Discuss/post combos and glitches here detailing the specifics/damage/stun using standard abbreviation conventions.
Don’t worry about impracticalities if it works it works.
Key
Six Button Notation
LP: Light Punch/Jab
MP: Medium Punch/Strong
HP: Heavy Punch/Fierce
LK: Light Kick/Short
MK: Medium Kick/Foward
HK: Heavy Kick/Roundhouse
Joystick Notation
[LEFT] F - Forward - Tilt stick forward/towards the opponent. (X-axis)
B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis)
U - Up - Tilt stick upwards. (Y-axis)
D - Down - Tilt stick downwards. (Y-axis)
QCF - Quarter circle forward/Hadouken/Fireball - Tilt stick downwards, then to downwards and forward, then forward.
QCB - Quarter circle backward - Tilt stick downwards, then to downwards and backward, then backward.
HCF - Half circle forward - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
HCB - Half circle backward - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
DP - Dragon punch - Tilt stick forwards, then to downward, then to downward and forward.
360/FC - Full circle - Complete a full rotation of the stick.
720 - N/A - Complete a 720 degree rotation of the stick.
Charge - Hold a tilt - Hold the stick in either B or D (Depending) then move to F or U respectively.
[/LEFT]
Connectors
+: Used between two other pieces of notation to signify that they should be performed at the same time
> (Sometimes -> or ,): Indicates the next part of a sequence
xx (Sometimes x): Used between two other pieces of notation to signify that the first should be cancelled (Interrupted earlier than it would finish otherwise) into the second
~: Indicates that the preceding action should link (immediately follow with) into the next action
/: Used to show when two or more options are available at that point in a sequence, invariably to show that they both produce similar if not identical results
Misc
EX: EX moves are given special properties requiring one bar of super meter.
J. : Jumping
C. : Crouching
CS. : Close Standing
FS. : Far Standing
Dmg: Damage
B’n’B Combos
All of these combos(Barring the last four) can be started with a J.HP/J.HK or SA lvl2/3 crumple
-
C.LPx2 ~ C.LK xx HP Headbutt = 176 Dmg, 280 Stun
-
C.LPx2 ~ C.LK xx HP Straight Rush = 148 Dmg, 280 Stun
-
C.MP xx HP Headbutt = 230 Dmg, 300 Stun
-
C.MP xx HP Straight Rush = 190 Dmg, 300 Stun
-
C.MK ~ C.LK xx HP Headbutt = 228 Dmg, 310 Stun
-
C.MK ~ C.LK xx HP Straight Rush = 196 Dmg, 310 Stun
-
CS.HK ~ C.LK xx HP Straight Rush = 226 Dmg, 410 Stun
-
CS.MK xx HP Straight Rush = 210 Dmg, 300 Stun
-
HP/EX Overhead Rush ~ C.LK xx HP Headbutt = 258 Dmg, 410 Stun
-
HP/EX Overhead Rush ~ C.LK xx HP Straight Rush = 226 Dmg, 410 Stun
-
HP/EX Overhead Rush ~ C.MP xx HP Headbutt = 298 Dmg, 460 Stun
-
HP/EX Overhead Rush ~ C.MP xx HP Straight Rush = 266 Dmg, 460 Stun
Notes: The reason why I have added Straight Rush into the combos is that HP Headbutt whiffs on a CROUCHING Blanka no matter the situation. Headbutt will also whiff certain characters after HP/EX Overhead Rush.
Intermediate/Advanced Combos
Again all of these combos may begin with J.HP/J.HK or SA lvl2/3 crumple
-
C.LPx2 ~ C.LK xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 239 Dmg, 415 Stun
-
C.MP xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 323 Dmg, 495 Stun
-
C.MK ~ C.LK xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 308 Dmg, 475 Stun
-
CS.HK ~ C.LK xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 338 Dmg, 575 Stun
-
CS.MK xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 343 Dmg, 495 Stun
Notes: All of these combos require the target to be standing. EX Rush Upper will whiff on crouching opponents.
Overhead Rush Followups
Big Thanks to Jay Wang for putting together this easy to read pdf file!
http://justin.j.huang.googlepages.com/SF4.Balrog.Overhead.Followup.pdf
Super and Ultra Combos
-
C.MP xx HP Straight Rush xx Super = 466 Dmg, 300 Stun
-
CS.HP xx Super = 465 Dmg, 200 Stun
-
Lvl 1 TAP xx Super = 475 Dmg, 200 Stun