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Re: SF4 Combo Engine Investigation

Posted: Thu Apr 08, 2010 8:20 am
by error1
another chun li combo
http://www.filefront.com/16060769/chunli47.mkv
thinking about putting a quick video together begging capcom to make ssf4 for the pc

Re: SF4 Combo Engine Investigation

Posted: Thu Apr 08, 2010 9:17 am
by CPS2
That was awesome :shock:

Re: SF4 Combo Engine Investigation

Posted: Thu Apr 08, 2010 9:33 am
by Doopliss
That was quite ridiculous. In a good way.

Re: SF4 Combo Engine Investigation

Posted: Thu Apr 08, 2010 9:37 am
by Smileymike101
Oh god, is SSF4 really coming to PCs?On eventhubs it says so.

Re: SF4 Combo Engine Investigation

Posted: Thu Apr 08, 2010 9:44 am
by onReload
Smileymike101 wrote:Oh god, is SSF4 really coming to PCs?On eventhubs it says so.
Smileymike101 wrote:On eventhubs it says so.
Smileymike101 wrote:eventhubs says
Smileymike101 wrote:eventhubs
:?

Re: SF4 Combo Engine Investigation

Posted: Thu Apr 08, 2010 9:53 am
by Smileymike101
Well they have been right about the SSF4 rumor list, and also on those marketing pics it says PS3 XBOX 360 Windows live.I hope it's false though.

Re: SF4 Combo Engine Investigation

Posted: Thu Apr 08, 2010 9:59 am
by onReload
Someone already pointed out that the GFWL thing was only on a fan-drawn promo ad (a fan who expected a PC version), they didn't even use it in their recent (hideous) TV ad.

Re: SF4 Combo Engine Investigation

Posted: Thu Apr 08, 2010 10:02 am
by onReload
error1 wrote:another chun li combo
http://www.filefront.com/16060769/chunli47.mkv
thinking about putting a quick video together begging capcom to make ssf4 for the pc
yes, i really dig the meaty HK Spinning Bird crossup.

Re: SF4 Combo Engine Investigation

Posted: Thu Apr 08, 2010 3:51 pm
by error1
it's a mk but thanks
There have been rumors about sf4 pc but nothing official and sven has said they're not working on it right now I think
I guess I'll do a transcript on that chun combo, I'll need it at some point
nj.fp (300 stun and only counts as one move, crazy), cl hp -> hp fireball, C.hp -> hp fireball, Walk forward meaty s.lp, c.hk. I start a mk sbk as soon as possible and it just happens to be quick enough to make it meaty, c.lp -> lk legs->fadc, cl. mp-> lk legs, walk foward hk -> hk legs -> fadc, c.lk-> c.lp->meaty c.lp, ultra

Re: SF4 Combo Engine Investigation

Posted: Thu Apr 08, 2010 5:10 pm
by Smileymike101
Man, chun is so crazy.3 infinites, frame advantage on fireball.300 stun on one normal, attack that hit meaty at will.7 frame normal which moves you forward.Crazy.

Re: SF4 Combo Engine Investigation

Posted: Thu Apr 08, 2010 10:02 pm
by onReload
Was thinking of capturing random stuff and uploading it but I'm sure some of you might know these:

-Chun-Li: [corner] Meaty EX Hyakuretsukyaku, EX Hyakuretsukyaku, EX Hyakuretsukyaku, Ultra. It's pretty simple juggle fun, and it hurts my hand. A lot. If you want to make it really stylish, you can do some of it midscreen, or use FADC with two EX Hyakuretsukyaku into Ultra (pushing the enemy towards the corner, of course). Is it possible to get four EX Hyakuretsukyakus?

-Sagat: Counterhit LP Tiger Uppercut, (juggle, no cancel) to LK Tiger Genocide. Don't think anything else works besides the light super.

-Ken: LP Shoryuken, FADC, EX Hadouken, FADC, Ultra. Yes, it's overmeter as hell. Even more so if you insert EX Shoryuken for Ultra.

...and, here's something weird: vs. Rose (only char. I tried it on), from fullscreen, HK Tiger Genocide, with Counterhit on. It doesn't knock down - same circumstances with CH off, it lifts her up like normal. What gives?

Re: SF4 Combo Engine Investigation

Posted: Thu Apr 08, 2010 10:23 pm
by Smileymike101
CH Super from full screen or ultra from max range will not knock down against any char.I tried something like fireball fadc ultra, and it was CH so didn't knock down, but tiger destruction has too much recovery so i couldnt combo after.Of and after AA lp dp, any super combos, just not fully.And you can get ultra after AA HP DP.Also you can launch dhalsim so high with the ultra in the corner, that from the last uppercut, the first hit, the one that causes a lot of hit freeze wiffs.

Re: SF4 Combo Engine Investigation

Posted: Thu Apr 08, 2010 10:24 pm
by onReload
Smileymike101 wrote:CH Super from full screen or ultra from max range will not knock down against any char.I tried something like fireball fadc ultra, and it was CH so didn't knock down, but tiger destruction has too much recovery so i couldnt combo after.Of and after AA lp dp, any super combos, just not fully.And you can get ultra after AA HP DP.Also you can launch dhalsim so high with the ultra in the corner, that from the last uppercut, the first hit, the one that causes a lot of hit freeze wiffs.
Yeah, the initial hit of the last uppercut can whiff in a few situations. but as for the LP Tiger Uppercut, I don't mean AA, I mean ground-to-ground counterhit.

