SFxT Combo Engine Investigation

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Doopliss
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Re: SFxT Combo Engine Investigation

Post by Doopliss »

Persona wrote:Hmm, sounds good. I guess it'll be awhile until people start adding gems to their combos.
I'll start doing it in my first video, that's for sure.
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Doopliss
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Re: SFxT Combo Engine Investigation

Post by Doopliss »

That EX air tatsu loop with Ken was nice Snoooootch, it also makes me more optimistic towards some of my ideas.
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Snoooootch
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Re: SFxT Combo Engine Investigation

Post by Snoooootch »

Hahaha, yeah, it took me like 45 minutes to land 3 of them, but then I dropped the rest of the combo (- -___- -)
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Doopliss
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Re: SFxT Combo Engine Investigation

Post by Doopliss »

Snoooootch wrote:Hahaha, yeah, it took me like 45 minutes to land 3 of them, but then I dropped the rest of the combo (- -___- -)
Maybe speed gems will give you an easier time? Maybe you can even use normal air tatsus if you have enough of them.
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Snoooootch
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Re: SFxT Combo Engine Investigation

Post by Snoooootch »

Well, I'll take a look at the Gems tonight. As for the Tatsus, I figured out how to do 3 of them, but it's incredibly hard. But, as a finisher, on the last ex tatsu, I'll do the mp to hp target combo, to lp srk, then cr. lp to lk tatsu, then reverse hp srk. Best I can think of as of now.
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Snoooootch
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Re: SFxT Combo Engine Investigation

Post by Snoooootch »

BTW, Have you guys noticed every character has a high jump? Like ibuki and viper, but not as elaborate. I noticed all the characters I've tried so far have a super jump. Was this generally known? Cause it's the first time I've noticed.
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CPS2
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Re: SFxT Combo Engine Investigation

Post by CPS2 »

Snoooootch wrote:BTW, Have you guys noticed every character has a high jump? Like ibuki and viper, but not as elaborate. I noticed all the characters I've tried so far have a super jump. Was this generally known? Cause it's the first time I've noticed.
Pretty sure it was known, and you can super jump cancel some normal moves, so Cammy and probably other dive kickers can do a standing normal, sjc into dive kick and keep going.
Snoooootch
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Re: SFxT Combo Engine Investigation

Post by Snoooootch »

Yeah, I just found it weird, and Smileymike also didn't know about it, so I wasn't sure what to think. :)
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Snoooootch
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Re: SFxT Combo Engine Investigation

Post by Snoooootch »

OMG, yeah, with Hugo in the corner, Ken can do jump in hk, then jumping, combo 3 air ex tatsus, then land and do his target combo to lp shoryuken, then juggle with cr. lp, to lk tatsu, then juggle with autocorrect hp shoryuken. I landed everything till the autocorrect shoryuken, but I know it works.
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Doopliss
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Re: SFxT Combo Engine Investigation

Post by Doopliss »

wait, everyone has a super jump? THis is the first time I hear about this, that's for sure.
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Snoooootch
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Re: SFxT Combo Engine Investigation

Post by Snoooootch »

This is what I have so far: http://www.youtube.com/watch?v=BlRXkF0mSPQ

Kinda panicked when I landed the 3rd tatsu. I went for mp, hp target combo, but it didn't come out, but the combo still turned out. haha
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Doopliss
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Re: SFxT Combo Engine Investigation

Post by Doopliss »

Snoooootch wrote:This is what I have so far: http://www.youtube.com/watch?v=BlRXkF0mSPQ

Kinda panicked when I landed the 3rd tatsu. I went for mp, hp target combo, but it didn't come out, but the combo still turned out. haha
You think you could add a normal air tatsu after the 3rd one and still combo after it?
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Snoooootch
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Re: SFxT Combo Engine Investigation

Post by Snoooootch »

Nah, the start up is too late, but, I think if you make it so that the 2nd hit of the third ex tatsu whiffs, the last hit will hit low enough to make it possible. But, idk how difficult that would be.

anyway, Hahahha, I figured out a combo that makes law exit to the left side of the screen and comes in from the right side almost immediately
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Doopliss
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Re: SFxT Combo Engine Investigation

Post by Doopliss »

Snoooootch wrote:Nah, the start up is too late, but, I think if you make it so that the 2nd hit of the third ex tatsu whiffs, the last hit will hit low enough to make it possible. But, idk how difficult that would be.

anyway, Hahahha, I figured out a combo that makes law exit to the left side of the screen and comes in from the right side almost immediately
I remember ryu doing that after a cross assault in some old footage, looks so silly.
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Rufus
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Re: SFxT Combo Engine Investigation

Post by Rufus »

Snoooootch wrote:This is what I have so far: http://www.youtube.com/watch?v=BlRXkF0mSPQ

Kinda panicked when I landed the 3rd tatsu. I went for mp, hp target combo, but it didn't come out, but the combo still turned out. haha
Hmm... there's probably a bunch of Pandora mode 7-second 'infinites'.
Snoooootch
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Re: SFxT Combo Engine Investigation

Post by Snoooootch »

Dude! Doo eet! I bet you can juggle with it, too. I've managed to land 2 air ex tatsus in one combo, but haven't been able to juggle with anything else. (with ken)
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Snoooootch
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Re: SFxT Combo Engine Investigation

Post by Snoooootch »

Captured the combo I was talking about!
http://www.youtube.com/watch?v=ZMlHWk8utv4

BTW, Toro can't jump over Hugo. Hahaha, he has to super jump.
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Doopliss
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Re: SFxT Combo Engine Investigation

Post by Doopliss »

Snoooootch wrote:Captured the combo I was talking about!
http://www.youtube.com/watch?v=ZMlHWk8utv4
Nice. However, in the video I saw, Ryu literally came out on the other side one frame after leaving the screen. You should be able to replicate that too.
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error1
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Re: SFxT Combo Engine Investigation

Post by error1 »

dantarion has dumped the bcm's, and has a partial dump of the bac's

http://pandora.dantarion.com/dumps/
you can already derive most of the frame data from it. Should be really useful once it's easier to read.
Snoooootch
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Re: SFxT Combo Engine Investigation

Post by Snoooootch »

Oh, nice! Is that gonna be for once PC is out?

