tag:blogger.com,1999:blog-1827508006745311252024-03-13T20:09:44.266-07:00blog of deskCombo transcripts, music, tutorials and harcore game engine analysis.deskhttp://www.blogger.com/profile/12192061617146730451noreply@blogger.comBlogger108125tag:blogger.com,1999:blog-182750800674531125.post-63700890143726921242015-01-31T06:53:00.000-08:002015-01-31T06:53:02.842-08:00Omega mode broke my HRAP<div class="separator" style="clear: both; text-align: center;">
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44 Combo Videos <br />
https://www.youtube.com/watch?v=eLVUgLP4bLEdeskhttp://www.blogger.com/profile/12192061617146730451noreply@blogger.com8tag:blogger.com,1999:blog-182750800674531125.post-17497298854815914862013-06-01T08:49:00.003-07:002013-06-01T09:40:00.796-07:00Reset EP officially released<div class="separator" style="clear: both; text-align: center;">
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You can get the regular version <a href="http://megadesk.bandcamp.com/album/reset" target="_blank">here</a> and Black Label over <a href="http://megadesk.bandcamp.com/album/reset-black-label" target="_blank">here</a>.<br />
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Extra special thanks to everyone who pre-ordered, was really surprised and super happy that so many people would do that. The official release party, which will consist entirely of me drinking tons of coconut water and playing <span class="st">怒首領蜂最大往生完 all night will happen when CMV:FINAL is done (which will be in the next 24-48 hours, I hope).</span><br />
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<span class="st">Also, there's a facebook now:</span><br />
<span class="st">https://www.facebook.com/dee.ee.ess.kay </span>deskhttp://www.blogger.com/profile/12192061617146730451noreply@blogger.com3tag:blogger.com,1999:blog-182750800674531125.post-80860142275671610612013-05-29T11:22:00.003-07:002013-05-31T15:31:28.155-07:00New Musics<div class="separator" style="clear: both; text-align: center;">
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New Musics! June 1st.<br />
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This EP is like a kickstarter for the next EPs.<br />
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Huge thanks to everyone who downloaded the 2 previous EPs; <a href="http://megadesk.bandcamp.com/album/mega" target="_blank">Mega</a> and <a href="http://megadesk.bandcamp.com/album/-" target="_blank">Suto</a>. Especially all the awesome people who chipped in a few dollars for Mega (you can't pay money for suto, it's street fighter music innit). The support has been greatly appreciated. Even if you nabbed everything for free, I still want to say thanks for taking the time listen to the EPs. The random emails and youtube comments offering kind words and general encouragement has also been really awesome. So thank you everyone!<br />
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After a bit of a rough start to the year (Life didn't want me to make any videos, play street fighter, write any music or have any fun apparently), I've spent literally every single day (and many nights) of the past 3 months putting 'Reset' together and it's going to act as a kind of kickstarter project for another 2 or 3 EPs to be released before the end of the year. It comes in 2 flavors; regular and Black label. The Black label edition features 3 exclusive tracks, for a total of 7 (2 chiptune remixes and solo bass arrange remix), plus, hypest of all, a slightly different cover!<br />
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If anyone is desperate, you can pre-order regular <a href="http://megadesk.bandcamp.com/album/reset" target="_blank">here</a> and black label <a href="http://megadesk.bandcamp.com/album/reset-black-label" target="_blank">here</a>. You'll get to download the first track 'Soma' immediately (which has been extended and re-mastered since it appeared on CMV6) and you'll be emailed the rest of the tracks the minute the full EP goes live.<br />
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To celebrate my return to actually being productive and having fun making stuff. There's going to be a ton of vids going up over the next week or so and you can read about them right now...<br />
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First off, is a live, solo bass version of the the track 'Pinky Swear'. Which is actually already up...<br />
<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/1W11VOmXt7Q?list=UUwiNeN0v0rRBNadEBCh_Iqg" width="560"></iframe>
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'Learning Gen' features excepts from the full version of 'Pinky Swear' as well
as silly arcade stick pinaoing techniques and needless mid-combo stance changing (*This video and my decision to pick up Gen was entirely inspired by <a href="http://www.youtube.com/watch?v=PrcF8uK6KF8" target="_blank">Xian</a>).<br />
<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/ohh2cyhDMTI" width="560"></iframe>
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<br />
'Behind the combo' is a super geeky look at how much time I <strike>waste</strike> spend coming up with and capturing clips for combo vids and it features the 4th track from the EP.<br />
<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/oAQCZFDRe9M" width="560"></iframe>
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Another SSFIV vid coming soon will be based around a single clip demonstrating 2 different stun glitches with hardcore explanations and examples of why they work.<br />
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There'll be something a bit more random, without a huge amount of actual game footage that features a bunch of arcade stick pianoing exercises. <br />
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Last up is SSFIV:AE 2012 CMV7 and it acts kind of like the music video to
the 3rd track from the EP. I didn't plan to make another SSFIV vid so soon
after the last one but I became completely inspired after watching Sako,
Daigo, Xian, Gamerbee etc competing at the <a href="http://www.youtube.com/watch?v=xVMg5MxzQgU&list=UUAIY4mqacqVoAytu1pcH1RA&index=3" target="_blank">Topanga Asia League</a> that I had to hit training mode, start using some new characters and generally get hype.deskhttp://www.blogger.com/profile/12192061617146730451noreply@blogger.com8tag:blogger.com,1999:blog-182750800674531125.post-63265950992307006732013-02-14T17:11:00.001-08:002013-02-14T17:13:28.439-08:00Sick SFEX2+ Matches (A-Cho Capcom festival 2013)<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/Rir4YJ9RC4g" width="420"></iframe><br />
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I don't know anything about competitive SFEX2+ but these matches are super entertaining. There's tons of character variety, everyone seems to have sick set-ups and it's interesting to note the similarities between this and the SFIV series. Also, it has the greatest OST of any Street Fighter game, ever. Unfortunately the sound quality isn't great in this vid so you'll have to turn up your speakers.<br />
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A lot of the juggle combos are much harder than they appear because of the strict system in SFEX too. Basically normals have to hit in quick succession, otherwise the juggle opportunity disappears and normals will whiff right through the opponent. That's why you see characters immediately jumping into attacks after hitting with jabs for example. Or hitting at the last possible moment during a jump and as quickly as possible on the re-jump during juggles.<br />
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Things that are sick: Comboing multiple excels, D.Dark's ridiculous cross-ups after a knockdown and Dictator getting a full combo if he lands a back-throw with meter. deskhttp://www.blogger.com/profile/12192061617146730451noreply@blogger.com8tag:blogger.com,1999:blog-182750800674531125.post-74112163281655963702013-01-17T11:20:00.003-08:002013-01-17T11:20:59.996-08:00くそ音楽家<iframe allowfullscreen="allowfullscreen" frameborder="0" height="315" src="http://www.youtube.com/embed/UWZ71Vptfz4" width="420"></iframe><br />
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Haven't done one of these for ages but I've been working a bit more on 4x popping (plucking/snapping with all four fingers of the right hand) and wanted to put something down that featured it.<br />
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For the beginning, the stick part is just doubling the bass part. All of the pops are button hits and the rest are on the body. During the 2nd section, the stick follows a standard time rhythm with MK being the pulse, then the bass part is pushed back slightly (displaced) making MK the back beat. Then it's the end.<br />
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This isn't even about fighting games!!!deskhttp://www.blogger.com/profile/12192061617146730451noreply@blogger.com3tag:blogger.com,1999:blog-182750800674531125.post-85743454349310814662013-01-16T13:36:00.000-08:002013-01-16T16:42:24.905-08:00Project Dolphin Live @ 25th Anniversary Tournament<iframe allowfullscreen="allowfullscreen" frameborder="0" height="315" src="http://www.youtube.com/embed/V5T1xxLCtDE" width="420"></iframe>
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<br />
Live versions of Jazzy NYC + our arrangement of Ken's Theme from the <a href="http://www.google.co.uk/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&ved=0CDEQtwIwAA&url=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3Ddfa44MzoTKU&ei=whz3UIrTOY3s0gX99IGQBg&usg=AFQjCNEh-jqJtPoEgcuDYT-32Z4LcyspfA&bvm=bv.41018144,d.d2k" target="_blank">SFxT CMV</a>.<br />
<br />
<a name='more'></a>We were fortunate enough to be invited down to play some live SF tunes at the UK Qualifier for
the 25th Anniversary Tournament held at the insomnia event in Telford.
