Forums > Combo Videos Discussion > Ideas for New Combo Videos
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Majestros
PLUS Member
28 Posts
Location: United States
Los Angeles, CA
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02-24-2005 17:01 GMT
- #6937
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So i noticed that the number of people with access to video capture equipment has been steadily increasing. However, we also seem to wind up with a lot of people posting nothing but sub-par match videos and combo videos with nothing new.
Personally, i can't see myself making another combo video in the foreseeable future. But i still have a bunch of combo ideas that never found a home. I just want to list some potential combos here that i haven't seen in any other videos, just in case there are bored people out there who want to make a combo video but don't know where to start.
Also, there are a lot of people with one skill but not the other. For example, lots of people come up with really creative combos that they simply don't have the execution to pull off. There's also some people who have excellent execution but don't have much interest in understanding the game system. Of course, there are people who are good at editing videos but aren't good at doing combos. So if you're good at any of those things but need a partner to help you make a video, maybe this thread will help in that regard. Just let everyone know.
To get things started, here are a bunch of CvS/CvS2 combos that i originally posted in SRK's Premium Forum but nobody ever did anything with them. Maybe you guys will have some ideas.
CvS2 C-Rugal vs Chun Li
setup: with Rugal in corner facing Chun Li, dash forward twice for spacing and walk back into crossup range
combo: crossup j.MK, c.LK, c.LK, c.LK xx lvl2 kick super (all hits) xx HP FB (right after the 6th super hit, before Rugal leaves the ground), dash forward, lvl1 kick super
comments: the FB won't juggle against most characters; Chun Li works
CvS2 C-G.Rugal vs anyone
setup: midscreen, no setup
combo: HCB+K dash grab thing, dash forward, lvl2 kick super (2 hits) xx QCB+P wall slam
comments: it's only cool cuz of the dash mid-combo; can't combo kick super afterwards since wall slam grabs out of the air
CvS Cammy vs anyone
setup: midscreen knockdown sweep or something
combo: meaty s.HP, c.HK xx lvl3 cannon drill/spike super
comments: need meaty because s.HP didn't stun as long in CvS; the cannon drill part whiffs, but the cannon spike part juggles
CvS2 K-Rugal vs A-Dhalsim
setup: midscreen
combo: j.HK, s.HP xx HP wall slam, delayed lvl3 kick super (all hits)
comments: might not work on all characters but it worked on Dhalsim; the further the wall slam needs to travel, the further away Rugal winds up from the corner, so this combo needs to be done from less than half stage distance from the corner; 11 hits, 12897 damage
CvS2 Vega vs anyone
setup: anywhere against jumping opponent
combo: charge DB, s.HK xx HK flipkick
comments: cool lookin' combo that most Vega players probably already know about; it's not very good because you have to connect with the s.HK early, which means you have to wait until your opponent is low enough to stuff the move, but maybe using s.LP or c.LP instead of the s.HK will make the combo useful in mixups against K-Groove or P-Groove
CvS2 C-Ken vs Chun Li
setup: midscreen
combo: crossup j.MK, c.LK, c.LK, c.LK xx lvl2 punch super (all hits) xx QCB+LP roll (right after the 6th super hit, before Ken leaves the ground), c.HK xx lvl1 kick super
comments: the sweep won't juggle against most characters; Chun Li works; not easy
CvS2 C-Dhalsim vs anyone
setup: midscreen
combo: meaty lvl2 ground flame super (3 hits) xx lvl1 ground flame super
comments: the fourth hit of the lvl2 ground flame super knocks down which makes the lvl1 ground flame super whiff; the lvl2 ground flame super can't be canceled into another fire attack until it dissipates, which usually only happens after the fourth hit; by making it meaty, you can time it so that the flame dissipates right after the third hit, allowing you to cancel into lvl1 ground flame super without the lvl2 ground flame super knocking down the opponent; not crazy exciting or anything, just kinda cool to see it happen
CvS2 C-Sagat vs anyone
setup: midscreen
combo: meaty c.HP, c.HK xx lvl2 hotfoot xx LP uppercut, lvl1 hotfoot
comments: looks cool with whole thing done midscreen, and you can get a lot of hits out of that last lvl1 hotfoot, ending up with 10, 11, or 13 hits depending on how the last hotfoot connects ... 13 hits looks really cool but it's very annoying to get that to happen
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Symbiote
Bronze Member
11 Posts

Location: United States
FL
Occupation: Artist
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02-27-2005 03:06 GMT
- #6977
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I have quite a few CvS2 combos that I've never seen done. But I have no ability to capture them, or else I would've made a vid a while ago.
