SSF4:AE Combo Engine Investigation
Re: SSF4:AE Combo Engine Investigation
I don't know if you can catch up to the LP spark in that situation though.
Re: SSF4:AE Combo Engine Investigation
All of Juri's projectiles are JP2, EX is JP1 then 2
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Re: SSF4:AE Combo Engine Investigation
But that's insane.
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Re: SSF4:AE Combo Engine Investigation
I'm wondering if there is a way someone here can land a combo for me. After trying Doop's idea to use Rufus for his high airborne hitbox, I attempted to have Ken on the corner and rufus on the opposite side of the screen. Then doing Ken's air ex tatsu, the version that goes the farthest across the screen, hitting rufus in the air, but going over to his other side, landing close to the oposite corner, then doing a cross up ex DP to U1. Just wondering if it works. I landed it once, but I didn't cancel the ex srk correctly. May try it tonight, to see if it works.
Making no profit since 1987...
Re: SSF4:AE Combo Engine Investigation
Turns out Oni's MK Tatsu is JP1 - JP2 with no more hits. HK is JP0 - 1- 2
this would probably mean, besides Ultra, his strongest followup to EX Tatsu in corner is MK Tatsu.
this would probably mean, besides Ultra, his strongest followup to EX Tatsu in corner is MK Tatsu.
Re: SSF4:AE Combo Engine Investigation
If you're talking about his Kara EX Tatsu, that will be really hard, it takes forever to land/recover in time for a follow-up.Snoooootch wrote:I'm wondering if there is a way someone here can land a combo for me. After trying Doop's idea to use Rufus for his high airborne hitbox, I attempted to have Ken on the corner and rufus on the opposite side of the screen. Then doing Ken's air ex tatsu, the version that goes the farthest across the screen...
Re: SSF4:AE Combo Engine Investigation
I tried before and failed.
Btw, does Kara air EX Tatsu even work anymore, since the tatsu's momentum has been altered?
Btw, does Kara air EX Tatsu even work anymore, since the tatsu's momentum has been altered?
Re: SSF4:AE Combo Engine Investigation
I'm pretty sure Ken & Sakuras air Tatsu's haven't been touched.Doopliss wrote:I tried before and failed.
Btw, does Kara air EX Tatsu even work anymore, since the tatsu's momentum has been altered?
Re: SSF4:AE Combo Engine Investigation
I meant non-EX tatsu.
Re: SSF4:AE Combo Engine Investigation
Doopliss wrote:I meant non-EX tatsu.
Yeah same, i'm pretty sure both act the same tas they did in non-AE
Re: SSF4:AE Combo Engine Investigation
You couldn't run away with Ken's air tatsu in Super? Never thought of that if that's the case.
Re: SSF4:AE Combo Engine Investigation
Doopliss wrote:You couldn't run away with Ken's air tatsu in Super? Never thought of that if that's the case.
you could, if i recall it wasn't as good as Ryu/Akumas coward copter, but it was still respectable. Kens best run away from the corner has always been Kara EX Tatsu.
Re: SSF4:AE Combo Engine Investigation
I remember hearing a rumour that Makoto has a level 2 focus attack infinite in AE, has anyone managed to do record it on video, now that it's on console?
Re: SSF4:AE Combo Engine Investigation
I've asked around as well, however, I'm leaning against "no".CPS2 wrote:I remember hearing a rumour that Makoto has a level 2 focus attack infinite in AE, has anyone managed to do record it on video, now that it's on console?
Re: SSF4:AE Combo Engine Investigation
SRK side of the Juggle mechanics guide is now updated ^_^
Doopliss, how did you find out that the final hit of Yangs target was JP1?
Doopliss, how did you find out that the final hit of Yangs target was JP1?
Re: SSF4:AE Combo Engine Investigation
By uusing it during his super. The shadow will hit once with it as well. And you can't FADC it into a normal, so that must be it.
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Re: SSF4:AE Combo Engine Investigation
I got SSF4 for PC (yeah not an original copy, kill me;I did buy it on ps3 though, and got it for PC only for combo making).The game seems like a stupidly made,incredibly bad console port.It doesn't even have mosue support!I have an a4tech mouse with programable buttons, and wanted to make some tool-asssited combos with it, but surprise, i press the button on the mosue assigned to a punch button, for example, and nothing happens.And i don't like/can't use the PC macro programs
Reminds me of the Resident Evil 4 port on PC, which must be the worst port ever made.I mean, mouse support....really, how hard can it be to iimplement MOUSE support in a game?Especially considering it worked very well in Vanilla.Also, there's no windowed mode option.Gotta figure it out that Alt+Enter does the job.
Reminds me of the Resident Evil 4 port on PC, which must be the worst port ever made.I mean, mouse support....really, how hard can it be to iimplement MOUSE support in a game?Especially considering it worked very well in Vanilla.Also, there's no windowed mode option.Gotta figure it out that Alt+Enter does the job.
Last edited by Smileymike101 on Fri Jul 01, 2011 4:33 pm, edited 1 time in total.
Re: SSF4:AE Combo Engine Investigation
Vanilla has mouse support? Weird, I guess I just never use it, so that doesn't bother me as much....let me know if there are other issues
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Re: SSF4:AE Combo Engine Investigation
By mouse support i mean clicking the mouse has effects on the game, or, the game acknowledges that you have a mouse connected.Let's say i mapped low punch to "4" on the numpad.And i have programmed a button on my mouse to hit "4".In vanilla, when i hit that mouse button programed to press 4, my character does a jab.In AE, nothing happens.I would love to find a way to fix this.I have programed a Fierce Feint Fierce sequence with Viper in Vanilla,and when trying to test it in AE,I was shocked to see that nothing happens when i press the macro button.
