(Newest Entry: #77)
I started a blog in the MvC2 Discord server about various Marvel-related topics, and I wanted to cross-post it here. The blog is not really date-driven as it is just information pertaining to the game in some way (the bottom-most entry will be the newest).
The blog references three main unlisted Youtube playlists that contain different types of un-released content:
MvC2 Clips: https://www.youtube.com/playlist?list=PLBeCkTheRU1KDA6h5paaDqHWdsooy4YSk
PCSX2 Hacking & Meta Content: https://www.youtube.com/playlist?list=PLBeCkTheRU1IlvRmIdTLgvcEG85wRVne9
Old Stuff: https://www.youtube.com/playlist?list=PLBeCkTheRU1JG90hFI79rcwWfvCBbPMVe
https://youtu.be/A0WQsk9koA4 This is an infinite I found a bit after the Dhalsim Revisited video came out. I think it might be Dhalsim-only since his SJ.LK has a bit of stun to it, and he can SJC his medium attacks, which cause enough stun to follow up. Also, I think this might be crouching-character's only (or roll) since the SJ.LK has to hit while he's close to the ground. FS doesn't get set by the infinite because there's a ground attack 'interrupting' the air-hits. The same principle applies to the part after the launcher where Dhalsim's SJ.HK doesn't set flying screen.
After I released Chaos Dimension in 2017, Joo asked me to test a bunch of ideas for him. Like during Joo's DVD, just testing stuff resulted in finding new things altogether. I believe I used most of them in the Dhalsim Revisited video, but I wanted to enumerate them (this is a playlist that contains all the tests and clips I am not going to use for a public-combo video. https://www.youtube.com/playlist?list=PLBeCkTheRU1KDA6h5paaDqHWdsooy4YSk
The first one was extending the combo meter using 2 pieces of information from like 2003.
1) flying screen lasts 1 frame longer than the combo meter (https://youtu.be/PO-5nkvmZ8U?list=PLBeCkTheRU1KDA6h5paaDqHWdsooy4YSk&t=14)
2) the other being able to combo an air-throw after this particular type of air-stun: https://youtu.be/Rsn4DeL33fQ?list=PLBeCkTheRU1KDA6h5paaDqHWdsooy4YSk
Combining both ideas allows the combo to keep going while also breaking flying screen: https://youtu.be/ZPp2wjZe29U?list=PLBeCkTheRU1KDA6h5paaDqHWdsooy4YSk
The rules are -- the input for the special or super attack has to be finished on the same frame that flying screen expires. I used the idea quite a bit the Dhalsim combo vs Psylocke.
Tron's trap-gun is a really easy way to set it up, but any attack that causes that type of stun can be used: https://youtu.be/9rCBZweUL4c?list=PLBeCkTheRU1KDA6h5paaDqHWdsooy4YSk & https://youtu.be/YnaLFeKlETQ?list=PLBeCkTheRU1KDA6h5paaDqHWdsooy4YSk
This idea was something Joo wanted me to test. He was wondering whether or not Anakaris' NJ-kicks appeared independent of him. So he was wondering what would happen if Anakaris tech hits a throw really high in the air and then does a LK or HK. Since the characters are in NJ after a tech hit, his NJ kicks would come out:
https://youtu.be/c96XY9USqXY?list=PLBeCkTheRU1KDA6h5paaDqHWdsooy4YSk This shows the result -- Anakaris gets hit by colossus' super while being off-screen.
I did a few clips around that which will be in a combo video -- I was going to mention that his LK and HK have ridiculous priority, so it was kinda hard to do combos with it since they'd beat out whatever character was attacking him. Initially, he wanted to combo after colossus' super, but there wasn't a way to get the necessary height since he recovers so slowly after it connects.
This clip used the aforementioned ideas in one: Anakaris' NJ lk/hk's which are coming from the ground, and the technique to keep the combo meter going. The bug that freezes Anakaris up there is a derivative of the 2character bug. By DHC'ing, the effect gets passed to the next character, but it freezes the other one.
So by using omega red's coil, it also ends up freezing the main character on the other team/side https://youtu.be/6NT6jq6QwUY?list=PLBeCkTheRU1KDA6h5paaDqHWdsooy4YSk
Another Anakaris-related idea was something that is actually universal to all characters, but is so minute, it never shows up in a match. I found it with doom in 2009, and used it for Variable Atmosphere 2.
