Kamen Rider V3 PSX Combo Challenge Video Part 1 made by me :karate:
[media=youtube]ixxtBHTvm8M[/media]
Kamen Rider V3 PSX Combo Challenge Video Part 1 made by me :karate:
[media=youtube]ixxtBHTvm8M[/media]
UPDATE
Kamen Rider V3 PSX Combo Part 2 (ALL COMPLETE)
All Character complete
[media=youtube]X3TzNo47TXs[/media]
Never knew this game existed O_o
What’re the names of the characters you use though?
UPDATE
Kamen Rider V3 PSX Combo Part 2 (ALL COMPLETE)
All Character complete
[media=youtube]X3TzNo47TXs[/media]
Subtitle for characters name added, pls check out.
[media=youtube]PDdx2OvgyVA[/media]
I hope the SDBZ fans around here like it.
Nice man!
Thanks! :karate:
Nice Hakumen combo vid man!
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http://shoryuken.com/f158/mvc2-team-beast-combo-videos-presents-volume-3-5-years-production-256300/
[media=youtube]P4Mt_RHQajw&feature=youtube_gdata[/media]
Tekken 6 Anna Williams combo video by me
[media=youtube]pIAorjADMSA[/media]
Diamond Cutter - T6 Yoshimitsu combo video by ogre Killer:
[media=youtube]erv_bF88Rc4[/media]
Tekken 6 Eddy Gordo combo video by Drake:
[media=youtube]DwV1Eb5hxxE[/media]
Street Fighter III 3rd Strike Combo Video 2011
Street Fighter III 3rd strike tool-assisted combo video
Link: http://www.youtube.com/watch?v=nVUUC0xWxyc
All combos performed on Arcade version 990512 under default settings
I don’t really know when I started this CMV, but first MacroLua script used for making combos was made on Monday, November 22, 2010, 3:44:57 PM according to file properties. Last script, Wednesday, March 09, 2011, 1:28:44 PM.
*Every character included
*No instant stun combos
*No cheats (Except “No Background Music” cheat)
00:00
Ryu vs Q - cl.HP>EX Joudan Geri, EX Tatsumaki, c.HK Kara SA1, MK Joudan Geri
Camera must “fill” left corner of the stage for this combo to work. At proper range, Ryu hits with close HP, cancels into EX Joudan Geri, hits with EX Tatsumaki at a right time so that it pulls Q towards Ryu. When Q is on left side of the screen, Ryu does c.HK Kara SA1 (1 frame specific timing), and finishes combo with MK Joudan Geri.
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00:17
Dudley vs Urien - Cross Counter, Uppercut, SA1, MP, SA1
Dudley Cross Counters Urien’s Tackle and gets hit by Aegis Reflector, which resets him. Dudley Uppercuts Urien when he’s in range, cancels into SA1, and gets reset from Aegis Reflector again. Now Urien will fall faster so Dudley uses st.MP>SA1 to finish combo.
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00:27
Dudley vs Yang - Cross Counter, LP Machine Gun, LP Machine Gun, LK Short Swing Blow>SA1
This is very range specific combo. Yang activates SA3 and hits Dudley’s Cross Counter with st.MK. Yang’s st.MK hits twice while in SA3 mode, so Dudley’s Cross Counter hits Yang once and gets reset by Yang’s 2nd MK, which allows Dudley to use 2x LP Machine Gun juggle and finish combo with SSB>SA1.
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00:36
Chun-Li vs Urien - EX Hyakuretsu Kyaku, EX Hyakuretsu Kyaku, EX Hyakuretsu Kyaku, HK>SA3
Urien first blocks Chun-Li’s cl.HK so that Chun-Li can buffer kicks and cause pushback and make exact distance for this combo to work properly. Chun-Li hits Urien only once with first EX Hyakuretsu Kyaku and gets reset from Aegis Reflector. Again, she hits once with EX Hyakuretsu Kyaku and gets reset from Aegis Reflector. Now comes the weird part in this combo - to setup EX Kicks to pull Urien towards Chun-Li.
To do that, she must hit Urien twice this time and barely touch him with second EX Hyakuretsu Kyaku, which must be mid-kick (Chun-Li has high, mid and low kick in her animation). After Urien has been pulled she finishes combo with HK, super jump cancel into SA3.
