However, you cannot directly 2-in-1 into a Super Combo (or SC) move, unlike the Street Fighter Alpha or Street Fighter Three series. You have to use one of four techniques. The first technique is called ?Negative Edge? (NE). To do this, simply press and hold the button for a cancelable attack, making sure it connects, of course, do the motion for the special move or Super Combo you wish to cancel into, and then let go of the button at the end of the motion. For example, with Ken?s Shoryureppa SC, you can walk up to point-blank range on your opponent, press neutral+fierce to get a close fierce, do the two Dragon Punch motions for the Shoryureppa (f,d,df,f,d,df+punch) and then let go of fierce when you get to the last down-forward input of the joystick. The motions have to be done very, very quickly, but it?s possible. As I just said, you can use Negative Edge to cancel into any special or super move, so it is very useful. In fact, NE has actually existed since Street Fighter 1, so if you were having trouble doing special moves in that game, try NE?ing them and you may have different results.
The second technique we?ll call ?motion partitioning? (MP). Taking Ryu?s Shinkuu Hadouken SC as an example, since the motion for his SC is (d,df,f,d,df,f+punch), you can break up the motion by using a move that doesn?t overlap with one of his special moves. So, since Ryu doesn?t have a d, df, f+kick move, most players combo into the Shinkuu Hadouken by inputting d, df, f, d+forward kick, df, f+punch. If you break that down, it?s just like doing his crouch forward XX Hadouken combo, but you?re doing a quarter-circle forward motion before starting it. (I actually find it easier to execute the combo in that example by linking from another move, like either his Rushing Gut Punch or crouch strong, so that you can buffer in the first quarter-circle forward motion while the first move is happening. Give it a try.)
The third technique we?ll go over is ?charge partitioning? (CP). Using Dee Jay?s Double Dread Kick SC this time, the motion for that move is charge b, f, b, f+kick. This time, it?s trickier because Dee Jay has charge moves with punch (Max-Out) and kick (Dread Kick). The way to get around overlapping with those moves and comboing into the Double Dread Kick is…charge b, f, b, neutral+strong punch, f+kick. This is comparable to charging down, returning the joystick to neutral and pressing a button, and then cancelling that standing move by pressing up and a button for your charge down, up+button special move. The difference, however, is that the extra input of the neutral move is just enough to make the game not read that input as a Max Out, which it will if you do charge b, f, b+strong. Once the strong punch connects, press forward and kick as if you were doing a Dread Kick and you?ll get a super combo flash and the Double Dread Kick will come out.
The fourth and final technique is actually a combination of two skills that have to be used together to put a SC into a combo. The following is taken from the Super Street Fighter 2 Turbo article on the Shoryuken.com Wiki (http://www.shoryuken.com/wiki/). ShinVega is the author.
Kara Canceling (KC): Kara (Japanese for ?empty?) canceling is when you cancel a normal move immediately into a special or super move. The cancel is done so quickly that you don’t even see the normal move come out (but you can hear it). By itself, kara canceling is really not that useful in ST aside from one small glitch. (For several characters, you can shorten the recovery time of a Strong or Fierce fireball by kara canceling a Jab or Short.) However, kara canceling is extremely useful when used in conjunction with renda canceling…
Chain Canceling (formerly known as “Renda Canceling”)(RC): In Japanese, “renda” ?? is the word they use for rapid-fire chain combos, like cr.Short->cr.Short. In old school Street Fighter (in the pre-Alpha games), you can not cancel chain combos. If you chain two cr.Shorts, you can not cancel the second one. Using kara canceling however, you can get around this limitation. This is called chain canceling (“renda canceling”, in Japanese). The best example is probably the most practical example: Ken’s cr.Short->cr.Short xx super. The input is D Short, D Short, D/F, F, D, D/F, F Short any punch. So in order to do TWO cr.Shorts into super, you actually need to hit the Short button THREE times. That st.Short on the end is being kara canceled into the super, which is why you never see it. Also note that you must go all the way to towards (even though Ken’s super motion only requires you to go to down/towards). This is because for chain canceling, you must switch from crouching to standing (or from standing to crouching). Because you started with cr.Shorts, you have to end with a st.Short. The reason why chain canceling is so incredibly good is because you can hit confirm (wait to see if it hits or not). If the shorts are blocked, go for a throw or a DP. If the shorts connect, just continue the combo into super.