CV Spotlight: SF4 Combo Video Roll

Those unblockable setups seem to have taken SF4 by storm, so a few recent combo videos have gone under the radar. They certainly deserve some attention as well.

Some (SF4) Juggle Properties

There aren’t enough videos like this. Doopliss came up with inventive experiments to test juggle properties of some of the most confusing moves in the game. His efforts definitely paid off. Anyone interested in the details of SF4’s combo engine will enjoy watching this. I hope more videos follow this format in the future, because there’s still quite a bit left to explore.

SF4: All Challenges Must Be Accepted

Think you’ve gotten good at those Hard Trial combos? Check out desk‘s take on them. He’s compiled a series of ‘Hard Trial Plus’ combos where the goal was add as many different moves into the existing Hard Trial requirements as possible. It’s a very cool idea because he’s still limited by a single immobile dummy character and has to operate within the strict confines of the trail requirements. He even adheres to meter limits!

-SFIV Combo Lab- Subject: Akuma

Having covered Gouken and Seth in previous installments, Tigre III and Krusan focus on the last remaining boss character in SF4. This video’s a lot more varied and a lot less repetitive than your typical Akuma combovid. In fact, that combo against Abel at 0:49 is my current favorite SF4 Akuma combo ever!

28 thoughts on “CV Spotlight: SF4 Combo Video Roll

  1. Maj Post author

    Sorry, my fault for the bad URL. Fixed it.

    Snoooootch: Those were awesome dude. And nice touch at 0:34 in Ryu’s vid. I really hope SSF4’s trials are this flexible because sidestepping the rules is a helluva lot more interesting than following them.

  2. brocko

    Thanks for sharing!

    Not only is sidestepping the rules a helluva lot more interesting but sometimes it makes the combos easier as well!
    I’m a little ashamed to admit this, but i had to resort to fireball FADC’s for Ken’s hard trials 4 and 5 because i couldn’t get the cr.jab to cr.hp/cr.mp link ahah =P

  3. Pokey86

    ^^Yes i used similair methods, to get ground Gen as well.^^

    Wow tigres combos were great, very unique. He also did a 0 to kill comnbo on Seth, i knew you could do 300 damage in two hits with EX Shaku, & link it with a CH HP, but i didn’t think it’d inflict stun on Seth.

    Nice

  4. N00b_Saib0t

    were all the akuma stun combos legit? i’m completely wowed if they are, i had no idea he had that many variations on 1000 point stun and even the 1100 point stun combo on balrog.

    even more sick was the air fireball, close fierce, demon flip, fireball hits, dive kick combo. that made my week.

  5. Maj Post author

    Snoooootch: I was looking through some of the vids on your channel and i can’t believe i haven’t seen this Sagat video before. Haha, you guys have to tell me about stuff like this, otherwise i might never even know. Also i liked your Guile combos at 1:31 and 2:04 just for that unusual Blanka upball setup. I tried to get that Fei Long corner crossup chickenwing in my video but it costs too much meter and doesn’t work against everyone.

    N00b_Saib0t: Yup, Akuma’s a stunmonster. Lots of hard punches, lots of juggles, and far s.HK doublekick counts as one move for reduction. Being able to start a combo with counterhit j.HP, far s.HK, s.HP for 610 stun is pretty buff.

  6. Maj Post author

    Nice. Looks like i’m gonna have to do another SF4 roundup spotlight soon, but i’m all out of “R” words after using up roundup/rally/roll.

  7. Maj Post author

    Forgot to mention this earlier, but if anyone figures out how that last combo in the Akuma video dealt so much damage, please share the method. It’s something of a mystery at the moment.

    Doopliss: No problem sir. Great idea for a video.

  8. Rufus

    Maj :
    Forgot to mention this earlier, but if anyone figures out how that last combo in the Akuma video dealt so much damage, please share the method. It’s something of a mystery at the moment.

    There’s a long wait on that stun. I’m unfamiliar with SF4, but is it possible that the damage scaling gets reset if the combo hits on the last frame of stun – or on other ‘just frame’ links?

  9. Maj Post author

    I don’t know, i’ve tried waiting a while but it didn’t seem to change anything. It only does 722 damage when i try it. I’ve even waited until the dizzy icons began to dissipate and it still didn’t change the damage.

    That reduction scale has some weird hiccups sometimes, at least in Training Mode. Like i’ve noticed sometimes it goes up to 11% or 12% when it should be scraping the bottom. Happens with Gen’s hands, for example. It says 12% when it should be 10%. That would make up the difference in this Akuma combo, since adding 1 or 2 damage per hit to 27 hits adds up to a lot.

  10. Rufus

    @Maj
    Another WAG – is it possible to Kara Cancel throws? I saw at WCW that a Fuerte player reset the damage scaling by throwing out of the RSF combo.

  11. Maj Post author

    Yeah but i don’t think Fuerte has to. He can just run a little further, press LP to stop, and throw normally.

  12. Rufus

    I meant cancel throws into other stuff Certainly doesn’t look easy if it’s possible

    Maj :
    Yeah but i don’t think Fuerte has to. He can just run a little further, press LP to stop, and throw normally.

    I mean is it possible that canceling out a throw (or something else) could lead to some strange behavior… I tried to cancel throws, and was unable to.

  13. Maj Post author

    Oh nah, i’m pretty sure that’s impossible. Maybe you can find some super obscure game where that leads to all sorts of glitchfest, but i don’t know of any Capcom games where that’s allowed.

  14. Rufus

    Maj :
    Maybe you can find some super obscure game where that leads to all sorts of glitchfest, but i don’t know of any Capcom games where that’s allowed.

    I don’t think I understand, it seems like CvS2 roll canceling is evidence against that theory.

  15. Maj Post author

    What do rolls have to do with throws? Every type of move has a different position on the (unspoken) command/cancelability priority chart. For example in SF4, you can kara-cancel Focus Attack into certain things like Taunt and Gen’s stance changes, but you can’t kara-cancel Focus Attack into other things like ultra.

    In Capcom games, throws are always either treated as a separate untouchable entity (ST, CvS2, etc). Or they’re basically at the top of the priority rankings (3S, SF4, etc.) so you can kara-cancel stuff into throws but you can’t kara-cancel throws into anything else.

    Btw, the kara-cancel flowchart (aka the leniency chart) is different from the normal cancelability chart. So if Ken’s s.MP is normally cancelable into s.HP, that doesn’t necessarily mean it’s kara-cancelable into s.HP.

    If Capcom had been as concerned about preventing roll-cancels as throw cancels, CvS2 wouldn’t have had roll canceling either. Of course they weren’t careful enough in protecting throw tech recovery, which led to all those screwed up tech throw reversal glitches.

  16. fenris

    Akuma throwing the air hadouken and then using a normal to push the other character into the fireball behind them is so nasty, doesnt seem to be to practical but nasty none the less

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