USF4 Combo Engine Investigation

talk about how great training mode is
soulsynapse
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Re: USF4 Combo Engine Investigation

Post by soulsynapse »

Doopliss wrote:I see the issue now. Release commands (like -hk) does not waste a frame, so you're releasing HK and DB at the same time, meaning you're cancelling the transitional frames by standing. Change .5 to .6 and add something like .5 after (-hk) and it works. If issues like this arise in the future, I suggest taking a look at frame data and the frame log after playing a script in show-off to see if something doesn't add up.
thank you! saved me a lot of headache
Doopliss
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Re: USF4 Combo Engine Investigation

Post by Doopliss »

No problem, I appreciate the update on how proximity OS works. I thought it was a universal 1f timing thing after any move and didn't really know why it worked, but now I know better.
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Doopliss
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Re: USF4 Combo Engine Investigation

Post by Doopliss »

So, this finally works it seems: https://www.youtube.com/watch?v=TbgmcfTBVXA
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Doopliss
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Re: USF4 Combo Engine Investigation

Post by Doopliss »

This just in: Dan has the unused command grab in Omega, at least the EX version.
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onReload
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Re: USF4 Combo Engine Investigation

Post by onReload »

Oooh. I hope it's for a command grab, I actually missed the presentation. Hoping for a youtube reupload
Doopliss
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Re: USF4 Combo Engine Investigation

Post by Doopliss »

onReload wrote:Oooh. I hope it's for a command grab, I actually missed the presentation. Hoping for a youtube reupload
it looked like a grab. It might be a hit grab though. It also had a normal knockdown at the end instead of leaving them grounded, so maybe you can combo after it somehow.
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Doopliss
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Re: USF4 Combo Engine Investigation

Post by Doopliss »

Is someone here a bad enough dude to rescue the presi- I mean, figure out the trials? https://www.youtube.com/watch?v=f1yJweR-y84
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Pokey86
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Re: USF4 Combo Engine Investigation

Post by Pokey86 »

You know it just occurred to me, Blanka's new trial 20 is

Jump HK
Close MP
Crouch MK
HP Ball

---

Is that even possible? i did it by putting a LP after the Crouch MK... But i find it hard to believe you could generate enough charge for the HP Ball to omit the Stand LP
pepopulo
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Re: USF4 Combo Engine Investigation

Post by pepopulo »

You have to do upback mp instead of just mp, IIRC the hitstun frames of the jump in will alow you to do cl.mp on the ground instead of back mp, it was like that in super too (although I think it was the 24th)
Nueva tecnología!!!
Pokey86
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Re: USF4 Combo Engine Investigation

Post by Pokey86 »

pepopulo wrote:You have to do upback mp instead of just mp, IIRC the hitstun frames of the jump in will alow you to do cl.mp on the ground instead of back mp, it was like that in super too (although I think it was the 24th)

I didn't knowq up back did stand MP instead of rock crusher, learn something new everyday

In super it required the Stand LP after crouch MK
Doopliss
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Re: USF4 Combo Engine Investigation

Post by Doopliss »

Seems like Desk's Perfect Red Focus trick works on other striking moves with armor on the first active frame as well: https://www.youtube.com/watch?v=w2Nd5DgUyV0
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HarlequinRogue
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Re: USF4 Combo Engine Investigation

Post by HarlequinRogue »

Doopliss wrote:Seems like Desk's Perfect Red Focus trick works on other striking moves with armor on the first active frame as well: https://www.youtube.com/watch?v=w2Nd5DgUyV0
Can you elabourate a bit more? Other applications/times this will happen?
Doopliss
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Re: USF4 Combo Engine Investigation

Post by Doopliss »

HarlequinRogue wrote:
Doopliss wrote:Seems like Desk's Perfect Red Focus trick works on other striking moves with armor on the first active frame as well: https://www.youtube.com/watch?v=w2Nd5DgUyV0
Can you elabourate a bit more? Other applications/times this will happen?
basically, anytime a move with armor during the active frames hits an opponent on the same frame that they absorb a hit with said armor, the hitstop disappears for the armored character only, giving you more frame advantage. I'm working on a video with some other examples.
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HarlequinRogue
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Re: USF4 Combo Engine Investigation

Post by HarlequinRogue »

Doopliss wrote:
HarlequinRogue wrote:
Doopliss wrote:Seems like Desk's Perfect Red Focus trick works on other striking moves with armor on the first active frame as well: https://www.youtube.com/watch?v=w2Nd5DgUyV0
Can you elabourate a bit more? Other applications/times this will happen?
basically, anytime a move with armor during the active frames hits an opponent on the same frame that they absorb a hit with said armor, the hitstop disappears for the armored character only, giving you more frame advantage. I'm working on a video with some other examples.
Is this new or even intentional? I guess it can combine with CH and give you even more frame advantage

Seems like there could be some interesting possibilities.
Doopliss
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Re: USF4 Combo Engine Investigation

Post by Doopliss »

HarlequinRogue wrote: Is this new or even intentional? I guess it can combine with CH and give you even more frame advantage

Seems like there could be some interesting possibilities.
Probably existed since vanilla. Desk discovered Red Focus has this property day one of USFIV. And because that was brought up to public knowledge, I recognized it right away when I saw someone link EX Straight to c.HK with Balrog. It's not intentional, it's a glitch most likely derived from the fact that, during a trade, you're only affected by the hitstop of the opponent's move. As a result, when this "trade" happens, the one doing the armored move has no hitstop at all since the opponent's move got absorbed. A select few moves that can be counterhit during the first active frame can be used to get CH with this, yes.
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Maj
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Re: USF4 Combo Engine Investigation

Post by Maj »

Interesting. You could probably create a counterhit setup with any projectile character by armor-trading with a projectile while the dummy whiffs some slow move. Maybe useful if you need a crouching setup or if you want to do something against Dhalsim's j.LP, assuming you can actually think of anything worthwhile that doesn't normally work against Dhalsim's jump jab.

