No prob man, I like to help, plus I really enjoy alot of the commentary you put out especially for the harvest stuff. I would have done more comment but I don’t play Tenka yet, and the NGBC stuff from popy was so basic (mostly cause that game is pretty basic once you play it for a little bit).
http://www.shoryuken.com/forums/showthread.php?t=104802
http://www.shoryuken.com/forums/showthread.php?t=105631
my 2 vids if you don’t check the 3s general forum you wouldn’t know they existed
For one, against Rog, you can link a standing short after a dash upper.
Also, search for “charge buffering” (with quotations I think) to see how to start charging for a 2nd special move before you even do the first special. That’s how he gets two in a row (plus, he connects with just the tip).
I haven’t played CE in forever, but I remember those techniques being staples. Although, I never did both techniques in one combo. Usually one was enough. His redizzy depended on hitting with the short (?) upper correctly so you could link a standing fierce afterwards (so linking after the dash upper is not foreign to CE).
Question for other Rog players: Can he do this in the other versions? Or is it CE exclusive? I only toyed around with the idea with CE Rog. I’m guess not in ST at least, or we’d see the it in japanese videos eh? I know he can link super, but- I’m getting too far ahead.
Best Kind Boxer: well that would make sense, much like charge partitioning and its variants with Urien corner tackles in 3S… didn’t realise that was in CE… then again, thinking about it the CPU used to do double dash uppers all the time.
Thanks for the link and your seemingly tireless devotion to the art of the combo Majestros, am d/ling now.
True_Tech: That Urien combo was very cool. Too bad PutFile doesn’t allow downloading (or am i missing something?). I like the idea behind those UOH combo vids, but i think they would be way more useful if you actually showed practical setups. I mean, in a lot of those cases we’re dealing with pixel-perfect spacing right? It’s pretty difficult to just walk into position in a real match. Maybe you can find some block strings for each character that put you in perfect position to go for a UOH combo. Once you start the UOH, proximity blocking should kick in and they shouldn’t be able to move back. Of course they could be super advanced and walk forward but that would just be showing off (and a wasted effort at that, since most people wouldn’t get it).
The Electrifying One: Yeah i enjoy innovative combo ideas/concepts but this thread has nothing to do with that. If anything, this thread signifies devotion to the community moreso than devotion to the game. (Just clarifying.) Also, you shouldn’t apply the term “charge partitioning” to CE. That whole phenomenon is entirely exclusive to 3S. I know most people think i’m nitpicking here, but there are lots and lots of subtle differences in charge buildup/storage/usage/stacking/recycling from game to game, most of which haven’t been fully explored. I can’t stop you from calling it whatever you wanna call it, but my personal opinion is that mislabeling stuff eventually gets in the way of understanding what’s really going on.
Regarding the CE Balrog combos, they could be using any number of charge tricks. It’s kind of like how people find these new tricks in MvC2, then go back and use them in XSF combos. I’m definately not an expert on OG games, but i had a pretty easy time doing two CE Balrog dash uppers in one combo back when i was doing the HSF combos for the SFAC guide. In the corner, i did c.LK, s.LK xx LK rush, c.LK xx LK rush, s.HP (6-hit redizzy combo). If an inexperienced guy like me can do that by hand, then the stuff TZW and t.akiba do using programmable controllers doesn’t seem so unlikely.
once you know the max range of your character’s uoh its not as hard i just go by the shadows around their feet
then in the second vid alot of stuff is either point blank or meaty so no need for spacing
Maj you can use FlashGet or Nettransport to dl videos even from streaming video sites such as putfile
I don´t know if this has been posted, so sorry in advance:
http://www.tokyogameaction.com/forums/showthread.php?p=24181
CvS2 and Tekken 5 ECC Vids, Finals/Team.
PAGE:http://streetfighter.jugem.jp/?eid=67
Scroll down videos should be apparent.
zip list: thanks to Nonoho
x1218_45.zip ShootingD vs Otochun
x1218_46.zip Gian vs. Otochun
x1218_47.zip ShootingD vs. Gian
I haven’t watched these yet but I will post up anything cool that happens after I do watch them. These are exhibition bouts from after grandmaster challenge.
