SSF4 Gen Combo Thread

Don’t mean to burst your bubble, but this was one of the first things discovered in Vanilla. PPP Ultra will usually do more dmg.

basic: ultra does count as ONE hit [well two in term of combo scaling, read at the bottom for this], means no scaling increase during it [only due to life damage reduce]. it doesnt matter how many hits a ultra has, they scale all the same. be it 3 hits or 30. same for moves, even moves that hit multiply times arent scaled unless they need more than one input. [e.g crane s.hp = 2 hits, no scaling increase between hits because you only needed ONE input, it count as ONE hit [in terms of combo scaling / count]. crane j.hk x2 = scaling between hits increased, since you need an addional input - therefore it count as TWO hits in terms of scaling.

first and second hit do 100% damage in a combo, 3rd is reduced by 20%, 4th by 30% etc

ultra and focus attack count as 2 hits.

Thanks.

I believe Crane c.LK PPP Ultra 1 is character specific if I’m not mistaken. I do believe there are a few characters that do not get hit by the Ultra. Am I wrong?

^midscreen c.lk ppp ultra is just very strict, timingwise and spacing depending. c.lk has to be done from closest distance.
in the corner you can do it every time. character and spacing independent.

Sorry I meant in the corner. I thought a few characters couldn’t be hit by Ultra 1 after Crane c.LK. Wasn’t clear about the situation.

well didn’t tested it, but c.lk => fa isn’t character specific aswell [tested it with every character]. only against a few characters you have to delay the FA and charge it a little bit. only midscreen aswell. therefore i think u1 isn’t specific aswell.

Ya but the FA launches them up higher I believe. Doing straight KKK c.LK PPP Ultra 1 I don’t think works with everyone in the corner. I’ll have to check.

i meant if FA can hit, u1 will surly do aswell ^^ [not fa => u1 - which doesnt even work due to FA stance change not working]

Just for a tiny information, i do not think midscreen Crane c.LK PPP Ultra 1 works on Blanka. For the corner i’ve yet to find a single character that doesn’t work on.

It works on everyone in the corner.

After a whole day of math and Street Fighter, I got this:

Against Cody

© j. hp, (m) s. mp xx (m) Super, (m) Ultra 1 = 642 dmg
© j. hp, (m) s. mp xx (m) Super, © Ultra 1 = 644 dmg

It took me forever.

how did this take you forever? Just curious. Would take me 10 seconds.

mantis doing less damage than crane can only happen if enemy’s hp drop beyond 50% [or 25% or 15% health border]. then each hit is reduced again by a certain amount. thís however IS actually hit based not move based [3 hits are scaled 3 times, 28 hits are scaled 28 times].
now i guess this happend: if your 3 hit ultra’s last hit occurs by 51%+, you still get the full damage of it [that is after normal combo scaling]. your 28 hit ultra will be reduced from [lets say] 14th hit onwards.

hope you get what i mean. for instance. try the combo again without s.mp and see what values you get then.

Using less moves in almost all cases before Super or Ultra is way better.

i think ONLY crane j.hp succeeding oga, mantis j.hp and j.hk before any combo, are the only moves that give a damage increase for any [super / ultra] combo.

Close.

Gen’s super, (m) U1, and © U1 all have the weird property of counting as two hits when it comes to health scaling. For the super, everything except the last hit is counted as one hit, the same as his (m) U1. His © U1 should be obvious. Now, the difference between the two is the damage on the individual strikes: 180 compared to 150 and 225 compared to 248.

Basically, the rest was what you said, having the intial strike of the © U1 to get to the 51% so that the second hit can get the 100% boost, compared to the (m) U1 that pushed it past 51%.

Now, this is fine and dandy. What DIDN’T work was © j. mp, (m) Super, © Ultra. The problem with this one is that the 70% reduction on the Ultras’ preliminary attacks cut the (m) U1’s damage into funky decimals. What happens here is that each hit (hit, not the health scale thing I mentioned above) suffers from combo scaling. Since each hit of the first “health scale hit” does 15 dmg, a 70% scale would bring that to 10.5. Since the game doesn’t like decimals, it automatically rounds up to 11. This means that there are an extra 6.5 points of damage that exist that shouldn’t, since each of the 13 hits of the Ultra, including the final hit, round up.

A lot of the info from the decimals is from Yeb in a post he addressed to me a long time ago. Thank a bunch, Yeb.

Sleeping time.

Too much work looking for this, but in the first two pages nobody posted simple 2 in 1 low poke

PPP, c.mk, lk.gekiro

ya but if you are buffering LK Gekiro after the c.MK just like how shotos buffer Hadouken after c.MK it’s not safe on block at all. Buffering Hands after c.mk is way safer.

No one needs to tell people that you can 2 in 1 a normal move.