Streets of Rage 4 (SOR4) V8 - Max corner carry combos into SKB infinite

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Streets of Rage 4
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(Read below for combo notation)

Max is such a great character, and has insane corner carry due to how his grab works

I use CPU keypad notation for directions; 8=up, 4=left, 6=right, 2=down, 5=neutral.
A=attack, J=jump, S=special, P=pick up,
A(hold)=press & hold A, A(rel)=release A,
BA=back attack

0:00 fullscreen w power slide
requires: Blitz - default, Defensive Special - default, Offensive Special - alternate, Air Special - default
AAA, AAAA(hold) A(rel),
66A(otg) 6S,
6AA, 6J, 6JA(hold),
6A(rel), walk forward,
5JA(hold), 5A(rel),
4J(delay)6A, 6JA S(air),
[ BA(1 hit) 5S, ] xn

-Max's Spinning Knuckle Bomb infinite is extremely flexible; you can preface the special with a variety of different moves, but the easiest is to just do BA(1 hit) 5S; this is extremely reliable to followup after landing a 4J6A S(air) or 6JA S(air)
-to me, the SKB infinite works best if you use up at least 1 wall bounce before going into it; every time i tried to go into it without doing so, the opponent would pop out
-using a power slide as part of the corner carry will use up your otg, but gets you much further into the corner

0:16 fullscreen saving otg
requires: Blitz - default, Defensive Special - default, Offensive Special - alternate, Air Special - default
AAA, AAAA(hold) A(rel),
6S, 6AA, 6J, 6JA(hold),
6A(rel),
6J(delay)A, 6J(delay)A,
4J6A, 6JA S(air),
BA(1 hit) 5S,
5JA(hold),
A(rel)(otg),
5JA(hold),
A(rel),
4J6A S(air),
BA(1 hit) 5S,
[ 66A 5S4, ] x2
AAA 5S,
5JA

-this infinite setup uses up all wall bounces and saves the otg until you reach the corner, allowing you to tag on quite a number of extra hits before you actually get to the infinite
-another SKB infinite variation is to do 66A instead, but you will need to control Max and move him back out of the corner; if you don't do it right, they will get knocked out of the corner

0:42 ~2/3rd screen saving otg
requires: Defensive Special - default, Offensive Special - alternate, Air Special - default
AAA, AAAA(hold) A(rel),
6S, 6AA, 6J, 5J6A(hold),
6A(rel),
6J(delay)A, 6J(delay)A,
4J6A, 6JA S(air),
BA(1 hit) 5S,
5JA(hold),
A(rel)(otg),
5JA(hold),
A(rel),
4J6A S(air),
BA(1 hit) 5S,
AAA 5S,
AAA 5S4,
AAA 5S,
5JA

-one of the things that makes Max's grab so flexible in setting up corner carry combos is that you can control the direction his 2 jumps go before landing the air throw, so you can do the same starting combo as the fullscreen carry, but adjust the jumps if you started them closer; if you started them near the wall for instance, you could jump backwards x2
-AAA 5S is also another SKB infinite variation, and a bit easier than the power slide variation; you only need to move him out of the corner every 2-3 reps or so







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