Category Archives: Combos

SSF4 Month-One Combos: Postscript

Three weeks have come and gone since the long-awaited release of Super Street Fighter IV. Fourteen videos and hundreds of research hours later, we have a fairly sound idea of what the new characters and spare ultras are capable of. Obviously most of them will continue developing further, but the foundation is set.

Looking forward, the most dynamic characters appear to be Rose, Ibuki, and Juri. Although several dedicated specialists have begun experimenting with Rose’s unconventional Soul Satellite ultra, i feel we’ve only scratched the surface of its advanced combo potential. Sooner or later, someone will figure out the right combination of setup, spacing, and dummy selection to control how and when each orb connects.

Ibuki has access to a disproportionately large pool of combo tools: chains, jump-cancels, ground loops, air trajectory control, etc. She’s still a relatively straightforward character underneath, but none of her known combos seem fully optimized yet. In fact it’s pretty amazing how she doesn’t have an infinite considering all the infinite-prone tools she possesses. You have to admit, Capcom has done a commendable job of balancing her.

Juri’s Feng Shui Engine ultra is essentially a Custom Combo, which always require many months to explore and optimize. She also happens to be of the best dizzy characters in the game, in the sense that you can use all her super meter to knock someone dizzy and then still have something special for the post-dizzy combo, because you get to restore her Fuhajin fireballs. It’ll take ages to wade through this many possibilities.

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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.  

SSF4 Week-Three Combos: Day Nineteen

On one hand, Makoto boasts some ridiculously damaging attacks. On the other hand, her super inflicts no damage while depriving her of EX ammunition. She still comes within 35 points of killing Seth in spite of these obstacles, but her surprisingly low hard attack damage keeps her from finishing the job. (And i finally got around to trying out desk’s “trial+” concept.)

Notes: Makoto’s normal Fukiage, Hayate, and Tsurugi have juggle potentials of one. Her EX Fukiage has a juggle potential of one, her EX Hayate has a juggle potential of two, and her EX Tsurugi has a juggle potential of two on the first hit and three on the second. The secondary animation of Abare Tosanami leaves the opponent in a free juggle state when it connects during crumple fall. Honda’s c.LP xx EX Hundred Hand Slap pushes him slightly closer to the opponent with each repetition. Juri’s Senpusha xx FADC provides +3 frame advantage.

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SSF4 Week-Three Combos: Day Seventeen

Guy’s arsenal of links continues to expand, but he lacks that technical edge to reach the next plateau. So far he’s more style than substance – built for mixups rather than combos. Makoto may have the same problem. All of their tools lead to conventional combos in the end.

Notes: Dee Jay’s far s.HP knocks down on counterhit and sets up a free juggle. Guy’s Sudden Stop is quite a bit slower than El Fuerte’s equivalent. Counterhit s.MP xx HK Run -> Sudden Stop provides only +6 frame advantage. Guy’s s.LP -> s.MP -> s.HP -> D+HK chain creates a free juggle state. His Bushin Hasoken super appears to have unlimited juggle potential.

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SSF4 Week-Three Combos: Day Fifteen

Both of last episode’s Dee Jay combos were stepping stones to the polished versions featured in this one. He can probably add a few more hits, but they won’t come easy. In the meantime, people have been asking for Guy combos so i gave him a shot. He has several stylish links and worthwhile chains, but nothing extraordinary. I’ll keep looking for a little while longer.

Notes: Guy’s EX Hozanto has a juggle potential of one, as does the first attack of his Bushin Goraisenpujin ultra. The first hit of Dudley’s Ducking Upper does not increment the juggle counter. It preserves existing juggle states, much like the second hit of Ken’s HP Shoryuken. Gouken, Dan, El Fuerte, Cody, and Dudley appear to be the best dummy candidates for Air Slasher combos because Dee Jay can land multiple close s.LK reps against them. Dudley is the only one of that group whose hit stun hitbox doesn’t dodge Dee Jay’s far s.LP at long range.

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.