SSF4 Week-One Combos: Day One

Starting yesterday, i’ll be making a brand new SSF4 combo video every day for two weeks. This plan is designed to accomplish three goals, which i’ll now list in bullet-point form:
    • entertain you fine people of the fighting game community
    • ruin my sleep schedule and possibly my sanity
    • persuade my PS3 to spontaneously combust

Ready?                               Set.                               Go!

Since i’ll be working on combos nonstop ’round the clock, i won’t have time to write transcripts like i usually do. However if any questions arise, please don’t hesitate to ask. I’ll answer as soon as i have a free minute, but i probably won’t even have to, because there are so many knowledgeable people around here.

All soundtrack music will be provided by 83 Til. I’m glad they agreed to hook me up because some of their tracks are amazing. It’s about time more people got to hear them.

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.

37 thoughts on “SSF4 Week-One Combos: Day One

  1. ShaXan

    Great Stuff, really nice trades and stuff, but is this TACV? It doesn’t look like it.

    I see you got that Ryu one, where he hits once on the ground, then once at the peak, from that one from Ken’s TACV, I really like how you are taking some concepts from your TACV’s, and putting them into these new ones.

    You’re a great combo maker, Maj, I hope you continue this line of work.

  2. error1

    How many hits do you get of that from the second ultra? it’s hard to tell
    that weird close hk fadc thing on Cody works on gen in sf4
    back hits, wonder if that works with gouken
    stupid new u2b format, won’t let you switch between the video and a text box

  3. ShaXan

    I didn’t get that Sonic Hurricane one that traded with Final TAP then a second Sonic Hurricane, did it add one hit, or is Sonic Hurricane seven hits?

    This is just adding on my previous post, you’re amazing at incorporating previous concepts into new things (e.g. Dhalsim U1 trade Final TAP then U1 again).

  4. ShaXan

    Nevermind Maj, I got it, I think I got it, the second one hits DURING the hit freeze from the first, thats actually pretty cool.

  5. Maj Post author

    error1: Six hits from the first Hurricane, one hit from the second. Looks like it has a juggle potential of six.

    ShaXan: Actually i think Sonic Hurricane has to finish before Guile can do a second one, but it’s visually deceptive because it takes a while to disappear after it’s done hitting. And Sim used s.MK against Cody, which is convenient because it stretches before it becomes active so he gets hit by the rocks without hitting Cody.

  6. Maj Post author

    Added tool-assisted disclaimer even though i only used program pads for a couple of them. Cody vs Dhalsim is the only one that’s extremely difficult.

    ShaXan: Btw, that’s actually a CvS2 concept. It might even be a Samurai Shodown concept, though i’ve never seen it used in those games.

  7. ShaXan

    Hey Maj, is this TACV? It kinda looks like it, but a lot of it could be making use of the record feature aswell.

  8. Keiko

    Nice backward FB trick, great stuff Maj, i’m waiting for more in the future.

    “• ruin my sleep schedule and possibly my sanity”

    hahaha, take care whit that.

  9. Pheeel

    I’m looking for someone with programmable tools answer this one for me. :D

    How many far jabs can Ibuki do if she walks forward a tiny bit between each jab?

    It’s a 3 frame jab with +8 on hit.

  10. Maj Post author

    ShaXan: Dunno what’s up with Cody. It just happened so i tested it with counterhit and managed to make a combo out of it. Weird hitboxes i guess.

    Pheeel: I can give it a shot tonight but whatever i come up with won’t be 100% optimized. With those kinds of combos, there’s always one obscure perfect dummy that you need to look through the entire cast to find, and that’s more like month-four territory.

  11. jamheald

    Could you please come to the aid of the dee jay comunity and find which frame you need to dash on after a ex machine gun upper dash ultra? People are saying 1st doesn’t let you charge and 2nd seems incossistent.

  12. ShaXan

    Pheel, the most any character can do without tool assist is five, which is when they can chain four standing jabs. then you hold forward, and delay the button presses a tiny bit, and instead of four, you will get five, since you were walking forward.

  13. ShaXan

    I don’t see a reason asking Maj, since you won’t be able to do it manually, and if you don’t have anything to tool assist it with, you can’t utilize it.

  14. Maj Post author

    Aw, looks like Fei Long’s and Cammy’s counter ultras can’t be triggered by projectiles. Not even’s Ibuki’s which can be punched away. No fancy combos for them.

    Also i think they fixed Rose’s Soul Throw vulnerability because it doesn’t trade with Akuma’s air FB anymore. In fact it combos after knockdowns now, which is weird because it still behaves like a throw according to the counterhit test. I’m not exactly sure how that move works now.

  15. Maj Post author

    What’s weird is you can juggle three pairs of Rose’s ultra orbs and still connect Soul Throw, but you can’t connect Soul Throw after anti-air super FB. Actually it looks like the orbs don’t increment juggle counter, because EX FB only has a juggle potential of 1 and it still juggles after three sets of orbs.

    And she can’t connect Soul Throw after anti-air EX FB so i guess Soul Throw has a juggle potential of one as well.

  16. Maj Post author

    Yeah looks like it has a juggle potential of 1 and it doesn’t knock down when it connects so it ends the juggle like normal moves. Doesn’t even register on the combo counter but you can clearly see it hit.

  17. Maj Post author

    Yup, works easily off uppercut FADC in the corner, but it’s rather difficult to connect midscreen. I’m sure people will find all sorts of setups for it soon.

    This is really weird though. Bison can do j.MP -> j.MP, EX Psycho Crusher for one hit of EX Psycho Crusher. But if he does another j.MP before that, the EX Psycho Crusher whiffs. I guess the first j.MP isn’t a repeatable free juggle setup anymore.

  18. EasierToRun09

    Thank you Maj, I’ve been looking for ANY video of Bad Spray for months now (Mainly because I can’t seem to pull it off in-game) and you’re the first person I’ve seen to use it!

    Thanks!

  19. Maj Post author

    ShaXan: Yeah but Bison’s ultra1 always juggles so it takes care of itself. His ultra2 only has a juggle potential of one though, so it runs into problems. None of Bison’s specials launch high enough to set it up.

    error1: Um, i dunno, pretty sure it was.

    EasierToRun09: Haha no problem. That move was badass in Alpha 3.

  20. Maj Post author

    Btw i’m in the Los Angeles area, so Pacific Time Zone. The video’s encoding now. Should be up in about an hour, give or take. Turned out pretty short this time, but i’m just starting to learn the game so that’ll happen sometimes.

Leave a Reply