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00:44
Remy vs Yang - LP Light of Virtue, SA3, C.MP>HP Light of Virtue, c.LK>HK Rising Rage Flash
Yang activates SA3 and Remy throws LP LoV. Remy chases Yang to the corner of the stage, keeping up with his LOV, and then counters Yang’s c.MK with SA3. Yang’s c.MK is 2 hit combo while he’s in SA3 mode, so it counters Remy’s SA3 counter, then Remy hits Yang with only 1 hit with his SA3 combo, and gets reset from Yang’s 2nd c.MK. This allowed Remy to recover faster than Yang and link c.MP>HP LoV and then link c.HK>HK Rising Rage Flash.
Oh and remember that LP LOV at beginning, when Yang did his c.MK he dodged it. But when Yang got hit by Remy’s SA3 it made Yang stand up and get hit by it before it went off screen.
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00:52
Necro vs Q - SA1 vs SA2 (glitch), HP Snake Fang , Back+MK>LP Snake Fang, HP
The glitch in this combo is triggered when Necro’s and Q’s Supers hit at same time. Q is in infinite stun animation until Necro hits him. If I waited for time over then Q would eventually get V (round won) point but match would never end. I would have to reset the game. When they have equal health on time over, voice says “Judgement” and then only option is to reset game. Back to the combo. Nothing too hard here, taunt to increase damage, and throw was to show that Q can’t be thrown while in that animation. After that, Necro does HP Snake Fang , Back+MK>LP Snake Fang, HP. It’s character specific combo.
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1:03
Makoto vs Akuma - HP Fukiage, HP>SA1. Taunt, HP Fukiage, Super Jump Cancel, HK Tsurugi
Makoto’s HP Fukiage counters Akuma’s close LP, then juggles with HP>SA1 (1 frame timing), and stuns Akuma. Makoto taunts to increase damage, dashes in, does HP Fukiage, Super Jump Cancels it and finishes Akuma with HK Tsurugi.
When Akuma is stunned his hitbox moves forwards and backwards. Because of that I had to setup this combo from second try, because the game already decided what pattern will his hitbox have while he is stunned.
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1:20
Ryu vs Urien - HP Hadouken>SA3, Jump HP, c.LK, c.LP>HP Shoryuken
Urien’s EX Metal Sphere is 2 hit and has slow recovery. Ryu does Hadouken against Urien’s EX Sphere, cancels it into Denjin and triggers glitch where fireball goes through Ryu. Urien’s Recovery from EX Sphere is pretty slow, which allows Ryu to stun him with SA3. After that, Ryu Super Jumps, does early HP (late air HP would push Urien too far and combo wouldn’t work), c.LK, c.LP>HP Shoryuken. Of course Ryu could have done bigger damage with J.HP, HP>HK Tatsu, but I was aiming for some character specific combo.
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1:26
Q vs Dudley - Back+HK, HP Dash Punch>SA2, HK Dash Punch
Dudley’s rose resets Q after he hits Dudley with Back+HK, which when hits from far distance causes that “turn around” hit animation. This allows Q to connect HP Dash Punch>SA2 and finishes with HK Dash Punch, which works only on some characters. (The ones who can be juggled by sweep moves)
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1:31
Ken vs Urien - Jump HK, cl.MP>HP>MP Shoryuken>SA3, EX Shoryuken>SA3, LP Shoryuken, c.HK Kara LP Shoryuken
Ken starts combo with Jump HK, which counters Urien’s c.HP to let Ken perform cl.MP>HP>MP Shoryuken>SA3 (cl.MP,HP>MP SRK connects only if Urien is crouching). Ken gets reset by Aegis Reflector, links EX Shoryuken>SA3, gets reset again, links LP Shoryuken, c.HK Kara LP Shoryuken.
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1:40
Elena vs Akuma - EX Mallet Smash, EX Mallet Smash, EX Mallet Smash, EX Mallet Smash, c.MP>MK Lynx Tail>SA1. Jump HP, c.MP>HK Lynx Tail
Elena starts combo with EX Mallet Smash against Akuma’s air MP (air MP was used to make his hitbox larger). Elena repeats EX Mallet Smash 3 more times. In those total 4 EX moves, the first 3 hit only once, and then 4th hits twice (if you try EX Mallet Smash on ground it will be 2 hit), then she walks up and finishes juggle with c.MP>MK Lynx Tail>SA1 which stuns Akuma. After that, she just finishes Akuma with Jump HP, c.MP>HK Lynx Tail.
