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Rogue infinite?

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Alan Abraham

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Dec 12, 1996, 3:00:00 AM12/12/96
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I was wondering if someone with a little more manual dexterity than me
could try this out, it only works against Magneto for obvious reasons: Get
yourself into the corner (about a Zangief width away from it), launch 'em
(C. Fierce or roundhouse), super-jump, catch them with the steal in the
air, when you land do the Hyper-Grav, launch 'em, now super-jump up so
that you go appear on the other side of 'em so if you do hits you will hit
'em in the back, steal, repeat.
Maybe its possible to even stick some hits before the steal or the
launcher I don't know. But if some combo-freak out there can try this that
would be greatly appreciated. I am not co-ordinated enough to do this.
Later...

Alan Abraham


seth james killian

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Dec 13, 1996, 3:00:00 AM12/13/96
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Alan Abraham <labr...@accepted.com> writes:

I haven't tried your combo you mention here, but there appears
to have been very little to no effort put into disallowing infinite combos
by the designers. Try this infinite combo for Rogue vs. Charlie (or Charlie's
teammate). Steal Sonic Boom from Charlie, hit opponent with Boom in corner
from about 1/3-1/4 screen away (spacing does not even need to be exact),
follow with fierce boom, repeat. This is like some sick super simple (as
everything in XvsSF appears to be) version of SF Guile's extremely difficult
SB redizzies (in every version? I think it was). Fortunately, this one
requires zero skill, like most everything else about this game. Possibly
the easiest infinite combo in gaming history. Congratulations to XvsSF,
setting new standards of scrubbiness in fighting games...

Seth Killian


Stilt Man

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Dec 13, 1996, 3:00:00 AM12/13/96
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In article <58q8ci$c...@vixen.cso.uiuc.edu>,

seth james killian <skil...@students.uiuc.edu> wrote:
> I haven't tried your combo you mention here, but there appears
>to have been very little to no effort put into disallowing infinite combos
>by the designers. Try this infinite combo for Rogue vs. Charlie (or Charlie's
>teammate). Steal Sonic Boom from Charlie, hit opponent with Boom in corner
>from about 1/3-1/4 screen away (spacing does not even need to be exact),
>follow with fierce boom, repeat.

This works if they block it, too, right? Which basically means that even if
they block the first one, you can keep them in block stun forever until the
whittle damage kills them, right?

Ick...

Oh well. Won't hurt much around here. I can count the Charlie players around
here on one hand, I can count the Rogue players around here on the other, and
one finger on both hands would be me, so...

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seth james killian

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Dec 14, 1996, 3:00:00 AM12/14/96
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stil...@teleport.com (Stilt Man) writes:

>>teammate). Steal Sonic Boom from Charlie, hit opponent with Boom in corner
>>from about 1/3-1/4 screen away (spacing does not even need to be exact),
>>follow with fierce boom, repeat.

>This works if they block it, too, right? Which basically means that even if
>they block the first one, you can keep them in block stun forever until the
>whittle damage kills them, right?

Actually, I don't think so. I haven't tried it, but given the
generally hyper-short block stun from most moves (attackers stun is often
longer than the blocker, which is one of the more ridiculous turns of
events in SF games ever), I am pretty confident you could Super out of
there, teleport, maybe even just jump, who knows. If you get hit, it's
the reeling that keeps you pinned. Reeling animations are still
reasonably long; a lot longer than blockstun...

Seth Killian


Chris Finnie

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Dec 15, 1996, 3:00:00 AM12/15/96
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In article <58v45h$l...@vixen.cso.uiuc.edu>, skil...@students.uiuc.edu
says...

> Actually, I don't think so. I haven't tried it, but given the
>generally hyper-short block stun from most moves (attackers stun is
often
>longer than the blocker, which is one of the more ridiculous turns of
>events in SF games ever), I am pretty confident you could Super out of
>there, teleport, maybe even just jump, who knows. If you get hit, it's
>the reeling that keeps you pinned. Reeling animations are still
>reasonably long; a lot longer than blockstun...

Yeah, I'm now convinced that blockstun will be one of the main factors
determining whether or not SF3 will suck. Low blockstun means turtling
and nonexistent offense. Invincible supers also destroy offense, but I
think blockstun is at the top of my list of SF3 issues. When SF3 starts
playtesting, I think the first thing that should be answered is how the
blockstun is.... second of course, is how invincible the supers are and
if they travel horizontally, go through FB's (super shouldn't do this),
etc... the answer to these questions alone will make it clear if SF3 is
a turtle fest, or a game of legit offense, traps and strategy, like SF2
pre-ST (or when Balrog/Ryu weren't fighting, etc).


chris

Allen Jameson Klein

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Dec 15, 1996, 3:00:00 AM12/15/96
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Excerpts from netnews.alt.games.sf2: 15-Dec-96 Blockstun (was: Rogue
infin.. by Chris Finnie@intergate.b
> Yeah, I'm now convinced that blockstun will be one of the main factors
> determining whether or not SF3 will suck. Low blockstun means turtling
> and nonexistent offense. Invincible supers also destroy offense, but I
> think blockstun is at the top of my list of SF3 issues.

