www.youtube.com/watch?v=y9RaHynhn2o&fmt=...
Probably my final SFIV combo video, because I'm all out of ideas. But I will make more combo videos when SSFIV is released. Ask on youtube if there's something you're wondering about.
Explanations:
Cammy:
j.HK -> c.HP -> c.HK
j.HK -> c.HP -> c.HP -> HK Super
j.HK -> c.HP -> HK Cannon spike xx FADC -> HK Cannon Spike -> FADC -> Ultra
Linking these moves after c.HP is character specific, except maybe c.HK. The 2nd c.HP/the HK cannon spike will whiff on shotos among other characters.
Abel:
Counterhit CoD xx lv.2 EX FA -> whatever
Kinda useless since you can just FADC -> c.HP from a normal CoD anyways, but still a cool little thing.
AA 1-hit c.HP xx MP CoD -> Second Low xx FADC -> EX Falling Sky
AA 1-hit c.HP xx MP CoD -> Second Low xx FADC -> Ultra
Self-explanatory. Skipped the ultra because it's just too long.
AA EX CoD -> EX Falling Sky.
Might be a decent anti-air combo? You can do ultra instead of EX falling sky in the end. I was going for EX CoD -> armor cancel -> EX falling Sky at first, but I couldn't pull it off.
Counterhit Forward Kick -> DC -> c.HP xx Falling Sky
A CH f.MP gives you enough time to do a c.HP.
AA 1-hit c.HP -> CoD xx FADC -> 1hit EX Wheel Kick
Self-explanatory. Don't know why only one hit connects though. Might be character specific.
Overhead s.HK -> c.LP xx Super
only works on crouching opponents (or maybe as a meaty), and is character specific.
Gen:
(Mantis) c.MK xx EX Gekiro -> Whiffed EX Gekiro (finished) -> (Crane) Ultra
You can only get the final hit of EX gekiro to whiff on certain characters, and after canceling some moves into EX gekiro, you can't do it anyways. c.MK was the only attack I could cancel into EX gekiro and still whiff the final hit.
Fei Long:
Shienkyaku {Trade}> LP Super
This super juggle is hitting with punch number 2, 3 and 5. 1, 3 and 5 is also possible.
E Honda:
c.HK, AA LK Sumo Smash -> EX Sumo Smash
You have to hit an opponent in the air on the way down to pull this and the three following combos off. These combos may be character specific.
Backthrow into corner, AA LK Sumo Smash -> EX Sumo Headbutt
Backthrow into corner, AA LK Sumo Smash -> Super
Backthrow into corner, AA LK Sumo Smash -> Ultra
Backthrow was a good way to get the proper spacing.
AA 1-hit EX Sumo Smash -> 1-Hit EX Sumo Smash
AA 1-hit EX Sumo Smash -> EX Sumo Headbutt
AA 1-hit EX Sumo Smash -> Ultra
Character specific. Most characters will be hit by both hits of the EX Sumo Smash, but Dhalsim and maybe someone else won't.
Super {trade}> Ultra
I think you have to trade with something like Dhalsims j.LP for the opponent to be high enough for this to work.
Chun-Li
Kintekishu -> Tenkukyaku xx FADC -> 2nd hit of target combo -> EX Hyakuretsukyaku -> Ultra
Might be character specific if you can hit with 2nd hit of target combo. And of course, it's character specific if you hit with the final part of ultra.
Akuma:
Counterhit c.HP xx Shakunetsu Hadoken -> HP Goshoryuken xx FADC -> Shakunetsu Hadoken
The c.HP must be counterhit for the Shakunetsu Hadoken to connect.
Dan:
j.HK -> c.HP xx EX Gadoken xx FADC -> Ultra
Kind of a basic combo, but I've not seen it before. Wouldn't EX Gadoken FADC Ultra be a good way to land Dans Ultra?
AA Gadoken -> EX Koryuken
AA 1-hit Air EX Dankukyaku -> straight j.MP
AA 1-hit Air EX Dankukyaku -> 2-hit Ait EX Dankukyaku
Simple juggle combos. The air reset caused by j.MP might cause a good reset mix.up?
c.HK, meaty LP koryuken -> Super
LP Koryuken must hit as meaty as possible for the last three hits to connect. Different characters will probably make this easier/harder/impossible to connect.
M.Bison:
Devil Reverse -> Super
M.Bison must have his back towards the wall during devil reverse to charge his super.
Rose:
EX Soul Reflected Fully Charged MP Gohadoken -> Ultra
EX Soul Reflecting MP Gohadoken makes it travel in a higher arc than a normal projectile, making it hit Gouken the way it does.
HP Soul Reflected Fully Charged LP Gohadoken -> LP Soul Spark -> Super
Goukens Gohadokens create free juggle states, Which this combo utlizes.
MP Soul Reflected Zanku Hadoken -> lv.2 FA -> Ultra
The thing in the beginning was just to get the spacing right.
Dhalsim:
j.HK -> db.HP -> db.HP -> HP Super
Just a cool little link combo. Might be character specific, but I don't think so.
Ultra absorbing Seths Super -> DP+PPP Yoga teleport -> lv.2 FA -> Super
Ultra absorbing Seths Super -> Ultra -> Super
In the first combo, Dhalsims ultra absorbs 5 hits from Seths super, giving Dhalsim enough time to teleport behind him and punish. In the 2nd combo, Dhalsims Ultra only absorbs the final hit of Seths super, leaving him completely open, while Dhalsim still stands.
Stunning Yoga Fire xx 1-Hit Super
This one really confuses me. I have no idea what causes it, and have never seen something similar in this game.
Songs used: Storm Eagles theme (with self-extended intro) and Spark Mandrills theme, both from Mega Man X.

Hey man, love your combos. Would love to see some Rose action despite her anemic combo offering. Some folks miss some of her shenanigans, which include some char-specific hitbox combos with FA cancels that result, iirc, in mid-screen ultra combos on some chars, including Sakura I think (?). Also her Soul Piede (fwd+HK) will cross under certain chars with a hop wakeup animation, and soul throw I think will hit slow backdashes.
Fox06:11 PM CST