Edit:
So after watching the matches some awesome stuff I saw was, shooting D hitting that shoto sweet spot in the corner against otochun and raping because of it. Otochun with solid rushdown against Gian giving him the victory, plus multiple reversal supers, nice (of course it’s chun so it’s slightly easier). Gian is a really patient dhalsim player, it’s not too fun to watch but damn you can see how good he is.
I believe the guilty gear videos at the top of the movie page, are new, I know the KOF 11 vids at the bottom were there last time I checked but they are still interesting matches, especially the ones with Elizabeth, that damn LDM of hers doe so much damage.
Anyway I only watched one of the Guilty Gear vids, it was the Slayer vs. Eddie, seemed all right I guess, slayer doing his thing eddie doing his, nothing really noteworthy. Though that slayer didn’t seem very good to me, but eh I don’t play enough GG to tell fo sure.
Looks like Denjin Video is back. They have a bunch of random 3S match vids up. The voiceover stuff on that Interface Singles Tourney vid is all sorts of weird but kinda funny now and then. Also, they have a FAQ section on their site where they take what we all know as “Psychic DP” or “Valle DP” and rename it to “Ume-Shoryu” for no good reason whatsoever. I guess it’s cooler when Japan does it and/or when you have to be more l33t to know what the fuck people are talking about.
homepage: http://users.adelphia.net/~arlieth/
movie page: http://users.adelphia.net/~arlieth/dv-videos.html
Also, Sirlin just posted a new article a couple of days ago but it’s got nothing to do with fighting games. If you haven’t read that guy’s older articles, you should go check 'em out. He was one of the first people to actually explain all of the crazy Shoto mindgames that OG SF2 community had created/perfected.
homepage: http://www.sirlin.net
new article: http://sirlin.net/Features/feature_difficulty.htm
Cool, didn’t know about that. Thanks!
I didn’t think it was funny but at least the commentator himself finds himself hilarious.
In all fairness, you gotta lower your standards a bit for live commentary. I mean, sports commentary tends to be boring as fuck and those guys are paid professionals. I wish there was a way to watch Lakers games with audio from the court, without having to hear those announcers go on and on and on about absolutely nothing.
Yea thats what I dont like about most kof videos, the credits last like 3-4 minutes when the video can be like 9 minutes.
In other news, i just watched Street Fighter Alpha Generations (recent 45-minute straight-to-DVD anime from Production IG) and it was garbage. They had a grand total of four Street Fighter characters (Ryu, Akuma, Sakura, Ken) and Ken didn’t even do shit. Then they went and invented a crapload of new characters as if we give a shit about the animators’ old junior high school sketchbooks. I mean, who buys Street Fighter anime for pointless nameless generic manga stereotypes? At least show us some goddamn fight scenes! These people need to do some market research before they go out and write the first plot that occurs to them.
Oh also, i wrote a FAQ for X-Men Legends 2 cuz … hm, ok, i guess i can’t explain that one. But if you bought that game, maybe you’ll find it useful:
http://www.gamefaqs.com/console/ps2/game/927390.html
(My original name for it was “Odds and Ends guide” but they sorta renamed it to “Tactics Guide” so i just went with that, except i had them change it to “Advanced Tactics Guide” cuz that’s how we roll.)
