SSF4:AE Combo Engine Investigation
Re: SSF4:AE Combo Engine Investigation
so that's why e ryu has a lower then normal range on his cl.mp, .98 must be close instead of 1.2
Re: SSF4:AE Combo Engine Investigation
Yeah, figured it was for anti-loop reasons. Still annoying though, since you can do so many other things from it.error1 wrote:so that's why e ryu has a lower then normal range on his cl.mp, .98 must be close instead of 1.2
Re: SSF4:AE Combo Engine Investigation
Yup, after EX Fireballs in the corner you can do close MK, but not close MP.Doopliss wrote:Yeah, figured it was for anti-loop reasons. Still annoying though, since you can do so many other things from it.error1 wrote:so that's why e ryu has a lower then normal range on his cl.mp, .98 must be close instead of 1.2
Mind you hit stun on MP is pretty silly.
Re: SSF4:AE Combo Engine Investigation
Yes, it even combos into shakus, and I think HK stomp as well. But you can do cl.MP after EX Hadoken in the corner, I did it in one of my AE CVs. Only used a light before the EX hadoken though.Pokey86 wrote:Yup, after EX Fireballs in the corner you can do close MK, but not close MP.Doopliss wrote:Yeah, figured it was for anti-loop reasons. Still annoying though, since you can do so many other things from it.error1 wrote:so that's why e ryu has a lower then normal range on his cl.mp, .98 must be close instead of 1.2
Mind you hit stun on MP is pretty silly.
Re: SSF4:AE Combo Engine Investigation
in the corner vs seth you can do
ch j.hp, cl.hp,mk axe,cl. mk,ex fireball,cl. mk,ex fireball, cl.mp,mk axe,cl. mk,ex fireball,cl. mk,ex fireball, cl.mp,mk axe,c.lp,far mp, lk tatsu, hp srk
601 damage, 900 stun
ch j.hp, cl.hp,mk axe,cl. mk,ex fireball,cl. mk,ex fireball, cl.mp,mk axe,cl. mk,ex fireball,cl. mk,ex fireball, cl.mp,mk axe,c.lp,far mp, lk tatsu, hp srk
601 damage, 900 stun
Re: SSF4:AE Combo Engine Investigation
Sexyerror1 wrote:in the corner vs seth you can do
ch j.hp, cl.hp,mk axe,cl. mk,ex fireball,cl. mk,ex fireball, cl.mp,mk axe,cl. mk,ex fireball,cl. mk,ex fireball, cl.mp,mk axe,c.lp,far mp, lk tatsu, hp srk
601 damage, 900 stun
Re: SSF4:AE Combo Engine Investigation
Wow, didn't know you actually got closer with cl.MK, that sounds really sweet. And it's enough to stun too? You should definitely be able to build a 5th bar after using all those specials as well.
An alternate ending to the combo, doing the same amount of stun:
"cl.MP xx MK Axe, c.MP, s.MP xx LK Axe" or "cl.MP xx MK Axe, cl.LP, s.LP, s.MP xx LK Axe"
You can also do a very meaty LP hadoken instead of LK axe after the first one, but I couldn't follow it up.
Btw, I just read his frame data on SRK, and I had no idea he could cancel his cl.LK if chained into. That's neat.
An alternate ending to the combo, doing the same amount of stun:
"cl.MP xx MK Axe, c.MP, s.MP xx LK Axe" or "cl.MP xx MK Axe, cl.LP, s.LP, s.MP xx LK Axe"
You can also do a very meaty LP hadoken instead of LK axe after the first one, but I couldn't follow it up.
Btw, I just read his frame data on SRK, and I had no idea he could cancel his cl.LK if chained into. That's neat.
Re: SSF4:AE Combo Engine Investigation
Wait what? Canceling chains? In *my* SF4?
Re: SSF4:AE Combo Engine Investigation
and here I thought only chun could do thatDoopliss wrote: Btw, I just read his frame data on SRK, and I had no idea he could cancel his cl.LK if chained into. That's neat.
Re: SSF4:AE Combo Engine Investigation
Well, Gen can do it with his Hands tooerror1 wrote:and here I thought only chun could do thatDoopliss wrote: Btw, I just read his frame data on SRK, and I had no idea he could cancel his cl.LK if chained into. That's neat.
I also noticed E.Ryu can do c.MP, c.LP xx meaty LP SRK, then EX Hadoken or U1, maybe EX Hadoken -> U1. Decent finisher post stun? Sadly I couldn't find a variation that works after MK Axe.
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Re: SSF4:AE Combo Engine Investigation
Making no profit since 1987...
Re: SSF4:AE Combo Engine Investigation
Hopefully they just remove the AE part this time. Just call it SSFIV Ultra or something.
Re: SSF4:AE Combo Engine Investigation
i hope they call it, "Super Street Fighter IV Arcade Edition ver. 2012 part B: The Ultra"
Re: SSF4:AE Combo Engine Investigation
Has anyone checked to see whether the dizzy cinematic glitch works for throws?
Re: SSF4:AE Combo Engine Investigation
I really doubt it, since it seems to be some kind of juggle state.Rufus wrote:Has anyone checked to see whether the dizzy cinematic glitch works for throws?
