manually executed – ComboVid https://combovid.com Street Fighter Combos, Tutorials, Matches, Screenshots, and Strategy Guides Mon, 27 Jan 2020 12:53:36 +0000 en-US hourly 1 Kof 2000 CMV – Art of Fighting Vol. 1 https://combovid.com/?p=8948 https://combovid.com/?p=8948#respond Mon, 27 Jan 2020 12:51:30 +0000 https://combovid.com/?p=8948 Continue reading ]]> Kof 2000 has always been one of my favorite Kof’s and fighting game. So, 2020 I will renew my love affair with Kof and combos with my first video from this game. In this video I tried out the ‘Art of Fighting Team’ first, I used strikers from the same team as much as possible and added some other cool combos with other strikers for these characters.
I am starting my first CMV of 2020 containing 20 combos, hoping to start a tradition. I have much leftover stuff, so there might be a volume 2 in the future.

Highlights:
Ryo Vs Chang (king Lion Striker) comboing after SDM, Ryo Vs Takuma (Choi Striker) jumping shenanigans in corner, Robert Vs Ryo (Joe Striker) comboing after SDM, Takuma Vs Benimaru (King Lion striker) 3 Haou Shou Ko Ken DM in one combo

Combos & editing by ihate_00

Notes:
King of Fighters 2000 and Music used in this video are property of their respective owners, they were used without any view of profit. All combos were performed on keyboard; no tools, cheats or hacks were used.
I tried to record mostly new stuff or improved/modified version of old combos published elsewhere.
I used Windows 10’s inbuilt system for recording and editing. Planning and executing the combos take enough time as it is in my busy life. Nevertheless, sorry for the non-existent editing.

Info –
BGM – “Wild Street (Fatal Fury Team)” from King of Fighters XIII Original Soundtrack
Special Thanks to – Persona, DarkChaotix, armison KOFNODEAD, Combovid.com & ultracombos
And to countless combo makers and Kof-fans out there who inspired me.
Hope you enjoy this.

PS –
1. If you want to request combos for any characters or any pc fighting game you can request it on the comments. I will try my best to fullfill your requests.
2. If you want to see the transcript for these combos also you may request in the comments, then I will upload it.

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KoF XIV K’ CMV Blackout Edition by Dark Chaotix https://combovid.com/?p=8905 https://combovid.com/?p=8905#respond Fri, 02 Sep 2016 10:44:45 +0000 https://combovid.com/?p=8905 Continue reading ]]> New KoF game, new K’ combo video straight up!! KoF XIV is now upon us and its got heaps of hype during and post release for many reasons, but combos wasn’t really one of them. SNK went the route of “easier combo system” thus making combo ideas fairly limited. No more cancelling special moves into another or super dazzling execution combos, just pure damage!

K’ has some new tricks and lost a few. Without getting into too much detail, missing his air qcb+B/D (which was an anywhere juggle move) lost his ability to continue combos after DM’s or adding air attacks. K’ does has some flashy stuff in this game and damage is on his side.

Hope you enjoy!

Highlights
The chase down at 1:08, Triple maxmode combo at 1:27, Fan interrupt combo at 2:18 and 100% combo at 2:35

combos and editing by Dark Chaotix

soundtrack: KD-0084 – KoF 2k OST

released on September 2nd, 2016

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Killer Instinct: “That’s Love” by Climax https://combovid.com/?p=8895 https://combovid.com/?p=8895#respond Wed, 20 Jul 2016 04:20:56 +0000 https://combovid.com/?p=8895 Continue reading ]]> After getting my hands on Killer Instinct in season 3 and feeling just how open and pliable the combo system was, I knew I had to make a video for it.

I won’t be giving an input transcript for every combo but I’ll explain the important bits of each.

