SF4 Combo Engine Investigation

talk about how great training mode is
Dark_Chaotix
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Re: SF4 Combo Engine Investigation

Post by Dark_Chaotix »

I dare someone to do combos on sf4 on iphone.....
Doopliss
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Re: SF4 Combo Engine Investigation

Post by Doopliss »

Dark_Chaotix wrote:I dare someone to do combos on sf4 on iphone.....
I would if I had an iphone :/
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Smileymike101
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Re: SF4 Combo Engine Investigation

Post by Smileymike101 »

I bet my Blue Eyes Shining Dragon that Ryu will still be able to do DP FADC Ultra.
Will charge characters NOT require charge?I mean because there is that Special Move button.What would be its use if Bison's moves would require charge?Charge back, Special button?
Doopliss
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Re: SF4 Combo Engine Investigation

Post by Doopliss »

Did you guys know that El fuertes FAR s.HK puts them in juggle state on anti-air hit? Found it just now: http://www.youtube.com/watch?v=JKTXtYRTRws
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Maj
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Re: SF4 Combo Engine Investigation

Post by Maj »

Does it put them in juggle state or does upgrab have juggle potential?
Smileymike101
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Re: SF4 Combo Engine Investigation

Post by Smileymike101 »

Yes,it puts them in juggle as upgrab has jggle (1 i think?) but sadly doesnt do VERY much, as you can only do like guacamole or super after.Altough i have seen it used by a good Japanese(of course!) ELF player, against honda's, as it beats headbutt and it's part of his strategy.
Also noticed that chun's infinite on dhalsim( far cr.jab xx lk SBK repeat) maxes out at 48 hits not matter how far the first cr.jab hits as shown here: http://www.youtube.com/watch?v=80otUtkUk4Y (please click my movie lolz).It is a true infinite if after 6-10 reps you add another cr.jab before canceling into SBK, but i dont have the manual execution to do it.I just recorded cr.jab xx SBK and used replay as in my Abel infinite vs chun li response for challenge 6.
Last edited by Smileymike101 on Tue Feb 23, 2010 8:58 pm, edited 1 time in total.
Doopliss
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Re: SF4 Combo Engine Investigation

Post by Doopliss »

Ok, I don't care about good players, you see, so I miss stuff like this :P
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Smileymike101
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Re: SF4 Combo Engine Investigation

Post by Smileymike101 »

Haha i am actually also playing and interested in getting better(altough i own a terribly shitty Sakura of which i may post footage if i want to make people cry :lol: ), and it's like different worlds.I heard that in Japan combo makers dont know real players exist and players dont know combo vids exist.It's crazy stuff there.
Also, i'm dissapointed no one used that Akuma setup to do something cool.It seems i will have to make up something cool when i have time.
Doopliss
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Re: SF4 Combo Engine Investigation

Post by Doopliss »

Smileymike101 wrote:Haha i am actually also playing and interested in getting better(altough i own a terribly shitty Sakura of which i may post footage if i want to make people cry :lol: ), and it's like different worlds.I heard that in Japan combo makers dont know real players exist and players dont know combo vids exist.It's crazy stuff there.
Also, i'm dissapointed no one used that Akuma setup to do something cool.It seems i will have to make up something cool when i have time.
I have no idea why, but Akumas combos are extremely dull to me :/ They shouldn't be, but they are.
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Maj
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Re: SF4 Combo Engine Investigation

Post by Maj »

Smileymike101 wrote:Yes,it puts them in juggle as upgrab has jggle (1 i think?) but sadly doesnt do VERY much
Oh, that's just called "standard knockdown" because you need something with juggle potential in order to combo afterwards. "Juggle state" is when you can juggle with anything afterwards, like the second hit of Abel's c.HP or an anti-air lvl2/lvl3 Focus Attack.
Doopliss
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Re: SF4 Combo Engine Investigation

Post by Doopliss »

If you ask me, juggle state is when they are not reset XD But yeah, it causes standard knockdown. I wish it was float though, You could do some cool stuff with that.
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Maj
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Re: SF4 Combo Engine Investigation

Post by Maj »

The reason it's called "knockdown" and not "juggle state" is because this reset stuff didn't exist before SF4. If you look at SFA or CvS or even SF3, Akuma can do anti-air s.LP xx HK Hurricane Kick and the Hurricane Kick will juggle as long as it connects during the first part of air reel. They don't become invincible immediately like they do in SF4. There's nothing special about knockdown state in SF4. What's special in SF4 is the fact that anti-air normal moves cause instant invincibility.

