Series or games with the hardest combo inputs?

Also depends on the port, SNES was much easier to do mashing moves like lightning kicks and gens palm move. But arcade was much stricter.

well that was the combo posted in the A2 book that the players helped write like Watson, Valle, Choi etc…

ok… why would I care about the SNES version? I already said, I never owned a port of the game. I’ve only played the arcade version until Alpha Anthology was released.

ok…?

Overall ST is not very difficult in terms of combos and inputs but there are exceptions such as Chicken Wing input being bugged making it far more difficult to get used to than it should be.

But what stands out as by far the single most difficult thing i have seen although not a combo is the T-Hawk option selects with built in DP.

On the matter of getting punished for dropping combos in SF4 it’s more to do with the automatic guarding that lets you let go of blocking while mashing than the reversal window at fault.

Outside of that VF has some strict inputs for moves.
Akira Knee comes to mind. And i to this day still suck at doing Goh Basara.

Another mention although most will probably disagree with it has to go to Meele Fox players with shine pillar and spiking which involves fairly difficult execution.

While I agree with this, I only agree with about half of what you’re saying. Combos like j.hk, c.hp, xx hado are rather simple. Shit, even Guile’s longer, full screen away, lp sonic boom, jump in, j.hk, s.hp xx sonic boom, f+hp… these aren’t that hard… but when you get into renda b/s for the super combos, you get some insanely difficult bullshit…

The reason that a vet SF player might not find them hard though, is because there’s honestly not a whole lot, and not everybody has hard combos. Any body can do Chun’s fireball, walk up, hp xx super, up kicks… but as “wtf” that might sound to a SSF4 player who never played ST and doesn’t know about the input glitch, quite honestly, Cammy’s C.mp xx Super is harder than all the above combos, just because the inputs aren’t obvious (qcf, d+mp, d/f, f+k, and you have to hold the mp when you hit it)

Now throw that logic in with stupid hard commands, like Fei’s chicken wing, s.lp xx super… You’re talking about weeks of practice for 8 hit combo… Then when you go to other games and nail a 20 hit in 3S or SSF4, or 100 hit in MvC2, you’re like, “why is an 8 hit so hard?”

Jojo’s bizarre adventure deserves a mention here for sure.

Never played it? Go do so.

Cancelling jabs into run to do iSW takes practice.


If you mash K, you can occasionally catch them with LLegs on the way down from the upkicks.

Man fuck Akira’s knee, still can’t do that stuff or Shine Pillar.

Max damage combos with some characters in both Tekken 6 and Soul Calibur 4 are really hard. In Tekken some examples would be the Mishimas, Nina, Bryan and King. In SC4 Yoshimitsu, Cervantes and Setsuka.

Bryan’s Taunt, Jet Upper and Kazuya’s ch Gut Punch to EWGF launch are extremely difficult but make a major difference to those characters.

Wall carrying with nina and lee is a bitch

Yea.

For people that don’t know, I think it is established that combos in tekken can get very difficult especially when the user has to adapt for wall positioning.

Except the ‘rom combo’ is far from optimal meter gain or damage, you get better meter and posistioning from his fly combos, and better damage and posistioning from his superjump j.H airdash loop, so the rom combo is far from an optimal realistic combo to do in a match.

And I wouldn’t actually know how hard ironman’s shit is since pretty much no one plays him.

Either way it doesn’t change the fact that you have eight hour windows to input chain combos that end in a sixteen hour otg window into another chain combo ended in a super for the majority of the cast. And if you want to be fancy you can xfc that super and do another if they’re somehow not already dead.

Everyone is talking about different things:
Which game has the hardest “easiest combos” - ie. minimum execution difficulty.
Which game has the hardest “hardest combos” - ie. maximum
Difficulty from strict timing eg. 1 frame links
Difficulty from speed of inputs ie. fast hands required.
Difficulty from complexity/judgement required. eg. comboes where you have to adjust based on height, weight of target etc.
Difficulty from memorisation eg. very long and complicated lists of different combos from different starters, combos are character specific, etc.

Lee’s is mad easy.

The shortcuts make combos more difficult in a lot of cases, not help.

DIO bnb’s in JoJo’s make me WRYYYYY~

b+2,f b+2,f b+2,f b+2,f b+2,f b+2,f?
no not really

Rage of the Dragons too

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Kazuya’s EWGF is pretty ridiculously hard to do when you consider how many motions that you must master, and how times that you must chain EWGF in a combo. Especially when you got to master “netural” motion as well.
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