Delta Red Basic Training: Moves, attributes, and combos

Just go in the old combo thread and look. James Chen and myself made list for both of the big damage combos.

Or look up three or four posts and check out that I stated I included James Chen’s writeup in post 3 of the thread. :wink:

Heh, I felt bad stealing your Avy, but I saw another dude with it (Geoff the hero) and last night i saw 2 other guys with it!! I’m changing it once i get back on my PC, I just wanted to show it off for a bit to my locals :smiley:

thanks for answering my question so swiftly, I’ll take a look at that.

oh hahahaha don’t worry about it. I don’t really mind.

I’m dealing with it.

hahahahahah that’s great :D. I love you, steinmania. I also love your sig: “My tournament standings directly relates to how soon I fight Honda”

(sorry for the off-topicness) In other news, what do you guys think of using LP or MP SBF to close a little space outside of st.rh range? I was watching a few alioune videos and he used it pretty nicely. In the video I saw him do it, he used LP. Frame data says MP starts up faster or recovers faster (I forget)? Can someone clarify which is generally the safer one to use?

Looks nice! You can add this to the Standard Combo list:

cr.lp, st.hp (close) xx SA - Damage = 232

It’s less damage than “cr.lp, st.mp (close), cr.mk xx SA - Damage = 240 (harder)”, but it has tons more stun. 394 vs 356 stun if you want numbers.

Here’s a .jpeg of JChen’s Sako FAQ I made. I made it a bit more accessible by putting it on my phone (its a picture file, for those of you that may not know) for reference if I for some reason for get which combos work on who…

Spektrum, you may wanna throw it in post #3? Figured I’d share (with Chen’s “blessings”).

Good suggestion! Added.

Very interesting. I added it below the chart. Thanks!

Great thread, guys. Thanks to all those involved/contributed to it.

Now…let’s get the list of who [media=youtube]VIMahux8vQU[/media] works on!

For those who can’t/don’t want to watch the vid, the combo is: (In corner) TKCS \ / c.hp, c.mp XX LKSA, HKDP.

So far, I know it works on:

  • Balrog (Boxer)
  • Dee Jay
  • E. Honda

I dunno if it matters, but I was testing this combo on E. Honda using the “Sako Combo.” I was able to get it starting w/ TKCS, but unable to do it w/ EX TKCS > TKCS. Also, the timing on the HKDP seemed pretty tight.

Thanks in advanced.

  • Geronimo

getting the ex.tkcs, tkcs combo to work consistantly, you should walk forward a bit after the tkcs and then hit st.mp. that will ensure you stay in range for the follow-up after cr.hp.

if people think a video reference of the “sako” combo would be good (on all characters), I can spend some time making one. Maybe make a video reference of james chen’s write-up?

i think the Sako Combo works on sakura, or crouch sakura because i did it against a sakura online. i just walked up and do s.mp, c.hp.

Stand Close Strong, Crouch Fierce, Crouch Forward xx SA(s.mp, c.hp, c.mk XX mk SA)

I meant the combo as a whole, the DP would always whiff. I jus’ figured it was me, ‘cuz there was no reason for it to whiff since I was still in range…and literally jus’ got it a couple minutes ago :lol::razz:. But yeah, I always try to walk up a bit after hitting a TKCS.

Also, I tested and couldn’t get the (corner only) [filler] > [max range] LKSA, HKDP to hit on Rufus or Cody.

That is correct. It works on crouching Sakura, as well as Vega.

  • Geronimo

Yeah, I’m starting to learn yet even more about this elusive Sako Combo. Like… some characters REQUIRE a first attack that is not Stand Close Strong. The Sako Combo does NOT work on Ryu or Ken if you walk up to them and hit them with Stand Strong, Crouch Fierce, Low Forward. It only works with the TKCS or Jump Attack in the front.

F-ing SFIV and its weird hit boxes. Bleah.

At some point, I’ll definitely do more tests on who things work on without the initial attack and what works on crouching characters as well. I’ve actually been spending my Training Mode time working on some new shenanigans (sorta enhancing something Sako does) and learning how to escape Chun Li unblockables. Hahaha. Try it yourself one of these days: play Cammy vs. Chun in Training Mode, record Chun to do a Forward Throw, immediate Dash Forward, immediate Forward Jump and hit Roundhouse deep before landing. Now switch back to Cammy and try and block it. Wheee!!!

More SFIV stupidity. :slight_smile:

  • James

P.S. The solution is to do a late, NON-Reversal, Auto-corrected Cannon Spike. This beats both the Roundhouse Unblockable and Jump Short Cross-up, which beats a lot of other options.

Yeah usually now what I do is to punish hard dp’s with a tkcs into sako combos. good 320-360ish life plus some okayish options on quick rise (you get better options in the if this pushes them to the corner).

I’ve been messing around with cr. hp, link cr. hk lately vs non 3 frame reversals too. It’s gotten me some cool results.

Woah, Chun gets that unblockable against Cammy too? I thought it only worked on Fuerte.

im now hitting the sako combos 9/10 times do you guys plink to do it when i watched tokido etc trying cammy i saw them trying to and they never landed it whereas i dont and do it almost all the time on pad is it that plinking this combo isnt helpful or their doing it wrong?

Sako Combo…

Standard:
<Start>, Stand Close Strong, Crouch Fierce, Crouch Forward xx Cannon Drill
The standard Sako Combo. Huge damage, but high difficulty. But worth it if you get it down.

What does close strong and crouch forward, and fb mean?

:lp: = LP = Jab
:mp: = MP = Strong
:hp: = HP = Fierce
:lk: = LK = Short
:mk: = MK = Forward
:hk: = HK = Roundhouse

Close means doing the close-up moves that you do when you are next to an opponent.

Crouch means ducking moves.

FB is usually an abbreviation for the Fireball motion.

:qcf: = QCF = FB

  • James

thanks…

Thanks for clearing that up!

Does anyone ever j.rh > Ultra I?

I just started to mess with this and i find it makes me happy how ever few times i try to do it. I like seeing the full CS sometimes, yknow?