SSF4 Combo Engine Investigation

talk about how great training mode is
error1
Posts: 2298
Joined: Sat Apr 18, 2009 12:15 am

Re: SSF4 Combo Engine Investigation

Post by error1 »

Snoooootch wrote:
Doopliss wrote:But how to you interrupt a hadoken without it hitting you? So. . . I don't know. I'll check it out.
a vortex move like tandem might work
Snoooootch
Posts: 1503
Joined: Fri Jul 23, 2010 9:47 pm

Re: SSF4 Combo Engine Investigation

Post by Snoooootch »

error1 wrote:
Snoooootch wrote:
Doopliss wrote:But how to you interrupt a hadoken without it hitting you? So. . . I don't know. I'll check it out.
a vortex move like tandem might work
How so?
Making no profit since 1987...
onReload
Posts: 1716
Joined: Wed Apr 22, 2009 7:00 am
Location: NJ, USA

Re: SSF4 Combo Engine Investigation

Post by onReload »

Snoooootch wrote: But how to you interrupt a hadoken without it hitting you?
Dudley rose taunt? But yeah the tanden engine HCB+P will interrupt the hadouken movement, but you have to be pretty close, you probably won't buy much time afterwards, though Seth can teleport...
Snoooootch
Posts: 1503
Joined: Fri Jul 23, 2010 9:47 pm

Re: SSF4 Combo Engine Investigation

Post by Snoooootch »

yes, very true!!! Good thinking! now I want to try it.
Making no profit since 1987...
Dammit
Posts: 359
Joined: Thu Nov 05, 2009 1:50 am
Contact:

Re: SSF4 Combo Engine Investigation

Post by Dammit »

How about Dhalsim c.LK xx teleport?
Doopliss
Posts: 3210
Joined: Mon Nov 09, 2009 10:18 pm
Location: Sweden

Re: SSF4 Combo Engine Investigation

Post by Doopliss »

Pokey86 wrote:
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
You see, I was thinking about recording the Ultra finish background effect. So if I do it with Akuma, I'll get his custom background, and Gen will, as you say, fall into it, plus it still has the massive whirlwind on the screen, right? Still gonna go with Akuma though I think.

I'll do it in that time trial/survival where the player is invisible.
Maybe Doopliss isn't kicking ass, but he's taking names.

http://www.youtube.com/user/DaDoppen
Doopliss
Posts: 3210
Joined: Mon Nov 09, 2009 10:18 pm
Location: Sweden

Re: SSF4 Combo Engine Investigation

Post by Doopliss »

Eh, when you try to do c.LK xx c.LK with Chun on standing Dic in vanilla, the second one somethimes whiff, lol. No hitbox between the legs I guess.
Maybe Doopliss isn't kicking ass, but he's taking names.

http://www.youtube.com/user/DaDoppen
Snoooootch
Posts: 1503
Joined: Fri Jul 23, 2010 9:47 pm

Re: SSF4 Combo Engine Investigation

Post by Snoooootch »

Oh. . . there's a hitbox alright. boom!
Making no profit since 1987...
phoenix
Posts: 169
Joined: Tue Sep 07, 2010 12:38 pm

Re: SSF4 Combo Engine Investigation

Post by phoenix »

Doopliss wrote:Eh, when you try to do c.LK xx c.LK with Chun on standing Dic in vanilla, the second one somethimes whiff, lol. No hitbox between the legs I guess.
I've noticed that combo being a bit iffy on Dictator too.
My guess it works as follows: Dictators front leg stick out quite a bit and has a hitbox. which you hit with the cr.lk, but when in hitstun this sticking out leg loses its hitbox (if you look at the ssf4 hitbox videos, you can see that he also becomes much thinner than walking for example), this might _just_ cause dic to get out of range for the second cr.lk if not spaced point blank.
Doopliss
Posts: 3210
Joined: Mon Nov 09, 2009 10:18 pm
Location: Sweden

Re: SSF4 Combo Engine Investigation

Post by Doopliss »

Looks like his front leg is too close to Chun and his back leg is too far away, making the c.LK whiff between his legs. I did this point blank.
Maybe Doopliss isn't kicking ass, but he's taking names.

http://www.youtube.com/user/DaDoppen
Snoooootch
Posts: 1503
Joined: Fri Jul 23, 2010 9:47 pm

