Page 11 of 17

Re: SSF4 Combo Engine Investigation

Posted: Fri Jul 30, 2010 9:40 pm
by Maj
Does Cammy's standing animation even cycle? It seems like her idle actions are random. Viper has a long one too, fixing her gloves and such. Then there's Cody and Juri. When they idle, they REALLY idle. It's actually kind of irritating in Juri's case because her idle animation moves her forward an entire character width.

Re: SSF4 Combo Engine Investigation

Posted: Fri Jul 30, 2010 9:59 pm
by Doopliss
Dunno if it cycles, didn't wait long enough for her to scratch her nose twice. At least they're not as annoying as Rufus, although his animations has proven useful to me once.

Re: SSF4 Combo Engine Investigation

Posted: Sun Aug 01, 2010 4:59 pm
by Tigre III
Well, we are working in the SSFIV Zero Damage! Vol.2, and in the next vid we are testing some whiff properties of that retarded animations... I dont know yet, but its possible to find some stuff interesting with that.

Re: SSF4 Combo Engine Investigation

Posted: Sun Aug 01, 2010 5:53 pm
by Doopliss
You can do Zangief's U1 in response to Akuma's U2 and both will whiff.

Re: SSF4 Combo Engine Investigation

Posted: Mon Aug 02, 2010 7:45 am
by Tigre III
Doopliss wrote:You can do Zangief's U1 in response to Akuma's U2 and both will whiff.
Mmmmm interesting...

The "retarded animations" changes the hit box, but usually makes the hit box bigger. Juri, for example, when put the feet down, has more hit box to low attacks like a c.LK...

Re: SSF4 Combo Engine Investigation

Posted: Fri Aug 06, 2010 4:06 pm
by Tigre III
watching the great desk vid http://www.youtube.com/watch?v=1PvhMIDW__8 in the second 0:28, when he uses the Guy´s armor cancelling to make the Super, I guess its possible to connect the U1 after the only Super hit ... Would be a nice set up for that Ultra...

Re: SSF4 Combo Engine Investigation

Posted: Mon Aug 09, 2010 10:55 am
by Smileymike101
Ok, i REALLY think the game doesnt let you activate Vega's U1 if he is at regular frame advantage (aka not after a trade).

Re: SSF4 Combo Engine Investigation

Posted: Sat Aug 14, 2010 8:14 pm
by Doopliss
Gah, If you could only do EX Cannon strike after a counterhit jump-in, then I could do thiss bad-ass stun combo on Seth:

"CH j.HK -> EX Cannon Strike x4 -> HK Cannon Strike -> j.HP".

EDIT. Wait... IT WORKS! Just did "CH js.HP -> EX Cannon Strike".

Recording time~

EDIT2: DAMN IT! For some reason I calculated the stun "100%, 100%, 90%, 80%..." and then it was exactly 750, now it's just 690 ;_;

Re: SSF4 Combo Engine Investigation

Posted: Sat Aug 14, 2010 9:11 pm
by error1
stun scales with the life bar same as damage

Re: SSF4 Combo Engine Investigation

Posted: Sat Aug 14, 2010 9:42 pm
by Doopliss
Yes, I know that, I just didn't think.

Re: SSF4 Combo Engine Investigation

Posted: Sat Aug 14, 2010 10:11 pm
by Maj
Wait, no it doesn't. Stun values are only based on the combo counter. Lifebar reduction only affects damage, not stun.

It's easy to predict stun on paper, but not so easy to predict damage.

Re: SSF4 Combo Engine Investigation

Posted: Sat Aug 14, 2010 10:21 pm
by Doopliss
Oh, now I see what he meant. I thought he just sait that Stun scales the same way damage does. Well, At least I turned my combo into a decent Stun combo. And you can do "CH js.HP -> Non-EX Cannon Strike" as well, so I guess it can be used as a substitute to a jump-in. I think it works on every character, as I had to hit Seth in the Yin-Yang for it to work.

Re: SSF4 Combo Engine Investigation

Posted: Sat Aug 14, 2010 11:05 pm
by Maj
Haha awesome. I remember trying to combo divekick after a jump attack and it didn't work, but apparently Cammy's vertical j.HP causes 1 more frame of hit stun than all of her other jumping attacks in both SF4 and SSF4. Nice find.

Re: SSF4 Combo Engine Investigation

Posted: Sat Aug 14, 2010 11:15 pm
by Doopliss
Thanks. As always, I did it by mistake :P

Re: SSF4 Combo Engine Investigation

Posted: Sun Aug 15, 2010 12:47 am
by Doopliss
I'm curious, if you fill someones stun bar so that it's full, but they aren't stunned (via focus absorb or smthn), then hit them with Dudley's rose or Dan's taunts, what will happen?

