Try Rocket Money for free: RocketMoney.com/jmcrofts #RocketMoney #personalfinance
Join our Discord server! / discord
Patreon: / jmcrofts
Twitter: / crofts
#streetfighter6 #jmcrofts #sf6
0:00 intro
2:40 THE INFAMOUS PRETZEL MOTION
4:14 Summon Suffering
6:29 Fei Long
8:34 EWGF
11:37 Dizzy Instant Kill
13:23 The Bobby Dance
16:24 Street Fighter 1
FUN FACT: Ivy's Summon Suffering command was at the time the notation for Namco HQ's phone number. XD
XD
So THAT’S why it was so absurd in sc2. Calamity symphony used the same directionals
Is there a source on this? That's hilarious if it's true!
I used to use this on my friends just to piss them off
I clicked the vid and knew Ivy would be on here. When I was really young, I used to do it just by spamming 360s a bunch of times.
My favorite "impossible input" has to be Shang Tsung's secret fatality in MK2 - turns into Kintaro and punches opponent in half. It's a simple input... but very difficult to pull off. It's just "hold low punch *30 seconds* and then let go." Yeah there's nowhere near 30 seconds after announcer says FINISH HIM, so you have to hold it down through the entire 2nd round of the fight, which disables all Tsung's morphs and his fireball.
Ahhhh I remember that. You definitely lose one button in order to show off
I don’t never really experienced this for mk2 and stuff bur for mk9 I dont know if it was just me but it felt like shangs morph abilty didn’t work in the game cause if i remember it was back down forward 4 and the input just never worked at all it felt impossible for me.
Raiden has one also
So you win with one hand behind your back
That's why you need to do that 30 second hold BEFORE you actual WIN those MK 2 battles since its normally impossible you can only do those finishers in less then like 10 seconds before the opponent automatically drops dead.
Hardest input? Pushing the Star button
LMFAOOOOO
➡️⭐⬇️↘️
@@towataketatsu9339 ➡⭐⬇↘ (2) 🗣🗣🗣🔥🔥🔥
It took me about an hour before I gave up and looked it up when I played a fighting game for the first time
@@towataketatsu9339he aint sugarcoating it
Fun Fact: If you think Aggressors of Dark Kombat has a strange sounding, almost contrived name, it's because it does. The name was chosen because the company that developed it (and the Neo Geo hardware, as a matter of fact) was Alpha Denshi Corporation whose name was changed to ADK. So they chose that name (Aggressors of Dark Kombat) to coincide with the 3 letters of the developer name, ADK.
Getting Dream Drop Distance Flashbacks Here XDXDXDXDXDXD Cause y'know, three D's....
Also wasn't fun.
I like the name. It raises questions. These are the aggressors, what about the defenders of dark kombat? Is there light kombat?
Kazuya: Oh man, look how hard my just frame EGF is to do. Lee: MARVELOUS!
I’ve just picked up Lee as a main and it’s taken me a day of practice to consistently get acid rain and I still drop that shit
if he had to do Acid Rain more than once in a row for this video it would be in drafts for a week
@@GramdalfFGC Lee's hit grab thing (33 4) for me is extremely hard to do. I don't think I have ever done it outside of heat.
@@birdmanoo0 I've never done mist trap either it's totally impossible.. I think it's the only one that's still a true just frame the rest have 2-4 frames I think
@@Guitar-Dog Mist trap is the hit grab yeah? The kick then grab and if that's it then yeah. It's the most difficult shit to do in the game
FYI - you can perform the Bobby Dance by starting with a front grapple then hitting Jump, which will put Bobby in a back grapple (so you won't need to manually maneuver to get behind your opponent). The input for the Bobby Dance itself is ridiculously tough to pull off as it is, but at least this makes the setup a bit easier.
Isn't it sus when he grapples a man from behind?
@@itdobelikedattho8112 What if I want it to be sus?
No mention of Arcana Hearts 3 is a SIN. Akane's Shunkoku is such a hard move that it has an achievement tied to just performing it properly.
Came here to mention AH
Same here!