Both myself and Athol want to give a massive shout out to Capcom and
especially David Hinds (<a href="https://twitter.com/CapcomDawg" target="_blank">dawgtanian</a>) for his tireless work+support
putting the event together, getting us down there to play and generally
being awesome.<br />
<br />
Here's a little taste of 'Jazzy NYC' from 3rd
strike and our arrangement of Ken's Theme from SF2 with some random,
badly shot footage of the event itself thrown in too.<br />
<br />
Project
Dolphin = Athol Cassidy and myself. For the live band we put together
for this event, we were very fortunate to have joining us, David
Mckeague on drums and Paul Loraine on keys. deskhttp://www.blogger.com/profile/12192061617146730451noreply@blogger.com4tag:blogger.com,1999:blog-182750800674531125.post-11463385402137507672013-01-04T15:56:00.002-08:002013-01-04T15:56:46.697-08:0060 Second P-linking<iframe allowfullscreen="allowfullscreen" frameborder="0" height="315" src="http://www.youtube.com/embed/Ui7Frtozwak" width="560"></iframe><br />
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Or slightly longer if you're going to read this too.<br />
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<a name='more'></a><br />
There are already some <a href="http://wiki.shoryuken.com/Super_Street_Fighter_IV/Advanced_Techniques/Plinking" target="_blank">great articles</a> on the subject but I couldn't find an easily accessible or concise video version of the same thing. Plus, it's usful to have something to support <a href="https://www.youtube.com/watch?v=pCf-e5hCUVg" target="_blank">TSF Ep.1</a> for the benefit of anyone not completely familiar with the concept.<br />
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Basically, it's way of doubling any button input. So you can cover 2 frames instead of one when trying to hit tricky links.<br />
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I'm surprised by how many people I've spoken to, who do want to get better but don't want to learn P-linking. Quite simply, it's essential if you want to 'be as good as you can be'.<br />
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Effectively, you're learning something difficult to make everything else easier.<br />
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Really simply, you just need to hit 2 buttons 1 frame apart. The first is the button you actually want and the 2nd is any button of a lower 'priority'. When the game reads these 2 things, for some reason it's acts as if you inputted the first button twice.<br />
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Here is the order of priority from highest to lowest<br />
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<b>HK-HP-MK-MP-LK-LP-Back/Select.</b><br />
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So, HK can be plinked with any other button, however LP cannot be plinked with any of the 6 regular buttons at all. In order to double that input you will need to use 'back' or 'select' (depending on console). If you're wondering, this is mostly impractical on any standard joystick.<br />
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If you try to Plink in the opposite direction (to a higher priority normal) you'll just get 2 different inputs. Let's say you hit MP~HP, then you'll simply get those 2 inputs, one after the other. <br />
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Generally you'll find it's easiest to make the 2nd input the button to the left of your 1st. For example HP would be plinked with MP or MK with LK. And generally you'll be using you're first 2 fingers to do this. <br />
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The timing is tricky at first but as long as you have 'display inputs' on in training mode, and you compare the results with what you see in the video, you can instantly see if you're getting it right or not.<br />
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<b>Getting better at it [Training Street Fighter Ep.1]:</b><br />
<br />
<iframe allowfullscreen="allowfullscreen" frameborder="0" height="315" src="http://www.youtube.com/embed/pCf-e5hCUVg" width="560"></iframe>deskhttp://www.blogger.com/profile/12192061617146730451noreply@blogger.com8tag:blogger.com,1999:blog-182750800674531125.post-21971305130977302772013-01-03T13:31:00.000-08:002013-01-03T13:48:38.722-08:00Training Street Fighter Ep.1 [P-Linking]<iframe allowfullscreen="allowfullscreen" frameborder="0" height="315" src="http://www.youtube.com/embed/pCf-e5hCUVg" width="560"></iframe><br />
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This is the beginning of a series of videos, each focusing on a different facet of intermediate/advanced SFIV execution.<br />
<a name='more'></a><br />
Whenever I get mail asking about the best way to improve execution and consistency when doing combos. I always end up describing/suggesting the stuff I've featured in this video. The approach is basically to look at it like a musician would when learning a new riff or technique. It might seem hardcore or boring (or both) but it really helps.<br />
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I'm sure top players already do similar things utilizing infinite meter in training mode in order to warm up. However, it can also be incredibly useful when trying to nail links and more importantly, perfecting P-link inputs.<br />
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<b>Loop 1 - Ryu vs Honda: [cr.MP, cr.MP xx Hadoken xx FADC]</b><br />
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Just a note to start off, after you reach around 40 hits you'll need to switch in a rep with only 1 cr.mp in order to gain ground and not be pushed out of range.<br />
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Basically, Ryu's MP is by far the most useful thing to mess around with when learning to plink. You can also transition into cr.MK, cr.HP and cr.HK too. Even without doing loops, just repeatedly practicing the links into into itself and these other moves is a great way to get proper P-Link timing.<br />
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<b>ADVANCED Loop 2 - Ryu vs Guile: [frwd+HP, cr.MP, cr.MP/MK xx hadoken xx FADC Lv2]</b><br />
Similar to the first loop, the only thing you're actually plinking here are the cr.MP/MKs. It's always useful to get used to the slightly delayed timing when coming out of frwd+HP though. Plus, the FADC release timing is also quite strict. Only attempt if you've nailed loop 1 or want something a lot more challenging.<br />
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<b>Loop 3 - M.Bison(ベガ) vs El Fuerte: [cr.LKx3, xx scissors xx FADC]</b><br />
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This is useful for a few reasons. Firstly it requires you to plink 'up' the 6 button layout instead of across. Generally when you plink you'll be using your 2nd finger to hit the main input and then 1st for the 2nd. Due to the position of LK and LP though, it's more natural to do the opposite between these 2 buttons (See video for a better idea of what I mean here). Also, it's a legit throw tech if you do it late.<br />
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<b>Loop 4 - Cammy vs DeeJay: [st.LP, st.MP, st.HP xx C.Drill xx FADC, st.LP, st.MP, cr.MK xx C.drill]</b><br />
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Cammy is the perfect character when getting to grips with or really trying to perfect P-linking inputs. This is because everything she has seems to link. The actual loop featured here is actually quite difficult but simply doing a few of her B'n'Bs over and over can be super useful too (basically either of these 2 combos but without the FADC).<br />
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<b>Extra Notes!:</b> Being able to do all of these combos and loops is not the whole story. If you want to be uber hardcore, ideally you want your inputs to be as practical and 'perfect' as possible. By that I mean, it's possible to complete the combos and still miss the plinks (this is how they used to do it in the old days!) and for maximum consistency, that's not what you want to be happening. It's really easy to see if the inputs were correct or not by recognizing the P-links in the input display after the combo. <br />
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<br />deskhttp://www.blogger.com/profile/12192061617146730451noreply@blogger.com10tag:blogger.com,1999:blog-182750800674531125.post-1202053721775892812012-10-23T10:28:00.000-07:002012-10-23T10:31:47.299-07:00Saving! 「エフ・エー・デイ・シー!」<iframe allowfullscreen="allowfullscreen" frameborder="0" height="315" src="http://www.youtube.com/embed/JvtZS9hej-I" width="560"></iframe><br />
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Parry!<br />
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<a name='more'></a>While getting clips for CMV 6 I started messing around with the idea of starting clips with the main character FADCing through a super/ultra or series of attacks before starting the actual combo. Some of the ideas looked so awesome to me that I had to make a dedicated video... and here it is!<br />
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1. DJ vs Honda - FADCing through an ex butt splash. Slighty more difficult than it appears as you have to backdash very early into the FA animation in order to remain infront of Honda and not be crossed up. The charging was way more difficult than it needed to be here too. I wanted to keep at it though so I could have the transition into...<br />
<br />
