Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
I'm pretty sure those names are in the SFII US manual.
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.
Post subject: You know what would be awesome?
Joined: 11/30/2004
Posts: 8
Is a 2 player time attack on a fighting game where both players take advantage of emulation and execute flawless moves, counterattacks, blocks, etc... I'm not sure if this has been done before, but that movie would be like watching Neo fight Agent Smith. I think, the movie time would be short enough for just some awesome competition possibilities. Hmmm... As far as taking damage and having someone win, I think it would be cool if two people (like Genisto and Phil who are veteran time-attackers) just went at it with their best possible efforts. Someone would eventually have to get a hit in due to the extreme difficulty of being always at the right frame or not. I know this is kind of out there and it would be really tough thing to do, but I think it could be really worthwhile. Ideas?
Former player
Joined: 3/13/2004
Posts: 1118
Location: Kansai, JAPAN
bjladd, that's a pretty cool idea. The key to make the video cool is lots of combos and counter-attacks. Like player 1 attacks, combo-style, but player 2 blocks it all and responds with a combo of his/her own. Or player 2 throws a projectile which player 1 jumps over and then smacks player 2 around. I think the Zangief movie is a great example of combo use, even with all the throws.
Do Not Talk About Feitclub http://www.feitclub.com
Joined: 4/23/2004
Posts: 150
I just wanted to say that the most you can have remaining on the clock after finishing a round in SFII (for SNES) is 96. (But it's not realisitically possible to accomplish in a fight.) Just have someone repeatedly walk into Chun Li's Lightning Kick or E. Honda's Hundred Handslap moves. (Fierce for both.) Perhaps that's only possible in the Vs. Mode on damage level 7. This doesn't help progress in any way, just thought I'd mention it. Andreas
Post subject: street fighter movie by saturn
Experienced player (699)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
I was just curious who you used in the time challenge mode and what moves did you perform? i cannot veiw the video and would like to know.
Super Mario Bros. console speedrunner - Andrew Gardikis
Joined: 11/29/2005
Posts: 317
Location: Sao Paulo - Brazil
Zangieff X Dhalsim He makes a 7-Hit Combo followed by a 3-Hit Combo. That's all I can tell..
Player (209)
Joined: 2/18/2005
Posts: 1451
Here is a AVI of this short movie I encoded a while ago: http://rapidshare.de/files/20844811/SSF2_TimeChallenge-WR_by_Saturn.avi.html In the Time Challenge movie my goal was to knockout the opponent as fast as possible no matter how boring or repetitive the combos would look. Due to some testings Zangief turned out to be the fastest character for a quick KO (I'm not 100% sure though). Dhalsim was a good opponent because he has not a good defense so the hits hurt him more than most other fighters. Got a time of 5,902 sec and I don't think it can be improved by more than a view frames (if not at all).
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
Experienced player (699)
Joined: 2/19/2006
Posts: 742
Location: Quincy, MA
on a console i've managed 11.1 seconds, using ken. This will be an interesting video. for some reason i can only hear the sound. i dont know why. well, I can make out what you do i think. many taps of A to make him unconscious, then a final blow doing that spinning move.
Super Mario Bros. console speedrunner - Andrew Gardikis
Player (209)
Joined: 2/18/2005
Posts: 1451
The AVI is encoded using the x264 codec which is also used for many AVIs on this site. If it doesn't show anything simply install the FFDShow decoder which is recommended by the x264 developers to playback this format.
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
Joined: 5/22/2006
Posts: 58
Location: Denver, CO USA
ya, if you have a problem with video ever, do yourself a favor and download vlc. http://www.videolan.org/vlc/
What would Mr Belvedere do? Probably eat some butter.
Post subject: Street Fighter 2 Moves
Joined: 8/3/2008
Posts: 254
I don't feel like necroposting even when there are other threads like this but can anyone show how to do the moves on the keyboard/SNES controller? I don't like spamming tthem and I know I cannot be a master overnight, that takes awhile and I need help the guides help somewhat but I cannot understand the whole HF, HF thing. Can anyone tell how to execute moves on ZSNES, SNES9x or Dpad?
Guernsey Adams Pierre
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
Each character has their own move set. The moves are generally one of the following: Pressing a punch or kick button repeatedly. Press down then up and punch or kick. Press back then forward and punch or kick. Do a quarter roll and punch or kick. A quarter roll would be down towards forward, or forward towards down, down towards back or anything along those lines. For example, Ken & Ryu's Tatsumaki Senpuu Kyaku (Hurricane Kick) is down, down+back, back+kick. There's a few other moves combos but that's the gist of 90% of them.
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: 8/3/2008
Posts: 254
I see but where is the training mode?
Guernsey Adams Pierre
Joined: 10/14/2007
Posts: 5
Guernsey, there is no training mode. You will probably have to play 2P with nobody touching the 2nd controller (except to choose the character).
Joined: 8/3/2008
Posts: 254
oh ok thanks
Guernsey Adams Pierre
Joined: 4/26/2010
Posts: 46
Location: Albuquerque, NM
This might be obvious, but a workaround for the fact that there's no training mode is to use cheats to give 2P infinite health and turn on unlimited time (although you might be able to change the time from the options, but I haven't played in a while.) Also, what SF2 are we talking about here?
Games to TAS: 1. Rampart (NES) 2. Pokemon Yellow (GB) 3. Aladdin (SNES) 4. Shadowrun (SNES) ----- <sonicsonic3> and please tell me...WHAT IS THE BACK LONG JUMP CODE!? [on SM64's BLJ]
Joined: 8/3/2008
Posts: 254
Iw as referring to the World Warrior, Turbo Version and Super.
Guernsey Adams Pierre
Editor, Reviewer, Experienced player (969)
Joined: 4/17/2004
Posts: 3107
Location: Sweden
An easier workaround is to just make a savestate when the match starts and load it when the opponent runs out of health. There are a few other standard moves: - Down, Forward, Down+Forward+kick/punch - Back, Down+Back, Down, Down+Forward, Forward+punch/kick - All three punch/kick buttons at the same time - Spin whole circle + punch/kick (this one is impossible, no one has ever done it.)
nesrocks
He/Him
Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Is it too rude to think this is a blatantly trolling thread?
Joined: 5/19/2010
Posts: 259
Location: California
I prefer to think his (?) account has been hijacked by a roommate/friend/sibling for the time being.
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