Monthly Archives: February 2010

CV Spotlight: SF4 Combo Video Rally

What can i say? The SF4 combo videos keep on coming. I guess everyone’s trying to wrap up whatever they were working on in time to prepare for Super Street Fighter IV.

SF4 Combos and Music 1 | Combos and Music 2

Out of the blue, desk is back with not one but two SF4 combo videos, in addition to an expanded edit of the first one showing the more complicated setups in full. His band even recorded the background music for the first installment. Both are very fun to watch, with snappy pacing and high-quality content. If you’ve been waiting to see some advanced M.Bison material, you won’t be disappointed.

-SFIV Combo Lab- Subject: Seth | Subject: Gouken

Combonauts team members Tigre III and Krusan have put together two excellent combo videos featuring two of the most fleshed out combo characters in SF4. Check out that first Seth combo against Blanka with the perfectly spaced c.HP juggles. Or the corner LP DP combo against Abel at 2:15. There are plenty of great minor details too, such as the smooth teleport transition at 3:32 and the way Seth knocks off the wing at 5:52. And again, the whole Gouken video is just plain fun to watch.

Breaking the Rules of SF4 | Part 2

Newcomer Smileymike101 has put together an insanely thorough combo video focusing on a handful of rarely explored characters. Don’t let the capture quality or video runtime fool you. This is extremely innovative material, both in terms of the results as well as the methods he devised to achieve them. I love this video because it reminds me of the videos i was making around this timeframe of CvS2’s evolution.

Guide to Impractical Street Fighter 4 Combos

Finally, error1 brings us a light-hearted narration of different approaches to constructing exhibition combos in Street Fighter IV. He explores a wide range of characters and styles, ending up with some very creative tool-assisted combos. He even expands on the Seth dizzy ultra setup demonstrated by Smileymike101, adapting it to work with Sakura and Ken’s ultras.

Street Fighter Footsies Handbook, Supplement A

Make no mistake about it, mid-range projectiles are absolutely a major facet of footsies. In fact, their uses are so diverse and their impact so significant that it’s impossible to cover everything in one article. I’ll attempt to provide a conceptual introduction instead.

Tactically speaking, a fireball is a relatively slow poke with good range. Ideally you want to rely on attacks with roughly 4-5 frames of startup, which recover quickly. By contrast, projectile specials typically have over 10 frames of startup followed by lengthy recovery periods.

To compensate, projectiles possess one exceptional property: their active hit box is invincible.

With physical attacks, effective range and vulnerable range are approximately equal. Even if you have a full-screen normal move like Dhalsim’s s.HP, whiffing it in front of Dan still gives him an opportunity to retaliate. Furthermore, Dan’s invincible Koryuken will counter Dhalsim’s s.HP from any spot inside its range. These basic principles form the foundation of footsies.

The rules of engagement change when dealing with fireballs. Counteracting the opponent’s attack is no longer enough to hurt them because projectiles are independent entities. Thus, your table of counters shifts dramatically.

Most importantly, you lose the option to retaliate after standing back, because projectiles will continue advancing until they make contact, at which point you’ll be pushed out of range. In fact, the longer a projectile travels before connecting, the more frame advantage it creates for its owner.

Projectiles can be utilized as pokes just as easily as normals can. Fireballs can apply pressure, beat out mistimed normal attacks, repel aggressive opponents, and punish mistakes. There’s no unwritten law restricting pokes to normal moves. Some fireballs even knock down, which makes them viable as midscreen counterpokes. Even if they carry frame disadvantage when blocked, most opponents are rendered incapable of retaliation after getting pushed so far backward.

Two direct universal methods of dealing with projectiles are jumping over them and stuffing them during startup. Jumping is always risky, but the reward is high provided you land a damaging combo. Using a quick poke to prevent the fireball from coming out involves less committment. However, it does require you to stay within close promixity, which is a challenge against fireball characters. It’s always wise to build meter as you work to close the gap, because even the threat of a super move can be enough to discourage opponents from throwing fireballs – tipping the matchup advantage in your favor.

The entire strategic landscape of Street Fighter changes dramatically once you begin thinking of projectiles as components of footsies. Fireballs are what transform Shotos from mediocre poking characters into mid-range powerhouses. The difference between a beginner and an expert player is immediately apparent from how well they apply fireballs in footsies.

Guest Article: How to Use AutoIt

As several people have inquired about tool-assistance in recent weeks, error1 was kind enough to provide a detailed introductory overview on AutoIt. This scripting program is designed to automate complex input tasks, which is a convenient way to execute prohibitively difficult command sequences in PC platform games such as SF4.

 
When Street Fighter 4 came out for the computer, I was practicing AutoHotkey. It worked fine, but had some consistency issues. On gilley‘s advice, I started using AutoIt which seems to be much more consistent. People have asked me how to script in Street Fighter 4 and it being the purpose of this article, I will lay it out for you in some easy-to-follow steps.

But first, a common-sense warning: Please don’t use any of these scripts while playing online matches. It’s just plain cheating and gives all of us TAS’ers a bad name.

1) Install the computer version of SF4. This method can’t help you with PS3 or 360 versions.

2) Download and install AutoIt.

3) Now let me show you a very simple script.

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Weekly Screenshot: Aurora Disruption

Whoever comes up with the best title wins a Street Fighter 15th Anniversary Ryu figure. As always, the rules are one entry per person and i’ll choose my favorite on Monday.

nwarr-hsienko-pyron-01

NW Hsien-Ko’s Tenraiha begins dropping spiked spheres while Pyron’s PPP Cosmo Disruption detonates as he adds an LP air Soul Smasher. Hsien-Ko is shaded blue because all characters cycle through a random color spectrum during EX moves in Night Warriors.

Interview with Alex “CaliPower” Valle

I’ve known Alex Valle since 2001, back in CvS1 days. Apart from consistently being one of my favorite players to watch, he’s also been a great friend and mentor. With SF4’s unbelievable popularity, thousands of new players have joined our community – eager to learn, without any access to old stories. I hope this interview sheds some light on how someone like Valle got started and how he got to where he is today.

 
Maj: Let’s start off with a little background info. What was the first tournament you entered? Do you remember how well you did?

CaliPower: First tourney I entered, I went out in two, lol. It was an original SF2 WW tourney and I lost to a Guile player and a Sim player.

 
Valle Vs. Watson For The Right To Fight Alex WolfeMaj: Really, World Warrior? I didn’t know you were that oldschool. Who’d you use?

CaliPower: Ken.

 
Maj: Nice, Shotos from the start.

CaliPower: Yessir.

 
Maj: What was the first tournament you won?

CaliPower: I won some random video store SF2 WW tournament that had like 10 people, I think. I didn’t enter tourneys after that until Alpha 1, where I met Watson.

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