various games – ComboVid https://combovid.com Street Fighter Combos, Tutorials, Matches, Screenshots, and Strategy Guides Wed, 22 Jul 2015 22:44:43 +0000 en-US hourly 1 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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ComboVid.com style exhibition v.three (Evo2k14 Edition) https://combovid.com/?p=8605 https://combovid.com/?p=8605#comments Mon, 14 Jul 2014 02:59:31 +0000 https://combovid.com/?p=8605 Continue reading ]]> Our community project for Evo2k14 is the follow-up to last year’s style exhibition v.two, screened at TFC2k13. Volume 3 features numerous veterans, many new faces, and several new fighting games! A total of nineteen combo makers collaborated on this video and it grew into a full ten minutes of creative and original combos, with a central emphasis on stylish gameplay.

notes:
All of these combos follow standard meter restrictions and were performed under default damage settings. Many of them were tool-assisted via programmable controllers or emulator scripting. Absolutely no gameplay-altering hacks, cheats, or devices were used in the making of these clips.

combos by Bamsama, Battousai, Bob Sagat, CaptYadier, Combonauts, Doopliss, HarlequinRogue, ihate_00, Maj, Mienaikage, pepopulo, Persona, Phoenix, ProjectSeoul, psxsquall, Ryukenden, SofaKingAC, TomSinister, and Wolverine-Master

edited by Maj

soundtrack:
SoR2 OST – Go Straight
SoR2 OST – Under Logic
KoFXII OST – Theme of XII 2, Ver. 1
SoR2 OST – Dreamer

transcript:

0:02 MSF Ken / KoF2k2 Leona / VS Victor / SSF2T Fei Long varied chain sequence kicks off the video in similar fashion to the style v.two intro.

0:20 COTA Sentinel fights Psylocke in both directions due to her Ninjutsu special allowing her to switch sides during hitstun. The combo ends with Sentinel’s sj.D+HP, a unique body splash that was removed in later games, causing an OTG dizzy.

0:34 CvS2 S-Honda’s K dodge attack is pretty much identical to his close s.MK, except less commonly used in combos. It counterhits Dhalsim’s whiff s.HP, adding enough hitstun to allow a combo after whiffing HP Ooichou Nage.

0:37 KoF2k2 Angel exploits a famous Joe bug, where a “ghost box” appears near the end of his light hitstun that belongs to the move he did previous to getting hit. It is therefore possible to make a box appear that is counter-hittable. Because it appears later in the animation, Angel can land a mid-combo meaty with s.A which counts as a counterhit, allowing s.C to link from it. With the screen lock glitch active, knockback is reduced – allowing Angel to run forward and continue the combo. Fun fact: Joe’s ghost box bug has not been removed in KoF2k2UM!

0:43 SSF2T Akuma’s first combo is borrowed from TZW, but moved as far out of the corner as possible and given a more stylish dizzy ender. The post-dizzy finisher features a mid-combo whiff s.LP – and is about as interesting as it can be without juggles, which don’t reset during dizzies!

0:51 SFA3 V-Cody uses perfectly timed normals and specials to avoid neutral state inbetween knife throws. Classic Mode Sodom would become invincible if the juggle were to become air techable at any point. The crouch cancel sequence at the end can be extended indefinitely, but it’s ended early to avoid repetition.

1:04 COTA Wolverine can cancel all of his kicks into punches, which means he can extend combos by canceling medium and heavy kicks into light punches. He also employs various mid-air chain kara-cancels to alter his jump trajectories, nearly turning into a triangle jump character.

1:25 CFE Guy styles on a dinosaur! Custom Combos have a lot of potential for style in Capcom Fighting Evolution, but the meter drains surprisingly fast and the challenge is further complicated by turbo speed frameskip and superfreeze randomness.

1:35 CvS2 A-Kyo uses every frame of the Custom Combo timer. Most of this stuff isn’t supposed to work midscreen, so there’s all kinds of roll-canceling going on for kara movement. There are four OTG hits: LP ground pound at 1:40, c.LK at 1:41, c.LK at 1:14, and HK RED Kick at 1:45 (which is initiated on the last frame before CC meter expires and connects out of CC to dizzy Blanka). Backward sj.D+HP is pretty stylish.

1:50 SF4V Ken’s EX air Tatsumaki Senpukyaku can hit Zangief’s tall hurtbox on the way up in Street Fighter IV Volt, allowing him to use it mid-combo, even as a crossup.

1:58 SF4V Chun Li is able to loop her j.D+MK headstomp twice, due to Zangief’s height and the increased hitstun on Chun’s j.HP->HP target combo in Volt.

2:20 SF4V Akuma’s Demon Palm and Tatsumaki Senpukyaku normally knock opponents down. However, landing a knockdown move on the same frame as a projectile keep the opponent standing in SF4 Volt.

2:42 RBFF2 Krauser’s Low Plane Attack normally knocks down, but not if it hits meaty. From there, Krauser uses as many Blitz Ball Fake cancels as possible, which means this combo is optimized to work against crouching Krauser only. There’s a lot of walking forward for one frame during that sequence! Unfortunately, Leg Tomahawk is literally the only move that’ll connect at the end. Since it doesn’t knock down, the other Krauser gets to have a little payback.

2:57 SM2 Haggar’s taunt at the beginning gives him a damage boost. Haggar switches between standing and crouching light buttons, using meaty dashing LP attacks to close gaps. After the dizzy, he hits facing backwards and meaty with his famous Lariat, giving him time to connect more dashing LPs into Spinning Piledriver.

3:11 KoF2k2 Yamazaki once again exploits Joe’s “ghost box” bug. This time, Joe’s last move was a series of block moves, bringing him to the verge of a guard crush. When he is then hit by Yamazaki, his head is able to “block” attacks during hitstun, but as he has no guard gauge left, he is guard crushed in the middle of the combo. Despite it normally being impossible to be guard crushed in the middle of a combo, the engine registers a combo, which is funny because many legitimate non-bugged combos break the combo counter in King of Fighters.

3:21 SS5 Genjuro needs to mediate enough for the whole three rounds to build enough Mo no Kyouchi meter. Then it’s about being late with the jump AB to start, and timing the last to QCF+Ax2 exactly right to end the ‘Mo no Kyouchi’ state at the appropriate time to finish with QCF+Ax3.

3:44 COTA Magneto is only selectable on the console versions and through emulator codes. He was extremely overpowered as a boss character, with many special moves in place of his normal moves – allowing them to be canceled into each other.

