Alan Abraham
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
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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>>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
> 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
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
> Forgive my ignorance...but what's VH?
>
VH is "Vampire Hunter", known here in America as NightWarriors. And
yes, Kenichiro *is* right ^_^
>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=-
>>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...
>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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"People say I don't pray for my enemies. I do. I pray they go to Hell."
- Marshal Law.
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Yep yep, stick to making MegaMan 12.
>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+
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"You cannot fight destiny,
The world will be mine!"
-M.Bison, SFA
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