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Street Fighter III: 3rd Strike is the notable rendition of the closing of a great series as a whole. It's well known for it massive juggle combos from EX moves and regular ones, late 90's competitions, great music, and fun characters to play as.

Game objectives

  • Emulator used: FBA-rr-v007
  • Abuses programmer errors and glitches
  • Makes the AI look stupid
  • Is a Demonstration
  • Plays on highest difficulty
  • Does not aim for fastest time.
  • Heavy Luck Manipulation

Starting Comments

This has been the on-off project of mine to make the TAS of Twelve. I find this a troublesome project with the lack of EX-Juggles, and that even with common knowledge of all fighter's strengths and weaknesses it's still full in some parts and empty on others.
However I try as best as I can to show all the character's shining moments and give the viewer an idea how they are played.
I try to fill the void as much I can with entertainment via AI luck manipulation, Hitbox exploits, Twelve Trolling, and showing some cancels of enemy moves.

Rankings

  • 1. Oro-S
  • 2. Makoto-S++
  • 3. Sean-SS
  • 4. Remy-SS
  • 5. Ryu-SS
  • 6. Elena-SS++
  • 7. Hugo-SS++
  • 8. Q XS++
  • 9. Dudley XS+
  • 10.Necro SS++
  • 11. Gill-SS++
Score 8057300

Stages Overview

For every stage there is massive display of perfect parrying. Even parrying a super art and some of their specials.
I ridicule the AI in most fights even so much at one point making them looking like they are the player, and I'm the CPU. I exploit hitboxes and make them miss attacks from Twelve's location compared to theirs.
Most notable stages with hitbox exploits are Sean's, Remy's, Gill's, and Ryu's
Pretty much every fight does have some AI ridculation, but my fave that I put was Hugo's and Q's. It's funny watching a grab only attack character trying to to grab you numerous times and miss.
I cancel some of their moves from grabs or certain attacks.
There is heavy luck manipulation that most of my fighting TAS work has so I never get blocked or parried unless it's intentional for a certain reason to get an attack in. Well I let you in on it.
For most of the fighting games. The enemies have no ability of seeing of where you are like we do. It's Only thing they know of is boundaries. Different characters have bigger or smaller one's depending on attacks. If you are in their boundary they will attack or block. If you are not they'll go to your pre determined one based on what the game provides that character. Another luxury they have is reading inputs. This is another thing that can be used at your advantage to confuse the enemy.
Pixel perfect distances gives the AI some fogginess of whether you can attack or not. This where linking a nice combo, super, special or juggle comes in. Instead of relying on just a corner to do your bidding.
Jumping forward and backward makes them either lunge forward at you or wait for you at the bottom to hit you. Missing a special or trapping yourself can make the AI initiate a super regardless of it is smart or not to do so. However missing any regular attack does not. I tried that with Dudley on my own time and no matter what attack I did he would not bait his corkscrew blow to a parry except a special which I can't parry from trapped frames.

Other comments

-Audience will enjoy me mocking the AI and displaying some Combos and juggles.
-This type of TAS idea seems better suited as a team effort
-Remember to playback the movie by start playback<picking the game< picking the movie file. Exit the emulator to re watch it.

Noxxa: Judging.
Noxxa: Rejecting due to abysmal viewer feedback. The playaround lacks a lot of entertainment that there potentially could have been.