Sai-Rec CvS2 Combo Video (released by Sai-Rec like 1.5 years ago)
group homepage: http://page.freett.com/sairec
combo programmer’s homepage: http://mem.gozaru.jp (Mr.Mem’s homepage - pretty barren these days)
host homepage: http://www.orochinagi.com
movie page: http://kingoffighters.planets.gamespy.com/video/capcom.shtml
(listed as “Sai Rec (Harvest 3)” under Combos section of movie page)
editor’s homepage: http://ayanamililith.sytes.net
editor’s movie page: http://ayanamililith.sytes.net/movie/movie.html
commentary:
Released by the same people that made the Harvest vids, this was the third and final major CvS2 video by the Sai-Rec group. They posted a public preview/trailer video. Later on, they also posted the intro segment to the full video. Ayanamililith (the editor of the video) even posted the credits segment of this video. Unfortunately, someone got ahold of the beta version of the full video and it was posted on SFTChina (extremely shady site that sells bootlegs of just about everything, including Evo dvds). So eventually Sai-Rec heard about it, got pissed, and wound up never finishing the full video. As you can see, there are a bunch of characters missing from the 21 minute version (Ken, Chun Li, Sagat, Morrigan, etc). I didn’t support any of that bullshit at the time because i felt bad for Sai-Rec. But now it’s over a year later and those guys all “quit playing CvS2 and other fighting games” so i figure it’s no longer disrespectful to talk about it.
There’s no doubt that this is their best video, and i think it’s a lot more fun to watch than either of their previous ones. They put in a lot more surprising/shocking combos for entertainment value instead of always going for max hits or max damage. Editing and music are awesome too. One thing to remember is that they often hit the opponent a bunch of times before the clip starts to extend the combo with a dizzy. Some of the dizzy combos they show don’t inflict 100% stun damage (second Honda combo, first Blanka combo, etc) but 3S videos do that shit all the time so whatever.
Intro segment: All of the intro combos appear in the main vid so we’ll get to them later. At 0:39 Iori’s LP fireball hits Rolento right after Iori’s lvl3 super connects, and Rolento has been hit enough beforehand that the fireball dizzies. Oddly enough, the full-screen grab that Iori does at the end of his super seems to have a huge area of effect because it catches Rolento from almost full screen distance. A-Dhalsim kattobi cancels D+HP or D+LK into CC activation and gets that weird jump arc, then does air teleport all the way back. It’s not that crazy, but it looks kinda cool. The dual Iori clips at 1:01 are both tech throw reversal glitches. If you look at the little clip at 1:04, you’ll see Eagle reflect Batsu as if he was a projectile. The background clip is just a standard Kyosuke combo using Rugal’s LP fireball as an interrupt setup. The Ryo thing at 1:10 is just weird hitboxes.
Ryu segment: First combo is lvl2 Hurricane Kick super xx whiff air Hurricane Kick, c.LK xx lvl1 super FB. Second combo is only possible against Chun Li because she has an abnormal hitbox while falling. She gets hit by all sorts of low attacks off lvl2 cancels, like SNK ground fireballs and Bison CC slides.
Guile segment: All those times where he’s doing one charge move, then a jab, then another charge move, those aren’t links. Like for example, at the very end of the second combo he does Sonic Boom, c.LP xx Flash Kick. You can’t do that as a normal cancel because you don’t have enough time to charge by the end of the cancel window. But c.LP doesn’t link into Flash Kick so you can’t do it as a link either. So what they do is chain c.LP into another c.LP and kara-cancel that second one into Flash Kick. That gives them a little more time to charge without forcing them to wait on the Flash Kick until the c.LP recovers. They call it “renda kara cancel” and i guess the “renda” part just refers to rapid fire light attacks.
Dhalsim segment: First combo is tech throw reversal using Haohmaru’s fireball fake to free Dhalsim from the super animation and also to kill some time so that the super fades before the last hit (to avoid the knockdown). The super fading out might also have something to do with Dhalsim jumping so high, since that forces the flame to whiff for a little while. Some supers are weird like that. Like even if you hit someone with the last frame of Sonic Hurricane before it fades away, it will still do full hits. Have you ever seen that super fade out halfway? Second combo is obviously Sagat using RC Taunt to kill some time before the first super connects. I guess the upflame super doesn’t have the “always does full hits” trait. I know the groundflame super can fade out without doing max hits.
Honda segment: Honda’s 360 grab is 17 frames total. His lvl3 720 grab is 20 frames total, but according to Buktooth’s Systems Guide lvl3 supers “stop time” for 7 frames so the 720 costs only 13 net frames. The attacks he’s interrupting both give +0 frame advantage but they normally have such long recovery periods that whiffing 360 or 720 actually saves frames.
