View Full Version : Go Share Combo Ideas
http://www.combovideos.com/forums.php?m=posts&q=851
Shin Ace
03-11-2005, 05:27 PM
Question, can you explain what the last part of this means:
"CvS2 C-G.Rugal vs anyone
setup: midscreen, no setup
combo: HCB+K dash grab thing, dash forward, lvl2 kick super (2 hits) xx QCB+P wall slam
comments: it's only cool cuz of the dash mid-combo; can't combo kick super afterwards since wall slam grabs out of the air"
I've done this with Rudal(C) against Dan....Dan does taunt super, Rugal does lvl2 gigatech pressure mere frames before Dan lands at the end of his super(done for extra bar, 1 more level). Counter hit super...cancelled into wall slam(can't remember the strength, all should work), linked into lvl 2 kick super(which does juggle). Then you can cancel that super however you wish.
I noticed that rugal can do lvl 2 slam xx wall slam, lvl 2 kick super. But if you replace the kick super with a level 1, it must whiff. Obviously someone thought the combo is simply too damaging to allow it during development.
It's just simple numbers. It's not an exception to any overall juggle count rules.
Rugal lvl1 kick super has 1 juggle potential on 1st kick, 2 juggle potential on 2nd kick, 3 juggle potential on 3rd kick.
Rugal lvl2 kick super has 2 juggle potential on 1st kick, 4 juggle potential on 2nd kick, 6 juggle potential on 3rd kick. This is simply because each kick of lvl2 super does 2 hits.
Both HCB+P and lvl1 wall slam super are 2 hits. When you do them against a grounded opponent, the first hit is kind of a strange hit stun but they are still considered somewhat grounded and the wall slam part is the actual knockdown hit. When you do either of those two moves against an airborne opponent, the first hit is considered the knockdown hit and the wall slam part is considered a juggle hit.
So if you do it against grounded opponent, the juggle count is at 0 at the end of the move so you can juggle with lvl1 kick super. If you do it against airborne opponent (or juggle with it after canceling a lvl2 or whatever), the juggle count is at 1 at the end of the move. So you can only juggle with a lvl2/lvl3 kick super, and even then the first kick only hits once.
Blazn
03-12-2005, 11:25 PM
can some one explain the juggle counter thing to me?
is there a limit or sumthin?
SoleEMU
03-13-2005, 08:07 AM
cvs2 system combo guide (http://www.shoryuken.com/games/cvs2/CapcomVsSNK2_SystemsComboGuide_v1.txt)
the juggle section says it all :tup:
Blazn
03-13-2005, 09:57 AM
lol thnx.. but too long.. dont wanna read.. maybe later
all I knows is that it can be reset during a combo..
SoleEMU:
That's the old version. James updated it to v2 a long time ago.
http://sonichurricane.com/articles.html
Look for the CvS2 guide under "Reference"
Blazn:
So you wanna know enough to have someone waste their time typing some shit out just to spoonfeed you, but not enough to find it yourself when it's right in front of you? That's not cool. Your time is valuable but ours isn't?
Blazn
03-13-2005, 01:31 PM
SoleEMU:
That's the old version. James updated it to v2 a long time ago.
http://sonichurricane.com/articles.html
Look for the CvS2 guide under "Reference"
Blazn:
So you wanna know enough to have someone waste their time typing some shit out just to spoonfeed you, but not enough to find it yourself when it's right in front of you? That's not cool. Your time is valuable but ours isn't?
stop jumping to conclusions.. I have already read it..jeez.. oh so when I finish reading it u want me to say.. oh Im done! Im finished reading it! is that what u want me to say? becuz if u do..
Im done!
Shin Ace
03-13-2005, 05:10 PM
Your question was vague. For someone to answer it would require ridiculous amounts of typing. Majestros put a good 2-3 paragraphs in just to answer my question alone. Try a more specific, on-topic question.
Blazn
03-13-2005, 07:22 PM
uh ok.. sorry ..
but do u guys have anything about juggle resets?
