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Re: USF4 Combo Engine Investigation

Posted: Sun Aug 10, 2014 10:38 am
by anotak
the dummy does not appear to be projectile invincible during the targetlock of decapre's ex scramble slide grab move

Re: USF4 Combo Engine Investigation

Posted: Sun Aug 10, 2014 10:45 am
by Doopliss
So you should be able to hit them out of it with U1? Gonna try it.

EDIT: Well, they can sure get hit for a good while after the first hit connects, but it doesn't mess with the animation.

Re: USF4 Combo Engine Investigation

Posted: Sun Aug 10, 2014 11:52 am
by pepopulo
Yeah,Desk did something like that in his Decapre vid, just 1 hit of the Ultra connected after the slide and then the slide grab animation started

Re: USF4 Combo Engine Investigation

Posted: Tue Aug 12, 2014 7:36 pm
by TomSinister
Was playing around with poison recently, she is a lot of fun.
https://www.youtube.com/watch?v=-5c7pILFYOI

She can get meaty rekkas on a LOT of crouching characters. I'm almost certain that she had a semi-infinite at one point on atleast one character and they fixed it by making her rekkas force stand :(
In any case I have a question for you guys regarding frames. Why doesnt her super link after the first hit of rekkas? Im quite certain that her super is 2 frames, and im quite certain that her rekkas are +2, but I just cant get them to link. Anyone know whats up?

Re: USF4 Combo Engine Investigation

Posted: Tue Aug 12, 2014 8:12 pm
by pepopulo
It has to do with that 1 frame of the 1+2 frame startup,sometimes that frame ''counts as a frame'', like, it makes the move 0+3 instead of 1+2, I don't know how to explain it,but if you're lucky you'll get the combo,just have to input the super the exact frame so that doesn't happen

Re: USF4 Combo Engine Investigation

Posted: Fri Aug 15, 2014 8:33 am
by TomSinister
so i figured out today that the input for hugo's lariat is kinda weird. The game wont accept a qcf if it ends in up :(

Re: USF4 Combo Engine Investigation

Posted: Fri Aug 15, 2014 11:05 am
by Doopliss
TomSinister wrote:so i figured out today that the input for hugo's lariat is kinda weird. The game wont accept a qcf if it ends in up :(
The same goes for clap and Ultra Throw.

Re: USF4 Combo Engine Investigation

Posted: Mon Aug 18, 2014 5:01 am
by Maj
Interesting article discussing USF4 glitches with omni and Mike Z, both veteran game developers with FGC roots: http://shoryuken.com/2014/08/16/develop ... r-ivs-bugs

Mike mentions something about a crossup flag, which i've suspected for a long time. I've tried to do backwards combos against Dhalsim limbs and it just plain doesn't work using most attacks.

Out of curiosity, does anyone have a complete list of moves in USF4 with the crossup flag enabled?

Re: USF4 Combo Engine Investigation

Posted: Mon Aug 18, 2014 10:51 pm
by error1
Maj wrote: Out of curiosity, does anyone have a complete list of moves in USF4 with the crossup flag enabled?
it's a hitflag in the hitbox of the scripts in the bac, there are not very many that have it and only a few surprising ones ( like yun shoulder ). Wouldn't be hard to make a list
For ryu for example would probably just be, 9lk, 9mk, throw_attacks.
Tatus don't actually use the flag, they do a force_turn state change ( otherwise the would pull you in the wrong direction ).

Re: USF4 Combo Engine Investigation

Posted: Tue Aug 19, 2014 4:01 pm
by TomSinister
Did some input testing with the inputs of various moves today. I used pause buffering in training mode and deduction for my findings, so please lemme know if im wrong.