2. Chun vs DJ - I was soo hype when I realized you could FADC all the way through DJs U1 (while building 50% Ultra meter yourself, guaranteeing an ultra no matter how much meter you start with!). The back dash is essential in order to avoid a quick 2 hitting attack that would otherwise destroy the FA. Into some loopage while the credits roll.<br />
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3. Gief vs Yun - Despite Giefs insanely slow dash, he can still sneak in 2 during Yuns U1.<br />
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4. Viper vs Yun - the first hit of U1 actually breaks focus so a quick ex cancel is needed to avoid that hit. The following 2 FAs need to be cancelled as early as possible too in order to finish the dashes and get another FADC.<br />
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5. Chun vs Akuma - Chun's backdash is so sick that you can absorb multi hitting fireballs!<br />
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6. Rufus vs Honda - Honda's super doesn't break focus so you can slice through it with some FADCs (but you lose hella recoverable health!)<br />
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7. Makoto vs Viper - This is something I'm using in CMV6, the first dash is pretty tight but the rest is straight forward.<br />
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8. Makoto vs Fei - Amazingly, this is a max speed LP rekka-ken series, The dash timing is super tight but I'm amazed it was possible at all.<br />
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9. Abel vs Cody - the gaurd that happens mid-way through the super is needed as Cody does a quick 2-hit attack that would otherwise break focus.<br />
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10. Makoto vs Gief - Makoto is the only character that I'm aware of that can FADC forward through Giefs lariat. This is because of her small hit box when dashing forward.<br />
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11. Chun vs Makoto - Although the situations when this will arise will be few and far between. This is how I'm going to deal with a whiffed ultra from now on. It's quite easy too since you must block the first, focus breaking hit and the following 2 FADCs aren't very tight.<br />
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<i>NOTE: The FA timing being 'tight' refers to the fact that it must be cancelled as soon as possible, this involves hitting forward and then forward+MP+MK so that you dash as soon as you're able to do so. </i>deskhttp://www.blogger.com/profile/12192061617146730451noreply@blogger.com10tag:blogger.com,1999:blog-182750800674531125.post-68335674871969057622012-09-12T09:20:00.000-07:002012-09-12T09:29:47.433-07:00P1 only combos<iframe allowfullscreen="allowfullscreen" frameborder="0" height="315" src="http://www.youtube.com/embed/Mb5cFbJoVJs" width="560"></iframe><br />
<br />
Back in April, <a href="http://nicoviewer.net/sm17485896" target="_blank">Isedelica demonstrated</a> some top-tier, broken applications for Joe's Shocking Pink assist glitch. At the time I was playing far too much SFxT and didn't look into it or appreciate it as much as I should have.<br />
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<a name='more'></a><br />
Basically, if you block Joe's Shocking Pink assist in the middle of a combo you can call it again for free. This is the only assist with this property.<br />
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About a week ago after getting back into UMvC3, I wondered if it might be something you could exploit in actual gameplay and maybe something I could include in my team.<br />
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Initially, I though it definitely was. It's far too easy to use it to extend combos and build extra meter. Plus, it actually creates true infinite combos. I'm sure there are a bunch of undiscovered ones and Spencer's (a character I already use) is easy to set-up and something that can be done consistently.<br />
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Then a few days ago I was trying to do some set-ups with P2 in training mode and after spending a few minutes wondering why I sucked so much I realised that it didn't work. I have absolutely no explination as to why this is the case but it's clear that the actual bomb blast affects P1 and P2 in different ways.<br />
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UMvC3 deals with the point character being hit or blocking an attack in the middle of a combo in a very odd way. In the standard shocking pink combos, the bomb blast doesn't add to the combo counter. I think it's safe to assume that this is because hitting the opponent adds 1 hit but blocking the bomb negates it. So it's as if the bomb didn't hit at all and Joe can be called again immediately. If you have traning stats on screen you'll also notice that the bomb blasts don't register any damage either for the same reason. However, when 2P does the same thing, the hit does register and you're unable to call Joe again until the combo ends.<br />
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So 1P can do loops and infinites that P2 can't. Meaning that you could practice up and be able to whip out some broken combos and loops but if you're forced to be P2 at a tournament or online, then you wouldn't actually be able to use them. <br />
<br />deskhttp://www.blogger.com/profile/12192061617146730451noreply@blogger.com7tag:blogger.com,1999:blog-182750800674531125.post-63355131659542904412012-09-08T09:55:00.000-07:002012-09-08T11:07:56.801-07:00Crossover Counter Combos<iframe allowfullscreen="allowfullscreen" frameborder="0" height="315" src="http://www.youtube.com/embed/PvkZOLYu_U0" width="560"></iframe><br />
<br />
Due to the start-up on crossover counters, initially I was pretty sure that you couldn't actually use them to combo in this way. <br />
<a name='more'></a><br />
It turned out that when using Shocking Pink mid-combo, after you block the explosion you have maybe 3/4 frames in which to go from back (or down-back) to forward+A1/A2. This is hella difficult because you have to anticipate the bomb blast. Too early and you just don't block, too late and it won't combo. If you're in any doubt, please try it out!<br />
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EXTRA NOTE: Viewtiful Joe's infinite assist was also used a bunch in the first combo. This is a crazy and broken property unique to this assist that occurs when your point character blocks the bomb blast. <a href="http://www.youtube.com/watch?feature=player_embedded&v=AUrf78SM-FQ" target="_blank">Isedelica</a> was the first person to really exploit this, it was never patched and it's pretty stupid.<br />
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<br />
Why the combos are far more difficult than they should be:<br />
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<b>Frank/Chun/Joe</b> - As mentioned earlier, the shocking Pink bomb blast has to be anticipated and as soon as it connects you have to quickly input the CC motion. Chun calls out Joe again at the same time as hitting st.S and immediately starts charging down. As Joe is still on screen this allows down+S to be hit during the super jump without a TAC being activated. After landing the bomb is blocked, EX SBK is fully charged and there's a small window in which chun has to re-jump and activate an instant air SBK. Again, Joe is called at the same time as the following launch and the j.S is delayed slightly to give enough time for the Bomb to OTG (too quick and the opponent gets up and the combo ends).<br />
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<b>Sent/Wolverine/Joe</b> - The Crossover Counter! Seriously, anticipating the bomb blast and completing the qcf motion is silly. The rest is pretty straight forward.<br />
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<b>Spencer/Viper/Joe</b> - Shuma uses mystic stare and then immediately tags out. This is because if Shuma takes a hit, the mystic stare eye balls will dissapear. This properties doesn't apply to the rest of his team though, so hitting Thor does nothing. The intial Spencer combo must be done as quickly as possible so spencer can land before the eye balls explode and activate the Crossover Counter. Here, the timing for the counter isn't super tight though because the opponent is on the ground, ready to be OTG'd for a little while.The timing on calling the Joe assist and then the subsequent Bionic Arm/Zipline/Wire-grapple was also a pain to get right. <br />
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EDIT: Thanks to <a href="http://www.blogger.com/profile/02696931479451732090" target="_blank">jenz0r</a> for pointing out that you don't need the fireball motion to activate CC.deskhttp://www.blogger.com/profile/12192061617146730451noreply@blogger.com8tag:blogger.com,1999:blog-182750800674531125.post-28793989460531927122012-08-26T11:02:00.000-07:002012-08-26T11:02:52.269-07:00What is SFII:MOVIE ?<iframe allowfullscreen="allowfullscreen" frameborder="0" height="315" src="http://www.youtube.com/embed/Ww7LTxDSLOo" width="560"></iframe><br />
<br />
Probably the rarest and least well known Street Fighter game!<br />
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<a name='more'></a>I'm amazed at how little footage/info there is of this online. I've wanted to get hold of a copy for years and finally got around to getting it a few weeks ago.<br />
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The majority of the game is basically an interactive version of the 1994 Anime of the same name. Albeit with a bunch of awesome extra scenes. You play the part of a shadowloo Cyborg who must level up his abilities by observing attacks of the other street fighter characters. This is done simply by controlling a cross-hair on the screen and hitting a button when significant things happen.<br />
