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Art of Fighting
Art of Fighting was originally released in 1992 and ported to the SNES in 1993.  South Town is no place for the weak. Yet into this urban battle zone comes Ryo, braving the mean streets in order to rescue his kidnapped sister.  With his friend Robert, the two must use all their strength and skills to battle and defeat the toughest fighters ever assembled. These fighters are big, powerful and strong. Each possesses special skills that will be hard to counter. Ryo must master the Super Attacks if he is to be victorious.  Only the strongest of fighters will survive the streets of South Town.

 

Level 8 run: 0:05:36 by Jeremy 'DK28' Doll
commentary available as audio track 2

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Big thank you to SDA staff. Mike, Nate and my first official nod of gratitude to Breakdown. You guys are the greatest...of all time.

So, why on earth did I run this game? This is just one of those games that hold a special place in my memory from playing it as a kid. If I had originally played it now, I probably wouldn't care much for it. And I mean the SNES port, not the arcade version. The SNES take on Art of Fighting is watered down to say the least. It also has god-awful controls, especially for a fighting game. And the difficulty, at one time, was almost more than I could take. But I can still take this game anytime. And I was further inspired after watching Sir VG take down Castlevania Judgment.

Bring it on...

First off, Robert is necessary. His jump kick has just a few pixels extra reach and that makes all the difference. That and he fights while wearing a gold chain. Bling = Win.

Todo - You know you get your ass kicked for wearing the red sparring vest in a real fight. You should notice me walking into his fist. This lets me unleash my Ultra Combo Super Finish Death Move. This saves a few seconds then if I just jump kick to the KO.

Jack - Rinse and repeat from Todo. I lose a second to Jack taunting me though. But he is also 50/50 on his pattern. Sometimes he'll do the flying fat ass drop kick. Jack was the number one cause of resets. At least he is the second fight.

Initiate Super Fire Blow - You may question this. Just wait. This move saves several seconds per fight, netting a lot of time saved. And yes, I jumped on purpose at the beginning. The game doesn't register directional input before starting. The jump ensures correct input for the first fireball. And it doesn't cost any extra time.

Lee - Wolverine on crack. Perfect round. He even gets hit by the second fireball.

King - I always liked the music in this stage. Don't ask. I mess up the second fireball. But there is no time lost as she blocks the next shot requiring the final jump kicks anyway.

Bottle Cut - Fail. Knocking two down was on purpose. It actually takes longer if you chop zero bottles.

Mickey - Flawless. Best time possible. Mickey gets up a couple frames faster than everybody else, so he can hit you out of the air if you mis-time jumping.

John - Really? Name the white, military guy John. Creative. Anyway, John's a jerk. This is a standard round. Your only hope for a better fight is to stall just a moment on the second fireball to trick him into trying to shoot a projectile at you. I do this, but it doesn't work. And on the very off chance it does, he will often get his shot off so it goes through and hits you. Reset. Or his shot negates yours. How? Reset. So this round is definitely acceptable.

Bottle Cut Take Two - Same

Mr. Big - Only mistake of the run. Jump kicked too early and wasted two seconds. He made it up to me by getting hit by both fireballs.

Karate - You don't get any better than this. Take that 18 years of pent up frustration at some of the cheapest gaming AI ever.

The main thing I set out to do was to try and bump the stigma that fighting games make for boring speed runs. I hope I have succeeded.

For a time when "Super Moves" where not really heard of yet, things like the Ryuuko Ranbu (Ryo/Robert's Super) made this game awesome. I still remember when I saw it for the first time. Epic.

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