SSF4:AE Combo Engine Investigation
Re: SSF4:AE Combo Engine Investigation
Any thoughts on this silly thing:
http://www.youtube.com/watch?v=fSxiakL30Oo
http://www.youtube.com/watch?v=fSxiakL30Oo
Re: SSF4:AE Combo Engine Investigation
From what I can tell, they're both still in.Maj wrote:Would you mind testing it with Sagat for me? I'm waiting for the disc version of AE so i'm not gonna have it until the 28th at the earliest.
Noticed a similar thing, where I FA absorbed one hit, a 2nd hit connected at my feet, then it disolved.Rufus wrote:Any thoughts on this silly thing:
http://www.youtube.com/watch?v=fSxiakL30Oo
Re: SSF4:AE Combo Engine Investigation
http://shoryuken.com/2011/06/17/ssf4ae- ... le-wakeup/
this glitch might be interesting for meaty combo setups, so get 'em in before they patch it out
this glitch might be interesting for meaty combo setups, so get 'em in before they patch it out
Re: SSF4:AE Combo Engine Investigation
well he already has an invincible dash, right?
not being able to safe jump yang after a throw is kind of a big deal tho if they don't patch it.
hope they don't patch until the pc version is released
not being able to safe jump yang after a throw is kind of a big deal tho if they don't patch it.
hope they don't patch until the pc version is released
Re: SSF4:AE Combo Engine Investigation
Fuck the twins & there ambiguous everything.
Yun:
Close Forward: MK
JP0 - Float - Float
Dive Kick:
JP1 - Stun - Reset
Forward Fierce: F + HP
JP1 - SKD - SKD
Target Combo:
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP0 - Float - Float
Rush Punch All Normal
JP1 - SKD - SKD
Rush Punch: EX
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
Dragon Kick: All Normal
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Dragon Kick: EX
1st: JP1+ - Float - Float
2nd: JP2 - SKD - SKD
Palm: Normal Palm
JP0 - Float - Float
Palm: EX
JP0 - Float* - Float*
*Causes Wallbounce
Shoulder: LP
JP0 - Stun - SKD
Shoulder: MP/HP
JP0 - SKD - SKD
Shoulder: EX
1st: JP2 - Stun - SKD
2nd: JP2 - SKD* - SKD*
*Severely limits Juggle potential when hit against a non-juggled opponent
Super: Genei Gin
- all Ground Normals now cause SKD when hitting an airborne target.
- All attacks are now JPX
- Rush Punch now has 3 hits
- shoulder now has 2 hits.
- Ultra 1 Can no longer go in to animation, All hits cause Float & Maintain Current Juggle Point (JPX+ - Float - Float)
- Ultra 2 is now JPX but has an alternate AUTO combo on 5th hit.
Ultra 1: You Hou
1st: JP1 - Auto - Auto
2nd: JP2 - Float - Float
3rd: JP3 - Float - Float
4th: JP4 - Float - Float
Ultra 2:
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP1 - AUTO - AUTO
Yang:
Close Forward: MK
JP0 - Float - Float
Far Strong: MP
JP1 - Stun - Reset
Far Fierce: HP
JP1 - Stun - Reset
Crouch Short: LK
JP1 - Stun - Reset
Target Combo:
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP1 - SKD - SKD
Dive Kick:
JP1 - Stun - Reset
Rekka: All Normal
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - SKD - SKD
Rekka: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - SKD - SKD
Palm: MP
JP0 - Stun - SKD
Palm: HP
JP0 - SKD - SKD
Palm: EX
JP0 - Float* - Float*
*Cause Wallbounce
Dragon Kick: LK
1st: JP0 - SKD* - SKD*
2nd: JP2 - SKD - SKD
* Adds 2 points of JP to a non juggled enemy. Acts normally otherwise
Dragon Kick: MK/HK
1st: JP1 - SKD* - SKD*
2nd: JP2 - SKD - SKD
* Adds 2 points of JP to a non juggled enemy. Acts normally otherwise
Dragon Kick: EX
1st: JP1 - SKD* - SKD*
2nd: JP3 - SKD - SKD
3rd: JP4 - SKD - SKD
* Adds 2 points of JP to a non juggled enemy. Acts normally otherwise
Ultra:
JP0 - AUTO - AUTO
Ultra 2:
1st: JP0 - AUTO - AUTO
2nd: JPX - SKD - SKD
3rd: JPX - SKD - SKD
4th: JPX - SKD - SKD
5th: JPX - SKD - SKD
6th: JPX - SKD - SKD
---
EDIT NOTES:
- Yuns forward HP is JP1 not 0
- Added Genei Gin notes
- Fixed minor errors
- Added JP to Yangs Target
- Yuns Target causes Float
- Added Ultra info for Yun
- Ammended EX Shoulders properties.
