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SFIV - Whats your nastiest bitch slappin ass whooping combo?

  • 12-10-2009 10:47pm
    #1
    Registered Users, Registered Users 2 Posts: 836 ✭✭✭


    Hey lads. I thought it would be interesting to see what kind of deadly combos each fighter has. As I mainly use shotos, I wouldn't know the strongest combos for the others. Here are some of mine:


    Ryu: J. HK / Cr. HP / HP Shoryuken / Shinkuu Hadouken / Metsu Hadouken = 626 DP (Anywhere)


    Ken: J. HK / St. HK / Shoryu Reppa / Shinryuken = 694 DP (corner only)


    Akuma: J. HK / St. HP / LK Tatsumaki / LP Shoryuken FADC HP Shakenetsu Gouhadou = 437 DP (Anywhere)


    Sagat: J. HP / Cr. HP / HK Tiger Genocide / Tiger Destruction = 712 DP (corner only)

    All these combos are possible in a normal match as they don't need more than four EX bars.


«1

Comments

  • Registered Users, Registered Users 2 Posts: 836 ✭✭✭Leprekaun


    Sorry for the lack of spacing. Very strange thing with boards that even though I split the combos up with spaces in between, boards seems to think it looks better jammed altogether.


  • Registered Users, Registered Users 2 Posts: 3,005 ✭✭✭Creature


    Balrog the one, the only; Jumping hard kick, light punch, light punch, light kick, hard headbutt, ultra. Does roughly 400 damage and guaranteed broken ribs* every time.









    *Not guaranteed


  • Registered Users, Registered Users 2 Posts: 8,326 ✭✭✭Zapp Brannigan


    Don't know the numbers but Akuma's J.HK / s.HK (far) / c.HP / l.tatsu / l.srk FADC H.shaku.

    Timing on the HK to HP is a 1 framer I think.


  • Registered Users, Registered Users 2 Posts: 4,971 ✭✭✭Orim


    Offhand :

    Blanka - J.RH / Cr.Forward / St.Jb / F.Hori Ball xx Super = ~400 damage
    J.RH / Cr.Forward / Ultra = Not sure of damge. At a guess 500 or so

    Chun Li - Shortx3 / EX Legs / Ultra = ~420 damage (Near Corner)
    For flashyness you can do Jump Fierce x2 (Target Combo) / UpKicks TargetCombo (Back+Forward / Forward / Up,Down,Forward) / Ultra = ~300 (Near Corner)


  • Registered Users, Registered Users 2 Posts: 4,971 ✭✭✭Orim


    Leprekaun wrote: »
    Akuma: J. HK / St. HP / LK Tatsumaki / LP Shoryuken FADC HP Shakenetsu Gouhadou = 437 DP (Anywhere)
    Don't know the numbers but Akuma's J.HK / s.HK (far) / c.HP / l.tatsu / l.srk FADC H.shaku.

    Timing on the HK to HP is a 1 framer I think.

    Does it have to be a light srk? Can you not use a fierce/HP?


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  • Registered Users, Registered Users 2 Posts: 3,005 ✭✭✭Creature


    Oh yeah there's also Balrog's Final Turn Punch into Super combo which KOs Seth and leaves Akuma with a sliver of health. I'll use it in a real match one day, mark my words!


  • Registered Users, Registered Users 2 Posts: 256 ✭✭Icarian


    Zangief

    Flying body attack cross up -> cr LK -> Lariat (PPP)

    You can FADC to ex banishing fist too, but it uses 3 EX bars, and does terrible damage, so it's rarely worth it...

    Double knee drop -> cr LK x 4 -> Ex banishing fist

    And the simple LP -> MP one, two!

    Ken

    Jump in HK, to target combo (MP -> HP) -> LP Shoryuken FADC to either Ultra, or a HP Shoryuken


  • Registered Users, Registered Users 2 Posts: 836 ✭✭✭Leprekaun


    HMUYA wrote: »
    Does it have to be a light srk? Can you not use a fierce/HP?

    Yeah, you can FADC on the third hit of the HP Shoryuken and get 1 hit off the Shakenetsu Gouhadou but found out from FoamyMushroom that if you use a LP Shoryuken and get 3 hits off the Shakenetsu Gouhadou, it does more damage but that said, timing seems harder with the LP Shoryuken.

