Home > Combos > SSF4 Week-One Combos: Day Two

SSF4 Week-One Combos: Day Two

April 29th, 2010 Leave a comment Go to comments

Today’s installment turned out slightly shorter than the first, but i’m only starting to learn the game so that’s bound to happen sometimes. I’ll try to serve up a bigger portion tomorrow.

Notes: Dan’s Ducking Taunt has a juggle potential of one, but hits for 0 damage and 0 stun, doesn’t register on the combo counter, and doesn’t knock down. Bison’s Psycho Punisher has a juggle potential of one, but none of his specials launch the opponent high enough for it to connect after FADC. Rose’s Soul Throw has a juggle potential of one. Her Soul Satellite orbs don’t increment the juggle counter.

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.  

Categories: Combos Tags:
  1. harejordan
    April 29th, 2010 at 22:21 | #1

    Nice Dudley interrupt, I imagine we’ll be seeing a lot more of that in the future.

    And much LOLs to Dan taunt hit.

  2. ZGiSH
    April 29th, 2010 at 22:43 | #2

    Seems like Rose’s 2nd Ultra, although quite ambitious looking, is very limited to what it can do in real scenarios :/

    Loving the soundtrack though, anywhere I can get their music? There is only one song on youtube.

  3. ShadowXSnake
    April 29th, 2010 at 23:32 | #3

    Dear god, is there any possible scenario you can think of where Dan can combo AFTER one of his taunt hits? I’m thinking there has to be something for air taunt at least, and if someone could find something, I would make it my life’s mission to end an actual game by comboing off of a taunt.

    Also that Ryu Ultra-during-Super looks nifty as hell. Seems fairly impractical though, unless someone figures out a way to bait roses, lol.

  4. April 29th, 2010 at 23:47 | #4

    can you get a counter hit taunt? Counter hit c.taunt ,super taunt, ultra might work.
    High level rose cancel is here, and I’m not talking about the cool soul throw combo

  5. ShadowXSnake
    April 30th, 2010 at 00:12 | #5

    Oh man, I’ll try anything if there’s a chance it might work. I’ll have to check that, tomorrow hopefully.

    On a side note, if you ever get around to a Dudley TACV Maj, I’m really wondering if it’d be possible to do something like in your Gouken TACV where you fit 2 counters in a single combo by running away from a projectile. What I’m envisioning is something like: projectile, both characters run and duck the hell over to the opposite side of the screen, Dudley throws rose, gets hit, cross counters, hits buttons, gets hit by projectile, EX cross counters, some awesome finish. Does something like that sound realistic? Because I really don’t think I can check by myself with manual inputs and training stage record, lol.

  6. April 30th, 2010 at 00:40 | #6

    Air taunt has hella recovery. Even counterhit doesn’t make a dent in the frame disadvantage it causes. Both of Dan’s Taunt hits cause very little hitstun and neither of them knock down, so i’d be surprised if he ended up with a way to combo afterwards. Doesn’t help matters that Dan’s fireballs suck.

    I only tested Dudley for a few minutes but i’m pretty sure his counters can’t be triggered by projectiles. So far that looks to be a Gouken-only trick.

    Regarding the music, i’m not exactly sure what their plans are. I do know they intend to make more music videos so there will be more on the way. But they’re basically doing everything themselves so you’ll have to give them some time. I’d just subscribe to their u2b channel and let it take care of itself.

  7. Smileymike101
    April 30th, 2010 at 02:05 | #7

    Maj, i heard Dan’s cr.taunt causes chip damage.Is this true?Also, is dudley’s rose considered a projectile or what?Can it trade with other projectile, or can it activate cross counter of something?

  8. April 30th, 2010 at 03:33 | #8

    Hm, i don’t know about Dan’s Ducking Taunt causing block damage. I’ll have to test it out later. But Dudley’s rose doesn’t do any of that. Other projectiles beat it for free without disappearing and it can’t trigger Cross Counter. I don’t think it’s possible to hit it with physical attacks either.

    On the other hand, Ibuki’s regular knife can be hit out of the air with physical attacks, but there’s no impact freeze when that happens. Her air super is weird too. Other projectiles just pass right through her super knives. They don’t seem to interact at all.

    Speaking of projectiles, Ryu/Rose can still do FB xx super FB but that’s the only way they can have two projectiles on the screen at once. If they wait until they recover from the regular FB animation, they can’t use super FB until the regular one disappears.

