In life, there are few things that are truly worth bumping.
Here is a list of them:
- fists
- uglies
- rap music
- this thread
In life, there are few things that are truly worth bumping.
Here is a list of them:
i donât get why you bolded it. is puto a type of putty? ill think of comebacks later, to tired. happy thanksgiving, be grateful you met me. Iâm thankful for your program pad
Mexican here.
Puto is like saying Faggot, or Asshole.
Baited like a pescado
Letâs raise the level of discussion a bit shall we?
What is your favorite combo in all of the Meikyousisui series? By favorite i mean, which one is the most memorable for you?
If you have any questions regarding your favorite combo, post them and Iâll answer what I can.
tutorial on how to do 0:49-0:53
Im guessing you mean the Captain Commando thing.
[media=youtube]VosVwZ8bEBQ[/media]
The dummy canât be hit while standing for a short amount of time after the Raging Demon finishes. Bisonâs assist OTGs Sentinel and Akuma does 236+PP, however, Sentinel is invincible for a short time so he is able to fly behind Akuma without being hit. In the case of Seed0307, Captain Commando went into block animation, but there was no hit stop from the super. As a result, Captain Commando was able to cancel out his block animation directly into the Captain Corridor.
Magnetro: my all time favorite is Volume 6⌠=)
Yep, a lot of people like that one for its editing. Itâs still a really good video (for the editing and combos).
I wanted to talk about some stuff from the [media=youtube]XAE781xmHLc#t=1m1s"[/media]. The part of the relaunch is possible by hand. When I first saw that combo, I tried to do the relaunch for a bit. The hardest part is figuring out which teleport is used so that she can follow up. Eventually I found that it was the LP-Teleport that Spiral used to go up there. From there, itâs just timing. Speed-up is necessary in order to bring the dummy down. I still think itâs one of the most visually impressive combos Iâve ever seen.
Off the top of my head, my favorites are the Wolverine combo at the end of Meik 7, the Anakaris combo in Meik 8, and my #1 from the proper Meikyousisui series is definitely the Venom/Gief Support Assist combo on Roll in Vol. 11.
Oh, and by âoff the top of my headâ I mean based on having just watched them all again. I need to watch the the DVD teasers again to see if anything tops these.
For me, what constitutes a really good combo in a video usually is when something that I didnât know worked is showcased within the combo. But I remember watching the Meikyousisui Vol. 2 when it came out and watching that fucken Omega Red combo a million times @.@ Omega Red is probably my favorite character in Marvel and I used to play him a ton, but that combo alone had 6 things in particular that I didnât know were possible:
0:56 - air combo to coil, falling with a jab and rejumping with jab to continue the combo
0:57 - switching sides so that Omegaâs back is to the corner
1:00 - air combo down into infinite
1:03 - coil, throw down, then OTG with a falling jab wowow
1:04 - st jab st strong juggling
1:06 - coil infinite, still no fucken clue how you do this
Yeah this combo is still my favorite to this day. Looking forward to the DVD when itâs released.
Clock
Man, this DVD is free?I never imagined all that goodness could be freeâŚnow it is truly priceless.
As for my favorite Meikyo Sisui combo, I canât comment, I have only watched up to maybe 4 at the moment. But I do like the combo he did with Hayato in I think 3, Hayato was one of my dudes when I played Marvel years ago and itâs nice to see something so good from him despite his low-tier status
Volume 4: One of my favorite combos is the Cable combo, though it looks pretty typical and itâs been done over and over in other combo vids. This combo starts get interesting @ 1:54.
I love how he jumps up with a super jump fierce to make him fall quicker and follows with another fierce on the way down followed by a stun grenade.
Then @ 2:00 he juggles Doom with a Doom assist followed by 3 jumping fierces. Juggling at itâs best (minus infinites).
Volume 6: I particularly like the Guile 8 sonic boom combo, thought it was pretty clever how he used the spacing and how tight the timing was. Also, love the editing of the Servebot/Sabretooth/Gambit combo. Who wouldâve thought the opponent would get dizzy? Genius I say, ending it with the 3 kinetic cards xxx Royal Flush, then cut!
Volume 7: Charlie/Thanos/Psylocke combo, I was highly impressed by the fact Joo was able to call out the Thanos assist TWICE, cuz the first one didnât connect yet. Beautifully done.
Doom Combo starting @ 2:54 where he calls out the Spiral assist twice again!
The magneto combo in there was also impressive.
Volume 8: the Son son combo where he does the s.rh twice @ 4:04 was superb. Not to mention the juggling with his uppercut. Too fucking good!