    Yeah, I'm sure Akuma's double kicks are quite nasty but haven't been able to pull off that combo consistently to mark how much damage it does but was also thinking that you have to remember the damage multiplier problem (more hits, less damage for Shakenetsu Gouhadou or LP Shoryuken) but will check it out anyway. Never knew it was possible to link a Cr. HP after it though.


  • Registered Users, Registered Users 2 Posts: 836 ✭✭✭Leprekaun


    I'm very curious to know if anyone knows Gen's nastiest combo because he seems to have some nasty juggling capabilities.


  • Registered Users, Registered Users 2 Posts: 4,229 ✭✭✭Dreddybajs


    720 + PPP


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  • Registered Users, Registered Users 2 Posts: 4,971 ✭✭✭Orim


    For Gen, Cr.Sh -> Super -> Ultra = 600 damage
    I doubt he can do much better as you would just end up putting more scaling onto the ultra.


  • Registered Users, Registered Users 2 Posts: 4,971 ✭✭✭Orim


    Dreddybajs wrote: »
    720 + PPP

    Doesn't that need a Jump in order to come out? :p


  • Registered Users, Registered Users 2 Posts: 836 ✭✭✭Leprekaun


    Whats Cr. Sh? :)


  • Registered Users, Registered Users 2 Posts: 4,971 ✭✭✭Orim


    Cr.Sh = Cr Short - Short being LK


  • Registered Users, Registered Users 2 Posts: 11,081 ✭✭✭✭chopperbyrne


    Leprekaun wrote: »
    Whats Cr. Sh? :)

    Crouching Short.

    J. = Jumping
    St. = Standing
    Cr. = Crouching
    F. = Far
    Cl. = Close

    Jab = LP
    Strong = MP
    Fierce = HP

    Short = LK
    Forward = MK
    Roundhouse = HK

    There are many more abbreviations too.


  • Registered Users, Registered Users 2 Posts: 836 ✭✭✭Leprekaun


    I think he can do more than 600. I think I was able to pull off something in the 700s. By the way, I'm not talking about damage scaling. Just the nastiest possible combo for a character.

    I'm pretty sure Gen could do more but needs some good style switching. Its possible to super cancel his lightning hands actually but has to be on jump in/get up to give you time to buffer in a couple of HPs during the fly kick then land and give some more HPs to get a st. HP into lightning hands then go for the super straight after and then juggle with the ultra (both Mantis super and ultra).

    Even though I suck when using him, I can see some nasty possibilities but just needs lots of practice to get right. Its like Yun in 3S with the Genei-Jin. Its all about custom combos and understanding whats possible but Yun is pretty useless if you can't use his Genei-Jin properly.

    But something which is for certain, Gen hits a lot harder than Yun. I found that the max Genei-Jin combo I was able to get with Yun is something like 55 so I'm sure Gen can lay the pain down with a similair fighting strategy.


  • Registered Users, Registered Users 2 Posts: 4,229 ✭✭✭Dreddybajs


    HMUYA wrote: »
    Doesn't that need a Jump in order to come out? :p

    not if you can get the 2nd 360 out in under 6 frames

    edit: also far as I know Creature is right, final tap xx super is the most powerful combo in the game


  • Registered Users, Registered Users 2 Posts: 4,971 ✭✭✭Orim


    Leprekaun wrote: »
    SNIP

    When talking about combos damage scaling is a huge factor as the longer the combo the less damage you do. So in combos with an Ultra you generally want to get the Ultra out as soon possible. That is why combo like the Chun Li target combo to target combo I posted earlier does relatively little damage as by the time the Ultra connects the damage is through the roof.

    The first two hits do 100% damage. On the third hit you do 80% and then each takes it down a further 10%.

    Now with my example : Cr.Sh = 1 / Super = 1 / Ultra = 2 (Ultras count as two hits) so your ultra hits at 70% damage.

    Now lets say you do : J.Rh = 1 / St.Jab = 1 / Hands = 1 / Super = 1 / Ultra = 2 so Ultra hits at 50%. Your super is also hitting at 70% now.

    It will look better but I would reckon that you have reduced the amount of damage done by at least 100 damage. On the other side you will do more stun as I don't believe that stun is scaled. Also it would look awesome.


