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Re: SSF4:AE Combo Engine Investigation

Posted: Wed Jan 09, 2013 12:45 am
by error1
so that's why e ryu has a lower then normal range on his cl.mp, .98 must be close instead of 1.2

Re: SSF4:AE Combo Engine Investigation

Posted: Wed Jan 09, 2013 1:02 am
by Doopliss
error1 wrote:so that's why e ryu has a lower then normal range on his cl.mp, .98 must be close instead of 1.2
Yeah, figured it was for anti-loop reasons. Still annoying though, since you can do so many other things from it.

Re: SSF4:AE Combo Engine Investigation

Posted: Wed Jan 09, 2013 5:02 pm
by Pokey86
Doopliss wrote:
error1 wrote:so that's why e ryu has a lower then normal range on his cl.mp, .98 must be close instead of 1.2
Yeah, figured it was for anti-loop reasons. Still annoying though, since you can do so many other things from it.
Yup, after EX Fireballs in the corner you can do close MK, but not close MP.

Mind you hit stun on MP is pretty silly.

Re: SSF4:AE Combo Engine Investigation

Posted: Wed Jan 09, 2013 5:40 pm
by Doopliss
Pokey86 wrote:
Doopliss wrote:
error1 wrote:so that's why e ryu has a lower then normal range on his cl.mp, .98 must be close instead of 1.2
Yeah, figured it was for anti-loop reasons. Still annoying though, since you can do so many other things from it.
Yup, after EX Fireballs in the corner you can do close MK, but not close MP.

Mind you hit stun on MP is pretty silly.
Yes, it even combos into shakus, and I think HK stomp as well. But you can do cl.MP after EX Hadoken in the corner, I did it in one of my AE CVs. Only used a light before the EX hadoken though.

Re: SSF4:AE Combo Engine Investigation

Posted: Wed Jan 09, 2013 10:14 pm
by error1
in the corner vs seth you can do
ch j.hp, cl.hp,mk axe,cl. mk,ex fireball,cl. mk,ex fireball, cl.mp,mk axe,cl. mk,ex fireball,cl. mk,ex fireball, cl.mp,mk axe,c.lp,far mp, lk tatsu, hp srk

601 damage, 900 stun

Re: SSF4:AE Combo Engine Investigation

Posted: Wed Jan 09, 2013 10:50 pm
by Pokey86
error1 wrote:in the corner vs seth you can do
ch j.hp, cl.hp,mk axe,cl. mk,ex fireball,cl. mk,ex fireball, cl.mp,mk axe,cl. mk,ex fireball,cl. mk,ex fireball, cl.mp,mk axe,c.lp,far mp, lk tatsu, hp srk

601 damage, 900 stun
Sexy

Re: SSF4:AE Combo Engine Investigation

Posted: Thu Jan 10, 2013 1:54 am
by Doopliss
Wow, didn't know you actually got closer with cl.MK, that sounds really sweet. And it's enough to stun too? You should definitely be able to build a 5th bar after using all those specials as well.

An alternate ending to the combo, doing the same amount of stun:

"cl.MP xx MK Axe, c.MP, s.MP xx LK Axe" or "cl.MP xx MK Axe, cl.LP, s.LP, s.MP xx LK Axe"

You can also do a very meaty LP hadoken instead of LK axe after the first one, but I couldn't follow it up.

Btw, I just read his frame data on SRK, and I had no idea he could cancel his cl.LK if chained into. That's neat.

Re: SSF4:AE Combo Engine Investigation

Posted: Thu Jan 10, 2013 4:05 am
by onReload
Wait what? Canceling chains? In *my* SF4?

Re: SSF4:AE Combo Engine Investigation

Posted: Thu Jan 10, 2013 6:17 am
by error1
Doopliss wrote: Btw, I just read his frame data on SRK, and I had no idea he could cancel his cl.LK if chained into. That's neat.
and here I thought only chun could do that

Re: SSF4:AE Combo Engine Investigation

Posted: Thu Jan 10, 2013 1:43 pm
by Doopliss
error1 wrote:
Doopliss wrote: Btw, I just read his frame data on SRK, and I had no idea he could cancel his cl.LK if chained into. That's neat.
and here I thought only chun could do that
Well, Gen can do it with his Hands too :P

I also noticed E.Ryu can do c.MP, c.LP xx meaty LP SRK, then EX Hadoken or U1, maybe EX Hadoken -> U1. Decent finisher post stun? Sadly I couldn't find a variation that works after MK Axe.

Re: SSF4:AE Combo Engine Investigation

Posted: Fri Mar 22, 2013 11:10 pm
by Snoooootch
Image

Re: SSF4:AE Combo Engine Investigation

Posted: Sat Mar 23, 2013 12:35 am
by Doopliss
Hopefully they just remove the AE part this time. Just call it SSFIV Ultra or something.

Re: SSF4:AE Combo Engine Investigation

Posted: Sun Mar 24, 2013 2:32 am
by onReload
i hope they call it, "Super Street Fighter IV Arcade Edition ver. 2012 part B: The Ultra"

Re: SSF4:AE Combo Engine Investigation

Posted: Sun Mar 24, 2013 6:37 pm
by error1
I hope they call it
street fighter 5

Re: SSF4:AE Combo Engine Investigation

Posted: Fri Jun 07, 2013 4:12 am
by Rufus
Has anyone checked to see whether the dizzy cinematic glitch works for throws?