Jago combo:

This combo uses a training mode-only glitch that allows you to reset screen position while leaving fireballs on the screen. This opens up a lot of combo possibilities both in terms of grounded manuals and juggles, especially in the corner; here I use it to allow Jago to cross his opponent up mid-combo. Afterward I use his instinct (which gives him 2 additional frames of hitstun/blockstun on all moves) to do some unusual manuals, including comboing into the non-ender version of his Tiger Fury uppercut. Cancelling Tiger Fury into shadow Laser Sword actually requires very clean execution–if you accidentally input 6236P>214PP instead of 623P>214PP you’ll get shadow Endokuken due to the 236 input having priority over the 214 input.

Spinal combo:

Surprisingly, this short run cancel combo took quite a bit of time to record. Spinal can spend his skulls to run cancel moves and 2MK has quite a bit of hitstun, and his instinct gives him 3 skulls right away, so the combo is straightforward. It just has pretty tricky execution.

Shago combo:

That’s a lot of meter! Firstly, his surged Air Shendokuken has hits staggered enough to let him combo into a grounded one followed by instinct activation. Shago’s instinct halves the cost of shadow moves while draining the opponent’s meter if he can “tether” them; normally this requires dashing through to the other side of them or hitting them with a fireball, but it’s possible to tether them while remaining on the same side using his Dark Catastrophe uppercut out of a dash-cancelled Gatekeeper step kick. It also gives him the same boost to frame advantage that Jago gets, allowing for similar manuals later in the combo.

Aganos combo:

This combo takes advantage of Aganos’s incredibly high-hitstun moves to let him jump twice mid-combo; first, using his long range 5HP stagger and low-recovery projectile to create a very delayed 2-hit combo allowing him tojump forward, and second his instinct cancelled wallsplat to jump back. Instinct immediately gives him access to his Peacemaker (PM) club, and the normals associated with it, which allows him to continue the combo from a very long range. Afterward it’s more of his extremely high hitstun moves– PM j.HP has enough hitstun to combo into his slow PM 6HP, which has a stagger long enough to combo into his PM target combo 5LP>5MP. The “teleporting” ender at the end is technically something that can happen with any character doing an ender after a max range manual, but it’s most impressive with Aganos due to his extremely long range Peacemaker normals.

Fulgore combo:

14 pips! Holy smokes! For a character with a regular shadow meter that would be the equivalent of spending 3.5 stocks. To break down the meter expenditure:

1 pip to cancel Energy Bolt into itself

1 pip to cancel Energy Bolt into Eye Laser

1 pip to cancel Eye Laser into teleport

1 pip to cancel Eye Laser into teleport

10 pips to use Devastation Beam

By staggering his projectiles from long range, Fulgore can create a situation where he’s extremely plus after his teleport in, allowing him to do two eye lasers before cancelling to instinct. The combination of starting at max spin speed and using instinct mid combo allows him to build enough pips to have 10 for the beam at the end without having to extend the combo with decidedly unstylish doubles and linkers too much. Fun fact: for some reason, heavy Eye Laser is only cancellable into Devastation Beam while in instinct!

Omen combo:

This one is a little odd. Normally, omen’s throw is a low damage option that allows a combo afterward using either the corner or instinct. However, for some reason, if the opponent is his by an attack (say, Omen’s shadow Rashakuken) while flying back from the throw, their momentum is stopped as normal but they still land on their feet afterward. This allows him to combo from the throw midscreen. The rest of the combo shows off some of his other combo-extending talents, such as using Shadow Form for stylish manuals, and (like Jago and Shago) using the additional frame advantage from his instinct to perform unusual manuals.

