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EVO2K4 Competition Shows Off Crazed Street Fighter Skills

Thanks to Shoryuken.com for its new post discussing one of the highlights of the recent EVO2K4 fighting game tournament, in the form of "a video of the amazing ending to the Daigo [Umehara] vs. Justin Wong match of the Evolution [Street Fighter 3] Third Strike finals." The video shows in-game footage and crowd reaction to Daigo's nearly dead character "parrying each hit [of a super] individually... then going for a jump in combo." Elsewhere, the brief game-by-game results of the popular multi-title tournament are posted on the official EVO2K4 site.

65 comments

  1. Triple Paul Newman Finish by cL0h · · Score: 2, Funny

    When SFII first came out in my town someone decided that when Ryu or Ken do a dragon punch, the "sho-ryu-ken" sounds like "Paul Newman".
    So everyone started calling dragon punches Paul-Newmans to this day. How cheeky is this post ?!?!?!

    --
    cL0h
    1. Re:Triple Paul Newman Finish by b0r0din · · Score: 1

      I always thought it was "All You Can!" like 'be all you can be.' :)

  2. I have one thing to say. by Anonymous Coward · · Score: 5, Funny

    Bakc off Slashdotters, I'm downloading this now.
    Do not under any circumstances click the link to the video!!

  3. DDR - spinoff by Neck_of_the_Woods · · Score: 1

    etc..etc..etc..

    These games are great fun to play as long as your winning, I have seen real fist fights break out over time. Interesting as it may be I find that this style game is going to be the next "Dance Danced Revolution" spin off.

    I can just see people actually trying to pull off judo moves over a sensor. Hell, I am looking forward to loosing some of the weight I have put on over the years. Dragon punch off about 15 pounds....

    --
    Neck_of_the_Woods
    #/usr/local/surf/glassy/overhead
    1. Re:DDR - spinoff by Gothic_Walrus · · Score: 1
      DDR spinoff? Street Fighter was years before DDR, and every version to date has had normal controls (arcade buttons/stick or console controller). What the bloody hell are you talking about?

      As far as a sensor-based SF game...it wouldn't work. Beyond the fact that most of the moves are physically impossible to pull off, us geeks don't need to be seen throwing Hadokens in public. :)

      --
      Goo goo g'joob.
    2. Re:DDR - spinoff by MBraynard · · Score: 1

      sensors??? Wha - you aren't talking about the Street Fighter are you? It's still played with button/stick, not sensors, right?

    3. Re:DDR - spinoff by jabberjaw · · Score: 1

      Actually, the first Street Fighter implemented a pad which you punched.

    4. Re:DDR - spinoff by suraklin · · Score: 1

      No it did not. I played the original SF for a very long time. It has the joystick and the six push buttons, the same setup as SFII etc...

    5. Re:DDR - spinoff by Anonymous Coward · · Score: 0

      You might have lost that it only had four buttons then...

    6. Re:DDR - spinoff by jabberjaw · · Score: 1

      Yes it did. There were two versions produced, one with the traditional layout, the other with the punch pads.

    7. Re:DDR - spinoff by Gothic_Walrus · · Score: 1
      From what I understand, though, the "punch pad" version was quite a bit rarer. I've never seen it, but that may have more to do with the fact that I was born in the mid-eighties and grew up with SF2.

      I don't think that Capcom is going back to that control style anytime soon, though...imagine trying to pull off special moves or combos with those controls. >_

      --
      Goo goo g'joob.
  4. Killer Instinct by 1001011010110101 · · Score: 2, Interesting

    I remember the big competitions, every day, in a local arcade near work. I usually left work at 6, and player like for 2 hours. Not a big crowd, but at least 10/15 persons every day. Very fun. Didn't see that kind of group form around a game (unless you count DDR). It was fun, and everyone kept raising the bar. Usually from time to time someone from outside the group came in, adding some new tactics that got assimilated into the group :)

    1. Re:Killer Instinct by XemonerdX · · Score: 0

      Killer Instinct was and still is my all-time fave beat-em-up arcade-game (the console versions and KI2 sucked donkey's tho), it depleted my bank-account faster than anything else back when the local arcade halls had it... What made it so insanely addictive to me were the crazy-ass huge combo's (the hit-counter would not go over 80 hits tho) you could make and the variations these allowed within them. It had also had amazing graphics compared to the other games of that era (it was released in '94). Brilliant game, tho never became quite as popular as the Street Fighter or Mortal Kombat series.