4:13 JJBA Hol Horse shoots with D button and changes bullet’s direction 8 times, which is max number of times you can curve bullet. Bullet disappears after hitting opponent 10 times. After that, Hol Horse uses Hangman to stun Dio. He repeats that combo 4 times, then crosses over with ABC dash, then repeats D bullet, Hangman combo three times, then crosses over with ABC dash again. The last D bullet is set up to hit Dio and then circle behind him, in one place, so that when Hol Horse kicks him, Dio will be pushed into that circling bullet. Hangman again sets up an air D bullet, followed by QCB+AB Super. From corner, Hol Horse can set up another Hangman, QCB+AB Super (few times), shown twice and finished with QCF+AB Super. The combo counter registers 98 attacks, because two QCB+AB supers are not counted for some reason. Various bullet curving directions make the combo less dull, however the differences are usually subtle.

4:48 JJASB Hol Horse can make his bullets more powerful by pressing S, which is done before the combo so the jumping shot gets 2 hits, allowing the combo to continue while landing. The puddle placed by the Puttsun Canceled bottle is used to summon Hanged Man for a crumple. Once per round, a taunt can be used to restand the opponent if a projectile overlaps with where their hitbox will be when they get up. Wamuu was the only dummy that allowed the entire combo to land.

5:24 KoFXIII Hwa Jai “flies” from corner to corner doing air special moves while juggling Maxima in HD mode. Whiffing the last air special lands him before Maxima, continuing the combo and finishing with an SDM.

5:43 USF4 Adon can switch sides mid-combo thanks to Hugo’s big hurtbox and the forward movement of his MK Air Jaguar Kick. His EX Jaguar Tooth can cross up after a focus crumple with good positioning, setting up the combo into his ultra-2.

5:55 SFxT Asuka/Lei team up to beat up Ryu, starting with Asuka’s counterhit c.HP crumple into special attack dash cancel, followed by a crossup jump attack. She’s able to tag in Lei from her Falling Rain by pressing switch during its first active frame. Finally, activating Pandora after Asuka’s EX Falling Rain can set up a fast super with a lot of juggle potential, such as Lei’s Orchid Dance.

6:21 KoFXIII Elizabeth manages to combo three Grand Rafales, with a little help from Benimaru’s air attack interrupt. HD mode is used creatively to continue the midscreen juggle without showcasing familiar loops.

6:38 PASBR Kat performs two mid-combo air dashes, switching sides twice and rejumping thrice in the process. The juggle ends with an AP burst, totaling 145 AP.

6:45 PASBR Dante stylishly switches sides three times during a near-ground juggle, ending with a crossup air neutral Square finisher. He still manages to gain 162 AP from the sequence.

6:53 USF4 Ibuki’s ultra-1 can hit meaty enough to link her backhand attack with proper positioning, allowing her to cancel into EX Red Focus. Thanks to her walk speed buff, she can juggle a close s.HK after EX Tsumuji and finish with Raida due to its increased juggle potential.

7:01 USF4 Ryu can now juggle into multiple EX air Hurricane Kicks due to its increased juggle potential, provided the opponent is launched high enough and has a good hitbox that allows all hits to connect reliably.

7:08 KoFXIII Leona is actually quite restricted in regards to what she can combo into. However, the speed of her Grand Sabre Run allows her to perform multiple cross-unders in one combo.

7:15 KoFXIII Shen Woo swiftly switches sides at the seventh hit. He has enough time and HD meter to whiff a special move at the fourteenth hit, while still remaining able to continue the combo and deal 100% damage.

7:29 USF4 C.Viper performs a multi-trade combo by taking advantage of Decapre’s ultra-1 – a slow-moving, multi-hit projectile attack with very low hitstun. Viper’s LP and MP Super have a great deal of hitstun on the first hit, allowing her to stall for a while and then jump in to continue the combo a little further.

7:47 USF4 C.Viper can FADC her MP Thunder Knuckle and go right through crouching Cody. Thanks to an MP Thunder Knuckle buff in Ultra, Viper can cross through opponents multiple times in one combo. Also, the height restriction of her U2 has been reduced, allowing her to jump-cancel into it from most of her medium attacks.

7:56 UMvC3 Nova performs a lengthy air combo that only works on MODOK because of his unique body type – bouncing individually on the Gravimetric Pulse while ignoring hitstun completely.

8:20 KoFXIII Terry must forego the more damaging HD chain of close s.HK -> F+LP in favor of close s.HK -> DF+HP to save HD meter time. The third hit of Terry’s NeoMax must hit late, allowing more time to juggle into the later active frames of EX Burn Knuckle, which allows for the Crack Shoot followup.

8:36 SFA2 Ryu/Ken’s blocked Alpha Counters don’t inflict chip damage, so this is still a zero damage sequence. Using far reaching normals and some Alpha-series-only Ken acrobatics, both characters can launch attacks right in each other’s faces without getting hit.

8:44 SSF2T O.Ken/Ken enact a zero damage sequence based on the extreme forward movement of N.Ken’s “Funky Kicks” allowing him to evade his opponent’s attacks from close range – sometimes even clipping straight through to the other side. All of O.Ken’s Dragon Punches are completely invincible on the way up, which is why he doesn’t get hit by N.Ken’s super, which is also invincible until it stops being active.

8:48 KE Jyazu has lengthy hitstun on most of his normals and command normals, as befitting a mid-boss in an SNK game. All but one of them are used in this combo (because that one knocks down), along with all of his projectile specials. Due to spacing, the dummy falls out of the lightning kick and bounces off the final hit, giving Jyazu time to OTG with the tornado, which also causes the sound to bug out. Jyazu then goes into his special ninja technique: the Winpose of Champions.

9:20 UMvC3 Frank West’s zombies each have a buffered charge, which is rarely used in UMvC3. The snapshots inbetween the zombies are “just frame” and space-specific, (which is why the training stage was used). Frank can also buffer his charge during “Barrel Roll” since it’s a button command and moves forward on its own (seen twice in the combo).

