Shoto Shuffle by Pokey86

This was intended to be a combo video displaying only anti-air combos, but my lack of creativity, and in some cases execution got the better of me. That said it’s still fun to make a video, and this one has a ton less (mandatory) text than my last one.

notes:
All combos, barring the first one, follow typical meter restrictions. However for ease of recording i use an EX Focus to set up combos. (Trust me, it makes recording a lot easier.) People will no doubt notice this, but just consider the Focus as the “beginning” of the combo. Read on for a full transcript of every combo.

combos and editing by Pokey86

soundtrack: Spiderbait – Black Betty

transcript:

0:00 (Super ->) Abare -> Abare -> Abare -> EX Tsurugi

Kept the restart in there just to clarify that this vid isn’t to be taken too seriously. I wanted all my vids to start & end with an illegitimate combo. It’s an avenue people don’t touch on for obvious reasons, & having it as such a small section makes it easier to justify, while still giving me an easy opportunity to come up with something original. As for the combo itself, the full combo lasts about the time it takes Makoto’s super meter to finish. HK Abare causes float when it hits an airborne opponent. As Abare has a JP of 1 & causes float, it means you can belt it out 3 times before it will cease to combo, or twice if you go for a ground start. (To understand it, it’s easier to just think of Abare as one hit – in terms of Juggle mechanics anyway.) The last hit, well at that stage it’s either EX Dash Punch or EX Axe Kick & EX Axe does more damage.

0:46 AA FA LVL 3 -> Crack Kick -> MK Ruffian

Starting off small, this is an easy combo that really shows how great Cody is with an AA FA LVL 3 start. A lot of his moves have restricted juggle mechanics when they hit normally. However if they hit a character in Float (which is what an AA LVL3 Focus causes) they act in the typical fashion. This one’s easy to do on pretty much any character, & I’ve used it once in a real game… Does great damage.

0:52 AA FA LVL 3 -> Forward Step Kick -> Forward Step Kick -> EX Ground Tiger Shot

Another mind-game type combo, to show people that if you hit an AA Focus you still have quite a few options, especially with Sagat & Cody, though pretty much everyone can do something. This one also does a lot of damage for a relatively small amount of effort.

0:57 AA FA LVL 3 -> Crack Kick -> LK Super

Another low effort, high reward combo… In this case you HAVE to use LK Super. The MK version sucks mid combo (even though it starts up quicker) & high kick whiffs in most cases. Good thing really, ’cause it looks cool as hell. Not character specific either.

1:05 AA FA LVL 3 -> LK Jaguar Knee -> EX Jaguar Knee

Not much to say here, just a bit of a quirky clip i did a while ago… EX Knee seems to have the better forward range when it comes to hitting at a distance… In truth i suck quite badly with Adon.

1:12 AA FA LVL 3 -> Kara-Tiger upper -> FADC -> Forward Step Kick -> Ultra

Just when you think the character’s flown to far away, Kara to the rescue. You can do either HK cancel or LK cancel but LK takes longer & it’s easier to see… Another one of those combos you could genuinely see in a real match as it’s very applicable & worth the damage for the cost.

1:22 AA FA LVL 3 -> Crack Kick -> Crack Kick -> EX Criminal

Great, easy combo this one… I added it so people can see two Crack Kicks connecting. It’s very similar to some of the others… Someone might try this on an airborne opponent & wonder why it won’t connect. The Criminal at the end; well Cody’s got two moves that will nearly always connect – this is one of them. The two cracks however aren’t corner specific, though mid screen you’re better off ending with a MK Ruffian.

1:27 AA FA LVL 3 (Back Dash) -> EX Hayate -> FADC -> EX Hayate

This combo wasn’t even intended… I spent a good hour trying to get 3 Hayates after a level 3 Focus, one after another… Against Sim it REALLY looked like it’d hit, but in the end i gave up & opted for the next best thing, a mid screen FADC Backdash combo.

1:34 AA FA LVL 3 -> Turn Punch -> Ultra

I went through a small stage of trying out trade combos & those inapplicable “Hit-Sims-Limbs” combos… This is one of them, nothing particularly remarkable… But this video doesn’t really feature many charge characters.

1:46 Standing Fierce (CH) -> EX Rocks -> Crouch Fierce -> MP Zonk (Stun) -> (Knife Pickup ->) Jump Fierce -> Crouch Fierce -> Ultra 2

Cody is a truly remarkable character. All his moves do great stun & his Rocks, & EX Rocks recover so quickly he often has time to follow up. EX Rocks will connect after a counter hit fierce, & after EX Rocks you easily have enough time to add a crouch fierce to the combo. As for the second half, crouch fierce with the knife & standing MP without both give Cody enough frame-advantage to link his Ultra 2. This does incredible damage, though he has higher damage combos.

