SSF4 Combo Engine Investigation

talk about how great training mode is
Pokey86
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Re: SSF4 Combo Engine Investigation

Post by Pokey86 »

Doopliss wrote:I don't think so, there's massive freeze when it absorbs the hits, he has probably recovered already when the Shinku Hadoken is gone.

lol not Shinku, Shinku recovers wayy to fast... i mean Metsu
Doopliss
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Re: SSF4 Combo Engine Investigation

Post by Doopliss »

If you can absorb the entire projectile, then yes.
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Rufus
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Re: SSF4 Combo Engine Investigation

Post by Rufus »

Speaking of projectiles, is there any special trick to making interrupt combos work? I was trying to set one up with Hakan, and couldn't get the timing to work out for Towards + FP (interrupt) -> Towards + MP
Doopliss
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Re: SSF4 Combo Engine Investigation

Post by Doopliss »

you're trying to combo five of them in a row?
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Rufus
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Re: SSF4 Combo Engine Investigation

Post by Rufus »

Doopliss wrote:you're trying to combo five of them in a row?
Trying to do *anything* non-obvious with Hakan. I was trying to do jump FP -> Standing FP -> ... but I guess it's just the rose interrupt...
Smileymike101
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Re: SSF4 Combo Engine Investigation

Post by Smileymike101 »

Guys, WTF happened here at 1:55 http://www.youtube.com/watch?v=4pTko0jfDFM . I mean flashkick doesn't have juggle, right?But sonic hurricane doesn't put in float, right? WTF?
Doopliss
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Re: SSF4 Combo Engine Investigation

Post by Doopliss »

It's possible that the last hit of sonic hurricane Doesn't alter the JP. How many hits does FK xx FADC -> U2 do? If it's a total of 6, then that is the case.
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Smileymike101
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Re: SSF4 Combo Engine Investigation

Post by Smileymike101 »

Doopliss, how the hell am i supossed to test FK FADC U2 ? :D But yes, i think it does 6 hits, but i don't know why that would be the case?
Doopliss
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Re: SSF4 Combo Engine Investigation

Post by Doopliss »

Because that means U2 has:

1: JP0
2: JP1
3: JP2
4: JP3
5: JP4
6: JP5

Maj did 2 ultras in a row for 7 hits, which wouldn't be possible unless one of the hits didn't rise the Juggle counter. And with this Final hit U2 -> FK Video, I guess we can prove that Sonic Hurricane works like this:

1: JP0
2: JP1
3: JP2
4: JP3
5: JP4
6: JP5+
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Pokey86
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Re: SSF4 Combo Engine Investigation

Post by Pokey86 »

Though this isn't 100%, i'd say this is a more reliable define it. That said it could very well be just that all hits cause float.
Mienaikage
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Re: SSF4 Combo Engine Investigation

Post by Mienaikage »

My assumption is that Sonic Hurricane causes float when launching.
Pokey86
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Re: SSF4 Combo Engine Investigation

Post by Pokey86 »

Mienaikage wrote:My assumption is that Sonic Hurricane causes float when launching.

launching?
Mienaikage
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Re: SSF4 Combo Engine Investigation

Post by Mienaikage »

As in the first hit knocking the opponent off the ground/out of the air, perhaps I have the wrong word.

EDIT: Disregard this I was out of range :/ Back to the lab.
Smileymike101
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Re: SSF4 Combo Engine Investigation

Post by Smileymike101 »

I though every hit of sonic hurricane launches.Otherwise, consdiering in has 5 Juggle Potential, U2 ~ U2 should have done 11 hits, if only the last hit launched.
Mienaikage
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Re: SSF4 Combo Engine Investigation

Post by Mienaikage »

Yes, every hit launches.

SH definitely has a JP of 5 maximum. I did a focus attack and waited until the opponent was aerial, did the Super which connected 6 hits, after which the Sonic Hurricane whiffed completely. Concludes that SH causes float on its first hit I believe, I'm a little tired though so correct me if I'm wrong.
Last edited by Mienaikage on Sat May 22, 2010 11:18 pm, edited 1 time in total.
Doopliss
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Re: SSF4 Combo Engine Investigation

Post by Doopliss »

But can you do SHx2 on a standing opponent?
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Mienaikage
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Re: SSF4 Combo Engine Investigation

Post by Mienaikage »

With the lack of hitbox data for Makoto's Fukiage, I've decided to experiment with some of the properties of the move. It seems that during part of the startup of the HP Fukiage Makoto is considered airborne. I think it may also apply to the MP and EX versions.

http://www.youtube.com/watch?v=yq6H04RpxIM
Doopliss
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Re: SSF4 Combo Engine Investigation

Post by Doopliss »

Yes, I learned this the hard way, got hit by Oil combination hold in a match while doing it.
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Mienaikage
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Re: SSF4 Combo Engine Investigation

Post by Mienaikage »

I thought that worked on standing opponents anyway O.o

EDIT: Nevermind I was thinking of the kick grab not U2
Pokey86
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Re: SSF4 Combo Engine Investigation

Post by Pokey86 »

So sonic hurricane would be

jp5 - Float - Float
jp5 - Float - Float
jp5 - Float - Float
jp5 - Float - Float
jp5 - Float - Float
jp5 - Float - Float

