Sonichurricane.com SF4 Biweekly TACV / now playing: Sagat

I’m surprised noone said “Bah, Daigo does all those combos without a programmable stick, you suck” yet. The video rocks my socks though.
I love stuff like Joo’s combo videos in MvsC2 too.

I was surprised you didn’t incorperate the ->MP move of ryu’s in to one of the combos, it’s not the most well known link (Overhead -> Crouch Jab) & it is sketchy if it links at all. But it looks nice. Not much of an improvement though, if at all.

Actually that was in one of the fancy combos i mentioned before, but the rest of it didn’t work the way i wanted so i left it out. Can’t win 'em all.

i want to see f+mp>cr. lp or dp on a crouching opponent. i haven’t been able to do it. i know you can do it on a standing opponent. i’ve done it plenty of times, but i haven’t seen it done on a crouching. i know it’s possible to do it according to the frame data, but i guess it’s something to do w/ the hitbox when you hit it on a crouching opponent.

Reading is a difficult thing i know, but if you READ his comments before you watch the video nobody wants to talk about that :wink:

Awesome vids Maj, keep him coming :lovin:

sup maj! i saw the vid a while ago and it was sexy shit.

but yeah, f+mp links to srk if it hits on standing HAHA. do it on dizzy for fun sexy times.

That was the most entertaining SFIV video I’ve watched in a long time, thanks for taking the effort in showcasing some crazy stuff.

Yeah i don’t know what’s up with that. You can even see the “2-hit combo” message come up sooner if you do it against a crouching opponent. I tried it against Ken, Gief, Honda, Rufus, and Chun but it never worked. With Gief the jab whiffs completely because he leans so far back.

:tup:

Is it possible it’s another hitbox thing? Your hitbox is narrower when standing then crouching. Could this make the f+mp hit just a little more deep and get the 1 frame you need? I’m not sure who has the smallest hitbox while crouching, but that might be a better choice to try than the bigger characters. If it’s not something in the engine, it could also be a special case to keep Ryu from linking ultra off an overhead.

Ryu’s f+MP has less hitstun on crouching characters making any comboable followup impossible. It was the creaters way of making sure f+MP>srk>FADC>Ultra wasn’t possible.

It doesn’t look like the second hit is getting delayed in either case. Ryu’s fist is way inside them in both cases so i doubt the second hit is connecting late.

The question is whether this is a special case with Ryu or whether all overheads cause less hit stun against crouching characters. Maybe jump attacks too?

If you look at SF2 games, all jump attacks and overheads cause WAY more hit stun against crouching characters than against standing ones. Who knows, maybe it’s reversed in SF4.

part of it is that it has “x” amount of active frames and these active hitting frames may hit at a point where they are standing, but when they crouch some of the active frames are passing till they hit the target causing it to be a pseudo-meaty. This is the same concept as chun and rog being able to combo into ultra after far hitting jabs, because some of the active frames dissipate before the move connects, thus adding to the positive advantage frames.

Actually, when discussing this a long time ago in the Ryu forum, someone came up with the idea that if only the second hit connected, and hit as counterhit, you could follow up with something on a crouching opponent. Not very practical for a match, and I don’t think anyone tested it, but it might be something for a combo video.

If this was correct then it would be easier to do the combo against crouching characters than it is on standing characters.

This is probably more old news, but did you guys know you can do FB FADC like this? D, DF, F+P, neutral, F+MP+MK

I love this sorta thing, no one’s exploring the game that much at the moment, all every sf site is filled with is tourney results or drip fed SSFIV info yawn Keep it up man. Have you ever thought about doing a more technical podcast?

I don’t think so. Dhalsim can do back+jab overhead to super against a crouching opponent but not against a standing opponent.

Dhalsim has an overhead? What is this, Alpha 2?

All three versions of Gief’s super have the exact same range, right?

Man it’s really hard to test ranges in this game because these characters refuse to stand still. Seriously, walk up next to Gief with someone and watch him push them away when he cracks his neck or whatever.

Anyway it looks like all three versions of FAB have the same (terrible) range.

(This is going to turn into one of those threads that makes me quadruple-post, isn’t it?)