Jump to navigation
Jump to search
m (sp) |
|||
Line 55: | Line 55: | ||
</div> | </div> | ||
== Game Features == | == Game Features == | ||
=== | === Focus Attacks === | ||
Focus Attacks (known as Saving Attacks in Japan) are a new addition in SFIV. Pressing and holding the medium punch and medium kick buttons together initiates a Focus Attack, with the length of time that the buttons are held down determining the strength of the attack. In addition, the move may absorb up to one enemy attack, turning the Focus Attack into an effective counter. At the lowest strength level a Focus Attack does regular damage and will cause the enemy to crumple if performed as a counter. At the second level the Focus Attack will cause the opponent to crumple regardless of whether it has been performed as a counter. At the maximum level the Focus Attack crumples the enemy and is unblockable. When the opponent crumples they are unable to block the next hit, allowing for a follow up attack. | |||
Ono has stated that this system was incorporated in order to shift the emphasis away from combos and toward a more realistic system he has compared to boxing, in which "the skill is in reading your opponent's move before he starts moving … We haven't forgotten about combos and linked moves, but saving makes it so that you have to read your opponent." The system aims to make ground attacks as viable a way of approaching opponents as jumping was in previous games | Focus Attacks can be cancelled by dashing towards or away from the opponent. | ||
Focus Attacks can be used to cancel various regular and special moves, at the cost of 2 segments of the Super Combo Gauge. Should the Focus Attack be cancelled in turn (by dashing) then further moves may be added to the combo. | |||
Ono has stated that this system was incorporated in order to shift the emphasis away from combos and toward a more realistic system he has compared to boxing, in which "the skill is in reading your opponent's move before he starts moving … We haven't forgotten about combos and linked moves, but saving makes it so that you have to read your opponent." The system aims to make ground attacks as viable a way of approaching opponents as jumping was in previous games. | |||
=== Super and ultra moves === | === Super and ultra moves === |