Hugo's Meat Squasher (in no particular order):

towards or up+towards (6 or 9)

exactly down (2)

back or up + back (4 or 7)

any up input (7, 8 or 9)

exactly up (8)

Hugo's Back Breaker (in order):

any towards input (3. 6 or 9)

any down input (1, 2 or 3)

any towards input (3, 6 or 9)

-note that this is a normal SRK shortcut motion

Hugo's Lariat (in order):

exactly down (2)

exactly down + towards (3)

exactly towards (6)

there cannot be any up input buffered before or after the motion or the move will not come out

Hugo's Clap (in order):

exactly down (2)

exactly down + back (1)

exactly back (4)

there cannot be any up input buffered before or after the motion or the move will not come out

Hugo's Ultra Throw (in order):

any towards input (3, 6 or 9)

any down input (1,2 or 3)

exactly back (4)

there cannot be any up input buffered after the motion is input or the move will not come out

Hugo's SPD (in no particular order):

exactly towards (6)

exactly down (2)

exactly back (4)

any up input (7, 8 or 9)

-OR-

exactly down + towards (3)

exactly bown + back (1)

exactly up + back (7)

exactly up + towards (9)

-note that is is a normal SPD motion

Hugo's Super (in order):

exactly down (2)

exactly towards (6)

exactly down (2)

exactly towards (6)

Hugo's Ultra 2 (in order)

exactly down (2)

exactly towards (6)

exactly down (2)

exactly towards (6)

Poison's Fireball (in order):

exactly down (2)

exactly down + towards (3)

exactly towards (6)

-note that Poison cannot cancel her prejump frames into a fireball

Elena's Lynx Tail (in order):

exactly back (4)

any down (1, 2 or 3)

any back (1, 4 or 7)

-note that Elena cannot cancel her prejump frames into lynx tail

Elena's Spine Scythe (in order):

exactly down (2)

exactly down + back (1)

exactly back (4)

-note that Elena cannot cancel her prejump frames into spin scythe

Elena's Rhino Horn (in order):

any back input (1, 4 or 7)

any down input (1,2 or 3)

exactly towards (6)

-note that Elena cannot cancel her prejump frames into rhino horn

Elena's Super (in order):

exactly down (2)

any towards input (3, 6 or 9)

exactly down (2)

exactly towards (6)

-note that Elena can only cancel her first prejump frame into super

Elena's Ultra 1 (in order):

exactly down (2)

any towards input (3, 6 or 9)

exactly down (2)

exactly towards (6)

-note that Elena cannot cancel her prejump frames into Ultra 1

Re: USF4 Combo Engine Investigation

Posted: Tue Aug 19, 2014 9:30 pm
by error1
This is my first time looking at the new characters, really ghetto the way they did some of this
TomSinister wrote:Did some input testing with the inputs of various moves today. I used pause buffering in training mode and deduction for my findings, so please lemme know if im wrong.

Hugo's Meat Squasher (in no particular order):
360s and 720s don't work like that for the most part.
for SQURASHER ( what the move is called in the game files ) you have
24 buffer to do a JOY_360
five buffer to press a lenient up
Hugo's Back Breaker (in order):
-note that this is a normal SRK shortcut motion
SYORYU
12 buffer to press a lenient forward
12 buffer to press a lenient down
12 buffer to press a lenient forward

Hugo's Lariat (in order):

there cannot be any up input buffered before or after the motion or the move will not come out
not sure what you mean by
"there cannot be any up input buffered before or after the motion or the move will not come out"
qcb,qcf works fine for me

Hado
12 buffer to press a strict down
12 buffer to press a strict down+forward
12 buffer to press a strict forward
Hugo's Clap (in order):

there cannot be any up input buffered before or after the motion or the move will not come out
TATSUMAKI
12 buffer to press a strict down
12 buffer to press a strict down+back
12 buffer to press a strict back
Hugo's Ultra Throw (in order):

there cannot be any up input buffered after the motion is input or the move will not come out
R_YOGA
8 buffer to press a lenient forward
8 buffer to press a lenient down
12 buffer to press a strict back
Hugo's SPD (in no particular order):


-note that is is a normal SPD motion
SCREW
24 buffer to do a JOY_360
Hugo's Super (in order):



Hugo's Ultra 2 (in order)
HAMMER
12 buffer to press a strict down
12 buffer to press a strict forward
12 buffer to press a strict down
16 buffer to press a strict forward
-note that Poison cannot cancel her prejump frames into a fireball
HADO
Technically it's on the cancel list for prejump, but it's missing the air state restriction, shows a poor understating of sf4 by whoever made the move
Elena's Lynx Tail (in order):

