Monthly Archives: February 2010

CV Spotlight: SlimX’s Random 3S Videos Continued

Ready for another batch of 3S craziness? Third Strike combo legend SlimX is back with more bizarre discoveries! (He’s back in the sense that he never stopped, which still kind of counts if you squint metaphorically.)

Random 3S Video #5 | #6 | #7

The fifth and sixth one are combos – unique, to say the least. In fact, i liked the fifth one so much that i (unwittingly) requested a slow motion replay and he was kind enough to oblige. Check out how those sound effects go from funny to awesome to soul-piercingly eerie!

Right, anyway, the sixth one is very stylish and the seventh covers a few bonus stage glitches. And the best part is, i’m sure there’ll be more on the way soon. Keep ’em coming dude!

Street Fighter Footsies Handbook, Supplement B

After reading over ten chapters on footsies, by now you should have a fairly good idea of what the playing field looks like, where you stand on it, and where to go from here. Well, what if you realize you suck at footies? Worse yet, what if none of this seems appealing to you? My advice would be to keep at it. Developing solid fundamentals requires practice, effort, and time. Don’t bother chasing after shortcuts. You’ll only end up with more holes.

That said, you don’t necessarily have to play footsies if you don’t want to. There are other valid approaches to fighting game success. Of course it’s not as simple as ignoring the matter, because if your opponent knows how to play footsies properly, they’ll draw you into it whether you realize it or not. You’re bound to get demolished whenever you let that happen.

Therefore you must find ways to actively avoid, escape, or otherwise negate your opponent’s ability to hurt you through the offensive methods we’ve reviewed thus far. It’s extremely difficult to manage against seasoned veterans, but then again it’s probably more sensible than trying to beat them at footsies.

The universal solution can be split into two main categories: extreme defense and extreme offense. Both styles are geared toward staying out of mid-range, where skillful footsies are most effective. Additionally, there are countless matchup-specific means of bypassing footsies for various periods to various degrees, but they’re too narrow in scope to discuss here.

Extreme defense involves a lot of blocking, walking backward, and outright running away from the first sign of trouble at every safe opportunity. The goal is to take someone out of their gameplan through sheer frustration. This strategem dumbs down the game enough to level the playing field, thereby reducing the overall effectiveness of ground fundamentals. Simply put, you’re trying to avoid footsies by operating well outside that hazardous mid-range zone.

Extreme offense entails constant reckless attacking, dashing in, crossing up, and maintaining overall consistent pressure. As above, the goal is to rattle someone enough to lure them into equal or greater recklessness, abandoning their gameplan in the process. Obviously this manner of all-or-nothing gambling is highly inconsistent, but on a good day it can lead to lucky wins against even the best players. In other words, you’re trying to negate footsies by crossing over the mid-range boundary and relentlessly sustaining close combat.

Stage position is important as well. It’s critical to keep out of corners at all times when fighting corner pressure specialists like Guile and Sentinel. Against some characters, such as Urien and Gouken, it’s better to stay midscreen in general because their damage potential is far more reasonable away from those combo-empowering walls.

Sometimes it’s simply wiser to run away and build meter, when it would tilt the matchup scales heavily in your favor. For example, ST Dhalsim has direct reactionary counters to everything Ryu can do, but gaining access to his Shinkuu Hadoken super gives Ryu instant comeback potential. It’s also smarter to run away from an opponent who already has meter, rather than face the possibility of single-combo death when you’d need to land three combos to win.

As you can see, there are quite a few situations where it’s easier to avoid playing footsies. Never underestimate the power of blocking, because it’s much safer than trying to be a hero all the time. Calmly do whatever it takes to win tournaments. However in training, i wouldn’t pass up the opportunity to practice footsies against better players, because you’ll probably learn more from an intense loss than a mindless win.

Weekly Screenshot: Archfiend Waltz

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.

vsav-demitri-jedah-01

VS Demitri’s Demon Billion swarm follows Jedah’s backdash. It’s not very advanced technically, but i like the way it looks. Plus the game is called Vampire Savior, so its two central vampiric fighters deserve to be in the limelight, right?

SF4 Biweekly TACV 08: Rose

Despite her relatively useless Illusion Spark ultra, Rose’s ability to reflect projectiles makes her one of the most versatile combo characters in Street Fighter IV. Most of her combos tend to be short, but there’s always something uniquely interesting taking place.

All three regular versions of Rose’s Soul Reflect work on normal projectiles only. Nothing works on super fireballs, but EX Soul Reflect works on EX fireballs. However, its combo use is limited because Rose lacks sufficient juggle capability outside of her Aura Soul Spark super, which of course requires full meter. Absorbing any projectile with LP Soul Reflect raises the damage and stun output of her next Soul Spark or Aura Soul Spark by 5%, up to a maximum of 35%.

0:11 Rose absorbs seven of Seth’s Sonic Booms before the combo, to raise her base Aura Soul Spark damage from 300 to 407. Even though her LP Soul Spark would’ve done more damage than a reflected Sonic Boom, it would’ve used up the absorption bonus. Starting with a reflected LP Sonic Boom saves the 35% damage bonus for her super. Seth’s EX Tanden Engine pulls her closer while creating a meaty setup for both projectiles. She has to delay the Illusion Spark ultra slightly, to allow four hits of Aura Soul Spark to connect. The fifth hit must whiff because it would knock Seth down. This combo deals 659 damage and 50 stun.

0:25 Rose absorbs seven of Gouken’s Gohadokens before the combo to upgrade Aura Soul Spark damage. Gouken’s Gohadoken causes a free juggle state whenever it hits an airborne opponent. Rose’s HP Soul Reflect sends the fully charged LP Gohadoken diagonally upward, evading the second LP Gohadoken as Gouken cancels into LP Forbidden Shoryuken to cross the first one. Rose redirects the second one horizontally using MP Soul Reflect, then closes the gap with DF+MK and connects with F+HK since Gouken is in free juggle state. For whatever reason, F+HK is a knockdown attack so she gets to juggle with HP Aura Soul Spark. This combo causes 557 damage and 410 stun.

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Five Things I’d Try: SSF4 Ultra Sonic Hurricane

Now that we’ve finally seen the first official Super Street Fighter IV footage of Guile’s Sonic Hurricane ultra, i have no excuse not to babble about it on sonic hurricane dot com. (Click on the purple-colored “II” link to check it out.)

Right off the bat, i have to say that i’m pleased with the way it looks. The total number of hits is somewhat underwhelming, but the cool startup animation makes up for that. Judging by the sound effects, it appears to kill Bison after only two hits but continues connecting, which means it has at least some juggle potential. Hopefully it works as well as Ryu’s Metsu Hadoken ultra currently does.

1) The first order of business is figuring out how it interacts with other projectiles. Can Guile perform Ultrasonic Hurricane while he has an active Sonic Boom onscreen? How about vice versa? If an attack interrupts Guile after he summons it, does it stay active or disappear immediately? What happens if it collides with a multi-hit projectile like Ryu’s Shinkuu Hadoken?

2) Assuming the last hit causes the knockdown, it should be possible to keep an opponent grounded by nullifying it with a slow projectile at the last moment. It looks like Guile recovers relatively quickly, so maybe it’s possible to continue the combo. Starting a combo this way may even muster enough damage to potentially kill Seth.

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