Deep Theater of Project KYSG has some more tricks up his sleeve, following up his “Heritages” video with another couple minutes of unbelievable Tekken 6: Bloodline Rebellion combos.
highlights:
T6BR Devil Jin launcher trade into vertical laser side switch at 0:00, Ganryu vs Jin at 0:33, Nina backwards wall break at 0:50, and Devil Jin quad laser juggle at 1:21
Here’s the second match nominated by yungxcve after winning last week’s screenshot caption. In his words, “I chose it for the double K.O. and the chip super.” There seems to be a playback speed issue with this video, but it’s kind of entertaining in a way.
players: Infiltration (Akuma-U1) vs Shizza (Chun Li-U1)
observations:
Both players obviously have very strong ground games and both remain incredibly patient throughout, but Infiltration’s bag of tricks proves too much in the end. He’s the one controlling the tempo of the match most of the time, whereas Shizza ends up playing maybe too conservatively. Of course the moment everyone remembers is the Double KO at 2:42 and the incredible end to the following round, which goes to show you how close these matches really were. Unfortunately, two major anti-air mistakes (at 4:45 and 5:40) cost Shizza the set.
Originally premiered at Evolution 2004, this video took something like two years to make. About half the clips were recorded by jchensor and about half by me, with a few outside contributions along the way. All of the editing was done by jchensor over a six-month period, since he came up with the whole premise.
highlights:
SFTM Van Guile knee, SF3:3S Alex quadruple Knee Smash, SS2 Galford whiff SPD, MvC Ryu transformer combo, SSBM Ganondorf dud, SoR2 Axel/Max team-up, MvC2 lazy American combo, CvS2 Dan combo breaker, T4 Yoshimitsu stolen punch suicide, CvS2 Haohmaru swordbreaker juggle, GGXX Testament double counter, KoF2k2 Billy counter combo, MvC2 BBHood pushblock assist, SFA3 Guile air throw spike, SSF2T Bison dizzy j.LK, CvS2 Eagle/Athena __ hit reflects, CvS Dhalsim Yoga Fire sequence, MvC2 Magneto double Sonic Boom, MvC Strider bomb counter, SSF2T meaty combos, GGX Potemkin power punch, KoF98/SF3:3S flares, KoF98 assist combo, CvS Akuma fireball juggle, CvS2 wavedashing Guile, CvS2 Guile Sonic Boom Flash Kick, VF4 Kage backwards acrobatics, CvS2 Kyosuke guard cancel surprise, SF3:3S Sean Hadou Burst variations, CvS2 lvl2 cancel extended juggles, MvC2 Dan contributing nothing, XSF Cammy full combo, 3-Hit Combo teaser, and SF3:3S Makoto impressing the announcer
These guys don’t waste any time getting to the insanity – it starts right from the very first clip and doesn’t let up until the last dummy drops. Nearly every King of Fighters game makes an appearance, going all the way back to KoF95, with quite a few surprises along the way.
highlights:
KoF2k Leona vs Zero sequence at 0:00, KoF99 Takuma/Iori full screen fireball juggle at 3:14, KoF2k Jhun hyperactive stompfest at 4:10, TvC Ryu/Morrigan corner combo at 5:25, KoF95 Eiji touch-of-death at 5:45, and MoTW Rock mid-combo just defend at 7:32
Since we’ve covered basic combo video etiquette, I figured I’d extend the discussion to what makes a good fighting game tool-assisted speedrun. There are a number of perfectly valid ways to approach TASing, but it helps to keep these general guidelines in mind.
Fighting Games Don’t Make Interesting Speed Runs
Except in rare cases, a fighting game speed run is going to look like this: find the most damaging combo and then use it over and over, completing the game in as little time as possible. This can be really painful to watch, even if you’re familiar with the game. Both Dammit and I thought we found a way to do an interesting fighting game TAS with speed as the primary goal. I did a “pacifist” run, and he did a great slash mode TAS. Both failed badly.
Make It Like a Combo Video
If you can’t use speed as the main goal, the obvious alternative would be to find your favorite combo video and copy those ideas. The problem with this plan is that you can’t do a lot of what makes a combo video entertaining: no cool soundtrack, no flashy editing, no extremely complex setups, etc. You also lose a lot of what makes a TAS unique – normally when you TAS a game, no one has ever played frame-by-frame before, so it’s easy to make something more complex and impressive than anyone has seen before. Most fighting games have been studied frame by frame for years, so just playing with extreme precision isn’t going to impress anyone. Continue reading →
I believe this is the grand finals of the Capcom vs SNK national tournament in Japan, held shortly after the game was released in the arcade. Daigo beat Ohnuki in the semifinals and went on to win the tournament. Then everyone went back to playing 3rd Strike.
players: Aaru (C-Cammy/King/Kim) vs Daigo (C-Guile/Ryu)
observations:
Daigo controls this match effortlessly from beginning to end. It’s really hard to point out anything specific, but the main thing that stands out is Daigo’s uncanny ability to stay animated while doing almost nothing truly dangerous. He’s literally running laps around the entire stage, yet you can count on one hand the number of major risks he takes per round. He maintains momentum when he has it, but when it’s broken (as at 1:57), he’s always patient enough to react to Aaru’s decisions instead of anticipating them.
This video has been making the rounds today and it’s actually pretty interesting, although they left out Thor, sadly. We don’t even know if the game is finalized yet, so this might become one of those videos that are fun to rewatch a year after we get our hands on the game.
highlights:
MvC3 Chris OTG relaunch at 0:12, Dante non-OTG relaunch at 0:40, X-23 rejump loop at 1:00, Amaterasu launch after sweep (?) at 1:33, and Tron Bonne relaunch after air combo at 1:48
Whoa, jchensor must have received a visit from the ghost of GameFAQs past because he’s written a new technical guide for Super Street Fighter IV! Here’s the link and a brief quote:
What is Plinking?
Plinking is a technique first written about here on SRK by KIRBYSIM. It technically stands for “P-Linking,” which itself stands for “Priority-Linking.” It’s a technique utilized by many players to help land their 1-frame and 2-frame links more consistently in battle by taking advantage of a trick that allows you to repeat a button input for 2 frames in a row.
The term “Priority Linking” is used because of the nature of how Plinking works: the input you want repeated can be controlled knowing the “priority” of the buttons in Street Fighter IV.
Whoever comes up with the best caption wins an old strategy guide: SNES Street Fighter II Turbo Player’s Guide or SVC Chaos Official Fighter’s Guide – your choice. As always, the rules are one entry per person and i’ll choose my favorite on Tuesday.
JV Kakyoin sets off three Houou no Kekkai nets and his India’s Arm super then backdashes and taunts, while Avdol throws a slow Honoo no Tansaki and double jumps into Fire Eagle.
To celebrate surpassing one million total upload views, desk put together this quick video showing off some unusual HD Remix combos. What’s up with Akuma’s hair color?
highlights:
STHDR glitched out Versus screen at 0:08, Akuma block damage “combo” at 0:18, and Akuma manual double air fireball combo at 0:28