I like this thread, keep up the good work.
Hey James, what were we gonna call that weird Adon clip at 1:58? I remember there was a planned text caption that wound up getting discarded, but i forget what it was supposed to say.
KoF2003 Combo Video by azu573
homepage: http://azu573.sakura.ne.jp
(download link shouldn’t be too hard to find - just hover the mouse over half dozen or so links and look for the one that has avi extension)
commentary:
All of that azu573 guy’s videos look to be really good and T-7 is involved somehow, but i don’t play KoF so i don’t know what’s up. In fact, it looks like almost the whole video is based on a bunch of OTG glitches against Duolon’s shadow form. Anyone have any idea what’s going on? Maybe it’s actually possible to hit those shadows, which makes it possible to land more hits after he’s actually fallen down because his shadows haven’t hit the floor yet. KoF games have always had the most bootleg glitches.
Anyway you should also check out the KoFNW combo videos. He’s got a couple of really cool ideas thrown in those. For instance kofnw01.avi has a really cool combo off Kula’s full-screen super at 1:37 using Whip’s dive thing as a setup. I also like the Kyo combo at 2:19 that uses Yuri’s bigass fireball to interrupt Kyo’s rekka ken, though i don’t know why Kyo doesn’t get knocked down. The glitched-out Rugal post-KO infinite at 4:42 in kofnw04.avi is pretty interesting too.
Looks like I may have to rely on this thread for video updates, since it seems Video Opera doesn’t update anymore.
Combo video by Beastcoast Productions.
http://www.combovideos.com/page.php?id=833
Not really new but I haven’t really advertised it.
Commentary:
Basically I was trying to figure out some legit combos in this game for months. But its almost impossible. But for 1 thing, Ryu is broken.
Grabbed that video from CV already. I remember long ago, I got Pocket FIghter for PS1, and I spent a day on it looking for interesting Combos and couldn’t find anything and wrote it off. Glad to see I was horribly wrong. It’s a very good and entertaining video, Young Ic3!
Just one question: is that a glitch with Sakura? Where she can’t block things while getting up and so it counts on the Combometer? I remember seeing it in another video (might have been your first volume?) where she gets up into Bananas and gets hit by it. You do it in the first Combo with Ken vs. Sakura, and I was wondering how that worked.
Good stuff, though! It looks like setting up some of those Combos musta been a lot of work. Kudos!
- James
Yeah that was a meter glitch. The Banana otg is UNBLOCKABLE I believe. So Thats why it counted as a combo…:looney:
Thanks for the complement.:wgrin:
ONCE again. RYU’s hurricane kicks… omfg!:looney:
geadom: Thanks for the update. The first match from the new batch starts out really cool. Sakura is just mashing low jab from like 3/4 screen away trying to counter Vice’s low whip thing. It looks like it’s working until you notice Sakura’s lifebar and realize that she’s taking like 10% damage every time she trades. Vice actually gets kind of a lot of meter for canceling her shoulder tackle into the high whip after the tackle gets the KO.
Neither me nor James can remember what caption we were going to use for Adon, but i think it was either “Adon Skill Exhibition!!” or “Muay Thai Skill Exhibition!!” It’s so ghetto that Capcom actually put something that ugly in a PS2/Xbox game.
laugh: Cool, thanks for the clarification. So they must have just used Yuri’s bigass fireball because of its slow speed.
This thread is hereby dubbed the Combo Video thread, and will be stickied.
Check it out! I posted on rKf’s forum and he explained the Urien/Remy combo.
homepage: http://www007.upp.so-net.ne.jp/smith
english page: http://www007.upp.so-net.ne.jp/smith/english.html
forum: http://www.bbsroom.com/cgi-local/bbs3/tinies.cgi?room=smith
English rocks!!! (Man, why couldn’t the center of the combo video universe be in London or something? Once you filter out the gibberish about soccer and dysfunctional royalty, we almost speak the same language…)
Saotome Kaneda: Thx for the sticky but if the number of sticky threads gets excessive, feel free to remove it. As long as the thread is being updated, it should always find its way to the front page. I really hate it when there are like half a dozen sticky threads because basically that just makes the front page shorter. I’m sure you feel the same way though, so i’m just saying don’t feel like i’m gonna be all bitter if you unsticky it for whatever reason.
Commentary continued from post #64 on page 3.
Harvest CvS2 Combo Video (released by Sai-Rec like 3-4years ago)
homepage: http://mem.gozaru.jp (Mr.Mem’s homepage - pretty barren these days)
host homepage: http://www.orochinagi.com
movie page: http://kingoffighters.planets.gamespy.com/video/capcom.shtml
commentary:
With the Capcom side covered last time, i’m gonna wrap up the SNK half for this groundbreaking vid. When it was first released, it really changed how we looked at the CvS2 combo system. A lot of it is outdated now (turned into common knowledge) but there’s still some cool stuff if you look carefully.
