SSF4:AE2012 Combo Engine Investigation

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Pokey86
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SSF4:AE2012 Combo Engine Investigation

Post by Pokey86 »

It looks like Ryu's EX Fireball if going to have counterhit properties. my guess is it'll be

1st: JP1 - SKD (CH =Float) - SKD (CH=Float)
2nd: JP2+ - SKD - SKD

we'll find out if, in the corner, you can do an SRK right after an EX fireball. If it is the above, a new potential combo is

Air Focus Attack -> EX Ball -> EX Ball -> EX Ball -> EX Tatsu -> Ultra

or

EX Ball (Counterhit) -> EX Ball -> EX Ball -> EX Ball
Doopliss
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Re: SSF4:AE Combo Engine Investigation

Post by Doopliss »

Seems they might've changed Yoga Blast to cause float as well.
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Snoooootch
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Re: SSF4:AE Combo Engine Investigation

Post by Snoooootch »

hm...
"Sometimes when hitting someone with Seth's jumping Hard Kick, recoil would prevent Seth from comboing into Crouching Light or Medium Punch. This has been fixed."
So st hk to st. hp anyone? :)
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error1
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Re: SSF4:AE2012 Combo Engine Investigation

Post by error1 »

funny how many of the changes are rolling back ae nerphs. Basically saying the nerphs before where hasty and unnecessary
Doopliss
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Re: SSF4:AE2012 Combo Engine Investigation

Post by Doopliss »

error1 wrote:funny how many of the changes are rolling back ae nerphs. Basically saying the nerphs before where hasty and unnecessary
Yeah, noticed this too... but no Seth j.HP ;_;

I like how CH EX Quesadilla bomb wallbounces, bet it'll look interesting. But this part confuses me:

"Dragon Punch, FADC, EX Air Dankukyaku can be done now."

Wasn't it always possible?
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Smileymike101
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Re: SSF4:AE2012 Combo Engine Investigation

Post by Smileymike101 »

I think it was character specific.Or maybe the made even the first hit juggle, because right now, the first has to wiff, and only 2 hit.
Pokey86
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Re: SSF4:AE2012 Combo Engine Investigation

Post by Pokey86 »

Doopliss wrote:
error1 wrote:funny how many of the changes are rolling back ae nerphs. Basically saying the nerphs before where hasty and unnecessary
Yeah, noticed this too... but no Seth j.HP ;_;

I like how CH EX Quesadilla bomb wallbounces, bet it'll look interesting. But this part confuses me:

"Dragon Punch, FADC, EX Air Dankukyaku can be done now."

Wasn't it always possible?
I'm guessing teh first hit juggles now... Air EX Daku does 100 stun per hit, so this opens up alot of high stun combos for Dan now.

---
So st hk to st. hp anyone
Doubtful
Rufus
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Re: SSF4:AE2012 Combo Engine Investigation

Post by Rufus »

Doopliss wrote: "Dragon Punch, FADC, EX Air Dankukyaku can be done now."

Wasn't it always possible?
IIRC not in the corner, but yeah, there's a "simple" 750 stun combo:
CH Jumping Fierce, Crouching Fierce, Koryuken FADC EX Air Dankukyaku (hits 2&3 only)
If they changed EX air Dankukyaku to JP1-2-3 that would bring the combo to 820 stun ...
Doopliss
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Re: SSF4:AE2012 Combo Engine Investigation

Post by Doopliss »

Rufus wrote:
Doopliss wrote: "Dragon Punch, FADC, EX Air Dankukyaku can be done now."

Wasn't it always possible?
IIRC not in the corner
It's was a rhetorical question tbh XD It works in the corner too, at least if you jump straight up.
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Pokey86
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Re: SSF4:AE2012 Combo Engine Investigation

Post by Pokey86 »

Quasadilla will have wallbounce...

