Bob Sagat – ComboVid https://combovid.com Street Fighter Combos, Tutorials, Matches, Screenshots, and Strategy Guides Sun, 10 Jul 2016 23:48:03 +0000 en-US hourly 1 ST Eternal by Bob Sagat https://combovid.com/?p=8789 https://combovid.com/?p=8789#respond Mon, 20 Jul 2015 22:24:24 +0000 https://combovid.com/?p=8789 Continue reading ]]> Super Turbo combo video with all new, never before seen combos and setups by Bob Sagat.
Unfortunately not aired at EVO 2015 as planned, but still thanks to STRevival for keeping ST alive at EVO and getting it up on stream.

highlights:
Boxer combos two standing hits into Headbutt at 0:16, Old Sagat connects 3 Tiger Shots in one combo at 1:28, and Ken manages to follow up a medium Dragon Punch with a super at 2:01

combos and editing by Bob Sagat

transcript:

Most of the bigger combos in this video use dizzy manipulation, where Player 1 and Player 2 can hold directions during the combo to influence the stun gauge. How this works exactly, I am not sure, but work it does. A lot of these combos would not have done as many hits without this mechanic.

0:05 The first few combos deal with how big Zangief’s hurtbox is. It’s big enough for Cammy to connect 4 medium attacks and almost her entire Super.
The attack in the wrong direction occurs when you input an attack while your character is still on one side of the opponent, then lands still facing the wrong way with the attack coming out immediately. This can happen in matches, but it’s so precise that it can’t be done on purpose.

0:10 Boxer charges during his jump and has to switch his charge as he changes sides. Crouching Zangief is the only one who can get hit by cr.MK linked into cr.HP, which Boxer then cancels into his Super.

0:13 Another example of Zangief being big enough to get hit by a lot of medium attacks in one combo. Blanka has to start his charge for the Rolling attack after inputting the st.MP, otherwise his headbutt would have come out. St.MP followed by 2 cr.MKs gives him enough time though.

0:16 The first really tricky combo. This one is based on a very specific glitch, which can actually be used in matches.(Though sparingly)
When Boxer does a st.LP, he can follow it up by a cr.LK, which he can then cancel into a cr.LP. This last cr.LP however, comes out as a st.LP, even though Boxer is holding down.
After this first part, Boxer can continue to do cr.LPs that come out as st.LPs, as long as he cancels them into each other. If he fails to do so, normal cr.LPs will come out and he has to start the glitch all over from the st.LP. However, if he just decides to stop doing cr.LPs, all he has to do is input another cr.LK and then cancel it into a cr.LP. The glitch is storable.
As Zangief jumps over, Boxer is charging a headbutt and has the glitch stored. Before Zangief crosses over, Boxer whiffcancels a cr.LK into a cr.LP. Zangief does a close st.MP, which gets hit meaty by Bxoer’s st.(really cr.)LP, allowing him to link in to a st.MK and cancelling it into a headbutt.
Normally Boxer cannot perform 2 standing attacks into a headbutt.

0:18 Dhalsim jumps over Sagat, lands, then immediately jumps back, without turning around. Sagat does a HP Tiger Uppercut, which trades with Dhalsim’s LK drill. Sagat stays grounded and performs two more Tiger Uppercuts, performing a 5 hit combo which leaves the opponent entirely off screen for almost the entire duration.

0:21 Claw does both a st.HP and a st.HK mid combo.

0:23 As Chun Li fires off a Kikoken, Blanka grabs her. During the grab, he is completely invulnerable, so the fireball passes right through him.
Both Chun Li and Honda have a glitched charge Super. After it’s charged and the motion has been input, holding forward will store the Super, until both forward and a button are pressed/released. Only then will the Super activate. While the Super is charged, they can let go of forward and input any direction and as long as they go back to forward, the Super will still be stored.
After the f+Punch to fire off the Kikoken, Chun inputs back, neutral forward, to complete the motion for a Super and charge it. Wiggling back and forth after this does not cause her to lose her Super charge, so she is able to mash out of the grab before Blanka does any damage, then activate her Super as he backflips into the Kikoken.