    2. Re:Killer Instinct by the+Man+in+Black · · Score: 1

      ULTRA COMBOOOOOOOOOOOOOOOOOOOOOOOOOO!

      Great game. It was always worth it to hear the announcer flip the fuck out and go bonkers when you got your Ultra Combo off. Any game where you can hit a 30-move combo and send your opponent plummeting off a skyscraper into the ground below is a GOOD GAME.

    3. Re:Killer Instinct by the+Man+in+Black · · Score: 1

      ULTRA COMBOOOOOOOOOOOOOOOOOOOOOOOOOO!

      Great game. It was always worth it to hear the announcer flip the fuck out and go bonkers when you got your Ultra Combo off. Any game where you can hit a 30-move combo and send your opponent plummeting off a skyscraper into the ground below is a GOOD GAME.

    4. Re:Killer Instinct by the+Man+in+Black · · Score: 1

      ULTRA COMBOOOOOOOOOOOOOOOOOOOOOOOOOO!

      Great game. It was always worth it to hear the announcer flip the fuck out and go bonkers when you got your Ultra Combo off. Any game where you can hit a 30-move combo and send your opponent plummeting off a skyscraper into the ground below is a GOOD GAME.

    5. Re:Killer Instinct by geggibus · · Score: 1

      On slashdot, it's enough to hit the button once.. ;)

      -K

    6. Re:Killer Instinct by the+Man+in+Black · · Score: 1

      Not when you keep getting 503 errors. :(

  5. That Chun Li panicked. by Tofuhead · · Score: 5, Interesting

    Unlinked supers against an anticipating player from across the screen in any of the SF3 games are stupid, especially spaz supers that bring your character in and have predictable hit timing. People train hard to parry against unpredictable hits, even from within staggered combos; how did that player expect to get away with this unpunished? He should have known better than to try to kill off a top player with tick damage, which is what it looks like he was trying to do.

    He got what he deserved. That said, I'm no extreme parrying master myself, and I have no doubt that I would have had much greater trouble anticipating and parrying with the skill of the Ken player, with such a low life meter weighing on my mind. (I tend to worry more than I should about my own life meter.) Very, very well done on his part.

    < tofuhead >

    --
    It is still the dark of night.
    1. Re:That Chun Li panicked. by Anonymous Coward · · Score: 0

      pardon me?

    2. Re:That Chun Li panicked. by L7_ · · Score: 0

      I think that the chung li player was assuming that the power that goes down even with a successful block was going to kill the ken player and win the round. If you look, the ken player has just a pixel of life left.

    3. Re:That Chun Li panicked. by Anonymous Coward · · Score: 0

      hehe, *whoosh*

    4. Re:That Chun Li panicked. by Anonymous Coward · · Score: 0

      Not to mention that he was expecting a reprisal attack. It's called "baiting."

  6. I'll bite - was that tough to do? by mbourgon · · Score: 1

    Looks like he hit block several times during a slo-mo kick. Is that impressive? The crowd went wild, but how accurate does the timing have to be?

    --
    "Sometimes a woman is a kind of religion, she can save your soul & set you free from all your sins" - Bad Examples
    1. Re:I'll bite - was that tough to do? by Anonymous Coward · · Score: 3, Insightful

      no he didn't block...if he had just blocked he would have taken some small damage which at high life would have killed him...

      He "parry'd" taking no damage and it HAS to be SPOT on. Every single one of those parries had to be perfect or he have died.

    2. Re:I'll bite - was that tough to do? by Anonymous Coward · · Score: 0

      That's no slo-mo kick...

      If it hadn't been parried so well it'd be about 30 Hz ...Sweet counter but it did look a bit amateurish seeing chun-li super from across the screen, especially as you could seen a few super attempt screw ups right before it was pulled off.

    3. Re:I'll bite - was that tough to do? by gl4ss · · Score: 1

      dunno..

      but it was the finals and the ending of that.. the crowd would(should) have gone wild any outcome.

      winning moves in most sports are rarely spectacular...

      --
      world was created 5 seconds before this post as it is.
    4. Re:I'll bite - was that tough to do? by XemonerdX · · Score: 0

      Justin Wong has won several tournaments at the previous EVO's, he can hardly be called an amateur. I wouldn't say amateurish but more show-off-ish, only pro's like Daigo can parry such kicks without blocking. I guess it was merely a matter of 'only one hit or even a block will win me the match, so why not?!'.

