tool-assisted – ComboVid https://combovid.com Street Fighter Combos, Tutorials, Matches, Screenshots, and Strategy Guides Fri, 30 Dec 2016 00:14:15 +0000 en-US hourly 1 SF3:3S Combo Art “Shiki” by Logical Illusion https://combovid.com/?p=8927 https://combovid.com/?p=8927#respond Fri, 30 Dec 2016 00:11:30 +0000 https://combovid.com/?p=8927 Continue reading ]]> Originally sold in DVD format back in 2007, this massive compilation features several incredible combos for every character in Street Fighter III: 3rd Strike. Amazingly, most of this stuff still holds up as the high water mark for multiple characters! It concludes with a segment of maximum hit count combos for the entire roster, optimized to the best of anyone’s knowledge 9 years ago.

highlights:
SF3:3S Chun Li double Tensei-Ranka at 2:58, Remy charge partitioning at 7:09, Ryu mid-juggle Hurricane Kick at 13:20, Oro freestyle exhibition at 20:25, Dudley whiff Corkscrew Blow at 21:50, Akuma pushing buttons at 27:41, Urien 94-hit record at 36:43, and Gill being a boss at 37:48

notes:
This video was uploaded with direct permission from Tosaka of Serial-experiments-T, the main combo creator of this project.

combos and editing by Logical Illusion / Studio L

soundtrack:
Nightwish – End of All Hope
Street Fighter III: 3rd Strike OST

DVD info / jacket cover:
www.ne.jp/asahi/tosaka/combo/dvd.htm

originally released in December, 2007

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USFIV: “Last Goodbye” by Doopliss https://combovid.com/?p=8848 https://combovid.com/?p=8848#comments Tue, 05 Jan 2016 19:03:20 +0000 https://combovid.com/?p=8848 Continue reading ]]> So this is it, this is the end. In just over a month SFV will be released, and the era of SFIV will be over. I’ve had a blast working with this game, it’s hard to believe it’s finally over. I want to thank everyone watching this, everyone subscribed to my channel, and everyone who made the game what it is today for this marvelous time!

Highlights:
Decapre corner-to-corner at 0:52, Rose mid-combo Super at 2:06, Adon getting 3-hit combo’d in his own combo at 2:50, Guile U1 link at 3:36, Dee Jay LK Sobat to U2 at 6:01.

Combos and editing by Doopliss.

Released today, January 5, 2016

Transcript:

Intro – The intro consists of 8 combos created to sync with the music. I calculated that the song had one beat roughly every 42 frames, with the 4th and 8th combo having one extra hit 21 frames before what’s the 1st note in the other combos. The issue with this is that most grounded moves do not have enough hitstun for this tempo, and the Focus Attack tends to be a tad too slow with all its hitstop and the dash, so that’s why it’s mostly juggles. Some quick notes about the combos: C.Viper uses meterless FADC to dash out of the EX Seismo (Which is performed by Super Jump Cancelling into FA). In the Gouken combo I use Seth’s j.d.MK to bring his hurtbox down, allowing the projectile to hit him that high up (Might be unneccesary, didn’t check tbh). For Seth’s 2nd combo, counterhit cl.HP comboes into EX Tanden, and then I had to hit sweep on the last possible frame to stay on beat. It’s only a 2-hit combo since EX Tanden deals 0 damage and 0 damage hits do not add to the combo counter.

0:16 – This is an evolution of my Akuma combo in “Gotta Patch ‘Em All!”. In this version, I started with two air fireballs to keep the stun down, then I spaced myself so that s.HK hit meaty on the 2nd hit, allowing me to link s.HP (This was based on the hit-animation Abel went into form the 1st hit, which in turn depended on how he reacted to the previous hit, meaning it took a lot of trial and error). In the start you can see Abel crouch briefly, that’s to make sure his standing animation doesn’t move him out of range for the first projectile.

0:52 – In this combo I use E.Honda’s crouching medium attack reelback to bounce him off Decapre’s U1, while I walk or dash forward with Decapre to keep his main body out of the projectile while hitting him to keep the combo going. You can jump cancel EX Break after charging for Spiral Arrow, and then quickly input the rest of the move, allowing you to combo it in this fashion.

1:08 – Here’s a Dhalsim combo following the same concept as the Decapre combo before it. Dhalsim’s U1 has fewer hits, but it also has more hitstun per hit, allowing for some very slow moves to connect, like his air drills. I then use an EX Yoga Fire, that gets spaced out because of Honda’s reeling animation, to set up for a meaty c.MK slide, which combos into s.LP. Finally I use the KO to be able to juggle EX Yoga Blast after b.MK, which would otherwise cause a reset.

1:21 – Large characters tend to get hit in this way by Honda’s HP HHS, allowing him to link multiple in a row. Hugo is not the optimal dummy for this, but the main focus of this combo is the juggle possibility after Sumo Splash. You have 9 frames to juggle with something, which allows you to land EX Headbutt and EX Splash. Sadly U1 starts up in 10 frames. I messed around with several characters, but couldn’t fine one that allowed you to juggle with U1.

1:35 – If Rufus juggles Poison, he has enough time to juggle with U1 without FADCing, since she gains a lot of height and tends to land later after high launches. Oh Poison, how I love your wonky juggle properties. For some reason the post FA divekicks would miss/cause a reset sometimes when I ran this script, either it desynched or something messed up my spacing ever so slightly. I’ve noticed inconsistencies with EX Galactic Tornado before, so there might be some kind of random aspect to the move.

1:54 – Just an interesting juggle into super for Vega. Based on how it looks, one might think he could’ve comboed into it this way before they added the launcher hit to the rising part, but before then the move was a true grab, so you could never combo into it outside of stun or maybe FA trades.

2:06 – Way back, Eternal discovered a way to make the final hit(s) of Rose’s super to whiff on Sakura. I took this concept, applied some very specific spacing, and found this interesting combo featuring U2.

2:17 – Seth’s EX Tanden has a special propery. During its active frames, the Juggle Counter of a juggle opponent will be forced to 0, even if the move doesn’t connect. It shares this property with a few supers and ultras (Like Dhalsim’s Super, Fei Long’s Super and U1, and Gen’s Crane Super and U1), but to my knowledge its the only special move with the property. Anyhow, that’s how I could juggle into U1 from a Sonic Boom.

2:34 – Newsflash: Yun’s EX Palm deals a lot of damage and stun :P
On that note though, I can’t say I’ve ever seen anyone combo into divekick this way. I used the following reset to land a meaty c.HP, finishing up with a small, meterless combo.

2:48 – I’ll just say it: Timing the moves during this combo was a nightmare. I just played around with the frames until I got it to work, since it insisted on hitting me 4 times after trading with the RFA, which wouldn’t give me enough U1 hits to trade with for the rest of the combo. That’s what you get for testing stuff by hand using training mode save states first I guess. I also hade to delay every move as much as possible for Decapre’s U1 to disappear before it could hit Adon during his own U1.

3:07 – It finally happened, Dan was able to combo into his super, fully scaled down to 10%, without using trades, FAs or stun. This is something I’ve been wanting to do since I made the “Super Weak” combo challenge back in 2011. For the super to land, I had to do a delay super cancel from his HP Koryuken (as in, cancelling it on the fery last frame, allowing hitstop to end one frame before the cancel occurs).