0:26 Ken whiffs 2 Funky Kicks to pass through crouching Zangief, hits him backwards with the second one, then uses some links and cancels to connect 3 Funky Kicks in one combo.

0:29 Blanka hits Ryu mid air to get Ryu to air recover and land behind Blanka as close to the corner as possible. Blanka whiffs a st.HP to keep him in place while charging.
The fast startup on Ryu’s cr.MK allows him to get hit by Blanka’s cr.MK while behind him and in time for Blanka to be able to cancel it into a whiffed Roll into the corner.(Meaty attacks cannot be cancelled.)

0:32 Dee Jay uses fireball clashes, invincibility frames and positioning to make his way through the Tiger Shot obstacle course. His Super and Sagat’s Tiger Uppercut won’t hit each other either.

0:37 Normally Blanka can’t Backward Hop through a fireball, because of his backward movement. Eventually his invincibility runs out and he gets hit. The speed of the Tiger Shot and the corner preventing Blanka from moving backward with the Tiger Shot however, allow it to pass right thourgh without hitting Blanka at all.

0:40 Zangief also uses both special and normal move properties to dodge the Tiger Shots.

0:43 The startup on Chun Li’s Spinning Bird Kick has enough invincibility to pass through fast moving fireballs. Apparently its recovery frames were just copy-pasted along with her hurtboxes, as Guile’s second Sonic Boom flies right through her as well.

0:46 Old Cammy’s midsection is invincible during and of the Spin Knuckles. When Blanka is close to the corner, he can do a HP Roll and a LK Rainbow Roll on the same charge.
During the Rainbow Roll he uses charge direction switching to be able to execute a Super on landing, charge a Roll during its startup and execute another Roll in the opposite direction as soon as the Super hits the corner. This happens fast
enough for him to pass through O.Cammy’s HP Spin Knuckle twice.

0:48 Blanka’s Roll is even fast enough to pass clean through Zangief’s Lariat, who’s also invincible in the mid-section.

0:52 Cammy and Ryu really don’t wanna hit each other. She’s small enough to be able to duck under both Ryu’s normal Hadoukens and his Super. (Can be used in matches, if you suspect a wakeup Super. Get close, duck, then punish however you want.)

0:58 After a round ends in any way and Ken is still standing, whether a won, or lost, if he’s in the middle of doing any of his Funky Kicks, he can keep cancelling them into each other for as long as he wants. It is the only special move in the game that doesn’t first go to neutral after it finishes, so the game can’t just tell him to stop doing them.
Blanka is the only character in the game with a hurtbox on one of his winposes. Fun ensues.

1:00 Akuma axe kicks Guile into his Zankuu Hadouken and recovers in time for a HP Shakunetsu Hadouken.

1:03 Sagat jumps over Blanka, so the latter can start a LK Rainbow Roll in the opposite direction. As long as it hits whilst Blanka hasn’t completely contracted into a ball yet, he just lands, instead of bouncing back first.

1:06 Honda gets hit by 4 MKs from Dee Jay, the last one doing 2 hits for a 5 hit combo.

1:08 Fei Long can follow up his f+HK step kick with a number of attacks.

1:12 At the perfect distance, Zangief can combo into his far st.HK.

1:14 Old Sagat’s Tiger Knee knocks Blanka back into a Tiger Shot he fired off earlier. Being O.Sagat, he can combo off of the second hits of his kicks, allowing him to combo into another Tiger Knee from his far st.MK.

1:17 Blanka’s Super tracks Dhalsim, who’s on his right side when he releases it. Dhalsim lands and punches into the Super. The hit pulls him in closer to Blanka, who can now combo off of a far st.MK.

