Try vs Colossus as opposed to Sentinel for testing it on. Sent could be slowing down the game. Simply trying to get (with Psy) jumping hp, j.hk x N combo on Sent in the Saturn version was causing slowdown (on his stage).
Also try using 2 punches to dash or 3P bound to one.
You’re on an arcade-like stick? Try the 2P method. Then all you have to do with the stick is tap down.
Even if you can only get 6 hits out of it, it’ll be enough for a dizzy.
From there you can push or throw them to the corner, and do ground based corner juggles (that base around c.mk) or juggle them up with that, c.hp and sj into an air combo loop that revoles around sj.lk’s or sj.lp/lk’s (depends on the weight)…sj.mp, sj.mk before you land (again depends on the weight) and c.hp to relaunch.
After the sj.mk, you can combo a Psy-thrust, and after that you can either throw or juggle/otg them back up, depending on the weight.
A note about Psy’s c.mk on Saturn at least… It seemed slower, but it could just be the frame hacking. That could also be screwing things up for you because it doesn’t look like it should or the speeds might have been altered from the hacking.
Another mid-screen/corner infinite: hold toward, standing lk, hk. After the HK she’ll “roll over” and be able to do another hit before the opponent recovers. Mid-screen it’s harder on some than others, alot of times she’ll roll behind the person, and some it won’t work on at all (anywhere) because of their hit reel, height (Wolverine) or quicker recovery(Col/Sent).
When she rolls behind it is possible to continue it, and she eventually (may) get pushed to the point where the combo can continue but she stops crossing over so you don’t have to change directions anymore.
Starting with lp, lk then continuing with either may also prevent Psy from rolling behind them. Rolling behind has it’s mixup advantages though if they don’t expect it.
Thanks to FBMachine (NeoXDeath) for this combo btw.
oh okay thanks for the tips and combos.
how do you start the air combo infinite with psylocke? I saw it in a video and it goes something like launch, lp, lk, lk, lp, lp, lp, launch or something like that. that is pretty badass and it looks fancy, when i launch the opponent the opponent is too low or something. same situation when i do the c.mk before the launch.
No prob.
I believe that was FBMachine’s combo in our CotA vid, it was on Iceman, right? He did:
c.hp, c.hp, sj, lp, lk, lk, lp, lp, lp, mk, land, c.hp and repeat the air loop.
For each character it’s different, but Psy usually needs a “launch string” to get the opponent high enough.
Some Examples:
c.hp x 2
c.mk x 2, c.hp
d.c.mk, walk forward, s.lk, c.mk, c.hp x 2
Without the c.hp’s on the last combo above, that’s a variation of the corner juggle infinite on several characters (there’s variations of nearly everything).
oh thanks, does a second c.hp require CCing?
and also, after psylocke rolls after holding forward+hk, the s.lk doesnt connect, am i doing something wrong?
For the corner launching combos? No, just keep holding down for both. It recovers quickly enough to link a few until they get too high.
For the roll, who are you trying it on? If s.lk misses try s.lp. Some characters don’t stay stunned long enough for it to work (Colossus, Sentinel, Samurai). Some you eventually get pushed too far back with, and that seems to vary per character. (ex: Psy vs Psy she seems to get pushed out of range after 18 hits, this doesn’t happen with say, Omega Red).
Is the problem that it’s whiffing or not coming out?
Its not coming out, let me retry it with the s.lp though
EDIT: I got it down, just doesnt work on some characters as you said. On sentinel she rolls around the other side. But I got it down on omega and a few others. Thanks again
Emulation sorta makes this a moot point, but has anyone ever played the PC version of COTA?
Mods: Please delete if this post is against the rules (it’s abandonware):
http://www.the-underdogs.org/game.php?gameid=1584
A game all about combos and there’s a bug that messes up player chains…what were they thinking : /
Damnit! No wonder I couldn’t pull off those combos on like, my 20th try.
So according to this article, no more chain combos like you see in those videos? I really like this game though…=(
That’s regarding the PC DOS version only. The console versions don’t have that bug.
hello there its fbmachine here. been a while since ive played this game. hey batt.
some things about akuma.
he can kill you really fast with a full super bar and a combo.
and he has a pretty gay runaway game, which is just jump away with air fbs. overall. he is good. but is at his best with a full super bar, because of the amount of damage he can dish out if he lands a super.
oh and the pc version is rubbish.
where can I go to get music from this game? I like the original version of Omega Red’s theme and I cant find it anywhere…only MSH vs SF version.
Heyas FBM, how goes?
If you’re running the game on an emulator you can go to the options screen and play the music/record to wav that way. If not, game music is pretty popular on DC++ hubs. Try Go For Broke or Cartoons/Comics/Gaming ones.
More on OTGs when I get back.
I dont know much about “DC++” hubs, can you tell me how to get them?
This page should help you out regarding DC Hubs:
http://gfb.combovideos.com/gfbfaq.htm
If you just want that one song I posted it here:
http://darktemplarz.com/Vids-_-temp/
About OTGs:
Instant safety rolling didn’t exist yet.
When an opponent hits the floor from a knockdown or throw (not a sweep), they go into a “splatting on the floor” animation which varies in length per character. If you hit them during this time they’ll stand up in hitstun (or juggle if you hit with a knockup/launcher), it’ll count on the combometer and you can continue the combo.
Once that animation stops and they’re flat on their back (flatbacked), they can roll (toward or back + punch or kick).
If they didn’t roll, you can only get one or two more hits in, then they’ll stand up blocking (if the opponent is trying to block) or can do a high priority move (gene splice, Berserker Barrage) as a wakeup reversal.
“Splatting” frames vary per character, Cyclops has the most normally and Sentinel has the least. As an apparent penalty for this, if Sentinel doesn’t roll, he might take alot more hits on his back (of a multi-hitting move), possibly a full super (if Sentinel doesn’t roll off of Omega’s Coil throw, and Omega OD’s right after as close as possible, it’ll do 48 hits. it’s usual max is 16). There’s more time to OTG Akuma than Cyclops, but Akuma has a sort of “bounce” that might make things miss him, but when he hits the floor again you can OTG him.
Here’s a vid showing some of Akuma’s strangeness:
http://www.glitchvideos.com/page.php?id=70
(note that this only works when facing right).
i think it was possible to cancel your wake up with a special move? i dont remember. so they would be lying on the ground for a second. next thing you know, theyre doing a super.