Pokey86 – ComboVid https://combovid.com Street Fighter Combos, Tutorials, Matches, Screenshots, and Strategy Guides Fri, 07 Oct 2011 16:03:23 +0000 en-US hourly 1 Wake-Up SRK by Pokey86 https://combovid.com/?p=6135 https://combovid.com/?p=6135#comments Tue, 27 Sep 2011 06:57:44 +0000 https://combovid.com/?p=6135 Continue reading ]]> Pokey86 continues his astonishing Street Fighter 4 series combovids with yet another oddly titled project – focusing on essentially half the roster of SSF4 Arcade Edition. Most of these clips are outright mindboggling, especially considering they were all manually executed on a PS3 pad.

highlights:
SSF4AE Sakura tough links combo at 1:00, Seth mid-combo EX Tanden at 2:14, Ryu tricky Focus combo at 2:47, and Makoto quadruple dash punch at 2:59

if you like this video:
Head over to Pokey86’s channel and subscribe for more SSF4AE combos.

combos and editing by Pokey86

soundtrack: Quentin Grey – Growing Aggression

transcript:

00:27 HP SRK (CH) -> Super -> Super -> Super -> EX Tatsu -> Ultra 1

The SRK raises Rufus high enough that the last hit of Ken’s super whiffs. This keeps Rufus in a float state. Only the last hit of Kens super increases the opponent’s juggle point, and with Ken’s super being JP1, it hits twice more before it completely whiffs. Rufus has a great hitbox so the EX Tatsu isn’t too hard to tack on, though it can only hit 3 times at this stage.

00:28 Jump HP (CH) -> Close HK -> Crouch MK -> HP SRK -> FADC -> EX Tatsu -> Ultra 1

Vega crouching allows Ryu’s s.HK to hit meaty. Usually it’s +4; this makes it about +6. The EX Tatsu sending him back in the corner is simply a spacing and timing issue – easier than it looks.

00:38 Close HP (CH) -> EX Tanden -> Crouch HP -> MP Sonic Boom -> Stomp Set -> Dive Kick (Whiff) -> EX Tanden -> Stand MP -> Crouch LP -> LP SRK -> Stomp Set -> Dive Kick (Whiff) -> Ultra 2

Close HP causes so much hitstun on counterhit that you can use EX Tanden to suck them back in to proceed with the combo. (EX Tanden is classed as a “hit”.) The boom has to be spaced well so that the divekick, which is still capable of hitting, misses Rog’s hitbox. You also need to do it damn quick to suck him back in. Stand MP sets up the spacing for the LP SRK to hit meaty, which allows stomps directly after. Once again you have to time the stomps so that the divekick misses Rog’s large hitbox.

00:52 Cross up Jump MK (CH) -> Close MK -> LK Tatsu -> Close HP -> LK Tatsu -> Crouch HP -> LK Tatsu -> Crouch MK -> EX Shuouken -> FADC -> Close MP -> Crouch HP -> LK Tatsu -> Crouch HK

Sakura can perform deep LK Tatsu combos against a few characters, mostly the newer ones such as Juri, the Twins, and Makoto. With the twins specifically, she nets herself a meaty LK Tatsu (About +6/7) at the end of this string, letting her tack on a long range Crouch MK. EX Shuouken FADC’d offers plenty of frame advantage too. Adding the MP to Crouch HP combo in to another meaty LK Tatsu offers a massive amount of bonus frames (about +8 altogether) making the sweep at the end a pretty easy link.

01:01 LP Hadouken (CH) -> Jump HK -> Close HP -> LK Tatsu -> Stand LP -> Crouch HP -> LK Tatsu -> Crouch MK -> HP Shuouken -> Close HP -> LK Tatsu -> Crouch LP -> Crouch HP -> Hadouken -> EX Focus Attack -> MP Shuouken -> Ultra 2

High damage starter, not that you’d see it in a real game. After Sakura’s typical jump in BnB to LK Tatsu, adding a jab before your next Tatsu rep will make it hit meaty, about +7/8, letting Crouch MK hit with ease. The Shuouken FADC is one of the harder ones to do, but once again you can generate a meaty by simply adding a jab before the Crouch HP. This time however it also offers you a late hitting Hadouken, which can link relatively easily with a Focus Attack Level 2. Finally, Sakura’s MP SRK hits twice at the second stage of crumple, knocking the opponent high enough to add her Ultra 2 as a finalé.