Volume 9: Iron man Combo @ 3:35 he does smart bomb, one connects, @ 3:37, the second one connects. Timing must be so crucial, much respect on that.
Yeah, Hayato has some truly unique combos that employ a lot of engine mechanics. He doesnât look like any of the big four in terms of combos. His stuff is all plasma series and engine mechanics. Joo is going to be ordering the dvd combos in alphabetical order. However, the ones that have more than combo will be ordered by how much he likes them. So for instance, Cyclops has like 7 combos, his favorite one is the one that is partly shown in the DVD preview. As such, itâs going to be the last Cyclops combo shown. This method of ordering gives people an insight into what he thinks is cool. So for the Hayato combo, itâs interesting to see which one he thinks is cool.
Yeah, that was interesting to see, still, there is a lot more Cable-Doom stuff thatâs possible. A Japanese player by the name Mosh put out a small Cable-Doom video. Itâs nothing but cable-doom stuff pretty much. http://magnetro.com/Mosh.Doom.AAA.mpg
Im really amazed that he got the perfect spacing for Servbot and Gambitâs supers. Gambits super had to juggle exactly three times at the exact right spot. I really like the editing too. Everything matched up just right.
Oh yeah! One of the very first things I asked joo when I met him was how he did that combo. Back then I wasnât aware exactly why the screen was moving like that. He kind of shows it at the beginning. Anyway, i always love seeing double assist stuff like that. In volume four, he showed the concept of being able to call out multiple assists in one combo if you dhc into them before they hit. So he called out Vegaâs delayed explosion fireball, then before it hit in the combo, he dhced into Vega so when it hit, it didnt count as an assist. Strictly speaking, it counted as Vegaâs attack.
The thing I never realized about the Doom-Spiral combo was that since spiral was offscreen when her assist was present, she left faster after she recovered. THis allowed doom to call her again. Apparently, if she wasnât offscreen, doom wouldnt be able to call her again because the animation of her leaving would be enough time for the swords to hit. So since she is offscreen during th ecombo, she goes back instanlty, doing away with like 12 frames of animation.
The DVD version of this combo is so amazing. Itâs probably my favorite one. There is so much amazing stuff in that combo. Everything is logically pieced together so that the combo is as long as possible. There are no wasted inputs. Seriously amazing stuff. Still, the volume8-version of the combo is crazy. The wall kick follow up and the late hitting uppecut are really creative.
Another possible favorite combo. Again, the DVD version of this combo has way more stuff I had no idea was possible. I really like that idea, using the proportional spacing during flight to get stuff to combo.
So I get the impression this is going to be online only. Will there, in fact, be a DVD or no?
you misunderstood the combo. its the one where characters are doing moves in the air.
-thanks for dinner
Yes, itâll be a downloadable DVD ISO and itâll also be on Youtube. I should change the first post.
Ohh ok.
Hahaha, jerk.
OK
first post updated
http://forums.shoryuken.com/showpost.php?p=5195900&postcount=1
Also, regarding positioning. This is what separates difficult and extremely difficult games.
Since marvel has air combos with basically no limitations, programming something very amazing is very difficult to do.
My favorite example of this is the DVD Preview combo of [media=youtube]XAE781xmHLc#t=2m1s"[/media]
Chun-Li even calls Colossus assist to keep Juggernaut from falling away from her J.LPâs range! THe craziest thing is that Colossus doesnât even hit. This allowed her to continue her combo into the corner and call Hulkâs Y assist to hit Juggernaut back up while she corner jumped.
Sometimes, just the positioning working out at the end or at a specific point of the combo is an amazing feat in itself. There is also a lot of interesting links and what not occurring.
Programming all this stuff frame by frame gives you that freedom, however, frame by frame means thousands of variables to test. So coming back to the Meikyousisui series, I would suggest peopole watch them again and see the crazy positioning in some of the combos from 8-11.
[media=youtube]aHH4jXFO89E#t=3m55s"[/media]Thanos was called so that Chunliâs S.HK would break Juggernautâs super armor. However, since itâs not a comob, thanos doesnât count.
Itâs very easy for a long mvc2 combo to cause an eyes glaze over reaction from me, where my brain canât keep track all the things going on and stops working. So Iâm grateful for the explanation videos youâre doing. Will they be part of the dvd iso or just a playlist on youtube?
its nice that you right all this but very sad that 99% of people reading it donât give a shit (ya i cussed, bookmark it) or donât know what you are talking about. you and joo mama spend so much time on explaining it which sucks because only 1% care. I can even name the 1%, you, me, joo, fanatiq, BB Hood, and BHK.
The rest of the community will ignore it or post their thought even though deep down they donât know what they are talking about.
-Soc. Major