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Re: SSF4:AE Combo Engine Investigation
Posted: Sun Aug 25, 2013 6:53 am
by Rufus
The SRK post of armor cancel stuff has me wondering whether armor cancel is possible for non-ex 'armor' specials like Cross Counter, Kongoshin, or Kasatushi.
Re: SSF4:AE Combo Engine Investigation
Posted: Sun Aug 25, 2013 11:22 am
by Doopliss
Rufus wrote:The SRK post of armor cancel stuff has me wondering whether armor cancel is possible for non-ex 'armor' specials like Cross Counter, Kongoshin, or Kasatushi.
I know kongoshin works, not sure about the other two. Juri might not work if it doesn't have instant start-up. Can Dudley do it at all?
Re: SSF4:AE Combo Engine Investigation
Posted: Sun Aug 25, 2013 3:42 pm
by Rufus
Doopliss wrote:I know kongoshin works, not sure about the other two. Juri might not work if it doesn't have instant start-up. Can Dudley do it at all?
I recall there was a thing where Juri could counter double-hit moves with regular (kara xx) ex counter, but the frame data at SRK indicates that her regular counter and Dudley's both have 3 frames of start-up. Not that anyone should bother testing, but not I also wonder if you can get an extra hit of armor for kk->kkk or pp->ppp ex plinks.
Re: SSF4:AE Combo Engine Investigation
Posted: Mon Sep 09, 2013 8:12 am
by Doopliss
Do we know with which patch they removed the possibility to trade out of:
Seth QCB+K
Bison U1
Honda U1
Yang U1 (was it in v.2012 or an unnamed patch for AE?)
And when was the Adon counterhit-super-causing-s.MK thing patched?
James Chen is compiling a list of SFIV version changes, and these are not in any change log. Any other unlisted changes anyone here know about?
Re: SSF4:AE Combo Engine Investigation
Posted: Mon Sep 09, 2013 2:54 pm
by Rufus
Doopliss wrote:Do we know with which patch they removed the possibility to trade out of:
...
James Chen is compiling a list of SFIV version changes, and these are not in any change log. Any other unlisted changes anyone here know about?
If they came out with the patches on the PC version, it should be relatively easy for someone like Error1 that can parse the move info to work out the changes.
Re: SSF4:AE Combo Engine Investigation
Posted: Mon Sep 09, 2013 10:26 pm
by error1
I should be able to find those, pc didn't get every patch, is there a list of patches somewhere?
Super wasn't released for pc but has some movefiles in the ae files. The pc has like 7 total updates with move changes.
Re: SSF4:AE Combo Engine Investigation
Posted: Mon Sep 09, 2013 10:31 pm
by Doopliss
error1 wrote:I should be able to find those, pc didn't get every patch, is there a list of patches somewhere?
Super wasn't released for pc but has some movefiles in the ae files. The pc has like 7 total updates with move changes.
The list of versions I found when researching updates:
Arcade SFIV
Console SFIV
Championship mode patch to SFIV
SSFIV
Tournament mode patch to SSFIV
AE (a.k.a v.1.05)
v.2012 (a.k.a v.1.06)
Minor glitch-fixing patch to v.2012 (a.k.a v.1.07)
If you get a lot of info out of it, you should send it all to jchensor, I'm sure he'd appreciate it.
Re: SSF4:AE Combo Engine Investigation
Posted: Tue Sep 10, 2013 1:15 am
by error1
with pc I can't check Arcade SFIV, Console SFIV, and SSFIV. So that kind of limits what I can do
Re: SSF4:AE Combo Engine Investigation
Posted: Tue Sep 10, 2013 6:16 am
by Doopliss
error1 wrote:with pc I can't check Arcade SFIV, Console SFIV, and SSFIV. So that kind of limits what I can do
While Vanilla SSFIV had the most unlisted changes, it's still better than nothing.
Re: SSF4:AE Combo Engine Investigation
Posted: Mon Oct 28, 2013 7:23 am
by Pokey86
With Gouken VS Sagat
Jump in fierce (Low to ground) -> Stand Fierce -> MP Hadou -> Crouch HP -> MP Hadou
anyone know the Frame advantage on hit after that? I seem so close to linking it in to Ultra 2 but it's just not getting there.
Re: SSF4:AE Combo Engine Investigation
Posted: Thu Oct 31, 2013 11:37 am
by ilitirit
Re: SSF4:AE Combo Engine Investigation
Posted: Mon Nov 18, 2013 7:53 am
by Smileymike101
Sooooo....what's up with proximity blocking OS?
Re: SSF4:AE Combo Engine Investigation
Posted: Mon Nov 18, 2013 9:39 am
by Doopliss
Smileymike101 wrote:Sooooo....what's up with proximity blocking OS?
We're having a small discussion
here.
That said, what's up with you? Haven't seen you for ages!

Re: SSF4:AE Combo Engine Investigation
Posted: Tue Nov 19, 2013 3:30 am
by Snoooootch
Doopliss wrote:
That said, what's up with you? Haven't seen you for ages!

