PlayStation All-Stars Battle Royale hits store shelves today! It’s hard to believe and almost surreal, but i’m happy that all my friends will finally get a chance to play the game i’ve been working on for the past year.
I started recording combos for fun this weekend and somehow ended up with enough to release a video. I’m surprised it got done so quickly, but you know how it goes. At some point along the line i became invested in finishing the video, so i stayed up way too late last night and ultimately got lucky to capture a clip with every character. Anyway i hope you guys like it!
If you have any questions or want to learn more about PASBR’s combo system, you can find a detailed transcript at ComboVid.com with explantions of each clip. And within a month or two, i’m sure people will discover ways to top every single combo in this video. I can’t wait!
Happy Halloween! After many unexpected delays, here is the last remaining episode of my Street Fighter IV Biweekly Tool-Assisted Combo Video series. It’s hard to believe that i actually made it through the entire cast, but Guile was the only character left undone. I’m pretty happy with how his combos turned out, so this is a good way to close out the project.
The strangest thing about working on vanilla SF4 Guile combos in 2012 was knowing that his capabilities are vastly inferior to every other version from SSF4 onward. Reducing Sonic Boom charge time from 55 frames in SF4 down to 50 frames in SSF4 made a world of difference! Moreover, DF+HK was upgraded from a simple knockdown to a free juggle setup, F+HK frame advantage was boosted from +4 to +5, and he was given a combo-friendly secondary ultra in Sonic Hurricane. Many clips in this video would’ve turned out quite differently with those changes. Yet i still found SF4 Guile to be an interesting combo subject, despite his drawbacks.
0:11 Both hits of Guile’s EX Sonic Boom carry a juggle potential of two – making it possible to follow up a regular Sonic Boom knockdown with two EX Sonic Booms, provided the first EX Sonic Boom only hits once. Cammy’s vertical j.LK trades with Guile’s lvl3 Focus Attack, creating a free juggle setup for the LP Sonic Boom and allowing just enough time to charge the first EX Sonic Boom and buffer the motion to begin pre-charging the second EX Sonic Boom.
0:18 Guile’s close s.HK has 3 active frames and normally yields only +1 frame advantage. Seth’s HP Tanden Storm avoids the first active frame and provides a counterhit bonus; both necessary to link into far s.HP, which is cancelable into Guile’s MK Double Flash super because Seth’s superfreeze provides ample charge time. Interestingly enough, the airplane wing on the Small Airfield level can’t be broken until the plane comes to a complete stop and finishes bobbling. This combo deals 696 damage and 450 stun, which may be Guile’s maximum.
When the PlayStation All-Stars: Battle Royale panel was announced for Evo 2012, Clockw0rk and i were asked to put together a short combo video for the attendees. We tried to show a broad range of basic and intermediate combos, with a couple of advanced ones at the end. When we noticed people searching for blurry stream rips after Evo, we decided to upload the original high-definition version to the SuperBot Entertainment youtube channel.
It was actually a lot of fun working on this combovid – even though we had a tight deadline and needed to get everything done quickly. Personally, i can’t wait for the fighting game community to start exploring this combo system and surprising us with creative new tricks! Battle Royale’s core rules are simple and inuitive, but there’s quite a bit of depth in character movesets and how they interact with each other. It’ll be interesting to see what you all find.
For this year’s Evo showcase video, we decided to try something a little different. Featuring contributions from twenty combo makers and excellent editing by Snoooootch, the theme of this project celebrates one of the coolest mechanics in fighting games – the air throw!
For detailed notes and explanations of each clip, head over to ComboVid.com for the full transcript. The video contains some seventy clips and well over a hundred air throws, so it could take a while to read the entire thing. That’s why we began each paragraph with a time code and game title, making it easy to find what you’re looking for.
As the primary end boss of the Street Fighter IV series, Seth’s moveset contains quite a bit of boss character nonsense – including an EX move that grounds airborne opponents. He excels at pretty much everything except dealing high damage. Making this video was more fun than i expected, but finding the time for it also took considerably longer than i might’ve anticipated.
0:11 The entire goal of this setup was to integrate two F+PPP Yoga Teleports into a single combo. Seth’s teleport lasts for 40 frames while his s.HP only causes 22 frames of hit stun. How do you fill the gap? Put a Sonic Boom in the middle! Unfortunately, Seth’s LP Sonic Boom travels annoyingly fast whereas his walk/dash/jump movement speed sucks. Furthermore, the SF4 camera resists scrolling which drastically impedes Seth’s ability to race past his own fireball. Luckily it turns out that M.Bison’s HK Knee Press Nightmare pushes (slightly) past the edge of the screen, which creates that tiny bit of extra space necessary to delay the fireball impact enough to make this sequence click. Of course, the SF4 engine hates crossup combos so there isn’t much Seth can do midscreen with Bison leaning into him. I thought s.MK would look more interesting than another s.LP, c.MK rerun. By the way, that c.HK sweep at the end is a one-frame link off lvl2 Focus Attack xx dash forward, F+PPP Yoga Teleport.
0:22 Trading with Seth’s Hyakuretsukyaku produces roughly the same hit stun duration as a standard hard attack, but interrupting him shortly after it connects maintains its unique extended reaction. Both instances are shown here. First, Seth’s LK Hyakuretsukyaku trades with Rose’s close s.LK, then her LP Soul Spark interrupts another LK Hyakuretsukyaku to set up crossup j.HK, c.HP, HK Hyakuretsukyaku back into the corner for the stompy super finish.