SFxT Combo Engine Investigation
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Re: SFxT Combo Engine Investigation
I have actually been looking at exactly that, Rufus. Like, a mid combo counter hit, but I still haven't found anything that breaks the current NORMAL norms of juggling.
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Re: SFxT Combo Engine Investigation
Assuming you can get the counterhit properties, there might be something in:Snoooootch wrote:I have actually been looking at exactly that, Rufus. Like, a mid combo counter hit, but I still haven't found anything that breaks the current NORMAL norms of juggling.
Counterhit final TAP (against airbore) -> EX Dash (whatever it is) xx foward dash -> Counterhit final TAP
Which, assuming a 20% counterhit damage bonus would be exactly 1200 damage. (Would that do Hugo in, or just leave him at 0 life?)
On the downside, each attempt would take a minute to set up.
Re: SFxT Combo Engine Investigation
CH bonus is 25%. I've played around with this, and I don't think you're able to land two final TAPs like that, maybe with your back to the wall. You definitely don't have time for a dash though, unless you trade.Rufus wrote:Assuming you can get the counterhit properties, there might be something in:Snoooootch wrote:I have actually been looking at exactly that, Rufus. Like, a mid combo counter hit, but I still haven't found anything that breaks the current NORMAL norms of juggling.
Counterhit final TAP (against airbore) -> EX Dash (whatever it is) xx foward dash -> Counterhit final TAP
Which, assuming a 20% counterhit damage bonus would be exactly 1200 damage. (Would that do Hugo in, or just leave him at 0 life?)
On the downside, each attempt would take a minute to set up.
And Hugo has 1150 HP, not 1200. Even if he did have 1200 (which would leave him with 1 HP if the combo did 1200), you could jsut hit him with a s.MP or something after the 2nd wallbounce to kill him.
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Re: SFxT Combo Engine Investigation
Well, with trade, it should work as 2 final taps, then tag in the team mate, then do a cr. mk to super, or something...........
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Re: SFxT Combo Engine Investigation
By the way, here's 5 clips I have so far for tomorrow's combo video with Rolento/Yoshi. The last clip is when you negate the animation. There is NOTHING you can do to the opponent after Yoshi cuts him/her. So that was the best I could think of. Any other ideas?
http://www.youtube.com/watch?v=jYORb5XwdTk
http://www.youtube.com/watch?v=jYORb5XwdTk
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Re: SFxT Combo Engine Investigation
With Yoshi
Can you dash cancel the EX sword spin more quickly than the regular one?
Can you switch cancel any of the self-knockdown moves like the Suicide?
No combos with Rolento's Knife?
Is it possible to switch cancel teleport or trick landing?
Can you dash cancel the EX sword spin more quickly than the regular one?
Can you switch cancel any of the self-knockdown moves like the Suicide?
No combos with Rolento's Knife?
Is it possible to switch cancel teleport or trick landing?
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Re: SFxT Combo Engine Investigation
Oh, well, I still haven't explored much of that. I'm going Special by special, finding different things within them. I know with the suicide, he can tag in a partner and combo from that, but idk. I'm gonna look into it tonight.
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Re: SFxT Combo Engine Investigation
Sorry, I guess I misunderstood.
Does the character retain the counter-hit property on hard tag?
Does the character retain the counter-hit property on hard tag?
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Re: SFxT Combo Engine Investigation
Well, I was only able to combo into his air knife throw once. Idk how else to combo into it, but I do have some more ideas for a Part 2 combo video
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Re: SFxT Combo Engine Investigation
SFXT juggle is confusing.
- Akumas SRK leaves them at JP1, i'm guessing
- Cammys Crouch HP is JP3, perhaps thats universal to fierce moves i don't know.
- Cammy's Spin knuckle causes float, or something similair.
- Canon Spike is JP4
However
- After Akumas HP SRK you can do 3 Crouch Fierce in to Canon Spike
- Logically, that means, after spin knuckle, you should be able to do 4 Crouch HP in to Canon Spike, but you can't, Canon Spike wiffs, but this should mean that Crouch HP shouldn't've hit a 4th time.
I have no answer for this enigma.
Also Switching obvously resets the juggle count in someway, but not completely.
- Akumas SRK leaves them at JP1, i'm guessing
- Cammys Crouch HP is JP3, perhaps thats universal to fierce moves i don't know.
