For my Zangief at the moment it's
(When enemy is in air) Quick Lariat + EX Banishing Flat
Jump HP + [crouch]LP/LP/LP/LP + Banishing Flat
I'll usually throw in a piledriver at the end of that second combo if the enemy falls for it. That's pretty much what I'm always striving for.
Mine are super uninteresting, but I'm sure you guys have some impressive ones you can pull off.
Street Fighter IV
Game » consists of 9 releases. Released Jul 18, 2008
After nearly a decade in hiatus, Capcom's signature mainline fighting game series resurfaces with its fourth main installment, combining the traditional 2D gameplay with modern fully-3D graphics.
Your go to combos with your main?
Matters who im maining at the time. If im using Rufus I use: Dive kick->hp->hp tornado just because thats the easiest combo to do on my stick. If im playing Gen i use: jump MK->hp->hp hands which is my b.a.b. crossup combo. If i land in front with the Jump MK ill do a MP or a crouching MK then a HK Dragon Kick.
How much did you guys have to practice to get your combos down? I main boxer but I can never get the timing down on most things. Even simple stuff like just crouching jab jab short headbutt I manage to fuck the timing up all the time. I feel like such a scrub because I can't do much to punish missed attacks.
Anyway, I tend to use the simple yet effective ones. With Bison, it's a jump in MK > crouching MP > heavy scissors kick or that with punches and a heavy pyscho crusher if I wanna put some distance in afterwards, like if I'm in a corner. Also the lv. 2 focus > standing MP > crouching MK > light psycho crusher is a go to as well.
As a Vega player, I'm not super inclined to long combo strings as I'm more focused on my mix-up game and wall shenanigans.
As it is, I do like to *crouching light punch + crouching light punch + crouching medium punch + rolling crystal flash* as a way to turtle up guys for my various wall moves, as well as for chip damage late in the round.
I also like to do variations of a jump in kick/sweep combo, and I've also found a good *crouching downfoward strong kick + sweep* for more option on pushing Vega's offense.
Well, as you may know I play Akuma mainly. Akuma has like 1900 combos and I love ALL OF THEM equally. But I'll list a couple keepers.
Fierce
These start with Fierce (obviously). You can opt for a hit-string instead, but keep in mind you'll have to probably substitute the second s.HP(c) for a s.HK(f) and finish with the Roundhouse link instead.- s.HP(c) -> LK Tatsu, HP Shoryuken
- s.HP(c) -> LK Tatsu, LP Shoryuken -> FADC, HP Shakunetsu
- s.HP(c) -> Fireball -> FADC, s.HP(c) -> LK Tatsu, HP Shoryuken
- s.HP(c) -> Fireball -> FADC, s.HP(c) -> LK Tatsu, LP Shoryuken -> FADC, HP Shakunetsu
Knockdowns
Just a couple simple knockdowns to live by, which set up the all important wake-up game.- c.LK-c.LP, c.MP -> EX Fireball
- crossup Tatsu (air), c.HK
Roundhouse
One of the best pokes in the game, it has deceiving range, good startup and recovery, hits twice and is mad easy to combo into.- s.HK(f), c.LK~LP or c.LP~MP -> LK tatsu, HP Shoryuken
- s.HK(f), c.LK~LP or c.LP~MP -> LK tatsu, LP Shoryuken -> FADC, HP Shakunetsu
Pressure
These are your basic hit/block strings that you can start off most of Akuma's combos with. Depending on if your opponent gets hit or blocks them, you may want to do different things out of them.- c.LK-c.LP, c.MP
- c.LP-c.LP, c.LP
- c.LK-c.LP, c.MP
- c.LK-c.LP, c.MK
- c.LK-c.LP-c.LP, c.MK
Corners
These are highly situational combos that involve you or your opponent being at either end of the stage (the "corners," obviously).- crossup j.MK (into corner), c.MP -> EX Tatsu, HP Shoryuken
- crossup j.MK (into corner), c.MP -> EX Tatsu, LP Shoryuken -> FADC, HP Shakunetsu
- j.HK (opponent in corner), c.LK-c.LP, c.MP -> EX Tatsu, HP Shoryuken
- j.HK (opponent in corner), c.LK-c.LP, c.MP -> EX Tatsu, LP Shoryuken -> FADC, HP Shakunetsu
- c.MK (back to corner) -> EX Tatsu, HP Shoryuken
- c.MK (back to corner) -> EX Tatsu, LP Shoryuken -> FADC, HP Shakunetsu
@MrGetBonus: A lot. You have to practice a lot. I suppose it depends on the character, but for me to understand my link timings and FADC's, I had to bang them out HOURS at a time to get them into muscle memory. That way I don't have to think about using them, I just use them when the opportunity presents itself. Since you're using Balrog I can definitely say you NEED to know jab jab short -> headbutt. So knock that crap out in training mode until it makes you sick.
