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Re: SF4 Combo Engine Investigation

Posted: Mon Apr 12, 2010 10:46 pm
by Maj
Doopliss wrote: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.
Haha i think you're getting JP and JC mixed up. Typos probably, but confusing ones.

Any idea if the first and second hits always create free juggle states? Even if the opponent has already been knocked down or juggled?

error1 wrote: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
Very nice sir. Too bad about the drill, but then again it was long-shot. Badass TAP freeze frame too.

edit: Haha good thing that second TAP doesn't cause counterhit or else this combo would be Training-Mode-only. Nice save, SF4!

Re: SF4 Combo Engine Investigation

Posted: Mon Apr 12, 2010 11:40 pm
by Doopliss
error1 wrote: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
heh, I'm using s.LK like that in one of my combos in my upcoming video XD
Maj wrote:
Doopliss wrote: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.
Haha i think you're getting JP and JC mixed up. Typos probably, but confusing ones.

Any idea if the first and second hits always create free juggle states? Even if the opponent has already been knocked down or juggled?
Yes, I always mix up JP and JC. But I don't feel like testing this, Dhalsims Ultra confuses me enough as it is.

Btw Mienaikage, you don't mind that I use this set up in my combo video, right? I simly start with lvl.3 FA, and end with MP SRK instead of EX SRK. I also found some gread infinite super meter combos using that. Like "FA -> HP SRK xx super -> LP SRK (Honda is close to the corner now) -> Super -> Air EX Tatsu -> Ultra"

Re: SF4 Combo Engine Investigation

Posted: Tue Apr 13, 2010 12:00 am
by Mienaikage
You mean like this? :P

I don't mind at all, you can use whatever you like from my channel :)

Re: SF4 Combo Engine Investigation

Posted: Tue Apr 13, 2010 12:03 am
by Doopliss
Well yeah, but with FA at the beginning instead of counterhit :P

Re: SF4 Combo Engine Investigation

Posted: Tue Apr 13, 2010 6:03 am
by Smileymike101
Minaikage, I also kinda used that setup here http://www.youtube.com/watch?v=b9DUMRWzPrE at 8:32.Back then I wasn't a member so I couldn't ask if you mind.

Re: SF4 Combo Engine Investigation

Posted: Fri Apr 16, 2010 3:51 pm
by Doopliss
Lol, I just did j.HK -> s.Lpx8 with Balrog on standing Abel XD

Re: SF4 Combo Engine Investigation

Posted: Fri Apr 16, 2010 4:03 pm
by Pokey86
Doopliss wrote:Lol, I just did j.HK -> s.Lpx8 with Balrog on standing Abel XD

8? wtf

Could you do that with a super at the end? that'd mean he's also capable of getting a 10% superwithout FA, heck technically that'd mean Ultra as well :P

Re: SF4 Combo Engine Investigation

Posted: Fri Apr 16, 2010 4:05 pm
by Doopliss
well no, because it's "far s.LP, walk forward, far s.LP" :P

Re: SF4 Combo Engine Investigation

Posted: Fri Apr 16, 2010 5:49 pm
by Smileymike101
Lol wtf.Vid or lie.

Jk.I belive you, I think...A vid would be nice though :)

Re: SF4 Combo Engine Investigation

Posted: Fri Apr 16, 2010 9:46 pm
by Doopliss
It will be in my next combo video. should have enough material soon.

Re: SF4 Combo Engine Investigation

Posted: Sat Apr 17, 2010 12:56 am
by Pokey86
I see, gratz


Can you end with a Crouch HK then ^_^

Re: SF4 Combo Engine Investigation

Posted: Sat Apr 17, 2010 1:24 am
by Doopliss
nope, it has worse range than far s.LP from what I can see, and the last hit basically hits thin air. And Abel has a really wide upper body hitbox.

Re: SF4 Combo Engine Investigation

Posted: Sun Apr 18, 2010 4:12 pm
by Doopliss
Zangief and Sakura can do it too, got a 10 hit combo with Gief using it.

Re: SF4 Combo Engine Investigation

Posted: Sat Apr 24, 2010 8:43 pm
by error1

Re: SF4 Combo Engine Investigation

Posted: Sat Apr 24, 2010 11:06 pm
by Doopliss
Nice, my record is 5. I didn't use trades though, but stun instead :P

Re: SF4 Combo Engine Investigation

Posted: Sat Apr 24, 2010 11:18 pm
by error1
http://www.filefront.com/16239747/onreloadcombo.mkv
wanted to do something with this setup so I just ended it with a onreload

Re: SF4 Combo Engine Investigation

Posted: Sun Apr 25, 2010 4:54 am
by onReload
i just let out a dumb horsey laugh upon reading the file name

Re: SF4 Combo Engine Investigation

Posted: Mon May 03, 2010 7:02 am
by error1
getting tired of those rose combos yet

It's interesting to note that hitting an opponent with a fireball during the hit-stun of a move seems to cancel out the push back for both players. Notice how c.mk doesn't knock me back

possible triple trade setup, man I wish I had the other ultra here

edit: http://www.filefront.com/16350919/doubl ... 0combo.mkv

Re: SF4 Combo Engine Investigation

Posted: Mon May 03, 2010 9:12 am
by Maj
Nice setup dude. But the pushback issue is intuitive if you think about it. You have a fireball connecting after each c.MK connects, while the c.MK is still in impact freeze. Therefore c.MK pushback is replaced by fireball pushback. Fireball pushback is negated by the corner so the end result is no pushback.