2:01 AA FA LVL 3 -> EX Jaguar Tooth -> Ultra 2

Worked out a way to hit a Jaguar Tooth mid combo. Wanted it to be a trade combo but couldn’t do it consistently. Revolver hits 3 times in corner, but i prefer it as a mid screen combo.

2:09 AA FA LVL 3 -> EX Fukiage -> FADC -> Abare (Back Dash) -> EX hayate

When you do Mak’s AA FA combos, her dash goes so far you have to reverse half of the inputs. Doing her up punch is actually pretty much a half-circle backwards. The FADC sets everything straight though. I delayed the backdash on the end of the Abare for no real reason. I thought i screwed up the combo at the time but the Hayate miraculously hit.

2:18 AA FA LVL 3 -> Crack Kick -> HK Ruffian -> LK Super

I love this combo, one of my faves… It only works on a few characters, but you have to use the LK version of Ruffian to catch up to the opponent. The first hit whiffs, but it would anyway as the opponent is in JP2 at this stage. Watching the enemy arc in the air whilst Cody slides along the floor to catch up just looks great to me.

2:27 MP SRK (Trade) -> Air LK Tatsu -> EX SRK -> FADC -> Air EX Tatsu -> Ultra

Trading gives Ken enough time to jump & do a LK Tatsu on the way down, letting the second hit connect. At this stage if you do an EX SRK you only have 2 hits of it. However SSFVI lets you FADC the third hit. After this the EX Tatsu will only hit twice so you have to hit Sim in a way that he’ll stay in the air long enough for the Shinryuken to hit. I got lucky, i did this combo on first try.

2:36 AA FA LVL 3 -> MP Zonk -> EX Ruffian -> Ultra 2

I like this combo because everything in it only barely hits. The Zonk at the beginning hits with no range left, the Slide just makes it… & even the Ultra at the end hits just in range. When hitting normally, Zonk removes all juggle potential, however mid combo it works fine. This combo stemmed from me originally trying to combo 2 Zonk knuckles one after the other, however like the Makoto Dash punch combo, this one also only just misses.

2:43 EX Hadou -> FADC -> EX Otoshi (1 hit) -> (EX Hadou hits once) -> HP SRK -> Ultra 2

I spent ages trying to figure a way to combo after an Otoshi. Realising i wasn’t going to do it normally, i remember viewing a Maj combo when he got a projectile hit late… so i tried working with that. You can only do one hit of the Otoshi even though Sim would still fall on to the EX Hadou. (It doesn’t have a JP high enough to hit.) But hey they’re changing Ken’s Hadou, so if they change Sak’s too then i guess that’d be possible. At that stage HP SRK will hit twice (last two hits are JP 2 – 3) & then the Ultra 2 at that point is the only thing that’ll hit.

2:54 AA FA LVL 3 -> Forward Step Kick -> Forward Step Kick -> LK Super -> Ultra (Full)

I added this cause i haven’t seen it in any other video, even though i expected someone would have done it by now. To hit full it’s really just a question of spacing. I tried for a long time to get this to hit completely mid screen (using Gouken) but it just barely missed so i stuck with this version.

3:08 AA FA LVL 3 -> EX Kazegiri -> EX Kunai -> Kazegiri

Ibuki has really REALLY good juggling capabilities, but this was originally a themed video, so starting with an AA FA she could hit an EX Dragon Kick high up, leting her hit a Kunai as well (both Kunai are JP 2). Only after i hit that, i realised she had a lot of time to hit her Dragon Kick after. I tried for a while to FADC in to her Ultra for a final hit, but i couldn’t pull it off, not even close.

3:12 AA FA LVL 3 -> EX Hadou -> EX Hadou -> EX Hadou -> EX Hadou -> Ultra

Wasn’t sure how to end this one… decided to go for damage, even though people have seen the Ultra end 100 times over. I was going to end with a LP Palm -> Ultra 2, however it doesn’t generate enough stun to dizzy, & i use it in another Gouken combo. The reason why you can get 4 EX Hadou’s in a row is because Balrog kind of raises a tiny bit every time he gets hit mid-air, which allows for a lot more lee-way in hitting him continuously.

3:25 AA FA LVL 3 -> Ultra 2

You can do this anywhere on screen if you just do it to a jumping opponent. I tried for a while doing this with FA, against Balrog mid screen, but i could only get the dust to hit twice minimum. The dust can only hit once for the rest of the combo to work.

3:39 AA FA LVL 3 -> Crack Kick -> HK Ruffian -> FADC -> EX Zonk -> Ultra 2

This was originally a corner combo, but Gouken gave me what i needed to hit it mid screen. Holding two buttons whilst doing combos on a Dualshock sucks badly. Took my ages to figure a good configuration to get it done. I hate triggers (R2 & L2).

