SF4 Biyearly TACV 18: Seth

As the primary end boss of the Street Fighter IV series, Seth’s moveset contains quite a bit of boss character nonsense – including an EX move that grounds airborne opponents. He excels at pretty much everything except dealing high damage. Making this video was more fun than i expected, but finding the time for it also took considerably longer than i might’ve anticipated.

0:11 The entire goal of this setup was to integrate two F+PPP Yoga Teleports into a single combo. Seth’s teleport lasts for 40 frames while his s.HP only causes 22 frames of hit stun. How do you fill the gap? Put a Sonic Boom in the middle! Unfortunately, Seth’s LP Sonic Boom travels annoyingly fast whereas his walk/dash/jump movement speed sucks. Furthermore, the SF4 camera resists scrolling which drastically impedes Seth’s ability to race past his own fireball. Luckily it turns out that M.Bison’s HK Knee Press Nightmare pushes (slightly) past the edge of the screen, which creates that tiny bit of extra space necessary to delay the fireball impact enough to make this sequence click. Of course, the SF4 engine hates crossup combos so there isn’t much Seth can do midscreen with Bison leaning into him. I thought s.MK would look more interesting than another s.LP, c.MK rerun. By the way, that c.HK sweep at the end is a one-frame link off lvl2 Focus Attack xx dash forward, F+PPP Yoga Teleport.

0:22 Trading with Seth’s Hyakuretsukyaku produces roughly the same hit stun duration as a standard hard attack, but interrupting him shortly after it connects maintains its unique extended reaction. Both instances are shown here. First, Seth’s LK Hyakuretsukyaku trades with Rose’s close s.LK, then her LP Soul Spark interrupts another LK Hyakuretsukyaku to set up crossup j.HK, c.HP, HK Hyakuretsukyaku back into the corner for the stompy super finish.

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Game Spotlight: Skullgirls

What is Skullgirls? If you haven’t heard, Skullgirls is a brand new 2D fighting game developed by Reverge Labs – a small but talented team in Marina Del Rey, California. The full game is available for download on both PSN and XBLA today.
Skullgirls logo
Skullgirls is also Mike Z’s love letter to Marvel vs Capcom 2 and Street Fighter III: 3rd Strike. I’ll skip over the game’s charming aesthetics and storyline because they’ve been covered plenty. This is more about the remarkably elegant system mechanics you’ll discover as you learn to play.

Skullgirls is a truly hardcore fighting game which pulls no punches when it comes to offering challenging gameplay. Yet beneath the surface, it’s extremely clever about staying accessible and streamlining basics to minimize drudgery.

As you delve into exploring Skullgirls, you’ll notice that the smallest details feel like someone put genuine thought and effort into improving conventional designs. Air dashing, throw teching, input buffering, infinite avoidance, assist selection, and even 360 commands have been brilliantly implemented – with subtle innovations that you’ll be delighted to uncover.

In this day and age of developers dumbing down the genre to conceal that steep learning curve from new players, Reverge Labs has taken a huge risk by making a title for fighting game veterans – and i think the community should support them for it.

If you really want to play the game well, you’re going to have to get your hands dirty and learn all those scary things that make fighting games rewarding. The interactive tutorial will teach you the essentials as quickly as possible, but that won’t keep better players from putting you in frightening situations that only skill and experience can overcome. There’s no escaping that simple fact, but isn’t that what the genre is all about?

CV Spotlight: OHNX CMV

OzHadou Nationals X was held in Australia this weekend as a Road to Evo 2012 tournament. CPS2 stepped up to edit this multi-game collaborative combovid for a live premiere in front of the attending audience. It was shown yesterday, between KoFXIII and UMvC3 finals.

OHNX CMV

Featuring contributions from eleven well-known combo makers, this video contains a wide assortment of classic and modern fighting games. Usually these projects take several months to come together, but somehow CPS2 got it done in 2-3 weeks – and it turned out great!

The two ST Guile combos were recorded as test clips a long while ago. The one at 1:02 was the prototype for the Guile mirror combo at 7:29 in SF? Guile Exhibition – minus the Time Over setup. In case anyone was wondering how it would look without that setup, now you know. The other clip at 4:02 was the most i could get out of a backwards super vs Zangief.

I also recorded the CvS and CFE combos based on some ideas that Keiko and i brainstormed, but i don’t have much to say about those clips – except that Izuna Dropping dinosaurs is cool.

CvS2 Leftovers ’08

These tool-assisted combos were prepared for a video project proposed by D44-Bas. He wanted to use them as bonus materials for some sort of CvS2 advanced tactics tutorial, but never got around to completing a draft. Since then, these clips have encountered repeated debacles and delays – eventually ending up in numerous scattered community projects. Now nearly four years later, i’ve decided to reunite the whole set for the sake of completeness.

0:02 Dan makes an exceptional combo dummy in CvS2 because his Chohatsu Densetsu super bestows 1/8 meter with each of its first five Taunts, then 3/8 meter from the final Taunt. Thanks to that hefty refund, C-Morrigan gains access to four bars of meter. Her lvl1 Soul Phoenix connects after she initiates lvl2 Valkyrie Turn, fulfilling its cancelability requirements. Canceling into lvl1 air Soul Phoenix then creates a free juggle state and resets the juggle counter, allowing both hits to connect. Valkyrie Turn also locks the screen in place until Morrigan reaches neutral state, thereby creating a temporary pseudo-corner situation.

0:14 Kyo’s lvl3 Serpent Wave barely catches Iori’s descent from an air-to-air j.D+HP sudden knockdown. OTG LP Flashing Slash connects at maximum distance in the corner.

0:20 Todo’s crossup j.LK triggers Blanka’s Counter Attack facing the wrong direction, then F+MK slides into its last active frame. Todo’s momentum carries him over Blanka’s lvl2 Shout of Earth, which can only be mashed using one kick to avoid unintended special moves. Canceling into whiff LP Rolling Attack creates a free juggle state for vertical j.HP to connect.

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CvS2 Notebook Highlights and Leftovers

These Capcom vs SNK 2 game engine exploration clips were recorded in 2004 and distributed individually on a weekly basis. Nobody has the patience to download forty files anymore, so i’ve assembled the highlights along with a few unreleased leftovers into this compilation.

Detailed explanations of each experiment can still be found in the old notebook archive. Even the unsorted clips at the bottom are either self-explanatory or covered in some other entry. The only real exception is the batch of OTG throw leftovers starting at 0:28.

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