SF? Guile Exhibition (Evo2k7 Edition)

Thank you sir. Btw if anyone hasn’t seen the other vids shown at Evo this year, you should definitely go check them out. All of the download links can be found on SRK front page now so go pick 'em up.

Console SFTM was another game that i meant to include but it didn’t seem that interesting compared to the arcade version, so it got cut when i started running out of time. Basically it’s just an ST clone with EX moves, right? Guile probably has some infinites with that Double Sonic Boom nonsense but dizzies are almost as much of a problem as they are in SF2 games. Still, it would have been cool to include it just to show off more of those state-of-the-art lifelike motion capture sprites.

Amazing Simply Amazing!!! :wow:

I have a question, in SF: The Movie how did you manage to combo after the KO screen Majestros?

This is astonishing. Great job.

awesome stuff
5/5 stars

Insane.

maj, yeah i dont remember hardly anything about console sftm except it was a lot better, gameplay wise, trying to resemble st. i think there were ex moves. cant remember. i was just hoping it would be in there just for nostalgias sake. thats why i like the sftm arcade footage so much.

congrats tho

edit: btw. couldnt say it enough at evo. but the transition effects going thru the different sf2 revisions are amazing. that musta been the hardest part to do, cuz you had it synced up way too good. the life, the cloud and moon placements on ryu stage, sprite placements, everything was too awesome

This was the best thing on the big screen at Evo if you ask me. I loved the whole vid, especially the SFTM parts.

Great job with this, Majestros.

Incredible stuff. Strangely enough, the “intermission” Guile v Blanka barrel stage impressed me the most I think.

I can’t begin to imagine the YEARS of dedication that sort of work takes to build. Much respect.

That’s for free actually. You retain control of your character until the opponent falls on the ground or until the timer runs out. Or until you get owned up by a glitch (as in the case of the combo against Vega).

In SFTM, the main combo deterrent is that the higher the combo counter gets, the more pushback each hit creates. So if you’re midscreen and you’re midway into a 60-hit combo, the next hit will knock them clear across the screen. The 62nd hit will knock them even further, and so on. Each of these are instant combo enders.

The rules change a little bit when you’re dealing with a dead character, but a lot of the same stuff applies. The rules also change randomly, but maybe it has something to do with a hidden counter looping or resetting. Whatever.

So you have to use the corner to stop this pushback madness from happening. Problem is, once they touch the corner, hitting them pushes you back and the same rule applies. So every one of those combos is designed to circumvent that whole system by knocking the opponent into the corner, out of the corner, into the corner, and so on and on. Every time i do Handcuffs against a cornered opponent fairly deep into a combo, the game tries to push Guile clear off the screen. Sometimes the pushback lasts so long that Guile barely moves forward while walking, for a good 3-5 seconds.

Anyway the second combo starts with Akuma teleport into the corner while Guile is cornered, so of course they get stuck in the same spot cuz it would take some kind of programming GENIUS to anticipate this happening and push Guile out of the corner. So of course this leads to an infinite combo setup which i use to do random links without fear of pushback, until i get bored. After the opponent dies, you get to keep juggling them until either they hit the ground or until the timer runs out. Akuma tries to recover from handcuffs a bunch of times but he’s dead so it doesn’t quite work out for him. If he’s closer to the ground when he breaks out, he can actually recover and keep fighting after he’s dead! But i prevent that from happening by making sure that he’s high in the air whenever Handcuffs expires.

Btw, the SFTM combo against Akuma is actually 113 hits, but the calculator freaks out once the combo counter maxes out. It’ll randomly change the numbers like … 95, 96, 97, 98, 99, 93, 97, 91, 96, 94, 98, etc.

I imagine a bunch of programmers sitting in a room discussing the design of the combo counter:

“It’s pretty safe to say that nobody will ever go higher than 99 hits, so lets save a field and not bother”.

:lol:

don’t think anyone’s mentioned it yet but that set up vs claw is awesome. getting the sonic boom so far behind that you can land 3 or 4 moves before it even connects is just silly. Is that completely orginal? just so you know, I’m definitely stealing it for one of my future videos, lol.

Haha, that’s tight. Maybe they’ll go home and rent a Street Fighter game.

James Chen was telling me that when the ST combo against T.Hawk came up, he saw some dude looking hella confused so that guy’s friend looked over and did T.Hawk’s “SAFE!” motion with his arms. I got a kick out of that little story.

