Right so basically the minute I get this game I will post every set up and the most damaging combos during and after. Once enough times has been spent with the game I’ll collate some strats here too. Here’s what we have so far.
Focus attack - If anti air you’ll need to dash in.
Jump in - Due to it’s fast start up it can combo from every jump in apart from all jumping lk’s.
Hp reflect FADC - A hp reflect in sf4 can be comboed off of a standing lp, lk, hp, hk, crouching lp, hp, deep jumping forward hp, hk, deep jumping straight hp, hk.
Super - This means that if your sat on a full super bar You can combo pretty much any hit into an ultra.
SS FADC - This combo allows you to use all of the grounded follow ups.
Hp reflect - No focus attack dash cancel needed.
AA soul piede - Not seen but practically confirmed due to our knowledge of the ultra’s juggle properties.
Hk - This seems to be the best option to go for during, as it has the highest damage.
Options during depend on the distant at which the orbs hit and should be judged on a case by case basis.
Ultra hit grounded
Hk (hp) xx combo of choice - a super can be tacked on the end for good damage.
Super/Special - You can simply hit with just a super or special, generally more damage would be achieved by comboing from a normal though.
Anti air/ Juggled - Don’t know what’s corner specific really and what’s not. I would guess reflects and normals are corner specific.
Normal - This will reset the other character.
Soul throw - You can use any version for this. It provides an untechable knockdown which can be helpful, especially against characters with a weak wake up.
Spiral - This can be canceled into super for good damage.
Hp reflect into juggle - You can combo the hp reflect into a soul throw or a super.
Here’s a good early vid of anti air ultra combos. Many thanks to the author. If it’s you tell me your SRK name and I’ll credit you.
Example combos - Will fill in once I have the game
Jab/Strong/Fierce - Light/Medium/Hard punch
Short/Forward/Roundhouse - Light/Medium/Hard kick
xx - Cancel
, - Link
FADC - Focus atack dash cancel
SS - Soul spark
ST - Soul throw
Spiral - Soul spiral
If I don’t specify the strength of a move to use you can use any strength.
Strategies - Will fill in once I’ve tried it out and get some info from you lot. For now I’ll put some notes down.
When using as an anti-air use crouching forward to lower your hit box.
Absorbing fireballs increases the strength of one of the orbs. The absorbing can be done before or after activation but keep in mind that after activation even while absorbing a projectile it could touch an orb and cancel it. Also remember that if you use a SS or super before your ultra it will cancel out all the absorbing damage increase from before. If it works the same as the spark and ultra it will at max (7 absorbs) increase the orbs damage by 35%, 5% for each orb. - credit to nacor cb