Limitations Shape/Frame/Elevate Combos

SF4 Chun Li’s LP Kikoken has a maximum range of approximately one full-screen distance. It’s just about gone by the time she catches up to it. (That restriction hurts.)

Chun Li’s HK Spinning Bird Kick deals outrageous amounts of damage, at the cost of atrocious startup and zero frame advantage. Ironically, these limitations aren’t severe enough.

It turns out that HK Spinning Bird Kick doesn’t travel fast enough to match LP Kikoken speed. When factoring in all nine impact freezes, it’s not a close race. That rules out using HK SBK to push the opponent backward into the fireball. Chun Li is airborne through most of SBK, so interrupting her with a conventional projectile is out of the question as well.

With the benefit of certain (rather elegant) setups, it may be possible to connect a small portion of HK Spinning Bird Kick ahead of her fireball – which of course permits her to recover and continue the combo. Some of these sequences wouldn’t even cost her any super meter.

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SF? Guile Exhibition (Evo2k7/OHN6 Editions)

Since u2b lifted their 15-min runtime limit, a lot of people have been requesting my Evo Guile combovid in HD resolution. Here are all three versions re-encoded in 720p. I recommend watching the Evo2k7 Edition Trailer followed by the OHN6 Edition. Skip the Evo2k7 Edition.

The Evo2k7 Edition Trailer was released on July 4th, 2007. Its purpose was to announce the project and provide another (minor) incentive for people to make the trip out to Evo that year. It also allowed me to utilize a handful of bonus clips that didn’t mesh with the format of the main project – and gave me an excuse to publish a Guile video on Independence Day!

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SSF4 Combo Challenge 02: Four of a Kind

It’s been a long time since the last challenge, and i’ve been getting a slew of requests for a new SSF4 combo puzzle, so here’s one that should keep everyone busy for a while.

All special moves in SSF4 have four different versions: light, medium, hard, and EX.

Challenge: Combo all four forms of any special move.

Rule #1: Start from 0 stun. (If you intend to dizzy the opponent, that is.)

Rule #2: Obey gauge limits. (Set S.C. Gauge to Refill but use only 4 stocks. If you plan on building enough meter to use 5 or more bars, set S.C. Gauge to Normal or Max Start so we can verify your method. Keep in mind that super meter charges slower during combos.)

Rule #3: Choose a special without an accepted solution. (Look through all existing responses to make sure that special move hasn’t already been addressed. Don’t worry, if two people independently submit the same move within hours of each other, i’ll accept both.)

Hard Mode: Do not dizzy the dummy character. (If any particular special move already has a dizzy-based response, i’ll still accept unique non-dizzy solutions.)

CV Spotlight: KYSG’s 3S Dudley Exhibition

This excellent combovid arrived back in September, but it’s one of my favorite videos of 2010, so i just want to mention it before year’s end. It was the second SF3:3S exhibition released this year by 538 (of the group KYSG), and the eleventh overall – although he doesn’t want these last two to be considered part of the original series.

SF3 3rd Strike Dudley Combo Exhibition (Sample Rec)

Apparently all this footage was recorded from 2005 to 2006, and it’s a good thing he decided to publish it because it’s still amazing to watch. The “History of KYSG+3S” segment at 4:32 was a nice touch … hopefully this doesn’t signify the end of the line for 538’s talents.

It’s hard to point out highlights because the entire thing is a highlight reel, but i especially liked Dudley’s whiff s.LP at 0:32, the quad EX Machine Gun Blow combo at 1:10, the side switch insanity vs Chun Li at 1:43, those whiff chains at 3:18, everything from 5:06 to 5:52, the unlikely death combo vs Remy at 7:21, and the Corkscrew Blow KO at 7:57.

Mobile Capcom Arcade SF2WW Notes

I got the chance to play the iPhone version of Street Fighter II: The World Warrior and i have to say, it’s surprisingly good. Of course it’s nowhere near arcade-perfect, but Capcom Mobile did get a lot of details right. It’s not too hard to adapt to the touchscreen controls, although the ceiling is pretty low – nobody’s going to bust out TZW combos on the bus anytime soon.

Anyway, here are few minor things i happened to notice:

  • There are no middle attacks in the default control scheme, but it turns out you can change the button layout via “Control Settings” in the Pause menu.

  • In the Help menu, all the special moves have weird names. Oldschool reference?

  • Each character has a predetermined “Shortcut” macro assigned to the SP button. Charge characters actually charge for two seconds and then perform the special move, making it utterly useless for all practical purposes.

  • Button mash macros simply turbo-fire the designated attack for about a second. In Blanka’s case, he whiffs a jab and then performs LP Thunder Storm. If the jab connects, the command executes fast enough to cancel the jab.

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