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1:53
Chun-Li vs Ken - Jump Down+MK, Down+HP, c.LP>SA1
I just added SA1 after her air bnb combo. SA1 is Chun-Li’s only super that can be used after air reset, so she can cancel it after juggle and connect it successfully.
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1:58
Urien vs Alex - LK Kneedrop, MP>EX Headbutt, SA3, HK Kneedrop (for crossover), Neutral Jump HK, MP, LP, LP, c.HP, LP Headbutt (for crossover), MK Tackle, LP Sphere, HK Tackle>SA3, Jump in (to move Alex closer to Aegis Reflector), c.MP (to move Alex again), MK Kneedrop (for unblockable), c.HP, EX Headbutt, HP Headbutt [stun], MK Kneedrop (for crossover), HK Tackle (whiff), MK Tackle (whiff), c.LP>LP Headbutt (K.O), c.LP, c.HK
This is the longest combo I worked on. The very beginning was hard to setup because Alex has to stand at VERY specific range from Urien and attack at 1 specific frame with HK. Urien’s LK Kneedrop usually knocks down, but in this case it counters Alex’s HK and he stays on ground after being hit. This allowed me to setup MP>EX Headbutt and start unblockable combo by crossing over with HK Kneedrop, and attacking with Neutral Jump and HK (this is unblockable, you can see Alex trying to block it). Continuing combo with standing MP, LP, LP, c.HP. Alex gets hit by Aegis Reflector after c.HP and is in corner now. While he was in air, Urien did LP Headbutt for crossover, buffering charge before and after crossover, hits Alex with MK Tackle, LP Sphere, HK Tackle>SA3 and now goes for another unblockable.
After SA3 Urien jumps to move Alex closer to Aegis Reflector, but that isn’t enough so he does c.MP when he lands on ground. This gave him perfect range to setup unblockable combo. Now he does MK Kneedrop which Alex blocked, doing so caused his block to “break” (you can see that Alex didn’t get hit by Kneedrop, his stun bar remained untouched). Now he’s hit by Aegis Reflector.
After this unblockable Urien usually can’t deal much stun damage but if he attacks with c.HP at first frame after MK Knee, then he can deal decent stun damage. The idea is not to let Aegis Reflector hit more than 3 times. So, Urien does c.HP, EX Headbutt, HP Headbutt and stuns Alex. I just crossover Alex with MK Knee to show that he can’t be hit from behind while he’s stunned. c.LP>LP Headbutt for K.O and c.LP, sweep after K.O for finish.
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2:20
Yun vs Q - Close MK>Super Jump Cancel, Dive kick, c.MP>SA1, HP Shoulder, Palm, HP Lunge Punch
Yun hits with close MK on Q’s jump, Super Jump Cancels it, Dive kicks to get in front of Q, and does c.MP>SA1 for juggle. HP Shoulder on Q launches him better so Yun can even connect Palm. After that he just finishes combo with HP Lunge Punch. HP Lunge Punch wouldn’t connect if Q was hit with SA1 while he was on ground.
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2:27
Ibuki vs Twelve - Jump HK, SA2
Nothing too complicated here, timing is strict though. Ibuki hits Twelve with air HK and grabs him with SA2 while he is still airborne.
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2:31
Makoto vs Sean - Neutral Jump MK Tsurugi, dash, LP Hayate, dash, LP>SA1
Makoto must jump first so that she is above Sean when she does MK Tsurugi. This allows her to dash in and hit with LP Hayate, which moves Sean to the other side of stage. After that she can dash in and do LP>SA1 which fully connects all 5 hits.
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2:38
Sean vs Chun-Li - SA1, HP SRK>SA1
Chun-Li’s EX Spinning Bird Kick hits Sean’s SA1 but his SA1 still comes out. After that he juggles with HP SRK>SA1. Other normal moves can cancel Sean’s SA1 too.
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2:43
Remy vs Necro - LK Cold Blue Kick, MK Cold Blue Kick , MK Cold Blue Kick, SA2
Remy’s LK Cold Blue Kick counters Necro’s air MP (countering this move is great combos), so Remy has enough time to land 2x MK Cold Blue Kick and immediately finish combo with SA2 because juggle limit for Cold Blue Kick is 3. SA2 has fast startup and it allows Remy to connect it.
