Classic Combo Challenge 01 Solutions
It’s been nearly three months since Classic Combo Challenge 01: Ryu was posted and it seems unlikely that we’ll see any more responses anytime soon. A lot of people have been asking for a solution video, so i finally decided to compile one.
Challenge: In any SF2 series game, combo two of Ryu’s c.HK sweeps without dizzying the opponent inbetween. SF2 Series Titles: SF2WW, SF2CE, SF2HF, SSF2, SSF2T, HSF2, STHDR
The general solution is nullify the knockdown property of Ryu’s c.HK by setting up a simultaneous impact with one of his projectiles. The secondary obstacle is dealing with its rather lengthy recovery period.
SF2HF The most direct answer is to use a high flyer like Bison or Vega to chase down Ryu’s LP Hadoken, then set up a three-way collision between Ryu’s sweep, his fireball, and an opponent’s light attack. The fireball prevents the sweep from knocking down and Bison’s s.LK interrupts Ryu’s recovery so he can sweep again while Bison reels from Hadoken hit stun. This solution also works in SF2CE.
SSF2 Vega’s CPS2 wall dive arcs cover much greater horizontal distance than CPS1 versions. He can still set up a solution in CE and HF, but with a smaller margin of error. For whatever reason, SSF2 splits the combo counter into two parts, stating two numbers which add up to five hits for a four-hit combo.
SSF2T Another method of eliminating c.HK recovery is to cancel into Ryu’s Shinkuu Hadoken super spaced such that the last knockdown hit whiffs. This gives Ryu plenty of time to recover and continue the combo.
SF2WW For whatever reason, dizzying WW Vega then comboing into a knockdown attack sets up an OTG opportunity. That’s all there is to it. The first combo demonstrates a minimal manually executed solution while the second is a slightly more elaborate tool-assisted version.
SF2CE Everyone knows about CE Dhalsim’s juggle state, right? His non-knockdown air reel has a specific animation frame which isn’t invulnerable like it’s supposed to be. It’s also common knowledge that in the SF2 series, hitting an airborne opponent with any sweep launches them into non-knockdown air reel. Everything’s set to go except for the fact that Ryu’s c.HK hitboxes are too low to reach Dhalsim’s flip animation. How do you solve that problem? Well, you make him stand on top of something. Again, the first combo demonstrates a simple manually executed solution while the second one is tool-assisted. Ryu’s vertical j.HK hits Dhalsim during prejump frames, so comboing the sweep launches him instead of knocking down. Even though blocking is disabled on bonus stages, there’s a clear visual difference between sweeping someone on the ground and sweeping them out of the air. The last sweep after the fireball is there to show what it looks like when Dhalsim gets swept on the ground.
As noted in the video, all HF/SSF2/ST solutions work in HSF2. Since STHDR Ryu received no new combo elements, he’s got basically the same exact solutions as in classic Super Turbo.