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Re: SSF4 Combo Engine Investigation

Posted: Mon Sep 27, 2010 6:11 am
by error1
Snoooootch wrote:
Doopliss wrote:But how to you interrupt a hadoken without it hitting you? So. . . I don't know. I'll check it out.
a vortex move like tandem might work

Re: SSF4 Combo Engine Investigation

Posted: Mon Sep 27, 2010 7:10 am
by Snoooootch
error1 wrote:
Snoooootch wrote:
Doopliss wrote:But how to you interrupt a hadoken without it hitting you? So. . . I don't know. I'll check it out.
a vortex move like tandem might work
How so?

Re: SSF4 Combo Engine Investigation

Posted: Mon Sep 27, 2010 7:34 am
by onReload
Snoooootch wrote: But how to you interrupt a hadoken without it hitting you?
Dudley rose taunt? But yeah the tanden engine HCB+P will interrupt the hadouken movement, but you have to be pretty close, you probably won't buy much time afterwards, though Seth can teleport...

Re: SSF4 Combo Engine Investigation

Posted: Mon Sep 27, 2010 8:19 am
by Snoooootch
yes, very true!!! Good thinking! now I want to try it.

Re: SSF4 Combo Engine Investigation

Posted: Mon Sep 27, 2010 8:46 am
by Dammit
How about Dhalsim c.LK xx teleport?

Re: SSF4 Combo Engine Investigation

Posted: Mon Sep 27, 2010 10:49 am
by Doopliss
Pokey86 wrote:
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
You see, I was thinking about recording the Ultra finish background effect. So if I do it with Akuma, I'll get his custom background, and Gen will, as you say, fall into it, plus it still has the massive whirlwind on the screen, right? Still gonna go with Akuma though I think.

I'll do it in that time trial/survival where the player is invisible.

Re: SSF4 Combo Engine Investigation

Posted: Mon Sep 27, 2010 4:17 pm
by Doopliss
Eh, when you try to do c.LK xx c.LK with Chun on standing Dic in vanilla, the second one somethimes whiff, lol. No hitbox between the legs I guess.

Re: SSF4 Combo Engine Investigation

Posted: Mon Sep 27, 2010 7:43 pm
by Snoooootch
Oh. . . there's a hitbox alright. boom!

Re: SSF4 Combo Engine Investigation

Posted: Thu Sep 30, 2010 11:52 am
by phoenix
Doopliss wrote:Eh, when you try to do c.LK xx c.LK with Chun on standing Dic in vanilla, the second one somethimes whiff, lol. No hitbox between the legs I guess.
I've noticed that combo being a bit iffy on Dictator too.
My guess it works as follows: Dictators front leg stick out quite a bit and has a hitbox. which you hit with the cr.lk, but when in hitstun this sticking out leg loses its hitbox (if you look at the ssf4 hitbox videos, you can see that he also becomes much thinner than walking for example), this might _just_ cause dic to get out of range for the second cr.lk if not spaced point blank.

Re: SSF4 Combo Engine Investigation

Posted: Thu Sep 30, 2010 2:47 pm
by Doopliss
Looks like his front leg is too close to Chun and his back leg is too far away, making the c.LK whiff between his legs. I did this point blank.

Re: SSF4 Combo Engine Investigation

Posted: Thu Sep 30, 2010 3:48 pm
by Snoooootch
I was wondering. Is there certain part during the opposing character's Super animation that does not let you input yours?! I've been trying to super freeze Guile's super, but I can't super right when Guile lands from the first flash kick of his double falsh. I can do it right before he lands, but every time I capture the exact moment when Guile lands that first flash, all I get is a Rekka. Do you think it's just me messing up 20 out of 20 times in the same spot and landing 30 out of 30 super freezes before and after that certain point in guiles animation?

Re: SSF4 Combo Engine Investigation

Posted: Sun Oct 10, 2010 5:44 pm
by Doopliss
Is it possible to do "CH j.HP/HK -> s.HP/HK (sonic boom trade) -> close s.MP" with T.Hawk on Seth? If you do that, then " xx EX condor spire -> EX Tomahawk Buster xx EX Condor Dive", it will stun Seth. Please, someone, see if you can do this using tool assist. If you do an Ultra 1 after that, that's 715 damage (exluding low health scaling). If you can get a 2 hit EX Tomahawk upper instead of the spire, that's even better.

Re: SSF4 Combo Engine Investigation

Posted: Sun Oct 10, 2010 7:40 pm
by error1
Doopliss wrote:Is it possible to do "CH j.HP/HK -> s.HP/HK (sonic boom trade)
I didn't think anyone could do this vs seth because of how quick his sonic boom is

Re: SSF4 Combo Engine Investigation

Posted: Sun Oct 10, 2010 9:18 pm
by Doopliss
Well, the main problem seem to be the hit stun of the boom. I think that if T.Hawk is far away from the corner, Seth throws a boom, FADC teleport, T.Hawks jumps towards the corner, so that Seth still teleports behind him, then Seth teleports backwards into the corner, and does tanden endinge as soon as he can, T.Hawk might be able to do a counterhit jump-in, and then trade his s.HP/HK with the boom. But it's all a moot point if SB has too much hitstun for it to work.