This clip includes the set up, and it shows a unique combo using the idea: https://youtu.be/SXPCBFPdlps?list=PLBeCkTheRU1KDA6h5paaDqHWdsooy4YSk It's a universal property to everyone in the game -- but most characters can't do anything with it. The setup is having the opponent block the other's attack close to the ground.
There are ton of rules and conditions to this effect. We don't have a name for it, but the condition forces the active character to land on the ground sooner than normal.
There's a rule in MvC2 that if your character's sprite is too big to fully be drawn close to the ground, the game will just put them in standing position. This happens when a Hyper-Grav hits storm while she's doing a lightning attack close to the ground. The game won't draw her inside the Hyper-Grav that low to the ground, so she just gets put into standing-mode. https://youtu.be/tALlw73smPE?list=PLBeCkTheRU1KDA6h5paaDqHWdsooy4YSk&t=8
In this case, doom's HK causes the game to place him in standing position right away. Normally this doesn't happen because the threshold of how low to the ground you can be is higher up. but the condition changes the threshold, so the game will force the character to land.
This works with Anakaris' 2HK/LK attacks -- another condition of this thing is that it breaks whenever the main character hits the dummy. However, it doesn't break if the main character hits an assist character: https://youtu.be/aJdHepAnM3w?list=PLBeCkTheRU1KDA6h5paaDqHWdsooy4YSk
It also goes away after the main character's attack string finishes on the point character -- if they don't super jump cancel. This is how doom is kinda special in this case -- he can SJC his 2.HK before it comes out, keeping the effect. Otherwise, it will end immediately: https://youtu.be/aJdHepAnM3w?list=PLBeCkTheRU1KDA6h5paaDqHWdsooy4YSk all these conditions and rules make it difficult to use for a video.
The simplest way to show is doing the Anakaris-doom stuff, or doing special combos on assists that would not be possible unless you could land faster.
In keeping with the same topic: there was something that Joo and I couldn't figure out. There is another rule/condition in marvel that changes the dummy's height. https://youtu.be/7HKZD3jWL7c?list=PLBeCkTheRU1KDA6h5paaDqHWdsooy4YSk This video shows that just-doing 2HK over and over against Servbot isn't possible unless a CR.LK is used after 5 loops
Joo suggested that maybe the game is changing Servbot's "point" every hit. The 'point' is something in fighting games that is kinda hard to explain. It's sort of the 'real position' of a character since their sprite changes too much. This point is kinda what allows triangle jumps to exist the way they do in marvel. Because strictly speaking, the point is underground in some cases, but the game still draws the sprite.
In other games, the character will not be able to attack super-low to the ground. Anyway in this case, Joo mentioned that maybe the game is lowering Servbot's point each rep -- until it is basically underground, and thus the 2HK hits as an OTG instead of a juggle. I don't know the answer for sure, but I agree with him on it. There might be other ways to test it with different attacks using SJCG like Ruby Heart's 2HK vs Servbot, over and over.
This 'point' stuff is also involved in the doom/Anakaris technique. Basically, the threshold for how low-to-the-ground the game will draw a character changes. I'm not entirely sure why it's programmatically designed that way, but it's the only pattern I could find.
Using Cheat Engine, I was able to figure all these rules out since there aren't any visible means of seeing anything. This is a clip idea I was originally wanting to use, but I couldn't find a way to make it interesting: https://youtu.be/Nu8OjQ8owLY?list=PLBeCkTheRU1KDA6h5paaDqHWdsooy4YSk
While doing the Dhalsim video, I was able to see a lot of how the 'insides' of MvC2 work, and thus kinda figure out the logic to the unseen rules in the game. That's where the point stuff became really glaring. there were multiple situations where the point is basically underground, and the Y-Position is a negative number -- even though it doesn't seem like it on-screen: https://youtu.be/em7R2fuzetg?t=426
In the Dhalsim video, his point value is actually negative during a portion of the first part of his combo that involves the reverse-gravity bug The Doom-Anakaris stuff is an easy-to-see example for it. I believe this theoretically allows for faster triangle jumps since the game is grounding the character sooner than normal. However, the only combo possibilities are on assists, which I usually avoid.
