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BiffOTasty uploaded another video to his YouTube channel, this time showing some fun and impractical combos and setups by Desk in real Super Street Fighter 4 online matches.

Although most of these aren't ideal, a few work out OK because of the situation, and they're quite impressive.

Posted by caruga on September 6, 2010 at 4:35 p.m. #1

I dislike the fact that the game doesn't allow the flashier, more skillful combos to be damaging or rewarding to perform. They needn't do ridiculous, unscaled damage, but I think scaling could be implemented more intelligently.

 

Posted by tokyobassist on September 6, 2010 at 4:38 p.m. #2

2:17
I bet that dude was like "MANG FACK THIS!"

 

Posted by Helios86 on September 6, 2010 at 4:42 p.m. #3

How... the.... F*CK! do you dash forward and then do a Violent Buffalo/Housenka like that??? What's the input motion so you don't lose the back charge??

 

Posted by toge on September 6, 2010 at 4:44 p.m. #4

@3

Yes, the input is very lenient.

B, F, F, B, F 3Ks/Ps will give you a dash Ultra.

As for Desk, wowwowowow. The man is an execution god.

 

Posted by Sairus on September 6, 2010 at 4:56 p.m. #5

...man I would love to land a stupid Rose combo like that. Guess I'll finally have to learn to FADC.

 

Posted by kingofthesharks on September 6, 2010 at 5 p.m. #6

isn't Desk the guy who did ryu' trials with one hand?

By the way I like the editing and music. good pacing

 

Posted by Helios86 on September 6, 2010 at 5:01 p.m. #7

@4 I gave it a shot.. I guess it's just not very possible to do with a controller and you're better off trying a stick instead.

 

Posted by Existent on September 6, 2010 at 5:04 p.m. #8

I can't believe that 1:13 comboed.

 

Posted by Soren on September 6, 2010 at 5:07 p.m. #9

@Helios86, even though toge answered your question, I thought I'd add that Vesper Arcade's Super Street Fighter 4 Tutorial Chapter 8 Part 3 (available on youtube) covers forward dash, charge ultra around the 8:30 mark.

 

Posted by Baha on September 6, 2010 at 5:15 p.m. #10

This is how ranked online should be played people (Because it dosent matter).

 

Posted by RandomJohn on September 6, 2010 at 5:19 p.m. #11

Impractical combos are part of the fun. Sometimes, I do admit, lose a match afterward pulling a fancy impractical combo haha. Again it's part of the fun if you can pull it off. My PP / BP don't matter to me. Of course if you're playing for something rewarding then it's definitely not practical.

 

Posted by Taxattack123 on September 6, 2010 at 5:19 p.m. #12

I love these videos.

 

Posted by benjee on September 6, 2010 at 5:31 p.m. #13

SF4 damage reduce just killed the fun from the game.

 

Posted by PhinnyCupcakes on September 6, 2010 at 5:31 p.m. #14

I must have that song... I MUST HAVE THAT SONG...

 

Posted by gtfopanda on September 6, 2010 at 5:50 p.m. #15

This is just awesome.

 

Posted by dondb on September 6, 2010 at 6:15 p.m. #16

Cool combos. Be better if they didn't cut before you see the combo hit count. I want closure!

 

Posted by ChrisVega on September 6, 2010 at 6:18 p.m. #17

I swear damage scaling is the dumbest thing ever. If someone can pull these combos off in an actuall match they should get full damage for the combo. Its just there to keep noobs in matches.

 

Posted by Dan_CiTi on September 6, 2010 at 6:22 p.m. #18

I love how people see this an complain about how SSF4's juggle and damage scaling systems always work, and then complain about Yun and Yang being in the game because they are broken or something. Argh.

 

Posted by KokoBananaMan on September 6, 2010 at 6:42 p.m. #19

If the damage scaling wasn't there. People would complain that they'd get stuck in one combo, with no chance of fighting back, and dying.

You know how annoying it is to happen to be hit by one move led into a 10 second combo where you can't do anything to fight back, and then you're either dead or almost dead?

 

Posted by Lolento on September 6, 2010 at 6:43 p.m. #20

People who complain about the scaling in this game should read Maj's article on the matter: http://sonichurricane.com/?p=3302

Basically, it's really hard to come up with a game that has weaker scaling that remains balanced and isn't ruined by infinites.

 

Posted by joker101 on September 6, 2010 at 7:12 p.m. #21

That's a great article by Maj.

 

Posted by CONSTvariable23 on September 6, 2010 at 7:14 p.m. #22

Also, damage scaling evens things out between characters with awesome combo potential and those whose combo options are more limited. It's not just about execution, if you play Akuma you are naturally going to be doing a lot more hits in your combos than if you play Zangief.

 

Posted by ricefarmer on September 6, 2010 at 8:24 p.m. #23

im actually getting sick of ssf4's ultra cool combo being so impractical.. thats what fighting games are about.. are cool combos.. sf4 limited to short useful ones..

i cant wait for kof13 where long combos are actually rewarded...

 

Posted by courte on September 6, 2010 at 9:27 p.m. #24

had no idea desk was so damn good!!

 

Posted by BlazinBlizzard on September 6, 2010 at 9:27 p.m. #25

awesome editing

 

Posted by darko_p86 on September 6, 2010 at 10:47 p.m. #26

wooooowwww ghreat combos. these are definitely top players. big kudos to you guys who pull some freaky sh*t like this.

what i dont like is

the longer the combo is, the leser damage is being inflicted, especially when they connect with an ultra. check out the part with ryu vs. akuma starting on 1:28. when that ultra hits, it does barely damage. and weird it sshoudl have been a kill, ESPECIALLY with Akuma due to his low health. I love the combos and they look great, but why when you connect so many of them the damage output isn't quite the same as when they normally hit?

