SFxT Combo Engine Investigation

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Doopliss
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SFxT Combo Engine Investigation

Post by Doopliss »

With the reveal of Pandora, I think it's time to create this thread. I bet I'm not the only one who's thinking about possible combos for this game already.

Seth Killian currently states that you can't combo into Pandora, I say that, unless it's hard coded to not work when the opponent is in hitstun, there will be a semi-practical way to combo into it, at least for some characters. What do you think about this? Pandora activation seems pretty much instant, however, it spawns the new character a few clicks back, making it harder to combo. Maybe you can have your back against the corner to negate this?

Also, does anyone have a theory on how lights work in this game? They seem to reset or keep the juggle going almost randomly.
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Pokey86
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Re: SFxT Combo Engine Investigation

Post by Pokey86 »

Does SFXT have a Dizzy mechanic?
Doopliss
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Re: SFxT Combo Engine Investigation

Post by Doopliss »

From what I've seen, it doesn't seem to have dizzy nor taunts. So I wonder what they're gonna do with Zangief's headbutt...
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Pokey86
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Re: SFxT Combo Engine Investigation

Post by Pokey86 »

No taunts? mind you it's early days. If there is a crumple mechanic, then i'm pretty sure pandora will combo after a trade of some kind.
Doopliss
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Re: SFxT Combo Engine Investigation

Post by Doopliss »

Pokey86 wrote:No taunts? mind you it's early days. If there is a crumple mechanic, then i'm pretty sure pandora will combo after a trade of some kind.
Yes, Yoshimitsu has a few moves that cause crumple. I hope you can throw the opponent out of that as well, like: "Hugo: CH s.HK, LMHH, launch to Yoshimitsu, c.HP xx HP poison breath, c.MK, s.HP xx Suicide, Tag cancel to Hugo, Wall bounce throw, MP, HP, dem claps, Super (or cross art if that meter builds back up)".
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Doopliss
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Re: SFxT Combo Engine Investigation

Post by Doopliss »

http://www.youtube.com/watch?v=XIpzeZqI93k

So, what do you guys think about these gems? Will we be using them in CVs? Seth seems to think they'll be used competitavely. And I can see 5 power gems being great for kill combos, and 5 speed gems for making longer links and juggles. And that's just the top of the iceberg. What bothers me is that the CE seems to have a lot of exclusive gems, and we haven't gotten a Capcom fighting game-CE since SFIV here in Sweden...
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Doopliss
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Re: SFxT Combo Engine Investigation

Post by Doopliss »

Some stuff from the latest stream:

Moves like Ryu far s.HP causes crumple on counterhit. I still wonder if you can combo into grabs after crumple...

This is known since earlier, but you can dash out of a lvl.2 charged super charge for a free counterhit on your next move. If this also applies mid combo, it might have som intersting results when coupled with Switch Canceling.

You can cancel strings into EX moves and supers, but not normal special moves. Maybe not light strings though.

You can dash out of Super charges at any time, basically creating free FADCs from normal moves. They say you can't create an infinite loop using it together with heavy moves, but they might've overseen moves like Ryu's s.MP, which have more hit stun than heavy moves. So that's worth checking out later. Might also be good for juggles, allowing you to juggle with multiple heavy moves into a special?

Gems that reduces how much meter you spend might be usable to net you an extra EX bar when doing combos.

With two proficency lvl. 2 gems, you can even reduce your meter cost by 50%, giving you 6 bars to work with. Although this effect only lasts for 15 seconds, so unless you're using a lot of meter at the beginning of the combo, you'll probably not be able to use it all.

Maybe you can create a loop by doing "CH move-that-crumples-on-CH xx EX Super-Charge-Move xx Instant Dash Cancel, repeat", and by having the 50% meter spent reduction, you can do this loop 6 times in a row, and then you might even be able to build meter for a 7th EX move since all the moves that connects most likely are heavy moves, and you only need half a bar. and then, after THAT EX move, you mighgt be able to activate pandora... This game has A LOT of oppurtunities.

