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Classic Combo Challenge 04: Grapplers

June 10th, 2011 10 comments

Everyone knew this was coming sooner or later, right? There’s no way i could stop presenting combo challenges without featuring the Capcom vs SNK series at least once. CvS2 was the first game i ever recorded anything for, and it’s still my personal favorite combo playground.

The Capcom vs SNK series abides by the traditional Street Fighter convention of throw immunity during hit stun and block stun.

Challenge: In any CvS series game, combo three different throws using any character. (Capcom vs SNK engine titles include CvS1, CvSPro, CvS2, CvS2EO, and CFE.)

Obey standard meter limits. (If you plan on using more than the game’s default super meter maximum, make sure to disable infinite meter settings so we can see gauge levels rising and verify that you’re recharging enough extra meter during the combo.)

Hard Mode: Combo four or more unique throws without dizzying the opponent.

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Challenge Roundup, Vol. 2

February 25th, 2011 7 comments

Lately a few people have been asking for new combo challenges, so here are some recent ones from various corners of the internet. Check ‘em out and give them a try.

SSF4 Combo Challenge by Snoooootch

Simple mode: Without dizzying an opponent … Use a taunt in the middle of a combo!
Hard mode: Without dizzying or FA crumbling, use a taunt in the middle of a combo!

 
MvC2 Combo Challenge #1 by Romneto

Do a 100% damage combo to a 100% (standard) defense character by using no more than 2 super meters.

 
T6BR Combo Challenge Volume 2 by noodalls

uf+1 uf+2 uf+3 and uf+4 in one combo / All challengers welcome

 
While these aren’t all exactly brand new, nobody’s going to reject perfectly valid responses if you follow directions. Good luck!

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SSF4 Combo Challenge 02: Four of a Kind

January 5th, 2011 13 comments

It’s been a long time since the last challenge, and i’ve been getting a slew of requests for a new SSF4 combo puzzle, so here’s one that should keep everyone busy for a while.

All special moves in SSF4 have four different versions: light, medium, hard, and EX.

Challenge: Combo all four forms of any special move.

Rule #1: Start from 0 stun. (If you intend to dizzy the opponent, that is.)

Rule #2: Obey gauge limits. (Set S.C. Gauge to Refill but use only 4 stocks. If you plan on building enough meter to use 5 or more bars, set S.C. Gauge to Normal or Max Start so we can verify your method. Keep in mind that super meter charges slower during combos.)

Rule #3: Choose a special without an accepted solution. (Look through all existing responses to make sure that special move hasn’t already been addressed. Don’t worry, if two people independently submit the same move within hours of each other, i’ll accept both.)

Hard Mode: Do not dizzy the dummy character. (If any particular special move already has a dizzy-based response, i’ll still accept unique non-dizzy solutions.)

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SSF4 Combo Challenge 01: 700 Class

June 29th, 2010 30 comments

By request, here’s an SSF4 challenge heading into Evo2k10. It’s a remake of one of the more popular SF4 challenges. In fact, a few people have already tried submitting SSF4 solutions, so it seems like a good starting point. I considered overhauling the rules to avoid the recurring maskless Vega questions, but decided against sacrificing the flexibility of the original wording.

SSF4 introduced a multitude of new characters and new moves, making way for countless fresh combos.

Challenge: Get within 50 points of killing any dummy character using a combo that wasn’t possible in SF4. (Character vitality values can be found on the Shoryuken Wiki.)

Rule #1: Start the opponent with 100% vitality and 0 stun.

Rule #2: Obey gauge limits. (Set S.C. Gauge to Refill but use only 4 stocks. If you plan on building enough meter to use 5 or more bars, set S.C. Gauge to Normal or Max Start so we can verify your method. Keep in mind that super meter charges slower during combos.)

Rule #3: No duplicates. (Look through all existing submissions to make sure your idea hasn’t already been recorded. Don’t worry, if two people independently upload the same combo within hours of each other, i’ll accept both.)

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SF4 Combo Challenge 08: Variance

April 9th, 2010 36 comments

Adhering to the precise rules of this challenge may take a bit more work than usual, but i think they’ll lead to some interesting results. I can’t wait to see what you guys come up with.

Most characters have a relatively small subset of combo-friendly attacks.

Challenge: Using any character, combo ten or more different moves without dizzying inbetween.

Rule #1: Obey gauge limits. (Set S.C. Gauge to Refill but use only 4 stocks. If you plan on building enough meter to use 5 or more bars, set S.C. Gauge to Normal or Max Start so we can verify your method. Keep in mind that super meter charges slower during combos.)

Rule #2: No duplicates. (Look through all existing submissions to make sure your idea hasn’t already been recorded. Don’t worry, if two people independently upload the same combo within hours of each other, i’ll accept both.)

Hard Mode: Combo fifteen or more different moves. (Again, do not dizzy the dummy inbetween hits.) Fifty imaginary bonus points to anyone who achieves this without repeating any moves!

Read more…

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