    5. Re:I'll bite - was that tough to do? by Anonymous Coward · · Score: 0

      what's involved in doing a parry? do u have to block and hit the correct attack button at the moment of each attack?

    6. Re:I'll bite - was that tough to do? by Gothic_Walrus · · Score: 1
      Considering that the kick shouldn't BE in slow-motion, yes. The game seems to have slowed down for just a moment with each parry.

      Then again, the most recent SF game I've played was Alpha 3. I know nothing about the parrying system...but even so, that was a damn impressive video.

      --
      Goo goo g'joob.
    7. Re:I'll bite - was that tough to do? by Godeke · · Score: 3, Interesting

      The reason it was slo-mo is because he was issuing exactly the right blocks at exactly the right time: interrupting Chun-Li's kick is *not* an easy feat. She was my favorite character in fact because that hyper speed kick was death to all but those who were masters of the game (when not intrrupted she issues about 3-4 kicks per second on that special).

      --
      Sig under construction since 1998.
    8. Re:I'll bite - was that tough to do? by Alkaiser · · Score: 1

      I'm no SF III master, in fact I hated all incarnations of III, but as far as I recall, parry required you to tap forward (i.e. not the block.) at a precise moment to completely ignore the damage.

      What's dumb is, the Chun-Li player is parrying, too, those fireballs Ken's tossing at him are getting parried (The tech bonuses) before he lets off that fateful super. So it's not like the result is completely unexpected. It looks like he just got frazzled after getting pummeled in the corner and whipped out a "Jana Novotna at Wimbledon" to eat the loss.

      --
      Netjak.com independent reviews of domestic & import video ga
    9. Re:I'll bite - was that tough to do? by DarkZero · · Score: 1

      Sweet counter but it did look a bit amateurish seeing chun-li super from across the screen, especially as you could seen a few super attempt screw ups right before it was pulled off.

      That's what I thought at first, but now I don't think they were really failed attempts at a super. I think that Chun-Li was standing in place and using lots of different attacks because all the player needed was ONE HIT, even a blocked hit, to finish his opponent off. When Daigo didn't go for it, he just decided to go for lots of tick damage with the super.

    10. Re:I'll bite - was that tough to do? by Anonymous Coward · · Score: 1, Interesting

      Not to take anything away from Daigo (who truly is a beast), but all Shotokan users (Ryu, Ken, ?) in 3rd Strike have weird parry properties. Like, Daigo had to parry 2 less hits because he played Ken than if Chun Li had unleashed that super against say, Dudley or any other non-Shotokan user.

      Also, Justin Wong was stupid. He should've built more meter up (Daigo seemed to let him do it...he was just standing there for like 1/2 the match.) and thrown a super fireball and then used the Super Art. That actually happened in another match (forgot who were the combatants) and the Ken player tried to parry--->but it's much harder to parry all that (if it is possible) so he got KO'd.

      I guess that since it was the first match (you have to win 2 to elminate the other guy) Wong figured "What the hell" and paid for it....

    11. Re:I'll bite - was that tough to do? by Ponta-kun · · Score: 1

      That was actually the second match of loser's finals, Justin would have put Daigo down for good if he had won.

      Everything else you posted is correct though, Justin really REALLY should have thrown that EX fireball in there. Though I imagine someone of Daigo's calibur still would have parried, and Justin would have looked that much worse, that super is NOT hard to parry once you get the first hit for pretty much anyone that was in that tournament. It's all in parrying the first hit, which is why Daigo was being so careful with his distancing. He stayed about half the screen away the whole time Justin was whiffing before doing the super, because at the right distances, you can parry the first hit after the flash instead of before.

  7. All you ever wanted to know about parrying... by Anonymous Coward · · Score: 5, Informative

    http://db.gamefaqs.com/coinop/arcade/file/street_f ighter_iii_3rd_strike_parry_b.txt

    quick mini explanation
    ----------------------
    Parrying is a completely new technique first introduced to Street Fighter 3:
    Next Generation that's not been seen in any other fighting game. This technique
    allows the parrier to "negate" and/or "nullify" the damage of an attack
    simultaneously rendering the other player to vulnerability. This often grants a
    great advantage to the parrier as they can follow it up with most attacks.
    Parries are practical measures of reflexes, patience and anticipation all of
    which are vital to fighting games. It has became a necessity and skill that
    seperates the good, the bad and the ugly. Parries can be used to offend, defend
    or taunt depending on how it was used. It can be performed by anyone by a light
    'tap' on the joystick/control pad per attack. I was approached by newbies once
    and they described this as the "blue flashy thing". Yes, a parry occurs when
    light blue (or red) colour is animated over the parrier.

