SSF4:AE Combo Engine Investigation
Re: SSF4:AE Combo Engine Investigation
Awhile ago, when they released change data for Gen, I thought of a really dumb combo if someone wants to try it (2012 isn't out for PC yet, even though I specialize in dumb combos)
Near full screen, do Gen's EX roll, counterhit the second-to-last hit, FADC, U2(Punch). If I'm reading the frame data correctly it should be a 1 frame link.
Near full screen, do Gen's EX roll, counterhit the second-to-last hit, FADC, U2(Punch). If I'm reading the frame data correctly it should be a 1 frame link.
Re: SSF4:AE Combo Engine Investigation
That hit gives +8 on FADC, and U2 has a 7 frame start-up, so it should work mid-combo as well.onReload wrote:Awhile ago, when they released change data for Gen, I thought of a really dumb combo if someone wants to try it (2012 isn't out for PC yet, even though I specialize in dumb combos)
Near full screen, do Gen's EX roll, counterhit the second-to-last hit, FADC, U2(Punch). If I'm reading the frame data correctly it should be a 1 frame link.
Re: SSF4:AE Combo Engine Investigation
Whoa, really? Don't know what I was reading then, thought it was +6, and CH would make it +7 or something. I ought to figure out this "reading" thing soon.
Re: SSF4:AE Combo Engine Investigation
The non-EX versions are +6.onReload wrote:Whoa, really? Don't know what I was reading then, thought it was +6, and CH would make it +7 or something. I ought to figure out this "reading" thing soon.
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Re: SSF4:AE Combo Engine Investigation
So, Evil Ryu's far st. hp on counter hit knocks down the opponent, but it looks like it allows for juggle. Was this known? Am I just dumb and never noticed?
Making no profit since 1987...
Re: SSF4:AE Combo Engine Investigation
It's in the changelist. Since you can do MP, HP or EX SRK after TC; it should work after this as well.Snoooootch wrote:So, Evil Ryu's far st. hp on counter hit knocks down the opponent, but it looks like it allows for juggle. Was this known? Am I just dumb and never noticed?
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Re: SSF4:AE Combo Engine Investigation
I was playing around a bit more with fei's super, and I noticed that the GAINS float juggle regardless of the first hit of his super. I did his flame kick, and delayed his super cancel so it wouldn't hit dudley on the way up. So I basically did flame kick, xx Super (Whiff), st. hp, and got a 2 hit combo. Just thought it was weird.
Oh, and I tried what maj said about adding a lvl 1 focus attack, but for some reason, it doesn't catch dudley at all, so all you can do is either, Keep trying, Lvl 1 FA to U1, or hk chicken wing to U1.
Oh, and I tried what maj said about adding a lvl 1 focus attack, but for some reason, it doesn't catch dudley at all, so all you can do is either, Keep trying, Lvl 1 FA to U1, or hk chicken wing to U1.
Making no profit since 1987...
Re: SSF4:AE Combo Engine Investigation
Not engine related, but it seems like they fixed the whole "turning BGM all the way down does not mean silent" thing with the 2012 patch, at least on my PC.
Re: SSF4:AE Combo Engine Investigation
Really? Because it seems like it's still in SFxT XDonReload wrote:Not engine related, but it seems like they fixed the whole "turning BGM all the way down does not mean silent" thing with the 2012 patch, at least on my PC.
EDIT: Yeah, they DID fix it, that's nice, hopefully what I heard in SFxT was just the music lowered and not an attempt to turn it off completely.
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Re: SSF4:AE Combo Engine Investigation
Okay, I just wanted to announce how I spent the last 4 hours.
I set abel in training mode against my Makoto (Day 2). I set Counter Hit on, and did the following:
Standing heavy punch, lp Hayate, lk cancel, Standing heavy punch, lp Hayate, lk cancel, st. mp, mp Hayate, Cancel to Super, Standing heavy punch, lp Hayate, lk cancel, st. mp, st. mp hayate.
4 hours just to find out if the combo would work. I bet more works on Honda, but, for now, I'm on cloud nine having landed this combo on a ps3 pad.
Pokey, High five!
I set abel in training mode against my Makoto (Day 2). I set Counter Hit on, and did the following:
Standing heavy punch, lp Hayate, lk cancel, Standing heavy punch, lp Hayate, lk cancel, st. mp, mp Hayate, Cancel to Super, Standing heavy punch, lp Hayate, lk cancel, st. mp, st. mp hayate.
4 hours just to find out if the combo would work. I bet more works on Honda, but, for now, I'm on cloud nine having landed this combo on a ps3 pad.
Pokey, High five!
Making no profit since 1987...
