Search found 37 matches

by TomSinister
Thu Aug 28, 2014 9:18 pm
Forum: Game Engine Analysis
Topic: USF4 Combo Engine Investigation
Replies: 227
Views: 33603

Re: USF4 Combo Engine Investigation

I was trying to put together an E.ryu combo vs Chun and I wanted to start it with a red focus trade into jump in. I was trying to get the trade with Chun's U2, but I don't think its possible. For some reason level 3 red focus gets beat by her kikosho. I thought lvl 3 rf had armor up to the active fr...
by TomSinister
Wed Aug 20, 2014 1:46 am
Forum: Game Engine Analysis
Topic: USF4 Combo Engine Investigation
Replies: 227
Views: 33603

Re: USF4 Combo Engine Investigation

error1 wrote:lots of cool stuff
Thanks for the detailed response. Definately cleared up some misconceptions I had and confirmed a bunch of other suspitions. Any idea whats up with hugo's clap/lariat not coming out with up inputs?
by TomSinister
Tue Aug 19, 2014 4:01 pm
Forum: Game Engine Analysis
Topic: USF4 Combo Engine Investigation
Replies: 227
Views: 33603

Re: USF4 Combo Engine Investigation

Did some input testing with the inputs of various moves today. I used pause buffering in training mode and deduction for my findings, so please lemme know if im wrong. Hugo's Meat Squasher (in no particular order): towards or up+towards (6 or 9) exactly down (2) back or up + back (4 or 7) any up inp...
by TomSinister
Sat Aug 16, 2014 11:45 pm
Forum: Resources and Guides
Topic: Finally Done: Juggle mechanics guide
Replies: 320
Views: 43788

Re: Finally Done: Juggle mechanics guide

His Ultra 2 hits as hard on the ground as it does airborne i believe... it just seem, dependant on character they can elevate there way out of the vortex it seems. i'd wager it maintains float throughout to be fair... Can you fireball trade with this move? IIRC his u2 is almost completely fireball ...
by TomSinister
Sat Aug 16, 2014 11:08 am
Forum: Resources and Guides
Topic: Finally Done: Juggle mechanics guide
Replies: 320
Views: 43788

Re: Finally Done: Juggle mechanics guide

Confirmed Ryu Air Tatsu is JP7 for first hit, well at least higher than JP5 but lower then JP9 Rufus LK Messiah I believe it's JP1, but haven't fully tested yet, wouldn't surprise me if it's JP4 Follow Up at least JP2 (Probably same as EX follow up) wouldn't surprise me if it's JP5 Im almost 100% s...
by TomSinister
Fri Aug 15, 2014 8:33 am
Forum: Game Engine Analysis
Topic: USF4 Combo Engine Investigation
Replies: 227
Views: 33603

Re: USF4 Combo Engine Investigation

so i figured out today that the input for hugo's lariat is kinda weird. The game wont accept a qcf if it ends in up :(
by TomSinister
Tue Aug 12, 2014 7:36 pm
Forum: Game Engine Analysis
Topic: USF4 Combo Engine Investigation
Replies: 227
Views: 33603

Re: USF4 Combo Engine Investigation

Was playing around with poison recently, she is a lot of fun. https://www.youtube.com/watch?v=-5c7pILFYOI She can get meaty rekkas on a LOT of crouching characters. I'm almost certain that she had a semi-infinite at one point on atleast one character and they fixed it by making her rekkas force stan...
by TomSinister
Wed Jul 09, 2014 1:34 am
Forum: Game Engine Analysis
Topic: Ideal Combo System
Replies: 18
Views: 5270

Re: Ideal Combo System

Blocking is one of the best core mechanic in any fighter in my opinion. "block buttons" are often critisized in fighting games, but I think that they can work very well when implimented properly. Super Smash Bros Melee has and absolutely brilliant method of ballancing the block button. For...
by TomSinister
Tue Apr 22, 2014 12:48 am
Forum: Resources and Guides
Topic: Project: Extensive frame data for SSFIV
Replies: 28
Views: 5278

Re: Project: Extensive frame data for SSFIV

Push on block/hit might also be useful, if you can find it.
by TomSinister
Tue Apr 22, 2014 12:43 am
Forum: Game Engine Analysis
Topic: USF4 Combo Engine Investigation
Replies: 227
Views: 33603