    1. Re:All you ever wanted to know about parrying... by XemonerdX · · Score: 0

      Not sure if it's 'completely new'. In Killer Instinct (released in '94), each character had a 'combo breaker' move which would, as the name suggests', break an opponents combo leaving opponent vulnerable and giving the character the chance to counter-attack (preferably with a sick-ass combo ofcourse). These 'combo breaker' moves were much harder to pull off than a 'tap' on the joystick. The only really different thing is that in SF3 you don't sustain damage.
      Don't really see that qualifying the entire thing as 'completely new technique' tho.

    2. Re:All you ever wanted to know about parrying... by hambonewilkins · · Score: 1

      I thought that Soul Caliber also offered parrying.

      --

      God Bless America. Why? Did it sneeze?
    3. Re:All you ever wanted to know about parrying... by Anonymous Coward · · Score: 0

      so all you have to do is tap the joystick when they're attacking you? I guess the timing is very precise?

    4. Re:All you ever wanted to know about parrying... by Chris+Mattern · · Score: 1

      Soul Calibur II did, at least (never played Soul Calibur I). They called it a "guard break", but it was basically the same concept--you not only complete avoided the attack (even if it was unblockable or would do damage through a block) but also stunned your opponent for a moment.

      Chris Mattern

    5. Re:All you ever wanted to know about parrying... by Jesterboy · · Score: 1

      Yeah, Soul Calibur 1 & 2 both had a form of parrying. It's official name is Guard Impact, and it has the distinction of being able to direct which way you stagger your opponent.

      In terms of 2D games, SNK's The Last Blade 1 & 2 ("Deflect"), Samurai Shodown IV (Weapon Flipping Technique), and Garou: Mark of the Wolves (Just Defense)all had some form of parrying. SNK rules!

  8. Reflexes Needed.. by Icephreak1 · · Score: 5, Interesting

    For those unfamilir with the Third Strike parrying system, it requires inhumanly fast reflexes and a virtual PhD-level knowledge of every character's basic and super combos. Combine that with needing to be perfectly psychic, uncannily lucky and able to bend your fingers into pretzels firing off insane combos -- you get the idea. That's what kind of dexterity and reaction time it takes to succeed at this game. Trust me, I watch the kids work their magic all the time at the local arcade. It's crazy like that.

  9. WOW by petteri_666 · · Score: 1

    That was the greatest thing I have ever seen... that Ken player got some mad skills. Those parries were just so good. Gotta keep practising my skills so that someday.... ohh... I have a life and a girlfriend. Dammit!

    1. Re:WOW by Anonymous Coward · · Score: 0

      "and a girlfriend"

      and yet you're sitting on slashdot and reading about a street fighter tournament? somehow i doubt that "girlfriend" comment...

  10. Powered by Ruby? by muyuubyou · · Score: 1

    I'd swear all the pages are .php

    Am I missing something?

  11. The truth about parrying. by Ironmaus · · Score: 1

    Not only, as XemonerdX pointed out, did Killer Instinct have combo-breakers, but there were a number of other games with parrying at least a year or two before SFIII. Dead Or Alive and Soul Edge spring to mind.

    I'm not a Capcom hater who thinks we should rank on them for being less-than-innovative but we shouldn't automatically assume their supremacy just because SFII defined the genre.

  12. So which street fighter did they play? by cttforsale · · Score: 1

    is it an arcade version or a console port? If arcade, what is the closest console version? I play Soul Calibur, but SF sounds too intriguing.

    1. Re:So which street fighter did they play? by minasoko · · Score: 1
      Comments on shoryuken.com indicate that it is not the arcade board.

      Until a few weeks ago, the Dreamcast was the only home console to have a converstion of Street Fighter 3 -3rd strike, but a PS2 conversion was released in Japan last month. I'm not sure which is used here, but they are both identical to the arcade version (or can be adjusted to be).

    2. Re:So which street fighter did they play? by antime · · Score: 1

      Near the end of the clip it looks like they're using Dreamcast arcade sticks.