  • Registered Users, Registered Users 2 Posts: 836 ✭✭✭Leprekaun


    Yeah, I understand what you mean but I'm talking about total damage. Like even though you're losing some of the damage of the ultra, I'm talking more about total damage. Like with Ryu, you could do a J. HK and then ultra and it'll connect but the total damage will be something like 350+ (can't remember how much the ultra does) but if you throw in a cr. HP (which I suppose isn't necessary) but at least land a HP Shoryuken into Shinkuu into Ultra, you'll get 500+ damage, around 150 more points damage. Although the ultra would be weaker, the total damage is better than limiting the amount of hits.

    I agree that its silly to do many hits. Like with Akuma, you can do Cr. LPx2, Cr. MP, Gouhadou FADC then Cr. MK, LK Tatsumaki, HP Shoryuken FADC into Shakenetsu Gouhadou. You'll lose way more total damage with a combo like that than keeping it simple by going for the LK Tatsumaki instead of the Gouhadou in the first part.

    But FADC aside, if you can a link super into an ultra, I reckon its the best thing to do when you get the chance.


  • Registered Users, Registered Users 2 Posts: 4,971 ✭✭✭Orim


    I know what you mean about total damage but I still think that you would be hard-pressed with Gen to do more damage then Cr.Sh -> Super -> Ultra.

    Anyway back on-topic.
    Just checked Boxers TAP to Super and I got one for 880 damege :eek:
    Dunno if thats the highest one but that took ages to charge. Anything above TAP 4 seems to take forever.


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  • Moderators Posts: 5,580 ✭✭✭Azza


    Lots of Dictator Combo's for you here :D

    Direct Jump In Combo's

    J.HP/ St.HP XX HK.Knee Press XX Knee Press Nightmare = 524 DP (Anywhere)
    As far as I'm aware this is Bisons must damaging combo outside of ultra.

    J.HP/ St.HP XX HK.Knee Press FADC Cr.LP / St.LP / Cr.MP XX Psycho Crusher = 417 DP (421 DP if EX version of Psycho Crusher or Knee Press is used to finish combo) (Anywhere)

    J.HP / St.HP XX HK.Knee Press or HP.Psycho Crusher = 334 DP (342 DP if EX version of Psycho Crusher or Knee Press is used) (Anywhere)

    J.HP / C.MP / C.MK XX HK.Knee Press or HP.Pyscho Crusher = 337 DP (344 DP if EX version of Psycho Crusher or Knee Press is used) (Anywhere) (May not work on Akuma)
    This is Bisons most powerful combo without any meter usage.

    J.HP / St.HP / C.LK XX Ex.Knee Press = 344 DP (Anywhere)

    Air Combo's

    J.MP x2 (Hell Attack) / Nightmare Booster = up to 458 DP (In Air)

    J.MP / J.MP x2 (Hell Attack) / Nightmare Booster = up to 448 DP (In Air)

    J.MP / HP or Ex.Psycho Crusher = 180/190 DP (In Air)

    Counter hit Ex.Headstomp (hits in air) / Ex.Skull Diver = 330 DP (280 DP if not a counter hit) (In air)

    Focus Attack Combo's

    Level 3 FA / S.HP XX HK.Knee Press or HP.Psycho Crusher = 337 DP (344 DP if EX version of Psycho Crusher or Knee Press is used) (Anywhere) (Does not work on Dhalsim)

    Level 3 FA / St.HP / Cr.LK XX EX.Knee Press = 344 DP (Anywhere) (Does not work on Dhalsim)

    Level 3 FA / Cr.MP / Cr.MK XX HK.Knee Press or HP. Psycho Crusher = 341 DP (347 DP if EX version of Psycho Crusher or Knee Press is used) (Anywhere)

    Level 3 FA / Nightmare Booster = up to 528 DP (Anywhere)

    Level 3 FA / Forward Dash Level 2 FA / Forward Dash Nightmare Booster = up to 429 DP (Anywhere)
    Flashy Combo that should not be used due to damage scaling :rolleyes:

    Level 3 FA on jumping opponent / Foward Dash J.MP x2 (Hell Attack) / Nightmare Booster = up to 481 DP (Away from corner)

    Level 3 FA / Foward Dash Ex.Headstomp = 310 DP (Can add Ex. Skull Diver against Zangief and Balrog possibly) (Anywhere)

    Level 2 FA / Nightmare Booster = up to 468 DP (Anywhere)

