Category Archives: game info

More on Alpha 3’s red flash

There are many subsystems in Alpha 3, many of which aren’t in other SF games. I’m going to address here the red priority flash. There are 3 tinted color change flashes in Alpha 3, not counting the white air recovery flash: The blue “Timing Guard” aka Guard Protect (GP) blocking, which lowers the amount of …

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Divekick counters video (proof of concept)

Not a legit video, but I don’t know when/if I’ll get around to making a more comprehensive one. Some characters have problems with Akuma’s divekick in A3 because of its speed and angle, and the fact that having to block it puts you in a bad situation, because guard damage is an added concern. It …

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Weird red flash note

Gen’s crouching HK (crane stance) can beat Akuma’s divekick with the right timing/distance, however it is somewhat fickle (often the case with non-invincible attacks that can challenge the divekick). However, the move is more likely to work, for some reason, if you are holding down/back or down on the joystick- I think d/b even moreso …

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Thoughts on Evo 2013, counter-pokes, parries and SF4

Evolution, the largest fighting game tournament in the world, has concluded. Being an old man, none of my favorite games were featured as part of the official tournament, because they’re all well over a decade old, but I was more entertained by the final 8 of the Super SF4 (AE 2012) tournament than I had …

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Gen vs Chun notes

NOTE: the following entry uses the old school American notation for attack button strength. Jab, Strong, Fierce = light punch, medium punch and heavy punch; Short, Forward, Roundhouse = light kick, medium kick, heavy kick Also, keep in mind that this is not meant to be a genuinely comprehensive look at the match. Apropos of …

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A note on GGPO and Windows 7’s lag.

(Crossposted from SRK) I mentioned in the last thread that there was some input lag while using Windows 7. After doing some moderate investigoogling, this seems to be an issue with vsync, which Win7 uses for everything in the standard Aero layout (the one where with all of the pretty semitransparent borders). This can be …

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Evolution 2011: Thoughts on Skullgirls and Street Fighter x Tekken

Howdy, elite fraternity of readers. It’s been a while. I went to Evo last week (an international tournament for fighting games), and had a good time, as I always do. I got a chance to play a few matches of SFxTekken and Skullgirls. Skullgirls is kind of hard to explain in a few sentences, but …

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GGPO status update // Links bonanza

Those of you who play on GGPO may have noticed that it was down last week. This was due to a DDOS attack on the server. Things are up and running again. Also, keep an eye out for the updated version of GGPO coming out in a few months. ~~~~~ I’ve also added a bunch …

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Match Breakdown: 3 (A-Chun li vs A-Honda)

Couple problems with this match, #1 being that Honda does not have reliable anti-air vs Chun. Jab headbutt only really works if she’s above him or above and in front. Chun can jump with Short or the stomp from far away and basically hit Honda at his legs, and either beat the headbutt (bad for …

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Intro to Honda

I plan to blog about a set of GGPO matches I had while playing Honda. In the mean time, I figured I’d write a little bit about Honda in general. A3’s Honda, general overview. …not great. Honda is a defensive character by design, but when it comes to A3, he’s in a game where you …

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