information for USF4 will be on its respective page.
Controls and Terminology
Throughout the guide, there will be a lot of jargon thrown around, and unless you know what these terms are referring to, it might be difficult to understand some of the more complex lingo and slang used. So before we begin, please take some time to look over these next few sections to familiarize yourself with some of these terms, so the rest of the guide will make more sense.
This half of the FAQ will tell you just about how everything in Super Street Fighter IV: AE 2012 works. From Dashing to Focus Attacks to Blocking to Throws to Ultra Combos to Stuns... Just about every technical aspect of just about everything will be described in this half of the Guide. So take a look, and learn how Super Street Fighter IV works from the insides....
In every Fighting Game, there are the basic, common factors that exist. Life Meters exist in just about every Fighting Game, as do Timers, for example. This section discusses these things, the factors that can affect the outcome of the battle that are not controllable by the player.
Universal Abilities are the abilities that are shared by all characters in Super Street Fighter IV. These include your most basic of abilities, such as Walking, Blocking, Crouching, Jumping, Buffering, Taunting, and Throwing.
Super Street Fighter IV contains many rules and systems that drive the gameplay. This section talks about the hows and whys of those systems, as well as covering some really obscure rules that you may not be aware of.
No Fighting Game is complete without a bunch of techniques and strategies centered around things that the developer most likely had no idea existed. Here, you'll learn about a lot of these techniques like "Plinking" and tactical strategies like "Frame Traps."
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