1:19 Dhalsim punches into Chun Li’s Kikoken on the same frame as he gets hit by her Kyaku Retsu Kyaku, which usually can only hit once. The first hit being simultaneous with the Kikoken hit however, cancels this limitation and she is able to hit him a second time.

1:20 Here Chun Li hits Claw with the last hit of her Super at the same frame as her Kikoken. Normally her Super sends the opponent flying, but the simultaneous hit with the Kikoken keeps Claw grounded and now she can combo from her Super with someone other than Tenshou Kyaku.

1:24 Dictator flies over Blanka with his Super and Blanka walks into the very last frame of its second to last hit. Dictator recovers just in time to hit Blanka with a st.MP and charge direction switching allows him to cancel it into another Scissor Kick.

1:28 In a very un-ST moment, O.Sagat and Blanka chase a fireball, without a Maj jump™.
Fireballs that go off screen don’t immediately disappear, so O.Sagat does a Tiger Knee which trades with Blanka’s cr.LP. His hitstun animation leans so far back, he gets hit by the off screen Tiger Shot. O.Sagat fires off another one, which hits quite meaty, because Blanka is still leaning quite far back and recovers in time for a third Tiger Shot –low this time-, to hit as early as possible.

1:33 The infamous Maj jump™ setup. A character throws a fireball as Claw knocks them out of their recovery animation, then pushes them to the other side of the screen with a Wall Dive.
Claw’s backflip allows the last hit of Dee Jay’s Super to hit meaty, on the same frame as his Air Slasher, which keeps Claw grounded for a follow up combo.

1:40 After another Maj jump™, Dee Jay hits Claw with a close st.HK. Normally this attack only hits once, unless when there’s a fireball pushing you back into the second hit. As this was probably completely unintended, this does a ton of damage. Dee Jay completes a Super motion, walks forward long enough for the Air Slasher window to run out, hits a st.MP and then cancels it into his Super, which has a longer activation window, doing a full life bar of damage.

1:44 The last hit of Dee Jay Machine Gun Uppercut hits Claw meaty on the same frame as his Air Slasher, cancelling the knockdown it normally does and allowing him to combo into a second MGU.

1:48 This time it’s a MK Rolling Sobat which hits Claw meaty on the same frame as an Air Slasher, allowing for a follow up combo into Super.

1:52 Dhalsim, Sagat and Ken have a weird glitch in this game where if you execute a reversal Super, instead of the Super coming out, they will perform the last special move they did. This can allow for multiple fireballs to be on screen at once, though only one will have hitboxes, the other(s) will only be there visually.
In this case, Dhalsim gets hit out of the recovery of his LP Yoga Fire. The other Dhalsim lands and does a Yoga Blast, causing him to lean back into the Yoga Fire. The first Yoga fire disappears just as the second one comes out, so it too does have hitboxes.
Normally characters have to wait for their fireballs to have disappeared to be able to even go into the startup animation of another one, but because of the glitch, Dhalsim was able to start the second Yoga Fire much earlier.
He recovers from the second one in time to walk forward and cancel a b+LK into his Super.

1:58 After another Maj jump™, Guile activates his Super. Claw punches into the last frame of its second to last hit, causing him to get hit, but stay grounded as he is kept in hitstun by Guile’s Sonic Boom. Guile lands in time to combo a st.LK into a Flash Kick.

2:01 Ken uses the same setup as Guile and hits Claw meaty with a MP Shoryuken, the first hit of which doesn’t knock down. Claw subsequently gets hit by Ken’s Hadouken, allowing Ken to land and execute a Super. (Ken can actually hit Claw with a st.LP and cancel that into a Super, but that would dizzy Claw, no matter what I tried. Full Super is more fun.)

