I love watching your videos and learning more about one of my favorite games! Much love from overseas players. And thank you so much for the subtitles グーグル翻訳で 私はあなたのビデオを見て、私のお気に入りのゲームの1つについてもっと学ぶのが大好きです! 海外のプレイヤーからも愛されています。 そして字幕をありがとう
@lezardvaleth23044 жыл бұрын
"You can play all your life" OH HELL YES
@黒猫-o2u4 жыл бұрын
せんせー crystal_cube 99くんがスト3壊しましたー
@alist66674 жыл бұрын
お気づきだろうか 2:57
@mostverticalproductions48084 жыл бұрын
I've encountered that character/opponent select glitch before. Had no idea what happened. Good to know it wasn't a coked out fantasy.
Is there a way to use Akuma/Gouki vs CPU Gill Only ? I need a new task. I finished SF3 on hardest without Continue with Sean,Gouki,Ken & Ryu. All fights just vs Gill sounds like a good challenge, especially with Gouki.
can this be used to make low-tier characters like Q, Twelve and Remy stronger, so they can be competitive in a tournament?
@svierrodcuppycake36554 жыл бұрын
I'm gonna say that's a HARD nope. Not just because it's an absurdly precise glitch with a long setup time, and because the only version of this that seems useful for most cases is the Dudley one, AND because that means it would probably only work on the P2 side, if I'm following this right (DEFINITELY a problem in a tournament setting) . . . But because "low super meter cap" is not the reason a character like Q is weak. Using a time-consuming TAS level glitch to give specifically P2-side Q an extra meter specifically for Super 1 (maybe, I haven't played 3rd Strike in years, I forget what his bar normally looks like) won't fix underlying issues with the character's frame data, hitboxes, damage values, or whatever else is holding them back. Being able to (maybe) hold one extra bar for one specific super isn't going to make a difference. It's a nice thought, though. It would be neat if some bizarre discovery buried deep in 3rd Strike could be used to make weak characters more viable, but this definitely ain't the one to do that.
@AuntBibby4 жыл бұрын
Svierrod Cuppycake if preprogrammed macro controllers can manipulate RNG memoryleak thru the controllerport of a SNES to turn Super Mario World into Brick Breaker, than anything is possible! heck, maybe within a few discoveries this could actually make Chun and Ken’s really over-powered Super Arts have LOWER meter caps, to make them more fair!
@svierrodcuppycake36554 жыл бұрын
@@AuntBibby I can totally respect your enthusiasm and optimism here, but I don't think you're getting the whole picture here. The issue with this isn't just that it's a "hard glitch". The issue is that you have to wait a bunch for the demo to play, and then hit a button within an invisible 11f window to activate a glitch that ONLY AFFECTS ONE SIDE. That, right there, is three different things that would, on their own, totally kill any chance of this being used in a tournament setting. Tight and invisible timing window with no way to check if it worked? That's a dealbreaker. Glitch that only affects one player and not the other? Also a dealbreaker. Adding upwards of several MINUTES to setup time PER ATTEMPT TO HIT THE TINY WINDOW as you wait through multiple demos for this to play out? That's a MASSIVE dealbreaker. Look, just ... sloppily overwriting a data point on one player's side through an elaborate glitch is never going to work as well as just editing the source data for that character. If you want Chun-Li to have up to 1 SA II instead of having 2 of them, and that's a reasonable thing to want, then you could just go in there and make it like that directly. This glitch can't even effect her SA II; it can't overwrite THAT data point. I am 100% with you that a rebalanced 3rd Strike would be hype as hell, and I would really love to see that happen. Unfortunately, I just don't think that this glitch is gonna do that. It's more of a cool oddity than a solution to anything. Directly changing values on purpose (i.e. modding the game) is just way faster, easier, lets you change more things, is actually symmetrical, and doesn't increase tournament setup time.