The Big SFXT Combo Challenge

I’m been thinking about this for a while and then me and Vegaman started discussing it in the main thread, so I thought it was time to make a thread.

The idea is to find the maximum damage for all teams and show it on a leaderboard.

The leaderboards are available at http://robofobe.com/combochallenge/
(currently ugly, will fix this later when there is more content)

The categories will be made up of any combination of the following:

  • Point character
  • solo/team
  • teammate
  • gems/gemless
  • meter cost (if you manage to build a bar during the combo, it’s free)

General rules:

  • No infinite or refill meter
  • No gems on opponent
  • Single opponent
  • If Vega is used as the opponent, his mask should be on for the entire combo (applies to cat. 4/8 as well)
  • If Vega is the comboer, his mask must be on at the start of the combo.
  • No cross assault
  • No trades
  • For the gem categories, all conditions must be met during the combo.
  • Pandora must be activated mid combo if used and the combo must be able to KO within the time limit.
  • For the team combos, different starting characters = different categories
  • Combo transcript, gem list, and video evidence are required to participate.
  • Latest patch combos will automatically outdate older combos even if they don’t beat the damage but only if the old combo is no longer possible.

You can also choose to break any of the rules (except the first 4) and the combo will end up in the no-rules category

Let’s see some combos!

Looks good, I may give this a go. Why no counter hits on the first hit though? That seems like it would be legit…

I agree with roknin, btw how do you want us to submit the combo’s to you? I actually have some 500-600 meterless bob combo’s I can actually perform, if you want to record it, add me SGLeroy, I figure you mine aswell since we play each other all the time online anyway.

I think counter hit should be it’s own category for solo and teams, there’s some combos that are pretty interesting that can only be done off a CH.

Yeah my thought with counter hit was that if we allow it, every combo will start off a counter hit. I’m not a fan of yet another category. We’re better off just allowing it.
What do you think about starting the combo with meterless EX?

For the vids just upload the vids to YouTube and put a link here. No fancy recording required, just proof that it can be done.

I think meterless EX is fine as well. I guess the way I’m looking at it is, if it’s legal in-game it should be fair bait. The less limits the better.

Things like Vega maskless are kind of a loophole to reach numbers that can’t be reached on other characters - if we were going to do that then we may as well have maskless Vega always be the training dummy, and even then the numbers would be “artificial” in a sense. So something like that, I agree with as a limiter.

EDIT: actually I suppose that’s a weird way of putting it since big bodies like Hugo are going to allow certain things to hit as well. But in those cases it’s the natural hitbox of the character, not a particular mode he’s set to.

…I’m rambling now, going to stop typing. >__>

Yeah I was thinking the same thing. If your character can benefit from starting with their charge move, the combos will be flashier. Bnbs are all over the combo threads anyway (even if severely outdated in some cases).
A rule I want to add though is that no softening up your gems pre-combo should be allowed. If you need 10 normals, those 10 normals should be part of the combo. Otherwise we will see the same 3 power gems over and over.

I absolutely agree there.

>.>;;;;;;;;;;;;;
Lili its time to show off some STYLE! and ken you just do srk or tatsu or whatever…

instead of having meterless or metered combo categories just have it broken down into 0, 1 2 or 3 bar combos. I dont think gems should be included except during category 7.

So you have Solo or Team
How much meter
and no rules except game limit

Actually I’d rather have no gemless categories. That way people will look for more creative ways to beat the records. And it might lead to flashier, less bnb’y combos to get the activation conditions. Removing excess categories is a good idea otherwise.
Maybe even removing meterless team, because we already know what they’ll look like.

Different amount of meter combos is excess IMO. And what if you build a meter during the combo? We will have difficulties filling all slots as it is.

That way we have:
Meterless solo
Meter solo
Meter team
Anarchy solo
Anarchy team

What are other people’s thoughts on gems and meter?

I would personally like no gems except category 7, just because speed gems could be the only thing that really changes the combo, whereas power/def/vit/etc will pretty much just increase the damage or w/e.

Here’s that ‘big’ damage everyone was talking about with Ryu. One bar used. Corner only.

[media=youtube]nXnHmAk5Rqs[/media]

Notation:

F+HP (Link) St.Mp (Chain) St.Hp, EX Joudan, Cr.Hp, LK Joudan, Cr.Hp, Lp Hadoken

You’re forgetting meter restoration. That’s how you really up the damage and it forces you to look for the conditions. So for team meter I would like a gem category if we’re banning it elsewhere.
I’m fine with no gems for everything else.

EDIT: Now that I think of it, let’s keep all categories. That way everyone will be happy. If you don’t like a specific category, just don’t participate. Will edit the first post to reflect.

The challenge has started. Bring yer combos! I’ll keep the leaderboards updated in the first post.

[media=youtube]3TL4ZvrWuj8[/media]

My Chun-Li and Cammy entries are at:

**1:39 - **513 damage cross rush combo, starting with Chun-Li, ending with Cammy. Two bars, no gems.
**1:50 - **588 damage cross rush combo, starting with Chun-Li, ending with Cammy. Three bars, no gems.
**2:38 - **404 damage bread and butter combo for Cammy. Meterless, no gems.
**2:47 - **444 damage bread and butter combo for Cammy. One bar, no gems.
**3:07 - **541 damage super art combo for Cammy. Two bars, no gems.
**3:21 - **461 damage cross rush combo, starting with Cammy, ending with Cammy. One bar, no gems.
**3:31 - **501 damage cross rush combo, starting with Cammy, ending with Chun-Li. Two bars, no gems.
**4:02 - **605 damage cross art, starting with Cammy, ending with Chun-Li. Three bars, no gems.

You can end the combo with a HK cannon spike at 2:38 (419 dmg)
at 2:47 you can st. mp, st. hp HK cannon spike after ex spiral arrow or even st. mp, cr.hp, cr.hp cannon spike if you’re in the corner.

Allright. I’m gonna look everything through tonight or tomorrow and add the current leaderboards. I might even post my own findings if I find the time to record.
Keep em coming!

You didn’t type out the damage. Fix that and I’ll add it to the leaderboards.

I added your combos, although I would like to have combo transcripts as well. I’m also pretty sure most of those are beatable. And challengers? =)

My apologies, the actual damage is 456.

[media=youtube]_9h28ZE7OQU[/media]

First and second combos off a jump in get 530