Not to derail this thread (or maybe I should?) but can’t say I agree with you at all about this, or tool-assisted speedruns. Combo construction is often just as difficult and creative as combo execution. Some of the combos that tool-assisted videos have performed are amazingly cool and super creative from a gameplay point of view. They push the game to its limits and it’s often really awesome to watch. And then you have insane people like desk, who both design TAS-style combos and then also try to perform them by hand.
Same thing with speedruns. There are paths that are possible for humans, and they make for one style of run, and then there are TAS runs, that make for another style of run. Just because you only see the end product of a TAS doesn’t mean it wasn’t supremely difficult to make. In fact, most TAS runs take longer to make than human runs, because perfection is the only acceptable outcome.
Its all good if you feel that way, I just don’t think they’re impressive, just my opinion.
Sure its cool to see the limits of what a game can do but I’m not interested in seeing a game Monopoly play itself, the hype comes from seeing the limits of human competition, not how a robot can break the game and reach past human potential.
I like that stuff too. Seeing humans crack under pressure, or nail a clutch moment, is a large part of why speedrunning is great. TASes scratch a different itch for me, the limit as n → infinity, the combined knowledge of an entire community on every aspect of a game, executed to perfection one frame at a time. That’s beautiful in a different way to me.
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Sense the fighing game history comment was for me.
Could you tell me what combos the first SF2 and MK1 had? Other than a single move that hit more than once “like Ryu/Ken windkick or Blanka’s electricity move”.
They might have had 2 or 3 hit combos, but no fighting game had a full combo system before KI. Just like MK is responsible for the video game rating push.
I’m kind of surprised that @FengShuiEnergy is not here saying something about machine superiority, I mean this sounds exactly like something he’d be talking about,
What about ST? Came out before KI, has a combo counter and combos were a decently large part of the game.
That’s the most obvious example of a game before KI, but there are others.
While it’s true that no game had a focus on combos quite like KI did at its launch, saying that no game had a “full combo system” is just incorrect.
Machines are superior. Why do you think the thread “Shadow lords are TOO HARD!!!” is still going? Among other things.
Remember that meme I put up about AI’s?
Machines…the ultimate salt.
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ST? I can’t think if what game would use this as an abbreviation.
Yeah I guess it was. :\
It stands for Super Turbo, the last version of SF2 and the most popular entry in the series. It came out before KI and built on the existing combo mechanics (most of them unintentional) from the previous SF2 games.
Here’s another ST combo video for you:
And some beautiful music too
I see. My arcade still had the other SF machine and MK when KI came to the arcade. After looking it up, I seen that SF Turbo and KI came out the same year. I don’t feel bad about my statement, or about my video game knowledge.
Considering you wrote and update a beautiful guide that helps SF players with KI, I am not really shocked that you knew more about all the SF2 versions. 
In the future, you can just tell me if i say something wrong. You don’t need to hide it in a general statement 
I wasn’t hiding anything. ST is a very well known acronym in the FGC. I figured since you were talking about nuanced gameplay differences between versions of SF2, you would have known about it.
The main point is that KI was not the first fighting game to feature a fully-fledged combo system. It was perhaps the game with the highest focus on combos at its release, but that’s a different statement. I forget the reason why this statement even matters one way or the other though, so I’ll just back out of the thread now.
So, you didn’t watch the video I posted?