Search found 641 matches

by Pokey86
Sat Mar 25, 2017 2:26 am
Forum: Game Engine Analysis
Topic: Street Fighter V Combo Engine Investigation
Replies: 85
Views: 15579

Re: Street Fighter V Combo Engine Investigation

Is it known that Rashid can do his Wind Enhanced attacks with his normal projectile? If you position the opponent in the corner & do the HK or EX wind projectile followed by rolle then the projectile while hitting the opponent will also enhance Rashids attacks For example you can do Crouch HP (C...
by Pokey86
Fri Feb 24, 2017 6:57 am
Forum: Multimedia Projects
Topic: Combo Penny Tray
Replies: 48
Views: 18129

Re: Combo Penny Tray

Lengthy hard as fuck Urien Combo, i can get it to just before the last two hits but at that stage i've fucked up & given up, my hands hurt i always grip the controller too tightly with charge motions. (The last two hits might not have the JP to hit, but i doubt it) Might be one for the TA's (Or ...
by Pokey86
Mon Jan 23, 2017 2:33 am
Forum: Multimedia Projects
Topic: Combo Penny Tray
Replies: 48
Views: 18129

Re: Combo Penny Tray

SFV

Akuma can combo his OTG's for example

V-Skill Kick -> V Trigger -> Taunt (OTG) -> Forward HP (OTG) = 4 hit combo

may already be known, i haven't seen it though.
by Pokey86
Tue Jan 17, 2017 6:22 pm
Forum: Multimedia Projects
Topic: Combo Penny Tray
Replies: 48
Views: 18129

Re: Combo Penny Tray

For anyone who wants a Semi interesting Mika Combo for any CV's they have planned. Charged HK (CH) -> Dash -> Stand HP -> Front Nadeshiko* -> Walk Forward Slightly -> Stand MP -> Stand HP (Late Cancel this) -> LP Ass -> HK Dropkick *If done in corner use back Nadeshiko 407 Damage, Strongest meterles...
by Pokey86
Thu Dec 22, 2016 1:52 pm
Forum: Game Engine Analysis
Topic: Street Fighter V Combo Engine Investigation
Replies: 85
Views: 15579

Re: Street Fighter V Combo Engine Investigation

If you dash 7 times then do Akumas HP Target combo followed immiately by V-Trigger LP SRK against Akuma (Might work with others) the SRK misses the 1st bonus hit & hits the final hit in the air causing a huge Rising animation not unlike his super... It looks very comboable but nothing appears to...
by Pokey86
Mon Jul 25, 2016 5:11 pm
Forum: Game Engine Analysis
Topic: Street Fighter V Combo Engine Investigation
Replies: 85
Views: 15579

Re: Street Fighter V Combo Engine Investigation

Yeah you're right

Mika's MP & HP Ass Dive when when hitting a standing opponent increases the JP to JP3, but her LP one only causes SKD
by Pokey86
Mon Jul 25, 2016 4:33 pm
Forum: Game Engine Analysis
Topic: Street Fighter V Combo Engine Investigation
Replies: 85
Views: 15579

Re: Street Fighter V Combo Engine Investigation

If back mp is jp1 JP2 Kazugiri is jp1 JP2 jp3 Bomb maintains juggle Then Kazugiri -> bomb -> back mp (1st hit) Shouldn't work I don't think raids is resetting the hp, I think it's the bomb ---- Good job though, a lot of that seems pheasible... Just never certain with this fucking game Edit... You ar...
by Pokey86
Mon Jul 25, 2016 7:37 am
Forum: Game Engine Analysis
Topic: Street Fighter V Combo Engine Investigation
Replies: 85
Views: 15579

Re: Street Fighter V Combo Engine Investigation

What's up with Ibuki's bombs? I was under the belief they maintain juggle potential. But if you do whatever in to Crouch HP -> Medium Fuse Bomb -> HP -> EX SRK -> All the Kunai's -> EX Rush Punch -> (bomb hits) -> You seem to be able to 2 hits of the SRK, 2nd hit of back MP or normal rush punch. All...
by Pokey86
Thu Jul 21, 2016 6:13 pm
Forum: Multimedia Projects
Topic: Crazy Inspirational Match Videos
Replies: 130
Views: 28007

Re: Crazy Inspirational Match Videos

haha, that was funny as hell. This was a pretty good teaching tool to learn a new language. Pretty sure i know the japanese for "Throw" now
by Pokey86
Mon Jul 04, 2016 2:59 pm
Forum: Game Engine Analysis
Topic: Street Fighter V Combo Engine Investigation
Replies: 85
Views: 15579