For a follow-up video, I suggest you look at Arcana Heart 3. One of the playable characters, a witch named Yoriko, has a special move that is performed as 632146 + any button. That's a super move motion, but not too crazy so far. The crazier part of the move is, during this brief stance, you can draw a triangle or pentagram. If you successfully draw a shape, your moves power up. The triangle is much easier to draw, but the power up lasts half as long. Possible Triangle shapes include 8138, 8318, 2792, or 2972. Possible Pentagram shapes include 819738, 837918, 273192, or 291372. A less extreme example from the same game is Elsa, a nun whose ultimate move is performed doing 8246 + AB, i.e., you are doing the cross.
elsa's is way harder than pentagram, along with a lot of other arcana heart stuff. you have to time 8246ab during 28x coin flip properly, and i can never pull it off. pentagrams are easy as fuck, you can do them the same way on either side, and do it really slow.
Primal Rage inputs are more like a fever dream of a cheat code than special moves
Oh my god 😭☠️☠️☠️☠️☠️ im glad I’m not the only one who remembers. Now I’m not fg educated but is there a name or coined term for the style of input play for games if that makes sense ? . The best way I can explain it is games like street fighter and dbfz you can do your combos and inputs as seen on screen so basically “real time” while others like Mk and primal rage have a sort of “pre Input method” where your doing the whole thing in succession on controller (trying to match inputs with what’s happening on screen would not be recommended) only time that works for you is when your blocking or teching in those games . I apologize for the huge chunk of text I’m just really into fighters , more so to have fun and learn
I think the term youre looking for is called "dial in" or "dial a" combo(s) :) @@johnathanortiz3066
@@johnathanortiz3066"Dial a combo" is whats used normally
Primal Rage rev 1.0 used all negative edge inputs just because the lead dev didn't have anyone to tell him that was a stupid idea. Later revisions changed to standard input style because Atari hired an actual tournament-level SF2 player to give feedback and also become lead on Primal Rage 2, which Midway killed because 'hurr we don't need two 2d fighters' and then ate shit three times in three years trying to make 3D happen. Weaponlord would later also do the same thing but entirely on purpose because that game was designed specifically to be played with the XBAND modem peripheral and there was no such thing as broadband or rollback netcode in 1994.
soul calibur 3 had some truly inane inputs. setsuka had a three-part special combo that switched sides so you had to mirror the horizontal inputs in the second step.
She's probably the hardest player in the roster
Didn't Cassandra have an ewgf in one of the games?
Don't forget setsuka just input as well hated it.
oh my god I'd managed to forget about just input
Tbh, I feel that Vega/Claw Meteor Combo in SFEX2 Plus, Rolling Izuna Drop, is pretty insane. Having to do that weird charging down-back and then the "L" motion with a kick, THEN you gotta line up with your opponent while airborne and AT THE END press Down + Punch to grab them. And if you whiff that last part, you just lost all your 3 bars of super
Nah bruh that's ez af lol
One thing I remember reading about Heavy Chicken Wing is that move specifically doesn't have input buffer, I believe you do have to push HK and up forward on the same frame
Bryan's Taunt Jet Upper is my candidate for a 10, although it's technically 2 different inputs.
Yeah think of it at first but JMcrofts think it's a combo not a single move command, but he forgot or might not aware that Heihachi's Omen Thunder God Fist is harder that EWGF.
@@luna_kits2345And with Heihachi out of the game, I think JFSR is left with similar characteristics? You miss EWGF and still get a WGF, but if you miss JFSR, it is just d/f+4…
@@luna_kits2345 well if we're at it, Kazuya's PEWGF has the exact same input as Heihachi's OTGF so you may as well put them together
with an xbox controller, I never hit that TJU even once in practice mode
@@chingchenghanji643 You should watch the video of Aris landing his first TJU, it is a blast.
One that always stood out to me is Akira's one-frame knee in Virtua Fighter (and Dead or Alive 5). The input is K+G but you must let go of G in one frame. A decent amount of Akira's moves are pretty hard but this one in particular I could never do consistently. Some pros can land this during juggles and it leaves me awestruck.
Oh hey I watch your channel. I liked the Tekken 8 video. Keep up the content.
Yeah, didn't that lead into the Dragon lance combo?
@lucifer9032 Thanks man. Working on a few videos right now. Sit tight, more vids are coming soon!
