Korean Panda
You always been b*tch! [Sonic Riders]
updated
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Initial release date: September 20, 2012
Developer: French Bread & Ecole
Publisher: Aksys & Sega
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00:00 Intro
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I guess you could say. He breathed his last breath
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Year: August 1995
Developer: Konami
Publisher: Konami
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07:06 is a goofy situation. This was an interesting game. It's a six button, Samurai Showdown-like fighting game. It features stage interactions which you can swing off of and even break. You can attack before the round start, but no damage is actually applied if this happens. Bombers and Super Bombers are dictated by offering life, instead of consuming a super meter. This game has Darkstalkers style OTGs. If you are attacked too much, you can lose your weapon. Proximity normals exist in this game. You can link some of the normals together, Street Fighter style, which is nice. This game was developed by some of the same the same team that did Battle Tryst, Fighting Bujutsu / Fighting Wu-Shu, and Lightning Legend: Daigo no Daibouken, Martial Champions, TMNT, and RakugaKids
00:00 Intro
01:42 Zack
03:07 Tekkamen
05:00 Tsugumi
06:35 Kodama
10:24 Suiko
14:50 Layla
18:48 Jaoh
25:48 Sarumaru
27:57 Dogma
41:36 Ending / Credits
Year: 1993
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Simple Fighting Game nod to Street Fighter 2, but with TMNT. Very much like SF, characters have close and far standing normal attacks as well as seperate neutral jump and forward/backward jump attacks. Played this a lot in my childhood and really enjoyed playing this There is a TMNT x Justice League Task Force crossover that's also really good. If you like TMNT, please check out TMNT x JL.
00:00 Intro
00:48 War
03:32 Mirror (Raph)
06:18 Shredder
07:59 Mikey
09:45 Bonus Stage
10:46 Aska/Asuka
13:09 Wingnut
15:29 Armaggon
17:34 Leo
19:40 Chrome Dome
21:41 Donatello
24:54 Rat King
Year: May 27, 1999
Developers: Success Corp (Fill-in-Cafe did the older games)
Publishers: FamilySoft, NEC Avenue, ASK-Kodansha
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This game was good casual fun. It doesn't feature proximity normals. But what it does have is double jumps, smart steering (aerial drift) during double jump, chain combos, air chains combos, Custom Combo install (by press of the select button), launchers, OTGs, flying screen, wall bounces, wall techs, air recovery, clashes, AND tardy counters. The game is formated A,B,C and then D. Or probably L,M,H, S like MvC3. Three primary attack buttons that chain in a light to heavy hierarchy, and then the launch button that is also used to execute supers. This version of the game is chaotic. I know that "LimitedOver" is the competitive one that is played that is conducive for more orderly gameplay. General Juggle Rule (there are exceptions to this rule) is you get about 7 hits or so before Juggle drops.
00:00 Intro
04:36 Kumi Okubo
07:15 Megumi Suzuki
10:05 Nana Owada
12:58 Karina Toyota
15:51 Cathy Wild
18:21 Asuka Honda
20:57 Torami Hojyo
24:00 Kiyoko Mitarai
27:08 Tamaki Shindo
30:40 Shinbu Kawasaki
33:00 Credits
Year: 2000
Developer: Polygon Magic
Publisher: ASK
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This fighting game is a rhythm based fighter and uses BOTH chains AND target combos (Kind of felt like MK3 combo style strings). It's a four button fighter, LP,LK,HP,HK But to my surprise, it also has short hops like in KOF! You can use your super meter to activate supers or once you have 3 full bars, you can spend one bar to activate a DDR style dance mini game for big damage by pressing HP+HK. The better you do during the dance, the bigger the damage. There are no air chains, so you're committed to a single button in the air unless your character has multi-hitting jump string (air target combo). There are no proximity normals. But everyone has a launcher and a wall bounce. You can launcher and wall bounce multiple times in one combo, but there's definitely some kind of limit.
