USF4 – ComboVid https://combovid.com Street Fighter Combos, Tutorials, Matches, Screenshots, and Strategy Guides Sun, 10 Jul 2016 23:33:56 +0000 en-US hourly 1 Ultra Street Fighter IV: Oni Stylish Combo Video 23 By Cjbqulix https://combovid.com/?p=8856 https://combovid.com/?p=8856#respond Tue, 26 Jan 2016 22:48:11 +0000 https://combovid.com/?p=8856 Continue reading ]]> The next entry in my faceted c.c.v series is here featuring the true raging demon oni! A lot of super tight links, meaty setups, and unorthodox combos into ultra are shown off in the fast paced monstrous combo video! Please be sure to stay tuned for my final combo video covering the rest of the cast before I move onto SFV to make video from there! Without further ado, please enjoy!

Music is: slushii-destiny

Released: 1/26/2016

Combos and Editing by Cjbqulix

]]>
https://combovid.com/?feed=rss2&p=8856 0
USFIV: “Last Goodbye” by Doopliss https://combovid.com/?p=8848 https://combovid.com/?p=8848#comments Tue, 05 Jan 2016 19:03:20 +0000 https://combovid.com/?p=8848 Continue reading ]]> So this is it, this is the end. In just over a month SFV will be released, and the era of SFIV will be over. I’ve had a blast working with this game, it’s hard to believe it’s finally over. I want to thank everyone watching this, everyone subscribed to my channel, and everyone who made the game what it is today for this marvelous time!

Highlights:
Decapre corner-to-corner at 0:52, Rose mid-combo Super at 2:06, Adon getting 3-hit combo’d in his own combo at 2:50, Guile U1 link at 3:36, Dee Jay LK Sobat to U2 at 6:01.

Combos and editing by Doopliss.

Released today, January 5, 2016

Transcript:

Intro – The intro consists of 8 combos created to sync with the music. I calculated that the song had one beat roughly every 42 frames, with the 4th and 8th combo having one extra hit 21 frames before what’s the 1st note in the other combos. The issue with this is that most grounded moves do not have enough hitstun for this tempo, and the Focus Attack tends to be a tad too slow with all its hitstop and the dash, so that’s why it’s mostly juggles. Some quick notes about the combos: C.Viper uses meterless FADC to dash out of the EX Seismo (Which is performed by Super Jump Cancelling into FA). In the Gouken combo I use Seth’s j.d.MK to bring his hurtbox down, allowing the projectile to hit him that high up (Might be unneccesary, didn’t check tbh). For Seth’s 2nd combo, counterhit cl.HP comboes into EX Tanden, and then I had to hit sweep on the last possible frame to stay on beat. It’s only a 2-hit combo since EX Tanden deals 0 damage and 0 damage hits do not add to the combo counter.

0:16 – This is an evolution of my Akuma combo in “Gotta Patch ‘Em All!”. In this version, I started with two air fireballs to keep the stun down, then I spaced myself so that s.HK hit meaty on the 2nd hit, allowing me to link s.HP (This was based on the hit-animation Abel went into form the 1st hit, which in turn depended on how he reacted to the previous hit, meaning it took a lot of trial and error). In the start you can see Abel crouch briefly, that’s to make sure his standing animation doesn’t move him out of range for the first projectile.

0:52 – In this combo I use E.Honda’s crouching medium attack reelback to bounce him off Decapre’s U1, while I walk or dash forward with Decapre to keep his main body out of the projectile while hitting him to keep the combo going. You can jump cancel EX Break after charging for Spiral Arrow, and then quickly input the rest of the move, allowing you to combo it in this fashion.

1:08 – Here’s a Dhalsim combo following the same concept as the Decapre combo before it. Dhalsim’s U1 has fewer hits, but it also has more hitstun per hit, allowing for some very slow moves to connect, like his air drills. I then use an EX Yoga Fire, that gets spaced out because of Honda’s reeling animation, to set up for a meaty c.MK slide, which combos into s.LP. Finally I use the KO to be able to juggle EX Yoga Blast after b.MK, which would otherwise cause a reset.

1:21 – Large characters tend to get hit in this way by Honda’s HP HHS, allowing him to link multiple in a row. Hugo is not the optimal dummy for this, but the main focus of this combo is the juggle possibility after Sumo Splash. You have 9 frames to juggle with something, which allows you to land EX Headbutt and EX Splash. Sadly U1 starts up in 10 frames. I messed around with several characters, but couldn’t fine one that allowed you to juggle with U1.