Re: SSF4 Combo Engine Investigation

Posted: Mon Oct 18, 2010 5:37 am
by desk
Could anyone who's able to test, provide a definitive answer to this one (I'm guessing with a ppad or PC version of vanilla)?

With chun, after hitting cr. fierce, how many frames do you have to cancel into lightning legs?

eg.
fierce [frame 1]
the last frame it would be possible to input the final kick [frame x]

Re: SSF4 Combo Engine Investigation

Posted: Mon Oct 18, 2010 6:20 am
by error1
this script does c.hp, mk legs
D3.W11.4.5.6.4.5.

but this doesn't
D3.W12.4.5.6.4.5.

so the latest you can press the last kick button is 18 frames after you press c.hp

Re: SSF4 Combo Engine Investigation

Posted: Mon Oct 18, 2010 1:02 pm
by Rufus
error1 wrote:this script does c.hp, mk legs
D3.W11.4.5.6.4.5.

but this doesn't
D3.W12.4.5.6.4.5.

so the latest you can press the last kick button is 18 frames after you press c.hp
I thought things like LL required 5 pushes and 5 releases, so you'd be looking at frame 19.

Re: SSF4 Combo Engine Investigation

Posted: Mon Oct 18, 2010 5:18 pm
by error1
he asked for the last frame he could input a kick and get lightning legs so I'm not worried about releases, 18 frames is right.

Re: SSF4 Combo Engine Investigation

Posted: Mon Oct 18, 2010 9:11 pm
by Maj
If it really does require 5 presses and 5 releases, then i agree with Rufus; 19 would be the important number and 18 would be incidental.

Re: SSF4 Combo Engine Investigation

Posted: Mon Oct 18, 2010 11:12 pm
by Doopliss
Well, there's an easy way to find out how it works:

1: try LK, MK, HK, MK, Hold LK. If it works, it just requires 5 inputs. If it doesn't work:
2: MK, LK, MK, HK, Hold MK, Hold LK (without getting kara EX legs). If this doesn't work, it requres 5 presses and five releases, if it does work, it requres 10 kick inputs total.

Re: SSF4 Combo Engine Investigation

Posted: Mon Oct 18, 2010 11:15 pm
by desk
The game doesn't require you release the final kick button.

How do you get that number dude? it reads like you pressed the last button 16 frames after cr. fierce. I'm sure you're right, just want to understand the numbers.

EDIT: just so you know Doopliss, you can hold all 3 of the final kicks and the legs still come out. You can even negative edge them into an ultra afterwards.

Re: SSF4 Combo Engine Investigation

Posted: Mon Oct 18, 2010 11:18 pm
by Doopliss
Well, try pressing "LK, MK, Hold HK, Hold MK, Hold LK" then if that works, we can almost safely say that it only requires pressed buttons and no releases.

Re: SSF4 Combo Engine Investigation

Posted: Tue Oct 19, 2010 1:55 am
by error1
desk wrote: How do you get that number dude? it reads like you pressed the last button 16 frames after cr. fierce. I'm sure you're right, just want to understand the numbers.
I somehow fail at counting, 16 is right. good thing I posted the script

Re: SSF4 Combo Engine Investigation

Posted: Tue Oct 19, 2010 3:21 am
by desk
LOL, cool. Appreciate you testing that out for me dude, thanks.

Re: SSF4 Combo Engine Investigation

Posted: Thu Oct 28, 2010 1:43 am
by Tigre III
I dont remember to watch this in any video...

With Chun li, in the corner, its possible to connect neutral j.HP 2 hits(counter) s.HK xx s.LP ( or c.LP) xx s.HP ( 716 stun)

And question:

Is still possible in this SSF4 to connect the U1 after the s.LP? ( or c.LP) I think is still possible to do... Could be a nice combo.

Re: SSF4 Combo Engine Investigation

Posted: Thu Oct 28, 2010 3:21 am
by error1
cl.hk, lp is only possible if you get the hk to hit meaty, so who was your dummy?
s.LP to u1 is also only possible if meaty

Re: SSF4 Combo Engine Investigation

Posted: Thu Oct 28, 2010 1:55 pm
by Tigre III
well, works with a lot of characters. I tested it with Ryu, Dictator, Dhalsim, Dee jay... And not important if the first nj.HP is counter or isnt.
It seems that the second punch of the nj.HP give "time" to connect the s.HK meaty. The U1 after the s.LP its another war...
I can not tell exactly when connecting if its meaty or not...

Re: SSF4 Combo Engine Investigation

Posted: Wed Nov 03, 2010 1:45 am
by Doopliss

Re: SSF4 Combo Engine Investigation

Posted: Wed Nov 03, 2010 8:22 am
by Maj
Whoa, that's pretty cool! I definitely haven't seen it anywhere before.

Re: SSF4 Combo Engine Investigation

Posted: Wed Nov 03, 2010 11:33 am
by Doopliss
It just popped up in my head XD Problem is you can't do anything else with it.