    Level 2 FA / Cr. MP / Cr. Mk XX HK.Knee Press or HP. Psycho Crusher = 281 DP (287 DP if EX version of Psycho Crusher or Knee Press is used) (Anywhere)

    Cross Up Combo's

    J.MK or J.HK or J.HP / Cr.LP / St.LP / Cr.MP XX HK.Knee Press or HP.Psycho Crusher = 258/288/298 DP (264/294/304 DP if EX version of Psycho Crusher or Knee Press is used) (Anywhere)

    J.MK or J.HK or J.HP / Cr.LP / St.LP / Cr.MP XX HK.Knee Press FADC Cr.LP / St.LP / Cr.MP XX HK.Knee Press or HP.Psycho Crusher = 289/329/339 DP (291/331/341 DP if EX version of Psycho Crusher or Knee Press is used) (Anywhere)

    Link Combo off Special Move

    Skull Diver or Ex.Skull Diver / Cr.MP / Cr.MK XX HK.Knee Press = 347 or 387 DP + 30/50/120 damage from Headstomp/Ex.Headstomp hitting or being blocked before Skull Diver. (Anywhere)

    Skull Diver / Cr.MP / Cr.MK XX HK.Knee Press XX Knee Press Nightmare = 505 DP + 30/50/120 damage from Headstomp/Ex.Headstomp hitting or being blocked before Skull Diver. (Anywhere)

    Ex. Skull Driver / Nightmare Booster = 552 DP (In Corner)
    Most impractical ultra set up in the game.

    Counter Hit Combo

    St.HK / St.Hk = 270 DP (May only work on large characters) (Anywhere)

    St.HP / St.HK = 270 DP (Anywhere)

    Nightmare Booster = up to 555 DP (Anywhere)

    Super and Ultra

    Knee Press Nightmare does 340 damage regardless of button used to activate it.

    Nightmare Booster does between 368 and 540 damage.

    Long and the short is Bison damage output isn't great. He rarely will land his ultra or super and its difficult for him to land big combo's from opponents mistakes due to needing charge and at that his most damaging option requires a difficult one frame link. Mostly when he punishes an opponent its usually one normal cancelled into Scissors Kick. His direct jump in combo's are decent but his cross up combo's are average at best. FADC to continue combo's usually isn't worth while when damaging scaling is factor in and these combo's require precise timing. He will rarely land his Skull Diver to score a combo off that either. This is compensated by the fact that he got very good pokes.

    Sagat, Akuma, Ryu, Ken, Abel, C.Viper, E.Honda, Rufus, Balrog, Dhalsim, Zangief, Blanka, Chun-Li from the arcade roaster alone can put together a scarier offense than Bison can. He is ahead only of Guile, Vega and El Fuerte for sure though.


  • Registered Users, Registered Users 2 Posts: 13,084 ✭✭✭✭Kirby


    Ill keep it simple with sim.

    Fireball - Teleport - Jumping Headbutt - Medium Kick - Yoga flame - Yoga Inferno (super). Does quite alot. :D

    When I get a dizzy and don't have super, I like
    Jumping headbutt - Double Headbutt - EX Yoga Flame.

    Anything to do with the Ultra. The ultra on its own does pathetic damage, but you can bitchslap your opponent with other moves while he is getting hit, and then follow it up with a Super. :p I like Ultra - Knee - Yoga Mummy - Super as a nice Ultra combo but they have to be hit by the ultra on the ground for it to work properly.


  • Registered Users, Registered Users 2 Posts: 836 ✭✭✭Leprekaun


    Headbutt? What headbutt?

    Something that I'm confused about in your combos though Azza is that you said that you can FA then dash in afterwards and pull off nightmare booster but sure, when can you charge if you're dashing in?


  • Registered Users, Registered Users 2 Posts: 699 ✭✭✭blag


    Leprekaun wrote: »
    Headbutt? What headbutt?

    Something that I'm confused about in your combos though Azza is that you said that you can FA then dash in afterwards and pull off nightmare booster but sure, when can you charge if you're dashing in?

    I'm sure Kirby means Sims back+fierce punch headbutt.

    For the dash up to Ultras ect you just input the dash and then hold back so you're charging when you're dashing,you even have more time than you need if it's a level 3,it's pretty simple really.

    Usually I just use st fierce xx fierce psycho crusher/rh scissors .