9:44 UMvC3 Spencer performs four Bionic Arms in one combo, with help from Rocket Raccoon’s Mad Hopper traps and Sentinel’s drones. The style points come from starting the combo with Thor in the corner, taking him midscreen, then back to the corner.

debuted today, July 13th, 2014 at Evo2k14

related projects:
sh/f style exhibition v.one | ComboVid.com style exhibition v.two

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Basic Full Damage Combo Video by Master Akuma https://combovid.com/?p=8550 https://combovid.com/?p=8550#comments Fri, 07 Mar 2014 09:34:48 +0000 https://combovid.com/?p=8550 Continue reading ]]> It’s been a very long time since Master Akuma has released a new combo video. He’s always had a soft spot for oldschool fighting games, as you can tell from the intro. Even though most of these combos are fairly basic like the title suggests, it’s still cool to see such a broad spectrum of classic fighting games spanning a full decade in chronological order.

highlights:
FF3 Terry corner juggle at 2:32, SFZ2A Zangief/Zangief double Atomic Suplex at 4:19, KoF2k Terry/Joe real life laundromat combos at 5:42, and CvS1 S-Kim triple upkick at 5:55

if you like this video:
Head over to Master Akuma’s channel and subscribe for more oldschool combos.

combos and editing by Master Akuma

released yesterday, March 6th, 2014

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Test Your Might 2 CMV by Plazma2k2 https://combovid.com/?p=8471 https://combovid.com/?p=8471#respond Mon, 25 Nov 2013 05:55:51 +0000 https://combovid.com/?p=8471 Continue reading ]]> Plazma2k2 is back with another Mortal Kombat combo video featuring several classic titles in the series, with even more elaborate combo setups and crazy juggle extensions. Some of this stuff is truly creative – and extremely overkill!

highlights:
MK2 Shang Tsung midscreen cross-unders at 0:45, UMK3 Shang Tsung triple-morph invisikill at 1:02, and UMK3 projectile setup insanity at 3:24

if you like this video:
Head over to Plazma2k2’s channel and subscribe for more oldschool Mortal Kombat combos.

combos and editing by Plazma2k2

released today, November 24th, 2013

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Neogeo Classic Combos Samurai Showdown Tribute Requiem https://combovid.com/?p=8452 https://combovid.com/?p=8452#respond Tue, 12 Nov 2013 15:20:13 +0000 https://combovid.com/?p=8452 Continue reading ]]> My newest combo video is a request from someone and has combos of various Samurai Showdown games from the Neogeo era.

Highlights:
SS Wan-fu vs Charlotte throw to death combo at 0:24, SS3 Genjuro vs Gaira push throw into corner infinite at 1:54, SS5 Jubei vs Yunfei without weapon start and mid combo weapon pick-up flashy combo at 4:38, SS5 Galford vs Yunfei without weapon dog show, SS5sp Mizuki vs Zankuro re-jump combo after freeze mode end at 5:49

Combos & editing by ihate_00

Notes:
All games and Music 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.
Most of these combos were a product of research during when I was trying out SS3, SS5 & SS5sp for flashy Genjuro stuff & fooled around with other characters out of boredom. SS1 & SS2 combos are something I tried out after “0supermoose” requested a SS series cmv. This cmv is kind of a left-over plus request thing and is dedicated to – 0supermoose.

Soundtrack:
“Girl of Revolution (Charlotte Ending)”
“Tuna (Galford)”
“Ground (Earthquake)”
“Sinister (4 Jin Masaru Kachi Demo)”
– From Samurai Showdown OST

Dedicated To – 0supermoose (who requested a Samurai Showdown cmv)

Special Thanks to – combovid.com & the forum members there

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Neogeo Classic Combos Vol 4 Rebirth by ihate_00 https://combovid.com/?p=8411 https://combovid.com/?p=8411#respond Mon, 07 Oct 2013 08:10:02 +0000 https://combovid.com/?p=8411 Continue reading ]]> My newest combo video & first multi-game exhibition. Hopefully there will be more in the future.

Highlights:
AODK Leonhalt special ground throw finish at 0:45, Breakers Revenge Sho redizzy combo at 1:15, Fatal Fury Special Duck redizzy combo wiith normal throw finish at 2:12, Real Bout Kim air super finish at 2:42, SS3 Genjuro mid combo jump in twice at 3:22, Waku Waku 7 Politank-Z stylish command throw finish at 4:45

Combos & editing by ihate_00

Notes:
This is my first multigame combo exhibition, hopefully more will come. All combos were performed on keyboard; no tools, cheats or hacks were used. Hope you guys enjoy this.
1. Sorry for poor editing & lack of effects & stuff, still learning on that regard.
2. I believe the AODK combos are the first combos of this game ever published, they are 100% legit, you need opponent life at red to perform super move in the game & when you fall on flamed are you can’t block till the flame quenches, I used this trick among others for the combos. I might do transcript for these combos in the future.
3. Some other combos from other games need specific set-ups, timing & conditions but all are totally legit. If you have any question regarding any combos please don’t hesitate to ask.

Soundtrack:
Unrest – The End of Raging Winds from “Etrian Odyssey 4 Super Arrange Version”

Special Thanks to – combovid.com, orochinagi.com & cyberfanatix.com
for quenching my thirst for Kof and other fighting game combos, still.

Released on October 7, 2013

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ComboVid.com style exhibition v.two (TFC2k13 Edition) https://combovid.com/?p=8351 https://combovid.com/?p=8351#comments Mon, 16 Sep 2013 03:51:02 +0000 https://combovid.com/?p=8351 Continue reading ]]> Our project for this year is the follow-up to Evo2k10’s sh/f style exhibition v.one – featuring many new fighting games released since. Fifteen combo makers collaborated on this video and it was an extremely hectic production until the very last minute, but it turned out pretty solid in the end.

notes:
All of these combos follow standard meter restrictions and were performed under default damage settings. Many of them were tool-assisted via programmable controllers or emulator scripting. Absolutely no gameplay-altering hacks, cheats, or devices were used in the making of these clips.

combos by Battousai, Bob Sagat, Combonauts, Dammit, Doopliss, Error1, HighOnPCP, kellyS, Maj, Mienaikage, no_password, Rikir, SlimX, Wolverine-Master, and Zool

edited by Maj

soundtrack:
SFA2 OST – Adon Theme
SF3:3S AST – Theme of Q
MSHvSF OST – Ken Theme

transcript:

0:02 SF2CE Ken / CvS2 P-Terry / LB2 S-Moriya / SFA Sagat varied chain sequence kicks off the video in similar fashion to the style v.one intro.

0:21 SF3:3S Ryu uses precise positioning and timing to incorporate multiple dashes and side switches in one combo. Bonus: falling bag!

