Monthly Archives: January 2010

Things Street Fighter IV Got Right

With SSF4 on the horizon, now’s a good opportunity to reflect on SF4 in appreciation of all the ways Capcom went that extra mile to make us happy.

    Classic Characters, Oldschool Gameplay
It may be missing all the delicate bells and whistles of Capcom’s recent titles such as CvS2 and MvC2, but Street Fighter 4 brings back the focus on solid fundamentals which made SF2 so popular. In true Street Fighter fashion, victory is all about having a solid ground game, keeping your cool, measuring up your opponent, and adapting your gameplan.

    State of the Art 3D Animation
When SF4 was announced, most die-hard Street Fighter fans would’ve told you they wanted 2D sprite animation from Capcom. That’s because Capcom’s previous ventures into creating 3D SF games were less than aesthetically pleasing. However, SF4’s art direction and attention to detail are nothing short of breathtaking. Every trace of motion is so fluidly animated that superfreeze unlocks a hidden wealth of never before seen frames!

    Character Style and Balance
One of the most amazing things about SF4 is how completely familiar every returning character feels. Balrog has never been in a 3D Street Fighter game before, yet he actually plays exactly like you would expect Balrog to play in a 2D Street Fighter game. Even the new characters, who seem wacky and outlandish at first, feel like real Street Fighter characters. This was no accident. The dedication of all the excellent designers, programmers, and artists involved with the game’s development shines through.

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SF4 Combo Challenge 06: 700 Class

Considering Cammy’s known combo limitations, this seems like an excellent time to expand the scope of these challenges to include multiple characters. I’m looking forward to this edition’s results because if enough people get involved, i think we can all learn a lot about circumventing SF4’s damage caps and its game engine in general.

SF4 contains one of the sharpest damage reduction scales ever found in a Street Fighter combo system.

Challenge: Using a single combo with any character, get within 50 points of killing any dummy character. (Character vitality values can be found on the Shoryuken Wiki.)

Rule #1: Start the opponent with 100% vitality and 0 stun.

Rule #2: Obey gauge limits. (Set S.C. Gauge to Refill but use only 4 stocks. If you plan on building enough meter to use 5 or more bars, set S.C. Gauge to Normal or Max Start so we can verify your method. Keep in mind that super meter charges slower during combos.)

Rule #3: No duplicates. (Look through all existing submissions to make sure your idea hasn’t already been recorded. Don’t worry, if two people independently upload the same combo within hours of each other, i’ll accept both.)

CV Spotlight: Marvel vs Capcom Combos 2010

Sadly, this project is a farewell video for long-time combo makers AC-Slayer and Hyper Sonic, featuring special guests Toxy and Vice Versa. It’s not every day you see nearly twenty minutes of new material for games as thoroughly explored as the emulated Marvel titles. Needless to say, it’s definitely worth a look if you have even a passing interest in the series.

Marvel vs. Capcom Combos 2010 | Part 2

They demonstrate quite a few elaborate setups which keep secondary characters onscreen long after they were supposed to leave. Once active, these glitches are utilized for various purposes including continuous triggers for Wolverine’s suki cancels at 2:47, interrupting Zangief’s attacks at 7:00, and negating Jin’s pushback at 12:44. The video even includes bonus MSF combos at 4:54, PSX version MvC1 combos at 8:50 (allowing additional super cancels), and XSF combos at 10:43. It’s just fun to watch, plain and simple.

Street Fighter Footsies Handbook, Chapter 8

One of the most useful tools in footsies is the hopkick. Not every character is lucky enough to have one, but those who do tend to rely heavily on its offensive utility and mid-range control capabilities. Let’s take a look at some examples.

Element 23: Hopkicks are practically free after certain moves, at certain ranges, in certain matchups. Become familiar with all of these safe setups, because as long as your method of attack requires huge risks to counter, you’ll remain in charge of the match. Once you get your opponent thinking they need to psychic uppercut, that’s half the battle won. Then all you have to do is follow through, bait it, and punish conclusively. Hopkicks are a good offensive foundation because they automatically avoid low attacks, they’re too quick to counter on reaction, and they travel forward so it’s difficult to make them whiff. They accomplish several goals even when blocked: you establish momentum, you build meter, you drain the opponent’s guard bar, and you back them into the corner or push your way out.

Element 24: Up close, hopkicks can be used to extend offensive sequences or interrupt telegraphed poke strings. Some are even considered truly airborne, temporarily rendering them immune to throw attempts. Since hopkicks trump such a wide array of defensive attacks, their threat alone is enough to scare experienced opponents into blocking passively, which opens up all kinds of throw opportunities.

Element 25: Characters who possess air divekicks without minimum jump height requirements can adapt them to mimic the tactical functionality of hopkicks. Examples include ST Dhalsim’s j.D+MK drill, SF4 Cammy’s Cannon Strike, SF4 Rufus’ j.DF+MK divekick, CFE Anakaris’ j.DF+K divekick, and XSF Wolverine’s j.D+MK divekick. As long as it can float directly over an opponent’s low attacks and recover faster than they can react to anti-air, it’ll provide a huge offensive boost to your gameplan.

Remember, you aren’t trying to win the match with hopkicks alone. Never get caught up in overusing them to the point of becoming predictable, abandoning your gameplan, or forgetting other effective tools in your arsenal. Utilize hopkicks just enough to discourage an opponent’s best counterattack options and seize the opportunity to expand your offensive scope.

Element 26: What’s the best way to counter hopkicks? In most cases, preventing opponents from establishing that ideal range is the wisest solution. Once they’ve already found it, the safest response is to block and think about what they’re going to do next, then capitalize on your prediction or escape to a superior position. One hopkick by itself won’t cost you the match, but feeling pressured might. Beyond that, it’s up to you to find optimal counters for each matchup. (Protip: Try standing jab – it works against divekicks too!)

Trivia Quiz 02: Superior Turbulence

This challenge consists of thirty-five trivia questions focusing on both CPS2 SF2 games: Super Street Fighter II and Super Turbo. Answer as many as you can off the top of your head and post them as a single comment, without reading through anyone else’s responses.

There are no prizes so there’s no incentive to cheat. Obviously you can do a little research if you like, but it would take too long to verify every single answer. This shouldn’t take anyone longer than an hour to get through. Questions phrased in plural may have singular answers.

Roughly one month from today, i’ll make a separate entry containing all of the answers so you can check how many you got right and find out what you missed. In the meantime, good luck!

 
Super SF2 Questions

01) SSF2: Generally speaking (exceptions aside), how many new costume palettes did the average returning fighter receive?

02) SSF2: How many moves require two or more different buttons to perform?

03) SSF2: Which characters have projectiles that dissipate on-screen?

04) SSF2: What property makes Vega’s Izuna Drop unique among all other throws?

05) SSF2: Rank the four dizzy types in order of rarity.

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