Stand Fierce -> EX Barge -> Leg throw

I'm guessing.
Doopliss
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Re: SSF4:AE2012 Combo Engine Investigation

Post by Doopliss »

CH only.
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Rufus
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Re: SSF4:AE2012 Combo Engine Investigation

Post by Rufus »

Doopliss wrote:CH only.
EX Q-Bomb FADC Lk Guacamole already works.
Pokey86
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Re: SSF4:AE2012 Combo Engine Investigation

Post by Pokey86 »

Doopliss wrote:CH only.
How many times have you gone & ruined my fun Doopliss?
EX Q-Bomb FADC Lk Guacamole already works.
I was implying no FADC. It depends, we might be lucky enough for the wallbounce to be float state.

CH EX Barge -> Close, or far HK -> Leg Throw
Doopliss
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Re: SSF4:AE2012 Combo Engine Investigation

Post by Doopliss »

Pokey86 wrote: we might be lucky enough for the wallbounce to be float state.

CH EX Barge -> Close, or far HK -> Leg Throw
They said here that you could do gordita sobat afterwards, does that thing even have JP? If not, I guesss the wallbounce is float.

Btw, they also said C.Viper's EX TK now has 25 frame start-up, the same amount that Akuma's fireball does. I guess that means you can do CH s.HP/c.HP into EX TK with Viper now.
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Pokey86
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Re: SSF4:AE2012 Combo Engine Investigation

Post by Pokey86 »

does Vipers fierce cause the same overall hitstun as Akumas? I mean Akumas Crouch Fierce does more hit stun than his close fierce.

EDIT - I wish they'd make Makoto's EX Oroshi JP2... it's wasted on JP1.
Doopliss
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Re: SSF4:AE2012 Combo Engine Investigation

Post by Doopliss »

Pokey86 wrote:does Vipers fierce cause the same overall hitstun as Akumas? I mean Akumas Crouch Fierce does more hit stun than his close fierce.
I dunno, hitstun tends to vary a little. But I can't see any other reason for them to take it from "SLOOOOOOOOOOOOW!!1!!!!" to "SLOW!".

But when I look at the frame data, it seems Viper's s.HP has the same hitstun as Akuma's c.HP, but her c.HP has one frame less. So I guess only "s.HP xx EX TK" will work.
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error1
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Re: SSF4:AE2012 Combo Engine Investigation

Post by error1 »

vipers close hp causes 22 frames of hit stun
C.hp causes 21
Akuma's red fireball is 25 startup his closes hp causes 21 frames of hitstun
his crouching hp is 22 frames and he can combo CH C.hp into red fireball

so you might be able to do a CH cl.hp into ex provided the cl.hp doesn't push you too far
Doopliss
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Re: SSF4:AE2012 Combo Engine Investigation

Post by Doopliss »

Wtf, DeeJay can cancel his Super into U1? What trickery is this!?
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Rufus
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Re: SSF4:AE2012 Combo Engine Investigation

Post by Rufus »

Doopliss wrote:Wtf, DeeJay can cancel his Super into U1? What trickery is this!?
I guess he's been studying with Dan. It's a little interesting that DeeJay was something of a big combo character in SF2, but really seemed to lack that in SF4.
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Re: SSF4:AE2012 Combo Engine Investigation

Post by Smileymike101 »

But he has awesome combos here also.
Maj
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Re: SSF4:AE2012 Combo Engine Investigation

Post by Maj »

What's really interesting is how SF4's charge-during-superfreezes system allows him to cancel the super on the first hit. In any other game, that would be a real hindrance. When i first saw that note i was like, "But how would you charge for the ultra ... Oh."
Rufus
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Re: SSF4:AE2012 Combo Engine Investigation

Post by Rufus »

Maj wrote:What's really interesting is how SF4's charge-during-superfreezes system allows him to cancel the super on the first hit. In any other game, that would be a real hindrance. When i first saw that note i was like, "But how would you charge for the ultra ... Oh."
Yeah. I suspect that a 2x EX Q-bomb combo might be possible vs Makoto or FSE Juri because of that system too, though it would require starting with a bunch of dizzy.
Snoooootch
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Re: SSF4:AE2012 Combo Engine Investigation

