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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 Refilll 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 Refilll 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!

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Challenge Roundup, Vol. 1

March 26th, 2010 3 comments

It might be a while before i can put together another combo challenge, but luckily quite a few people have taken the initiative to issue original challenges of their own. Look these over and give them a quick try if they strike you as interesting.

SF4 Ryu Hard Trial Combo Level 8 by AZ

This is a suggestion for a hard trial combo.

Ryu : FA lvl3, dash, 6HP, 2MP, 2HP, 236P, FADC, 2MK, 236P, FADC, 2MP, 2HP, 623LP, 236236PPP. (I believe it works on Sagat only …)

 
SF4 C.Viper Seismo Challenge by Shaunt29

Pick an opponent that can be touched by a Seismo Punch in the far corner while crouching. Set the dummy character to Crouch and All Block. String together as many superjump-canceled Seismo Punches as you can.

 
T6BR Combo Challenge: Rage Death by shizo666

Challenge: Execute an Unescapeable Rage Death Combo without Breaking the Wall or the Floor.

Conditions: No Big Characters as Opponent, No Unblockable Moves, No Power Charge, No Counter Hit, 100% Unescapeable

 
Good luck! Feel free to discuss potential solutions here if you like.

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SF4 Combo Challenge 07: Fireworks

March 5th, 2010 8 comments

I’m sure it comes as no surprise to anyone that i love projectile combos. There’s so much you can do with them, that they open up a whole new dimension to what’s possible in fighting games. With that in mind, i thought it’d be fun to issue a cast-wide fireball challenge.

Most fireballs have lengthy recovery periods. SF4′s EX Focus Attack dash cancel mechanism shortens recovery times, but comes with a steep meter cost.

Challenge: Using any character, combo five or more projectiles.

Rule #1: Obey gauge limits. (Set S.C. Gauge to Refilll 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: Multi-projectile specials count as one. (As in, you can use Seth’s EX Sonic Boom and Akuma’s EX Zanku Hadoken, but each pair only counts as one against the challenge limit.)

Hard Mode: Do not dizzy the dummy character.

(Apologies for skipping Abel, but stitching these together always takes a full day or two and i couldn’t think of anything interesting enough to justify it.)

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Trivia Quiz 02 Solutions

February 26th, 2010 12 comments

Last month’s CPS2 trivia challenge got six responses – a 500% increase over its predecessor! Pretty dang sweet, kind of.

As promised, here’s the complete answer sheet. If you haven’t had an opportunity to look through the questions yet, now’s the time to go back and do it. Click the link above if you want to avoid spoilers, or continue reading for the solution key.

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