3:19 – I did mention Honda’s crouching medium reeling animation, right? Not only does it send his body back a lot, allowing projectiles to hit later than usual, it also moves him forward a lot during the end of it, allowing you to link a large amount of mediums in a row. The projectile after the reset is not a meaty, but if it’s blocked you can land j.HP or a crocuhing kick as a block string, acting as a 50/50 mix-up.

3:30 – I forgot to mention at 1:21, but LP Super is also 9 frames.

3:36 – If you can land a meaty s.LP, you can link into U1 with Guile. As long as you can find a good set-up for the meaty s.LP (Counterhit should work too), it’s actually quite low risk and easy to do by hand. If you do it too slow, the input leniency tends to ignore your U1 attempt and if you’re too fast, you’ll chain a s.LK. Works with both close and far s.LP.

3:55 – Rather simple Rose combo, I just felt like showing off how you could link U2 after EX Soul Spark in this situation. It’s kinda tricky to space the moves out for the 2nd orb to hit after the EX drill though.

4:06 – Ryu’s c.MP comboes into cl.HK, at least on crouching Sakura. He has to walk forward first though, since it seems like Sakura can’t simply walk him into the corner and crouch to end up point blank. The main point of the combo is to show off the dash-through that happens when you FADC the 2nd hit of cl.HK against crouching Sakura though. It’s possible to end this combo with “cl.HK, c.HK” instead of U2, but it felt kinda underwhelming, and required a jump-in instead of the CH c.MP.

4:17 – Here’s another, kinda silly Decapre trade combo. if you crumple Decapre, you’re in the perfect position to set up for a meaty LP SRK follow-up, allowing you to restand her with EX Tanden afterwards. Linking c.MK after the Hyakuretsukyaku trade is the tightest link I’ve ever done in a Decapre U1 trade combo, definitely a 1f timing.

4:41 – Similar to the combo at 1:54, but if you juggle with the first hit of LP RCF instead of the 2nd one, you won’t be able to reach them with the grab Super, and have to rely on the normal claw version instead.

4:48 – I trade a 6-hit Gouken U2 with Balrog’s lv.8 TAP, building back anouther U2. This, like all other combos in this video, was recorded using a Tool Assisted Scrpit, but I had to mash the buttons manually for the 2nd Ultra since I didn’t feel like simulating crazy mashing for 100 frames in the script. That’s… Also why my mouse appears at this time, mashed so hard my desk shook and the mouse reacted, annoyingly I didn’t notice until after uploading the video. This is the first combo I came up with for this video, roughly one year ago.

5:10 – I noticed Yun’s far s.Hk has less recovery than the close version, and figured out you could juggle U1 off of it. I also wanted to show off two more things: 1: That you can combo into super off of a juggled-into U1 (I don’t think I’ve ever seen that). 2: The fact that the cl.LP xx LK target combo causes a reset during Geneijin. I also discovered something weird: If you try to do the super too soon after U1, you’ll get a special move instead. It seems there might be some kind of cancel window there that allows specials, but not super, or more specifically QCF+P and DP+K (Should’ve gotten DP+P with my super input, but got QCF+P instead, and got DP+K when experimenting with kara cancelling s.MK).

5:30 – This is probably the least technically advanced combo in the video, I just thought it looked neat. Everything’s self-explanatory if you understand frame data and crouching Honda. Oh, I guess it’s worth mentioning you need really strict spacing for the 1st EX Gadoken to get spaced out, you need to be as far away as possible while still staying in combo range, which is why I use cl.LP after the FADC, it has more pushback.

5:46 – More Poison juggle shenanigans. I don’t think other characters can be rejuggled by c.HP in the corner like that, they usually require that you’re a bit away from them from my experience (Or maybe I just never had tool assistance to verify it before :P )

6:01 – Yes, you saw that right. Using tool assisted charge shenanigans, Dee Jay can in fact juggle into U2 from LK Sobat, even midscreen. I could only get it to work on Dhalsim though. Another interesting note: the cl.LK, cl.MK link required me to wait for one frame to press MK, otherwise I got far s.MK.

Soundtrack:
The songs used are from the PC indie game Undertale. If you have played the game but haven’t heard these themes yet, then DO NOT LOOK THEM UP! The same goes if you’re curious about ever trying the game.
Undertale – Hopes and Dreams
Undertale – SAVE the World
Undertale – Last Goodbye

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ST Eternal by Bob Sagat https://combovid.com/?p=8789 https://combovid.com/?p=8789#respond Mon, 20 Jul 2015 22:24:24 +0000 https://combovid.com/?p=8789 Continue reading ]]> Super Turbo combo video with all new, never before seen combos and setups by Bob Sagat.
Unfortunately not aired at EVO 2015 as planned, but still thanks to STRevival for keeping ST alive at EVO and getting it up on stream.

highlights:
Boxer combos two standing hits into Headbutt at 0:16, Old Sagat connects 3 Tiger Shots in one combo at 1:28, and Ken manages to follow up a medium Dragon Punch with a super at 2:01

combos and editing by Bob Sagat

transcript:

Most of the bigger combos in this video use dizzy manipulation, where Player 1 and Player 2 can hold directions during the combo to influence the stun gauge. How this works exactly, I am not sure, but work it does. A lot of these combos would not have done as many hits without this mechanic.

0:05 The first few combos deal with how big Zangief’s hurtbox is. It’s big enough for Cammy to connect 4 medium attacks and almost her entire Super.
The attack in the wrong direction occurs when you input an attack while your character is still on one side of the opponent, then lands still facing the wrong way with the attack coming out immediately. This can happen in matches, but it’s so precise that it can’t be done on purpose.

0:10 Boxer charges during his jump and has to switch his charge as he changes sides. Crouching Zangief is the only one who can get hit by cr.MK linked into cr.HP, which Boxer then cancels into his Super.

0:13 Another example of Zangief being big enough to get hit by a lot of medium attacks in one combo. Blanka has to start his charge for the Rolling attack after inputting the st.MP, otherwise his headbutt would have come out. St.MP followed by 2 cr.MKs gives him enough time though.

0:16 The first really tricky combo. This one is based on a very specific glitch, which can actually be used in matches.(Though sparingly)
When Boxer does a st.LP, he can follow it up by a cr.LK, which he can then cancel into a cr.LP. This last cr.LP however, comes out as a st.LP, even though Boxer is holding down.
After this first part, Boxer can continue to do cr.LPs that come out as st.LPs, as long as he cancels them into each other. If he fails to do so, normal cr.LPs will come out and he has to start the glitch all over from the st.LP. However, if he just decides to stop doing cr.LPs, all he has to do is input another cr.LK and then cancel it into a cr.LP. The glitch is storable.
As Zangief jumps over, Boxer is charging a headbutt and has the glitch stored. Before Zangief crosses over, Boxer whiffcancels a cr.LK into a cr.LP. Zangief does a close st.MP, which gets hit meaty by Bxoer’s st.(really cr.)LP, allowing him to link in to a st.MK and cancelling it into a headbutt.
Normally Boxer cannot perform 2 standing attacks into a headbutt.

0:18 Dhalsim jumps over Sagat, lands, then immediately jumps back, without turning around. Sagat does a HP Tiger Uppercut, which trades with Dhalsim’s LK drill. Sagat stays grounded and performs two more Tiger Uppercuts, performing a 5 hit combo which leaves the opponent entirely off screen for almost the entire duration.

