All About ShenlongBo
"Fighting like this brings back lots of memories."
"I don't need a reason. I just like to fight."
"The only thing that doesn't change is the excitement of the fight."
"This is gettin' boring. Maybe I oughtta head home."
"I prefer my fights quick an' easy."
"I've got time. You up for a rematch?"
"A fighter that goes down that easy ain't worth a thing. Beat it!"
"You sure you wanna be goin' around starting' fights with guys like me?"
"If I'da know it'd be this boring on the outside, I'da stayed in prison."
"Let's get this over with."
Doing the trials in SSFIV requires a lot of fundamental knowledge. Click here for a refresher course.
Specials, her Super, and her Ultras
7: sc.LP, sc.MP
8: s.LK, cr.MP
Doesn't matter if you use the sc.LK or a s.LK for this one.
9: sc.MP, cr.MP
10: Seismic Hammer Cancel
Push any two punch buttons together during the startup of a Seismic Hammer.
11: j.MK, cr.MK, MP Thunder Knuckle
Special Cancel the cr.MK with the M Thunder Knuckle.
12: H Thunder Knuckle, Emergency Combination
Catch Dan with the H TK at any point near the peak of his jump, then hit him with the Super before he hits the ground. No cancelling required.
13 – EX Seismic Hammer, High Jump, Burning Dance
The trick to this is making sure you High Jump toward Dan as he flies up from the EX Seismo, and then input the Ultra as soon as Viper leaves the ground.
14: sc.HP, High Jump, Burning Dance
To make this combo work, you have to buffer in the inputs for a High Jump and the Ultra simultaneously. It can be a weird idea to wrap your head around, so I had to break it down to get it. First, I realized that by moving the stick from down, to back, to up/back, I could activate a High Jump while simultaneously entering the first motion of the Ultra. From there, all I had to do was add the second QCB+KKK to finish the Ultra. Practice this part by itself until it's easy, and then add the sc.HP at the beginning to bring it all together.
15: cr.LP, s.LK, cr.MP xx LP Thunder Knuckle, Emergency Combination
buffer the Emergency Combination (Super) in during the L Thunder Knuckle's animation. Simple.
16: EX Thunder Knuckle, LP seismic hammer, high jump, Burning Dance
Connect with the EX TK from a full screen away so that the LP Seismic Hammer that follows can connect. High Jump Cancel the LP SH jumping toward Dan, then quickly enter in the QCBx2+KKK to catch him with the Ultra before he hits the ground
17: L Seismic hammer, High Jump, H Burning Kick, Emergency Combo
Some bread 'n butter Viper stuff here. Make sure that you High Jump toward Dan after the L seismic hammer, input the H Burning Kick as soon as Viper leaves the ground, and then juggle Dan with the Super before he hits the ground.
18: j.HK, sc.HP xx H Thunder Knuckle, EX Focus Cancel, Burst Time
(corner) – Everything is pretty straightforward here, with one exception. You have to wait a split second after the EXFC to activate the Ultra. If you do it too soon, Dan will be too high and the Ultra will miss.
19 – Focus Attack, EX Thunder Knuckle, Burning Dance
This one can be a bit confusing. Dash forward after the Focus Attack so that the following EX TK can connect. When it does, jump back and input the Ultra. It seems like it needs to be buffered in so that Viper isn't high off the ground when the Ultra starts, but that's not necessary; it'll connect as Dan is crumbling from the EX TK.
20: j.HP, sc.MP, cr.MP xx M Thunder Knuckle, Emergency Combination
The only thing to know about this combo is that it ends with a Super Cancel, so you have to buffer the Emergency Combo in during the M TK. The rest is really straightforward.
21: Focus Attack, cr.HP xx Thunder Knuckle Cancel, Burst Time
Three out of four moves in this combo are multi-button inputs. It involves two back-to-back cancels, and it ends with what amounts to a 1-frame-link Ultra. This one is HARD. It was absolutely crucial for me to break it down. Start by getting very, very familiar with the timing on the TK Cancel. Start with a cr.HP, cancel into a TK of any strength (I just used the HP version), then hit any other two punch buttons to cancel it. The timing for the TK cancel is deceptive in that you have longer than you might think. If it keeps failing (that is, the TK keeps coming out), wait longer to push the two punch buttons for the cancel. Once you've gotten good at that, you have to finish it off by connecting with the Ultra. The thing is, the Ultra has to come out very fast after the TK cancel. So fast, in fact, Dan should still be doubled over from the initial cr.HP. It all starts coming together eventually, but you might notice that Dan winds up blocking the Ultra every time. This means you have to input the Ultra sooner. So again, the timing for the TK cancel is long, but the timing to jump into the Ultra afterward is insanely, brutally short. It can be mashed out, but that's not necessarily easier. Stay with it. Good luck.