1:35 – If Rufus juggles Poison, he has enough time to juggle with U1 without FADCing, since she gains a lot of height and tends to land later after high launches. Oh Poison, how I love your wonky juggle properties. For some reason the post FA divekicks would miss/cause a reset sometimes when I ran this script, either it desynched or something messed up my spacing ever so slightly. I’ve noticed inconsistencies with EX Galactic Tornado before, so there might be some kind of random aspect to the move.

1:54 – Just an interesting juggle into super for Vega. Based on how it looks, one might think he could’ve comboed into it this way before they added the launcher hit to the rising part, but before then the move was a true grab, so you could never combo into it outside of stun or maybe FA trades.

2:06 – Way back, Eternal discovered a way to make the final hit(s) of Rose’s super to whiff on Sakura. I took this concept, applied some very specific spacing, and found this interesting combo featuring U2.

2:17 – Seth’s EX Tanden has a special propery. During its active frames, the Juggle Counter of a juggle opponent will be forced to 0, even if the move doesn’t connect. It shares this property with a few supers and ultras (Like Dhalsim’s Super, Fei Long’s Super and U1, and Gen’s Crane Super and U1), but to my knowledge its the only special move with the property. Anyhow, that’s how I could juggle into U1 from a Sonic Boom.

2:34 – Newsflash: Yun’s EX Palm deals a lot of damage and stun :P
On that note though, I can’t say I’ve ever seen anyone combo into divekick this way. I used the following reset to land a meaty c.HP, finishing up with a small, meterless combo.

2:48 – I’ll just say it: Timing the moves during this combo was a nightmare. I just played around with the frames until I got it to work, since it insisted on hitting me 4 times after trading with the RFA, which wouldn’t give me enough U1 hits to trade with for the rest of the combo. That’s what you get for testing stuff by hand using training mode save states first I guess. I also hade to delay every move as much as possible for Decapre’s U1 to disappear before it could hit Adon during his own U1.

3:07 – It finally happened, Dan was able to combo into his super, fully scaled down to 10%, without using trades, FAs or stun. This is something I’ve been wanting to do since I made the “Super Weak” combo challenge back in 2011. For the super to land, I had to do a delay super cancel from his HP Koryuken (as in, cancelling it on the fery last frame, allowing hitstop to end one frame before the cancel occurs).

3:19 – I did mention Honda’s crouching medium reeling animation, right? Not only does it send his body back a lot, allowing projectiles to hit later than usual, it also moves him forward a lot during the end of it, allowing you to link a large amount of mediums in a row. The projectile after the reset is not a meaty, but if it’s blocked you can land j.HP or a crocuhing kick as a block string, acting as a 50/50 mix-up.

3:30 – I forgot to mention at 1:21, but LP Super is also 9 frames.

3:36 – If you can land a meaty s.LP, you can link into U1 with Guile. As long as you can find a good set-up for the meaty s.LP (Counterhit should work too), it’s actually quite low risk and easy to do by hand. If you do it too slow, the input leniency tends to ignore your U1 attempt and if you’re too fast, you’ll chain a s.LK. Works with both close and far s.LP.

3:55 – Rather simple Rose combo, I just felt like showing off how you could link U2 after EX Soul Spark in this situation. It’s kinda tricky to space the moves out for the 2nd orb to hit after the EX drill though.

4:06 – Ryu’s c.MP comboes into cl.HK, at least on crouching Sakura. He has to walk forward first though, since it seems like Sakura can’t simply walk him into the corner and crouch to end up point blank. The main point of the combo is to show off the dash-through that happens when you FADC the 2nd hit of cl.HK against crouching Sakura though. It’s possible to end this combo with “cl.HK, c.HK” instead of U2, but it felt kinda underwhelming, and required a jump-in instead of the CH c.MP.

4:17 – Here’s another, kinda silly Decapre trade combo. if you crumple Decapre, you’re in the perfect position to set up for a meaty LP SRK follow-up, allowing you to restand her with EX Tanden afterwards. Linking c.MK after the Hyakuretsukyaku trade is the tightest link I’ve ever done in a Decapre U1 trade combo, definitely a 1f timing.

4:41 – Similar to the combo at 1:54, but if you juggle with the first hit of LP RCF instead of the 2nd one, you won’t be able to reach them with the grab Super, and have to rely on the normal claw version instead.

4:48 – I trade a 6-hit Gouken U2 with Balrog’s lv.8 TAP, building back anouther U2. This, like all other combos in this video, was recorded using a Tool Assisted Scrpit, but I had to mash the buttons manually for the 2nd Ultra since I didn’t feel like simulating crazy mashing for 100 frames in the script. That’s… Also why my mouse appears at this time, mashed so hard my desk shook and the mouse reacted, annoyingly I didn’t notice until after uploading the video. This is the first combo I came up with for this video, roughly one year ago.

