Yep, they do. Gief’s super is the same as or worse than his lv2 ultra in every way. Same startup, same recovery, less range, less damage, and no more ex hand or ex spd.
Yeah, what’s even better is some character’s stun animation makes them move forward and backwards. This causes some projectiles(sonic) to hit earlier than you expect, and thus making your jump in miss because they got hit earlier, recovered earlier.
Haha nice.
Another thing - from starting positions at the beginning of a round, Zangief’s c.MP shakes the screen. Ghetto+funny.
Oh and about characters’ weird stun animations, Zangief can’t combo fierce splash to crouching jab normally on crouching Chun because her stun animation makes her head move back so far. This happens with a couple other characters too, but I forget who exactly (Blanka maybe?). Yet another reason to rely more on crouching short combos.
On the plus side, Gief can do j.D+HP, close s.LP, close s.MP xx HP greenhand because close s.LP hits meaty following splash hitstun. Normally cs.LP gives only +1 and close s.MP hits on the 4th frame. Looks dope too.
In combo video land, every dumb malfunction is an invitation in disguise.
Vega’s sweep from close range on block… Vega will duck clean under Gief’s crouching jab
I made a post about the triggering of different stun animations that nobody paid much attention to:
http://forums.shoryuken.com/showpost.php?p=7638067&postcount=1
But it does make me wonder: since certain hitstun animations are more/less favourable, are there ways to make the combo target enter particular hitstun animations that are different from what it would normally do?
Cammy’s notoriously hard to hit while recovering from some of her moves too. Blanka’s hard to hit in general; in some games, even during combos.
Nice post. A lot of the new jab into ultra combos we’re seeing depend on manipulating hitstun animations to make the jabs hit meaty. Even Chun’s infinite is based on making her SBK hit differently due to hitstun animations. It’s part of the game but it’s way too much trial and error for one person to tackle. We’ll see the results trickle down gradually over time.
Btw if you want more people to pay attention to random technical posts, you gotta provide either an upgraded practical combo or an extravagant stylish combo. Use boring examples at your own risk, haha.
focus crumple with fuerte, dash cancel forward and hit fierce
it will wiff straight through the face of ryu, ken maybe 40% of the time
dhalsim and viper and fei maybe 60% of the time
and dan probably 90% of the time
why so many wonky crumple/stun hitboxes
please fix this stupid crap in ssf4 capcom
Maj I just want to say thanks for doing all your awesome videos and that I especially love the Legend of 5Rings one. You should do more like that (not use other people’s chars/story, i mean the tool-assisted? “choreographed” fights)
I’m not Capcom : (
Thank you sir. Those actually took a crazy long time to make, but yeah they’re pretty cool because in addition to combos you get to show off obscure knowledge like Haohmaru’s s.MK being able to hit Sagat’s low FB cleanly.
It would be a lot easier to do with old emulated games but i’m way too busy with SF4 stuff and keeping my website updated. You know, this kind of stuff is not that hard to learn. You just gotta spend a day asking around and figuring out what methods people use to record and edit combo videos. It’s pretty straightforward actually. Nowadays most emulators can output video files and everyone has something in their home that can capture direct footage from a console (PC capture card, camcorder, PVR, DVD recorder, etc.) so that part is a lot easier than it used to be. Basic editing is cake too.
Speaking of recording combos …
[media=youtube]ffSLPF3Aebw[/media]
Video responses only please. (I don’t care about capture quality as long as you zoom into the Attack Data box or something.)
You guys should go check this out:
http://forums.shoryuken.com/showthread.php?t=214409
It. Is. Crazy!
Then doesn’t c.short just randomly whiff in this game too? Especially when it comes to the arcade release I’ve seen combos after a jumping attack where the c.LK completely whiffs. Hitboxes in this game are pretty terrible IMO. Nothing has the range that it appears to have visually. They said they went with a 2d approach with the hitboxes but something obviously got lost in translation that’s causing really random issues that have never happened in any 2D SF.
These combos are cool but…yeah it’s true that a lot of the old combo vid heads are retired and yeah 100 percent combos are pretty much non existant in this game. Like BAS pretty much said he didn’t want to play SFIV before it even came out. He thought the game was terrible (which I’m assuming was like others have said…due to the general ease of play compared to other titles) at first sight so insight from great combo makers like him was going to never come to fruition for SFIV. The more I play it the more I don’t like it either but that’s just due to the fact that the game has a lot of glaring mechanic issues that I’m not fond of which could change with SSFIV. Everything probably won’t get fixed but if even one or 2 big issues get fixed it’ll be enough to have me playing the game for more than 30 minutes and then going back to Tekken 6.
Either way by now most of the knowledge we gained from ourselves and the Japanese is enough to start doing what they did once before ourselves quite easily. Basically we have to take over what they did in the past.
shoto c.lk whiffs vs rufus after j.mk if he does the animation where his head cranks back =\
c.lk just completely goes through rufus’ legs
Haha how long till we’re coming up with tactics to mess with frame data memorizers?
Phew, couldn’t pass up a challenge, i made a combo video a while ago, it’s been a while since i recorded again. Horrible simple combo though…
[media=youtube]CD23bf34xdc[/media]
Nicely done sir, thank you. You almost got Seth down to the last damage reduction zone too.
Mind posting it as a video response to the original, just so everyone else can see it too?
That clip at the end with the after KO super was bizarre, and I loved the first clip with Dhalsim’s Ultra, keep up the good work.