0:28 SFA3 V-Adon’s Alpha Counter doesn’t cause knockdown, so he can combo off of it by using one of Blanka’s watermelons to bridge the gap. He’s able to activate VC just in time before Blanka gets hit and becomes airborne, so Blanka can’t flip out.

0:35 SSF2 Fei Long cancels into his Fierce Rekka after hitting Blanka with his close Fierce. The gap between the oil drums is just big enough for Fei to become airborne and cancel the Rekka, but his momentum carries him over to the other side. His second Rekka also gets canceled when he falls off the oil drum, but by doing a Short as he falls he is able to keep Blanka in hitstun long enough to finish the combo after he lands.

0:40 SSF2 M.Bison pops up in the air when he performs a Headstomp while standing on an oil drum in every version of SF2, allowing him to use a lot of jump attacks in the middle of a normal Jab combo.

0:45 KoF2k2UM Bao’s HSDM pulls the enemy towards it. Bao (in Max Mode) changes sides over Chang by jumping over him. Once sides are changed, but before finishing the jump, Bao does a jumping QCF+B that hits Chang and gets juggled into the HSDM. Bao uses QCB+C to juggle Chang again into the HSDM. Bao does another QCB+C and supercancels it into F,HDF+BD SDM. The SDM comes out toward the oposite side from where the last QCB+C was done. Chang gets juggled into the HSDM and falls into the SDM (now close to the corner), and gets juggled multiple times. Bao enters Max Mode again and does QCB+C canceled into QCB+D canceled into QCB+C and canceled into QCB+D. That last QCB+D gets supercanceled into QCBx2+K for the kill.

1:04 CvS2 C-Sagat starts with sort of an advanced meaty setup for s.LP to link into c.HK sweep. The main reason it’s interesting is because of the way those lvl2/lvl1 Tiger Raid supers juggle all four hits of the flying part by whiffing the kick before.

1:10 JJBA Rubber Soul cancels a dashing 2C wih his 360+A during the first frame of start-up. The move still comes out, while Robber Soul recovers sooner thanks to 360+A having almost no recovery. This allows him to link a dashing 5C afterwards. By crouch cancelling 5A, Rubber Soul can link a 5B. When 5B is cancelled into 6S, both moves only applies pushback to the stand and not Robber Soul himself, allowing him to stay close. The QCF+A overloads the infinite prevention with its multiple hits, allowing the combo to continue a little further. The Stand Crash gives Robber Soul enough time to cancel into his QCF+AA super. Iggy seems to be the only dummy that allowed dashing 2C to connect far enough away for 360+A not to connect.

1:20 CFTE Bad Mr. Frosty sets up a snowball trade at the precise distance from the corner to follow up with multiple projectile juggles, adding up to a true 100% damage combo featuring an air-to-ground transition ender.

1:28 COTA Storm is able to bypass hitstop entirely by canceling her normals on the first frame of impact. This gives her much more time to move around between attacks, and makes it seem as though she’s hitting Akuma without actually touching him. Furthermore, the upper level floor breaks as Akuma teleports before the clip begins, so his pushbox remains nullified for a long time. This allows Storm to pass through him. At the Hail Storm, a recovery bug glitches the combo counter, keeping it active despite Akuma’s obvious recovery.

1:57 SF3:3S Urien showcases three side switches, three different whiffed specials, while using all of his specials at least once, and breaking the 6 hit juggle “limit” by 2 hits. It also kind of looks like two different combos, depending on if you watch Urien or watch Ken.

2:03 RBFF2 Krauser is somehow able to connect a second upgrab in the corner, against Tung only. This touch-of-death clip starts with the lowest damage dizzy combo possible against Tung, so he can live long enough to be knocked out by Krauser’s elbow drop OTG. Those dashes after the dizzy make Krauser look like a pro wrestler running around a ring, don’t they?

2:19 SSF2T Ken can use his Funky Kicks to switch sides with crouching or downed opponents. In some situations, Ken can pop back to his original side and face the wrong direction. This allows him to whiff cancel a wrong direction cr.Short into another one in the first part of the combo and throw a Jab Hadouken in the wrong direction in the second part. His far Fierce is Super-cancelable, but normally the Super would whiff. The wrong direction hit of the fireball is what pulls Dhalsim in close enough so the full Super connects.

2:28 MSH Wolverine uses all three offensive Infinity Gems during one combo: Reality, Time, and Power. While the Reality Gem is active, pressing Start fires an orb that knocks Juggernaut out of Weapon X. Juggernaut’s width and weight allows for various mid-combo crossovers.

3:20 SFA2 M.Bison’s crossup j.HK, c.MK, s.HK xx HK Scissor Kick combo knocks Get down, setting up a meaty HK Headstomp into corner CC showcasing all of his offensive specials. After meaty s.MP, c.MP xx Taunt drains the last of Gen’s lifebar down to the magic pixel, Gen’s reversal lvl1 Shitenshuu initiates a dizzy countdown. The two characters pass the time with a zero damage sequence until the countdown is ready to dizzy Bison after Gen’s lvl1 Jakouha combo, followed by a stylish Gen CC involving three KKK:c.LK xx HK Ouga loops tracking alternating corners.

3:49 UMvC3 Dante performs multiple crossups, while using a slew of different specials, causing three different elemental effects, and even taking the time to say “Keepin’ it stylish!”

4:16 KoFXIII Kim’s counterhit CD attack canceled into QCB+D and supercanceled into QCFx2+D DM puts Maxima in such a high position that allows Kim to switch sides under Maxima with QCB+BD. Once on the other side, Kim does a QCB+D, once again canceled into a QCFx2+D DM. Kim switches sides under Maxima again, this time running under him, does a F,F+A from the other side canceled into air QCB+BD that hits Maxima in the back. Kim juggles with another F,F+A canceled into air QCB,HCF+K.

4:27 SFxT Law/Blanka employ two Motivation Gems for Blanka: One for landing two counterhits, one for landing 5 normals. Blanka lands one counterhit and four normals before the combo, so that both gems trigger from his CH j.HP. This builds back 500 points of meter (one bar is 400), which is needed since this is a 4-bar combo. When connecting just right, Blanka’s CH j.HP will combo into LK Rainbow Roll. It hits cross-up, allowing Law to come running from the other side when tag cancelled. Law then tag cancels HCF+MP after a ground bounce, giving Blanka enough time to do a full Super Charge into his super.

