SSF4 Combo Engine Investigation

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

Post by Maj »

Does Cammy's standing animation even cycle? It seems like her idle actions are random. Viper has a long one too, fixing her gloves and such. Then there's Cody and Juri. When they idle, they REALLY idle. It's actually kind of irritating in Juri's case because her idle animation moves her forward an entire character width.
Doopliss
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Re: SSF4 Combo Engine Investigation

Post by Doopliss »

Dunno if it cycles, didn't wait long enough for her to scratch her nose twice. At least they're not as annoying as Rufus, although his animations has proven useful to me once.
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Tigre III
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Re: SSF4 Combo Engine Investigation

Post by Tigre III »

Well, we are working in the SSFIV Zero Damage! Vol.2, and in the next vid we are testing some whiff properties of that retarded animations... I dont know yet, but its possible to find some stuff interesting with that.
Doopliss
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Re: SSF4 Combo Engine Investigation

Post by Doopliss »

You can do Zangief's U1 in response to Akuma's U2 and both will whiff.
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Tigre III
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Re: SSF4 Combo Engine Investigation

Post by Tigre III »

Doopliss wrote:You can do Zangief's U1 in response to Akuma's U2 and both will whiff.
Mmmmm interesting...

The "retarded animations" changes the hit box, but usually makes the hit box bigger. Juri, for example, when put the feet down, has more hit box to low attacks like a c.LK...
Tigre III
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Re: SSF4 Combo Engine Investigation

Post by Tigre III »

watching the great desk vid http://www.youtube.com/watch?v=1PvhMIDW__8 in the second 0:28, when he uses the Guy´s armor cancelling to make the Super, I guess its possible to connect the U1 after the only Super hit ... Would be a nice set up for that Ultra...
Smileymike101
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Re: SSF4 Combo Engine Investigation

Post by Smileymike101 »

Ok, i REALLY think the game doesnt let you activate Vega's U1 if he is at regular frame advantage (aka not after a trade).
Doopliss
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Re: SSF4 Combo Engine Investigation

Post by Doopliss »

Gah, If you could only do EX Cannon strike after a counterhit jump-in, then I could do thiss bad-ass stun combo on Seth:

"CH j.HK -> EX Cannon Strike x4 -> HK Cannon Strike -> j.HP".

EDIT. Wait... IT WORKS! Just did "CH js.HP -> EX Cannon Strike".

Recording time~

EDIT2: DAMN IT! For some reason I calculated the stun "100%, 100%, 90%, 80%..." and then it was exactly 750, now it's just 690 ;_;
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error1
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Re: SSF4 Combo Engine Investigation

Post by error1 »

stun scales with the life bar same as damage
Doopliss
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Re: SSF4 Combo Engine Investigation

Post by Doopliss »

Yes, I know that, I just didn't think.
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Maj
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Re: SSF4 Combo Engine Investigation

Post by Maj »

Wait, no it doesn't. Stun values are only based on the combo counter. Lifebar reduction only affects damage, not stun.

It's easy to predict stun on paper, but not so easy to predict damage.
Doopliss
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Re: SSF4 Combo Engine Investigation

Post by Doopliss »

Oh, now I see what he meant. I thought he just sait that Stun scales the same way damage does. Well, At least I turned my combo into a decent Stun combo. And you can do "CH js.HP -> Non-EX Cannon Strike" as well, so I guess it can be used as a substitute to a jump-in. I think it works on every character, as I had to hit Seth in the Yin-Yang for it to work.
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Maj
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Re: SSF4 Combo Engine Investigation

Post by Maj »

Haha awesome. I remember trying to combo divekick after a jump attack and it didn't work, but apparently Cammy's vertical j.HP causes 1 more frame of hit stun than all of her other jumping attacks in both SF4 and SSF4. Nice find.
Doopliss
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Re: SSF4 Combo Engine Investigation

Post by Doopliss »

Thanks. As always, I did it by mistake :P
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Doopliss
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Re: SSF4 Combo Engine Investigation

Post by Doopliss »

I'm curious, if you fill someones stun bar so that it's full, but they aren't stunned (via focus absorb or smthn), then hit them with Dudley's rose or Dan's taunts, what will happen?
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Mienaikage
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Re: SSF4 Combo Engine Investigation

Post by Mienaikage »

Doopliss wrote:I'm curious, if you fill someones stun bar so that it's full, but they aren't stunned (via focus absorb or smthn), then hit them with Dudley's rose or Dan's taunts, what will happen?
Tried Dan's taunt, nothing happened :(
Doopliss
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Re: SSF4 Combo Engine Investigation