2:07 His Spinning Pile Driver makes Zangief lean forward far enough for Ryu’s Super to pass completely through him.
Depending on the strength of the SPD, Zangief actually has several chances to still land the throw. LP version gives him 12 attempts, MP 8 and HP 6.
This is the LP version. Ryu’s Super invincibility frames keep him safe for a while, but he becomes throwable on Zangief’s last throw frame, when he already looks like he’s giving up.
Then he just inputs the stage Fatality code and Ryu goes down the pit.

soundtrack: Paper Mario: The Thousand Year Door OST – X-Naut Fortress

released today, July 21st, 2015

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ST T.Hawk 720 Screenshot Set by Bob Sagat https://combovid.com/?p=8318 https://combovid.com/?p=8318#comments Sat, 31 Aug 2013 21:27:44 +0000 https://combovid.com/?p=8318 Continue reading ]]> All of the attempted 720s in these screenshots connect. Both grapplers in ST cannot waste their meter, when their Super starts up, their opponent goes for a ride. Here we also see that sprites don’t always accurately represent their hitboxes, even though Hawk’s throw range is pretty huge in this game. Explanations of the situations and setups in these screenshots are included below.

transcript:

1. Hawk jumps over Ryu as Ryu starts a Dragon Punch. When done right, moves in ST can face the wrong way when input on the right frame before landing, even after hitting the opponent with a jumping attack that lands you behind them. The throwbox of Hawk’s Super is big enough that it can grab characters standing behind him and as soon as he becomes hittable, Ryu also becomes throwable before his DP leaves the ground.

2. Guile seems stocked to be thrown out of his neutral Forward startup, which technically still leaves him grounded.

3. Hawk jumps over Zangief, then back again so as to create distance and so as to not get hit by Zangief’s close Roundhouse, which leaves his sprite seemingly airborne during its recovery.

4. Hawk grabs Blanka out of the startup of his Roundhouse.

5. Chun Li jumps over Hawk and does a backward facing df+Forward, while Hawk performs a grounded 720. Again, Chun Li is still considered grounded during this part of the move.

6. T.Hawk is already considered grounded before he’s fully landed after a whiffed Dive attempt.

7. After dodging the Tiger Knee portion of Sagat’s Tiger Genocide, Hawk grabs him during the few frames he becomes throwable on the ground.

8. Hawk jumps up over Honda’s whiffed cr.Roundhouse, which leaves his sprite quite far behind his throwbox.

9. Hawk dives over Ken’s hcf+Roundhouse into Axe Kick, to reach the maximum range from which to throw him. Ken’s sprite actually physically leaves his throwbox behind as he moves forward.

10. Hawk dives over Dhalsim’s whiffed far Roundhouse, the sprite of which also strays quite far from its throwbox.

11. Hawk jumps over Vega’s Claw Roll and grabs it at max range.

released today, August 31st, 2013

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SSF2 Boiling Oil – A New Challengers Vid by Bob Sagat https://combovid.com/?p=7628 https://combovid.com/?p=7628#comments Sat, 04 Aug 2012 02:15:57 +0000 https://combovid.com/?p=7628 Continue reading ]]> When we think about SF2 bonus stages, our minds immediately jump to the infamous car stage, or the wine(?) barrels, or even the console only brick stage, but what about the oil drum stage? It turns out that by positioning the drums just so, you can create setups that make just about anything possible.

highlights:
SSF2 M.Bison combos in and out of his Headstomp and strikes a nice mid-air pose at 0:59 , Ken manages to land 2 DPs in a sequence that technically doesn’t combo, but is completely inescapable at 1:11, Fei Long combos 3 Flame Kicks at 1:26 and Chun Li reveals a secret special move at 1:45

combos and editing by Bob Sagat

transcript:

00:14 – The recovery of Fei’s second Rekka is cancelled by him entering a fall state, since he slid off of the barrel.
Cammy’s hitstun animation manages to push him back in time before he falls. After that he simply links his cr.Short into st.Fierce, then cancels into 3 more Rekkas.
The third one is interrupted by Fei entering a fall state again, this time falling off completely. He still makes the third Rekka sound during his neutral jump Fierce.

