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1 ‐ Foreign Input System
Members Involved - ini of Cooliniau, KingGalactix, BaconYum, NextinFRFX, Archie, Neco.Arc/KirbyKrew, StarlightDX
The Foreign Input System achieves the next step in Sonic Unleashed's combat system by introducing "foreign" or new transitional inputs, allowing players to switch between a pair of combos on the fly!
- "FI" = Foreign Input; inputs that do not exist in the combo sequences of vanilla Sonic Unleashed.
- "UI" = Unique Input; inputs that contain the unique attacks/animations of a combo separate from the starting inputs.
- "FIC" = Foreign Input Combo; combos that contain transitional (foreign) inputs
- "FEC" = Foreign Exception Combo; combos that are either customized with a mish-mash of different attack inputs/animations from existing combos, or extend beyond conventional input amounts—usually more free-form compared to FICs.
- Usually for the sake of visually completing an incomplete FIC, or for creating new combo strings.
Elevate your mind and your combo play with ver3.0 of FIS! With the additions of Beta Attacks and the Air Levels—let's see where you can go.
Experience some retro attacks from Sonic Unleashed's beta, thanks to Archxe and BaconYum! Self Launcher, Gatling Guns, and an Aerail Werewhip! Here are some combos with retro moves ("||" means Hold/Release):
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YY-XX-Y-B: Knuckle Slam Combo
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YY-XX-Y|Y|: Claw Toss
- YY-XX-Y|Y|-A: Double Decker Combo
- YY-XX-Y|Y|-X: Vertical Gatling Gun
- YY-XX-Y|Y|-B: Slanted Gatling Gun
- YY-XX-Y|Y|-X/B-Y-(YY or XX): Fallen Barrage
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YY-XXX-B: Stallion Stampede
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XX-YYY-B: Omelette Flip
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Aerial YYXX-X: Moonrise
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Aerial XXYY-Y: Tsunami
Furthermore, the Skills menu now has indicators for moves with quick press-and-release inputs, such as Longitude and Latitude Slash (they are slow press indicators—keep an eye on the input animation!)
Utilizing the bottom two aerial moves or pressing Y/X on the dive kicks allows you to soar to a higher level... literally! The Self Launcher allows YOU to execute higher-level aerial moves and maybe add traversing and platforming in the stages...
...Hm? Tired of having to unlock a bunch of moves over and over again? Thanks to the Combo Set system (by yours truly), you can unlock multiple combos in one go! No more worrying about spending 180+ levels when you can unlock them all before you get to Cool Edge Night.
Existing and upcoming features for this next major update!
- A return to SU Refined's movement adjustments, with tighter controls, higher jumps, and faster dashes!
- The main mod is separated into X360 and PS3 versions for save compatibility.
- EXP absorption distance has been increased! Make the most of your EXP collection!
- Thanks to Starlight, the mod has received DLC Support for ver3.0 XBOX 360 version, Combo Transitions Only, and Harder Enemies Addon). Refer to this tutorial link for DLC mod installation.
- Also thanks to Starlight, a new Combo Practice Arena for you to peacefully improve your combo play!
- Backward Compatibility for version 1.0 and 2.0. You can finally access refined, past versions of FIS for your enhanced enjoyment!
- Divekicks are now triggered by quickly holding and releasing the A Button, commonly found in Finishers.
- Larger hitbox for the Punch Barrage of Unleashed Knuckle Sandwich (YY-XX-YY-(X)X)
- Fixed up the hit collision for Flying Double Punch Crush (Aerial YYA)
- Donkey Kick Combo and Egg Scrambler's transitions are now optimized to less accidentally trigger the alternates. This is balance things out for UKS (Unleashed Knuckle Sandwich) and UWC (Unleashed Wild Combo)
- All aerial combo FICs and FECs are now accessible through the Jump and Swing Ball combo routes.
The newest update of Foreign Input System consists of...