Riptor combo:

Similar to Aganos, this combo takes advantage of extremely high-hitstun moves and a mid-combo projectile. Using her Flame Mortar to extend the hitstun of her 5HP, she can cancel into Predator Stance and dash in for a Flame Arc. To explain what happens with the damage in this combo, Killer Instinct’s damage scaling is on a per-hit basis on most regular hits, while doubles/linkers follow different rules for different characters. In addition, shadows don’t scale in grounded combos, but scale for every hit in juggles. Eventually the damage scaling in the combo will make hits in the combo do 0 damage, and because this combo uses many moves with multiple hits as well as two shadow recaptures in juggles, it eventually hits the point of doing 0 damage. Anyways, after the instinct activation I do Flame Carpet into another Flame arc, followed by her j.HP–this doesn’t combo on all characters, so I took advantage of Glacius’s high hurtbox to make sure it worked.

Glacius combo:

Staggering the release of his Multi Hail allows him to combo into and out of a low air ice lance, landing into a cold shoulder. Glacius is pretty low on cool things to do to extend a juggle, so I figured I’d go for something visually interesting–a combo where he turns around in place several times. First turning around for the shadow Hail, then flipping back for instinct activation, turning once more for the Ice Pick, then finally turning around for the ender.

Arbiter combo:

In a recent update, the hitstun on Arbiter’s 3HK gunbutt normal was reduced, but the counter hit stun was left alone, which means that the opening part of this combo still works! Heavy Truth Seeker has a huge amount of frame advantage which allows him to combo into his jump gunshots (which technically could be extended with many more jumps, but I left it at 2 for time.) The final part of the combo also still works after the reduction to his hitstun, and in fact I could have manualled 3HK, cl.mk, cl.mk, but I thought the heavy > medium > light manual looked better.

EDIT: Since this video was made, Arbiter’s air gunshots were adjusted (for balance purposes) to require quicker shots, rather than the highly delayed shots shown in this combo. I haven’t tested it, but it’s possible trying to adjust this combo for that would result in the KV going too high, and a blowout on the last hit.

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Rising Thunder: Omega Combo Video by Doopliss https://combovid.com/?p=8866 https://combovid.com/?p=8866#respond Wed, 16 Mar 2016 23:03:58 +0000 https://combovid.com/?p=8866 Continue reading ]]> With Radiant Entertainment being bought up by Riot Games, Rising Thunder will close on March 18th. I felt that I really wanted to make one last combo video before that happened.

Highlights:
Dauntless max-range jump-in conversion at 0:03, Talos grabfest at 0:35, Chel extended juggle at 1:57, Vlad mid-combo Dropcket at 2:32, Edge “all specials” juggle combo at 3:25, Crow Ripose combo at 4:04.

Combos and editing by Doopliss

Transcript:

Done in build 1728

Combo Terminology:
L=Light
M=Medium
H=Heavy
, = link, or do move later
xx = cancel the previous move into the following move
cl. = close
s. = standing (Far variant, or any variant if obviously required)
c. = crouching
j. = jumping
jet. = Pressing up to cancel a cl.H or in the air with Vlad
f.M = forward+Medium
j.d.H = jumping down+Heavy
A1 or A2 = Alpha Special 1 or 2
B1 or B2 = Beta Special 1 or 2
G1 or G2 =Gamma Special 1 or 2
n.A1 = Neutral Alpha Special 1 (For Stuff like Chel and Crow A1)
OD= Overdrive Attack (OverDrive)
KAD = Kinetic Advance, Dash
KABD = Kinetic Advance, Backdash
KAJ = Kinetic Advance, Jump (forward)
KAJB = Kinetic Advance, Jump backwards
KANJ = Kinetic Advance, Neutral Jump
whiff = misses completely
meaty = hits later than usually possible.
() = The combos and moves in the parentheses are the “set-up combos”, so to speak.
x4 = do it four times.
[]x2= Do everything in the brackets twice.

