SF4 Biweekly TACV Series
Re: SF4 Biweekly TACV Series
you give up the second tap but I guess that leaves you to finish with a more damaging combo.
Re: SF4 Biweekly TACV Series
Yeah i already got a double-TAP combo recorded against someone else, which i'll probably have to revise for the DVD because i thought of a better finisher. I want to keep this version as well, so that gives me an excuse to utilize both.
The Rose dizzy combo i'll probably save for another video idea i'm considering, or i might just record it tonight if i have enough time. My biggest concern is these combos becoming too similar. I don't want to keep reusing the same elements, but that FADC, c.LP, s.HK, c.MP component keeps coming up in dizzy combos. I should be safe as long as i avoid that 950-stun combo though, which is actually pretty basic:
Balrog counterhit j.HK vs Viper, s.HK, c.MP xx HK dashupper xx FADC, c.LP, s.HK, c.MP xx EX dashupper, c.LP, c.LP, c.MP xx EX dashupper, c.LP, c.LP, c.MP xx HP headbutt (250+200+80+140+30+100+40+60+10+5+10+20+5+5+10+20=985stun)
What really sucks is it would've been possible to dizzy Rufus with only three bars:
Balrog counterhit j.HK vs Rufus, s.HK, c.MP xx HK dashupper xx FADC, c.LP, s.HK, c.MP xx EX dashupper, c.LP, c.LP, c.LP, c.MP xx HP headbutt (250+200+80+140+30+100+40+60+10+5+5+10+20=950stun)
... except he's one of the few characters who absolutely refuses to get hit by c.MP at the end of that HK dashupper xx FADC, c.LP, s.HK, c.MP piece.
The Rose dizzy combo i'll probably save for another video idea i'm considering, or i might just record it tonight if i have enough time. My biggest concern is these combos becoming too similar. I don't want to keep reusing the same elements, but that FADC, c.LP, s.HK, c.MP component keeps coming up in dizzy combos. I should be safe as long as i avoid that 950-stun combo though, which is actually pretty basic:
Balrog counterhit j.HK vs Viper, s.HK, c.MP xx HK dashupper xx FADC, c.LP, s.HK, c.MP xx EX dashupper, c.LP, c.LP, c.MP xx EX dashupper, c.LP, c.LP, c.MP xx HP headbutt (250+200+80+140+30+100+40+60+10+5+10+20+5+5+10+20=985stun)
What really sucks is it would've been possible to dizzy Rufus with only three bars:
Balrog counterhit j.HK vs Rufus, s.HK, c.MP xx HK dashupper xx FADC, c.LP, s.HK, c.MP xx EX dashupper, c.LP, c.LP, c.LP, c.MP xx HP headbutt (250+200+80+140+30+100+40+60+10+5+5+10+20=950stun)
... except he's one of the few characters who absolutely refuses to get hit by c.MP at the end of that HK dashupper xx FADC, c.LP, s.HK, c.MP piece.
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Re: SF4 Biweekly TACV Series
Did you figure out how to interrupt his super after a slightly decent combo to juggle and then following up with the Ultra?
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Re: SF4 Biweekly TACV Series
Um, i can include it if you want. I haven't spent any time testing it out against different opponents, but it's pretty easy against Rose. Following up with the ultra isn't any trouble either. Looks kinda cool i suppose. Doesn't seem to work against Sagat unfortunately, because his fireballs are way too fast.
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Re: SF4 Biweekly TACV Series
Well, it could be a filler. If you don't feel like adding it, it's cool. Just can't really think of anything else. How's progress anyway?
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Re: SF4 Biweekly TACV Series
The only combos i'm missing are the super interrupt combo (which i've already got scripted), the obligatory Dash Upper mashfest (aka program pad tax), and possibly one clip of odds and ends. It should be all done tomorrow.
(Btw did you take a look at the character vitality chart before you requested that combo? Because that's messed up if you did.)
(Btw did you take a look at the character vitality chart before you requested that combo? Because that's messed up if you did.)
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Re: SF4 Biweekly TACV Series
Haha, what do you mean, Vitality Chart? I dont know what that is.
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Re: SF4 Biweekly TACV Series
Haha, you wont kill Guile will you? he's got a high enough lie to not die from that combo. how about gouken? or are they too fast?
