SSF4:AE Combo Engine Investigation

talk about how great training mode is
Doopliss
Posts: 3210
Joined: Mon Nov 09, 2009 10:18 pm
Location: Sweden

Re: SSF4:AE Combo Engine Investigation

Post by Doopliss »

Seems you go into the airborne state sooner if crumpled while crouching than while standing. Was this known?
Maybe Doopliss isn't kicking ass, but he's taking names.

http://www.youtube.com/user/DaDoppen
error1
Posts: 2298
Joined: Sat Apr 18, 2009 12:15 am

Re: SSF4:AE Combo Engine Investigation

Post by error1 »

that doesn't sound right, are you sure? As far as I can tell from looking at the files they should both go airborne on tick 40 ( modified in strange ways by the TargetAnimTime ). How did you test it?
Doopliss
Posts: 3210
Joined: Mon Nov 09, 2009 10:18 pm
Location: Sweden

Re: SSF4:AE Combo Engine Investigation

Post by Doopliss »

error1 wrote:that doesn't sound right, are you sure? As far as I can tell from looking at the files they should both go airborne on tick 40 ( modified in strange ways by the TargetAnimTime ). How did you test it?
For a combo with Hakan, I do "Oil lv.3 FA xx backdash xx whiff s.LK, lv.2 FA" on T.Hawk. If he's standing the lv.2 FA crumples, but when I set him to crouch, he falls down from it. I tested the script multiple times now, while moving forward during the 2nd FA to make sure it didn't hit meaty, but it always works on standing, never on crouching. When I tried the combo on M.Bison earlier it didn't work while he was crouching either (So I assumed it didn't work at all and then accidentally did it again after trying some other stuff on T.Hawk, where it suddenly DID work).
Maybe Doopliss isn't kicking ass, but he's taking names.

http://www.youtube.com/user/DaDoppen
error1
Posts: 2298
Joined: Sat Apr 18, 2009 12:15 am

Re: SSF4:AE Combo Engine Investigation

Post by error1 »

it could still be a hitbox issue and a meaty 2nd FA. I don't see why it would be airborne sooner with crouching.
Doopliss
Posts: 3210
Joined: Mon Nov 09, 2009 10:18 pm
Location: Sweden

Re: SSF4:AE Combo Engine Investigation

Post by Doopliss »

error1 wrote:it could still be a hitbox issue and a meaty 2nd FA. I don't see why it would be airborne sooner with crouching.
I tried it some more. It only applies to lv.3 FA, CH doesn't matter. The opponent goes airborne one frame sooner when crouching, he also goes un-hittable 1 frame sooner at the end of the crumple. This is constant with every combinaiton of character and dummy that I've tried it with. The hitstop seems unchanged too, because the first possible frame of attack is the same on both standing and crouching.
Maybe Doopliss isn't kicking ass, but he's taking names.

http://www.youtube.com/user/DaDoppen
error1
Posts: 2298
Joined: Sat Apr 18, 2009 12:15 am

Re: SSF4:AE Combo Engine Investigation

Post by error1 »

tested it, you're definitely right. Figuring out why I found another thing that effects hitstun, the way the game handles hit stun is so convoluted
anotak
Posts: 94
Joined: Tue Feb 15, 2011 8:01 am

Re: SSF4:AE Combo Engine Investigation

Post by anotak »

error1 wrote:tested it, you're definitely right. Figuring out why I found another thing that effects hitstun, the way the game handles hit stun is so convoluted
what are the details on this
anotak
Posts: 94
Joined: Tue Feb 15, 2011 8:01 am

Re: SSF4:AE Combo Engine Investigation

Post by anotak »

anotak
Posts: 94
Joined: Tue Feb 15, 2011 8:01 am

Re: SSF4:AE Combo Engine Investigation

Post by anotak »

http://forums.shoryuken.com/discussion/ ... box-viewer
i assume y'all seen the pc version hitbox viewer
Doopliss
Posts: 3210
Joined: Mon Nov 09, 2009 10:18 pm
Location: Sweden

Re: SSF4:AE Combo Engine Investigation

Post by Doopliss »

http://www.eventhubs.com/news/2014/apr/ ... t-set-here

Not only that, but it seems that any Tatsu that forces stand vs croucher on first hit gets 1 extra frame of frame advantage. Ken is +3, while Akuma and E.Ryu are +4 after HK Tatsu xx FADC, instead of +2 and +3 respectively.
Maybe Doopliss isn't kicking ass, but he's taking names.

http://www.youtube.com/user/DaDoppen
Doopliss
Posts: 3210
Joined: Mon Nov 09, 2009 10:18 pm
Location: Sweden

Re: SSF4:AE Combo Engine Investigation

Post by Doopliss »

Gen's Mantis U2 confuses me. It only goes into animation on juggle after super, never from crane c.LK or Oga. Does it have a special post-super version like DeeJay's U1?
Maybe Doopliss isn't kicking ass, but he's taking names.

http://www.youtube.com/user/DaDoppen
error1
Posts: 2298
Joined: Sat Apr 18, 2009 12:15 am

Re: SSF4:AE Combo Engine Investigation

Post by error1 »

It's got somthing like that, not at my computer but I remember you can cancel the ending frames of his super into u2
Post Reply