Anyway, here are a few of my combos
CvS2 C-Dan vs almost anyone (works well on Chun-li, Rugal, and Sagat)
setup: Corner
combo: j.HK, Land, Re-jump, j.JP xx MK Dankukyaku, Land, lv2 Hisshou Buraiken xx LK Dankukyaku at uppercut (whiff), JP Kouryuken, lv1 Hisshou Buraiken
11 Hits, Damage: 9039
CvS2 C-Evil Ryu vs E.Honda
setup: Corner
combo: j.HK, s.JP x 3 (hold Forward to walk-in between JPs), c.HK xx lv 2 Metsatsu Gou Shoryuu xx MK Tatsumaki Senpuu Kyaku (Half-circle Version), Land, lv 1 Metsatsu Gou Shoryuu (3-Hits)
14 Hits, Damage: 8979
CvS2 C-Ryo vs Zangeif
setup:corner
combo: j.HP, s.HP xx lv2 Hao Sho Kohoken xx Kyokugen-ryuu Ren Bu Ken xx Super jump, Land xx lv1 Ryuuko Ranbu
18 Hits, Damage: 9920
CvS2 S-Terry vs Anyone
setup: near Corner, P1 with flashing life
combo: j.HP, s.HP (1hit) xx df.HP or s.JP, s.HP(2hits only works in corner) xx lv1 Buster Wolf, Lv1 Power Geyser, Quick Charge to Max xx lv3 Power Geyser (2 Hits).
9 hits, I never got a chance to record the damage of this one.
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Juan Fra
PLUS Member
228 Posts

Location: Mexico
Occupation: Student
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03-07-2005 15:59 GMT
- #7243
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IŽll post a few combos IŽd like to see showcased. If you would like to add them, IŽll be very grateful.
CvS2
C-Haohmaru vs Sakura.
Setup: anywhere on the screen.
Combo: j.HP, it must conect while Sakura is doing her taunt so it counts as a counter and the stun damage increases, c.HP xx QCF x 2 MP, around the 10th Hit xx QCF LK so it whiffs the super, s.HK, Dragon Punch HP, Sakura gets dizzy, j.HP, c.HP xx QCF x 2 LP.
24 Hits top.
C-Rugal vs Rolento.
Setup: Rolento in the corner and Rugal a step away from the opposite side.
Combo: Rolento does his taunt, QCF LP (it hits as counter), sj.HK, far s.MK xx QCF x 2 MK, at the 7th Hit xx QCF HP, c.HK, Rolento gets dizzy, j.HP, c.LK x 2 xx QCF HCB LP.
14 Hits.
C-Ryo vs Dan.
Setup: in the corner.
Combo: Dan does his Super Taunt and he must end on the corner, as Dan is about to land from his jump Ryo does QCF HCB MP so he
gets 1 level back while hitting Dan at the same time, when Ryo lands from the 1st Dragon Punch xx HCB HP (it only hits twice), superjump toward and as soon as you land QCF HCB MP, then again when Ryo lands from the 1st DP xx HCB HP, superjump toward and as soon as you land f b f HP.
40 Hits.
C/P/S/N/K-Rock vs Honda
Setup: near corner, Honda is facing the corner.
Combo: crossup HP, s.MK xx QCF HP, QCF x 2 HK.
14 Hits.
This post was edited by Juan Fra (03-07-2005 17:55 GMT, --- ago)
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Jaldaboath
Silver Member
202 Posts

Location: Mexico
Hell
Occupation: Student
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03-07-2005 19:47 GMT
- #7249
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Ok, I just got a capture card and a pc capable of editing (I'm working with a guy that tapes weddings, bdays, etc, so I needed the stuff and the expertise).
