you did a good job of showing how broken the combo engine is. A few of the storm combos and the iceman floor breaking parts where the best I think. It did feel long and some of the large breaks during dizzies really hurt the flow
Joined: 4/1/2009
Posts: 245
Location: Countryside of anywhere
errror1 wrote:
you did a good job of showing how broken the combo engine is. A few of the storm combos and the iceman floor breaking parts where the best I think. It did feel long and some of the large breaks during dizzies really hurt the flow
Thanks for observation on the combos...Personally(LOL) I like the Psylock's and Omega red combos but THKX for comment
The second video is set to private.
some ideas:
- you can dizzy an opponent in as low as 4 hits... can you do a double dizzy?
- Iceman has dead simple infinity: jump forward, in the air press down+HP then down+HK, repeat. Doesn't seem to work on all characters for me, but it works against Magneto for sure.
- Sentinel, when flying, won't always push blocked attacks back. So you can tick his health down if you corner him. There's a youtube video somewhere, I can't find it, where a guy locks him in the corner with Colossus using lp lp lp until his power drains to zero.
- combo idea with Cyclops, not sure how viable it is: MP throw, air MP throw, air Control Mega Optic Blast (or otg combo into it). Basically bounce the opponent around with only your eyebeams.
Joined: 4/1/2009
Posts: 245
Location: Countryside of anywhere
satan wrote:
The second video is set to private.
some ideas:
- Sentinel, when flying, won't always push blocked attacks back. So you can tick his health down if you corner him. There's a youtube video somewhere, I can't find it, where a guy locks him in the corner with Colossus using lp lp lp until his power drains to zero.
1 public now.
2 this happens in first fight gouki/akuma vs Sentinel
Thanks for your ideas , actually about this game, the combos aren't problem becuase they are in general easy, I was looking some interesting at the time when i did this one but then I left this work.
But to who want try this game, this look like be a good add in a match...
Cyclops Super & special moves interrupted
Link to video
Currently I'm triyng Marvel vs Capcom
Joined: 4/1/2009
Posts: 245
Location: Countryside of anywhere
errror1 wrote:
Cyclops Super & special moves interrupted
what characters are you doing in mvc?
Well. i'm first trying to make some glitches with any char,i'm using rd venom + venom at the m0mentm because of the "throw glitch" to can add constant 2p during 'round and of course that 2° char don't can take damage of your opponent,bcuz the game is understand that it's dead....
I'm just making test, but i'll have add 2p..apparently this vid will be hard but i'll finish it
venom is a good choice beacuse of all the web glitchs in the game
vemom has some weird looking infinates abusing the fact that he can cancel any punch in to lk, and cancel lk by ducking
also consider Zangief, controlling two characters is the highlight of the game and Zangief can gain full meter in a second with his jump canceling
I've had syncing problems with mvc before but I haven't tried it recently
Joined: 4/1/2009
Posts: 245
Location: Countryside of anywhere
errror1 wrote:
venom is a good choice beacuse of all the web glitchs in the game
vemom has some weird looking infinates abusing the fact that he can cancel any punch in to lk, and cancel lk by ducking
also consider Zangief, controlling two characters is the highlight of the game and Zangief can gain full meter in a second with his jump canceling
I've had syncing problems with mvc before but I haven't tried it recently
About the venom i was trying do the glitch him against all chars for the best reaction.. an the best is vs Gambit becuase that stay one dark screen during the "W.glitch".
How work is zangief cancel?
_______
The desynchs I had a lot ,but this is the single option for make one TAS that.
in mvc and msf zangief can do a air command normal ( like d+mk ) on his first air frame of a jump and it will cancel the jump but keep him airborne for a few frames.
This means he can empty cancel any normal on hit by doing a superjump and then canceling the sj.
He can do air attacks on the ground, or if you don't want an air attack you can walk forward for a frame.
He can gain meter like crazy by doing canceling a jump with d+hp beacuse you still gain meter for doing a normal. Because your still airborn after if you alternate d+mk d+hp you gain meter for whiffing a normal every single frame, it takes him around 15 frames to gain a meter this way. Meaning you can have full meter in about half a second from the start of the round
Joined: 8/14/2009
Posts: 4089
Location: The Netherlands
I've been taking a shot at TASing this fighter. Storm vs. Silver Samurai (CPU), although you could as well say Storm vs. Sandbag because the Samurai doesn't really get around to doing much.
Link to video
Please tell me what you think.
http://www.youtube.com/Noxxa
<dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects.
<Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits
<adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
That was pretty cool, dude! But if you're going to take it seriously, i think the best would be do something like that infinite combos for the first fight, to gain the audience's attention, and in the other fights do somethings different like play around or something like that. A 2 player would be great to change the characters and show different combos, maybe three or four challenges would be good.
Joined: 8/14/2009
Posts: 4089
Location: The Netherlands
Yeah, I'm aware that 2-player playarounds are pretty much a must for fighting games to stay interesting. With that in mind, here's the second fight:
Part 2: Storm vs. Colossus
Link to video.FBM movie file
I made up a plan for a TAS through the whole game: 8 AIs (6 random + Juggernaut and Magneto) and also 8 player vs. player matches to help keep it interesting. From the looks of it, that would grow to be quite a lengthy TAS, though - approx. over 20 minutes, possibly even close to 30 minutes.
http://www.youtube.com/Noxxa
<dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects.
<Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits
<adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Yeah, I'm aware that 2-player playarounds are pretty much a must for fighting games to stay interesting. With that in mind, here's the second fight:
Part 2: Storm vs. Colossus
Link to video.FBM movie file
I made up a plan for a TAS through the whole game: 8 AIs (6 random + Juggernaut and Magneto) and also 8 player vs. player matches to help keep it interesting. From the looks of it, that would grow to be quite a lengthy TAS, though - approx. over 20 minutes, possibly even close to 30 minutes.
TAS i'm interested:
Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS?
i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
what is the combo that Storm does that damages so fast?
Although it's seems hard it's not at all, do any normal move hen follow doing a super jump (3x kicks or down+up) after 5/6 frames press 3 punches (aka dash f + f) proceed the combo after storm start falling.
Joined: 8/14/2009
Posts: 4089
Location: The Netherlands
KusogeMan wrote:
what is the combo that Storm does that damages so fast?
It's been more than 10 years so I don't recall exact specifics, but it was something like superjump > airdash diagonally down >, j.LP > j.LK > land > c.LP > c.LK > cancel into superjump > repeat. Storm has a bug in this game where all her normals can be cancelled before hitstop, which means that the chains can be done very quickly. Also, j.LP/j.LK are frame 2, c.LP is frame 1(!) and c.LK is frame 4, so these moves already naturally chain very quickly.
The Storm bug also is what allows most of the crazy combos in the videos I posted, as with TAS-perfect timing you can always skip hitstop, which means you can practically combo anything into anything.
KusogeMan wrote:
http://www.youtube.com/Noxxa
<dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects.
<Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits
<adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.