<br />
Then you take on Ryu in a single round using the Super Street Fighter 2 Turbo game engine (your Cyborg is almost a carbon copy of Ken). The result of the fight (and the things you've done up until that part of the game) influences which ending you get. These range from the exact same scenes from the anime (with Ryu and Ken taking on Dictator), to the Cyborg actually turning on Shadowloo and taking on Dicatator himself (though I've yet to see this as I don't know the conditions to get it!!).<br />
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If, like me, you're a fan of the Japanese version of the original anime (with a completely different soundtrack to the one released overseas) this is an awesome but very short game. You can pick it up quite cheaply from ebay now (I got mine for $20).<br />
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EXTRA FASCINATING NOTE!: The Anime had licensed tracks in some scenes, and it appears that the makers of the game couldn't use (or couldn't afford) them all. A notable example of this is the Chun Li vs Claw fight. In the game the track Chun usually puts on the radio is removed and you're treated to an acoustic guitar rendition of Claws stage theme from SFII (which I haven't heard before or since!). deskhttp://www.blogger.com/profile/12192061617146730451noreply@blogger.com2tag:blogger.com,1999:blog-182750800674531125.post-48789724420082014072012-08-24T10:54:00.001-07:002012-08-24T10:56:47.955-07:00SFII:Movie - Cyborg Combos<iframe allowfullscreen="allowfullscreen" frameborder="0" height="315" src="http://www.youtube.com/embed/apUKYbrYaBM" width="420"></iframe><br />
<br />
I've wanted to make a combo vid for this game for 6 years!<br />
<br />
<a name='more'></a>Ever since I first heard about Street Fighter II: Movie and the fact that it featured a Super Turbo style 1on1 fight between Ryu and a Cyborg, I wanted to try it out and maybe capture some combo footage from it. It turns out that not only has no one recorded any combos, I couldn't actually find a single bit of footage anywhere on the internet of the actual 'fight' gameplay. <br />
<br />
So, a few weeks ago I finally got around to picking up the game from ebay and a few days ago I played enough to unlock the battle and vs mode (they're not available from the start). There's no training or arcade modes. You can choose to either fight a CPU controlled Ryu or a Cyborg vs Cyborg vs mode. <br />
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If you're interested in this game or want any more info, expect 1 or 2 additional vids covering a little more of the game soon!<br />
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<i>Note: Cyborg is basically Ken from ST except with the ability to CPS-1 chain from kicks to punches (doesn't work the other way around). </i><br />
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<b>Additional Notes:</b><br />
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0:52 - Multiple fireballs on screen at the same time (a little known ST glitch)<br />
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0:59 - CPS-1 chain from st.LK to cr.MP<br />
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1:04 - Ken's knee bash and post KO air freeze<br />
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1:14 - Renda cancelling the 2nd cr.LK into a jump. Then instant j.LP xx tatsu<br />
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1:18 - Hitboxes!<br />
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1:26 - Instant Air Tatsu reversal glitch<br />
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1:32 - CPS-1 chain from cr.LK to st.HP<br />
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1:51 - CPS-1 chain from st.LK to cr HP xx LP.SRK. <br />
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2:03 - Infinite linking funky kicks glitch<br />
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<br />deskhttp://www.blogger.com/profile/12192061617146730451noreply@blogger.com2tag:blogger.com,1999:blog-182750800674531125.post-51957201537607935832012-08-22T14:20:00.000-07:002012-08-22T14:20:56.695-07:00Lars Combo Guide<iframe width="560" height="315" src="http://www.youtube.com/embed/l0bqQH_juSU" frameborder="0" allowfullscreen></iframe>
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<br />
Something a little different that will hopefully prove useful if you're picking up Lars or just want a comprehensive look at his combo options.<br />
<a name='more'></a><br />
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I've tried to strike a balance between being informative and entertaining so some of the info/clips may go past a little quickly. In conjunction with this walkthrough however, it'll hopefully be a useful tool in getting to grips with Lars' options.<br />
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The video covers what I'd consider to be his most useful combos and links. A full transcript with lots of additional notes follows.<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjO_6n0sCqqQznuvfplq6MHFLGXC-pBCOWxpP1muPA9HGk9sVze16xOCMzsBWMozUL5p9OLNxB8LnZePq6091ZeS116oB4qkxbpEPJWt8Q3cvuCPTLA9FaVGTaXFyTRkr5U-Ut9D6TJGg/s1600/vlcsnap-2012-08-22-21h32m22s207.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="179" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjO_6n0sCqqQznuvfplq6MHFLGXC-pBCOWxpP1muPA9HGk9sVze16xOCMzsBWMozUL5p9OLNxB8LnZePq6091ZeS116oB4qkxbpEPJWt8Q3cvuCPTLA9FaVGTaXFyTRkr5U-Ut9D6TJGg/s320/vlcsnap-2012-08-22-21h32m22s207.png" width="320" /></a></div>
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<b><u>Base combo 1: J.HP, st.HP xx qcf+K-K</u> [3 hits/246 damage]</b><br />
this is a great go to combo from a jump in. Remember that the qcf+K-K follow up only works after st.HP or cr.HP<br />
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<b>...cr.HP xx qcf+K-K </b><b>[5 hits/323 damage]</b><br />
a good, simple follow up. Not quite as good as it looks as the cr.HP must be cancelled on the first hit and is less damaging than a st.HP<br />
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<b>...cr.MP, cr.MP, cr.HK </b><b>[6 hits/369 damage]</b><br />
a solid, not too difficult follow up that causes a hard knockdown.<br />
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<b>...st.LP, cr.MP, cr.MK xx qcf+K-P </b><b>[7 hits/373 damage]</b><br />
a little more technical but great damage for zero meter.<br />
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<b>...cr.MP xx dp+K </b><b>[6 hits/354 damage]</b><br />
a solid combo on it's own but it's really useful when tag cancelled as it leaves the opponent super high and allows your secondary character to land a jump in juggle and do great damage. Again, not too difficult to perform.<br />
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<b>...cr.MP, cr.MK xx super </b><b>[8 hits/520 damage]</b><br />
technically not the no.1 use of meter (that's probably reserved for a double tag cancel using the previous combo) but straight forward and 50%+ health on most characters<br />
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<b>...cr.MP, cr.MK xx team super </b><b>[32 hits/598 damage]</b><br />
ditto!<br />
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<b>...dp+KK, cr.MP xx super </b><b>[9 hits/548 damage]</b><br />
a juggle demonstration. Useful to know that it works.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjroOU4QC7P6WN9Zl-y58e3MOI62AhHymZ1XhVldRIk_cmg8MSrqWVESsUhOrkJFCFxeqm4QrHa0unVccRu5o1tfuQ7VK8ZcmXWUpm3wUMBF3EBrmNEfp2WGPKkB5eNgy__fmE84MkcRk/s1600/vlcsnap-2012-08-22-21h32m59s94.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjroOU4QC7P6WN9Zl-y58e3MOI62AhHymZ1XhVldRIk_cmg8MSrqWVESsUhOrkJFCFxeqm4QrHa0unVccRu5o1tfuQ7VK8ZcmXWUpm3wUMBF3EBrmNEfp2WGPKkB5eNgy__fmE84MkcRk/s320/vlcsnap-2012-08-22-21h32m59s94.png" width="320" /></a></div>
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<b><u>Base Combo No.2: J.HP, st.HP xx qcf+HP-P</u> [4 hits/266 damage]</b><br />
A similar set-up to base combo 1 but all of the follow up's here are a little more difficult to perform.<br />
<br />
<b>... cr.MK xx qcf+K-P </b><b>[6 hits/352 damage]</b><br />
the cr.MK is not as easy to catch as it looks.<br />
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<b>...cr.MK xx super </b><b>[8 hits/498 damage]</b><br />
not quite as damaging as the first combo into super but definitely useful if you've hit confirmed from a shoulder.<br />
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<b>...cr.MK xx team super </b><b>[32hits/576 damage]</b><br />
See previous description!<br />
<b><br /></b>
<b>...cr.MK xx qcf+K-K xx tag...</b><b> [8hits/427 damage]</b><br />
the best way to bring in your partner midscreen after the qcf+P+P series.<br />
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<br />
<b><u>Base combo No.3: j.HP, st.HP xx qcf+HP</u> [3hits/238 damage]</b><br />
Setting up Lars' most difficult but useful links.<br />
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<b>...cr.LK-MK-HK-Launch </b><b>[10hits/381 damage]</b><br />
Not easy, but very useful once you get used to the timing. <br />
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<b>...cr.MP, st.LK-MK-HK-Launch </b><b>[11hits/389 damage]</b><br />
Even less easy but even more useful. The cr.MP really must be plinked (with LP) to ensure consistency with the link.<br />
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<b>...cr.MP xx qcf+P-P-P </b><b>[7hits/376 damage]</b><br />
The cr.MP is very useful as it can be linked into cr.MK or another qcf+LP/MP<br />
