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.


Something that I've yet to see used, is using [frwd] to cancel flicker stance instead of crouch. This is because his B'n'B only involves a standing+crouching HP and is made much easier by simply holding [down] after canceling into flicker stance. The obvious advantage of using [frwd] is that if you hold the direction, you cancel FS and begin walking forward as soon as you're able. You can actually gain quite a lot of ground before the hit-stun on st.HP ends (3 or 4 frames?) and you can get close enough to activate another close.HP. Unfortunately, the massive problem that you will now run into is that you can't hit [frwd+HP] to get close.HP, you will instead get a super slow command normal that you don't want. So you have to return the stick to neutral or hit [back] on the same frame that you press HP.

So the actual command to loop close.HP is...
neutral/back+HP, back+KKK, wait a few frames*, frwd (hold), repeat

 *because of the super annoying way the input system works in sfxt, even though you cancel into flicker stance by hitting [back+KKK] if, in the next few frames you then hold [frwd], you'll cancel into a completely different stance. This adds another, needless level of difficulty into the loop.

Combo breakdown:

Ex.1 (0:53): j.HK, st.HP xx flicker xx crouch, cr.HP xx ducking-MP, cr.HP, cr.MP, cr.MP, st.HP xx dp+HP

Ex.2 (1:12): j.HK, st.HP xx flicker xx walk, st.HP xx qcf+PP, st.
 xx flicker xx crouch, cr.MP-HP xx dp+PP, st.HP, st.HP, st.HP xx dp+HP

Ex.3 (1:34): J.HK, st.HP xx flicker xx walk, st.HP xx flicker xx walk, st.HP xx ducking-MP, st.MP, st.MP,
.HP xx qcf+MP+MK, dash, cr.LP, throw

Ex.4 (1:49): j.HK, st.HP xx flicker xx walk, st.HP xx flicker xx walk, st.HP xx flicker xx walk, st.HP xx flicker xx walk, st.HP xx flicker xx walk, HP (fail!)

7 comments:

  1. "*because of the super annoying way the input system works in sfxt, even though you cancel into flicker stance by hitting [back+KKK] if, in the next few frames you then hold [frwd], you'll cancel into a completely different stance. This adds another, needless level of difficulty into the loop."

    I've run into this problem too. I find that if I press towards then back+KKK, then do my walk forward cancel, I don't get peekaboo stance. I don't know if it's because of the timing or because of the game engine.

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    Replies
    1. Yeah, I think they thought it'd help people out and to some extent it probably does. In this case though, it's just annoying.

      I actually really enjoy SFxT but when a game makes it difficult for someone who's played street fighter for many years to just jump-forward or even do regular scissor kicks (!?), I have to question the way the game reads and responds to inputs... or maybe I should just get used to it, lol.

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  2. The input priority system seems to have been altered, HCF motions now certainly have more priority than DP motions.

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  3. Please desk, try to do something with Ling Xiaoyu next =D

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  4. Hey Desk do you have any tips for getting the timing of the the five heavy punches down?

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  5. Love all the videos, would love to see some ibuki stuff. Much love

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  6. holy sweet fuck, you have a blog. Totally following!

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