00:17 – In this stage Vega can control the direction in which his opponent is hit, simply by holding the corresponding direction on the joystick. His jump back Short causes Ryu to slide towards him, giving him enough time to make it across the screen and back jump over Vega, who does a far st.Fierce into the first fireball.

00:21 – Sagat’s Tiger Knee gets interrupted by Vega’s cr.Jab. After this, Sagat does a simple combo while the barrel negates the push back.
Interestingly, Tiger Uppercuts and Shoto DPs travel horizontally when there’s a barrel on top of them.

00:24 – Ken does a meaty close Roundhouse as Guile kicks into it with a cr.Short. The barrel helps Ken to land early out of his air Tatsu to finish with a DP.

00:27 – Fei falls out of his Rekka and has enough time to do a late Roundhouse on his way down, then follows with a standard link combo into Flame Kick.

00:30 – Normally Vega can’t combo into his Claw Dive, but the j.Fierce hits at the same time as the flame from the barrel, causing no fire state or knockdown, but adds enough hitstun for the Claw Dive to connect. Similar to hitting an opponent at the same time as a projectile.
Air normals can be canceled by walljumps, allowing Vega to combo 3 jump attacks.

00:37 – Chun Li can do the same thing: headstomps can be canceled into themselves or other air normals, and all her air normals can be canceled by walljumping, allowing five jump attacks in one combo.

00:40 – Dhalsim can do a fake air teleport by teleporting from the top of a barrel. He will have a short ground recovery in mid air, allowing him to follow up with ground style attacks in mid air. When he does nothing, he falls like normal.

00:43 – Because the characters in bonus stages don’t automatically face each other, they can do crossups at will, making the opponent fly at them, when attacking in the opposite direction.

00:46 – Because Blanka is facing the opposite way, Sagat flies to the right. You can’t fall during hit stun, so he just moves over to the other barrel.
Presumably because Blanka touches something he can stand on, he comes out of his Upball recovery early.
Some special moves react in a weird way to landing on a barrel, by making the character do a little after hop, during which they can attack. Blanka uses this to combo two neutral jump Fierces.

00:49 – Fei Long faces the other way to make Vega move with him, then turns around and finishes the combo.

00:53 – Cammy uses the same principle. Interestingly, when positioned underneath a barrel, her Spiral Arrow skips the second hit and goes straight into the recovery.
Unfortunately, the recovery is too long for her to follow it up without interupting it.

00:57 – Blanka hits Sim out of his teleport with a very meaty Upball. You can’t fall during hitstun, so Blanka has time to follow up with a normal Blanka Ball afterwards.

00:59 – Bison cancels a standing Strong into Headstomp. The Strong is only visible for one frame before it’s canceled.
Sagat’s height and the position of the barrels push Bison back to where he came from. If the barrels are one pixel off, this combo is impossible.
Instead of going into a recovery pose, in this scenario Bison actually does the full Headstomp pose, then flies to the right where he quickly lands. He does a simple combo into another st.Strong canceled by Headstomp.
When Bison flies up and lands on the barrel, if he does nothing, he just has a long recovery, but if he immediately jumps, this recovery can be carried over into the startup of a jump normal, in this case Fierce, which explains the weird mid-air pose.

01:02 – In certain situations, Blanka’s Rainbow Roll doesn’t bounce back, but finishes its trajectory. Because he started the move so far below Sagat, he lands on the barrel in time to do some follow up hits.
For some reason, a point blank Upball on top of a barrel causes Blanka to fall down immediately and go into a little hop during which he can attack.

01:05 – The last part of Dee Jay’s slide doesn’t knock down. Vega punches into it and gets pulled in close, making it possible for Dee Jay to hit him with a reversed Machine Gun Uppercut.
Normally the MGU can’t be comboed from. If Dee Jay doesn’t mash it, it doesn’t fall either -the first and last hit can be done airborne- but the middle hits cause the move to be interrupted by a fall. This gives him just enough time to do a neutral jump Roundhouse.