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<b>...cr.MP, cr.MK xx qcf+P-d+P, cr.MP xx qcf+K-P </b><b>[9hits/397 damage]</b><br />
A solid example of an execution heavy but damaging meterless combo. <br />
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<span style="color: red;">NOTE 1</span>: EX.Shoulder has enough frame advantage to allow for a cr.HP follow up. This is useful to know because you could end any series with ex.Shoulder then link into cr.HP and transition into any previously listed combo<br />
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<span style="color: blue;">NOTE 2</span>: You can also link into cr.HP crom a crouching light attack. Using light attacks for hit confirms is always a solid tactic and often transitioning into a launch is not the best idea. So here, again, you can link into any previously listed combo.<br />
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<span style="color: yellow;">NOTE 3</span>: Anti-Air combo opportunities. Unfortunately, doing this from a regular dp+K doesn't allow the same follow ups, so to make the most of it you have to spend meter. It's often worth it though.<br />
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<span style="color: cyan;">NOTE 4</span>: qcb+KK is an overhead and causes a ground bounce. Probably only useful if your opponent isn't used to the Lars match-up. <br />
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<span style="color: magenta;">NOTE 5</span>: qcf+KK-P causes crumple. The initial dash also allows you to cross through your opponent, which is super useful for mix-ups. Arguably not always worth the meter but definitely has it's uses.<br />
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<span style="color: orange;">NOTE 6</span>: All in all, lars is a super fun combo character but the usefulness of his more complicated and difficult combos is up for debate. This is the case with most SFxT characters but especially so with lars because his strings can be so long. <br />
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<iframe allowfullscreen="allowfullscreen" frameborder="0" height="315" src="http://www.youtube.com/embed/UsBX7NEoI9U" width="560"></iframe>deskhttp://www.blogger.com/profile/12192061617146730451noreply@blogger.com1tag:blogger.com,1999:blog-182750800674531125.post-52170655786026160902012-08-16T06:27:00.001-07:002012-08-16T14:52:30.217-07:00AKIRA VF5:FS<iframe allowfullscreen="allowfullscreen" frameborder="0" height="315" src="http://www.youtube.com/embed/T1ExyXzFW8o" width="560"></iframe><br />
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My first 3d fighting game video!<br />
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<a name='more'></a>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. <br />
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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.<br />
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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.<br />
<br />
Random notes:<br />
<br />
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.<br />
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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.<br />
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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.<br />
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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.<br />
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vs Taka @ 0:43: Basic combo but Taka has a unique hit stun when hit with df,df+P that I wanted to include.<br />
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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.<br />
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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. <br />
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Sequence @ 1:10: Various counters and throws that allow combos when done near a wall.<br />
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vs Lion @ 1:36: Building on the earlier combo but using a wall to allow another 'set-up' sequence to actually combo.deskhttp://www.blogger.com/profile/12192061617146730451noreply@blogger.com8tag:blogger.com,1999:blog-182750800674531125.post-22849132754644868622012-08-11T13:45:00.000-07:002012-08-11T13:45:44.978-07:00DLC Team Combos Capcom side<iframe allowfullscreen="allowfullscreen" frameborder="0" height="315" src="http://www.youtube.com/embed/LKLaHCPtW0Y" width="560"></iframe><br />
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Initially wanted to use the credits music from SFZ2 in this one but it ended up sounding a little too relaxed (fascinating fact!).<br />
<a name='more'></a><br />
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Transcript:<br />
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Cody + Guy.<br />
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1. Despite the extra frames of recovery added due to Cody's st.MP being chained into, he can still link into light attacks afterwards. This is the first example of a character having this property in SFxT that I'm aware of.<br />
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[Cody] st.LP-MP, cr.LK-MP, cr.LK-MK-HK-Launch [Guy] st.LP, cr.MP, df+HK xx tag [Cody] st.MP, cr.MP-HK xx super<br />
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2. Using the post launch juggle state to combo into Guy's air command throw.<br />
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[Cody] j.HP, cr.HP, st.LP-MP-HP-Launch [Guy] j.qcf+PP<br />
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3. Guy can do loads of st.MKs!<br />
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[Guy] j.MK, st.MK x 8, cr.LK-MK-HK-Launch [Cody] st.LP, f+MP, st.HK xx Team super<br />
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4. Run stops and dash cancels (slow mo feature during credits!)<br />
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[Guy] j.HK, st.HK, st.MP-HP xx ex.shoulder, st.MP xx run xx stop, cr.MP xx qcb+HK xx tag [Cody] j.HK, cr.HP xx hcb+HP xx tag [Guy] st.MP xx qcb+ P, charge xx dash, cr.MP xx qcb+HK<br />
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Sakura + Blanka<br />
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1. [Blanka] j.HK, st.MK, cr.LK-MK xx ex.ball, cr.MK xx ball xx tag [Sakura] st.HP xx dp+HK~P, st.HP xx qcb+HK xx tag [Blanka] j.HK, st.LP, cr.MK xx ball<br />
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2. [Sakura] charge counter-hit, st.HP xx qcb+LK xx dash, st.HK xx qcb+LK, cr.LK-MK-HK-Launch [Blanka] st.MK, cr.MK xx team super<br />
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3. The dash cancels feel like every aspect needs to be frame perfect for the double cross up to happen (the height of the initial HP, the dash, the 2nd HP, immediate dash etc). This was stupidly difficult to capture in vs mode. Yay!<br />
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[Sakura] j.HK, st.HP xx qcb+LK, st.HP xx qcb+KK, dash, st.HP xx qcb+KK, charge xx dash, st.HP xx qcb+K, charge xx dash, st.HP xx dp+HP xx tag [Blanka] Launch<br />
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4. It initially seems like blanka is quite limited combo-wise but he does have some cool/useful things. Here, even after the extra 'chain' frames added to the launching st.HK, he can still juggle with a cr.MK in the corner. Continuing the combo.<br />
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[Blanka] j.HK, f+MP, st.LP-MP-HK, cr.MK, cr.MK xx upball xx tag [Sakura] st.HP xx qcb+LK, st.HP xx dp+LP, dp+HP xx tag [Blanka] j.HP, st.HK, st.LP, cr.HK<br />
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Elena + Dudley<br />
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1. Very tough to time everything so that elena doesn't end up crossing sagat up and whiffing moves in this one. Everything had to be as delayed as possible.<br />
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[Dudley] j.HK, LK-MK-MP-HP, f+LP xx dp+LP, cr.HK, st.MP, cr.HK, dp+HP xx tag [Elena] cr.MP xx qcf+MK, dp+HK xx tag [Dudley] st.MP, f+MK, cr.MP xx hcf+HP xx tag [Elena] j.HK, dp+HK<br />
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2. [Elena] j.HK, st.HP-HK, cr.LK, cr.LK-MK-HK-Launch [Dudley] st.LP, j.HK, Team Super<br />
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3. Here, the 2nd elena is being controlled with my right foot while doing the actual Dud/Elena combo. As Elena initiates the first tag, 2P has to neutral jump to allow Dudley to run past, get to Sagat and continue the combo (otherwise he stops next to 2P Elena). As Dud begins the juggle, 2P gets into position to tap him, activating the EX counter and KO'ing Sagat. If Dudley adds even a single hit before the counter, it won't juggle. <br />
<br />
There is absolutely no justification for how long this took to capture in vs mode. A bigger man would have given up and got on with his life but not me! You can't begin to imagine how frustrating it was to figure out how to get the final hit to KO. This is because both characters life gauges are combined when activating the cross assault and then divided as soon as it ends. Hyper frustration mode, Yes!!!!<br />
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(before clip begins, 2P activates cross assault, then Elena jumps out of the corner) [Elena]. j.HP, cr.MP xx hcb+MK xx tag [Dudley] LK-MK-MP-HP, st.MP xx hcf+PP, qcb+PP<br />
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4. Here, the actual tag cancel is a 1 frame link. It must happen the instant the machinegun blow connects, otherwise elena can't land the j.MK. Super difficult to get in vs mode but a satisfying opportunity to practice some tag plinking ideas/techniques (to ensure it happened on the first frame).<br />
