New combos after 26 years - Desk further explores Street Fighter 2:The World Warrior's Vega restand glitch

Posted by Steven 'Dreamking23' Chavez • March 20, 2017 at 9:18 a.m. PDT

It has been 26 years since the release of Street Fighter 2:The World Warrior, but despite its age some new combos have been discovered.

Desk put together a combo video that further explores the game's Vega restand glitch. One of the first showings of this glitch came from TZW, dating back to when combo videos were on VHS.

Essentially, players can continue to hit Vega (Claw) when he has been knocked down by a sweep. Though this glitch has been around for a long time, Desk attempted to push the limits of it and see what he could come up with.

Below is just a quick example of his findings.


Click image for animated version

To check out the full video, be sure to hit the jump. You can also find more information about the Vega restand glitch, courtesy of Desk, in the video's description.

Source: Desk. Sent in by Sir_Kenjamin.

Comments

MVRKHNTR said on March 20, 2017 at 9:25 a.m.

The grunting voice when throws are done in SF2 still make me laugh to this day lol

#1
Gellus said on March 20, 2017 at 9:28 a.m.

And 09ers say SFV is too punishing for a SF game, back in SF2 one good jump in = stun that most of the the times used to mean you were dead

#2
Hypermarth said on March 20, 2017 at 9:30 a.m.

Good thing Vega is getting buffed in Season 2.5 xD

#3
Balrog1984 said on March 20, 2017 at 9:31 a.m.

Desk is just a sentient being. A

#4
malcrash01 said on March 20, 2017 at 9:41 a.m.

I'm really wondering on how Ultra SF2 is going to change things. Since now you can tech throws, I wonder what they also bring to the table

#5
Rahab430 said on March 20, 2017 at 9:58 a.m.

Damn, Vega.

RIP

#6
Neobrown said on March 20, 2017 at 10:03 a.m.

..... How much balancing do you think happened in SF2, with it being the first of its kind?

Even cross ups wasn't meant to be including in the game. Was a glitch.

Don't compare the unbalanced glitch fest, against wheter people should complain with SFV...

#7
Xykes said on March 20, 2017 at 10:06 a.m.

As the FIFTH version of the game, Super SF2 Turbo was supposedly the most polished, rebalanced version of SF2, and many people cite it as the GREATEST SF GAME OF ALL TIME...

...but, it still had glitches, touch of death combos, bad balance, and all sorts of nonsense that make SF5 complaints sound trivial.

Perspective is a hell of a drug...

#8
RedRapperSux said on March 20, 2017 at 10:12 a.m.

Oh shut up.

#9
FUSON909 said on March 20, 2017 at 10:19 a.m.

your Bible thumping defense of SFV is admirable, kinda like when you see those crazed white end of the world doomsday prophets preaching in the streets, see you online

#10
Neobrown said on March 20, 2017 at 10:20 a.m.

Yes SF Turbo was its 5th version, but leading up to that not much changed. Mainly more characters to milk off the series

SF2 wateva iteration was still Capcoms 1st attempt at a fighting game. They had no previous experience and no games from other companies to copy.

I don't think it was until the Alpha series that Capcom really put effort into balancing.

#11
mechmaster90 said on March 20, 2017 at 10:21 a.m.

Chun Li and that sweep loop was hilarious, that's probably where Xiaoyu got hers from in SFxT.

#12
Abbadon36 said on March 20, 2017 at 10:22 a.m.

I think it was meant to just show that problems have always been there.
Maybe to give newer games a break and understand that things get busted.
But at the same time things now can be unbusted
or im reading too into it

#13
GiBGUN said on March 20, 2017 at 10:28 a.m.

If SF2 and SF5 came out at the same time then I'd consider your point a valid one, but expectations (unsurprisingly and with good reason) have changed considerably in the last 25 years.

#14
CreepShowKid said on March 20, 2017 at 10:34 a.m.

and people complain about SFV not being balanced xD

#15
BunnyBoy said on March 20, 2017 at 10:35 a.m.

The big difference is that defensive options were way better in SF2 games, so it wasn't just constant offensive pressure all day in these games, not to mention there were no forward/back dashes, meaning no "shimmies", and there were no Crush Counter mechanics, etc.

Look at this ST match I just watched, for example:
https://www.youtube.com/watch?v=E7RtF...

^Do both Guile and Honda have the ability to stun in one combo? Yes. Was there ever a stun in their match? No. Nor does a stun happen in the Boxer vs. Ryu match or the Ken vs. Zangief matches that happen immediately afterwards, either.

That's not to say that stuns and stun combos never happen in ST matches, of course they do, but ST isn't a game like SFV where a stun happens practically every single round of every match. Its greater balance of offense vs. defense makes it a far more footsies-oriented game than SFV at this current point.

