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 Super Street Fighter IV Combos!

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xZhongCheng
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PostSubject: Super Street Fighter IV Combos!   Super Street Fighter IV Combos! EmptyFri Aug 06, 2010 7:24 am

Hey guys

I am here to present some combos I use in the game of SSFIV. For those who are interested, take a look!

This is a post copied from GPTChatz, a forum i used to be a moderator for.


Legend:
Buttons:
LP -> Light Punch
MP -> Medium Punch
HP -> Heavy Punch
LK -> Light Kick
MK -> Medium Kick
HK -> Heavy Kick

Labels
F -> Forward (The direction that is character is facing)
B -> Backwards (The direction which the Opponent is facing)
U -> Upward (Jump)
D -> Downwards (Crouch)
UF -> Up-Forward (Jump Forward)
UB -> Up-Backward (Jump Backwards)
FD -> Forward Down
BD -> Backwards Down

Down.(button) -> Crouching attack
Ex.(Attack) -> The EX version. Much Stronger, Higher priority. Same motion of the move, instead press 2 of the input buttons (2P or 2K)
QCF -> Quarter Circle Forward (Down to Forward)
QCB -> Quarter Circle Backward (Down to Backwards)
HCF -> Half Circle Forward (Back -> Down -> Forward)
HCB -> Half Circle Backward (Forward -> Down -> Backwards)
DP -> Dragonpunch Motion (Forward -> Down -> Down-Forward)
FADC -> Focus Attack Dash Cancel (Usually Forward)
360 -> Full Circle
720 -> Double full Circle
chargeB -> Charge Backwards for 2 seconds
chargeD -> Charge Downwards for 2 seconds
chargeDB -> Charge Down-Backwards for 2 Seconds
3P -> The 3 Punches all pressed at the same time
3K -> The 3 Kicks all Pressed at the same time.
Common Moves:
Throw: LP + LK and B + LP + LK
Focus Attack (F.A): MP + MK
Taunt: HP+HK

Note: All reversal moves are Focus Attack Armor (FAA) breakable.

First off I will post Ryu`s, who is my main Character:

Ryu

Normal Attacks:
Overhead Punch: F + MP (Hits while crouching gaurd)
Dash Punch: F + HP

Special Attacks:
FireBall (Hadoken): QCF -> LP or MP or HP (The speed depends on the punch strengths)
Hurricane Kick (Tatsumaki Senpuu-Kyaku): QCB -> LK or MP or HK (Distance is dependent on kick strengths) (FAA)
Uppercut (Shoryuken): DP -> LP or MP or HP (The height and strength depends on punch strengths)

Super Combo:
Shinkuu Hadoken: QCF -> QCF -> LP or MP or HP (The speed depends on the punch strengths)
Ultra Combos:
Metsu Hadoken: QCF -> QCF -> 3P
Metsu Shoryuken: QCF -> QCF -> 3K (FAA)

These combos, I will be typing them out in a certain way. if there is a letter that is associated with the number, it can be extended. The one with the letter will be the continuation of the combo.

Combos
1. UF + HP -> Down.MP -> Down.MP -> Down.HK

2. UF + HP -> Down.LP -> Down.LP -> Down.LP -> Shoryuken
2a. FADC -> Metsu Hadoken
2b. FADC -> Metsu Shoryuken (Half the Regular Damage)

3. UF + MK (CrossOver) -> Down.LP -> Down.LP -> Shoryuken
3a. FADC -> Metsu Hadoken
3b. FADC -> Metsu Shoryuken (Half the Regular Damage)

3. UF + HP -> Down.MP -> Down.MP -> Down.MK -> Hadoken
3a. FADC -> HP -> Ex.Tatsumaki Senpuu-Kyaku (Recommended)
3b. FADC -> HP -> Ex.Hadoken
3c. FADC -> HP -> Ex.Shoryuken or Shoryuken
3d. (In the Corner) FADC -> HP -> Ex.Tatsumaki Senpuu-Kyaku -> Metsu Hadoken
3d. (In the Corner) FADC -> HP -> Ex.Tatsumaki Senpuu-Kyaku -> Metsu Shoryuken
3e. (In the Corner) FADC -> HP -> Ex.Tatsumaki Senpuu-Kyaku -> Ex.Hadoken -> Metsu Hadoken
3f. (In the Corner) FADC -> HP -> Ex.Tatsumaki Senpuu-Kyaku -> Metsu Hadoken
3g. FADC -> HP -> Shoryuken -> FADC -> Metsu Hadoken
3h. Shinku Hadoken.