Part of what makes the CvS2 combo system good is the large variety of juggle resets. Lvl2 canceling is a juggle reset (do C-Ken antiair lvl2 punch super, cancel into LP roll after the first three hits, and then juggle with DP or s.HK or whatever). Jump-canceling is usually a juggle reset (do Ryo's HCB+P and jump-cancel the last hit, which lets you juggle with j.HP or air fireball or whatever you want). Lots of special move cancels have built-in juggle resets such as Kyosuke's DP+P xx QCF+K and his kick super canceled into the QCF+K.
Almost all juggle resets are also juggle setups. For example, the last hit of Yun's launcher super creates a free juggle opportunity and it's a juggle reset. There are plenty of juggle setups that aren't juggle resets, but most of them are internal. For example every hit of Sagat's HP uppercut is a timed juggle setup but not a juggle reset. If they were juggle resets, then you could juggle hotfoot super after HP uppercuts.
There's one move in the game that's a juggle reset but not a juggle setup, but it's not important and it's been mentioned before.
Also, for the record, pretty much all of this stuff is in James Chen's faq but i felt bad for getting annoyed.
Shin Ace
03-14-2005, 05:22 PM
Why exactly is Kim's infinite an infinite. He cancels a lvl 2, getting the juggle setup and 0 juggle count. But, what exactly does avoiding neutra do? Does it keep the juggle at 0 throughout since you're still doing the move that cancelled the level 2?
Shin Ace:
That's kind of a long and involved explanation.
http://www.sonichurricane.com/articles/cvs2juggle.html
SoleEMU
03-14-2005, 07:12 PM
the parts that matter are:
"As the opponent falls into range, Kim's alternate stance LP attack is kara-canceled into another HK Spirit Kick, with the HK button held down again to avoid neutral states. Kara-canceling the LP attack is a qualifying cancel, resetting the juggle count and creating another juggle opportunity. "
and
" The LP attack juggles because all of Kim's alternate stance attacks count as qualifying cancels, so the juggle count is actually being reset twice with each repetition of Kim's kara-canceled Spirit Kick. "
double reset guy.... SNAP! :rock: :pray: :smokin:
Blazn
03-14-2005, 08:23 PM
majes.. the other non important juggle reset is ken's reset rite?
Shin Ace
03-15-2005, 06:10 AM
What reset does ken have? He can cancel a lvl2...?
Fucking Kim nuthuggers need to stop hugging. All I ever see you guys produce are sub-par Kim combo videos with these weak ass corner juggles. j/k
dialupsucky
03-15-2005, 07:58 PM
someone should try and do some combo where you juggle AFTER kims level 1 air super. That would be pretty impressive.
Doesn't that Kim combo vs Cammy's Cannon Drill juggle after Kim's lvl1 air super?
Oh btw, the move that resets without creating a juggle free setup is Kyo's DP+K.
SoleEMU
03-16-2005, 01:21 PM
no, can't so squat off the air lvl 1... but his qcf+k in the air can setup some nice combos, but that's just basic juggle
dialupsucky
03-16-2005, 01:25 PM
i assure you, that yes you can combo after kims level 1 air super. I wanted to do it for my video like umm 3-4 years ago or wahtever it was. But i just didnt have the right stuff. Im not saying you can get a another air pitta patter kick, but you can do another air super level 2 or higher.
as for a combo vs cammy i do not know waht you are talkign about. I dont watch videos shrug. Unless you are talking about that bug where the opponent freezes or whatever. But thats kinda cheating to get it off lol.
SoleEMU
03-16-2005, 01:31 PM
damn, got told by the master!.... aight, i'm gonna try this thing. speed 1 should work lol
dialupsucky
03-16-2005, 01:38 PM
lol dun worry I still lub you. And nah im no master i suck.
I cant really give a realistic way as to do it, other then get really high in teh air, hit with a air level 1 super, then (cheat... just so you can see that it does in deed fact work)and do a level 3 air super. Ive never gotten it to work with a level 1 though. But assumeing you could(but i dun think you can physicaly be fast enough, or have enough time one or other)it guess it would techinquly be a infinte shrug.
noodleman
03-16-2005, 02:35 PM
in the corner you can do it for sure. If you tiger knee the motion, you can do step kicks, then rejump with (tiger knee'd) super.
as displayed here (http://gtasf.thesmartmarks.com/KimExtendedCombo.mpg)
dialupsucky
03-16-2005, 03:13 PM
im not gonna watch the video, but umm i think you are thinking of somethign else. Theres no regular air speacials period. Its all air super nothing else.
noodleman
03-16-2005, 03:26 PM
ooooooh, kim's lvl1 AIR super..i thought you saying big kick super. i'm such a n00b. anyways, that vid is from your boy Nagata Lock.
