@@wookypark779 This is a TAS combovideo created using the original version of the game without game hacks or mods. The combos were recorded with the use of macro tools in order to push things to the limit, the main focus of this video is to show the possibilities within the KOF 94 combo system. Best regards!
these combo videos are great to watch but a little explanation of the tech involved like linking light and heavy attacks and how the glitches work would be really helpful.
@@yancarlobojorquez exacto, en una arcade convencional no los podría hacer , aparte de que usa el turbo en puños débiles y patadas lo cual en arcades normales tampoco es posible.
Hello Gen, how are you? I hope well! Excellent job. I have a question, you said in a comment that you use FBA to record some combos. How do you remove the background music?
HMM, regarding KOF 94 bugs, there are some of them in the video but they are probably imperceptible, you can checkout naga's work to find out all the bugs known for this game, he is been collecting info for this game probably since the game came out. About KOF 2002, I dont like that game as much as people think(it is not even in my top 10 favorite fighting games), there is a terrible misconception about me, I am not a bug finder nor a "bug developer" if that kind of thing even exists. I only worked with that game because there were some people sharing their discoveries with me and I always have enjoyed combovideos(no matter what game they are for), so I decided to try out their discoveries, the combos I made for that game came out as a side effect I will say. I will not work with KOF 2002 simply because I dont have acces to the latest discoveries and I wont cause my head to explode trying to figure out how things work, also the combos I enjoy the most are the old classic ones. It seems that some people expect way too much from me. However there are some bugs I would like to know for a personal project I want to put together, I will probably be bothering you in a few weeks to see if you can help me out. Best regards
@@octobermoon8864 !!!I always think your favorite is kof02, because kof02 is your strength, I have learned a lot from your cmv, and also borrow a lot of things. If you need any help, please feel free to let me know. I'll be happy to help you organize your personal projects You are one of my favorite combomaker, I hope to see your CMV in the future
@@x-combo Those who follow the combo video scenario are happy to see partnerships like this. People like you two make the difference. Today I'm 34 years old and when I watched Gen's first video I was just a teenager. It's really nice to see initiative between the two of you. Here in my country, the culture of CMV's is very strong and even today I see teenagers of 12, 15 years of age starting to admire this content. I wish the 2 all the best and hope to see many more projects from both of them.
I Found Recently Throw Bug Like 96-2002 In Kof94-95 Bug Buts It's Very Different And Only For Some Characters In Kof95 (Iori,eiji,Robert,Ryu,Yuri,takuma,king) May Be It's Possible With Other Characters. I Will You This Bug In My Next CMV Otherwise I Also Properly Not Understand This In 95 System.
It works with any character, I used Krizalid just to extend the combo a little bit more. If you are wondering how this works, it is very simple. In KOF 99 when characters are in armor mode they will enter in hitstun state every 3 hits, so you will notice how the first part of the setup is Kim hitting Krizalid in order to put him 1 hit away from entering in hitstun, however armor characters can't take 3 hits combos without falling down that's why the start of the combo is 2 hits. It's a little bit hard for me to explain this correctly but you can try this out by yourself and you will find out it is just a simple thing.
Saludos amigo y disculpa la tardanza en responder, la cancelación de Clark no es posible de realizar por humanos hasta ahora a menos que alguien lo intente lo suficiente y logre encontrar alguna forma, por lo tanto solo puedo explicar como funciona. Como ya debe saber en KOF 94 hay ciertos golpes que no son cancelables como los golpes a larga distancia, con la excepción de ataques como el Vulcan Punch de ambos Clark y Ralf o los puñitos de Joe, tambien es bien conocido que se puede cancelar estos movimientos en agarres antes de que salgan. Por decir así , con Clark de cerca se puede hacer el siguiente combo: C, cancelar en Vulcan Punch, y agarre de comando antes que salga el Vulcan Punch. Lo que se ve en el video es los mismo solamente que sería asi: C, Vulcan Punch, agarre de comando, dash. El dash debe ejecutarse antes que el agarre salga y el agarre antes que el Vulcan Punch salga, debido a la cantidad de inputs en tan poco tiempo se usaron muchos atajos puestos al limite incluso en macros, la ventana para cancelar en el dash es de solo un frame, lo que lo hace prácticamente un milagro que exista y la dificultad extremadamente alta ya que para que el dash salga se debe se presionar hacia adelante 3 veces en 6 frames lo que en un joystick normal seria casi imposible pero no tanto en uno de los controles modernos como el Hitbox donde se puede hacer "triple tap" para esa clase de cosas, como quiera que sea este video solo es de exhibición nada con fines practicos.