01:16 Jump in HP (CH) -> Stand HK -> Crouch HP -> LP Hadouken -> FADC -> Ultra 1

Only a few characters let Ryu tag a Crouch HP at the end of his Stand HK, most of whom have to be crouching. The FADC after the LP Hadouken leaves Ryu at an amazing +11 Frames. Pretty much anything that can reach will hit, including Ryu’s very slow Ultra 1 … mid-screen.

01:24 Jump in Target Combo (CH) -> Ultra 1 -> EX Dragon Kick -> EX Dragon Kick -> EX Dragon Kick

Nothing too special here – Ultra on a grounded opponent causes float. If you can make the first hit of his EX Dragon Kick whiff, then the second maintains the juggle limit, allowing you to do the same move 3 times on the spin.

01:35 Jump in HP (CH) -> Stand HK -> Crouch MP -> EX Hadouken -> EX Tatsu -> Ultra 1

Ryu’s got a bazillion ways to set up spacing for his EX Tatsu to relaunch Sakura in the corner when she’s already juggled. This is just one of them.

01:44 Jump in HK (CH) -> Crouch HP -> LP SRK X 3 -> EX Tanden -> Crouch HP -> LP SRK X 3 -> EX Tanden -> Crouch HP -> LP SRK X 3 -> Ultra 2

I added this combo just because really, i find it madly boring. Dan, like T.Hawk but a little bit harder, allows Seth to space out his SRK’s so the last one hits late, allowing for Seth to suck ’em back in – allowing for 3 reps. Good to pull off in a real game, but i don’t much like it for combo videos. Worth noting Seth can also tag on a divekick after the SRKs, but only against Hawk.

01:59 Jump in HP (CH) -> Stand HK -> Crouch HP -> LP Hadouken -> FADC -> EX Tatsu -> EX Tatsu -> Ultra

Another one displaying Ryu’s impressive frame advantage. Sakura is also one of the characters that allows Ryu to link Crouch HP after Stand HK – as well as displaying Sakura’s unfortunate hitbox allowing Ryu two EX Tatsu back to back ending in an Ultra.

02:08 Jump in HK (CH) -> Crouch HP -> Jump Cancel -> Kunai Throw -> Stand MK -> LK Multi-kicks -> Stand LP -> Stand MK -> EX Multi-Kicks -> Dragon Kick -> FADC -> Crouch HP

The biggest failure of a combo in this video. I love the combo, but it comes 8 stun away from dizzying. Which it would do if Close HP linked after a Kunai throw, however Close HP will only link if the Crouch HP before the Kunai throw hits as a counterhit. Besides that gripe however, Kunai throw offers plenty of time to link into a Stand LP, and about 1/2 frame gap for the Stand MK. Stand MK brings Ibuki a lot closer to the opponent and LK multi-kicks offers just enough frame advantage to link Stand LP. If you FADC the first hit of her Dragon Kick (Kazigiri) then you can add a c.HP at the end of the combo … I soooo wanted to dizy a character with that Crouch HP.

02:16 Focus Attack Level 1 (CH) -> Back Dash -> Stomp -> Jump MP -> Stomp Set -> Dive Kick (whiff) -> EX Tanden -> Close HP -> Close HP -> Sonic Boom -> Focus Attack -> LP Tanden -> Crouch LK -> Stand LP -> Crouch LK -> LP Tatsu -> Ultra 2

Balrog’s hitbox comes into play yet again. FA LVL 1 causes crumple if it hits as a counterhit. Seth can link stomps after a backdash against many characters, but the re-suction is very specific. Suction pulls the opponent in for a short time even after you’ve hit them with the following attack, allowing Seth to perform the Stand MP -> Stand HP link against most of the cast, proving you suck them in first. The boom hits meaty, making the Focus Attack very easy. The suction into jabs once again sets up the spacing for meaty LP SRK, allowing for the Ultra to hit fully.

02:33 Jump in HP (CH) -> Stand HK -> Crouch HP -> LP Hadouken -> FADC -> Close HK -> Crouch MP -> LP Hadouken -> Ultra 2

Though Cody is crouching here, you can do the Close HK -> Crouch HP combo from standing. You can’t do the followups shown here though. The first and second Hadouken hit meaty – the first to allow for another rep of the Stand HK, the second to allow the Ultra 2 link.

02:47 Jump in HP (CH) -> Close HK -> Crouch HP -> Focus Attack -> Back Dash -> EX Hadouken -> EX Tatsu -> Ultra

Juri, unlucky for her, not only takes the abuse of the Crouch HP after the HK, but Ryu can also Focus cancel his Hadouken for a tight link into a Focus LVL 2. Backdahsing after this perfectly spaces Ryu out to do an EX Haouken into 3 hits of an EX Tatsu, relauching her in to the corner into Ultra.

