As Street Fighter’s resident kung fu experts, Gen and Fei Long are both capable of racking up piles of hits in a hurry. However, most of their combo options have been fully explored already. Since they can’t throw projectiles, the only hope for finding anything new lies in nuances.
(By the way, i just want say thanks to everyone who subscribed to my u2b channel and helped me reach over 2,000 subscribers. I appreciate your support very much and i hope to continue producing entertaining videos for you guys for a long time. I’m not exactly sure what i’ll do for SSF4 when it comes out, but i’ll try to make it special.)
0:11 For whatever reason, Fei Long’s close s.MP causes longer hit stun than his hard attacks. Combined with his quick dash, he’s one of the few characters who can FADC a normal move and still combo afterwards. Connecting HK Shienkyaku from far away delays the impact of the second hit, which elevates the opponent higher along with shortening Fei Long’s remaining recovery time, thus allowing him to juggle two hits of Rekkashingeki. It’s slightly easier to accomplish this using EX Shienkyaku because it moves forward gradually while rising. Since the HK version goes straight up, this combo requires a spcial opponent whose hitbox becomes wider at the apex of their air reel. Gouken’s not the only one but he’s the biggest one. This combo causes 369 damage and 570 stun.
0:25 Rose’s far s.LK trades with Fei Long’s lvl2 Focus Attack. He proceeds with a deep j.HP followed by Rekkashingeki ultra, which is interrupted by her LP Soul Spark. That second hit causes an abnormal amount of hit stun because normally he takes a while to connect the cinematic followup. The trade gives him plenty of time to charge up a lvl2 Focus Attack. Performing HK Tenshin against a cornered opponent leaves a much smaller gap than it would midscreen – enough to add an extra s.LP in front of the following combo. Close s.MP causes Rose’s hitbox to twist a certain way which allows the c.LK to connect meaty, which makes the c.MP link possible. HP Rekkashinken finishes off the combo, totaling 357 damage and 458 stun. By the way, i have no idea why Fei Long gets a counterhit bonus at the beginning of this sequence. Normally it isn’t given when attacks trade, but Rose’s far s.LK is special somehow.
Bea of Yellow Cyclone fame dusted off his copy of CFE to bring us two and a half minutes of highly technical combos recorded in the least advanced way possible. Even if you don’t like the game, you have to admit that last combo at 1:49 is awesome. Plus it’s pretty funny to see half the screen turn blue every time that dumb dinosaur gets electrocuted.
Krusan and Tigre III present over eight minutes of combos featuring the majority of the game’s massive roster of obscure characters. This video’s got everything you’ve never seen in a combovid before. Don’t believe me? Check out the Blob rolling around at 5:05, Mystique turning the game into an FPS at 5:40, or Forge going into shump mode at 7:57.
Persona has been busy recording a whole series of Castlevania Judgement combos, uploading them as individual clips on a fairly regular basis. He’s already up to a dozen with no signs of slowing down. Honestly, i don’t understand anything about this game but the elaborate anime-style visual effects make it interesting to watch.
Frame data can shackle your creativity. If you don’t understand it completely – and nobody does – access to frame data can limit what you think is possible. There’s a whole range of fundamental tactics that top players have been using since Hyper Fighting, which are just now being explained in terms of frame data. Who knows how much longer that development path would’ve taken had frame data gotten in everyone’s way from day one?
Unless you can visualize how fighting game engines run better than i can, be careful about restricting all your ideas to frame data. Even the most experienced combo video makers commit mistakes when interpreting and applying that breadth of information.
Not to mention, published frame data neglects or misrepresents a broad spectrum of elements including jumping attack properties, cancelability windows, elusive hitboxes, effective ranges, pushback distances, and a whole slew of projectile characteristics. If you think about it, the sheer amount of critical information regularly left out of frame data tables is simply staggering.
The question is, how much of your game do you want to put on the line for some oversimplified numbers you read on a chart? In truth, the way to learn fighting games hasn’t changed since the first generation. You simply browse through the available cast, narrow down your choices to a handful of characters which appeal to you, and choose one to start with. Spend an hour or two learning their moves, and then it’s on to matches – either against the CPU or preferably against human competition.
It might be a while before i can put together another combo challenge, but luckily quite a few people have taken the initiative to issue original challenges of their own. Look these over and give them a quick try if they strike you as interesting.
Pick an opponent that can be touched by a Seismo Punch in the far corner while crouching. Set the dummy character to Crouch and All Block. String together as many superjump-canceled Seismo Punches as you can.
Whoever comes up with the best title for the Vega vs Balrog image up top gets to choose the next featured SF4 Biweekly TACV character after Gen’s episode! As always, the rules are one entry per person and i’ll choose my favorite on Monday.
SF4 Vega’s Bloody High Claw ultra targets the wall behind Balrog as he executes his LK Dash Low Smash, resulting in both characters’ attacks facing the same direction.