Extremely, good jobs! I understand that there are various glitches in KOF94, but the completeness of your combos is far from the simple knowledge of glitches. I cannot imagine your great effort in the making. I was interested in the JOE combos by using C+D canceled by "Bakuretsu" and the special move of passing through (2:57). I also like that you made various combos despite something tedious situation after hitting fireball (6:09, 26:05, 28:13).
Most of these combos are made for entertaiment more than the utility or effectiviness, some of the glitches (the command grab loops forexple) can be done in a match siccesfully rho
Since in this video I compiled my favorite combos from KOF 94 I couldn't leave out your work because it is perhaps the most complete for this game. The video contains combos and ideas that have been appearing in video format since 1999 as far as I am aware. Thank you for taking the time to watch this video, it would not be possible in any way without your work. Best regards!
Hi dude, this is a combo exhibition created with the use of some macro tools, It wasn't created to show skill, just to show the possibilities within the KOF 94 system. Personally I haven't touched a joystick in years so please don't expect me to play against the best players only to lose right away, if you enjoy the combos you can enjoy this video, if you are looking for useful stuff for matches this is the wrong video unless you learn how to use some of the things present in this video on your own. Best regards!
@@octobermoon8864 can you please make video for every players move, like piratically how the joystick should be moved..like first show the attack and then the joystick control movement..it would be very much helpful...
@@fzdhaka I wish I had the time to do it my friend, but it's hard for me. I can only tell you that I will try to make a video explaining the little tricks needed to make the combos work and maybe include some demos for basic things, however it will take too long just like this video. There is a great KOF 94 player who has made some videos showing some tricks in KOF 95, however in both games there are many similarities, you can have a look for now. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-3g-UTmKG6wU.html
eu acho que muitos desses combos nem da pra fazer. Alguns está nítido ali, os golpes não tiram tanta energia como mostra nos vídeos, mas a montagem ficou bacana.
Hi friend, the combos were tested frame by frame to get the maximun damage when need it, if you look carefully you will notice that most combos were recorded when the character has 0 life, that gives the characters a damage boost. It is a very well known KOF 94 feature, however the combos are completely impractical. Best regards!
Hola amigo, los combos son 100% reales aunque algunos quizá no sean posibles de realizar por humanos, esta es una exhibición con intenciones de demostrar lo que es posible dentro del sistema de KOF 94 así que se usaron muchas herramientas para crear los combos, en su mayoría macros que permiten ejecutar comandos frame por frame para asi probar todas las posibilidades. En esta clase de trabajos el enfoque es la creatividad y el desarrollo de los combos, naturalmente sin alterar el juego en ninguna forma, solamente en algunos combos se usaron cheats para aumentar la energía de los personajes con el fin de alargar los combos y en unos pocos un cheat que no deja que el personaje se maree también con el fin de mostrar un combo mas limpio. La mayoría de los pequeños detalles presentes en el video han sido probados de manera exhaustiva por muchos jugadores a lo largo de los años, así que pierda cuidado, esto no es un rom hack o algo parecido.
It's a very old glitch, the damage of certain throws can be altered because the opponent takes the damage once they touch the ground and not before, the damage of the throw can be either increased or decreased depending on the attack that is used. For the combo I used another glitch which allows the characters to combo a throw on the last frame of hit stun, there is only a one frame chance for this to happen, and finally the damage output is random so the combo was tested frame by frame in order to get the desired results.