#16
Majin_LenOH said on March 20, 2017 at 10:36 a.m.

They had 25 years and 20+ sf titles to look at but still didn't learn smh

#17
AngriestAngryArtist said on March 20, 2017 at 10:47 a.m.
(This comment was hidden because it was down voted. You can view it by clicking here.)
#18
Apoc said on March 20, 2017 at 10:50 a.m.

Nice mention of TZW. I've seen a lot of young ppl thinking long combos started with sf4 or something crazy. Since the beginning ....

#19
malcrash01 said on March 20, 2017 at 10:59 a.m.

Can we have a reply that doesn't have to involve SFV?

#20
ABMone said on March 20, 2017 at 11:07 a.m.

Yeah

Seeing someone do wall dive izuna drop in a convenience store sf2 machine is the reason I play claw to this day.

Even if the move isn't very good anymore haha

#21
RnK_Ichigo said on March 20, 2017 at 11:10 a.m.

SFxT's Xiaoyu. What a great character. Miss her.

#22
BunnyBoy said on March 20, 2017 at 11:26 a.m.

I wish more people could get a chance to play competitive SF2 games, especially on a CRT with zero display lag so that players' anti-air reactions are on point.

I think this combo video is perhaps giving a false impression to some that SF2 is all about easy jump-in touch of death combos, when it really isn't.

#23
noob_blasta said on March 20, 2017 at 12:01 p.m.

Agree. When I was playing it the game was about waiting for openings and then landing solid 3 or 4 hit combos. I never saw any of this crazy stuff until the internet came along.

#24
Lord_Poupo said on March 20, 2017 at 12:11 p.m.

SF5 so empty he had to go back to SFII

#25
mechmaster90 said on March 20, 2017 at 12:21 p.m.

Same. Can't help but love characters with loops.

#26
grass said on March 20, 2017 at 1 p.m.

he's right,sugartits

#27
Pachendrix said on March 20, 2017 at 1:17 p.m.

Except getting one good jump in was nearly impossible against good players. And combos didn't really exist, so back then nobody was pulling any of this off. Also regardless of all this, nothing was meant to be competitive, so it didn't really matter whether or not it was forgiving/punishing.

#28
AngriestAngryArtist said on March 20, 2017 at 2:15 p.m.

" nothing was meant to be competitive, so it didn't really matter whether or not it was forgiving/punishing"

It's a fighting game...and you're telling me that it's not meant to be competitive by design.

They include a 2nd player to jump into the game to fight player 1. And you're telling me it's not meant to be competitive?

...WELP! *Shrug*

#29
Gellus said on March 20, 2017 at 3:19 p.m.

Okay, this is just being a fanboy dude, my comment was about how the game played, saying SFV is "too punishing" is moronic compared to many previous SF games, this complaint just makes no sense

That being said, there's no excuse for a lot of stuff, videogames have evolved and SF shouldn't just keep making the same game, with the same mistakes, forever

#30
Gellus said on March 20, 2017 at 3:20 p.m.

"And combos didn't really exist"

What? Are you crazy?

#31
Gellus said on March 20, 2017 at 3:24 p.m.

I know, but that wasn't my point, my point is that it was a very punishing game, way more than SFV, and this is true, one bad anti-air and that's it, round lost, it didn't happen every match because players were good and didn't make many mistakes, since instead of crying that the game was too punishing, they focused on getting better

#32
KMTwetworker said on March 20, 2017 at 3:32 p.m.

And you had to pony up 50 cents more to continue. ...There goes my lunch money :(

#33
AngriestAngryArtist said on March 20, 2017 at 3:50 p.m.

HAH! funny part about that, people want capcom to keep making the same game, hence. BUILD UPON SFIV! PUT SAGAT IN!! PUT VETS IN COME ON!! NGUH!!

#34
AngriestAngryArtist said on March 20, 2017 at 3:50 p.m.

HOnestly...he might be :P

#35
soulspark said on March 20, 2017 at 8:32 p.m.

cool video
never knew Diago played Balrog
https://www.youtube.com/watch?v=dkpri...

#36
Kenshiro said on March 20, 2017 at 9:07 p.m.

They're still shaking off the cobbwebs.

Lol

#37
Kenshiro said on March 20, 2017 at 9:12 p.m.

The ones who weren't around to play that exact version aren't focused on that.

They are looking at the game speed and lack of other mechanics that they may have been introduced to in a different SF game altogether.

#38
Meo177 said on March 20, 2017 at 10:41 p.m.

The jump in combo is not new, the rest is jus a glitch

#39
diegotricks said on March 21, 2017 at 10:19 p.m.

great video!!!! some of those combos, chun sweep attack comes to mind, were hilarious! keep it up.

#40


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