MatchVid of the Day: Dogface vs RoTeNdO (XSF)

Dogface’s Wolverine is always fun to watch in X-Men vs Street Fighter, but the main reason i’m posting this is because of a weird fireball interaction between Ryu and Charlie.

players: Dogface (Ryu/Wolverine) vs RoTeNdO (Magneto/Charlie)

highlights:
At 1:01, Ryu’s Shinku Hadoken trades with Charlie’s Sonic Break, but the beam eradicates the five remaining Sonic Booms in one or two frames. Is there an upper limit to the number of objects that the beam can hit at once? Charlie doesn’t get hit, interestingly enough, but he was kind of far away. Maybe the beam’s hitbox expands horizontally during startup instead of appearing instantly across the entire field?

game: X-Men vs Street Fighter (Arcade)

venue: Money Match at Evo2k7

recorded on August 25th, 2007

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8 Responses to MatchVid of the Day: Dogface vs RoTeNdO (XSF)

  1. crowbait says:

    It looks to me like the furthest right sonic booms are closer to ryu than the super fireball’s hitbox, so won’t trade with it (kind of the way some moves that move you close enough can avoid the super at point blank). I believe the sonic booms cancel out the hits from the super fireball, so charlie doesn’t get hit during those frames, and by the time there are no more sonic booms to trade with, ryu has been hit by the sonic booms that didn’t trade.

    Bust out that hitbox tool for some testing! Or am I misunderstanding the question?

    -crowbait

  2. Maj says:

    Oh, so you’re saying the beam hits like thrice at a time, so it takes out three Sonic Booms at a time (or whatever) until it breaks through or (in this case) until Ryu gets hit? I like XSF but i’m not that familiar with the engine when it comes to stuff like this.

    • crowbait says:

      More or less. I grabbed the mp4 version and went through it frame-by-frame, but even that’s at 30 fps and a lot seems to happen during the super flash, and probably additional frames are eaten or merged by the camcorder, so it’s hard to see really what’s going on.

      I’d love to do some testing and see if the SFB can eat more than one projectile per frame, but my guess is it’s more like two SBs are eaten by Ryu getting hit (the third must have traded?) while each frame one of the further-left sonic boom trades with one hit of the SFB, and the SFB is cancelled by Ryu getting hit just in time to not hit Charlie. Note that the sonic booms still are on screen after Ryu is hit, so either they have a fading animation or the super fireball stays a few frames past Ryu getting hit. There are also a few frames of trading SFB/SSB at the beginning before Ryu gets hit because he is invincible, even though the SBs are already on top of him (and therefore outside the SFB hitbox).

      Obviously I’m speculating a lot, so someone with more detailed engine knowledge might know more. Maybe I’ll be bored enough this week to do some testing. I wish.

    • Maj says:

      Can’t the beam hit multiple targets at once though? I mean i would expect that from Cyclops’ Mega Optic Blast which doesn’t go through people, but Ryu’s beam can hit point characters and assists at the same time, right? At least in MvC2 …

    • crowbait says:

      Good question. I have vague recollections of that not working when trying to super blocked double-teams (and one of the two characters being safe), but another thing to test.

  3. Bernie says:

    You can’t continuously hit both characters in XvSF. For example, if you hit one or the other after a missed double team super, one of them leaves the screen. The relatively “safe” nature of team supers is one of many things that turns me off about this game.

    Shinkuu Haduken-type supers (Ryu, Akuma, Evil Sakura, Ryu+Ken team super) in other Marvel games (MvSF. MvC, MvC2) do consistently hit multiple characters. Can’t see why Capcom would change the properties of that super from how it works in XvSF in relation to the other games – I’m assuming they didn’t? The super not hitting multiple characters in XvSF seems more like a different issue specifically tied to the XvSF code.

    Also, I believe that this super is not an instant super. The beam needs to be animated as it travels the screen. It doesn’t work the same way as Cable HVB or Iron Man/War Machine Proton Cannon, or even Cyclops Mega Optic Blast. Those seem to be “copy-paste” effects, where it all appears in one shot on the screen rather than have the beam travel from the character to the screen edge. Mind you, my observations are all based on play experience rather than hard testing via emulation or something similar. Not sure what else further testing will reveal.

  4. Rotendo says:

    Wow… I never saw this! Interesting enough… I think I may be able to answer this since I consider XvSF to be one of my main fighters that I still actively play (hence owning an XvSF cab in the garage, lol)

    Looking back at the footage and from maining Ryu at times, Ryu’s SH is instant, but has multiple hits. What happened here is I (Charlie) executed SB and when Vic (Ryu) recovered, he executed SH. At startup the first sonic boom hits Ryu, but just as Ryu’s SH comes out, the first few frames eats the rest of sonic booms. Ryu’s SH is active for a few frames, but if he gets hit, it interrupts the remaining hits.

    If Ryu was further away and executed his SH, it would have eaten Charlie’s SB, but Charlie would still have some frame advantage and be able to block… of course this depends on the distance and timing. From full screen, if both were to execute their supers, Ryu’s SH would win out and actually hit Charlie.

    If you replace Ryu with Cyclops at the time the SH is execute and does his optic blast, Cyclops’s beam hitbox would eat that first sonic boom. His OB take fewer frames to execute and has a larger hitbox, which makes the matchup between Charlie vs Cyclops more in Cyke’s favor. I personally hate that matchup because of it.

    If you want to test this out or have further questions, you can ask Vic, Joker, and more over at the XvSF thread on SRK (shoryuken.com). They play this game far more than I do, lol.

  5. Maj says:

    Nice, i’m glad you found this page. Always good to have more info!

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