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2:49
Ryu vs Q - Neutral Jump HP, EX Tatsumaki, EX Tatsumaki, SA1, Jump Tatsumaki
When Ryu connects EX Tatsumaki from Neutral Jump HP on Q, then Q will be available for a juggle because he end up flying in front of Ryu. If another EX Tatsumaki is connected Q will get hit twice and now the only thing Ryu can connect in mid screen is SA1. If SA1 was done at specific time it will hit with 4 hits, and final hit from SA1 will reach him in corner. This allows Ryu to juggle him with just about anything. Jumping Tatsumaki is slowest and I never saw anyone connecting it after SA1 so it’s a fun choice of juggle finish.
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2:55
Ryu vs Q - c.MK>HP Hadouken>SA1 and then Neutral Jump (parry) HP, EX Tatsumaki, HK Tatsumaki
First I wanted to show what happens when Ryu’s SA1 hits Q in corner at close range. SA1 hits partly, and does not knock down Q. Then, Q reversals with SA3 and does QCF Punch grab, Ryu jumps and parries it, hits with air HP, connects EX Tatsumaki which hits 5 times and allows juggle. Most important hit from EX Tatsumaki is last hit, which attacks behind Ryu. That hit moves Q towards Ryu, and then he finishes combo with HK Tatsumaki.
Also, if you watch timer you will see that Ryu’s Super freeze didn’t affect it. It happens when Ryu does c.MK>Hadouken>SA1, and when SA1 was done in first 3 frames after Hadouken.
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3:02
Ryu vs Remy - Jump HK, cl.HP>HP SRK>SA2, Jump HP, dash, LP, dash LP, dash LP, LP>HP SRK. Jump LP, cl.HP>EX Joudan Geri, HK Tatsumaki
Cross up with HK, link cl.HP>HP SRK>SA2, super jump HP. This combo stuns Remy and allows Ryu to do some stun juggles. There is 3 juggle limit after you do air HP. So, Ryu does 3x dash LP, but 3rd time was LP, LP>HP SRK. So if few moves were connected too quickly then it will be considered as one move and will be connected fully. Also, Ryu needs to be very close to hit twice with LP. This whole juggle really downs the super meter gain from hits. So, Ryu whiffs some c.MP to charge it and finishes combo with Jump LP, cl.HP>EX Joudan Geri, HK Tatsumaki.
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3:19
Hugo vs Urien - HP Giant Palm Bomber>MP Giant Palm Bomber, F+HP, c.HP Kara SA3, HP Giant Palm Bomber>MP Giant Palm Bomber>SA3
Hugo gets reset from Urien’s SA3 after HP Giant Palm Bomber>MP Giant Palm Bomber, F+HP, and to be in range for SA3 he does c.HP SA3 and stuns Urien. Taunt for damage again and finishes combo with HP Giant Palm Bomber>MP Giant Palm Bomber>SA3
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3:36
Ryu vs Sean - Jump MP, c.HP>EX Joudan Geri, LP>SA1, EX Joudan Geri, HK Tatsumaki
The only hard thing to perform in this combo is close LP>SA1. Other unusual thing is Ryu’s HK Tatsumaki. Because of Sean’s hitbox it can go to the other side of stage, and also allows Ryu to taunt safely. If you notice sound Ryu makes when he taunts it’s because he did c.HP Kara Taunt. By the way, LP>SA1 is most damaging juggle after EX Joudan Geri.
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3:44
Twelve vs Dudley - A.X.E>SA3, D+HK, LP Machine Gun, Short Swing Blow
At certain distance Twelve hits Dudley with A.X.E. to cancel into SA3 and perform Dudley’s combo, D+HK, LP Machine Gun, SSB.
Then I used little fight to end up with Dudley’s c.MK so I could crossfade it into next combo clip. So, after Twelve’s combo he taunts but he can’t throw out rose. Hits Dudley’s block and cancels it into Cross counter, which Dudley counters with his Cross counter. Now that he is on proper side of screen he taunts and connects c.MK which crossfades into next combo.
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3:53
Dudley vs Dudley - c.HK, c.HK, Ducking Upper, Ducking>SA1, LP Machine Gun, c.MP>SA1
Combo had to start on wakeup because c.HK had to hit with its last frames so that another c.HK could be connected, and then whole combo. This combo is very range specific. After Ducking Upper Dudley juggles with Ducking>SA1 which hits partly and allows juggle, so he uses LP Machine Gun juggle. After that he can juggle with c.MP>SA1. (1 frame timing)
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4:05
Akuma vs Urien - KKZ, Jump HK Tatsumaki, MK Tatsumaki, HP SRK
This is really weird combo. If you add 1 frame before combo is about to start, combo wouldn’t work. It happens to other combos in cmv too but this gave me trouble because of graphic glitch which occurred when Akuma did KKZ. I had to replicate combo and range was VERY specific.