    3. Re:So which street fighter did they play? by Anonymous Coward · · Score: 0

      It's the arcade version via a supergun

  13. More info about this match by Anonymous Coward · · Score: 5, Informative

    I was in attendance during this match. First of all, this was the loser's bracket finals and if Daigo had lost this match, he would have been eliminated. Everyone was on their feet and there was a huge roar when Daigo parried about the 3rd or 4th hit of the super. You really DID have to be there. What's even more amazing is that Daigo parried the last hit of the super which is IN THE AIR. Unfortunately, the video cuts away after Daigo starts his super, so they didn't show him taunting Justin Wong after his own super.

    Daigo is one of the most famous fighting game players out there. Stateside, he is often referred to as "the Beast". This year, he won the SF2: Super Turbo tournament, the Guilty Gear X2 tournament, and took second in Third Strike. Last year, he did the same thing, but I think he also won the Capcom vs. SNK 2 tournament IIRC.

    1. Re:More info about this match by Anonymous Coward · · Score: 0

      This wasn't the last match of Loser's finals! I was there, this was the FIRST MATCH. If you don't believe me, look at the video and you can see that Daigo and Wong continue playing (they pick characters and everything)...

      Also, Daigo did NOT win Cvs2 last year (I was there too)...he was in the top 5 I think though...maybe somewhere around 4th/3rd.

  14. video of the amazing ending by darksaber · · Score: 1

    Not having played Street Fighter since 2 was good, I knew nothing about parrying and read this as "the video of the amazing editing"...

  15. Fingers.. by Turn-X+Alphonse · · Score: 3, Funny

    If I had fingers as good as his I wouldn't be playing street fighter... I'd be banned from slashdot for having a very very satisfied girlfriend...

    --
    I like muppets.
    1. Re:Fingers.. by mlu035 · · Score: 1

      Never underestimate how impressed young women are by touch typing skills - especially when you own one of those 'bendy keyboards' which they have never seen before (they seem to think it's harder to type on a 'natural' keyboard than a standard one for some reason - then again, so do most people I try to get to make the switch because for about a week it is weird to use).

      --
      "Feel the force, mother fucker." (Shaft Windu)
  16. Pshaaww by Anonymous Coward · · Score: 1, Funny

    So Diago can parry. But how good is he at KAKUTO CHOJIN!!?!?

  17. SFII Move list by M.C.+Hampster · · Score: 1

    Someone needs to come up with an entire list of the SFII moves and what people call them. I'm not sure what they are saying, but when Ken and Ryu do that spin-type kick (down-back-kick), we always called that the "Rich-Rich-Karl-Kick", because that's what we heard.

    I'm sure there are a ton of similiar stories.

    --
    Forget the whales - save the babies.
    1. Re:SFII Move list by Anonymous Coward · · Score: 0

      when chun-li does her little kicky thing i always thought her name was "yin" and that she "can kick"
      YIN KAN KEECK, or king kong kick.

      HADOOKEN,
      e

    2. Re:SFII Move list by Elsebet · · Score: 2, Funny

      I always thought it sounded like Chun-Li was saying "King sized Dick" when she did her upside-down spinning kick thingy.

      --
      Sacré-bleu! Where is me mama?
    3. Re:SFII Move list by DarkZero · · Score: 1

      Try GameFAQs.

      And Ryu's spinning kick is the "Tatsumaki-Senpuu-Kyaku", more commonly known as the "Hurricane Kick".

    4. Re:SFII Move list by RotJ · · Score: 1

      I've always thought of it as the "I want to fight pollution!" kick.

    5. Re:SFII Move list by M.C.+Hampster · · Score: 1

      You're no fun. I always though Haduken sounded like "How are you Ken!!??". It made sense when Ryu was fighting Ken.

      --
      Forget the whales - save the babies.
    6. Re:SFII Move list by Anonymous Coward · · Score: 0

      I always heard it as "Stop the Mexican Kabuki"... but then I have issues.

  18. Oh My God by derrickh · · Score: 1

    That was incredible. It's a shame this type of thing isn't considered a sport. (If Street Luge and SkyDiving are sports, then so is SF). Mad props to both players.

    D

  19. Seen it... by rsilvergun · · Score: 1

    the GameCrazy up in Pheonix, Az had a Virtua Fighter machine with sensors ala the Sega Activator (google for it, I'm too lazy to link). Actually never played it myself, but it looked fun. Still, you couldn't expect to do combos or anything that way.

    --
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