SSF4 Week-One Combos: Day Four

Juggle potential seems to be allocated more sparingly amongst the new ultras introduced in Super Street Fighter IV. Quite a few of them have zero juggle potential, requiring free juggle setups to connect. Many others take an extended period of time to reach juggle-enabled hits.

Notes: Vega’s Bloody High Claw now starts with a rising hit which creates a free juggle state, allowing the dive to connect. The dive still has zero juggle potential. Gen’s new Teiga ultra has zero juggle potential, but his Oga kicks still create non-repeatable free juggle states. Ibuki’s Kunai interrupts Blanka’s PPP Shout of Earth even after it begins its cinematic animation, which is strange because Akuma’s Zanku Hadoken passes harmlessly through him.

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.  

24 thoughts on “SSF4 Week-One Combos: Day Four

  1. Maj Post author

    I hate to say it, but today’s scheduled episode will be late as well. Some personal stuff came up over the last two days and it couldn’t be ignored or postponed. In any case, i intend to use all of tomorrow to get back on track. For anyone waiting on this one – i can’t say when it’ll be ready, but it’ll probably be pretty late at night.

  2. Maj Post author

    Thanks. I’m still gonna try to make fourteen, but i can already tell the schedule is gonna be a lot more erratic than i would’ve liked.

  3. brocko

    Major major major props and kudos for the effort Maj. We understand when shit happens so it’s all cool man don’t worry over it too much.

  4. ShaXan

    No problem Maj, you’re setting extremely high expectations for yourself, and you’re already doing so much for us. I think that all of us here are more than grateful that you even take the time to make these.

    Really, it’s amazing that you’re trying to get this done, I mean, 14 videos in 14 days, all showing something different, just the effort alone deserves major props, and your combos are some of the most technical and complicated combos, so don’t sweat it.

    And to all of you people doing something crazy out there, real life comes first.

    Don’t eat up your day doing this, Maj. We all still love you, no matter if you don’t meet your own expectations.

  5. jamheald

    Awhile ago I said preserve your sanity and you said it would take a lot to take down your sanity, you didn’t have to try and find what would maj :’)

  6. Maj Post author

    Thank you sirs. It should be up now. Haha my sanity’s fine but my sleep schedule is shot.

  7. ShaXan

    Hmm, It looks like Ibuki’s Kunai are a different sort of hitbox than normal projectiles.

    Does Cody’s knife interrupt PPP Shout of Earth aswell?

    Because I kinda think that they are similar hitboxes, since they are both knives.

  8. ShaXan

    Oh my god, I hate Ken’s U2 Finish line, that stupid, “One more for good measure.”

  9. ShaXan

    So, it would be possible to do that Dudley rose interrupt with E.Honda, so it trades with a headbutt, then U1? or is Honda considered airborne when he does the headbutt?

  10. doublef

    @Shaxan

    I think it would work on Honda’s headbutt. If it works on Bison’s PS and Blanka’s ball (both moves considered airborne i think), it should work the same way with Honda.

    Maj, how exactly is it possible for Ken’s ultra 2 to connect after a standing jab? Does it have super fast startup or something?

  11. Smileymike101

    Yes, Ken’s U2 is very fast.Easily combos after st.jab, close st.mk and even cross up EX tatsu.

  12. Maj Post author

    ShaXan: I don’t know about Cody’s projectiles but Ibuki’s Kunai and Dudley’s rose both seem special. It’ll take a while to verify and figure out, but i wouldn’t be surprised if they operated by different rules than standard fireballs.

    doublef: Nah they’re all grounded. You wouldn’t be able to FADC if they weren’t grounded. The rose hits them before they take off. It should work against Honda too but i think Blanka and Bison are enough, unless someone really wants to see it.

    Smileymike101: I think it’s a 1-frame link off s.LP/s.MK but yeah, it feels easy for some reason.

  13. harejordan

    What is the change to Guile’s charge time? And does it affect his flashkick charge time also? I remember you talked about it, being 1 second is 60 frames…having to hold it for 55 frames x 2…or something.

  14. Maj Post author

    I don’t know, i haven’t really tested Guile yet. Charge times are kinda varied. Seems like most moves require 58 frames, but some moves like Vega’s flipkick and wall dives only need 44 frames. But then Vega’s roll requires 62 frames. It’s all arbitrary; probably balance-related.

    Damn it, why the hell doesn’t Dudley’s EX counter swing back when it whiffs?! I want to use this Fei counterultra in a combo (even if it’s a bootleg uncombo).

  15. Maj Post author

    Hm, this is really weird. If Gouken does a fully charged Denjin ultra at point blank range against Seth, he actually recovers in time to get one more hit as Seth becomes dizzy. However, Seth doesn’t get knocked back into the wall like usual. He only gets knocked back slightly, suggesting that the attack is connecting after the last Denjin hit – meaning after the dizzy occurs.

  16. harejordan

    Here’s some Sagat info if you’re interested, dunno if you’ve tested this or not yet.

    Sagat’s TU has a juggle potential of 1(and I’m thinking 1 means, after a F+HK, it won’t combo). Sagat’s EX TU has a juggle potential of 2. With his new Scar move, it increases his TU juggle potential by 1 and increases the damage by 50% or so? And then… Tiger Cannon…has a juggle potential of…7 or 8…, but hits for 8 hits if done by itself. If I recall, F+HK x2, EX Tigershot for 1 hit, then Tiger cannon only yields 7 hits.

  17. Smileymike101

    Maj, i think what actually happens is that you hit them before the last hit, and if denjin stuns them mid hits, the rest wiffs, and i think only the last hit can wallbounce.

  18. N00b_Saib0t

    weird that honda, bison, and blanka are considered grounded, EX soul throw can grab them out of their moves. any idea what the cause of that might be?

  19. Maj Post author

    harejordan: Haven’t gotten to Sagat yet but i’ll keep that stuff in mind whenever i do, thanks.

    Smileymike101: Nah i could tell if it was whiffing. Watch, i’ll include it in today’s vid (which is gonna be late again btw – but hopefully not 8am late).

    N00b_Saib0t: They start off grounded then become airborne. Honda’s always been that way since SF2. On the other hand, Blanka has never been that way. He was always airborne instantly – certainly before his ball attacks became active. Bison was somewhere in the middle. Psycho Crusher would take a while to get off the ground but wouldn’t become active until after.

  20. Mienaikage

    @Maj
    Sorry I’m so late with this, forgot to confirm it sooner. Blanka’s U2 has fireball invulnerability, and Ibuki’s kunai/Dudley’s rose are both classed as physical attacks rather than projectiles. If you wish to confirm it yourself, try and pass through them with Abel’s and Hakan’s Super, as each button gives a different type of invulnerability. Usually you use the HP/K version to pass through projectiles, but to pass through the rose and kunai you need to use the LP/K versions which provide physical attack invulnerability.

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