Re: Street Fighter V Combo Engine Investigation

Superb combo video, well above the baseline standard for SFV. That ibuki combo was ace, among others. --- Random stuff Cammie's razers edge slice has increased rise on counter hit, can link in to super or V-Spiral arrow mid screen pretty sure Cammie's stand roundhouse has higher JP than the rest of ...
by Pokey86
Sat May 14, 2016 9:32 pm
Forum: Game Engine Analysis
Topic: Street Fighter V Combo Engine Investigation
Replies: 85
Views: 15579

Re: Street Fighter V Combo Engine Investigation

https://youtu.be/bYvww1WTfZM What would happen if you hit simultanious with a knockdown & a reset move? say for example Lady Mika -> Jump HP + Nadashiko -> Reset or Knockdown? Pissed about but can't seem to get anything other than a reset, if it keeps juggle would make for a quirky combo.
by Pokey86
Fri May 13, 2016 8:08 pm
Forum: Game Engine Analysis
Topic: Street Fighter V Combo Engine Investigation
Replies: 85
Views: 15579

Re: Street Fighter V Combo Engine Investigation

she can hit during the start up of rope throw & doesn't alter the JP in any way, i imagine Wingless is the same, perhaps something to do with atypical throws or a side effect of her wierd OTG properties perhaps.

As for the JP

Lady Mika makes SKD, Nadashiko makes it +2 and Wingless is only JP1
by Pokey86
Sun Apr 24, 2016 8:05 pm
Forum: Game Engine Analysis
Topic: Street Fighter V Combo Engine Investigation
Replies: 85
Views: 15579

Re: Street Fighter V Combo Engine Investigation

Even though i thoroughly enjoy playing this competetively... My god is the combat system on this game uninspired.
by Pokey86
Sun Mar 06, 2016 9:37 pm
Forum: Game Engine Analysis
Topic: Street Fighter V Combo Engine Investigation
Replies: 85
Views: 15579

Re: Street Fighter V Combo Engine Investigation

In case you guys haven't seen it yet ... SF5 R.Mika Combo Video by izumojin Some neat stuff. Alpha Counter combos are always fun to see. And looks like Mika's fully charged command grab is SF5's Final Tap double ultra setup (just way more restrictive). any of mika's throws fully charged is an insta...
by Pokey86
Wed Mar 02, 2016 6:55 pm
Forum: Game Engine Analysis
Topic: Street Fighter V Combo Engine Investigation
Replies: 85
Views: 15579

Re: Street Fighter V Combo Engine Investigation

I don't need to test it to tell you that will 100% work, better off using LK Stomp though, as it comes out faster, should make the super hit easier
by Pokey86
Wed Mar 02, 2016 7:11 am
Forum: Game Engine Analysis
Topic: Street Fighter V Combo Engine Investigation
Replies: 85
Views: 15579

Re: Street Fighter V Combo Engine Investigation

Do you mean Jump MP -> LP SRK -> [trade] -> stomp -> Super Theoretically it works, but i'll take a look & get back to you If you mean to Jump MP's then a MP SRK then i'm not 100% sure as i haven't tested to see if SRK's act the same against a juggled target (As it seems to be common for SRK's to...
by Pokey86
Tue Mar 01, 2016 6:47 pm
Forum: Game Engine Analysis
Topic: Street Fighter V Combo Engine Investigation
Replies: 85
Views: 15579

Re: Street Fighter V Combo Engine Investigation

I'm pretty sure I've been stomping the opponent higher than from the juggle from the target combo and it still whiffs but I'm also getting images in my head that I've connected it before. Damn, guess I'll try again to be sure but after a long while I just gave up and left the stomp out of the video...
by Pokey86
Tue Mar 01, 2016 7:00 am
Forum: Game Engine Analysis
Topic: Street Fighter V Combo Engine Investigation
Replies: 85
Views: 15579

Re: Street Fighter V Combo Engine Investigation

I'll make Necalli the next person i'll try and dissect & let you know.
by Pokey86
Sat Feb 27, 2016 11:59 am
Forum: Resources and Guides
Topic: SFV Juggle Mechanics Thread
Replies: 27
Views: 13985

Re: SFV Juggle Mechanics Thread

Wait, MP bolt charge has throwable hitstrun? You can trade out of it into command grab or normal grab? As for R.Mika, why can you do "EX peach, nadeshiko, any Plane", but you can't do other peaches to Nadeshiko to LK/MK/HK plane without counterhit? No, it's the throw follow up, no differe...
by Pokey86
Sat Feb 27, 2016 11:10 am
Forum: Resources and Guides
Topic: SFV Juggle Mechanics Thread
Replies: 27
Views: 13985

