Wow. The first one is cool, but the second one… Bison is all like, “Come here, bitch! STAND AND DELIVER.”
Bob Sagat: That is random! How could something like that be pure luck? I bet one of the programmers was a Street Fighter fan.
VulcaniK: Awesome! I could totally imagine that Bison and Chun shot being used during a throw animation in one of the Genesis/SNES games to recycle sprites.
gos: Hahaha nice. Did you make that?
Partners unite like never before
Unleash the ultimate attack!
Combine forces with the Duo Team Attack!
(insert 2 coins)
http://farm4.static.flickr.com/3268/3138897843_1512432490_o.png – http://farm4.static.flickr.com/3085/3139732636_2641381939_o.png
The first is SF2CE Ryu’s vertical j.MK over Guile’s F+MK knee. The second is SSF2 Vega’s LP Claw Thrust over Bison’s HP Psycho Crusher. In both instances the stage is scrolled all the way to the corners, but there’s still a distracting amount of overlap.
The craziest thing about … SF2 World Warrior:
http://farm4.static.flickr.com/3224/3139734260_5ccee3efcd_o.png – http://farm4.static.flickr.com/3287/3139763546_4766dffeb2_o.png
The game totally panics when it has to arbitrate ties. You can get all the way up to ten rounds, which is called “F.Round” so the ninth is pictured instead. Both players lose when the final round ends in a draw, and one of two things takes place. If one player had entered the game before the other, then the 1P portrait is displayed on the continue screen with two countdowns in the top corners. If both players had entered the game at the same time, then the continue screen is replaced by an instant “Game Over” screen, as pictured above. By the way, Chun Li is always dressed in bright orange in her WW portrait, although it’s slightly dimmed in the screenshot because portraits start greying out before the “Game Over” sign appears.
Dude, tell me about it! When I first found out over 10(!) years ago, I kept repeating that glitch forever. (I didn’t have a SNES until later, so that was the closest to a SF experience I was gonna get.)
I updated my original post, btw. Lot less blurry. (If you don’t dig anim gifs in this thread, let me know. I’ll change it into a link.)
Oh, little nitpick: That second Guile on Guile is kind of confusing, with the amazing clusterfuck of colors in the background called Mexico. Doesn’t really blend well with Guile’s camo, especially the blue one.
Vulcanik: Great screens! Weird to realize Dic and Chun are both kicking.
gos: :sad: There… There’s no outline around the clouds! … :sad:
EDIT:
Maj, this just had to be done. It was indeed impossible to merge the two images due to the multiplane BG, but with a seperate BG image from Shadi Potter’s great site and a bit of photoshop, it can still be done. I positioned the characters relative to the BG characters, not to the harrier. I actually don’t know why I did that…

Awesome thread.
LF, I’m pretty sure Maj already tried that. In his post he talked about overlap.
What he meant was, that because of the multiplane BG (several layers moving independently to create a sense of depth), the background elements aren’t in the same relative position to each other in both screens.
Because of that, the two images couldn’t be combined seamlessly.
(edited for better grammar)
:d: Too bad it’s fake between all these great real screens, but I kinda like 2 on 2 fighters. They’re more “friends who’d like to play too”-friendly.
That’s awesome!
Haha that’s pretty cool. Good job with the lifebars and the names. It’s kind of funny how the spectators in the background are the only layer that’s consistent with the characters.
Regarding animated screenshots, i’m ok with that as long as it doesn’t get out of hand with people starting to post irrelevant sprite rips or anything.
Ok, cool. It’s just that it’s an old game and probably not a lot of people have seen that glitch in action, so I wanted to show it moving as well.
Can’t wait for the new stuff you got coming.
Forgot to respond to this earlier. All four of the new SSF2 stages use way too many colors. It’s always a pain to fit them into combo videos. I didn’t want to leave out T.Hawk’s stage on purpose, but that screenshot isn’t one of my favorites so i didn’t care enough to obsess over color blending.
