10:27 Aww man, juts one Ken combo? I understand you had to do combos for like 35 characters or something so I give you kudos regardless. Just wanna see some more Ken Masters combo magic. Perhaps in an upcoming video? Thanks!
Whoah those t hawk ones are weird! What an awesome video! I love how much you thought of, like EXRed focus canceling sagat's forward light kick... Genius!
Generally I watch a CMV like this and close the tab afterwards and that's it, but MAN, you deserve congratulations on this. Effing amazing, every one of those. Hoping you'd do more. Cheers.
LOL @ Dhalsim, gotta love the pushback error on back MK. Dat typo. "Dhalsim's B+MK has almost zero pushback on crouching hit due to a decimal point being off (0.0425 when it should be 0.425),"
Man that album you used for backing tracks is too sick, had to go exhume it from the internets immediately. Great video too, seeing T-Hawk link off TWO meaty Condor Spires in one combo was terrifying.
This is something really bad for us combo makers, we are good at doing combos but in a real match we try to pull them off all the time and lose lots of matchs because of that
What's Cammy's favourite Scandinavian language? FINNISH! So, I'm gonna be spending the next 10 to 30 minutes trying to comprehend the awesomeness of that Dan/Super/Ultra combo on Thawk. Also, Fei players! 3 hits! FINALLY.
I can't reply to you directly for some reason but,@elitebeat DURNT, This game basically scales the damage 10% for every move used, as well as some extra damage scaling when the opponent's health is below 50%.
Condor Magnum I just stumbled upon them while searching for SF remixes on YT. I actually didn't start playing fighting games until 2008, so I've played far from every version of SF.
Well i thought someone would mention sooner or later, but i don't see anything about it... It seems the health bar or damage deteriorates less with more hits or longer combos... Does that mean that the attacks gradually lose their power or is it because of Training Mode?
Is making large combos with many characters/experimenting combos a playstyle? It's always been interesting to me and sometimes, I think that I'm not EVO material.
It's a valid way to enjoy the game, I buy a lot of Fighting Games where I only lab combos and never play VS because I prefer playing singleplayer games over VS multiplayer. There's no wrong way to play a game.
@@DaDoppen I see, thank u. Chun Li's ground rekka (Kintekishu > Tenkukyaku > Tenshokyaku) can be combo-ed into EX Spinning Bird Kick b4 Honsenka/Kikosho. (With the right position) Kintekishu > Tenkukyaku > Tenshokyaku > EX Spinning Bird Kick > U1/U2
Sorry, I do combos, not mix-ups. My playstyle is too proactive to judge the potency of mix-ups without testing it in real matches. I can't say I know much about the mix-up potential of the characters I don't use either.
@4:34, the Dee Jay U2 combo...that Cr. HK launch, can that combo into anything else? I notice other characters can get "launched" like that, but I'm not good enough to do the U2 Input afterwards, and any other EX move doesn't seem to connect.
My 3 favourite combos (that I can preform) are: A 1050 stun combo with Dudley vs Fei long A 611 damage (900 stun) combo with Dan vs E.Ryu (video on my channel) And a 825 damage combo with Rufus vs Hugo (video also on my channel)
Has anyone been able to pull off the 1st Dan combo? Looking at the frame data is it possible to link cl mp into saikyo kick? cl mp is +8 on hit, and the kick has a startup of 8...
I'm afraid it's not that glamorous. I work with Maj and the others to produce a video for EVO every year, then Maj sends it in. They've been doing this since before my time. We simply missed EVO last year due to complications. It's always nice to see the reactions of the audience though, that's what you work for basically.
Gonna have to say the Akuma stun combo on Abel. It was also the most time consuming one when recording, took me about 7 hours to record (After failing the demon once during the first 15 minutes...)
Oh, this is all me. The people in the special thanks section simply inspired me or shared some information I could use. The only combo I didn't record myself is the Gen combo at 7:17, Persona (ru-vid.com) recorded that for me using Tool Assistance since the beginning pard is very hard, but I came up with the actual combo.
How'd you do that at 12:26 ? Is it something they added in ultra or was it always there? (I don't have ultra nor do I play as sagat, but it looked cool)
I saw in some of the comment replies that some of the combos are tool assisted. Is it possible to do all of these with out tool assist? Not familiar with tool assisted combos.
Yes, it's possible. Only the combo at 7:17 is tool assisted. It's hard to do, since it's a trade into a kara stance change into a normal 4 frames later, but it's possible. Tool Assistance doesn't break the rules of the game, it just removes the limitation of execution.
+Nathaniel Laizure If you give me an example of a combo you're curious about I'll explain it in detail. You might also find some info in the transcript linked in the description.
+Nathaniel Laizure Combo 1: Just hold straight back during the jump and after you land. Then charge again during the Roll and FA, doing the U1 after the FA has recovered. Combo 2: Input the 2nd "back" of the backdash as soon as you release the FA, then keep holding it until you have charge for the roll. Charge EX ST during the roll. Combo 3: Charge during the jump and crouching moves, bring the stick to neutral just as you do s.HK, then quickly input the rest of the super motion.
Because it focuses only on the returning characters. The Elena combo is just something I forgot to put in my last one (which has a lot of Hugo combos if you haven't seen it already).
I can't have inputs on in a video like this, it completely ruins it. Also, I do use turbo on several of these, the E.Honda one for example, so it just wouldn't look good.
>that damage scaling cringe I don't get why people complain about SFV being less technical I'd rather have less flashy and more feasible combos than the dmage scaling crapping itself because I linked more than 4 normals
Other than Supers being capped at 50% scaling is worse in SFV. People complain about SFV being less technical because it is. Also, do realize that these combos are not meant to be practical and I ignored the effects of scaling entirely when I made them, outside of instant stun combos.