[UPDATE] More Super Street Fighter IV: Arcade Edition ver. 2012 Proximity Guard Option Select Demonstrations; General Tutorial, Balrog, Seth, Makoto, Ken, Fei Long, and Gouken

By on November 18, 2013 at 12:23 pm

This weekend, we reported on an interesting technique that was discovered in Super Street Fighter IV: Arcade Edition ver. 2012 that allows players to punish whiffs with specials, supers, and ultras thanks to an option select that utilizes the game’s proximity guard mechanic. In an effort to better explain the discovery, ShoryuSengan recently sent over a tutorial he put together that details how to pull it off yourself.

Additionally, other videos were uploaded to show how particular characters in the AE 2012 cast can utilize this technique, including Balrog (dispelling an earlier notion that charge characters couldn’t), Seth, and Makoto.

UPDATE – We recently received two more videos that focus on Ken and Fei Long.

UPDATE 2 – Another video demonstrating Gouken’s ability to utilize this option select with his parry was sent to us by Von.

Sources: ShoryuSengan, Jason Li, Tom Sinister, VRyu via weika, KenMastersVideosTeam4thDimension, Von, tips via ImagineVC

  • Edu Alonso Carrasco

    I read Makoto, first thing I thought was if this would actually work well with Ultra 2

    • Wedge

      Nah, U2 has pretty slow startup for trying to use in footsies and would just get the one weak juggle hit if used to OS against an airborne reversal. I wanna see Seth OS U1 against Sim with this, lol.

  • DiscoCokkroach

    When I first saw this, I was like, “Oh, what’s the big deal?”

    After watching that first video, now I’m thinking, “Huh. This has the power to change EVERYTHING.”

  • Guest

    The same fear that was imbued into the very fibre of every player’s being from Shin Bison having a full meter in Alpha 3 is now being placed into USF4.

    Don’t blink.

    • Edu Alonso Carrasco


      Dat Announcer

  • Michael Zaimont

    It’s obviously a bug, but from a design standpoint this means something odd…it means that from the “aesthetic only” recovery frames of an attack, you can block but you can’t attack again. Which means that (without using this trick) the attack is actually LONGER if you tried to, say, mash reversal DP afterward than it is if you tried to block.

    For video makers, this also means that if a projectile is within proximity-blocking distance of you, normally impossible links become possible.

  • Is this glitch possible in Marvel 3? In older versions of Street Fighter 4? Has this always been in the game? I hated the DHC Glitch in MvC3, but yo… Im liking this glitch right here.