Monthly Archives: May 2010

SSF4 Week-Two Combos: Day Eleven

Adon still happens to be one of my favorite Street Fighter Alpha characters, so i couldn’t resist trying out a few more variations with him. It’s nothing too crazy, but stylish nonetheless.

Notes: I’m starting to think that only the early part of Guy’s crouching hit stun animation is vulnerable to throws. Normally he doesn’t return to that state until after recovering, but it is possible to keep him in that state longer using projectiles, and possibly other instant attacks. Most of Adon’s advanced combos are highly character-specific, especially when combining elements such as vertical j.MK xx Airborne Jaguar Kick with the ability to land vertical j.MK during crumple animation. With the best possible counterhit meaty timing, Adon’s HK Jaguar Kick provides +6 frame advantage. Gen’s Oga kicks still don’t create free juggle states against air reeling opponents, but his KKK:s.HK now has a juggle potential of one assigned to the second kick. Gen’s KKK:c.HP (trade), HP Zan’ei, Shitenketsu combo deals 776 damage according to Training Mode Attack Data, but somehow Seth survives it in Versus Mode.

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SSF4 Week-Two Combos: Day Nine

A week gone by, and SSF4’s combo landscape is beginning to take shape. Quite a few new setups have emerged and we know who most of the important dummy characters are. While the vast majority of current combos clearly need further optimization, the general concepts are progressing nicely – thanks to the individual and collective efforts of the community.

Notes: Recently, TempLovesU discovered that crouching Guy is vulnerable to throws during the early part of hit stun. The limits and stipulations of this behavior require more testing, but for now i’m happy to have an excuse to wavedash with Sagat. Gen’s Hyakurenko combos have been toned down greatly, mostly due to added pushback on the HP version, but not the EX version. However, he can now super-cancel all four initial hits. Adon’s Rising Jaguar has a juggle potential of one on the first hit, and two on the second. The first hit launches opponents much higher than the second. His EX Jaguar Kick has a juggle potential of two.

Some of these combos are tool-assisted, recorded with two ASCII PAD V Pro programmable controllers. Absolutely no cheats, hacks, or game-altering devices were used in the making of.

Soundtrack provided by 83 Til.  

SSF4 Week-One Combos: Day Seven

It’s hard to believe seven videos have gone by in seven days, but it actually happened! Admittedly the release schedule did get a little rocky along the way, so i have to thank you guys for sticking with me. Adhering to a strict daily timetable leaves me with literally zero margin for error. It’s unrealistic to maintain this pace without quality suffering, so i need to make a small change to the plan.

After today, the videos will be released every other day instead. I’ll still keep going until i’ve reached 14 videos total, so the bottom line won’t change. The next one will be ready on the 6th, then the 8th, and so on until the 18th of the month.

By the way, i just want to say thanks to all you supportive people who have been subscribing to my u2b channel without me even having to ask. I think it was at around 2,300 subscribers when i started this series and i noticed that i’m at 3,000 now. That’s pretty dang neat.

Notes: Ibuki’s far s.HK isn’t jump-cancelable by default, but the modified version at the end of her s.HP -> c.HK -> s.HK chain is. Akuma now has a comboable ultra by way of teleport-cancel. It does heavy damage on its own, but combo scaling keeps it in check. Rufus’ new Big Bang Typhoon ultra has zero juggle potential, so landing it requires a free juggle setup. He’s got a few of them, but the first hit of j.HK is his only repeatable one. Dhalsim’s Yoga Shangri-La ultra is a ground throw initiated from the air. His dash speed is too slow to land it after a lvl2 Focus Attack, but it works rather easily after lvl3 Focus Attack. Sagat’s Tiger Shots are still strikingly combo-friendly, with the exception of Low Tiger Shot having lost its juggle potential – which is too bad, because it probably would’ve fit perfectly right in front of that Tiger Cannon.

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SSF4 Week-One Combos: Day Six

Ibuki’s potential for stylish combos is beginning to shine through. And there’s still a ways to go, when you consider how many different chains and jump-cancels she can mix. Speaking of style, i included a somewhat ghetto Fei Long Gekirinken counter setup which obviously isn’t a true combo, but looked too cool to deny.

Notes: Ibuki’s F+MK overhead acts as a hard knockdown against airborne opponents. Her close s.HK has a juggle potential of one, her EX Kunai each have a juggle potential of two, and her regular Kazegiri has a juggle potential of three. Her Yoroitoshi ultra has higher juggle potential, but it’s difficult to measure as it sends airborne opponents into non-knockdown invincible air reel. Fei Long’s infinite Rekkukyaku loop, which was removed in the first SF4 patch, is back in SSF4 – against Juri only.

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SSF4 Week-One Combos: Day Five

Let’s see, this time we’ve got basic juggle testing with Dudley and Gouken, some preliminary damage testing with Gouken’s new Denjin Hadoken ultra, and an oddball Blanka combo.

Notes: Blanka’s PPP Shout of Earth can catch grounded opponents provided they lean into it. The last hit of Gouken’s Denjin Hadoken creates a free juggle state when it hits an opponent on the ground, but not when used in a juggle in progress. Against airborne opponents, it simply acts as a standard multi-hit super fireball with an added wall bounce effect. The last hit of Dudley’s EX Short Swing Blow creates a non-repeatable free juggle state, allowing his Corkscrew Cross ultra to connect fully.

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