SSF4 Week-One Combos: Day Five

Let’s see, this time we’ve got basic juggle testing with Dudley and Gouken, some preliminary damage testing with Gouken’s new Denjin Hadoken ultra, and an oddball Blanka combo.

Notes: Blanka’s PPP Shout of Earth can catch grounded opponents provided they lean into it. The last hit of Gouken’s Denjin Hadoken creates a free juggle state when it hits an opponent on the ground, but not when used in a juggle in progress. Against airborne opponents, it simply acts as a standard multi-hit super fireball with an added wall bounce effect. The last hit of Dudley’s EX Short Swing Blow creates a non-repeatable free juggle state, allowing his Corkscrew Cross ultra to connect fully.

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.  

23 thoughts on “SSF4 Week-One Combos: Day Five

  1. Maj Post author

    This one’s going to be slightly late too, but hopefully not 8:00 A.M. late. Probably best to check back tomorrow morning. I feel like i’m catching back up though. I think tomorrow’s has a good chance of being back on track.

  2. ShadowXSnake

    Man, I keep finding a bunch of cool stuff too. Wish I could record it and share. Juri’s Ultra 2 has some crazy weird properties, today I was online with a bunch of friends, and a T. Hawk condor spired or something into the Ultra, it connected and started the Ultra animation, but then everything stopped and Juri went up like she whiffed while T. Hawk took a single hit and bounced, really odd. T. Hawk was like going through Juri when the initial freeze occured, and the actual Ultra animation went by too quickly to make sense of after that. Later I was taunting a whiffed U2 with a punch lariat, and just before Juri left the ground, I got too close and ate the entire Ultra, and I totally didn’t expect that. I guess it has a really big frame window where it’ll completely connect all the way until Juri is well off the ground.

    Dunno, I think I saved the replay, so I’ll have to sort through this stuff in more detail. There’s so much cool stuff to explore, I’m really excited to see what you can come up with. Take your time, if you die on us, I’ll never get to see a Dan TACV.

    Also, anyone can field this one if they want, but using the unblockable Ultra setup that forces projectiles to hit, has anyone been able to pull this off with Dudley’s rose? If all else fails, I think a projectile could knock Dudley out of the rose animation after he’s thrown it and before the opponent gets back up, but I’m wondering if the rose has strange properties that prevent that.

  3. Adrivier

    Just registered because I wanted to thank you for all the hard work you put in this. You’re the best!
    On a side note. This is probably really old but I just noticed you could FADC the last hit of Abel crouching fierce. If you didn’t know yet, there could be some fun possibilities… If you have full super and want to show of you could FADC it then use COD, FADC that too, and then Ultra.

    Again if this was known, act like you didn’t read this :).

    Thanks for all your effort!

  4. ShadowXSnake

    Hey man, take your time. I appreciate you taking the time to post these regularly.

  5. zem

    @ShadowXSnake doesn’t the rose, if it hits, do no damage and immediately allow the opponent to act again? if it hit on the ultrafreeze frame, i’d guess they’d recover way before either of dudley’s ultras started hitting

  6. VSR

    @Maj
    Sleep is for the weak. I’ve been playing SSF4 nonstop while having 4 finals to study for.

    Actually, I’m incredibly jealous you get to sleep, I’m stuck at work

  7. doublef

    Wait… how does the Denjin Hadoken do that much damage?? I thought it was listed as 255 damage, with a lot of stun (to compensate for the low damage). But in this video it appeared to do around 800 and 600 on Seth and C. Viper respectively.

  8. doublef

    I realize it was charged up, but i still didn’t think it could do that much damage. that’s ridiculous…

  9. Maj Post author

    ShadowXSnake: Sounds pretty crazy. I’m a little hesitant to mess with Juri because i literally know nothing about her so it would take a day or two to learn her, but i’ll get around to it eventually. As for Dudley, he might have an unblockable setup but i’m sure it’s all sorts of elaborate because his rose throw has terrible recovery and the rose itself causes very little hit stun. Like zem said, his ultras might also have too much startup to combo after unblockable rose.

