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Re: SFxT Combo Engine Investigation

Posted: Wed May 02, 2012 10:05 pm
by Pokey86
Doopliss wrote:Btw, did anyone notice that Quick combo 5 is a character's trial 20? How lame is that?

In other news, I just beat Vega's trial 20, am I awesome or what!?
Yeah, all the rest were pretty tame, that one was tough.

Cammy can do alot of fierce/special only combos.

Jump Roundhouse -> Close Roundhouse -> Canon Strike -> Close HP -> Far HP -> EX Spiral Arrow -> Close HP -> Canon Spike

Or tag in corner she can do 3 Crouch HP's in to Canon Spike, Sweep or another Crouch HP.

I haven't really invested much time in anyone but Cammy/Akuma.

Re: SFxT Combo Engine Investigation

Posted: Wed May 02, 2012 10:22 pm
by Doopliss
Pokey86 wrote:Yeah, all the rest were pretty tame, that one was tough.
I used the quick combo though :3

Re: SFxT Combo Engine Investigation

Posted: Thu May 03, 2012 4:51 pm
by Pokey86
oh... man, that's lame.

Not you :P them

Re: SFxT Combo Engine Investigation

Posted: Thu May 03, 2012 7:49 pm
by Doopliss
Pokey86 wrote:oh... man, that's lame.

Not you :P them
Hehe.

I also used quick combo on Rufus 19, since it's almost impossible to do instant jump falcon kick on the 360 controller since the diagonals are completely broken, and the timing was a lot tighter than the one before it. I also raged my ass off on some of the Balrog trials for this reason. The one where you did EX dash low smash, TAP, headbutt, super. Why is his super so slow!?

Re: SFxT Combo Engine Investigation

Posted: Fri May 04, 2012 12:06 am
by error1
Doopliss wrote:Why is his super so slow!?
I bet it's quicker if you start with punch and go to kicks

Re: SFxT Combo Engine Investigation

Posted: Fri May 04, 2012 12:19 am
by Doopliss
error1 wrote:
Doopliss wrote:Why is his super so slow!?
I bet it's quicker if you start with punch and go to kicks
Maybe by a few frames. But the thing is so slow you can't combo it from a medium on the ground.

Re: SFxT Combo Engine Investigation

Posted: Thu May 10, 2012 2:28 pm
by wolverine-master
So, do you guys have any questions about the unlocked characters? Lars, JACK X and Sakura definitely stand out more from the cast.

Re: SFxT Combo Engine Investigation

Posted: Thu May 10, 2012 3:54 pm
by Rufus
wolverine-master wrote:So, do you guys have any questions about the unlocked characters? ....
Not that I'm playing, but does Jack have his instant KO move from Tekken?

Re: SFxT Combo Engine Investigation

Posted: Thu May 10, 2012 3:56 pm
by Pokey86
^^

- Does she have Tag-out combos?

For example with Akuma + Cammy, if you switch to Cammy to make an SRK safe, then she can spin knuckle & then tag out freely without burning another bar, Oni can use alot of moves to make a heavy knockback & hard tag safely.

- How's the recovery on her fierce/Roundhouse attacks?

Safe after a chain?

- Does Sakura have good wake-up options?

I main Cammy & Akuma at present but i'm looking to ditch Akuma, that said i want a diverse set of character. Cammy is ideal to me for general poking/footsies etc whilst i tend to use Akuma more specifically to counter certain characters (Heihachi for example) he also fills the void with better wake-up options than Cammy, who's is pretty poor.

Re: SFxT Combo Engine Investigation

Posted: Fri May 11, 2012 1:49 pm
by Smileymike101
wolverine-master wrote:So, do you guys have any questions about the unlocked characters? Lars, JACK X and Sakura definitely stand out more from the cast.
Dudley.

Re: SFxT Combo Engine Investigation

Posted: Tue May 15, 2012 8:18 pm
by Snoooootch
^ Way to elaborate there, Mike.

So, Dudley doesn't have his rose, does he?

Re: SFxT Combo Engine Investigation

Posted: Tue May 15, 2012 11:15 pm
by Doopliss
The rose is literally the only reason I want Dudley in this...

Re: SFxT Combo Engine Investigation

Posted: Thu May 17, 2012 5:34 pm
by error1
seems precharging sonic booms doesn't get you anything, and holding the boom a few extra frames doesn't help. Seems it uses up your charge a few frames in. You can do charge ex, regular boom from close up

Re: SFxT Combo Engine Investigation

Posted: Fri May 18, 2012 7:14 pm
by Snoooootch
Man, I can't imagine how hard it must have been to land this combo!

When I did it it took forever to barely get the third ex tatsu, let alone a decent follow up (which I ruined)! Desk is the jizz!

Re: SFxT Combo Engine Investigation

Posted: Fri May 18, 2012 7:28 pm
by Doopliss
Snoooootch wrote:Man, I can't imagine how hard it must have been to land this combo!

When I did it it took forever to barely get the third ex tatsu, let alone a decent follow up (which I ruined)! Desk is the jizz!
With the right gems, you could probably do: "air tatsu, air EX tatsu x5, s.HP/s.HK, EX tatsu, c.HP, LP SRK, longest possible juggle" for massive damage.

