Another year, another major fighting game tournament, another massive combo video collaboration premiered on the main stage during Sunday finals. Putting this video together was insanely chaotic up until the very last moment, but i think the end result was worth it.
Everyone attending The Fall Classic in Raleigh, North Carolina seemed to enjoy the screening today. On behalf of everyone who participated in making this combovid, we’re happy to have been present for the launch of a new major fighting game tournament. Hopefully TFC will become a respected and successful annual event in the tradition of Evo, NEC, ECT, and FR.
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.