01:07 – When Vega does a Clawroll off of a barrel, he stays right next to it. Again, Vega has the power to control the opponent’s direction in this stage, so he uses this to pull Zangief in.
For some reason you can only combo two of Vega’s ground normals. After that, it’s impossible to hit anything again. (At least in time for it to combo, the game just doesn’t allow it. Early hitstun deterioriation?)

01: 09 – Sagat does a Low Tiger Shot into Fei’s waiting close Fierce. Then Fei shows him why he’s the master of links.

01:11 – Dhalsim interrupts Ken’s Jab Hadouken with a Short Slide, so Ken can get ready for a Strong DP. Sim does a st.Strong into the fireball and gets hit at the same time as the DP, which moves horizontally, because it started underneath a barrel. Duh.
A glitch is triggered which moves Sim up in the air and somehow interrupts his hitstun animation, causing him to fall.
Ken recovers in time to hit him with a Fierce DP before he hits the ground. Technically this doesn’t combo, but it is entirely inescapable. Sim goes straight into a falling state after the hitstun is over, denying him a chance to “air” teleport out of the way. Drills start up too slow and he is still in the air when the DP hits. He also isn’t invulnerable, since he’s technically not in an air recovery state, he can still do moves. And of course, the DP is invincible.
In the best case scenario, Sim would have stayed on the ground and stayed in hitstun, allowing the DP to combo, but as far as I can tell, the glitch is triggered a 100% of the time in this stage.

01:14 – A simple double fireball setup, similar to the Ryu one at 00:17, with Vega pulling the opponent closer.

01:16 – Hitting the barrel with the Sky High Claw allows Vega to do a meaty setup with it.
Just like Blanka, he goes into a little hop, that he uses to combo into a jump attack, then land in time to cancel some crouching attacks into another Wall Dive, which pushes Sim into the flame for the last hit.

01:19 – Just like Cammy’s Spiral Arrow, Fei Long’s Flame Kick skips the second hit, going straight into the recovery. Luckily, the Flame Kick’s recovery is the elusive third hit, making it easier to combo from.
Sim hits into the first hit with a far Fierce and gets sucked in, because Fei is facing the other way.

01:22 – Zangief is stuck in mid air because of a needlessly complicated setup, which I’d rather show you in this video.
One thing I can tell you about it, is that there’s a certain possible distance between barrels where a character can walk over the gap without falling, but when he jumps onto it, he falls right in. When the other character happens to be standing right next to the falling character, they get sucked through them to the other side for some reason, presumably from getting their collision boxes entangled or something. Anyway…
In this stage, whether a ground normal is considered close or far isn’t dictated by the distance between you and your opponent, but by how close you are to a barrel. Because of this, Ken can be right next to Gief and still do a far Roundhouse and cancel it into a Fierce DP, which normally wouldn’t hit, because he’d be too far away.

01:24 – Dee Jay does a Dread Kick, which gets interrupted by Chun. What’s interesting about this combo is that apparently, his close Roundhouse can hit twice. Normally the first hit pushes the opponent too far away for the second hit to connect.

01:26 – Kind of the same concept as the earlier Fei/Sim combo, except boxed in, so there’s no push back of any kind, allowing for far more Flame Kicks to be used.

01:30 – Blanka does an Upball into the barrel, so it hits as meaty as possible, allowing him some time to charge the next Upball. Because he’s underneath the barrel and Honda and the corner block him from getting out, he lands instantly to do a cr.Forward into another Upball. This time he extends his charge time by linking his second cr.Forward into a cr.Short, which he then cancels into the last Upball.

