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

SSF4 Week-One Combos: Day Seven

It’s hard to believe seven videos have gone by in seven days, but it actually happened! Admittedly the release schedule did get a little rocky along the way, so i have to thank you guys for sticking with me. Adhering to a strict daily timetable leaves me with literally zero margin for error. It’s unrealistic to maintain this pace without quality suffering, so i need to make a small change to the plan.

After today, the videos will be released every other day instead. I’ll still keep going until i’ve reached 14 videos total, so the bottom line won’t change. The next one will be ready on the 6th, then the 8th, and so on until the 18th of the month.

By the way, i just want to say thanks to all you supportive people who have been subscribing to my u2b channel without me even having to ask. I think it was at around 2,300 subscribers when i started this series and i noticed that i’m at 3,000 now. That’s pretty dang neat.

Notes: Ibuki’s far s.HK isn’t jump-cancelable by default, but the modified version at the end of her s.HP -> c.HK -> s.HK chain is. Akuma now has a comboable ultra by way of teleport-cancel. It does heavy damage on its own, but combo scaling keeps it in check. Rufus’ new Big Bang Typhoon ultra has zero juggle potential, so landing it requires a free juggle setup. He’s got a few of them, but the first hit of j.HK is his only repeatable one. Dhalsim’s Yoga Shangri-La ultra is a ground throw initiated from the air. His dash speed is too slow to land it after a lvl2 Focus Attack, but it works rather easily after lvl3 Focus Attack. Sagat’s Tiger Shots are still strikingly combo-friendly, with the exception of Low Tiger Shot having lost its juggle potential – which is too bad, because it probably would’ve fit perfectly right in front of that Tiger Cannon.

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. May 6th, 2010 at 03:35 | #1

    Sorry for uploading this so late. It was actually ready a while ago (along with this whole post above), but i left it encoding and haven’t been home all day. Strange how a few simple errands can transform into getting home at 4am.

  2. wilerson
    May 6th, 2010 at 04:09 | #2

    It’s awesome to see that you’ve beaten Combo Challenge 7 on the 7th day. :)

  3. MF KRINK!
    May 6th, 2010 at 06:01 | #3


  4. Smileymike101
    May 6th, 2010 at 08:45 | #4

    Maj, Rufus’ U2 must have juggle potential, otherwise it’d wiff after the first hit, as it keeps hitting them airborne.Are you sure it isn’t just the first hit that can’t juggle?

  5. May 6th, 2010 at 12:01 | #5

    Ibuki, Akuma, and Sagat’s were just EPIC.
    That seems to be all I ever say here…

  6. May 6th, 2010 at 13:02 | #6

    I’m one of your new subscribers ^^ cheers, you’re doing a great job.

  7. Mienaikage
    May 6th, 2010 at 13:20 | #7

    Was starting to worry that you had reached your posthumous reconsideration there :P

  8. May 6th, 2010 at 13:33 | #8

    Smileymike101: You’re right, the second hit does have juggle potential because it actually whiffs a lot. If the opponent is too low and too far away when they get hit by the first hit, they’ll reach the floor before the second hit connects. This happens frequently because Rufus stops moving forward as soon as the first hit connects. But for all practical reasons, only the first hit matters and that does not have juggle potential.

    Mystyr Nile: I like how Ibuki turned out, even though i had to make s.MP hit once to stay close enough to connect s.MK at the end and even though far s.LP -> far s.MP wouldn’t connect. Sagat’s was cool too, despite the fact that it could’ve been seven with SF4’s Low FB juggling. But Akuma was ghetto. Does more damage if you do the dizzy part followed directly by ultra2 (675 vs 652).

    zellorz: Thank you sir, welcome aboard.

    Mienaikage: Haha not quite yet.

  9. May 6th, 2010 at 18:13 | #9

    Hm, Dudley’s rose tracking isn’t as great as it looks on paper. For better or worse, its hitbox is tiny. This isn’t a problem if you’re standing right next to him in the corner, because its descent follows a near-vertical line. But if you’re half screen away, it comes down at a sharp angle.

    For example, there’s no technical reason why that Dhalsim combo couldn’t have been LP Yoga Fire xx lvl3 Focus Attack (rose interrupt), LP Yoga Fire xx lvl3 Focus Attack xx dash forward, Yoga Shangri-La. But unfortuantely the rose always seems to miss Dhalsim at that range because his hitbox shifts too much during Focus Attack animation, causing the rose to slip behind.

    Going midscreen causes more problems. Even if you’re standing right next to Dudley or even crossing him up, the rose will often whiff. So even though it’s the ideal combo setup tool on paper, its practical usefulness is limited.

  10. May 8th, 2010 at 10:22 | #10

    I hadn’t noticed this until Tizoc pointed it out, but when you teleport-cancel into Akuma’s ultra2, the damage is automatically reduced from 500 to 400.

  1. May 15th, 2010 at 16:24 | #1
You must be logged in to post a comment.