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.