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Re: SSF4 Combo Engine Investigation
Posted: Thu Apr 22, 2010 12:13 am
by Mienaikage
Doopliss wrote:Apparently s.HP xx HK Rekkukyaku repeat with Fei Long is an infinite on Juri... GJ capcom, if you're gonna restore the move to it's old self, at least try it on all the characters...
Yup, confirmed. I'm guessing it's because of the way her leg sticks out. It's hitbox you can pretty much sit inside.
Re: SSF4 Combo Engine Investigation
Posted: Thu Apr 22, 2010 8:46 pm
by Mienaikage
This is strange, I've been messing around with Abare Tosanami, and it seems only the HK version can cause float :/
Re: SSF4 Combo Engine Investigation
Posted: Thu Apr 22, 2010 9:10 pm
by Doopliss
Huh? Isn't that an Ultra? what do you mean HK version?
Re: SSF4 Combo Engine Investigation
Posted: Thu Apr 22, 2010 9:32 pm
by Mienaikage
With Abare Tosanami you can alter the direction she goes by holding a specific button before reaching the wall. LK is the shortest and HK is the farthest.
Re: SSF4 Combo Engine Investigation
Posted: Thu Apr 22, 2010 10:49 pm
by Doopliss
Oh, I assumed you used the Stick to control that, thanks for the info.
Re: SSF4 Combo Engine Investigation
Posted: Sat Apr 24, 2010 7:41 pm
by Mienaikage
It seems they didn't remove all trade ultra combos. Guile can do it with U2 because Flash Kick is considered grounded after trade ^_^
Re: SSF4 Combo Engine Investigation
Posted: Sat Apr 24, 2010 8:03 pm
by Doopliss
The only ones it DOES apply to from what I've seen is Ryu and Sagat.
Re: SSF4 Combo Engine Investigation
Posted: Sat Apr 24, 2010 8:27 pm
by Mienaikage
Doopliss wrote:The only ones it DOES apply to from what I've seen is Ryu and Sagat.
True, but apart from trading FADC would have been a requirement for them, whereas other characters who can still trade -> Ultra wouldn't have had to use meter anyway, unless I'm forgetting someone.
Re: SSF4 Combo Engine Investigation
Posted: Sat Apr 24, 2010 8:38 pm
by error1
Looking at the frame data for guy close mp, run, stop run, crouching jap should work, might even be able to link into another close mp. with counter hit cl.mp, run stop, cl.mp is sure to work. Anyone want to try it out?
Re: SSF4 Combo Engine Investigation
Posted: Sat Apr 24, 2010 8:59 pm
by Mienaikage
error1 wrote:Looking at the frame data for guy close mp, run, stop run, crouching jap should work, might even be able to link into another close mp. with counter hit cl.mp, run stop, cl.mp is sure to work. Anyone want to try it out?
If you're going with the Prima data, some of it is incorrect, but I'll give it a shot.
By the way, Guile is now eligible for the 700 class
Update: I got these to work but only with counter hit.
Re: SSF4 Combo Engine Investigation
Posted: Sat Apr 24, 2010 9:38 pm
by error1
Mienaikage wrote:
If you're going with the Prima data, some of it is incorrect, but I'll give it a shot.
it is? too bad. If I did the math right It seemed to say you wold be +5 after a runstoped cl.mp but that does seems a little too good
Re: SSF4 Combo Engine Investigation
Posted: Sat Apr 24, 2010 11:09 pm
by Doopliss
Mienaikage wrote:Doopliss wrote:The only ones it DOES apply to from what I've seen is Ryu and Sagat.
True, but apart from trading FADC would have been a requirement for them, whereas other characters who can still trade -> Ultra wouldn't have had to use meter anyway, unless I'm forgetting someone.
Cody needs meter to FADC. Seth needs Meter to FADC into U2, at least from DP. Or did you mean on AA? I can't make much sense of your sentence I'm afraid :S
Re: SSF4 Combo Engine Investigation
Posted: Sat Apr 24, 2010 11:46 pm
by Mienaikage
Yeah I meant on AA sorry
Re: SSF4 Combo Engine Investigation
Posted: Sun Apr 25, 2010 11:54 am
by Smileymike101
Seth doesn't need meter to do Ultra 2, at all, not even from groudned dp.2 or 3 hit dp ~ ultra 2 works, or cr.hp xx dp ~ ultra, or hyakuretsu in corner.
Re: SSF4 Combo Engine Investigation
Posted: Sun Apr 25, 2010 11:57 am
by Doopliss
Whatever, I want to find that stuff myself.