It might make sense to refer to standard knockdowm as "juggle state" if SF4 is the only Capcom game you play, but when you start picking up other games, it doesn't carry over.
Doopliss
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Re: SF4 Combo Engine Investigation

Post by Doopliss »

I guess you're right. Yes, I have had my fair share of AA s.LP xx messatsu goshoryu in SFA... Still feels so wrong to me XD
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error1
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Re: SF4 Combo Engine Investigation

Post by error1 »

has anyone seen this combo before? It's completely pointless but I found it funny. Gives me an idea to try and launch dhalsim super high and hit him with a backwards j.mp
http://www.filefront.com/15668097/
Doopliss
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Re: SF4 Combo Engine Investigation

Post by Doopliss »

Wtf, Vega can do j.HK -> c.LP x6 (!) -> c.MP xx EX Barcelona -> izuna drop on Crouching Zangief, mid screen.
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error1
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Re: SF4 Combo Engine Investigation

Post by error1 »

that pretty funny. Strange how doing a meaty j.hk puts you closer to gief then you can walk up to him
Xenozip.
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Re: SF4 Combo Engine Investigation

Post by Xenozip. »

Makes sense to me. SF4 collision boxes are weird.
Looks like Jolly Ranchers & Baskin's Sherbet.
Smileymike101
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Re: SF4 Combo Engine Investigation

Post by Smileymike101 »

Whoaw...6 cr.lp?Who the hell can link so many of them? AND cr.mp after?Insane.I would love to see a video of that.
Doopliss
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Re: SF4 Combo Engine Investigation

Post by Doopliss »

Smileymike101 wrote:Whoaw...6 cr.lp?Who the hell can link so many of them? AND cr.mp after?Insane.I would love to see a video of that.
I recorded it. I used turbo though, for simplicity. I think I could do it without it as well, but that would take a lot of time.
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Tigre III
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Re: SF4 Combo Engine Investigation

Post by Tigre III »

i'm dissapointed no one used that Akuma setup to do something cool.It seems i will have to make up something cool when i have time.
I dont know what setup do you say, but its possible that it will be one that we are using in our next combo lab video? :D ...
Im agree with Doopliss, work with Akuma is hard, my poors hands are on fire... But we are about to finish our next combovid...

And while i was training with Akuma, a strange thing happened with the Akuma´s Ultra. I was trying to connect it without stun or focus, and obviously i cannot do it, but one time the Ultra connects (not in combo) and the damage scaling first went down, and then started to raise again to finish in 101% damage!... I recorded it
http://www.filefront.com/15685091/Akumaglitch.avi.AVI

I dont know if this is a glitch or is a common thing of that Ultra...
error1
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Re: SF4 Combo Engine Investigation

Post by error1 »

Tigre III wrote: the damage scaling first went down, and then started to raise again to finish in 101% damage!
sf4 has damage scaling based on how much life the opponent has remaining. That's what's causing the damage to go down in the middle of the ultra http://combovid.com/forums/viewtopic.php?f=2&t=311. The reason it goes back up to 100 at the end is because Seth ran out of life so there is no more life bar scaling. Some times the % displayed in training mode is off by a few percent. I suspect it's simply a rounding error but it doesn't actually have an effect on the damage.
So the % numbers make sense with what we know of how sf4 damage scaling works but something is strange with the damage in that video. A max charged akuma ultra should only do 600 damage and for some reason yours is doing almost 700.
Tigre III
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Re: SF4 Combo Engine Investigation

Post by Tigre III »

Ah, ok, i didnt know that out of life propertie in training mode...
Yeah, the Akuma´s Ultra usually do 587 damage to Seth, but sometimes the dmg is increased near the 700, like ramdomly. I dont know why either, its like when you make exactly the same combo 10 times, and one time the dmg ups 10 or 20 more...
Doopliss
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Re: SF4 Combo Engine Investigation

