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Re: SF4 Combo Engine Investigation
Posted: Tue Jan 26, 2010 9:16 pm
by Doopliss
float knockdown means you can hit them with any move, including normal moves. so you can hit float knockdown even if JP is 0. So if juggle limit is the problem that makes EX FBA only hit 1 hit after launcher hit, that means the second hit has a JP of 0. besides, you can get a 3 hit combo with EX FBA.
Maybe I have no idea what you are talking about though
It's clear from that video that EX Izuna drop has a JP of at least 1, but that is proven anyways buy trade EX FBA launcher, EX FBA -> Izuna drop.
EDIT: Ah, after my testings, I see what you mean. yes, first hit has a JP of 0, and 2nd one at leasta JP of 1.
Re: SF4 Combo Engine Investigation
Posted: Wed Jan 27, 2010 10:39 pm
by error1
interesting thing in sf4, if you press both left or right the game will act like your pressing forward. Slightly less useful, If you press both up and down the game will act like your pressing up. This makes it so you can program scripts that will work on both sides of the screen.
Non scripting uses, you can do guile's ultra on a keyboard by holding down and back, press and release forward, press up, forward, and 3xK. Also with Blanka if you hold both left and right when you do a hop you will always get a forward hop
http://www.filefront.com/15441593/
Re: SF4 Combo Engine Investigation
Posted: Wed Jan 27, 2010 11:11 pm
by Doopliss
That was awesome XD
Re: SF4 Combo Engine Investigation
Posted: Fri Jan 29, 2010 1:55 am
by Raine
Finally finished making those combos on crouching Chun-Li that I was talking about earlier in the thread. I spent way longer on this than I wanted to (partially my fault due to accidentally deleting half of the material and having to restart from scratch T_T) and am looking forward to getting back into other games. I couldn't do exactly what I wanted for a lot of these, either because it wasn't possible, or I was having trouble getting the macro to work consistently.
Rose -
http://www.youtube.com/watch?v=nDVbnNm8d6c
Ken -
http://www.youtube.com/watch?v=tT1EMJpDxE0
For the first fireball combo, I think it should be possible to add another qcf+LP at the start with a fullscreen trade/dash setup, but it was too hard to program consistently so I couldn't do it. For the second combo, originally I had two different 4 hit light strings (both ending in fs.LK), the first causing only the first hit of dp+HP to hit, and the second causing only the second and third hits to connect. Unfortunately the second string wouldn't work from the position that the first string + FADC leaves you at, so I had to make do with a less interesting finisher.
Akuma -
http://www.youtube.com/watch?v=4shE4tRtrbo
Originally for these I wanted to start with a LP Fireball from one side of the screen, chase Chun-Li to the other side and do s.HP (fireball hits) xx whiff dp+LK.P, s.HP xx qcf+LP. It seems the hitbox reel property doesn't work the same when the fireball is already on the screen and you hit Chun with a fierce. It might be possible but it was very hard to get the macro to cooperate with this situation and in the end I just went with something easier. AFAIK, s.HK is the only way to continue to combo after a FADC backwards in the middle of the combo, and dp+Hp, FADC is the only way to combo out it from that range (or a solitary c.MK). For the c.HK xx Ultra part, I adjusted it to freeze on a funny looking frame (Chun has a really weird expression in it), but you can't really see it in the youtube quality vid. BTW, would this cancel be possible if the c.HK was a K.O. hit (or maybe c.HK xx Super)? I'd like to try it out, but I had to run this 20+ times in training mode to get each part to work properly, and it would be too ridiculous to do the same outside of training mode. Last combo was just a bit of fun to show he can still connect 2-hit qcb+KK after a triple DP juggle. I also thought cancelling his personal action 5 looked really cool as you can cancel it the instant his fist touches the ground, giving a kinda C. Viper-esque SJ feel to whatever he does next.
There are still many combos to be explored exploiting this. I know for sure that Dan will have some interesting combos, he has the ability to link pretty much anything from s.HP xx qcf+P. There might be even combo opportunities for those without fireballs, as the hitbox allows other strange things to happen e.g. C. Viper c.HP xx qcb+MP, the thunderknuckle completely whiffs, Gouken s.HP xx qcf+LP won't combo.
Re: SF4 Combo Engine Investigation
Posted: Fri Jan 29, 2010 2:07 am
by Doopliss
Remxi wrote:BTW, would this cancel be possible if the c.HK was a K.O. hit (or maybe c.HK xx Super)?
http://www.youtube.com/watch?v=xfTlzpBfkX4
Here's another example of weird hitbox combos:
http://www.youtube.com/watch?v=vYvRKXLM ... re=channel
Re: SF4 Combo Engine Investigation
Posted: Fri Jan 29, 2010 4:24 am
by Maj
Whoa, those Ken and Rose combos are awesome. I know similar combos are possible against Honda, but this is all really cool to me. Because looking back to the first SF4 combo videos, i never expected see this kind of stuff in the game.