4:43 TTT2 Paul/King starts with counterhit QCB,1 into 1+2+5, which barely combos into King’s 1+4. Then Paul walks forward into QCB,3,2,1, which breaks the wall and leaves Heihachi in such an angle to send him off the balcony with QCF,2. After the Balcony break, none of King’s AA or OTG grabs will work, so King simply ends it with his jumping 2 High Elbow Drop. Burning Knuckle (UF+hold 1+2) almost worked, but was a little too slow.

4:52 PASBR Dante manages to incorporate all three of his melee weapons and most of his moveset into one stylish combo, using several empty cancels and one particularly cool airdash extension – ending with a manual rejump U+Square to cause AP burst.

5:01 IGAU Green Lantern utilizes all four bars of meter in one midscreen juggle, which is something of a rarity for him. Strangely enough, timing the rocket so that it hits the opponent just as they land and bounce causes them to get hit without taking damage. It’s easy to see the yellow hitspark on Superman’s chest as the fireball connects after the R1 stage interaction.

5:15 SG Ms.Fortune/Parasoul team up to produce a very unusual extension after Ms.Fortune’s air super, allowing her to follow up with a full ground combo into DHC for a lenghty Parasoul finisher.

5:40 KoFXIII Robert does a crossup jumping BD at the same time as he starts HD mode. This allows to cancel the normally uncancelable jumping BD into QCB+D, which is canceled into QCB+BD. Robert juggles with DB,F+BD and juggles again with F,B,F+BD. He then HD cancels the F,B,F+BD into whiff DB,F+B to move close enough to juggle with DP+A canceled into QCF+A. Robert juggles again with a DB,F+BD, and juggles with a DP+C canceled into QCF,HCB+P.

5:55 UMvC3 Spencer/Doctor Strange appear onscreen at the same time due to the Super Nova blockstun glitch. Both characters are controlled with the same joystick and buttons, so their attacks must complement each other. Fortunately, using Bolts of Balthakk keeps Dr. Strange busy for a long time, allowing Spencer to move and jump around without displacing his teammate.

6:13 SSF4AE2012 Rose can gain ultra meter when she has her ultra-2 active by absorbing damage with her Focus Attack. Most normals will get hit by one of the projectiles during hitstop so projectiles are ideal for this. Dan was chosen beacuse he has a quick and high damage fireball. Rose gains enough ultra meter to activate a second one, the lvl3 Focus creates a free juggle state, then both ultras juggle and without increasing the juggle count. For some reason the starting position of Rose’s U2 is semi random, so delaying it to this frame gives a better position some of the time. A fireball is canceled into a EX Focus to delay it, otherwise it would come out too soon or in the wrong direction. The second lvl3 Focus increases the juggle count to 1, so she can only follow up with super, EX fireball, or Soul Throw. She manages to whiff s.LK for added style before the EX Soul Throw, using up all her meter.

6:23 PASBR Kat combines her gravity powers with Time Station’s anti-grav mashup to produce some truly interesting results. Her air D+Triangle normally slams airborne opponents to the ground, but the anti-grav effect keeps Sweet Tooth floating long enough for Kat to recover and catch him with a D+Circle vacuum. She finishes the combo with U+Square jump-canceled into downward airdash onto a platform and tags him with a lvl1 super for the kill.

6:31 SFxT Vega/Hugo employs three Motivation Gems: One for landing three EX moves, one for landing 5 normals, and one for landing a 10-hit combo. Vega lands one normal before the combo for spacing, but the combo would work anyways. EX FBA counts as two EX moves, triggering that gem right after the “5-normals” one. These gems build back a total off 900 points of meter (one bar is 400) which is needed since the first part of the combo requires 5 bars. The first EX FBA is spaced so that the wall-jump animation happens before going to the other side of Dhalsim, simply for style reasons. The launching hit and the first followup hit of the EX FBA do not add any Juggle Points (JP), which allows this very long juggle. After the 2nd EX FBA, the 3rd one must be linked after c.LK, because a cancel sends Dhalsim too high for the combo to work. After the 4th EX FBA, HK Scarlet Terror is tag-canceled into Hugo’s HP clap. This was the only move available that doesn’t add JP, gives enough air for the EX FBA to connect after the Pandora, gives Vega enough time to leave the screen, and doesn’t cost any meter. This is needed for the c.MP to connect after the 3rd EX FBA in Pandora, which is then cancelled into c.HK, which is then cancelled into a launcher as a little “end-of-combo” taunt.

6:59 SFA2 Guy/Rolento coordinate an acrobatic zero damage sequence, burning both full meters one level a time. Both characters have attacks which crouch low to the ground and hover slightly above ground, allowing them to switch sides multiple times.

7:08 HSF2 WW-Blanka’s close Fierce takes forever and ST-Dhalsim can slide under it, just like he can slide under his close Forward and partially under his Roundhouse. His Rolling Attack couldn’t pass through opponents yet, which is why it bounces off of Dhalsim’s Teleport recovery.

7:12 SFA3 A-Juni/V-Juli perform a zero damage sequence using special move and activation invincibility frames as well as simple dodging. The one thing that’s kind of interesting technically is that Juni summoning M.Bison is a charge Super, so her pushblock move had to be incorporated in the motion and be performed with the right timing to make it come out. And don’t forget that she also had to get around Juli’s VC shadows, which have active frames too in A3.

7:20 SFA3 V-Juli/Juni team up against Balrog in this Dramatic Battle combo, both activating both VC’s simultaneously to rack up 45 hits midscreen. Then Juni uses an OTG command grab to set up Juli’s air throw finisher, as Juni starts up a Hooligan Combination to grab Balrog after the KO.

debuted today, September 15th, 2013 at TFC2k13

related projects:
sh/f style exhibition v.one

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Berserker Rage: Wolverine Tribute by FightersEvo https://combovid.com/?p=7526 https://combovid.com/?p=7526#comments Sun, 15 Jul 2012 20:24:39 +0000 https://combovid.com/?p=7526 Continue reading ]]> The long-awaited Wolverine mega-combo video by FightersEvo has arrived! Covering fighters that feature Wolverine old and new, along with a few extras.

