Thursday, 16 August 2012
My first 3d fighting game video!
I still know very little about VF. Downloaded Final showdown last week and have been dipping in and out of it trying to come up with clips and ideas. Actually capturing stuff ended up being quite painless but just trying to decide on combos took ages. The editing took forever too but that's just because I love this piece of music so much that I wanted to try to do it justice.
As always, training mode was avoided when capturing all of the clips, however everything was extensively tested in training mode first to ensure legitimacy (so after the first hit, none of the combos can be escaped). No mashable stagger combos or 'set-up' hits were used. The other huge advantage of using vs mode is the addition of replays, which are awesome for editing.
Neither damage nor practicality were a priority in any of the clips. Although this is true of all the SF combo vids I do. As this is a new game (to me), I feel like I should point that out.
vs Lion @ 0:15: The first hit in this series is used to 'set-up' the 2nd and 3rd hits (they don't actually combo). They do here however, after catching Lion out of the air. There's just enough time to catch a ff+P elbow afterwards too.
vs Aoi @ 0:19: After the launcher, the first P is cancelled into K and then that K guard cancelled before continuing the combo. This is completely pointless as the combo works just as well with 2 delayed Ps but I thought it looked cool.
vs Lion @ 0:33: I tried to include jumping attacks as much as possible since they seem to be much less frequent than they are in street fighter. This one only just connects while Lion is still in his 'wall stun' state.
vs Shun @ 0:38: Again with the jumping attacks. Took a while to find the set-up that allowed both uf+P and uf+K to legitimately connect. The st.P is the key to getting him high enough for it to work.
vs Taka @ 0:43: Basic combo but Taka has a unique hit stun when hit with df,df+P that I wanted to include.
vs Eileen @ 0:48: Using a juggle (b+P-P) which spins the opponent around and can cause them to hit the wall while actually facing it.
vs Blaze @ 0:58: The spacing on this sequence is insane. I have no idea why it needs to be so precise to allow the 3x wall stun state.
Sequence @ 1:10: Various counters and throws that allow combos when done near a wall.
vs Lion @ 1:36: Building on the earlier combo but using a wall to allow another 'set-up' sequence to actually combo.