Re: SSF4:AE Combo Engine Investigation
True facts about rose u2
It's starting position changes depending on how much ultra meter you have
It sometimes randomly ends early
It's starting position changes depending on how much ultra meter you have
It sometimes randomly ends early
Re: SSF4:AE Combo Engine Investigation
One orb also gains a damage boost from the projectile absorption mechanic.error1 wrote:True facts about rose u2
It's starting position changes depending on how much ultra meter you have
It sometimes randomly ends early
Re: SSF4:AE Combo Engine Investigation
^ As in, do LP Reflect a bunch of times and one of the orbs does more damage?
Re: SSF4:AE Combo Engine Investigation
Yes.onReload wrote:^ As in, do LP Reflect a bunch of times and one of the orbs does more damage?
Re: SSF4:AE Combo Engine Investigation
OK, so i had a big big play about with Sakura's Otoshi X 2 -> Ultra 2
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Only character i managed to do it on was T.Hawk, i did it after a
Crouch HP -> EX Tatsu
&
Jump HK (high) -> Crouch LK -> Crouch LP -> Stand LP -> Stank LK -> EX Tatsu
You activate Otoshi as soon as Sakura has recovered from EX Tatsu & you do the first hit as soon as possible, with the second hit coming at near the same time.
You can tell when you've got a chance to hit because Sakura sort of (subtly mind) pushes herself under Hawk after the first hit, the U2 is awkwardly times because the recovery of Otoshi is longer than you think. Also, not entirely sure as to whether wiffing the third hit alters Sakura's recoyer, but i didn't bother doing the third hits. I'd say this is more of a Tool Assisted combo, it took me ages to do it twice, god forbid i do something elaborate beforehand.
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If anyone does want to make a complete combo from this, the only other Character specific thing i know Sak can do Vs Hawk is
Close MP -> Crouch MK -> Hadouken -> Focus Attack Level 2
Edit -> Oh, she can also link in to her Sakura Otoshi from a Close HP/Cr. HP, but don't get in to believing you could link that in to an U2
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Only character i managed to do it on was T.Hawk, i did it after a
Crouch HP -> EX Tatsu
&
Jump HK (high) -> Crouch LK -> Crouch LP -> Stand LP -> Stank LK -> EX Tatsu
You activate Otoshi as soon as Sakura has recovered from EX Tatsu & you do the first hit as soon as possible, with the second hit coming at near the same time.
You can tell when you've got a chance to hit because Sakura sort of (subtly mind) pushes herself under Hawk after the first hit, the U2 is awkwardly times because the recovery of Otoshi is longer than you think. Also, not entirely sure as to whether wiffing the third hit alters Sakura's recoyer, but i didn't bother doing the third hits. I'd say this is more of a Tool Assisted combo, it took me ages to do it twice, god forbid i do something elaborate beforehand.
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If anyone does want to make a complete combo from this, the only other Character specific thing i know Sak can do Vs Hawk is
Close MP -> Crouch MK -> Hadouken -> Focus Attack Level 2
Edit -> Oh, she can also link in to her Sakura Otoshi from a Close HP/Cr. HP, but don't get in to believing you could link that in to an U2
Re: SSF4:AE Combo Engine Investigation
Hm. Almost there, but are you doing the last rep (whiff) of the Otoshi? or are you just doing the first two hits then not pressing anything til you hit the ground?
Re: SSF4:AE Combo Engine Investigation
First two hits then nothing. I do think that using the third hit increases recovery
Re: SSF4:AE Combo Engine Investigation
yeah with the third hit whiffing, it's super easy against rufus
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Re: SSF4:AE Combo Engine Investigation
Making no profit since 1987...
Re: SSF4:AE Combo Engine Investigation
What the hell? Does that mean you can use Rose's orbs as a double-interrupt setup as long as you trade on the same exact frame?
Re: SSF4:AE Combo Engine Investigation
^Would that glitch keep the orbs active during a "single hit to animation"-Ultra? Maybe you could use it to trade out of the recovery of one, to allow new combos?
My friend accidentally hit me while standing with a wrong-turned c.HP in an Akuma ditto. I hit him with the last hit of MK Tatsu in the left corner, then I whiffed EX SRK over him, he teched, and nailed me with c.HP while still facing right, though I landed in the corner. I replicated this, and you can cancel it into a special that's also turned the wrong way, but tatsu's won't reach because of the knockback. Maybe someone can find something worthwhile here with other characters?
My friend accidentally hit me while standing with a wrong-turned c.HP in an Akuma ditto. I hit him with the last hit of MK Tatsu in the left corner, then I whiffed EX SRK over him, he teched, and nailed me with c.HP while still facing right, though I landed in the corner. I replicated this, and you can cancel it into a special that's also turned the wrong way, but tatsu's won't reach because of the knockback. Maybe someone can find something worthwhile here with other characters?
Re: SSF4:AE Combo Engine Investigation
I've tested most of the charactors when I found the turn around thing with dhalsim, does this work with more charactors?Doopliss wrote: I replicated this, and you can cancel it into a special that's also turned the wrong way, but tatsu's won't reach because of the knockback. Maybe someone can find something worthwhile here with other characters?
http://www.youtube.com/watch?v=-kZqyJ5hyR8#t=68
Re: SSF4:AE Combo Engine Investigation
I'm playing around with it, but I've only been able to land it on Akuma vs Akuma so far. Not sure yet if it's the recovery of EX SRK or his c.HP that causes this, or maybe it's both.
Re: SSF4:AE Combo Engine Investigation
http://youtu.be/ewufRwrayTIPokey86 wrote:Jump HK (high) -> Crouch LK -> Crouch LP -> Stand LP -> Stank LK -> EX Tatsu