Re: SSF4 Combo Engine Investigation

Post by Snoooootch »

I was wondering. Is there certain part during the opposing character's Super animation that does not let you input yours?! I've been trying to super freeze Guile's super, but I can't super right when Guile lands from the first flash kick of his double falsh. I can do it right before he lands, but every time I capture the exact moment when Guile lands that first flash, all I get is a Rekka. Do you think it's just me messing up 20 out of 20 times in the same spot and landing 30 out of 30 super freezes before and after that certain point in guiles animation?
Making no profit since 1987...
Doopliss
Posts: 3210
Joined: Mon Nov 09, 2009 10:18 pm
Location: Sweden

Re: SSF4 Combo Engine Investigation

Post by Doopliss »

Is it possible to do "CH j.HP/HK -> s.HP/HK (sonic boom trade) -> close s.MP" with T.Hawk on Seth? If you do that, then " xx EX condor spire -> EX Tomahawk Buster xx EX Condor Dive", it will stun Seth. Please, someone, see if you can do this using tool assist. If you do an Ultra 1 after that, that's 715 damage (exluding low health scaling). If you can get a 2 hit EX Tomahawk upper instead of the spire, that's even better.
Maybe Doopliss isn't kicking ass, but he's taking names.

http://www.youtube.com/user/DaDoppen
error1
Posts: 2298
Joined: Sat Apr 18, 2009 12:15 am

Re: SSF4 Combo Engine Investigation

Post by error1 »

Doopliss wrote:Is it possible to do "CH j.HP/HK -> s.HP/HK (sonic boom trade)
I didn't think anyone could do this vs seth because of how quick his sonic boom is
Doopliss
Posts: 3210
Joined: Mon Nov 09, 2009 10:18 pm
Location: Sweden

Re: SSF4 Combo Engine Investigation

Post by Doopliss »

Well, the main problem seem to be the hit stun of the boom. I think that if T.Hawk is far away from the corner, Seth throws a boom, FADC teleport, T.Hawks jumps towards the corner, so that Seth still teleports behind him, then Seth teleports backwards into the corner, and does tanden endinge as soon as he can, T.Hawk might be able to do a counterhit jump-in, and then trade his s.HP/HK with the boom. But it's all a moot point if SB has too much hitstun for it to work.
Maybe Doopliss isn't kicking ass, but he's taking names.

http://www.youtube.com/user/DaDoppen
desk
Posts: 416
Joined: Sun Dec 17, 2006 12:52 am
Location: UK
Contact:

Re: SSF4 Combo Engine Investigation

Post by desk »

Could anyone who's able to test, provide a definitive answer to this one (I'm guessing with a ppad or PC version of vanilla)?

With chun, after hitting cr. fierce, how many frames do you have to cancel into lightning legs?

eg.
fierce [frame 1]
the last frame it would be possible to input the final kick [frame x]
error1
Posts: 2298
Joined: Sat Apr 18, 2009 12:15 am

Re: SSF4 Combo Engine Investigation

Post by error1 »

this script does c.hp, mk legs
D3.W11.4.5.6.4.5.

but this doesn't
D3.W12.4.5.6.4.5.

so the latest you can press the last kick button is 18 frames after you press c.hp
Rufus
Posts: 647
Joined: Thu Apr 01, 2010 3:12 am

Re: SSF4 Combo Engine Investigation

Post by Rufus »

error1 wrote:this script does c.hp, mk legs
D3.W11.4.5.6.4.5.

but this doesn't
D3.W12.4.5.6.4.5.

so the latest you can press the last kick button is 18 frames after you press c.hp
I thought things like LL required 5 pushes and 5 releases, so you'd be looking at frame 19.
error1
Posts: 2298
Joined: Sat Apr 18, 2009 12:15 am

Re: SSF4 Combo Engine Investigation

Post by error1 »

he asked for the last frame he could input a kick and get lightning legs so I'm not worried about releases, 18 frames is right.
Maj
Posts: 6753
Joined: Wed Dec 13, 2006 12:53 am
Location: Los Angeles
Contact:

Re: SSF4 Combo Engine Investigation

Post by Maj »

If it really does require 5 presses and 5 releases, then i agree with Rufus; 19 would be the important number and 18 would be incidental.
Doopliss
Posts: 3210
Joined: Mon Nov 09, 2009 10:18 pm
Location: Sweden

