SF4 Biweekly TACV 16: Dan

Dan’s limitations are as difficult to overcome as they are obvious. Despite gaining significant frame advantage from his fireball, his normal move arrangement denies him any natural Gadoken loop flexibility. Nearly every deviation requires meticulous character-specific setups. In a nutshell, Dan sucks at combos – adjust your expectations accordingly.

0:11 After trading a lvl3 Focus Attack with Rufus’ j.DF+MK divekick, Dan’s HK Airborne Dankukyaku connects once to send Rufus into knockdown state and again to raise the juggle count to one. Dan’s Hissho Buraiken super has zero juggle potential for the first hit, one for the second hit, two for the third hit, and onward incrementally with each successive hit. Fortunately he manages to reach the third hit before Rufus falls through.

0:23 Dan’s close s.MP causes abnormally lengthy hit stun at 26 frames, which outlasts hard attack hit stun of 21-22 frames. From certain ranges, Dan’s s.MP xx MK Dankukyaku crosses over crouching C.Viper, Sakura, and Vega – and connects despite whiffing the first kick, due to extended s.MP hit stun. The hard part is finding that range during a midscreen combo, since it looks much cooler outside the corner. The trick is to delay the FADC slightly, allowing Sakura to start reeling backward before trying to catch up to her. Otherwise the first few frames of Dan’s dash go to waste, and his walk speed is too slow to make up that lost ground.

0:30 Dan’s EX Gadoken generates +6 frame advantage and his close s.MP connects on the 6th frame, making them a perfect match. Few characters permit two s.MP xx EX Gadoken loops in a row, and even fewer after a point-blank EX Gadoken starter. Dan’s c.MK becomes active on the 7th frame, so it calls for additional frame advantage from the preceding EX Gadoken. The dummy character must lean back far enough during s.MP hit stun to delay EX Gadoken impact by at least 1 frame to yield +7 frame advantage. Only Vega and Sakura satisfy all of these conditions. This combo causes 495 damage and 660 stun.

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Worst Combo of All Time?

SF4 Dan TACV coming soon. (Lower your expectations! Dan is profoundly awful at everything.)

This has to be the most pitiful combo ever recorded, right? Zero damage, zero hits registered. Of course the juggle only works in SSF4 and i’m still working on SF4-exclusive material for Dan. Hopefully his episode will be ready toward the end of this weekend.

Challenge Roundup, Vol. 2

Lately a few people have been asking for new combo challenges, so here are some recent ones from various corners of the internet. Check ’em out and give them a try.

SSF4 Combo Challenge by Snoooootch

Simple mode: Without dizzying an opponent … Use a taunt in the middle of a combo!
Hard mode: Without dizzying or FA crumbling, use a taunt in the middle of a combo!

 
MvC2 Combo Challenge #1 by Romneto

Do a 100% damage combo to a 100% (standard) defense character by using no more than 2 super meters.

 
T6BR Combo Challenge Volume 2 by noodalls

uf+1 uf+2 uf+3 and uf+4 in one combo / All challengers welcome

 
While these aren’t all exactly brand new, nobody’s going to reject perfectly valid responses if you follow directions. Good luck!

Interactive Tutorial Mode Design Proposal

For newcomers to the genre, learning how to play fighting games involves a ton of failure and very little guidance or encouragement. Traditionally, every version of Street Fighter has presupposed a commitment from the player to learn the game at any cost. In all these years, fighting games have yet to make a serious effort to meet new players halfway.

SSF2 Guile normal far standing attacksCompared to a first-person shooter like Counter-Strike, there’s almost nothing intuitive about Street Fighter at first glance. What’s the strongest attack? What’s the fastest move? How do you block throws? How do fireballs work? How is super meter used? What does offensive crouch do?

How do you know when to use which button? There’s no clear-cut answer to that question. Their names don’t mean anything! Guile’s standing roundhouse kick serves a completely different purpose in SSF2 than the same exact button for Bison. Guile’s far s.HK is reactionary anti-air defense, whereas Bison’s far s.HK is an offensive mid-range ground poke.

Sadly, new players aren’t even told that the button layout isn’t meant to be organized by purpose or usefulness. At the very least, they deserve to be shown how to sort attacks into basic functional categories: pokes, anti-airs, knockdowns, overheads, reversals, etc.

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Super Fireball Battle – Deleted Scenes and Extended Cuts

As a long-overdue gift to everyone for helping me reach over 5000 u2b subscribers (and close to 100 twitter followers!), here’s an exclusive look at nearly every source clip that i prepared for last year’s massive sh/f Super Fireball Battle collaboration. Most of them were either unused or trimmed to suit the tempo of the composition. Now you can watch them in full for the first time, without any legitimate editing skills getting in the way.

sh/f Super Fireball Battle – Deleted Scenes and Extended Cuts

As a matter of fact, i wasn’t planning on releasing any of these clips, but this milestone caught me by surprise. By the time i noticed how close i was to 5000 subs, there wasn’t enough time to get anything ready – especially since i was already falling behind on SF4 TACV episodes.

Hopefully this small token of gratitude will suffice. Thank you all!