The craziest thing about … X-Men Children of the Atom:
http://farm4.static.flickr.com/3134/3151055871_0982c66d9d_o.png – http://farm4.static.flickr.com/3210/3151895262_0e64bdabee_o.png
Escaping throws costs meter in COTA, but some characters’ throws escape are actually attacks that cause damage - namely Colossus, Iceman, Psylocke, and Sentinel. In turn, these throw reversals can be escaped and reversed as well. In fact, if two characters chosen from the list above have maxed out meter, one throw can be followed by four reversals, ending with a 3-hit combo message on one side and a 2-hit combo message on the other. The first scenario above is simply COTA Iceman’s F+HP throw reversal in response to Omega Red’s F+HP air throw, with Omega Red beginning to freeze even before Iceman grabs him. Check out the frozen footprint on the floor, left behind by Iceman taking a step forward. The second is COTA Psylocke’s F+HP throw reversal in response to Storm’s superjumping F+HP air throw, with its tornado dissipating harmlessly.
The craziest thing about … X-Men versus Street Fighter:
http://farm4.static.flickr.com/3116/3151075317_d6b5717281_o.png – http://farm4.static.flickr.com/3206/3151911450_7b3b3f4181_o.png
XSF Rogue’s Power Drain special allows her to steal one special move from each of the other sixteen characters. A handful of exceptions aside, every one of these moves comes with a different animation. How many 2D sprite-based fighting game characters do you know with access to over fifteen unique special moves? MvC2 is the only other game where Rogue is a playable character, but that version of her Power Drain only grants her status boosts instead of additional moves. The first scenario above is XSF Rogue’s HK Stolen Power (from Charlie) against Charlie’s Sonic Break. The second is XSF Rogue’s LK Stolen Power (from Zangief) against Juggernaut.
Hahaha that second Rogue pic is so amazing.
The craziest thing about … SNK vs Capcom Chaos:
http://farm4.static.flickr.com/3111/3161292350_d36dd7f94f_o.png – http://farm4.static.flickr.com/3255/3160464393_a46bdf13ee_o.png
SvCC suffered from the CvS1 curse of having only four buttons, which meant most of the Capcom cast needed to forfeit quite a few normal moves. In a bizarrely valiant effort, SNK decided to make up for the loss by animating a ton of crazy new vertical jumping attacks for any Capcom character with multiple existing jumping attacks based on recycled sprites. The first example is SvCC Sagat’s vertical j.HK against Bison’s vertical j.HK and the second is SvCC Demitri’s vertical j.HP against Dan’s vertical j.HK looking somehow less goofy than Sagat.
The craziest thing about … Street Fighter Alpha 3:
http://farm4.static.flickr.com/3115/3160466479_26f5ee8d98_o.png – http://farm4.static.flickr.com/3124/3160479139_93136bf18c_o.png
Super shadows ignore superfreeze in most Capcom games, continuing to animate without pause. Normally this has no tangible effect on gameplay, but A3 Variable Combo shadows aren’t your typical harmless decorations. They’re capable of delivering attacks as well as creating projectiles. The first scenario is SFA3 A-Cody’s lvl3 Dead End Irony superfreeze being used to narrow the interval between V-Rolento’s HK Stinger and its VC2 duplicate. The second is SFA3 A-Birdie’s lvl3 HP Bull Revenger (punch version) superfreeze closing the gap between V-Sakura’s HP Hadoken and its VC2 replica. In both cases, one of the three projectiles is an original and the other two are generated by VC shadows. Of course the first original had to be disposed of; otherwise Rolento and Sakura wouldn’t be allowed to throw another projectile. Luckily, VC shadows aren’t subject to this regulation.
Holy shit @ Bison and Sagat!
Who do they think they are?! Dhalsim?
i didn’t even know it was sagat until i read the description. those crazy SNK guys.