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Re: SF4 Biweekly TACV Series
Gouken would be such a better combo dummy if he had a slow fireball. Being able to delay the release makes him perfect for backwards fireball setups. You can jump over him easily as he starts charging it. Other dummies are limited to performing the fireball before you cross over their heads. But no, his fireball is way too fast to be useful.
Another dummy trait that SF4 could've used is a single hit that pushes you clear across the screen without knockdown. It would look cool to trade lvl3 Focus Attack with that attack, then combo them from full screen distance. (Think Balrog lvl3 Focus Attack vs Dhalsim s.MP, HK Dash Low Smash except without having to use Dhalsim every time.)
Another dummy trait that SF4 could've used is a single hit that pushes you clear across the screen without knockdown. It would look cool to trade lvl3 Focus Attack with that attack, then combo them from full screen distance. (Think Balrog lvl3 Focus Attack vs Dhalsim s.MP, HK Dash Low Smash except without having to use Dhalsim every time.)
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Re: SF4 Biweekly TACV Series
Pah. Well, that dhalsim combo sounds good
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Re: SF4 Biweekly TACV Series
So yeah, that combo against Guile is the most damaging one he's got in terms of numbers (1220 in Training Mode), but the one against Blanka is the toughest opponent he can kill. The Blanka one still ranks higher IMO, but i guess you could make an argument for both.
Re: SF4 Biweekly TACV Series
but the combo vs blanka would do more damage in training mode if done vs a counter hit trade, so technically nether of those combos are his max damage.
Re: SF4 Biweekly TACV Series
Eh, they're still conditional maximums. For the moment, the one against Guile is the most damage he can do in Versus Mode and the one against Blanka is the toughest opponent he can kill.
The Blanka combo is 1065 damage, so even with counterhit that would only be 1205. It can't be done against Blanka in Training Mode either, because the Counter Hit option is automatically disabled when you switch the dummy to Human mode. It only works in Stand/Crouch/Jump states.
Of course that 1220 measurement is inaccurate as well, because after Guile "dies" in Training Mode, the scaling on the remainder gets readjusted. So i don't know, but they're pretty close either way.
If we look at the raw numbers without lifebar scaling:
Balrog counterhit Final TAP, super, ultra (seven hits) = 700 + 345 + (339 x 0.7) = 1282.3
Balrog counterhit Final TAP, ultra, super (three hits) = 700 + (519 x 0.8) + (225 x 0.7) = 1272.7
The Blanka combo is 1065 damage, so even with counterhit that would only be 1205. It can't be done against Blanka in Training Mode either, because the Counter Hit option is automatically disabled when you switch the dummy to Human mode. It only works in Stand/Crouch/Jump states.
Of course that 1220 measurement is inaccurate as well, because after Guile "dies" in Training Mode, the scaling on the remainder gets readjusted. So i don't know, but they're pretty close either way.
If we look at the raw numbers without lifebar scaling:
Balrog counterhit Final TAP, super, ultra (seven hits) = 700 + 345 + (339 x 0.7) = 1282.3
Balrog counterhit Final TAP, ultra, super (three hits) = 700 + (519 x 0.8) + (225 x 0.7) = 1272.7
Re: SF4 Biweekly TACV Series
I stand corrected, that's a lot closer then I expected, I guess they are both theoretically damaging enough to kill gief so figuring out what does more damage out of training mode doesn't mean much.
Did the second final tap vs gen do 42 damage lol?
Did the second final tap vs gen do 42 damage lol?
Re: SF4 Biweekly TACV Series
Actually it did 56 damage at 10%. I'm not sure why. Gen was at 899 damage while dizzy and the full combo shows 955 damage in Training Mode. The math at the end of the lifebar in Training Mode gets really screwy sometimes, but that's the number i got every time i tested it.
Btw that's the combo i'm changing for the DVD. Right after i spent all day capturing it, i realized i could do a slightly less damaging c.LK xx EX Dash Upper loop - which looks more impressive since they're all 1-frame links (but not really because the charge timing forces me to wait the extra frame anyway).
And then end the combo with something like j.HK, s.LK, s.MK (KO) xx Final TAP for more theoretical damage! If i can manage to do exactly 900 damage before the s.MK, that should be the maximum for that particular gimmick.
Btw that's the combo i'm changing for the DVD. Right after i spent all day capturing it, i realized i could do a slightly less damaging c.LK xx EX Dash Upper loop - which looks more impressive since they're all 1-frame links (but not really because the charge timing forces me to wait the extra frame anyway).