4. UF + HP -> Down.MP -> Down.MP -> Down.MK -> Tatsumaki Senpuu-Kyaku

5. UF + HP -> HP -> Light Tatsumaki Senpuu-Kyaku -> Shinku Hadoken

6. UF + HP -> Down.LP -> Down.LP -> Down.LP -> Down.MK -> Hadoken
6a. FADC -> HP -> Ex.Tatsumaki Senpuu-Kyaku (Recommended)
6b. FADC -> HP -> Ex.Hadoken
6c. FADC -> HP -> Ex.Shoryuken or Shoryuken
6d. (In the Corner) FADC -> HP -> Ex.Tatsumaki Senpuu-Kyaku -> Metsu Hadoken
6d. (In the Corner) FADC -> HP -> Ex.Tatsumaki Senpuu-Kyaku -> Metsu Shoryuken
6e. (In the Corner) FADC -> HP -> Ex.Tatsumaki Senpuu-Kyaku -> Ex.Hadoken -> Metsu Hadoken
6f. (In the Corner) FADC -> HP -> Ex.Tatsumaki Senpuu-Kyaku -> Metsu Hadoken
6g. FADC -> HP -> Shoryuken -> FADC -> Metsu Hadoken
6h. Shinku Hadoken

7. Cross Over Tatsumaki Senpuu-Kyaku -> Shinku Hadoken

8. FA -> Dash Punch
8a. Down.HP -> Shoryuken
8b. Down.MP -> Down.MP -> Down.MK -> Tatsumaki Senpuu-Kyaku
8c. Down.HP -> Ex.Tatsumaki Senpu-Kyaku
8d. Down.MP -> Down.MK -> Hadoken
8e. (In the Corner) Down.HP -> Ex.Tatsumaki Senpu-Kyaku -> Metsu Hadoken.
8f. (In the Corner) Down.HP -> Ex.Tatsumaki Senpu-Kyaku -> Metsu Shoryuken
8g. Down.HP -> Shoryuken -> Shinku Hadoken
8h. Down.HP -> Shoryuken -> FADC -> Metsu Hadoken
8i. Down.HP -> Shoryuken -> FADC -> Metsu Shoryuken
8j. Down.MP -> Down.MK -> Hadoken -> Shinkuu Hadoken

9. FA -> Dash Punch -> Down.MP -> Down.MP -> Down.MK -> Hadoken
9a. FADC -> Shoryuken -> FADC -> Metsu Hadoken
9b. (In the Corner) FADC -> Down.HP -> Ex.Tatsumaki Senpu-Kyaku -> Metsu Hadoken
9c. (In the Corner) FADC -> Down.MP -> Down.MK -> Ex.Tatsumaki Senpu-Kyaku -> Metsu Hadoken

10. UF + HP -> Metsu Shoryuken

Some of these combos are quite advanced. The best ones to use is to connect the 2 MPs. These combos usually do lots of damage.

The most Commons One i use is the Shoryuken -> FADC -> Metsu Hadoken. This is also known as the traditonal Umehara Daigo Finish. As the days progress, I will continue to post combos of other characters too.


The next Character up is Guy. A Bunshin ninja with speed!