0:21 Claw does both a st.HP and a st.HK mid combo.

0:23 As Chun Li fires off a Kikoken, Blanka grabs her. During the grab, he is completely invulnerable, so the fireball passes right through him.
Both Chun Li and Honda have a glitched charge Super. After it’s charged and the motion has been input, holding forward will store the Super, until both forward and a button are pressed/released. Only then will the Super activate. While the Super is charged, they can let go of forward and input any direction and as long as they go back to forward, the Super will still be stored.
After the f+Punch to fire off the Kikoken, Chun inputs back, neutral forward, to complete the motion for a Super and charge it. Wiggling back and forth after this does not cause her to lose her Super charge, so she is able to mash out of the grab before Blanka does any damage, then activate her Super as he backflips into the Kikoken.

0:26 Ken whiffs 2 Funky Kicks to pass through crouching Zangief, hits him backwards with the second one, then uses some links and cancels to connect 3 Funky Kicks in one combo.

0:29 Blanka hits Ryu mid air to get Ryu to air recover and land behind Blanka as close to the corner as possible. Blanka whiffs a st.HP to keep him in place while charging.
The fast startup on Ryu’s cr.MK allows him to get hit by Blanka’s cr.MK while behind him and in time for Blanka to be able to cancel it into a whiffed Roll into the corner.(Meaty attacks cannot be cancelled.)

0:32 Dee Jay uses fireball clashes, invincibility frames and positioning to make his way through the Tiger Shot obstacle course. His Super and Sagat’s Tiger Uppercut won’t hit each other either.

0:37 Normally Blanka can’t Backward Hop through a fireball, because of his backward movement. Eventually his invincibility runs out and he gets hit. The speed of the Tiger Shot and the corner preventing Blanka from moving backward with the Tiger Shot however, allow it to pass right thourgh without hitting Blanka at all.

0:40 Zangief also uses both special and normal move properties to dodge the Tiger Shots.

0:43 The startup on Chun Li’s Spinning Bird Kick has enough invincibility to pass through fast moving fireballs. Apparently its recovery frames were just copy-pasted along with her hurtboxes, as Guile’s second Sonic Boom flies right through her as well.

0:46 Old Cammy’s midsection is invincible during and of the Spin Knuckles. When Blanka is close to the corner, he can do a HP Roll and a LK Rainbow Roll on the same charge.
During the Rainbow Roll he uses charge direction switching to be able to execute a Super on landing, charge a Roll during its startup and execute another Roll in the opposite direction as soon as the Super hits the corner. This happens fast
enough for him to pass through O.Cammy’s HP Spin Knuckle twice.

0:48 Blanka’s Roll is even fast enough to pass clean through Zangief’s Lariat, who’s also invincible in the mid-section.

0:52 Cammy and Ryu really don’t wanna hit each other. She’s small enough to be able to duck under both Ryu’s normal Hadoukens and his Super. (Can be used in matches, if you suspect a wakeup Super. Get close, duck, then punish however you want.)

0:58 After a round ends in any way and Ken is still standing, whether a won, or lost, if he’s in the middle of doing any of his Funky Kicks, he can keep cancelling them into each other for as long as he wants. It is the only special move in the game that doesn’t first go to neutral after it finishes, so the game can’t just tell him to stop doing them.
Blanka is the only character in the game with a hurtbox on one of his winposes. Fun ensues.

1:00 Akuma axe kicks Guile into his Zankuu Hadouken and recovers in time for a HP Shakunetsu Hadouken.

1:03 Sagat jumps over Blanka, so the latter can start a LK Rainbow Roll in the opposite direction. As long as it hits whilst Blanka hasn’t completely contracted into a ball yet, he just lands, instead of bouncing back first.

1:06 Honda gets hit by 4 MKs from Dee Jay, the last one doing 2 hits for a 5 hit combo.

1:08 Fei Long can follow up his f+HK step kick with a number of attacks.

1:12 At the perfect distance, Zangief can combo into his far st.HK.

1:14 Old Sagat’s Tiger Knee knocks Blanka back into a Tiger Shot he fired off earlier. Being O.Sagat, he can combo off of the second hits of his kicks, allowing him to combo into another Tiger Knee from his far st.MK.

1:17 Blanka’s Super tracks Dhalsim, who’s on his right side when he releases it. Dhalsim lands and punches into the Super. The hit pulls him in closer to Blanka, who can now combo off of a far st.MK.

1:19 Dhalsim punches into Chun Li’s Kikoken on the same frame as he gets hit by her Kyaku Retsu Kyaku, which usually can only hit once. The first hit being simultaneous with the Kikoken hit however, cancels this limitation and she is able to hit him a second time.

1:20 Here Chun Li hits Claw with the last hit of her Super at the same frame as her Kikoken. Normally her Super sends the opponent flying, but the simultaneous hit with the Kikoken keeps Claw grounded and now she can combo from her Super with someone other than Tenshou Kyaku.

1:24 Dictator flies over Blanka with his Super and Blanka walks into the very last frame of its second to last hit. Dictator recovers just in time to hit Blanka with a st.MP and charge direction switching allows him to cancel it into another Scissor Kick.

1:28 In a very un-ST moment, O.Sagat and Blanka chase a fireball, without a Maj jump™.
Fireballs that go off screen don’t immediately disappear, so O.Sagat does a Tiger Knee which trades with Blanka’s cr.LP. His hitstun animation leans so far back, he gets hit by the off screen Tiger Shot. O.Sagat fires off another one, which hits quite meaty, because Blanka is still leaning quite far back and recovers in time for a third Tiger Shot –low this time-, to hit as early as possible.

1:33 The infamous Maj jump™ setup. A character throws a fireball as Claw knocks them out of their recovery animation, then pushes them to the other side of the screen with a Wall Dive.
Claw’s backflip allows the last hit of Dee Jay’s Super to hit meaty, on the same frame as his Air Slasher, which keeps Claw grounded for a follow up combo.

1:40 After another Maj jump™, Dee Jay hits Claw with a close st.HK. Normally this attack only hits once, unless when there’s a fireball pushing you back into the second hit. As this was probably completely unintended, this does a ton of damage. Dee Jay completes a Super motion, walks forward long enough for the Air Slasher window to run out, hits a st.MP and then cancels it into his Super, which has a longer activation window, doing a full life bar of damage.

1:44 The last hit of Dee Jay Machine Gun Uppercut hits Claw meaty on the same frame as his Air Slasher, cancelling the knockdown it normally does and allowing him to combo into a second MGU.

1:48 This time it’s a MK Rolling Sobat which hits Claw meaty on the same frame as an Air Slasher, allowing for a follow up combo into Super.

1:52 Dhalsim, Sagat and Ken have a weird glitch in this game where if you execute a reversal Super, instead of the Super coming out, they will perform the last special move they did. This can allow for multiple fireballs to be on screen at once, though only one will have hitboxes, the other(s) will only be there visually.
In this case, Dhalsim gets hit out of the recovery of his LP Yoga Fire. The other Dhalsim lands and does a Yoga Blast, causing him to lean back into the Yoga Fire. The first Yoga fire disappears just as the second one comes out, so it too does have hitboxes.
Normally characters have to wait for their fireballs to have disappeared to be able to even go into the startup animation of another one, but because of the glitch, Dhalsim was able to start the second Yoga Fire much earlier.
He recovers from the second one in time to walk forward and cancel a b+LK into his Super.

