Wednesday, 12 September 2012

P1 only combos



Back in April, Isedelica demonstrated some top-tier, broken applications for Joe's Shocking Pink assist glitch. At the time I was playing far too much SFxT and didn't look into it or appreciate it as much as I should have.

Saturday, 8 September 2012

Crossover Counter Combos



Due to the start-up on crossover counters, initially I was pretty sure that you couldn't actually use them to combo in this way.

Sunday, 26 August 2012

Friday, 24 August 2012

Wednesday, 22 August 2012

Lars Combo Guide



Something a little different that will hopefully prove useful if you're picking up Lars or just want a comprehensive look at his combo options.

Thursday, 16 August 2012

Saturday, 11 August 2012

DLC Team Combos Capcom side



Initially wanted to use the credits music from SFZ2 in this one but it ended up sounding a little too relaxed (fascinating fact!).

Friday, 10 August 2012

True Standing 7: Hakan Edition



Thought I'd investigate this after being contacted by youtube user sudafreekan inquiring if it was possible. Can't find any vids or documentation on anyone ever doing it, so here it is.

Tuesday, 3 July 2012

UMvC3 Random TAC stuff



It occurs to me that literally every character will be able to take advantage of the new TAC infinites. How many of them can be practically used in game and how many of them are even feasible without tool-assistance however, is another matter.

Saturday, 16 June 2012

AFO Advanced CMV



I didn't want to start off too silly in these AFO vids. We're getting there towards the end of this one though.

Wednesday, 13 June 2012

AFO Intermediate Combo Vid



I had a lot of fun putting this together and it was a great excuse to remix some music too.

Friday, 8 June 2012

Avatar Fighter Online



AFO is an xbl indie game and it costs 80msp. While I'm working on a full combo vid, here's a little introduction to the game.

Sunday, 27 May 2012

SFxT Big Damage!



This is the first time I've ever actively tried to feature combos that do big damage over and above technical/difficult combos. However, after some testing (this vid has been in the works for weeks now) it became obvious that it couldn't be the only goal because often, those kind of combos aren't super interesting to watch.

Tuesday, 22 May 2012

Random blog post No.1!



Feel a bit guilty about not uploading the Combo-a-day today, which I do actually have ready. So I'm posting this instead! Yay!

Monday, 21 May 2012

CaD No.4 - Steve HPs!



Is this actually an infinite? I've got 7 reps quite a few times now. I can't seem to go further but I have to assume I'm losing frames along the way*.

The team super was possibly the least practical use of meter after no.7 but I just wanted it to be a 'proper' combo, so I had to cancel into something.

[St.HP xx flicker xx walk]x6 st.HP xx Team Super! GO!!

*walking the maximum distance and then hitting bk+HP on the same frame seems pretty impossible by hand. Though I've no way to check, it's probably going slightly wrong every repetition.

Sunday, 20 May 2012

CaD No.3 Chun + Julia



Maximum damage was originally going to be the main goal for every combo. Although, it is still definitely one of the aims, it doesn't always make for an interesting combo. This does pretty decent damage and is fairly technical, so I'm happy.

Chun can actually land in front of Hugo after tagging the j.HK, which pushes him back and prevent the 2nd cr.HP xx loop. I'm not even 100% sure of how to prevent it, this is just one of the times that it worked out. The first st.HK is jump cancelled and there's more than enough time from the j.HK xx tag to allow Julia to come in and combo. Another point of interest is leaving enough juggle potential pre-pandora cancel for Julia's frwd+HP to combo then allowing enough time for her meter to refill before doing the super.

If Chun's j.HK worked on everyone (it doesn't) the instant overhead version would be hella more practical. Still very useful to know in the Hugo match-up and vs other tall characters though.

[Chun] j.HP, st.HK xx jump, j.HK xx tag [Julia] [cr.HP xx qcb+P-charge xx dash xx MP]x2 cr.LK-MK-HP xx qcb+PP-charge xx dash x MP, frwd+MK-MP-HP xx tag [Chun] bk+MK-MK xx jump, j.HK, st.HK xx pandora [Julia] frwd+HP, Super!