-note that Elena cannot cancel her prejump frames into lynx tail
R_SYORYU
8 buffer to press a lenient back
8 buffer to press a lenient down
12 buffer to press a lenient back
Same deal, she just can't do it in the air
Elena's Spine Scythe (in order):

-note that Elena cannot cancel her prejump frames into spin scythe
TATSUMAKI
8 buffer to press a strict down
8 buffer to press a strict down+back
12 buffer to press a strict back
Same deal, she just can't do it in the air
Elena's Rhino Horn (in order):

any back input (1, 4 or 7)

any down input (1,2 or 3)

exactly towards (6)

-note that Elena cannot cancel her prejump frames into rhino horn
YOGA
8 buffer to press a lenient back
8 buffer to press a lenient down
12 buffer to press a strict foward
Same deal, she just can't do it in the air
Elena's Super (in order):

exactly down (2)

any towards input (3, 6 or 9)

exactly down (2)

exactly towards (6)

-note that Elena can only cancel her first prejump frame into super
SUPER2
12 buffer to press a strict down
12 buffer to press a lenient foward
12 buffer to press a strict down
16 buffer to press a strict forward
Yeah so this one they didn't put it in the prejump cancel list
Elena's Ultra 1 (in order):

exactly down (2)

any towards input (3, 6 or 9)

exactly down (2)

exactly towards (6)

-note that Elena cannot cancel her prejump frames into Ultra 1
SUPER2
Same deal, she just can't do it in the air

Re: USF4 Combo Engine Investigation

Posted: Tue Aug 19, 2014 9:43 pm
by Doopliss
error1 wrote: not sure what you mean by
"there cannot be any up input buffered before or after the motion or the move will not come out"
qcb,qcf works fine for me
If you enter any upwards input after motion the move won't come out, even if you're trying to cancel it or doing it when landing. "D+LP, DB, B, UB+HP" will just result in a jab. Also, Backbreaker is more lenient than normal DPs, right (time-wise)? At least it's more lenient than Yun's.

Re: USF4 Combo Engine Investigation

Posted: Tue Aug 19, 2014 10:41 pm
by soulsynapse
Is there a functional combo program for usf4?

I've tried frametrapped and combo trainer so far.

Re: USF4 Combo Engine Investigation

Posted: Tue Aug 19, 2014 10:49 pm
by Doopliss
http://www.slitherware.com/sf4-show-off/

v0.61 should work with USFIV, but I haven't tried it myself yet. Worked great for me in AE2012 though. The only issue is that it's kinda glitchy when you cross people up, so changing sides mid-combo, especially while maintaining charge, is really hard/borderline impossible (I solved this by rerecording the script with the training mode record function).

Re: USF4 Combo Engine Investigation

Posted: Tue Aug 19, 2014 11:02 pm
by soulsynapse
Doopliss wrote:http://www.slitherware.com/sf4-show-off/

v0.61 should work with USFIV, but I haven't tried it myself yet. Worked great for me in AE2012 though. The only issue is that it's kinda glitchy when you cross people up, so changing sides mid-combo, especially while maintaining charge, is really hard/borderline impossible (I solved this by rerecording the script with the training mode record function).
Cheers, trying to test a glitch/mechanic with negative edge and I can't be certain until I have the combos done mechanically.

Re: USF4 Combo Engine Investigation

Posted: Tue Aug 19, 2014 11:36 pm
by soulsynapse
whoops ignore this

Re: USF4 Combo Engine Investigation

Posted: Wed Aug 20, 2014 12:22 am
by error1
Doopliss wrote:
error1 wrote: not sure what you mean by
"there cannot be any up input buffered before or after the motion or the move will not come out"
qcb,qcf works fine for me
If you enter any upwards input after motion the move won't come out, even if you're trying to cancel it or doing it when landing. "D+LP, DB, B, UB+HP" will just result in a jab. Also, Backbreaker is more lenient than normal DPs, right (time-wise)? At least it's more lenient than Yun's.
yeah most srks are 8,8, 12

soulsynapse wrote:So earlier today I was wondering why when you try to link a special or an ultra you can't just press the button and release it and have the special and ultra be buffered over those 2 frames. We already know specials don't buffer on the recovery of normals, but in this case you're individually sending the input over 2 frames. It makes sense from a balance perspective that it doesn't work, since it would be pretty damn OP to be able to doubletap and get any 1f link to special or link to ultra turn into a 4f link, but what's going on with the engine?