5:10 – I noticed Yun’s far s.Hk has less recovery than the close version, and figured out you could juggle U1 off of it. I also wanted to show off two more things: 1: That you can combo into super off of a juggled-into U1 (I don’t think I’ve ever seen that). 2: The fact that the cl.LP xx LK target combo causes a reset during Geneijin. I also discovered something weird: If you try to do the super too soon after U1, you’ll get a special move instead. It seems there might be some kind of cancel window there that allows specials, but not super, or more specifically QCF+P and DP+K (Should’ve gotten DP+P with my super input, but got QCF+P instead, and got DP+K when experimenting with kara cancelling s.MK).

5:30 – This is probably the least technically advanced combo in the video, I just thought it looked neat. Everything’s self-explanatory if you understand frame data and crouching Honda. Oh, I guess it’s worth mentioning you need really strict spacing for the 1st EX Gadoken to get spaced out, you need to be as far away as possible while still staying in combo range, which is why I use cl.LP after the FADC, it has more pushback.

5:46 – More Poison juggle shenanigans. I don’t think other characters can be rejuggled by c.HP in the corner like that, they usually require that you’re a bit away from them from my experience (Or maybe I just never had tool assistance to verify it before :P )

6:01 – Yes, you saw that right. Using tool assisted charge shenanigans, Dee Jay can in fact juggle into U2 from LK Sobat, even midscreen. I could only get it to work on Dhalsim though. Another interesting note: the cl.LK, cl.MK link required me to wait for one frame to press MK, otherwise I got far s.MK.

Soundtrack:
The songs used are from the PC indie game Undertale. If you have played the game but haven’t heard these themes yet, then DO NOT LOOK THEM UP! The same goes if you’re curious about ever trying the game.
Undertale – Hopes and Dreams
Undertale – SAVE the World
Undertale – Last Goodbye

]]>
https://combovid.com/?feed=rss2&p=8848 2
USF4: Gouken Combo Video 22 https://combovid.com/?p=8803 https://combovid.com/?p=8803#respond Mon, 27 Jul 2015 23:26:27 +0000 https://combovid.com/?p=8803 Continue reading ]]> The fans voted, and the fans shall receive! The next character highlighted in my main combo video series is gouken and focuses on his ability to stack mad damage and juggle for days! All combos for the most part are fairly impractical, but offer some new flair on combos that have been long established. Without further ado, enjoy the video!

Highlights: 0:28 Character specific, side specific, 1f link off of S.HK into a dirty walk forward sweep!, 0:45 Dirty U2 into massive fireball juggle then ending with U1 Combo!, 1:15 meaty s.hp link into sweep with a followup combo all edited to the beat of the music!, 1:28 double counter/fadc into U1, 1:37 disgusting combo using decapres U1 to use a flurry of normals ending with a nice juggle into u1.

Music Is: Pegboard Nerds x MisterWives – Coffins

Released: 7/27/2015

Combos and Editing by Cjbqulix

]]>
https://combovid.com/?feed=rss2&p=8803 0
USF4: Decapre Combo Music Video 21 https://combovid.com/?p=8753 https://combovid.com/?p=8753#respond Sat, 04 Apr 2015 19:16:39 +0000 https://combovid.com/?p=8753 Continue reading ]]> The long overdue next addition to my main usf4 combo ccv series is here, this time with a big emphasis on music synchronization with the combos! Experience all the stylish and impractical combos the series is stable for!

Highlights: 0:14 U1 to super then back to the same U1 to KO with the music, 0:50 Using the supers momentum to push balrog further into the U1 to kill instead of whiffing, 1:30 U1 into another U1, 2:15 Super meaty c.hp character specific combo into U2, 2:26 SUPER long combo setup with a crazy finish having U1 into level 3 FADC straight into U2 after the dash!

Music Is: Mikkas & Amba Shepherd – Finally (Jay Cosmic Remix)

Released: April 3rd, 2015

Combos and Editing by Cjbqulix

]]>
https://combovid.com/?feed=rss2&p=8753 0
Omega Character Showcase: Hugo https://combovid.com/?p=8740 https://combovid.com/?p=8740#respond Wed, 28 Jan 2015 17:41:09 +0000 https://combovid.com/?p=8740 Continue reading ]]> An all new combo/reset video series for all you omega hungry people out there! This video features a lot of unlisted changes for Hugo incorporated into stylish combos and resets never before thought possible!