02:59 Neutral Jump HP (CH) -> Stand HP -> Rush-Punch Cancel -> Stand MP -> EX Rush-Punch -> LP Up-Punch -> EX Axe Kick = Dizzy -> Focus Level 3 -> Back Dash -> Ultra 2 -> Back Dash -> EX Hayate -> LP hayate -> EX Hayate

Makoto’s neutral jump HP does above avarage stun (312 on CH). The remainder of the combo just scrapes the stun necessary to dizzy Sim. Hitting Ultra 2 in the second stage of Sim’s crumple puts the enemy in to float state and correct timing of the first EX Hayate allows another two Hayates to be added to the combo.

03:14 EX Palm -> EX Palm -> EX Palm -> EX Shoulder = Dizzy -> Focus Level 3 -> Back Dash -> MP Palm -> MP Palm -> Ultra 1 -> EX Shoulder

Hitting Sim at his highest allows you to tag on 2 more EX Palms, all of which do way above avarage stun. At this stage, EX Shoulder is the only thing that’ll hit, conveniently causing dizzy. Palm’s meter gaining prowess is displayed by rebuilding nearly a full block of meter, just scraping the 5th bar needed to follow up the juggled Ultra with EX Shoulder. 5 Palms hit in this combo; 8 Palms if you include the whiffed ones.

03:33 Some light, Juri-specific combos with Ryu. Nothing fantastic, no need for notations. Cheers for watching/reading.

released today, September 26th, 2011

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SSF4AE Quiz Answer Combo Video by Pokey86 https://combovid.com/?p=6022 https://combovid.com/?p=6022#comments Sat, 10 Sep 2011 09:05:30 +0000 https://combovid.com/?p=6022 Continue reading ]]> Pokey86 released a trio of Super Street Fighter IV Arcade Edition quizzes a few days ago – mainly because he had some time to kill. Naturally, those brainteasers turned into an explanation video with tons of examples. If you haven’t taken the quizzes yet, take five minutes to do that first so you can enjoy this video to the fullest. Some of the solutions are very clever.

highlights:
MvC3 Dormammu soundbyte combo at 0:35, SSF4AE Sakura extended combo at 1:58, SSF4AE Dudley high-damage meaty counterhit link at 4:36, and SSF4AE Evil Ryu pushing buttons at 5:28

if you like this video:
Head over to Pokey86’s channel and subscribe for more SSF4AE combos.

combos and editing by Pokey86

released today, September 10th, 2011

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MvC3 Dante/Akuma/Zero Combo Video by Pokey86 https://combovid.com/?p=4609 https://combovid.com/?p=4609#comments Tue, 15 Mar 2011 21:30:44 +0000 https://combovid.com/?p=4609 Continue reading ]]> Knowing that Pokey86 started producing combo videos with the Devil May Cry series, it’s no surprise to see Dante headlining his team in Marvel vs Capcom 3. Let’s see what he was able to accomplish by adding Akuma and Zero to the mix.

highlights:
MvC3 Akuma OTG after air fireball super at 2:00, Dante extended midscreen combo at 2:39, and Akuma/Zero/Dante THC followup at 3:28

if you like this video:
Head over to Pokey86’s channel and subscribe for more MvC3 combos.

combos and editing by Pokey86

released today, March 15th, 2011

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Shoto Shuffle by Pokey86 https://combovid.com/?p=3313 https://combovid.com/?p=3313#comments Mon, 15 Nov 2010 07:48:35 +0000 https://combovid.com/?p=3313 Continue reading ]]> 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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SSF4 Understanding Juggle Mechanics by Pokey86 https://combovid.com/?p=505 https://combovid.com/?p=505#comments Mon, 06 Sep 2010 06:47:19 +0000 https://combovid.com/?p=505 Continue reading ]]> If you’ve ever wanted to learn the juggle rules of SSF4, this video is for you. It was compiled to accompany Pokey86’s SSF4 Juggle Mechanics Guide which covers the entire cast.

notes:
Keep in mind that the information contained in the video is highly condensed, so it may be difficult to absorb in one viewing. Pause and Rewind are your friends.

gameplay and editing by Pokey86

transcript and explanations:
shoryuken.com/f315/juggle-mechanics-guide-all-characters-video-guide-250054

originally released on September 4th, 2010

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