Vega segment: Hm, seems like Vega can chain jabs without his claw. If he was just linking them, he would have automatically picked up the claw in the middle of all that. The s.LP to s.LK must be a link cuz he picked up the claw inbetween. Sweet, i figured out the combo without having to pick that horrible character. The interesting bit is that he doesn’t pick up the claw inbetween the j.HK and the first c.LP after landing.
Sakura segment: Sakura’s divekicks have had juggle potential since CvS1 (for no apparent reason). That’s all they’re trying to show in the first combo. The second combo just shows that Sakura’s spinkick super has juggle potential towards the end. I have no clue why. It’s certainly not useful. It pretty much only works on Chun Li for the same reasons as the Ryu sweep juggle combo. The follow-up hit on Sakura’s Hurricane Kick juggles because of lvl2 cancel glitch. Really cool combo actually. Maybe the coolest thing about this video is how they left out the generic hour-long Sakura/Bison customs.
Cammy segment: Cammy’s uppercut hits weird, solving the “don’t want to knock Zangief away” problem. That uppercut has an important property used in this combo: the recovery period changes depending on when it connects. Usually whenever you find a move like that, you can manipulate it into a cool combo using a clever setup. That’s the kinda stuff you look for if you wanna make a combo video.
Maki segment: Before the clip starts, they do a lvl2 super and cancel into her run to get her into lvl2 cancel state. She avoids neutral state the whole time, and there’s a special move cancel after every normal move (except the crossup into c.HK) in that whole combo. I can go into more detail if anyone has a specific question. The second combo rocks, but all of the good tricks they used were already discussed in the Harvest 2 writeup on page 5.
Kyosuke segment: First combo starts off with lvl2 cancel state active (off lvl2 lightning pillar super) + air combo state active (off either lightning pillar super or DF+HK). You can tell because he starts the combo with an air chain combo and also because none of the stuff he does has shadows on it (no superjump shadows or lvl3 super shadows). Second combo is the one from the intro so you can see their setup. They time Kyosuke’s DF+HK to connect simultaneously with one of Hinata’s non-knockdown kicks to nullify the DF+HK knockdown, which lets Kyosuke do an air chain combo against a standing Rugal. Third combo is lvl2 cancel state active (no shadows). Fourth combo starts with air combo state active. Fifth combo has this clever movement trick right when they activate CC. The two sparks of that first CC fireball connect separately because of spacing. So when the first spark hits they cancel the FB recovery animation into LP+LK roll to advance towards Rolento and then when the second spark hits they cancel the roll into another FB. Sixth combo starts with lvl2 cancel state active and Zangief taunts right before he gets hit to give Kyosuke a little bonus meter to extend the combo.
Yun segment: First combo uses Yun’s CC OTG punch throw to pick up Rolento off the floor, then the grenade interrupts Yun’s throw before the hit and Yun continues with a simple combo. The whole thing is a combo cuz when Yun does c.LK the counter shows “2 Hit Combo” and goes from there. In the second combo Yun cancels lvl2 Yang assist into fake palm, then pushes Rock back a little so that Yang’s last hit will whiff (avoiding the knockdown). Then Yun times s.MK to coincide with one of Yang’s hits to avoid the knockdown but doesn’t get as much out of it as Kyosuke did. The third combo with all the divekicks is made possible by Chun Li. Since her falling hitbox extends so low, Yun gets to hit her with that first s.MK while she’s really high in the air. All other characters have shorter falling hitboxes so they’d have to be closer to the ground before Yun could hit them. Plus her j.D+MK is a useful interrupt in this combo. So she’s just all-around useful here.