Re: SSF4:AE Combo Engine Investigation
Good job dude, i spent 4 hours using a faulty DVD only to find my optical drive won't read it ^_^ for 3 SFxT combos
Re: SSF4:AE Combo Engine Investigation
Does anyone happen to know when exactly you get meter for performing a special move? I don't think it's the first frame, because if you start will full meter and kara-cancel HP DP into EX DP four times, you still end up with zero meter. That would also mean that if your non-invincible reversal (like wakeup fireball) gets stuffed by a meaty attack, you wouldn't gain any meter for it aside from however much meter you gain for getting hit.
Anyway has anyone looked into this? I'm just trying to find a way to generate a little bit of extra meter during a dizzy combo.
Speaking of which, does anyone know how SF4's dizzy duration works? Do the different icons (stars/birds/reapers) mean anything?
Anyway has anyone looked into this? I'm just trying to find a way to generate a little bit of extra meter during a dizzy combo.
Speaking of which, does anyone know how SF4's dizzy duration works? Do the different icons (stars/birds/reapers) mean anything?
Re: SSF4:AE Combo Engine Investigation
the different icons are the same. Length or mash difficulty doesn't doesn't seem to change. I've had scripts with stun and stun mashing and the icons don't change anything.
I think you gain the meter or the second or third frame, I could figure out a hard number if you wanted.
I think you gain the meter or the second or third frame, I could figure out a hard number if you wanted.
Re: SSF4:AE Combo Engine Investigation
Are you sure that dizzy duration doesn't fluctuate? I tend to stay away from prolonged meter building while the dummy is dizzy, but i remember encountering some inconsistency the few times i tried it. Though maybe that was just a factor of juggle height and i was cutting it closer than i thought.
Actually i'll just test it real quick. I'm gonna dizzy Seth a bunch of times with random attacks and measure how long it takes from the first frame of wakeup animation until the first fully recovered frame of idle pose, which is when the combo counter shows up.
248 frames (skulls), 248 (skulls), 248 (birds), 248 (skulls), 248 (birds), 248 (stars), 248 (birds), 248 (skulls)
Guess not.
Actually i'll just test it real quick. I'm gonna dizzy Seth a bunch of times with random attacks and measure how long it takes from the first frame of wakeup animation until the first fully recovered frame of idle pose, which is when the combo counter shows up.
248 frames (skulls), 248 (skulls), 248 (birds), 248 (skulls), 248 (birds), 248 (stars), 248 (birds), 248 (skulls)
Guess not.
Re: SSF4:AE Combo Engine Investigation
it's get's a little weird beacuse the opponent recovers and can block before before the combo counter resets.
Re: SSF4:AE Combo Engine Investigation
How many frames is that discrepancy? I thought it was only 1 frame.
Re: SSF4:AE Combo Engine Investigation
it's 3-4 frames I think
edit: actually looking at it, Dan's stun recovery animation is 14 frames longer then the other characters, but can be interrupted one frame sooner, might be more character specific stuff there.
edit: actually looking at it, Dan's stun recovery animation is 14 frames longer then the other characters, but can be interrupted one frame sooner, might be more character specific stuff there.
Re: SSF4:AE Combo Engine Investigation
Really? 3-4 frames? If that's the case, i'm a little disappointed in Capcom. The combo counter being slightly inconsistent in Marvel or SFxT is understandable, but there's no excuse for having a sloppy counter in a strictly 1v1 fighting game.
Different characters having varying dizzy lengths is interesting, but not too useful because most dizzy combos only work against one dummy for a number of reasons, so we don't usually have the luxury of choosing between characters.
Different characters having varying dizzy lengths is interesting, but not too useful because most dizzy combos only work against one dummy for a number of reasons, so we don't usually have the luxury of choosing between characters.
Re: SSF4:AE Combo Engine Investigation
No idea if it's known
Seth Vs Guile: Seth cornered Guile hugging
Forward Dash -> Back Dash (Sets up spacing)
Jump Cross Up HK -> Close HP -> EX Sonic Boom
this then links to Crouch MK, not much to go on after that, there are loads of ways to seet it up though. In fact, for the likes of Guile, Cammy, Gen & a few others Seth can link Ultra 1 after an EX Boom & Far HP on most as well pretty much anywhere on screen. (Easiest with Cammy)
^^Tried to make a stun combo out of the above, but the best i could get was 890^^
Seth Vs Guile: Seth cornered Guile hugging
Forward Dash -> Back Dash (Sets up spacing)
Jump Cross Up HK -> Close HP -> EX Sonic Boom
this then links to Crouch MK, not much to go on after that, there are loads of ways to seet it up though. In fact, for the likes of Guile, Cammy, Gen & a few others Seth can link Ultra 1 after an EX Boom & Far HP on most as well pretty much anywhere on screen. (Easiest with Cammy)
^^Tried to make a stun combo out of the above, but the best i could get was 890^^
Re: SSF4:AE Combo Engine Investigation
Had a similar combo ending in jb.HP in one of my combo videos. Didn't know you could link c.MK though, can you cancel it into EX SRK? If so, you can continue with EX Tanden and then you have a decent length combo.Pokey86 wrote:No idea if it's known
Seth Vs Guile: Seth cornered Guile hugging
Forward Dash -> Back Dash (Sets up spacing)
Jump Cross Up HK -> Close HP -> EX Sonic Boom
this then links to Crouch MK, not much to go on after that, there are loads of ways to seet it up though. In fact, for the likes of Guile, Cammy, Gen & a few others Seth can link Ultra 1 after an EX Boom & Far HP on most as well pretty much anywhere on screen. (Easiest with Cammy)
^^Tried to make a stun combo out of the above, but the best i could get was 890^^
Re: SSF4:AE Combo Engine Investigation
I've seen the ex boom to u1 link in a match video before
Re: SSF4:AE Combo Engine Investigation
There was a lot of that stuff in ASR's SSF4AE Seth Combos Vol. 1 and Vol. 2 - pretty impressive, but unfortunately for me, none of it works in vanilla SF4.