Shin Ace
03-16-2005, 06:54 PM
lol dun worry I still lub you. And nah im no master i suck.
I cant really give a realistic way as to do it, other then get really high in teh air, hit with a air level 1 super, then (cheat... just so you can see that it does in deed fact work)and do a level 3 air super. Ive never gotten it to work with a level 1 though. But assumeing you could(but i dun think you can physicaly be fast enough, or have enough time one or other)it guess it would techinquly be a infinte shrug.
Not enough time. Haven't checked the frame data, but I'm sitting here in training. By the time you jump and activate the lvl 3, the opponent has already bounced off the ground. It almost seems like you have better recovery if you start low. Wouldn't be surprised if it's true.
edit: I plan on going ape shit on the tech throw reversals soon. You never know what may be found. But I do have a question in the meantine. In the Ode to the 2 hit combo vid, Geese does a tech throw reversal with (Honda?). It goes comething like, Honda does reversal command grab, and Geese does reversal fierce Reppuken(1 hit) xx air reppuken. Now, how the hell do you get into the air when you're in the middle of a ground special? That's a sick combo.
That Kim combo probably works off of straight up juggle potentials, so i don't think there's any chance of an infinite. Probably the only practical application is lvl1 air super, tigerknee lvl2 air super then maybe the usual number of divekick juggles. I bet the lvl2 air super misses a bunch of hits too. That's the way it worked in CvS1 anyway.
Shin Ace:
When you do Tech Reversal, both characters are still sort of "connected" until their Reversals end. Both are invincible during the whole period where they are doing their moves. But (generally) they recover at the same time no matter what. So if you have Geese do double reppuken and have Honda do 360, Honda is invincible the whole time he's doing the 360 and Geese is invincible while he's doing his move. But the 360 is very quick and when that ends, it causes Geese's move to suddenly end too, which frees him up to do the tigerknee air fireball. I used the same Honda interrupt to free Guile up from his Sonic Hurricane in one of my notebook clips. Sai-Rec had one combo where they do Tech Reversal Terry LP FB vs Blanka back hop and that frees up Terry in the same way.
SoleEMU
03-17-2005, 01:48 PM
for kim... the lvl 2 gets all it's hits, except if u cancel it into more divekicks... u can do air lvl 2, kicks, air lvl 1 if u want... kills wackloads of uppercuts, just watch out for geese high counter :tdown:
edit: oh, and no way u can get any type of infinite off the kicks.. when doing his actual one, it takes 8-9 reps of the stomp to get 1 bar of meter... so there no way u could do that with the divekicks. i don't even think he's got a dizzy combo. (does he??)
Shin Ace:
Actually, if you have any more questions about any clips in the 2-hit-combo video, James did a thorough writeup of the tricky combos and it's posted here:
http://lowfierce.com/2hitcombo
wepeel
03-19-2005, 02:30 AM
Hey Majestros, did you already graduate? Sorry, this isn't really relating to the thread, but if you still live around the Irvine area, you should stop by the Zot Zone before it closes. Our last day of operation is Thursday, March 24th, and we are only open until 6 PM. I was gonna PM you this but you're not accepting any PMs. your former neighbor christine says hi
So i requested that this thread be moved to Fighting Discussion because as the first post in the CV thread says, i intended it to be a platform for cool combos in every game. I even posted a possible MSH Juggernaut combo idea in the CV thread, but it just got ignored. It just seems to me that the combo video scene is kind of slow lately, especially for newer games like CvS2 and CFE. I know you guys have random ideas scribbled down somewhere that are never going to be used anywhere else. Just add your ideas to the thread and maybe it will get big enough so that it's too good to pass up for some people.
