Monthly Archives: January 2010

Weekly Screenshot: The Forge of Vulcan

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.

cybotsu-gaits-helion-01

CB Jin’s Gaits recovers from the first uppercut of his Kuuzen Zetsugo super as Gawaine’s Helion’s j.LA descends from behind. Gaits’ uppercut specials face forward while active, then spin around during recovery. His Cyber EX move actually had to be performed facing left so he’d face right with his back turned.

Helion is probably my favorite character design in the game, but i couldn’t quite find a way to make him look cool in screenshot form. He stays in mech guise while grounded but transforms seamlessly into helicopter mode whenever he becomes airborne. Being a secret boss character, he doesn’t have a whole lot of normal moves.

SF4 Biweekly TACV 06: Cammy

Despite her devastating Cannon Spike juggles and her wide selection of frame advantaged normals, Cammy has a hard time adjusting to the SF4 combo system. She has no way to combo into lvl2 Focus Attack, and nothing sets up her divekick sequences except EX Cannon Strike or lvl2/lvl3 Focus Attack. Her inability to FADC into anything slower than 3-frame light attacks hurts too. She’s certainly not lacking in the stylish link department though.

Every combo in this video is character-specific, meaning each had to be tested against nearly the entire cast to find one viable dummy candidate. Even within the usual suspects – Seth, Honda, Rufus, Gief, etc. – every character’s ground hitbox has a slightly different shape.

0:11 While it’s impossible to connect two lvl3 Focus Attacks before an opponent falls over, landing a second lvl3 Focus Attack during the airborne part of crumple stun is a useful setup as well. Cammy takes advantage of its extended air reel to juggle meaty HK Spiral Arrow, which allows her to recover in time to connect HK Cannon Spike midscreen then cancel into LK Spin Drive Smasher. Even though the HK version of Spiral Arrow inflicts the least single-hit damage, it’s necessary because it travels the farthest of the three without any additional recovery time. For whatever reason, the HK Cannon Spike only seems to connect midscreen against Zangief, possibly due to his giant falling horizontal hitbox.

0:21 After the lvl2 Focus Attack, it’s important to get a little elevation on EX Cannon Strike for Cammy to land as deep as possible. Her s.MP, c.HP, far s.MP link sequence works on several characters, but HK Spiral Arrow only hits once against everybody except El Fuerte. Obviously landing that first hit is necessary to FADC and continue the combo. The second part is c.LK -> s.LK -> far s.LK, c.MP xx EX Spiral Arrow, which again connects twice. El Fuerte might have the biggest lower body hitbox while standing.

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CV Spotlight: SlimX’s Random 3S Videos

Third Strike combo legend SlimX has begun posting uniquely original 3S clips on a weekly basis. Anyone who’s stuck with the game since the early days knows how difficult coming up with new material has become, considering everything that’s already out there. Four pieces are currently available, with many more on the way if you follow his channel.

Random 3S Video #1 | #2 | #3 | #4

Some of these are combos while others are simply interesting situational occurences within the Street Fighter 3 engine. Either way, they’re very entertaining to watch, whether or not you still play the game. Personally i love this kind of stuff, so i’ll probably bring it up again in a month or two, when there’s a new batch out and when it’s a slow combovid week otherwise.

Street Fighter Footsies Handbook, Chapter 7

This week’s installment highlights assorted tricks of the trade which may help refine your game further. When combined with the basic tools outlined in previous chapters, your characters will become even more elusive at mid-range.

Element 19: Whiff a crouching light attack as bait, then cancel its recovery into an evasive standing light attack. For most characters, the preferred ploy would be chaining c.LK into s.LP because the c.LK’s outstretched vulnerable area will be replaced by the relatively safe s.LP hit box. Any low poke meant to punish the low short will pass harmlessly under a standing jab. Some game engines don’t allow kicks to be chained to punches, in which case c.LK to s.LK is the next best choice – especially if that character’s s.LK narrows their baseline hit box by kicking high with their front leg.

Element 20: Leverage the threat of an effective poke to secure an extra step forward, then use it to set up a throw mixup. Watch ShootingD follow a slow fireball into c.MK range, then hover menacingly over that spot for a moment before advancing to land the throw. It worked because prior rounds had taught his opponent to respect his precision with c.MK and fireball spacing. Of course, the direct counter to that maneuver is simply marching in without hesitation and throwing him first, as Aniken irreverently demonstrates shortly thereafter.

Element 21: After blocking a long-range jump attack, try walking backward instead of low blocking if you expect your opponent to attempt anything fancy. For example, if Ryu tries to catch Guile with a delayed sweep, Guile can walk out of range to make it whiff. Obviously this tactic should be used sparingly because it would make an awful primary strategy. However, it’s a great way for solid defensive characters to frustrate opponents who already have trouble finding a way inside. Walking backward before blocking the jump attack also helps mess with their spacing.

Element 22: Make your opponent block your poke at the exact distance so that their counterpoke will barely whiff from where they end up. If you poke from too far away, they won’t want to push a button. The closer you get to that perfect distance where their counterpoke misses by a pixel, the more enticing that button will seem in their eyes. Doing this well hinges on one crucial secret principle: In most fighting games, crouching makes your character bigger and blocking makes your character bigger. Don’t crouch and don’t block!

Such specialized tricks may not factor into every match you play, but there are literally hundreds of them – if not thousands. Every minor advantage counts towards giving you an edge over the competition. Playing footsies against someone means putting up everything you’ve got against everything they know, so everything counts.

Classic Combo Challenge 03: Magneto

About time for some Marvel love, wouldn’t you say? Although i may have accidentally recorded the meanest bonus combo ever.

Magneto’s Magnetic Shockwave super causes Flying Screen and has a lengthy recovery period. It usually ends combos in decisive fashion.

Challenge: In any Marvel series game, combo three or more Magnetic Shockwaves without dizzying the dummy inbetween.

Obey standard meter limits. (If you plan on using more than the game’s default super meter maximum, make sure to disable infinite meter settings so we can see gauge levels rising and verify that you’re recharging enough extra meter during the combo.)

Make it stylish!