- Double Kick > Double Axle (YXX-XX)
- Rolling Kick > Wereclap (XYY-YY)
- [v2.1] Feral Wild Whirl > Egg Scrambler (XXX-XX-B-YY)
- [v2.0] Feral Wild Whirl > Were-Tornado
- [v2.1] Feral Were-hammer > Donkey Kick (YYY-YY-B-XX)
- [v2.0] Feral Were-hammer > Missile Punch
- [v2.1] Werewheel Rush > Missile Punch (YYYY-XXX-B)
- [v2.1] Earthshaker > Were-Tornado (XXXX-YYY-B)
- Wereclaw Charge > Werewheel Rush (Dash + Y > Mash Y)
- Triple Wild Claw > Earthshaker (Dash + X > Mash X)
- (Aerial) YYA-Y-XX-A/Y
- (Aerial) XXA-X-YY-A/X
- (Aerial) XXXX-XA
- (Aerial) YYYY-YA
- Feral Finishers (LB + LS Back + X > X or Y)
- Werewheel Rush Finisher (LB + LS Back + X > B)
- Sho-hog/claw-ken (LB + LS Back + X > A)
- 2nd Hurricane UI [(LB + LS Back + Y) > (Quick-Hold-&-Release) X]
- 1st SSC UI [(LB + LS Back + Y) > (Quick-Hold-&-Release) Y]
- Most aerial combos starting with X or Y can end in X or Y—the last input being the divekick
- XXA and YYA don't have a direct divekick transition, but have a workaround via Typhoon and Shooting Star
- Can also be performed as a Finisher FI for UKS-to-UWC
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All launchers can transition into Aerial version of Spinning Needle and Were-Rush by quick-hold-&-release of A or B respectively.
- The timing can be tricky, so make sure to at LEAST hold the button during the launcher animation itself and then release during the end of it !!
Foreign Input Theory - Scenario 1 Transition Combos
Created by: ini of Cooliniau (@Cooliniau)
Suggested Edits by: King Galactix (@KingGalactix)
Set 1 - Inverse Pairs
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X-YY = Rolling Kick Combo
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Y-XX = Double Kick Combo
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YY-A/XX-A = Sho-hog/claw-ken
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Foreign Input Combos
- X-Y-(X) = Rolling Kick to Double Kick Finisher
- Y-X-(Y) = Double Kick to Rolling Kick Finisher
- X-Y-(A) = Rolling Kick to Sho-hog-ken
- Y-X-(A) = Double Kick to Sho-claw-ken
- Note 1: "| |" is used for combos that appear in BOTH inverse and reverse pairs.
- Note 2: " * " is for combos that are overridden by existing combos; they won't be included.
- Note 2.5: These combos are now possible, but change depending on the Combat Level...
Set 1 - Reverse Pairs
- XX-YYY = Egg Scrambler
- YYY-XX = Double Axle Combo
- XXX-YY = Wereclap
- YY-XXX = Donkey Kick Combo
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Foreign Input Combos
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Egg Scrambler to Double Axle
- |XX-Y(XX)|
- |XX-Y(X)Y|
- |*XX-YY(X)|
- FIC can be done normally until after unlocking UWC—which then "Press X" will be "Quick Press-and-Release X"
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Wereclap to Donkey Kick Finisher
- |XXX-Y(X)|
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Double Axle to Egg Scrambler Finisher
- YYY-X(Y)
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Set 2 - Inverse Pairs
- XX-YYY = Egg Scrambler
- YY-XXX = Donkey Kick Combo
- XXX-YY = Wereclap
- YYY-XX = Double Axle Combo
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Foreign Input Combos
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Egg Scrambler to Donkey Kick
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|XX-Y(XX)|
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|XX-Y(X)Y|
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|*XX-YY(X)|
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Donkey Kick to Egg Scrambler
- YY-X(YY)
- YY-X(Y)X
- *YY-XX(Y)
- FIC can be done normally until after unlocking UWC—which then "Press Y" will be "Quick Press-and-Release Y".