And if you eqiup three different Proficiency Lv.2s... you get a 60% meter cost reduction, bascally giving you 7.5 bars... Balrog EX Upper loop, here I come!
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Snoooootch
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Re: SFxT Combo Engine Investigation

Post by Snoooootch »

Man, I feel so dumb. I haven't really payed attention to this game at all. I think I'm gonna start focusing on it nest week.
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CPS2
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Re: SFxT Combo Engine Investigation

Post by CPS2 »

I'm gonna get to play this soon and maybe even meet S-Kill :o
Doopliss
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Re: SFxT Combo Engine Investigation

Post by Doopliss »

CPS2 wrote:I'm gonna get to play this soon and maybe even meet S-Kill :o
Cool. Any specific characters you gonna try so that I... can ask you to look for stuff? XD

One thing I'd really like you to try is to is to do the EX version ov your Super Charge Attack, dash out of it without using it, and then see if your next move counts as a counterhit.

Btw, there ARE taunts in this game. I saw Zangief taunt in one of the new scramble mode videos.
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CPS2
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Re: SFxT Combo Engine Investigation

Post by CPS2 »

Yeah basically just tell me whatever you want me to try out and I'll give it a shot. I don't really know how much time I'll have playing but I'll see what I can do. Characters I'm likely to use once it's out are Yoshi, Juri, Poison, Steve Fox, Dudley... I may end up using shotos at this event thing tho >_< see how it goes.
Doopliss
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Re: SFxT Combo Engine Investigation

Post by Doopliss »

CPS2 wrote:Yeah basically just tell me whatever you want me to try out and I'll give it a shot. I don't really know how much time I'll have playing but I'll see what I can do. Characters I'm likely to use once it's out are Yoshi, Juri, Poison, Steve Fox, Dudley... I may end up using shotos at this event thing tho >_< see how it goes.
I'm planning on maining Yoshimitsu, so an impression of him would be nice. Other than that, The Dash-out-of-EX thing is the only thing I'm really curious about. You might be able to do counterhit loops with that if it works. Also, you might want to try to simply charge an EX move into Super as well, and see if it's viable. Like maybe doing it after Switch Cancelling Ken's tatsu to save a bar of meter instead of wasting two for an instant super.

Finally, if there's any kind of movelists available, could yo try to memorize, write down, or take a photo of them? The movesets of a lot of tekken characters are still quite unknown. Man, I wish they had this kind of stuff in Sweden ;_;
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CPS2
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Re: SFxT Combo Engine Investigation

Post by CPS2 »

There's a system mechanics video where they say charging a move to the ex version and dash canceling out gives your next move a counterhit. i'll try doing it after a knockdown or something and see how often the opportunity is likely to come up. Also switching during ken's tatsu and charging a full super sounds like a really good idea. I'll use ken for sure because from the early videos its already clear what a bunch of his combos are.
Doopliss
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Re: SFxT Combo Engine Investigation

Post by Doopliss »

CPS2 wrote:There's a system mechanics video where they say charging a move to the ex version and dash canceling out gives your next move a counterhit.
Yeah exactly. But, instead of charging to EX, you just waste one bar to get the EX status instantly. So by dashing and wasting a bar, you get counterhit on your next move. If this works, it will probably be very usable in combos, maybe even practical in real matches. Especially if counterhits can add juggle bonuses on airborne opponents, like, for example, sending them higher than usual.
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CPS2
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Re: SFxT Combo Engine Investigation

Post by CPS2 »

Do you mean like QCF+PP where you hold 2 punches and dash out of it? Hm I'll see if that works. The thing is gonna be on 1st Feb.
Doopliss
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Re: SFxT Combo Engine Investigation

Post by Doopliss »

CPS2 wrote:Do you mean like QCF+PP where you hold 2 punches and dash out of it? Hm I'll see if that works. The thing is gonna be on 1st Feb.
Yeah, that's exactly what I mean. February 1st, huh? Then I guess you will have access to the next batch of characters as well... I'm so jealous >:
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Doopliss
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Re: SFxT Combo Engine Investigation

Post by Doopliss »

At 2:37 in this video, we can see Paul doing that thing I talked about, so now we know it works. If you want to try it out mid-combo or something, that's up to you. Maybe see if you can ground someone with a move that crumples on CH mid-juggle using tag cancel.
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CPS2
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Re: SFxT Combo Engine Investigation

Post by CPS2 »

Nice! I'll keep it in mind when playing, and see if i can find any uses for it. I'm guessing this could be used to combo moves that crumple into each other, but the timing is still probably a bit tight.

