Monthly Archives: September 2009

SF? Ryu Exhibition Guide, Part 2

Continuing the SF? Ryu Exhibition (Evo2k9+OHN8) writeup, here are the next ten combo explanations.

1:50 / SFA2 While everything juggles within a Custom Combo, that first hit has to connect on its own merit. Ryu’s j.MP has enough juggle potential to connect one more time after the first three hits of the combo, and the CC takes care of the rest. The first fireball whiffs to give Chun Li time to drop a little further. You can see from the blue color that it’s an LP FB while the rest are red HP versions. Originally it was supposed to be a fake fireball but it turns out that fake FB recovery can’t be canceled the way whiffed attacks can be canceled in CC. Since the HK Hurricane Kick was executed just before CC meter ran out, its CC juggle properties remain even after the shadows are gone.

1:59 / SF2HF Ryu’s j.LK isn’t normally a crossup but it works here since he’s moving backwards toward Dhalsim. The first combo is s.LK -> c.LP CPS1 chain, linked into c.LK -> s.HP CPS1 chain. That j.HP works as a crossup because dizzy Dhalsim leans into it, much like SF2CE Guile earlier. The second combo is s.LK -> c.LK -> c.LK -> whiff s.LK -> c.LP CPS1 chain -> j.HK jump cancel. Due to far s.LK’s startup time, that whiff sequence must be frame-perfect to combo. Oddly enough, c.LK combos directly into c.LP as a one-frame link, which is actually easier because the whiff cancel method requires two one-frame actions. The MK air Hurricane Kick connects on the second spin because it looks cooler that way. Dhalsim doesn’t get up in time to show it, but it’s actually a redizzy combo. Hyper Fighting was the first SF game with air special moves, so they didn’t place any restrictions on which air normals could be canceled.

2:05 / MvC HF Ryu’s backward HK air Hurricane Kick transitions into MvC Ryu’s regular HK Hurricane Kick, which looks like it’s moving backwards because Captain America cartwheeled through him prior to the switch. Ryu hits Cap’s MP and LP Shield Slashes with c.HP and F+MP, respectively. The cool thing about the first exchange is that Ryu manages to suki cancel the c.HP before the Shield Slash threat disappears. Everything else is straightforward. Cap’s Hyper Charging Star protects him against Shinkuu Hadoken but not from Shin Shoryuken. The clip ends with Cap giving Ryu thumbs-up (by calling Anita assist, which was chosen because she takes the longest to appear).

2:17 / SFA Since Bison’s c.MP hits Ryu, he gets to utilize charge buffering to minimize the delay between LP Psycho Shot and HP Somersault Skull Diver. Since Bison created the Psycho Shot on the left side, it pushes Ryu to the right when it connects. The lvl1 Shinkuu Hadoken doesn’t knock down in SFA or SFA2, but it doesn’t cause much more hit stun than regular projectiles either. Ryu’s s.HK only combos because of a few extra pixels of starting distance between the characters, which allows the Shinkuu Hadoken to connect a couple of frames after the Psycho Shot does. Since the SFA version of Shinkuu Hadoken has a juggle potential of two, it juggles twice after the lvl1 Shinkuu Tatsumaki Senpukyaku knocks down.

2:25 / CvS2 Blanka’s Counter Attack is unique(ly terrible) because it runs out of invincibility in the middle of startup. Here it’s used as a meaty setup for the second hit of Ryu’s close s.HK after blocking the first. Combined with the counterhit bonus, Ryu gets just enough frame advantage to link into far s.HP xx lvl3 Shinkuu Hadoken. The last part of the clip is kind of cool because Ryu rolls right before Blanka’s lvl2 Direct Lightning freezes the screen, then cancels it into HP Shoryuken after superfreeze, demonstrating roll canceling broken down into components.

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CV Spotlight: Nomura’s HSF2 Combo Video

A few years ago, Japanese player Nomura released a handful of oldschool SF2 series combovids through a localized p2p filesharing service called WinNY. Q80Warlock recently uploaded his HSF2 installment for everyone to enjoy.

Go take a look: Nomura’s HSF2 Combo Video

While it doesn’t contain anything groundbreaking, he does do a great job of covering the unique capabilities of each character’s various modes. Here are a few highlights from my perspective:

0:27 CE-Ryu doing his best Guile impression with two fireballs in a jump-in combo.

1:35 ST-O.Chun Li is such a bully here. Not only does she link nonmeaty low forward into far standing fierce, but she cancels it into a fireball. None of that looks fair. No respect for the law whatsoever.

2:31 CE-Guile links c.MK into s.LK then CPS1 chains it into c.MP for the Sonic Boom finisher. Most of his other Guile stuff is fairly generic but this one has a dope rhythm to it.

3:12 ST-O.Fei Long shows us another example of why canceling far standing fierce is so cheap.

3:35 CE-Sagat fires off Tiger Shots like a machine gun. Midscreen? Nonmeaty? Too manly.

3:44 ST-O.Sagat is just pushing random buttons at this point.

4:08 ST-Bison getting stylish with midscreen jump back roundhouse.