Re: SSF4 Combo Engine Investigation
Posted: Sun Apr 25, 2010 12:05 pm
by Smileymike101
What's up with shin akuma?He seems to throw 2 air fireballs NON EX, and walks faster.How do you fight him?
Re: SSF4 Combo Engine Investigation
Posted: Sun Apr 25, 2010 5:12 pm
by Mienaikage
Smileymike101 wrote:What's up with shin akuma?He seems to throw 2 air fireballs NON EX, and walks faster.How do you fight him?
With great difficulty. I have yet to work out his weakness, he's the only AI I haven't beaten on Hardest
Re: SSF4 Combo Engine Investigation
Posted: Sun Apr 25, 2010 6:07 pm
by Doopliss
so lariat/Atomic suplex spam doesn't work? WE'RE DOOMED!
Re: SSF4 Combo Engine Investigation
Posted: Sun Apr 25, 2010 6:08 pm
by onReload
atomic suplex spam? how's that work?
...really wish they had made it like his older versions
Re: SSF4 Combo Engine Investigation
Posted: Sun Apr 25, 2010 6:11 pm
by Doopliss
onReload wrote:atomic suplex spam? how's that work?
...really wish they had made it like his older versions
Just atomic suplex, jump over, and do it again as soon as they wake up. In SFIV, it beats hardest Balrog 100% of the time (from my experience), and works quite well vs everyone else.
Re: SSF4 Combo Engine Investigation
Posted: Sun Apr 25, 2010 6:18 pm
by Mienaikage
I believe that does work, but when I play Gief I just end up with Gouken because I just destroy everything.
On a side note, Juri has an odd kara that increases the range of normal moves.
Re: SSF4 Combo Engine Investigation
Posted: Sun Apr 25, 2010 6:22 pm
by onReload
Awesome....but yeah the Suplex spamming I wouldn't even risk on Balrog, you can Lariat him to death and all he does is try and TAP through it, which will only work if you mess up the timing between Lariats.Though, maybe Shin Orochi God Balrog in Super IV is different ;B
Re: SSF4 Combo Engine Investigation
Posted: Sun Apr 25, 2010 6:37 pm
by Doopliss
I feel doing lariat is more risky than doing Atomic suplex on Balrog, but that might be because I haven't really tried
Re: SSF4 Combo Engine Investigation
Posted: Sun Apr 25, 2010 10:30 pm
by onReload
I did every Survival/Time Attack and Arcade Mode run with Zangief, and let me tell ya...it works beautifully. Sometimes he'll block the first two spins then get hit by the third, sometimes he'll be ready to attack after the first 3 don't hit, but then if you quickly start a new Lariat, he'll get Counter Hit. He will never Ultra/Super/EX Headbutt on wakeup, so you can (and have to) stay flush against him as he wakes up...Unlike Fei Long, who is cake from a slight distance (including Ultra) unless you try to Lariat right up against him as he wakes up, 'cause then he'll do Shienkyaku.
So in SFIV, it's not just about spamming the Lariat - it's about knowing
how to spam it!
Re: SSF4 Combo Engine Investigation
Posted: Sun Apr 25, 2010 10:44 pm
by Doopliss
Yes, I know how to spam it against everyone, except Balrog (I use the suplex instead), E.honda (Sumo smash is very random imo) and Cammy (too cannon spike-happy, I just bait spiral arrows and quick spin knuckle). I've done all the time attacks and survivals twice.
Re: SSF4 Combo Engine Investigation
Posted: Wed Apr 28, 2010 2:45 am
by Rufus
For those of you using PPads, SSFIV appears to run slightly slower (~59.85.. fps) than NTSC on my XBox VGA set-up.
Re: SSF4 Combo Engine Investigation
Posted: Wed Apr 28, 2010 3:14 am
by Mienaikage
Guile has the 2 greatest techniques ever:
Flash kick FADC Autocorrect Shades (he turns his back to put the shades on
) and Kara shades (2+HK~HP)
Re: SSF4 Combo Engine Investigation
Posted: Wed Apr 28, 2010 5:22 am
by CPS2
lol kara shades, so high level
can you kara shades with focus attack? MP+MK~2HP+HK? oh god I hope so...
Re: SSF4 Combo Engine Investigation
Posted: Wed Apr 28, 2010 9:44 am
by Doopliss
with Dan, d+HP+HK is a command move, and therefore has less move priority than FA. So I don't think it will work.
Re: SSF4 Combo Engine Investigation
Posted: Wed Apr 28, 2010 10:26 am
by Mienaikage
CPS2 wrote:lol kara shades, so high level
can you kara shades with focus attack? MP+MK~2HP+HK? oh god I hope so...
Unfortunately not