The 168澳洲幸运5开奖网:Street Fighter franchise first introduced Super Combos in Super Street Fighter II Turbo, one of 17 million or so different versions of Street Fighter II that Capcom released over the years. These are devastating attacks that can only be used when the player has filled their Super Combo gauge. They’re either a drastically suped-up versio🐓n﷽ of a given character’s standard special move or something entirely unique.
You know all of this, though. You also know that the franchise has since added Ultra Combos, Critical Arts and all kinds of other variations on the concept. Certain supers have been given to differe♓nt characters, riffed on, renamed or rebooted in oꦺther ways since their debuts, but which are the best (or the worst)? Let’s take a look!
10 𒐪 BEST: Bolsho𓂃i Russian Suplex (Zangief)
When it comes to matching a super to a character, Capcom absolutely nailed it with the Bolshoi Russian Suplex. Zangief is this move, in every possible way.
What we’re looking at here is a grappling attack that’s as brutal to watch as anything Mortal Kombat has to offer (sans blood and/or limb-eating). Not only is it as damaging as ౠ🦹its animation suggests, it’s also very fast (the fastest Critical Art in the game at 3 frames total, in fact) and tough to evade when used well.
9 ﷽ 🅺WORST: Bloody Rain (Vega)
See, this is the problem with being as flashy and narcissistic as Span💮ish heartthrob Vega. Everything you do is for attention, so it’s as telegra😼phed as heck.
What we’re getting at here is that, unless very carefully used as a combo ender, Bloody Rain is tough to hit with. It isn’t invulnerable, meaning that opponents can get lucky trades with it and prevent Vega from going ham with his claw a lot of the time. Of course, no super should simply be thrown out willy-nilly, but Vega’s Street Fighter V Critical Art is more of a pain in that 💛regard than many others.
8 💎 🗹BEST: Legendary Taunt (Dan)
Now, granted, Dan’s Legendary Taunt should be rated the absolutely worst in series history at face value. After all, as befits his nature as a joke character, it doesn’t do any damage at all. Thatܫ fact alone should tell you all you need to know about the move, right?
Let’s take a look outside the box, though. Dan certainly isn’t 168澳洲幸运5开奖网:a great Street Fighter combatant, but does he let that bring him down? Does he waver in the🌊 face of the super-strong opponents he’s surrounded by? Oh, heck no. What does he do instead? He busts out his Legendary Taunt, a silly maneuver that sees him flex and talk trash for several seconds. It’s absolutely priceless. It’s not going to win you a match, but you’ll earn style points in spades.
7 WORST: Inazuma Spin Hold (Laura♔)
To be entirely honest, we’re a little conflicted about Laura’s Inazuma Spin Hold. As with Zangief’s formidable Bolshoi Russian Suplex, it’s a brutal grappling move that delivers consꦆiderable damage and is utterly wince-worthy to watch. So far, so good.
While grabs like these can be initiated very quickly, they are also easier to avoid if the opponent is prepared for them. Moreover, as was the case with Ryu, it’s a big gamble for Lauraౠ to put all of her meter on the line for the move, as it’s key to getting the best from her regular special attacks.
6 BEST: Raging Demon (Akuma) 💃
If you’re at all familiar with the franchise, you’ve probably witnessed the iconic Raging Demon first-hand. The signature move of the dreaded Akuma, it’s first seen (only in flashy cutscene form) in Super Street Fighter II Turbo.
You know the deal here: on inputting the comma💫nd, Akuma ‘dashes’ towards his opponent, unleashing a flurry of vicious blows that we don’t get to see. It’s a powerful and dangerous move the oppone🦩nt has to respect, though it functions as a grab and can be countered if it’s thrown out carelessly.
5 WORST: Shinkuu Hadouken (Ryu) ℱ ♉
By the time rolled around, many fans had long since seen more than enough of dear old Captai𝔍n Vanilla, Ryu. He’s been a popular pick for so many years, as the pos🍃ter boy of the series, and lots of us have been subjected to more than enough hadoukens to the delicate fleshy bits for one lifetime.
His Shinkuu Hadoken super, as seen in the previous installment, is perfectly serviceable and useful, but it’s just so bland. It’s as though he’s throwing ⛎the very essence of Shoto repetitiveness at his foe, in the form of a larger hadouken than usual. Considꦐering the importance of some of his EX moves, too, you don’t tend to see this one a lot.
4 BEST: Sonic Boom Typhoon (Guile) 🗹
Now, it’s true that Guile’s Sonic Boom Typhoon (his Street Fighter EX2 and 3 Meteor Combo) has a lot in common with Ryu’s Shinkuu Hadouken, in that it’s… a huge projectile from a character who sure does love firing projectiles. We’ve accepted that and made our peace with it because dang is this one heck of a projectile.
Guile isn’t playing any games here. Sonic Booms have always been a darn pain, but this is just brutal. 💃The sheer si𓆏ze of this move and the damage it causes makes it one potent threat.
3 WORST: Sakkai F🐭uhazan (Juri) ☂
With the dramatic animations and high damage ওof supers, it’s common for newer players to be a little too hungry to score a hit with them. It’s a mistake so many players make.
Some of these moves, such as Zangief’s, are quite easy to connect with, while others are… definitely not. Juri’s Sakkai Fuhazan is nothi💦ng special damage-wise, and the way she rises when instigating it makes it very dangerous if blocked and quite easy to dodge. It’s also a litℱtle tough to combo into.
2 BEST: Seraphic Wing (Gill♉)
Supers, ultras and the like have be☂en adopted by just about every fighting franchise. If there’s one thing they alꦐl have in common, it’s that they tend to be very flashy, theatrical moves. If you want an example, look no further than Gill’s Seraphic Wing.
This move was a Super Art in Street Fighter III: Third Strike and returned in Street Fighter V as a Critical Art. It sees Gill gain multiple wings in dramatic fashion and launch an unstoppable blast of energy that cannot be (fully) blocked. During the move’s rather long-winded startup, it can b𒁏e interrupted, but after that, the opponent’s in some trouble.
1 WORST: Psycho Barr💫age (Ed)
It’s not easy being a character like Ed. When there’s already an iconi🍌c cast member who performs your whole shtick so well, and you join the party late, who’s really ꧅interested in what you have to say? Nobody, that’s who. You can’t just waltz in here and start doing M. Bison things, Ed, because M. Bison’s already doing M. Bison things. We see you throwing in a bit of Balrog too, and we appreciate it, but still.
Regardless, he gives it the old college try. Ed’s Critical Art, Psycho Barrage, is an impressi🌠ve looking super for sure. Its main shortcoming is the rather brutal way the damage scales.