Doopliss
Marvel vs Capcom 3 - Theme of Dr. Doom
updated
Sarif2soon's video (Has more details in the description): youtube.com/watch?v=LSK8bNDMEOA
0:00 Set-up for stun and meaty Sonic Boom
0:07 Combo Start
UPDATE: Due to hardware failure I'm having issues with pretty much every aspect of making videos, be it labbing, recording, video and image editing, you name it. As such I can no longer finish my next USFIV video in 2021 as I intended. Labbing is the main issue, I have no idea how to proceed on that point, and as such I have no choice but to put the video on hold until I can figure out a solution. I know the video will be worth the wait though, I've found some insane stuff. Thanks for your patience!
Full rules:
-Must be performed in the latest version of USFIV, no edition select.
-Must be possible in VS mode, no training mode only glitches or infinite meter.
-No trades of any kind during the entire combo and its set-up.
-Start from 0 stun. 0-stun combos are OK.
-As long as another move connects after a Super/Ultra hits it counts.
-"Moves" are defined by the character's in-game movelist. If it's listed separately there it's a different move, and if not it's not.
-Passive/Non-hitting Supers/Ultras have to be started and ended inside the same combo, that includes the entire duration of install type moves.
-No cheating/modding/extremely game-breaking glitches.
Honorable mention to Gen's Mantis U2, which you can combo after in many different situations but not within these rules. Here's an example of a Post U2 combo where you trade moves before the Ultra: youtu.be/Y2IrbrOgwRk?t=437
0:00 Introduction
0:13 Rules
0:35 Row 1
4:52 Row 2
7:03 Row 2: (End of Abel's loop)
9:11 Row 3
12:12 Statistics
Songs used:
The King of Fighters 2002 Unlimited Match - Cutting Edge
The King of Fighters 2002 Unlimited Match - ESAKA!!
The King of Fighters 2002 Unlimited Match - KD-0079+
The King of Fighters 2002 Unlimited Match - Unlimited R
Here's that Dhalsim video I mentioned at 6:25: youtube.com/watch?v=jrovD_TdvoM
Lyrics:
Do not walk, do not talk
Don't be fool, go to school
Do not watch, do not touch
Do not throw a thing you have
Do not grab, do not bend
Don't be shy, do not lie
Do not cry, do not shout
Do not do it, never do it
Please don't run about in my house, in my house
Please don't talk about it, during a meal, during a meal
Please don't tell a lie, please don't make it right
Please please, don't don't never never, do it do it
Don't you understand what I mean, what I say so
Never do it now, never do it now
I just don't know why you make me feel like this again
Never do it now, never never never
Don't you understand what I mean, what I say so
Never do it now, never do it now
I just don't know why you make me feel like this again
Never do it now, never never never never
Note that these combos are performed in training mode. Things like DI and move decay might make them weaker, harder or impossible in actual matches. The combo meter resets sometime during moves with animations, but it's still a combo. Compared to the last smash character I worked with, Vanilla Bayonetta in Smash 4, Terry was a lot more limited. But I still managed to find a few fun things.
Song used: Fatal Fury 3 - Geese Howard Theme 2
Song:
HEAVEN★UP - Hideki Naganuma
Songs used:
Chameleos Theme - Monster Hunter Generations Ultimate
Desert Ruins Zone 1 - Sonic Lost World
Bazelgeuse theme - Monster Hunter World
Songs used:
Under Night In-Birth - Scraper Sky High (Hyde's Theme)
Under Night In-Birth - Rushing Heart (Gordeau's Theme)
Hokuto no Ken (PS2) - Fatal K.O.
(Final voice clip is from Makoto's Astral Finish)
Song used: For metro City - Final Fight 3
Theme 1: Blanka's Theme, Street Fighter V Arcade Edition
Theme 2: youtube.com/watch?v=063wJEYTbGw
Theme 3: youtube.com/watch?v=smvBcqqZ47w
Here's the stuff I've been playing around with this year that naver made it into a video (And in the case of Soul Calibur V and JoJo's Bizarre Adventure: All-Star Battle even longer than that). A lot of stuff happened in 2017 that, while great, has limited my free time; I got an apartment of my own, a full time job, and I finally fixed my torn ACL. But now that I've gotten used to it somewhat I hope I'll be able to create more stuff next year, and do it while it's still fresh. Happy new year everybody!