Of course, man! The correlation between block stun and overall quality
of a fighting game is IMMENSE. I'm trying real hard to resist my
standard urge to bring up VH here (you know, every complaint anyone's
ever had about ST or SFA2 is already working properly in that game) so
I'll leave it at that. ^_^

al
--
allen j. klein YR3VALSN1SS yan...@cmu.edu 3N1PPAH don't goad th' toad

Mark Zedaker

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Dec 15, 1996, 3:00:00 AM12/15/96
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In article <32b52764...@news.sprynet.com>, ge...@geocities.com wrote:

> Forgive my ignorance...but what's VH?
>

VH is "Vampire Hunter", known here in America as NightWarriors. And
yes, Kenichiro *is* right ^_^

Brent Bourgoine

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Dec 15, 1996, 3:00:00 AM12/15/96
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On Sun, 15 Dec 1996 09:42:10 -0500, Allen Jameson Klein
<aj...@andrew.cmu.edu> wrote:

>Excerpts from netnews.alt.games.sf2: 15-Dec-96 Blockstun (was: Rogue
>infin.. by Chris Finnie@intergate.b
>> Yeah, I'm now convinced that blockstun will be one of the main factors
>> determining whether or not SF3 will suck. Low blockstun means turtling
>> and nonexistent offense. Invincible supers also destroy offense, but I
>> think blockstun is at the top of my list of SF3 issues.
>
>Of course, man! The correlation between block stun and overall quality
>of a fighting game is IMMENSE. I'm trying real hard to resist my
>standard urge to bring up VH here (you know, every complaint anyone's
>ever had about ST or SFA2 is already working properly in that game) so
>I'll leave it at that. ^_^

Forgive my ignorance...but what's VH?

Otherwise, I agree =)

-=Brent=-

Stilt Man

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Dec 16, 1996, 3:00:00 AM12/16/96
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In article <58v45h$l...@vixen.cso.uiuc.edu>,

seth james killian <skil...@students.uiuc.edu> wrote:
>stil...@teleport.com (Stilt Man) writes:
>>>teammate). Steal Sonic Boom from Charlie, hit opponent with Boom in corner
>>>from about 1/3-1/4 screen away (spacing does not even need to be exact),
>>>follow with fierce boom, repeat.

>>This works if they block it, too, right? Which basically means that even if
>>they block the first one, you can keep them in block stun forever until the
>>whittle damage kills them, right?

> Actually, I don't think so. I haven't tried it, but given the

>generally hyper-short block stun from most moves (attackers stun is often
>longer than the blocker, which is one of the more ridiculous turns of
>events in SF games ever), I am pretty confident you could Super out of
>there, teleport, maybe even just jump, who knows. If you get hit, it's
>the reeling that keeps you pinned. Reeling animations are still
>reasonably long; a lot longer than blockstun...

I don't think so either. Maybe I didn't have the spacing right, but I was
deliriously lucky enough to be playing Rogue against some poor shmuck Charlie
this weekend. I was somewhere between a third and a half the screen away.
Even at a third of the screen away he was able to jump over it towards me.
Didn't do him much good, but he was able to get out.

Guess I'll have to add Rogue over Charlie to the "no way, no how, not a
friggin' prayer" list...

Adam Tennant

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Dec 16, 1996, 3:00:00 AM12/16/96
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stil...@teleport.com (Stilt Man) writes:

>In article <58q8ci$c...@vixen.cso.uiuc.edu>,


>seth james killian <skil...@students.uiuc.edu> wrote:

>> I haven't tried your combo you mention here, but there appears
>>to have been very little to no effort put into disallowing infinite combos
>>by the designers. Try this infinite combo for Rogue vs. Charlie (or Charlie's

>>teammate). Steal Sonic Boom from Charlie, hit opponent with Boom in corner
>>from about 1/3-1/4 screen away (spacing does not even need to be exact),
>>follow with fierce boom, repeat.

>This works if they block it, too, right? Which basically means that even if
>they block the first one, you can keep them in block stun forever until the
>whittle damage kills them, right?

>Ick...

I don't know if it would work, but a 3P block push might get you out of it
if you block the SB.
Even so, this is pretty crappy.

L8R,
Adam.

--

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- Marshal Law.
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Allen Jameson Klein

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Dec 17, 1996, 3:00:00 AM12/17/96
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Excerpts from netnews.alt.games.sf2: 16-Dec-96 Re: Blockstun (was: Rogue
i.. by Chris Finnie@intergate.b
> Jesus, if Capcom can't realize how simple that is, then I don't think
> they should be allowed to exist.

Yep yep, stick to making MegaMan 12.

Omega MAD

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Dec 17, 1996, 3:00:00 AM12/17/96
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In article <32b52764...@news.sprynet.com>, Brent Bourgoine
<ge...@geocities.com> writes
VH = Vampire Hunter, And I see exactly what you're saying. Yep your
right there, How is it VH and SFA's are so close yet one works and one
seems cheesy.

>Otherwise, I agree =)
>
>-=Brent=-

--
Omega MAD
SFA2 code V2.0: t+(++) A(+) C+ c+ T+ r+(-)->-r+
f g->+ m s+(++) v+(++) M+(-) n+:+ o+
----------------------------------------
"You cannot fight destiny,
The world will be mine!"
-M.Bison, SFA
----------------------------------------

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