- Cammy's Spin knuckle causes float, or something similair.
- Canon Spike is JP4
However
- After Akumas HP SRK you can do 3 Crouch Fierce in to Canon Spike
- Logically, that means, after spin knuckle, you should be able to do 4 Crouch HP in to Canon Spike, but you can't, Canon Spike wiffs, but this should mean that Crouch HP shouldn't've hit a 4th time.
I have no answer for this enigma.
Also Switching obvously resets the juggle count in someway, but not completely.
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Re: SFxT Combo Engine Investigation
So does Balrog still have a slower fall speed in SFxT, or was it reset from sf4?
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Re: SFxT Combo Engine Investigation
It's not that he fell slower ,it's just that he raises higher when he was hit airborne.
& i have no idea.
& i have no idea.
Re: SFxT Combo Engine Investigation
each hit increases it by onePokey86 wrote:SFXT juggle is confusing.
- Akumas SRK leaves them at JP1, i'm guessing
lp srk is jp=1 JuggleIncrement=1 JuggleIncrementLimit+=1
mp is jp=1,2 JuggleIncrement=1,2 JuggleIncrementLimit+=1,1
hp is jp=2,3,4 JuggleIncrement=1,1,4 JuggleIncrementLimit+=1,1,1
ex is jp=4,5,6 JuggleIncrement=1,1,6 JuggleIncrementLimit+=1,1,1
cammy's 2hp is jp3, that's normal for a hard attack, but not universalPokey86 wrote: - Cammys Crouch HP is JP3, perhaps thats universal to fierce moves i don't know.
yeah all versions arePokey86 wrote: - Cammy's Spin knuckle causes float, or something similair.
jp=3,3 JuggleIncrement=0,3 JuggleIncrementLimit+=0,1
all versions are jp3Pokey86 wrote: - Canon Spike is JP4
seems like this is beacuse only the first hitbox on spin knuckle causes floatPokey86 wrote: However
- After Akumas HP SRK you can do 3 Crouch Fierce in to Canon Spike
- Logically, that means, after spin knuckle, you should be able to do 4 Crouch HP in to Canon Spike, but you can't, Canon Spike wiffs, but this should mean that Crouch HP shouldn't've hit a 4th time.
I have no answer for this enigma.
Also Switching obvously resets the juggle count in someway, but not completely.
Re: SFxT Combo Engine Investigation
Someone on twitter was asking me about the input window for Kazuya's EWGF in SFxT. Before i go through the trouble of testing it, does anyone happen to know what it is?
Re: SFxT Combo Engine Investigation
you can find that info here http://pandora.dantarion.com/dumps/ if you know how to read it
the guide doesn't mention any move by that name, isn't that just his Rising Uppercut?
the guide doesn't mention any move by that name, isn't that just his Rising Uppercut?
Re: SFxT Combo Engine Investigation
nevermind I found it. It's called SAI_HU in the game files. Interestingly there is a SAI_RAI too.
Strangely there isn't a special cancel list for it like I expected. It doesn't look like you are canceling miststep, it's just it's own move. if you do f,n,d, then df+mp,hp you get SAI_HU, otherwise df gets you mist step. So depending on if you can kara cancel it or not it's a 1-2 frame window.
As a note it looks like you can mist step and then cancel into SAI_HU, in the same way you can cancel mist step into its self.
seems like you might have a much larger window if you cancel it from a normal or as a reversal. I think that so long as you input it during the move buffer it should come out over miststep
Strangely there isn't a special cancel list for it like I expected. It doesn't look like you are canceling miststep, it's just it's own move. if you do f,n,d, then df+mp,hp you get SAI_HU, otherwise df gets you mist step. So depending on if you can kara cancel it or not it's a 1-2 frame window.
As a note it looks like you can mist step and then cancel into SAI_HU, in the same way you can cancel mist step into its self.
seems like you might have a much larger window if you cancel it from a normal or as a reversal. I think that so long as you input it during the move buffer it should come out over miststep
Re: SFxT Combo Engine Investigation
I dunno, I've lost all motivation witht he release of this game. I've had a Hugo CMV just lying there since last monday, all I need to do is to put it all together, but I'm just not feeling it.