Re: SF4 Combo Engine Investigation

Posted: Sat Apr 10, 2010 1:06 pm
by Smileymike101
I found a better/funnier way to do Seth's infinite headstomp jump thingie, and it not just full screen.Nah..It's 2 screens!
http://www.youtube.com/watch?v=qRNfk7BbWj4

Re: SF4 Combo Engine Investigation

Posted: Sat Apr 10, 2010 1:20 pm
by Pokey86
That's ace :D

Re: SF4 Combo Engine Investigation

Posted: Sat Apr 10, 2010 2:27 pm
by Doopliss
lol

Re: SF4 Combo Engine Investigation

Posted: Sat Apr 10, 2010 8:30 pm
by Maj
Smileymike101 wrote:I found a better/funnier way to do Seth's infinite headstomp jump thingie, and it not just full screen.Nah..It's 2 screens!
http://www.youtube.com/watch?v=qRNfk7BbWj4
Hahaha that's pretty awesome. Nice idea.

Re: SF4 Combo Engine Investigation

Posted: Sun Apr 11, 2010 9:36 pm
by error1
a dhalsim combo I found doing the fireworks but just got around to recording it
http://www.filefront.com/16095579/simultra.mkv

Re: SF4 Combo Engine Investigation

Posted: Mon Apr 12, 2010 8:07 pm
by error1
Been meaning to try this ever since I saw the tacv but never got around to it
http://www.filefront.com/16104617/3xultra.mkv
it's not obvious but it's 1 hit from the first one then 5+5+5=16

Re: SF4 Combo Engine Investigation

Posted: Mon Apr 12, 2010 8:49 pm
by Maj
Haha awesome! I knew exactly what it was as soon as i saw the filename. Nice touch using two teleports too.

Re: SF4 Combo Engine Investigation

Posted: Mon Apr 12, 2010 9:00 pm
by Doopliss
Add a yoga fire before the super (so it hits in the middle of the super) and post it on the fireworks challenge :D

Re: SF4 Combo Engine Investigation

Posted: Mon Apr 12, 2010 9:04 pm
by error1
because of the way the last two ultra's hit you can't juggle afterwords. What I was going to do was juggle only 3 hits of the second ultra then teleport and super, having the super hold him in place as the ultra catches up. I got that to work but I was loosing a hit from the last ultra. Might be possible to turn punch through the second ultra then knock Balrog back into it to get a more delayed hit, It really sucks that you can only have two ultras on screen at once

Re: SF4 Combo Engine Investigation

Posted: Mon Apr 12, 2010 9:07 pm
by Doopliss
Shouldn't you be able to simply do walk/dash forward, YF xx Super? JP-wise, it will work. Because super always put them in float juggle, so YF will hit after the first Super hit.

Re: SF4 Combo Engine Investigation

Posted: Mon Apr 12, 2010 9:11 pm
by Maj
Yeah, you can see it in the combo i did against C.Viper. Should work if you do something faster than teleport, like maybe even LK/MK slide. Also you can definitely add a hit after the super; probably far s.HP judging from how high you launch Balrog.

Another thing i'd try is doing j.D+HP drill after you do the second ultra, because you can connect that after anti-air ultra at certain ranges in the corner, then the ultra continues hitting normally and you lose nothing since you wouldn't have gotten a free juggle out of it anyway.

Re: SF4 Combo Engine Investigation

Posted: Mon Apr 12, 2010 9:54 pm
by Doopliss
Now that we're talking about Dhalsims ultra. It act's really weird when you hit someone in the air. you can do AA ultra -> Normal move, but only if you get one or two hits of the ultra. You can connect Yoga mummy after 3 hits of the ultra, as it has a juggle potential of 1.

Re: SF4 Combo Engine Investigation

Posted: Mon Apr 12, 2010 10:29 pm
by Maj
Yeah it's really weird. I was getting that during testing too, cuz j.D+HP would connect later than it was supposed to. But we didn't understand juggle states very well back then so i didn't bother trying to understand it. It's worth taking a second look at it now though. Maybe the first couple of hits don't increment the juggle counter?

Re: SF4 Combo Engine Investigation

Posted: Mon Apr 12, 2010 10:30 pm
by Doopliss
it's not like there's any other option.

Re: SF4 Combo Engine Investigation

Posted: Mon Apr 12, 2010 10:32 pm
by Maj
Eh, you never know. That move could be unique in some way. Anyway has anyone tested to see if one-hit anti-air Yoga Catastrophe creates a juggle state or anything like that?

Re: SF4 Combo Engine Investigation

Posted: Mon Apr 12, 2010 10:38 pm
by Doopliss
well, the first and second hit causes float knockdown, the third hit has JP 0, I guess hit 4 has JP 1 and hit 5 has JP 2. Sadly, Dhalsim has no moves with JP 3 or more without being infinite to test this.

Re: SF4 Combo Engine Investigation

Posted: Mon Apr 12, 2010 10:45 pm
by error1
http://www.filefront.com/16106085/3xultra2.mkv
This attack could be the last
Thanks for the input, I think this ones better.
Dhalsim reminded me of neo a on that second ultra
I'm confident yoga mummy is out of the question here