3:48 Jump Fierce -> Solar Plexus Punch -> Crouch Fierce -> Hadou -> FADC -> Crouch Fierce -> Hadou -> FADC -> Close Fierce -> LK Tatsu -> HP SRK (Stun) -> LP Hadou -> HK Tatsu -> Ultra 2

Beginning combo only just causes stun on Guile, so i didn’t have any way of adding more links in between the FADC’s. The second half is Guile specific – you can do it on other characters, but you need to FADC the fireballs & do MK Tatsu. I’ve had this combo on my computer for AGES; ’bout time it’s in something.

4:03 Jump Target (HK -> HK) -> Crouch Strong -> Roll -> Super

Ever since Maj did a few of these i tried out post KO combos, though Super made this harder thanks to denying normals after KO. This is pretty much the best i could come up with. I would have made the combo beforehand more elaborate, but i would have spent ages going back & forward resetting all the necessary conditions i needed to get it recorded.

4:17 FA LVL 3 -> LP Tandem -> Crouch Fierce -> LP SRK X 3 -> EX Tandem -> Crouch Short -> Close Short -> Close Fierce -> Boom -> FADC -> Crouch Fierce -> Jump MP (1 hit) -> LP SRK X 3 -> Ultra 2

After a Tandem Suction you can do LP SRK’s to EX Tandem on Dan. It’s easier to do on T.Hawk mind. After that the next important hit is the Boom -> FADC -> Crouch Fierce. I’m pretty sure this is character specific – the two jabs set up the Boom at the right distance for some extra frame advantage to let the crouch fierce hit. If people could get this down it would be a great hit confirm to start off Seth’s stomp shenanigans (anywhere on screen). Though i am positive this is character specific as i couldn’t pull it off against Seth. If the jumping MP only hits once, it maintains the float state that crouch fierce puts the opponent in, allowing SRK to connect.

4:36 (No combo)

You’ll notice that through most of this video Rog takes a lot of abuse, because he’s a great dummy character. I wanted to end with him getting some payback (Or… “Bike Money” :P)

4:47 Jump Fierce (CH) -> Close Fierce -> LP Hadou -> Crouch Fierce -> LP Palm -> Ultra 2 (Stun) -> Jump Fierce -> Close Fierce -> LP Hadou -> Crouch Fierce -> JP Hadou -> EX FA LVL 2 (hit) Close Fierce -> EX Palm -> Jump MP (1 hit) -> LP Hadou -> EX Tatsu

Amazingly from thinking it up to pulling it off i did it all in one attempt (shown in the vid). So i decided to show the whole thing. Guile proves handy again in being a good dummy, & hitting Gouken LP at a distance lets you hit a level 2 FA mid combo. After the EX palm the jump MP hits once keeping him in float & Gouken has enough time to land & do a LP Hadou; EX Tatsu comes out very quick & that ends the combo nicely.

5:17 Turn Punch (CH)

Rog gets his revenge… When you hit Gen on his Crouch Fierce (Crane) start-up the Counterhit does 75% more damage than the normal 25% that a CH would usually grant. In the case of Rog’s Turn Punch… It kills Gen. I was going to end with a post KO Super from Rog, but couldn’t be bothered.

released today, November 14th, 2010

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13 Responses to Shoto Shuffle by Pokey86

  1. Maj says:

    Pretty damn awesome for a “failed concept” video, haha. I’m just glad you decided to release it instead of scrapping it altogether. I thought it was really entertaining all the way through. The Cody combos were impressive and that one Ibuki juggle was dope.

    And thanks a lot for writing up that transcript too. It explained lots of weird juggle stuff, but the glimpses of your decision-making process i found even more interesting.

  2. Doopliss says:

    Couldn’t you just hold forward to make Adon’s U1 hit three times? Good video btw, some interesting stuff in there.

  3. Bob Sagat says:

    Lots of fun. 1000 thumbs up.

  4. Snoooootch says:

    Nice Juggling combos! You should make a part 2 with more characters! I bet you can find some incredible things!

  5. spookydonkey says:

    ahhh you made the cody “fun combo” we spoke about midscreen & swapped excu for the dust of u2 :P

    @ any rate, love to see cody gettin some vid time & very much enjoyed the vid!

  6. Pokey86 says:

    haha,glad you noticed.

    I did go for three zonks in a row… it’s so close but it won’t hit…

    :(

    • spookydonkey says:

      if only the first hit of exzonk was jp2 lol
      im still working on it tho, i refuse to give up on the bingo-bingo-crash!

    • Pokey86 says:

      You can do 3 Bingo’s but you have to use a cheap set up.

      EX Zonk Sims Jump LP -> Zonk -> Zonk

      End with EX CU or U2 if desired.

  7. Tigre III says:

    Really really nice! Some interesting stuff here…

  8. his1nightmare says:

    awesome.

  9. craigUK says:

    that was insightful and loads of fun, awesome indeed.

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