SSF4 Combo Engine Investigation

talk about how great training mode is
Smileymike101
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Re: SSF4 Combo Engine Investigation

Post by Smileymike101 »

Um.. Ryu's metsu is also 1,2,3, ...., 8.If it wouldn't have been, after a juggle, like say, SRK FADC shakunetsu, the juggle would be at 3, and metsu would stop at the 5 hit, and it does, BUT, the 5th hit is the lastone, the most damaging one, so it clearly has the most juggle.
Doopliss
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Re: SSF4 Combo Engine Investigation

Post by Doopliss »

Pokey86 wrote:
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)
but it's always the last hits that connect in a projectile, so they have to be progressive. It's just that it seems like there's one hitbox with several hits when it comes to projectiles. In a juggle, the low JP hits are skipped and it does the high JP hits instantainously. And Maj already proved with SHx2 that it doesn't cause constant float.
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Smileymike101
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Re: SSF4 Combo Engine Investigation

Post by Smileymike101 »

Damn, all this pages of Sonic Hurricane juggle from on vid that had SH ~ FK. I'll get to it tomorrow to come up with my own different explication :) This ought to be fun.
Pokey86
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Re: SSF4 Combo Engine Investigation

Post by Pokey86 »

Doopliss wrote:
Pokey86 wrote:
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)
but it's always the last hits that connect in a projectile, so they have to be progressive. It's just that it seems like there's one hitbox with several hits when it comes to projectiles. In a juggle, the low JP hits are skipped and it does the high JP hits instantainously. And Maj already proved with SHx2 that it doesn't cause constant float.
how did maj prove it doesn't cause constant float?
Doopliss
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Re: SSF4 Combo Engine Investigation

Post by Doopliss »

He got 1 hit SH after SH. He would have gotten a full SH if it had constant float.
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Pokey86
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Re: SSF4 Combo Engine Investigation

Post by Pokey86 »

Doopliss wrote:He got 1 hit SH after SH. He would have gotten a full SH if it had constant float.

Of course it would...

If an attack causes Float (On air & Ground) & has JP of 5 then the second Ultra would hit once. Here's an example.


jp5 - Float - Float = JP0
jp5 - Float - Float = JP1
jp5 - Float - Float = JP2
jp5 - Float - Float = JP3
jp5 - Float - Float = JP4
jp5 - Float - Float = JP5

Second ultra has JP5 so it hits.

If you follow kich's old terminolgy then float causes JP-1 (& the JP5 has to be above the Current juggle state to hit)

---

If you're thinking i mean it causes Float+, retaining the juggle counter. then that's not what i mean :P But there are a few moves now with juggle potential that cause float on an airborne/grounded target but do not on a float target (Or those in a higher juggle state)

One that rings a bell at the moment is Makotos U2, in which it causes float against airborne but offers standard single increments if progressively done. (BAsically do it once VS airborne = float, again creates JP1 & again creates JP2)

My guess is that, just because a move causes float doesn't mean that it has to constantly cause float, & that constantlycausing float(Or sustaining the gauge) is merely a unique attribute added to attacks. Truth is we have very few moves that causes float that have a juggle potential, that would make this thoroughly testable.

In fact only ones i know of on major short hand is Sonic Hurricane & Makoto U2, though it'slate & i'm not thinking thoroughly, there might be more.
Doopliss
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Re: SSF4 Combo Engine Investigation

Post by Doopliss »

Then I get you. Can't you just try to do Dhalsims j.LP on the SH, and then do Flash kick? That will reveal which one of us is correct.
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Pokey86
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Re: SSF4 Combo Engine Investigation

Post by Pokey86 »

Doopliss wrote:Then I get you. Can't you just try to do Dhalsims j.LP on the SH, and then do Flash kick? That will reveal which one of us is correct.
I can't get to my PS3 at the moment. (I'm in London my PS3 is 400 miles away in Yorkshire)
Doopliss
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Re: SSF4 Combo Engine Investigation

Post by Doopliss »

Ok, I will try to try it the next time I play the game.
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desk
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Re: SSF4 Combo Engine Investigation

Post by desk »

Smileymike101 wrote: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.
You come up with anything around this dude? Planning on putting anything up? Was messing around and I've got a little combo that includes it but obviously don't want to steal your find. I'm thinking of doing a post-patch vid (after june 15th) but I won't bother capturing it if you have plans for a vid or you just don't want to do anything with it yet.
CPS2
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Re: SSF4 Combo Engine Investigation

Post by CPS2 »

desk
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Re: SSF4 Combo Engine Investigation

Post by desk »

oh shit, lol.

