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Re: SFxT Combo Engine Investigation

Posted: Mon Jul 30, 2012 2:13 am
by Doopliss
Ah, I see.

Re: SFxT Combo Engine Investigation

Posted: Mon Jul 30, 2012 3:44 pm
by error1
Tigre III wrote: I guess is specific character, Hugo and maybe Zangief? D
it works vs anyone, you just need to be at the proper spacing for the first hit to be meaty

Re: SFxT Combo Engine Investigation

Posted: Mon Jul 30, 2012 10:38 pm
by Tigre III
Have you tested it? Nice. I remember that when i was testing out of corner, it seemed impossible to connect 2 or more walking between hits... The only thing that comes to mind is using the speed gem, but i dont know...

Re: SFxT Combo Engine Investigation

Posted: Mon Jul 30, 2012 11:58 pm
by error1
yeah if you get enough speed gems active its probably an infinite. You end up too far out of the corner and too close in the corner otherwise.
Lilly can do it with her back to the corner tho.
You can actually do one, dash up, do another, but no way the second one is hitting meaty to combo the second hit.

Re: SFxT Combo Engine Investigation

Posted: Thu Aug 02, 2012 1:38 am
by Doopliss
Christie's EX Handstand is insane for tag combos. You can initiate a juggle combo with the Kick follow-up, or a ground combo with the punch follow-up. Then she will deliver a hit about 4 seconds later when she exits handstand, allowing you to do some really nice juggles otherwise only possible in Scramble mode or Cross Assault. The only negative things are the fact that you need to waste 2 bars on it and that it's a hard knockdown if the opponent is still on the ground when she exits it. For example, I juggled with Lei's QCB+K after his DP+K, and I juggled with Asuka's DP+PP after her DP+P. It doesn't even need some complex set-up, the only prerequisite is that the Lei combo is in the corner and the Asuka one mid-screen.

Re: SFxT Combo Engine Investigation

Posted: Fri Aug 03, 2012 3:23 pm
by Rufus
I recently heard that the quick combos can be tag canceled. That seems like it could open up a bunch of combo possibilties.

Re: SFxT Combo Engine Investigation

Posted: Fri Aug 03, 2012 8:10 pm
by Doopliss
Rufus wrote:I recently heard that the quick combos can be tag canceled. That seems like it could open up a bunch of combo possibilties.
Sadly no, they just stop doing the moves of the quick combo.

Re: SFxT Combo Engine Investigation

Posted: Thu Aug 23, 2012 7:20 pm
by Rufus
Just listened to Jchensor and UltraDavid talking about the Quick Combo editor -- apparently you can use it to do charge special moves without holding down/back.

Re: SFxT Combo Engine Investigation

Posted: Thu Aug 23, 2012 8:17 pm
by Doopliss
Rufus wrote:Just listened to Jchensor and UltraDavid talking about the Quick Combo editor -- apparently you can use it to do charge special moves without holding down/back.
Yah, I figured that was possible. I would've played around with it too if it weren't for the fact that it costs money. It shouldn't exist imo. I can just imagine Guile players mapping LK FK as a quick combo and use it as a chargeless EX FK, for example.

Re: SFxT Combo Engine Investigation

Posted: Thu Aug 23, 2012 9:05 pm
by Rufus
Doopliss wrote:...
Yah, I figured that was possible. I would've played around with it too if it weren't for the fact that it costs money. It shouldn't exist imo. I can just imagine Guile players mapping LK FK as a quick combo and use it as a chargeless EX FK, for example.
On the way home I started wondering about Boxer's TAP, which would have silly potential.

Re: SFxT Combo Engine Investigation

Posted: Thu Aug 23, 2012 9:13 pm
by Doopliss
Rufus wrote:
Doopliss wrote:...
Yah, I figured that was possible. I would've played around with it too if it weren't for the fact that it costs money. It shouldn't exist imo. I can just imagine Guile players mapping LK FK as a quick combo and use it as a chargeless EX FK, for example.
On the way home I started wondering about Boxer's TAP, which would have silly potential.
If that worked, it would just be silly XD

Re: SFxT Combo Engine Investigation

Posted: Fri Aug 24, 2012 4:47 pm
by error1
how long and complex can you make them? could you do Steve's flicker cancel loop?
How about walk foward lp, sonic boom loops

Re: SFxT Combo Engine Investigation

Posted: Fri Aug 24, 2012 5:14 pm
by Rufus
error1 wrote:how long and complex can you make them? could you do Steve's flicker cancel loop?
How about walk foward lp, sonic boom loops
Wow, endless loop - even more stupid than instant TAP-final.

Re: SFxT Combo Engine Investigation

Posted: Fri Aug 24, 2012 5:53 pm
by error1
apparently it's limited to ten inputs, and you can't do walking jumping or timing. So it's really limited.