Highlights: 0:11 Double Elbow crumple followed by meat srk into EX Backbreaker, 0:30 BNB into full KO meaty clap combo to stun followed by a combo into and out of super! 1:24 Abusing ex lariets whiff phase to setup an ultra reset into the jumping knee standing reset to go straight too U1, 1:42 One of the most optimal and stylish Omega Hugo can preform!

Music Is: Set you free By Cathode

Released January 28th, 2015

Combos and Editing by Cjbqulix

]]>
https://combovid.com/?feed=rss2&p=8740 0
Ultra Street Fighter IV: “That ain’t Omega!” by Doopliss https://combovid.com/?p=8708 https://combovid.com/?p=8708#respond Tue, 16 Dec 2014 20:21:00 +0000 https://combovid.com/?p=8708 Continue reading ]]> While other people are focusing on Omega, I wanted to make a video about the changes to the main game. Close to every combo-relevant change is featured in this video.

Highlights:
Decapre 950 stun combo at 0:00, Dan 11 Gadoken combo at 2:25, Oni EX DP to Air U1 combo at 3:05, Guile stun combo at 3:27

Combos and editing by: Doopliss

Notes:
I feel this video is straight forward enough to not require a transcript, if you simply look at the change list for the 1.04 patch. I’d like to explain some things though:
-Decapre’s c.HPx2 requires you to hit the first one meaty, which can be done on many characters of average size or smaller after a jump-in when they’re crouching. It won’t reach some characters though, mainly Shotos.
-When doing c.HPx2 on Akuma, I had to have my back to the wall, he needed to walk closer as I jumped and, since I needed a counterhit to stun him, he had to do c.MK just as I hit him high enough for him not to be pushed back by my collision box. It’s the most annoying positioning set-up I’ve ever had to perform.
-The Dan combo features 9 unplinkable 1f links. Not something I want to do by hand, luckily the turbo setting on my fightpad was perfect for doing it, by simply holding LP for the jabs and cancels, so I dind’t have to record it with tool assistance.
-For the Akuma combo, It’s actually pretty easy to do U2 from c.MK by pressing “db.MK, UF, DB, UF+3P~3K”. 3K doesn’t need to be plinked, you simply have to press it during the first frame of the teleport. It works because the DP input of “any F, any D, any F” accepts “UF, DB, UF” as a DP.
-The Akuma, Guile and last Decapre combo are recorded on PC, but since shadowplay is acting up for me, they suffer from bad frame rate and/or poor sound quality. Akuma and Decapre were too hard to do for me to want to rerecord them, and the Guile combo requires Tool Assistance thanks to that SB to U1 in the end.

Soundtrack: Xenoblade Chronicles OST – Gaur Plains

Released today, December 16th, 2014

]]>
https://combovid.com/?feed=rss2&p=8708 0
Ultra Street Fighter IV: “The Overly Serious Joke” Combo Video By Cjbqulix https://combovid.com/?p=8704 https://combovid.com/?p=8704#comments Sat, 25 Oct 2014 00:04:01 +0000 https://combovid.com/?p=8704 Continue reading ]]> My next Redux Combo Video Is here! This time dan and evil ryu are featured in stylish fashion featuring some of the most serious (and silliest) combos in the BIZ! Some of these include back to back ultras, Decapre U1 extentions, super taunts, and much more!

Highlights: 0:28 Abusing hugos height for maximum style, 0:51 6 wheel kicks and tight links on decapre abusing her U1, 1:26 U2>> Super Taunt >> U2 need I say more?, 1:47 HUGELY damaging dan combo using 5 meters and a stun dealing about 60-70% with no ultra!

Music is: Finally Home-Ryan Little

Released October 24th, 2014

Combos and Editing by Cjbqulix

]]>
https://combovid.com/?feed=rss2&p=8704 1
Ultra Street Fighter IV: “The Twins” Combo Video By Cjbqulix https://combovid.com/?p=8699 https://combovid.com/?p=8699#respond Thu, 09 Oct 2014 18:40:54 +0000 https://combovid.com/?p=8699 Continue reading ]]> A brand new combo video featuring the ferocious Yun and Yang! This video focuses mainly on the ultra changes to the characters while adding a bit of flair to make the combos something special! Check out this crazy video featuring the twins!

Highlights: 0:31 Pushing Yangs juggle potential to the limit, 1:00 Yun decapre u1 combo, 1:11 Yang 68 hit decapre u1 combo w/super and ultra, 2:01 Yun Red focus application into meaty palm combo, 2:33 corner carry combo with yang done with style and grace

Music is: Sculpted – Hayware

Released October 8th, 2014

Combos and Editing by Cjbqulix

]]>
https://combovid.com/?feed=rss2&p=8699 0
USFIV: “Gotta Patch ‘Em All!” by Doopliss https://combovid.com/?p=8617 https://combovid.com/?p=8617#respond Mon, 14 Jul 2014 14:09:25 +0000 https://combovid.com/?p=8617 Continue reading ]]> Ultra Street Fighter IV brought several new combo mechanics and balance changes. This video contains some examples of what every previously existing character can do thanks to these additions.