This transcript is simply a text dump from my project text file, no time stamps will be provided due to time constraints:

Dauntless:

1: Max range j.M, c.M xx A2 xx G2 xx Held B2, cl.M xx H xx A2 xx KAD, B2 xx KAD, OD
2: (s.LPx4 xx) Anti-air G2 xx Held B2, f.M xx KAJ, j.d.H, c.H xx KAJ, j.L xx j.A
3: (s.H whiff punish on Talos) s.H xx OD, dash, f.M xx KAD, cl.H xx A2 xx KAJ, j.A

Talos:

1: (On Croucher) j.d.H, cl.Hx2 xx c.M xx G3G
2: Charged A1, b.M xx B1 xx KAJ, airgrab, s.L xx G2 xx OD
3: j.L xx J.A2, cl.Hx2 xx f.H xx KAD, b.M xx G2 xx KAJ airgrab (From other side), s.L xx G3 xx B2
4a: (j.d.H, s.Hx2 xx f.H, G3 xx KANJ) nj.d.H, s.Hx2 xx f.H, b.M xx G3 xx slightly held B1 (switches side) xx KAJ airgrab, s.L (stun), A2
4b: (j.d.H, s.Hx2 xx f.H, G3 xx KANJ) nj.H, s.Hx2 xx f.H, b.M xx G3 xx B1 xx KAJ j.H (stun), j.H, cl.Hx2 xx f.H, b.Hx2 (To walk back slightly before it, making them fall on the right side of you) xx G3 xx OD

Chel:

1: Anti-air meaty cl.M, Airgrab, f.A1 xx KAJ, j.H, airgrab, f.A1 xx b.OD xx KAJ, whiff j.A1, G3
2: j.H, f.H, c.M xx G1, B1 xx KAD, A2 xx KAJ, j.H, airgrab, f.OD
3: j.H, f.H xx f.M xx B1, cl.H xx G3, A2 xx KAD, A2 xx OD xx KAD, G3 (Not sure which OD I used, shouldn’t matter)
4: j.H, cl.H xx A2 xx KAD, s.L xx B2 xx b.OD xx KAD, Dash x3, last hit G2.

Vlad:

1: j.d.H, cl.H xx jet.H, cl.H xx A1 xx KAJ, jet.H, cl.M xx H xx G2, j.H xx jet.H, s.L xx OD, B xx KANJ, j.A1
2: j.H xx jet.H, cl.M xx H xx n.A2, cl.M xx B (A2 hits), G2 xx KABD, OD, B xx KAJ, j.L xx n.j.A2
3: j.H, cl.H xx jet.H, [cl.H xx A1 xx KAJ, jet.H]x2, cl.H xx A1, s.M xx G2, cl.M xx H xx A1 xx OD xx jet.d.H
EXTRA: j.H, cl.H xx jet.H, [cl.H xx A1 xx KAJ, jet.H]x2, cl.H xx A1, s.H xx jet.M, s.M xx G2, cl.M xx H xx A1 xx OD, A1

Edge:

1: G1B xx KAD, cl.L, c.L, s.M xx H xx A2 xx KAD, c.L, cl.M xx H xx H xx G1C, Full B2, c.H (Was gonna cancel f.M to B2, but I forgot :S)
2: j.H, c.L, cl.M xx H xx H xx A3, c.L, s.M xx H xx G2 xx OD, G2 xx KAD, Full B1, G2 xx KAD, lv.1 held A3
3: nj.L xx j.A1, s.M xx H xx B2 xx KAD, cl.L xx 1-hit A1, s.H xx G2, lv.2 B2 xx KAD, OD, Lv.1 B2
4: nj.H, s.H xx H xx A2 xx KAJ, j.H, c.L, cl.M xx H xx H xx A2 xx KAD, cl.M xx H xx H xx G1C, A2 xx OD, G xx Full B2, c.H

Crow:

1: Backthrow xx KAD, B3, f.M, cl.H xx B3, c.H xx G1
2: n.G2, nj.M xx j.B, cl.H xx f.A xx KAJ, j.H, cl.M xx B3, cl.H xx n.A xx KAJ, j.M xx j.B
3: held b.A (until reloaded), held b.A, (First A hits) s.L (Second A hits), j.H, nj.M xx j.B, cl.H xx f.H xx OD, meaty (or just high-hitting) f.H, B3, f.A xx KAD, cl.M xx n.A xx KANJ, nj.H

