Добавить
Уведомления

"Crush the Line!" A Street Fighter X Tekken Combo Video

Highlights: Rufus Crumple pick-up at 1:34, Zangief & Akuma Tag Cancel juggle glitch at 2:25, Mega Man Ice Blaster barrage at 4:00, Vega meaty Roll to Super at 4:10 This is my first full SFxT Combo Video. It features mostly shorter combos, and has no combos using Cross Assault, Pandora or Gems. I also put some effort in making a lot of custom colors for the characters. All of them are based on something, so look closely and you might recognize some of them. Combos and editing by Doopliss. Music used: Virtua Fighter V Final Showdown - Ruins/Eileen theme God Hand - Sunset Heroes Capcom VS SNK 2 - True love makin' Mega Man 3 - Game Over Theme Transcript: 0:16 A Ryu and Ken triple Tag Cancel combo. Ryu’s js.HK can hit stanging Hugo on the way up, allowing you to Tag Cancel and continue with Ken. In the end I use SCDC to dash out of Ryu’s first c.HP, past Hugo, then connect another c.HP from the other side. 0:27 Seems Ryu’s EX Fireball doesn’t raise the Juggle Counter. 0:34 Hugo is launched high enough by Ryu’s c.HP to allow Ryu to pass under him with LK Tatsu, hitting him with the 2nd hit, which gives Ryu time to juggle with his Super. 0:42 If you tag cancel a launcher with the back to the wall, Vega has time to juggle with his non-EX Izuna Drop, which is a true grab and can’t be juggled into normally. 0:51 Lili can do two EX Feisty Rabbits in a row, and the 2nd one has different properties. It does more damage, and has enough hitstun to combo into the Rabbit Thorn Follow-up. You need to get a Counterhit on the last hit of the first EX Feisty Rabbit for them combo. 0:57 It seems the MP Yoga Fire needs to be counterhit for the j.d.LK to connect, couldn’t get it to work otherwise. Other juggles seem unaffected by the Counterhit. 1:03 Marduk Can combo into his EX DLTD from a Groundbounce. The linked far s.HP afterwards might be character specific, couldn’t get it to work on Dhalsim. 1:14 Bob can loop Granchi Cannon multiple times, but ti’s not an infinite if I recall correctly. I only did it three times for execution reasons. 1:25 Akuma’s Shakunetsu Hadoken doesn’t add do the Juggle Counter, nor does the first hit of both his s.HKs. This gives him some very long juggles if you utilize them. I still had enough juggle potential left to combo all three hits of HP SRK in the end. 1:35 Rufus’ c.HP causes Crumple on counterhit. If you hit a crumpled opponent too late with a normal, they reset as if they were hit in the air. I link an EX SCDC after the c.HP to allow me to juggle with his Target Combo, which also works with far s.LK in this game. Thanks to it’s added juggle time, f.HP can be cancelled into HK Messiah Kick, and it also allows you to juggle with the MK follow-up, which does more damage than the LK one. 1:46 Rolento can Juggle with EX Knife Toss if the opponent is high enough. Doesn’t work in the corner, so you need to do a long combo before the EX Patriot Circle to get some space to work with. You might be able to juggle with something afterwards or continue the combo with Tag Cancel, but I wasn’t able to do it. 1:52 Cole’s Shock Grenades knock down on counterhit. They also launch you very high into the air if you let them explode automatically instead of touching the opponent. This set-up gave me enough time to Raw Tag into Heihachi and juggle with his Super. You need a move with really high Juggle Potential to juggle from this since a Raw Tag doesn’t reset the Juggle Counter like a Tag Cancel does. 2:03 Mega Man has really limited juggles without EX, his non-EX moves are too slow or adds too much to the juggle counter for you to be able to juggle afterwards if you use them in a juggle. 2:12 Juri can combo c.HP jump cancelled into j.HP on standing Hugo. It’s one frame away from being an infinite, but you can loop it using released Fuhajins. Only looped it twice for execution and pacing reasons. 2:25 If you Tag Cancel Akuma’s HK Tatsu into Zangief’s lariat, they both gain an extra hit. Zangief can gain an extra hit on his lariat this way with any Tag Cancelled move that lasts long enough. Here I use it to get the 1st and 3rd hit of Quick Double Lariat, allowing me to juggle with HP Headbutt, tag cancelled into an extended juggle with Akuma, using the tricks mentioned above (1:25) to perserve Juggle Potential. You need to walk back a few frames to get the far s.HK. 2:35 s.MP, c.HP xx LK Shredder makes the shredder only hit once, barely allowing you to juggle with a s.LP. f.HP can only be juggled into from a Groundbounce, and it can only be cancelled into the rest of the string or Paul’s QCF moves, including the Super. 2:48 Negative Edge-ing Cole’s HCF+PP causes the orange lightningbolt and the EX activation sound to vanish. This also works one some other characters’ Charge moves. The cross-up f.HP seems to be character specific, I remember trying it on someone else and it didn’t work. Due to character limits, the rest of the combo transcript can be found at: http://combovid.com/?p=7549

