Category Archives: Challenges

Trivia Quiz 02: Superior Turbulence

This challenge consists of thirty-five trivia questions focusing on both CPS2 SF2 games: Super Street Fighter II and Super Turbo. Answer as many as you can off the top of your head and post them as a single comment, without reading through anyone else’s responses.

There are no prizes so there’s no incentive to cheat. Obviously you can do a little research if you like, but it would take too long to verify every single answer. This shouldn’t take anyone longer than an hour to get through. Questions phrased in plural may have singular answers.

Roughly one month from today, i’ll make a separate entry containing all of the answers so you can check how many you got right and find out what you missed. In the meantime, good luck!

 
Super SF2 Questions

01) SSF2: Generally speaking (exceptions aside), how many new costume palettes did the average returning fighter receive?

02) SSF2: How many moves require two or more different buttons to perform?

03) SSF2: Which characters have projectiles that dissipate on-screen?

04) SSF2: What property makes Vega’s Izuna Drop unique among all other throws?

05) SSF2: Rank the four dizzy types in order of rarity.

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Classic Combo Challenge 03: Magneto

About time for some Marvel love, wouldn’t you say? Although i may have accidentally recorded the meanest bonus combo ever.

Magneto’s Magnetic Shockwave super causes Flying Screen and has a lengthy recovery period. It usually ends combos in decisive fashion.

Challenge: In any Marvel series game, combo three or more Magnetic Shockwaves without dizzying the dummy inbetween.

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.)

Make it stylish!

SF4 Combo Challenge 05: Rufus / Viper

It’s been a while since the last one, hasn’t it? With this pair of challenges i tried to focus on the essence of each character – the main reason people seem to choose them. Hopefully it’ll be fun for Rufus and Viper players. Neither character has appeared in a prior game, so i had a little fun with the bonus combo.

Rufus and C.Viper both have access to a wide variety of juggle combo options.

Challenge R: Using Rufus, juggle four or more moves. (Start by knocking down the opponent, then connect four or more distinct moves before they touch the ground. Multi-hit attacks still count as one move.)

Challenge V: Using C.Viper, combo together all three of her special moves, all of her EX moves, and her ultra. (For the purposes of this challenge, all three regular versions of her Thunder Knuckle count as the same move. Ground and air versions of her Burning Kick count as the same 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 that we can verify your method. Keep in mind that super meter charges slower during combos.)

Trivia Quiz 01 Solutions

Even though only one person was brave enough to formally respond to last month’s CPS1 trivia challenge, i think a lot of people had fun discussing various questions on SRK. With that in mind, i’ll give this whole quiz idea another chance in the near future before giving up on it.

As promised, here is 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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Classic Combo Challenge 02: Akuma

Who’s down for another oldschool brain teaser? Much like the previous one, this is more difficult than the SF4 challenges issued so far. It can’t be helped though, considering how many years of intense exploration the SF3 series has gone through.

All of Akuma’s Super Arts knock the opponent down.

Challenge: Using 3S Akuma, combo 25 hits or more without dizzying or juggling the opponent. Unlimited super meter is permitted.

Bonus Round: Using any SF3 series character, perform a combo containing at least two parries between distinct attacks. No dizzies allowed.

(“Distinct attacks” means you must land separate moves before and after the parries. Otherwise it would be ridiculously easy to throw a multi-hit projectile and parry random things while it automatically took care of the combo requirement.)

All credit goes to 3S combo legend SlimX for devising this challenge idea.