Re: SFxT Combo Engine Investigation
Kazuya has always had two versions of that uppercut move - regular Wind Godfist and Electric Wind Godfist:
http://www.youtube.com/watch?v=XNuYLw_NJVw
Unfortunately the command for EWGF is mysterious as fuck. You have to perform WGF "perfectly" in order to get EWGF. I guess the question is, what's the exact input for EWGF and how lenient is it? Also you can definitely cancel Mist Step into WGF at any point.
http://www.youtube.com/watch?v=XNuYLw_NJVw
Unfortunately the command for EWGF is mysterious as fuck. You have to perform WGF "perfectly" in order to get EWGF. I guess the question is, what's the exact input for EWGF and how lenient is it? Also you can definitely cancel Mist Step into WGF at any point.
Re: SFxT Combo Engine Investigation
ok yeah that's easy, the move uses this input
then you press
so using the normal input you have
pure forward, neutral within 8 frames, any down direction within 8 frames, down+forward+mp,hp within 8 frames, can't negative edge
Code: Select all
SAI_HU_STEP
Super Easy
Buffer Input Flags
8 DOWN LENIENT_DIRECTION 0 0
Easy
Buffer Input Flags
8 FORWARD LENIENT_DIRECTION 0 0
8 NEUTRAL STRICT_DIRECTION 0 0
Normal
Buffer Input Flags
8 FORWARD STRICT_DIRECTION 0 0
8 NEUTRAL STRICT_DIRECTION 0 0
8 DOWN LENIENT_DIRECTION 0 0
Strict
Buffer Input Flags
8 FORWARD STRICT_DIRECTION 0 0
8 NEUTRAL STRICT_DIRECTION 15 1
8 DOWN STRICT_DIRECTION 0 0
Code: Select all
HP MP DOWN FORWARD STRICT_DIRECTION +ON_PRESS BUTTONS0x100
pure forward, neutral within 8 frames, any down direction within 8 frames, down+forward+mp,hp within 8 frames, can't negative edge
Last edited by error1 on Sun Mar 18, 2012 11:19 pm, edited 2 times in total.
Re: SFxT Combo Engine Investigation
It's that you have to press punch (according to the above, I guess MP or HP) at the same time you hit df. Probably can't go to f
Re: SFxT Combo Engine Investigation
you should be able to go to f, you just can't go to df without pressing a punch button or you get mist step.
Re: SFxT Combo Engine Investigation
Cool, thanks. On second thought, i would feel bad taking credit for any of this. Would you mind answering this dude directly instead?
Re: SFxT Combo Engine Investigation
Now that I've picked up a copy of the game, It seems like pandora mode is a relatively unexplored thing - even in terms of practical combos.
On that topic, does anyone know whether you can charge TAP while off-screen in two player mode? It seems like there should be a relatively practical cross assault combo that lands final TAP as hits 2 and 4 and would OHKO much of the cast.
On that topic, does anyone know whether you can charge TAP while off-screen in two player mode? It seems like there should be a relatively practical cross assault combo that lands final TAP as hits 2 and 4 and would OHKO much of the cast.
Re: SFxT Combo Engine Investigation
it causes wall bounce now so can't you just turn punch trade vs air (wall bounce), turn punch
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Re: SFxT Combo Engine Investigation
Fancy combos are hard! http://www.youtube.com/watch?v=_Qzce0xjS4E
But the game is awesome, Rufus. Can't wait to see what you can get.
Of, and for my combo, you can combo cr. mk before the srks that Ken does after the st. hk Special Attack Dash Cancel, but that was just way too hard. I spent way too long recording it. 90 minutes was the third time I tried landing it. Oh, and in order for law to go under Hugo like that in the middle of the combo, you have to tag in on Ken's secon hit of his hp srk so you tag in closer. If you wait till the third hit, it's still possible, but the timing is a lot harder.
Oh, but if you do a st. mk, that kick goes way up, and makes the combo a lot easier, but I didn't think about it till this morning when playing again.
But the game is awesome, Rufus. Can't wait to see what you can get.
Of, and for my combo, you can combo cr. mk before the srks that Ken does after the st. hk Special Attack Dash Cancel, but that was just way too hard. I spent way too long recording it. 90 minutes was the third time I tried landing it. Oh, and in order for law to go under Hugo like that in the middle of the combo, you have to tag in on Ken's secon hit of his hp srk so you tag in closer. If you wait till the third hit, it's still possible, but the timing is a lot harder.
Oh, but if you do a st. mk, that kick goes way up, and makes the combo a lot easier, but I didn't think about it till this morning when playing again.
