Five Things I’d Try: SSF4 Ultra Sonic Hurricane

Now that we’ve finally seen the first official Super Street Fighter IV footage of Guile’s Sonic Hurricane ultra, i have no excuse not to babble about it on sonic hurricane dot com. (Click on the purple-colored “II” link to check it out.)

Right off the bat, i have to say that i’m pleased with the way it looks. The total number of hits is somewhat underwhelming, but the cool startup animation makes up for that. Judging by the sound effects, it appears to kill Bison after only two hits but continues connecting, which means it has at least some juggle potential. Hopefully it works as well as Ryu’s Metsu Hadoken ultra currently does.

1) The first order of business is figuring out how it interacts with other projectiles. Can Guile perform Ultrasonic Hurricane while he has an active Sonic Boom onscreen? How about vice versa? If an attack interrupts Guile after he summons it, does it stay active or disappear immediately? What happens if it collides with a multi-hit projectile like Ryu’s Shinkuu Hadoken?

2) Assuming the last hit causes the knockdown, it should be possible to keep an opponent grounded by nullifying it with a slow projectile at the last moment. It looks like Guile recovers relatively quickly, so maybe it’s possible to continue the combo. Starting a combo this way may even muster enough damage to potentially kill Seth.

3) Does Guile recover quickly enough to tack on a Double Flash super? If so, it might be possible to trade a fully charged Ultrasonic Hurricane with Balrog’s Final Turn Punch, then reversal with another Ultrasonic Hurricane and follow it up with Double Flash. If not, it may still be possible to juggle with reversal super then finish with the second ultra. Either way, it’d look cool and possibly inflict a ton of damage.

 
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4) How does it behave in anti-air situations? Does it bounce opponents around until all six hits are used up? If so, it should be possible to set up a Double Flash follow-up by delaying the last Sonic Hurricane hit. Or does it ground opponents instantly like Gen’s driveby super? If that’s the case, maybe Guile can even land it after Double Flash, then nullify the last hit using a Yoga Inferno setup, and finish with a regular ground combo.

5) Fireball War! Let’s see, what can Ultrasonic Hurricane beat? Basically any regular fireball canceled into a five-hit super fireball, for starters. Then there’s Juri’s crazy ultra which shoots out a bunch of purple things which may or may not be true projectiles. Dan’s new Art of Fighting ultra is interesting and so are Cody’s various tornadoes. Sakura, Rose, Chun Li, Sagat, and Seth all recieved new projectile ultras as well. Plenty of ammo!

Well, that’s all i’ve got at the moment. Even if none of these ideas pan out, i’m sure we can find at least one unexpected property to make for an interesting Ultrasonic Hurricane combo.

23 thoughts on “Five Things I’d Try: SSF4 Ultra Sonic Hurricane

  1. Maj Post author

    Credit goes to error1 for giving me the idea to write this article, and onReload for showing me the preview clip linked above.

  2. onreload

    Gouken also got a new Fireball ultra. I was wondering if you were already pre-planning some of this stuff (well, at least for Guile, of course).

    It’d be kind of lame if it auto-grounded opponents on juggle, or at least, it would just be weird-looking. I’d hope it would function the way it does in CVS2, but I doubt you’ll be able to get knocked out of it and have it keep going – not sure why, but it just looks like the A3 version (which I think behaves that way, right? I don’t have Double Upper installed on this rig)…

    the clip they have up there right now is also interesting as the last hit has Vega’s claw swipe sound echoing; i don’t know if that means anything about extra properties, but it’s certainly weird. good catch on the juggle – there was bound to be at least one extra hit after K.O., but all 6 connecting might indeed indicate a full juggle potential – though I hear 3 hits before K.O., one during the K.O. impact freeze screen, and then two right after. The hits are crammed really closely together (also like A3!)… and there’s a bit of a whirlwind left over when it’s over, which is what makes me wonder if it has vacuum properties like Seth’s super, or Rufus’ EX Galactic Tornado.

  3. Maj Post author

    Well, it’s hard to guess at these things before getting our hands on an actual copy of the game. I just wrote this for fun since um … i kind of had to. Website name and all. But 10 minutes with the game would tell me more than two hours of analyzing stock footage.

    You might be right about three hits before KO. It’s kinda hard to tell. But as long as it’s not four or more hits before KO, then it’s a safe bet there’s at least some juggling going on afterwards.

    Vacuum effect would be dope. That’d certainly make things interesting.

  4. Bob Sagat

    Nothing to do with the article, but I’m just looking at the screenshot you posted thinking: “I wish that dust wasn’t there, because that would have looked bad-ass.”
    You’ve got this really nice effect of the Sonic Hurricane, flashy orange BG, but now there’s those dirty white blobs all over the place.