01:35 – Chun pushes Gief to the right by looking in the wrong direction. His hitbox is too wide to escape the headstomps under the barrel and Chun wants to fly forward, but is blocked by the third barrel, giving her an infinite. This combo was banned in all SSF2 tournament play.

soundtrack: Street Fighter Alpha 2 Gold – Cammy Theme

released today, August 3rd, 2012

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SSF2T Screenshot Set 2 by Bob Sagat https://combovid.com/?p=6339 https://combovid.com/?p=6339#comments Sat, 19 Nov 2011 07:58:06 +0000 https://combovid.com/?p=6339 Continue reading ]]> Inspired by his ST-Tribute (RFD 2011 Edition) video, Bob Sagat has compiled another set of unique Super Street Fighter II Turbo screenshots – highlighting more odd occurances and unexpected symmetries. Did you ever think you’d see T.Hawk performing a Scissor Kick?

bobsagat-09-chunli-cammy-breakdance

bobsagat-10-tawk-dhalsim-longreach

bobsagat-11-feilong-thawk-synchpunch

bobsagat-12-cammy-bison-legtraining

bobsagat-13-sagat-dhalsim-tigerflame

bobsagat-14-chunli-doubleblur

bobsagat-15-cammy-cammy-stretch

bobsagat-16-thawk-bison-doubleairscissors

download link:
megaupload.com/?d=33J9QRXA
(full set contains three additional screenshots)

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ST-Tribute (RFD 2011 Edition) by Bob Sagat https://combovid.com/?p=6238 https://combovid.com/?p=6238#comments Mon, 24 Oct 2011 08:30:21 +0000 https://combovid.com/?p=6238 Continue reading ]]> As the intro message says, this is a tool-assisted combo video for a very old game. The fact that it looks so damn fresh is a huge achievement for both Bob Sagat and the game itself. It’s quite rare to see a Super Turbo combovid that doesn’t fall back on repeating known combos.

highlights:
SSF2T Chun Li mashing strong like a champion at 0:36, Ryu vs Blanka zero damage at 0:57, Guile vs Blanka zero damage at 1:04, and T.Hawk backwards fierce setups at 1:46

if you like this video:
Head over to Bob Sagat’s channel and subscribe for more SSF2T combos and glitches.

combos and editing by Bob Sagat

soundtrack: SFEX2 OST – Flash Train

download link: megaupload.com/?d=EUJ77IKN

released yesterday, October 23rd, 2011

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SSF2T Screenshot Set by Bob Sagat https://combovid.com/?p=5348 https://combovid.com/?p=5348#comments Sat, 25 Jun 2011 06:50:05 +0000 https://combovid.com/?p=5348 Continue reading ]]> Every single one of these Super Street Fighter II Turbo screenshots is sure to bring a smile to any oldschool player’s face. While we’ve seen this concept before, it’s never been attempted with such attention to detail. How did Bob Sagat even know that half of these animation frames existed?

bobsagat-01-hawk-sim

bobsagat-02-akuma-fei

bobsagat-03-hawk-blanka

bobsagat-04-claw-sim

bobsagat-05-dic-fei

bobsagat-06-hawk-dic

bobsagat-07-hawk-blanka

bobsagat-08-hawk-guile

download link:
megaupload.com/?d=BGA4QOFW

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Red Fight District Tournament Trailer https://combovid.com/?p=5121 https://combovid.com/?p=5121#comments Wed, 25 May 2011 06:55:10 +0000 https://combovid.com/?p=5121 Continue reading ]]> This has to be one of the strangest and coolest tournament teasers i’ve ever seen. It’s a Holland-themed remake of the Super Street Fighter II Turbo intro, serving as an announcement for the very first Red Fight District tournament to be held on October 22nd and 23rd, 2011.

If you happen to live anywhere near the Netherlands, mark this event on your October calendar. You can find detailed info at the Red Fight District website as well as the Drakenslag forums.

animated and edited by Bob Sagat

released today, May 24th, 2011

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