Tuesday, 23 October 2012
Wednesday, 12 September 2012
Saturday, 8 September 2012
Sunday, 26 August 2012
Friday, 24 August 2012
Wednesday, 22 August 2012
Thursday, 16 August 2012
Saturday, 11 August 2012
Friday, 10 August 2012
Sunday, 5 August 2012
Tuesday, 3 July 2012
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.
Friday, 29 June 2012
Saturday, 16 June 2012
Wednesday, 13 June 2012
Friday, 8 June 2012
Sunday, 27 May 2012
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
Monday, 21 May 2012
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
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
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
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
|'That picture of Ryu' by gammon|
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.
Friday, 4 May 2012
Thursday, 26 April 2012
Thursday, 19 April 2012
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.
Sunday, 15 April 2012
Saturday, 14 April 2012
Tuesday, 10 April 2012
Monday, 9 April 2012
Friday, 30 March 2012
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, 26 March 2012
Monday, 12 March 2012
Thursday, 8 March 2012
Friday, 2 March 2012
Monday, 27 February 2012
Sunday, 26 February 2012
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
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
Wednesday, 25 January 2012
Monday, 9 January 2012
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.