Joo also asked me to test a clip idea I used in Chaos Dimension. https://youtu.be/DlJvIuWGxRM?list=PLBeCkTheRU1KDA6h5paaDqHWdsooy4YSk Iron Man's J 2HP and J N-HP have, I think, one more frame of stun than his 8HP, allowing the Smart Bombs to combo. I used that set up in the video, and he wanted to try to figure out a different set up for it.
I don't remember who it was at this point, but one of us decided to use the Anakaris NJ-kicks thing I mentioned earlier. Since Anakaris' can basically be on-screen at two places at once, Iron Man could hit Anakaris' foot using his 2HP.
Another thing I was trying to figure out was how to break Flying Screen using 'Timed' supers like Hayato's level three: https://youtu.be/0H1x4upQhjI?list=PLBeCkTheRU1KDA6h5paaDqHWdsooy4YSk&t=9 The idea being that the super breaks flying screen on a certain frame that allows the character to follow up. Unfortunately, it didn't work with this one -- but I didn't test all of them.
I found that it's possible to change the side projectiles come in by throwing the character 1 frame before the projectiles materialize on-screen. https://youtu.be/lt8_eQdTpn0?list=PLBeCkTheRU1KDA6h5paaDqHWdsooy4YSk this clip is hard to follow since the sprites look alike, but Tron is able to switch the position of commando's assist by throwing him. That allows her to counter into Cable and follow up.
I don't think I was able to use that for the Dhalsim video since it's situation-based. This is an example with Sentinel's drones being switched by Cable's throw: https://youtu.be/BoTX3ioXdlY?list=PLBeCkTheRU1KDA6h5paaDqHWdsooy4YSk This clip also shows that Sentinel can do 'Re-Unfly' where instead of reflying and attacking, each attack is in Unfly. The idea was found by ECZangief.
This clip shows something that's really hard to notice, but has been in my combos since the Dhalsim video. https://youtu.be/H9e9pqQcuEY?list=PLBeCkTheRU1KDA6h5paaDqHWdsooy4YSk It's sort of in the orbit of positional-points again, where the game forces you out of the air. During the Dhalsim video, I found that by holding Down or left or right, you can get put into standing position and move sooner than usual.
In this clip, hit 13-to-14, and 25-to-26 use the technique to allow spiral extra time to land, dash, and super jump while keeping the combo going. In the Dhalsim video, I used it to combo like 4 SJ.LK's on Bison: https://youtu.be/em7R2fuzetg?t=1394
The properties to this technique are hard to describe without a visual aid. But Joo and I just started calling it "Special-Down", 'cause to do it, you just press down while doing an attack in the air, right before you land. For Dhalsim, he can land sooner after his ground-teleport by holding down. However, he can also stay longer in the air by hitting a button right after he recovers. This clip kinda shows how the reverse is possible as well. If Spiral tapped down at the beginning of the combo, she would have landed sooner https://youtu.be/-rJJ_voxdQ8?t=630
Another combo meter bug involves Hyper Armor. As I mentioned before, there is a special stun that allows the dummy to do an attack on the first frame, allowing the main character to continue their combo.
This is an example of it: https://www.youtube.com/watch?v=jYOXZRXwqlQ&list=PLBeCkTheRU1KDA6h5paaDqHWdsooy4YSk&index=41 This concept doesn't require the 'special stun' from Tron or Spiral's attacks. From what I can tell, it might work with regular stun, as long as the dummy attacks on the right frame.
This is another clip involving Silver Samurai. However, the main idea was showing the different type of results that would happen from interrupting SS' acclivity after the spiral throw. https://youtu.be/BiYo4yJRbC4?list=PLBeCkTheRU1KDA6h5paaDqHWdsooy4YSk It seems like it's a form of Stored Y-boost that gets added on to the predetermined height.
Thinking about it, it might be possible to use this method to keep the combo going using any type of stun, as long as the Hyper Armored character does their attack on the right frame.