Re: USF4 Combo Engine Investigation

looks like they just made it cancleable on purpose. Nope, it's a glitch that happens because it's too fast (2f start-up). It's what caused that EX SRK to be cancelled into U1 in that one video, and I use it quite extensively in my SFIV Koryu CVs. A dude on EH also tried changing EX Tatsu to 2f star...
by TomSinister
Mon Apr 21, 2014 10:47 pm
Forum: Game Engine Analysis
Topic: USF4 Combo Engine Investigation
Replies: 227
Views: 33603

Re: USF4 Combo Engine Investigation

looks like they just made it cancleable on purpose.
by TomSinister
Tue Apr 15, 2014 2:44 am
Forum: Multimedia Projects
Topic: Entirely Too Many Deejay Versus Guile Combos
Replies: 3
Views: 3741

Re: Entirely Too Many Deejay Versus Guile Combos

I'd never seen the original video but it was fun to watch and of course so was yours. Dee Jay doesn't get much screen time in most combo videos and everyone seems to repeat the same combos. I liked your usage of far s.MK, and forward dash U2 at 0:36 was dope! The only thing i wish you did different...
by TomSinister
Thu Apr 10, 2014 7:31 pm
Forum: Multimedia Projects
Topic: Entirely Too Many Deejay Versus Guile Combos
Replies: 3
Views: 3741

Re: Entirely Too Many Deejay Versus Guile Combos

I reedited the video to make it look smoother. I finally figured out how to remove the stupid frame interlacing that Sony Vegas puts on all of my videos. God, this looks so much better.

https://www.youtube.com/watch?v=t_6SLaokUuY
by TomSinister
Thu Apr 10, 2014 7:19 pm
Forum: Film Editing Room
Topic: Editing Q&A
Replies: 101
Views: 24783

Re: Editing Q&A

Does anybody know if there is a way to avoid interleaving when rending video is sony vegas? I have some nice 60 fps video and I want to render it at 30fps for youtube, but I also want to avoid frame interleaving because it looks like shite. right click clip > properties > disable resampling that to...
by TomSinister
Tue Apr 08, 2014 8:55 pm
Forum: Resources and Guides
Topic: Project: Extensive frame data for SSFIV
Replies: 28
Views: 5278

Re: Project: Extensive frame data for SSFIV

Dont forget to include what frames are cancleable and by what. For instance, I know chun's c.lk is chain cancleable into ex legs. Deejay's c.hp is only special cancleable on the first active frame; stuff like that!
by TomSinister
Mon Apr 07, 2014 6:22 am
Forum: Multimedia Projects
Topic: Entirely Too Many Deejay Versus Guile Combos
Replies: 3
Views: 3741

Entirely Too Many Deejay Versus Guile Combos

I went into training mode today with a random character and a random dummy and came out with this: https://www.youtube.com/watch?v=1ZL3sUY0PGs I tried some neat stuff whith the editing. I think it could have came out a lot better, but I'm happy with what I got from a pretty small amount of effort. I...
by TomSinister
Thu Mar 06, 2014 2:57 am
Forum: Film Editing Room
Topic: Editing Q&A
Replies: 101
Views: 24783

Re: Editing Q&A

Does anybody know if there is a way to avoid interleaving when rending video is sony vegas? I have some nice 60 fps video and I want to render it at 30fps for youtube, but I also want to avoid frame interleaving because it looks like shite.
by TomSinister
Thu Jan 09, 2014 8:31 am
Forum: Multimedia Projects
Topic: KOF XIII Combo Video -火-
Replies: 3
Views: 3603

Re: KOF XIII Combo Video -火-

Beautiful. Makes me want to start recording kof combos.
Crazy setups like those are something that I've always loved to watch but never had the patience to do them myself.
by TomSinister
Thu Nov 21, 2013 2:33 am
Forum: Multimedia Projects
Topic: Cool Stuff That Isn't a Combo
Replies: 36
Views: 10194

Re: Cool Stuff That Isn't a Combo

Nevermind, I figured it out. The trick is doing the motion as late as possible. Then you have ample time in the buffer to screw around. yeah, I thnk Yeb kind of glossed over this fact very briefly. I wonder this OS seems to benifit hitbox players more than stick players, as they can input motions m...
by TomSinister
Wed Nov 20, 2013 7:01 pm
Forum: Multimedia Projects
Topic: Cool Stuff That Isn't a Combo
Replies: 36
Views: 10194

Re: Cool Stuff That Isn't a Combo

thanks for the link! that was a good watch :)
by TomSinister
Wed Nov 20, 2013 3:18 pm
Forum: Multimedia Projects
Topic: Cool Stuff That Isn't a Combo
Replies: 36
Views: 10194