Re: SFV Juggle Mechanics Thread

I'm gonna progress slowly on this, did Laura & she was a breath of fresh air in comparison to Ken.
by Pokey86
Sat Feb 27, 2016 3:16 am
Forum: Resources and Guides
Topic: SFV Juggle Mechanics Thread
Replies: 27
Views: 13985

Re: SFV Juggle Mechanics Thread

I don't blame you, it's easier to just assign moves some basic properties when experimenting: -Can start a juggle. (Most moves with knockdown, except maybe some late DPs) -Can start a float juggle. (Mostly Crush Counters and other counterhits) -Can be used mid-juggle. (Read as: Has 1-2 JP) -Can be ...
by Pokey86
Sat Feb 27, 2016 12:33 am
Forum: Resources and Guides
Topic: SFV Juggle Mechanics Thread
Replies: 27
Views: 13985

Re: SFV Juggle Mechanics Thread

Sorry, but i'm giving up on this... Spent the last few hours on ken & everytime i move to a new move nothing stays consistent., just impossible to get tenable results.
by Pokey86
Mon Feb 22, 2016 6:54 pm
Forum: Resources and Guides
Topic: SFV Juggle Mechanics Thread
Replies: 27
Views: 13985

Re: SFV Juggle Mechanics Thread

eh, it doesn't matter... i mean Sagats JP for his super was something daft like 130, but i labelled it JPX for the sake of simplicity. If it's proven to have JP then fine, but its such an obscure scenario marking it as having no JP is not likely to effect anything. It's slow work figuring out the JP...
by Pokey86
Mon Feb 22, 2016 12:42 am
Forum: Resources and Guides
Topic: SFV Juggle Mechanics Thread
Replies: 27
Views: 13985

Re: SFV Juggle Mechanics Thread

the first hit of the target combo has to hit for the second to come out right? & it causes reset
by Pokey86
Sun Feb 21, 2016 10:02 pm
Forum: Resources and Guides
Topic: SFV Juggle Mechanics Thread
Replies: 27
Views: 13985

Re: SFV Juggle Mechanics Thread

srk increases juggle to 5 on early frames and 99 on later frames. ex srk has jp 7 on all hits? increases jp to 99 lk tatsu increases jp to 9 mk and hk tatsu increase jp to 99. this is wrong so I must be missing something l,m,h air tatsus should have 2 jp? and increase to 99 there are fair tatsu scr...
by Pokey86
Sat Feb 20, 2016 2:38 pm
Forum: Resources and Guides
Topic: SFV Juggle Mechanics Thread
Replies: 27
Views: 13985

Re: SFV Juggle Mechanics Thread

yeah noticed it early, not the most applicable benefit though, though it can be hit meaty.
by Pokey86
Fri Feb 19, 2016 11:00 pm
Forum: Resources and Guides
Topic: SFV Juggle Mechanics Thread
Replies: 27
Views: 13985

Re: SFV Juggle Mechanics Thread

It is, Capcom really went ahead trying to take the fun (and kinda damaging) combos from some specific stuff, like late hitting lp dps anti air, which increase jp by like what, 6 at least? They really want you to stop doing dp Super to anti air because that's a lot of damage and that would turn away...
by Pokey86
Fri Feb 19, 2016 10:30 pm
Forum: Resources and Guides
Topic: SFV Juggle Mechanics Thread
Replies: 27
Views: 13985

Re: SFV Juggle Mechanics Thread

this combo system is a fucking mess
by Pokey86
Fri Feb 19, 2016 6:49 am
Forum: Resources and Guides
Topic: SFV Juggle Mechanics Thread
Replies: 27
Views: 13985

Re: SFV Juggle Mechanics Thread

I'm going to list completed character and any discrepancies here, if anyone wants a go at figuring them out. Completed Characters R Mika F+HP (CH) -> F+HP -> V-Trigger hit -> Charged HK -> EX DP or EX Bum launch This combo shouldn't work JP goes Float -> JP2 -> JP3 -> JP5, which is too high for the...
by Pokey86
Fri Feb 19, 2016 6:44 am
Forum: Resources and Guides
Topic: SFV Juggle Mechanics Thread
Replies: 27
Views: 13985

SFV Juggle Mechanics Thread

Ground - Air - Birdie Crush Counter Attacks Juggle Potential --- Cammy Crush Counter Attacks Juggle Potential --- Chun Li Crush Counter Attacks Juggle Potential --- Dhalsim Crush Counter Attacks Juggle Potential --- F.A.N.G Crush Counter Attacks Juggle Potential --- Karin Crush Counter Attacks Jugg...