4 +Bar combos

Thought I’d put out a challenge to see if any new tech has been worked on for the new meter gems. Any 4+ bar combo will suffice but there are a few restrictions:

-Meter must be set to normal gain
-You either must do a combo that either does enough hits to build a 4th bar or activate a gem. Obviously the max bars you can have at a time is 3 so you have to spend 1 bar before gaining 1 bar.
-You can buffer any gem activation prior to combo if you need. So if the gem activated on the 4th special you can do 1, 2, 3 or 4 specials before the combo if you need.
-The combo being practical is preferred but not necessary.
-Have fun!

why bother with a 4 bar combo. Once you use 2 bars it does no damage. Unless you want to be flashy and not do damage then I guess you could waste the meter.

When switching more than one time you wanna make sure you do as few attacks and only the strongest (easy tagable) attacks on each character. Remember that if your partner have recoverable health tagging them in will remove that.

(I never really do this combo myself in a fight unless I know I can kill them as it leaves a lot of recoverable health.)
For example: Yoshi windmill to Law HP~Shaolin kicks to Yoshi windmill and repeat to you got no meter left :stuck_out_tongue: the first repetition builds about 1 meter. I would probably end the repetition with law, so if yoshi is the last one to be tagged in before having too little meter do a raw tag to Law combo ender.
I don’t remember the damage for this combo but it probably does more than 600.

If the opponent have a lot of recoverable health when catching them with windmill: tag to Law as soon as possible do HP to M fist fury rush, (to build meter) then HP to cross assault. Not sure if this works in 2013 tho as they nerf Law and Yoshi’s meter generation. But with the right Gems activated it won’t be a problem :stuck_out_tongue:
I don’t remember the damage on this combo either. I think it does over 600.

Law/Heihachi: Law HP~shaolin kicks, tag cancel, Hei HP~double kick (hcb HK), Tag cancel, Law j.HK, start from beginning and repeat until no meter left :stuck_out_tongue:

These “repeating” combos do ok damage but I would probably stop repeating when having 1 bar of meter left. That means 3 tag cancels.

No gems needed in any of these in current version.

Sorry i dont think that Law/Hei combo works. Heihachi’s Hell Axle sends them flying and you would have to jump and hit HK. to stop him, then cr.hp. And laws cr.hp is too slow to combo without the jump in.

Plus Hell Axle is qcb K not hcb K

You may have missunderstood what I meant.

I have done it many times. Tag out on the first Hell Axle kick (hk version), jump asap. with Law and hk at top of jump then do hp to shaolin kicks. it should look like this:
"HP~shaolin kicks, tag cancel, Hei HP~(hk)Hell Axle, Tag cancel, Law j.HK, (repeat from start) HP~shaolin kicks, tag cancel, Hei HP~ (hk)Hell Axle, Tag cancel… "

Sorry, didn’t remember if it was hcb or qcb :stuck_out_tongue: I always do hcb because of the extra frames of walking forward.

Probably not exactly what you’re looking for.
[media=youtube]1kiMDi3J6bg[/media]

But it does require 4 bars to pull off. I haven’t tried to do it with gems instead of Pandora. But maybe it can be done with gems too. The reason why this combo is nice is because it’s the only way to use hooligan combination to cross up and get big damage afterwards.

it’s good stuff. it doesnt have to be practical just seeing what all 4 bar tech is out there

I actually like that quite a bit nerf. The only problem i see with it is what do you do if your opponent sees you pandora and their response is “UP BACK!” while i know you can’t block in the air they are going to try to run your time out. And if your hooligan connects on the airborn opponent it probably hurts you more than helps you unless it kills. Still with the super gem+pandora gem that combo puts out some nice damage off a mixup.

I’ve actually thought about responses to all three common actions during Pandora and the timing. If people hold down back I do the combo above. If they jump I can do hooligan into slide, and depending on hit or miss go into super anyway. The timing is tricky but I got someone with this just last night. (Granted: that was luck considering the lag, but still) If they walk back I go (EX)spiral arrow into super art. And the air grab does 190 damage with my gem setup. And I can do three grabs with my Pandora extend gem. That’s 570 damage. Nothing fancy, but it can still kill most of the cast if they are at 50%.

The things I haven’t been able to figure out a good response to are dashes and well timed anti airs.

I can’t go into the lab this week ;-( (Work…) But I’m very keen on finding out if this is possible outside of Pandora with gems. This thread has inspired me to figure this out.

On a side note: I get my ass kicked online so often I spend more time in the lab then actually playing. Somehow the vast amount of options in SfXTk makes it more interesting than SSFIV to figure out tech. Example: hardly anyone uses launchers to crush low attacks. I’ve gotten so many people with that trick it’s hilarious. Akuma’s dive kick for instance can be hit by raw launchers. I never ever see anyone do that.