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.

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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.

15 thoughts on “Classic Combo Challenge 01 Solutions

  1. N00b_Saib0t

    looks like most of those involve a trade on the first sweep. i’m disappointed that HDR ryu cant avoid that with fake fireballs.

  2. Maj Post author

    N00b_Saib0t: Um, only two of ’em in the video. The universal solution involves a trade but there’s ways around that using the quirks of each game.

    The problem with HDR fake fireball is that s.HP xx fake fireball doesn’t give you enough frame advantage to combo afterwards. Adding a simultaneous fireball doesn’t help because Ryu still goes through the same recovery period and he’s stuck in s.HP impact freeze during most of the hitstun that the real fireball provides.

    The only way to solve this would be to have the real fireball connect after Ryu starts doing fake fireball, but that’s impossible because he can’t even do a fake fireball when there’s a real one on the screen.

    It might be possible to make something work by having the real fireball connect at the tail end of impact freeze and to delay the fake fireball input until after it connects. But of course that doesn’t work when you’re trying to nullify sweep knockdown – because that requires simultaneous impact which locks you into the entire c.HK impact freeze period.

    Bottom line is, c.HK (simultaneous hit with fireball) xx fake fireball puts you in the same spot as c.HP xx fake fireball.

  3. N00b_Saib0t

    i guess “most” was an overstatement, lol. anyway, i dont play HDR so i didnt know the fake fireball worked that way, and i just didnt know the hit stun and impact freeze worked against the fake fireball in this situation. i was picturing something like those CvS2 EX groove haohmaru combos with fierce->fake fireball->jab->fierce, but i guess it just wont happen.

  4. Maj Post author

    That only works because Haohmaru’s s.HP causes forever hitstun. Something like 45 frames compared to like 25 frames for standard hard attacks. There’s a reason it’s uncancelable outside of EX-Groove. If you want something comparable to STHD Ryu, look at Haohmaru’s s.HK xx fake fireball.

  5. Kareeem

    Am I the first one to notice how hilarious the schosen still of the video is before you play it? Looks like Ryu can’t handle the spicey food.

    When this challenge was first posted I couldn’t for the life of me think of an answer but then the responses came and I was like DUH! But It was cool that people did something fancy with the standard simultaneous sweep and fireball setup. The combo vs clawat 0:30 was sick. The OTG combos and the WW dhalsim ones were sick and I never knew that was possible.

  6. Maj Post author

    Dude, u2b always gives me the worst screenshot choices possible. Both characters standing around in neutral, both characters off the screen, one standing over the other after a combo, recovering from a normal move, or the most useless blurry frame of an ultra it can find.

    This time the choices were SSF2 Ryu walking in front of the lamest fireball frame, WW Ryu walking backward after knocking down Vega, and CE Ryu’s vertical j.HK hitting Dhalsim. The only halfway cool option is the last one, but it would’ve been a major spoiler so i couldn’t use it.

  7. Maj Post author

    Btw, since everyone’s too nice to call me out on using tool-assistance for that relatively basic WW combo, the reason i did that is because there’s no way to control Vega. All four Shadaloo bosses are hidden characters so you can’t pick them. There’s no combo counter in WW and there’s no way to make sure the CPU’s blocking, so i didn’t feel comfortable recording that c.MP, c.HK link manually and then guessing whether it had truly comboed.

    Incidentally, the reason i broke the top of the car in the last CE clip was because it gets in the way of Ryu’s vertical j.HK after it hits Dhalsim. That throws off the timing for the rest of the combo, since Ryu goes through two impact freezes where Dhalsim only goes through one. Surprisingly, no ground normals hit the top of the car while standing on it.

  8. Smileymike101

    I saw sweep xx hadouken worked.Can vega be juggled indefinetly after otg?Like jab,jab,jab move forward jab jab jab?

  9. Maj Post author

    It’s not a juggle though. It’s an OTG. Jab puts him in regular hitstun. If you walk forward, he’ll recover and block. You need knockdowns (and none of WW Ryu’s special moves knock down).

  10. Bob Sagat

    Wait a sec, I understand the ways you explained to get a sweep to not knock down, but how the heck did you do a backwards tatsu in the first combo?!

  11. Maj Post author

    That’s just what it looks like in Hyper Fighting when you jump back and do air Hurricane Kick. It goes horizontal like SF4 Gouken’s air Hurricane Kick.

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