highlights:
XvSF Wolverine taking Gief side to side at 9:50, MSHvSF Wolverine rushing down Ken at 13:44, MSH Wolverine crazy gem combos at 17:08, COTA Wolverine cross-screen juggles at 18:07, MvC Wolverine teaming up with Ryu at 22:35, MvC3 Wolverine and friends touch of death 28:54 and UMvC3 Wolverine skewering Nemesis for over 100 hits at 37:27

combos by Battousai, Blazt The Speakerz, CSVagrant, and Weltall

edited by Blazt The Speakerz and CSVagrant

notes:
All of our MvC2, MvC3, and UMvC3 combos were executed manually. Some combos from the older games were tool-assisted, but the majority of those older game combos were manually executed as well. No cheats were used in this video except for the double Wolverine “dual combo” displayed in Marvel vs Capcom 1.

soundtrack:
00:32 – Jason Sturgill – X-Men Theme
01:45 – Celldweller – Last Firstborn
02:59 – Celldweller – Switchback
08:17 – Naruto Shippuuden OST – Nankou Furaku
10:31 – T’s Music – Blue-Red United Front
12:30 – Hiroshi Okubo – Arcade Catch The Lightning
16:14 – Haruki Yamada – Lead Time
18:00 – Haruki Yamada – Lurking Shadow
19:33 – SSH – Barrel Roll Star Fox
22:33 – Haruki Yamada – Go One’s Way
25:01 – Ryuichi Kawamura – Over Takers
29:30 – Power Glove – X-Men theme
33:13 – SSH – Key Switch
38:24 – ReeceHoward06 – Wolverine Theme Remix

released on July 9th, 2012

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ComboVid.com Air Throw Exhibition v.one https://combovid.com/?p=7455 https://combovid.com/?p=7455#comments Mon, 09 Jul 2012 06:52:58 +0000 https://combovid.com/?p=7455 Continue reading ]]> For this year’s Evo showcase video, we decided to try something a little different. The theme of this project is celebrating one of the coolest mechanics in fighting games – the air throw!

notes:
This is primarily a tool-assisted gameplay video. No cheats, hacks, or game-altering devices were used in the making of these recordings. Both of the PlayStation All-Stars: Battle Royale combos were recorded directly from the playable E3 2012 Build, with no tool-assistance whatsoever.

gameplay by AquaTeamV3, Battousai, Bob Sagat, ded, desk, Doopliss, error1, fullmetalross, Keiko, Magnetro, Maj, Mienaikage, onReload, PaoloMiraglia, Remxi, Ryukenden, Snoooootch, SofaKingAC, Vega Omega, and Wolverine-Master

edited by Snoooootch

logo animation by Bob Sagat

transcript:

0:02 SFA2 Dhalsim evades Gen’s headstomp with a teleport, then Alpha Counters Gen’s late s.MK, but Gen’s Alpha Counter goes over Sim’s. The first kick of Gen’s s.HK flies over Sim’s AC recovery. Sim AC’s the second kick, which whiffs. Gen goes off the wall over Sim’s far s.HK, then his kick flies over Sim who activates his anti-air grab super. The super whiffs and Gen answers with his own air grab super.

0:10 Combovid.com appears, the logo does a teleport into Air Throw stance change, activates Exhibition v.one, then teleports away again.

0:14 COTA Storm uses her ground dash invincibility to avoid Super Optic Blast, then superjumps to air throw Cyclops.

0:20 KoFXIII Benimaru’s QCF+AC normally has no ability to juggle except when it hits during the hitstun of another move, so this setup is exceptional in allowing it to combo in a juggle without a drive cancel. The late cancel from the counterhit j.CD must be timed perfectly. The rest of the combo sets up the height required to combo an airthrow after j.D+D. The full combo is CH j.CD xx j.QCF+A, QCF+AC, QCB+C, j.D+D, airthrow.

0:24 MSF Hulk’s forward dash has a glitched throwbox that goes to the ceiling. This lets Zangief air SPD him from a long way away.

0:30 KoFXIII Yuri’s fullscreen throw juggle is enabled by the late-hitting fireball.

0:34 XSF Juggernaut blocks Akuma’s Tenma Gou Zankuu super and calls in Wolverine, whose Variable Counter invincibility ushers him through the flurry. He manages to find an opening in the fireball pattern and sneaks by to air throw Akuma, mashing like crazy for extra damage.

0:38 SF3:3S Chun-Li throws an EX Kikoken from one corner, which doesn’t fade away unlike her ordinary fireball, and chases it to the other side of the screen. When the fireball gets close, 2P Chun jumps forward and 1P Chun jumps backwards to air throw her back on her side, and on the fireball, which has pretty good hit stun time and allows 1P Chun to juggle with s.HK and superjump-cancel into SA3.

0:43 SFxT Guile can forward airthrow someone into a Sonic Boom, with perfect spacing. If the Boom hits early and in the corner, he can combo after it.

0:48 SSF4AE2012 Guy’s EX Kaiten Izuna Otoshi invincibility lasts until Ryu’s Shin Shoryuken is off the ground. Guy has a hurtbox when the grab becomes active and Ryu still has an active hitbox on his ultra-2, but because grabs take priority Guy wins.

0:51 SFA2 Guy’s wall jump air throw meets Bison’s Skull Diver very high up, and forcefully reintroduces him to the ground.

0:53 SFA Guy’s LP Bushin Flip grabs Dan’s LK ghettokick out of the air and follows up with a lvl2 super juggle for massive damage.

0:57 SFA3 Guy starts LP Bushin Flip out of the corner, grabbing Vega’s Flying Barcelona Attack coming from behind him.

0:59 SFA3 Guy begins this clip with an s.HP elbow stored by canceling out of his Final Fight chain. He uses it to counterhit Ryu’s air Hurricane Kick and kara-cancel out of s.HK to combo into LP Bushin Drop. Guy then attempts to replicate his earlier combo against Dan – but it doesn’t work, because Ryu is strong.

1:03 XSF Ryu performs a combo with two air throws, then attempts to reset with a third throw, but Storm counters and dizzies him instantly with her ridiculously overpowered Lightning Attack.

1:14 SF3:NG Ibuki combos close s.HK into glitched j.HP -> j.F+MK chain. Ryu performs reversal HP Shoryu (NG doesn’t give a “Reversal” popup), but Ibuki jumps from her floating position and grabs him on his first recovery frame.

1:17 AB Akatsuki lands crossup j.H on Blitztank’s huge hitbox. The rest of the combo is: s.L -> close s.M -> far s.M -> F+H, QCB+L, s.L, j.L, j.L -> j.M, airthrow, D,D+H

1:24 BR Saizo uses an invincible backdash to avoid Sho’s QCBx2+K super, then jumps to airthrow him out of the double-jump part of the super animation.

