Random (Mostly) Useless Trivia

Ever wondered what’s up with those crazy Time Over finishes you seen in ST videos? (If you don’t know what i’m talking about, check out the Chun combo at 2:44 in NKI’s Volume IX.)

Notice how Dhalsim has more life than Chun Li when time runs out. That amount will be compared to Chun’s lifebar to determine the winner. However, the game still keeps track of damage after time runs out. So all those hits that happen after time runs out still hurt Dhalsim, and when they “kill” Dhalsim you get the fancy super explosion. In fact at the end of the clip, you see Dhalsim get up and win the match, but he receives 0 bonus points for Vitality (along with 0 bonus points for Time).

Now let’s say that Chun Li had a little bit more life. Time runs out right before the first hit of Chun Li’s super connects, but that hit is enough to “kill” Dhalsim. The first hit would cause the super KO explosion but it would have knocked Dhalsim down and the rest of the super would have whiffed (since nothing juggles in ST after the opponent dies). So Dhalsim would be lying dead on the ground (even though his lifebar shows that he has a little bit of life left), Chun Li would go into her win animation, and she would be declared the winner.

Now let’s say that the last s.MP before time over had hurt Dhalsim enough to tie their lifebar amounts. The first hit of Chun’s super would have knocked Dhalsim down and the rest of it would have whiffed (since nothing juggles in ST after the opponent dies). However, oddly enough, there wouldn’t be a super KO explosion in the case of a draw. So then Dhalsim would be lying dead on the ground, Chun Li would go into her losing animation, and the match would be declared a Draw Game.

However, since Dhalsim technically wins the match, the rules say that he has to do his victory pose. The game can’t just let him die. So believe it or not, the only reason he gets hit by that whole super is so that he can get up again and do his win animation.

You can be hit by fei’s flame kick but not be set on fire. There’s a small window at the end of his animation where his foot isn’t on fire but it can still hit you.

Also NKI, I would also love to see an ST randomness vid or anything relating to ST actually, lol :slight_smile:

James Chen was trying to put that into a combo at one point, using some fancy Dhalsim teleport setup. He claimed he was able to link after it in the SNES version of SSF2 or something random like that. I can’t remember what video project he was going to use it for, but he probably ran out of time.

Yeah, it was for the 2-Hit. Fei Long has that one frame where he kicks backwards. My friend found it out one day when Dhalsim teleported behind Fei Long, and he nailed him with that kick. Since then, we all lovingly referred to it as the “Mystery Kick.”

My goal was to do a Short Dragon Kick and land the Mystery Kick on a grounded opponent and do another Mystery Kick right away. But it didn’t work on the Arcade one as he actually has some more recovery there. On the SNES one, however, I am 100% positive we landed Mystery Kick, Standing Short XX Short-Dragon Kick for a three hit.

LOL, that’s too weird. I’ve been trying to do some tool assisted combo’s on ST and that was the first thing I tried to do, lol. I couldn’t come up with anything though, nothing seems to connect. I even tried hitting someone out of the air and juggling with his super/chicken wing but they can’t be juggled after it unfortunately :frowning:

So is there absolutely no way to do it on arcade ST? even if you were able to hit them backwards (so they reeled towards you)?

Very interesting. I’ve noticed that in many Capcom games, characters tend to have “high”, “mid”, and “low” receiving boxes, and I’ve seen the same attack send an opponent into either the “high” (hit in the face) or “low” (hit in the stomach) reel animation depending on where it actually hits.

I suppose it’s possible that an attack that comes into contact with -only- the low receiving box has to be crouch-blocked or else it will hit? Most attacks that have to be crouch-blocked hit right at ground level, so they would obviously hit the low box of any standing character. But since Zangief and T. Hawk are taller, I suppose their low boxes might extend higher up than the other characters, making it possible for attacks somewhat higher off the ground like Cammy’s c.lp and c.mp to hit them while missing the mid box.

