Monthly Archives: October 2009

So What’s the Grand Plan Here?

So far things have been going okay – not great, not terrible. Since adopting this update format, there have been some encouraging moments along with more than a few disheartening moments, but i’ve decided not to let it bother me. I’ll keep going until at least the end of the year before i take a serious look at the numbers to determine whether this is worth continuing.

For those of you asking for a schedule, the tentative plan is to post a technical/combo article every Tuesday and a strategy article every Saturday, with a new screenshot thrown in every Thursday. On Sundays i’ll highlight a particularly cool combo video released recently (by someone else). The rest of the week will vary.

Regarding the layout, here’s how i see it playing out. At some point someone will call it ugly and several people will nod silently, including me. Then a brave soul will emerge from the nodding masses and offer to help me make it less ugly. I’ll do what he/she says, and either make everyone happy or lose everything to hackage.

For those of you asking how you can help, there’s really not much to be done apart from posting comments when you have something to say or a question to ask. There are obvious benefits to having some discussion to go along with these topics because there’s always more to examine, and someone always says something interesting that i hadn’t considered. At the same time, i know that most people who see something cool here will want to discuss it with their friends first, so the SRK people will go back to SRK, etc. I’m not going to bother trying to fight that.

Like i mentioned at the beginning, if it seems like people are enjoying this stuff and if i can find a way to earn minimum wage based on the hours i spend producing content, i’ll gladly keep doing it indefinitely.

CV Spotlight: Nox’s Street Fighter Story

As much work as it must have taken nox to produce these two videos, it’s crazy how few views they’ve gotten.

SF4 Ryu Combo Movie Vol.1 | SF4 Ryu Combo Movie Vol.2

First of all, the editing is great. Not too intrusive, but still noticeably stylish. He makes good use of customized PC version skins to mark the divides between chapters within the videos, especially the transition between volumes one and two.

Combo-wise, the coolest clips are at 1:33 in the first video and at 0:26, 2:02, and 2:12 in the second video. Admittedly some of the footage does get repetitive and it seems like he recorded a little too much filler to allow the song tracks to finish. (Great choice of music, by the way.) Still, definitely worth a look and a high rating.

The Classics

The Street Fighter series has gone through several major arcs over its 20+ year history. Each new release has received heavy tournament play all over the world for many years at a time. In order for a competitive game to survive under such harsh conditions, it must be elegantly designed, meticulously balanced, and of course somewhat lucky. After all, if a team of fifty designers and testers spend two years working on a game, a community of a fifty thousand players will surpass their combined man-hours within the first week of public availability. Here’s the widely accepted list of Capcom fighting games to have passed the test of time.

Street Fighter II Series

SF2: Hyper Fighting – Quite possibly the purest Street Fighter game ever made, HF demands incredibly sound fundamental skills without providing any super moves or custom combos to bail players out of tough spots. Its quick pace builds reaction time and helps improve concentration. Almost every character on the roster is competitively viable and the top tier contains a broad variety of styles. It may seem a little intimidating at first, but HF is easily one of the most accessible Street Fighter games ever produced in terms of how long it takes to reach “the good part” of competitive play.

Super SF2 Turbo – Even after fifteen years, ST remains widely supported in the tournament scene. It introduced super moves and throw softening to Street Fighter, along with countless new bells and whistles such as overheads and juggle combos. No advantages transfer from round to round because super meter levels do not carry over. The established top tier contains at least five characters: Dhalsim, O.Sagat, Vega, Balrog, and Ryu – with Bison, Chun Li, and Dee Jay also making strong showings.

The Rest – World Warrior is always fun to play for nostalgia’s sake, just to see how many things have changed since the beginning. However, WW is inherently flawed due to the inability to choose the same character as well as the lack of reversals to escape throw setups. Champion Edition solves the reversal problem, but doesn’t properly balance the boss characters – especially Bison, whose insane Scissor Kick frame advantage actually leads to lockdown strings. Super Street Fighter 2 managed to hurt the entire Capcom fighting game scene with its painfully slow gameplay after Hyper Fighting raised the bar across the board. Many years later, Hyper Street Fighter 2 mixed together all these versions to create an entertaining but ultimately unbalanced mashup, with several unpleasant control bugs to boot.