Songs used:
Sonic Forces - Arsenal Pyramid
Guilty Gear Xrd - Big Blast Sonic
Sonic Forces - Fighting Onward... for Spaceport
Song used:
Soul - Ox (Mad World OST)
Lite mode was used to circumvent the very limiting controls of a single JoyCon, which was my only option for VS mode combos. Shouldn't allow you to do anything you can't otherwise though, unlike SSFIV3DE's lite mode.
Song used:
With Mila's Divine Protection - Super Smash Bros. Brawl (Originally Fire Emblem Gaiden)
-Lizardcube
The World Ends With You OST - Calling
Her combo ability is surprisingly limited, probably because she can't use her VT as a psuedo Roman Cancel like most characters. Either that or I've just been spoiled by Ibuki, Urien and Akuma :P
I'm glad she actually has a legit 100% stun combo, even if it is quite situational. The combo deals 901 stun, which is why I couldn't use the CH Ice orbs into a jump-in and had to land the CH heavy first instead.
Arena Theme (Monster Hunter Generations)
Zinogre Theme (Monster Hunter Portable 3rd)
Song used: Power Worship - Hokuto Musou
Thanks to eventhubs for uploading the picture and theme.
Had to reupload.
-Tame a Bad Boy - KoFXIII, mixed with parts of:
-Crazy Chili Dog arranged, SFIII3S
If you want the ful mix for some reason, here it is: soundcloud.com/doopliss/uriens-a-bad-boy
Undertale - Stronger Monsters (extended by me)
You can find the extended version on my soundcloud:
soundcloud.com/doopliss/stronger-monsters-extended
I also used Juri's SFV theme during the end slate.
Sexy Trunks by Neostorm (A.k.a Balrog's SSF2THDR theme)
Theme used:
DuckTales Remastered - Mount Vesuvius
Music:
Paper Mario: The Thousand-Year Door - Mario vs. Rawk Hawk
Marvel vs Capcom - Theme of Captain America
With Radiant Entertainment being bought up by Riot Games, Rising Thunder will close on March 18th. I felt that I really wanted to make one last combo video before that happened.
Theme: Rising Thunder - Theme of Talos
Combos and editing by Doopliss
Vlad "EXTRA" combo: youtube.com/watch?v=QFATtg11aY0
Transcript:
Done in build 1728
Combo Terminology:
L=Light
M=Medium
H=Heavy
, = link, or do move later
xx = cancel the previous move into the following move
cl. = close
s. = standing (Far variant, or any variant if obviously required)
c. = crouching
j. = jumping
jet. = Pressing up to cancel a cl.H or in the air with Vlad
f.M = forward+Medium
j.d.H = jumping down+Heavy
A1 or A2 = Alpha Special 1 or 2
B1 or B2 = Beta Special 1 or 2
G1 or G2 =Gamma Special 1 or 2
n.A1 = Neutral Alpha Special 1 (For Stuff like Chel and Crow A1)
OD= Overdrive Attack (OverDrive)
KAD = Kinetic Advance, Dash
KABD = Kinetic Advance, Backdash
KAJ = Kinetic Advance, Jump (forward)
KAJB = Kinetic Advance, Jump backwards
KANJ = Kinetic Advance, Neutral Jump
whiff = misses completely
meaty = hits later than usually possible.
() = The combos and moves in the parentheses are the “set-up combos”, so to speak.
x4 = do it four times.
[]x2= Do everything in the brackets twice.
