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Symbiote

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 03-21-2005 21:40 GMT - #7693    IP:

 
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

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 03-21-2005 21:53 GMT - #7695    IP:

 
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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Juan Fra

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 03-21-2005 23:18 GMT - #7703    IP:

 
About the Rock combo:
Oh yes you can change the Lv3 super for the Lv2 canceled, but it is a little more difficult though. I used the Lv3 because it kinda looks cooler.
As for the Deadly Rave, well I donīt its possible, but I can give it a try.

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.

 

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Symbiote

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 03-22-2005 17:50 GMT - #7862    IP:

 
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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T7-Nana

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 03-25-2005 06:05 GMT - #7948    IP:

 
The shoulder can juggle after a CC., if it is started just before the CC ends. Everything that's done during CCs can juggle, even after the CC finished. You can have one character be in the corner activate CC, then just before it ends do a slow projectile, maybe interrupted by rolento's steel rain. Then overtake the projectile and do juggles with it that usually wouldn't work.

The Double shoulder thing works on some characters, but it's close to programmable stick material.

 

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Majestros

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 03-27-2005 21:00 GMT - #8042    IP:

 
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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ShinjiGohan

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 03-29-2005 20:08 GMT - #8147    IP:

 
Quote
Majestros :
snip from first post



I'd be willing to help had it been EX related :-\. Though if you have any ideas, besure to tell me, and Jester and I will see what we can do.

 

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T7-Nana

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 04-22-2005 04:54 GMT - #8865    IP:

 
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.

 

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BlazeD

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Send PM Weblog 03-07-2005

 04-22-2005 05:47 GMT - #8867    IP:

 
Quote
ShinjiGohan :
Quote
Majestros :
snip from first post



I'd be willing to help had it been EX related :-\. Though if you have any ideas, besure to tell me, and Jester and I will see what we can do.



Nice, I need some EX videos for the Hall of Fame. Send me yours as well as the best ones that are out there when you get a chance =]

 

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Majestros

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Send PM

 04-26-2005 15:07 GMT - #9008    IP:

 
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.

 

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Symbiote

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 05-02-2005 11:54 GMT - #9199    IP:

 
C-Vega/Balrog vs C-Maki only
Setup: Corner, Maki Counter Bounce Glitch
combo: Vega does a far MP and Maki does her C-Counter. Rolls in. As Maki Lands from her counter: c.MP xx FP Claw Roll, Claw Roll ends and Maki begins to lift off the ground. Lv2 Flip Kick Super xx MK Flip Kick (has to be canceled out of the Super after the send flip), Lv1 Flip Kick Super.
16 Hits, 7170 Damage

K-Rugal vs Sagat
Setup: Rugal's back is to the corner, Sagat is a few steps away
Combo: Rugal Throws a Reppuken and Sagat does a s.FP. They trade hits but Sagat get's hit later as the Reppuken goes under his Punch. The Punch causes Rugal to Max his guage and He recovers before Sagat (since the Reppuken hits later) and does his LV3 Slam Super.
I actually had the CPU do this to me. Basic, but looked cool.

I got a couple of Evil Ryu and Gouki combos that I'll post later. I'd post them now, but I'm late for work.

 

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Robyrt

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 05-05-2005 13:03 GMT - #9323    IP:

 
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

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 05-05-2005 18:07 GMT - #9344    IP:

 
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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AreYouOkay

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 05-05-2005 23:32 GMT - #9362    IP:

 
Sorry, the Iori combo is wrong. Anyway, it should be:

Q..cb+mp x 2, C.MP xx 2qcf+mp xx qcb+mp x 2....etc.

 

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Juan Fra

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 05-07-2005 17:15 GMT - #9443    IP:

 
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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BB Hood

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Send PM Weblog 03-04-2005

 05-15-2005 14:16 GMT - #9710    IP:

 
This seems like a great idea and i think I am willing to work with it instead of Combotition. I'll see how I feel about it later in a few days, I don't want to get eager about it since I think this is hard to do because of the variety of fighting games that are going to be in it. I'll try my best to get this thing in production if it hasn't already I don't correct me if I am wrong. Anyways thanks Battousai for pointing this out for me as an alternative.

 

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Juan Fra

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 05-29-2005 16:42 GMT - #16119    IP:

 
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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Majestros

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 07-05-2005 00:13 GMT - #16908    IP:

 
So is anyone working on this? BB Hood?

 

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BB Hood

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 07-05-2005 00:55 GMT - #16909    IP:

 
Sorry, I changed my mind. I got other things to do. I might(that's a big might) have Combotition instead because there is a lot less work involved. I want this thing to happen though. It will take a lot of work.

 

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kenryuakuma

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Send PM Weblog 07-04-2006

 08-07-2005 21:23 GMT - #17637    IP:

 
C'mon Blazed put one of the vids of Jchensor's up. I just can't wait to watch those damn videos.

 

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draculax

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 03-04-2006 16:02 GMT - #22032    IP:

 
i got hella EX groove shit for ya guys if you want it....now i just need a capture card.....

 

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combometro

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 03-30-2006 16:25 GMT - #22939    IP:

 
hi people I want want to know how i put videos in this web:THANKS, in spanish please

 

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Joey Crack

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 04-17-2006 13:22 GMT - #23551    IP:

 
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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dogboykiba

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 06-13-2006 22:44 GMT - #26362    IP:

 
Any Hibiki A-Groove combos?

 

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clark

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 02-05-2007 15:20 GMT - #33394    IP:

 
he you go end si my new video
http://www.youtube.com/watch?v=PvMnYPvjKec

 

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eko

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 02-05-2007 17:02 GMT - #33397    IP:

 
Quote
clark :
he you go end si my new video
http://www.youtube.com/watch?v=PvMnYPvjKec


Liked that Kyo combo it looked like it could've become a Task Over combo...

 

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Supra_Fast

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 02-22-2007 20:52 GMT - #34014    IP:

 
Glitches!!!!

 

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vashking

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 02-23-2010 06:40 GMT - #39491    IP:

 
O_o, really ????

 

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