Post by Doopliss »

Tigre III wrote:Ah, ok, i didnt know that out of life propertie in training mode...
Yeah, the Akuma´s Ultra usually do 587 damage to Seth, but sometimes the dmg is increased near the 700, like ramdomly. I dont know why either, its like when you make exactly the same combo 10 times, and one time the dmg ups 10 or 20 more...
That probavly has to do with life loss scaling, though. This one confuses me. The 26 first hits should do 21 dmg, and the last hit should do 54, but in your video they do 25, and the last hit does 65.
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Smileymike101
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Re: SF4 Combo Engine Investigation

Post by Smileymike101 »

Tigre, the setup i was talking about is this: http://www.filefront.com/15578435/SV102855.avi
If this finds a way into your video, awesome.I think I will also put it into something as i devised an interesting combo against seth.
Tigre III
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Re: SF4 Combo Engine Investigation

Post by Tigre III »

Hey, that is exactly the set up that we are using! :shock: hahaha

We have a lot of combos using this set up, but i prefer to use it after a stun, its more "possible", you know... I discover some interesting things with this set up:
If you use the sMK after the FB, its more easy to connect it, works with many tiers. But in some tiers, the sHP works better (like Guile, for example).

Try to do it with a stunned tier, but first jump it to start from the tier´s back. the first hit changes, differents possibilities are allowed with a stun set up.

And in this set up, a normal hit works better than a counter hit, because the normal hit push the tier more than a CH...

We are about to finish the combo work, but now its time to start with the edition... I hope to finish it in 5-7 days... But if you want to see some of our stuff with this set up, just say it.


Akuma is a beast for Seth; try to do this:

jHP(counter hit)->sHP-> SRK+HP->FADC->QCB+P (EX)-> ULTRA... a very easy 724 dmg combo! :D
Smileymike101
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Re: SF4 Combo Engine Investigation

Post by Smileymike101 »

If it's no problem for you to them them somewhere, i would love to see your combos using this setup,sir.Yeah, i noticed that after stun you dont even need to space it, just come as close to Seth as possible because his stun animation puts his hitbox like 5 gazillion meters in front.For my combo vid, i wanted to do meterles stun combo on him with akuma,back away full screen.Lp hado xx super ~ FA LVL2 ~ demon, but its not possible.The last sequence is possible on him not stunned, but when dizzy, the hadouken hits to soon, and doesnt allow fa lvl 2 followup....Shame...
Smileymike101
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Re: SF4 Combo Engine Investigation

Post by Smileymike101 »

I just found a way to combo into a throw without focus attack or stun. http://www.filefront.com/15693937/SV102871.AVI
Also Honda's most damaging combo at 815: http://www.filefront.com/15693943/SV102870.AVI
Game has been broken.Officially.After Bison glitch, Ken ultra glitch and intrerupting all of these cutscene ultras, game is as broken as can be.All that is left is tradin with Ken's Shinryuken part of his ultra ad follow up with super.
Doopliss
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Re: SF4 Combo Engine Investigation

Post by Doopliss »

Smileymike101 wrote:I just found a way to combo into a throw without focus attack or stun. http://www.filefront.com/15693937/SV102871.AVI
Also Honda's most damaging combo at 815: http://www.filefront.com/15693943/SV102870.AVI
Game has been broken.Officially.After Bison glitch, Ken ultra glitch and intrerupting all of these cutscene ultras, game is as broken as can be.All that is left is tradin with Ken's Shinryuken part of his ultra ad follow up with super.
That was awesome. I hope you can have both ultras at the same time in training mode in SSFIV, so you can do Ultra 1-> ultra 2 XD
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Smileymike101
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Re: SF4 Combo Engine Investigation

Post by Smileymike101 »

That was exactly what i was thinking though:1)I dont think it will be possible.2)Headbutt xx super does more damage than ultra 2 anyways because of scaling.
Doopliss
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Re: SF4 Combo Engine Investigation

Post by Doopliss »

Maybe so, but it would still look awesome. I actually think that both ultras will be available att the same time during training, because:

1: The inputs must be different for a reason, right?
2: It would be a good way to let people experiment without having to change ultra all the time.
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