FFD
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Post by FFD on Mar 1, 2006 5:06:20 GMT -5
geocities.com/ffdensetsu/other/402Misio-tk.zipNormally, I like making replays look neat. However, making this combo was pain, because Misio randomly got electricity element too often, which wasn't what I wanted, so I tied to record it over a few times.. And then I remembered that I called this thread Half-Assed Combo thread. Too good. Anyway, I have to give Linalys his due, dude helped me out a lot with the combo. Tiger knee is when you input a motion for an air special while you're on the ground and finish with "up" direction to make the special come out fast. For Misio in this combo, the input is d,db,b,ub+B or C. She can repeat this for six times, for a decent damage. Afterwards, I added super, and then Linalys told me to link a st.B after finishing super. But.. it's pretty damn hard and I couldn't record it because my hands were getting the better of me. So.. here's the transcript instead. rtk+B or C x6, qcfx2+C, on last hit d,d+C, st.B, rtk+B, st.B, st.C, jump ABC. About 7000 damage.
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Post by Raven on Mar 1, 2006 13:27:59 GMT -5
Normally, I like making replays look neat. However, making this combo was pain, because Misio randomly got ice element too often There is no ice element, it's thunder
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FFD
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Post by FFD on Mar 18, 2006 22:36:58 GMT -5
geocities.com/ffdensetsu/other/402Rumi-links.zipKind of an impractical combo, but then again most of the combos here are impractical. Timing is tricky, it's easier if you pre-input the motion and just time the button correctly. I.E. qcf,qcf(wait), A or B. I don't really understand why, but lvl2 super into lvl1 super does more damage than lvl super into lvl2 super. geocities.com/ffdensetsu/other/402rumigrabbasic.zipNothin big, but I found a better version of Rumi's midscreen, when she has no wooden sword. I was short of reach, then I realize all I had to do was dash before the jump so I get a longer reaching jump.
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FFD
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Post by FFD on Mar 19, 2006 18:07:12 GMT -5
geocities.com/ffdensetsu/other/402Misakisuper.zipI was bored, and I figured I should share with people who don't know about this already. Misaki can continue her combos from her air and ground qcfx2 supers afterwards with OTG attacks, so it's possible to link three supers in a combo. The moves you should use after super to continue the combos are different depending on what characters you're fighting. I'd list the names but I figured no one really wants to read, you know, big list of names. So instead, I recorded to show what combo works on whom. It's usually c.A, dashing c.A, dashing st.A or c.B. c.B is the safest bet usually, but hard to time. I skipped on Ayu and Mai, they're the most difficult ones and when I fight them, I just try not to do OTGs because I find it impractical against them. As you can see, on Kanna, it's possible to OTG with close st.B also.
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Post by Raven on May 2, 2006 18:33:07 GMT -5
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Post by ninja101 on May 2, 2006 20:25:57 GMT -5
i luved the music selection, made me think i had my ipod on while playing efz^_^. Very hefty video too, Thanx for the hard work!
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FFD
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Post by FFD on May 4, 2006 1:25:32 GMT -5
I should mention that parts of the vid is also performed by VManofMana. Most of the cmv's original replay files can be found in the thread. I'm glad that there's someone who liked the vid, that means a lot to me--likely that's gonna be my only video for a while, cuz I'll be out of town.
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FFD
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Post by FFD on Oct 14, 2006 22:42:17 GMT -5
www.geocities.com/ffdensetsu/other/402misakifakecrossover.zipThere isn't much to explain about this. I have no competition at the moment and there is no way to prove that this is a crossover, hence the name of the file. I was looking for a use for Misaki's DP+A and I found this, and it looked like a legit crossover. www.geocities.com/ffdensetsu/other/402misaki-earlykeyinput.zipI thought I'd throw this in too just because the post seemed bareboned, it's an easy combo that I used loooong ass time ago that did alright damage. qcb+C is a very easy OTG after level1 air/ground dishes, even though dashing A or low A/B would net so much more damage, I prefered using qcb+C OTG.. it's not very hard at all(the game allows special moves "not dashes" to be buffered something like 5 frames before actually landing, making wakeups and landing reversals easier than traditional fighters). Won't work on ayu.
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FFD
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Post by FFD on Nov 3, 2006 20:32:06 GMT -5
www.geocities.com/ffdensetsu/other/mizuka2xinput.zipContinuing from the same idea, Mizuka can pre-input her ground bow throw with qcf+button right before she lands from air. Now, I found this kinda gimmicky but still amuzing nontheless, because right before she lands, she sets up her music note, and the bow of course plays that note. With one input, you can set two moves at the same time. I haven't been able to verify if it's possible to do shortcut input some supers(for instance, air qcf, then immediately land and qcf+attack, cutting one qcf motion from qcfqcf type super) because I just lack that kind of technicality, but I wouldn't be surprised if it was true.
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FFD
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Post by FFD on Dec 15, 2006 22:17:05 GMT -5
www.youtube.com/watch?v=iuuUYFIzwjcwww.youtube.com/watch?v=tmB8uuIaMKAwww.youtube.com/watch?v=l3tXStQ0hjQwww.youtube.com/watch?v=hwXtk8QELtMBlocked combos("lockdowns") in this game are not very efficient at all, especially if they require the d,d+C cancels, because one correct recoil guard and reversal foils them all. BUT, they still have their uses, for example, pushing opponent to corners. I wish to be able to land one of these in a real match(dream on, I know). The last video is a bit of theory.. (1)try grabbing-early skidcancel-if they go for countering specials/supers, (2)low jab if you see them jumping out of the grab, (3)qcf+C for countering DPs, (4)st.C for countering mid/high attacks, (5)qcb+B for cowntering low attacks like c.A, and an exhibition combo in case you do correctly read their reaction.
