The best thing for SF2 videos would be tutorials of individual matchups. Webpages with pics are good for tactics too, but the kind of multiple scenario slow mo stuff NKI does is perfectly suited to tactics and practical, siuation specific combos. As I said before, I could never understand why there hadn’t been tutorial vids for SF2 before that Fei one in the last few weeks, SF2 is primarily a game of tactics, not combos. As for them being entertaining, does anyone else here find those endless TZW, backward move, crouching Gief in the corner, crossover into super into juggle variations utterly mindnumbing? To me, single hits like Guile punishing low Tiger from half screen with a drop down Fierce are way more interesting than any double digit combo in the corner you could show me.
How exactly does one guage if a combo is practical? Quick damage? Does it set the opponent up for a following trap? Does it build a lot of super bar meter? Easy of execution? Combination of the above?
Mainly the set-up. If you need some kind of ridiculous situation to get it to work, it’s not really viable for match play.
Execution is part of it, but the Japanese prove time and time again, that almost anything’s usable.
the beautiful matchup of street fighter imo.
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and the last match of
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I like how watson’s guile almost made a comeback in the 2nd round.
Crayfish, what turorial are you talking about? Did noguchi fei put out a vid or something?:looney:
Relying on landing then hitting your opponent while facing the wrong direction and only working on 2 characters is not what I would call a practical combo.
What i don’t understand is why people assume that tutorial videos are somehow easy to make. In reality they take an insane amount of planning, way more video editing skills, and anything matchup specific automatically multiplies the size/complexity of the project tenfold. Since everything in a tutorial video is practical by definition, why don’t the people who want them try to make them? NKI is human too - not like he has an infinite amount of time to put into making videos for us.
Practical combos would be a very useful thing imo. I got a few sneaky combos i use with most of my characters that i dont use often because i dont practice them enough but they would be practical. An example is a guile player using jumpin fierce, standing fierce, flashkick. This combo is way better than fierce, low strong, flashkick because of its possible redizzy property for the older chars. But most guiles prefer using the safe one when an opponent is dizzy.
Maybe later on i can put together a list of combos i use in tournament play and when and which chars they work on etc.
I didn’t see anyone say they were easy to make or that NKI should be making them. He’s already doing more than anyone else for SF2 with the wiki and frame sata, engine analysis etc… The first two vids that have led the way, Green Tea’s Fei vid and r3k0’s Blanka Tricks vid have been made by pretty much first timers (afaik) and thier both great. And the fact that theyr hard to make shouldn’t be a reason not to make them. They would be usefull and entertaining, unlike most ST combo vids that are boring and pointless.
Lots of the people here, know at least 1 matchup really well, so the knowlege is there, its just a matter of if it combines with knowhow and resources to materialise into a vid. There is certainly no shortage of enthusiasm and audience interest atm, this thread, for this 12 (essentialy 15) year old game is coming up with more indepth analysis than any of the sister threads for brand new games it rubs shoulders with. Imagine how great matchup vids done in co-op with top players would be… Guile vs Ryu (CPS1 & CPS2) with Mike Watson, Fei vs Guile with JSJ, Cammy vs Sim with Masaka…
And surely the individual possibilities of matchup tutorials would be a motivation to vidmakers not a put off?
Yeah…this is gonna take a while. It’s tough writing a strat alone because every match is so dynamic and much of what seasoned players do is based on pure experience. It’s all very difficult to put into words. Sometimes I find myself forgetting small details that are so important but I am nowhere near a pc to jot them down
A vid with freeze frame commentary would be a good way to remedy this.
EDIT:
Ok…I am watching the vid. The first freeze frame section was nice.
Crayfish: What i’m saying is that you should try making one yourself to see the difficulty in what you’re requesting. Anyone who makes it sound like they made a tutorial video in 3 days usually means they spent 3 days doing nothing but working on that project.
Fortunately, none of it requires professional expertise, especially since ST is emulated and you can capture footage without any extra hardware. There’s no such thing as a “vidmakers” license or category. It’s not like it’s a mutant power. But it does take time. Loads and loads and loads of time. It’s entirely unfair asking one person to do it. Sorry to say, but hoping for Watson to randomly make a tutorial video when he doesn’t even post strategy is a pipe dream.
As for motivation, well, it is an intriguing idea but like i said, making videos is not a mutant power. I’m sure you’ve thrown around the idea of making exactly the kind of video you want but then considered the amount of effort it would take and decided against it. It’s not like “vidmakers” are somehow immune to being discouraged by a request that would take months to complete.
"I wholeheartedly apolagise to the single, unlicensed, non-mutant I discouraged by requested you to make a video that will take loads and loads and loads of time to make, that was entirely unfair of me’’
No man, you completely misread me. I wasn’t asking for an apology. What i wanted was an explanation for why you aren’t doing what you say needs to be done.