I don't use combos. Everything happens au naturel and on the fly; I'm a 100% reactionary player.
No intentional combos. I'm more of a hit 'n run kind of player. Seems to work all right so far.
Edit to elaborate on maybe the main reason as to why I don't do combos:
Grab your arcade stick (or controller). Now spin the stick around in one of the bottom corners in a circular motion. That's what I'm doing the whole time I'm fighting. Unless I'm not moving, but as soon as I react I guarantee that stick spins around at least once before I do a move.
It probably has something to do with the fact that I hold the stick like this (sorry if the quality is bad, I took the picture with the camera in my mouth):
You might as well just make a custom arcade stick with a joystick on the right side instead of the left, I've never understood cross-handed play.
" @PureRok: Cross-handed? Eww! But seriously, it's fine being a reactionary player, but if you can't maximize your damage output when the opportunity is available, then that's questionable play. You don't think that me getting a 7-hit combo in Ken for whiffing a Shoryuken is reaction? On the contrary, it's all muscle memory. It's certainly better than just doing a throw when he lands.You might as well just make a custom arcade stick with a joystick on the right side instead of the left, I've never understood cross-handed play. "
I hate combos and think they are retarded. I also hate throws. I only throw if nothing else is working. If Ken whiffs a shoryuken, I won't throw him. I'll probably cannon spike him or spiral arrow.
I tend to just throw Ken if he whiffs a shoryuken, simply because I fear he'll be able to interrupt my combo with an EX Shoryuken or something. I dunno, it's a psychological thing.
If I have the EX meter, I'll use Vega's EX wall-dive into Izuna Drop.
" @PureRok: This attitude won't get you far in Street Fighter. Everybody thought throws and chip damage were cheap when they were 8 years old playing Turbo on their SNES. It seems counter-productive when you're trying to win to refuse to combo someone just because you 'hate' combos. You don't play a character where combos are prolific, but that shouldn't stop you from learning to punish opponents properly. "
Edit: Also, I never said anything about anything being cheap. I just don't do them.
I hate forums, Street Fighter just happens to be such a passionate subject for me that I endure the pain and suffering to spread the word. I can tell you how you should play the game. I can tell people how to do all kinds of things, doesn't mean they'll have the aptitude to do so.
I hate combos and think they are retarded. I also hate throws. I only throw if nothing else is working. If Ken whiffs a shoryuken, I won't throw him. I'll probably cannon spike him or spiral arrow. "
Well, given that I'm using Cammy most of the time, I'm not a fan of most of the combos that are in her arsenal. The main reason is because none of them seem to present themselves well in any given situation. Much like PureRok, I'm a reactionary player...but at the same time, I'm also a person who knows the value of a well-thrown combo. I have nothing against them, but I just don't really like the "combos" that Cammy has available to her.
" @PureRok: Man PureRok if you hate combos so much you should try out Marvel Vs. Capcom 2 cause that game is all about not comboing to win or you might enjoy Smash Bros more. Its a toss up. "I don't like either of those games.
@Stang said:
" PureRok lets play! It seems I stand a chance against you! :p "I doubt it.
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