Soundtrack:
Rising Thunder OST – Talos’s Theme

Released on March 15th, 2016

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Street Fighter V Chun Li CMV Blue Jade Edition by Dark Chaotix https://combovid.com/?p=8862 https://combovid.com/?p=8862#respond Sat, 27 Feb 2016 23:31:55 +0000 https://combovid.com/?p=8862 Continue reading ]]> The Street Fighter V combo vids are still coming and for my next one, I did the Blue Jade, Chun Li! Her damage output isn’t very high to begin with because of the scaling to multi hitting moves. That said, she does have decent BnB combos which knockdown and leave her in a good positions. She also has some hard links (SBK after sMP or fireball after sMP for example) and mastering them will help in VS mode.

Fun character but too bad they took out a few things from early beta test.

Highlights
Juggling the opponent at 1:24, V-Skill mid combo at 2:13, Stylish combo at 1:58 and Tight execution at 2:47

combos and editing by Dark Chaotix

soundtrack: Chun Li Theme ( China VOX Mix 2 and Mix 3 ) – Street Fighter 3 Third Strike

released on February 25th, 2016

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Ultra Street Fighter IV: Oni Stylish Combo Video 23 By Cjbqulix https://combovid.com/?p=8856 https://combovid.com/?p=8856#respond Tue, 26 Jan 2016 22:48:11 +0000 https://combovid.com/?p=8856 Continue reading ]]> The next entry in my faceted c.c.v series is here featuring the true raging demon oni! A lot of super tight links, meaty setups, and unorthodox combos into ultra are shown off in the fast paced monstrous combo video! Please be sure to stay tuned for my final combo video covering the rest of the cast before I move onto SFV to make video from there! Without further ado, please enjoy!

Music is: slushii-destiny

Released: 1/26/2016

Combos and Editing by Cjbqulix

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KoFXIII Leona Heidern CMV Silent Edition by Dark Chaotix https://combovid.com/?p=8837 https://combovid.com/?p=8837#respond Sat, 07 Nov 2015 11:08:19 +0000 https://combovid.com/?p=8837 Continue reading ]]> I always wish Leona had her rdp+B/D ( Heart Attack ) move and her Orochi change in KoF XIII to spice things up in the combo division, but unfortunately she doesn’t and she felt kinda linear. Doing this vid, had to spark some creation while also trying to get 100% still, and I am happy with the end result. She is quite damaging with a few meter bars, at the expense of not being so easy to use considering she is a charge character.

Be sure to also check out the bonus combo vid I made as well.

Highlights
Spending bars at 1:28, Stylish combo at 1:41, Full screen death combo at 2:10 and sexy HD bypass at 3:24

combos and editing by Dark Chaotix

soundtrack: Jungle Bouncer ( Ikari Warriors Team Theme ) – KoF 94 AST

released on Noverber 7th, 2015

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KoFXIII Raiden CMV Out of Control Edition by Dark Chaotix https://combovid.com/?p=8822 https://combovid.com/?p=8822#respond Wed, 09 Sep 2015 11:44:56 +0000 https://combovid.com/?p=8822 Continue reading ]]> Love to see quick health draining combos? Do you love shoulder charges? Do you love drop kicks? If said “yes” to any of those questions, then today you are in for a treat as I have finally finished my Raiden combo vid! It has been just over a year since my last combo vid ( Billy Kane ), so this has been long over due.

I started this vid just after Billy but lots of things got in the way and I pretty much forgot about the project. I recently picked it back up after a bit of pressure from a few people to complete it, so thanks for the motivation.

This vid does feature alot of drop kicks, so be warned. In saying that, I’m hoping what I have done is entertaining for your viewing pleasure.

