SSF4 Week-Three Combos: Day Twenty-One

Well, it’s been one heck of a sleep-deprived ride, but it’s time for a much-needed return to normalcy. After a short break, i’ll get back to work on the Combo DVD to try to finish it before Evo. Expect the SF4 Biweekly TACV schedule to resume in two weeks, with Sakura and Vega.

Notes: Chun Li’s meaty Kikoken loops still work against certain crouching characters, and even provide enough extra frame advantage to link into her new Kikosho ultra. Makoto can FADC under certain characters after landing non-EX Hayate during crumple fall. Cody can cancel his Pick up Knife animation into any light attack, but neither knife jab reaches down to a crumple fallen opponent. It’s possible to cancel Cody’s Criminal Upper as late as the hurricane formation frame, but doing so renders its hitbox inert. Canceling into EX Focus Attack causes a strange pause when it connects. Cody’s normal Zonk Knuckle knocks the opponent into invincible air reel, but the EX version acts as a standard knockdown, permitting follow-ups.

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.  

16 thoughts on “SSF4 Week-Three Combos: Day Twenty-One

  1. Maj Post author

    Sorry guys, i got all the clips recorded and even had this whole post written up on Tuesday, but couldn’t afford to stay up all night to edit the video. Been crazy busy since. Anyway hopefully it was worth the wait.

  2. chicobo329

    That was an excellent and entertaining series of videos, you got your work cut out for you man. Kudos!

    A shame that some of the tricks on here will no longer be possible once the Tournament Mode DLC patch comes out due to bug fixes. About half of the fixes are stuff I saw in these videos too!

  3. EasierToRun09

    Great job man, all these videos were entertaining to say the least! Looking forward to the rest of what you’re throwing out there.

  4. Mystyr Nile

    That first one was hilarious, game-breaking, and awesome.
    In the Juri one, it was funny how she kept throwing her foot in the opponent’s face.
    It’s hilarious how you kept taunting or whatever with Cody.

  5. jamheald

    A while back somebody asked what was the highest somebody could get without it being cinematic, Seth’s ex shoryuken?

  6. Maj Post author

    chicobo329: I’m actually very curious what they’re gonna patch. Fei Long’s infinite definitely needs to go. A lot of the other stuff doesn’t seem so bad. Chun’s infinite is on the line because it’s fairly easy at the beginning but then charge time tightens up, plus it only works on crouching characters. If it was my call i’d take it out, but it won’t bother me if it stays.

    Mystyr Nile: You mean at 0:58? That’s Cody’s Fake Knife Throw. The whole point of that combo was to drop the knife then pick it up again. Unfortunately it drops so far back and Cody’s walk speed is so slow, plus it’s like 12 frames before he can cancel into a light attack. When you add all that up, he can’t do anything with it. I tried whiffing a knife jab and attacking again but no luck. At that point the only attacks that reach down to a crumple fallen opponent are c.LK and EX Criminal Upper. But at least i managed to pick up the knife inbetween, so the Fake Knife Throw is meant to highlight that little accomplishment. Btw the craziest part of that combo is the fact that EX Bad Stone combos off rose-interrupted LP Criminal Upper.

    Stingah: Sorry sir, i tried to do something fancy against crouching Guy but it didn’t work out. There was a T.Hawk combo on Day Nine but it’s the only one. Btw i thought some of Doopliss’ T.Hawk combos were pretty cool.

    tobemorecrazy: Thank you sir, much appreciated.

    jamheald: I don’t think there is a ceiling, or it’s much higher than it looks. A lot of stuff looks like it gets close enough to touch it but i think that’s mostly an optical illusion.

  7. Maj Post author

    Forgot to mention, i made Vega block 19 of Cody’s F+HK’s to make his claw pop off at the right time. It seemed surprisingly consistent too. Those numbers were always randomized in oldschool games, but i never bothered checking in recent games.

  8. VDutch

    Quick question – what exactly is Akuma doing when Cody interrupts him at 1:20 to start that combo? It appears to be a teleport animation but I was unaware teleports could be interrupted from the front like that. Can you please explain what was going on / the properties of the move seen in this instance?

  9. Maj Post author

    That’s just the startup of Akuma’s red fireball. It’s his most pronounced counterhit setup because it has the most startup out of all his attacks. Whenever i’m going for a counterhit setup, i try to make it as clear as possible by using the opponent’s slowest move animating for as long as possible before they get hit. Although sometimes their slowest move happens to push off, like Guile’s F+HK upside-down kick. You can’t use that for point blank range ground combos because it creates a gap between the characters.

  10. Maj Post author

    Btw i kinda vaguely recall some people giving me props for finding the Chun infinite but i can’t locate those comments anymore. Must have been on a random forum or something. Anyway just wanted to clarify that i didn’t find that infinite. I think error1’s vid is the first place it showed up and i even mentioned it here. Sorry, i thought everyone knew about it already.

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