Highlights:
Akuma stuns Abel at 1:21, Dhalsim doesn’t care about pushback at 5:21, E.Honda walking EX Hands at 5:44, Gen stun combos at 7:17, Ibuki U1 shenanigans starting at 9:50, Ryu mid-juggle double dash at 13:14, T.Hawk LK Spire combos at 14:26, Yang jumping around at 15:08.

combos and editing by Doopliss

Transcript:

0:07 – A meaty s.LP setup, normally used for Step Kick infinites, allows c.MP to link afterwards.

0:21 – Counterhit lv.2 FA followed by a neutral jumping normal is the perfect meaty set up for HP CoD, which allows me to show off Abel’s new +5 on hit 2nd Low.

0:33 – Since I reloaded a save state from right after activating Decapre’s U1, some soundclips are missing. The c.HP after the first trade needs to be delayed slightly for the LP CoD to trade. You also need to wait after trading the c.HP later in the combo before you do f.MK, otherwise you’ll be too close to the ball. The six trades helps Abel build back a 5th bar used for the FADC in the end of the combo. c.HP xx LK Roll, U1 is really strict, probably 1f and character specific.

0:53 – Hugo is so big that nj.MK to air JK works just fine even when he’s crouching or after lv.2 FA. The higher launch on 2nd hit LK RJ allows Adon to reset with cl.HK on several characters.

1:01 – Adon counterhits T.Hawk’s far s.HK with c.MP to make LK RJ hit later than normally possible, allowing him to jugge with U2. Thanks to Seratna for the tip of using T.Hawk.

1:10 – With his faster EX shaku and cancellable far s.HP, Akuma’s stun output has shot through the roof. You can also combo HP shaku after EX Shaku point blank or in the corner, but it might be character specific.

1:21 – This combo took me like 7 hours to record. In order to keep the right spacing while doing the triple far s.HP to EX air fireball I used HK Demon flip, and I also walked for a while after each EX air Fireball. This has a lot of spacing leniency, which could make it viable in real matches against Abel if you practice it enough. Thanks to Desk for showing that Abel is a good dummy for these kind of combos.

1:41 – I use lv.4 TAP in the end to show that it charges faster now. It also transitions nicely into the next combo where…

1:50 – Lv.4 TAP has more hitstun than the others, allowing you to FADC from it and keep comboing. In USFIV Balrog has a new U1 juggle, that deals more damage than before. His “Say goodnight, chump!”-voice clip disappears from the ultra randomly for some reason. Thanks to Jav1ts for bringing this to my attention.

2:01 – You can combo TAP into EX RFA on Sagat. The rest of the combo is pretty straight-forward, but you can see the new U1 ender at the, well, end.

2:11 – Despite the extra pushback, Blanka can do c.MKx3 on crouching M.Bison. This combo is also a prime example of the late-hitting HP Roll knocking down.

2:15 – Blanka’s dash got 1 frame faster, making him +4 after CH c.HP xx FADC.

2:22 – Tall character fall into Blanka’s lightning after a crumple, allowing him to juggle with U2. But Only Hugo gets hit by non-EX Lightning from what I know.

2:32 – Sadly LP Seismo is too slow to combo after EX RFA. But I still manage to show off her new df.HK.

2:39 – Showing off some new FADC combos as well as her faster U2. El Fuerte seems to be the only one that gets hit by cl.MPx2, c.MP.

2:52 – Pretty straight-forward EX RFA combo, except that you must delay the cancel to EX RFA slightly, or it will miss.

3:03 – you must walk forward after the last cl.HP to get cl.LP, which is needed to space the rest of the combo correctly so you can juggle after the LK SA at the end.

3:12 – Just showing that EX Kikoken to U2 is possible, although it might be Dhalsim specific from this close.

3:23 – when you cancel cl.HP into HK SBK, it has less recovery than normal, allowing you to juggle with Super. Only HK Super gets the final hit for some reason. Shoutouts to Eternal and Dantarion for their work discovering hidden changes like these.

3:32 – Hugo is tall enough to allow two Yosokyakus before the Target Combo, while still having enough time to land and continue the combo. This often crosses up though, which is cool, but it stopped me from doing the LP Kikoken, so I had to ignore it. Also, showing of the new U1 juggle properties.