Post by Doopliss »

That's too bad. I would've tried it myself, but I've sent my 360 away for repairs.
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desk
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Re: SSF4 Combo Engine Investigation

Post by desk »

Does anyone have a mid combo crumple set up for Ryu (vs another shoto)? I know about the Honda set up from maj's TACV but is it possible vs thin characters?
error1
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Re: SSF4 Combo Engine Investigation

Post by error1 »

I though he could hadou, lv2 focus at the proper distance vs anyone in the corner.
desk
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Re: SSF4 Combo Engine Investigation

Post by desk »

Can't seem to get it vs shotos. Always seems to be either too far away or not enough hit stun for the lv2.

I think I might have found a way around the problem I had actually, so it's not urgent anymore but if anyone has a specific set-up, feel free to post it up.
Doopliss
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Re: SSF4 Combo Engine Investigation

Post by Doopliss »

Ryu can't dash past his fireball, right?
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Tigre III
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Re: SSF4 Combo Engine Investigation

Post by Tigre III »

After to make the Zero Damage series, we have test a lot of taunts, and their hitbox properties, and some taunts have a very interesting hitbox.

For example, the taunt 7 of dhalsim, has two remarkable properties:

It can avoid a lot of regular hits, Super or Ultras, but just a few frames after the taunt start. After that, some moves ( for example the EX houzanto of Guy) cannot hit dhalsim, but others will do.
It is also curious that if you hold forward agaist dhalsim, and when he just start to taunt you perform any movement, that movement can go to the wrong side. So you can make for example a DP to the left ( but Dhalsim is still on your right) or simply a normal HK...
That set up can create some rare glitches, like with the EX Jaguar tooth of Adon, causing the first jump never arrives to the corner...


The second thing is the hitbox on the top of the taunt. That allows some combos that would not be possible to connect against Dhalsim ( and maybe against nobody) like, for example, to connect the two hits of Guy´s vertical j.HK-> df HK->EX houzanto etc etc...
Can also be useful to connect FB like medium.FB of Gouken, air Akuma FB...
onReload
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Re: SSF4 Combo Engine Investigation

Post by onReload »

I remember playing around way too much with that taunt (in SF4)...I also had Rose do Soul Throw which put her overlapping Dhalsim's leg...the supers and moves thing is true, I don't know *what* kind of hitbox they gave his leg, but it's ridiculous. I thought it was cool for Ken's air-to-ground tatsu (3 hits), but Maj found that this is possible with Sagat doing a Focus Attack.
Doopliss
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Re: SSF4 Combo Engine Investigation

Post by Doopliss »

Looks like you can do some really cool stuff with Yun's and Yang's Supers, can't wait to get my hands on them.
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Pokey86
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Re: SSF4 Combo Engine Investigation

Post by Pokey86 »

Doopliss wrote:Looks like you can do some really cool stuff with Yun's and Yang's Supers, can't wait to get my hands on them.

same
Doopliss
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Re: SSF4 Combo Engine Investigation

Post by Doopliss »

Quick question: In vanilla SFIV, si there any ultra where, if you get an ultra finish, the only thing on the screen is ONE of the characters? In Seth's U1, Seth is there, behind the opponent.
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Pokey86
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Re: SSF4 Combo Engine Investigation

Post by Pokey86 »

Doopliss wrote:Quick question: In vanilla SFIV, si there any ultra where, if you get an ultra finish, the only thing on the screen is ONE of the characters? In Seth's U1, Seth is there, behind the opponent.

raging demon Gens AA Ultra,though he pops back during the slomo
error1
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Re: SSF4 Combo Engine Investigation

Post by error1 »

rose?
Snoooootch
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Re: SSF4 Combo Engine Investigation

Post by Snoooootch »

if you count Rufus' Ultra after he kicks tho opponent out of the screen. haha. Or maybe dan's silly taunt magic after his Ultra is over.
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Snoooootch
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Re: SSF4 Combo Engine Investigation

Post by Snoooootch »

Doopliss wrote:Ryu can't dash past his fireball, right?
well, i tried this, It wont buy you too much time, but cancelling out of a lp hadoken and then doing 2 airborne tatsus will give you some time to do stuff. You have to either cancel, or interrupt him. Youd have to use a fast back dasher like Rose, or Chun. But how to you interrupt a hadoken without it hitting you? So. . . I don't know. I'll check it out.
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