Re: SF4 Combo Engine Investigation

Posted: Mon May 03, 2010 8:02 pm
by error1
it makes sense, It just surprised me

Re: SF4 Combo Engine Investigation

Posted: Fri May 14, 2010 12:26 pm
by Robyrt
Dark_Chaotix wrote:I dare someone to do combos on sf4 on iphone.....
The iPhone does have some combo quirks - they faked the juggle system, and an input buffer has been added to make links mashable. Most notably, everything is VERY easy to do now. Check this out:

Guile: Flash Kick, focus cancel, EX flash kick (2 hits) -> Command: hold down/forward, SP, F, pause, up+SP
Guile: Flash Kick, focus cancel, backfist
Guile: Anti-air sonic boom, backfist
Ryu: Shoryuken, focus cancel, regular Hadouken
Ryu: fierce, Shoryuken, focus cancel, Ultra -> Command: hold forward, P, SP, F, Ultra button
Ken: Shoryuken (2 hits), focus cancel, Shoryuken (2 hits), focus cancel, Ultra
M.Bison: Hell Attack (2 hits), regular Psycho Crusher (or EX for 2 hits and slightly more damage)
Pretty much anyone: Deep jump-in, Ultra

These are all a simple extension of the final training mode combo for Chun-Li: Corner jump-in, low short x2, EX legs, Ultra, which you can do simply by holding down/back the entire time and pressing the buttons in order.

Re: SF4 Combo Engine Investigation

Posted: Sat Jun 05, 2010 8:31 pm
by error1
added a hit to the start of the honda ultra glitch combo, but couldn't delay the ultra enough to get that sweet crossup nj.hp
http://www.filefront.com/16658747/hondaultraglitch3.mkv

Re: SF4 Combo Engine Investigation

Posted: Sun Jun 06, 2010 12:08 am
by Doopliss
error1 wrote:added a hit to the start of the honda ultra glitch combo, but couldn't delay the ultra enough to get that sweet crossup nj.hp
http://www.filefront.com/16658747/hondaultraglitch3.mkv
you couldn't do s.HK afterwards?

Re: SF4 Combo Engine Investigation

Posted: Sun Jun 06, 2010 2:54 am
by error1
not on rose. The last hit of hands whiffs unless your super close to her so you don't get much frame advantage out of it. She just has a really bad hitbox for hands combos

Re: SF4 Combo Engine Investigation

Posted: Sun Jun 06, 2010 11:30 am
by Doopliss
then maybe you can do it on Guile instead? It's harder to set up though, as his super hits behind him a little.

Re: SF4 Combo Engine Investigation

Posted: Sun Jun 06, 2010 6:15 pm
by Pokey86
Doopliss wrote:then maybe you can do it on Guile instead? It's harder to set up though, as his super hits behind him a little.

What about Dee Jay?

Re: SF4 Combo Engine Investigation

Posted: Sun Jun 06, 2010 6:19 pm
by Doopliss
it doesn't work in SSFIV.

Re: SF4 Combo Engine Investigation

Posted: Sun Jun 06, 2010 7:59 pm
by Maj
You don't need the super with tool-assistance. If you switch charge directions on the right frame in the air, he can continue charging. Standard air time plus impact freeze for a hard attack adds up to 60+ frames for almost every character.

Btw it looks like Honda's gonna be my next character so are you guys planning on releasing a vid of this stuff? You guys should get first dibs and all, but it's been a while and i can't just ignore it.

Re: SF4 Combo Engine Investigation

Posted: Sun Jun 06, 2010 8:03 pm
by Doopliss
Maj wrote:You don't need the super with tool-assistance.
Oh yeah, forgot about that.

Re: SF4 Combo Engine Investigation

Posted: Sun Jun 06, 2010 8:17 pm
by error1
Pretty sure I couldn't get that opening j.hk vs guile, for one thing gule would loose his charge jumping like that. He is a better hands dummy tho. If you could somehow switch chargers midair ( I wasn't able to do this when I tried ) you still wouldn't have enough time for your ultra to charge to land it off a crossup j.mk. 37 frame jump + 10 frames from impact freeze ( hard impact freeze is 12 frames ) is still around 8 frames off.
Maj if you can do a setup like mine and maintain charge for both guile and honda I would be very impressed
smiley mike seriously needs to do something with it tho