    Out of all those combos Azza listed my 2 favourites are definately the jump mp x 2 to Ultra off a focus attacked air attack that sends the other guy spinning and the ex stomp to ex skull diver,although the second one is very situational,I have only ever got it in real matches versus Gief or Balrog.


  • Registered Users, Registered Users 2 Posts: 836 ✭✭✭Leprekaun


    Ah right, k. But what would be the need for the dash? Its easy enough to pull off ultras without any dash. The dash is only useful if you want to go for a combo.

    @RopeDrink: Yeah, Guile's super into ultra combos are easily the coolest looking combos in the game. Even just using a flash kick in a combo looks flashy :P.

    If I recall correctly, Guile's nastiest combo was something J. HK / Cr. MP / LK double flash and then juggle with ultra. Its actually in one of his hard trials. I think Lvl 4.

    And ofcourse, his brilliant taunt.

    BRING IT!


  • Registered Users, Registered Users 2 Posts: 13,084 ✭✭✭✭Kirby


    Indeed I did. Dhalsim's back fierce is a double headbutt on the ground, a single one in the air.


  • Closed Accounts Posts: 2,878 ✭✭✭bush


    Not sure how much damge it does but its a lot. Chun in the corner, j.hk, close hk, ex legs, ex legs, ex sbk, ultra.


  • Registered Users, Registered Users 2 Posts: 8,326 ✭✭✭Zapp Brannigan


    Leprekaun wrote: »
    Yeah, you can FADC on the third hit of the HP Shoryuken and get 1 hit off the Shakenetsu Gouhadou but found out from FoamyMushroom that if you use a LP Shoryuken and get 3 hits off the Shakenetsu Gouhadou, it does more damage but that said, timing seems harder with the LP Shoryuken.

    Yeah, I'm sure Akuma's double kicks are quite nasty but haven't been able to pull off that combo consistently to mark how much damage it does but was also thinking that you have to remember the damage multiplier problem (more hits, less damage for Shakenetsu Gouhadou or LP Shoryuken) but will check it out anyway. Never knew it was possible to link a Cr. HP after it though.
    It's not so much damage you're doing in the combo, it's stun.

    If you do this:

    J.HK / far HK / c.mkxxgohado FADC far HK / c.mkxxl.tatsu / lp.srk FADC hp.shaku

    You're almost guaranteed to have a stunned opponent. Then throw in a crafty reset and it should be game over!


  • Moderators, Category Moderators, Computer Games Moderators Posts: 52,396 CMod ✭✭✭✭Retr0gamer


    The Terry special with sagat:

    st. HK / Ultra.


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  • Registered Users, Registered Users 2 Posts: 14,181 ✭✭✭✭Jim


    Retr0gamer wrote: »
    The Terry special with sagat:

    st. HK / Ultra.
    I hear when he plays at home he shouts "Terrrrrrryyyy Destruction!" when he hits the Ultra.


  • Moderators, Category Moderators, Computer Games Moderators Posts: 52,396 CMod ✭✭✭✭Retr0gamer


    We don't hate you Terry, we're just jealous we didn't main the top tier character :)


  • Registered Users, Registered Users 2 Posts: 11,081 ✭✭✭✭chopperbyrne


    Retr0gamer wrote: »
    We don't hate you Terry, we're just jealous we didn't main the top tier character :)

    Or we don't want the backlash from him when we switch!


  • Registered Users, Registered Users 2 Posts: 18,816 ✭✭✭✭K.O.Kiki


    Retr0gamer wrote: »
    We don't hate you Terry, we're just jealous we didn't main the top tier character :)
    This.
    :)


  • Registered Users, Registered Users 2 Posts: 599 ✭✭✭FoamyMushroom


    Akuma:

    Cr.lk, Cr.lp, Cr.mp - fireball, FADC - standing hard kick, Cr,lp, light tatsu, fierce Dragon Punch, FADC 3x fireball....

    Not sure how much damage this takes but its a hefty 12 hits.

    OR

    Cr.lk, Cr.lp, Cr.mp - FADC, Cr.lk, Cr.lp, Cr.mp - fireball, FADC, standing hard kick, Cr,lp, light tatsu, Fierce Dragon Punch

    I think this one is 14 hits?.. again not sure of the damage..