Re: SFxT Combo Engine Investigation

Posted: Fri Aug 24, 2012 7:21 pm
by Doopliss
error1 wrote:apparently it's limited to ten inputs, and you can't do walking jumping or timing. So it's really limited.
I wonder if you can do Sonic Boom x10 in the corner with it, SB x30 with 3 bars >.<

Re: SFxT Combo Engine Investigation

Posted: Fri Aug 24, 2012 7:33 pm
by error1
in sfxt, lp sonic booms only give +8 frame advantage, and have +10 startup.
Seems like it could actually be useful in tournaments if it can do ewgf combos

Re: SFxT Combo Engine Investigation

Posted: Fri Aug 24, 2012 7:36 pm
by Doopliss
error1 wrote:in sfxt, lp sonic booms only give +8 frame advantage, and have +10 startup.
Ah, I see... why am I sad it won't work? XD

Re: SFxT Combo Engine Investigation

Posted: Fri Aug 24, 2012 7:54 pm
by Rufus
error1 wrote:apparently it's limited to ten inputs, and you can't do walking jumping or timing. So it's really limited.
If there's more info out there, can you link to it? (I'd like to know if TAP-final is possible.)

Edit:
Unless they limit charging in some way, 10 inputs is still 5 sonic booms, and 5 mps.
Another fun one would be fuhajin without storing.

Re: SFxT Combo Engine Investigation

Posted: Sat Aug 25, 2012 2:30 am
by Doopliss
Rufus wrote:Unless they limit charging in some way, 10 inputs is still 5 sonic booms, and 5 mps.
You don't get pushback from that or what?

Re: SFxT Combo Engine Investigation

Posted: Sat Aug 25, 2012 2:40 am
by Rufus
Doopliss wrote:
Rufus wrote:Unless they limit charging in some way, 10 inputs is still 5 sonic booms, and 5 mps.
You don't get pushback from that or what?
Who knows. Maybe I can find someone who has it and test.

Re: SFxT Combo Engine Investigation

Posted: Sat Aug 25, 2012 2:49 am
by Doopliss
Rufus wrote:
Doopliss wrote:
Rufus wrote:Unless they limit charging in some way, 10 inputs is still 5 sonic booms, and 5 mps.
You don't get pushback from that or what?
Who knows. Maybe I can find someone who has it and test.
It would be cool to find a loop like that.

Re: SFxT Combo Engine Investigation

Posted: Sat Aug 25, 2012 6:10 am
by error1
Rufus wrote:
error1 wrote:apparently it's limited to ten inputs, and you can't do walking jumping or timing. So it's really limited.
If there's more info out there, can you link to it? (I'd like to know if TAP-final is possible.)

Edit:
Unless they limit charging in some way, 10 inputs is still 5 sonic booms, and 5 mps.
Another fun one would be fuhajin without storing.
http://shoryuken.com/forum/index.php?th ... on.165436/
Doopliss wrote: You don't get pushback from that or what?
basically this combo
http://www.youtube.com/watch?v=D8UuBE3- ... page#t=12s

Re: SFxT Combo Engine Investigation

Posted: Thu Dec 20, 2012 2:53 pm
by Doopliss
I just noticed you can tag cancel projectiles, at least if it hits on the first frame. I though you weren't supposed to be able to?

Re: SFxT Combo Engine Investigation

Posted: Thu Dec 20, 2012 3:15 pm
by error1
you have always been able to, it's just not normally that useful

Re: SFxT Combo Engine Investigation

Posted: Thu Dec 20, 2012 3:29 pm
by Doopliss
error1 wrote:you have always been able to, it's just not normally that useful
Yeah, the only thing remotely interesting is to TC Akumas air fireballs.

Btw, I remember you had those data sheets on the DLC characters, any way to extract frame data form those?

Re: SFxT Combo Engine Investigation

Posted: Thu Dec 20, 2012 4:47 pm
by error1
Doopliss wrote: Btw, I remember you had those data sheets on the DLC characters, any way to extract frame data form those?
yeah they are here
http://pandora.dantarion.com/dumps/
You can see the frame data at the top of each moves html page.
If I remember right some moves gave one extra frame of frame advantage then they should by the data, I don't know if he ever resolved that, but those should be fairly accurate.

Re: SFxT Combo Engine Investigation

Posted: Thu Dec 20, 2012 5:30 pm
by Doopliss
error1 wrote:
Doopliss wrote: Btw, I remember you had those data sheets on the DLC characters, any way to extract frame data form those?
yeah they are here
http://pandora.dantarion.com/dumps/
You can see the frame data at the top of each moves html page.
If I remember right some moves gave one extra frame of frame advantage then they should by the data, I don't know if he ever resolved that, but those should be fairly accurate.
Ok, thank you very much. It's mainly start-up and frame advantage I'm after anyways.

I'm having some trouble interperting this though, could you give me an example?

EDIT: Nvm, I was just looking at the wrong place.

Re: SFxT Combo Engine Investigation

Posted: Mon Dec 31, 2012 10:55 am
by Doopliss
I noticed that, if you tag cancel and land two hits at the same frame, the hit reaction of one of the moves will be negated. I've negated the ground bounce on Christie's EX Wheel kick with a normal, allowing me to do a standing combo afterwards. I can't of any super exciting set-ups coming from this though.

Re: SFxT Combo Engine Investigation

Posted: Mon Jan 07, 2013 10:45 pm
by Doopliss
Some weird combo counter glitch going on at 13:25. http://www.youtube.com/watch?v=ejzfzKqlIAQ

Re: SFxT Combo Engine Investigation

Posted: Thu Jan 10, 2013 11:22 pm
by Doopliss
Uhm, did anyone else know that Yoshimitsu has a jf.b+LK xx MK target combo? It's not in his movelist. Any other hidden moves like that? (Other than EWGF and Lili's EX FRx2)

Really interesting move btw. First hit floats on airhit, and works as an instant overhead because Yoshimitsu freezes in place during the start-up.