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Post by Raven on Dec 21, 2006 22:08:06 GMT -5
dude FFD when u going to be in LA again we have to get a gathering just for you or something
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FFD
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Post by FFD on Apr 15, 2007 2:22:23 GMT -5
What's up, everyone. It's been a while. I've been working on tutorial series, and this here is one of them for Misaki. I'm working on Ayu, Shiori, and Rumi tutorial video also. www.megaupload.com/?d=M0YYFI9Swww.youtube.com/watch?v=kb9WqNH1e5kman, I wish youtube's uploader didn't suck so much. Some things not explained too well in video: defense. Generally, Qcb+A/B beats lows, and d,d+A/B beats mids, highs and specials. There are definitely exception to this strats(some lows does cleanly beat Misaki's qcb+B), in which case sometimes close standing B is used. If there's a good reason to believe there will be either throw or low A coming, qcb+A should be used instead of qcb+B to counter both low A and a regular throw attempt. offense. Misaki's game, from what I've seen, becomes focusing on the level 3 hcbx2+C super(that can act as a really frickin good anti air/wakeup), or air qcfx2 supers(used really well as pressures). Since most of times players only get to build 3~7 bars the entire match, using both supers alternatively is not recommended(many times, it's impossible to build lvl3 for the grab super, of which its lvl1 and lvl2 parts are useless to most competitive players).
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Post by Zaido on Apr 15, 2007 13:16:41 GMT -5
Good stuff FFD
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FFD
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Post by FFD on Jan 1, 2008 0:40:47 GMT -5
www.youtube.com/watch?v=avblt4HpNQU*Not a combo exhibit this time. For Rumi players ONLY!! This is a BORING(but informative) video. I was messing around with Rumi's command grab[f,hcf+A or B then qcf+B], because I wanted to see if it's possible to combo afterwards. Well, turns out that it's not, because as I was processing the video I saw that she recovers the moment opponent bounces on the ground, making even the OTG combos impossible. This isn't restricted to just the max damage HR, but all B swings. I even wiffed the B swing ASAP but she just stood there in her recovery animation. However, you guys are probably aware that really late A swing is unblockable on opponent wake-up so she still didn't lose anything. The only combo possibility I see is cross-counter combo where Rumi, after landing the HomeRun, gets hit by a really slow fireball like Mini-Mai Fireball or Makoto's smokeball. Unfortunately, something like this is hard to come up with myself, so.. until some other time. So, to sum it up: 1: There are no timing difference amongst all characters, only.. 2: A version and B version grab have different timing. A version's HR must be hit by frame #134~136, and B version's is frame #150~151 from the moment the grab move starts. 3: There are no damage differences - max damage is 3976 DMG for everyone. so, why did I do something like this? 'mainly cuz I'm bored and it was a good way to learn about and compare different video compression methods. K, then.. Happy new year, everyone.
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Post by FFD on Jan 24, 2008 1:38:46 GMT -5
Ever have a moment where you land a combo ONCE, but can't ever do it again? Well, I'm having that moment right now. Here it is:
opponent cornered: D. dash in. cs*B, link csB, link csB xx farB xx lowC xx fwd+C, qcf+D, dashx2, csB, link csB, sA xx lowB xx lowC xx dwn,dwn+C, dash, csB, link csB xx fwd+A. Jump dp+B for recovery punish.
*close-range, standing
I don't really play Mai, so I wouldn't know if this combo would work on other versions. From what I heard though, her nerf from other versions were ghost summoning durations, so I see no reason why it won't work in other versions. It's useless, I know. I kinda found it after linking f+C into ghost, into qcd+C.
Bonus is a real stupid easy Misuzu combo: corner. hcf+C, AB AB AB AB A lowC d,d+C B xx qcfx2+C. 7k, also possible after B poison hits. I dub it "Nanase mode" combo lol. Regular Rumi without weapon and the angry Rumi both don't really have an effective air combo that I know of. They're better off most of times to sqeeze in as many standing B attacks as possible, as demonstrated by Zaido's alternate Rumi video.
Also is Sayuri's. near corner, from far, qcf+A or B (doesn't matter) Airdash in, star hits, air C, land, lowC, j.B late j.C, land, csB, B, C. 3k ish. (continue with d,d+C if you want: j.B late j.C, csB, j.B faster late C than last loop, csB, low C, jAB djBC.) Sayuri's aircombos are pretty strict. Slight mistiming will cause air C to miss. I remember when everyone was tryin' to find the sayuri aircombo b/bs.. Kinda sucks that this game is even more down low than it used to be. Anyway, key is to delay the air C after hitting air B.
Dopple; corner: ABBC forward+C xx dp+B, instantcharge, csB xx qcbx2+A, AB xx qcbx2+A, AB qcbx2+A, AB jump B dbljump BC. Recovery punish with airdash + forward+C. Little bit over 7k.
On that note though, if you guys know an alternative to FRAPS that will record EFZ, it'll help me out a lot, please.
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