I also found that it's possible to Super Jump Cancel almost-any attack when it connects on a physical projectile. For instance, Storm and Magneto cannot normally SJC their medium attacks. However, when they are used to nullify Sentinel drones, they can be SJC'ed: https://youtu.be/tALlw73smPE?list=PLBeCkTheRU1KDA6h5paaDqHWdsooy4YSk&t=26
Again, this is something that was new, but difficult to use for a combo as I found that the one-attack cannot hit both a projectile and the dummy at the same time. For instance, I tried having Dhalsim's S.HP hit Felicia's yarn-ball & the dummy at the same time, but couldn't. Instead, I just showed the principle really quickly before the combo started: https://youtu.be/em7R2fuzetg?t=982
This idea was sorta-new. I found it in like 2015 while doing Chaos Dimension, but never really used it anywhere else. It's possible to wake up and press a neutral normal-attack/button on the very first frame your character is 'up', and have it go through attacks that are out for one frame, EX: Sentinel's 2HP: https://youtu.be/JFGyVCzkHUM?t=1061 In this case, Magneto presses LP on the very first frame he's up, and it prevents him from being hit by Sentinel's 2HP unblockable.
When Joo was asking me to test stuff, this ended up being part of the list of items: https://youtu.be/OSmdS9kQMXE?list=PLBeCkTheRU1KDA6h5paaDqHWdsooy4YSk
The idea here is that Cable gets up, presses a neutral button, then the input for his Psimitar ends the next frame. The input-sequence is something like: buffer in the dragon punch motion, then on the first frame of available-wakeup, press HK, then press LP/HP for the Psimitar. The result is any attack can be given 1f of invincibility which is otherwise unavailable.
The clip has a bunch of examples of characters pressing a neutral attack button on the first frame, and then doing something else like tagging. This works well against attacks that are only out for one frame after the character wakes up, otherwise they'll still be able to hit.
In another clip, I wanted to see if it was possible for Megaman to jab-out an extant attack since his jab has 1f of startup: https://youtu.be/DlpIFpaZwWc?list=PLBeCkTheRU1KDA6h5paaDqHWdsooy4YSk Similarly, holding up to normal jump can be used to get out of certain resets -- https://youtu.be/5Ykdlxy-6qE?list=PLBeCkTheRU1KDA6h5paaDqHWdsooy4YSk Here, Sentinel jumps up, then jump-cancels by taunting to stay grounded. This idea can also be used to get 1f invincibility on moves. For instance, Dhalsim can buffer his special-throw as part a sequence of inputs. Something like HCB, Up-for-1f on wakeup, Back+HP. This will give him invincibility for 1f, then his throw will connect.
There is a way to trigger 'autoblock' -- like, the type of autoblock that the CPU does where it basically cheats. I made that video a long time ago for Joo, but I didn't do anything with it.
It shows Storm is able to block Sentinel's flying-HK while crouching; which is never possible otherwise It's a condition that gets triggered when the character SJ and blocks right away. This is done by pressing Down-back, and then up the next frame, or Back, then down, then up: https://youtu.be/-uzozEiJ4zk The window where 'autoblock' exists is only about 5 frames after landing. During those five frames, the character can literally hold forward into an attack and the game will autoguard it for them.
Moreover, during those five frames, it is not possible to attack. It's only possible to move in any 8 way direction or dash. Any individual attack buttons pressed will not be registered. I have a suspicion this active state is what allows the Morrigan-CPU to airdash and the block, creating a huge reverse-gravity effect: https://youtu.be/JFGyVCzkHUM?t=2411
Around the time Super Jump Install was found, Joo had the idea to combine it with FS-Install to create a new setup for his Ryu FSD idea from the DVD: https://youtu.be/XJ2yWYhzY2I I don't want to post the clips that are going to be in a new combo video, but it's so setup-intensive, that there's no way to quickly present it: https://youtu.be/S0LTxU0HnP0
The setup begins with Ryu setting FS-Install by doing the launcher combo and tagging out. Then he Super-Jump Installs using a tag out into wolverine after doing his Hadouken. Usually when you tag in, the Fireballs on-screen do not set flying screen because the character is in Normal Jump Mode on the way in. However because of SJI, the fireball sets Flying Screen.