3:47 – crouching Seth allows close variations to trigger from furhter away, allowing Cody to do two lights into cl.MK. After the FADC you can decide which side to end up on, just walk forward to cross up or stay still to not cross up.

3:53 – Seems Knife c.MP is the furthest reaching grounded Knife Move. The only other one that connected was s.MP, but it required quick activation or walking forward.

4:00 – Dan’s new “Saikyo Kick” has some silly hitboxes.

4:11 – CH s.HK is +5, allowing you to combo after it. You can also see the improved JP of U2 at the end…

4:20 – Which you can also see here. Thanks to Pepopulo for bringing this Super to U2 juggle to my attention. Seems to only work on T.Hawk.

4:34 – The c.HK to U2 is kinda wonky, you often get the sweep knockdown if you don’t time it just right, I think most characters can’t be hit by the launcher hit at all.

4:48 – Showing off the added hitstun to MK Sobat and his new far s.MP. If you buffer it well enough, you can land U1 against the opponent after a lv.2 FA crumple or EX RFA crumple before they fall down and get hit airborne.

4:59 – Either I suck, or the spacing for this combo is very specific for the U2 to land. Dhalsim’s b.MK is glitched so that it only deals 10% pushback against crouchers on hit, which I abuse here and in a later combo.

5:13 – I teleport behind Balrog, but the fireball pushes him back to my right side. Balrog, as well as other hunched over characters, make Dhalsim’s fireballs hit more meaty, giving him new combo options. You can also se his new EX Yoga Flame at the end of the combo.

5:21 – Here I abuse the b.MK glitch to the fullest. Dhalsim was the only dummy I tried this on that allowed the EX YF to hit meaty point blank, giving it the extra frame of advantage needed for b.MK and db.MP to coonnect after it.

5:28 – Some sweet links into EX RFA, then I finish it with f.HK to show it now has JP. Pretty straight forward, but if you try the combo without f.MK, the s.HK won’t reach it seems.

5:37 – Dudley’s rose now does 1 point of damage, making it the only projectile with a “light” knockdown type. This means it causes crumple on KO, which in turn allows you to grab post KO by initiating the grab right before the rose hits.

5:44 – For this combo to work, I walk forward for a while after the first mashed MP Hands, which means you need some tricky buffering since you have to carry the punch inputs from before you started walking to initialize the EX Hands. On T.Hawk, you can do c.LP xx Mashed MP hands, U1.

6:02 – To my knowledge, Poison is the only character that can get hit with Propeller Tortilla after lv.3 FA AND by the s.LK restand. Sadly nothing combos after the s.LK, so I used VS mode to at least get a QB.

6:12 – Run MK now has 1 more frame of advantage, allowing you to link c.MK afterwards.

6:18 – Both Run MK and lv.1/2 QB has enough hitstun to allow you to do FADC combos. This was pretty useless in AE2012, but now you can actually get something out of it other than a few lights and a medium.

6:24 – I was originally going to do a combo on Cody based on a meaty c.LP setup I found when playing around with some of TomSinister‘s E.Ryu setups. But it doesn’t seem to work anymore, and I couldn’t land a juggle after far s.MP xx HP, so I did this combo instead. it seems to me that the far MP version of the Target Combo has more recovery, but that might just be my imagination.

6:32 – here I use the meaty c.LP setup on Rufus to combo into E.Ryu’s now faster Sweep.

6:37 – This combo refuses to work on so many characters, mainly because the Flame Kick won’t connect. I was originally gonna do it on Cammy to show the improved hitbox of MK CW, but I ended up using Hugo instead, since he’s so “heavy” you can clearly see the improved launch on the 2nd U1 hit.

6:48 – Shoutouts to Snoooootch for discovering this exact meaty EX Flame Kick set-up before I had a chance to show it off myself!

7:02 – I have no idea if MP Hands to Mantis s.MK is charcter-specific, but it sure looks like it. Thanks to HK Gekiro being mashable now, you can whiff the final hit like you could with the EX version before, allowing you to use your Mantis Super in the same combo as you do 7-hit Gekiro to Crane U1.

7:17 – A huge thanks to Persona for Tool-Assisting this combo for me. At the start, Gen trade’s his Crane c.HP with Akuma’s c.LK, then he Kara cancels Mantis s.MK to Stance change, to allow the Crane c.MP to combo into the EX Roll, which was the only way I could find to stun Akuma with U2 in the end.

7:35 – This one is a little more straight-forward than the Abel one. Sometimes the Mantis s.MK before the Super would trade as well, and I’m not sure why. I use Crane c.MP to Oga to push Decapre out of the corner, so I can show lv.3 FA to Oga works midscreen as well (but it’s probably character-specific to some degree).

