Character Code Failsafe
In the event you play on an original cab or any copy of the game where you're required to input codes for the boss characters, while it will not guarantee you get the boss, there is a way to mitigate messing up the code. On the character select screen, input the code as normal after first holding start. Then, after the code, press either AC or BD at the same time to see that nothing happens. Then, let go of start, move your cursor over to whoever else you play among the normal roster. Now, press any button and one of two outcomes will happen.
- If you input the code correctly, you will still get the boss character you input the code for.
- If you input the code incorrectly, you will instead pick the character the cursor is highlighted over.
If you do not explicitly press AC or BD on the same frame, this failsafe won't work, and you'll select the character on the spot as you're holding start. With this failsafe, you now won't be subjected to whatever random select gives you, and you can instead play your backup character.
Button Hold and Input Buffer
To be added. Will describe using button hold briefly and the way the game reads inputs to make it more accessible/easier to understand. Already partially listed in the FAQ, doesn't need a huge section since it's not that complicated, but surprisingly few people know about button hold still even though it's a major QOL.
Walk Up Down-Up Charge Specials
While difficult to fully utilize and being limited to only a few special moves total, characters can charge their down charge special moves (like Guile's Flash Kick, Vega's wall dives, etc.), walk forwards, still retain the charge and do the special move while walking. It's easy to do, but finnicky with the way the game reads inputs. You need to press down forward first to charge the down special, and it has to be a clean down forward input. You cannot slide into down forward from down or forward or else this won't work. After charging up, you can walk forwards with a quarter circle forward motion so as to not let go of the charge, even as far as dragging the opponent to the other corner of the stage. When ready to do the special, just quickly press down and up in rapid succession and if the charge was input correctly, your character will do their down charge special even as they're walking forward, giving you a little more usability in some of your special moves. As far as it's known, this does not work with walking backwards, and absolutely requires a clean down forward charge, or else the game won't store the charge once you walk forwards. Vega, for some reason, does not need to follow this rule and can walk back and forwards off of any down charge and still retain it.
Throw Whiffs and Meter Management
One of the mechanical choices SVC Chaos is often (understandably) ridiculed for is that whiffing normal throws - AB or CD - costs the player ~20% of one bar of meter. Furthering the unusual design choice is that players can rapid-fire throw inputs, which combined with the game's stubby throw range (needing to connect with the pushbox) and other circumstances making throws whiff, makes for scenarios where sometimes a player burns meter simply attempting to open up their opponent if they aren't paying attention. In essence this punishes the player for using a central gameplay mechanic. However, there is still a use for whiffing throws on purpose - meter management. Specifically, in relation to Max Mode.
Whenever the round ends, and you're currently in max mode, the game will automatically end your max mode state and default you back to 2 bars of meter, like when max mode ends in the middle of a round. However, if you have more than 2 bars of meter, but not enough meter to hit 3 bars and activate max mode, you will retain that meter even on round end. Because you cannot manually activate max mode, by whiffing throws in the middle of the round, you can achieve two different results simultaneously, and a third result during max mode:
- You can effectively control when max mode activates to prevent it from activating earlier than you want it to, or when it isn't ideal to activate, such as when you need it to activate just before a max mode combo.
- You can prevent your character from entering max mode before the round ends, saving you from entering it when it's unnecessary, stopping you from wasting all of that meter, and making the climb back to entering max mode a lot quicker.
- In max mode, you can whiff throws on purpose to end it sooner in case you already know the extra meter will go to waste anyways, and instead want to restart sooner to make achieving the next max mode state smoother for you.
Doing this recklessly can also backfire on you, of course, if you whiff throws too many times, or accidentally whiff a throw at all. This also brings another issue where, for example, if you whiff a throw on purpose, and it brings you under 2 bars of meter, but you need to spend a bar, you're now at 0 bars, leaving you fewer options in neutral if you happen to need the other bar right away. If you're new, it's better to not try and manage your meter this way at all and play as you would normally. With experience, however, you can a lot more effectively control exactly where max mode activates and when it ends, thanks to throw whiffs being so fast. This is obviously not ideal compared to being able to activate max mode manually, but there is still some benefit to whiffing throws costing meter, as it gives you some amount of control over max mode activation.
Max Mode in Neutral
To be added.
Guard Cancel Blowback
To be added. Will cover defensive utility (very straightforward, doesn't need much explanation), as well as offensive utility (niche but situationally better utility than front step if you're very knowledgeable on the game).
By pressing CD on block, you activate Guard Cancel Blowback - a universal defensive mechanic that pushes the opponent across the screen from you. It's essential for everyone, whether it be to escape the corner, gather some breathing room, force the opponent away to retain your zoning, push them away to earn a time out win, to save yourself from guard break, or in instances where front step won't suffice. It costs one full bar of meter, and does no damage, but the utility and general uses it has more than makes up for the cost. Front step being as essential as it is in this game, there are still some cases where it's better to use blowback instead, namely if you're certain you will not be able to land an effective punish after front step, or you feel the opponent's options will counter your front step back. It's a defensive mechanic, but you can also use it as an offensive mechanic.
Using blowback as an offensive option is generally not better than simply front stepping into a full punish in most scenarios, but offensive blowback has some niche uses. Its main offensive use is when your opponent is in the corner, or just escaped it but their back is still facing the corner. In a case where your front step options either won't bring them back into the corner, leave you without okizeme or otherwise won't keep you near them or have the risk of being countered back, blowback can sometimes suffice as the better alternative. It's fast, has a big hitbox, is almost entirely invulnerable, and most importantly pushes the opponent all the way back into the corner while also keeping you advantageous. The effectiveness of this is entirely context sensitive.
Understanding Front Step
To be added. Will probably end up taking up nearly the whole strategy page.