So okay, here's what I found.

With cody, doing st.mp, u2 with sf4 showoff

Nothing comes out. So what's going on?
I don't think you are getting negative edge in the first case

Re: USF4 Combo Engine Investigation

Posted: Wed Aug 20, 2014 1:46 am
by TomSinister
error1 wrote:lots of cool stuff
Thanks for the detailed response. Definately cleared up some misconceptions I had and confirmed a bunch of other suspitions. Any idea whats up with hugo's clap/lariat not coming out with up inputs?

Re: USF4 Combo Engine Investigation

Posted: Wed Aug 20, 2014 2:31 am
by error1
The only difference I see between his and ryus input motion is a move flag at the end, so I'm guessing that's the cause. It would take some experimentation to see exactly how it works.

Re: USF4 Combo Engine Investigation

Posted: Thu Aug 28, 2014 9:18 pm
by TomSinister
I was trying to put together an E.ryu combo vs Chun and I wanted to start it with a red focus trade into jump in. I was trying to get the trade with Chun's U2, but I don't think its possible. For some reason level 3 red focus gets beat by her kikosho. I thought lvl 3 rf had armor up to the active frames? anyway, something much wierder also happened. I got the red focus to just completely whiff for no apparent reason. Does Chun have a couple of invincibility frames randomly thrown in at the end of her U2?

https://www.youtube.com/watch?v=WbTQQApCUnU

Re: USF4 Combo Engine Investigation

Posted: Sat Sep 20, 2014 9:19 am
by Last_Window

Re: USF4 Combo Engine Investigation

Posted: Sat Sep 20, 2014 10:40 am
by Doopliss
This was the first I heard about it since I just woke up. I thought it was just a fan mod with a really good Combofiend impression :lol:

Re: USF4 Combo Engine Investigation

Posted: Sat Sep 20, 2014 11:50 am
by pepopulo
I don't like it that much, but hey, it's free so why not! looks really really fun, specially if you play with some friends but I'm ''dissapointed'' because I'm more than sure that I'll say ''This character could have this move in the normal version and he wouldn't bebroken, in fact it would help him a lot''. Also why not double ultra with omega mode? Also, decapre patch, yaaay (let's see what Capcom screws up this time : P )

Re: USF4 Combo Engine Investigation

Posted: Sat Sep 20, 2014 12:42 pm
by error1
Haha, and I thought decapre looked mugen
I didn't think capcom was copying me with ultra, but I'm not so sure now.
It's a good idea, Looks fun

Re: USF4 Combo Engine Investigation

Posted: Sat Sep 20, 2014 3:44 pm
by Last_Window

Re: USF4 Combo Engine Investigation

Posted: Sat Sep 20, 2014 3:46 pm
by onReload
I would have loved it if they brought you on to work on this, error. But eh.
I like the references to other fighters. Might be fun to compile them all (Ken's Venom Strikes + ST funky kicks, Guile's Cold Blue Kick, HF flash kicks, Sonic Break, Chun's SAII/SAIII from 3s)

Re: USF4 Combo Engine Investigation

Posted: Sat Sep 20, 2014 4:55 pm
by krusan
That "omega" thing looks interesting! I´m eager to see the new moves for every char. It ads a lot of things to the game. Let´s see what you guys can do with all those new moves!

Re: USF4 Combo Engine Investigation

Posted: Sat Sep 20, 2014 5:16 pm
by Last_Window

Re: USF4 Combo Engine Investigation

Posted: Sun Sep 21, 2014 6:49 am
by onReload
better quality here:

https://www.youtube.com/watch?v=oVpBPcPHVQU

Hmm. In that video, they put this prize code up: 9S2E7ERBCPMMPO ... gives you the title "Feels so good!" which is...uh, cool

Re: USF4 Combo Engine Investigation

Posted: Sun Sep 21, 2014 2:46 pm
by Snoooootch
I felt like this Omega thing was a Hoax. Now I'm starting to believe.