Random (Mostly) Useless Trivia

Can anyone find out exactly how many button presses the AI use during a hold-grab (Noogie, etc.) for more hits? Completely useless, but it’d be interesting to know.

You can win but lose :). I had some charater, I think Ryu iirc and did my super and they hit me, the KO came up with the super backround but he won.

I don’t think that’s how it works. I’m pretty sure you could program the most amount of inputs possible and it wouldn’t come close to what the AI can do. It’s the same as it’s ability to do charge moves without charging and walk back without proximity blocking. It plays with a whole different set of rules.

  • Guile’s cr.MP hits DeeJay low.

  • The small character portraits in the user interface (underneath the health bars) show the characters in their normal, old color schemes. The exception is Boxer, whose portrait still shows his Hyper Fighting yellow jersey.

wtf are you serious? thats gold.

Figured out some interesting stuff about stage selection today. Some might already know this, but its still kind of cool.

Basically the game always makes you play on the stage you’re supposed to be playing on in Arcade. So you can advance all the way through if you just have one person pick the corresponding character and lose. However, once you get to where you just have Dictator left in Arcade mode, it switches to always being on the Winner’s stage. So, the only way to play on Dictators stage in VS mode is to have cycled all the way through, then have someone change to Dictator and win. Also if you win with Akuma, it gives Ryu’s stage.

Also, Cammy’s c.MP hits Dhalsim low. If he blocks high he gets hit

Technically his CE color, now that they gave him a new HF/fierce color for ST :slight_smile:

I just wanted to say that this is the best thread in all of SRK! I love this stuff, I am such an ST nerd :wonder:.

I’ve not read the entire thread, and as such I may be offering a redundancy. But…

If Ryu knocks a cornered Dictator down with a LK Hurricane, and immediately does another LK Hurricane, it will cross up. You get there just in time to throw out a meaty, but if you have meter you can just super that ass instead of dealing with the throw possibility. You can meaty a DP, and you can also jump back over him to cross him up again.

Shenanigans.

I wrote a batch of new articles, with plenty of randomness inside. Check this thread for details.

If you have two credits in arcade ST and you press the 2P Start button, it’ll bring both players into the game.

Well, the first hit of Ken’s DP does very little damage. I don’t know if it’s possible to reduce that to zero, but when you get low on life and damage reduction kicks in, you don’t need much to survive. Dhalsim is really useful for testing out stuff like this, cuz you can DP his limbs to avoid the rest of the hits.

Oh, I was just looking again at his colors, and I thought it strange that I couldn’t remember his orange setup (HP/fierce button) at all. Explains a lot!

That’s only if the game configuration’s Start Mode is set to the default Off, right? Still, I could never figure out why they designed in that way.

You’re right about the Start Mode raisin. I was screwing with the config on my board one day and stumbled upon that

If you tech a throw that would have killed you without the tech’s reduction, but would have left you alive WITH the tech’s reduction, you don’t get the tech. When you factor in the random damage, it can get pretty whacky.

No one should use “tech” four times in one sentence.

technically you do tech the throw, you can see the animation change, you just die anyway.

Bisons st.hk whiffs on a crouching Blanka, but his st.mk does not.

Bisons st.mk whiffs on a sliding Deejay, but st.hk does not.

Regarding the “Throw For The Win” phenomenon, I came up with a theory as to why that happens recently. In SF2, most throws don’t actually damage the opponent until they hit the ground or a wall. The exception is when they don’t have enough health to survive the throw. In that case, they take the damage and get KO’ed as soon as they leave the thrower’s grasp. When throw teching was later added to ST, the programmers probably forgot to account for this preexisting “throw KO” effect.

Ahh yeah, I see what you’re saying… So way back since SF2WW, they decided to do the KO slowdown at the start of the throw, and when ST came out and they implemented throw techs, they didn’t want to change tradition? Felineki, that’s the coolest (yet most pointless) sleuthing ever. :tup: :lol:

Speaking of throw oddities, when the computer performs them, doesn’t it make the accompanying sound effect at a slightly different time than when a human does the same throw? Like against computer Dhalsim, he does the “Hupp!” throw sound at a slightly different time when chucking you by your noggin.

That sounds absurd but at the same time it’s by far the best explanation anyone has put together. Nice work.

Zangief fights bare-chested, of course. However, in his in-game portrait, he’s shown wearing a wrestling uniform – you can see the straps over his shoulders.

How’s that for useless trivia? :bgrin:

(Noticed by my friend Little Mac, who rarely posts here.)