This transcript is simply a text dump from my project text file, no time stamps will be provided due to time constraints:
Dauntless:
0:03 Max range j.M, c.M xx A2 xx G2 xx Held B2, cl.M xx H xx A2 xx KAD, B2 xx KAD, OD
0:13 (s.LPx4 xx) Anti-air G2 xx Held B2, f.M xx KAJ, j.d.H, c.H xx KAJ, j.L xx j.A
0:20 (s.H whiff punish on Talos) s.H xx OD, dash, f.M xx KAD, cl.H xx A2 xx KAJ, j.A
Talos:
0:31 (On Croucher) j.d.H, cl.Hx2 xx c.M xx G3G
0:35 Charged A1, b.M xx B1 xx KAJ, airgrab, s.L xx G2 xx OD
0:49 j.L xx J.A2, cl.Hx2 xx f.H xx KAD, b.M xx G2 xx KAJ airgrab (From other side), s.L xx G3 xx B2
0:58: (j.d.H, s.Hx2 xx f.H, G3 xx KANJ) nj.d.H, s.Hx2 xx f.H, b.M xx G3 xx slightly held B1 (switches side) xx KAJ airgrab, s.L (stun), A2
1:14 Alternate combo route: (j.d.H, s.Hx2 xx f.H, G3 xx KANJ) nj.H, s.Hx2 xx f.H, b.M xx G3 xx B1 xx KAJ j.H (stun), j.H, cl.Hx2 xx f.H, b.Hx2 (To walk back slightly before it, making them fall on the right side of you) xx G3 xx OD
Chel:
1:35 Anti-air meaty cl.M, Airgrab, f.A1 xx KAJ, j.H, airgrab, f.A1 xx b.OD xx KAJ, whiff j.A1, G3
1:45 j.H, f.H, c.M xx G1, B1 xx KAD, A2 xx KAJ, j.H, airgrab, f.OD
1:57 j.H, f.H xx f.M xx B1, cl.H xx G3, A2 xx KAD, A2 xx OD xx KAD, G3 (Not sure which OD I used, shouldn’t matter)
2:09 j.H, cl.H xx A2 xx KAD, s.L xx B2 xx b.OD xx KAD, Dash x3, last hit G2.
Vlad:
2:17 j.d.H, cl.H xx jet.H, cl.H xx A1 xx KAJ, jet.H, cl.M xx H xx G2, j.H xx jet.H, s.L xx OD, B xx KANJ, j.A1
2:32 j.H xx jet.H, cl.M xx H xx n.A2, cl.M xx B (A2 hits), G2 xx KABD, OD, B xx KAJ, j.L xx n.j.A2
2:45 j.H, cl.H xx jet.H, [cl.H xx A1 xx KAJ, jet.H]x2, cl.H xx A1, s.M xx G2, cl.M xx H xx A1 xx OD xx jet.d.H
EXTRA (See link above): j.H, cl.H xx jet.H, [cl.H xx A1 xx KAJ, jet.H]x2, cl.H xx A1, s.H xx jet.M, s.M xx G2, cl.M xx H xx A1 xx OD, A1
Edge:
3:00 G1B xx KAD, cl.L, c.L, s.M xx H xx A2 xx KAD, c.L, cl.M xx H xx H xx G1C, Full B2, c.H (Was gonna cancel f.M to B2, but I forgot :S)
3:09 j.H, c.L, cl.M xx H xx H xx A3, c.L, s.M xx H xx G2 xx OD, G2 xx KAD, Full B1, G2 xx KAD, lv.1 held A3
3:25 nj.L xx j.A1, s.M xx H xx B2 xx KAD, cl.L xx 1-hit A1, s.H xx G2, lv.2 B2 xx KAD, OD, Lv.1 B2
3:40 nj.H, s.H xx H xx A2 xx KAJ, j.H, c.L, cl.M xx H xx H xx A2 xx KAD, cl.M xx H xx H xx G1C, A2 xx OD, G xx Full B2, c.H
Crow:
3:57 Backthrow xx KAD, B3, f.M, cl.H xx B3, c.H xx G1
4:04 n.G2, nj.M xx j.B, cl.H xx f.A xx KAJ, j.H, cl.M xx B3, cl.H xx n.A xx KAJ, j.M xx j.B
4:10 held b.A (until reloaded), held b.A, (First A hits) s.L (Second A hits), j.H, nj.M xx j.B, cl.H xx f.H xx OD, meaty (or just high-hitting) f.H, B3, f.A xx KAD, cl.M xx n.A xx KANJ, nj.H
"Hey slick! You think the letter P is your friend? I designed this course to make you see things from my point of view!" //Doopliss
I decided to make a stage based on my namesake, felt the connection between missing the letter P and the P-switch was too good to pass up. Nobody but me has passed this stage yet (The one who did was me from my friend's console :P) So if you have the game, give it a shot (Peferrably without watching the video first)
Ryu: 0:04
Chun-Li: 0:32
Nash: 1:12
M.Bison: 1:41
Cammy: 2:14
Birdie: 2:50
Ken: 3:28
Necalli: 4:11
Vega: 4:41
R.Mika: 5:05
Rashid: 5:51
Karin: 6:25
Zangief: 6:58
Laura: 7:35
Dhalsim: 8:06
F.A.N.G: 8:31
Music used:
Transformers Devastation - Motormaster
Transformers Devastation - Insecticon
"Leave the Past Behind" Cover by DSC: https://www.youtube.com/watch?v=2zIpv...