22: j.HK, s.LK, s.LP, Burst Time
This one's pretty tough (and the very last SSFIV Trial I completed), but it's not too bad once you understand how to buffer it. The trick is to buffer in a QCF when you do the s.LP so that you can simply roll QCF, UF (this is the high jump – notice it goes from down to up)+PPP. You're essentially layering the input for the High Jump cancel over the input for the Ultra. If it's still confusing you, try this: standing close to Dan, hit a QCF+LP, making sure that a sc.LP comes out instead of a cr.LP or something like that. When you've got the hang of that, add a QCF, UF+PPP to it to activate the Ultra. When you get it right, Dan will have just started reeling back from the sc.LP when the Ultra animation starts. Once you get this part down, the rest is a cinch.
23: Focus Attack, cr.HP xx EX seismo, high jump, H Burning Kick, H TK
This combo is somewhat hard, but it's only a taste of what's to come. Dan has to be cornered or the last hit of this combo won't connect. The main parts to concentrate on are the High Jump Cancel and the H Burning Kick. For the High Jump Cancel, just be sure to A) allow enough time for the EX Seismo to hit before you try to cancel it, and B) jump either straight up or in toward Dan. The H Burning Kick has to come out very soon after the High Jump Cancel, otherwise it misses. Viper's pretty much ready to finish with the H TK the moment she hits the ground after the H Burning Kick, so input it as soon as she lands to catch Dan with it before he lands.
24: cr.HP xx Thunder Knuckle Cancel, cr.HP xx EX Seismic Hammer, High Jump, H Burning Kick, Burst Time
Let's see here... it's a cancel, a cancel of that cancel, a one-frame link that gets cancelled by an EX move... which gets cancelled by a High Jump, and gets finished by a special move, followed by an Ultra. Oh man. Alright, as always, I had to break it down. The first thing to get good at is the cr.HP, TK Cancel, cr.HP part. I just did this part over and over until it came naturally. From there, I worked on adding the EX Seismo. This can be made easier by holding D/F for the second cr.HP, and then moving the stick to down, then to d/f again to execute the EX Seismo cancel, but I didn't do that. Anyway, once again, I just kept doing those first four moves until they were coming out fairly easily. When I got to that point, I added in the last three moves. I kept messing up by not inputting the H Burning Kick as soon as Viper left the ground, but I eventually nailed it. That much is the hard part. After that, it's a simple matter of adding in the Ultra.
Doing the trials in SSFIV requires a lot of fundamental knowledge. Click here for a refresher course.
1-6: These are all just special moves, her super, and her Ultras. Make sure they hit, or they don't count.
7: Basically a target combo. Push HP far enough away so that Ibuki does the spinning elbow, then as soon as it hits, push F+HP again. Way easy.
8: Link two medium punches. Mashing won't work, so pay attention to the recovery frames and hit the button at the right moment. Remember, if the second MP isn't coming out at all, you're going too fast. If it's getting blocked, you're going too slow. Plinking helps.
9: Tricky. Ibuki has two jabs - one for up close, another for farther away. This link will only work with the "from far" jab.
10: Air Target Combo. Jump toward Dan, hit HP, then hit F+MK. The jump-in HP has a weird hitbox, so you have to hit very high with it. As soon as that hits, push F+MK. Remember that you had to push forward to jump in at Dan to begin with, so you can just hold it for the duration of the combo. That's what I did.
11: Doesn't get much easier than this. Get as close as you can and tap LK, MK, HK in that order. If one of the moves isn't coming out, adjust your timing between button presses.
12: Like trial 9, you have to start with the far jab, then just hit the medium punch button, followed by F+LK. It's a target combo, so there's no need to put a ton of effort into the timing. Just push the buttons and keep it moving.
13: Get in close, hit hard punch, then just mash D+HK. Target combos are so much easier than links...