00:00 Intro
02:29 Trash
03:51 Zekoo
05:53 Vivian-Roxy
07:31 Ramos
09:36 Hojemon
12:01 Dreg
13:38 Ditro
15:17 Stealth
16:49 Credits
Year: 1997
Developer: Racjin
Publisher: Banpresto
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00:00 Intro
01:36 Neil
03:18 Kei
05:13 Rickey
06:58 Reymond
08:24 Chiaki
10:07 Bobby
11:27 Berserker
13:28 Mark
15:20 SieGuei
16:44 Final Boss
Year: 2008
Developer: ArcSys
Publisher: Capcom
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00:00 Intro
01:12 Life Regain
01:30 Personal / Guard Bar
02:23 Engun / Assist Meter
02:40 Basara / Super Meter
03:04 Supers & Ichigeki (Instant Kills)
03:30 Gatlings
04:04 Blast Attacks
04:45 Launchers
05:28 Perfect Guard / Fautless Defense / Barrier
05:50 Just Guard
06:07 Guard Cancel Attack / Dead Angle / Alpha Counter
06:30 Engun / Assist
08:04 Engun Counter / Burst
08:11 Engun Cancel / Roman Cancel / Rapid Cancel
08:40 Engun Super
Initial Release: December 31, 2010
Developers: 07th Expansion, Alchemist
Publishers: 07th Expansion, MangaGamer, Alchemist, Technical Group Laboratory
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There's a LOT going on with this game. It's a 2-v-2 tag style game with a lot of mechanics happening at once. For instance, instead of building up the point character's meter, you instead build meter for your partner. Although the health bar is shared between both characters, the SP meter is NOT. So by building partner SP meter, you are still encouraged to use the tag mechanics of the game. The game, much like Street Fighter, has proximity normals (close and far standing normals are different) as well as a different set of neutral jump and directional jumping attacks. You can also activate something called "METAWORLD". This can be used as a cancel to extend combos, but also activates character specific abilities, allows supers of cost, and access to a "Level 3" esque super that can only be done in Metaworld. And for as long as you have the meter to spend; the opponent and yourself can continue to counter and re-activate metaworld. Countering metaworld cost 2 meter to deactivate the opponents metaworld. And reactivating cost the point player 2 more meter. For each re-activation, the time in Metaworld is shortened. Like most fast paced fighters, you can super jump, air recover, and OTG in this game. When you stun your opponent, they cannot burst in the combo that starts with the stun.
- Break Limit: Is just a guard meter.
- Dash Cancel: Consumes the Touch Gauge
- MetaWorld: Basically Blazblue's overdrive cancel. Can be used to cancel or access buff.
- Touch: Tag Mechanic
- Attack Touch: Tag Combo / Cross Combo mechanic
- Guard Touch: Alpha Counter, cost 1 partner's SP gauge and tags your partner in.
- Damage Touch: Burst Mechanic. Executed by pressing the Touch button when your character is in hitstun while receiving damage. It requires 2 bars from your partner's SP gauge.
- Assault Touch: Executed by inputting the command 236D. It requires 2 bars from your partner's SP gauge. Your character will rush towards the opponent; you will have full body invincibility during the animation. On hit, you will trip the opponent and then switch with your partner, giving them the exiting character's ability for a certain period of time.
00:00 Intro
00:27 George / Dlanor
02:54 Kanon / Chiester410
05:26 Willard / Eva Beatrice
08:42 Jessica / Shannon
11:26 Ange / Rosa
14:39 Ronove / Luci
18:59 Bernkastel / Erika
22:12 Ending
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Year: November 5th, 2014
Developer: Studio Saizensen
Publisher: Studio Saizensen, Sega
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29:47 is the only point in the game I got the combo that I wanted, I feel so bad! This fighting game is a 4 button fighter, 3 of the buttons are attack buttons. This game is pretty cool. It has gatlings, but there aren't any proximity normals. There's a 2 button cancel to extend combos for the cost of meter, but is still unsafe on block. You can "burst" by summoning an assist while you're getting hit. This serves as this games burst function for the cost of 3 assist meter. You can switch characters between rounds like Capcom Fighting Evolution (Jam) or Rival Schools. This game is very simple but also deep.
00:00 Intro
02:41 Pairon / Rick
05:35 Melty / Urayukihimii
08:35 Fenrir / Rouna
10:58 Sakuya / Rick
13:54 Ryuga / Misty
18:02 Ryuga / Xiaomei
24:56 Issac / Rage
28:16 Parion / Issac
30:12 Credits
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Sonic Smackdown, or rather. ULTIMATE SONIC SMACKDOWN now has ROLLBACK NETCODE!!! So to celebrate, I started to lab combos for this game!