  5. Theli

    Wonder if it’s armor breaking. Then you can do the armor karas… Gen taunt and gouken kongo…

    Incidentally, is there a vid out yet that shows kongo kara with more then 2 hits? I think a pretty cool video may be to show it against various non-projectile attacks. Meaty gen jasen, seth super, blanka electricity/super/ultra… gief ex green hand… That’s about all I can find.

  6. Smileymike101

    I just realised that in your Ryu combo vid, the last hiut of metsu traded with yoga catastrophe.I found Sim’s ultra was just for sparkles:))Also ,as seen on some vid on youtube sonic hurricane wil not disipate imediately after Guile is hit out of it.

  7. CPS2

    error1: oh wow, I had a feeling I was going to like Rose’s ultra, but 4 trades in a combo would be awesome, hope it works.

  8. error1

    @MF KRINK! not in most situations for the same reason you can’t do it now, it’s a charge ultra. Trade flashkick into sonic hurricane might work tho beacuse it would give you more time to charge.

  9. Jinbish

    @error1

    In my view, it’s not so much that it is a charge ultra – the issue is caused by trying to do the charge motion coupled with the FADC to get out of the flashkick. Rather than thinking of trying to do a FADC – what if we didn’t need to in the first place? (this is a very big IF).

    I’m not sure how likely it is, even with the reported Guile ‘tweaks’, but if one of his flashkicks recovered like… ooooh… I dunno… Balrog’s (boxer) buffalo headbutt then we could, perhaps, quite easily hit our hapless foe with the Hurricane as they land.

  10. Maj Post author

    error1: I don’t know, i still think it looks like a knockdown. But even if it isn’t, those orbs are spinning pretty fast. Trade, recover, and attack again before the second one spins around?

    Plus projectile hitstun is no joke. You have to use a hard attack (or at least a medium with some characters). Not everyone has hard attacks fast enough to do more than one. If you have to go to a jab then you’re not gonna get anything from the second orb.

    Even then, how do you get 4 trades? LP fireball, normal attack, and two orbs? Even with everything designed in your favor, i’d be very surprised if any character could arrange that many. Certainly not “all SSF4 combos.” In fact i’d be surprised if Rose’s orb ultra turns out more useful than Sim’s current ultra.

  11. error1

    no question a four trade combo would be tricky and I was exaggerating about it being every combo but with the right setup I bet a long range quick move like Bisons s.hk or vegas c. hp can get at least three trades.

    Still seems like a very useful ultra both for game play and for combo dummies. Once you get ultra you can always just activate it and if your opponent tries to attack you they get hit. Not enough info to say for sure

  12. Maj Post author

    It’s definitely gonna rock in gameplay. I’d be more surprised if she didn’t end up with an unblockable setup than if she did. But even if she doesn’t inherit any true unblockables, blocking orbed crossups is gonna be a nightmare.

    Whatever though. I like it when Capcom design makes bold moves, even if it gets them in trouble.

  13. Smileymike101

    I really dont think you can trade with 2 orbs,as the combo.They seem to move very fast.You guys are overrating her ultra.I wonder if makoto Senshuunsen Godanzuki has the same glitch as in sf3.

  14. MF KRINK!

    @error1

    you could charge the back while doing the flashkick then while holding back. f. f. b. f. ultra. almost like his dash flashkick ultra. im just guessing. teehee

  15. Maj Post author

    Oh you’re right, that might actually make it a lot easier since you can maintain charge while you delay the FADC. I mean it’s still gonna be difficult to execute, but much closer to practical.

  16. Smileymike101

    But you dont lose back charge in the first place by doing flash kick FA and not dash.Then just dash ultra, which is not that hard.Also could some one with macros try out Flash kick FADC ultra, the current one?Judging by frame data alone it should work.
    You have 26 frames to input the ultra.To do the flash kick you need 1 frame,because you can do it in one input(up +k).Flash kick has 4 frames startup, and Guile’s dash is 19 frames.That’s 24 frames total so if you inputed the last KKK input 1 frame after the dash it would be 25<26.I dont think this works though because hit freeze might ruin it.But could someone try this?

  17. Maj Post author

    Here’s the difference between needing DB charge for ultra and only needing B charge. When you do Flash Kick, you have to give up DB charge. However if you go from DB to UB+K, you don’t have to give up B charge.

    The difference in terms of FADC, ultra is that you can continue holding B for a few frames during Flash Kick impact freeze, then begin dashing. If Guile can do dash, ultra normally then he should be able to do FADC, ultra with a B charge ultra. That’s not necessarily true with a DB ultra because Flash Kick impact freeze delays your dash while forcing you to release charge before impact freeze.

  18. Smileymike101

    Flash kick Fadc ultra as shown in my combo vid juggles to early.If FK FADC Sonic Hurricane would do the same, you could just hold the FA while holding back for a little bit, until the opponent gets to the perfect height, then dash ultra.That would be so awesome.Come on April, godamit

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