Dang, once Fei-Long’s got you in the corner, he’s almost unstoppable!
Hey guys, here is a link to HF Blanka. Better late than never eh?
Anyway, I ran short on time so I could not add all the stuff I wanted to. This at least should show how nasty Blanka can be.:bgrin:
And yes, I included the 2-hit combo (mk, f. ball) and his 3-hit combo (j. fp, c. mk, f. ball)
Enjoy.
[media=youtube]A0wCzcs32lw[/media]
~Decoy
Just wondering how do they do those cross up into wrong facing direction moves? What determines when you face the right way and when you face the wrong way when you do those combos?
Awsome, awsome stuff Decoy. Thats like 3 inside of two weeks, things are a changing :). Great work. While were on it, here are my additions to R3ko’s Blanka Wiki, going for HF & ST Blanka, great work :tup; I’ll post in the HF thread right away…
*AA:
With good (early) timing s.HP can hit opponents directly above you, as well as 45degrees.
s.MP is superfast 45degree antiair, this move alone can pin characters like Gief to the ground.
Electricity will beat all but the most high priority air moves, very underused nowdays.
Jump forward MP is awsome air to air, the hitbox and his jump arc is high, so it hits most other airmoves from above.
c.HP can beat flat air attacks like Guile’s j.HK and Dictators ‘Swallow Dive’ (the backflip puch that follows Head Stomp)
Super is the best AA move in the game, huge damage, almost totaly invunerable, can change direction for crossovers and landing it as AA is also the only way to guarentee safety after the fact and secure all 5 hits. Peform motion and hold button early, so that you land the opponent on the height of the vertical motion (this juggles the opponent higher and gives you more time to guage thier falling trajectory), then release so that you roll under their falling body JUST before they hit the ground, this will secure maxximum hits.
FOOTSIES:
c.HP is awsome. Huge range and quick recovery, great for punishing whiffed sweeps and especialy good against Fireballers, work at its max range (this is a good jump in range too) and try to trade hits with/ snuff fireball throwing frames.
Against Shotos you can also use his s.HK (backflip kick). At the right range, you will flip over any crouching kicks they throw, but your feet will hit thier hands snuffing thier fireball throwing frames! It works like Sagat’s far s.HP in this respect.
c.MK and c.LK are great against other low kicks, they can beat moves like Guile’s c.MK clean. This really undermines the opponents comfort ranges and helps you put pressure on.
s.LK has incredible priority, with good enough timing it can beat almost anything. s.LP is great too, experiment…
MISC:
*work in where you feel most applicable
Alot of people worry about other characters body torpedo moves when playing with Blanka. j.LK beats them clean. Jump back LK, repeat is a safe, easy deterant against the threat of psychocrushers and Honda headbutts. Especially good when your ahead on energy.
Electricity Chip/Bite psyche out.
When an opponent is getting up its fairly safe to chip with meaty Electricity. But it is also possible to time the early electricity so it finishes JUST before the opponent gets to thier feet, you can then simply puch towards + HP for a bite. Because electricity has almost 0 recovery this is really hard for the opponent to judge, and never fails to provoke a smile or sigh from the recipient
Whiffed Ball psyche outs.
Whiffing LP Ball for close range and MP Ball for medium range, you can stop directly infront of a high/low blocking opponent and seemlesly switch into a Bite or c.HK before the opponent has time to respond. Great tactic, really underused.
Jump in HP is an awsome high priority air attack. Like its standing counterpart, it can hit through a range of angles, including straight down. With good timing, it can beat all the killer AA sweeps in the game, Geif c.HK, Shoto c.HK, Sim slidde etc… as well as numerous AA moves like shoto s.HK and even mirror Balnka Electricity.
COMBOS:
j.HP,s.MP,c.HK. This is the bread and butter for Blanka in ST because it gives him a the vital knockdown at the finish and also because in ST (unlinke CPS1 versions) your not guarenteed a dizzy from the HP finish variant of this combo.
Killer 4 hit (works on surprising amount of charas):
Deep Crossover HP,s.MP.s.MP,c.HP
Long range 2 hit (especialy useful against Low Tiger Sagat):
Max range Jump in late HK,c.HP
Crayfish.
a few questions.
The first combo against Ryu. j.fierce, cl.strong, c.roundhouse
the combo meter reads 2, but technically should be 3. I assume you missed the combo or is that a in game counter glitch?
after the pimp hand techniques, blanka jump’s ken’s fireball and does j.fierce, c.forward, fierce blanka ball. Blanka ball doesn’t combo. Can Ken uppercut that or punish the blocked ball?
vs. dhalsim you do j.fierce, cl.strong, far.strong -> dizzy, j.fierce, cl.strong, c.roundhouse. No combo meter on the last three hits. Though I assume they combo.
then after your ball tricks in the dirty counters section, what strength ball do you use to cross up electricity? jab or strong?
lastly to clarify, c.forward, fierce blanka ball only combos at point blank range?