1:58 After another Maj jump™, Guile activates his Super. Claw punches into the last frame of its second to last hit, causing him to get hit, but stay grounded as he is kept in hitstun by Guile’s Sonic Boom. Guile lands in time to combo a st.LK into a Flash Kick.

2:01 Ken uses the same setup as Guile and hits Claw meaty with a MP Shoryuken, the first hit of which doesn’t knock down. Claw subsequently gets hit by Ken’s Hadouken, allowing Ken to land and execute a Super. (Ken can actually hit Claw with a st.LP and cancel that into a Super, but that would dizzy Claw, no matter what I tried. Full Super is more fun.)

2:07 His Spinning Pile Driver makes Zangief lean forward far enough for Ryu’s Super to pass completely through him.
Depending on the strength of the SPD, Zangief actually has several chances to still land the throw. LP version gives him 12 attempts, MP 8 and HP 6.
This is the LP version. Ryu’s Super invincibility frames keep him safe for a while, but he becomes throwable on Zangief’s last throw frame, when he already looks like he’s giving up.
Then he just inputs the stage Fatality code and Ryu goes down the pit.

soundtrack: Paper Mario: The Thousand Year Door OST – X-Naut Fortress

released today, July 21st, 2015

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Ultra Street Fighter IV: “That ain’t Omega!” by Doopliss https://combovid.com/?p=8708 https://combovid.com/?p=8708#respond Tue, 16 Dec 2014 20:21:00 +0000 https://combovid.com/?p=8708 Continue reading ]]> While other people are focusing on Omega, I wanted to make a video about the changes to the main game. Close to every combo-relevant change is featured in this video.

Highlights:
Decapre 950 stun combo at 0:00, Dan 11 Gadoken combo at 2:25, Oni EX DP to Air U1 combo at 3:05, Guile stun combo at 3:27

Combos and editing by: Doopliss

Notes:
I feel this video is straight forward enough to not require a transcript, if you simply look at the change list for the 1.04 patch. I’d like to explain some things though:
-Decapre’s c.HPx2 requires you to hit the first one meaty, which can be done on many characters of average size or smaller after a jump-in when they’re crouching. It won’t reach some characters though, mainly Shotos.
-When doing c.HPx2 on Akuma, I had to have my back to the wall, he needed to walk closer as I jumped and, since I needed a counterhit to stun him, he had to do c.MK just as I hit him high enough for him not to be pushed back by my collision box. It’s the most annoying positioning set-up I’ve ever had to perform.
-The Dan combo features 9 unplinkable 1f links. Not something I want to do by hand, luckily the turbo setting on my fightpad was perfect for doing it, by simply holding LP for the jabs and cancels, so I dind’t have to record it with tool assistance.
-For the Akuma combo, It’s actually pretty easy to do U2 from c.MK by pressing “db.MK, UF, DB, UF+3P~3K”. 3K doesn’t need to be plinked, you simply have to press it during the first frame of the teleport. It works because the DP input of “any F, any D, any F” accepts “UF, DB, UF” as a DP.
-The Akuma, Guile and last Decapre combo are recorded on PC, but since shadowplay is acting up for me, they suffer from bad frame rate and/or poor sound quality. Akuma and Decapre were too hard to do for me to want to rerecord them, and the Guile combo requires Tool Assistance thanks to that SB to U1 in the end.

Soundtrack: Xenoblade Chronicles OST – Gaur Plains

Released today, December 16th, 2014

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USFIV: “Gotta Patch ‘Em All!” by Doopliss https://combovid.com/?p=8617 https://combovid.com/?p=8617#respond Mon, 14 Jul 2014 14:09:25 +0000 https://combovid.com/?p=8617 Continue reading ]]> Ultra Street Fighter IV brought several new combo mechanics and balance changes. This video contains some examples of what every previously existing character can do thanks to these additions.

Highlights:
Akuma stuns Abel at 1:21, Dhalsim doesn’t care about pushback at 5:21, E.Honda walking EX Hands at 5:44, Gen stun combos at 7:17, Ibuki U1 shenanigans starting at 9:50, Ryu mid-juggle double dash at 13:14, T.Hawk LK Spire combos at 14:26, Yang jumping around at 15:08.

combos and editing by Doopliss

Transcript:

0:07 – A meaty s.LP setup, normally used for Step Kick infinites, allows c.MP to link afterwards.

0:21 – Counterhit lv.2 FA followed by a neutral jumping normal is the perfect meaty set up for HP CoD, which allows me to show off Abel’s new +5 on hit 2nd Low.

0:33 – Since I reloaded a save state from right after activating Decapre’s U1, some soundclips are missing. The c.HP after the first trade needs to be delayed slightly for the LP CoD to trade. You also need to wait after trading the c.HP later in the combo before you do f.MK, otherwise you’ll be too close to the ball. The six trades helps Abel build back a 5th bar used for the FADC in the end of the combo. c.HP xx LK Roll, U1 is really strict, probably 1f and character specific.

0:53 – Hugo is so big that nj.MK to air JK works just fine even when he’s crouching or after lv.2 FA. The higher launch on 2nd hit LK RJ allows Adon to reset with cl.HK on several characters.

1:01 – Adon counterhits T.Hawk’s far s.HK with c.MP to make LK RJ hit later than normally possible, allowing him to jugge with U2. Thanks to Seratna for the tip of using T.Hawk.

1:10 – With his faster EX shaku and cancellable far s.HP, Akuma’s stun output has shot through the roof. You can also combo HP shaku after EX Shaku point blank or in the corner, but it might be character specific.

1:21 – This combo took me like 7 hours to record. In order to keep the right spacing while doing the triple far s.HP to EX air fireball I used HK Demon flip, and I also walked for a while after each EX air Fireball. This has a lot of spacing leniency, which could make it viable in real matches against Abel if you practice it enough. Thanks to Desk for showing that Abel is a good dummy for these kind of combos.

1:41 – I use lv.4 TAP in the end to show that it charges faster now. It also transitions nicely into the next combo where…

1:50 – Lv.4 TAP has more hitstun than the others, allowing you to FADC from it and keep comboing. In USFIV Balrog has a new U1 juggle, that deals more damage than before. His “Say goodnight, chump!”-voice clip disappears from the ultra randomly for some reason. Thanks to Jav1ts for bringing this to my attention.

2:01 – You can combo TAP into EX RFA on Sagat. The rest of the combo is pretty straight-forward, but you can see the new U1 ender at the, well, end.

2:11 – Despite the extra pushback, Blanka can do c.MKx3 on crouching M.Bison. This combo is also a prime example of the late-hitting HP Roll knocking down.

2:15 – Blanka’s dash got 1 frame faster, making him +4 after CH c.HP xx FADC.

2:22 – Tall character fall into Blanka’s lightning after a crumple, allowing him to juggle with U2. But Only Hugo gets hit by non-EX Lightning from what I know.

2:32 – Sadly LP Seismo is too slow to combo after EX RFA. But I still manage to show off her new df.HK.

2:39 – Showing off some new FADC combos as well as her faster U2. El Fuerte seems to be the only one that gets hit by cl.MPx2, c.MP.

2:52 – Pretty straight-forward EX RFA combo, except that you must delay the cancel to EX RFA slightly, or it will miss.