Re: SSF4 Combo Engine Investigation

Post by Doopliss »

Well, there's an easy way to find out how it works:

1: try LK, MK, HK, MK, Hold LK. If it works, it just requires 5 inputs. If it doesn't work:
2: MK, LK, MK, HK, Hold MK, Hold LK (without getting kara EX legs). If this doesn't work, it requres 5 presses and five releases, if it does work, it requres 10 kick inputs total.
Maybe Doopliss isn't kicking ass, but he's taking names.

http://www.youtube.com/user/DaDoppen
desk
Posts: 416
Joined: Sun Dec 17, 2006 12:52 am
Location: UK
Contact:

Re: SSF4 Combo Engine Investigation

Post by desk »

The game doesn't require you release the final kick button.

How do you get that number dude? it reads like you pressed the last button 16 frames after cr. fierce. I'm sure you're right, just want to understand the numbers.

EDIT: just so you know Doopliss, you can hold all 3 of the final kicks and the legs still come out. You can even negative edge them into an ultra afterwards.
Doopliss
Posts: 3210
Joined: Mon Nov 09, 2009 10:18 pm
Location: Sweden

Re: SSF4 Combo Engine Investigation

Post by Doopliss »

Well, try pressing "LK, MK, Hold HK, Hold MK, Hold LK" then if that works, we can almost safely say that it only requires pressed buttons and no releases.
Maybe Doopliss isn't kicking ass, but he's taking names.

http://www.youtube.com/user/DaDoppen
error1
Posts: 2298
Joined: Sat Apr 18, 2009 12:15 am

Re: SSF4 Combo Engine Investigation

Post by error1 »

desk wrote: How do you get that number dude? it reads like you pressed the last button 16 frames after cr. fierce. I'm sure you're right, just want to understand the numbers.
I somehow fail at counting, 16 is right. good thing I posted the script
desk
Posts: 416
Joined: Sun Dec 17, 2006 12:52 am
Location: UK
Contact:

Re: SSF4 Combo Engine Investigation

Post by desk »

LOL, cool. Appreciate you testing that out for me dude, thanks.
Tigre III
Posts: 287
Joined: Tue Feb 02, 2010 6:58 pm

Re: SSF4 Combo Engine Investigation

Post by Tigre III »

I dont remember to watch this in any video...

With Chun li, in the corner, its possible to connect neutral j.HP 2 hits(counter) s.HK xx s.LP ( or c.LP) xx s.HP ( 716 stun)

And question:

Is still possible in this SSF4 to connect the U1 after the s.LP? ( or c.LP) I think is still possible to do... Could be a nice combo.
error1
Posts: 2298
Joined: Sat Apr 18, 2009 12:15 am

Re: SSF4 Combo Engine Investigation

Post by error1 »

cl.hk, lp is only possible if you get the hk to hit meaty, so who was your dummy?
s.LP to u1 is also only possible if meaty
Tigre III
Posts: 287
Joined: Tue Feb 02, 2010 6:58 pm

Re: SSF4 Combo Engine Investigation

Post by Tigre III »

well, works with a lot of characters. I tested it with Ryu, Dictator, Dhalsim, Dee jay... And not important if the first nj.HP is counter or isnt.
It seems that the second punch of the nj.HP give "time" to connect the s.HK meaty. The U1 after the s.LP its another war...
I can not tell exactly when connecting if its meaty or not...
Doopliss
Posts: 3210
Joined: Mon Nov 09, 2009 10:18 pm
Location: Sweden

Re: SSF4 Combo Engine Investigation

Post by Doopliss »

Maybe Doopliss isn't kicking ass, but he's taking names.

http://www.youtube.com/user/DaDoppen
Maj
Posts: 6753
Joined: Wed Dec 13, 2006 12:53 am
Location: Los Angeles
Contact:

Re: SSF4 Combo Engine Investigation

Post by Maj »

Whoa, that's pretty cool! I definitely haven't seen it anywhere before.
Doopliss
Posts: 3210
Joined: Mon Nov 09, 2009 10:18 pm
Location: Sweden

Re: SSF4 Combo Engine Investigation

Post by Doopliss »

It just popped up in my head XD Problem is you can't do anything else with it.
Maybe Doopliss isn't kicking ass, but he's taking names.

http://www.youtube.com/user/DaDoppen
Post Reply