Yun:
Close Forward: MK
JP0 - Float - Float
Dive Kick:
JP1 - Stun - Reset
Forward Fierce: F + HP
JP1 - SKD - SKD
Target Combo:
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP0 - Float - Float
Rush Punch All Normal
JP1 - SKD - SKD
Rush Punch: EX
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
Dragon Kick: All Normal
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
Dragon Kick: EX
1st: JP1+ - Float - Float
2nd: JP2 - SKD - SKD
Palm: Normal Palm
JP0 - Float - Float
Palm: EX
JP0 - Float* - Float*
*Causes Wallbounce
Shoulder: LP
JP0 - Stun - SKD
Shoulder: MP/HP
JP0 - SKD - SKD
Shoulder: EX
1st: JP2 - Stun - SKD
2nd: JP2 - SKD* - SKD*
*Severely limits Juggle potential when hit against a non-juggled opponent
Super: Genei Gin
- all Ground Normals now cause SKD when hitting an airborne target.
- All attacks are now JPX
- Rush Punch now has 3 hits
- shoulder now has 2 hits.
- Ultra 1 Can no longer go in to animation, All hits cause Float & Maintain Current Juggle Point (JPX+ - Float - Float)
- Ultra 2 is now JPX but has an alternate AUTO combo on 5th hit.
Ultra 1: You Hou
1st: JP1 - Auto - Auto
2nd: JP2 - Float - Float
3rd: JP3 - Float - Float
4th: JP4 - Float - Float
Ultra 2:
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP1 - AUTO - AUTO
Yang:
Close Forward: MK
JP0 - Float - Float
Far Strong: MP
JP1 - Stun - Reset
Far Fierce: HP
JP1 - Stun - Reset
Crouch Short: LK
JP1 - Stun - Reset
Target Combo:
1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP1 - SKD - SKD
Dive Kick:
JP1 - Stun - Reset
Rekka: All Normal
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - SKD - SKD
Rekka: EX
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - SKD - SKD
Palm: MP
JP0 - Stun - SKD
Palm: HP
JP0 - SKD - SKD
Palm: EX
JP0 - Float* - Float*
*Cause Wallbounce
Dragon Kick: LK
1st: JP0 - SKD* - SKD*
2nd: JP2 - SKD - SKD
* Adds 2 points of JP to a non juggled enemy. Acts normally otherwise
Dragon Kick: MK/HK
1st: JP1 - SKD* - SKD*
2nd: JP2 - SKD - SKD
* Adds 2 points of JP to a non juggled enemy. Acts normally otherwise
Dragon Kick: EX
1st: JP1 - SKD* - SKD*
2nd: JP3 - SKD - SKD
3rd: JP4 - SKD - SKD
* Adds 2 points of JP to a non juggled enemy. Acts normally otherwise
Ultra:
JP0 - AUTO - AUTO
Ultra 2:
1st: JP0 - AUTO - AUTO
2nd: JPX - SKD - SKD
3rd: JPX - SKD - SKD
4th: JPX - SKD - SKD
5th: JPX - SKD - SKD
6th: JPX - SKD - SKD
---
EDIT NOTES:
- Yuns forward HP is JP1 not 0
- Added Genei Gin notes
- Fixed minor errors
- Added JP to Yangs Target
- Yuns Target causes Float
- Added Ultra info for Yun
- Ammended EX Shoulders properties.
Last edited by Pokey86 on Sat Jun 18, 2011 6:41 pm, edited 4 times in total.
Re: SSF4:AE Combo Engine Investigation
Quite sure Yun's "MP, HP, b.HP" target combo causes float, and that th 3rd hit of yang's has JP1.
Grounded You Hou causes float. When juggled into, I think it raises JP by 1.
Shoulder: EX
1st: JP1 - Stun - SKD
2nd: JP2 - SKD* - SKD
*EX shoulder knocks down, but it doesn't seem like you can juggle from it. Juggling with genei-jin after it works though, if you bend the rules by using 5 bars.
Yun U2:
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP1 - AUTO - AUTO
I managed to juggle into the animation by connecting the 3rd or 4th hit, then the 5th one.
Grounded You Hou causes float. When juggled into, I think it raises JP by 1.
Shoulder: EX
1st: JP1 - Stun - SKD
2nd: JP2 - SKD* - SKD
*EX shoulder knocks down, but it doesn't seem like you can juggle from it. Juggling with genei-jin after it works though, if you bend the rules by using 5 bars.