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[Dudley] j.HK, f+HK, st.HK, st.MP xx hcf+HP xx tag [Elena] j.MK, cr.MP xx qcb+MK xx tag [Dudley] f+HK, st.MP, st.MP xx hcf+HP xx tag [Elena] j.MK, cr.MP-HK-Launch [Dudley] st.MP xx hcb+HK<br />
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<br />deskhttp://www.blogger.com/profile/12192061617146730451noreply@blogger.com2tag:blogger.com,1999:blog-182750800674531125.post-4883844349809576902012-08-10T18:30:00.000-07:002012-08-11T13:48:06.693-07:00True Standing 7: Hakan Edition<iframe allowfullscreen="allowfullscreen" frameborder="0" height="315" src="http://www.youtube.com/embed/7uwfjpfK0jo" width="560"></iframe><br />
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Thought I'd investigate this after being contacted by youtube user <a href="https://www.youtube.com/user/sudafreekan" target="_blank">sudafreekan</a> inquiring if it was possible. Can't find any vids or documentation on anyone ever doing it, so here it is.<br />
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<a name='more'></a><br />
In case you've already seen the Gief+Hawk <a href="http://www.youtube.com/watch?v=ISKfZgwRT4U" target="_blank">standing 720 vid</a> I did a while back, You might be wondering what the big deal is here. Basically, both Gief and T.Hawk have 6 pre-jump animation frames (that is, after pressing up, there's a further 5 frames before the character actually leaves the ground). The purpose of this is to make standing 360 motions more manageable (as this is a standard part of their game). However, even with that, true, unbuffered standing 720's are still hella difficult.<br />
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In SSFIV Hakan has only 5 pre-jump frames. Now, this might not seem like a big difference but in terms of this technique, it's huge. The motion I'm using here is a 540, clock-wise from FORWARD to BACK (the minimum motion required to do the ultra). So, after hitting the first UP motion, there's another 7 directions before you reach BACK and can actually activate the Ultra. So how is it possible? Since the game only really requires F, D, B, U, F, D, B+PPP, you can still do it with only 3 more inputs (FORWARD, DOWN and BACK+PPP). Since, I'm not consciously missing out the diagonal directions and knowing that the game runs at 60 frames a second, I have to assume that the spin occurs so fast that the game simply doesn't 'update' quickly enough to detect the diagonal inputs. Meaning that the final 7 inputs are performed but only 3 of them (the important ones) actually show up on screen.<br />
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Whatever is actually happening, Hakan can <i>technically</i> perform a standing, unbuffered Ultra 1.deskhttp://www.blogger.com/profile/12192061617146730451noreply@blogger.com3tag:blogger.com,1999:blog-182750800674531125.post-26954222120724353422012-08-05T07:17:00.000-07:002012-08-11T13:48:19.001-07:00All DLC Character CMV<iframe allowfullscreen="allowfullscreen" frameborder="0" height="315" src="http://www.youtube.com/embed/VZTtPi4ceT8" width="560"></iframe><br />
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Late transcript episode 1!<br />
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<a name='more'></a>Elena: j.HK, st.HP-HK, cr.MP, qcb+MK, st.LK xx hcb+LK, super<br />
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Guy: j.HK, st.MK x 6, Target Combo, cr.MP, st.HP xx ex.shoulder, super<br />
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Jack-X: j.HK, st.HP xx ex.hands, cr.MK xx dp+LP, super<br />
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Sakura: j.HK, st.HP xx qcb+LK, st.HP xx qcb+LK, st.LK-HP xx qcb+KK, j.MP xx qcb+LK, st.HP xx dp+LP, super<br />
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Lei: j.HP, cr.HP xx qcf+HK, cr.MP, cr.MP, cr.MP-HP xx qcf+pp, cr.HP xx qcf+HK, cr.MP, cr.MP, cr.MP-HP xx super<br />
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Blanka: Charge counter hit, j.HP, j.HP, cr.MK xx super<br />
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Cody: j.HK, frwd+MP, st.MP, cr.MP xx donk, st.HP xx ex.donk, st.HP xx ex.donk, st.HK xx ex.donk, st.HK<br />
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Alissa: j.HK, st.LP, st.MP, cr.LP, st.MK-MP, cr.LP, cr.LP-st-MP-cr.HP xx qcf+KK~P xx cr.HP, qcf+KK~P xx cr.HP xx qcf+PP~P, st.MK, st.MP, st.MP, cr.HP xx qcf+K~P<br />
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Christie: J.HK, st.MP, cr.LK-st.MK-st.HP xx qcf+PP, cr.MK-cr.HP xx super<br />
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Bryan: j.HK, Target combo, st.MP, st.LP-MP-HP xx qcb+PP, cr.LP xx qcf+HP~PP, cr.LP-HP xx super<br />
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Dudley: j.HK, frwd+MK~MK, frwd+LP~LP, frwd+LP~LP xx hcf+PP, j.HP, super<br />
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Lars: j.HK, cr.MP, cr.HP xx qcf+HP, cr.LK-stMP-HP xx qcf+PP, cr.HP xx qcf+HP, cr.LK-stMP-HP xx qcf+PP, cr.HP xx qcf+HP, cr.LK-stMP-HP xx qcf+PP, cr.HP xx qcf+HP, cr.MP, cr.MK xx qcf+LP~LP, cr.LK, cr.LP, cr.MP xx dp+HK<br />
<br />deskhttp://www.blogger.com/profile/12192061617146730451noreply@blogger.com3tag:blogger.com,1999:blog-182750800674531125.post-48626812175192709232012-08-05T06:57:00.000-07:002012-08-11T13:48:45.758-07:00Team Combos (tekken side)<iframe allowfullscreen="allowfullscreen" frameborder="0" height="315" src="http://www.youtube.com/embed/LogNtuoDjl8" width="560"></iframe>
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Late transcript episode 2!<br />
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<a name='more'></a><br />
Transcript:<br />
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Bryan + Jack:<br />
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1. [J] j.HK, st.MP-MP-MP-HK-Launch [B] Target combo xx tag [J] st.HP xx dp+HP xx tag [B] j.HP, st.MP, cr.HP xx qcf+LP xx tag [J] j.HK, st.HP xx fb+HP<br />
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2. [J] j.HK, st.HP xx dp+HP, dp+HP xx tag [B] j.HP, cr.HP xx super<br />
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3. [B] j.HP, cr.HP xx qcf+HP~PP, cr.LK, st.MP xx fb+LP xx tag [J] j.HK, st.HP xx dp+HP xx tag [B] dp+PP~PP, dp+HP~PP, cr.LK xx hcb+MK
4. [B] j.HK, HP-LP, HP xx launch [B] st.LP cr.MP xx team super<br />
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Lars + Elissa:<br />
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1. [L] j.MK, st.HP xx qcf+K~K, cr.MP, cr.HP+ qcf+K~K xx tag [A] st.MP, sr.MP xx dp+KK~P xx tag [L] st.LP, st.LP, st.HP xx qcf+k~P<br />
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2. [L] j.HP, st.HP xx fb+HP, cr.MP, cr.MK xx qcf+LP~d+HP, dp+HK xx tag [A] j.HP, st.MP xx Super<br />
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3. [A] j.HK, st.HP xx qcb+K (hold) xx dash, cr.MK-st.HP xx qcb+KK (hold) xx dash, cr.HP xx qcb+LK xx tag [L] cr.HP xx qcf+K~K xx tag [A] st.HP xx qcb+K (hold) xx dash, cr.MP xx fb+P~K<br />
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4. [L] j.HP, cr.LP, cr.MP, cr.HP xx qcf+HP, cr.MP, st.LK-MK-HK-Launch [A] st.HP xx qcb+K (hold) xx dash, cr.HP xx team super<br />
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Lei + Christie:<br />
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1. [C] j.HK, cr.HP xx fb+K~P xx tag [L] j.MK, cr.MK, cr.MK, cr.MK, cr.MK, cr.MK xx qcb+HK xx tag [C] cr.HP xx qcf+K~P xx tag [L] j. MK, cr.MK x 7 -HP-Launch [C]fwrd+HK~HK<br />
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2. [L] qcf+P (charge) lv.2, cr.MP-HP-Launch [C] cr.HP xx qcf+LP, cr.HP xx team super<br />
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3. [C] j.HK, cr.HP xx fb+K~P xx tag [L] switch to snake stance, MP-MP-MK-LK-MK, cr.MP, cr.MP, cr.HP xx dp+HK xx tag [C] cr.HP, cr.HP xx qcf+LP xx tag [L] swtich to back turned stance, MK-HK MK-HK<br />
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4. [C] j.HK, cr.HP xx fb+K~P xx tag [L] cr.HP xx qcf+MP x 6 xx tag [C] cr.HP xx qcf+LP xx tag [L] hcf+MP x 5, walk, cr.MP, cr.HP xx qcb+HK x 3.deskhttp://www.blogger.com/profile/12192061617146730451noreply@blogger.com0tag:blogger.com,1999:blog-182750800674531125.post-41083509720188702282012-07-03T16:25:00.000-07:002012-07-03T16:29:22.398-07:00UMvC3 Random TAC stuff<iframe width="560" height="315" src="http://www.youtube.com/embed/a9vGr5gta4U" frameborder="0" allowfullscreen></iframe>
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It occurs to me that literally every character will be able to take advantage of the new TAC infinites. How many of them can be practically used in game and how many of them are even feasible without tool-assistance however, is another matter. <br />
<a name='more'></a><br />
Using Team Aerial Combos in combo vids always seemed a little weird to me, as they're always escapable. Since they're all the rage at the moment though, I thought I might stick together a few combos that use the glitch multiple times, with multiple different characters. <br />
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I'm ashamed to say that I hadn't even touched marvel since the release of SFxT and a ton of awesome players have done all the work figuring out and demonstrating this effect. There's nothing really new in here aside from some mid-screen variations but the aim was to show the glitch in combos that don't become looping infinites. Also, since I understand it'll be removed in the next patch, spending a few hours getting 3/4 reps of a nemesis loop (for example) seemed like time that could be better spent.<br />
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Notes!<br />