Street Fighter Alpha Series

SFA2/SFA3 – Depending on who you ask, either Alpha 2 or Alpha 3 (but usually not both) will be listed as a classic title. In a lot of ways, SFA2 revitalized the Street Fighter community after SSF2 drove so many people away. SFA2 is fast and chaotic fun, yet still fundamentally sound in terms of what it takes to win. By contrast, SFA3 is one of the most technical Street Fighter games ever created, with a wonderfully unique combo engine to explore. Most importantly, A2 and A3 changed the fighting game genre forever by introducing two different kinds of Custom Combos. It’s impossible to discuss either game without delving into the merits and downfalls of the Custom Combo feature. Therefore it’s not surprising that most of the disagreement between A2 fans and A3 fans comes down to CC preferences. A2 Customs generate insane amounts of damage for relatively little work, but thankfully they’re over very quickly. A3 Customs manifest with much greater diversity and require way more technical skill, but they can drag on forever.

The Rest – As with many of Capcom’s first attempts, SFA1 is relatively slow, somewhat bland, contains some new poorly designed or implemented feature (in this case cast-wide chain combos), and contains one or two massively overpowered characters (in this case Ken and Guy). Street Fighter Alpha 2 Gold (or Street Fighter Zero 2 Alpha in Japan) were both slight upgrades over SFA2, with slight changes made in the interest of balance – Alpha Counters costing an extra half level of meter and weakening Custom Combos in every way. However, these upgrades have never been well-received by the Capcom fighting game community because nerfing everything usually comes off as a lazy shortcut and makes the game less fun. Hyper Street Fighter Alpha is a mashup of the entire Alpha series similar to HSF2, but HSFA received too little tournament play to accurately determine its status, despite being obviously more polished than HSF2.

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Combo Maker Interview Madness!

Jason Begy (aka Slartibartfast on SRK) recently conducted two interviews with combo video authors as part of a GAMBIT media studies research project focusing on unconventional ways of interacting with games.

The first one is an interview with jchensor in which they talk about how he got started making videos, what his primary considerations are, who he makes videos for, and his influences. Retrospective stories are always fun to read, and he also makes some insightful comments about 538/kysg‘s outstanding 3rd Strike video series. (Ignore the stuff he says about me though – unnecessary and way too flattering.)

An Interview with James “jchensor” Chen

The second one is actually an interview with me, comprised of basically the same questions. Different answers though. Except for the parts where we both talk about how long we’ve been official members of the TZW fanclub and how we’re excited about preordering special edition gold-plated 20th anniversary membership cards coming out in 2011.

An Interview with Maj

It was a lot of fun (and a little bit surreal) participating in this study. I’m definitely looking forward to future installments with other combo authors! It’s always cool to see how other active participants view this hobby of ours.

The Singapore-MIT GAMBIT Game Lab is a collaboration between the Massachusetts Institute of Technology and the government of Singapore created to explore new directions for the development of games as a medium. GAMBIT sets itself apart by emphasizing the creation of video game prototypes to demonstrate their research as a complement to traditional academic publishing.

Weekly Screenshot: Gymnastic Revenger Crush

Birdie and Sagat are determined to win the Shadaloo Gymnastics Competition this year, because it’s time someone taught that smug bastard Vega a lesson. (Mostly about being nicer to Birdie and leaving people alone when they’re having a bad hair day. Not about gymnastics though. Vega’s really good at gymnastics.)

sfa-gymnastics-01

SFA Birdie whiffs vertical j.HK over Sagat’s wakeup animation, after knocking him down with meaty c.HK sweep. It would’ve been nice to get Birdie a little higher but that’s as high as he goes. Bet you weren’t expecting a storyline! (Or such a dumb title.)