Highlights
Huge damage for 1 stock at 1:39, Dat coast to coast combo at 3:04, fancy HD combo at 3:19 and a 100% combo that stuns without the use of stocks at 4:40!

combos and editing by Dark Chaotix

soundtrack: Raiden The Brave ( Raiden Theme ) – Fatal Fury AST

released on September 9th, 2015

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Rising Thunder: Alpha Combo Video by Doopliss https://combovid.com/?p=8807 https://combovid.com/?p=8807#respond Fri, 31 Jul 2015 14:01:53 +0000 https://combovid.com/?p=8807 Continue reading ]]> This video features combos from all six characters of the first public alpha build of the game.

Highlights: Dauntless cross-up juggle at 0:33, Talos double air attract combo at 1:06, Chel double airthrow combo at 1:31, Vlad heavy barrage at 2:16, Edge jugglefest at 2:38, Crow mix-up into stun at 3:40.

Combos and editing by Doopliss

Transcript:

Done in build 1112.

Combo Terminology:
L=Light
M=Medium
H=Heavy
, = link, or do move later
xx = cancel the previous move into the following move
cl. = close
s. = standing (Far variant)
c. = crouching
j. = jumping
jet. = Pressing up to cancel a cl.H or in the air with Vlad
f.M = forward+Medium
j.d.H = jumping down+Heavy
A1 or A2 = Alpha Special 1 or 2
B1 or B2 = Beta Special 1 or 2
G1 or G2 =Gamma Special 1 or 2
OA= Overdrive Attack
KAD = Kinetic Advance, Dash
KAJ = Kinetic Advance, Jump (forward)
KAJB = Kinetic Advance, Jump backwards
KANJ = Kinetic Advance, Neutral Jump
whiff = misses completely
meaty = hits later than usually possible against a standing opponent.
() = The combos and moves in the parentheses are the “set-up combos”, so to speak.
x4 = do it four times.
()x2= Do everything in the parentesis twice.

Dauntless:
0:03: Combo 1: Fthrow xx KAD, cl.M xx H xx G2 xx 1-hit A (Fully held) xx OA

0:12: Combo 2: j.H, cl.M xx H xx B xx KAD, G1, cl.M xx H xx KAJ, j.L xx j.A

0:18: Combo 3: j.H, c.H, s.Lx2 xx A xx KAD, (s.Lx4 xx A)x2 xx OA, walk forward G2, B

0:33: Combo 4: j.d.H, cl.H xx B xx KAD, f.M xx KAJ, j.d.H, j.L xx j.A

Talos:
0:39: Combo 1: j.d.H, cl.H xx c.L xx s.L xx G2 xx OA

0:49: Combo 2: j.H, cl.M xx B xx KAD, cl.H xx f.H, cl.H xx B xx KAD, G2x2

0:57: Combo 3: Held A, KAD, cl.M xx B xx KAD, f.H, j.Throw, s.L xx G2

1:06: Combo 4: j.L xx j.G1, cl.Hx2 xx f.H xx KAJB, j.G1, cl.Hx2, B xx KAD, c.H

1:13: Combo 5: f.Throw (xx KAJ, j.Throw, s.L xx B)x2

Chel:
1:22: Combo 1: j.H, f.H, c.M xx G xx KANJ, nj.H, cl.H xx B2, cl.H xx KAJ, j.Throw

1:31: Combo 2: nj.H, f.H xx f.M xx B1, cl.H xx KAJ, j.Throw, f.A xx KAD, j.Throw, f.OA

1:42: Combo 3: j.d.H, cl.H xx G xx KAD (hold to run under), cl.H xx B1 xx b.OA xx KAJ, Run, j.Throw after last OA hit.