Yun U2:
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP1 - AUTO - AUTO
I managed to juggle into the animation by connecting the 3rd or 4th hit, then the 5th one.
Re: SSF4:AE Combo Engine Investigation
Doopliss wrote:Quite sure Yun's "MP, HP, b.HP" target combo causes float, and that th 3rd hit of yang's has JP1.
Yeah, you're right on both accounts
Grounded You Hou causes float. When juggled into, I think it raises JP by 1.
Yup
Shoulder: EX
1st: JP1 - Stun - SKD
2nd: JP2 - SKD* - SKD
*EX shoulder knocks down, but it doesn't seem like you can juggle from it. Juggling with genei-jin after it works though, if you bend the rules by using 5 bars.
Yeah you can, but i swear i can only hit a MP after, everything else fails. even MP -> Rush punch whiffs the rush punch.
Yun U2:
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP1 - AUTO - AUTO
I managed to juggle into the animation by connecting the 3rd or 4th hit, then the 5th one.
Cool added.
Re: SSF4:AE Combo Engine Investigation
You can juggle after Dragon Kicks during Genei-Jin, with the LK one it's actually quite easy.
Also, whiff-animation U1 doesn't seem to work like you say. If I only get hits 2-4 to connect, I can't hit with EX Dragon kick afterwards, not even the 2nd hit seems to work.
Also, whiff-animation U1 doesn't seem to work like you say. If I only get hits 2-4 to connect, I can't hit with EX Dragon kick afterwards, not even the 2nd hit seems to work.
Re: SSF4:AE Combo Engine Investigation
Doopliss wrote:You can juggle after Dragon Kicks during Genei-Jin, with the LK one it's actually quite easy.
Also, whiff-animation U1 doesn't seem to work like you say. If I only get hits 2-4 to connect, I can't hit with EX Dragon kick afterwards, not even the 2nd hit seems to work.
You always gotta go & fuck things up...
Fixed. EX Shoulder is JP2 for each hit, it was doing my head in that rush puch would hit after hits 2-4 of U1 but the first hit of his EX Shoulder was registering. (Does 80 damage, second hit does 70) But it's done now.
I still think there are Genei gin moves that maintain juggle state.
hopefully that's everything
Re: SSF4:AE Combo Engine Investigation
DeeJay, close s.HK:
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Seems Juri's fireball kick works like this, all versions except maybe HK, where the projectile might have lower JP, dunno:
Kick: JP1 - SKD - SKD
Projectile: JP2 - Stun - SKD
Btw, I have 37 combos for my AE CV now... Problem is I got no theme. No music ideas, no name. This usually comes to me while working on the combos, god damn it >: I'll try to get it up by tomorrow though, I don't have time to wait for Desk any longer.
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
Seems Juri's fireball kick works like this, all versions except maybe HK, where the projectile might have lower JP, dunno:
Kick: JP1 - SKD - SKD
Projectile: JP2 - Stun - SKD
Btw, I have 37 combos for my AE CV now... Problem is I got no theme. No music ideas, no name. This usually comes to me while working on the combos, god damn it >: I'll try to get it up by tomorrow though, I don't have time to wait for Desk any longer.
Re: SSF4:AE Combo Engine Investigation
Musics never really been priority for me. & as for names, i even had a brainstorming session & still didn't pick a name.
I'll look in to the Juri thing.
I'll look in to the Juri thing.
Re: SSF4:AE Combo Engine Investigation
I think I'll go with a SF4 theme on the music, unoriginally enough. I've done that for my first SFIV AND my first SSFIV combo video, so why break the chain now? I do want an interesting name though, not just "SSFIV AE CV"... I'm thinking about something like "skipping the basics", since I have close to no BnB-type combos in it. Yeah, that has a nice ring to it.
Re: SSF4:AE Combo Engine Investigation
Not a bad name. Could make it "Skippin' the basics" to be down with the kids thoughDoopliss wrote:I think I'll go with a SF4 theme on the music, unoriginally enough. I've done that for my first SFIV AND my first SSFIV combo video, so why break the chain now? I do want an interesting name though, not just "SSFIV AE CV"... I'm thinking about something like "skipping the basics", since I have close to no BnB-type combos in it. Yeah, that has a nice ring to it.
Re: SSF4:AE Combo Engine Investigation
Nah, I'm keeping it classy :3
Re: SSF4:AE Combo Engine Investigation
"Skipping the Basics" sounds good to me, with or without the "g." Is it almost done or do you still have a lot to capture?
