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SF4 Biweekly TACV 15: Dan / Sagat

August 17th, 2010 6 comments

Alright, here’s how the remaining episodes will play out. Episode 14 is still going to be Chun Li and Balrog of course. Episode 15 will be Dan and Sagat, as the title says. That leaves Seth and Guile – who will either be paired up for episode 16, or split into separate episodes.

The whole schedule is kind of a mess right now because i’ve been working on all six characters at once, but hopefully i can get everything sorted out soon. You know the drill; they’ll be uploaded to my u2b channel the minute they’re ready.

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SF4 Biweekly TACV 14: Chun Li / Balrog

August 3rd, 2010 16 comments

Well, i’m a full episode behind schedule, so obviously this isn’t getting done tonight. Hopefully i’ll be caught up by the end of the week though.

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SF4 Biweekly TACV 13: Blanka / E.Honda

July 20th, 2010 45 comments

Apart from their charge-back cannonball and button-mash specials, Honda and Blanka share a number of core design similarities. They both have long-range, high-damage normals with just enough frame advantage to get by. Both are bound by slow dashes. Neither can chain light attacks. Neither can combo into lvl2 EX Focus Attack or perform any FADC ground combos without counterhit. It’s no surprise that their basic combos follow the same blueprints.

0:11 Dhalsim’s vertical j.LP reaches into the last active frame of HP Electric Thunder. Blanka recovers in time to whiff HP Rolling Attack and juggle with LP Ground Shave Roll. The super command is delayed to reuse the same charge. This trick is easier to duplicate near the corner, because the Rolling Attack recovers much quicker. Unfortunately, Ground Shave Roll also stops instantly upon reaching the corner. Since Blanka automatically starts rolling on contact, it’s impossible to land more than one hit when starting all the way in the corner.

0:18 There are two components to pushback in SF4. Pressing a button expands the attacker’s hitbox to a specific size. If the opponent is standing at point blank range, that expansion pushes them back before the attack even connects. Take a look at Rufus’ c.HP for an extreme example. The second component is of course the pushback caused the strike itself. In this clip, Gouken’s EX Senkugoshoha thrust counteracts Blanka’s s.HK pre-impact pushback, in addition to acting as a counterhit meaty setup. Then the end flip of Blanka’s close s.HK pushes off against the corner. Combined, these two factors eliminate both components of s.HK pushback in the first combo. The second combo doesn’t have the advantage of Blanka being cornered because he needs the corner to juggle MP Ground Shave Roll after HP Electric Thunder.

0:27 Normally crossups are bad for combos in SF4, because they cause opponents to lean backward, which expands their hitbox in that direction and prevents you from getting in close. However, Blanka’s close s.MP causes so much pre-impact pushback that crossup j.HP doesn’t make a difference. It would’ve pushed the dummy that far away regardless. Blanka is usually not a good combo target but he does have a wide low hitbox, which is enough for something.

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sh/f style exhibition v.one

July 11th, 2010 22 comments

And here is the second video premiered at Evo2k10, prior to SSF4 finals on July 11th, 2010! It’s basically a straightforward combo exhibition, except the main theme is “stylish combos.” It’s hard to define what exactly it means for a combo to be stylish, but i’m sure everyone has used that word to describe one at some point.

Instead of covering every minor detail and pointing out every subtle style element, the following transcript will highlight one or two technical aspects per combo. If any questions remain unanswered, please don’t hesitate to ask them.

0:02 SFA Ken / SFA3 X-Cody / SFA2 Sakura / SFA3 A-Guy varied chain sequence kicks off the video and marks the beginning of the first chapter.

0:18 SF3:2I Ryu’s fully charged Denjin Hadoken is interrupted using Oro’s s.LP to set up a jump-in. Ryu’s EX Hurricane Kick fails to knock opponents away under certain circumstances.

0:23 SFA3 A-Vega’s LP Rolling Crystal Flash lobs one of Blanka’s watermelons, connecting right as Vega recovers. Blanka flashes red at ever hit, indicating that he’s mashing tech inputs.

0:29 SF2WW Zangief’s Lariat backspin catches CPU Vega’s arm and swings back to dizzy him. While dizzy, WW Vega can be OTG’d following any knockdown.

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sh/f Super Fireball Battle

July 11th, 2010 19 comments

This is the first video premiered at Evo2k10, before HDR finals on July 11th, 2010! The whole concept is projectiles interacting in elaborate and interesting ways. We tried to avoid inflicting damage to the characters, but sometimes we allowed them to get hit for dramatic effect.

Since the majority of these choreographed sequences are intuitive by design, it’s probably best to simplify the write-up by providing technical breakdowns only for the confusing parts.

0:07 SF3:3S Chun Li’s Kikou-sho acts as a stationary projectile, lasting long enough to wipe out Remy’s entire Light of Justice array.

0:10 CFE Demitri initiates this sequence by sending an ES Chaos Flare through Pyron’s LP Sol Smasher, establishing the numerical discrepancy perpetuated until the end.

0:12 SFA2 Ryus mix CC LP Hadokens and lvl1 Shinku Hadokens to create the illusion of chaos.

0:15 CvS Terry’s lvl1 Power Geyser and Kyo’s lvl1 Orochi Nagi both behave like standard single-hit projectiles, nullifying one another cleanly.

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