SSF4 Week-Two Combos: Day Nine

A week gone by, and SSF4’s combo landscape is beginning to take shape. Quite a few new setups have emerged and we know who most of the important dummy characters are. While the vast majority of current combos clearly need further optimization, the general concepts are progressing nicely – thanks to the individual and collective efforts of the community.

Notes: Recently, TempLovesU discovered that crouching Guy is vulnerable to throws during the early part of hit stun. The limits and stipulations of this behavior require more testing, but for now i’m happy to have an excuse to wavedash with Sagat. Gen’s Hyakurenko combos have been toned down greatly, mostly due to added pushback on the HP version, but not the EX version. However, he can now super-cancel all four initial hits. Adon’s Rising Jaguar has a juggle potential of one on the first hit, and two on the second. The first hit launches opponents much higher than the second. His EX Jaguar Kick has a juggle potential of two.

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.  

21 thoughts on “SSF4 Week-Two Combos: Day Nine

  1. Maj Post author

    Well, i’m finished with today’s combos, but i’m so dead tired that i can’t even keep my eyes open long enough to cut ’em up. The video probably won’t be edited/uploaded until the morning, but i’ll try to get it done relatively early.

    Still burnt out from the past week, but i shouldn’t have too much trouble sticking to the schedule the rest of the way. Btw Pheeel, your Ibuki combo turned out a little different from what you wrote up, but i think you’ll dig it.

  2. Smileymike101

    Maj, wouldn’t it be better to call it day 8?I mean technically it’s day nine, but people will be like, I can’t find day 8.This way it’d be like parts 1 to 14.I think it’s less confusing this way.

  3. Rufus

    Smileymike101 :
    Maj, wouldn’t it be better to call it day 8?I mean technically it’s day nine, but people will be like, I can’t find day 8.This way it’d be like parts 1 to 14.I think it’s less confusing this way.

    Day 8, Combo 7 would be the clearest way to go.

  4. Maj Post author

    Busy morning, busy afternoon, right into a busy evening. Anyway it’s uploaded and should be done processing by the time i finish writing this.

    Smileymike101: Those are valid points, but it has to be this way. The days need to represent real time in order to have any meaning, not just chronological order. If that confuses anyone, well, i’m sure they can figure it out – or come here and ask. Somehow i doubt that’s going to happen very often. Even though i haven’t been punctual with editing/encoding/uploading, the combos themselves have always met strict day-to-day deadlines.

  5. lightnaros

    Great combos. Love your work Maj. Quick question though. Have you done a post on dealing with pressure? That’s an area I could need some help in. Keep up the good work!

  6. N00b_Saib0t

    not really related to any combo in this video, but is it known that guile wont finish his ultra 1 if only the last hit of the second flash kick connects? i found it by accident trying to do his short flash kick -> ultra 1 trial, popped dan pretty high up, but i dont know if there’s any potential for something after or obscure way to set that up mid combo. anyway, if anything can be done with it, it would be cool to see in the next video.

    keep up the great work maj. or dont, we’ll still love you*, but it would be awesome if you did.

    *no homo

  7. Kikuichimonji

    Your RSS feed for the site is not updating (at least for me?). The last update I have is the Day 6 combo video.

  8. Maj Post author

    Pheeel: Cool, glad you like it. I think she can do a little more, but i’ll either take another look later on or leave it for someone else.

    lightnaros: Sure, i’ll give it a shot. Might be a while though because i’m not gonna get to do anything else until this SSF4 experiment is over.

    N00b_Saib0t: Ah yeah, it’s hard to tell what’s going on but i think the hit before the last is connecting. It’s possible to do this with just about every ultra that requires a specific hit to connect in order to go into cinematic mode. Would be more useful if Guile didn’t recover so damn slow, but it’s probably better to make the first part hit in a combo, since you’re gonna have to interrupt it anyway. Thanks for the video though.

    Kikuichimonji: Weird. But when i click the RSS link on the right, it shows updates all the way up to this post.

  9. Maj Post author

    No worries, better to play it safe and bring it up whenever it comes to that kind of stuff. Glad you got it resolved.

  10. harejordan

    Question about first Viper combo, now I’m horrible with viper so I can’t test this at all. Same beginning set up, but…1 ex thunder knuckle, ex seismo into the corner, flame kick, hp thunder knuckle fadc ultra 2. I’m thinking the only thing that may not work would be there’s not enough pop with the hp thunder knuckle. I’d think this would look kinda cool and actually have a practical use.

    And have you tested any ultra interrupts where the animation still goes, like Bison’s first ultra? Those are always fun to watch.

  11. Maj Post author

    Updated the notes in the post with the name of the player who found the Guy exception. Someone had told me about it but they didn’t cite the source. Normally i don’t put any stock in who gets credit for week-one discoveries but in this case it’s kind of a big deal.

    harejordan: As far as i can tell, ultra2 has no juggle potential. Ground pound is a free juggle setup so you can connect it after that, but that’s about it. Plus you need quite a bit of elevation before you’re even allowed to do ultra2, so it ends up being waaay slower than ultra1.

  12. harejordan

    Here’s something interesting, so playing Blanka against Juri, scored a knockdown, went for the extremely unsafe horizontal ball crossup on wakeup, she did ex pinwheel kick, and it grounded both characters. Not sure if anybody was able to continue a combo afterwards, but it had potential.

    Another one, Blanka ball into akuma’s demon flip palm, grounds both chars and I believe Akuma was able to continue a combo after. Saw this in Vanilla, dunno if it still works in super.

  13. Maj Post author

    c001357: Nice clips, though the only surprising one at this point is the Akuma LP air FB, HP DP (one hit) xx Demon combo at 0:07. Isn’t it supposed to allow one hit only before the throw?

    harejordan: Don’t know about Juri, but that Blanka vs Akuma thing sounds really weird. I’ll have to check it out.

  14. c001357

    i think it has something to do with throw range, as the air fp and hp srk does not push guy horizontally

  15. ShaXan

    Crap, how much startup does Gen U2 PPP have?

    Looks like most of them are becoming tool assisted now.

    Can Ibuki’s command grab grab people out of knockdowns?

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