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3 Loops: Trying to put something together that demonstrated a loop with all 3 characters proved to be much more difficult that I expected. In a normal combo you will only get 2 chances to use the glitch as the first character must set it up with a TAC and then you're allowed only 1 more (meaning only 2 characters can use it). So here, sentinel has to squeeze in 1 rep of his re-jump loop before connecting with a standing S and effectively re-starting the combo (as far as TACs are concerned). Then chun's mid-screen stomp loop (<a href="http://www.youtube.com/watch?v=0mcTsJ1EmPY&feature=plcp" target="_blank">which has been around since vanilla</a>) leads into a mid-screen variation of <a href="http://www.youtube.com/watch?v=GO_FoduKvJs&feature=related" target="_blank">Franks infinite</a>.<br />
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Recovery cancel comparison (proof of loop in the first combo): In the upper example sentinel hits with a late j.H which is used to cancel jump recovery and keep the opponent in the post-TAC state. In the lower vid, it hits slightly earlier, the opponent enters regular hit stun and the combo fails.<br />
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COMBO!: If I suddenly wanted to put TAC combos into CMV's they'd probably look like this.<br />
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No switch TAC: Again, I think this has been around since vanilla, I know I've had it happen accidentaly a bunch of times. Here, it allows frank to take a drink and still continue the combo.<br />
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Sent infinite variation: Sent possibly has the easiest time doing TAC infinites mid-screen and there are a ton of variations. Here is one that uses his double jump.deskhttp://www.blogger.com/profile/12192061617146730451noreply@blogger.com12tag:blogger.com,1999:blog-182750800674531125.post-3683001359537775692012-06-29T10:16:00.000-07:002012-06-29T10:16:13.968-07:00Solo 2 Player Cross Assault Combos<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/KMLOIl-vuns" width="560"></iframe><br />
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Esports<br />
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<a name='more'></a>A ton of people suggested this as a video idea and I finally got around to doing it (thanks everyone!). You may notice this is on a new channel too. Machinima have set-up a Fighting game/esports channel called <a href="http://www.youtube.com/user/MachinimaVS" target="_blank">Machina VS</a> and I'll probably have a few projects pop up on there from time to time (possibly some regular stuff in future, who knows). SFxT seems to have taken a hit in popularity recently and the new vids on my channel seem little more than an excuse to argue about how much the game sucks (which is funny but also depressing), so what better way to kick things off. <br />
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As an aside, this took ages to make (from coming up with the set-ups, learning to actually do them with 2 hands and then editing it together) but it's hugely satisfying to have a finished product like this. Would love to do some more 2 stick vids if the right game comes along. Any and all suggestions on other games are more than welcome.<br />
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Transcript:<br />
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Zangief + Julia: Julia's Combo of cr.HP xx qcf+HP does not usually combo so Gief throws out a st.HP between hits. Then dashes forward into Super, which is only possible because Julia causes crumple<br />
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Marduk + Rufus: Marduk's b+MP puts the opponent into a throwable state which Rufus' exploits with a forward throw and this is a rare example of a regular throw which puts the opponent into a juggle-able state. This in turn is exploited by Marduk with a combo into anti-air ex grab. Allowing more than enough time for rufus to charge a free super.<br />
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Cammy + Chun: Ibuki's grab can be used to create juggle semi-infinites while in cross assault as it's like a psuedo juggle counter reset.<br />
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Raven + Chun: There is, waht could be considered a glitch frame in the hit stun of air throws. This allows the opponent to be thrown, makes them susceptible to re-stands along with some other weird effects. Here's it's used to create a launch - airthrow loop with the assistance with rolento.<br />
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Ken + Law: Lots of spin kicks, ensuring the opponent is still standing when meter runs out in order to allow a tag combo.<br />
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Steve + Yoshimitsu: Yoshimitsu's suicide special is used to crumple the opponent, allowing steve's command grab to connect. This lets yoshimitsu dash up and charge a free super.<br />
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Sagat + Raven: Sagat's dp connects, quickly followed by a jumping ground bounce by Raven. After the combo into super raven is free to charge a counter-hit.<br />
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Claw + Dhalsim: Since you can combo after Sim's super there's lots of room for cool cross assault combos when he on your team. After the first super, the first hit of Claw's ex wall dive hits the opponent so high that sim can charge up an ex super.<br />
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Hwoarang + Ryu: Hworang's super can only be combod after when it connects vs 2 characters. <br />
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<br />deskhttp://www.blogger.com/profile/12192061617146730451noreply@blogger.com3tag:blogger.com,1999:blog-182750800674531125.post-4754934727194748982012-06-16T06:37:00.001-07:002012-06-16T06:38:25.840-07:00AFO Advanced CMV<iframe width="560" height="315" src="http://www.youtube.com/embed/gY3Hk2U2p5Q" frameborder="0" allowfullscreen></iframe>
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I didn't want to start off too silly in these AFO vids. We're getting there towards the end of this one though.<br />
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<a name='more'></a><br />
I'd probably say the intermediate vid was level one, this one is level 2 but there's a while other tier of craziness above that. I hope anyone who picked up the game is enjoying it and get's some entertainment out of this CMV. I really put a lot of effort (and a stupid amount of time) into doing some more music/combo syncing in this one. In fact, the actual BPM (beats per minute) of the piece of music was dictated by the pace of Mike's Jabs in the 2nd to last clip.<br />
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Transcript/Select notes:<br /><br />Alex - [Music was synced to the first 5 hits on this combo] j.HK, st.LP-cr.LK-st.LP-cr.HP, dash, st.LP xx jump, j.HK xx divekick xx super, cr.HP, dash, st.LP-cr.HP, dash, st.LP, dash, st.LP xx qcb+HK<br /><br />Jill - After the st.LP-HP link, you have enough time to link into any light attack. Super is used to cancel the recovery of the far st.HP and the combo continues vs a standing Jimmy<br /><br />Cyndi - 5 Uppercuts!<br /><br />Bill - [first 5 hits synced with the music] A variation on the corner to corner combo from the intermediate CMV. Utilizing the fact that you can cancel into his super from jumping attacks.<br /><br />Jimmy - st.LP xx LP-ball loop into super.<br /><br />Sid - A few reps of his v1.3 ball loop.<br /><br />Cyndi - Cydni's fireball is actually a charge motion making this combo super difficult because of the dashing required between reps. The charging after inputting the super is also really tight.<br /><br />Jill - Instant air fireball loops. Much, much more difficult than it looks (might even be the frame you leave the ground, any slower and you won't be able to combo afterwards). J.HK, [st.LP-HP, st.LK xx jump, j.fireball]x2, st.LPx5 xx jump, j.fireball, st.LPx5 cr.HP xx super, cr.HP, dash, st.LP xx jump, j.HK xx j.fireball<br /><br />Mike - [Hyper music syncing ahoy!] I spent quite a while going back and forth with the music/editing in this one. The speed of the jabs dictated the BPM of the whole track, as that's where I started. Ever jab hits on the 2+4 of the bar (on a snare hit). Also the custom combo syncs with a silly drum riff. On to the actual combo... On hit, it might be said that jabs are a little too good. Damage scaling does do a lot of work towards making it less broken but still, maybe slightly too good. 64 jabs in total by my count.<br /><br />Beefcore - j.HP, st.LP-HP, st.LP-cr.HP, [dash, st.LP]x3 xx ff+LKx4 xx super, dash, st.LP-cr.HP, dash, st.LP, dash, st.LP xx ff+LKx4<br /><br /><br /> <br />deskhttp://www.blogger.com/profile/12192061617146730451noreply@blogger.com2tag:blogger.com,1999:blog-182750800674531125.post-22838043288045437212012-06-13T11:55:00.000-07:002012-06-13T15:43:03.405-07:00AFO Intermediate Combo Vid<iframe width="560" height="315" src="http://www.youtube.com/embed/aKRwed_8Sg0" frameborder="0" allowfullscreen></iframe><br /><br />
I had a lot of fun putting this together and it was a great excuse to remix some music too.<br />
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<a name='more'></a>Most of these clips are actually fairly difficult to do but there's still another level of 'advanced' combos I want to showcase in the next vid. Hopefully one or 2 of you picked this game up (for all of it's 80msp) and can kind of tell whats going on for the most part.<br />