The Ken combos look like they aren’t natural links. Looks like he’s setting it up so that the last hit barely connects. The kick comes out for a while and then it hits later than usual. That makes it a little meaty so he gets more frame advantage than usual. If you mess around in training mode maybe you can find a reliable setup.
The Blanka combo at 0:39 is pretty fucking advanced too. I’m pretty sure Blanka’s s.MP xx super doesn’t normally combo.
It’s a spacing issue and a timing issue, with a bunch of random factors thrown in. Here’s an excerpt from NKI’s transcript of his Volume V video:
To do a backwards move, you must have your spacing and timing perfect. You want to space your character so that you will barely make it to the other side for the cross-up. You want to time the backwards move so that it comes out on the first frame of your landing animation - basically ASAP. Some backwards moves are extremely easy to do, and it seems like they almost set themselves up. Vega (American Bison) cross-up j.RH against a cornered, ducking Chun Li is a good example. It’s very, very easy to get a backwards move that way. For most characters, however, the spacing and timing must be very exact.
It’s easiest against crouching Chun Li, crouching Blanka, crouching Guile, and crouching Honda but you can do it against basically any character with the proper setup. However, most backwards attacks will whiff against most opponents. The three characters mentioned above are your best bet by far. Putting the opponent just barely outside the corner to set up the crossup usually makes it easier. But there’s also a few arbitrary factors to consider. Usually 1P characters can only do a backwards move off a crossup jump going from right to left, while 2P characters can only do a backwards move off a crossup jump going from left to right. It’s not practical at all, and even if you do get it in the middle of a match you’ll probably be too surprised to do anything about it.
Basically you’re tricking the game into thinking that you haven’t switched sides yet. Sometimes crouching characters reel so far back during hit stun that it’s like their heads are sticking through you. For a split-second the game thinks that they’re on the other side so it doesn’t force your character to turn around until they start to recover. It’s easiest to do this with characters that have very fast jump speeds and good crossups. Ideally you want to hit with a deep crossup and land right next to them. Chun Li’s jump makes her perfect for this. In fact i think she’s the only character that can do a backwards move against a standing opponent. There’s a Chun Li vs Chun Li combo on the Starting Over DVD:
crossup j.HP, backwards s.MP, j.D+MK stomp (opponent dizzy), crossup j.HP, backwards s.HP xx backwards SBK
Some characters’ crossups put you RIGHT NEXT to the opponent. In these cases you actually have a few frames to do a backwards attack. Other characters don’t have very good crossups or have a less-than-ideal jump arc and they need perfect timing to get the backwards attack to come out.
Yes, I missed the combo. It’s his standard 3-hitter knock-dwn as listed by Crayfish. This is his B&B combo. The intent though was not the combo but adding the c. rh as a “spacer” so that it positions you perfectly for a j. ball, throw.
Ken can uppercut the f. ball as it comes in but not if blocked. That sequeance of moves was just to illustrate a real fight situation. Noticed how Ken tried to jump-in after he blocked the f. ball? That was one of my bitchslp setups and also a double dizzy opportunity. Here’s what I mean…
Option 1: If the f. ball did connect then Ken gets dizzy.
Option 2: Even though Ken blocks the f. ball, when he jumped at me and I hit him with the bitchslap, I possibly get a dizzy anyway because it happened so soon after the first 2 hits.
Yes, that is his B&B combo. I just got too lazy to go back and make sure it said 3-hit combo.
It really depends on 2 factors. How far you knock them back and whether or not you want to cross them up. I normally do j. ball on characters that “float” or have more air time than others when falling back. This buys me enough time to do electricity and charge my next move.
If they fall back rather quickly and farther back then I do a m. ball. You’ll get a feeel for which button is best after do it for a while. I’m sure you noticed that meaty electricity is a big part of my game. I could also do meaty standing mp into whatever but I like the odds that I get with meaty electric much better.
Here are things to think about:
- When used as a cross-up, opponent has to guess which side you’ll be on and also perform the reverse.
- If they don’t reverse, they get chip damage and setup for more mind games.
- It’s a great way to gauge an opponents reversal skills. If they suck at it, they’re in trouble.
Yes, unless you’re playing at speed 4. Then, anything combos lol.
Thanks man. Guys like you, NKI, r3ko, Majestros, the Wolfe brothers and others make it worth it. This thread is gold.
~Decoy