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SF2 Series Backwards Attack Conditions

December 22nd, 2009 Leave a comment Go to comments

In many advanced ST combo videos, you see someone cross up an opponent, and then hit them with an attack while facing the wrong way. Everyone knows that the crossup must barely make it over the opponent and that the follow-up must be performed as soon as possible, usually on the landing frame. However, there are quite a few additional conditions which must be satisfied in order for the attack to come out facing backwards.

The main trick lies in causing the dummy character to reel backward fully before you land. That way their head is extended past your body and the game takes longer to figure out that your opponent is actually behind you. Here are the basic rules which apply to most characters:

1) must use a medium or hard jump attack because light attacks don’t trigger full hit reel
2) opponent must be crouching because jump attacks cause more pushback against crouching characters, plus they lean back further
3) jump attack must hit early enough during jump arc to give opponent enough time to lean back fully before landing
4) 1P characters must cross up by jumping from left to right and 2P characters must cross up jumping from right to left

It’s much easier to perform against opponents who lean back farthest during hit stun, such as Blanka, Honda, and Chun Li. Certain characters have a much easier time getting this to work than others. Most notably, T.Hawk and Chun Li can bypass almost every rule listed above. It has to do with their flat descent arcs, as well as having crossup attacks with great vertical and backwards horizontal reach.

If you take a closer look at various classic combo videos, you’ll start noticing patterns and it’ll become easier to figure out which characters need to obey all the rules. Generally with Tosaka and zerokoubou videos, if they can find a way to break one of the rules above, they’ll show it off. If they abide by the rules, that probably means they couldn’t find a way around them with the character they were using and/or the combo they had in mind.

Another point to consider is that performing an early crossup attack during a forward jump can give your character too much extra air time to continue flying forward before landing. Depending on the unique jump arc of the character in question, putting that extra space between your character and the opponent can be a deal-breaker. That’s why a lot of backwards attack setups utilize the corner in one way or another. It’s also why vertical jumping attacks are employed so often in these setups.

Hopefully this information sheds a little light onto the subject and makes it easier for everyone to set up these combos. There are one or two additional rules but they’re hard to pin down and they don’t come into play very often.

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  1. CPS2
    December 23rd, 2009 at 05:20 | #1

    Great stuff. Rule #4 sounds a bit strange, I didn’t realise there was anything in SF2 that only worked on one side.

  2. Smileymike101
    December 23rd, 2009 at 05:57 | #2

    I saw a tutorial vid featuring bison,in which the guy showed in wich corner psycho crusher and scissor kicks cross up a downed opponent ,and in which corner they do not.Yes it is a strange thing.I have a felling that there are side specific things even in sf4.

  3. Kareeeeem
    December 23rd, 2009 at 08:45 | #3

    Rule 1. is not set in stone, it happens to me somewhat regularly when crossing up with Blankas j.lk. I’m also temped to say that it has happened with the opponent standing but am not quite sure of that.

  4. Kareeeeem
    December 23rd, 2009 at 08:48 | #4

    Oh, I should have read properly before commenting. I thought you meant that ruleset were mandatory conditions that everyone had to obey to get this result.

    Anyways great post, I always wondered how and why this happened.

  5. deadfrog
    December 23rd, 2009 at 14:59 | #5

    I never realized that punching someone in the back with your shoulder could be so complicated. {:-|

  6. Remxi
    December 23rd, 2009 at 16:53 | #6

    Mmm thanks for explaining this, I’d always wondered what the conditions for this to occur were. It’s kinda annoying when it happens in a real match though. :P

  7. Smileymike101
    December 28th, 2009 at 17:06 | #7

    can this be done in sf4?

  8. December 28th, 2009 at 17:41 | #8

    Not that i know of, but then again i’ve never seen anyone try.

    Though if it was possible, it probably would have shown up in a match video by now.

  9. Dammit
    December 28th, 2009 at 21:49 | #9

    Hm. Could we get some example video links?

  10. Dammit
    December 29th, 2009 at 21:34 | #11

    Cool, I get it now.

    Has it happened outside of SF2 at all?

  11. December 30th, 2009 at 03:34 | #12

    It happens all over the place in Street Fighter Alpha 2 and Zero 2 Alpha, mostly against Rolento and Sagat. Look up any zerokoubou video and you’ll see it.

    I can’t recall ever seeing it in SFA1 or SFA3. Wouldn’t be surprised if it was in SFA1. I’d be very surprised if it was in SFA3 though. It’s not in CvS or SF3 series as far as i know. Dunno about Marvel but the general rule is that everything’s possible in Marvel.

  12. January 2nd, 2010 at 02:03 | #13

    Hm, it’s possible that there are no backwards attacks in SF4 whatsoever. With the obvious exception of attacks which naturally hit in both direction, i’ve never seen that happen in matches. Not once.

    In fact if you record Gen’s mash punch special and jump over him, you can always hit him clean. Same with all of Bison’s Psycho Crushers and everyone’s Focus Attacks.

    It’s like the game considers you completely harmless if you’re facing away from your opponent. Doesn’t make sense.

  13. Dammit
    January 6th, 2010 at 19:23 | #14

    Here’s some examples from SF3 that I happened to see now that I know what to look for. They all rely on the opponent getting real close rather than the traditional jump-in.

    http://www.youtube.com/watch?v=gJxU–09mzU#t=1m16s
    http://www.youtube.com/watch?v=GEqiv02kDVE#t=1m29s
    http://www.youtube.com/watch?v=P9eraJ032Rk#t=1m37s

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