3:03 – you must walk forward after the last cl.HP to get cl.LP, which is needed to space the rest of the combo correctly so you can juggle after the LK SA at the end.

3:12 – Just showing that EX Kikoken to U2 is possible, although it might be Dhalsim specific from this close.

3:23 – when you cancel cl.HP into HK SBK, it has less recovery than normal, allowing you to juggle with Super. Only HK Super gets the final hit for some reason. Shoutouts to Eternal and Dantarion for their work discovering hidden changes like these.

3:32 – Hugo is tall enough to allow two Yosokyakus before the Target Combo, while still having enough time to land and continue the combo. This often crosses up though, which is cool, but it stopped me from doing the LP Kikoken, so I had to ignore it. Also, showing of the new U1 juggle properties.

3:47 – crouching Seth allows close variations to trigger from furhter away, allowing Cody to do two lights into cl.MK. After the FADC you can decide which side to end up on, just walk forward to cross up or stay still to not cross up.

3:53 – Seems Knife c.MP is the furthest reaching grounded Knife Move. The only other one that connected was s.MP, but it required quick activation or walking forward.

4:00 – Dan’s new “Saikyo Kick” has some silly hitboxes.

4:11 – CH s.HK is +5, allowing you to combo after it. You can also see the improved JP of U2 at the end…

4:20 – Which you can also see here. Thanks to Pepopulo for bringing this Super to U2 juggle to my attention. Seems to only work on T.Hawk.

4:34 – The c.HK to U2 is kinda wonky, you often get the sweep knockdown if you don’t time it just right, I think most characters can’t be hit by the launcher hit at all.

4:48 – Showing off the added hitstun to MK Sobat and his new far s.MP. If you buffer it well enough, you can land U1 against the opponent after a lv.2 FA crumple or EX RFA crumple before they fall down and get hit airborne.

4:59 – Either I suck, or the spacing for this combo is very specific for the U2 to land. Dhalsim’s b.MK is glitched so that it only deals 10% pushback against crouchers on hit, which I abuse here and in a later combo.

5:13 – I teleport behind Balrog, but the fireball pushes him back to my right side. Balrog, as well as other hunched over characters, make Dhalsim’s fireballs hit more meaty, giving him new combo options. You can also se his new EX Yoga Flame at the end of the combo.

5:21 – Here I abuse the b.MK glitch to the fullest. Dhalsim was the only dummy I tried this on that allowed the EX YF to hit meaty point blank, giving it the extra frame of advantage needed for b.MK and db.MP to coonnect after it.

5:28 – Some sweet links into EX RFA, then I finish it with f.HK to show it now has JP. Pretty straight forward, but if you try the combo without f.MK, the s.HK won’t reach it seems.

5:37 – Dudley’s rose now does 1 point of damage, making it the only projectile with a “light” knockdown type. This means it causes crumple on KO, which in turn allows you to grab post KO by initiating the grab right before the rose hits.

5:44 – For this combo to work, I walk forward for a while after the first mashed MP Hands, which means you need some tricky buffering since you have to carry the punch inputs from before you started walking to initialize the EX Hands. On T.Hawk, you can do c.LP xx Mashed MP hands, U1.

6:02 – To my knowledge, Poison is the only character that can get hit with Propeller Tortilla after lv.3 FA AND by the s.LK restand. Sadly nothing combos after the s.LK, so I used VS mode to at least get a QB.

6:12 – Run MK now has 1 more frame of advantage, allowing you to link c.MK afterwards.

6:18 – Both Run MK and lv.1/2 QB has enough hitstun to allow you to do FADC combos. This was pretty useless in AE2012, but now you can actually get something out of it other than a few lights and a medium.

6:24 – I was originally going to do a combo on Cody based on a meaty c.LP setup I found when playing around with some of TomSinister‘s E.Ryu setups. But it doesn’t seem to work anymore, and I couldn’t land a juggle after far s.MP xx HP, so I did this combo instead. it seems to me that the far MP version of the Target Combo has more recovery, but that might just be my imagination.

6:32 – here I use the meaty c.LP setup on Rufus to combo into E.Ryu’s now faster Sweep.

6:37 – This combo refuses to work on so many characters, mainly because the Flame Kick won’t connect. I was originally gonna do it on Cammy to show the improved hitbox of MK CW, but I ended up using Hugo instead, since he’s so “heavy” you can clearly see the improved launch on the 2nd U1 hit.

6:48 – Shoutouts to Snoooootch for discovering this exact meaty EX Flame Kick set-up before I had a chance to show it off myself!

7:02 – I have no idea if MP Hands to Mantis s.MK is charcter-specific, but it sure looks like it. Thanks to HK Gekiro being mashable now, you can whiff the final hit like you could with the EX version before, allowing you to use your Mantis Super in the same combo as you do 7-hit Gekiro to Crane U1.

7:17 – A huge thanks to Persona for Tool-Assisting this combo for me. At the start, Gen trade’s his Crane c.HP with Akuma’s c.LK, then he Kara cancels Mantis s.MK to Stance change, to allow the Crane c.MP to combo into the EX Roll, which was the only way I could find to stun Akuma with U2 in the end.

7:35 – This one is a little more straight-forward than the Abel one. Sometimes the Mantis s.MK before the Super would trade as well, and I’m not sure why. I use Crane c.MP to Oga to push Decapre out of the corner, so I can show lv.3 FA to Oga works midscreen as well (but it’s probably character-specific to some degree).

7:55 – Showing off Gouken’s new cancellable light combos. I don’t know if EX Tatsu xx FADC to Gohadoken is Poison specific, but I’ve never seen it before. Only works with EX Tatsu, it launches higher than the others.

8:02 – Showing off the improved c.MP, allowing it to combo into Gohadoken. Hugo is tall enough to be hit by both hits of uncharged EX Gohadoken, even after a cl.MP.

8:14 – c.MP is also +3 on hit now, which allos it to combo into c.LP, which now has a 3f start-up. It’s funny how things work out sometimes.

8:25 – Hugo is the only one I’ve ever been able to land Guile’s forward airthrow on from a non-traded crumple. It gives you ample time to put your glasses on.

8:29 – He also gets hit by Lv.2 FA/EX RFA to back airthrow.

8:35 – U1 might be too slow to combo from a light normally, but you can at least do meaty cl.LP to U1 now.

8:48 – Guy can now link far s.HP to far s.HK. You need to walk forward quite a bit after the crumple for it to reach though.

8:54 – Here I cancel f.MP’s start-up with EX RFA for a double crumple combo. This is extremely hard to do, since you have to press MP, release it, then pres LP+MP+MK within a few frames. I also show off the improved Run HK hitboxes.

9:01 – I do CH cl.HK, walk forward cl.HP xx EX RFA because I can. df.HK is now fast enough to combo after cl.HK, upping Guy’s stun output quite a bit.

9:19 – f.MP has more hitstun now, allowing it to combo into EX FA on counterhit. This gives Hakan some new, interesting dash cancel combos.

9:23 – s.MP now combos into itself. Up to four times on DeeJay. I dash after the jump-in to get as close as possible.

9:26 – Once again I dsh after the jump-in to get close. f.LK has a lot of hitstun, which allowed it to combo into s.HP in the 9:19 combo, as well as the now special cancellable c.MP here.

