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Video Opera Biweekly Game Challenge
Volume 1, Number 1
Contest Solutions
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Contest Solutions Video Presentation (0:52, 10,843 KB, MPG1)
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General Comments |
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All versions of Guile's Sonic Boom give five frames advantage if connected, but his Flash Kicks all have six frames of startup. Even if charge time wasn't a factor, it would still be impossible to link the Sonic Boom directly into a Flash Kick without some kind of a setup. That's where the key to this challenge lies. Although there are several restrictions placed on Guile's actions, the opponent is free to do virtually anything. While it is possible to solve this puzzle without any opponent action, that's neither the most creative method nor the easiest.
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Method 1 - any Groove Guile vs any big character (corner) |
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meaty Sonic Boom, Flash Kick
Comments: Any knockdown may be used to set up the meaty Sonic Boom. The fatter and farther away the opponent, the more time you have to charge. To optimize charge time, quickly move to F, then DF and hold for as long as possible before pressing LP to trigger the Sonic Boom.
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Method 2 - any Groove Guile vs any roll Groove Vice (midscreen) |
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Vice roll through Guile LP Sonic Boom, Vice HCF+HK low whip, Guile HK Flash Kick
Comments: This is the easiest method by far, since it gives Guile the longest amount of time to charge for the Flash Kick and since Vice actually gets pushed towards Guile when she collides with the Sonic Boom. Zangief's c.HP, Vega's c.MP, and several of Dhalsim's limbs work just as well as Vice's HCF+K whip.
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Method 3 - any Groove Guile vs A-Groove Maki (midscreen) |
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Maki roll through Guile LP Sonic Boom, Maki activate Custom Combo, QCF+MK run, MK slide (1 hit) xx QCF+MK run into Sonic Boom, Guile HK Flash Kick
Comments: Although Maki's special run pushes Guile back faster than the travel speed of the LP Sonic Boom, it doesn't go on long enough to reach it. Maki can get around this problem by using A-Groove's Custom Combo to cancel into another run when the first is about to end. Maki's MK running slide can be canceled early enough to avoid the grab attempt entirely.
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Method 4 - any safe fall Groove Guile vs any roll Groove Rugal (corner) |
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Rugal roll through Guile LP Sonic Boom, Rugal HCB+LP wall slam through Sonic Boom, Guile safe fall and reversal HK Flash Kick
Comments: This variation is fairly straightforward, though the coordinated timing is strict. The LP version of the wall slam is used because it has the shortest startup. Since CvS2 stages have different lengths and since Rugal's HCB+P wall slam behaves slightly differently depending on which corner is used, there's some inconsistency in the timing for this setup for different situations.
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Method 5 - any Groove Guile vs any Groove Zangief (midscreen) |
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Guile LP Sonic Boom, Zangief max range j.HP, Guile HK Flash Kick simultaneous hit juggle with Zangief landing on Sonic Boom
Comments: If an airborne opponent comes into contact with the hit boxes of two eligible attacks at the same exact time, the game system does not choose between the two hits, but rather allows both to connect even if neither possesses any juggle potential. Since Guile's Flash Kick hits Zangief's extended fist on the same frame as the Sonic Boom hits Zangief's body, both attacks connect simultaneously and register as a two-hit combo. This method also works well against Blanka's j.HK, Honda's j.HK, and Dhalsim's extended air kicks.
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Method 6 - any Groove Guile vs any roll Groove Yamazaki (midscreen) |
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Guile LP Sonic Boom, Yamazaki max range roll-cancel QCB+MP snake arm, Guile MK Flash Kick simultaneous hit with Sonic Boom connecting
Comments: In reality, this method is a variation of the previous method, except with the opponent grounded instead of airborne. If the Sonic Boom hits first, Yamazaki's MP snake arm will be stuffed and the Flash Kick will whiff. If the Flash Kick hits first, Yamazaki will be knocked down and the Sonic Boom won't connect. Therefore, it's essential that the two hit simultaneously. Roll-canceling Yamazaki's snake arm delays the Sonic Boom impact and allows Guile more charge time. The MK Flash Kick is a much better counter for Yamazaki's MP snake arm than the HK version for hit box reasons. Interestingly enough, Yamazaki isn't knocked down due to the arbitrary way hit properties are chosen for simultaneous attacks.
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Method 7 - A-Groove Guile vs any character (corner) |
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activate Custom Combo, lvl1 Somersault Justice, meaty HP Sonic Boom and immediately charge down as super move ends, HK Flash Kick
Comments: In basically every Capcom game containing Custom Combos, all charge times are reduced to an instant while in active Custom Combo mode. In CvS2, this property lasts until the very end of super moves performed during Custom Combos. By utilizing Capcom's flexibility in accepting special move inputs, it's possible to perform the Sonic Boom command just before the Custom Combo super move ends. Since the CvS2 engine considers special moves "done" the instant that an eligible command is completed, and this occurs before the Custom Combo is totally over, there's still time to gain the instantaneous down charge for a Flash Kick. This is further shown by the fact that Guile gains no super meter for performing the Sonic Boom - he only gains meter when it connects. Even though the command was performed during the Custom Combo, the Sonic Boom itself executes after the Custom Combo ends, inflicting the usual seven points of stun damage to Vega. Furthermore, Sonic Booms performed using this technique do not possess juggle properties. Therefore, even though this method falls into somewhat of a gray area with respect to the challenge rules, it is the choice of the contest judges that it be accepted as a valid answer. As explained above, Vega's KKK backflip is necessary to make the Sonic Boom meaty because otherwise the Flash Kick will not combo, even with no gap between the two moves.
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Bonus Combo - A-Groove Guile vs any Groove Dhalsim (corner) |
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Dhalsim full screen distance LP Yoga Fire, Guile activate Custom Combo, LP Sonic Boom and immediately charge down, Yoga Fire interrupts Custom Combo, Dhalsim move forward and max range DF+LP, Guile HK Flash Kick, Sonic Boom juggles
Comments: All projectiles performed during a Custom Combo possess infinite juggle potential, even after the Custom Combo itself ends. In addition, Custom Combo mode allows Guile to regain charge instantaneously after executing the Sonic Boom - before Dhalsim's Yoga Fire returns him to normal mode. Because the Sonic Boom connects while Guile is in normal mode, it also inflicts six points of stun damage to Dhalsim and gives Guile super meter when it connects. Needless to say, this combo is definitely not a valid solution to the challenge since the Sonic Boom was clearly performed in the midst of an active Custom Combo.
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Special Thanks |
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jchensor - for the original idea to host fighting game brainteasers
T7-San - for the inspiration behind the bonus combo
MrWizard - for several contest rules corrections
All Participants - for the time and the effort, even if unsuccessful
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