Player (209)
Joined: 2/18/2005
Posts: 1451
Shakespeare: I would rather like to see another fighter with good combo-possibilities we haven't used in the previous runs like Dee Jay, Bison, Feilong etc.
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
Saturn wrote:
Shakespeare: I would rather like to see another fighter with good combo-possibilities we haven't used in the previous runs like Dee Jay, Bison, Feilong etc.
Seconding Fei Long, especially with his combo linking attacks.
hi nitrodon streamline: cyn-chine
Joined: 12/14/2004
Posts: 261
Location: Mars
daniayaw wrote:
shakespeare, why dont u try a KOF gba run?
Good Idea... But I think there is less combos moves in GBA's KOF. Let me get it's rom first, Let's see what can i do...
alexpenev wrote:
Shakespeare: that's how the game actually runs when you do the trick to unlock max stars. SF2 is a very fast SF game.
It's much difficult to play & do combos in 8 stars mode. Some time i took 200 Re-record to do first combo hit :(
Saturn wrote:
Shakespeare: I would rather like to see another fighter with good combo-possibilities we haven't used in the previous runs like Dee Jay, Bison, Feilong etc.
Well Truely all players got a max of 8 combos, repeating those combos in 11 min movie will make it worst watch... I still know more powerfull combos of Guile/M.Bison & many more... but as i said repeating. I watched all of our SF submission. Finally i think there won't be any entertainment in next movies. So i am switching to other games.
Radz.
Player (209)
Joined: 2/18/2005
Posts: 1451
Shakespeare wrote:
Well Truely all players got a max of 8 combos
Wrong. Sagat is a character who is not able to do more than 5 or maybe even 4 hit combos because even his low punches/kicks are still too slow. I once started a Guile run in ssf2, defeated 4 fighters but cancelled it 'cause I run out of ideas to make the further fights entertaining since he has a low amount of different combos. My max. combo with Guile was 10 hits though. Maybe Dee Jay would be a interesting choice, since I once managed to do a 12-hit combo with him (which is only 1 hit behind the record of Feilong) and also some other interesting combos/moves. Because of that it could be possible I start a Dee Jay run next year but I can't guarantee that. Maybe I also work further on my tournament mode which I cancelled after the first 4 rounds.
See my perfect 100% movie-walkthroughs of the best RPG games on http://www.freewebs.com/saturnsmovies/index.htm Current TAS project (with new videos): Super Metroid Redesign, any% speedrun
Post subject: Street Fighter 2 Turbo (concept battle)
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
I personally don't know if anyone could appreaciate it, personally Ken and Ryu are so good that they cancel out each other to make it seem like a very ordinary fight, but beleve me when you see it, it is a very uber tournament fight. If anyone has some other concepts I could do for the next round please say so becuase I've only got a very rough plan as to what the eventual outcome should be. http://dehacked.2y.net/microstorage.php/info/2957/Ryu_vs_Ken.smv EDIT:I've just been told that there is a 10 star turbo mode, but it requires inputed code, would it be allowed?
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Yes, we've accepted and even encouraged stuff to make the game harder.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Joined: 4/30/2006
Posts: 480
Location: the secret cow level
Didn't Gradius 3 allow a code to access Arcade Mode? Anything that adds to the challenge, outside Game Genie codes or anything else that modifies the ROM, should be included.
Joined: 4/23/2004
Posts: 150
Sparkster utilised an in-game code to unlock the Crazy Hard Mode, which as far as I know is the only way to access said setting. Andreas
Joined: 1/18/2006
Posts: 78
Location: Norway
If there is to be made a sf2turbo tas there has to be a 10 star code used. It will be far more entertaining then regular turbo mode. I personally think that a 10 star turbo mode would be even more entertaining then ssf2.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
As for this being done previously, it was done in the published KDL run (which I think was done badly). And here was my 10 star video I made yesterday: http://rapidshare.com/files/5248416/sf2t.avi.html Sorry for the bad quality but I was trying to save space.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Former player
Joined: 7/2/2005
Posts: 309
Location: Baltimore, MD
I watched them both and they were both good, nice job guys. I'd like to see a 10 star SF2Turbo run too, it would be really cool. Who would you choose though? As for another concept battle, how about Cammy vs Bison? In some of the SF stories Bison used his Psychopowers to control Cammy so this could be considered a revenge match or something.
Guybrush: "I'm selling these fine leather jackets." Wally: "Really?" Guybrush: "No. I 'm lying." Wally: "In that case, I don't want one!" Currently working on: Nothing at the moment.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
There is no Cammy.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Former player
Joined: 5/20/2004
Posts: 118
Location: Over there!
