^walking block??
If that works… Move over roll-cancels, there’s a new bug in town. :lol:
^walking block??
If that works… Move over roll-cancels, there’s a new bug in town. :lol:
You all are going to shit bricks when I post the next two videos…they will be in their own thread…
Absolutely Broken? Try walk up ochio and chuns improved super!
Well…the fallout continues. I was lying down to bed about to go to sleep when I remembered Ochio can end in back, and it can be stored. Combined with the analog stick glitch, here you go. Honda is a fat cheap f*@$er now.
[media=youtube]OIHf_3kg_RE[/media]
While Honda is WALKING forward, he is also recognized as blocking high, so the only thing that can hit him is a low move. Anything else will be blocked, after which you can attempt a free negative edge Ochio, and you still can walk forward after that.
Then I thought…what else can be stored. Oh yeah! Chun’s super. Now when Chun is on the RIGHT side (remember all these other glitches have been done on the left) she can store her super as normal, but then walk back, walk forward, do all sorts of other stuff, poke with punches, and throw out her super just by hitting a kick…AT ANY TIME! I’m not going into the mechanics of why it has to be on the right side but if you think about it you will figure it out. Here is the video:
[media=youtube]sQyH5fdug0E[/media]
Don’t get confused…the walking back and forth right before the super has nothing to do with activating the super. The super was activated at the very start of the video and simply stored no matter what I was doing until I hit kick. Just think about the nasty footsies you can do with that one.
Those are really not anything new, you are just doing it harder than you have to. Chun can kikoken, SBK, what ever and still have her charge, and I can walk up 360 with hawk just as easy.
Damn. This should get fixed.
Its in regular ST, except being able to walk back with chun, which doesnt matter much.
Hmm.
How often was this exploited before in Super Turbo though?
This is new though.
Chun could store it before, but with this, she can play normally and also have a one button super. No more fancy charging and precise stick work, just an instant super button. You’re not hindered by the motion at all with this. I think that is pretty sick.
Walking jab headbutt and stuff is awesome too. Your movement is not restricted by charging like it was before. You don’t close the gap with headbutt, you can now close the gap and then headbutt.
It is difficult to implement, but if someone managed to make it work for them well, it would be crazy good. I mean think about it. Charge characters are designed with charging in mind… Good recovery on the boom for example, stuff like that, because they can’t just do their charge moves all the time. But this technique?? Think about it.
This is crazy badass good. People said roll cancels would be too hard to implement… I hope this is.
Difficult? Both walkup Ochio and always charged Chun super are dead easy to learn and perfect. The hardest thing is actually walk up super with the other charge characters.
Wow…Just wow. This is so stupid.
1 more thing to be patched. SSF2T HD Bugmix imo
this appears very broken, but i wanna see a legit match of someone using this on a 360 or PS3 controller and effectively playing the game while controlling 2 movement inputs. If it’s as easy to play and implement this effectively as people think it is, tape it and prove it.
And who just lets honda walk up to them for free?
what’s ryu gonna do? throw a fireball? honda can probably j.fp forward while maintain charge. lol
After some more messing around, here is a Chun update:
On the left side, the only new thing Chun can do with this glitch is throw puffballs while still having super charged. Store the super with the pad and duck back and puffball with analog. You can also walk forward auto-block with the analog. That is still significant.
On the right hand side, Chun can do anything. Store the super with the pad and move around, jump, and do specials with the analog. You lose the ability to do upkicks, lightning legs, and ground spinning bird kick because as soon as you hit the kick button while grounded the super comes out. There is no walk forward auto-block on the right side.
I would think they could fix this by having an option in the config menu to choose stick or d-pad. Whichever one you don’t choose would be set to unassigned.
Honda update:
Basically if a Honda who masters this trick ever walks forward, be very scared. If you attack low or jump, you can get walk up jab headbutted. If you attack high, you will get autoblocked, possibly negative edge Ochio’ed. If you try to block or counter throw, you will eat an Ochio unless you have a command throw with a range greater than Ochio’s. Its a nice mixup and easy to do.
All you do is sweep the analog with your left thumb in a half circle from right to left. Then you use your index finger to move Honda forward. Tap jab to Ochio. Release the analog and tap jab to jab headbutt. You don’t need to move the analog to the right position…just release it. Remember you have autoblock as long as you are holding the analog back! You can move the analog to db to block low and still keep Ochio and jab head butt charged
I’ll be using it when I play Honda no doubt.
I messed around with Guile. Nothing good there. He did gain a shitty new three hit combo:
Full screen, Jab Sonic Boom, walk forward, neutral fierce punch, fierce sonic boom
Very hard to do and absolutely impractical. Fun to pull off though!
I have officially lost all faith in this game.
But that isn’t gonna stop me from trying to have crazy fun with this. :lol:
Does anyone have an email for customer service at Backbone or something??
Just had to keep stored ochio in the game didn’tcha? facepalm
Walk up super is now easy for me. Here is the method. Hold left on the d-pad with your index. Move the analog forward with your thumb. Tap the left d-pad button once, immediately tap the punch or kick to activate the super. Two button presses, that’s it. Don’t forget you have auto-block on as long as you are holding back on the d-pad
I can’t explain why the game recognizes those inputs as the super, but it does for every charge character except Boxer. Why those button presses don’t work with Boxer is a complete mystery.
It is actually easier than doing the full normal super movement for me lol