Song used: youtube.com/watch?v=-vAAMM0gUoo
Decapre corner-to-corner at 0:52, Rose mid-combo Super at 2:06, Adon getting 3-hit combo’d in his own combo at 2:50, Guile U1 link at 3:36, Dee Jay LK Sobat to U2 at 6:01.
So this is it, this is the end (Or is it?). In just over a month SFV will be released, and the era of SFIV will be over. I've had a blast working with this game, it's hard to believe it's finally over. I want to thank everyone watching this, everyone subscribed to my channel, and everyone who made the game what it is today for this marvelous time!
Combos and editing by Doopliss.
While I'll keep working in SFV, I can't promise I'll be as active as I've been with SFIV. Life calls, so to speak.
Note that all of these combos were performed using tool assistance, in some instances to save time, and in others because they aren't really doable by hand.
The songs used are from the PC indie game Undertale. If you have played the game but haven't heard these themes yet, then DO NOT LOOK THEM UP! The same goes if you're curious about ever trying the game.
Undertale - Hopes and Dreams
Undertale - SAVE the World
Undertale - Last Goodbye
Transcript:
Intro – The intro consists of 8 combos created to sync with the music. I calculated that the song had one beat roughly every 42 frames, with the 4th and 8th combo having one extra hit 21 frames before what’s the 1st note in the other combos. The issue with this is that most grounded moves do not have enough hitstun for this tempo, and the Focus Attack tends to be a tad too slow with all its hitstop and the dash, so that’s why it’s mostly juggles. Some quick notes about the combos: C.Viper uses meterless FADC to dash out of the EX Seismo (Which is performed by Super Jump Cancelling into FA). In the Gouken combo I use Seth’s j.d.MK to bring his hurtbox down, allowing the projectile to hit him that high up (Might be unneccesary, didn’t check tbh). For Seth’s 2nd combo, counterhit cl.HP comboes into EX Tanden, and then I had to hit sweep on the last possible frame to stay on beat. It’s only a 2-hit combo since EX Tanden deals 0 damage and 0 damage hits do not add to the combo counter. Note that I kinda messed up rendering and lost ~0.5 seconds before the music starts.
0:16 – This is an evolution of my Akuma combo in “Gotta Patch ‘Em All!”. In this version, I started with two air fireballs to keep the stun down, then I spaced myself so that s.HK hit meaty on the 2nd hit, allowing me to link s.HP (This was based on the hit-animation Abel went into from the 1st hit, which in turn depended on how he reacted to the previous hit, meaning it took a lot of trial and error). In the start you can see Abel crouch briefly, that’s to make sure his standing animation doesn’t move him out of range for the first projectile.
0:52 – In this combo I use E.Honda’s crouching medium attack reelback to bounce him off Decapre’s U1, while I walk or dash forward with Decapre to keep his main body out of the projectile while hitting him to keep the combo going. You can jump cancel EX Break after charging for Spiral Arrow, and then quickly input the rest of the move, allowing you to combo it in this fashion.
1:08 – Here’s a Dhalsim combo following the same concept as the Decapre combo before it. Dhalsim’s U1 has fewer hits, but it also has more hitstun per hit, allowing for some very slow moves to connect, like his air drills. I then use an EX Yoga Fire, that gets spaced out because of Honda’s reeling animation, to set up for a meaty c.MK slide, which combos into s.LP. Finally I use the KO to be able to juggle EX Yoga Blast after b.MK, which would otherwise cause a reset.
1:21 – Large characters tend to get hit in this way by Honda’s HP HHS, allowing him to link multiple in a row. Hugo is not the optimal dummy for this, but the main focus of this combo is the juggle possibility after Sumo Splash. You have 9 frames to juggle with something, which allows you to land EX Headbutt and EX Splash. Sadly U1 starts up in 10 frames. I messed around with several characters, but couldn’t fine one that allowed you to juggle with U1.