@WFROSE I've seen some Akira players go straight into Byakko Soshoda (hold down, back, forward + P). I could never get that move unless I was already ducking.
@@QuickTimeFailure it can be done by doing ↘️↘️⬅️➡️P or ↙️↙️⬅️➡️P or even ↙️⬇️↙️⬅️➡️P or↘️⬇️↘️⬅️➡️P
Ivy's Command grabs in SC6 still allows for the simple input of spinning the stick... BUT... it also has a just-frame version of the moves which are done by pressing each input deliberately.
nah the just frame was also easy to get by spinning the stick. plenty of 'how to' videos showing this.
I find Calamity Symphony to be easy enough by performing a 720° spin, making sure I'm positioning the joystick as "far out" as I can, and then inputting the final motion _very_ deliberately. (I also learned not to perform the motion _too_ fast, as that kept me from executing it in the past.)
She had that in SC2 as well, with slightly more damage, flashier sparks, and a different voice clip. Never managed the "just" version, but Summon Suffering is pretty easy if you can land her harpoon move. Calamity Symphony is a little harder because she won't be in whip state, but you can include a quarter circle back in the moves to force a change before hitting A+K.
I got two for you. Hayates ''Raijin'' command throw in dead or alive 5. half circle forward to start the throw. right, left, up, down then hit throw button again once the command throw prompt comes again, then up right, down left, up left, down right and hit the throw button on the command prompt again. its so awkward to do. And Akiras ''Teishitsu Dantai'' where you guard, release guard in 1 frame and kick. I got used to that one in command training but in a live match, idk how people did it. And its a required move for juggling.
This is the one! I just commented wondering if there's an easy one but I spent what felt like weeka as a kid trying to figure this one out
Hayate's Raijin command throw is even crazier to get in Dead or Alive 4. As you will have to double the amount of inputs to get the second part of the throw.
The Ivy throws were one of the main reasons I picked her up in SC2. They're easily some of the coolest throw animations out there, I never get tired of watching them!
Just circling the stick and there you go.
Being an avid SNK player in my teenager years I had to learn things like the pretzel motion for Geese's Raging Storm (and reverse pretzel for Lawrence), Takumas's Ryuko Rambu and Yuri's Hien Houou Kyaku (these last two only in AoF 2 & KOF's 94 and 95). There is a bunch of other complicated or tricky super moves inputs. Sick!
Have you tried ranbu destroy?(Ryo Sakazaki 2k2UM) 😂
the kof2k2 Leona transform command is pretty hard, especially if you're weaving it into a full combo
When I think about impossible inputs, I instantly remember about the weird inputs in Arcana Heart.
Street Fighter 1 ignores button presses, it *only* registers button releases. (This was likely a design artifact of the two button plunger version.) I want to recall that you do not have to release the final input direction before releasing the attack button, but you have to release the attack button within a couple of frames of releasing the final direction. The other critical factor is that instead of having an interruptible walk, Ryu moves with hops that cannot be cancelled after the first couple of frames. While the special move direction inputs normally have generous timing windows, any unbuffered forward input will put you on a very short timer because of the hop that gets triggered. SF1 is also fairly forgiving of incorrect direction inputs.
SF1 uses a pneumatic system, instead of potentiometers. I'm guessing that the system would eventually trigger 2 or 3 different switches, and the first to be released by the mechanism springing back would be the input registered.
The Pentagram motion from Arcana Heart, the Toy Transformations from Samurai Shodown II (along with Haohmaru's secret super), and the multiple 360 motions of Tamaki from Aquapazza.
As a Dhalsim player, I always hated that they made teleports require the "Dragon Punch" input AND multiple buttons at the same time. I picked up Dhalsim because I DIDN'T want to deal with Dragon Punch inputs, and then they added a teleport and made it use Dragon Punch input in BOTH directions, AND multiple buttons. Bullshit.
