Monthly Archives: January 2010

1000 Subscribers!

It’s hard to believe that it actually happened – a thousand people subscribed to my u2b channel! It took a little over a year, but i didn’t expect it to happen at all. I’ve always announced my new releases on Shoryuken.com and i’ll always continue to do so. Since everyone knows, i didn’t think anyone would have a good excuse to subscribe.

A thousand people! That means i could take my Guile action figure to my friend’s house right now, switch on his angry head, and record a live action combo video against his Ryu figure. And one thousand people would watch it! How crazy is that?

Anyway i know it’s not a major accomplishment in the grand scheme of things and it’s certainly never been a goal for me, but it’s really cool to see it happen and i totally appreciate the support. Honestly i couldn’t decide whether or not to mention this here, but i truly am grateful and honored, and i can’t think of a reason to hide that. Thank you sirs and ma’ams.

Weekly Screenshot: Battle over Cybertron

Cyberbots has some of the most interesting backgrounds i’ve ever seen in a 2D game. They may not look like much at first glance, but there’s all kinds of stuff going on back there.

cybotsu-riot-swordsman-01

CB Santana’s B.Riot’s Graviton Field glides over Bao&Mao’s B.Swordsman’s air Far Trap Launcher as B.Swordsman air dashes upward and shoots out HA air Photon Splash. Elevating the camera via air dash is necessary to keep B.Riot’s head from being covered by lifebars, which don’t become clear when depleted.

Whoever comes up with the best title wins an oldschool Japanese SF2 Champion Edition Ryu vs Sagat pencil board. (It looks a lot like this.) As always, the rules are one entry per person and i’ll choose my favorite on Monday.

Understanding Combo Videos, Part 1

Since starting up my youtube channel roughly a year ago, i’ve come across quite a few “interesting” comments regarding combo videos. I’ll try to address some of them here.

Let’s start with a disturbingly common reaction to recent SF4 challenges. Almost every installment, someone comes along and says it’s too easy, writes out some vague theoretical solution, then demands props without ever bothering to verify the idea – much less record it.

This is a problem for two reasons. First, it’s disrespectful of those people who did put forth the time and effort into testing, performing, capturing, editing, and uploading a legitimate response. Second, it grossly underestimates what it takes to complete a working combo.

 
ComboVid.com - Fighting Game Combos, Tutorials, Matches, Screenshots, and Strategy

Building a combo around one significant new concept is never a one-step process. Assuming there’s always a direct route between an idea and a result is a huge misconception. Creativity simply doesn’t work that way. Whenever you come up with something new, it immediately branches off into numerous related somethings which require further testing and a slew of questions which need answering.

For every advanced combo in existence, there were dozens of unseen prototypes devised, developed, and abandoned in search of the optimal outcome. The vast majority of ideas simply don’t pan out, but every rigoriously tested light bulb adds a new puzzle piece to your repertoire. Most of the good ones can’t be obtained any other way.

Continue reading

CV Spotlight: wolverine-master’s Danger Room

This is the first tool-assisted combo video (of hopefully many) produced by wolverine-master and edited by Romneto. It focuses exclusively on Marvel vs Capcom 2 and features many uncommon characters. It’s well edited too – nice and clean with nothing distracting, and a clever intro/outro soundtrack replay trick which i’ve never seen before in a combovid.

The Danger Room

Highlights include the Charlie/Cyclops/Psylocke midscreen tag setup at 2:24, Iron Man’s triple Repulsor Blast at 2:25, and all the crazy midscreen Wolverine/Magneto tagging at the beginning of 3:20. The Servbot combo at 6:10 was very entertaining (especially the starter loop) and those Spider-Man s.MK to s.LP links at 6:59 were dope too.

And of course, the Cap doublejump cancel combo at 4:31 and the Spider-Man combo at 5:28 were fun to watch. It’s always cool to see classic heroes from the oldschool Marvel games.

Street Fighter Footsies Handbook, Chapter 5

One of the oldest textbook guidelines in Street Fighter is “Don’t jump.” That’s been true since the beginning with SF2: World Warrior and it’s still true today. When you jump toward your opponent, you surrender control of the joystick for two whole seconds. Think about that.

Hopefully stating it in those terms reveals the massive risk inherent in jumping. You’re essentially gambling with the momentum of the match every time you try it.

However, the confusing part of accepting this advice is that jumping can be secretly good in special instances – when set up properly. The real predicament is knowing how and when to jump. And if you don’t, then you’re better off adhering to “Don’t jump.”

Element 13: Give your opponent a good reason to throw a fireball then jump over it. Do you see how this concept revolves around what they want to do as opposed to what you want to do? It’ll only work if you successfully establish, without a shadow of a doubt, that you don’t need to jump to win. Watch how Daigo waits 65 ticks of game time before jumping forward at Watson. In fact, he makes it through the set’s entire first round plus 50 seconds of the second round without ever leaving the ground. How long do you spend observing your opponent’s rhythm before taking that chance?

By the way, the critical moment of that final round occurs at the 3:32 mark. That’s when Daigo was instinctively “supposed” to jump but didn’t. Watch the whole round from his perspective and you’ll feel an urge to jump at that point. That’s what convinces Watson that Daigo has no interest in jumping, which prompts Watson to get a little reckless with his Hadokens. Credit Daigo for being able to detect and exploit that subtle psychological shift.

Element 14: Set up a crossup by baiting a sweep at close range. The main tactical advantage here is that it can be executed from within an opponent’s sweep range, which makes it a viable tool even when you’re cornered. Choi and Bas took turns demonstrating this maneuver during the B5 SFA3 winners’ bracket final. Obviously this is something to attempt sparingly. After all, it requires an irreversible committment to be based on a predictive whim. Baiting a sweep isn’t exactly easy, so save it until after you figure out your opponent’s sweeping habits.

Element 15: Analyze your jump attack ranges and leverage them to construct a mixup. For instance, Zangief’s j.HP has excellent reach. If you jump at someone from maximum j.HP distance, you can cause their uppercut to whiff by not pressing anything. However i wouldn’t recommend trying to play air-to-ground footsies too often; not even using a character equipped with divekicks and air fireballs. Whoever’s on the ground always has better options. But if you’re up against characters who force you to jump such as Sagat and Charlie, then you may as well create some measure of uncertainty for your opponent.

Here’s what everyone needs to do yet nearly nobody does: Before you jump, ask yourself what you intend to land on. If your answer is, “I don’t know, I’m just trying to land a combo” then you’re jumping onto an uppercut. Only jump if you know what your opponent is going to do and if jumping is the best counter to their action. That’s how to turn the odds in your favor.