Sorry to say it, but this is garbage. It's sloppy to the point where if someone in a one frame per second timewarp played like that against me, I'd still beat them with ease. The main things wrong with it are the complete lack of strategy, moves are picked at random instead of based upon their effectiveness, and just general sloppiness. There were three occasions where one player was knocked down, and the other player completely mistimed their attack. One was so late it didn't even have a visible effect on the screen, another completely missed, and Ryu's jumpkick that traded hits with a roundhouse was so badly timed that it would have completely missed if Ken had just held down+back. There's a part where Ryu uses a hurricane kick from ridiculously long range. This is easily countered with a crouching HP or by blocking once and throwing a dragon punch. Ken failed to do either. Using a fierce dragon punch where a short one would suffice just leaves you hanging in the air for longer. Ken throws a standing roundhouse as Ryu is getting up. Ryu blocks it instead of just ducking and sweeping the other leg. No fireball dodging with dragon punches or hurricane kicks. Not a single combo. There's more, but this post is long enough. Before attempting to make a two player recording of this game you must learn the system, the characters and the matchups properly. Half-arsing it just doesn't work because slow motion can't make up for a lack of strategy and knowledge. Of course, some intentional mistakes are necessary, otherwise neither player would win, but the mistakes must be somewhat forced or you end up with something that looks worse than an average match on xbox live.
Blah!
Mitjitsu
He/Him
Banned User, Experienced player (532)
Joined: 4/24/2006
Posts: 2997
I think this concept is too hard to do in a way that could satisfy anyone. I tried to use the most positive strategies for each character, the trouble is I'd find a way for one character to hit, but there was always another way for the other character to counter product what the other character was trying to do, making it seem like a pointless thing to do when otherwise it would have hit someone who isn't use frame precision. I can't make each character play perfectly becuase otherwise they'd constantly evade each each and cast fireballs from a distance in hope that the other character will jump toward them in order to do a dragon punch, so I would make one character do a move which would normally be successful in normal play and the other character who has fore knowledge of what the other character is trying to do will counteract. One last thing no attack missed or was pointless to do.
Senior Moderator
Joined: 8/4/2005
Posts: 5770
Location: Away
So umm, what was the "concept" of that battle? It looked rather ordinary.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 10/3/2005
Posts: 1332
I like the idea of TASing SF/MK games as a sort of "sports entertainment". Sort of like what was done in Vandal's MK2 submission where he fought himself. It's fake, like wrestling, but there's a suspension of disbelief that makes it entertaining. I've seen AKA's video, and I think it should play out more... theatrically, unrealistically. Have dragon punches collide, and things you'd almost never see in actual play, but can happen in a TAS. Lastly, what's the point of using turbo? Couldn't we just watch TNC at 150% speed for the same effect?
Post subject: Street Fighter 2: Turbo
Joined: 8/10/2008
Posts: 16
Location: Canada
I've finally made the time to get serious about making a speed run, and I thought Street Fighter 2: Turbo, on 4 Star Speed on the hardest difficulty, with a time limit (Although time limit wouldn't really matter much) could be an entertaining run to watch. For those who don't know, you have 99 seconds per match, and it takes 2 successful matches to beat an opponent. There are 12 opponents total. I'm thinking maybe 10 - 13 seconds per match, averaging about 20 - 26 seconds per opponent. Multiply that by 12 and you have a time range at approximately 240 - 312 seconds to beat all twelve opponents. (About 4 - 5:12) for all the opponents. Including loading screens, start menus, and the bonus rounds, I think it would turn out to be a pretty impressive run altogether. However I'm pretty new to TASing, so I'm not sure if that would be a memorable timeframe to aim for, so for those who are experienced at TASing, if you could throw me some tips, insight, that'd be cool. Oh, and I was thinking of using Ryu as my character!
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
Hi there. We like to keep the forums to one topic per game as much as possible. You know, to keep things tidy. That being the case, please use search in future. Thanks.
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Experienced player (612)
Joined: 4/24/2005
Posts: 612
Well, since you're considering a run for this version of SFII, to differentiate from the others, I would suggest using the "Mega Turbo" Code.
GameFAQs wrote:
Mega Turbo ------------- After the Capcom logo disappears on the opening credits, press Down, R, Up, L, Y, B on controller 2
And set it to the max. Also, for just about all fighting games, don't be afraid to take time to come up with different combos and techniques to obliterate your opponent, that way it doesn't become repetitive and boring. One last thing, have fun man!
Experienced player (612)
Joined: 4/24/2005
Posts: 612
Also, if you want to post your progress, you can upload it here and I'll be happy to check it out.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
I really think someone should TAS this game at Turbo 10, game goes really really fast. Here's a video I made as a quick demonstration: http://tasvideos.org/~nach/sf2t-t10-chunli-bison.avi
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Joined: 7/24/2007
Posts: 74
Why not use the arcade version instead?
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
scaryice wrote:
Why not use the arcade version instead?
Since when did the arcade version feature Turbo 10?
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Player (64)
Joined: 10/4/2015
Posts: 102
Not to be a necrobumper but I made a TAS and needed the proper thread to place it in. Link to video
Enter the Matrix is a piece of garbage but I'm gonna finish it if it kills me.
Active player (434)
Joined: 2/5/2012
Posts: 1693
Location: Brasil
this game has no combo counter,but u clearly didn't do anythin impressive,i believe,i'm not even sure any of the normal attacks were even canceled
TAS i'm interested: megaman series: mmbn1 all chips, mmx3 any% psx glitched fighting games with speed goals in general