Akuma's teleport, same to Dhalsim forward, down and down forward 3 punch button or 3 kick button,f,d,&df too much for some to understand🤔, so here is a simple way, make a Z with the joystick then the 3 button 😁
@@revengekid5303 Its the same as Ryu's, Ken's or Sagat's uppercut, but then three buttons to press. To do this move consistently, in both directions, you need an arcade-stick.
Hes using TAS. He can easily know what the CPU is going to do, so if he gets hit he rewinds the game then counters his punch like his multiple Yoga teleport with Dj. Though I'm not hating on him he does label his video TAS. Just letting you know this is Tool assisted.
@@braddorcas9363 FACTS. "Cheaters NEVER win"-outside of REAL LIFE. I follow a few players that play SSF2 Turbo in arcade at 8 stars and NOT lose a round because they practiced A LOT before posting...
Buen gameplay me causa mucha Risa al igual los súper Throw y El súper combos o hyper combos y la manera qué los derrotas son bastante chistoso a la vez te causa mucha carjada y como se mueren los personajes de Street figther son bien chistoso gracias por hacernos reír y entretener subi más gameplay estaría pijudo y chistosito lo más 🙂🙂🙂🙂😉😆😁😁😀😂😂🤣😃😄😅😄🤣🤣😂😂😂😂😂😂😂🤣🤣🤣🤣🤝👌👍✌
@chanwa1522 Thanks friend! To be honest though, I thought SDR's Dhalsim run was better :P He had better combos XD Again, thanks for the comment! Please check out the Guile, M. Bison, and Vega TASes that will be uploaded shortly too!
Lo que me causa mucha risa y chiste son Los Throw de Dhalsim y los manda a besar El Tatami osea la calle ya que hablamos de Street figther 2 turbo y como sufre los personajes y se mueren me da mucha risa y él soundtrack de cada escenario de street figther 2 turbo son bien geniales 😱😱😱😆😆😆😂😂😂😂😂😅😅😅🤣🤣🤣🤣🤣🤣🤣🤔🤔🤣🤣🤣😀😁😁😁😁🙂😉😂😂😂😂😂😅😅🤣🤣🤣😂😂😂😂😂👍👌✌️🤝
A good example would be Castlevania: Aria of Sorrow speedruns. The odds of a Final Guard dropping a Final Sword are incalculably low, and it'll NEVER happen the first time. What luck manipulation is, is basically saving right before an event happens where outcomes are chosen, and replaying it over and over again in your favor. In AoS's case, the speedrunners would spend literally hours killing Final Guards over and over again in savestates until they finally dropped the Final Sword.
On paper he is the best fighter in the game, with the only unfavored matchup against Vega (claw). It is possible to counter anything if timing and spacing are correct. With that said, the skill required to play him is insane and the depth to the character is like nothing else in the game, meaning there are a number of different ways to play him. You have to understand how every move he does works against every other character (and know all of their moves) and approach each match up differently. If you mess anything up (even a tiny mistake) it can cost you the round. Because of this, you don't really see many people play him at the highest level.
@@naejimba very cool info neejimba I'm Peter from Hamilton Ontario Canada I'm 47 years old and remember playing the game in the arcade back in Day. Take care
@VicarOpusDei Nope, to be honest I don't like any MvC game aside from the first one. The second one felt "weird", and Evil Ryu (Akuma) in the first MvC was where it was at lol
Legit pulling moves off in full anticipation of CPU. Either this is BS, or this guy had to have the entire cpu defense memorized. No one can play that consistently PREDICTIVE
A tool-assisted speedrun or tool-assisted superplay (frequently abbreviated TAS) is a controller input sequence constituting a performance of a video game. Said input sequence is usually created by emulating the game, with "tools" such as slow motion, frame-by-frame advance, memory watch, and re-recording (save states) of gameplay used to aid in the input sequence's creation. The idea is not to make gameplay easy with such "tools", but rather to produce a demonstration of gameplay pushed to the limit that would be theoretically possible where human limitations in skill, reflex and consistency were not an issue. Tool-assisted speedruns often feature gameplay that would otherwise be impossible or prohibitively difficult to perform in real time. Producers of tool-assisted speedruns do not compete with "unassisted" speedrunners of video games; on the contrary, collaborative efforts between the two groups often take place.
Too much perfect, im sure you’re using some kind of special codes in this, I notice that the opponents punches can’t reach you even when it should take your life bar away.
+CyberLionGT Save states, slow-down (frame by frame to be exact), some knowledge of the game's mechanics and a "bit" of patience lol. Basically, I save at any frame I want and do whatever action I want (press Light Punch here, jump here, Move Up+Right here, etc.). Based on what you input, the AI will react in different ways (Ex: Jumping straight up may make AI Ryu do a Shoryuken, but pressing Up+Right, Up, Up+Right back and forth might make him do a crouching sweep instead). After some time and such, voila, a TAS is made!
+CyberLionGT No problem, and if you need more info feel free to check out that link in the description (do note, I'm not part of the TASvideos community, but people there can answer any of your questions as far as I know!)