Me and SpecialBuddy decided to record some PC matches, to show the standard lag that we experience on PC, and to show off our keyboard skillzzzzz! Ten matches in total, there are a couple winners here, of course I beat him 10-0 (he ragequit once, what a scrubpants). Yep, never playing PC online again. I recorded skype chatter for your convenience. Enjoy.
An Option Select is a joystick or button input which functions as multiple possible actions simultaneously, letting the game engine decide the best counter to a situation. Specific instances allow only certain moves to come out, so you can worry less about your opponents options, and focus more on your own offense.
In my second 3-minute fundamental tutorial (I know it's closers to 4 minutes, I really made it as short and concise as possible) I cover option selects in a general way that you can apply to any character. I go over the main archetypes of OP/SEL, such as Crouch Teching, Meaties (ground & air), and Buffering (ground & air). Really busted my ass on the editing for this one, feedback is appreciated! Enjoy. 3-Minute Fundamentals Playlist.
This is the first video in a series I'm calling "3-Minute Fundamentals", where I cover aspects of competitive Street Fighter play in the span of (approx.) 3 minutes time.
Hit-confirming is the act of giving your mind enough time to react to a situation. Instead of going for an unsafe combo and hoping it'll connect, ideally you would leave "mental padding" in the form of quick normal attacks that can be linked together, which will give the mind the time to process whether your attacks are connecting or being blocked. If the attacks land, you can then go into a damaging combo, and if the attacks are blocked, you aren't forced to guess with a highly punishable maneuver.
Song is "Speed Dry Manglehead" from the Jump Britain OST, by Ian Masterson & Thomas Beach. I have some things in the works and they should hopefully come to fruition within a week or two. I'll let you guys know what's up. Eventhubs again. Yeah.
So we all have heard at this point about the re-balancing and tweaking that is being done in Super Street Fighter IV, as well as new online modes that we as fans have been clamoring for since the release of vanilla edition SFIV. New stages, all character themes being included, the ability to save ANY replay to your harddrive -- but those are all major improvements. I'm not sure if it's too late for any of these pet peeves to be addressed, since they themselves stated the game is basically complete. But here's a list anyway!
As it stands, in SFIV and the beta version of SSFIV, the button mapping menu is identical. While this isn't such a big deal to those who play exclusively online (or use the default configuration), if you've ever been to a local tournament or watched a video/stream of one, you'd know how clunky the current system is. Everyone seems to have a different arcade stick, a different layout, or sometimes even a pad player wants to map focus and throw to one button where it normally isn't mapped as such. The whole process for this can take a couple minutes, and in the grand scheme of a large-scale tournament, it adds up. The current system has a list of buttons on the left, and allows you to "cycle" through options to the right of each button. Daigo at Season's Beatings for instance, he wanted to use the straight button layout, and everyone would fumble over this screen to try to get it set up right for him. Took forever. The way it should be done is HDRemix style, where the move names are on the left, and you just hit the button that corresponds to the function and are on your way.
There should be a restart match option right from the pause menu for offline battles, straight up. Another proponent of "button checks" at local tournaments is having to restart the match after checking your buttons, because you spent time from the round hitting buttons and all that junk. As it stands, you have to go back to character select screen, re-choose your character and watch the match load up all over again. This can easily be fixed by just having a restart option right there, so after they map their buttons correctly with the sweet, new, fancy, quick way they can restart and have the matter dealt with in like 15 seconds instead of 2 minutes. This can extend to Online matches as well. Why do I have to go back to the online lobby after playing one match against someone? Can't we both just select restart and continue our battle immediately? It sure would save time in the long run.
A little direction on the stupid challenges would be helpful, and I think a ghost performing the actions required to complete the challenge would help immensely. El Fuerte's hard trial #5 said to do three fierce punches, but to anyone that wasn't familiar with RSF loop, their mind would have been blown because they would be trying to link 3 fierce punches together, which is impossible. In general Capcom needs to think of more elegant ways to teach people the fundamentals of Street Fighter, but at the very least help a G out so I don't spend hours on someone's trial when I'm not even sure if I'm doing it the way they want me to.
A couple other things would be cool, but this is mostly stuff that doesn't really matter anyway.
Ability to go into training mode on any stage
Ability to ACTUALLY mute the music (was impossible in SFIV)
More extensive training mode controls (gauges, recording, HITBOXES, etc.)
Player Data that is a little more consistent and makes sense
Changes Akuma's standing roundhouse back to the way it is in SF4. PLEASE?!
So I know I already did my GOTY 2009 stuff, but I have definitely done some stuff in the last couple days that has made me reconsider or add stuff. Those two things are mainly: I've played and beaten Uncharted 2, and I've listened to the soundtrack for the PSN game Shatter.
The winner of the newly included best story of 2009 is Uncharted 2. The cut-scenes and delivery in this game are phenomenal, easily the best part of the game is not actually playing it. For whatever that's worth, this makes a story award an apt inclusion for 2009.
The new best videogame soundtrack of 2009 is Shatter. My god, I cannot believe how good this OST is, it's definitely shades of last year's winner, that being Bionic Commando Rearmed. While the tunes aren't familiar remixes of classic tunes, they share the same monumental electronic landscape feel, and completely blow the water out of anything else released in their respective year.
While we're giving out new awards, I might as well give Call of Duty: Modern Warfare 2 the Best Setpieces in 2009 award. While Uncharted 2 had some great ones, the ones in MW2 just wouldn't let up and they were all ridiculously awesome.
That about covers 2009 now, for serious this time. lordofultima signing out.
This video is a moderately-sized tutorial on some sneaky demon setups I've been messing around with, a.k.a. gimmicks. Most of them involve Akuma's Super Demon, but one of them can all be applied to the Ultra Demon as well. The setups I go over:
So yeah, with the inclusion of one more character that made the editing a lot more of a hassle, but here it is! The results are as expected, Ken's fireballs have bad frames generally, and with the exception of his ex fireball, are all slow. His ex fireball doesn't even knock down, that is so weird. But anyway. Did a shaku strength comparison for Akuma as well, just to cover ground fireballs.
I also made a new footer for my videos that will be made in the far flung future of 2010. It's not related to Street Fighter, but it looks clean as hell. Thanks to videocopilot for the blueprint tutorial.
There was a little deliberation on the Akuma SRK boards whether or not Ryu's fireball was vastly superior to Akumas, so since I didn't even know the answer I did some video testing. The results are that they look almost identical. It seems to hit in the same horizontal range since the opposing character enters block animation on the same frame, and the only fireball that didn't hit on the same frame was MP, Ryu's hits 1 frame earlier (which could just be the video dropping a frame). Some questions remain unanswered. Why can Ryu LP xx Fireball at any range for a combo, where as Akuma can't combo at all with LP xx Fireball?
Akuma: 14 frame start-up 44 frame recovery
Ryu: 13 frame start-up 45 frame recovery
If you guys enjoy these short analytical videos I can make more, I was thinking how cool it would look to see all the shotos fireballs in unison on the screen. Let me know.