Back to combo, Urien cancels Akuma’s MP Shakunestu Hadouken which reflects from Aegis Reflector and hits Akuma while he’s doing KKZ, which cancels Akuma’s animation and allows him to juggle with Jump HK Tatsumaki, MK Tatsumaki (this part was hard to setup), and finish with HP SRK. For HP SRK to hit, MK Tatsumaki had to hit as soon as possible.
Then I used little fight so I could crossfade. Akuma’s HK crossovers Urien and then he juggles with c.HK Kara HP Gou Hadouken (1 frame timing). Then he dashes in and does c.HK Kara LP Gou Hadouken so it could crossfade into next combo.
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4:15
Ryu vs Akuma - Jump HP, cl.HP>EX Joudan Geri, LP (air reset), SA1 (vs parry). LK Joudan Geri,
This is not 100% combo, but a 100% setup. If Akuma tries to parry whole super after LP air reset he gets hit by LK Joudan Geri, and then by final fireball of SA1 in short period. That allows Ryu to juggle Akuma with LP>EX SRK and stun him. After that he just finishes him off with Jump HP, c.HP>EX Joudan Geri, dash, HP SRK.
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4:30
Sean vs Urien - Jump HK, cl.HP>HP Dragon Smash>SA1, LP Dragon Smash>SA1, LP Dragon Smash>SA1, cl.MP>LP Dragon Smash. Taunt, Jump HP, cl.HK>EX Tornado
Sean Jumps Back and Urien crossovers him while he was in air. Urien gets hit while crouching, which increases damage for whole combo. Sean does 3x LP Dragon Smash>SA1, and stuns Urien with cl.MP>LP Dragon Smash. cl.MP stunned Urien, LP Dragon Smash connected only because Urien was already stunned. I could have done some juggles but the combo that comes next, Taunt basketball, Jump HP, cl.HK is all 1 frame link so I considered it better.
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4:55
Oro vs Necro - EX Nichiirin Shyou, HK, MK Jinchuu Watari, cl.MP>Tengu-Midareishi, dash, HP Nichiirin Shyou, cl.MP>HK Jinchuu Watari, cl.MP>HP Nichiirin Shyou, dash, MP Oni Yanma
Oro throws EX Nichiirin Shyou, Necro jumps and does air MP, Oro counters his air MP with HK, then Necro gets hit by EX Nichiirin Shyou. Oro can now juggle 3 times, so he does MK Jinchuu Watari, cl.MP (that’s 2 juggles) and cancels into Tengu-Midareishi, which is super, so it resets juggle count. Because Oro’s HK hits Necro, it charges his super meter enough for Tengu-Midareishi. Oro dashes in and does HP Nichiirin Shyou, which hits at same time as Tengu-Midareishi (it didn’t leave screen completely). Now Oro could do 6 more juggles, but I chose 5: cl.MP>HK Jinchuu Watari (for crossover, because HP fireball can’t connect in corner), cl.MP>HP Nichiirin Shyou, dash, MP Oni Yanma.
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4:56
Alex vs Akuma - HK, HK, EX Slash Elbow, MP>EX Knee Smash. HP Flash Chop, MP>EX Slash Elbow>SA2
Akuma’s Air hits at same time as Alex’s HK. This gives Alex faster recovery from HK so he does another one. He still has time for EX Slash Elbow which hits Akuma only once and doing so allows another juggle. MP>EX Knee Smash (1 frame timing) stuns Akuma. Alex hits with HP Flash Chop on first available frame, so he has more time to walk forward and do MP>EX Slash Elbow with help of charge partition. Walking wasn’t necessary, Alex had range, I just thought it looks cooler than any other finish.
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5:11
Yang vs Necro - Byakko Soushouda, Byakko Soushouda, Tourou Zan (2 hits), SA2
Necro jumps and does Drill Kick, which makes his hitbox closer to the ground while not making Necro closer after being hit. Yang hits him in the air with Byakko Soushouda, but it deals weaker damage because it hits with its last frames. He has more time to juggle with another Byakko Soushouda which deals full damage this time. Now he juggles with Tourou Zan (2 hits), and finishes combo with SA2.