The whole thing is meant to encourage and assist newcomers in trying their hand at combo videos. If you contribute anything, your name will get mentioned in the video when one is made.
thedude.com
03-29-2005, 08:27 PM
no bad idea
Kamui
03-30-2005, 03:40 PM
I guess there was supposed to be a "t" in there somewhere?
Huh????
So ...
no bat idea
Tight.
thedude.com
03-30-2005, 06:27 PM
i mean what's the point giving them your idea of the combo you had made .
Kamui
03-31-2005, 03:41 AM
"The whole thing is meant to encourage and assist newcomers in trying their hand at combo videos. If you contribute anything, your name will get mentioned in the video when one is made."
Furthermore, many of us combo video guys have combos stashed away that we will never use. There are a lot of reasons why we don't do anything with them, many of which have to deal with a lack of time or will. If you're not going to ever use them, then what's the problem with letting someone else use them? As mentioned, credit would be given regardless.
Speaking of which, if this thread is still alive, I'll make a post later when I have the time to play training mode for several different games.
i mean what's the point giving them your idea of the combo you had made .
thedude.com
03-31-2005, 05:21 AM
Furthermore, many of us combo video guys have combos stashed away that we will never use. There are a lot of reasons why we don't do anything with them, many of which have to deal with a lack of time or will. If you're not going to ever use them, then what's the problem with letting someone else use them? As mentioned, credit would be given regardless.
.
damn , I DO HAD SOME ideas of combo here ...
however i don't have the expensive equipment and the profession .
i'm still feeling uneasy about this .
i have combos of this game , however no body plays it ...
projectjustice ...
edit : another thing to worry about is the way i post messages in here , i hope you guys don't get offended .
that's why i edited this message thrice .
Majestros: Can you explain the sagat combo you did in the CVS2 reversal video. I tried getting it to work but I can't quite seem to get it. The l2 keeps flying thru them. Can you explain if its char dependent and the situations etc.
Thank You,
PSX
As far as i know, it should work on all characters. That said, it's still very character dependent because they all fall differently in CvS2. The most extreme example would be those sweep juggle combos that only work against Chun Li. So you kind of have to guess the timing and hope for the best.
Looking at the frame data for Sagat's hotfoot, that first low kick has only got a 2-frame active period, so your timing has to be pretty solid. The second kick has a 4-frame active period so it's a lot easier to hit people with that. Also there are character dependent timing issues for getting the rest of the super to connect. If you look through the CV thread, there's a Sagat combo that ends with a lvl1 hotfoot midscreen, and in the comments i state that it can hit either 10, 11, or 13 times depending on very small changes in timing.
Of course this combo only works off no-juggle knockdowns, so you can't do it after Sagat's five-hit HP uppercut or anything like that.
There is a weird rule that comes into play here: The higher characters get knocked up, the faster they fall down. This does get reset mid-combo, so the timing on the corner fierces doesn't change depending on whether you started the CC with Terry's sweep or with Terry's Rising Tackle. But if you're just trying to juggle with Sagat's lvl2 hotfoot, it's a lot easier to do it after you trade hits with his sweep than after you trade hits with his uppercut. When the opponent is falling from very high in the air, they tend to skip a lot of positional frames on the downward arc, so in a lot of cases it's straight up impossible to juggle with something as fast and as low to the ground as the first kick in Sagat's hotfoot.
Hope that helps.
If you're looking for something practical, try one of these two combos:
N-Sagat corner blah blah blah into lvl3 low FB super, lvl1 hotfoot
C-Sagat corner blah blah blah into lvl2 low FB super xx late LK FB (so they bounce up a little before landing on it to give you more time to recover), lvl1 hotfoot
Come on now, none of you 3S/MvC2/SFA3/CvS2 fiends have any original combos up your sleeves? It seems like almost every combo video to come out in the last couple of years has been from Japan. Now i know we're all very busy watching nascar and shopping for cowboy hats. But i find it very hard to believe that the 2000 hardcore fighting game players who have viewed these threads have no unique combos for any fighting game.
Are you guys shy?
bump to postpone oblivion
Robyrt
05-05-2005, 10:06 AM
This is a great idea in general - unfortunately, it requires someone to have both the skill to capture all this crazy stuff and the will to put loads of random combos into a decent video. The KOF crowd can do this all the time, but we seem unable for some reason.
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