1:35 – If Rufus juggles Poison, he has enough time to juggle with U1 without FADCing, since she gains a lot of height and tends to land later after high launches. Oh Poison, how I love your wonky juggle properties. For some reason the post FA divekicks would miss/cause a reset sometimes when I ran this script, either it desynched or something messed up my spacing ever so slightly. I’ve noticed inconsistencies with EX Galactic Tornado before, so there might be some kind of random aspect to the move.
1:54 – Just an interesting juggle into super for Vega. Based on how it looks, one might think he could’ve comboed into it this way before they added the launcher hit to the rising part, but before then the move was a true grab, so you could never combo into it outside of stun or maybe FA trades.
Due to character limits, the rest of the combo transcript can be found at: http://combovid.com/?p=8848
Part 1&2: youtube.com/watch?v=3x53O3jEYtA
Part 3: youtube.com/watch?v=qs3x0a1-DPc
Rage: youtube.com/watch?v=ZdYfVFLMiZo
The game might have slightly more combo potential than I first thought, but we'll see in the final product.
EDIT: The final product took a lot of it away. Thanks!!!
The alpha for Rising Thunder was released today, so here's a combo video to celebrate!
Song used: Rising Thunder OST - Edge's Theme
Combos and editing by Doopliss.
There's of course no longer a link to the alpha, in fact the game has been cancelled. The latest build is available online though as "Rising Thunder Community Edition", I think fans made a server allowing for online play but I'm not sure, the release has local VS though.
Transcript:
Done in build 1112.
Combo Terminology:
L=Light
M=Medium
H=Heavy
, = link, or do move later
xx = cancel the previous move into the following move
cl. = close
s. = standing (Far variant)
c. = crouching
j. = jumping
jet. = Pressing up to cancel a cl.H or in the air with Vlad
f.M = forward+Medium
j.d.H = jumping down+Heavy
A1 or A2 = Alpha Special 1 or 2
B1 or B2 = Beta Special 1 or 2
G1 or G2 =Gamma Special 1 or 2
OA= Overdrive Attack
KAD = Kinetic Advance, Dash
KAJ = Kinetic Advance, Jump (forward)
KAJB = Kinetic Advance, Jump backwards
KANJ = Kinetic Advance, Neutral Jump
whiff = misses completely
meaty = hits later than usually possible against a standing opponent.
() = The combos and moves in the parentheses are the “set-up combos”, so to speak.
x4 = do it four times.
()x2= Do everything in the parentesis twice.
Dauntless:
0:03 Combo 1: Fthrow xx KAD, cl.M xx H xx G2 xx 1-hit A (Fully held) xx OA
0:12 Combo 2: j.H, cl.M xx H xx B xx KAD, G1, cl.M xx H xx KAJ, j.L xx j.A
0:18 Combo 3: j.H, c.H, s.Lx2 xx A xx KAD, (s.Lx4 xx A)x2 xx OA, walk forward G2, B
0:33 Combo 4: j.d.H, cl.H xx B xx KAD, f.M xx KAJ, j.d.H, j.L xx j.A
Talos:
0:39 Combo 1: j.d.H, cl.H xx c.L xx s.L xx G2 xx OA
0:49 Combo 2: j.H, cl.M xx B xx KAD, cl.H xx f.H, cl.H xx B xx KAD, G2x2
0:57 Combo 3: Held A, KAD, cl.M xx B xx KAD, f.H, j.Throw, s.L xx G2
1:06 Combo 4: j.L xx j.G1, cl.Hx2 xx f.H xx KAJB, j.G1, cl.Hx2, B xx KAD, c.H
1:13 Combo 5: f.Throw (xx KAJ, j.Throw, s.L xx B)x2
Chel:
1:22 Combo 1: j.H, f.H, c.M xx G xx KANJ, nj.H, cl.H xx B2, cl.H xx KAJ, j.Throw
1:31 Combo 2: nj.H, f.H xx f.M xx B1, cl.H xx KAJ, j.Throw, f.A xx KAD, j.Throw, f.OA
1:42 Combo 3: j.d.H, cl.H xx G xx KAD (hold to run under), cl.H xx B1 xx b.OA xx KAJ, Run, j.Throw after last OA hit.