9:32 – CH f.MP also combos into EX RFA. I cancel my backdash with s.LK to be able to jump sooner, allowing me to land j.MP (Probably Hugo-specific).

9:46 – Raida now has more JP. Not much more to say really.

9:51 – You need to be as far away as possible for U1 to hit delayed enough to allow you to dash into f.LK. if you’re a little closer, you can do EX Neck Breaker instead.

9:58 – j.LP xx f.HP combos into far s.HP, but you can probably only space that correctly by jumping backwards in the corner. The rest is pretty self-explanatory. I got lucky with the EX Kunai, if you do it too soon you miss the last hit of U1.

10:06 – I used save states to make E.Honda block the first part of the U1 while the last hit connected as late as possible. In combination with a counterhit this allows ibuki to dash in into far s.HP. Backhand punch can be jump-cancelled into a Kunai to continue your combo, just like c.HP. It’s hard to do with a super stocked though, so I wasted some meter so I would get the super after the Kunai was performed, making it a lot easier.

10:15 – A simple U1 combo to show that you can juggle after EX 2nd Impact without doing 3rd Strike for the wallbounce. I though you could then cancel cl.HP to EX Pinwheel, but it seems only MKHK EX Fuhajin combos after it.

10:27 – Kara EX Air Tatsu can hit Hugo 4 times when he’s standing. Then I do a simple EX RFA combo into his now AGAIN comboable c.HK. When will they make up their minds about this move?

10:32 – A simple combo showing of his improved far s.MP and EX RFA.

10:44 – Hugo needs to crouch for this to work for some reason. This combo shows off that Hell Attack also causes float, and that Psycho Crusher has JP.

10:52 – Makoto is +3 after MP Hayate xx FADC. This means she can only link f.LP afterwards. Previously this didn’t leed to anything, but now you can do EX Fukiage combos from it. EX Orochi has more JP now.

11:04 – Lv.3 Hayate is positive enough to link afterwards. After the U2 I use HP Fukiage to cross under E.Honda. Inputting is is tricky, I held the stick down+right, then moved it to down+left when Honda flew over me.

11:15 – Air U1 used to be too slow to combo from lv.2 FA crumple. Not anymore.

11:24 – Rose, like Blanka, got a faster forward dash. This allows her to FADC Soul Spark into cl.MP or cl.HP. You can also see that Soul Spiral has JP now.

11:35 – After activating U2, I absorb the 2nd hit of Honda’s LP Super with perfect Red Focus (Shoutouts to Desk for finding that), giving me a new Ultra, which I use to juggle after my U2 with U1.

11:50 – Poison is a nice juggle dummy. LK Messiah kick + Follow-up has A LOT of juggle potential, you can even juggle EX Messiah and then FADC into LK messiah.

12:02 – Using MP Snake Strike mid-combo was the first combo idea I had for USFIV, which I came up with as soon as I saw Hugo was in. Here I hit his far s.MP from REALLY far out, which would make EX GT whiff if I didn’t focus cancel it. Sometimes the FA couldn’t reach Hugo in this situation, and I’m not sure why. walk forward far s.HK is pretty strict for it to hit from this range.

12:11 – Posion is a REALLY nice juggle dummy.

12:24 – You need to walk forward fir quite some time before U2 for it to hit here.

12:36 – If you space out the hits of EX SRK enough, you can juggle after it now, since the first hit causes float.

12:44 – Dhalsim was the only character I could land the U1 on after this combo. Welcome to the Metsu Hadoken-section of this video.

12:54 – If you space out the hits of EX SRK enough, you can juggle after it now, since the first hit causes float.

13:04 – The new air EX Tatsu is nice, but it makes your Ultra pathetic. I need to use jb.MP here to avoide crossing under the opponent.

13:14 – if you hit Poison with LP Super as late as possible after cross-up tatsu, she bounces off it twice in this fashion. This gives you enough time to dash twice before doing U1. This marks the end of the Metsu Hadoken-section.

13:23 – Like with Guy, I kara cancel into EX RFA for a second crumple. Here I use f.HK though, which is a lot easier to do since you don’t have to release and repress the button like with Guy.

13:30 – A simple EX RFA combo showin off some interesting links, cancellable cl.LK, and the improved U1 corner juggle.

13:43 – I swear you could do cl.HP instead of the 2nd cl.MK in AE2012, but that causes the 2nd c.HP to whiff now. After a crumple, you have time to walk back and do far s.HP if you wish.

13:57 – This juggle is painfully hard. Both the 2nd Sakura otoshi and the U2 are frame-perfect. Probably only works on Rufus, thanks to his huge vertical hitbox when juggled.

14:07 – Shoutouts to Sarif2soon for finding this meaty s.LP set-up, allowing me to link c.HK.

14:13 – Just showing off some new c.MP links. The wall jump to divekick works in AE2012 as well, but I never saw anyone do it.

14:21 – You CAN actually combo after EX Tomahawk xx FADC… Yaaaaay.

14:26 – Poison is a very nice dummy for mid-combo meaty LK Spires. the spacing for this combo is REALLY specific if you want the LP Tomahawk in the end.

14:30 – I think I trade with the 2nd active frame of the lv.3 RFA, since it didn’t absorb the s.LP. Poison is probably the only character that doesn’t require super-specific spacing for meaty LK Spire combos.

14:37 – EX RCF got more recovery, but more hitstun to compensate. This allows Vega to combo it into EX lv.2 FA.

14:47 – I don’t know if the FA to LP RCF worked before, or if it’s new thanks to the new, lower charge time for it. you can also see the improved cl.MK in action here.

14:54 – c.MK has A LOT of pushback, I could only land this on crouching Abel.

15:01 – Abel’s legendary hurtboxes live up to their reputation. Seems you never needed to jump cancel cl.MK into wiffed divekick to combo into U1, a well-timed dash works just as well.

15:09 – Hugo’s huge stature allows some fun jumping combos with Yang during Super. The timing of the j.MKs are really strict. if you time it wrong, you only get 1 hit or you get blocked.

15:26 – Pretty straight-forward EX RFA combo. Meaty LK Upkicks are nice though. I don’t knwo how easy that is to set up on other characters.

15:40 – CH c.HP actually combos into EX RFA, but only CH. The inproved speeds of his Green Hands allows him to do LP to EX GH after crumple, at least on Dhalsim.

15:45 – A stun combo showing off cl.MK’s improved advantage, and cl.LK’s cancelability. You need to walk forward after the headbutt for cl.MK to come out.

16:02 – You need to walk forward after the headbutt for cl.MK to come out after the c.LK. you need to land j.HP late, so you get far s.MP after the cl.LP. For the EX RFA to land, you need to hold it for a few frames. By not dash cancelling the EX RFA, it’s easier to time U2 so that it connects.

16:40 – BONUS! Elena’s HK Lynx Tail has so much hitstun that, when you trade it, you have time to link her slow f.MP overhead. After Super you’re 100% safe to heal a small amount using U2, at least midscreen.