Nomura even includes a few ST concept combos using infinite meter to demonstrate their juggle limits, and some funny clips of throws performed against projectiles. However, the video does seem slightly outdated now and lacks any interesting/advanced setups to push boundaries. No effort went into fancy editing so there’s nothing to judge there. For these reasons, it doesn’t quite make it into must-see territory, but its content is definitely way above average.

Is It Too Late?

Since the widespread success of SF4, a lot of newcomers have been asking whether it’s too late to learn how to play. After all, some of us have been playing fighting games in one form or another for decades. One guy even asked if a new player who’s still struggling with quarter-circle special moves “in his middle forties” should give up hope.

The short answer is yes.

The long answer is no.

The mistake everyone makes is thinking that Street Fighter is about super moves and fancy combos. That’s never been the core of Street Fighter, not even in the titles dominated by Custom Combos. At the end of the day, SF is about finding one character who makes sense to you, figuring out something new about them every day, going out of your way to find quality competion, understanding why they’re beating you, taking apart their patterns, figuring out how to counter each and every tactic, and (re)combining everything you’ve learned into a cohesive gameplan.

You don’t need to be a combo master or a fighting game historian to do any of this. All you need is determination, focus, an open mind, and a little bit of humility. Believe it or not, you can win almost any match using only normal moves, throws, and a solid defense. Remember, there’s nothing wrong with losing as long as you walk away having gained (aka learned) something. On the other hand if you walk away frustrated, then you’ve wasted an opportunity to analyze a formidable opponent or a difficult character matchup.

 
ComboVid.com - Fighting Game Combos, Tutorials, Matches, Screenshots, and Strategy

Of course, the magic ingredient is practice. Theory Fighter helps but there’s no substitute for twenty matches against the best player you can find. Nobody’s saying you have to play five hours a day, every day. But however much time you can spare, make sure you’re getting the most out of it. After a play session against a challenging opponent, try to remember which tactics gave you trouble and take notes.

If you can’t figure out an immediate solution to a threat, then plan on spending a little time in Training Mode finding the best counter. “Best” means the most reliable, most damaging, and safest one you can find (prioritized in that order). Nearly all recent fighting games allow you to record and replay training dummy actions, which is a convenient tool for finding ways to deal with a specific attack. Investing fifteen minutes here can save you from hours of headaches in match play.

Remember, the real “depth” of (good) fighting games is that any given problem has several solutions. Whatever your individual skill level may be, you can always find an answer that works for you.

The good news is, once you get good at (any) Street Fighter you’ll always be less than a week away from being good at any fighting or action game. It’s hard to find a genre that demands a more intense variety of skills from players. You’re expected to have excellent hand-eye coordination, fast reaction times, sharp puzzle-solving skills, the ability to frequently improvise under pressure, and a solid grasp of strategic planning. While it’s almost impossible to become a top player across multiple game genres, it’s much easier to jump from intermediate status in fighting games to intermediate status in any other kind of game than vice versa.

Fighting games are the Hyperbolic Time Chamber of the video game world.

Five Things I’d Try: Marvel Ultimate Alliance 2

What can i say? When it comes to Marvel characters, i’m a fan. It’s always good to see someone get it right, like the Iron Man movie and Hulk vs Wolverine cartoon to name a couple of recent successes.

MUA2 Iron ManThe X-Men Legends series (which became the Marvel Ultimate Alliance series) has always been a treat for us Marvel readers. Even though the gameplay can get a bit mashy/sloppy, the extensive variety of team combinations and powers is easily worth the price of admission, not to mention their excellent storytelling and dialogue. With the September 15th release date right around the corner, i decided to take a closer look at the trailers for potential combo ideas. Here’s what i came up with:

1) What’s the most damage you can do to one guy? Usually in these games enemies stop registering damage once they die, and it’s a lot harder to perform lengthy sequences on bosses because they have hyper armor. My bet is on the fusion between Thor and Mr. Fantastic. It looks like a whirlwind launcher followed by one power slam, which will probably cause a lot more pain to a single target than the dispersion powers such as the fusion between Iron Man and Songbird. Plus Mr. Fantastic was an absolute monster in MUA1 – it’s always the characters you never suspect who end up dealing the most damage.

2) Iceman looks to be one of the more interesting setup characters in the game. His vignette trailer shows him freezing opponents, which can enable some nasty combos, especially if it works after a launcher. It’ll be interesting to freeze grunts and have Juggernaut run through them. If that prevents them from getting knocked away, maybe Juggernaut can rapidly stack up crazy amounts of damage.

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Weekly Screenshot: Avengers Assemble!

Some of you may have seen (and hopefully enjoyed) the fighting game screenshot gallery i compiled last year. It was well-received for a minute, and when i stopped posting updates a lot of people asked if i’d ever consider coming back to it. The concept seems like it would make a nice addition to this blog so i’ll be sharing a new screenshot every Thursday, starting with…

mvscu-ensemble-03

MvC Captain America’s shieldless c.HP startup (with the shield dropping into his hand) against Wolverine’s j.LK startup, with Thor assist entering and Shadow (Charlie) assist exiting. I don’t know what these guys want from you, but i’m getting out of the way.