Then the tag hits, causing spin-out stun -- which is special with Omega Red as his sprite can be tripped mid-air during this stun. Only 3 characters are like this, Omega Red, Dhalsim and Chun-Li. So again, the positioning of the trip is important as Ryu cannot be too close or Flying-Screen Dash won't happen, and if he's too far, he won't be able to OTG afterwards. Joo ended up calling this "Super FSD" because of how complicated it ended up being in the end. It's admittedly hard to tell what's going on because it all happens in 3 hits.
This Spiral-Only idea ended up going into the Dhalsim video, but I had created other examples with it: https://www.youtube.com/watch?v=ta18bK-6MiU I believe this set up is the fastest way to immediately-end an active attack without causing any hitstun. It's basically 1f in total, so the character begin doing their next attack before they get 'grabbed' by spiral.
With Flying Screen Install, it's possible to quickly set it, and have the extant projectiles cause the OTG stun required to follow up after Flying Screen deteriorates. I might use this idea in the video -- but slightly changed around. https://www.youtube.com/watch?v=9iR1doD1-l8 As I mentioned, strider is able to buffer in his 2nd QCF+KK to do a second legion right before Spiral hits since he instantly recovers.
This idea is something I sorta-found in 2009, but wasn't able to expand on it much. https://www.youtube.com/watch?v=RpZRKsT4NUk Hyper Armor is really idiosyncratic, and I was trying to figure out what I could do with it for combos.
In this case, BBHood is one of the few characters who has a super that will 'break' hyper armor's regular rules and force the dummy into an OTG state. From there, the DHC is necessary to keep the effect. Akuma's 236PP super is unique because it hits as an OTG, which is necessary to keep the whole thing going. From there, the dummy is frozen.
On the Dreamcast version, it's possible to do a different type of follow-up like from Variable Atmosphere 2: https://youtu.be/9993gSuhyBA?t=298 On the PS2-version, it breaks the game and causes the emulator to crash if I attempt to do a snapback during that time. Anyway, the dummy is able to get hit like normal after the hyper armor wears off. In another case, Jadon Brown sorta-did a combo with this idea: https://youtu.be/IqLrWBbvjUw?t=77 Again, all this stuff crashes the PS2 emulator which can't handle snapbacks as OTGs vs Hyper Armor characters in this situation
I wanted to provide some commentary on this one because I never did: https://youtu.be/rDTkcchfbPA
This is a simple example of how the frame skipping works in MvC2. Frame skipping is what marvel does to make turbo mode happen. If multiple consecutive 1-frame links occur, one input will always be dropped every 5th frame. So in this case, attacking on the very-first-frame of super jumping is an instance where the frame skipping affects the outcome. The first part, 2,888,lk (down for one frame, up for 3 frames, LK) is what the inputs are. What ends up happening is that the LK gets pressed on a frame that was skipped by the game.
The next one, n_1 (neutral for one frame before doing the inputs) is the 'cycle' that 'works'. I.E., if this pattern of frames was used in a combo, the SJ. LK would come out this way. Since it's really hard to plan a combo with all the skipped frames in mind, any issue has to be solved extemporaneously by basically inserting or removing a frame in the combo somehow. This can be done by extending a simple combo like LP --> MP for one frame, or by pausing the game which basically shifts the pattern.
The end of this clip shows strider going from standing to SJ in one frame because of certain bugs being used: https://youtu.be/X0rCZe5mq2g?list=PLBeCkTheRU1KDA6h5paaDqHWdsooy4YSk&t=27 In this case, the Venom-Magneto bug puts strider in standing position for one frame, which allows him to call his assists -- then immediately puts him in super jump mode (which is why he can set flying screen during his falling animation).
The Dhalsim Revisited Video was so editing-focused, that I almost forgot about the combos' ideas altogether. I was thinking of mentioning some of the stuff that went into them.
01) Iron Man has a special air-hitbox that allows him to be hit low to the ground before he lands. In the first combo in the video, Dhalsim is able to do 5 S.HK's on him before he is out of range: https://youtu.be/em7R2fuzetg?t=145
02) This was the Spiral-only setup that I had mentioned before. Flying Screen Install was used to let Dhalsim's SJ.HK set flying screen immediately. This also showed something that Joo really liked, the combo idea of the Y-Boosted Unflying-Far-Medium-Kick --> Fly --> LK: https://youtu.be/em7R2fuzetg?t=225 This 2 hit combo was something he mentioned quite a bit -- I guess the lynchpin of his content was using systematically acquired data to maximize a character's limits in a combo. So this idea, while simple, presented the same ideation style.