EDIT: It appears this actually is how it works. By using ArtMoney to mess with character position values, I put Ryu below the “ground”, so that most of his standing attacks would hit about foot level. They would hit if high-blocked, but crouch-blokcing worked. I remember someone mentioned that Dhalsim’s drills have to be crouch-blocked if aimed at the lower part of the opponent’s body. This only seems to apply to ground attacks, but Dhalsim’s drills act like ground attacks anyway (they aren’t overheads).

Yeah, it definately works on the SNES version, that’s a sweet find. Would it be hugely unreasonable to ask if I could use that set-up myself in a combo vid? You would be credited… :sweat: Also there are a few other interesting console only combo’s that I don’t think have appeared in any videos.

Heh, sure. Go for it. Would be nice to finally see that thing used somewhere. Goodness knows I will probably never pop int the SNES version ever again. :slight_smile:

Oh, and by the way, a good rule of thumb with ST: the only moves that can set up Juggles are moves taht are Juggles themselves. If the move doesn’t Juggle, you can’t Juggle after it.

Some more random stuff…

If you hit with the last frame of DeeJay’s cr. roundhouse (for example, when done reaaaally meaty), it doesn’t knock down, and it hits mid.

If you hit with the last frame of any move that stays out for more than 1 frame, your opponent won’t get pushed back (and, if you’re in the corner, it won’t push you back). This makes combos like meaty st. forward, st. fierce xx fierce fireball work with Ryu. Also, meaty close st. roundhouse (2 hit), link cr. roundhouse (or low forward xx FB, but the FB doesn’t combo).

When Chun starts her SBK, there’s a frame or two right at the beginning when she’s upside down, but can still be thrown. Looks very weird.

If ken does his qcf + k (Hold) move as most characters are getting up, he passes through them winds up on the other side.

DeeJay’s cr. roundhouse can slide under sonic booms…but only if timed perfectly, and only when the slide also hits Guile.

Cammy’s cannon spike and Sagat’s tiger uppercut can go through projectiles, but only when they hit the character who threw it.

This is misleading. There’s always pushback, regardless of how meaty you do your attack. The only advantage that you get from doing extremely meaty attacks is less of a gap between the meaty attack and the next attack. Since Capcom fighting games have no “pushback memory” the only thing that counts is where the characters were when the last attack connected.

In otherwords, let’s say c.MP causes 15 pixels of pushback and s.HP causes 20 pixels of pushback. Normally there’s such a long gap during that link that the entire pushback from c.MP occurs long before the pushback from s.HP begins. However, if you do c.MP meaty enough, you can connect with s.HP while the characters are still being pushed apart. If you connect with s.HP when the c.MP has caused 10 pixels of pushback, the remaining 5 pixels are simply ignored. That’s what i meant by no “pushback memory.”

All of these cases happen because hit impacts occupy time. When DeeJay’s c.HK connects, it freezes both characters for something like 13 frames. These hit impact freezes never affect projectiles and in fact projectiles don’t freeze the attacking character the way all non-projectile attacks do. In these examples, it freezes the attacker during either an invincible frame or a “check it out i can fit under a projectile” frame. This should also work if the opponent blocks. For example, if Guile does LP Sonic Boom from full screen away and walks after it, Fei Long’s Flame Kick should be able to make it through the Sonic Boom even if Guile walks up and blocks it at the last second.

Just another bit of trivia to show how weird WW truly was compared to the SF we know and love today:

In WW, characters will sometimes randomly auto block. It happens ~1/500 of the time according to T.Akiba’s page. I personally experienced this the other day while messing around in WW with Kawaks. I had P2 just standing there as a “dummy”, but all of a sudden he blocked one of my jabs.

Similarly, a single button press will sometimes trigger a special move in WW, with no motion required. It also happens ~1/500 of the time, IIRC.

not sure if this is what you the abover posts are talking about but umm acctualy depending on how you time a meaty attack you are pushed back less IIRC. Say ryu does axe kick(both hits mind you) to someone normaly, after that he isnt close enough to link a attack after it, though certainly he could if he was in range. However if you time it so the first hit is a meaty attack you’ll be in distance to combo after it, even though you still hit BOTH hits of the attack. Hell dont even combo after it just to see it, the distance you get pushed away is different depending on how you timed the attack.