Joined: 4/6/2012
Posts: 44
Location: Lawn, PA
I can see that you put considerable effort into this run (your luck manipulation was very good, and you demonstrate that you clearly have a deep understanding of how the game's mechanics work by manipulating certain actions out of the AI and producing counterattacks). Your run clearly is not lacking in the "does he know what he's doing?" department. However, it is generally relatively slow-paced compared to other fighting game runs I've seen, and uses a character whom I understand has very little variety on his own. The morphing-into-the-opponent thing was far less interesting than I thought it'd be, given that you don't have access to many of their moves (not to mention that you made a predictable thing of doing it in every second round). I'm afraid this run just didn't entertain me; given its aforementioned traits, it was rather boring and became very repetitive very quickly. So...I'm sorry, but I'm going to have to vote No. I agree with TheReflexWonder's assessment, however, that this game could definitely make for a more interesting run if a character with much more variety were used; I'd be interested in watching another TAS of this game by you, if you choose to make one. (For my future reference, I have also taken note of Mothrayas's pointing out that Third Strike does not allow for inserting second-player challenger matches between single-player matches in the usual sense; it's disappointing that you can't use that feature for 2-player matches to liven up a solo run, but oh well, there's naught to be done about it.)
1/60 of a second is important; every frame matters.
Cooljay
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Active player (392)
Joined: 5/1/2012
Posts: 468
Location: Canada
It's an error on my part, as I was a bit too focused on mocking the opponents. Showing hitbox exploits such how Elena's unavoidable Scratch Wheel completely misses Twelve, Necro's Leg Attack clip through Twelve and not registering as a hit, Triggering Q to crouch punch three times on purpose, Making Hugo fail to register a Grab even though it clips through Twelve, Walking Under Ryu's and Sean's Aerial move, Doing Necro's Rising Cobra Below the opponent and him suddenly moving to the side of him with unusually more damage, Grabbing Remy Just before he lands instead of landed. I suppose I was showing a bit too much of mundane things that could be passed off as regular gameplay. I do plan to redo this TAS sometime in the near future.
Player (147)
Joined: 7/12/2006
Posts: 264
Location: Brazil
scaryice wrote:
Twelve is probably the best character in this game for a TAS, so I'm optimistic.
No, it's Urien. Insane amount of combos and great variety in all of them. Techniques like charge partitioning, unblockables are great for a TAS. This is the best Street Fighter for me, very technical and fast gameplay, but Twelve isn't a good choice.
Joined: 6/20/2008
Posts: 150
Voting no. Almost no combos, not even proper two-in-ones. With a difficulty level this high, there's no reason to refrain from comboing so you can instead luck-manipulate another s.HK. Also, you know you actually gain meter during the SUV fight, yes? It's not displayed, but as a Gouki player I promise you it's there. This could be really awesome. But currently, it's not.
Invariel
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Editor, Site Developer, Player (169)
Joined: 8/11/2011
Posts: 539
Location: Toronto, Ontario
While I didn't particularly enjoy the movie (I find many of the fighting game movies I've watched to be boring, and didn't vote for exactly that reason), I did enjoy watching Hugo whiff throw after throw, and the CPU being humiliated by perfect parrying and being danced around. I think that this could be an enjoyable movie if: - the Oro vs. Oro fight were actually won before X.C.O.P.Y. runs out. - more combos were showcased, acknowledging that the top-play juggles require super meter and are therefore unusable. - the SUV fight involved EX moves where possible -- as noted, you have a full super bar during the fight and you gain meter for hitting it. - you perfect the basketball round. You've clearly stated that, for this movie, "Does not aim for fastest time" is a goal, so why would you purposely avoid having the 'Perfect' bonus show up? - I'm torn on the Gill fight. On the one hand, it is really nice to see him get kicked around by his clone. On the other, I would love to see different two rounds of Twelve comboing him into oblivion because he's the boss. - some glitches were showed off, instead of just hitbox abuse. Obviously nothing game-reset-worthy like the Marvel Super Heroes vs. Street Fighter [http://tasvideos.org/2056M.html] run, because that would mean starting over. I like Third Strike, and I like even more seeing the highest-level CPUs being taken advantage of, and I did enjoy seeing Twelve's mutability being used. I just think that, as noted above, there are a few things that would make the movie more watchable than single hits and parries.
I am still the wizard that did it. "On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer." -- Satoru Iwata <scrimpy> at least I now know where every map, energy and save room in this game is
Cooljay
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Active player (392)
Joined: 5/1/2012
Posts: 468
Location: Canada
I do appreciate all the constructive criticism. I do still plan on trying at it again in the near future. Would be interested in having some regular fighters in it though. EX and Super Combos are just more interesting to see at least for me anyway. I know a fair share of them for all the fighters. For most of my fighting runs Tekken or Street Fighter. I find I have trouble on how to allocate my time. I hold back a little too much for mocking the AI.
BigBoct
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Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
This was a bit slow-paced for my taste. My suggestion for an updated run would be to show off every character in 2-player fights to start, then do the story mode with Twelve.
Previous Name: boct1584
Skilled player (1670)
Joined: 6/11/2006
Posts: 818
Location: Arboga, Sweden
What would be cool would be to try to reproduce some of the more famous high level-play matches from the past on the SF-scene when pulling off 1v1. Sure, I might as well watch the original match, but just have one homage-round would be pretty sweet in my opinion.
Warp wrote:
omg lol this is so fake!!!1 the nes cant produce music like this!