Archive for the ‘Challenges’ Category

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 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: 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.

Read more…

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Classic Combo Challenge 01 Solutions

February 5th, 2010 15 comments

It’s been nearly three months since Classic Combo Challenge 01: Ryu was posted and it seems unlikely that we’ll see any more responses anytime soon. A lot of people have been asking for a solution video, so i finally decided to compile one.

Challenge: In any SF2 series game, combo two of Ryu’s c.HK sweeps without dizzying the opponent inbetween. SF2 Series Titles: SF2WW, SF2CE, SF2HF, SSF2, SSF2T, HSF2, STHDR

The general solution is nullify the knockdown property of Ryu’s c.HK by setting up a simultaneous impact with one of his projectiles. The secondary obstacle is dealing with its rather lengthy recovery period.

SF2HF The most direct answer is to use a high flyer like Bison or Vega to chase down Ryu’s LP Hadoken, then set up a three-way collision between Ryu’s sweep, his fireball, and an opponent’s light attack. The fireball prevents the sweep from knocking down and Bison’s s.LK interrupts Ryu’s recovery so he can sweep again while Bison reels from Hadoken hit stun. This solution also works in SF2CE.

SSF2 Vega’s CPS2 wall dive arcs cover much greater horizontal distance than CPS1 versions. He can still set up a solution in CE and HF, but with a smaller margin of error. For whatever reason, SSF2 splits the combo counter into two parts, stating two numbers which add up to five hits for a four-hit combo.

Read more…

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SF4 Combo Challenge 06: 700 Class

January 25th, 2010 52 comments

Considering Cammy’s known combo limitations, this seems like an excellent time to expand the scope of these challenges to include multiple characters. I’m looking forward to this edition’s results because if enough people get involved, i think we can all learn a lot about circumventing SF4’s damage caps and its game engine in general.

SF4 contains one of the sharpest damage reduction scales ever found in a Street Fighter combo system.

Challenge: Using a single combo with any character, get within 50 points of killing any dummy character. (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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