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Wereclap to Double Axle
- |XXX-Y(X)|
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Double Axle to Wereclap Finisher
- ~YYY-X(Y)
- ("~" means the combo is currently not possible due to the 1st UI of Double Axle sending Sonic into the air, rendering the Wereclap finisher inoperable)
- ~YYY-X(Y)
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Set 1 - Reverse/Inverse Pairs
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XXXX-YYYY = Earthshaker
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YYYY-XXXX = Werewheel Rush
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Foreign Input Combos
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Earthshaker to Werewheel Rush
- XXXX-Y(X)YY
- XXXX-YY(X)Y
- XXXX-YYY(X)
- XXXX-Y(X)Y(X)
- XXXX-Y(XX)Y
- XXXX-YY(XX)
- XXXX-Y(XXX)
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Werewheel Rush to Earthshaker
- YYYY-X(Y)XX
- YYYY-XX(Y)X
- YYYY-XXX(Y)
- YYYY-X(Y)X(Y)
- YYYY-X(YY)X
- YYYY-XX(YY)
- YYYY-X(YYY)
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Set 2 - Reverse/Inverse Pairs
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XX-YY-XX-YY = Unleashed Wild Combo
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YY-XX-YY-XX = Unleashed Knuckle Sandwich
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Foreign Input Combos
- Unleashed Wild Combo to Unleashed Knuckle Sandwich
- XX-YY-X(Y)-(XX)
- ~XX-YY-X(Y)-Y(X)
- XX-YY-X(Y)-(X)Y
- XX-YY-X(Y)-YY
- XX-YY-XX-(X)Y
- ~XX-YY-XX-Y(X)
- XX-YY-XX-(XX)
- ("~" means combos are currently not possible due to the 3rd UI of UWC sending Sonic into the air, rendering the UKS finisher inoperable)
- This is now "possible", as the last "X" input is wired as the Double Axle Combo's Divekick
- ("~" means combos are currently not possible due to the 3rd UI of UWC sending Sonic into the air, rendering the UKS finisher inoperable)
- Unleashed Knuckle Sandwich to Unleashed Wild Combo
- YY-XX-Y(X)-(YY)
- YY-XX-Y(X)-X(Y)
- YY-XX-Y(X)-(Y)X
- YY-XX-Y(X)-XX
- YY-XX-YY-(Y)X
- YY-XX-YY-X(Y)
- YY-XX-YY-(YY)
- Unleashed Wild Combo to Unleashed Knuckle Sandwich
- Note 1: "| |" is used for combos that appear in BOTH inverse and reverse pairs.
- Note 2: " * " is for combos that are overridden by existing combos; they won't be included.
Set 1 - Inverse Pair
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XXX-A = Typhoon Combo
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YYY-A = Shooting Star Combo
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Foreign Input Combos
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*XX(Y)-A = Typhoon to Shooting Star
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*YY(X)-A = Shooting Star to Typhoon
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Set 2 - Inverse Pair
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XX-YY-A = Hurricane Combo
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YY-XX-A = Crescent Moon Strike
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Foreign Input Combos
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XX-Y(X)-A = Crescent Moon Strike to Hurricane
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YY-X(Y)-A = Hurricane to Crescent Moon Strike
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- Note 1: This section is to essentially allow for combos that go beyond their respective input limits to make certain combos have transitions when they normally wouldn't—otherwise known as "foreign exceptions" in the document.
- Note 2: This section will also house more launcher FI combos, as well as rules for which attack type gets which launcher type.
