SF4 Show-off - PC Combo Scripting Tool

have you come up with what you think the longest seth combo is?

I haven’t seen any Seth combo longer than my 80-hit Seth combo. (Following meter restrictions, of course)

The longest combo using Seth I’ve seen is 76 hits. I added two more hits to it at first, and it took me all night to perform it correctly once. Then I added two more hits but wasn’t able to perform it (because it’s even more difficult now), but I know it does work. I don’t think I’ll ever be able to record it without some sort of tool assistance, and I don’t have AE2012 on PC, so I ask again: Is anyone interested in recording it using this scripting tool?

so by longest you mean number of hits? Seth should be able to do more then 80.

Do you have an example? Because I’m 99.9% sure there can’t be a longer combo.

I looked at the 76 hit combo on u2b
at the start and after the dizzy you can get some more hits with boom into headstomp
alternatively you can get more hits at the start with a trade setup ( but would need a different dummy )
also you might be able to gain a bar if you start with the ex srk part and then have enough for an fadc later
otherwise ex srk isn’t a good use of meter
it adds 11 hits.
c.hp, lpsrkx2, headstopsx3, ex tandem
twice adds 14
lp,lp,lp,lp,c.mk,boom,lv2 fa
twice adds 14

I’ve tested cr. hp, lp. srk x2, headstomps x3, EX tanden, and the dummy seems to fall too fast for the EX tanden to catch them.
I don’t think using a different dummy is a good idea. Seth, as a dummy, would be much better since he has the lowest stun.
The Sonic Boom followed by a stomp is what I did to achieve the 80 hits.

Hey guys, I’m really new into TACV. I’m trying to start by the basics, but I haven’t been able to figure that out yet.
I want something simple: balrog lpx3 for a 3hit combo but haven’t been able to figure out how many frames to wait from one input to the next one. If someone can explain the maths behind that for me, I’d really appreciate it. I’ve checked the framedata for Rog, but I don’t quite get it yet

Frame data doesn’t account for impact freeze. It’s easy to test manually though. Just keep incrementing the amount of time between jabs until you find the earliest moment you can do it.

Thank you man! :slight_smile:
Also, Is there a way to comment part of the input file so that the tool don’t recognize it as inputs (to have the sections more organized, or to filter out the inputs I already know they work)

There might be some kind of hack I guess but I don’t think you can’t explicitly comment out lines. I’ll check later if I get some time.

ilitirit’s throw video using SF4SO.

Very nice program
i made a balrog combo with it, but there is one problem though
the cr.LP after FADC would drop about 90% of the time for some reason
this is the script: http://pastebin.com/M9C8dmCZ

That script wouldn’t work at all for me. Are you using the newest version of SF4SO? If not, I would recommend that you get the newest version, it’s more reliable.
Here’s a modified script.
http://pastebin.com/JrLsp1RY
This worked for me 10+ times in a row, both ways.

i downloaded latest version and it worked
thanks!

I just uploaded an even newer version… :slight_smile:

CHANGELOG (v0.6 - 24th, dec, 2013)
Added the possibility to customize the buttons.
Made SF4SO read its configuration from text files, it will now work with every fighting game
provided you can get the pointers needed.
Added the possibility to write the current frame to the listbox.
Added loop functions.
Added the possibility to edit scripts directly in SF4SO.
Added the “goto” and “dist” commands. This should make spacing easier.
Added “//”, “/" and "/”. These are used to make comments in the script.
New version of SF4ST (it’s the same version that was linked in the shoryuken.com forums).

(Invisible changes…)
Too much to write down…

Special thanks to ilitirit who helped me with this one.
SF4SO v0.6 can be downloaded from my site as usual.

Happy holidays!

Just had a read through on this thread. Sounds really nice. You say your latest update allows for other games what about the button notation? lp,mp,hp etc so you set the config file to represent each button? So if I wanted to do a kof one would I reassign the buttons via the config file or just have scripts that never use hp, hk?

You said your main program was in c#, can you make pointers in c#?

In terms of finding the pointers for x info in y game do you just use that pointer cheat program mentioned earlier and push a button and wait the anaylze the data to determine the pointer. I am mostly interested in reading from memory in general. I didn’t know it doesn’t change. Since I always thought when you app accesses a pointer in memory it’s always the first one free? But I’ve only worked with c++ pointers.

It always assumes SF-style button layout, but you can just map the extra buttons to stuff that don’t do anything thing. It won’t matter because you won’t reference them in your scripts anyway, but you could use them as a hack to maybe run a script that reloads training mode (eg. set the unused buttons to start/select).

Which raises another interesting idea: The ability to store scripts in memory and then run them using a HotKey.

Yeah you can use pointers in C#. But in this case it’s just using the Memory Address of certain things and reading data from there. So you don’t really have to deal with stuff like dereferencing etc, especially since the app mostly just reads numeric values. I’m not sure if the current version allows you to specify the size of the item at that address.

Yes you can use Cheat Engine to find the addresses of certain things, but it can be quite tricky if you don’t know where to start.

Memory addresses can change, but the technique to find them doesn’t. For example, sometimes all you need to know is that the particular address is always “X” amount of bytes from the start of the application. It gets trickier when classes are created and destroyed at runtime (you need to follow a chain of addresses) but it’s still possible, although it might not be supported in the current version.

When I said pointers, what I meant was this:
http://forum.cheatengine.org/viewtopic.php?t=334728&sid=dba0818a95a419f388d9bae19c0852e5

SF4SO can follow a pointer. The p1.txt-file (config file) for SSFIVAE2012 (non steam) looks like this:
float
baseaddress
0x0080F0CC
0x8
0x60

framecounter.txt looks like this:
int
baseaddress
0x80f0d0
0x1c4

You can add as many offsets as needed.
You can write these addresses into Cheat Engine (or any other similar tool) and they will work. It would look something like this for P1 in Cheat Engine:
60
8
"nameofexe.exe"+0080F0CC

Got Mortal Kombat Komplete Edition on the steam sale. I’ve made new config files for SF4SO, it should work for MKKE now. I don’t know much about this game so I don’t know the best way to configure the controls. As of now, SF4SO supports 4 directions and 6 buttons per player, is this even enough to play this game? It was a little confusing to me, haha (I haven’t even played the tutorial yet…).

Anyway, if anyone wants to give it a go, you can get it at my site as usual.

Happy new year!