And then end the combo with something like j.HK, s.LK, s.MK (KO) xx Final TAP for more theoretical damage! If i can manage to do exactly 900 damage before the s.MK, that should be the maximum for that particular gimmick.
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Re: SF4 Biweekly TACV Series
So who's next? I'm stoked to follow such an amazing video! You really did great on that one, Maj!
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Re: SF4 Biweekly TACV Series
Dan is next, then Sagat, then Guile or Seth. I might leave Guile for last, just because i kind of want to get Seth overwith. He seems like he has a lot of stuff, but i also get the feeling that everything's been done.
Seth's ultra's not particularly useful and his fireballs kinda suck. The slow one looks a lot faster than Guile's or Chun Li's. Maybe i can get a stomp setup similar to the one i did with Chun Li? Except from further away with Dhalsim as the dummy - since Seth's wall jump carries him much farther/faster.
I don't know, we'll see. To be honest, i don't think any of these four are going to be particularly amazing. Dan, Sagat, and Seth have gotten a lot of attention, and gilley pretty much took care of Guile, even though i'm still looking forward to him the most out of the four.
Seth's ultra's not particularly useful and his fireballs kinda suck. The slow one looks a lot faster than Guile's or Chun Li's. Maybe i can get a stomp setup similar to the one i did with Chun Li? Except from further away with Dhalsim as the dummy - since Seth's wall jump carries him much farther/faster.
I don't know, we'll see. To be honest, i don't think any of these four are going to be particularly amazing. Dan, Sagat, and Seth have gotten a lot of attention, and gilley pretty much took care of Guile, even though i'm still looking forward to him the most out of the four.
Re: SF4 Biweekly TACV Series
good luck with dan, he has some of the worst normals in the game but gadoken is pretty good for combos. You need to do a max gadouken combo
Re: SF4 Biweekly TACV Series
Haha thanks, i'm sure i'll need it.
I wonder what happens if he does fireball xx Taunt super xx ultra and the ultra connects before the fireball. With Dan's ineptitude, i bet nothing happens unless you use EX fireball.
I wonder what happens if he does fireball xx Taunt super xx ultra and the ultra connects before the fireball. With Dan's ineptitude, i bet nothing happens unless you use EX fireball.
Re: SF4 Biweekly TACV Series
you don't think dan and victim are rendered invincible when ultra connects? or are we gonna have more slomo silly limbs?
Re: SF4 Biweekly TACV Series
Dan can't ultra with a fireball on-screen.
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Re: SF4 Biweekly TACV Series
Does Dan's FA hit low enough to hit a character who at some point becomes airborne after a prior FA crumble? Perhaps there's something there?
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Re: SF4 Biweekly TACV Series
Doopliss wrote:Dan can't ultra with a fireball on-screen.
Activate on exact frame it hits then?
Re: SF4 Biweekly TACV Series
With the new fireball ultras, I find myself wondering about how possible it is to get TAP to trade with them.Maj wrote:Haha thanks, i'm sure i'll need it.
I wonder what happens if he does fireball xx Taunt super xx ultra and the ultra connects before the fireball. With Dan's ineptitude, i bet nothing happens unless you use EX fireball.
Re: SF4 Biweekly TACV Series
You couldn't do unblockables with it iirc, so probably the frame after that.Pokey86 wrote:Activate on exact frame it hits then?Doopliss wrote:Dan can't ultra with a fireball on-screen.
Re: SF4 Biweekly TACV Series
Doopliss wrote:You couldn't do unblockables with it iirc, so probably the frame after that.Pokey86 wrote:Activate on exact frame it hits then?Doopliss wrote:Dan can't ultra with a fireball on-screen.
Unblockables? huh?
Fireball -> Super Taunt -> Fireball Hits -> Ultra 1 activates during KO
Re: SF4 Biweekly TACV Series
Doopliss wrote:what? Does that work, or what are you talking about? XD
And unblockables. You know, THIS.
Wait, what are you talking about? I know what an unblockable is, but it's not what i'm talking about.
Maj said what'd happen if you activated ultra on KO of a projectile hitting
You said you can't activate Ultra whilst a projectile is on screen.
I said wait till the exact frame the projectile hits to activate ultra (on the KO)
You said something about an unblockable
I said "huh?"
You said "What?"
I said ^^that^^
???????
Profit
Re: SF4 Biweekly TACV Series
Well, unblockables work on the same principe, doesn't it? You activate the ultra on the same frame that the projectile connects.