7:55 – Showing off Gouken’s new cancellable light combos. I don’t know if EX Tatsu xx FADC to Gohadoken is Poison specific, but I’ve never seen it before. Only works with EX Tatsu, it launches higher than the others.

8:02 – Showing off the improved c.MP, allowing it to combo into Gohadoken. Hugo is tall enough to be hit by both hits of uncharged EX Gohadoken, even after a cl.MP.

8:14 – c.MP is also +3 on hit now, which allos it to combo into c.LP, which now has a 3f start-up. It’s funny how things work out sometimes.

8:25 – Hugo is the only one I’ve ever been able to land Guile’s forward airthrow on from a non-traded crumple. It gives you ample time to put your glasses on.

8:29 – He also gets hit by Lv.2 FA/EX RFA to back airthrow.

8:35 – U1 might be too slow to combo from a light normally, but you can at least do meaty cl.LP to U1 now.

8:48 – Guy can now link far s.HP to far s.HK. You need to walk forward quite a bit after the crumple for it to reach though.

8:54 – Here I cancel f.MP’s start-up with EX RFA for a double crumple combo. This is extremely hard to do, since you have to press MP, release it, then pres LP+MP+MK within a few frames. I also show off the improved Run HK hitboxes.

9:01 – I do CH cl.HK, walk forward cl.HP xx EX RFA because I can. df.HK is now fast enough to combo after cl.HK, upping Guy’s stun output quite a bit.

9:19 – f.MP has more hitstun now, allowing it to combo into EX FA on counterhit. This gives Hakan some new, interesting dash cancel combos.

9:23 – s.MP now combos into itself. Up to four times on DeeJay. I dash after the jump-in to get as close as possible.

9:26 – Once again I dsh after the jump-in to get close. f.LK has a lot of hitstun, which allowed it to combo into s.HP in the 9:19 combo, as well as the now special cancellable c.MP here.

9:32 – CH f.MP also combos into EX RFA. I cancel my backdash with s.LK to be able to jump sooner, allowing me to land j.MP (Probably Hugo-specific).

9:46 – Raida now has more JP. Not much more to say really.

9:51 – You need to be as far away as possible for U1 to hit delayed enough to allow you to dash into f.LK. if you’re a little closer, you can do EX Neck Breaker instead.

9:58 – j.LP xx f.HP combos into far s.HP, but you can probably only space that correctly by jumping backwards in the corner. The rest is pretty self-explanatory. I got lucky with the EX Kunai, if you do it too soon you miss the last hit of U1.

10:06 – I used save states to make E.Honda block the first part of the U1 while the last hit connected as late as possible. In combination with a counterhit this allows ibuki to dash in into far s.HP. Backhand punch can be jump-cancelled into a Kunai to continue your combo, just like c.HP. It’s hard to do with a super stocked though, so I wasted some meter so I would get the super after the Kunai was performed, making it a lot easier.

10:15 – A simple U1 combo to show that you can juggle after EX 2nd Impact without doing 3rd Strike for the wallbounce. I though you could then cancel cl.HP to EX Pinwheel, but it seems only MKHK EX Fuhajin combos after it.

10:27 – Kara EX Air Tatsu can hit Hugo 4 times when he’s standing. Then I do a simple EX RFA combo into his now AGAIN comboable c.HK. When will they make up their minds about this move?

10:32 – A simple combo showing of his improved far s.MP and EX RFA.

10:44 – Hugo needs to crouch for this to work for some reason. This combo shows off that Hell Attack also causes float, and that Psycho Crusher has JP.

10:52 – Makoto is +3 after MP Hayate xx FADC. This means she can only link f.LP afterwards. Previously this didn’t leed to anything, but now you can do EX Fukiage combos from it. EX Orochi has more JP now.

11:04 – Lv.3 Hayate is positive enough to link afterwards. After the U2 I use HP Fukiage to cross under E.Honda. Inputting is is tricky, I held the stick down+right, then moved it to down+left when Honda flew over me.

11:15 – Air U1 used to be too slow to combo from lv.2 FA crumple. Not anymore.

11:24 – Rose, like Blanka, got a faster forward dash. This allows her to FADC Soul Spark into cl.MP or cl.HP. You can also see that Soul Spiral has JP now.

11:35 – After activating U2, I absorb the 2nd hit of Honda’s LP Super with perfect Red Focus (Shoutouts to Desk for finding that), giving me a new Ultra, which I use to juggle after my U2 with U1.

11:50 – Poison is a nice juggle dummy. LK Messiah kick + Follow-up has A LOT of juggle potential, you can even juggle EX Messiah and then FADC into LK messiah.