Re: SSF4:AE Combo Engine Investigation

Posted: Fri Jun 07, 2013 9:51 am
by Doopliss
Rufus wrote:Has anyone checked to see whether the dizzy cinematic glitch works for throws?
I really doubt it, since it seems to be some kind of juggle state.

Re: SSF4:AE Combo Engine Investigation

Posted: Wed Jun 12, 2013 3:27 am
by error1
True facts about rose u2
It's starting position changes depending on how much ultra meter you have
It sometimes randomly ends early

Re: SSF4:AE Combo Engine Investigation

Posted: Sun Jun 16, 2013 11:52 pm
by Pokey86
error1 wrote:True facts about rose u2
It's starting position changes depending on how much ultra meter you have
It sometimes randomly ends early
One orb also gains a damage boost from the projectile absorption mechanic.

Re: SSF4:AE Combo Engine Investigation

Posted: Mon Jun 17, 2013 12:15 am
by onReload
^ As in, do LP Reflect a bunch of times and one of the orbs does more damage?

Re: SSF4:AE Combo Engine Investigation

Posted: Mon Jun 17, 2013 12:32 am
by Doopliss
onReload wrote:^ As in, do LP Reflect a bunch of times and one of the orbs does more damage?
Yes.

Re: SSF4:AE Combo Engine Investigation

Posted: Sun Jun 30, 2013 7:46 pm
by Pokey86
OK, so i had a big big play about with Sakura's Otoshi X 2 -> Ultra 2

---

Only character i managed to do it on was T.Hawk, i did it after a

Crouch HP -> EX Tatsu

&

Jump HK (high) -> Crouch LK -> Crouch LP -> Stand LP -> Stank LK -> EX Tatsu

You activate Otoshi as soon as Sakura has recovered from EX Tatsu & you do the first hit as soon as possible, with the second hit coming at near the same time.

You can tell when you've got a chance to hit because Sakura sort of (subtly mind) pushes herself under Hawk after the first hit, the U2 is awkwardly times because the recovery of Otoshi is longer than you think. Also, not entirely sure as to whether wiffing the third hit alters Sakura's recoyer, but i didn't bother doing the third hits. I'd say this is more of a Tool Assisted combo, it took me ages to do it twice, god forbid i do something elaborate beforehand.

---

If anyone does want to make a complete combo from this, the only other Character specific thing i know Sak can do Vs Hawk is

Close MP -> Crouch MK -> Hadouken -> Focus Attack Level 2

Edit -> Oh, she can also link in to her Sakura Otoshi from a Close HP/Cr. HP, but don't get in to believing you could link that in to an U2

Re: SSF4:AE Combo Engine Investigation

Posted: Mon Jul 01, 2013 5:34 am
by onReload
Hm. Almost there, but are you doing the last rep (whiff) of the Otoshi? or are you just doing the first two hits then not pressing anything til you hit the ground?

Re: SSF4:AE Combo Engine Investigation

Posted: Mon Jul 01, 2013 2:33 pm
by Pokey86
First two hits then nothing. I do think that using the third hit increases recovery

Re: SSF4:AE Combo Engine Investigation

Posted: Tue Jul 02, 2013 1:13 am
by onReload
yeah with the third hit whiffing, it's super easy against rufus

Re: SSF4:AE Combo Engine Investigation

Posted: Tue Jul 30, 2013 5:58 am
by Snoooootch

Re: SSF4:AE Combo Engine Investigation

Posted: Tue Jul 30, 2013 7:18 am
by Maj
What the hell? Does that mean you can use Rose's orbs as a double-interrupt setup as long as you trade on the same exact frame?

Re: SSF4:AE Combo Engine Investigation

Posted: Thu Aug 22, 2013 10:54 pm
by Doopliss
^Would that glitch keep the orbs active during a "single hit to animation"-Ultra? Maybe you could use it to trade out of the recovery of one, to allow new combos?

My friend accidentally hit me while standing with a wrong-turned c.HP in an Akuma ditto. I hit him with the last hit of MK Tatsu in the left corner, then I whiffed EX SRK over him, he teched, and nailed me with c.HP while still facing right, though I landed in the corner. I replicated this, and you can cancel it into a special that's also turned the wrong way, but tatsu's won't reach because of the knockback. Maybe someone can find something worthwhile here with other characters?

Re: SSF4:AE Combo Engine Investigation

Posted: Sat Aug 24, 2013 3:02 pm
by error1
Doopliss wrote: I replicated this, and you can cancel it into a special that's also turned the wrong way, but tatsu's won't reach because of the knockback. Maybe someone can find something worthwhile here with other characters?
I've tested most of the charactors when I found the turn around thing with dhalsim, does this work with more charactors?
http://www.youtube.com/watch?v=-kZqyJ5hyR8#t=68

Re: SSF4:AE Combo Engine Investigation

Posted: Sat Aug 24, 2013 10:54 pm
by Doopliss
I'm playing around with it, but I've only been able to land it on Akuma vs Akuma so far. Not sure yet if it's the recovery of EX SRK or his c.HP that causes this, or maybe it's both.

Re: SSF4:AE Combo Engine Investigation

Posted: Sun Aug 25, 2013 3:29 am
by CPS2
Pokey86 wrote:Jump HK (high) -> Crouch LK -> Crouch LP -> Stand LP -> Stank LK -> EX Tatsu
http://youtu.be/ewufRwrayTI