Sunday, 26 February 2012
SFxT Combo Vid No.1
So, here is a combo video that doesn't involve tagging or any team supers. Sometimes the concept was lots of hits with little meter, sometimes plain damage and sometimes just executional difficulty (something that isn't easy to appreciate until getting hands on with the game).
I thought doing solo combos would be an interesting way to show what some characters are capable of on thier own, while at the same time, showing the massive potential for the combo system in general due to the fact that it possible to switch cancel pretty much everything while simultaneously resetting the juggle limit. Much of that will be explored in tomorrow's 'Team Combo Exhibition'. But until then, transcript!
Note; I thought it important to perform all of the combos without infinite or 'refill' meter. So you can get a realistic and easy to understand impression of how meter is spent and also how much is gained back during the combo (this made everything more difficult to capture).
2nd Note; I did not have long with the game at all and I had even less time to actually test things and capture footage. I'm pretty happy with the stuff I got but I can't wait to really open things up with my retail copy.
Rufus: In order for this all to work Hugo must start outside of the corner but be close enough to it for the frwd+HP to connect after the cross-up. The aim here wasn't damage (I probably would have taken out the Snake strike if it was) but it still does a huge amount.
j.MK, LP.Snake strike, cr.MK xx EX.Tornado, frwd+HP, frwd+HP, frwd+HP xx Super
Heihachi: I wanted to squeeze in as much as I could before launching the opponent here. There's is approximately 2/3 frames of walking required between the LP.palms and the follow up.
j.HK, frwd+LP-LP xx LP.palm, walk, frwd+LP-LP xx LP.palm, walk, st.LK-HP xx EX.Upper, frwd+LP-MP, cr.MP xx Dragon upper
Bob: Super tight links here. Impractical because of the damage scaling but demonstrates a potential EX loop.
j.HK-HK, st.MP, st.LP, cr.LP, st.LK-MK-HK xx EX.roll, cr.LP, cr.LP, cr.LP, st.LK-MK-HK xx Super
Claw: Looping EX.Roll. practically speaking, you would probably not want to spend more than 1 stock on this but its interesting to know that it works.
j.HK, st.HP, cr.MP-st.HP xx EX.roll, cr.MP-st.HP xx EX.roll, cr.MP-st.HP xx EX.roll, cr.MP xx HK.Flipkick, st.HP-cr.HK
Law: Law has really great linking normals (in this case close st.HK and all versions of MP). Also, the first kick on the 2nd EX.dragonkick must whiff for the following combo to work. Otherwise the st.HP will simply whiff.
j.HK, st.HK, st.MP, cr.MP, st.LP-MP-HP xx EX.Shaolin spin kicks EX. Shaolin spin kicks , st.HP xx MK.Flip- flip
Ibuki: I'm sure this combo can go further but it's surprisingly difficult to really extend Ibuki's combos due to the fact that none of here far normals (that are likely to be at the end of a chain) can be cancelled.
j.MP-HK, cr.LP, st.HK xx EX.Upkicks, j.HK, st.MK, st.MK xx jump, j.Kunai
King: Dawgtanian had figured out the 'meat' of this combo before I capped it and a very similar but slightly less tech version of it has already shown up in another video. King is going to be a popular character because of a single command normal (this is the opinion of me).
j.HK, st.MP, st.LP-MP-HP xx EX. Jail kick , st.MK-HP xx EX.Jail kick, st.MP-HP xx EX. Jail kick , knee (upfrwd+MK), knee, knee, cr.MK xx Anti-air grab
Poison: Corner only and not a good use of meter. I wanted to get more than 3 fireballs in 1 combo.
j.HP, st.MP-HP xx EX. whip of love, st.MK-HK xx EX.whip of love, st.MP-HP xx EX.whip of love, st.HP xx HP.whip of love , cr.LP, cr.MK xx LP.aeolus edge !
Cammy: Demonstrating the fact that walking between jabs is still both possible and in some cases quite useful. Interestingly, after the 3rd MP, only specials and supers generally juggle. It seems that cr.HK for some reason has higher juggle potential than any of her other normals.
HK.divekick, st.LP, walk, st.MP, walk, st.LP, walk, st.LP, walk, st.LP-MP-HP xx EX.spiral arrow, cr.MP, cr.MP, st.MP, cr.HK
Kazuya: Punishing a super fireball from full screen using mist step. In more realistic situations this is still an awesome way to punish regual fireballs from mid-screen. Uses 2 stocks but does great damage and will make your opponent think twice before throwing any more fireballs ever.
Mist step xx Mist step xx Mist step xx Upper, st.HP xx Mist step xx upper, cr.HP xx Super
Chun: This is last because it's my favourite for obvious reasons. It seems that it's not possible to get anything other than a Light attack after lighting legs now and even then, only after the HK extended version. Much more complicatd and difficult than it looks and largely a waste of meter. I didn't initially think this would work but was hyped when it did. As chuns's far HP can't be cancelled, it's pure luck that chaining MP-HP actually moves her forward slightly, giving close HP instead, allowing the cancel into EX.fireball and enabling the loop. The st.LP-back+MK link is tight but super useful because of what it can lead into. Especially considering the fact that if you chain (as oppose to linking) the LP into back+MK the upkick is no longer jump cancel-able.
j.HP-HP, st.MP xx HK.Legs-HK.legs, st.LP-MP-HP xx EX.fireball, st.MP xx HK.Legs-HK.legs, st.LP-MP-HP xx EX.fireball, st.MP xx HK.Legs-HK.legs, st.LP-MP-HP xx EX.fireball, st.LP, back+MK-MK xx jump, j.HK, st.MP, st.MP xx HK.legs-HK.legs
Also, here's the pit stop 109 remix done live on bass+arcade stick for absolutely no reason.