Before you tear me up, I wasn’t kidding when I said Basic Combos, theres a metric ton more that you can do in the game than what’s shown here. There are better starter chains than what I used for some things in here and a bunch of the combos could be extended a bit. Hopefully after I get my own video capture card I can make a better video showing the bigger combos I’m finding.
Basically I just wanted to show people what the game looks like and show what types of combos you can expect from it. Hopefully it’ll let you know if you’re gonna want to try the game out or not.
Here’s some info on the setup. All the combos are done with 1-Hit Guard on and with Counter Hits off, well except the last one where I show what kind of cheese you can do if your opponent doesn’t know how to safe fall.
Ive only skimmed this thread at best so if its been talked about then dont pay attention.
But anyway kyos shoryuken finish at the end of the hp flame combo seems to have a SF1ish effect to it. In that its acctualy able to hit a shit load of times more then it should. Ive gotten 4 hits from just the shoryuken a row. The whole flame punch combo should hit 7 if done correctly. You sorta gotta be near the corner and what happens is you get the shoryuken and hit its twice then the person bounces off wall hits shoryuken again(6hits) then bounce off again and hit the tail end of the flame yet again 7 hits.
Shit does massive damage liek almost 80 all alone. Of course its a tad hard to reproduce, but im sure if someone acctualy put time into the game they could find out like exact set ups anywhere on the screen and that kinda crap.
I thought Mukai was just asking what the current tiers are. Tiers are always present, even at the beginning of a game (though of course they’re much harder to figure out at the beginning), but they’re always subject to change.
as of right now myself and buktooth are collaberating as we find new things in this title(earlier i broke the “wall bounce 3 hit limit” rule w/terry).
if you guys wanna try somethin funny, whif a sj fk with yuri so it goes right over their head, land, and do the fp throw. the opp should be knocked THROUGH you in the opposite direction.
-if anyone else would like to drop some combo nuggets of destruction for me to test out, feel free. i’ll give credit to whoever in the upcoming vid-
-Athena
Connect with pretty much anything in the corner and she can do 95~100% damage using 1 meter on the crystal fist glitch. She also has a solid 92 damage (sometimes 128 damage) trip combo with 1 meter that puts your opponent at the wall.
-Seth
All his combos do 100+ damage with two or three meters. The real point is he can do big damage from many different situations and has far more combo flexibility than any other character. At the moment, a lot of his combos get messed up at the wall but I’m sure there will be ways around it.
Weak
Anyone who can’t do at least ~70 damage off a sweep (Iori, Yuri, etc). Because too many moves in this game lose to the sweep.
K’s sweep combo is only possible from kind of up close. The combo is also pretty difficult, and his sweep is kind of underwhelming. AFAIK, his ground game consists of mainly spamming max range ein triggers.
Yes, prolly a little too early to throw out a tier list, but here’s mine:
I thought Mukai was just asking what the current tiers are. Tiers are always present, even at the beginning of a game (though of course they’re much harder to figure out at the beginning), but they’re always subject to change.
LOL, no. I’m suggesting that SNK games are basically broken out of the box. look at kof 2003<----wow. or maybe svc<-----jeez. and then there’s this game <----whoa. Broken down with in a matter of days, or actually hours, LOL. SNK needs to step their game up, they are seriously slacking. It seems with every new game they release, something really stupid makes the game unplayable. BUT i’m sure kof:mi is a decent single player game, or game just to have fun messing around. From what everyone is posting the game sounds crazy
again ive only skimmed this thread at best so if its been talked about before then never mind…
-ok never mind it seems iori also have the ability to hit way more then it looks like with his shoryuken lol. Ive juggled with a couple and got 6 hits fairly easily. While the move seems like it only hits twice in the first place in this game shrug…
-also there seems to be a bug ala MK or GG where you can stick the opponent back to the ground after being in the air. This has happened randomly enough to the point where i belive there is probably a good way of acctualy doing this if knew how and im sure it could probably create a few infinites. I sorta ASSUME it has something to do with that after 10 hit crap but i cant be sure. Latest combo I did it with was something like…
Iori hk,hp,hk, dp+hp(3 hits),dp+hp(3 hits), then stand hp X2. The second hp casued the opponent to just be standing there. So I assume i could went right back into another combo etc. But I was really just mashign on shoryuken like a mother fucker when I did it thats why i got the stand hpX2 in the first place shrug. Ive also done things like this with kyo mutlipy times. Just not sure how…
Anyway yea umm if its old sorry, again i only skimmed thread and have only played for few hours at best.