'RemixCombosOne' A new Combo video

I want to know about the TAP, also the one labeled “charge partitioning?”.

edit: Also, this may be old news to some but I’d like to know how you were able to charge for dictator’s super after jump strong x 2? I can never seem to have enough charge time for it.

are those all lk hot wings with Fei? I didnt know he could combo that many. Could you do super after two or three?

It’s all hit counting. You can basically only get three-hits of Chicken wings total. So if you get three Chicken Wings to hit once each, that works. If you get one to hit once and the next one to hit twice, you can’t get a third one anymore.

That’s the rule of “threes” with the Juggles in ST. Almost every move that Juggles has this property of getting three hits. Basically, a Juggle Move has to pop them into the air and you get two more free Juggles. So you can get Bison’s Jump Strong anti-air, and then Jump Strong x 2. Or you can get Bison’s Super (which pops them up at the end and Bison’s Super Juggles) and get two Jump Strongs after that. Rule of threes (which I refer to as Juggle Potential of Two, but that might just get more confusing if I explain it that way).

The other property that exists is a larger Juggle Count which applies to most Supers. It’s not quite as simple as that, but in general, they follow the rule of “six.” Which is why most Supers can Juggle so many hits. Sagat’s Fierce Tiger Uppercut also had this property in vanilla ST. Chun Li’s new Bird Kick has this property in HD Remix, thus the ability to completely destroy the opponent in the corner in Desk’s video.

However, Sirlin made one tweak to the Flame Kicks that breaks either of the rules above. He liked Chicken Wing into Flame Kicks so much that he added a “fourth hit” to the Flame Kicks so if an anti-air Chicken Wing connected with all three hits, you could STILL get one hit of the Flame Kick afterwards. So the Flame Kick is unique with it’s 3-hit Juggle Potential, allowing for the four flame kicks juggle also in Desk’s video.

  • James

Does the off the wall have to be meaty (early) for any normals to combo afterward?

From the moment you jump forward you need to IMMEDIATELY start charging backwards on the stick. Once the jumping strong punches connect you need to time your SUPER so that it comes out very quickly.

Depending on range, height of opposing character, distance to corner, sometimes only one SUPER scissor kick will connect as opposed to two.

Go into training mode and set the CPU to jump, then hit them with jumping strong X2 air combo and practice charging the SUPER as quickly as you can.

EDIT:

This video was incredible by the way, MAJOR props.

The dictator 11 hitter was flat out nasty. Will be going into training mode right now to test some of these out and see if I can do them consistently.

Ok, I think I get it. So flame kick has a unique property in this equation. So after the “4th hit” juggle flame kick, I would still be able to juggle super? Or only before the 3rd juggle hit?

EDIT- ok mn, just rewatched and saw the 4hit, then super.

Awesome stuff Desk! Really well done. :tup:

I’d love to hear a bit more thorough explanation of some of these things. The boxer stuff in particular has me baffled.

does the boxer glitch have anything to do with assigning multiple buttons to, say, jab? Then the code only locks out one of the buttons and not both? I wanna test it, but I’m stuck at work for a bit longer.

VF Four…yeah the claw dive hit pretty meaty before he linked the c.MK. Can’t hit them in their head and go for combos or nothing.

When you say meaty you really mean it…timing off the wall meaty is STRICT!

I can meaty Dictator’s low forward about 75% of the time but off the wall for Claw I need major practice as I rarely use Claw.

For the TAP, did you change which buttons were being used to charge the TAP while it was in the process of charging?

i’d just like to say i’m digging the snapshots of chuns combo before actually doing it, the shot selection of the 2 stills before akuma ko’s bison (i never noticed is prolonged falling over, how cool) and the general pacing of the content with the music.

I vaguely recall first watching cyber city on channel 4 way back when!

How do you get insta elec/etc?

I think the TAP thing is just a another button layout bug, Desk used Jab strong and rh and then did the TAP. He probably had an extra RH button set and held to workaround the TAP 2-button/3rd button disable rule.

I also think the same applies to the instant electricity/LL/HHS.

I’m not home right now so just a quick post.

The TAP thing isn’t a button config glitch, I’m using default controls on an EX2 stick. Having said that, using it in a real match would be very ghetto and largely pointless.