  9. N00b_Saib0t
    April 30th, 2010 at 04:47 | #9

    i love that rose combo.

    also, how much hit stun is caused by her ultra 2 and does it knock down? reason i’m asking is because of the possibility of using her as a dummy for a dual interrupt combo.

  10. Rufus
    April 30th, 2010 at 06:04 | #10

    ShadowXSnake :
    Dear god, is there any possible scenario you can think of where Dan can combo AFTER one of his taunt hits? I’m thinking there has to be something for air taunt at least, and if someone could find something, I would make it my life’s mission to end an actual game by comboing off of a taunt.

    Besides the ones Maj mentioned, there’s (ex) Gadoken xx FADC taunt

  11. ShaXan
    April 30th, 2010 at 06:46 | #11

    What’s up with Soul Throw? It looks like it isn’t a true grab anymore.

    What about Bison’s U2 looks like it has some juggle potential. Or does the torpedo not put them in an aerial state?

  12. ShaXan
    April 30th, 2010 at 06:48 | #12

    Oops, sorry, didn’t see that thing in the description about Bison’s U2

  13. ShadowXSnake
    April 30th, 2010 at 07:53 | #13

    Damn. In any case, I also noticed that Cody’s knife works kinda like Ibuki’s kunai, fireballs go straight through the things unhindered. I think I’m going to test and see if there’s a way to deflect these odd little projectiles with taunts. I MUST FIND A PRACTICAL USE FOR TAUNTS IN GAME.

  14. ShadowXSnake
    April 30th, 2010 at 08:05 | #14


    It seems to be active the entire time his hand is out, I caught the dummy with the very tail end of the taunt as they were coming down from a jump, I started the taunt at virtually the exact moment the cpu started its jump. YES!

    On a side note, sorry for double post.

  15. Remxi
    April 30th, 2010 at 09:06 | #15

    Maj :
    I only tested Dudley for a few minutes but i’m pretty sure his counters can’t be triggered by projectiles. So far that looks to be a Gouken-only trick.

    I’m pretty sure Juri’s counters work on fireballs. There should be some awesome potential for combos with that (in combination with CC ultra of course). ;)

  16. April 30th, 2010 at 10:10 | #16

    N00b_Saib0t: Rose’s ultra orbs don’t knock down but they cause enough hitstun to make it difficult to avoid getting hit by both, and of course you’d have to use something with massive hitstun to come out ahead in a trade with even one orb.

    ShaXan: I don’t know, i can’t explain Rose’s Soul Throw yet. For now all i can say is it has (the equivalent of) juggle potential of one.

    ShadowXSnake: Nice! I might use that in a video today. Already had an idea for the rest of the combo.

    Remxi: Really? But her counters never hit anyone, right?

  17. ShadowXSnake
    April 30th, 2010 at 11:06 | #17

    You can also combo a Kouryuken after an air taunt, if you hit them in the air while you’re on your downstroke. I’ve also found that you can knock kunai away with crouching taunt, crouching taunts are cross-counterable, and Dan’s taunt number 3 can avoid Juri’s low fireball.

    And I don’t know if these will lead into anything, but if you get behind Dudley while cross-countering and tap him, he’ll shoot in the opposite direction, and I’m pretty sure that one of Juri’s counter/dodges can shoot her into projectiles that are behind her. Maybe you can use them both to make weird combos.

  18. April 30th, 2010 at 12:07 | #18

    cross-counter damage is still based on damage received right? I noticed that Blanka can’t ex roll through kuni so kuni must have the advantage of ignoring projectile invincibility. Cab kuni ever trade?
    Why no ex cross counter turn punch yet?

  19. April 30th, 2010 at 12:25 | #19

    ShadowXSnake: Funny that you mention that because fullmetalross emailed me yesterday to tell me about activating Cross Counter from behind. I don’t know how useful it is though, because Dudley’s juggles are kind of limited. He has some setups where he can get the last hit of his super to whiff midscreen so it doesn’t knock them out of ultra range, but then ultra doesn’t have enough juggle potential to connect.

    error1: I don’t know why, but Turn Punch doesn’t trigger Cross Counter. Dudley just gets hit.

  20. jamheald
    April 30th, 2010 at 12:31 | #20

    Armour break?

  21. April 30th, 2010 at 12:41 | #21

    jamheald: Doesn’t look like it.