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The music riff during the 2nd Jimmy combo was written to the hit's of his super. It actually makes me laugh out loud whenever I watch it back. <br />
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Transcript:<br />
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Ryan - cr.HP, dash, st.LP-cr.HP, dash, st.LP xx LP-SRK, Super, dash, cr.HK<br />
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Jill - cr.HP [dash, st.LP xx jump, j.LK-Fireball]x 4<br />
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Bill - cr.LK-HP, LP-charge, cr.HP, LP-charge, cr.LP xx LP-charge xx super, st.LP-cr.HP, HP-charge, cr.LP xx HP-charge<br />
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Alex - cr.HP, dash, LP xx jump, j.LK xx divekick, dash, LP-cr.HP xx super, dash, LP, dash, LP xx jump, j.LK xx divekick<br />
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Jimmy - cr.HP, dash, LP xx jump, j.LK, st.LP-cr.HP, dp+HK xx super, dash, st.LP, cr.HP, dp+HK<br />
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Cid - cr.HP, dash, st.LP-cr.HP, LP-Ball, st.LP-cr.HP, LP-ball, st.LP xx LK-tatsu xx super, [LP, dash]x5, LP xx HK-tatsu<br />
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Mike - j.HP, cr.LK-cr.HK xx HP-Headbutt xx super, [st.HP xx cr.HP, dash]x4, cr.LP-cr.HP, HP-rush punch<br />
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Alex - j.HP, st.HP, st.LK xx jump, j.divekick, super, dash, throw<br />
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Jimmy - j.HP, st.LP-HP xx super, dp+LK, st.LP-cr.HP, [dash, LP]x2, dash, LP xx LP-balls<br />
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Cyndi - cr.HP, dash, [LP xx LK-upkicks]x 2, dash, st.LP xx super, st.LP, dash, st.LP xx LK-upkicks<br />
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Mike - j.HK, st.LK-cr.HP xx super *wait*, [j.HK]x8, j.HP, st.HP-cr.HP xx jump, [j.HK]x7, j.HP, HP-rushpunch<br />
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Beefcore - cr.HP, dash, LP xx jump, j.HK xx j.fireball, st.LK xx jump, j.HK xx j.fireball, dash, st.LP xx jump, j.HK xx j.fireball, ff+LK xx super, st.LP-cr.HP, dash, LP, dash, ff+LK, ff+LK, ff+HKdeskhttp://www.blogger.com/profile/12192061617146730451noreply@blogger.com8tag:blogger.com,1999:blog-182750800674531125.post-25133830401749549722012-06-08T07:06:00.000-07:002012-06-08T07:14:02.207-07:00Avatar Fighter Online<iframe width="560" height="315" src="http://www.youtube.com/embed/r4ZBLkLIJXA" frameborder="0" allowfullscreen></iframe>
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AFO is an xbl indie game and it costs 80msp. While I'm working on a full combo vid, here's a little introduction to the game.<br />
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<a name='more'></a> The game has 4 buttons [LP-HP-LK-HK], throws [LP+LK] (which can be used in combos) and overheads [HP+HK] (which can be super cancelled). There's also a simple chaining system that allows Light attacks to chain into each other and heavy attacks from light attacks.<br />
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Some moves can be 2-in-1'd (cancelled) into specials and supers and they retain that property even when chained into.<br />
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There's a simple dash/run mechanic the only notable feature of which, is that you can buffer a run very early in a normal/special so that you move as soon as recovery ends.<br />
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Supers are a little strange. You can't actively build meter, instead, they are simple refreshed after a certain amount of time has past (a timer appears at the bottom of the screen so you know when this is going to happen).<br />
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Combos are usually based around juggles, though ground chains and proper SF style links are present too. Weirdly, the corner is not the optimum place for most combos because of the greatly increased pushback. <br />
<br />deskhttp://www.blogger.com/profile/12192061617146730451noreply@blogger.com5tag:blogger.com,1999:blog-182750800674531125.post-11374138513558554232012-05-27T09:46:00.000-07:002012-05-27T11:08:51.019-07:00SFxT Big Damage!<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/Fdr6_UKYmhI" width="560"></iframe><br />
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This is the first time I've ever actively tried to feature combos that do big damage over and above technical/difficult combos. However, after some testing (this vid has been in the works for weeks now) it became obvious that it couldn't be the only goal because often, those kind of combos aren't super interesting to watch.<br />
<a name='more'></a><br />
So, instead it was simply one of the aims but not always the priority. <br />
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Also, I'm trying out some RPG inspired Hit Point graphics so I could avoid using training mode but also provide accurate damage info. Although it's time consuming, it's something I definitely want to revisit in upcoming videos.<br />
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<b>Transcript:</b><br />
<b><br />Boxer (937 damage):</b> This is the only combo in the video that uses gems but I really wanted a single hit KO and this seemed like the only way to do it. I did want to KO a higher health character but the gems that would have allowed me to do that cost actual, real world money. So, I thought better of it.<br />
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<b>Chun + Steve (753 damage):</b> Steve's flicker-PP doesn't add to the juggle counter so it can be looped until he runs out of meter. Here, every rep had to be delayed as much as possible to allow pandora meter to refill the maximum amount of times.<br />
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<b>Julia + Chun 1 (569 damage):</b> Julia must walk a few frames after every counter hit f,f+MP for the full combo to work. Chun's st.MP is used only to allow Julia the time to escape the screen and enable the Pandora cancel (will not work when both characters are on screen).<br />
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<b>Julia + chun 2 (539 damage):</b> <a href="http://biffotasty.blogspot.co.uk/2012/05/cad-no3-chun-julia.html" target="_blank">[See CaD No.3]</a><br />
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<b>Steve + cammy 1 (822 damage):</b> Using the now standard 'high damage' steve set-up that allows easy access to 4 bars of meter and a standing dummy to pile damage onto. Cammy's cannon spike does huge damage and is barely scaled here. <br />
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<b>Steve + cammy 2 (851 damage):</b> 100% combo vs Akuma. It took me a little while to get the extra damage necessary to actually KO akuma but it's always good to have a goal like that because if he'd had 900 health I would have been happy with an 842 damage variation.<br />
<b><br />Boxer + Cammy (535 damage): </b>This is certainly a clip that I wanted to be much more technical than it was damaging. The 2x cannon spike are super difficult to time and space and the charge timing on the final L.Headbutt was very time consuming to capture.<br />
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<b>Rufus + Hwoarang 1 (689 damage):</b> Using the additional time after hwoarang's tag canceled qcb+K move to allow a free, re-stand into wall bounce (resetting the juggle counter) with Rufus. Repeated until there's no more meter. <br />
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<b>Rufus + Hwoarang 2 (712 damage):</b> The same initial set-up but uses the juggle height of rufus' frwd+HK to allow a pandora activation and full, stupid start up hwoarang super. Annoyingly, does more damage than the more technical version.<br />
<b><br />Ken+Law (896 damage):</b> <a href="http://biffotasty.blogspot.co.uk/2012/05/cad-no2-ken-law.html" target="_blank">[see also, CaD No.2]</a> Getting 3 reps of an instant air ex.tatsu mid-screen. Took ages to figure out how to actually do it and allow for a combo afterwards because the neutral jump tatsu was so counter intuitive. Silly damage and actually something that you can get good at and use if you're fighting Hugo (the instant air ex.tatsu part at least).<br />
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<b>Steve (590 damage): </b><a href="http://biffotasty.blogspot.co.uk/2012/05/cad-no4-steve-hps.html" target="_blank">[See also CaD No.4]</a> The most reps I've done vs abel with a cheeky ex.fireball combo on the end. Not his most damaging combo to say the least but what can I say? It's not like I gave the video a title that might have made you think I was going to do big damage combos.<br />
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<b>Rolento vs Ibuki Still:</b> The rolento bug works vs the final part of Ibuki's Super.<br />
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Extras video coming tomorrow featuring more new stuff. Thanks for watching and reading!<br />
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<u><b>Comments and clarifications</b></u> (stuff that may or may not be useful to you! Updated questions are answered)<br />
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<b>Madskilliz</b>: "How do you cancel a move into Pandora? I keep trying but its not working for me"<br />
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</span><b>desk</b>:The move itself must be jump cancel-able (chun or cammy's st.HK for example). Then you cancel the jump into Pandora before it comes out. The input with Chun is st.HK, d, d, u+MP+MK.deskhttp://www.blogger.com/profile/12192061617146730451noreply@blogger.com5