Post by Snoooootch »

I'm still trying to figure out Deejay's Super cancel to U1. Will it be like, DURING the ultra? Or only on the first few frames? Cause Dan can cancel into ultra at any time during the super taunt. Kinda makes me wonder. for the sake of chipping out a win. haha
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Doopliss
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Re: SSF4:AE2012 Combo Engine Investigation

Post by Doopliss »

I think you can cancel the super anytime before the last hit.
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Pokey86
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Re: SSF4:AE2012 Combo Engine Investigation

Post by Pokey86 »

Snoooootch wrote:I'm still trying to figure out Deejay's Super cancel to U1. Will it be like, DURING the ultra? Or only on the first few frames? Cause Dan can cancel into ultra at any time during the super taunt. Kinda makes me wonder. for the sake of chipping out a win. haha

Yeah, it said you can get about 500 damage.

the first 4/5 hits don't knowck down, i aimgine you could cancel at anytime, but if you do it on the last 3 hits the opponent will be airborne & you'll only get a tiny bit of the ultra to hit.

Going by >>this<<

Dee Jay

- Dee Jays Ultra can even actigvate at the peak of Super, Ultra 1 JP has been heavily revised by the look of it. This leads me to believe that you can combo a full Ultra 1 off of other things now (EX Upper for example)

Dahlsim

- HK Yoga Blast causes float... I still can't see this being useful though, it's mind numbingly slow. New high damage combo:

Counterhit HK Yoga Blast (220) -> HP Yoga Flame (170 =390) -> Super (80% of 330 = 264 = 654) -> Back HK (70% of 90 = 63 = 717)

Or theory fighter combo VS Balrog, maybe sim Not taking in to account health scaling.

Counterhit HK Yoga Blast (220) -> HP Yoga Flame (170 =390) -> Ultra (70% = 210 = 600) Super (60% of 330 = 198 = 798) -> Back HK (50% of 90 = 45 = 843)

One i'm almost posotive will work on rog is

Counterhit HK Yoga Blast (220) -> HP Yoga Flame (170 =390) -> Super (80% of 330 = 264 = 654) -> Ultra (60% of 300 = 180 = 834)

Ryu

- I had a feeling Ryu's CH EX Fireball waould caused hitstun on first hit:

1st: JP1 - SKD (CH=stun) - SKD
2nd: JP2 - Float - SKD

This would basically let it act the same as it does now, except you get float on counterhit. The video however leads me to believe the first hit still causes SKD... Which means the potential for 3 EX Fireballs back to back, all hitting twice, is still possible. There is only one other set up for the EX hadou that could allow for full animation without altering it's existing application, that set up seems to conveluted & awkward that i doubt they'd have done it.
Last edited by Pokey86 on Sun Aug 28, 2011 10:25 pm, edited 1 time in total.
Pokey86
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Re: SSF4:AE2012 Combo Engine Investigation

Post by Pokey86 »

My god... my Typos amaze me.
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Re: SSF4:AE2012 Combo Engine Investigation

Post by Dark_Chaotix »

can someone please enlighten on why option select was put in place in sf4 and was it ever intended to be there or was it some program error that someone found and capcom decided to leave it in?
Smileymike101
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Re: SSF4:AE2012 Combo Engine Investigation

Post by Smileymike101 »

Because there is a window before your character hits the ground from a jump, where if you input a move, it will come out in the first possible frame after the landing recovery ends.
Pokey86
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Re: SSF4:AE2012 Combo Engine Investigation

Post by Pokey86 »

haven't option selects allways been around. Capcom didn't add them, it's just manipulating things like Hitstun or character spacing.

If we were to get techincal on what an option select is, is simply something you do that serves multiple purposes in any given "single" situation
error1
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Re: SSF4:AE2012 Combo Engine Investigation

Post by error1 »

yeah it WW you can do an option select spd, basically just do a negative edge spd ending in back. If the opponent isn't throw able there is no whiff animation on the spd and you can block and punish. That's a much better option select then anything in sf4
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