@@slamtown1903 Yes but its RNG and even then very few people can legit mash out even on the 6.25% bit which is the best case scenario (or in alpha 1 which is easier) so if someone can get out of it almost all the time, its most likely a macro anyway.
My Dad flipped back in the day when we were taking turns against the arcade on max difficulty. My old man somehow got this Super Attack on Zangief and was about to finally get us on the next level. Then, the Gief broke the stun and SPD'd Birdie into a continue screen. We were truly shocked...
Shermie from kof 2002 also has a mash to go away super, it's one of her command grab supers. It's very easy to escape, but if you don't it's an instakill
Honestly, it's crazy that, out of all characters, Shermie had two troll supers like that. This one in normal form and the Level 3 in Orochi form, that she can just self KO. You'd think that that would be something to happen to a character like Shingo, but no, Shermie got those for absolutely no reason. Guess at least the self KO one aged well with the LTG meme.
@@forcrit2562 X-Morph (X.C.O.P.Y) is probably Twelve's worst Super option even though he doesn't have to play as Twelve unless it's a mirror match during SAIII
I'm glad to see a video based on this, I've learned about this a good while back when I seen the AI recovered quickly from it's dizzy animation, which is why I only used both his level 1 and 2 of "The Birdie".
SFA2 is one of those games that about fifty thousand people LOVE and can't stop talking about and everyone else remembers as being a comically broken mess.
good stuff. you should prolly have an entire video on asuka from strive, or just an in depth look at how certain item characters stay balanced despite factors of rng. i can imagine that would take awhile.
Mashing out of combos is a universal mechanic in Super Smash Bros. In fact, there are two types: DI, where pressing the stick in a certain direction will change your opponent's knockback; and SDI, where mashing the stick between directions causes your character to move while in hitlag.
In this case, there's another, more apt comparison: the stun after getting your shield broken can be mashed to make it end faster. Imagine someone had a move that always broke shields, but then had so much recovery afterwards that you could get out sometimes.
actually only SDI is universal in smash. smash 64 did not have directional influence over knockback which is one reason why it's combos are more punishing and reputable
The worst super in Alpha is Sodom's Tenchuu Satsu (720+P). Opponents can easily knock him out of it immediately after activation animation with a crouching jab. As for worst Alpha Counter that goes to Nash with his ground sweep. WTF was Capcom thinking by giving him that. It's useless against air attacks and uppercuts. He should have done a Flash Kick or even spinning back fist.
I just checked and couldn't find anything quiet like you just said maybe it's in some other version of a-core. I'm also not sure what that has to do with this video
If you use this super on The CPU and it connects they will almost instantly break free of any type of stun at the arcade ports even on The lowest difficulty settings... 99. 9% of The player base wont be able tô mash out of it in legit manner even in the Best case scenario shown in the vídeo só realistically only possible with Turbo macros
4:35 - These aren't unblockable though, right? They're just 0-frame, so you need to be holding back before the super flash. I think King's Neomax in kof13 and HOS's level 2 632146P work the same way. I know some supers also work like this. If you're up to about a third of a screen away from Bison, and he does 4646k super, you are getting hit unless you were holding back before the flash.
@@pon3d120I can see where he was coming from. Without the extra context of it being 0-frame, which you need to be an FGC nerd to understand anyway, the phrase "...unblockable low on a standing character..." sounds redundant as a standing opponent under normal circumstances cannot block lows anyway.
Maaaan don't give Capcom any slack for fucking this up. Around the end of the video, you said they had been working on a game in a genre that was brand new. 1996 was too late in the game for this level of oversight. By the time 1995 hit, no major FG dev was making trash games anymore. The blueprint was already written by that point. This was a blunder you'd expect to see from something on the Atari Jaguar, not 1996 Capcom.
Huh? This kind of oversight happens _to this day_. Quicksilver / DHC glitch in mvc3 (which literally broke the game), TAC infintes in umvc3, Dan infinite in SF5, Vanilla Sagat in SF4... The difference is in 1996 games didn't get patched every week. Saying that a single super being unsafe on hit under very specific circumstances was somehow above 1996 Capcom makes zero sense.