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Re: SFxT Combo Engine Investigation
I meant as a practical hit confirm. I'm not sure these are possible, and not really combovid.com material, but these look semi-practical:error1 wrote:it causes wall bounce now so can't you just turn punch trade vs air (wall bounce), turn punch
P1: Jump-in, Cross Assault, Launcher , P2: Releasess: TAP Final (wall bounce), TAP Final (wall bounce), P1 charge-up super.
If that's possible, it should knock out most of the cast.
or
P1: Jump-in, Wall Bounce EX (Start Pandora) -> P2: TAP x2, Balrog Super.
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Re: SFxT Combo Engine Investigation
My friend Arthur sent me this. Not sure what to do with it, but maybe you guys can find something out of it?
Been messing with a bunch of stuff thought you might like this. You can take a jump cancelable move and do like, 2, 2, 8, strong+forward and cancel into pandora. There's a bunch of pushback if you do it on the ground, but if you do it anti air whatever combo should work.
I'm playing Juri/Hugo atm and have a couple of practical combos, whatever into forward pinwheel in a corner, then juggle into crouch fierce xx pandora, then ex clap until I run out of meter, ~771 dmg I think is the highest I got without gems. Also as a big punish, just a simple crouch fierce xx pandora into super does (with the stupid gem I had equipped while figuring shit out cuz I'm dumb) 650 dmg, ~520 or so without gems? dunno and not really able to test atm. Whatever, maybe you can find something cool with somebody using this.
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Re: SFxT Combo Engine Investigation
Would any of you guys be interested in writing an SFxT Juggle System Overview for ComboVid? I'm not looking for anything super crazy detailed, but just a self-contained explanation of the basic rules. I think it would be a cool article to post, especially if someone could read it and understand the core engine without having to refer to that crazy complicated debug database that we keep referring to.
Maybe a few of you guys could work together on it? Feel free to use this thread as scratch paper for collaborating on the first draft.
I'd do it myself but um ... i don't actually know how to SFxT works. (That's kind of what made me want this article to exist.)
Maybe a few of you guys could work together on it? Feel free to use this thread as scratch paper for collaborating on the first draft.
I'd do it myself but um ... i don't actually know how to SFxT works. (That's kind of what made me want this article to exist.)
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Re: SFxT Combo Engine Investigation
Well, Pokey did an awesome job with the first one. All I know so far is that the Juggle counter is reset when you tag in, and it affects both characters.
For instance, when I do a ground bounce with Law, then follow it with a repeated ground bounce, that makes 2 medium punches, The only follow up is a cr. hp, and you can cancel it into a triple spin kick. The kick hits 3 times on a regular basis, but in this scenario, it only juggles twice. This is always the case. Just like a juggle with st. hk, special attack dash cancel, to cr. mk, to hp shoryuken. Only 2 of Ken's hit.
BUT, in both cases, if you tag the team mate in, both the triple spin kick AND the hp srk hit all 3 times.
Now, out of that, I don't know if that added juggle hit takes away from the following juggle by the other team mate, but I do believe it does remove juggle potential. When in the scenario of Ken's hp srk juggling 3 hits BECAUSE of the tag in, I am able to juggle the opponent with Law's ground bounce for a total of 3 hits, That's a 2 hit target combo that doesn't do the ground bounce hit on the second target combo.
It makes perfect sense when you try it. And as I write this, it does as well.
For instance, when I do a ground bounce with Law, then follow it with a repeated ground bounce, that makes 2 medium punches, The only follow up is a cr. hp, and you can cancel it into a triple spin kick. The kick hits 3 times on a regular basis, but in this scenario, it only juggles twice. This is always the case. Just like a juggle with st. hk, special attack dash cancel, to cr. mk, to hp shoryuken. Only 2 of Ken's hit.
BUT, in both cases, if you tag the team mate in, both the triple spin kick AND the hp srk hit all 3 times.
Now, out of that, I don't know if that added juggle hit takes away from the following juggle by the other team mate, but I do believe it does remove juggle potential. When in the scenario of Ken's hp srk juggling 3 hits BECAUSE of the tag in, I am able to juggle the opponent with Law's ground bounce for a total of 3 hits, That's a 2 hit target combo that doesn't do the ground bounce hit on the second target combo.
It makes perfect sense when you try it. And as I write this, it does as well.
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