Soundtrack:
Hyper SFII “The Starting over” – T.Hawk
Hyper SFII “The Starting over” – Cammy
Hyper SFII “The Starting over” – Guile
Hyper SFII “The Starting over” – Sagat

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https://combovid.com/?feed=rss2&p=8617 0
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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SFA2 Combo Movie Vol#04 by Keiko and izumojin https://combovid.com/?p=8554 https://combovid.com/?p=8554#comments Tue, 08 Apr 2014 02:43:27 +0000 https://combovid.com/?p=8554 Continue reading ]]> Keiko’s latest Street Fighter Alpha 2 combo video is a collaboration with izumojin, and the result is absolutely astounding. It contains so many crazy setups and new discoveries that it’s impossible to keep count. The sheer amount of style on display within these ten minutes is off the charts! This is a definite must-watch for any oldschool Street Fighter player.

highlights:
SFZ2A Rolento crossup knife at 0:17, Bison stomp extension at 0:55, Dhalsim midscreen craziness at 1:17, double Rolento teamwork at 2:00, Charlie double Flash Kick at 3:43, Rose shadow separation at 4:15, Rose reverse corner combo at 5:27, Rose reflect madness at 6:07, Adon corner cross juggle at 8:57, and Ryu/Ken Dramatic Battle combo at 9:35

if you like this video:
Head over to Keiko’s channel and izumojin’s channel for more fantastic combos!

combos Keiko and izumojin

edited by Magnetro

soundtrack:
Xenoblade Chronicles – Vision Reacts, Unfinished Battle
M.U.S.H.A. Aleste – Full Metal Fighter
Thunder Force IV – Metal Squad

transcript and explanations:
sfz2.wordpress.com/projects/alpha-2-combo-videos/sfa2-combo-movie-keiko-izumojin-vol-4-final

released yesterday, April 6th, 2014

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SF3:NG Tool-Assisted Combo Video by Ryukenden https://combovid.com/?p=8496 https://combovid.com/?p=8496#respond Wed, 01 Jan 2014 09:31:51 +0000 https://combovid.com/?p=8496 Continue reading ]]> This combo video was started sometime in 2011 but I took long breaks between making combos. First long break was when I realized I couldn’t find 100% combo for Sean and I just lost inspiration to continue. Next year (2012), I messed around with Sean against Oro and found out awesome 100% combo. That gave me inspiration to finish other combos as well. After that, I found out 100% combos for all other characters except Elena. She is only character for which I didn’t find out 100% combo and I’m pretty sure she doesn’t have one. I tested a lot against Oro but her damn SA1 hits too many times which reduces stun damage. In 2013, I tried to edit it many times, but I had trouble. I didn’t do much about this cmv in 2013, but I got very determined to finish it few days before 2014, and I barely did it.

http://www.youtube.com/watch?v=xyVGrp0U85g

Combos and editing – Ryukenden

Soundtrack:
Five Fingers Death Punch – Canto 34
Brand X Music – Bring The Pain

Transcript here

Released: December 31st, 2013

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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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JoJo ASB: Multiple Character Combo Video #2 by Doopliss https://combovid.com/?p=8400 https://combovid.com/?p=8400#respond Tue, 01 Oct 2013 00:28:08 +0000 https://combovid.com/?p=8400 Continue reading ]]> This video has a lot more effort put into it than the last one. I’ve done my best to include as many different costumes, taunts, restands, and other kinds of odd combo extentions as possible.

Highlights:
Josuke Mound-fix combo at 1:24, Hol Horse Double HHA and Taunt “Restand” at 2:20, Lisa Lisa triple restand at 4:58, Will. A. Zeppeli 63214+S restand at 5:54, Old Joseph 63 hit, 5-bar combo at 6:14.

Combos and editing by Doopliss

Transcript:

Done in v.1.02.

Game-specific terminology:
Son=Stand On
Soff=Stand Off
PC=Puttsun Cancel
SR=Stand Rush
HHA=Heart Heat Attack
GHA=Great Heat Attack
HM=Hanged Man. With Hol Horse, press 214+A when the puddle is out from another 214+A.
MiH=Made in Heaven (Pucci’s ultimate form)
Hermes Sticker Restand=When Hermes allows a combo to continue by getting hit with her own stickers after a taunt.

Only the capcom JJBA-combos are tool-assisted, the ASB combos are manually executed.

0:08 – Combo #1:
-j.H xx 214+S, PC, 2L xx 2M xx 5H xx 236+S xx Mx2 xx PC, j.H, 5LMH xx 236+S xx Whiffed M xx 4S, Taunt.
-Lisa Lisa’s overhead finisher hits OTG, even though it’s not noted as an OTG in the movelist.

0:20 – Combo #2:
-(Soff 236+L), Soff j.Hx2, 5LMH xx 41236+A, 236+L, Taunt, GHA, Taunt.
-Long-ranged 236+L used to allow the 41236+L to combo. j.H still comes out after you land, allowing you to do it late enough to hit with another one and still be able to do a ground combo. 236+L taunt restand seems to have trouble working on anyone but Wham, but I have of course not tested it against everybody.

0:45 – Combo #3:
-(Blocked 236+Ax2) xx 214+A xx PC, 214+L xx 236+S (Mash), Taunt, HHA, Taunt.
-Hermes sticker restand used at long range with Dio’s HHA.

1:02 – Combo #4:
-Soff HHA, Son, 41236+H xx PC, Soff, 5LMH xx 6M xx 41236+S, Son, 41236+H xx PC, 5LMH xx 41236+M xx 6S (Mash), Dashx2, 41236+H
-All of Old Joseph’s knockdown moves are hard knockdowns, and most give him enough time to land a 41236+H OTG. This combo showcases some of the more useful ones.

1:24 – Combo #5:
-Soff j.H, 5LMH xx 6H xx 22A xx PC (7th hit), 2Lx2 xx 5H xx 6H xx PC, j.M, 5LM xx 6H xx 623+A xx 5LMH xx 6H xx 236+A xx HHA xx 236+A, Dash, 22A, Taunt
-By PCing 22A on the 7th hit, the dirt mound required for Soff 623+A appears while the opponent still remains standing. Soff 623+A is cancellable by anything, making it a good combo extender if the opponent is between Josuke and the dirt mound.

1:47 – Combo #6:
-Son 5LM xx 236+L xx 4 (Hold S) xx PC, 5LM xx 46M xx HHA, Taunt
-At the right distance, Narancia can use his “236+A xx 4(Hold S)” attack mid-combo. It can also combo after some of the other 236+A follow-ups.

1:55 – Combo #7:
-Distortion: Son j.H, walk forward, 5LMH xx 22A xx PC (after capsule break), 5L xx 1-hit 5H xx 63214+A xx PC (before it connects), 6L (does 5L and releases capsule from 63214+A) xx 6M, GHA, Taunt
-Son 63214+A only combos from 5H if you’re able to PC before it actually connects. The ground bounce is then carred by 5L and 6M, allowing him to end with GHA. Poison deals dfamage to Fuugo too, but it’s not visible in practice mode.

2:20 – Combo #8:
-j.H, 5LMH xx 214+A xx HHA (Mash), HM, Taunt, dash, 2L xx 5MH xx S xx 236+S, 2L xx 5M xx 214+M xx HHA (Mash), HM, Taunt.
-Never seen anyone use any of these set-ups for Hol Horse’s Hanged Man Taunt Restand. if you try to use Hanged Man twice in a combo, he produces a knockdown that the opponent will rise from very quickly, I wasn’t even able to add a 3rd taunt.