Too Busy being a Romanian Pop star?
Re: SSF4:AE Combo Engine Investigation
Posted: Tue Nov 19, 2013 6:48 am
by Doopliss
Snoooootch wrote:Doopliss wrote:
That said, what's up with you? Haven't seen you for ages!

Too Busy being a Romanian Pop star?
I want to hear more about that, sounds interesting.
Re: SSF4:AE Combo Engine Investigation
Posted: Tue Nov 19, 2013 3:59 pm
by Smileymike101
Haha, Snootch is obviously exagerating. But i have been investing a lot of my time into bettering my chances of getting in the music world (singing lessons and physical trining). I've participated in some festivals and competitions and won some trophies. Nothing too big yet, but it has become my greatest ideal.I've gained a role model after which i've set some high standards so i can always improve.
As for my inactivity, well, mostly that, but i have also started dedicating my SF4 to actually playing it, and i've started winning most of our locals (with Balrog

) ). Coupled with just finishing 12th and entering college (with a couple of big exams along the way) that's kinda it.
Re: SSF4:AE Combo Engine Investigation
Posted: Sat Nov 30, 2013 2:39 am
by Snoooootch
Can ken Kara u2 by scootching forward a bit after doingç d,df,d,df,f+m.k,plink kkk? Does he scootch forward? Or does he stay in the same position?
Re: SSF4:AE Combo Engine Investigation
Posted: Sat Nov 30, 2013 12:48 pm
by Smileymike101
He steps forward.
Re: SSF4:AE Combo Engine Investigation
Posted: Sat Nov 30, 2013 5:41 pm
by Snoooootch
Sweet, now I can land a meaty far st. mp to Kara U2. Gonna try it real quick. Thanks Pop star.
Re: SSF4:AE Combo Engine Investigation
Posted: Tue Jan 21, 2014 1:51 am
by Doopliss
error, I don't know why I never asked you this, but do you know why you can hit the grab part of Ibuki's U1 on a crumpled opponent that has entered the airborne phase? I can't make sense of it.
Re: SSF4:AE Combo Engine Investigation
Posted: Tue Jan 21, 2014 9:57 am
by Maj
What about Vega's Izuna Drop and Guy's Bushin flip grab? Maybe it's like those except with a terrible hitbox. What happens when you try it against Dhalsim's j.LP?
edit: Actually that might not prove anything if it doesn't work, because i doubt Dhalsim's throwable box extends with his limbs.
Re: SSF4:AE Combo Engine Investigation
Posted: Tue Jan 21, 2014 3:57 pm
by Doopliss
If it could catch airborne people, then you wouldn't be able to jump out of it, right? Or maybe you can't airgrab pre-jump frames?
Re: SSF4:AE Combo Engine Investigation
Posted: Tue Jan 21, 2014 5:55 pm
by Pokey86
Could it have the same characteristic as Yangs U2, which animates on crumple but never on float
Re: SSF4:AE Combo Engine Investigation
Posted: Tue Jan 21, 2014 9:56 pm
by Doopliss
Pokey86 wrote:Could it have the same characteristic as Yangs U2, which animates on crumple but never on float
I don't think so. Quite sure Ibuki's U2 has that property too btw.
But Ibuki's U1 is still a grab from what I can see, and shouldn't be able to hit anyone in the air ever.
Re: SSF4:AE Combo Engine Investigation
Posted: Wed Jan 22, 2014 1:13 am
by error1
https://www.dropbox.com/s/yisakz1j95wb1 ... .02.36.png
As you can see she has two hitboxes at the start, one vs ground and one vs air.
The one vs air has a y= -.75, and a width of .15 meaning it probably looks a lot like rolento's Take No Prisoners hitbox.
In theory I think it would grab someone jumping, but they would need a hitbox on the floor. There has to be some kind of move with air born frames that is on the ground you can test it on, like a back dash in the corner.
Re: SSF4:AE Combo Engine Investigation
Posted: Wed Jan 22, 2014 2:51 am
by Doopliss
Ok, thanks. Weird how they did it like that, when no one else has that property on their command grab (That I know of).
Re: SSF4:AE Combo Engine Investigation
Posted: Fri Jan 31, 2014 1:02 am
by Doopliss
Does anybody remember a set-up for Akuma to combo after EX Demon flip xx EX Zanku? I don't remember if it only works with the right distance from the corner, or if it works everywhere.
Re: SSF4:AE Combo Engine Investigation
Posted: Mon Mar 17, 2014 9:04 am
by Doopliss
Did they fix Balrog's U1 to Super? Can't land it anymore.
Re: SSF4:AE Combo Engine Investigation
Posted: Tue Mar 18, 2014 2:19 am
by error1
it should still work, you need k version of the super, and be the right distance from the corner
Re: SSF4:AE Combo Engine Investigation
Posted: Tue Mar 18, 2014 9:17 am
by Doopliss
The reason I can't land it is probably because of the wonky hitboxes during the spinny knockdown state.