Re: SFxT Combo Engine Investigation

Posted: Fri May 18, 2012 9:27 pm
by Doopliss
I found a potential infinite. "c.HP, j.HP, repeat" with Juri on Hugo. It works with counterhit, so it might be an infinite if you're frame perfect. I doubt it is though, because even though I can link s.HP afterwards quite easily, which is just one frame faster, I've yet to succeed with hitting the c.HP without CH. You can do some sweet loops with the fireball release though.

Also, do light moves still only get +1 frame of hitstun on CH? If not, I think you could do "chain xx EX SCDC, CH s.LK, c.HP". I think s.LP is too slow to link in this situation, maybe s.LK is too, I'm not 100% sure on how to calculate frame data when it comes to cancels.

Re: SFxT Combo Engine Investigation

Posted: Sat May 19, 2012 3:35 am
by error1
Doopliss wrote:I found a potential infinite. "c.HP, j.HP, repeat" with Juri on Hugo. It works with counterhit, so it might be an infinite if you're frame perfect. I doubt it is though, because even though I can link s.HP afterwards quite easily, which is just one frame faster, I've yet to succeed with hitting the c.HP without CH. You can do some sweet loops with the fireball release though.

Also, do light moves still only get +1 frame of hitstun on CH? If not, I think you could do "chain xx EX SCDC, CH s.LK, c.HP". I think s.LP is too slow to link in this situation, maybe s.LK is too, I'm not 100% sure on how to calculate frame data when it comes to cancels.
I'll give it a try

Re: SFxT Combo Engine Investigation

Posted: Sat May 19, 2012 3:48 am
by error1
yeah it seems like it's one frame off from being an infinite
ch cl.lk to c.hp does work

Re: SFxT Combo Engine Investigation

Posted: Sat May 19, 2012 3:59 am
by error1
yeah can't seem to combo after an ex dash
should be able to link after a fireball

Re: SFxT Combo Engine Investigation

Posted: Sat May 19, 2012 7:00 am
by error1
alright this is what I came up with
http://youtu.be/BSVwfOeoi_U

Re: SFxT Combo Engine Investigation

Posted: Sat May 19, 2012 10:59 am
by Doopliss
error1 wrote:alright this is what I came up with
http://youtu.be/BSVwfOeoi_U
Yes, that first part was what I had in mind. If you could've done s.LK after EX dash, you could've looped it 3 more times, but your Cross Assault solution was very nice. I like how you wasted the last bar to make juri come back after the launcher.

Re: SFxT Combo Engine Investigation

Posted: Sat May 19, 2012 2:46 pm
by error1
the ex counter isn't really for any purpose, it works fine without it.
Are you going to do anything with this, should I release it?

Re: SFxT Combo Engine Investigation

Posted: Sat May 19, 2012 11:10 pm
by Doopliss
error1 wrote:the ex counter isn't really for any purpose, it works fine without it.
Are you going to do anything with this, should I release it?
You're free to release it. I'll still use the first half in a combo in my SFxT CV later, but with another finisher. And if someone tries to call me out on it I'll just explain the situation.

Re: SFxT Combo Engine Investigation

Posted: Sun May 27, 2012 11:13 pm
by Pokey86
Akumas Close HK - First hit is cancellable & Maintains Juggle potential

Can lead to some pretty trippy combos with pandora.

Re: SFxT Combo Engine Investigation

Posted: Mon May 28, 2012 11:33 am
by Doopliss
Pokey86 wrote:Akumas Close HK - First hit is cancellable & Maintains Juggle potential

Can lead to some pretty trippy combos with pandora.
Sounds cool.

Re: SFxT Combo Engine Investigation

Posted: Tue May 29, 2012 12:51 am
by Pokey86
Well, EX Shaku also maintains Juggle potential. :P

Re: SFxT Combo Engine Investigation

Posted: Tue May 29, 2012 1:43 am
by error1
weird that his is like that but ryus isn't.

Re: SFxT Combo Engine Investigation

Posted: Tue May 29, 2012 2:10 am
by error1
looking through his file, the first hit of his far hk doesn't increase jp, they also don't increase them when chained

Re: SFxT Combo Engine Investigation

Posted: Tue May 29, 2012 4:12 pm
by Pokey86
First hit of Ryu's isn't cancellably either.

Yup, just pissing around i got

Pandora

Jump in HK -> close HP -> EX Tatsu -> Far HK -> Close MP-HP Chain -> EX Shaku -> HK -> EX shaku -> HK -> EX shaku -> Close MP-HK Chain -> EX shaku -> HK -> EX shaku -> HK -> EX shaku -> close HP -> SRK (1 hit)

Re: SFxT Combo Engine Investigation

Posted: Tue May 29, 2012 6:03 pm
by Doopliss
Pokey86 wrote:First hit of Ryu's isn't cancellably either.

Yup, just pissing around i got

Pandora

Jump in HK -> close HP -> EX Tatsu -> Far HK -> Close MP-HP Chain -> EX Shaku -> HK -> EX shaku -> HK -> EX shaku -> Close MP-HK Chain -> EX shaku -> HK -> EX shaku -> HK -> EX shaku -> close HP -> SRK (1 hit)
That's quite silly.