Vlad:
1:53 Combo 1: j.H, cl.H xx jet.H, cl.H xx A, s.M xx G xx OA xx jet.H, B xx KAD, cl.M xx KAJ, j.A
2:05 Combo 2: j.H xx jet.d.H, cl.M xx H xx KAJ, j.H, cl.M xx H xx Kad, G xx OA, c.H
2:16 Combo 3: j.H, cl.H xx jet.H, (cl.H xx A xx KANJ, jet.H)x2, cl.M xx H xx held B xx OA, B
Edge:
2:29 Combo 1: (Start at charge lv.3) j.H, cl.M xx Hx2 xx KAD, cl.M xx Hx2 xx Gx2 xx KAD, G xx M xx Bx4
2:38 Combo 2: (Start at charge lv.2 or more) j.d.H, c.Lx2, s.L xx H xx B xx KAJ, j.M, A xx KAD, cl.H xx H xx Bx4, OA, d.Gx2
2:51 Combo 3: (Start at charge lv.1 or more) j.H, c.L, cl.M xx Hx2 xx KAD, c.L, cl.M, s.M xx H xx A xx OA, A xx KAD, Bx4, A
3:06 Combo 4: (Start at charge lv.2 or more) j.L xx j.A, s.M xx H xx B xx KAJ, j.M, OA, G xx Bx4, A xx KAD, c.H
Crow:
3:19 Combo 1: (f.throw, walk forward, whiff j.d.H) meaty c.H xx 1st hit KAJ, j.d.H, cl.H xx f.A xx KAJ, j.H, cl.H xx f.A, c.M xx B1
3:28 Combo 2: Held A xx KAJ, j.H (A hits), j.d.H, nj.M xx j.B, cl.H xx A xx OA xx Dash, Dash, Run, f.H, cl.H xx B2, c.H xx G
3:40 Combo 3: (A, j.M, cl.H xx f.A, c.H xx G) meaty c.H xx 1st hit KAJ, j.H, nj.M xx j.B, cl.H xx A xx OA, meaty f.H, f.H xx KAD, f.M, f.H, f.H, B1 (STUN), walk back, hold A until A is recharged, release A, another held A (1st one hits), s.L (2nd one hits) f.H, f.M, f.H, cl.H xx B1
The reason 3S is so poorly represented is partially because I don't like working with those characters. But it's also because characters like Yang, Ibuki and Elena barely got any new combo tools to work with. Yun and Ibuki also got nerfed in v.1.05. Ibuki to get rid of her infinite, but I have no idea why they nerfed Yun (removed JP from his 66LP special move).
Songs used:
Adon's Theme Arrange, Street Fighter Alpha
Charlie's Theme, Street Fighter Alpha 3
Dudley's Theme, Street Fighter III: 3rd Strike
El Fuerte's Theme, Street Fighter IV
Juri's Theme, Super Street Fighter IV
Decapre's Theme, Ultra Street Fighter IV
Song used: youtube.com/watch?v=bxXuGI7kpW0
This uses the same principe that is displayed with Red Focus in this video by Desk: youtube.com/watch?v=5gEf1oIgdHI
Song used: youtube.com/watch?v=Xv7ZGS3Nkbo
Soundtrack:
-KoFXIII - Esaka Continues
-Super Street Fighter II Turbo HD Remix - Flying Heaven (Original version, http://www.youtube.com/watch?v=SFBIEd993ac )
-Street Fighter Alpha - Akuma's Theme (Arranged)
Soundtrack:
Wii Fit U - Core Luge theme
Smash Wii U - Quick Man Theme
Nintendo Land - F-Zero Tutorial
Decapre 950 stun combo at 0:00, Dan 11 Gadoken combo at 2:25, Oni EX DP to Air U1 combo at 3:05, Guile stun combo at 3:27
Song: Gaur Plains - Xenoblade Chronicles
Combos and editing by Doopliss.
Notes:
I feel this video is straight forward enough to not require a transcript, if you simply look at the change list for the 1.04 patch. I’d like to explain some things though:
-Decapre’s c.HPx2 requires you to hit the first one meaty, which can be done on many characters of average size or smaller after a jump-in when they’re crouching. It won’t reach some characters though, mainly Shotos.
-When doing c.HPx2 on Akuma, I had to have my back to the wall, he needed to walk closer as I jumped and, since I needed a counterhit to stun him, he had to do c.MK just as I hit him high enough for him not to be pushed back by my collision box. It’s the most annoying positioning set-up I’ve ever had to perform.