Akuma stuff was cool too but the more of him i see, the less of a fan i become. Can't put my finger on it but something about SF4 Akuma seems uncool to me. Btw that sweep cancel is probably possible at the KO screen, but you'd forfeit control over timing because the input has to be completed before the sweep connects, which means it's going to start up as soon as c.HK impact freeze ends.
Re: SF4 Combo Engine Investigation
Posted: Fri Jan 29, 2010 7:47 am
by Doopliss
Maj wrote:Akuma stuff was cool too but the more of him i see, the less of a fan i become.
Same with me, I have no idiea why.
Re: SF4 Combo Engine Investigation
Posted: Sun Jan 31, 2010 11:18 pm
by onReload
I'm sorry but what the hell...?
I'm redoing Time Attack Hard #5 for the gold with gief, and on stage 2, against vega, I had knocked him down in the right corner. I jumped over him (into the right corner) to super him after he fully stood up, and my super executed with Zangief facing to the _right_ while vega was doing a kick (maybe medium) towards the _left_. Maybe my super would have whiffed anyway (i.e. his kick put him out the super's terrible range or something), but I was pretty damn close to him, I felt...and facing the wrong way. I was afraid he would end up with super trails or something.
Has anything like this happened to anyone before? If it has, I apologize for my shocked tone but it was pretty bizarre not seeing the game autocorrect Gief's super like that.
Re: SF4 Combo Engine Investigation
Posted: Sun Jan 31, 2010 11:42 pm
by Maj
Crazy. I've never seen that happen before. Maybe it has to do with the way Vega wakes up? Cuz there's a part of his animation where's he's flipping onto his feet that you can dash through. And supers/ultras do have one frame of pre-superfreeze startup right? Maybe you landed on the same spot as Vega was flipping/intangible and then he materialized behind you on the next frame? Hella guessing!
So Gief's backwards super whiffed?
Re: SF4 Combo Engine Investigation
Posted: Mon Feb 01, 2010 12:58 am
by onReload
Maj wrote:Crazy. I've never seen that happen before. Maybe it has to do with the way Vega wakes up? Cuz there's a part of his animation where's he's flipping onto his feet that you can dash through. And supers/ultras do have one frame of pre-superfreeze startup right? Maybe you landed on the same spot as Vega was flipping/intangible and then he materialized behind you on the next frame? Hella guessing!
So Gief's backwards super whiffed?
yeah, it whiffed and then i paused it, as though that would somehow let me go back and cap it. if it got him i woulda shit myself instead of posting
Re: SF4 Combo Engine Investigation
Posted: Mon Feb 01, 2010 10:09 pm
by jchensor
I've seen that happen before. I think it has to do with Vega's really screwy hit boxes. What happens is that Vega does the move from in front of Zangief but it somehow passes through him. I saw it with Sagat I believe. He did Towards + Roundhouse too late when Gief jumped, and Gief landed and 720'ed. But the game got confused, Sagat went THROUGH Gief with the Towards + Roundhouse and Gief activated the Super, but Sagat was behing Gief and Gief was supering the wrong direction. But then, after sagat finished his move, he SNAPPED BACK to the original side again.
So it's like the game still registers the character in the front, but somehow the moves overlapped and pushed the character past Gief until the move completed. Weird stuff, but I have seen it happen before.
- James
Re: SF4 Combo Engine Investigation
Posted: Mon Feb 01, 2010 11:37 pm
by Doopliss
Yes, I noticed that snapback thing as well. Seems to happen a lot with Sagats f.HK. I found some way to do it constantly, but I can't remember ;_;
Re: SF4 Combo Engine Investigation
Posted: Tue Feb 02, 2010 12:44 am
by CPS2
I saw something weird the other day, interrupted one of Vipers TKs with one of Chun's normals for the KO, I hit her cleanly, wasn't a trade, but during the post-KO bit, chun was covered in electricity the whole time. It was like those HDR glitches.
Re: SF4 Combo Engine Investigation
Posted: Tue Feb 02, 2010 2:40 am
by onReload
jchensor wrote:I've seen that happen before. I think it has to do with Vega's really screwy hit boxes. What happens is that Vega does the move from in front of Zangief but it somehow passes through him. I saw it with Sagat I believe. He did Towards + Roundhouse too late when Gief jumped, and Gief landed and 720'ed. But the game got confused, Sagat went THROUGH Gief with the Towards + Roundhouse and Gief activated the Super, but Sagat was behing Gief and Gief was supering the wrong direction. But then, after sagat finished his move, he SNAPPED BACK to the original side again.
