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  The craziest thing about ... Street Fighter Alpha 3:
SFA3 Cody vs Rolento   SFA3 Birdie vs Sakura
Super shadows ignore superfreeze in most Capcom games, continuing to animate without pause. Normally this has no tangible effect on gameplay, but SFA3 Variable Combo shadows aren't your typical harmless decorations. They're capable of delivering attacks as well as creating projectiles. The first scenario is SFA3 A-Cody's lvl3 Dead End Irony superfreeze being used to narrow the interval between V-Rolento's HK Stinger and its VC2 duplicate. The second is SFA3 A-Birdie's lvl3 HP Bull Revenger (punch version) superfreeze closing the gap between V-Sakura's HP Hadoken and its VC2 replica. In both cases, one of the projectiles is an original and the other two are generated by VC shadows. Of course the first original had to be disposed of; otherwise Rolento and Sakura wouldn't be allowed to create another projectile. Luckily, VC shadows aren't subject to this regulation.   // 11.22.2008

  The craziest thing about ... Super Gem Fighter Mini-Mix:
GF Ibuki vs Hsien-Ko   GF Tessa vs Felicia
Every character in GF has unique animations reserved for getting burned, frozen, electrocuted, petrified, poisoned, painted, traumatized, enamored, whirled, and strapped to a rocket. The detail-to-buttons ratio is off the charts. The first is GF Ibuki after getting hit by a Skull item opposite Hsien-Ko after getting hit by Ibuki's D+S paintbrush. The second is GF Tessa after getting hit by a Flame item opposite Felicia after getting hit by a Lightning item.   // 12.29.2008

  The craziest thing about ... SNK vs Capcom Chaos:
SvCC Sagat vs M.Bison   SvCC Demitri Maximoff vs Dan
SvCC suffered from the CvS1 curse of having only four buttons, which meant most of the Capcom cast needed to forfeit quite a few normal moves. In a bizarrely valiant effort, SNK decided to make up for the loss by animating a ton of crazy new vertical jumping attacks for any Capcom character with multiple existing jumping attacks based on recycled sprites. The first example is SvCC Sagat's vertical j.HK against Bison's vertical j.HK and the second is SvCC Demitri's vertical j.HP against Dan's vertical j.HK looking somehow less goofy than Sagat.   // 11.16.2008

  The craziest thing about ... Street Fighter The Movie:
SFTM Zangief vs Lieutenant Cammy White   SFTM Vega vs Balrog
Where to begin? This entire game is pure unfiltered crazy. Everyone has two super moves - one classic technique with blue shadows and one original with red shadows. Interrupting active supers does not immediately erase their shadows. Instead they linger until either the character recovers from hit stun or until the shadows' preset timer expires, whichever occurs earlier. The first is SFTM Zangief's Flying Airplane Crunch red super grabbing Cammy's Cannon Thrust blue super. The second is SFTM Vega's Super Flip Throw blue super grabbing Balrog's Flurry Punch Frenzy red super. (These may or may not be official attack names.) Normally, SFTM throw supers don't imbue the opponent with trailing shadows, but catching an opponent's super move preserves their existing shadows for a time.   // 12.29.2008

  The craziest thing about ... Street Fighter EX series:
SFEX+ Evil Ryu vs Allen Snider
SFEX2 Guile vs Kairi
Evil Shoto Teleport maneuvers represent a rare category of true 3D movement in the SFEX games, making it possible to survey character models from almost any angle. The first is SFEX+ B.Ryu's F+KKK Teleport evading Allen's Guard Break. The second is SFEX2 Kairi's HP Shin Ki Hatsudo after using B+KKK Teleport to sidestep Guile's Opening Gambit. Incidentally, the way Arika interpreted Teleportation has always been one of my favorite things about the SFEX series.   // 09.30.2008

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