    Adrivier: Thank you sir; welcome aboard. I think i have seen that with Abel but his biggest problem is that the only upgrade he got in SSF4 is a throw ultra which is basically impossible to combo except off Focus crumple. That c.HP FADC setup gives him forever to do anything he wants, but he just doesn’t anything new to do in Super.

    jamheald: That thing causes so little hit stun, i haven’t even bothered trying. Since you asked, i’ll give it a shot just to make sure, but yeah i don’t think it’s happening.

    VSR: Haha running on three and a half hours of sleep for the past three days made me feel weak alright. Good luck on your finals.

    britepixel: The thing is, it’s not practical at all. Look at the list: Denjin Hadoken is blockable, is scary because it causes a lot of dizzy points, only creates a juggle setup if it hits a grounded opponent, and takes forever to charge up. That means your opponent can’t be blocking, can’t already be dizzy (otherwise the dizzy points get negated), can’t be jumping, and has to let you charge up for some dumb reason. So how would you land fully charged Denjin in a match? There’s basically no way, unless you get them to whiff the slowest ultra of all time. I mean, i guess i can see two Gouken’s playing chicken (Denjin vs Denjin) and tension escalating to the point where they’re almost fully charged … then one of them gets a phone call. But that’s a pretty elaborate “match setup.”

    doublef: Goes from 4 to 8 hits when charged. These combos aren’t optimized at all btw. I couldn’t quite find a way to kill Chun Li (900vit/1050stun) but it was pretty easy to kill Viper (900vit/950stun). There’s gotta be a way to kill a 950vit or 1000vit character though. The biggest challenge is that Gouken’s most damaging move is Hurricane Kick, but that thing’s dizzy points increment little by little which means you won’t get all the hits if they’re almost dizzy. There’s very little marging for error compared to a single-hit 200-stun attack like his rushpunch (which does significantly less damage).

  10. Maj Post author

    No tricks; just charged straight up. That’s probably the hardest combo in the video, execution-wise. Maybe it’ll be manageable using counterhit. Though it’s very character-specific and you have to get that specific hit stun lean. If j.HK hits Gief a little higher, he leans a different way and the ultra whiffs. Originally i had it working against Abel but didn’t want to overuse him as a dummy.

  11. Snoooootch

    Wow, hardly seems like 2 seconds. Well, great video all in all. Gouken is sick. I wonder how one can land a fully charged Ultra like that. It’d seriously hurt someone.

  12. ShadowXSnake

    Well, what I was thinking was one of those setups where you throw a fireball and run the hell away so that it would hit Dudley out of his rose throw, allowing him to perform the unblockable ultra. I don’t know if the CPU would recover from the unblockable rose too quickly for the subsequent ultra to connect, but I think that the unblockable rose itself should be possible, right? I really don’t think I could manage that alone with manual execution though, so I don’t think I can test it myself. On that note, maybe a way to combo the Dan taunts would be with one of those trailing fireball setups.

    And BTW, is there a name for that fireball hit cancel setup? Because I see you use it a lot in some of the TACVs, but it seems tedious to write out the whole thing everytime, lol.

  13. Maj Post author

    Snoooootch: Standard charge time is 60 frames (+/- 2 frames) for essentially all Capcom fighting games. The game runs at 60fps so it’s one second, not two. Street Fighter II arcade machine movelists lied!

    ShadowXSnake: “Trailing fireball setup” or “fireball chasing” or “fireball interrupt setup” all work. At least on this website, everyone will know what you’re talking about. The rose unblockable sounds feasible but i agree, his ultras are probably too slow to take advantage of it. Dan could easily combo after his Ducking Taunt if he had a half-decent fireball but they fade out too soon. Even his ultra fireball is useless because it knocks down right away. (If you mean interrupt Dan’s Ducking Taunt with a fireball, that’s hella not gonna work because fireballs cause way more hitstun.)

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