So it's like the game still registers the character in the front, but somehow the moves overlapped and pushed the character past Gief until the move completed. Weird stuff, but I have seen it happen before.
- James
Sounds about right, except for the fact that I didn't snap back afterwards. Maybe that's Sagat only.
Also, as for the elec. thing, maybe the game decides "opponent is electric/fire/etc" before the active frames?
Re: SF4 Combo Engine Investigation
Posted: Thu Feb 04, 2010 9:07 pm
by jchensor
!
- James
Re: SF4 Combo Engine Investigation
Posted: Thu Feb 04, 2010 10:32 pm
by Doopliss
What do you think about this thesis on why Seths ultra looses the stomach hits sometimes?
Re: SF4 Combo Engine Investigation
Posted: Fri Feb 05, 2010 1:15 am
by error1
jchensor wrote:
the frame Nash is hit by the yoga fire or too much Mexican food.
Re: SF4 Combo Engine Investigation
Posted: Fri Feb 05, 2010 5:01 am
by SlimX
Doopliss wrote:What do you think about this thesis on why Seths ultra loses the stomach hits sometimes?
img
I think you should have just posted that picture with no explanation and no text on it
Re: SF4 Combo Engine Investigation
Posted: Fri Feb 05, 2010 6:50 am
by Doopliss
Why is that? It makes it easier to understand? D:
This is wrong anyway. At least the Sonic boom part.
http://www.youtube.com/watch?v=2TmWVGdbKvQ
Why is Smileymike101 not a member of this forum yet? He is really cunning when it comes to SF4, and he has a lot of little combo videos on his acc.
Re: SF4 Combo Engine Investigation
Posted: Sat Feb 06, 2010 12:04 am
by Maj
Dude, you win. As far as i'm concerned, that's our official explanation. (Until someone presents a counter-thesis containing at least ten stick figures.)
Re: SF4 Combo Engine Investigation
Posted: Sat Feb 06, 2010 1:32 pm
by Doopliss
Thing is, it was incorrect. I''m quite sure it's a juggle thing now. But the c.HP part might still be correct.
Re: SF4 Combo Engine Investigation
Posted: Sat Feb 06, 2010 4:54 pm
by error1
been meaning to do some combos with a head-stomp jump in with Seth
http://www.filefront.com/15516653/
I almost have enough random sf4 combos for a combo video
Re: SF4 Combo Engine Investigation
Posted: Sat Feb 06, 2010 4:57 pm
by Doopliss
Nice, that's basically two 1-frame links, right?
Re: SF4 Combo Engine Investigation
Posted: Sat Feb 06, 2010 5:20 pm
by error1
Doopliss wrote:Nice, that's basically two 1-frame links, right?
If you do the head stop as low to the ground as possible and get it as a counter hit, then do and hk or hp as late as possible and still combo, then I believe you'll have 6 frames to link into whatever you want on the ground. So It's more like three 1.33 frame links. Linking to a lp rather then an lk also gives you a spare frame.
Re: SF4 Combo Engine Investigation
Posted: Sat Feb 06, 2010 6:39 pm
by Doopliss
Ok, but yeah, the timing is very strict. I've only managed to pull if off once or twice.
Re: SF4 Combo Engine Investigation
Posted: Wed Feb 10, 2010 6:27 am
by error1
Sakura ultra glitch
http://www.filefront.com/15546783
this works for ken, and is funny because only one hit of the ending srk hits. Haven't figured what setup I would need to maintain stun with ken yet.
Re: SF4 Combo Engine Investigation
Posted: Wed Feb 10, 2010 7:46 am
by Maj
Cool. Now the question is, can anyone (aka Seth) do this starting from zero stun?
Re: SF4 Combo Engine Investigation
Posted: Wed Feb 10, 2010 9:42 pm
by error1
here it is with ken.
Interesting thing. If the fireball hit after the ultra connected it wouldn't have caused enough stun. So they are hitting at the same time or the ultra hits after sim is dizzy.
http://www.filefront.com/15551883
Re: SF4 Combo Engine Investigation
Posted: Wed Feb 10, 2010 9:57 pm
by Maj
Awesome. It's interesting how the rest of the uppercut whiffs. I guess that part is a true juggle instead of a cinematic autocombo.
Re: SF4 Combo Engine Investigation
Posted: Wed Feb 10, 2010 10:38 pm
by Doopliss
Does this work with Gouken? his Ultra seems to work in a similar way like kens ultra.