DP is incredibly easy, just act like you’re drawing a “z” with your stick (and for hitbox you want to hold forward, hold down and let go of forward, then hold forward while holding the down button)
@@azahalbiora there's also an easy cheat DP input of 63236, just two quarter circles basically. easiest way to do on a d-pad imo
Ivy throw command grabs are INSANE from Soul Calibur Series 😂 I was an Ivy main and I loved it
I’ve never hit a single one, but i also didn’t know about the spinning trick until i saw this video
Some of the fighters I remember giving me the most troublems besides the ones you picked out here are rather obscure. I'll pull the ones from games you've heard of, more fun for you that way. ;] 1) King's Rolling Death Cradle from Tekken 2) Akira's multi input (I forget its name, sadly) from Virtual FIghter. 3) Haoumaru's Tenhafuzensan from Samurai Showdown 4) The Up+Right / Up / Up+Left inputs from "Primal Rage(Arcade)" and "Weaponlord(SNES)" I will also mention Dead or Alive's multi throws because they actually gave me troublems back in the day. Great video! Thanks for your hard work. Cheers!
Crazy inputs are fun to learn about, definitely want to see a follow-up vid
This was interesting i hope you find more of these. Good stuff man keep it up
You are the best content creator I’ve ever seen for me personally just because you look so fun and kind and your excitement and joy in sharing these things always makes my day steer a long day in uni so thank you❤
There's a fastest input for Criminal Symphony for Ivy in soulcalibur 2 And also a "Flaming CS" which allows you to do the command throw in sword state
You can also do "flaming cs" in soulcalibur 6. You just have to do an unblockable cancel halfway through the cs input.
If you think these are hard, I'd suggest looking at literally all critical hearts from Arcana Heart 3. I firmly believe the inputs were added as a joke by the devs as a response to people claiming moves are too hard. For an example, here's Saki's. 2A > 2B > B > C > E > 2E > D > B > C > 8C > 2C > E Looks hard, right? How are you supposed to memorize this entire string? I'm not done. This string of moves have to be entered after the initial super which is 632146+AB. Not hard enough yet? I'm still not done. You have to enter the first string of inputs after the initial super input by TIMING THEM CORRECTLY. Yeah, that's right. Not only do you have to remember that entire string of inputs, but you have to remember when exactly in the super motion to input them. This is ONE character. Most aren't as bad as this, but I remember trying to land this in training mode for several days of attempts and couldn't even do it.
So the original Deadly Rave(Where you need to effectively do the combo manually) but EX edition.
Love these videos Jmcrofts I rewatch them all when they show up in my recommended
As someone who plays fighting games those Tekken inputs that seem impossible are actually the easiest ones. The scary looking ones are literally just asking you to spin the stick in a circle.
Clark's Roaring Sphere UDM super from KoF 2k2 UM comes to mind. just a flood of inputs that need to be timed perfectly to complete it.
It looks sick though
My favorite "impossible inputs" ever are Athena's "Psycho Medley" in KoF 2002 UM and Ralph's "Bareback Galactica Phantom" also in KoF 2002 UM. They're both stupidly hard moves to both land and do in the first place, but Ralph's move is an instant, One-Hit KO from full health IF you manage to land the second input (which is frame perfect and changes timing depending on the opponent's hitbox, so good fucking luck).
Thank you so much for this 👍🏻 you are awesome bro 💪🏻
"By watching Aris" Hey alright
Hayate from the Dead or Alive series (specially DOA4) has one of the craziest grab commands and I don't remember it having a buffer option either. You just had to get the timing right lol. It was pretty insane when that came out. It was in DOA5 as well, but they made it easier to do.
Fucking hated his grab in command training
This. I had a friend back then who couldn't understand how I could do Ryu Hayabusa's Izuna Drop throw consistently. Swear he was trolling seeing he was able to do Hayate's throw without trouble
I love this series of quirky fg inputs. DO more pls
The Bobby Dance being the hardest move in all of fighting game history is incredibly based
Bryan's Taunt Jet Upper is regarded as Tekken's toughest tech.
Punishing -13 with Kazuya or Reina Ewgf or Jin, Heihachi, Angel, Angel Jin and Devil Jin Punishing -14 is harder. Also punishing with King blue spark giant swing on -10 is probably harder than everything right now in Tekken 8.