14: Starts with a target combo very similar to the one in trial 10, only now it's jump-in LP, F+HP. Follow this with standing LP, standing MP, then just mash D+HK like the trial before this one. Remember that these are two separate target combos linked together, though. I kept messing up because I wasn't pausing after the first one. Once I remedied that, it was a breeze.
15: Agemen into Neck Breaker - stand close to Dan and hit back+MP. Buffer the input for the Neck Breaker during the startup frames. Remember that you are already holding back from the first move of the combo, so all you have to do from there is QCF+P and you're done.
16: HP into Raida - easier to do by hitting F+HP together, then cancelling into Raida (half-circle back+P).
17: Focus Attack into Ultra - go with a Level 3 Focus Attack, dash forward, and buffer the QCBx2 in during the dash.
18: Kunai into Super - Jump and then try to throw two kunais in rapid succession. It's a super cancel. If you're only getting one kunai out, but no super, go faster.
19: Hien into Super - Buffer the motion for the Super in during the two kicks. Ibuki has to be in the air close to Dan when you push P (I used HP, but I'm sure any punch will do) to activate the Super or it won't hit. Mashing works.
20: Jump-in HP, MK into Tsumuji - standard jump-in combo, with a special cancel. Remember the jump-in HP has to hit high, and you cancel the recovery frames on the MK with QCB+K.
21: Target Combo 1, Target Combo 4, special cancel, special move. Kind of a doozy, this combo only works with Dan's back in the corner. Hit the first target combo, slight pause, start the LP, MP, HP follow-up. Cancel the HP of Target Combo 4 with the EX special by immediately following the HP with QCB+KK. The fourth and final strike of the EX move sends Dan flying. Grab him out of the air with QCB+P.
22: Cr.LK, cr.LP, s.LP, cr.MP into Neck Breaker. The timing for the link between the first two hits is deceptively long. It took me a few tries to get used to it, so take your time just working on that one link before moving on. Fortunately, the gap between the cr.LP and the st.LP that follows is similar, so that's simple enough. The tricky part is, the following cr.MP has to come out much faster. You can plink this easily enough, and then cancel it directly into the HP Neck Breaker.
23: Air Target Combo, sc.MK xx Kazegiri, EXFC, Raida. This one had my number for a little while. To land the target combo, do a jump-in LK, then push F+MK when that hits. You have to let go of the stick for the following MK, though, or else Ibuki's F+MK overhead comes out instead of the s.MK, and that's no good. That part was easy enough to fix, but I kept messing up by inputting the EXFC before I cancelled the s.MK into the Kazegiri. Once I slowed myself down and started cancelling the Kazegiri instead of the s.MK, I was all set. Dashing forward on the EXFC scoots Ibuki under the airborne opponent if he's not cornered, though, so you actually have to the Raida finish from the other side. Pretty tricky, but cool looking. I definitely recommend practicing the s.MK xx Kazegiri, EXFC, Raida part separately for a while before getting into the whole combo.
24: This was the hardest of Ibuki's Trials, in my opinion. It starts with that awkward cr.LK, cr.LP link. From there, you go into the s.LK, s.MK target combo. Here's where it gets fun: during the target combo, you have to buffer in the super jump (which will cancel the animation on the s.MK) and the Ultra at the same time. It goes like this: cr.LK... *pause*... cr.LP, s.LK, s.MK target combo... Now, during those two kicks, do a QCF motion, allowing the stick to go into the up-forward position (this is the Super Jump input because you just went from down to up very quickly), QCF (this finishes the directional input for the Ultra), and then hit all three kicks. Again, it's QCF into up-forward, QCF+KKK. Another way to look at it is adding a quick "up" in between the QCFs of the Ultra. Don't let it get you down if this takes a while to execute. It's tough.
My Recent Reviews
First match, and the only one where I EXFC into Ultra. I missed the sweet spot though, so the damage is weak. I've decided I will put this technique into my game, despite previously feeling it's less efficient than other options.
It is really hard to stop an aggressive Akuma from imposing their will on you once they get their wheels turning. Watch and see.
This video shows that my execution is severely lacking. Gotta step it up.
Feb 28, 2013 12:40 am GMTShenlongBo posted in the topic *opens bag on the union board The 100% Nintendo DS Union - Board-nanza!