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Sonic Smackdown, or rather. ULTIMATE SONIC SMACKDOWN now has ROLLBACK NETCODE!!! So to celebrate, I started to lab combos for this game!
Year: 1996
Developers: Technōs Japan
Publishers: SNK, Mega Enterprise
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River City Ransom's Dodgeball game! This is mad fun! You can do reversal DP's, supers, fakes, and special moves. Most moves are qcf, dp's, or f,hcf inputs.
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Sonic Smackdown, or rather. ULTIMATE SONIC SMACKDOWN now has ROLLBACK NETCODE!!! So to celebrate, I started to lab combos for this game!
Year: 1996
Developer: Racjin
Publisher: Banpresto
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This was a very interesting 2.5D fighting game. Separating itself from Tekken 2 or Virtua Fighter 2, they added a special meter, though instead of supers, it's a custom combo install. It's a 4 button fighter with 2 normal attack buttons, a special attack button, and the hyper button (which is the CC install). Specials are done MK style (such as b,f+S) but the special button on it's own (neutral S or 5S) doesn't do anything. Attack strings are very Tekken and VF -esque. Example P,P,P,K. The CC install grants a little bit of invincibility. There's a ground recovery just before you hit the ground. You can special cancel specific attack strings into specials.
00:00 Intro
01:09 Character Select
01:38 Bobby
03:27 Chiaki
04:46 Reymond. N
06:22 Harry
08:26 Mark
09:45 Neil
11:26 Han-Fei Lan
13:55 Kei
16:22 Beserker
17:57 Marry.P
26:54 Credits
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Sonic Smackdown, or rather. ULTIMATE SONIC SMACKDOWN now has ROLLBACK NETCODE!!! So to celebrate, I started to lab combos for this game!
Year: 1998
Developer: Fuuki
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This 3 button fighting game is actually very deep! It integrates, wall bounces, launchers, clashes, EX moves, supers, tech rolls, reversal JUMP from wake-up, pushblock, guard cancels, boost mode (which gives characters unique buffs), etc! Throwing is done with a direction and B (medium) attack.
- You'll see me at round start of some matches just walking back because my roommate was talking to me during the recording of this video.
00:00 Intro
00:33 Alice
2:58 Taros
5:40 Goat
11:26 Zam-B
14:19 Rose Mary
17:15 Yashaoh
19:48 Lightning
22:36 Footee
26:45 Curfue
29:48 S.Geist
Year: 1998
Developers: Sunsoft, Santa Claus
Publishers: Sunsoft, Tecmo
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This is a "Flighting" game or sometimes known as a Fight-&-Flight game and it was SO MUCH freaking fun! It's very simple and easy to pick up and play. There are 6 attack buttons and supers. There are some nutty but simple mechanics too. You can wall tech by pressing a button just as being knocked into the wall or even Rebound of the wall to retaliate and fly right back at them with an attack. You can do reversals to break out of combos. You can dash cancel to extend your combos. If you beat them up enough, the opponent will get dizzy, but if you beat them up too hard (I think preceding the dizzy state), you can put them in pong pong dizzy! Pressing the two "light" attacks grant custom combo install. Pressing the two "medium" attacks activate super 1 and the two "heavy" attacks activate super 2. You can side switch also, which is basically this game's version of a throw.
00:00 Intro
00:48 Stella
01:56 Cupe
03:29 Fooly
04:59 Sakamoto
06:31 Rogue
07:39 Maron
09:23 Coco
11:03 Doppleganger
12:49 Test-Kun
14:49 Credits
Year: 2005
Developers: International Games System
Publishers: Midas Interactive Entertainment, International Games System, Idea Factory, AMI
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This game was really freaking cool. This is an airdash fighter equipped with burst, air recovery, parries, OTGs, Alpha Counters (C+D during block), DUST launchers, and everything. There's even a slow-mo roman cancel ish style mechanic to help extend combos which is pretty fun. You can use burst also to extend combos as well. Once in burst, Upon activation has a small hitbox that does some damage, blows the opponent away on hit, and destroys projectiles hit by the hitbox, and is unblockable. During burst you take less damage, have infinite meter, and deal a larger amount of damage to guard, and you will tend to guard crush opponents with few hits. When the burst ends you will be left with no meter at all. There's some sort of clash system, but I can't find any information on the clash, but it feels kinda like danger time ( ? ) . This game, also features proximity normals (close and far normals). Can somebody explain the clash at 07:44 ?