Guy

Normal Attacks:
Overhead Punch: F + MP (Hits while crouching gaurd)
Target Combo: MP -> HP
Flip Kick (Kamaitachi): FD + HK
Target Combo #2 (Bushin Dake Kusari Ken): LP -> MP -> HP -> HK (My personal favorite)
Elbow Drop: In the Air -> D + MP

Special Attacks:
Shoulder Push (Hozanto) : QCB -> P (Distance depends on the strength of punch used. Also Strength depends on the punch used. Also avoids projectiles like hadouken if used at the right time.)
Hurricane Kick (Bushin Senpuukyaku) QCB -> K (LK = 2 hits, MK = 3 Hits, HK = 3 Hits, EX = 4 hits. Note: HK version only hits airborne opponents and EX is a great anti air)
Jump Roll (Bushin Izuna Otoshi): QCF -> P -> P (Strength of punch depends on the distance that Guy will travel. Pressing punch when near opponent, he will do a high damaging grab. If pressed not near the opponent, he will do a elbow drop)
Run (Shukuke): QCF -> K (EX for FAA)
Low trip (Kage Sukui): Shukuke -> MK
Wheel Kick (Kubikari): Shukuke -> HK (Hits while crouching gaurd)
Air Grab (Kaiten Izuna Otoshi): QCF -> P

Super Combo:
Bushin Hasoken: QCF -> QCF -> LP or MP or HP
Ultra Combos:
Bushin Goraisenpujin: QCF -> QCF -> 3K
Bunshin Muso Renge: HCB -> HCB -> 3P

Combos:

1. UF -> HK or MK (MK CrossOver will work too)
1a. HK -> Bushin Dake Kusari Ken
1b. HK -> Bushin Dake Kusari Ken -> Ex. Hozanto
1c. (In the corner) HK -> Bushin Dake Kusari Ken -> Ex. Bushin Senpuukyaku (More Damage)
1d. (In the corner) HK -> Bushin Dake Kusari Ken -> Bushin Senpuukyaku (HK)
1e. Target Combo -> LP.Hozanto
1f. Target Combo -> Bushin Senpuukyaku (MK or EX)
1g. Target Combo -> Kage Sukui
1h. LP -> LP -> Bushin Dake Kusari Ken
1j. LP -> LP -> Bushin Dake Kusari Ken -> Ex. Hozanto
1k. (In the corner) LP -> LP -> Bushin Dake Kusari Ken -> Ex. Bushin Senpuukyaku (More Damage)
1l. (In the corner) LP -> LP -> Bushin Dake Kusari Ken -> Bushin Senpuukyaku (HK)
1m. (In the corner) LP -> LP -> Bushin Dake Kusari Ken -> Bunshin Goraisenpujin
1n. (In the corner) LP -> LP -> Target Combo -> LP.Hozanto -> FADC -> Bunshin Goraisenpujin (Possible, will confirm soon)
1o. LP -> LP -> Bushin Dake Kusari Ken -> Bunshin Hansoken
1p. HK -> Bushin Dake Kusari Ken -> Bunshin Hansoken

These are all the current Combos I can pull of. I normally use Bunshin Muso Renge because the Bunshin Goraisenpujin is hard to connect. The only way that I know that it can be connected is either a level 2 or level 3 focus attack of in the corner after the Bunshin Dake Kusari Ken. The Bunshin Muso Renge is a grab move, making it easier to pull off again opponents who dont expect it. Although, it can be avoided by simple EX. moves. The best strategy with guy is to switch up the Kage Shikui and the Kubikari. This will confuse the opponent into whether or not to block low or normal.
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Genuis
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Super Street Fighter IV Combos! Empty
PostSubject: Re: Super Street Fighter IV Combos!   Super Street Fighter IV Combos! EmptySun Aug 08, 2010 3:05 am

what system is this for?
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xZhongCheng
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PostSubject: Re: Super Street Fighter IV Combos!   Super Street Fighter IV Combos! EmptySun Aug 08, 2010 3:19 am

For PS3 and Xbox360?
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Genuis
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PostSubject: Re: Super Street Fighter IV Combos!   Super Street Fighter IV Combos! EmptySun Aug 08, 2010 4:44 pm

how old are you??? hahaha
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xZhongCheng
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PostSubject: Re: Super Street Fighter IV Combos!   Super Street Fighter IV Combos! EmptyMon Aug 09, 2010 2:45 am

I'm 21 LOL...

I grew up with this game.
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SearchAndWin




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PostSubject: Re: Super Street Fighter IV Combos!   Super Street Fighter IV Combos! EmptyWed Nov 03, 2010 7:38 pm

It's a pretty cool game.
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