-The Dan combo features 9 unplinkable 1f links. Not something I want to do by hand, luckily the turbo setting on my fightpad was perfect for doing it, by simply holding LP for the jabs and cancels, so I didn’t have to record it with tool assistance.
-For the Akuma combo, It’s actually pretty easy to do U2 from c.MK by pressing “db.MK, UF, DB, UF+3P~3K”. 3K doesn’t need to be plinked, you simply have to press it during the first frame of the teleport. It works because the DP input of “any F, any D, any F” accepts “UF, DB, UF” as a DP.
-The Akuma, Guile and last Decapre combo are recorded on PC, but since shadowplay is acting up for me, they suffer from bad frame rate and/or poor sound quality. Akuma and Decapre were too hard to do for me to want to rerecord them, and the Guile combo requires Tool Assistance.
-On the note of the Guile combo, it doesn't actually feature anything new (Other than Poison's decreased health), it's an optimization of a combo found by Ambassador Foxx (youtube.com/user/RedmageFoxx) used in this video: youtube.com/watch?v=vT5kMYeVGHA (It's a cool video and you should totally check it out btw).
-Combos must be done on standing Dan.
-Meters set to "Refill".
-Ultra set to "Ultra Combo Double".
-You cannot use more than one Ultra and 4 ex bars in one attempt, or connect with a non-listed move ("EX Focus Cancel" means you can't hit with the Focus Attack), to truly beat the challenge. You can use more for funsies though.
Links:
(CHALLENGE SPOILER WARNING) Combos start at 1:57
Positioning Clues: youtube.com/watch?v=chUQcrjwntA
Dhalsim Solution: youtube.com/watch?v=pOZMIYcqN5A
Seth Solution: youtube.com/watch?v=2aLuvgubBs8
Ibuki Solution: youtube.com/watch?v=lM80msQEUMw
Gouken Solution: youtube.com/watch?v=Kfj-5Rx2Qug
Song: youtube.com/watch?v=Dtl2oxPzAHc
There's a challenge in this game that requires you to survive in Cruel Smash for one minute with Luigi. A direct assault on the Miis is pretty much impossible, so stalling the ledge is your best bet. The easiest way to do this is by grabbing the ledge, doing a get-up attack, and then jump down and regrab it again as they get close, but I forgot about that option and instead found this overly complex method.
This video will also act as a 60FPS test as well as a Smash recording test.
This was recorded with tool assistance for testing purposes. You can press LP+MP+MK up to 10 frames after you press MP+MK (At least in this situation. This window might be smaller if absorbing a move with less hitstop). The input shown in the video is done as slow as possible.
The original video can be seen here: youtube.com/watch?v=MSuUKkwBcPY
Soundtrack:
Double Dragon Neon: Billy and the Breakers - Firebird
Original Video:
http://www.youtube.com/watch?v=Dx2NdTiN4Uo
Combos and editing by Doopliss
Soundtrack:
Hyper SFII "The Starting over" - T.Hawk
Hyper SFII "The Starting over" - Cammy
Hyper SFII "The Starting over" - Guile
Hyper SFII "The Starting over" - Sagat
Ultra Street Fighter IV brought several new combo mechanics and balance changes. This video contains some examples of what every previously existing character can do thanks to these additions. Below you can find timestamps to get to each character if you do not wish to watch the entire video, they are displayed in alphabetical order:
0:00 Intro
0:07 Abel
0:53 Adon
1:10 Akuma
1:41 Balrog
2:11 Blanka
2:32 C.Viper
2:52 Cammy
3:12 Chun-Li
3:47 Cody
4:00 Dan
4:34 DeeJay
4:58 Dhalsim
5:28 Dudley
5:44 E.Honda
6:02 El Fuerte
6:24 Evil Ryu
6:38 Fei Long
7:02 Gen
7:55 Gouken
8:25 Guile
8:48 Guy
9:19 Hakan
9:46 Ibuki
10:15 Juri
10:27 Ken
10:32 M.Bison
10:52 Makoto
11:14 Oni
11:24 Rose
11:50 Rufus
12:24 Ryu
13:23 Sagat
13:44 Sakura
14:07 Seth
14:21 T.Hawk
14:37 Vega
15:01 Yang
15:26 Yun
15:40 Zangief
16:25 Credits
16:39 BONUS - Elena
Transcript:
0.07 – A meaty s.LP setup, normally used for Step Kick infinites, allows c.MP to link afterwards.