@@phlixcarbon i13 EWGF is technically three just frame inputs, just like TJU. They're exactly the same difficulty, except you can buffer the first forward input of EWGF our of recovery (I think, not 100% sure about the buffer)
@@KuenchinDofus The difference is, that its a movement option on Punish. Meaning that there is no buffer frames to prepare the input. TJU is an unblockable attack so the startup can happen whenever. So correct me if I'm wrong but you can buffer TJU in a punish meaning its much easier.
@@KuenchinDofus Also getting the input for Blue spark Giant swing into 10 frames as a punish where there is no buffering is extremely hard (its not really used for punishing anyway unlike ewgf)
@@phlixcarbon I have no idea about Giant Swing so you might be right. I don't really understand why you would buffer taunt as punish since it's i28, you don't punish anything with TJU, it's a setup move not a punish move. And you cannot buffer Jet upper during taunt since it would cancel it.
There's an even way harder if not, the hardest kof2002um move called Ryuko Ranbu: Destroy by Ryo. The input displayed seems soo simple yet is very tricky to pull off. It's also unblockable
Nice video! I wanted to tell you that one mechanic in Aggressors of Dark Kombat that would help with that move is that you can press jump during a front grapple to move to a back grapple.
I really get the feeling ADK wanted to be a walk-along beat-em-up initially.
Almost 300k congrats bro 🔥🔥🔥🔥💪🏿💪🏿💪🏿💪🏿
Do you guys really think he's not going to do a part 2???????
Well, he included things in the thumbnail that were not in the actual video:Demon King Piccolo's super.
The hardest move to pull off in SF2 is Guile and Claw's triangle super movement.
Do u know they changed guile’s imput in some variation of sf2, some it takes the old bs imput we all know, but in later versions u charge down back, for 2 secs do a half circle back then up forward + button
The messed up part is the move list gives u the old motion and never tells u it changed
Awesome pretzel pic. Great video. Street Fighter Fei Long always has difficult command I love they made input better on the Nintendo Switch Street fighter. Please do hardest combo in video games.
bobbys dance earned my like, congrats mate
I came here for maou rebirth ranbu in the thumbnail and was grossly disappointed. :(
Hello :) Try Bryan's Taunt + Jet Upper combo ( TJU ) - this is really difficult :) Also, try to punish -13 move with Kazuya's Perfect EWGF - this is waaaay more difficult, then standart EWGF :) TJU example - kzhead.infoEiMSFrNkvfk?si=IeV53ynpWUs9Dhed Perfect EWGF example - kzhead.info6Q4pgGkNi3A?si=izDHmOu4ToYzzSKd
I have one - Sho from Battle Arena Toshinden. He has a special movie that is down, then half circle up (forward to back), then down + hard slash + weak kick. The thing that makes this move hard to do isn't only the inputs themselves, but also the fact that you're going to do part of this move while in the air, but this is a ground special. If you finish it too early, the special activates mid-air and nothing happens. You see some sparkle effects around the character as if he was going to perform the special, but because he's mid-air, it just doesn't activate. You have to hit down+hard slash+weak kick the moment he touches the ground.
Summon suffering... that's the first one that came up to my ming ! Good memories though 😁
No consistent PEWGF? Too much sugar in your diet, brother)
IIRC geese's rising storm has a lot of leeway to input it. To the point of, if you are quick enough, you can input a dash in the middle of the comand to close the distance to your opponent before releasing it. DownBack, half circle back, forward forward (dash), DownForward + punch, results in a dashing rising storm.
I think Kusaregedo from Samurai Shodown has a couple of difficult inputs as well. And there is also a move called Pentagram in Arcana Heart 3 for a character called Yoriko
In the ancient times (roots) of games, this command was born with Geese Howard in Fatal Fury and Art of Fighting, as well as KOF, called Double Reppuken
Probably heard this a bit by now, but along the same vein as EWGF, Reina in Tekken 8 has a different variant called Electric War God Kick. Similar input, except you press 3 instead of 2 (so f n d df 3, with df ad 3 being frame perfect). The kicker is, if you mess it up, you may possibly enter Sentai Stance which is less than idea in a match. Whiffing EWGF is less punishing than whiffing WEGK. Upside is, it;'s a nice move and the Eledctric variant pancakes the opponent if it hits, so they fall on their belly rather than their back (limits get up options). The standard War God Kick variant has them land on their back if it connects.Plus the Electric version is also safer in general. So it is very worth nailing the Electric variant
A 'lil surprised I didn't see Sol's Accent Core Dragon install in 'ere! It combines both inputs and specific timings to use.