Re: Cool Stuff That Isn't a Combo

I've done some basic testing, I can't do it consistently, but I'll go along with blocking giving you an input buffer. I'm technically on that explanation too, but I'm still trying to figure out why it doesn't work if you hold the button, but DOES work if you press and release within a frame. It see...
by TomSinister
Wed Nov 20, 2013 2:03 am
Forum: Multimedia Projects
Topic: Cool Stuff That Isn't a Combo
Replies: 36
Views: 10194

Re: Cool Stuff That Isn't a Combo

For some reason the input of db+MP only shows on the 2nd frame of the dp (that is frame 23). But I'm guessing this is an anomaly of the input display of sf4. (I'm not that familiar with the engine). Inputs in training mode seem to always show up 1 frame after the game executes them. I've tested thi...
by TomSinister
Mon Nov 18, 2013 12:46 am
Forum: Multimedia Projects
Topic: Cool Stuff That Isn't a Combo
Replies: 36
Views: 10194

Re: Cool Stuff That Isn't a Combo

What? https://www.youtube.com/watch?v=LTISbHVzbo0 If it's the block animation that cancels the c.HP, then maybe that can be used with projectiles to get extra frame advantage in combos? EDIT: No, you can't. It's not a cancel, it has something to do with input leniency and that attacking moves have ...
by TomSinister
Sat Nov 16, 2013 7:57 am
Forum: Game Engine Analysis
Topic: USF4 Combo Engine Investigation
Replies: 227
Views: 33603

Re: USF4 Combo Engine Investigation

I think a level 1 red focus crumple could be good for combos. The main purpose of ex red focus is to help out charge characters, and the only two characters that really benefit from spending meter for a level 1 focus crumple are Guile and Bison. Guile can confirm into s.hp xx red focus - ultra 1, an...
by TomSinister
Sat Nov 16, 2013 7:22 am
Forum: Multimedia Projects
Topic: Cool Stuff That Isn't a Combo
Replies: 36
Views: 10194

Re: Cool Stuff That Isn't a Combo

Goukens counter is technically blockable as far as the game is concerned, but has it has the same hit reaction whether you block it or not. I'm not sure what you mean by this, can you elaborate? If it hits regardless of if you block it or not then doesn't that make it unblockable in every sense of ...
by TomSinister
Fri Nov 15, 2013 10:02 pm
Forum: Multimedia Projects
Topic: Cool Stuff That Isn't a Combo
Replies: 36
Views: 10194

Re: Cool Stuff That Isn't a Combo

@ error1 the reverse j.mk reset works on a bunch of characters, but I the only other character I could get the crossunder to work on is Balrog. I also made a quick video exploring the properties of unblockable attacks. http://www.youtube.com/watch?v=7edkcfkZg0M I was suprised to find that Gouken's c...
by TomSinister
Thu Nov 14, 2013 9:44 pm
Forum: Multimedia Projects
Topic: Cool Stuff That Isn't a Combo
Replies: 36
Views: 10194

Re: Cool Stuff That Isn't a Combo

yeah, he can do ex straight armor/kara cancel into ex upper. dash-low into dash armor-break-up-punch-thing also works
by TomSinister
Thu Nov 14, 2013 8:37 pm
Forum: Multimedia Projects
Topic: Cool Stuff That Isn't a Combo
Replies: 36
Views: 10194

Re: Cool Stuff That Isn't a Combo

does seth's u1 even do chip damage?

*goes into training mode*

it does not XD
by TomSinister
Thu Nov 14, 2013 7:58 am
Forum: Multimedia Projects
Topic: Cool Stuff That Isn't a Combo
Replies: 36
Views: 10194

Cool Stuff That Isn't a Combo

This thread is all about cool stuff in fighting games that isn't a combo. Glitches, resets, weird hitboxes--if you find some cool one-off stuff that isn't useful in a combo and want to show it off, this is the place! Recently I've found some neat stuff that would fit into this thread but not really ...
by TomSinister
Fri Oct 25, 2013 5:05 am
Forum: Game Engine Analysis
Topic: USF4 Combo Engine Investigation
Replies: 227
Views: 33603

Re: USF4 Combo Engine Investigation

I dont think the lvl 1 crumple/lvl 2 unblockable thing will be in the final build. I dont think you will be able to do it out of blockstun either. Both of those ideas sound horrendously bad.