Snoooootch continues to refine his series of slow motion Super Street Fighter IV attacks with Juri twirling, M.Bison defying gravity, and Cammy breakdancing.
notes:
SSF4 superfreeze generally takes up one frame of game time, but stretches it over a full second. This allows you to observe the opponent animating from one frame to the next in slow motion, displaying animations which normally don’t exist. Snoooootch has taken this concept and stitched together slow motion replays of Juri’s Fuharenjin, M.Bison’s Knee Press Nightmare, and Cammy’s Spin Drive Smasher.
gameplay and editing by Snoooootch
soundtrack by MikeyG1221
originally released on October 1st, 2010 through November 8th, 2010
full set:
Super Freeze – Fuharenjin | Knee Press Nightmare | Spin Drive Smasher
Haha, Cammy Break Dancing. Yeah, every time I show this to someone I have to explain it to them, but I’ve never articulated it well enough. You put it in perfect wording. Now i know how to tell people how this works! Thanks for putting it up Maj. Someone already picked to see Cody’s Super slowed. He’s got 3 different start ups(lk, mk, & hk), so I’ll see what I can do about that.
Welp, this delivers. Especially Juri’s.
Protip: Listen to this while watching these.
Hi there, I posted about this on SRK’s thread about this video before I noticed it here and this is clearly the better place to ask :P
I understand when you say it stretches the frame out over a full second but why can’t it be watched in super slow motion to see the same thing? Is the animation made then the speed at which the move happens is set later so the game compensates by just not showing parts of the animation? It boggles my mind and I was never any good at boggle.
I saw! Spartan throne said: As you know, the game runs at 60fps, slowing it down via editing software slows down the frame rate of the game footage too. By slowing it down via the super freeze, you’re seeing 60fps that would normally be only 2-3fps. So you’re seeing 20-30 times the amount of frames per second by using the super freeze, because those frames don’t exist in normal time.
Yeah, superfreeze is special. During superfreeze, the game actually creates extra animations inbetween standard frames, so you see poses that normally don’t exist at normal speed. This is all thanks to the way SF4’s 3D models are animated. It wouldn’t be possible in 2D games.
Hm, i guess these are in different resolutions? Looks like Juri and Bison are 4:3 but Cammy is widescreen. It’s probably better to make the player widescreen size, huh? Alright, fixed.
My capture card was giving me problems, but I eventually figured it out, so I was able to capture at 16:9. It was such a hassle!