Todos los ataques de los luchadores conocidos:
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- C. Viper:
Abel is best described as a mix between Zangief and Fei Long. It seems like a strange mix on paper, but in the current version, it translates into a combination of offensive in-your-face moves with devastating grabs.
Electric Jabs: Viper punches her opponent with an electric shock. Weak and medium punches seem to go straight, while herm strong punch acts like an antiair going upward.
Quarter Circle Back + Punch
Ground Explosion: Viper punches the ground and an explosion appears underneath her opponent's feet.
Forward, Quarter Circle Forward + Punch
Flame Kick: Viper kicks towards the opponent with her legs covered in flames.
Quarter Circle Back + Kick
Superjump: A Rolento-style hop. She's currently the only character with this ability.
Down, Up/Up Forward/Up Back
Super: Double Punch: It's a slightly unexciting lunge punch followed up by a second punch.
Quarter Circle Forward, Quarter Circle Forward + Punch
- Ryu:
Heavily based off of Super Turbo. The only move that appeared to be missing was his hop kick (forward + medium kick). Otherwise, his overhead, advancing punch, and double-hit jump punch (jump + medium punch) are there.
Hadouken (Fireball)
Quarter Circle Forward + Punch
Shoryuken (Uppercut)
Forward, Quarter Circle Forward + Punch
Tatsumaki Senpuu Kyaku (Hurricane Kicks)
Quarter Circle Back + Kick
Overhead Punch
Forward + Medium Punch
Advancing Punch
Forward + Strong Punch
Super: Super Hadouken
Quarter Circle Forward, Quarter Circle Forward + Punch
- Ken:
A heavy helping of Third Strike with a pinch of Super Turbo. Although there was murmuring in the room that his tricky kick move was available, no one was able to actually pull it off.
Hadouken (Fireball)
Quarter Circle Forward + Punch
Shoryuken (Uppercut)
Forward, Quarter Circle Forward + Punch
Tatsumaki Senpuu Kyaku (Hurricane Kicks)
Quarter Circle Back + Kick
Axe Kick
Forward + Strong Kick
Super: Shoryu-Reppa (double shoryuken)
Quarter Circle Forward, Quarter Circle Forward + Punch
- Chun-Li:
She's currently heavily based off of her Third Strike version. This version featured OK speed with some average-priority normals. There's definitely room for tweaking here. As a bonus, her Alpha version's flip kick also makes a guest appearance!
Spinning Bird Kick
Charge down, up plus Kick
Hyakuretsu Kyaku (quick kicks)
Mash Kicks
Flip Kick
Quarter Circle Back + Kick
Kikouken (Fireball)
Charge Back, Forward + Punch
Super: Houyouku-Sen (dashing quick kicks)
Charge Back, Forward, Back, Forward + Kick
- Dhalsim:
Dhalsim players can start rubbing their palms together with delight; his limbs are controllable. This means that holding back and performing a normal will produce a short version of the move, while letting the stick sit at neutral or forward will extend it across the screen. This version of Dhalsim was also extremely fast. If his speed remains unchanged in the final version, Dhalsim is going to be a serious pain to deal with.
Yoga Fire
Quarter Circle Forward + Punch
Yoga Flame
Half Circle Forward + Punch
Vertical Yoga Flame
Half Circle Back + Kick
Teleport
Forward, Quarter Circle Forward + Three Punches
Forward, Quarter Circle Forward + Three Kicks
Back, Quarter Circle Back + Three Punches
Back, Quarter Circle Back + Three Kicks
Foot Drill:
In midair: Down + Kick
Head Drill
In midair: Down + Punch
Super: Yoga Inferno
Quarter Circle Forward, Quarter Circle Forward + Punch
- E.Honda:
Another character heavily influenced by his Super Turbo roots. For some reason, Honda's Ochio grab and slam seemed slightly difficult to pull off in this version. There's currently no telling if his infamous jab, grab corner trap from Super Turbo will work in Street Fighter IV.
Headbutt
Charge Back, Forward + Punch
Hundred hand Slap
Mash Punches
Butt Slam
Charge Down, Up + Kick
Ochio Grab
360 + Punch
Super: Multiple Head-butts
Charge Back, Forward, Back, Forward + Punch
- Blanka:
This is Super Turbo Blanka all the way. He actually gains a lot of mobility when you mix together the game's normal dash and his hop.
Horizontal Ball
Charge Back, Forward + Punch
Vertical Ball
Charge Down, Up + Punch
Hop Back Arch Ball
Charge Back, Forward + Kick
Beast Slide
Down Forward + Strong Punch
Hop
Forward or Back + Three Kicks
Electricity
Furiously hit the punch buttons
Super: Super Ball
Charge Back, Forward, Back, Forward + Punch
- Guile:
Super Turbo once again. Low medium kick is still a killer, and players can currently combo off of his low hard punch! Although his knee hop and advancing roundhouse are still there, he seems to be missing his hook punch. So what's filling the hook punch's void? How about an overhead punch?
Sonic Boom
Charge Back, Forward + Punch
Flashkick
Charge Down, Up + Kick
Backhand
Back + Strong Punch
Knee Hop
Forward or Back + Medium Kick
Advancing Roundhouse
Back + Strong Kick
Overhead Punch
Forward + Medium Punch
Super: Super Flashkicks
Charge Down Back, Down Forward, Down Back, Up Forward + Kick
- Zangief:
Heavily based off of his Super Turbo version, everything you'd want from Zangief's base arsenal is here. It's unfortunate that 360s in this version required true 360 degree input (no faking it with half-circle to up forward/back + punch).
Spinning Pile Driver
360 + Punch
Slow Lariat
Three Punches
Fast Lariat
Three Kicks
Run and Grab
360 + Kick
Glowing Glove
Forward, Quarter Circle Forward + Punch
Super: Final Atomic Buster
720 + Punch