SF4 Biweekly TACV 01: Ryu
Alright here’s the deal. For reasons unknown, nobody has stepped up to explore the SF4 combo engine to its fullest potential. Usually by now someone in Japan would’ve broken it wide open, but i’ve seen nothing particularly impressive thus far.
So to get the ball rolling, i’m going to be posting some SF4 combo clips recorded with programmable controllers, Sai-Rec style. Except i won’t be working on any comprehensive SF4 combo project in the meantime, so what you see is what you get.
0:11 The first hit of Ryu’s j.MP creates a free juggle state every time, so if you can avoid connecting the second hit, you can follow up with anything. Dhalsim’s j.LP is a useful setup because it allows you to hit him at the top of his arc from the end of yours. It would’ve been nice to juggle with a Focus Attack but it’s too slow, so i went with Ryu’s c.HK instead. Juggling sweeps is always cool.
0:17 Same setup as before, except with a flashier finish. Using the slow LP version of Shinkuu Hadoken gives Ryu enough time to recover and connect Metsu Hadoken midscreen. There aren’t too many chances to use supers in SF4 combos because FADCs are such a big deal.
0:28 Sakura’s EX Shouoken trades with Ryu’s lvl3 Focus Attack which allows him to combo a lvl2 Focus Attack (but not a lvl3 Focus Attack). The last lvl2 Focus Attack connects after she falls into airborne state, but Ryu gets a free juggle out of it which is why his EX Shoryuken connects twice, setting up the EX air Hurricane Kick.
0:41 Honda’s far s.LK trades with Ryu’s lvl3 Focus Attack and the rest is fairly straightforward. It would’ve been possible to add another F+HP series at the end, but it wouldn’t build up enough meter to combo into ultra. Also i decided it would be cooler to go for the fifth Focus Attack, which needs to be a lvl1 because the lvl2 version causes opponents to hit the ground sooner. Even though the lvl1 Focus Attack doesn’t create a free juggle state, all eight hits of the Metsu Hadoken still land.
0:59 The counterhit bonus on Ryu’s j.HK causes enough extra stun to dizzy Akuma in the end. Unfortunately there’s not a whole lot to do afterwards. Even with access to full ultra meter, the ridiculous damage reduction makes it totally impossible to finish him off. So instead i made Ryu’s right hand repeatedly punch Akuma in the gut.
This is a tool-assisted combo video recorded with two ASCII PAD V Pro programmable controllers. Absolutely no cheats, hacks, or game-altering devices were used in the making of.
To clear up any misconceptions, let me explain the program pad situation briefly. I happen to own an Xbox 360 and the Xbox 360 version of SF4. Unfortunately even after spending an unreasonable amount of money on converters, i still can’t get my PSX program pads to work on it. A friend of mine was nice enough to let me borrow his PlayStation 3 for about a month, because all it takes is a $10 converter to get these digital PSX pads magically working on a PS3. There are still some issues with dropped inputs, but all that means is each combo takes twice as many tries to record. I’ll do what i can within that time frame, depending on how much interest these clips generate.