SSF4 Week-Two Combos: Day Thirteen

It’s been a long time since i’ve gotten to play around with a Sonic Boom character. By now i’m sure everyone’s aware of Dee Jay’s potential for extended combos in Super Street Fighter IV.

Notes: Dudley’s c.HK apparently has a juggle potential of two. Adon’s EX Jaguar Tooth has a juggle potential of at least one. Canceling Dee Jay’s close s.LK moves him way forward, more than compensating for the pushback it causes. He can loop s.LK xx EX Air Slasher indefinitely. The fact that his regular Air Slasher only provides +3 frame advantage is the main deterrent preventing him from having an infinite, because s.LK doesn’t become active until its 5th frame. In fact, Dee Jay’s only 3-frame normal attacks are close s.LP and far s.LP, forcing him to surrender D-charge to combo after non-EX Air Slasher.

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.  

28 thoughts on “SSF4 Week-Two Combos: Day Thirteen

  1. Maj Post author

    A little late, but progress regardless. Long story short, i bought and installed new RAM. I ended up running some tests that indicated one of my RAM chips was faulty, so i replaced it. But honestly, i don’t think that’s what fixed the problem. I think it just suddenly decided to work, because that’s how computers really roll. (Probably doesn’t help that i’m running out of hard drive space too.)

  2. EasierToRun09

    I can’t seem to get the third sweep down for Dudley all that much, and I see you used a counter hit, is that the primary way of getting it? Or is it just a tight juggle? Either way, cool stuff.

  3. Maj Post author

    The trick is to do the second one early so it hits meaty. Timing on the third one is still gonna be tight no matter what. It’s not that hard in Training Mode but i can’t see myself trying it in a match.

  4. TongariDan

    How useful are Dee Jay’s st.LK combos outside of the corner? And based on what you said I’m guessing any combo after a non-EX air slasher is a 1-frame link?

  5. harejordan

    Random question, how high can you send an opponent without going into super/ultra animation. Like back when you did fun with SF4, Dan jumping taunt went above the health bar, I’m thinking you can hit him at the end with a srk, send him a little higher.

  6. ShadowXSnake

    68 hit combo, insane man. I’m still hoping you’ll find a really good use for Gen’s Ultra 2s. They’re so incredibly situational that at the moment I find that they’re best used as taunts. You were asking about comboing the kick Ultra 2 after driveby super, and the only thing I can think of is MAYBE slipping an EX Oga in the corner between the Super and Ultra. Have you tried that one yet? I’ve been having trouble finding time to mess around in Super lately but I imagine that you might be able to set it up so that U2 can connect after getting to the wall.

  7. Maj Post author

    TongariDan: Fireball combos are essentially useless outside of the corner. Dee Jay’s FB, s.LP and EX FB, s.LK are both one-frame links.

    harejordan: It’s hard to say, but if you hit Dhalsim’s j.LP with Vega’s EX wall dive, he goes pretty damn high. Shoto DP doesn’t really launch that high.

    ShadowXSnake: Nah that’s not gonna work. If you had time to land Oga, you’d have time to land ultra divekick in the first place. Anyway Oga doesn’t create a juggle state when it connects as a juggle hit. Like i said before, ultra divekick is only a couple of frames away from connecting, but that’s as close as it’ll ever get. Just wasn’t meant to be.

  8. ShadowXSnake

    I was thinking that Oga would get you off the ground faster, I wasn’t saying like with Vega’s EX wall dive where it hits on the way up, I was just wondering if you could EX Oga to get up to the correct height faster. Can’t you cancel Oga into U2? I seem to recall that being the case, but I’ve long since given up using the U2s for Gen.

  9. harejordan

    Dan’s jump taunt hits. Period. Maybe you can find a way to showcase this like your other video, j.mp to jump taunt?! Same properties, doesn’t register as a hit, 0 stun 0 dmg.

  10. Jiggeh

    Awesome combos, as always.

    But please, for the love of God, switch Makoto’s voice to Japanese before you record anything else with her.

  11. CoolzInferno

    @EasierToRun09
    I could be very very wrong but I think the counter hit there to ensure the first c.HK hits. It has a fairly slow startup and I find it ends up not comboing unless I land a super-deep jump-in (that may actually have been a counter-hit I didn’t notice in a game).

    As usual – awesome stuff Maj, love your work :)

  12. Maj Post author

    ShadowXSnake: Um, i don’t think so, or at least i’ve never heard of that. If he could do that, what would stop him from doing KKK:c.LK xx Oga xx ultra2?

    jamheald: Where did you see that it has a juggle potential of one?

    Jiggeh: I was surprised by how terrible she sounded too. But i don’t even have the option to change voices unlocked. I’ll probably just stick to English for consistency’s sake. Anyway i doubt Makoto will make very many appearances. Everyone seems to have her figured out already.

    CoolzInferno: Yup, counterhit is only there because Dudley can’t seem to combo into c.HK otherwise.

  13. onreload

    hey uh so I can’t really experiment so i have a question for you:

    if guy is vulnerable in his early crouch frames, can you land (with Zangief) Banishing Flat xx Final Atomic Buster? How early is early? It’d be pretty cool to see Body Splash, a bunch of light links, then green hand xx super. It’s gross that this stuff combos, but it’s not super practical, right?

  14. TheRealJudgeD

    Maj, I haven’t had a chance to watch the vid yet, (at work…) so I’m not sure if this is viable, but reading about Dee Jays loop made me wonder, could using a neutral delay (used in Chuns cl RH to ex sbk combos) aide in making this a possibility?

  15. jamheald

    Oh sorry mean 0 do I? I always forget what means what with juggle numbers. Anyway focus attack against like dhalsim’s jumping lp will probably combo into it.

  16. Maj Post author

    onreload: Green hand into FAB, yes. Everything else, no. Landing recovery from a jump attack is enough time for Guy to get through those throwable early frames.

    TheRealJudgeD: Charge time isn’t the issue here. Air Slasher simply doesn’t create enough frame advantage to link into s.LK.

    jamheald: Nah i said his low Taunt juggles, not the air version.

  17. TheRealJudgeD

    @Maj, the reason the gears started turning for me, was when you wrote:

    “In fact, Dee Jay’s only 3-frame normal attacks are close s.LP and far s.LP, forcing him to surrender D-charge to combo after non-EX Air Slasher.”

    Does s. lp cancel into Air Slasher? If it does and you used the neutral delay (Not sure what to call it, this seems to work well enough…) would the loop work? Or is it dependent on the range that s. lk provides?

  18. Maj Post author

    The loop works because canceling s.LK moves him forward each time. If you use s.LP, you get pushed back each time. If you use s.LP -> s.LK, the s.LK makes up for some of the s.LP pushback but not all of it, so you still gradually get pushed back. Then you get to far s.LK distance and that rep ends the combo because far s.LK doesn’t provide the same forward movement.

  19. Maj Post author

    Oh now i see where the confusion came from. Yeah, Dan’s j.MP doesn’t even knock down. He doesn’t have much in the way of juggle setups, except for the generic anti-air lvl2/lvl3 Focus Attack.

  20. TongariDan

    ShadowXSnake: Fought a Gen online that seemed pretty good at jumping in with Gen and baiting an anti-air normal and then doing his mid-air Ultra 2 on reaction. That’s pretty much the only really good way I’ve seen it used. Of course, if I used a special to counter his jumps he couldn’t counter with the Ultra, but it was still a nice bait I didn’t see coming the first time.

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