On another note i am so looking forward to that cross assault show. Hopefully they get some interesting people on. I've already tweeted Rockefeller and he actually sounds interested!
Doopliss
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Re: SFxT Combo Engine Investigation

Post by Doopliss »

CPS2 wrote:Nice! I'll keep it in mind when playing, and see if i can find any uses for it. I'm guessing this could be used to combo moves that crumple into each other, but the timing is still probably a bit tight.

On another note i am so looking forward to that cross assault show. Hopefully they get some interesting people on. I've already tweeted Rockefeller and he actually sounds interested!
Dunno, just feels like a PR thing to me.
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CPS2
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Re: SFxT Combo Engine Investigation

Post by CPS2 »

I'm on my way back from the sfxtk thing, unfortunately i only got to have one game, and it was using a control pad so i couldn't do anything. 3 setups, but only 2 sticks and the lines were just too long.

I asked s-kill if you can do a counter hit mid combo using a dash cancelled ex move, he said you probably can but he's never seen it done before. I also asked if you can do a multi hit move, tag out and charge an ex move into a super, he said he hasn't seen that done either and isn't sure if there's enough time/hitstun to do it. So i don't really have any new info at all unfortunately.

Some other people got way more time with the game and a lot of footage was recorded, i saw s-kill do a nice combo with rolento and gief which will definitely be up on the web soon.
Doopliss
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Re: SFxT Combo Engine Investigation

Post by Doopliss »

CPS2 wrote:I'm on my way back from the sfxtk thing, unfortunately i only got to have one game, and it was using a control pad so i couldn't do anything. 3 setups, but only 2 sticks and the lines were just too long.

I asked s-kill if you can do a counter hit mid combo using a dash cancelled ex move, he said you probably can but he's never seen it done before. I also asked if you can do a multi hit move, tag out and charge an ex move into a super, he said he hasn't seen that done either and isn't sure if there's enough time/hitstun to do it. So i don't really have any new info at all unfortunately.

Some other people got way more time with the game and a lot of footage was recorded, i saw s-kill do a nice combo with rolento and gief which will definitely be up on the web soon.
Ok, sounds nice. Well, at least I know my ideas are fresh if he hasn't seen 'em XD And thanks for trying.
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Snoooootch
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Re: SFxT Combo Engine Investigation

Post by Snoooootch »

I have a question. Do you guys know if the frame data for the sf4 characters in SFxT is consistent to AE2012 frame data?
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CPS2
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Re: SFxT Combo Engine Investigation

Post by CPS2 »

Snoooootch wrote:I have a question. Do you guys know if the frame data for the sf4 characters in SFxT is consistent to AE2012 frame data?
It'd have to be very different. A lot of the SF4 links seem to work, but the knockdown and juggle properties are so different you can now link stuff after ex moves that used to knock down in SF4, or used to give you few followup options. Also the cancel properties are different - more normal xx normal chains but you can't special xx super anymore. The frame data in general would be very different, but if you just look at frame advantage and startup off normals (and nothing else), there's probably some similarities.
Doopliss
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Re: SFxT Combo Engine Investigation

Post by Doopliss »

You can probably use the AE2012 frame data as a guideline when making combos if you don't have access to the SFxT frame data by then I guess.
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error1
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Re: SFxT Combo Engine Investigation

Post by error1 »

if anyone get's a chance how does the juggle system work?
How many times does a blanka electricity or spinning lariat hit in the corner?
Doopliss
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Re: SFxT Combo Engine Investigation

Post by Doopliss »

error1 wrote:if anyone get's a chance how does the juggle system work?
How many times does a blanka electricity or spinning lariat hit in the corner?
Quite sure Blanka won't be in this game, and I think the lariat only has a single, extended hitbox, like Ryu's tatsu.
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error1
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Re: SFxT Combo Engine Investigation

Post by error1 »

man I could have sworn he was conformed at some point, he will probably be an unplayable final boss or something.
Doopliss
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Re: SFxT Combo Engine Investigation

Post by Doopliss »

error1 wrote:man I could have sworn he was conformed at some point, he will probably be an unplayable final boss or something.
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CPS2
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Re: SFxT Combo Engine Investigation

Post by CPS2 »

Here we go, tag into a charged super:
http://www.youtube.com/watch?feature=pl ... hM#t=1152s
Doopliss
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Re: SFxT Combo Engine Investigation

Post by Doopliss »

Yes, it felt good to see an example of it in action.
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