The funny thing about Summon Suffering is the EXTREMELY long buffer time it gives you between inputs. I think it was to the point where you could do individual fast moves using those directions and it would still count them, as long as you ended on the final direction at the same time as A+B. So you could really mask it well if you were creative. Or just start at 3 hit 7 at some point and do a quick double qcfish motion and get it in the animation of a single A attack.
In Virtua Fighter 5 Ultimate Showdown you can do fuzzy guard block/attack option select. Goh Hinogami's 46p after fuzzy guard from 5 frame disadvantage proves to be quite tricky to perform.
Great video man! Would love to see a video of hardest combos - especially since uni 2 is out. Vatista....
Clark's roaring sphere in KoF 2002 UM. Now that's a doozie
This was fun to watch 😂 nice
I remember there also being a ridiculously hard grab to pull off in DOA Dimensions with Shiden, one of the hidden characters. I forget the exact motions of it, but I remember taking one look at it and being like, “I’m never pulling this off.”
I miss shin den
I started learning Tekken 8 Reina on keyboard and I found that adding a second left/right input above the punches makes EWGF free. The thing I mess up more often is inputting the forward during the recovery frames of a move so the game gives me a df2 instead, since the forward has to be input while in neutral. But still, it's only a trick that can be done with either a keyboard or a stick/leverless with extra buttons added.
One of the hardest inputs too are either ch df2 into perfect electric with kaz, or taunt jet upper into fb2 or bf2 with Bryan.
I mastered raging storm from fatal fury 3. Man pulling one off at the right moment really feels amazing
My favorite impossible input is a stance in Arcana Hearts 3, I don't remember which character has this move, but there is stance, where you should input a pentagram in 4 different ways
You definitely gotta do a sequel bruh. I need to know how to do those damn charge inputs
Great video 1 who is really hard to get in a real match is the "Athena Show Time" from the KoF saga The Super NES game "Weapon Lord" i remenber got crazy imput The 720 from Zamgief is hard to do walking without jump
Remember practicing Akuma's raging demon on street fighter alpha 2 on my snes to pull it off in the arcades on xmen vs street fighter 🤗
taunt jet upper maybe too? great video :) very entertaining
Me: Calmly remembers the blisters on my thumbs from growing up playing KOF 2001 and Neogeo Battle Colleseum
King Piccolo's pentagram input puts fear in my eyes every time I see it
The champion title holder ivy in sc5 using summon suffering on button reaction always ticked me off, thankful getting life lead with yoshi then fleaing never fails.
Dead or alive has some crazy input for a few characters and a fighter game were you play as morphing people to animal characters
Hey JM, nice video! Maybe a part 2 video with another inputs? I could suggest you to try Ryo's SDM on kof 2002 or hsdm on 2002um ( the fireball + plink version). A fun fact: the pretzel motion on Geese's raging storm still works on kof xv. Greetings from Brazil
Surprised to see no mention of Alpha Patroklos' combos in Soul Calibur V. His most infamous bnb required four just-frame inputs, Blueboy was an actual god for pulling it off consistently at tournaments.
I remember when Street Fighter 30th Anniversary Edition was released and when I was playing original Street Fighter I couldn't perform any moves by doing correct inputs, but when I was panicking, I was able to perform them. Then after few fights, I found that tactic work, so I genuinely started rotating stick and mashing buttons like some hyperactive kid. To this day, I remember beating that game by not looking at all, just rotating stick and mashing buttons.
10:35 I can absolutely say that electrics are hard for sure. That timing is something else. Especially omen god fist with heihachi and hitting a combo with it? It’s insane
I learned the concept of input buffering due to Ivy. She has a lot of short strings that it can combo out of, but this was basically pre-internet on dreamcast, so figuring it out was something else. Lol.
hahahaha!! Loving that ivy grapple🤣🤣🤣
So the orignal street fight was actually the innovator of the super move in put in street fighter moving forward and other games to come....so in order to do the special moves in sf1 you had to double half circle punch or double half circle back kick
Having never heard of the raging storm input I immediately thought “ok it’s like a pretzel” and then you went there 😅
Uncle Arnis coming through with the stoner SCII strats. Love to see it.
