SFxT Combo Engine Investigation
Re: SFxT Combo Engine Investigation
Ah, I see.
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it works vs anyone, you just need to be at the proper spacing for the first hit to be meatyTigre III wrote: I guess is specific character, Hugo and maybe Zangief? D
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Have you tested it? Nice. I remember that when i was testing out of corner, it seemed impossible to connect 2 or more walking between hits... The only thing that comes to mind is using the speed gem, but i dont know...
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yeah if you get enough speed gems active its probably an infinite. You end up too far out of the corner and too close in the corner otherwise.
Lilly can do it with her back to the corner tho.
You can actually do one, dash up, do another, but no way the second one is hitting meaty to combo the second hit.
Lilly can do it with her back to the corner tho.
You can actually do one, dash up, do another, but no way the second one is hitting meaty to combo the second hit.
Re: SFxT Combo Engine Investigation
Christie's EX Handstand is insane for tag combos. You can initiate a juggle combo with the Kick follow-up, or a ground combo with the punch follow-up. Then she will deliver a hit about 4 seconds later when she exits handstand, allowing you to do some really nice juggles otherwise only possible in Scramble mode or Cross Assault. The only negative things are the fact that you need to waste 2 bars on it and that it's a hard knockdown if the opponent is still on the ground when she exits it. For example, I juggled with Lei's QCB+K after his DP+K, and I juggled with Asuka's DP+PP after her DP+P. It doesn't even need some complex set-up, the only prerequisite is that the Lei combo is in the corner and the Asuka one mid-screen.
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I recently heard that the quick combos can be tag canceled. That seems like it could open up a bunch of combo possibilties.
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Sadly no, they just stop doing the moves of the quick combo.Rufus wrote:I recently heard that the quick combos can be tag canceled. That seems like it could open up a bunch of combo possibilties.
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Just listened to Jchensor and UltraDavid talking about the Quick Combo editor -- apparently you can use it to do charge special moves without holding down/back.
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Yah, I figured that was possible. I would've played around with it too if it weren't for the fact that it costs money. It shouldn't exist imo. I can just imagine Guile players mapping LK FK as a quick combo and use it as a chargeless EX FK, for example.Rufus wrote:Just listened to Jchensor and UltraDavid talking about the Quick Combo editor -- apparently you can use it to do charge special moves without holding down/back.
Re: SFxT Combo Engine Investigation
On the way home I started wondering about Boxer's TAP, which would have silly potential.Doopliss wrote:...
Yah, I figured that was possible. I would've played around with it too if it weren't for the fact that it costs money. It shouldn't exist imo. I can just imagine Guile players mapping LK FK as a quick combo and use it as a chargeless EX FK, for example.
Re: SFxT Combo Engine Investigation
If that worked, it would just be silly XDRufus wrote:On the way home I started wondering about Boxer's TAP, which would have silly potential.Doopliss wrote:...
Yah, I figured that was possible. I would've played around with it too if it weren't for the fact that it costs money. It shouldn't exist imo. I can just imagine Guile players mapping LK FK as a quick combo and use it as a chargeless EX FK, for example.
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how long and complex can you make them? could you do Steve's flicker cancel loop?
How about walk foward lp, sonic boom loops
How about walk foward lp, sonic boom loops
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Wow, endless loop - even more stupid than instant TAP-final.error1 wrote:how long and complex can you make them? could you do Steve's flicker cancel loop?
How about walk foward lp, sonic boom loops
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apparently it's limited to ten inputs, and you can't do walking jumping or timing. So it's really limited.
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I wonder if you can do Sonic Boom x10 in the corner with it, SB x30 with 3 bars >.<error1 wrote:apparently it's limited to ten inputs, and you can't do walking jumping or timing. So it's really limited.
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in sfxt, lp sonic booms only give +8 frame advantage, and have +10 startup.
