Ver. 2013 Combo Editor Thread

I believe it takes longer to execute, being that you have to press the buttons, then the flash and then the move starts, so I bet it doesn’t execute at the same speed. Don’t quote me on that, just my theory at this point.

I figured something out in the combo editor. Don’t know if this is common knowledge but you can CADC by holding down the quickcombo button. So with Cammy for instance I made this quickcombo:
cr.lk x cr.lp; st.lp x st.mp x st. hp EX spiral arrow st. mp; cr. mk ; ex spiral arrow.
I noticed I could make it safer by holding the QC button (lk+hp) and backdashing or forward dashing.

I then made this quick combo:

st.hp x hk spiral arrow ; forward dash ; st.hp x hk spiral arrow ; forward dash.

If I just press the QC button the spiral arrow will hit as normal. But when I hold the QC button the spiral arrow gets CADC’ed and a dash followed by a st.hp comes out. The st. HP doesn’t connect but this gave me a whole new set of ideas.
Set the EX gauge at infinite in training mode and I can pretend to be Desk. :wink:
Gonna try this later on:

IF it’s still possbible in ver. 2013.

Interesting. Do you have the Quick Combo command (LP + HK) macroed to one button?
I’ll have to mess around with this tonight and see if I can replicate what you’ve described. Thanks for the info! :-bd

I’m doing it on the vita right now. That version has QC macro’ed to the touchscreen. So yeah. I use macros. Not on ps3 though. On a side note. The combo editor is great for making long, useless inefficient combos. I have a 30 hit combo for Cammy that does 230 damage. LOL. Including super art.

It doesn’t seem to work as well in ver. 2013. Luckily the trials are using the pre ver. 2013 engine. During Cammy trial 16 I can do 5 st. lp until the QC is full.

I can get the following quick combo to infinite on a loop. I start with EX spiral arrow so that I can start a new QC right at the st. hp. If I press the QC button right when the st. hp connects I can restart the combo.

EX Spiral arrow dash lp x hp ex spiral arrow dash lp x hp

I set the preview dummy to auto block. The settings to counter hit. Just press QC, hold until the dash. Then press and hold QC again until the dash. Hope this all makes sense.

Edit: it also works when counter hit is set to ‘normal’. According to the guide Cammy can’t store a counter hit by CADC’ing an EX SA. It does register as a counter hit though. Probably Cammy has gotten the ability to store a counter hit by CADC’ing an EX SA. Did not know that.

I just made a 100 hit combo using the combo editor. It requires infinite meter. So it’s not legit. But still. I made this quickcombo: EX spiral arrow x dash x HP (3 times in a row). Press and hold the QC button. let go just before the third and final HP connects. Then press and hold the QC button again. Rinse and repeat 33 more times to get 100 hits. Does 1190 damage for 34 ex bars. LOL

The first EX SA makes the rest a counter hit. Otherwise the combo won’t work.

I’m thinking of maybe doing a quick combo combo video. With only flashy ridiculous stuff that isn’t possible in a match. Only in training.

Here’s something I would like to know:

With Bob, if you connect with Special Step > Langue Washer, how much leniency do you have to connect One Two Punch (st.LP > b+MP) xx LK Special Step > Spiral Rocky?

I don’t play Bob so I don’t know if I used the moves you described correctly. I Input the combo you mentioned and put everything on ‘auto’ except for langue washer to one two punch. At 34 frames it missed. At 33 frames it still connected. I started the combo it minimum range. Btw, the combo editor counts frames from the first frame of the previous move. According to the guide langue washer is 34 frames. That would make sense since the combo editor disregards the first frame when counting. I would guess that there is only one frame of leniency.

If I input less frames it still connects. The combo editor considers too few frames as an auto. So the info in the guide leads me to believe it’s a one framer. Not so much the combo editor. And I don’t play Bob at all. So that’s no help.

Interesting. Where did you find this information on the counting of frames? I’m not contesting you by any means, I just seek knowledge… :wink:

It’s not in the manual or guide. It’s in the description of the combo editor in ‘options’. Choose ‘options’, then ‘View system help’, then ‘The Combo Editor - detailed features’. On page 3 it says: The frame count starts from the beginning of the last move.

I’m a Cammy main so I compared her preset Quick Combos with the guide. Her cr.lk x cr.lp; cr.mp x spiral arrow (m) combo (preset 4) has 12 frames of delay between cr. lp and cr. mp. Her cr.lp has 3 frames of startup, is active for 2 frames and has 9 frames of recovery. That’s a total of 13 frames. The last startup frame and first active frame are the same according to the guide. 3+2+9=14-1=13. It would make sense for the counter to start in the frame AFTER your button press. So that would be the second frame. And that makes 12. And that is also the number Capcom used for her bnb combo. (Preset 4)

That’s how I fugured it out and checked it to make sure.

I’m actually on the road to completing the trials with all characters. I’ve completed some by hand. Without the help of the combo editor. The combo editor however has been an invaluable tool in completing them all.

It has also shown me that the trials work with ver. 1.00 not 1.08. Nina’s trial 18 (cr.lp, cr.lp, cr.lp, cr.lk x cr.mp x cr.hp x EX geyser cannon) for instance doesn’t work in the combo editor preview training mode. The cr. lk won’t connect. In the trials however the same quickcombo WILL connect. In ver. 1.08 (or ver. 2013 whichever you prefer) they changed the hitbox on cr. lk. Trial 18 doesn’t work anymore. But to make sure people can still do the trials they change the version of the game for the trials.