Oh, and apparently, Ken's tripple air ex tatsu combo works on a lot of the cast. It's easier on Balrog so far.
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error1
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Re: SFxT Combo Engine Investigation

Post by error1 »

Oh, nice! Is that gonna be for once PC is out?
You mean a program that can edit bac/bcm? Something that can do that will probably be ready before the pc version is out, the format isn't much different then sf4.
Snoooootch
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Re: SFxT Combo Engine Investigation

Post by Snoooootch »

yep, that's what I meant. I wonder if there's a way to replace some of those features for the already out SSF4AE. I mean, there's added features, so idk if it'd work. Unless that's what you were talking about. idk... you know I'm a noob at software editing.
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error1
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Re: SFxT Combo Engine Investigation

Post by error1 »

you can change it fine, the only problem is if you wanted to use modded stuff on an xbox you would need a hacked xbox. Changing files on a pc is a lot easier because you don't need to rewrite the iso for every change and windows doesn't have any checks on the files like an xboc does

could someone check to see how many times ryus c.mp can juggle? if I'm reading the jp right it should have only 1jp where as most other medium moves have 2 jp ( including chained c.mp )
Snoooootch
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Re: SFxT Combo Engine Investigation

Post by Snoooootch »

By testing it, would that call for doing that chain combo tag in, THEN, combo as many cr. mp as I can with ryu?

It juggles twice after a tag in.
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error1
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Re: SFxT Combo Engine Investigation

Post by error1 »

I was thinking something like srk, tag, c.mp, c.mp
can you do
c.mp, c.mp, mp?
If I am reading it right, ryu's standing medium moves should hit one more time then his crouching mk or c.mp when not chained
Snoooootch
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Re: SFxT Combo Engine Investigation

Post by Snoooootch »

Yep, cr. mp, cr. mp, st. mp works. I get close version, but it works. As far as juggling, none except for his EX srk actually hit. his EX goes into full animation, but the rest don't hit at all. Tatsu juggles, all versions, and hadoken comes out too fast and goes clean bellow the opponent unless you delay it to almost the latest frames. But hadoken juggle fully, both regular and ex. Super art hits fully. Axe kick only hits as EX version, but I can't juggle with ex shoryuken cause it's weird and gets auto corrected.

Oh, and cr. mp, cr. mp, st. mp xx st. hp works too.
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error1
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Re: SFxT Combo Engine Investigation

Post by error1 »

cool, I guessed the right number, I can give you any jp for nearly any move then
it's the 18th column in script type 7
http://pandora.dantarion.com/dumps/RYU.bac.html
I'll compile ryus just as a sample
Doopliss
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Re: SFxT Combo Engine Investigation

Post by Doopliss »

those bcms are fun to look at, even if I only understand a fraction of it.
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Rufus
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Re: SFxT Combo Engine Investigation

Post by Rufus »

Doopliss wrote:those bcms are fun to look at, even if I only understand a fraction of it.
You probably understand more than I do. Still tempted to make a local copy and try to feed it to a DB...
error1
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Re: SFxT Combo Engine Investigation

Post by error1 »

I can understand a lot of it just because it's so much like sf4.
interesting things about ryu. Chained c.hk has a lot more jp then unchained. Alpha counter has tons of jp.
Obviously there is a lot more to juggle then just jp, but this seems like a good start.

projectiles haven't been dumped yet
Ryu JP
all numbers in hex
TC = Chained
F = far
number = direction
gc = guard cancel
fa = foward air
5lp 1
5mp 2
5hp 3
5lk 1
5mk 2
5hk 3, 3
5lpf 1
5mpf 2
5hpf 3
5lkf 1
5mkf 2
5hkf 3
2lp 1
2mp 1
2hp 3
2lk 1
2mk 1
2hk 1
8lp 1
8mp 2
8hp 3
8lk 1
8mk 2
8hk 3
9lp 1
9mp 2,2
9hp 3
9lk 1
9mk 2
9hk 3
Launch 0
TC_LAUNCH 0
6mp 2,2
6hp 3,3
CROSS_ARTS 3
shoryul,m,h 1
tatsul,m,h 3
tatsuex, all hits=5
airtatsu 1,m,h 3
airtatsuex, all hits=5
sokutou lmh 1
sokutouex 3
shin_shoryu (if first hit connects go to Shin_shoryu hit) 3,6,6,6,6,6,6
Shin_shoryu hit 3,3,3
gc_tatsu 63,63,63,63,63
FA_tatsu 1mh 3
TC_5lp 1
tc_5mp 2
TC_5hp 3
TC_5lk 1
TC_5mk 2
TC_5hk 3, 3
TC_5lpf 1
TC_5mpf 2
TC_5hpf 3
TC_5lkf 1
TC_5mkf 2
TC_5hkf 3
TC_2lp 1
TC_2mp 2
TC_2hp 3
TC_2lk 1
TC_2mk 2
TC_2hk 3
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