Or if this is what is being said never mind my post, frame data bs confuses me shrug.

As for the fei long kick, if people were still trying to get it, when I played I was able to get it useing the move as a ghetto cross up anti air. So if you need another set up to try, maybe useing that one will work.

Actually that Ryu axe kick isn’t any different. Doing it meaty reduces the gap between the first hit and the second hit. Since there’s less time between hits, there’s less time for the pushback from the first hit to play out. So in the same way as the low strong, low fierce example above, reducing the gap between hits = less total pushback.

You’ve piqued a thought in me.

I dunno if it has been elaborated on before, but I don’t recall… ? Do you, or does anyone else, know the specifics of what happens when an projectile connects?

What is posted above explains much, and is well appreciated trust me! But I’m still left wondering why it appears that the fireballer’s buttons are turned off during the projectile-hit-slowdown thing…

I’m sure we’ve all had that frustation when mashing the buttons during the projectile slowdown but to only end up in in failure. :sad:

Yeah i know what you’re talking about. Sometimes i’m doing j.HP, s.HP xx Sonic Boom then holding forward while mashing HP, and Guile will actually walk all the way up and throw the opponent. It sucks.

When a projectile connects, the game slows down by a certain factor. I’m estimating that it slows down to roughly half speed. So basically it’s showing every frame twice. Button inputs seem to get ignored on duplicate frames. This makes sense because otherwise you might have way more many inputs than the game is designed to handle. So during projectile hit slowdown there’s a 50% chance that any given button press won’t register.

You’re gonna have to make the remaining deductions for yourself because the exact details are anyone’s guess. For example it’s pretty safe to assume that holding a direction keeps a steady input to that direction, which allows you to charge uninterrupted through this period. But holding a button doesn’t seem to raise the success rate at all. Also, let’s say you knew exactly which frame was going acknowledge inputs and which frame was going to ignore them. Could you charge back, go to neutral on a frame that gets ignored, and hold back again on the next frame without losing charge? Logic says you should be able to do this, but in fact the right answer is who cares.

The bottom line, as far as i know, is that there’s no way around this problem. If you’re trying to do fancy projectile combos, you just have to live with the fact that you gotta get lucky for it to work. In other words, if your combo contains two instances of this problem, then there’s only a 25% chance that it’ll succeed. So you have to pull it off perfectly four times for it to work once. That’s why you don’t try TZW combos unless you’re recording cuz you might not be able to get it to work again. On the other hand, if this problem didn’t exist, a lot of TZW corner combos would be practical and that would hurt game balance.

Sorry, I just wanted to say that this cracked me up. :rofl:

Akuma’s voice samples were taken from other characters.

Hadouken: Sagat’s throw
Air Hadouken: Ryu’s throw
Shoryuken: Dictator’s throw
Hurricane Kick: Gief’s spinning lariat
Throw: ? (I know I’ve heard it from another character I just don’t remember which one)
Death cry: Ryu/Dhalsim

I always wondered why Ryu and Dhalsim had the same death cries. In the snes version of SSF2 Dhalsim had his own.

His throw voice sample is from Honda’s “bear hug” grab.

Ken’s air Tatsumaki Kick (fwd or rh only) will hit three times. Speaking of which I’m curious where the translation of T.Akiba’s trajectory chart can be found.
Learning all the variations of those kicks makes ken’s air game deadly.

SSII with a cheat that allows supers to be used in the air, if done enough times (ex. shoryuken) you’ll phase back to ground level after a certain height (I remember it’s extremely high).

AE ST Ken and Ryu shoryukening at the right distance will cause their fists to become one and sometimes results in a crossup landing (I had the latter happen once).

Everyone looks the same when they’re engulfed in flames except for Gief and T. Hawk. When a normal sized character gets hit by a flame while standing up, it looks like Dictator’s standing reel animation.