12+
16 просмотров
2 года назад
12+
16 просмотров
2 года назад

Highlights: Rufus Crumple pick-up at 1:34, Zangief & Akuma Tag Cancel juggle glitch at 2:25, Mega Man Ice Blaster barrage at 4:00, Vega meaty Roll to Super at 4:10 This is my first full SFxT Combo Video. It features mostly shorter combos, and has no combos using Cross Assault, Pandora or Gems. I also put some effort in making a lot of custom colors for the characters. All of them are based on something, so look closely and you might recognize some of them. Combos and editing by Doopliss. Music used: Virtua Fighter V Final Showdown - Ruins/Eileen theme God Hand - Sunset Heroes Capcom VS SNK 2 - True love makin' Mega Man 3 - Game Over Theme Transcript: 0:16 A Ryu and Ken triple Tag Cancel combo. Ryu’s js.HK can hit stanging Hugo on the way up, allowing you to Tag Cancel and continue with Ken. In the end I use SCDC to dash out of Ryu’s first c.HP, past Hugo, then connect another c.HP from the other side. 0:27 Seems Ryu’s EX Fireball doesn’t raise the Juggle Counter. 0:34 Hugo is launched high enough by Ryu’s c.HP to allow Ryu to pass under him with LK Tatsu, hitting him with the 2nd hit, which gives Ryu time to juggle with his Super. 0:42 If you tag cancel a launcher with the back to the wall, Vega has time to juggle with his non-EX Izuna Drop, which is a true grab and can’t be juggled into normally. 0:51 Lili can do two EX Feisty Rabbits in a row, and the 2nd one has different properties. It does more damage, and has enough hitstun to combo into the Rabbit Thorn Follow-up. You need to get a Counterhit on the last hit of the first EX Feisty Rabbit for them combo. 0:57 It seems the MP Yoga Fire needs to be counterhit for the j.d.LK to connect, couldn’t get it to work otherwise. Other juggles seem unaffected by the Counterhit. 1:03 Marduk Can combo into his EX DLTD from a Groundbounce. The linked far s.HP afterwards might be character specific, couldn’t get it to work on Dhalsim. 1:14 Bob can loop Granchi Cannon multiple times, but ti’s not an infinite if I recall correctly. I only did it three times for execution reasons. 1:25 Akuma’s Shakunetsu Hadoken doesn’t add do the Juggle Counter, nor does the first hit of both his s.HKs. This gives him some very long juggles if you utilize them. I still had enough juggle potential left to combo all three hits of HP SRK in the end. 1:35 Rufus’ c.HP causes Crumple on counterhit. If you hit a crumpled opponent too late with a normal, they reset as if they were hit in the air. I link an EX SCDC after the c.HP to allow me to juggle with his Target Combo, which also works with far s.LK in this game. Thanks to it’s added juggle time, f.HP can be cancelled into HK Messiah Kick, and it also allows you to juggle with the MK follow-up, which does more damage than the LK one. 1:46 Rolento can Juggle with EX Knife Toss if the opponent is high enough. Doesn’t work in the corner, so you need to do a long combo before the EX Patriot Circle to get some space to work with. You might be able to juggle with something afterwards or continue the combo with Tag Cancel, but I wasn’t able to do it. 1:52 Cole’s Shock Grenades knock down on counterhit. They also launch you very high into the air if you let them explode automatically instead of touching the opponent. This set-up gave me enough time to Raw Tag into Heihachi and juggle with his Super. You need a move with really high Juggle Potential to juggle from this since a Raw Tag doesn’t reset the Juggle Counter like a Tag Cancel does. 2:03 Mega Man has really limited juggles without EX, his non-EX moves are too slow or adds too much to the juggle counter for you to be able to juggle afterwards if you use them in a juggle. 2:12 Juri can combo c.HP jump cancelled into j.HP on standing Hugo. It’s one frame away from being an infinite, but you can loop it using released Fuhajins. Only looped it twice for execution and pacing reasons. 2:25 If you Tag Cancel Akuma’s HK Tatsu into Zangief’s lariat, they both gain an extra hit. Zangief can gain an extra hit on his lariat this way with any Tag Cancelled move that lasts long enough. Here I use it to get the 1st and 3rd hit of Quick Double Lariat, allowing me to juggle with HP Headbutt, tag cancelled into an extended juggle with Akuma, using the tricks mentioned above (1:25) to perserve Juggle Potential. You need to walk back a few frames to get the far s.HK. 2:35 s.MP, c.HP xx LK Shredder makes the shredder only hit once, barely allowing you to juggle with a s.LP. f.HP can only be juggled into from a Groundbounce, and it can only be cancelled into the rest of the string or Paul’s QCF moves, including the Super. 2:48 Negative Edge-ing Cole’s HCF+PP causes the orange lightningbolt and the EX activation sound to vanish. This also works one some other characters’ Charge moves. The cross-up f.HP seems to be character specific, I remember trying it on someone else and it didn’t work. Due to character limits, the rest of the combo transcript can be found at: http://combovid.com/?p=7549

, чтобы оставлять комментарии