---

Looks like i'm going to have to refresh my terminology in my other thread... as some attacks cause float & sustain the JP (At present signified by JPX+) but then some attacks cause float, but do not sustain the JP, like Makotos U2 VS Air. Maybe Float/Float + would be decent enough. hmmm, or just a not below... or something >_<
Smileymike101
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Re: SSF4 Combo Engine Investigation

Post by Smileymike101 »

Sonichurricane's first hit has 0 juggle, and i think it has progressive juggle, meaning it's 0,1,2,3,4,5+.
Also, someone abuse this http://www.filefront.com/16526339/SV103003.AVI
Doopliss
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Re: SSF4 Combo Engine Investigation

Post by Doopliss »

Smileymike101 wrote:Sonichurricane's first hit has 0 juggle, and i think it has progressive juggle, meaning it's 0,1,2,3,4,5+.
Also, someone abuse this http://www.filefront.com/16526339/SV103003.AVI
That's how it is, because the last hit always connects if one of the other does (well, juggle-wise).

Seriously, how hard is it to make an advancing move with no risk for an ( semi?) infinite? Can't they just make it impossible to get +3 even with meaty?
Maybe Doopliss isn't kicking ass, but he's taking names.

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Smileymike101
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Re: SSF4 Combo Engine Investigation

Post by Smileymike101 »

It's not quite an infinite.Not the way i recorded it.It moves you a bit forward every time, eventually ending it.It's EXACTLY the same thing as chun's cr.jab xx lk spining bird against dhalsim.You have to add another jab after several repetitions, and it IS VERY spacing intensive.
And making it not grant +3 even when meaty would mean it being like 0 on hit which would totally kill dudley's pressure game.I LOVE getting counter hits after jab MGB, i sometimes even go for st.hk xx EX Short swing blow hoping for the counter hit.Also, it's only against balrog from what i can tell, his most horrible matchup (seriously, jab jab jab jab jab jab jab jab headbut for 35 hit combo.MOTHER F!! I hate him SOOO much).If anything, MGB should automatically be +10 against balrog.Rog is such a Fucker.No dignity.My hatred for balrog aside, this is not too bad.I don't think it's like on the same level as fei's infinite vs juri .I hope they don't nerf his HK chicken wing to hell again.Oh boy...
Anyways, can we make something awesome of that?I mean, the jab puts you pretty far to continue to pretty much anything else.Would there be a way using this to stun balrog?
Doopliss
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Re: SSF4 Combo Engine Investigation

Post by Doopliss »

Smileymike101 wrote:And making it not grant +3 even when meaty would mean it being like 0 on hit which would totally kill dudley's pressure game.
Not if they made it +2 with 1 active frame or something like that.
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desk
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Re: SSF4 Combo Engine Investigation

Post by desk »

Smileymike101 wrote:Also, someone abuse this http://www.filefront.com/16526339/SV103003.AVI
I so want to use this!! :lol:

Awesome find dude. If you don't use all of your meter up before going into it then you could end with jab, fierce xx super.
Smileymike101
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Re: SSF4 Combo Engine Investigation

Post by Smileymike101 »

Yeah, but when the infinite it's about to run out, after just 1 or 2 reps, when you are further away then after 5 reps, the hp seems to wiff, or it may be just me missing the 1 f link and making their hitbox retract.
Am i the only one that has ssf4 around here that didn't put any material on yt yet? gotta find something more to put, only have some juri material yet.I'll try and see if i can do something with this setup, but doubt it because of execution limits.
Also, someone with turbo or ppad or whatever ( someone who can basically press cr.hk on every frame) PLEASE try and see if dudley's EX MGB ~ sweep ~ sweep really works on everyone, as some said on SRK.I'm really unsure it does.I can only get it to work on seth, gouken, and a couple other( only tested half the cast yet, but the results wherent good, from half the cast, it works on almost no one)
Pokey86
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Re: SSF4 Combo Engine Investigation

Post by Pokey86 »

^^ive not actualy recorded anything yet...^^^

Though im working on a skaura combo now.
Rufus
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Re: SSF4 Combo Engine Investigation

Post by Rufus »

I don't even have a YT account.
error1
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Re: SSF4 Combo Engine Investigation

Post by error1 »

Doopliss wrote: Seriously, how hard is it to make an advancing move with no risk for an ( semi?) infinite? Can't they just make it impossible to get +3 even with meaty?
Just make it like c.vipers, +3 on hit and no infinite
or just make it knock down on hit like many others
good find, I noticed with the chun infinite that Balrog has a surprisingly small hitbox
Pokey86
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Re: SSF4 Combo Engine Investigation

Post by Pokey86 »

Smileymike101 wrote:Sonichurricane's first hit has 0 juggle, and i think it has progressive juggle, meaning it's 0,1,2,3,4,5+.
Also, someone abuse this http://www.filefront.com/16526339/SV103003.AVI

The reson why i don't think SH is progressive is because projectiles rarely follow a progressive style. i mean it oculd be 0-1-2-3-4-5, however that would technically mean that there is a delay in the hit if you were to do SH -> SH (Say in a trade situation)

All hits containing the float status just makes sense to me, however testing this could be difficult. (Use Dahlsims limbs to perform SH (1 or 2 hits) -> EXBoom perhaps)
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