Seems like it could actually be useful in tournaments if it can do ewgf combos
Seems like it could actually be useful in tournaments if it can do ewgf combos
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Ah, I see... why am I sad it won't work? XDerror1 wrote:in sfxt, lp sonic booms only give +8 frame advantage, and have +10 startup.
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If there's more info out there, can you link to it? (I'd like to know if TAP-final is possible.)error1 wrote:apparently it's limited to ten inputs, and you can't do walking jumping or timing. So it's really limited.
Edit:
Unless they limit charging in some way, 10 inputs is still 5 sonic booms, and 5 mps.
Another fun one would be fuhajin without storing.
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You don't get pushback from that or what?Rufus wrote:Unless they limit charging in some way, 10 inputs is still 5 sonic booms, and 5 mps.
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Who knows. Maybe I can find someone who has it and test.Doopliss wrote:You don't get pushback from that or what?Rufus wrote:Unless they limit charging in some way, 10 inputs is still 5 sonic booms, and 5 mps.
Re: SFxT Combo Engine Investigation
It would be cool to find a loop like that.Rufus wrote:Who knows. Maybe I can find someone who has it and test.Doopliss wrote:You don't get pushback from that or what?Rufus wrote:Unless they limit charging in some way, 10 inputs is still 5 sonic booms, and 5 mps.
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http://shoryuken.com/forum/index.php?th ... on.165436/Rufus wrote:If there's more info out there, can you link to it? (I'd like to know if TAP-final is possible.)error1 wrote:apparently it's limited to ten inputs, and you can't do walking jumping or timing. So it's really limited.
Edit:
Unless they limit charging in some way, 10 inputs is still 5 sonic booms, and 5 mps.
Another fun one would be fuhajin without storing.
basically this comboDoopliss wrote: You don't get pushback from that or what?
http://www.youtube.com/watch?v=D8UuBE3- ... page#t=12s
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I just noticed you can tag cancel projectiles, at least if it hits on the first frame. I though you weren't supposed to be able to?
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you have always been able to, it's just not normally that useful
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Yeah, the only thing remotely interesting is to TC Akumas air fireballs.error1 wrote:you have always been able to, it's just not normally that useful
Btw, I remember you had those data sheets on the DLC characters, any way to extract frame data form those?
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yeah they are hereDoopliss wrote: Btw, I remember you had those data sheets on the DLC characters, any way to extract frame data form those?
http://pandora.dantarion.com/dumps/
You can see the frame data at the top of each moves html page.
If I remember right some moves gave one extra frame of frame advantage then they should by the data, I don't know if he ever resolved that, but those should be fairly accurate.
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Ok, thank you very much. It's mainly start-up and frame advantage I'm after anyways.error1 wrote:yeah they are hereDoopliss wrote: Btw, I remember you had those data sheets on the DLC characters, any way to extract frame data form those?
http://pandora.dantarion.com/dumps/
You can see the frame data at the top of each moves html page.
If I remember right some moves gave one extra frame of frame advantage then they should by the data, I don't know if he ever resolved that, but those should be fairly accurate.
I'm having some trouble interperting this though, could you give me an example?
EDIT: Nvm, I was just looking at the wrong place.
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I noticed that, if you tag cancel and land two hits at the same frame, the hit reaction of one of the moves will be negated. I've negated the ground bounce on Christie's EX Wheel kick with a normal, allowing me to do a standing combo afterwards. I can't of any super exciting set-ups coming from this though.
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Some weird combo counter glitch going on at 13:25. http://www.youtube.com/watch?v=ejzfzKqlIAQ
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Uhm, did anyone else know that Yoshimitsu has a jf.b+LK xx MK target combo? It's not in his movelist. Any other hidden moves like that? (Other than EWGF and Lili's EX FRx2)
Really interesting move btw. First hit floats on airhit, and works as an instant overhead because Yoshimitsu freezes in place during the start-up.
Really interesting move btw. First hit floats on airhit, and works as an instant overhead because Yoshimitsu freezes in place during the start-up.