1:26 SFZ2A Dramatic Battle allows two super airthrows to hit at the same time, causing the Gen and Zangief combination shown here.

1:29 KoFXIII Raiden juggles multiple EX Tackles with super throw whiffs inbetween, one of which autocorrects as he crosses under the opponent. He finishes with an EX anti-air throw. The full combo is CH j.CD, (DB~F+AC xx whiff HCBx2+P) x 2, DP+AC.

1:35 SF3:3S Alex jumps and air techs Ibuki’s air throw just when she was about to land on the ground. Alex lands on ground first and has enough time to punish with EX Air Knee Smash.

1:37 SFA3 Ken Alpha Counters Sodom’s max range c.HK slide. Sodom air throws Ken’s AC.

1:39 SFA3 Ken’s c.LK interupts Rolento’s Mine Sweeper. Ken cancels into a whiffed LP DP and gets hit by the Mine Sweeper. Rolento catches Ken with his airgrab to combo after the explosion.

1:43 XSF Ken air blocks every hit of M.Bison’s Psycho Crusher, recovering instantly upon landing and quickly jumping again to air throw him. The oldschool Marvel games allow two air throws per combo, and the first throw always leaves the victim in a special throw-vulnerable state.

1:48 SF2CE Chun Li hits both the opponent and the bonus stage car with a j.D+MK head stomp, somehow making her next normal act like it hit even if it whiffs – letting her do a kind of double jump into Vega’s Izuna Drop.

1:52 SSF2T Cammy air throws Chun Li out of her walljump. Air recovery is invincible, so Chun air throws Cammy’s whiffed Thrust Kick. Cammy blocks two headstomps, then grabs Chun with her air throw. Chun Li does a forward jumping Spinning Bird Kick, which Cammy catches with her Hooligan Combination.

1:59 COTA Colossus and Iceman tech-hit exchange (both counter throws), then Colossus ends it with another air throw.

2:04 VS BB Hood dodges Anakaris’ ES Dance of Coffins, guard cancels one of them, then jumps up and throws him.

2:09 MSH Magneto’s Space Gem activates an impenetrable force field, protecting him from Psi-Maelstrom long enough to air throw Psylocke.

2:13 MSF Charlie calls upon Captain America to absorb every hit of Bison’s Psycho Crusher super, then simply grabs him out of the air once Bison is done hitting.

2:17 XSF Charlie air throws Wolverine’s Tornado Claw onto the breaking floor, and immediately grabs him again on the way down. This is not a combo, but it certainly looks cool.

2:21 MSF Mega Zangief’s hyper armor takes heavy damage from Bison’s Psycho Crusher, but negates hit stun. Once Zangief manages to get off the ground, he immediately interrupts the Psycho Crusher with an air throw.

2:23 SFA3 R.Mika’s head spring during her lvl3 Sardine’s Beach Special super acts as a quick interrupt against Bison’s Psycho Shot, freeing him up to air throw her onto the fireball.

2:27 SFxT allows attacks to connect at the same time as Chun Li’s, Guile’s, Cammy’s, and Vega’s air throws slam opponents into the ground. This can lead into some weird hitstuns, including regrounding the opponent.

2:37 Chip ‘n Dale Rescue Rangers is too complex. The description wouldn’t fit on the internet.

2:40 River City Ransom Alex jump throws Ryan, then OTG’s him with a jump thrown tire. Alex jumps onto the recovering tire, runs, then enters a falling state as the tire hits the ground. He air throws the rock he picked up before jumping onto the tire.

2:47 Kirby Super Star Kirby kills Chef Kawasaki with Up+Y Hammer attack, then Buggzy uses his jumping Y dash grab -> air slam. Midboss enemies can only be grabbed after they die, to prevent Kirby from just inhaling them right away.

2:50 OMF2097 Crystal/Jaguar’s wacky air throw, despite being named “Overhead Throw” is actually a blockable attack against a grounded opponent, hence the weird 2-hit combo.

2:59 SFxT Vega’s air throw causes characters to do a pseudo-teleport when followed by an immediate hit. For some reason, this only happens about half the time, but it leads to some unusual combos.

3:05 COTA Psylocke with Ninjitsu shadows active throws Silver Samurai with his sword shadows active, he techs and she throws him again, with shadow trails everywhere.

3:11 XSF Cyclops pushblocks Zangief’s s.HK, which briefly puts him in a strange pseudo-grounded state, allowing him to perform his Running Neckbreaker Drop while airborne.

3:14 PSABR Parappa’s Mic Grapple has some throw-like properties, grabbing Fat Princess out of the air twice and allowing Parappa to continue the midscreen juggle. The second Mic Grapple in particular requires extremely precise timing.

3:20 SFA3 Karin throws Akuma, R.Mika catches him with an air throw as he bounces up and Karin catches him again with yet another air throw.

3:22 VS Q-Bee pokes at Lilith who EX guard cancels the hit, while Q-Bee taunt cancels her own poke, then air throws Lilith whose attack missed.

3:25 SSF2T Ken’s air throw catches O.Blanka out of his Rainbow Roll.

3:28 SFA3 Cody and Birdie take turns air throwing Adon.

3:31 SFA3 Sodom and Guy like throwing Adon as well.

3:37 SFA3 Zangief and Vega toss Adon (all the way) around. Gief’s lvl2 airthrow super seems to reach things off-screen.

3:50 KoFXIII EX Iori becomes vulnerable to Clark’s air throws after he is reset, but only after he completes the backflip animation before landing.

3:57 SFxT Marduk’s LP air throw is completely invulnerable to air attacks.

4:00 KoFXIII Benimaru repeatedly performs his Benimaru Lancer specials thrice, just as the opponent is falling behind him, stylishly knocking him around and setting up an air throw finisher.

4:03 WWEAS Andre The Giant performs an elaborate OTG combo sequence involving two air throws against Hulk Hogan. True combos can be tricky in this game because most things can be countered, but this is most likely a true combo. (Unless you can get out of the lying stun state somehow – it’s hard to find solid info on this game). It seems to be random if the opponent gets stunned from the first backbreaker, but it’s easy to visually confirm. The second backbreaker will never stun, so no third backbreaker.