So, what's the gentlemanly thing to do now someone already posted it a while ago? haha. You think you might have something up before the 16th Smileymike? I still don't want to do anything with it until you get a vid up dude, you found it on your own and I wouldn't have known about it unless you put it up here.
CPS2
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Re: SSF4 Combo Engine Investigation

Post by CPS2 »

Well it's out there. I kinda want to see what you can do with it, just credit hmmjudge and smileymike imo haha /2cents.

Some dudes were talking about it on irc, so it seems to be common knowledge at least in Australia.
Doopliss
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Re: SSF4 Combo Engine Investigation

Post by Doopliss »

Btw, I can confirm that Seth DOES have 751 HP. I did the combo "Full Denjin Hadoken -> 1 Hit LP Super (stun) -> js.HP -> s.HP xx HK Tatsu" With Gouken, and it did exactly 750, but it didn't kill him in a real match.
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error1
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Re: SSF4 Combo Engine Investigation

Post by error1 »

how did you hit someone with a fully charged Denjin Hadoken in a real match? I call shenanigans
Doopliss
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Re: SSF4 Combo Engine Investigation

Post by Doopliss »

Local VS? Besides, you can punish blocked U2 from Seth with full Denjin.
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Rufus
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Re: SSF4 Combo Engine Investigation

Post by Rufus »

Doopliss wrote:Local VS? Besides, you can punish blocked U2 from Seth with full Denjin.
Yeah, 'cause a virgin ultra is so likely in real competition.
Doopliss
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Re: SSF4 Combo Engine Investigation

Post by Doopliss »

Like I Care about competition. Besides, that ultra is often used for chip kill traps, and if that fails...

Just did a 921 dmg combo on Rufus with Gouken btw.
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error1
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Re: SSF4 Combo Engine Investigation

Post by error1 »

I'm wondering if juri can do something like. J.mp, cancel into whiff dive kick to reach the ground faster, J.mp, whiff dive kick, j.mp
or does the dive kick take longer?
Doopliss
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Re: SSF4 Combo Engine Investigation

Post by Doopliss »

It has quite the delay upon landing, I tested it before, didn't yield much.
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desk
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Re: SSF4 Combo Engine Investigation

Post by desk »

yeah that juri thing doesn't work, tried her juggles for soooo long. She does have some interesting stuff though.

Also tried angry scar vs ken glitch. Acts just like any other ultra :(
Doopliss
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Re: SSF4 Combo Engine Investigation

Post by Doopliss »

Did you try "1 hit AA High EX Fireball -> High EX Fireball -> Ultra2" in the corner? It's very weird, it connects, but the animation doesn't happen. I did it on Dhalsim.
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Smileymike101
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Re: SSF4 Combo Engine Investigation

Post by Smileymike101 »

You can land it with the animation, it just has a weird spacing.you can cr.hp xx fireball xx FA LVL~ Mid EX fireball ~ U2 sagat in the corner.
Doopliss
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Re: SSF4 Combo Engine Investigation

Post by Doopliss »

That's one JP lower, isn't it? But I think it's bacause of spacing as well.

Btw, what's the highest damage you've gotten with Gouken? I'm trying to maximize it. Mines 951 atm. It says I got 963 once, but it's possible I used U2 more than once.
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Smileymike101
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Re: SSF4 Combo Engine Investigation

Post by Smileymike101 »

960.Against rufus, Full denjin, EX tatsu-stun ~ FULL EX hado, EX hado, EX tatsu
Doopliss
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Re: SSF4 Combo Engine Investigation

Post by Doopliss »

Gah, I was gonna try that tomorrow D: Mine was on T.Hawk: CH Full Denjin -> EX Gohadoken x2 -> far s.HK (stun) -> Full EX Gohadoken -> EX Gohadoken -> Hk Tatsu.
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Raine
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Re: SSF4 Combo Engine Investigation

Post by Raine »

Saw a an Ibuki dash through a Ryu with qcf+HK at the same time he did f+MP, causing the first hit to hit backwards. I don't think I've seen backwards hitting normals before in SF4 before, iirc someone was saying they are very hard due to how direction auto-correct works? Maybe Ibuki qcf+Hk has some potential for these kinda setups.
Smileymike101
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Re: SSF4 Combo Engine Investigation

Post by Smileymike101 »

Dan's EX gadouken can also hit backwards, but the problem is, it moves him forward while doing it.
desk
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Re: SSF4 Combo Engine Investigation

Post by desk »

Ken's ultra glitch was removed in the patch in case anyone still wanted to try stuff out with it.
Doopliss
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Re: SSF4 Combo Engine Investigation

Post by Doopliss »

YOu mean the U1 glitch?
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