That means i have to buy a keyboard that has programmable buttons, and a good macro editing software, so i guess i'll buy a keyboard still from A4Tech,because it uses the same macro editing software like the mouse and i like it.
Normally i wouldn't care for mouse support in a fighting game either, but when my best mean of tool-assist is my programmable mouse, i do.
That means i have to buy a keyboard that has programmable buttons, and a good macro editing software, so i guess i'll buy a keyboard still from A4Tech,because it uses the same macro editing software like the mouse and i like it.
Normally i wouldn't care for mouse support in a fighting game either, but when my best mean of tool-assist is my programmable mouse, i do.
Re: SSF4:AE Combo Engine Investigation
it hasn't come out yetI got SSF4 for PC
Re: SSF4:AE Combo Engine Investigation
Yeah, wait a minute - are you sure you don't have some kind of bootleg PC dump from the arcade cab? That would explain lack of mouse support.
Re: SSF4:AE Combo Engine Investigation
If he has all the characters, then it's not the PC version iirc.
Btw, can't you just use some kind of software for the TAs? I doubt you need some kind of hardware for it.
Btw, can't you just use some kind of software for the TAs? I doubt you need some kind of hardware for it.
Re: SSF4:AE Combo Engine Investigation
sure, autoit and dammit's automacro are good software macro programs that can do what you need. I have a sidewinder x4 with macros and it is more consistent
Re: SSF4:AE Combo Engine Investigation
some places got it and broke street date
i've already started my research into the modding aspects
http://www.youtube.com/watch?v=vJy6LAcVbBU
if any of you have any questions about things that you can't easily find out through testing that i may or may not be able to answer (like the juggle potential of some moves maybe? i think you guys have figured that all out already without me using a hex editor to do it though).
i'm working on an easier to use modding tool that while you guys aren't interested in modding hopefully will provide a more simple user interface than a hex editor and you guys can look at moves and see their properties that arent as simple as stuff in the frame data. and maybe eventually hitboxes? but hitboxes is a long long way off.
i've already started my research into the modding aspects
http://www.youtube.com/watch?v=vJy6LAcVbBU
if any of you have any questions about things that you can't easily find out through testing that i may or may not be able to answer (like the juggle potential of some moves maybe? i think you guys have figured that all out already without me using a hex editor to do it though).
i'm working on an easier to use modding tool that while you guys aren't interested in modding hopefully will provide a more simple user interface than a hex editor and you guys can look at moves and see their properties that arent as simple as stuff in the frame data. and maybe eventually hitboxes? but hitboxes is a long long way off.
Re: SSF4:AE Combo Engine Investigation
How hard does it seem to be to mod compared to the original SFIV?
Re: SSF4:AE Combo Engine Investigation
its about the same, though the files aren't compressed and archived together.
before all the relevant gameplay stuff was dumped together in a file like "RYU.cmn.emz" and compressed, now the input "#BCM" section is its own file, the animation "#BAC" section is its own file, etc. this is probably a good thing for me.
my perl scripts for exporting and importing individual move animation data worked with about an hour of research into the minor changes in format and then modifications.
i dont quite know how the selectable ultras work, also before the fireball's properties were in the same file as the character and now they seem to be missing and i dont know where to look yet. there's other things changed too, hit data used to be 64 bytes if i remember right (it has been a good while though), vs the 80 they have now. I don't think this is related to the wallbounce stuff but it might be.
it's also interesting to see that things like genei jin/angry scar/oil up/feng shui engine the moves are treated as entirely separate moves.
i wondered this before: there is no wallbounce limit of any kind that i can find, however the wallbounce flag being on a hit doesn't guarantee a wallbounce if they fall short of a wall, they just land on their back. this was probably already known to you guys though.
before all the relevant gameplay stuff was dumped together in a file like "RYU.cmn.emz" and compressed, now the input "#BCM" section is its own file, the animation "#BAC" section is its own file, etc. this is probably a good thing for me.
my perl scripts for exporting and importing individual move animation data worked with about an hour of research into the minor changes in format and then modifications.
i dont quite know how the selectable ultras work, also before the fireball's properties were in the same file as the character and now they seem to be missing and i dont know where to look yet. there's other things changed too, hit data used to be 64 bytes if i remember right (it has been a good while though), vs the 80 they have now. I don't think this is related to the wallbounce stuff but it might be.
it's also interesting to see that things like genei jin/angry scar/oil up/feng shui engine the moves are treated as entirely separate moves.
i wondered this before: there is no wallbounce limit of any kind that i can find, however the wallbounce flag being on a hit doesn't guarantee a wallbounce if they fall short of a wall, they just land on their back. this was probably already known to you guys though.
Re: SSF4:AE Combo Engine Investigation
I don't think I've ever seen a wallbounce not reach the wall though.
If you could find a way to use both ultras at once, that would be quite cool.
If you could find a way to use both ultras at once, that would be quite cool.
Re: SSF4:AE Combo Engine Investigation
that's because all of the ones in the game just give the dummy that much velocity but that's not related to the wallbounce propertyDoopliss wrote:I don't think I've ever seen a wallbounce not reach the wall though.
If you could find a way to use both ultras at once, that would be quite cool.
i bet it is somehow possible to setup a situation where it happens in the unmodified game though i just cant think of anything immediately
Re: SSF4:AE Combo Engine Investigation
You can probably do something with Denjin Hadoken, I can't think of any other way. Maybe, like: Rose trade on max denjin, close-to instant j.EX Tatsu forward.
Re: SSF4:AE Combo Engine Investigation
there is no street date, it's only available as a download from steam or the like. There is no shipped package version as far as I can tell, so it's imposable to get it early without piratinganotak wrote:some places got it and broke street date
where did you buy it from?