Rolento segment: First combo is complicated. If you’re wondering why Vega activates CC in the second combo, it’s to reduce the hit stun he causes on the s.LP interrupt to give Rolento more time to do stuff before the Taunt grenade goes off. If you wanna know why Rolento gets to cancel the lvl2 tripwire, check the last paragraph on this page:
http://sonichurricane.com/media/cvs2steelrain.html
Akuma segment: Chun Li parries the lvl1 super fireball for two reasons: First to stop it from moving while Akuma recovers and second to get rid of the first hit because it has zero juggle potential. Once the first hit is gone, the rest of it will juggle. That’s why you can get full hits when you use super FBs as anti-air but you can’t get them to juggle after a sweep. In the second combo, Rolento kills the first hit of the lvl1 super FB by using a regular knife right before he does RC B+KKK. Akuma does j.HK, c.HK and then two of the remaining three super FB hits connect. Then Akuma cancels the c.HK into lvl2 uppercut super but the last remaining hit of the lvl1 super FB connects in the 4 frames before superfreeze and Akuma cancels into QCB+P roll without superfreeze ever happening. Take a look at his super meter for proof. Since it still counts as a lvl2 cancel, he still gets his free juggle and he connects with s.HP (the rest is self-explanatory).
Wow, that took a really long time to write up. I’ll do SNK half later.
Randomly talked to CrackPr0n on IRC. He has seen the Insanity DVD and shared some info.
<V-Maj> can you kick down some details? how long is it? is it all combos? matches? tutorials?
<CrackPr0n> it has Tourney vids, combos, glitch video
<CrackPr0n> and “Our favorite Guile Combos”
<CrackPr0n> they do sick shit like link c.shortx2 into backwards jump RH
<CrackPr0n> and c.Short c.Jab jump forward hurricane kick with Ryu ST
<CrackPr0n> there’s a bullshit Balrog combo
<CrackPr0n> c.jab x2 short rush punch, short rush punch, s.Forward, forward rush punch s.Fierce
<V-Maj> Crack: when they have older combos, do they use HSF or the original OG games? cuz in the trailer it looks like they are using glitches that shouldn’t be in HSF
<CrackPr0n> they jump around
<CrackPr0n> some of them use HSF some of them use older ones
<CrackPr0n> you can tell by looking at it
<Jinrai> bottom of the screen
Sure enough, the trailer listed in post #127 on page 5 has no emblems at the bottom of the screen. If they were using HSF, it would have the SF2:WW logo at the bottom.
http://www.youtube.com/watch.php?v=W6Ci-9omsyA
A 5-year-old System Direction video by UD Labs, a Japanese group. Rather than stupid one-move infinite, they tried to be as creative as possible. You’ll notice some throw combos and OTG’s that are only possible in system direction or at least Training Mode with infinite meter. My only gripe is that they used Q as a dummy too much.
Oh, and the videos were originally separated by character. I just sloppily edited them together along with the ending credits.
Oh man I remember first seeing the trailer for the sai rec video. It was so amazing, and the music was tight! Anyone have news on when AOFDB’s fuckin kof vid is coming out?
The “Ratio1BeatDown vs Sanford Kelly” in the last fight was
Ratio1BeatDown had A-Blanka with 90% of life bar and Sanford had Chun Li with 100% life bar and Sagat with 100% life Bar, everything was pointing that Sandford would be the winner but Ratio1BeatDown made a huge comeback, first Banka managed to kill Chun Li and had around 65% of life bar, then Sagat enter for the final fight and he (Sagat) managed to destroy Blanka´s gurad bar (bunch of s.LP´s, s.MP, qcf+K guard break" dash, c.HP, qcbx2+MP, qcfx2+LP) and blanka had 1 PIXEL of life bar… and in the very last end Blanka managed to make Sagat dizzy with electric RC and c.HP (at that point everyone who was watching the fight got all hyper) :wow: :looney: then Ratio1BeatDown activated A groove for 17 hit combo and on the last very end he missed the cannon ball move and some people was: (HOOO) :wasted: and the people who was supporting Sandford were then Ratio1BeatDown jumped back to avoid avaing his last pixel of life wasted and at this point was like: whoever makes the first mistake dies and Ratio1BeatDown won the match :p: (it was a great fight)