Anyway, Dhalsim's fly/Unfly mode is sorta-broken as his LK/MK/HK in the air 'drain the Unfly meter' twice as fast -- that is, usually you get 14 instances of Unfly per-attack, but Dhalsim's kicks drain it twice as fast, so he can only do 7 instances of Unfly-kicks. This is why I went with infinite Unfly for all the combos; it would have stymied the potential of each combo.
03) The main idea of this one was exploiting the assist mechanic. Basically, if the assist character is not visible, they disappear in one frame after doing their taunt-pose: https://youtu.be/em7R2fuzetg?t=273 if the assist is visible however, they will go through their "jumping off the screen" animation -- thus taking longer to leave. I used the special-HUD to show that Spiral leaves right away, and thus she is able to be called again before her swords hit.
04) The main idea here was copying what Joo did in Meikyousisui10, but making the combo kinda different: https://youtu.be/em7R2fuzetg?t=361 The PCSX2 emulator's way of doing programmed content makes it much easier to do stuff compared to programmable controllers. So building off combos with elaborate set ups is much easier due to save states being able to reload any desired frame (vs doing the whole thing from the beginning each time with program pads)
At some point, I'll mention how the cheat engine cheat table worked -- it's what allowed this video to exist. It both allowed the MvC2-combo setups to exist, as well as export data for each combo so that it could be use to drive animations.
Anyway, Spider-Man's X-Position is what triggers the every-frame-side-switching effect that is the impetus of the combo.
05) I think Colossus being the dummy for this one made it feel like a Meikyousisui combo because the dummy was chosen to maximize the main-character's combo potential: https://youtu.be/em7R2fuzetg?t=429
Anyway, I used sorta-wanted to call-back to the aforementioned snippet about 'off-camera' assists leaving asap. In this case, I purposely moved the camera down to show Blackheart. In this case, his presence didn't affect the combo's outcome since Dhalsim was doing his Yoga Inferno super.
06) This uses the Hyper Armor keeping-the-combo-going mechanic. Joo and I never came up with names for the new stuff we found, so we just kinda used terse abbreviations for ideas since he and I knew what we were referring to: https://youtu.be/em7R2fuzetg?t=516
Anyway, this idea is predicated on Venom's super. There is a small gap from where his web hits, to when he attacks the dummy. During this time, Silver Samurai is able to input his special-attack (the Shiruken) -- it comes out after Venom DHCs -- but since it was done as soon as possible, it keeps the combo meter going.
The Tempest hits while Samurai is in recovery -- the rule here is that while the dummy is in his attack-animation, the other player's combo meter will keep running. This is why the Tempest and the subsequent tagin combo. I used the Pause-Technique to be able to Super Jump Cancel Dhalsim's S.HK.
It's hard to explain this without granular-visual aids, but the idea is the game doesn't let you attack before turning around. IF you do attack before the turning-around animation, the game will not let you Super Jump Cancel a move 'cause this invisible buffer that goes into the input leniency.
Anyway, this is why Pausing was used -- to shift the frame skipping to allow the window to SJC the S.HK In this case, this was necessary because if Dhalsim hadn't done the S.HK right away after tagging, it would not have hit
07) I mentioned this combo in the beginning of the 'blog'. The main idea is using the Special-Stun to keep the combo meter going: https://youtu.be/em7R2fuzetg?t=594
The way it works is, Psylocke can mash out of the Trap Gun -- but as long as she finishes her special or super-input at the very first frame of recovery, she will do her attack and keep the combo meter going. The other thing in this combo was showing that Dhalsim can change his state from Normal Jump to Super Jump after his air throw by holding down. This allows him to air throw Psylocke, then change his state to SJ so that the Yoga Fire will cause Flying Screen. This is unique to Dhalsim.
Also, hit # 19 to #21 were kinda special: https://youtu.be/em7R2fuzetg?t=614 . the Servbot-copter causes pushback in the 'opposite direction' because that's where tron is facing when it hits -- which allows her trap gun to hit.