For that reason and that reason alone I don’t want to learn the timing for all the trials. Seems like a waste of time to learn the timing for a move that doesn’t work anywhere else. I do want all the titles though. :slight_smile:

Yes. You can. The combo editor is a strange thing. It took me a while to figure out. But it works as long as you do a few things.
First: Moves that require you to hold a button also require you to hold the QUICKCOMBO button. For instance. Hwoarang’s dynamite heel can be super charged. If you set the QC to dynamite heel and tap the QC button then dynamite heel will come out. If you hold the QC button dynamite heel will charge.
Second: holding the QC button will make your character go through all of the quickcombo. Tapping the QC button will not always do this.
Third: holding a direction can cancel a move within a quickcombo. For instance Cammy’s st.cl.HK can be jump cancelled. Holding the QC button and up will cancel the st. hk.

Putting this all together means that the following quickcombo can be used.
FLA MK>LK>df, cr.LP-st.MK>MK>HK xx 214HK (309)

But it needs a trick. I input the following quickcombo:
Motion switch (flamingo) -> fire storm (1) -> fire storm (2) -> move forward (auto) -> cr. lp -> High kick combo (1) -> High kick combo (2) -> High kick combo (3) x Hunting Hawk (HK)

It will come out but only if you HOLD the QC button AND the forward button.

Note: if you set ‘move forward’ for 2 frames the cr. lp will not connect. If you set it for 1 frame the cr. lp will connect. Auto obviously also makes the cr. lp connect.
I’m assuming this trick works with the whole cast. So ANY combo should be possible. At least in training.

In that case, maybe you can figure this out:

With Hwoarang, if you do Iron Heel -> move forward (as much as possible) -> Motion Switch -> Quick Kick Combo -> stance transition, then how much leniency do you have to connect HP Special Step -> HK Hunting Hawk? This one has two places where you could potentially input something “imperfectly”, one being before the Special Step, and the other being the cancel from Special Step to Hunting Hawk. Also, if you figure that one out, could you see how much of a difference it makes if you use MP Special Step instead?

Edit: The stance transition takes off 6 frames of recovery from the Quick Kick Combo compared to its normal frame data.

That’s an interesting combo to try out. I don’t play Hwoarang but I’ve become very intrigued by this char now. :slight_smile:
Btw, the combo editor is only a few bucks and I think it’s totally worth it. Having said that I’m happy to try out combos.

I tried yours and this is what I found. I input the following max. numbers in the combo editor. Numbers in brackets are the frames I input.

Iron heel. -> auto-> move forward (16) ->motion switch (flamingo) -> auto -> quick combo 1, quick combo 2, -> move forward -> auto -> special step (no difference between l,m,h or ex) (5) -> hunting hawk.

The first move forward has to be within 8 to 16 frames.

The move forward after quick combo 2 is zero, one or two frames. This influences the leniency with special step.
Special step can be 1 to 5 frames. Any type of special step. If move forward is 2 frames, then special step is 2 frames max. 1 = 3 0 =5.

Hope I did that right. And I hope that answers your question.

edit: you need to hold forward while inputting the QC. QC can be tapped or held. Makes no difference.

Thanks for trying that out, but this doesn’t seem to match up with what I’ve experienced while practicing this combo in training mode. Oftentimes, I get the Special Step to come out and cancel into Hunting Hawk, but the last hit of the Hunting Hawk still whiffs. This leads me to believe that if you cancel the Special Step after only a few frames, it doesn’t move forward enough. Could it just be that I’m not walking forward enough before connecting the string after the ground bounce?

No problem.
From what I can gather the last hit of the hunting hawk will whiff if I set the last ‘move forward’ at 1 or 2 frames. If set to ‘auto’ the last hit doesn’t whiff. That leads me to believe the ‘move forward’ is to cancel the quick kick combo. But not to actually move forward.

If I set the special step for ‘auto’ or 5 frames the last hit still connects as long as I set the last ‘move forward’ to ‘auto’. The last hit will connect no matter how far I move forward on the first ‘move forward’. At 8 frames I get the same results as with 16 frames. I think it’s purely about cancelling the quick kick combo and not moving forward.

Maybe if you time the last ‘move forward’ perfectly as part of the special step? That should cancel the quick kick combo and not move you forward. My execution isn’t good enough to try that myself. I can’t actually do it manually and get the whole thing to connect. Only with the quick combo.

Hope this all makes sense. I just read what I wrote and it only really makes sense to me because I actually tried the combo and saw it onscreen. Maybe I’ll make a youtube Quickcombo instruction video. :slight_smile:

But seriously. Let me know if this helps.

Okay, I admit I don’t completely understand what you’re saying here, but I think I’m starting to get a better understanding of what’s causing me to drop the combo. It seems that I’m actually missing the timing for the stance transition, causing my Special Step not to come out soon enough and not moving anywhere before being canceled by the Hunting Hawk. Similarly, if I understand correctly, I think if you don’t set the ‘move forward’ to ‘auto’, the quick combo also misses the stance transition. This is a very important part of making the whole combo connect because the Special Step needs to animate for a certain number of frames (4-5 frames?) before being canceled into Hunting Hawk to get enough forward movement, and if you miss the stance transition, there simply isn’t enough time for that. Does this seem right?