That thumbnail is me whenever i see a crazy input string. I try like 100 times, pulling it off accidentally once, then say f that move, look on yt just to see pros doing it like its a hadoken.
One input that could be used for a potential follow up video is Virtua Fighter Akiras Teishitsu Dantai, where you have to input K+G then release G after 1 frame. It's really finnicky.
I'd say, for tekken, Bryan's taunt jet upper is a lot tougher than the mishima EWGF if you wanted to try that. Also a just frame move but requires a lot more timing with a taunt and a more unnatural input for the jet upper in case you wanted to look into that.
Ghostpilot here! Good catch on the Bobby Dance, I'd forgotten about that one! One that's incredibly difficult is Chinnen's level 3 super from Power Instinct Matrimelee. The motion must be executed during his stress screen, with 3 meters, and it is: b, df , uf, db, ub, f + HK during stress scream. I don't know if I've ever managed to accomplish it, because it's a tough motion that has to performed in a very brief window. Another one I'd submit is Clark's HSDM from KOF 2002 UM. I think I've managed to land it once? But yeah, that's another one that's a real doozy.
I agree, I struggled in original Street Fighter to do any specials. Its somehow opposite of current motions and inputs to make them come out.
One of the hardest I remember trying to do is Guile's sf4 super/ultra 1. I don't know if it was how it was shown in the moves list being really confusing to me, or just being younger, but it took me forever to do it.
Just watching this video while taking a break from tying to master the pretzel for Hazama
A 1 frame link in any game is crazy to pull off. You could combo off certain characters d2 in the corner in mkx. A 6 frame d2 and 1 frame to link it.
Shun Goku Satsu was hard for me because I didn't understand the inputs as a kid from the manual, once I got it explained I could do it on command day in day out. xD
Personal favourite is arcana hearts, can't remember the character but they have a super thats pretty much just fireball super but you have to do it in less then a second for it's full potential
Ryo in KOF2002 and 2002UM has the Ryuuko Ranbu: Destroy that is qcf + C~A , seems like simple but is the hardest special to do in the game
This man right here taught me how to actually do Hazama and Izanami Astrals after almost 10 years of playing them both
With wavedash ewgf, its about how you think about it. You want to wavedash as if you could replace any of those dashes with an electric. Find a steady rhythm with your dashes (it could even be slow), visually confirm when your mishima ducks into their dash and hit 2 as soon as he ducks but remember to complete the motion, this should be a very deliberate decision. I practice by doing 3 wavedashes, on the 3rd dash i input 2 as soon as Kazuya ducks, but the most important part is maintaining rhythm and completing the qcf motion; your thumb/stick should slide across d/f as youre hitting 2. Besides visually, another good way to maintain rhythm is listening for a wavedash sfx. Kazuya has a "woosh" noise and Reina has an electric type noise. I dont play Jin so im not sure about him lmao
Leona in KoF 2002 UM has an install super thats input with ↑↑↑ and K9999 in vanilla 2002 has a super input with left right left right left right in the air
Samurai Shodown 2, Haomaru secret move! You can do most o que time only making several foward half circles and then a dragon punch backwards + BC buttons.
In terms of "impossible inputs" my picks (yes cause there's multiple ways of inputting one of them) are Thunder God's Dance (P4A/AU) and Sachimo Death Blow/TUBA TUBA (Skullgirls) For Sachimo Death Blow, you need to have 5 meter and do LP > down + LK > LP > LPMP quickly (or during MP the same input), and once you get the freeze you can do 236 and 2 punches otherwise you waste 5 meter just to play the trumpet for a few seconds. It's not the hardest to do but its the hardest to get as it isn't too easy to build 5 meter easily. For Thunder God's Dance, it's not hard either but like Sachimo it can be tricky since triggering the full combo has some (imo) specific and odd timing to pull off, then to do the EX Cross Slash to just end with a charge input to finish the full combo. It requires max meter on top of that so if you drop it in a regular match, that's meter you burned for little damage.