But my problem is that I SUCK at doing the godamn combos, I cannot link my way out of a paperbag. So, If anyone wants to give me a chance at editing a cv drop me a line and clips and I'll do whatever I can. I'll even print this cvs2 combos and rip my thumbs to the job tonight,
I'm also working on a project I plan to release this year, so if you have some funky stuff with fballs post them here please. I'm begging.
EDIT: JuanFra, donde vives? Si tu puedes hacerlos, igual y yo puedo capturarlos.
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Majestros
PLUS Member
28 Posts
Location: United States
Los Angeles, CA
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03-07-2005 21:21 GMT
- #7256
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Young Ic3: There's definately no rush in making this video. Take your time. Part of the good thing about getting a group involved like this is that if you take a long time to make the video, and due to some personal problems you can't finish it, you can always pass it on to someone else to wrap it up. You'll still get credit or whatever. Plus the longer you wait the more combos you'll have to work with. You should get the video length to at least 3-4 minutes before releasing it.
Here's some suggestions for the editing process:
1) The name of the video should be something like "ComboVideos.com Forums Collaboration vol. 1" - that way two things are accomplished. First, it draws attention to the fact that there are people over here trying to brainstorm to make interesting combo videos together. Second, it allows room for expansion with the "vol. 1" bit. I don't know how many people are going to be interested in this sort of thing, but it would be cool to turn this into kind of a tradition on these forums. I'm sure there are a lot of people who have cool combo ideas in various games and i'm sure there are a lot of people who would be willing to do editing. It'd be cool if Young Ic3 and Jaldaboath worked together editing this video, but even if that doesn't work out maybe Young Ic3 can do this video and Jaldaboath can do the next.
2) Like those big 20-minute SNK videos, it would be kind of cool to tag each combo with names. Maybe something like "Concept: Majestros - Execution: Young Ic3" or whatever. I mean, it seems like that sort of thing is going to come up a lot since there are a lot of people posting combos who can't capture them. I think credit should be given to both the guy that came up with the combo and the guy that pulls it off while recording.
3) For the soundtrack, i have a suggestion. Get the album HIM - Love Metal and listen through it. It's very rockin. I think tracks 1, 3, 5, and 9 are all very good. If you don't like it, don't use it. It's just a suggestion. But please please PLEASE don't use any of the Nu Metal crap on the radio like Linkin Park. You can use whatever trance/techno/rock/jazz you like.
4) Don't be afraid to show us a beta version for review while you're working on the video. Let us know what parts of the video you aren't satisfied with. Maybe some of the fancy editors here will have suggestions.
Good luck people, and thanks for taking an interest in this. As for credits, i don't want my name prominently placed anywhere. It's fair to name all of the contributors in whatever order, probably just alphabetical. But other than that i don't consider this "MY PROJECT" or any bullshit like that. It's just an idea and it's not like this is the first forum video ever made. I'm not greedy. Have fun.
___________________________________________________________________________________________ http://sonichurricane.com
- new Combo Video or Technical Article every Tuesday
- new Screenshot every Thursday
- new Strategy Article every Saturday
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Symbiote
Bronze Member
11 Posts

Location: United States
FL
Occupation: Artist
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03-08-2005 04:56 GMT
- #7268
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Few more combos from me and an idea for the vid.
The idea: Something I thought about doing if I could ever make a vid. How about if the vid is sectioned off by character(kinda like Sai-Rec's vid)? Only have each character section have a song that best represents character shown (for example, For Vega's section, you could have Vast's Pretty When You Cry, and Haohmaru's Section could have Photek's Ni Ten Ichi Ryu, and so on).
Another idea, would be the intro to each character's section: have it done like the character introduction of the movie Snatch. Basically it shows a bit of the character in motion (either an anime sequence, or a bit of their gameplay), then it zooms in quick to a monochrome pic of the character with their name on it.
Just a few idea I had.
Okay, onto the combos:
CvS2 S-Mai vs almost anyone (works well on E.Honda)
setup: Corner
combo: j.HK, s.LK, c.HP xx lv1 Chou Hissatsu Shinobi Bachi, Quick Charge to MAX, Lv 3 Chou Hissatsu Shinobi Bachi.
CvS2 A-Mai vs almost anyone (works well on E.Honda)
setup: Corner
combo: j.HK, s.LK, c.HP xx JP Ryuu Enbu, Activate CC-> insert own Custom Combo Here.
comment: Try to have the JP Ryuu Enbu hit late so you have enough time to Activate the CC. Also, throw out a quick s.JP or s.LK as soon as the CC activates to juggle the opponent.
CvS2 C-Mai vs anyone
setup: Anywhere
combo: j.HK, Land, Rejump, j.HK xx Lv3 Beni Suzaku
comment: Sneaky and effective in real combat.
CvS2 C-Yun vs anyone
setup: Anywhere
combo: j.JP -> j. F+HP, Land, Rejump, j.HP xx Lv3 Hiten Souryuu-jin
comment: Again, sneaky and effective.
CvS2 C-Yun vs almost anyone (works great on Chun-li)
setup: Corner
combo: HP Tetsuzanko, s.MK xx Super Jump xx LK Dive Kick(Whiff) (land) Lv3 You-hou (2 Hits), LP Tetsuzanko, s.MK xx Super Jump xx LK Dive Kick(Whiff) (land) s.MK xx Super Jump xx LK Dive Kick(Whiff) (land) s.MK xx Super Jump xx j.JP -> j. F+HP
comment: does a tone of damage and Hard as F-ing Hell to pull off. I've only done it once.
CvS2 S-Sagat vs almost anyone (Bigger, wider characters are prefered)
setup: Corner
combo: j.HK, s.JP x2, s.MP xx Lv3 Ground/Standing Tiger Cannon, Lv1 Tiger Raid
comment: Do the Tiger Raid a little late after the Tiger Cannon is finished.
CvS2 S-Dan vs Anyone
setup: Corner
combo: j.HK, c.HP xx Lv3 Shinkuu Gadoken, Lv1 Hisshou Buraiken
CvS2 C-Ryu vs Anyone
setup: Corner
combo: j.HK, c.MP xx Lv2 Shinkuu Tatsumaki Sempuukyakuu xx JP ShoryuKen, Lv1 Skinkuu Tatsumaki Sempuukyakuu
comment: The only way to connect the second Shinkuu Tatsumaki after the JP Shoryuken, is if the Lv2 Shinkuu Tatsumaki pulls the opponent away from the corner.
CvS2 A-Haohmaru vs Anyone
setup: anywhere
combo: j.HP, land, Activate CC, (s.JP -> s.MK -> s.HP x as many times as you can hit it xx lv1 Hiougi TenHa FuJin Zan )
comment: the Scrubbiest Haohmaru combo in the world.
CvS2 A-Ryo vs Anyone
setup: corner
combo: j.HP, s.MP xx HP Kyokugen-ryuu Ren Bu Ken, Activate CC (HP Zan Retsu Ken x 3 xx Lv1 Ryuko Ranbu)
comment: I think this one does 58 Hits. Not too sure right now.
Got a bunch of other combos as well. I'll post more later.
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Majestros
PLUS Member
28 Posts
Location: United States
Los Angeles, CA
Occupation:
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03-11-2005 15:25 GMT
- #7371
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So i dug around my old computer and found a few unused combo clips. Maybe they will save some time.
http://lowfierce.com/ztemp/Majestros-CvS2-unused.zip
I hope that gets the ball rolling.
Edit: Compressed the clips into a zip file. (No new clips added.) This post was edited by Majestros (05-06-2005 04:16 GMT, --- ago)
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- new Screenshot every Thursday
- new Strategy Article every Saturday
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Shin Ace
Newbie
7 Posts
Location: Canada
613
Occupation:
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03-11-2005 19:46 GMT
- #7373
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nothing crazy, yet I've never seen it written.
Blanka(C) vs anyone....
knockdown in corner... meaty elec, lvl 2 earth shout(6 punch inputs) xx elec, lvl 1 earth shout.
knockdown the opponent down - cornered - with a sweep or electricity. Charge db and mash a punch for the meaty elec. Link into lvl 2 earth shout, drum the punches once, wait, drum once again(so 6 punch inputs worth of mashing). The earth shout juggles twice, it's one hit the second time. Cancel that last hit into something. Electricity is the easiest, but you can also whiff a forward hop or ball attack. Now link electricity, and link another earth shout from that. Too easy!!!
I have it on about 3 different tapes, just no capture hardware.
edit: unless you cancel that lvl 2 straight into electricity, you won't be able to milk the combo for more charge.
This post was edited by Shin Ace (03-13-2005 17:51 GMT, --- ago)
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Shin Ace
Newbie
7 Posts
Location: Canada
613
Occupation:
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03-13-2005 17:47 GMT
- #7396
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Here's something that can be abused.
When someone tries to cross-up Sagat, his crouching fierce can hit from behind, and meaty. hehehe.
Sagat(S, K, or N)maxed vs a big character.
Opponent jumps over Sagat(preferably with Sagat close to corner):
meaty backwards crouching fierce, c. lk, c. lk, c. lk, s. lp, c. mk xx low tiger cannon.
Here are some tech throw reversals that freeze the game. Done with mirror matched chars.
Iori, yamazaki, morrigan, vice, raiden, both rugals - command grab
Zangief - FAB
Kim - rush super
Iori, Kyo - running grab
NOTE: the game is not actually frozen, just the characters. After the timer runs out, it will wait about 30 seconds then load the next round.
This post was edited by Shin Ace (03-20-2005 22:21 GMT, --- ago)
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Majestros
PLUS Member
28 Posts
Location: United States
Los Angeles, CA
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03-14-2005 04:25 GMT
- #7399
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Quote UCRJesse :
n-chun vs. anyone- have opponent jump in the corner and land on a meaty chun fireball, low jump fierce fierce 2 hit combo ^_^
can someone explain to me why this works
akuma, low forward into fierce red fireball in the corner, jap dp, fierce dp.
I do this when i'm fucking around with people at school but i really don't know why it works
Since the fireball is a knockdown, you can hit that j.HP as late as you like. So after that you can probably throw in a lvl2 super fireball xx whiff HK lightning legs, c.HK xx lvl1 super fireball. I had similar a midscreen CvS1 combo with Chun Li that never got used. Throw LP fireball and have opponent land on it, and Chun does sj.HK (2nd hit juggles), then she lands and does HK upkick for one more juggle hit. It was 3 hits total and it was made to be thrown into James Chen's 2-hit-combo video at the end along with the Jill 3-hit combo but it didn't fit in too well.
The Akuma combo works because the red FB knocks down grounded opponents on the final hit, and his DPs have juggle potential of 2, so you can always get two DP or hurricane kick hits after a knockdown. Doing it the way you've been doing it is good because the first hit of Akuma's DP does like twice as much damage as the other two hits combined. So your way lets you get that first hit twice. Lots of damage.
In general, if you want to test whether a fireball knocks down on first hit or last hit, throw the fireball from full screen against Dhalsim and have Dhalsim do s.HP so that the tip of his fist touches the FB. If you use Akuma's red FB he won't get knocked down by that first hit. If you do it against Rugal's Kaiser Wave, the first hit will knock down. It's actually pretty rare for multi-hit fireballs to knock down on the first hit in CvS2, which is the opposite of 3S where most knockdown fireballs knocked down on the first hit. That's why Ryu's super fireball wasn't safe in 3S. You could always try to red parry the last hit and even if you fucked up you wouldn't get knocked down, so you could still retaliate.
___________________________________________________________________________________________ http://sonichurricane.com
- new Combo Video or Technical Article every Tuesday
- new Screenshot every Thursday
- new Strategy Article every Saturday
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Juan Fra
PLUS Member
228 Posts

Location: Mexico
Occupation: Student
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03-15-2005 16:11 GMT
- #7439
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HereŽs one of my favorites combos in CvS2:
A-Athena vs Rolento
Setup: Rolento is at the corner, Athena at the opposite side.
Combo: QCF LP, step a bit, sj. HK, s. MP xx Dragon Punch HP, jump CC, HK xx DP HP, land, (Dragon Punch HP ) x 3, HCB LK, as soon as it hits whiff it with c. LK, HCF HP (grab Rolento from ground before CC ends), quickly jump and do Dragon Punch HP, Rolento gets dizzy, jump back to the opposite side, QCF LP, step a bit, sj. HK, s. MP xx Dragon Punch HP.
58 Hits. =D
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Symbiote
Bronze Member
11 Posts

Location: United States
FL
Occupation: Artist
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03-18-2005 00:46 GMT
- #7495
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Majestros: I should've mentioned something with the song idea. I didn't mean the whole song to be used, just a portion of the song for how ever long the character's section is. Though, I guess if the vid isn't intended to be long, it wouldn't work too well.
Also, I tried the Mai combo idea you suggested. Friggin hard as hell. I got it to work once but the thing that makes it hard is that the rejump hits pretty low, so Tiger-Kneeing the lv1 Fire dive will only hit once.
Okay, Other combos:
A-Gouki vs Sagat
setup: Corner
combo: j.HP, s.JP, Rejump Straight-up, j.HK xx LK Hurricane Kick, Land, JP DragonPunch, Activate CC, JP Dragon Punch x5, Jump Straight-up, j.HK x 2 xx Air Super Fireball
C-Gouki vs Anyone
setup: Corner
combo: j.HP, c.HP xx HP Redfireball, lv2 Dragon Punch Super xx LK Hurricane Kick, Land, lv1 Dragon Punch Super
S-Rock vs Anyone
setup: Close to corner
combo: j.HK, s.JP, c.JP, s.MP xx Deadly Rave (JPx2 LKx2 MP MK HP HK) s.JP x2, c.LK, c.MK xx Lv1 Dashing Punch
Comment: I know, pretty basic
S-Geese vs Anyone with a 70 Stun Point Rating (Ryu, Ken, Ryo, Terry, etc.)
setup: Close to corner
combo: j.HK, s.LK x2, c.JP, c.MK xx Deadly Rave (JPx2 LKx2 MP MK HP HK) s.LK, s.HP xx MK Charge Attack (dizzy) Quickly Charge to Lv Max, Short Jump, j.HK, s.LK, c.HK xx Lv3 Raging Storm
comment: Yeah, Basic again. The charge to Lv Max is optional.
C-Kyo vs Anyone with a 60 Stun point Rating (such as Kyosuke, Evil Ryu, Dan, Dhalsim, etc.)
setup: Corner
combo: j.HK, c.LK, c.HP xx LK Launcher Kicks, Lv2 FireSwipe (Orochi Nagi) xx HK Launcher Kicks, HK Spin Kicks (dizzy) MP FirePunch (Whiff to build energy), j.HK, c.JP x2, s.MP(far) xx LK Launcher Kicks, Lv2 FireSwipe xx HK Launcher Kicks, F+HP(Shoulder Attack) xx FirePunch Combo ending with Ground Punch (OTG)
C-Mai vs Anyone
setup: Close to Corner
combo: Cross up HK, s.JP, s.HK xx lv2 Fire Elbow xx JP Fire Tail, Lv1 Fire Elbow
More to come.
I'm working on some new combos that involve Maki's bounce up Glitch.
BTW, Young Ic3, where is Lauderhill? I live in Hernando. If I'm not too far from you, I may be able to help you with some of the combos for the vid.
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Majestros
PLUS Member
28 Posts
Location: United States
Los Angeles, CA
Occupation:
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03-18-2005 04:26 GMT
- #7497
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Symbiote:
Cool, glad you got something out of the C-Groove Mai hypothetical. I like your A-Gouki combo a lot. The C-Gouki combo could be a little more creative though, since there's definately an opportunity for a dizzy there. Even without the dizzy, maybe you can end it by canceling the lvl2 into teleport towards the corner then do s.HP xx LP DP (1 hit) then do lvl1 super so that the first uppercut hits once but the second uppercut hits twice. C-Akuma combos like that are tough because pretty much every variation has already been done. Regarding that C-Kyo combo, i have a more basic alternative version that works midscreen.
CvS2 C-Kyo vs anyone
setup: midscreen about 1/2 screen from corner so that after the crossup, there's a lot of space to do the combo without getting near the other corner (because midscreen combos look nicer)
combo: crossup j.LK, c.LK, c.LK, c.LK xx LK launcher kicks, lvl2 Orochinagi xx DP+HK
comments: lvl2 Orochinagi hits once after LK launcher kicks then hits one more time after the cancel, which causes the first kick of the DP+HK to miss but the other two hits juggle; it's possible to use more impressive links in this combo but it's kind of cool the way it is because people will see it and realize that it's actually practical and useful for real matches despite the tough lvl2 Orochinagi timing
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- new Screenshot every Thursday
- new Strategy Article every Saturday
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comedisdegno
Newbie
3 Posts
Location: Antarctica
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03-18-2005 14:36 GMT
- #7503
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Cool thread. Just in case you're interested in something else rather than CVS2, i'd have some ideas to develop for older unknown snk titles. To start with, something i worked on a couple of months ago:
DOUBLE DRAGON, Neo Geo
Amon vs xy (Maria or Amon, maybe?), both chars close, about mid screen
AMON double jumps vertically
as Amon jumps the opponent walks behind him and jumps vertically
at the peak of the double jump Amon performs his b,db,d+D
the opponent (jumping and being behind Amon, just a bit lower) performs a weak attack with high vertical range
-> the normal interrupts the b,db,d+D as soon as possible
-> the enemy should been as low as possible in order to land fast (timing the attack so that he\her is on the way down)
at this point the enemy lands (way before the hit-and-stunned Amon) and performs a move that make him\her dash fastly forward (in this case, toward the falling shoryukens - ex, Marian's ch. back, forward+D or Amon's ch.b,f+D -> tap D)
the airborne Amon does another double jump, recovering from stun, and immediately performs a hcf+2 buttons (his teleport DM)
in the meanwhile the enemy, dashing forward with the special move, ends beneath the shoryukens' rain and gets hit once or more times
Amon's air teleport connects! (note this is not possible otherwise...)
The hard part here is not the execution (not telling it's easy, though), rather finding a way to avoid this weird effect: right as Amon double jumps and recovers, the opponent BECOMES TOTALLY INVINCIBLE for a fraction of second. This way the combo doesn't work, since the shoryukens don't connect or connect to early.
I tried various setups, various chars as opponents (Marian and Amon himself should be the best choices, due to their combination of vertical jump A and charge back, forward+X), even some kind of buffer when recovering (HCF, UF+2X to recover and execute the move at the same time), but nothing worked. It MUST work, it's a matter of milliseconds after all, but i'm not patient enough to try again.
This post was edited by comedisdegno (03-18-2005 14:54 GMT, --- ago)
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T7-Nana
Newbie
4 Posts
Location: United Kingdom
London
Occupation: Student
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03-19-2005 05:35 GMT
- #7558
IP:
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I've got a lot of ideas, but some of them are hardly doable without programmable stick. For those that are very possible:
Ryo vs Rolento- Ryo does Crazy Hands, Rolento interrupts with Steel Rain, Ryo does Throw, which comboes. On an opponent who looks like he's in the air.
I've done a list like almost 2 years ago or so-
CvS2 Combos
A-Shin Akuma *
midscreen : j.mp xx air fireball infinite, get enemy to corner
before he gets dizzied, walk up, CC, [s.lp, walk forward] x 31 ,
s.lp( out-of-CC) xx qcb+lk, dp+lp , teleport behind enemy,
push him away from corner a little, j.mp xx air fireball infinite, CC,.bla.. yay, a CC infinite
A-Iori vs Yamazaki*
CC, [j.mp x8] x4 , land-> 1)Maiden Masher 2) Out-of-CC s.lp,s.lp,s.lp,c.hp xx qcb+p x3
Advanced version my be to combo into the CC with Fireball overtaking, j.hp, s.lp, CC
Chun-Li vs. Gief
j.d+mk x4
Use for A Groove Dizzy? would be nice if you could even link a j.d+mk off Lightning Legs
A-Kyosuke vs. Yamazaki*
CC, [j.mk x 8 or so] x4 , qcb x 2 +P sj lp>lk>mp>hp>hk
A-Morrigan vs. Yamazaki*
CC, [j.mk x 8 or so] x4 ,end with out of CC Ground Chain Combo or lv1 super
C-Yun vs. Rolento
Counter Hit j.hp, s.hp xx qcf x2 +mk xx hp dp, [ s.mk sj whiff df+lk] x 2 ,
s.mk sj lp>t+hp
(enemy dizzy), superjump back hk, whiff dp+hk, whiff qcf+lp, sj in lp>f+hp,
s.lp, s.lp, s.lp xx qcf x 2+mk xx dp+p, [ s.mk sj whiff df+lk] x 2 ,
s.mk sj lp>t+hp = 50Hits
Might be possible without counterhit, if the s.hp is replaced by c.mp, c.hp
A-Ken vs. 60 Stun oppponent
Counter Hit j.hp , s.hk xx mp dp, CC , [ lp dp xx qcb+lp] x 7 , s.mp,
hp dp( first hit in CC, others outside), enemy dizzy, j.hp, s.hk xx hp dp
=20Hits
K-Balrog vs 80 Stun opponent
Counter Hit 3P Final TAP, c.lp , c.lp xx hp Headbutt, enemy dizzy,
meaty 3K Final TAP, s.lp xx Gigaton Punch
=15Hits
N-Yun vs Dan
qcb x 2+P vs last hit of Dan Taunt Super, Break Stock, s.mk sj qcb x 2+ K
=17Hits
C-Guile vs Gief
75% Screen distance Jab Sonic Boom, sj hp, c.lp, c.lp,
c.lk xx Lv2 Total Wipeout xx Jab Sonic Boom, Lv1 Somersault Justice
=14Hits
C-Guile
enemy cornered, jumping: Lv2 Total Wipeout xx Whiff Sonic Boom, c.hp
=2Hits
Maybe use f+hk , or jumping attack ?
C-Akuma
[about halfscreen distance to cornered 70stunner: lp air fireball, j.hp,
close s.lp, close s.lp, far s.lp, d+hk xx qcb+ lk (1hit), dp+lp,
qcf x 2+ mp (1hit) xx hcb + lp, dp+hp] x2, maybe with one whiff Tatsumaki
in between to build meter
=22Hits
Maybe instead of repeating the sequence swap the c.hk xx qcb+lk with
c.mk xx hcb+ P Not sure which red fireball will connect under
which circumstances, so that still needs testing
A-Akuma
halfscreen distance lp air fireball, j.hp, s.lp, s.lp
s.lp, c.hk xx qcb+lk(1hit),dp+lp , CC , s.lp, walk
back, s.lp, walk back, hcb+hp, [d+mp, hcb+hp] x5
qcf+hp/hcb+lp (hits out of CC) , enemy dizzy,
jump back whiff tatsumaki, whiff tatsumaki,
halfscreen distance lp air fireball, j.hp, s.lp, s.lp
s.lp, c.hk xx qcb+lk(1hit),dp+lp, qcf x2 +lp
That was off memory. Dunno if it works out that way exactly, but it`s definitely possible to get 50 Hits,
even without the Lv1
A-Terry vs RolentoApproximately Fullscreen Distance qcf+lp(Steel Rain Interrupt), dash forward,
Superjump in hk,d+lp
xx hp Rising Tackle, CC, lk,lk, hp Rising Tackle, [lk,hp Rising Tackle] x3 , Buster Wolf,
hp Rising Tackle,
enemy dizzy, Jump in hk, d+lp xx hp Rising Tackle
60 Hits
A-Akuma vs 60Stun
Halfscreen lp air fireball, jump in hp, close s.lp, close s.lp, far s.lp, c.hk xx qcb +lk (1hit),
dp+lp, CC, s.lp, walk back, s.lp, walk back,
[hcb+hp,s.mp]until meter runs out, qcb +hp
(out-off-CC), enemy dizzy, walk back,
halfscreen
lp air fireball, jump in hp, close s.lp,
close s.lp, far s.lp, c.hk xx qcb+lk(1hit), dp+lp ,
maybe tack on lv1 super if meter can
be reloaded during dizzy
50Hits(without super)
* not performed to an extent which allows me to be 100% sure that it works
well, ok, I don't play CvS2 anymore, so do whatever you want with these ideas
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