Wait, does this mean it works with regular Focus Attack as well? Maybe you could combo a lvl1 Focus Attack into a lvl2 Focus Attack mid-combo this way? Like lvl2 FA xx dash, lvl1 FA (projectile armor trade) xx dash, lvl2 FA?
Doopliss
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Re: USF4 Combo Engine Investigation

Post by Doopliss »

Only focus attack it works on is lv.3 Red Focus, since that's the only one with armor covering active frames.

Frankly, you can't do THAT much with this, since Balrog isn't exactly the most versatile character. I've managed to do this with a projectile already (EX upper into Guile LP SB from the front. Actually consistent enough to do by hand) but it didn't really lead to much. You might be able to do more with this in omega mode, if there are more strike moves with armor in that.
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pepopulo
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Re: USF4 Combo Engine Investigation

Post by pepopulo »

You think it's posible to do something like Dash punch (or upper or wethever), it ''trades'' with one of guile's normal and then combo another dash punch that trade with a sonic boom setuped febore and the continue the combo? that would be really awsome
Nueva tecnología!!!
Doopliss
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Re: USF4 Combo Engine Investigation

Post by Doopliss »

pepopulo wrote:You think it's posible to do something like Dash punch (or upper or wethever), it ''trades'' with one of guile's normal and then combo another dash punch that trade with a sonic boom setuped febore and the continue the combo? that would be really awsome
I'm sceptical. I only had time to do j.HK, cl.MK xx EX Upper after dashing away full-screen. What you're suggesting would require a side switch, which in-turn would require me to hold towards the SB for a second before the first dash punch. It's also pretty tight to get enough charge for a 2nd dash punch without cancelling into the first one from a normal, if it's even possible at all.
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Doopliss
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Re: USF4 Combo Engine Investigation

Post by Doopliss »

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Pokey86
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Re: USF4 Combo Engine Investigation

Post by Pokey86 »

You know ive only just noticed that they have added 2 levels of charge to Cody's Zonk knuckle.

The level 1 is standard & uncomboable. If you hold it for about for about 5+ seconds it gets 10 additional damage, & can be combod after

was this common knowledge?
Doopliss
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Re: USF4 Combo Engine Investigation

Post by Doopliss »

There's three different versions actually IIRC, only Lv.3 has standard knockdown on juggle start, which is new to v1.04 (also Lv.2 and 3 have throw invincibility). And I had no idea until they mentioned it in their change lists.
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Doopliss
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Re: USF4 Combo Engine Investigation

Post by Doopliss »

Is someone able to record from PC at 60 FPS with frame trapped's hitbox viewer on? Eternal needs some help, but I can only get the game to run at around 55 FPS with it.
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HarlequinRogue
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Re: USF4 Combo Engine Investigation

Post by HarlequinRogue »

The levels for normal zonk have existed before USF4. The juggle point must be new, since afaik, pre USF4, you could not combo after a normal Zonk Knuckle.

Also, speaking of Cody I was thinking if someone could get this setup to work:
Cody: trade fa 3 against an air move that has a soft knockdown. Then recover with Bad spray into combo...?
Doopliss
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Re: USF4 Combo Engine Investigation

Post by Doopliss »

Eternal mentioned that Seth's EX tanden has the same kind of JP reset that Dhalsim's and Fei Long's supers do. With that in mind I found a way to combo an AA Sonic Boom into U1, pretty sweet.

Video example here: https://www.youtube.com/watch?v=0Nm9fsxyMss
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pepopulo
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Re: USF4 Combo Engine Investigation

Post by pepopulo »

Well, now that you mention it this makes sense, seeing that you can combo one hit after ex tandem even on airbone opponents
Nueva tecnología!!!
error1
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Re: USF4 Combo Engine Investigation

Post by error1 »

pretty cool
HarlequinRogue
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Re: USF4 Combo Engine Investigation

Post by HarlequinRogue »

Oh I didn't know that moves that look like they restand don't have to, and takeup juggle points. When I read the description though, I thought you were doing Sonic Boom, U1 with Guile, so I was slightly disappointed
Doopliss
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Re: USF4 Combo Engine Investigation

Post by Doopliss »

HarlequinRogue wrote:Oh I didn't know that moves that look like they restand don't have to, and takeup juggle points. When I read the description though, I thought you were doing Sonic Boom, U1 with Guile, so I was slightly disappointed
https://www.youtube.com/watch?v=kxdVBIaGIq4#t=3m27s
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HarlequinRogue
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Re: USF4 Combo Engine Investigation

Post by HarlequinRogue »

Doopliss wrote:
HarlequinRogue wrote:Oh I didn't know that moves that look like they restand don't have to, and takeup juggle points. When I read the description though, I thought you were doing Sonic Boom, U1 with Guile, so I was slightly disappointed
https://www.youtube.com/watch?v=kxdVBIaGIq4#t=3m27s
Well in iPhone Street Fighter 4, we can get away with some amusing things:

https://youtu.be/sZa3xhcPsBE?t=3m30s

Not even TA stuff, though it was hard to record.

I was also wondering if people here would be interested in our stuff from iPhone Street Fighter 4? There are some elements that are quite different (like rapidfire light moves being special cancellable and no height restriction for Cammy dive kick) which people might be interested in seeing or might offer some inspiration.
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