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In Street Fighter II, if the player is able to time a grab in the middle of a backwards-forward charge Fierce and Roundhouse attack, Guile becomes capable of throwing opponents even if the target is not in range of grabbing. When the actual toss animation is executed, the target will act as thrown.
In early arcade versions of Street Fighter II, Guile could freeze the target in front of him using the throw command, and hold them there until they are thrown again. This was removed in later versions.
In Street Fighter Alpha 2, Rose must throw a Soul Spark or reflect a projectile. Using the Aura Soul Spark at the right time will effectively freeze time in the game. Timing is vital, as the Aura Soul Spark must be executed just as the opponent is hit by the projectile; once it does hit, however, the player is free to do whatever they want to the opponent. If the player no longer wants time frozen, they must simply use another Super Combo.
In the original World Warrior combos were initially a glitch in by themselves that were not intended by the developers. CPS1 Chains were specific combos that allowed Rapid Cancelable light kicks to be canceled into stronger punch attacks.
In Street Fighter III a glitch allowed characters to cancel certain startups of attacks into others (with Ken probably being the most notable user). This was later purposely implemented in later games.
Akuma must first throw a Zanku Hadoken and Seth must use the Lightning Kick while Akuma is coming down. This will cause Akuma to assume the position that he would take as if he were on the receiving end of said attack for a second before falling back to the ground as normal.
The Machinegun Slide is a glitch that occurs with Dudley in Super Street Fighter IV.
Street Fighter X Tekken PC Port Edit
The Street Fighter X Tekken PC port has a number of glitches exclusive to that version.
DLC Glitch Edit
Spectator Glitch Edit
When on an endless lobby that has more than two rounds a match, after the first round the people spectating the ongoing fight desync. Spectators see the game speed up and slow down significantly. The game does get ok after the match ends.
Endless Lobby team glitch Edit
If two players teamed together inside of an endless lobby in the PC version, the battles would always freeze and kick the players out of the room. The only fix was for players to form the team outside of the endless lobby.
Fixed Glitches Edit
Due to patches and updates of modern consoles, some glitches that appear in early releases of games can be fixed completely.
In early Super Street Fighter IV Ibuki's Tobizaru air throw would do less damage (or none at all) if it was performed too close to the ground. This has since been fixed via patch update.
Omega Tobizaru Glitch Edit
In Street Fighter IV's Omega mode Ibuki's air throw used too close to the ground would cause the user to become frozen when landing. The only fix is the opponent hitting Ibuki out of the air.
Street Fighter V Tobizaru Invincibility Glitch Edit
When Ibuki debuted in Street Fighter V her air throw Tobizaru had a glitch that she can have abnormally high levels of invincibility if used in certain times in her jump arc and it does not connect.