Kyo segment: They do a couple of cool things here. For instance, Kyo’s QCF+MK,MK gives you a free juggle hit but it doesn’t reset the juggle count. So when they do that lvl2 Orochinagi at the end of the first clip, it was only going to hit once. Canceling into Taunt is what makes it hit twice. It’s always cool to find a use for a Taunt but the way they set it up so that you see him taunting after the fire fades after the KO is really stylish. The second combo is even cooler because of the way they use Rolento’s lvl1 knives invincibility to avoid the first hit of Kyo’s rekka ken. I mean, it’s not really necessary to make the combo work but it looks clean. Their goal was to put two OTG rekkas in one combo and back in the day that was pretty advanced. The way it works is when Kyo goes into that OTG rekka, the game kinda flips the “Kyo’s attacks can OTG now” switch. Usually as soon as that last hit ends, Kyo gets forced into neutral state and that switch gets flipped off, back to normal. But interrupting it and doing a Reveral keeps the switch flipped on, so the lvl2 pillar super gets to have the OTG property and picks Rolento up off the ground. If you’re interested in this phenomenon, here are some more recent examples:
http://sonichurricane.com/notebook/cvs2otg01.html
Iori segment: Iori’s third rekka ken juggles because it has a juggle potential. Orochi Iori’s third rekka ken juggles because his second rekka ken creates a free juggle setup like Terry’s Buster Wolf. So he can do all kinds of juggles off it same as CvS1. The Iori segment isn’t really that impressive.
Ryo segment: Why did that DP juggle after the j.HP? It has to do with the way lvl2 cancels work. It’s fucking amazing how early Sai-Rec made that discovery. They were doing lvl2 cancel Kim infinites within the first year this game was released. For a more detailed explanation check here:
http://sonichurricane.com/articles/cvs2juggle.html
Raiden segment: Charging that dropkick makes it do a lot of stun damage so he gets a 3-hit dizzy without any special setup (notice it says First Attack when the j.HP connects). That headbutt connects at the very end of the combo for the same reason that Ryo’s DP connects. Sorry, i wish i could explain it without making you read an essay but there are just too many if’s/and’s/or’s and exceptions.
Vice segment: For those of you who don’t play CvS2, there’s a weird “glitch” with Dan and Rolento where they can be OTG’d by any throw while in CC mode. The fine print is that you can only OTG once with a normal throw but you can keep OTG’ing over and over with command throws and with Chang’s kick throw, Maki’s punch throw, Yun’s punch throw, and Hibiki’s punch throw. Now personally, i think the “glitch” was left in the game intentionally just to make Training Mode more interesting. Or maybe it was a real glitch and the testers found it and they decided to limit it to two characters. I just refuse to believe that the two vulnerable characters magically happen to be two of the most combo-friendly characters in the game (Rolento for knives and Dan for taunt super).
Benimaru segment: Benimaru had a glitch in CvS1 where hitting him during the startup of his puffball super made him “store” it. Then he could trigger it at any time by doing a few specific moves, one of which is that spinny thing. Since that spinny thing is cancelable by pushing KKK, it gives him a huge link to tack on that lvl3 puffball. The accomplishment here is managing to do a lvl1 super and a lvl3 super in the same combo in Capcom-Groove.
Nakoruru segment: That C-Nakoruru combo is pretty straightforward right? Nothing too complicated? Well, you gotta understand that every video before this one couldn’t even break the 30% damage mark with that girl. I mean, let’s say you do j.HK, c.LK, c.LK, c.HK xx lvl2 bird super … then what? The bird is way off the screen so you can’t even cancel into another super, so the best you can do is tack on one more special move. These guys maximized every combo to the point where the most damage-challenged characters were doing at least 80% damage.
Joe segment: First DP juggles because of standard lvl2 cancel, second DP juggles because it has 1 juggle potential, third DP juggles because it has 2 juggle potential. It’s not surprising at all on paper but trying it makes you think that it would be impossible. The opponent just falls too fast for that third DP. We actually had this idea back when we were making that first C-Groove video for gamecombos.com but gave up on it. Again, that’s what makes Sai-Rec special - they don’t compromise. They always make the best combo possible with the techniques available at that point in the game’s development.
Haohmaru segment: Man, i remember when the trailer for this video was first released and only like two people had it, someone was talking about how awesome it was and they said, “Haohmaru does 100% damage combo in 3 hits!” It looks obvious now, but back then i couldn’t wait to see how it was done.