Re: SSF4 Combo Engine Investigation

Posted: Wed Aug 18, 2010 7:24 pm
by Mienaikage
Doopliss wrote:I'm curious, if you fill someones stun bar so that it's full, but they aren't stunned (via focus absorb or smthn), then hit them with Dudley's rose or Dan's taunts, what will happen?
Tried Dan's taunt, nothing happened :(

Re: SSF4 Combo Engine Investigation

Posted: Wed Aug 18, 2010 8:15 pm
by Doopliss
That's too bad. I would've tried it myself, but I've sent my 360 away for repairs.

Re: SSF4 Combo Engine Investigation

Posted: Mon Aug 30, 2010 12:13 am
by desk
Does anyone have a mid combo crumple set up for Ryu (vs another shoto)? I know about the Honda set up from maj's TACV but is it possible vs thin characters?

Re: SSF4 Combo Engine Investigation

Posted: Mon Aug 30, 2010 12:30 am
by error1
I though he could hadou, lv2 focus at the proper distance vs anyone in the corner.

Re: SSF4 Combo Engine Investigation

Posted: Mon Aug 30, 2010 1:22 am
by desk
Can't seem to get it vs shotos. Always seems to be either too far away or not enough hit stun for the lv2.

I think I might have found a way around the problem I had actually, so it's not urgent anymore but if anyone has a specific set-up, feel free to post it up.

Re: SSF4 Combo Engine Investigation

Posted: Mon Aug 30, 2010 1:29 am
by Doopliss
Ryu can't dash past his fireball, right?

Re: SSF4 Combo Engine Investigation

Posted: Sun Sep 05, 2010 1:04 am
by Tigre III
After to make the Zero Damage series, we have test a lot of taunts, and their hitbox properties, and some taunts have a very interesting hitbox.

For example, the taunt 7 of dhalsim, has two remarkable properties:

It can avoid a lot of regular hits, Super or Ultras, but just a few frames after the taunt start. After that, some moves ( for example the EX houzanto of Guy) cannot hit dhalsim, but others will do.
It is also curious that if you hold forward agaist dhalsim, and when he just start to taunt you perform any movement, that movement can go to the wrong side. So you can make for example a DP to the left ( but Dhalsim is still on your right) or simply a normal HK...
That set up can create some rare glitches, like with the EX Jaguar tooth of Adon, causing the first jump never arrives to the corner...


The second thing is the hitbox on the top of the taunt. That allows some combos that would not be possible to connect against Dhalsim ( and maybe against nobody) like, for example, to connect the two hits of Guy´s vertical j.HK-> df HK->EX houzanto etc etc...
Can also be useful to connect FB like medium.FB of Gouken, air Akuma FB...

Re: SSF4 Combo Engine Investigation

Posted: Sun Sep 05, 2010 4:05 am
by onReload
I remember playing around way too much with that taunt (in SF4)...I also had Rose do Soul Throw which put her overlapping Dhalsim's leg...the supers and moves thing is true, I don't know *what* kind of hitbox they gave his leg, but it's ridiculous. I thought it was cool for Ken's air-to-ground tatsu (3 hits), but Maj found that this is possible with Sagat doing a Focus Attack.

Re: SSF4 Combo Engine Investigation

Posted: Sat Sep 18, 2010 11:33 pm
by Doopliss
Looks like you can do some really cool stuff with Yun's and Yang's Supers, can't wait to get my hands on them.

Re: SSF4 Combo Engine Investigation

Posted: Sun Sep 19, 2010 12:50 am
by Pokey86
Doopliss wrote:Looks like you can do some really cool stuff with Yun's and Yang's Supers, can't wait to get my hands on them.

same

Re: SSF4 Combo Engine Investigation

Posted: Sun Sep 26, 2010 11:48 pm
by Doopliss
Quick question: In vanilla SFIV, si there any ultra where, if you get an ultra finish, the only thing on the screen is ONE of the characters? In Seth's U1, Seth is there, behind the opponent.

Re: SSF4 Combo Engine Investigation

Posted: Sun Sep 26, 2010 11:57 pm
by Pokey86
Doopliss wrote:Quick question: In vanilla SFIV, si there any ultra where, if you get an ultra finish, the only thing on the screen is ONE of the characters? In Seth's U1, Seth is there, behind the opponent.

raging demon Gens AA Ultra,though he pops back during the slomo

Re: SSF4 Combo Engine Investigation

Posted: Mon Sep 27, 2010 4:13 am
by error1
rose?

Re: SSF4 Combo Engine Investigation

Posted: Mon Sep 27, 2010 5:53 am
by Snoooootch
if you count Rufus' Ultra after he kicks tho opponent out of the screen. haha. Or maybe dan's silly taunt magic after his Ultra is over.

Re: SSF4 Combo Engine Investigation

Posted: Mon Sep 27, 2010 5:58 am
by Snoooootch
Doopliss wrote:Ryu can't dash past his fireball, right?
well, i tried this, It wont buy you too much time, but cancelling out of a lp hadoken and then doing 2 airborne tatsus will give you some time to do stuff. You have to either cancel, or interrupt him. Youd have to use a fast back dasher like Rose, or Chun. But how to you interrupt a hadoken without it hitting you? So. . . I don't know. I'll check it out.