Re: SSF4:AE Combo Engine Investigation
I'm actually rendering the final video now. I'll have to wait until after work tomorrow to upload it though, or I won't be able to focus on work/sleeping :S
EDIT: And of course Desk just uploaded his Oni CV, where he uses the exact same EX slash combo on Balrog as me, except he uses AIR U1 INSTEAD OF VERTICAL, and also the same EX hadokens into HK tatsu on Balrog into U1... though I use U2. So yeah, at least he did nothing that's 100% identical to mine, but me not being able to do air U1 after that EX-slash combo kinda grinds my gears, as I desperately looked for ways to combo into it besides the obvious.
However, even if I'd seen his video before I'd already made mine I wouldn't have removed said combos. And I have alot of stuff that's still new and exciting in there
EDIT: And of course Desk just uploaded his Oni CV, where he uses the exact same EX slash combo on Balrog as me, except he uses AIR U1 INSTEAD OF VERTICAL, and also the same EX hadokens into HK tatsu on Balrog into U1... though I use U2. So yeah, at least he did nothing that's 100% identical to mine, but me not being able to do air U1 after that EX-slash combo kinda grinds my gears, as I desperately looked for ways to combo into it besides the obvious.
However, even if I'd seen his video before I'd already made mine I wouldn't have removed said combos. And I have alot of stuff that's still new and exciting in there
Re: SSF4:AE Combo Engine Investigation
Aww nuts just watched it, looks like i was wrong about Oni's oerhead, it must be JP 2. (Well one of them at least)
---
Not to trample on Desks work, it's all obviousy great. But wouldn't he have been better off making the first hit of the HK - at the end of the last combo - Kill Sim? Woulda though the Float that the first hit causes, followed by the post death slamdown. Woulda looked a bit better.
Still, amazing work.
---
Not to trample on Desks work, it's all obviousy great. But wouldn't he have been better off making the first hit of the HK - at the end of the last combo - Kill Sim? Woulda though the Float that the first hit causes, followed by the post death slamdown. Woulda looked a bit better.
Still, amazing work.
Re: SSF4:AE Combo Engine Investigation
May as well wait until tomorrow to release your video then. Althought i really don't think that repeating day-one combos is that big a deal. One or two people might post u2b comments talking about how they saw the same combo in desk's video, but they're a tiny minority. Everyone else either won't watch both videos or won't pay close enough attention to notice.
Re: SSF4:AE Combo Engine Investigation
Of course. The main reason I was bothered was because I thought I used the 2nd combo as my Oni coup de grâce, but when I re-watched it, that was not the case.
Re: SSF4:AE Combo Engine Investigation
Hmm, could someone with TA try to do a trade with T.Hawks U2, Normal Super or AE doesn't matter. I want to see the response for the other character.
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Re: SSF4:AE Combo Engine Investigation
lol, DBZ akuma. I call him "Brolly" at my house.
So if you land the LAST hit of Vega's ex scarlet terror roll rollying crystal flash as a counter hit, can you combo in a st.hp to another ex rolling crystal flash, to a cr. mp, to ex izuna drop? Doop did part of it in his combo video, but I'm wondering if that's a way one could expand it. It would probably look stylish to even do a 3rd rolling crystal. Lp of course.
So if you land the LAST hit of Vega's ex scarlet terror roll rollying crystal flash as a counter hit, can you combo in a st.hp to another ex rolling crystal flash, to a cr. mp, to ex izuna drop? Doop did part of it in his combo video, but I'm wondering if that's a way one could expand it. It would probably look stylish to even do a 3rd rolling crystal. Lp of course.
Making no profit since 1987...
Re: SSF4:AE Combo Engine Investigation
Don't think you can end up close enough to do s.HP. c.LP wouldn't even reach after EX RCF.
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Re: SSF4:AE Combo Engine Investigation
Does it break focus attack? or maybe you can use the rose. ;P
Making no profit since 1987...
Re: SSF4:AE Combo Engine Investigation
You can actually roll INSIDE a soul spark, then get hit as soon as the last hit connects iirc, think I saw it somewhere.
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Re: SSF4:AE Combo Engine Investigation
But it would have to be reversed so Vega gets pushed towards rose, right? Hm... I'm wondering is the combo is even worth it. lol
Making no profit since 1987...
Re: SSF4:AE Combo Engine Investigation
Shouldn't be too hard, just FADC LP Soul spark with rose full-screen, dash ahead, jump over Vega, do auto-corrected EX RCF.Snoooootch wrote:But it would have to be reversed so Vega gets pushed towards rose, right? Hm... I'm wondering is the combo is even worth it. lol
Re: SSF4:AE Combo Engine Investigation
It'd probably be easier to jump over Rose as she does LP Soul Spark xx whiff super. That way you get free charge instantly.