Vlad:
1:53: Combo 1: j.H, cl.H xx jet.H, cl.H xx A, s.M xx G xx OA xx jet.H, B xx KAD, cl.M xx KAJ, j.A

2:05: Combo 2: j.H xx jet.d.H, cl.M xx H xx KAJ, j.H, cl.M xx H xx Kad, G xx OA, c.H

2:16: Combo 3: j.H, cl.H xx jet.H, (cl.H xx A xx KANJ, jet.H)x2, cl.M xx H xx held B xx OA, B

Edge:
2:29: Combo 1: (Start at charge lv.3) j.H, cl.M xx Hx2 xx KAD, cl.M xx Hx2 xx Gx2 xx KAD, G xx M xx Bx4

2:38: Combo 2: (Start at charge lv.2 or more) j.d.H, c.Lx2, s.L xx H xx B xx KAJ, j.M, A xx KAD, cl.H xx H xx Bx4, OA, d.Gx2

2:51: Combo 3: (Start at charge lv.1 or more) j.H, c.L, cl.M xx Hx2 xx KAD, c.L, cl.M, s.M xx H xx A xx OA, A xx KAD, Bx4, A

3:06: Combo 4: (Start at charge lv.2 or more) j.L xx j.A, s.M xx H xx B xx KAJ, j.M, OA, G xx Bx4, A xx KAD, c.H

Crow:
3:19: Combo 1: (f.throw, walk forward, whiff j.d.H) meaty c.H xx 1st hit KAJ, j.d.H, cl.H xx f.A xx KAJ, j.H, cl.H xx f.A, c.M xx B1

3:28: Combo 2: Held A xx KAJ, j.H (A hits), j.d.H, nj.M xx j.B, cl.H xx A xx OA xx Dash, Dash, Run, f.H, cl.H xx B2, c.H xx G

3:40: Combo 3: (A, j.M, cl.H xx f.A, c.H xx G) meaty c.H xx 1st hit KAJ, j.H, nj.M xx j.B, cl.H xx A xx OA, meaty f.H, f.H xx KAD, f.M, f.H, f.H, B1 (STUN), walk back, hold A until A is recharged, release A, another held A (1st one hits), s.L (2nd one hits) f.H, f.M, f.H, cl.H xx B1

Soundtrack:
Rising Thunder OST – Edge’s Theme

Released on July 28th, 2015

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SFIV Series: Combo Legacy by pepopulo https://combovid.com/?p=8794 https://combovid.com/?p=8794#respond Wed, 22 Jul 2015 22:44:43 +0000 https://combovid.com/?p=8794 Continue reading ]]> Made for SFIV’s 7th aniversary, pepopulo brings us Combo Legacy, a vid made to showcase the different combos and glitches that different combo vid makers came up with throughout these 7 years of SFIV, from Vanilla to Ultra and Omega, performed again by the man himself.

https://www.youtube.com/watch?v=KmHjmtTyiHU

highlights: Gouken 100% combo at 1:05 (SFIV), Makoto meaty Hayate craziness at 2:39 (SSFIV), Cammy and Yang completely breaking the game at 5:14 (SSFIV AE), Seth’s Sonic Boom loops at 8:54 (SSFIV AE 2012), Gen and Decapre U1 trades at 9:56 (USFIV) and Marvel combos in Streer Fighter at 13:15 (Omega)

combos by ArmchairTitan, cjbqulix, Combonauts, CoMBo Nem, ComboVid.com, Desk, Doopliss, dragonballjoseph, Dreamking2323, Error1, Maj, pepopulo, Persona, Petey86, Sho Kitamura, smileymike101, Snoooootch, TomSinister and VRyu, and performed by pepopulo

edited by pepopulo

soundtrack: Street Fighter IV – Open The Next Door (Instrumental), Super Street Fighter IV – Character Select Theme, Super Street Fighter IV – Main Theme, Super Street Fighter IV – Volcanic Rim Theme, Ultra Street Fighter IV – Main Theme, Ultra Street Fighter IV – Character Select Theme, Street Fighter V – Character Select Theme

released July 18th, 2015

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