0.21 – Counterhit lv.2 FA followed by a neutral jumping normal is the perfect meaty set up for HP CoD, which allows me to show off Abel’s new +5 on hit 2nd Low.
0.33 – Since I reloaded a save state from right after activating Decapre’s U1, some soundclips are missing. The c.HP after the first trade needs to be delayed slightly for the LP CoD to trade. You also need to wait after trading the c.HP later in the combo before you do f.MK, otherwise you’ll be too close to the ball. The six trades helps Abel build back a 5th bar used for the FADC in the end of the combo. c.HP xx LK Roll, U1 is really strict, probably 1f and character specific.
0.53 – Hugo is so big that nj.MK to air JK works just fine even when he’s crouching or after lv.2 FA. The higher launch on 2nd hit LK RJ allows Adon to reset with cl.HK on several characters.
1.01 – Adon counterhits T.Hawk’s far s.HK with c.MP to make LK RJ hit later than normally possible, allowing him to jugge with U2. Thanks to Seratna for the tip of using T.Hawk.
1.10 – With his faster EX shaku and cancellable far s.HP, Akuma’s stun output has shot through the roof. You can also combo HP shaku after EX Shaku point blank or in the corner, but it might be character specific.
1.21 – This combo took me like 7 hours to record. In order to keep the right spacing while doing the triple far s.HP to EX air fireball I used HK Demon flip, and I also walked for a while after each EX air Fireball. This has a lot of spacing leniency, which could make it viable in real matches against Abel if you practice it enough. Thanks to Desk for showing that Abel is a good dummy for these kind of combos.
1.41 – I use lv.4 TAP in the end to show that it charges faster now. It also transitions nicely into the next combo where…
1.50 – Lv.4 TAP has more hitstun than the others, allowing you to FADC from it and keep comboing. In USFIV Balrog has a new U1 juggle, that deals more damage than before. His “Say goodnight, chump!”-voice clip disappears from the ultra randomly for some reason. Thanks to Jav1ts for bringing this to my attention.
2.01 – You can combo TAP into EX RFA on Sagat. The rest of the combo is pretty straight-forward, but you can see the new U1 ender at the, well, end.
2.11 – Despite the extra pushback, Blanka can do c.MKx3 on crouching M.Bison. This combo is also a prime example of the late-hitting HP Roll knocking down.
2.15 – Blanka’s dash got 1 frame faster, making him +4 after CH c.HP xx FADC.
2.22 – Tall character fall into Blanka’s lightning after a crumple, allowing him to juggle with U2. But Only Hugo gets hit by non-EX Lightning from what I know.
2.32 – Sadly LP Seismo is too slow to combo after EX RFA. But I still manage to show off her new df.HK.
2.39 – Showing off some new FADC combos as well as her faster U2. El Fuerte seems to be the only one that gets hit by cl.MPx2, c.MP.
2.52 – Pretty straight-forward EX RFA combo, except that you must delay the cancel to EX RFA slightly, or it will miss.
3.03 – you must walk forward after the last cl.HP to get cl.LP, which is needed to space the rest of the combo correctly so you can juggle after the LK SA at the end.
3.12 – Just showing that EX Kikoken to U2 is possible, although it might be Dhalsim specific from this close.
Due to character limits, the rest of the combo transcript can be found at: http://combovid.com/?p=8617
Double Dragon 2 - Roar of the Double Dragon (Arrange)
Street Fighter Alpha: Warriors' Dreams - Charlie's Theme (Arrange)
Leftovers: youtube.com/watch?v=P8MTXslMuFA
Contributors:
Snoooootch (Editor+Combos) - youtube.com/channel/UCfooLaaosDluFrLlNbEiZQA
Doopliss - youtube.com/user/DaDoppen
Maj - youtube.com/channel/UCKs1c4EiMYrpr8uTfyPePEA
Pepopulo - youtube.com/channel/UCOA6U05m6XC0JYbEItriKgA
TomSinister - youtube.com/user/TomSinister03110
Error1 - youtube.com/channel/UCho4Y836FhdZxl8t-qbWZGQ
Pokey86 - youtube.com/channel/UCvKLzztvYwu9kUwCRFY76qA
Smileymike101 - youtube.com/user/smileymike101
Combo Transcript: Maybe later


