[SFZ Home Page] How to block
The different ways of comboing
Mix SSF2T, Darstakers 2 and X-Men's super moves, and you get the best super combo system
available today:
SFZ's super combo "energy level" system.
In fact, the thing is quite simple: your super combo gauge is divided into 3 equal parts
(this must be about 3 thirds, right? :-). So the gauge can be filled at level 1, 2 or 3. At this
point, you choose to use 1, 2 or all 3 levels of this gauge into one super combo (by pressing
1, 2 or 3 buttons after the joystick motion).
So as a result, you get a more or less powerfull super combo (go to the
individual characters description for more details). Of course,
using a Level 1 super combo uses only 1 charge in your gauge... Much more fun and different
strategies to use!
BTW, the gauge doesn't empty between rounds.

The air combo system is almost the same as in SSF2T:
Some normal and special moves have the ability to combo in the air, and now they can be used
whenever your opponent has been hit in the air. Meaning you don't have to initiate an air combo
with one of these moves that can continue it. If it's a bit confuse (it is for me! ;-), read the
example below.
Of course, all super combos have the ability to air combo...
Example:
Chun Li and Ryu are jumping at each other. Late in the jump, Chun Li hits Ryu with a forward
kick. Ryu is pushed back in the air. At this moment, Chun Li can follow with an air combo by
doing (for example) one of these two things (timing is tricky):
- jump again, and do a roundhouse kick when near Ryu. Chun Li's jumping roundhouse is a normal
move that does have air combo ability. The maximum hits that can be added with normal moves
in air combos is limited to 2.
- if she had charged down, she can quickly do her rising kick, which is a special move that
also has air combo ability.
And now if Chun Li is a very good player, she can try to add a few more hits with a super combo,
but there timing becomes VERY tricky! ^-^
Yet another way to increase the number of hits of your combos! :-)
A normal move can be interupted by anotherone, if it is "stronger": a weak punch or kick can
be interupted by a medium or strong punch or kick, and a medium one can be interupted by a
strong one. This will result in comboing up to three normal moves in what is called a chain
combo.
To execute such a combo, you have to press the button of the interupting move at the very
moment the interupted move connects. When you see the spark, press the button!
Once you get the timing, you will just have to press the three buttons one after the other. Try
adding a jumping move before and a special move after to get great effect ! Check for yourself
Ryu's jumping strong punch, crouching weak kick, crouching medium kick, standing strong punch
and firebell. Very good looking... ^-^
NB: This works in a lot of cases, when crouching, standing, and even mixing both, but there are
a few exeptions where some moves won't get interupted. For example, Ryu's medium punchs won't
chain-combo, nor will his standing medium kick. If you want to know precisely what move will or
won't chain combo, please download my SFA complete comboable moves list.
Go to Part 1: The different ways of blocking.
Go to Part 3: Miscalenous features.
Back to the technical description summary page.

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