Archive for December, 2009

Weekly Screenshot: Please Wake Mary

December 31st, 2009 20 comments

The problem with taking screenshots in a game i’ve never played before is that everything looks cool at first. Well, we’ve got to start somewhere, right?


CB Jin’s Blodia cancels BIT High Blast into Planet Smasher as Mary’s Reptos performs Thunder Shaking so that both superfreezes occur simultaneously. Super moves are called Cyber EX attacks in Cyberbots – they cost full meter and they don’t have trailing shadows. The flames under their feet are special effects added by the stage, once the orbital platform begins descending into the atmosphere.

Whoever comes up with the best title gets to pick the next SF4 Biweekly TACV character! As always, the rules are one entry per person and i’ll choose my favorite on Monday.

Categories: Screenshots Tags:

SF4 Biweekly TACV 05: Rufus / C.Viper

December 29th, 2009 36 comments

This one wasn’t as much fun as i’d hoped. Either i don’t get these characters at all or it’s no accident that most Rufus and Viper combo vids are nearly identical. Well, here it is, with apologies for the delay.

0:11 The next-to-last hit of Space Opera Symphony sets up its melodramatic finisher by launching the opponent into an abnormally high arc reel. Interrupting it with a Akuma’s LP Zanku Hadoken allows Rufus to juggle with the LK followup to LK Messiah Kick instead, which has surprisingly higher juggle potential than Galactic Tornado.

0:23 The slow, acrobatic Spectacle Romance finisher requires its second punch to cause unbelievably long hit stun. Interrupting it with a projectile like Rose’s LP Soul Spark gives Rufus plenty of time to follow up with lvl3 Focus Attack. MP Spectacle Romance is used because the HP version is too slow to combo from c.LK and the LP version doesn’t have enough range.

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Categories: Combos, Transcripts Tags:

CV Spotlight: Doopliss’ SF4 Combo Video

December 27th, 2009 5 comments

If you liked the Fun With SF4 video posted here a couple weeks back, i think you’ll love this latest release from Doopliss aka DaDoppen. It’s five minutes of clever and unusual combos featuring nearly half the cast of SF4.

“What Just Happened?” – A Street Fighter IV Combo Video

My favorite part has to be the Abel rekka sweep juggle at 0:38. That looks too cool. There are lots of other great ideas throughout the video, like the original Chun Li combo at 2:33, a seven-hit Dan super juggle at 3:17, and a whole section of Honda combos starting at 1:33.

And if that wasn’t enough, check out the last Dhalsim combo. He manages to hit Seth after dizzying him! We haven’t seen anything like it before and frankly it makes no sense. It should be interesting to see if any other character can duplicate that feat.

Categories: Spotlights Tags:

Street Fighter Footsies Handbook, Chapter 4

December 26th, 2009 13 comments

Picture this: You’ve been dominating the match, you’ve got a sizeable lifebar lead, you’re nowhere near the corner, momentum is on your side, and all you have to do for a guaranteed win is stay in control for another fifteen seconds. The only obstacle in your path is your opponent’s fully charged meter. What do you do?

Whatever game you happen to play, for every single significant character matchup, you need eight to ten viable answers to that question ready to go at a moment’s notice. Otherwise you’ll find some serious nightmare comebacks waiting for you. There’s simply no denying the decisive impact of super moves in modern fighting games. If you don’t know how to bait your opponent into wasting meter, you may as well subtract the entire thing from your lifebar and try to win with whatever you’ve got left – not a bright idea.

Element 10: If your opponent has full meter and you can tell they’re eagerly fishing to land it, stay far away for a while then walk into their c.MK range and immediately block low. It’s a relatively safe gamble and if they take the bait, you can punish them or at the very least you’ll have neutralized the threat of their super meter. If you’re really advanced, you can take the hit with an airborne hop then pass right through the super. (Seriously though, it’s usually better to keep it simple. If your mindgames become too advanced for your opponent, your elaborate bait will fly right over their head and you’ll land on a “dumb” lvl3 super.)

Element 11: While on the receiving end of lengthy combos and rush sequences, a lot of players attempt reversal supers at difficult link junctions and possible breaking points. If you’ve caught your opponent gambling this way and you have a direct counter to their super move, sometimes it’s worthwhile to create an intentional gap during your attack string by inserting the appropriate counter. If it works, the advantages are numerous.

Element 12: When an aggressive opponent willingly resets the match by pushing you away, don’t spring for the first opportunity to make a major move. It could be a trap. Test the waters by whiffing a single low jab counter-bait or simply block patiently to see what your opponent has in mind. As luck would have it, both methods were demonstrated in under ten seconds at Evo2k5 by AfroLegends and s-kill, respectively. Sometimes remaining calm through a tense moment is all it takes to avoid defeat.

These examples barely scratch the surface of the countless meter bait setups utilized in tournament play. They vary based on character matchups, accounting for the properties and objectives of rival supers. Pick up as many as you can from various sources such as forum discussions, match videos, clever opponents, etc., and try them out for yourself. Memorize the dependable ones until you have enough variety in your arsenal to overcome predictability.

Rule #3: Constantly monitor your opposition’s state of mind. Certain aspects of footsies take advantage of an opponent’s hesitation while others rely on misdirecting aggression. Thus expecting passiveness from someone who has grown impatient can lead to disaster. As you practice against different players, try to detect which psychological stimuli nudge them in one direction or the other. For example, a flashing guard bar tends to make people jumpy with reversals and trigger-happy with supers. Conversely, having no meter against someone with full meter urges people to play it overly safe. Throwing a lot of fireballs lures some people into complacency while agitating others. Learn as many of these habits as possible and factor them into your decisions when choosing from your arsenal of tricks.

Categories: Strategy Tags:

Holiday Special: SF? Ryu Exhibition (HD Edition)

December 25th, 2009 3 comments

Merry Christmas! Here’s hoping everyone has a safe, warm, and fun holiday season.


I was planning to have this uploaded overnight, but technology rocked me. Exporting the uncompressed file took an hour and a half, the encoding process took ten and a half hours, uploading took two and a half hours, and u2b processing took another hour. Hopefully it was worth the wait though.

This is the Ryu combo video shown at Evolution 2009 and OzHadou Nationals 8 earlier in the year. I’ve re-encoded it in high definition quality for higher resolution playback, but more importantly for higher framerate. For a complete three-part transcript explaining each combo, please check here, here, and here.

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Categories: Combos, Screenshots Tags: