Forums > Combo Videos Discussion > Ideas for New Combo Videos
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Symbiote
Bronze Member
11 Posts

Location: United States
FL
Occupation: Artist
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03-21-2005 21:40 GMT
- #7693
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Quote Juan Fra :
Just wondering, could anyone post a feedback about my combos?? :blush Any comments or suggestions will be appreciated so I can improve them and the ones Iīll post later.
Thanks. :D
Well, I did wanna comment on this one in particular since I tried it out:
Quote 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.
First, I found that a cross up HK is easier to land, plus it does more damage. Though, I'm wondering is instead of doing a lv3 Shining Knuckle (for C-Groove at least), How about doing a Lv2 Shining Knuckle into a Lv1 Shining Knuckle.
Also, I know this may not work, but will a Deadly Rave (HCB, F+LK) connect after the QCF+HP?
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Symbiote
Bronze Member
11 Posts

Location: United States
FL
Occupation: Artist
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03-21-2005 21:53 GMT
- #7695
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Okay, I think I'm on the verge of making a A-Groove Yun combo that dizzies. Unfortunately, it will only work on Rolento (Because it involves the Throw get-up glitch). Here's what I have so far:
setup: Corner, Rolento Only.
combo: j.HK, c.MP x 2, QCF+HP, Activate CC, Get up Throw HP, Get up Throw HCB+LK (Back to Corner) c.JP, c.LK, c.MK, c.HK, Dash-in, Get up Throw HCB+LK, (Facing Corner).
Now this is where I get to. What I need to make, is a way to finish the CC with the opponent airborne and able to be juggled with Yun's DP+P move (the shoulder charge). BUT, I need the Shoulder to hit AFTER the CC ends so the Stun Damage will take effect. That way, it an be followed up with:
s.MK xx Super Jump, DF+LK, land, s.MK xx Super Jump, j.LP -> j. F+HP.
The above combo (with the Shoulder Charge) will do enough Stun damage to dizzy (the Initial Jump in will do 35 Stun points, and the Shoulder Re-jump combo will do over 25 stun points, thus making it dizzy Rolento's 60 Stun rating).
So, any Suggestions or ideas that I can try?
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Symbiote
Bronze Member
11 Posts

Location: United States
FL
Occupation: Artist
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03-22-2005 17:50 GMT
- #7862
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Quote Juan Fra :
About the Yun combo:
Iīve came up with a similar combo, however, it only does 53 pt stun since I suck at the whiffed jumping kick. The problem with your combo is that the shoulder doesnīt juggle after the CC or at least I havenīt been able to do so.
Yeah, I've tried various enders to the CC that can be canceled into the shoulder charge, but every one of them whiff. Though, I think I may have come up with an Alternative (I got the idea from Sai-Rec's vid):
setup: Corner, Rolento Only.
combo: j.HK, c.MP x 2, QCF+HP, Activate CC, Get up Throw HP, Get up Throw HCB+LK (Back to Corner) c.JP, c.LK, c.MK, c.HK, Dash-in, Get up Throw HCB+LK, (Facing Corner) Possible Alternative c.LP, s.MP, s.HP, s.HK(Far) xx HP Shoulder Charge, CC ends, s.MK xx Super Jump, DF+LK (whiff), Land, LP Shoulder Charge, s.MK xx Super Jump, j.LP-> j.F+HP.
This may or may not work. I'm not entirely sure the LP shoulder charge after the whiffed dive kick will connect, but it have before in other combos. So, I don't see why it wouldn't here. It's just really hard to do.
This is just an idea that I will try out later. Anyone wanna try it out, go for it. Let me know what you get. It should dizzy, plus give a good ammount of energy restocked.
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Majestros
PLUS Member
28 Posts
Location: United States
Los Angeles, CA
Occupation:
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03-27-2005 21:00 GMT
- #8042
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T7: That's not accurate, CvS2 CC moves don't work like that. Projectiles are the exception because once they are created during CC, they retain their infinite juggle properties. All other moves lose the juggle properties as soon as the CC ends. Sagat's HP Uppercut doesn't juggle after CC because of the CC but because its internal juggles work by creating time-limited juggle potentials after every hit. It's got nothing to do with juggle potential so the CC juggle potential boost (or lack thereof) doesn't affect it. Those Yun juggles are really difficult and i don't think it's worth the effort unless you can figure out a way to get that MP/HP shoulder to hit outside of CC. I tried a few things but couldn't come up with anything, sorry.
CvS S-Ryo vs Kim
setup: Ryo's back almot touching corner, Kim almost touching Ryo, Ryo's health down to flashing and his meter one pixel away from full
combo: Ryo does lvl1 super FB and Kim does lvl1 rush super and the spacing makes them trade but the second hit of Ryo's lvl1 super FB whiffs, then Ryo does far s.HK xx lvl3 super FB or lvl3 rush super
comments: if the spacing is correct, Kim pushes Ryo back into the corner before getting hit, which causes the second hit of the super FB to just barely whiff so Kim doesn't get knocked down, and Ryo recovers first so he has time to combo after the trade with s.HK (which is super-cancelable); Kim hitting Ryo after the lvl1 causes Ryo's S-Groove meter to hit max
The above combo is gonna look kind of like the S-Ryo vs Iori combo in my Reversal Combos vid, except that Ryo is interrupted by Kim and not by a projectile, so he recovers way faster.
http://sonichurricane.com/media/cvs2reversal.html
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Majestros
PLUS Member
28 Posts
Location: United States
Los Angeles, CA
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04-26-2005 15:07 GMT
- #9008
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Quote T7-Nana :
I could swear that there's other ways to juggle out-of-cc then infinite juggle potential or projectiles. I did it with Yun's shoulder a few times, starting in the CC and juggling outside of it. I don't want to theorize how though. Btw, Maj, the memcard has a out-of-cc juggle.
There are a few instances of it happening, but it's never due to an extended infinite juggle potential effect. It works with Ken and Sagat's uppercuts because those juggle by creating temporary juggle setups with every hit which have nothing to do with juggle counts/potentials. So if the first hit of the DP connects while you're in CC, the rest are going to connect even if the CC ends. However, uppercuts that work by using straight up juggle potentials like Joe and Akuma's DPs will never juggle outside of CC if the juggle count is above 2 or whatever. The other exception is projectiles, which is the only case of something retaining infinite CC juggle potential after CC ends, but they have to actually be created during the CC. It's not enough to just start the fireball animation during CC. If it's not out by the time CC ends, it's just a regular fireball.
My attempt at the Yun combo was to do s.MP -> s.HP -> B+HP xx shoulder and have the CC end just after the cancel into the shoulder. That chain is kind of weird because if you cancel it into super, it creates a free juggle setup. For example you can cancel it into his lvl1 Yang super and you'll get one hit out of it, but that thing has no juggle potential of its own. Anyway i tried to capitalize on that using CC, but i guess it either works only with super cancels or they shut off that property during CC to prevent this combo. Just like they reduce Haohmaru's s.HP damage big time during CC.
___________________________________________________________________________________________ http://sonichurricane.com
- new Combo Video or Technical Article every Tuesday
- new Screenshot every Thursday
- new Strategy Article every Saturday
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Robyrt
Newbie
2 Posts
Location: United States
University of Virginia
Occupation: Student
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05-05-2005 13:03 GMT
- #9323
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Although this thread is basically only CvS2 at the moment, I suppose this is as good a place as any to put out my plea for anyone with a good enough PC to capture video from DOSBox. I have loads and loads of combos, glitches, and whatnot for One Must Fall 2097 sitting in recorded-match format on my website - all you'd have to do is run DOSBox (which outputs through DirectX, meaning any Fraps-like screen capture program will get it) and hit play, no manual dexterity required. Those of us still hanging on to omf.com would be eternally grateful.
For the one of you who may understand this (Dasrik), I'm working on some crossup and/or wall-only stuff at the moment, like:
Thorn crossup (or left wall) jumpkick, K, df+P x2, Speed Kick
Flail jump punch (right wall only), b+K,P, Chains
Katana jumpkick, K,d+K,d+P, Blade (works on Thorn midscreen)
Pyros (vs. Thorn right wall only) jump punch, b+Px3,db+P (yes, that's four fierces in a row.)
Chronos crossup jumpkick vs fat characters, Px3, b+K (not easy.)
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AreYouOkay
Newbie
4 Posts
Location: Canada
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05-05-2005 18:07 GMT
- #9344
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I actually had the idea of doing a video featuring combos that can be performed with only one button. You can use the stick all you want, but you can only use 1 of the attack buttons. I'd probably limit it to games with 4 or more buttons, so it's less trivial, but it still brings up some interesting possibilities.
Ironically, the Vs. series will produce the shortest combos, whereas cvs2 will probably have the longest combos (because of lvl. 2 canceling). Still, x-men vs. street fighter has some 1 button infinites (good job capcom!), so those can be thrown in there. mvc2 will have slightly longer combos for characters w/ mp or mk launchers (omega red comes to mind. you could go j.lp -> j.lp, land, s.lp -> s.lp, jump, sj.lp -> sj.lp, sj.lp -> sj.lp blah blah maybe more i havent tried).
Anyway, here are some examples.
Marvel vs Capcom
War Machine HK. (aka the only flying 1-button combo)
vs. uh...someone without super armor.
J.U+Hk, land, Hk, Jump, Sj.U+Hk xx Fly (Hk), U+Hk
War Machine's the only char. i know of that can fly w/ only 1 button
cvs2
O. Iori Mp. vs. Anyone (in corner)
J. mp, Land, S.mp, Qcb+mp x 2, 2Qcf+mp xx Qcb+mp x 2 (just before the super leaves the ground. The 1st qcb+mp whiffs), qcb+mp, 2Qcf+mp
So if anyone has any ideas for combos, I'd love to have them. Also, if someone else already had this idea and made a video, please tell me so I'm not wasting my time. Thanks.
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Juan Fra
PLUS Member
228 Posts

Location: Mexico
Occupation: Student
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05-07-2005 17:15 GMT
- #9443
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CvS2
c-Chun-Li vs. Maki
Setup: corner and Chun almost on the other end, Maki bounce glitch.
QCF LP, hits Maki and she does her counter, super jump towards her timming to land a HP while you charge down, s.MP (1 Hit), Up + HK (Whirlind Kick), Maki bounces, QCF x 2 + GM, Down x 2 sec. Up + LK, QCF x 2 + LP.
21 Hits.
3rd Strike
Akuma vs. Urien/Gill
Setup: jumping oponnent.
While Urien/Gill is jumping, jump towards him and do QCB + HK so you hit him 3 times out of the air and land quickly, as soon as you land quickly do Down x 3 + 3P (Koungou Koretsu Zan).
11 Hits.
*The super has to be done real fast.
PS: Thanks Symbiote for bringing up the Maki Glitch. :D
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Juan Fra
PLUS Member
228 Posts

Location: Mexico
Occupation: Student
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05-29-2005 16:42 GMT
- #16119
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So hereīs my version to Symbiote A-Yunīs combo:
A-Yun vs Rolento.
Setup: Corner.
Combo: j.HK, c. MP, c.MP xx QCF + HP, CC, HCB + K (otg grab), s.LP, s.LK, s.MP, s.HP, DP + LP, QCF + HP, HCB + K (otg grab), s.LP, s.LK, s.MP, s.HP, DP + LP, DP + MP (must hit outside CC), s.MK, sj.LP -> F. HP, Rolento gets dizzy, sj.LP -> F. HP, s.LP, s.LK, s.MP xx QCF + HP.
27 Hits
This is the best I could get, because as Majestros explained, Yunīs Shoulder Charge canīt hit an airborne oponent. Hope it helps as template for a more advanced combo.
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Joey Crack
PLUS Member
94 Posts
Location: United States
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04-17-2006 13:22 GMT
- #23551
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Quote Shin Ace :
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.
Do those game freeze glitches work in the arcade version I wonder?
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