Re: SSF4:AE Combo Engine Investigation
Sadly not, it doesn't reach... Perhaps you could mess about with spacing, but in my tests it's way off, even with Crouch MK moving you closer.Had a similar combo ending in jb.HP in one of my combo videos. Didn't know you could link c.MK though, can you cancel it into EX SRK? If so, you can continue with EX Tanden and then you have a decent length combo.
Yeah, it's viable against some characters, just difficult to arrange spacing. Guile it's pretty easy & Cammy it's stupid easy, pretty much any hit small or large hit confirm in to EX Boom links easily in to Ultra 1. I use it all the time in my actual games, it's a shame i rarely play Cammy'sI've seen the ex boom to u1 link in a match video before
Nice, i was trying to get an EX boom repeat combos, though personally i'm not fond of combos starting on a crouching opponent.There was a lot of that stuff in ASR's SSF4AE Seth Combos Vol. 1 and Vol. 2 - pretty impressive, but unfortunately for me, none of it works in vanilla SF4.
Re: SSF4:AE Combo Engine Investigation
Does anyone know if Post KO combos can cause dizzy? i know it offers no value to anything, but i'm just curious.
Re: SSF4:AE Combo Engine Investigation
nope they can'tPokey86 wrote:Does anyone know if Post KO combos can cause dizzy? i know it offers no value to anything, but i'm just curious.
Re: SSF4:AE Combo Engine Investigation
mostly speculation: i think its related to preventing "redizzy" in that time too because i think it was a safeguard to prevent someone from escaping dizzy and just getting lvl3 focusedMaj wrote:Really? 3-4 frames? If that's the case, i'm a little disappointed in Capcom. The combo counter being slightly inconsistent in Marvel or SFxT is understandable, but there's no excuse for having a sloppy counter in a strictly 1v1 fighting game.
Re: SSF4:AE Combo Engine Investigation
it would make sense that they did it on purpose for that reason.
Tho if you had a setup that reset like that, the opponent could just choose not to mash out if they see a fa
Tho if you had a setup that reset like that, the opponent could just choose not to mash out if they see a fa
Re: SSF4:AE Combo Engine Investigation
Hmm... what about post timeout hits?error1 wrote:nope they can'tPokey86 wrote:Does anyone know if Post KO combos can cause dizzy? i know it offers no value to anything, but i'm just curious.
Re: SSF4:AE Combo Engine Investigation
nope, doesn't dizzyRufus wrote:Hmm... what about post timeout hits?error1 wrote:nope they can'tPokey86 wrote:Does anyone know if Post KO combos can cause dizzy? i know it offers no value to anything, but i'm just curious.
Re: SSF4:AE Combo Engine Investigation
Turns out you can get two reps of the Crouch MK EX Boom against Guile, which let me get a combo up to 895 on the stun meter. (Guile has 900)
Set Up:
Guile Flush with corner - Jump over him, Dash once, Jump over again, Dash once, then walk one small Square
Neutral Jump HK -> Crouch HP -> EX Tanden -> Close Hp -> EX Boom -> Crouch MK -> EX Boom -> Stand LP -> Crouch MK -> MK Hyakaretsu -> Stomp Set
= 895 Stun
Annoyingly, if you could turn the `Stand LP -> Crouch MK` in to either Crouch MP (Doesn't reach) or Crouch MK (Startup too long) then the combo would do 905, which would dizzy on the final Dive Kick.
If anyone figures out a solution, let me know ^_^
Set Up:
Guile Flush with corner - Jump over him, Dash once, Jump over again, Dash once, then walk one small Square
Neutral Jump HK -> Crouch HP -> EX Tanden -> Close Hp -> EX Boom -> Crouch MK -> EX Boom -> Stand LP -> Crouch MK -> MK Hyakaretsu -> Stomp Set
= 895 Stun
Annoyingly, if you could turn the `Stand LP -> Crouch MK` in to either Crouch MP (Doesn't reach) or Crouch MK (Startup too long) then the combo would do 905, which would dizzy on the final Dive Kick.
If anyone figures out a solution, let me know ^_^