Now I made small fight so I could use crossfade effect for next combo clip. After SA2, Yang does UOH for crossover, LK Kaihou for second crossover, D+HK which was done on Necro’s UOH for third crossover, Necro tries to throw Yang, he dashes back, Necro attacks with long range HP, Yang parries, does LK Kaihou and does Knee Bash.
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5:21
Yang vs Urien - cl.MK, Super Jump Cancel MP
From previous clip where Yang did Knee Bash, I needed it so I could setup cl.MK on wakeup. Opponent usually gets launched in the air from cl.MK, but in this case it hits him with last frames of cl.MK, which do not launch opponents in the air. cl.MK is still super jump cancel-able so he can hit with air MP on tall opponents like Urien.
Now comes the punish combo from Urien…
Urien vs Yang - HP Sphere, HP Sphere, HP Sphere, HP Sphere, HK Tackle>SA3, Jump forward, dash, MK Kneedrop, c.HP, MK Tackle, MK Tackle, MK Tackle>SA3, Jump forward, dash, MK Kneedrop, c.HP, LK Tackle>SA3, MK Kneedrop
Urien starts combo with 4x HP Sphere, which works on some characters, and Yang is one of them. Then he juggles with HK Tackle>SA3 for unblockable. (That’s total 6 juggles, 4 Spheres + 1 Tackle + 1 hit from SA3) Urien goes for unblockable by cornering Yang with Jump forward, dash. Now MK Kneedrop breaks Yang’s block and Urien continues combo with c.HP, 3x MK Tackle and connects SA3. Now he goes for standard Jump forward, dash, MK Kneedrop unblockable. Continues combo with c.HP, LK Tackle>SA3 (I needed least damage to connect another 3rd SA3 so I used LK Tackle), MK Kneedrop finish.
Yang blocked every Kneedrop and made this combo 100% legit unblockable.
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4:03
Akuma vs Gill - 100% KKZ damage
You should know 3 things about this 100%:
The only hard thing for this to work was to cause CPU Gill to taunt. To make him taunt you have to lose few times so that he could enter “easy mode”. However, losing matches vs CPU decreases your hit damage. I managed to make him taunt in 7th match. Luckily, damage was not decreased too much and 100% KKZ worked.
This is the only manually performed combo. I beat him first round manually, and dive kick, KKZ in 2nd round is easy, so there’s was no need for MacroLua.
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I uploaded this video on 3/10/2011 after 12+ hours of encoding only to find out I made a typo in credits. So I fixed it, made Remy more far away from Necro in his combo, and uploaded it again.
Intro image was done in ms paint.
Credits font is taken from 3rd Strike’s game credits. I couldn’t find letters “p” and “v” in white color, so I colored them from red to white in very accurate and elaborate way. Thanks to everyone in Capcom credits, I couldn’t find all those letters without you For space between text in credits I followed same pattern Capcom used in their credits. Basically, I tried to make it as true to official game as possible.
Images from credits are taken from combo video parts. Oro vs Necro combo, Necro vs Q combo, and Ryu vs Q (first combo).
You can download 60 fps video here http://www.mediafire.com/?5z5qrb9be4bsjs6
All combos were recorded with https://code.google.com/p/fbarr/
Soundtrack:
Mission by Stanley Clarke
Conviction by Groove Addicts
Special thanks to:
Dammit - for making MacroLua
CPS2 - for MacroLua tutorial, link to FBA cheat package for BGM muting
[media=youtube]jT1ikalgv4Y[/media]
Hardedge.org - Fighting with style is proud to announce the release of the first all character combo movie for The Mortal Kombat.
With only limited time (3 days and nights) and manpower (4 kombatants), our goal was to find the most damaging combos off of jump-ins midscreen and in the corner, without using any meter. Therefore, the movie originally started as a wiki project, but the combo output was so high that we decided to turn it into an official video release.
Enjoy, and remember the 90ies.
Subarashii, Shyo, Dizlord, AtTheGates from Hardedge.org, April 19th, 2011
that was a $ick 3S video!
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My GGXXAC Axl combovid
miuACT’s Arcana Heart 3 Maori combo/setup video #1
[media=youtube]Tw9l8Fv8Viw[/media]
miuACT’s Arcana Heart 3 Maori combo/setup video #2
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I-No - Project Oblivion.
Currently working on another (better) I-No combo vid. In need of combo suggestions.