Street Fighter Wiki
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In ''[[Super Street Fighter II Turbo]]'' and its remakes, the Super Gauge is a bar, the length of which is the same for each character. Filled by performing special attacks, the bar flashes the word "SUPER" when completely full. At this point, the player can input a special command to perform their Super Combo, their most powerful attack. Once they begin this attack, the gauge immediately empties.
 
In ''[[Super Street Fighter II Turbo]]'' and its remakes, the Super Gauge is a bar, the length of which is the same for each character. Filled by performing special attacks, the bar flashes the word "SUPER" when completely full. At this point, the player can input a special command to perform their Super Combo, their most powerful attack. Once they begin this attack, the gauge immediately empties.
 
===Street Fighter Alpha===
 
===Street Fighter Alpha===
In the ''[[Street Fighter Alpha series]]'', the Super Combo Gauge is bar that can be filled up to three times. The gauge is filled by simply hitting foes with any move, successfully blocking moves, performing special attacks, and even getting hit with other super combos. In addition, taunting with [[Dan]] slightly fills up the gauge per taunt. There are three gauges, which show what level super combo the character can perform. For example, a level 1 super gauge can do a single level one super combo, which will drain one bar. A level 2 gauge can do a single level 2 super combo, but can also do two level one super combos. A level three super gauge does a level three combo, but can instead to three level one super combos, or a level 2 super combo and a level one super combo.
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In the ''[[Street Fighter Alpha series]]'', the Super Combo Gauge is bar that has three sections (on Manual style). One third is Level One, 2/3 is Level Two, the whole bar is Level 3 MAX. The gauge is filled by simply hitting foes with any move, successfully blocking moves, performing special attacks, and even getting hit with other super combos. In addition, taunting with [[Dan]] slightly fills up the gauge per taunt. A level 1 super gauge can do a single level one super combo, which will drain one third of the bar. A level 2 gauge can do a single level 2 super combo, but can also do two level one super combos. A level three super gauge does a level three combo, but can instead to three level one super combos, or a level 2 super combo and a level one super combo. Doing an advanced Level Three versions require the use of L2 for Level three Punches, and R2 foe Level three kicks.
   
 
Alternately, doing an [[Alpha Counter]] will drain one bar from the S.C.G. regardless of how powerful the move that is being countered is.
 
Alternately, doing an [[Alpha Counter]] will drain one bar from the S.C.G. regardless of how powerful the move that is being countered is.

Revision as of 19:53, 13 May 2010

Super Combo Gauges (more informally known simply as Super Gauges) are bars located at the bottom corners of the screen (one for each player), which notify a player of their ability to perform Super Combos, Super Arts and/or EX Specials. Introduced in Super Street Fighter II Turbo, the Super Gauge has gone on to be a key feature of the Street Fighter series and has influenced the development of the Revenge Gauge. The exact mechanics of the bar varies from game to game.

Appearances

Super Street Fighter II Turbo

In Super Street Fighter II Turbo and its remakes, the Super Gauge is a bar, the length of which is the same for each character. Filled by performing special attacks, the bar flashes the word "SUPER" when completely full. At this point, the player can input a special command to perform their Super Combo, their most powerful attack. Once they begin this attack, the gauge immediately empties.

Street Fighter Alpha

In the Street Fighter Alpha series, the Super Combo Gauge is bar that has three sections (on Manual style). One third is Level One, 2/3 is Level Two, the whole bar is Level 3 MAX. The gauge is filled by simply hitting foes with any move, successfully blocking moves, performing special attacks, and even getting hit with other super combos. In addition, taunting with Dan slightly fills up the gauge per taunt. A level 1 super gauge can do a single level one super combo, which will drain one third of the bar. A level 2 gauge can do a single level 2 super combo, but can also do two level one super combos. A level three super gauge does a level three combo, but can instead to three level one super combos, or a level 2 super combo and a level one super combo. Doing an advanced Level Three versions require the use of L2 for Level three Punches, and R2 foe Level three kicks.

Alternately, doing an Alpha Counter will drain one bar from the S.C.G. regardless of how powerful the move that is being countered is.

Street Fighter III

In the Street Fighter III series, the length of a character's Super Gauge is determined by their choice of Super Art (which takes the place of the Super Combo and is selectable from a list before the match). This also determines the maximum stocks a character has: when a character completely fills their Super Gauge, their stocks increase and the gauge immediately empties if the character has not yet reached their maximum. The stocks are, essentially, filled gauges that have been stored for use; if for example a player has two stocks stored, they could perform their chosen Super Art twice in succession without needing to fill their gauge in between.

The Super Gauge also enables the use of EX Specials: once a certain amount of the gauge has been filled, the gauge flashes and the player is able to "spend" a portion of the amount stored to perform an enhanced version of one of their special attacks (though not all special attacks are EX-able). Again, the amount depends on their choice of Super Art, as this determines the length of the gauge and the maximum number of stocks, thus determining the total amount of EX Special that can be stored.

Street Fighter IV

In the Street Fighter IV series, Super Combos return (re-replacing the Super Arts) and the Super Gauge is again a uniform length for every character. The amount of storeable EX Specials is four for everyone and there are no stocks, so only one Super Combo can be stored. The Super Gauge is also visibly split into four, as opposed to previous installment where a player had to estimate how they were from storing an EX Special, or how many EX Specials they had. Additionally, the gauge is filled not only by performing special attacks but also when receiving damage.