12:02 – Using MP Snake Strike mid-combo was the first combo idea I had for USFIV, which I came up with as soon as I saw Hugo was in. Here I hit his far s.MP from REALLY far out, which would make EX GT whiff if I didn’t focus cancel it. Sometimes the FA couldn’t reach Hugo in this situation, and I’m not sure why. walk forward far s.HK is pretty strict for it to hit from this range.

12:11 – Posion is a REALLY nice juggle dummy.

12:24 – You need to walk forward fir quite some time before U2 for it to hit here.

12:36 – If you space out the hits of EX SRK enough, you can juggle after it now, since the first hit causes float.

12:44 – Dhalsim was the only character I could land the U1 on after this combo. Welcome to the Metsu Hadoken-section of this video.

12:54 – If you space out the hits of EX SRK enough, you can juggle after it now, since the first hit causes float.

13:04 – The new air EX Tatsu is nice, but it makes your Ultra pathetic. I need to use jb.MP here to avoide crossing under the opponent.

13:14 – if you hit Poison with LP Super as late as possible after cross-up tatsu, she bounces off it twice in this fashion. This gives you enough time to dash twice before doing U1. This marks the end of the Metsu Hadoken-section.

13:23 – Like with Guy, I kara cancel into EX RFA for a second crumple. Here I use f.HK though, which is a lot easier to do since you don’t have to release and repress the button like with Guy.

13:30 – A simple EX RFA combo showin off some interesting links, cancellable cl.LK, and the improved U1 corner juggle.

13:43 – I swear you could do cl.HP instead of the 2nd cl.MK in AE2012, but that causes the 2nd c.HP to whiff now. After a crumple, you have time to walk back and do far s.HP if you wish.

13:57 – This juggle is painfully hard. Both the 2nd Sakura otoshi and the U2 are frame-perfect. Probably only works on Rufus, thanks to his huge vertical hitbox when juggled.

14:07 – Shoutouts to Sarif2soon for finding this meaty s.LP set-up, allowing me to link c.HK.

14:13 – Just showing off some new c.MP links. The wall jump to divekick works in AE2012 as well, but I never saw anyone do it.

14:21 – You CAN actually combo after EX Tomahawk xx FADC… Yaaaaay.

14:26 – Poison is a very nice dummy for mid-combo meaty LK Spires. the spacing for this combo is REALLY specific if you want the LP Tomahawk in the end.

14:30 – I think I trade with the 2nd active frame of the lv.3 RFA, since it didn’t absorb the s.LP. Poison is probably the only character that doesn’t require super-specific spacing for meaty LK Spire combos.

14:37 – EX RCF got more recovery, but more hitstun to compensate. This allows Vega to combo it into EX lv.2 FA.

14:47 – I don’t know if the FA to LP RCF worked before, or if it’s new thanks to the new, lower charge time for it. you can also see the improved cl.MK in action here.

14:54 – c.MK has A LOT of pushback, I could only land this on crouching Abel.

15:01 – Abel’s legendary hurtboxes live up to their reputation. Seems you never needed to jump cancel cl.MK into wiffed divekick to combo into U1, a well-timed dash works just as well.

15:09 – Hugo’s huge stature allows some fun jumping combos with Yang during Super. The timing of the j.MKs are really strict. if you time it wrong, you only get 1 hit or you get blocked.

15:26 – Pretty straight-forward EX RFA combo. Meaty LK Upkicks are nice though. I don’t knwo how easy that is to set up on other characters.

15:40 – CH c.HP actually combos into EX RFA, but only CH. The inproved speeds of his Green Hands allows him to do LP to EX GH after crumple, at least on Dhalsim.

15:45 – A stun combo showing off cl.MK’s improved advantage, and cl.LK’s cancelability. You need to walk forward after the headbutt for cl.MK to come out.

16:02 – You need to walk forward after the headbutt for cl.MK to come out after the c.LK. you need to land j.HP late, so you get far s.MP after the cl.LP. For the EX RFA to land, you need to hold it for a few frames. By not dash cancelling the EX RFA, it’s easier to time U2 so that it connects.

16:40 – BONUS! Elena’s HK Lynx Tail has so much hitstun that, when you trade it, you have time to link her slow f.MP overhead. After Super you’re 100% safe to heal a small amount using U2, at least midscreen.

Soundtrack:
Hyper SFII “The Starting over” – T.Hawk
Hyper SFII “The Starting over” – Cammy
Hyper SFII “The Starting over” – Guile
Hyper SFII “The Starting over” – Sagat

]]>
https://combovid.com/?feed=rss2&p=8617 0