Jchensor is the man with the info it seems :slight_smile: I’m going to end up just repeating what he has already said, lol.

I’ll post up stuff when I get back later on today.

Great vid Desk.
What preceded (was the setup for) the Fei flame kick juggle?

yeah but they’re switched on by defaut which is crap.

I agree with all of that. Guile and Sagat also use that type of juggle but it’s impossible to exploit it because they can’t be hit out of their respective supers in time, as they’re both invulnerable until after the regular juggle portion (the 2nd half) connects.

I think the change to honda’s super is actually sufficient to stop it being broken because it’s very hard to avoid that last hit and recover in time to hit them. Hopefully the reports of the initial hit trading and honda being left in a position to do whatever he wants only apply to some online fluke.

no, it was done with normal controls.

If I use strong and fierce to charge the TAP, we already know I have access to jab untill boxer has charged to ‘TWO!’. However, if you rapid fire the jab (like you would when trying to stuff a blanka ball or torpedo) you can link them together indefinitely, completely negating the cut off point. This is not that useful in general gameplay because you are stuck, standing there, mashing jab. I do think it has 1 or 2 applications but it’s not game breaking (well no more so than allowing him access to that extra button at all).

Thanks dude! I remember trying to stay up to watch ‘cyber city’ and later ‘legend of the 4 kings’ on c4 back in the day, lol. And I completely agree about the cyber city music. We should totally hang out more!

The insta-specials are pure execution, no tricks. I remember being hella confused the very first time I picked chun and it started happening all over the place because I’m so used to triple tapping buttons.

For chun and blanka I just piano whichever strength I want but for honda I find it easier to kara a st. roundhouse into slaps. So it would be…

st. roundhouse~fierce x 3

hey dude! X)

The set-up is just having sim jump when he’s very slightly out of the corner. Random info, all of the flame kicks were done as if fei is facing left.

It looks like you juggled two SBKs with Chun for five hits? How did you do that, and how feasible is it to land such a setup?

Gotcha. I found this glitch in the first few days of HDR when I saw Honda’s super trade with a Blanka jumping short and hands combo right after, but I assumed this had something to do with a property of the hands rather than of the super. Good to know.

One that immediately comes to mind: Boxer playing defense against a Honda, rapid fire standing jab to beat slaps and headbutt while having access to antiair kick rush punches to beat Honda jumping up from far away and charging up a huge tap.

That was awesome, man. :smile:

It can always juggle for 5 hits, it’s like ST Sagats fierce dp. However it’s very difficult to get 2 to combo because it takes so long to recover from. You can actually get a single SBK to hit 4 times if you land it right (best against blanka).

you had this happen offline? I tried that exact set-up for some time with no results. Either honda would be knocked over or the super wouldn’t connect. I was actually convinced that it was impossible because his invincibility overlaps the frames when he becomes airborn. Meaning you couldn’t possibly trade and remain standing. So I had to assume that it was an online only thing.

Couple of things I forgot to mention.

The relevance of the short shin akuma clip in the trailer was that he threw out a regular and remix fireball one after the other. Also, the crappy guile combo into super in the full vid was showing that you can cacnel into super using the new motion, no fancy renda-cancelling required. You can just combo right into it.

I also have a majestros inspired combo challenge for anyone who’s interested :slight_smile: Remix mode, training mode, pick dhalsim then cancel any move into his super.

For the non-super Honda combo, was that crossup jump-foreward then down+MK > close standing LP>close standing>LP> crouching LK>standing HK~ kara~LP HHS

So after the crossup you press LP>LP>d+LK>HK>LP>LP…?

One time I was able to combo two crouching shorts into Headbutt. I think it was Fierce. How would I do this reliably? Was/is it a kara? something like cr. LK>cr. LK>s. HK(kara)>Headbutt?

What are the rules for canceling into a headbutt, slaps or the super?

Is it possible to do something like crossup followed by standing jabs followed by a crouching kick or two into non-super headbutt? Are similiar combo’s allowed off the standing strong 2-hitter?

Also is it possible to combo the roundhouse after anything but a jumping hit? It would be nice if Honda had some guarentee knockdown combo’s longer than 2 hits, or to be able to end a combo with a 2-hit roundhouse instead of a fierce.

I know this is a lot of combo questions, but I think I may have found the right place to ask.