 

Posted by Lolento on September 6, 2010 at 10:58 p.m. #27

@#23 ricefarmer
If you're in just for looking at flashy combos, I guess you're not really in tune with most high-level players.

@#26 Clovr4Lyf
As Maj said, good strategy and fundamentals should be the priority, not execution. Taking the focus out of combos actually favors those who can do footsies, resets, mixups and mind games better. Rather than just memorizing one huge combo, you have to look for ways to set up your next combo. (Of course, Ultras go against that, but that's not the damage scaling's fault)

That reminds me of the plenty of scrubs in the Versus series who spend the whole match trying to connect an infinite...

 

Posted by Megatonbeef on September 6, 2010 at 10:59 p.m. #28

This video shows why a random ultra could actually be considered a good idea it's very unfortunate.

 

Posted by Flerg on September 6, 2010 at 11:34 p.m. #29

That Ken combo at 3:40 was nuts. I love the Cammy combos where she burns her entire meter just to show off, it's classy stuff.

Without damage scaling the game would be completely ruined. For one, Fuerte would absolutely dominate. Run stop fierce 5 times into a slide would do 530 damage and stun most of the cast. That would reset and he could do it again, and that's game. One combo. Heaven help us if they can do more than 5 reps.

 

Posted by MAXIMUM_PANTS on September 7, 2010 at 1:01 a.m. #30

Jesus.

Desk is better with every single one of those characters than I am with my main :/

 

Posted by FanOfDanTheMan on September 7, 2010 at 1:54 a.m. #31

This is just... wow.

 

Posted by hc00jw on September 7, 2010 at 2:52 a.m. #32

I don't see that the rog dash into ultra combo is that impractical? I use that all the time to punish those who try to range rog at full screen with fireballs... The ultra will whiff the last hit from full screen, and is punishable, but if they are dead before that (clutch situations) then it is all good, or if you have the meter the super hits for full damage... If you want to take that technique to the next level, add a focus in to absorb the first fireball (possibly getting the meter actually required for the super or ultra) and then punish the second... If they don't throw a second fireball, then you have just dashed from full screen, don't press the triple punch button, and have moved closer to the other player, which is good also :)

 

Posted by hc00jw on September 7, 2010 at 2:58 a.m. #33

The Dan combo also, isn't impractical... That's core Dan tactics! When I got my Dan up to C, that was an integral part of my gameplay, trying to bait some sort of counter to the taunt super and catching them with the ultra... Also intensely satisfying, like only getting a ranked win with Dan can really give a player! :D

 

Posted by Ryu_Apprentice on September 7, 2010 at 3:27 a.m. #34

for those asking of how to do a dash ultra on pad here is a short clip I did for Guile's ultra 1 with a controller. the concept also applies to other charge characters.

http://www.youtube.com/watch?v=FcdAlO...

 

Posted by rell1989 on September 7, 2010 at 3:46 a.m. #35

I wouldn't wanna play if the damage scaling wasn't like it is now this game is really balanced imagine if there was no scaling in you ran into some really good gief player no one want to get beat with 2 or 3 combos or four moves

 

Posted by Smorgasboard on September 7, 2010 at 4:35 a.m. #36

How does damage scaling destroy any fun of the game if you can't do those 20+ hit combos in the first place? Or you mean that it destroys the fun of watching someone else do it? Either way, damage scaling isn't something that effects you in any real way.

 

Posted by omegax9000 on September 7, 2010 at 6:43 a.m. #37

im not so sure about dmg scaling it i get off a freakish comobo like that in a match it wouldnt even matter if I lost they sure as hell wouldnt claim the replay.

 

Posted by Shao on September 7, 2010 at 11:27 a.m. #38

While we're on the matter. Yun is a character which relies heavily on his CC super, Genei-Jin. The core of his gameplay is his st.LP st.LK st.MP chain, dive kick and specially Genei-Jin. Genei-Jin will probably be an ultra(if it's a super, he's screwed), and while I can mentally see some setups(TC EX Zesshou Hohou, command grab, EX Tetsu Zankou on the corner), he won't be able to activate it as often as it was on 3rd Strike, and there's the damage scaling issue, which screws Genei-Jin badly(at least, on theory). Capcom needs to work out something about this, because it'd be very disappoint to see a Yun using You-hou as his main ultra and consequently, a weak character.

 

Posted by rell1989 on September 7, 2010 at 1:29 p.m. #39

omegax i feel u on that like i just unleashed some crazy combos on this vega claw player with my dudley dizzied him so bogus in they didnt want a replay for that match im like wow.

 

Posted by Kakkarot045 on September 7, 2010 at 3:04 p.m. #40

Yun genei -jin will definately be his super coz once activated u still have to do damage on ur own eg-take makoto tanden riki..!

 

Posted by NumeroGaijin on September 8, 2010 at 9:26 a.m. #41

I can do this on pad but I will agree enough to say its easier on stick.

 

Posted by Ryu_Apprentice on September 10, 2010 at 4:06 a.m. #42


this is another small vid, for the other charge character s(Bison and Chun li) and the dash was done on pad.

http://www.youtube.com/watch?v=8-o9q9...

 

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