SSF4 Gen Combo Thread

No, Oga > Teiga is possible though by tiger kneeing the motions. Someone made a nice post about that in the Oga thread.

Timing is Strict.

Pretty much all the Oga combo’s including damage and stun. These were tested on ryu (1000 hp) and did not account for damagescaling.

Oga > Gekiro (HK version, full.) 251 dmg/ 269 stun
Oga > J.hk (crane) > KKK super 464 dmg/ 390 stun
Oga > PPP Super > PPP ultra (or PPP ultra2) 680 dmg/ 150 stun
Oga > Gekiro (2 hits will do best damage) > KKK super 432 dmg/ 238 stun
Oga > s.HK (crane) 220 dmg/ 350 stun
Oga > KKK ultra2 443 dmg/ 150 stun
Oga > KKK super 420 dmg/ 150 stun
Oga > PPP Ultra 424 dmg/ 150 stun
Oga > KKK ultra 419 dmg/ 150 stun
Oga >PPP Super > HK Gekiro 516 dmg/ 249 stun
Oga > c.hk (mantis) 185 dmg/ 250 stun

I wonder if it should be mentioned for all the new Gen players that might not know this. Ultras and Supers do not provide Stun, that is why stun values for Combos like Oga > KKK Super are low (150Stun).

i would add those aswell:

oga > mantis u1
oga > crane u1
oga > c.hk
oga > super > hk gekiro

cant think of other used combos

btw it doesnt matter on whom u do the combos. the damage is the same on everyone - only the hp is difference.

I know, I’m not new to street fighter. I get the feeling you guys think I’ve been playing since ssfiv or something haha.

Added those combo’s at the Oga thread btw, thanks.

Not at all. I was talking about anyone new to SF4 or SSFIV or anyone that didn’t notice in Frame Data that Supers and Ultras do not provide Stun. That was not directed directly to you.

In some cases building up someones stun can be more important that straight damage. Like using FADC instead of Super. I know in a past thread I was pro-super. But that was only if I had a choice between using EX Hands FADC EX Hands (Full Bar) or EX Hands FADC (Three Bars).

Especially with Gen building stun is important, which is (imo ofcourse) why resets and cross-unders are often a better option than going for an combo as fast as you can. I agree with that mindset.

Anyways I thought it was directed at me, no harm done. Just trying to be helpful as a longtime Gen player that never really was into theory fighter untill now.

Guys, can you give me any tips for doing close MP>HP>Hands consistently? I have a hard time landing the HP. I am currently doing mp 1time, pause, HP 4 times and it doesnt come out. If i try to mash or press MP more than once, MP>hands comes out. Pls help. Thanks in advance.

try to use mp > hp > lk gekiro. does more damage and scores a knock down.
also u can try mp, mp, hpx3

it’s hard to mash hands on a controller, tho.

I got a little more consistent with the combo. As for the damage with lk gekiro u were right. My main goal for using mp hp hands i a combo was so i can FADC the hands and continue with something else. I saw a guy doing this in a video. I still cant connect anything stronger than jabs after the FADC not to mention mp close…Need help here.

off// Zukuu ggs btwi couldnt show you my Gen cause i was testing some other stuff.

as a tip this might help. When you are doing hands hold forward. When you FADC all you have to do is press forward once to dash. (instead of twice). I don’t know if anyone noticed this trick but I did in vanilla and stuck with it.

so MK (hold forward), Hands (Still holding forward), FADC (Let go and press forward again)

Thanks for the tip, but i was rather asking about how to land another mp hp after the FADC. I am gonna try this method of FADC-in and mp hp for today.

This guy is landing it btw: [media=youtube]aAXVw3KfVbE[/media]
2nd round

Well it’s all in the timing, You just have to practice your muscle memory with your fingers. Another tip is look at Gen or the other characters animation. I always look at the other character to see where they are in the animation, when they get to a certain frame I press the button again. This might help.

Mantis j.MK, s.MP, s.MP, s.MK, Hands, FADC, HP, HK Gekiro - 314 Dmg / 416 Stun

Crane j.HKx2, s.MP, s.MP, s.MK, Hands, FADC, HP, LK Gekiro - 342 Dmg / 540 Stun

Crane j.HKx1, s.MP, s.MP, s.MK, Hands, FADC, HP, LK Gekiro - 335 / 552 (Can also be done with any Fierce or Round House)

Crane j.HKx1, s.MP, s.MP, s.MK, Hands, FADC, HP, HK Gekiro - 344 / 561 (Can also be done with any Fierce or Round House)

I have a problem with continueing a combo after FADCing after hands.

For example I would do: mantis j.mk> hp hands> fadc> s.mp >s.hp >lk gekiro

The s.mp never combos after my fadc and I just don’t understand it… Has the timing changed or something I remember this not being so in vanilla.

although im not sure on the combo s.mp does come out faster then it did in vanilla so maybe that why the timing may have change?

It doesn’t come out fast it just recovers quicker. Start up frames are still 4. Active Frames are still 5.

Also FADC into certain things are guaranteed dmg and stun. Stun being the biggest factor. When I stun people what I like to do in most cases is Focus Attack so it hits them just as they come out of stun. In some cases being stunned demoralizes them.

Does anyone think that 326 damage is worth 2 bars (FADC)?

After watching Asiantoms match of the Masachusetts tourney I immidiatly went into training mode to try and do:

mantis j.mk>hp hands>fadc>s.mp>shp>lk gekiro (11 hits) 326 dmg/497 stun

I think it’s a pretty useful jump-in combo and might be worth the damage, wondering on your opinions guys.

I think it’s totally worth it if you have the timing down right. Decent Dmg, and really good Stun. If you think about it. When you combo into super you deal no stun. Sometimes stunning is the way to go. I usually only throw Hands, Super if I know I’m going to win or I’m desperate to deal damage.

This was my point in the EX Hands, FADC thread. FADC is worth it, but EX FADC isn’t, EX Hands, sweep is worth it too.