Set 1 - Straight Attack Launcher Type: Sho-hog-ken
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Foreign Input Combos
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Double Kick to Sho-hog-ken
- Y-X-(A)
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Donkey Kick to Sho-hog-ken
- YY-XX(A)
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Double Axle to Sho-hog-ken
- YYY-X(A)
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Werewheel Rush to Sho-hog-ken
- YYYY-X(A)
- YYYY-XX(A)
- YYYY-XXX(A)
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Knuckle Sandwich and Unleashed Knuckle Sandwich to Sho-hog-ken
- YY-XX-Y(A)
- YY-XX-YY-(A)
- YY-XX-YY-X(A)
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Set 2 - Hook Attack Launcher Type: Wild Whirl Were-hammer
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Foreign Input Combos
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Rolling Kick to Wild Whirl Were-hammer
- X-Y-(A)
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Egg Scrambler to Wild Whirl Were-hammer
- XX-YY(A)
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Wereclap to Wild Whirl Were-hammer
- XXX-Y(A)
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Earthshaker to Wild Whirl Were-hammer
- XXXX-Y(A)
- XXXX-YY(A)
- XXXX-YYY(A)
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Ultimate & Unleashed Wild Combo to Wild Whirl Were-hammer
- XX-YY-X(A)
- XX-YY-XX-(A)
- XX-YY-XX-Y(A)
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Set 3 - Foreign Exception Combos (FECs)
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Foreign Exceptions
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Extended Wereclap to Double Axle
- XXX-Y(XX)
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Aerial Claw Slash & Spin (ACSS) to Flying Double Punch Crush (FDPC)
- XX-A-(Y)
- "Y" input uses the finisher of FDPC.
- XX-A-(Y)
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Flying Double Punch Crush (FDPC) to Aerial Claw Slash & Spin (ACSS)
- YY-A-(X)
- "X" input uses the finisher of ACSS.
- YY-A-(X)
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Feasible Typhoon to Shooting Star
- XXX-(Y)-A
- "Y" input uses the 1st UI of Shooting Star Combo.
- XXX-(Y)-A
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Feasible Shooting Star to Typhoon
- YYY-(X)-A
- "X" input uses the 1st UI of Typhoon Combo.
- YYY-(X)-A
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ACSS to Typhoon to Hurricane - ("Orbital Disk", as of ver2.0)
- XX-A-(X)-(YY)-(A or X)
- 3rd "X" input is the 1st UI of Typhoon Combo.
- Last two "Y" inputs are the first two UIs of Hurricane Combo.
- Last "A" input is for the Hurricane Combo Finisher.
- Alternatively, last "X" input is for the Typhoon Combo Finisher.
- XX-A-(X)-(YY)-(A or X)
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FDPC to Shooting Star (SS) to Crescent Moon Strike (CMS) - ("Full Moon", as of ver2.0)
- YY-A-(Y)-(XX)-(A or Y)
- 3rd "Y" input is the 1st UI of SS Combo.
- Last two "X" inputs are the first two UIs of CMS.
- Last "A" input is for the forwards punch finisher of CMS.
- Alternatively, last "Y" input is for the SS Combo Finisher.
- YY-A-(Y)-(XX)-(A or Y)
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Potential Foreign Inputs for FECs "ACSS-FDPC", "FDPC-ACSS", "ACSS-TC-HC" (Orbital Disk), and "FDPC-SS-CMS" (Full Moon)
- ACSS-FDPC into FDPC-SS-CMS
- XX-A-(Y-XX-A or Y)
- FDPC-ACSS into ACSS-TC-HC
- YY-A-(X-YY-A or X)
- Swapping between ACSS-TC-HC (Orbital Disk) and FDPC-SS-CMS (Full Moon)
- XX-A-X-Y(X)-A or (Y)
- XX-A-X-Y(X)-A or X
- Swapping between FDPC-SS-CMS (Full Moon) and ACSS-TC-HC (Orbital Disk)
- YY-A-Y-X(Y)-A or (X)
- YY-A-Y-X(Y)-A or Y
- ACSS-FDPC into FDPC-SS-CMS
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