2:46 – Combo #9:
-j.H, 5LMH xx 214+2A, 5H xx 623+A xx PC, j.H, 5H xx 214+Ax2 xx PC, 5H xx 214+Ax2 xx HHA, Taunt.
-In Horned Mode, Wham’s j.H no longer has a slamming knockdown on airhit, allowing it to be used in juggles.

3:01 – Combo #10:
-j.LM, 2LM xx 5H xx 6H xx (236+A)x3 xx HHA, Taunt, GHA, Taunt.
-By making the HHA hit as late as possible, Dio can taunt before Hermes’ stickers break, allowing him to sticker restand her.

3:33 – Combo #11:
-Whitesnake Soff j.H, 2Lx3 xx 5LMH xx 6H xx 214+A xx PC, 5LM xx PC, Son, 2LM xx 5H xx 6H xx 41236+A, Taunt.
-This combo is done with a perfect corner angle, meaning the dummy will never move sideways. By PCing Soff 214+A, Pucci can carry the groundbounce with his other moves. 5M’s two hits gives enough height to allow him to turn his stand on. The Son-part of the combo is decided by chance, the corner juggle limit fluctuates, so sometimes it won’t work.

3:45 – Combo #12:
-j.H xx 236+S, Dash, 5LMH xx 6M xx 236+S xx PC, sj.H, 5LMH xx 214+M xx PC, 5LMH xx 6M xx 63214+S, nj.H xx 214+S, 5L xx 623+S, Taunt.
-Comboing with 5L after 214+S is really weird to do mid-combo, this is one of the few ways I found that works. 236+S has less hitstun now than it did in v.1.01, so it’s harder to use in combos.

4:03 – Combo #13:
-Son j.H, 5M xx 623+A xx SR, 5M xx 6H, GHA, (Taunt).
-Basic combo involving Son 623+A.

4:12 – Combo #14:
-(Son 623+A xx SR) Soff j.M, 5LM xx 6H xx PC, Son, (5LM xx 46+M, Dash)x2, 5LM xx 46+M, GHA, Taunt
-This loop can potentially be done more than three times with the right angle to the corner. Sadly, my tests are inconclusive since it’s pretty hard to do.

4:39 – Combo #15:
-Son j.H, 5LMH xx 214+M xx SR, j.L, 2Lx3 xx 2MH xx PC, 214+L (Hold), Taunt (release L), HHA, Taunt.
-With a short custom taunt, you can restand with the exploding part of Soff 214+A. Unlike most characters, Avdol can’t use medium attacks when his stand is out during Stand Rush. It should be able to restand after the HHA with “dash, 214+A xx PC, Taunt”, but I never managed to do it.

4:58 – Combo #16:
-j.H, 5LMH xx 236+S xx H xx 6A xx PC, 5MH xx 236+A xx L xx 6S xx PC, 5MH xx 236+S xx L xx 6S, Taunt.
-Lisa Lisa’s 6S finisher (as well as the 6A finisher and 236+S when the crumple of the combo has already been used) produces a weird knockdown that can be restanded before the opponent lands. With 236+S you can use this to restand with the L follow-up, but it’s really hard to time. I originally did the combo on Wham, but after several hours of failing the L follow-up in the end (Which I’ve been able to do by itself on him), I switched to Johnny, who seems to give it a more lenient timing.

5:10 – Combo #17:
-Rage Mode: Soff 5LMHx4 xx 5H xx 6H xx 22A, 3M xx 623+A xx HHA, Dash, Son, 214+L xx PC, Taunt, 5LMH xx 3H xx 236+H, Taunt.
-Rage mode 3M can be cancelled into various specials. I intended to cancel into 236+A, but the follow-up combo is really tight, so I settled with 623+A even though it doesn’t connect, since it still loooks kinda nice. The timing from activating your stand to taunting after the HHA is really strict, probably only a few frames of leniency in total. I was originally going to add “Son 623+L, 2L” between the 3H and 236+H in the end, but the juggle limit kicked in in the corner, and it doesn’t seem to reach midscreen.

5:38 – Combo #18:
-j.H, 2Lx2 xx 5MH xx 6H xx 214+2A, 6H xx 236+H xx PC, 623+A xx PC, j.H, 5M xx 236+M xx HHA, Taunt.
-because of the properties of groundbounces, 236+H is an excellent move to use after 6H in Horned Mode.

5:54 – Combo #19:
-j.H, 5LMH xx 6M xx 236+S xx PC, nsj.214+S, 5L xx whiff H xx 63214+S, jb.6S xx j.H xx 236+H, Dash, 5LMH xx 214+S xx HHA, walk back, Taunt.
-Here’s another situation where you can combo from 214+S. By whiffing 5H, you get close enough to combo 63214+S for a restand. j.236+H can be followed up by dashing into 5L if done in the right situation.

6:14 – Combo #20:
-(Soff 63214+A), Son 2H, 41236+H, (j.H, 2Lx(1~3) xx 5LMH xx 41236+L, 41236+H xx PC)x5, j.H, 2Lx2 xx 5LMH xx 41236+M xx 6S, Dash, 41236+H (Taunt).
-Placing the tar-pool between Old Joseph and the opponent gives him a free combo after Son 41236+H. The loop used builds back half a bar per repetition, allowing him to gain two extra bars during the duration of the combo, which is why he can PC five times. 41236+L rarely connect on standing opponents without a stand activated. The only ones I know it works on are Joseph and Wham, and with Wham you have to delay the cancel for it to work.

7:03 – Combo #21:
-MiH Soff 236+Lx7, Taunt (last disc hits), Taunt x6.
-MiH causes an untechable knockdown at 7 hits to prevent infinites. This knockdown triggers Hermes’ stickers to detonate. If you let them detonate while she’s still laying down, she won’t get up when you taunt, allowing you to taunt multiple times. Normal characters can get three taunts, but MiH Pucci can get six. For some reason not all of them removes meter though, probably because they happen too fast in succession.

Capcom combos:

Since I can’t remember the exact inputs for the moves, I’ll just explain interesting things with words.

7:40: Capcom Combo #1:
-When timed correctly, you can use the world to land a jump-in and then continue with a combo. Shadow Dio’s normal crouch cancel into 5H is used, but with some walking forward inbetween jabs for extra range. Stand Crash gives enough time to combo into Super.

7:48: Capcom Combo #2:
-Old Joseph runs into Young Joseph to make the Crossbow shots hit in the right way to fill the holes in his Cracker rekka and then end with a jab combo into dashing 2M into Super.

7:59: Capcom Combo #3:
-This is a variant of the Robber Soul combo used in our Stylish Exhibition v.2. After the Stand Crash, I whiff a dashing 5L to get close enough to combo Dashing 2L into his 360+A Super. The grab doesn’t show up on the combo counter, but you can see it’s a combo since it’s damage is heavily scaled.

Soundtrack:
JoJo’s Bizarre Adventure – All-Star Battle: LISA LISA (Lisa Lisa’s theme)
JoJo’s Bizarre Adventure – All-Star Battle: Volare Via! (Narancia’s theme)
JoJo’s Bizarre Adventure – All-Star Battle: Dawn of Destiny (Pucci’s theme)
JoJo’s Bizarre Adventure – All-Star Battle: Golden Spirit (Josuke’s theme)
JoJo’s Bizarre Adventure – All-Star Battle: Lovable Guy (Old Joseph’s theme)
JoJo’s Bizarre Adventure (Capcom fighter): Pet Shop’s theme

Released on October 1st, 2013

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