Friday, 18 May 2012

Cad No.2 Ken + Law



Shoutout to Snoooootch!

Jumping ex tatsu causes soo much hitstun! Also, it does way more damage than the grounded version because it wasn't designed to hit all 4 times. The timing is super strict and I think it's Hugo only (maybe sagat too? I haven't tested it). This is a proper combo video combo but it does do serious damage.

The ex.tatsu must be performed as soon as you leave the ground for it to combo. Takes quite a bit of practice to get down.

j.HK-tatsu, [j.ex-tatsu]x3, st.HP xx LP-SRK, cr.LK, st.HP xx HP-SRK

Thursday, 17 May 2012

CaD No.1 Julia + Rufus



This is actually one of my B+Bs at the moment, not difficult and easiest when outside of the corner. Rufus' j.HK hits twice but as far as damage scaling goes, only counts as 1 move (hence the silly damage). If you add any more moves before the 4th tag (in an attempt to get more damage) you won't build the 4th bar.

[Julia] HK-DP (though MK is more effective for slightly less damage) xx tag [Rufus] j.HK, st.HP xx HP-snake strike xx tag [Julia] j.HK, cr.HP xx HK-DP xx tag [Rufus] j.HK, st.HP xx HP-snake strike xx tag [Julia] j.HK, frwd+HP, st.HP xx hcb+HP

Wednesday, 9 May 2012

Art!

'That picture of Ryu' by gammon

You may have noticed the shiny new header that appeared a few days ago.

The awesome brush stroke style lettering, as done by Andrew Murphy is now accompanied by a brand new piece of Chun Li art work, drawn by Chad Walker aka 'gammon'.

You can find other, top-tier artwork by Chad Walker here and here. Including a piece that was included in the Darkstalkers tribute Artbook.

You may also know Andrew Murphy as nevillebamshew, a sick UK Fei long player. Check out some of his other work here. Including great, SF inspired comic book art.

Thursday, 26 April 2012

Thursday, 19 April 2012

I have a new instrument!



I've actually been trying to get something like this set-up, on and off for over a year. In the end I didn't need any midi set-up or PC software, this is just me playing an xbl indie game (Drum Xplosion 2, designed to be used with a rockband drumkit) with my Chun SE.

Saturday, 14 April 2012

SkullGirls!!



So, Skullgirls has a system which is designed to prevent infinite combos. Here's how it will affect howcombos are put together.

Tuesday, 10 April 2012

CMV3!




I ended up taking a lot more time than usual getting all of the clips for this vid.

Friday, 30 March 2012

Steve's RSF (or FFW)



So, jadeshikonapan brought this to my attention a while back with his sick TAS, Speed gem, semi-infinite video but it was dismissed by literally everyone on the planet (even those who didn't know about it and have never even played street fighter before) as being too difficult or impossible by hand.

Monday, 12 March 2012

Thursday, 8 March 2012

Friday, 2 March 2012

Sunday, 26 February 2012

SFxT Combo Vid No.1



So, here is a combo video that doesn't involve tagging or any team supers. Sometimes the concept was lots of hits with little meter, sometimes plain damage and sometimes just executional difficulty (something that isn't easy to appreciate until getting hands on with the game).

Monday, 20 February 2012

SFxT notes + teaser!




Below you'll find a bunch of things I noticed during my frustratingly brief period with Street Fighter x Tekken. First though, I have to give a big shout out to Dawgtanian, everyone at Capcom, the EX Dragon Project and Jamar aka zeextreme kid for all of their help. Onwards!!

Thursday, 9 February 2012

New channel + Preparing for SFxT!



I spent a morning revisiting EX3 and noticed the similarities between it and SFxT. I'm too hype for SFxT and this is depressingly the closest thing I have to it at the moment.

Wednesday, 25 January 2012

Monday, 9 January 2012

PLAYING STREET FIGHTER



I get tons of mail about what kind of things to practice and/or what techniques to work on to improve execution. I originally intended this to be simple, visual examples of plinking (both timing and frequency of use) but it soon turned into something hopefully a little more interesting. Also, I haven't had access to a camera for a little while and since now I do, I wanted to do something with direct feed + actual inputs.

Read On!