    I came up with these combos by me'self :D - Timing is a bitch on em thou..


  • Registered Users, Registered Users 2 Posts: 836 ✭✭✭Leprekaun


    Why do you use LP for the tatsu link? MP or MK is always the more damaging option plus more range.

    I've tried a combo similair to your first one except started with 2 Cr. LPs. I found its less damage then the classic one of just using Cr. MK/MP into tatsu, SRK into SHAK.

    Its better to use the LP SRK after the tatsu because it does more damage than the first hit of either MP SRK or HP SRK.


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  • Registered Users, Registered Users 2 Posts: 599 ✭✭✭FoamyMushroom


    Because with the MK or MP theres always a risk miss timing it, and the risk of pushin the opponent awaywith the hits, so after the mp or mk into tatsu theres a chance it wont hit ya know?


  • Registered Users, Registered Users 2 Posts: 319 ✭✭DarkTalant


    Don't forget J. HK St. HK Cr. MP xx EX RU Cr. LP Cr. MP xx EX RU Cr. LP Cr. MP xx EX RU Cr. LP Cr. MP xx EX RU St. LP far St. LP Ultra as Boxer, completely impractical but fun none the less.
    J. HK St. HK Cr. LK xx EX RU Cr. LP Cr. LK xx HB if you want practicality...
    Also CH Final TAP xx Super = 986 damage I think... so yeah... ouch.


  • Registered Users, Registered Users 2 Posts: 1,587 ✭✭✭Xinkai


    Ryu = Jump HP > HP > SRK FADC > EX FB > ULTRAAAAAA!!! > 640*


    = TINGS OF UR HEALTH, FOOL!!!


  • Registered Users, Registered Users 2 Posts: 8,070 ✭✭✭Placebo


    chunli

    jumping HP HP
    back MK
    down/up MK
    EX SBK


  • Registered Users, Registered Users 2 Posts: 699 ✭✭✭blag


    Placebo wrote: »
    chunli

    jumping HP HP
    back MK
    down/up MK
    EX SBK

    Looks pretty cool too!


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  • Registered Users, Registered Users 2 Posts: 8,070 ✭✭✭Placebo


    trying to link ultra instead of SBK, timing is strict


  • Registered Users, Registered Users 2 Posts: 4,971 ✭✭✭Orim


    Hold your charge till they are at about head height.

    Although I think that off the jumping fierce combo. shorts in into EX legs does more damage. Not near my console so I can't check.


  • Registered Users, Registered Users 2 Posts: 599 ✭✭✭FoamyMushroom


    Jus tried this out with Akuma, Doing air Hurricane for a cross up to a fierce Dragon, FADC 3x fireball... Nice damage


  • Registered Users, Registered Users 2 Posts: 18,816 ✭✭✭✭K.O.Kiki


    So I'm gonna be the "RAISE THE RUFUS" guy now.
    500 dmg all day, baby!


  • Registered Users, Registered Users 2 Posts: 836 ✭✭✭Leprekaun


    Ah yes, fatboy has some nasty combos.


  • Moderators Posts: 8,678 ✭✭✭D4RK ONION


    When I went throught his trials there recently I was stunned at how easy his ultra links are. Some really class ones in there. I just can't use him in the heat of battle though.


  • Registered Users, Registered Users 2 Posts: 8,067 ✭✭✭L31mr0d


    Some nasty combos in this video. Mostly useless in actual battles, but I'd still like to be able to execute them just for the muscle memory



  • Registered Users, Registered Users 2 Posts: 599 ✭✭✭FoamyMushroom


    Only combos im interested in that video there is, how to Cr.Lp, to standing LP to hard Kick... god I'd pwn the odd time If i got that down lol


  • Registered Users, Registered Users 2 Posts: 836 ✭✭✭Leprekaun


    That combo at 4:18 is effin insane. Bloody hell! 22 hits! WHY!? :D and the combo at 5:16, is that really possible to FA in the middle of the combo and have enough time to reach level 1? Its a brilliant way to setup the ultra anyway. Very handy.


  • Registered Users, Registered Users 2 Posts: 2,985 ✭✭✭animaX


    Retr0gamer wrote: »
    The Terry special with sagat:

    st. HK / Ultra.

    Its much harder than that, you don't give me enough credit. It's forward HK into Ultra!

    Difficult to execute, but easy to master :D


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