Here's a link to the training mode LUA for those interested:
drive.google.com/file/d/1GIhCT7M13Yz0WV7c7sAWBx21lGixv6x6/view
00:00 Intro
01:17 Jadou
02:39 Mayura
04:12 Wells
05:49 Hiro
09:40 Roze
11:10 Orochimaru
12:56 Krayce
15:09 Erile
16:55 Ryuken
19:58 HG. Earth
24:15 Credits
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I know I'm like 6 months too late, but this was just too fun to do! Might do a fightstick ASMR with this character, who knows!
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Year: 2018
Developer: Studio Saizensen
Publishers: Pikii, Nicalis
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This was a really cool "Indie Fighter", if I may be allowed to use that pun. Air Dashing is done with a forward direction + skill button instead of directions in the air. This game has an interesting wakeup system where you can press a direction to stand up or press a button to do a wakeup attack. This game has one buttons specials, but you can use EX versions. Heatup install is interesting also. Heat Up is accessible once you are under 35% health and costs 1 bar of skill meter. During Heat Up install, you gain one hit of super armor and moves cost less. EX skills cost 1/3rd of the Heat Up bar, and Ultra Skills cost 1/2 of the existing Heat Up bar. As long as you have Heat Meter, it doesn't matter how much of it that you have, you will always be able to do EX skills or Ultra skills up to level 1 or level 2. Performing Supers (ultra skills) is interesting too. You press "H+S+E" to do the supper. And the level of the super increases for each time you tap all 3 buttons. For example, to do your level 3 super, you have to press HSE 3 times to perform it. The game also has a Defensive and Offensive cancels that act kind of like roman cancels which is also really cool.
00:00 Intro
02:49 Kawase
04:36 Solange
06:23 Aban
07:49 Master T
09:29 Quote
11:32 Helen
13:18 Ling
Developed by: Aorn
Published by: Electronic Arts
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This is an impressive title. Which you can summon your spirit animal (stand, persona, whatever). Summoning your spirit animal can change the properties of your moves or even movement. But primarily give you access to an extra move and access to super. This game features OTG's, Chains, Universal Overheads, short-hops, parries (called technical blows), etc. You can even chain whiffed normals in the air. What's interesting though, is that even if you hit someone in crouching state, the hitstun animation always put's them in standing hitstun.
00:00 Intro
00:41 Yu-Ian
2:45 Rex
4:18 Ja-Koh
5:48 Egith
7:30 Tian-Ren
9:43 Little-Eddy
11:34 Hou-En
13:29 Wu-Ling
15:42 Zao-Long
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00:00 Intro
00:15 Abaddon
00:51 Phantom Bat
01:15 Cerberus
01:57 Lesser Demon
2:20 Dario Bossi
3:23 Aguni
5:00The Mummy
5:48 Great Armor
7:33 Flying Armor
8:24 Dullahan
9:21 Astarte
10:26 Carmilla
11:24 Olrox
12:31 Stella Lecarde
16:52 Shaft
17:51 Succubus
18:39 Paranoia
20:57 Rusalka
21:52 Blackmore
22:56 Gergoth
24:37 Barlowe
25:26 Richter Belmont
27:29 Brauner
28:27 Albus
29:15 Death
31:54 Dracula
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Combo Cheat Sheet link:
twitter.com/Alternate275/status/1449156084783058947?s=20
Video Table Of Contents:
00:00 Intro
00:45 Miyako Wall Carry
01:08 Miyako Oki setup
01:38 Mixing up the Oki
02:30 Miyako Oki as a Safe Jump
03:20 Miyako Oki in the corner
04:08 Counter Mashing and Frame Traps
05:01 Countering Shield (During Blockstrings / Block Pressure)
05:27 Countering / Punishing Bursts
06:06 Neutral Tech safe jump
06:35 Guard Break vs Jumping Opponents
07:08 Neutral Tech Resets and Cartwheel Meaties
07:50 Resets and Mixups Collection
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Co-streamer Moth joins us again to kick back, relax, and play her favorite game; Infamous.
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Co-streamer Moth joins us again to try out Crash 4 for the first time. She's loved Crash and Spyro for a while growing up, so a new one is out and it's about time!
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