Yeah those demanded a lot of time. I was up all night until 11am on Saturday morning trying to wrap up the editing so i could drive to Vegas, and those two clips took about 3-4 hours to edit. And i had already done the combos themselves weeks ago.

Sound is a big challenge because some things sound different from one game to the next. For example there really isn’t a dizzy sound in CPS1 games which would have been more convenient, but i ended up having to use the CPS2 track most of the time because there are issues with trying to turn off BGM in CPS1 games. But then, Ryu’s background has breakable objects in WW only, so i had to switch back and forth.

Also the whole concept is really limited because the games are quite different. The combo i did was fairly basic, but if you look at the combos in the core video, you couldn’t find a single one that would work in WW, CE, and SSF2. Of course CE and HF are almost identical (except for Sonic Boom having 5 more frames of recovery in HF), but you can’t use those two because HF is much faster and there’s no speed setting.

The combo i did only does 100% damage in WW, so it ends with a WW clip. It begins with j.MK, s.MP xx Flash Kick. If i switch out either of those medium attacks with a hard attack, it’ll kill in CE and SSF2 but then the WW combo would kill too soon, since WW damage is so much higher. Plus it’s REALLY difficult avoiding dizzy in WW. Two fierces in a row is pretty much guaranteed dizzy. So you can’t go crazy with this gimmick and do anything you want, cuz it’s a huge challenge trying to find cool stuff that matches up across multiple games.

The lifebars aren’t synched perfectly but that’s a hopeless cause and the crossfade does a good job of masking it anyway. The clock isn’t perfect either because it actually runs at different speeds, and you can see background character desyncs in the combo clip. But i had to start at precisely the same point in the clip against Ryu because the whole top half of the background moves. I just made the WW clip first so that i could find the red fireball, then started the CE and SSF2 clips from the same point. There’s a desync in that clip too, because you can notice Ryu getting up twice at the very end, which happened because the spacing was slightly off between clips by that point and i didn’t have time to go back and change it. There’s also a slight desync in the kick air throw part, but that’s impossible to detect because i did the fade while the screen was shaking.

Anyway the point i’m trying to make is that it’s definitely possible for anyone to make clips like this, but it takes a LOT of micromanagement and minor adjustments.

wow, absolutely amazing :slight_smile:

thats hella complex man!

i like the explanations and such on how you get these ideas and such to work. even tho there are little flaws, if you arent being overly ANALytical, that sequence is just retardedly mind boggling to me.

and ima have to agree with desk, i never seen the vs claw setups ever before to get that much of a lead off your sonic boom. i didnt know you could get vega to push you that far like that. its pretty trippy looking

and the random games you picked in the industry to represent sonic booms and flash kicks(really like the burnout car flip for flash kick repping) is really interesting

I now know where the “Zangief is gay” rumor comes from- Street Fighter: The Movie The Game.

Anyway, great job.

I’ve seen claw push characters around that far before, but NEVER even considered using it as a setup for anything. That was just pure ingenuity.

Maybe you’ve noticed this already, but there are 20 barrels on that stage worth 1,000 points each. The final score is 25,100 points. How did he do it??

Actually, i can’t take credit for that one. About a year ago, there was a trailer for a CvS1 video released by a Japanese dude named T-7 and that was the first time i had seen it. Check it out here:

[media=youtube]q55o0mXls4w[/media]

It’s really quite brilliant and in my opinion it was definitely the highlight of that whole video. It’s incredibly useful in games without advanced movement options like dashing and rolling. Though in all honesty it’s quite difficult to get the timing right. In the SF2 series, the distance traveled changes significantly based on the timing between Vega’s inputs and the other guy’s jump - on a frame by frame basis. It’s quite a bit more lenient/consistent in the CvS series and a few of the other games that use the new sprites.

The cool thing about finding such a fundamental setup is that it can be ported to almost all games. For example that TZW setup where one character throws a fireball as Dhalsim jumps over and does s.HP - that thing can be used in almost every game. It’s not a useful setup in every game, but it’s there if you need it.

wow, i’ve always know the old school games are broken, but i wasn’t ready to see how broken it truly is. god damn! good stuff Maj!

I like how Maj gave shouts to FGD mods. lol I was there in the fucking middle and I’m like, the only mod that DIDN’T go to Evo. =x

Deffintly a impressive video. The whole controler thingy makes it feel a little fake to me though shrug. But It was enjoyable to and thats the most important thing I suppose. Anyway yea good job.