Chang segment: Definately one of the highlights of the video, these two combos find so many ways to keep it going. I mean, not only do they use the lvl2 as a way of getting closer, but they actually cancel into Choi assist so that three hits down the line they can dash forward and get another extension. Or they use Choi to combo into (charge)B,F+HP which is normally way too slow to connect in time. Right at the beginning of the second clip, they make Choi connect on the same frame as Chang’s ball spin which nullifies the knockdown on the ball spin, allowing them to PPP cancel it and continue the combo. Neat trick.
Concluding segment: Shows off the Tech Throw Reversal glitch. It was new and exciting back in the day. That last bit with the supers isn’t Tech Throw Reversal glitch though. It’s just the short bit of invincibility on Raiden’s lvl1 720 causing Zangief’s lvl3 720 to whiff, and since Raiden’s recovery on that is amazing he grabs Gief with another lvl1 720 before Gief can recover, getting the Finest KO as a result. That’s the one big disadvantage of 720 moves - they only have one active frame. And that’s why Raging Demon is so much more scary as a mixup move (and why it costs so much more for less damage).
3 stickies are good enough. And this thread is worth it, unlike certain other past stickies.
NGBC Combo Clips
homepage: http://01uunz.com
(click on any of the 8 blue text links at the top right under today’s date to be taken to each character’s page)
commentary:
There are maybe 10-15 clips for eight different characters and they’re all practical combos. I mean they may be difficult or whatever, but they all start off a standing hit or a jump-in and don’t require any crazy setup. The combo engine in this game looks really restrictive because a lot of the combos are just slight variations on others. With Rock, he basically uses the same juggle over and over and changes up the ender. Why is Rock’s team super with Terry so much cooler than Terry’s team super with Rock? That last Kyo combo (kyo013.avi) goes on forever and i can’t even figure out why he starts off by whiffing a super. The KoF community might be able to release 20-minute videos every other week but nobody ever bothers to explain shit. Like on GameFAQs, every Capcom game has extensive systems guides and combo engine breakdowns but every KoF game has nothing but movelists and dialogue translations.
Because they don’t want people to suspect they’re cheating! :DDDDDDDDDDDDD
Maj is my hero.
Australian 3rd Strike/ST Match Videos
homepage: http://www.ozhadou.net
movie page: http://www.ozhadou.net/tracker
commentary:
I realize there’s a thread for this in FGD already but eKiN is the homie and i liked their ST vid so i thought i’d mention it here. He mentioned that this is the first ST tournament in Sydney, which isn’t surprising because that game never quite had a “this is what everyone is playing” phase like SF2, SFA2, or MvC2. ST came after the incredibly slow, vastly unpopular SSF2 and was followed by the incredibly slow, vastly unpopular SFA1. That whole period was the first downswing of the SF community and lasted until SFA2 was released.
2P Ryu whiffs a fierce DP at 3:20 and the other guy punishes by doing (super-late) overhead into walk up throw. It’s just funny because i can imagine any of the old-school ST players around here being rusty and getting called out for making a mistake like that, and they would just say "Mixups foo!! You don’t even know!!"
Everyone knows that ST is not an easy game to learn because even though everyone can just pick it up and play, it takes a long time to get used to “the way things are done” in that game. Of course eKiN is my hero for winning his first ST tournament. Out of curiosity, what are you guys doing to practice? Obviously there are a lot of good quality match vids out there but ST still makes you lose for the most retarded reasons for a long time. Plus it eats money really fast if you’re playing at an arcade. Like what happens if someone picks Vega or O.Sagat in casual play? After a while that must get frustrating, but it’s not like you can blame people for wanting to practice with top tier characters.
Persona: Are you working on anything right now? I know for a while you were all into making speedruns and superplays, but you’ve always made quality combo videos. I liked that KoFMI “junkyard” video that’s on your website now. Even tho it wasn’t a great game, it had some cool combo possibilities. Basically it was KoF characters + the truck from XSF. I didn’t really like playing the game but watching KoFMI combo vids is fun. Now that i think of it, a lot of games fit that bill.
Yeah WTF was that with Kyo after he whiffed his (S)DM? It looked like he gained a short period of inifinite super cancel, and he kept going between rekka and the first hit of the super.
Yeah, the money dying so quickly stuff is a bit of a problem. As you said, everyone is still getting a feel for the game and as such we’re currently happy to waste a bunch of cash… who knows how long that will last though. Some of us have been practising on AE (obviously not ideal), but the best solution/time for practice comes from our semi-regular overnight gatherings at the arcade, where we have a deal with TSC aka the best arcade operator to pay a few bucks and have ST freeplay on all night.