    ShadowXSnake: How did you combo after Ducking Taunt again? It recovers way too slow to link anything after. I can’t combo after Jumping Taunt either. In fact it’s so slow that sometimes the dummy’s Auto Block wears off before you can do anything else.

  22. Smileymike101
    April 30th, 2010 at 13:33 | #22

    Oh no…Maj, you didn’t just say that after Super’ Dudley’s U2 doesn’t have enough juggle potential, right?Ohh mannnn…………That just sucks.Why didn’t they give it unlimited juggle potential, like um…Almost all ultras besides fireballs one?How muhc juggle potential does it have?6?

  23. April 30th, 2010 at 14:01 | #23

    you can super cancel his crouching taunt right?
    No turn Punch, too bad, whats the strongest single hit move that can trigger it then? Scared Tiger?

  24. ShadowXSnake
    April 30th, 2010 at 14:26 | #24

    I’m sorry, I couldn’t replicate the crouching taunt into Super, I don’t know if it was a fluke, one in a million, character specific, or I just messed something up. The air taunt one though, it’s not that hard actually. If I could record it somehow I’d upload to show you but I don’t really know how to explain it better. I set the cpu to jump, and I jumped in with a late air taunt, hitting the cpu going up while Dan was going down. After that, I just spammed Kouryuken and tagged the CPU before it could reach the ground.

  25. April 30th, 2010 at 15:54 | #25

    Smileymike101: Not 100% sure but i think it’s only six. If you do c.HK, HP Machinegun (five hits), ultra2, it only juggles once.

    error1: Nope, can’t cancel it at all.

    ShadowXSnake: Hm, i’m pretty sure they’re just getting hit after they land.

  26. April 30th, 2010 at 19:15 | #26

    Hey Maj, I’ve got one for you. Try Dudley’s Quarter circle back + Punch counter right before he gets K.O.ed. He’ll hit the character back but then crumble to his feet afterwards. It made me laugh.

  27. ShadowXSnake
    April 30th, 2010 at 21:45 | #27

    No, I’m pretty certain the jumping taunt one works, I have auto block on and everything and it seems like I can catch the CPU pretty high up there every once in a while. I had trouble doing it against Dhalsim, but on Dudley and Zangief, I knock them just as I’m starting to go down in my jump arc, and before they get to the peak of their jump. I got Zangief in the corner and went into the full Super animation with all hits making contact. The kouryukens are even easier, and they hit off the ground, although for some reason I connect with heavy more often than light.

    I’ll look for my digital camera and see if I can’t record it, but I wouldn’t get my hopes up.

  28. May 1st, 2010 at 00:25 | #28

    Snoooootch: Ah yeah, that’s from SF3. It’s just the way his counters work. I’ve seen it in a few glitch/randomness vids.

    ShadowXSnake: Okay cool, let me know when you’ve got it recorded. Maybe i’m doing something wrong but i’ll have to see it to believe it.

  29. jamheald
    May 1st, 2010 at 00:51 | #29

    If it doesn’t register as a hit does the auto block work after? (Like Fei’s leg grab) You should record them to jump then hold down back.

  30. Smileymike101
    May 1st, 2010 at 01:15 | #30

    Only 6 juggle on Corkscrew Cross….This makes me reconsider about maining dudley.

  31. jamheald
    May 1st, 2010 at 02:14 | #31

    Also autoblock shouldn’t work in jump mode as they will try to jump once out of hitstun and you’ll hit them in their pre-jump frames.

  32. ShadowXSnake
    May 2nd, 2010 at 19:36 | #32

    If I have auto jump on, AND full block on, so that the CPU either gets hit in air or blocks on ground, but I can hit them with a taunt and then hit them on ground afterwards (i.e. the computer reels and slides as if it was grounded) does that mean anything? Because I’ve been trying to go from jumping taunt into ground poke, and I keep getting that. I can’t do it with any normal air attacks or specials (either blocks or juggles in air), so I have nothing to compare by.

    Can’t get my camera to work either, maybe I could try to pull it off in game and send a replay over the replay channel? lol

  33. May 2nd, 2010 at 20:51 | #33

    You should try the dummy Record/Playback method mentioned above. Just record the opponent jumping once, then hold DB for like 8 seconds. That should be a true test of whether it’s a combo or whether the autoblock feature is failing.

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