4:12 VH Talbain EX guard cancels Pyron’s fireball and starts chasing him with Beast Cannons, while Pyron keeps teleporting away. As Pyron recovers from the last one, Talbain finally catches up and air throws him.

4:18 SFA3 Akuma’s air throw drops opponents when it’s used too close to the ground, dealing proper damage but looking glitchy in the process.

4:20 SSF2T T.Hawk’s j.LP just barely hits Guile’s far s.HK, allowing him to cancel it into his Dive, which Guile promptly throws.

4:22 CvS2 Yuri crouches low enough to duck under Yun’s HP Zesshou Hohou dashpunch. She jumps as soon as his active frames are over, having just barely enough time to air throw him before he lands.

4:24 SFA3 V-Charlie uses the startup invincibility of his Custom Combo activation to avoid getting hit by A-Charlie’s lvl1 Somersault Justice super.

4:27 SFxT Hugo’s LK air throw is completely invulnerable to air attacks.

4:31 SSBB Ganondorf performs a full-damage combo, using a Timer to slow down time for Bowser, compensating for the lack of hitstun in this game. Hits with lightning effects benefit from this the most. This combo actually starts on 0%, with multiple air Down+As before the air side B. The air side B slams the opponent into a previously placed pitfall item, burying them for a while – the longer, the more damage they have. This combo would do less damage in a real match, because Brawl’s training mode doesn’t apply damage scaling on repeated moves, but they’ll probably stay buried long enough for Ganondorf’s turn-around Warlock Punch to connect anyway. The second Bowser is there to get a better camera angle, otherwise you wouldn’t really see what happens in this combo.

4:37 Anarchy Reigns Jack launches the dummy with his Heavy Attack, then jump cancels into his Ascending Jump Heavy, launching them even higher. Then he spaces out two Air Lights to be able to hit with another Acending Jump Heavy, followed up by an Air Light canceled into a Heavy Killer Weapon. The last hit is avoidable by tech roll.

4:44 SC4 Astaroth’s initial launcher needs to be a counterhit for this combo to kill the opponent. Getting a wallbounce after the airgrab is usually tricky, but if you do it in a corner like this it seems to work every time. Throws only count as one hit in SCIV, which is why the combo counter says 5. The wallbounce counts as a hit.

4:53 SSF2T Fei Long air throws Akuma out of his air fireball, allowing a silly combo setup.

4:56 SSF4AE2012 Oni uses his HP Zanku Hadosho airdash projectile to nullify Dhalsim’s MK Yoga Blast. He then supercancels into Air Raging Demon, which can only catch airborne opponents. At the same time, Dhalsim cancels his Yoga Blast with a back-dashing FADC, making him airborne.

5:00 CvS2 Maki’s lvl3 air Ajaratengu grabs Shin Akuma out of his lvl3 Misogi descent. With the damage boost from having her lifebar drained, Maki inflicts enough damage to kill equal-ratio Shin Akuma outright, earning a Final KO since she countered a lvl3 super.

5:08 MK4 Reiko blocks Scorpion’s teleport punch and walks under the recovery. The combo is close HP -> close HK -> Uppercut, walk forward HP xx B,D,F+HK, D,U (teleport) -> Block (throw). Reiko teleports a second time, allowing Scorpion to counter with AA HP, jump, airthrow.

5:15 COTA Akuma air throws Spiral, who techs out only to be thrown again, only to tech again, then gets thrown two more times (“breaking” the 2 throws per combo rule).

5:21 SF2RE was a popular aftermarket revision of SF2CE, found in many arcades and laundromats. Rainbow Edition allows players to do all sorts of crazy things, including climbing several screens up and airthrowing from that height.

5:30 PASBR Kratos’ F+Square Combat Grapple has some throw-like properties, but it’s technically a blockable attack. Of course in this case, Kratos combos two of them in quick succession using a well-placed wall bounce, so Sweet Tooth doesn’t get a chance to block either of them.

5:38 PF Zangief and Dan put down Banana items at the same time. (They might even say the same phrase during those animations). The combo is B+P+K, jump back airthrow, walk forward (banana hits), airthrow, walk forward (banana hits), airthrow.

5:58 StarCraft 2 introduced a new Protoss air unit called the Phoenix, with a Graviton Beam spell that disables ground units and lifts them into the air. In this clip, a Terran Siege Tank gets caught by the Graviton Beam while attempting to evacuate a lava surge zone, leading to their mutual demise. We wanted to end the video with an air throw that nobody would expect, which made this piece the perfect candidate!

soundtrack:
GGXX#R Korean OST – Pillars Of The Underworld (Ky’s Theme)
GGXX#R Korean OST – The Great Empress (Millia’s Theme)

debuted today, July 8th, 2012 at Evo2k12

bonus materials:
KoFXIII Airthrow Exhibition Leftovers by Remxi
Air Throw Exhibition Leftovers by Doopliss

related projects:
ComboVid.com DAMAGE exhibition v.one | v.two

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NKI Combo Video Archive https://combovid.com/?p=7048 https://combovid.com/?p=7048#comments Wed, 29 Feb 2012 07:30:23 +0000 https://combovid.com/?p=7048 Continue reading ]]> When i first found the fighting game community, before i started making combovids of my own, NKI had already established a name for himself as one of the best combo makers in America. Most of his videos are absolute classics in my mind, especially his SFA2 material and his later works.

NKI Volume I (SF2, SSF2T, MK, MK2, UMK3, MKT, SFA2, XSF, etc.)

NKI Volume II (Revised) (SSF2T, SFA3, XSF)

NKI Volume III (XSF)

NKI Volume IV (SSF2T)

NKI Volume V | NKI Volume 5.5 (SSF2T)

NKI Volume VI (SFA2)

NKI Volume VII (Evo 2004 Special (SF2CE, SSF2, SSF2T, SFA2, XSF, MvC, MvC2)

NKI Volume VIII (Evo 2005 Special) (MvC)

NKI Volume IX (Evo 2006 Special) (SSF2T)

NKI Volume X (Evo 2007 Special) | NKI Volume X (Clean Edit) (SSF2T)

NKI Volume XI (Evo 2008 Special) (XSF)

If you’re short on time, i recommend watching Volumes 6, 10, and 11 to decide whether you want to watch the rest right away, or only seven or eight more. (If anyone cares, i believe they were all manually executed except Volume 11, and maybe a few clips in Volume 9.)

combos and editing by NKI

transcript, explanations, and download site:
nki.combovideos.com

originally released from 2000 to 2008

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