This is going to sound weird, but I was kinda proud this worked out the way it did. Because it was the only way to keep the combo going to its sought-after conclusion, which was to tag Dhalsim in. Originally, I wanted to just-do the trap gun, without the Servbot-Copter; but after a while, I had the idea to use the Servbot-copter to allow the whole thing to work
Finally, the very end where Dhalsim combos his Yoga-Noogie on Psylocke was particularly special: Psylocke's super has 50/50 chance of being unblockable after she turns around: https://youtu.be/em7R2fuzetg?t=623 Half the time, her turn-around animation is 1f-less than normal. In this case, I used the Pause-Technique to give her 1 more frame of turn-around animation which is what allows Dhalsim to get into position to throw her. That is, if I had not used the Pause-Technique, she would have turned around too fast for Dhalsim to get into position to combo his command throw. I was surprised this thing was necessary, but it took a while to figure out how to do the inputs for the throw to combo in time.
08) This combo's idea was built around the side on which the main character was selected. The camera-effect that occurs after Charlie's airthrow is based on the p1/p2 selection: https://youtu.be/em7R2fuzetg?t=672 The camera will always track player-2. As a result, the combo used Dhalsim as player-2 so that it could focus on him, allowing his limbs to hit from places that they would normally not. The last few hits of the combo needed the Pause-Technique to allow the S.HP to be cancelled into the Yoga Inferno and have it combo. By pausing, Dhalsiim's super hits one frame sooner than usually, allow it to combo after the Standing HP.
09) This combo felt kinda vacuous in terms of ideas; I suppose it was predicated on style: https://youtu.be/em7R2fuzetg?t=831 I remember this was one of the last, if not the last combos I did -- I.e., I had run out of ideas to use for the video. So I used something that might be considered 'interesting' just because of the way it looks, vs. the technical prowess: https://youtu.be/em7R2fuzetg?t=757
By the time I had gotten to this part of the video, I was sorta-out-of ideas. I was thinking of doing camera-hacks just to show the stage in a different way. For instance, I could programmatically-hack the camera so that I could start the combo from a position much higher than normally possible. Anyway, I suppose the only technical thing is that one Dhalsim keeps juggernaut from going too far after flying screen is set by the other -- allowing for an OTG-follow-up after FSD. In cases like these, I wish I had found that aforementioned Dhalsim infinite vs a crouching character while doing this video. https://www.youtube.com/watch?v=A0WQsk9koA4
10A) this clip had some technical stuff, as well as meaningful-stylistic stuff. the first is the double-projectile thing that Izumojin found: https://youtu.be/em7R2fuzetg?t=833 . He found that by counter or switching in the character whose projectile was on screen, it would allow another projectile to be used. So Dhalsim was able to get 2 yoga fires on-screen at once by countering.
This whole setup leads to him using the Y-boost from activating flight mode to combo after the Yoga Fire hits. By doing flight mode while the yoga fire his hitting, the dummy will be sent up higher than usual. I guess the other thing worth mentioning is that Storm did not have Unfly. I.E., I did not use Cheat Engine to give her infinite Unfly, like I did with Dhalsim. In this case, her Unfly would have run out, and thus prevented her from attacking. This allowed Dhalsim to use her as a wall to keep the combo going.
10B) The next part is paying homage to Murakumo's Dhalsim videos: https://www.youtube.com/watch?v=clsg6it6QQc . He was the person who originally showed that infinite against Sentinel. I wanted to show it 'cause I thought it looked cool, and it was a way to express appreciation for his contributions as a Dhalsim-pioneer. Finally, the Flight Stuff: It's all based on the fact that Dhalsim's air-(close)-LK has more stun than other moves. As a result, Dhalsim is able to move under sentinel while he's doing his semi-infinite.
11) The combo where Dhalsim is tethered to Spider-Man was probably my favorite combo in the video https://youtu.be/em7R2fuzetg?t=923 It's so visually anomalous and hectic.
The rules for the tether are that it's fixed in length -- so Dhalsim will always be that distance away. If Dhalsim is doing ground attacks and spider-man jumps, Dhalsim will finish the attacks, and then immediately be in Super Jump mode. This is used with the Yoga Blast which is a ground-only move. Once it finishes, he's immediately able to do SJ-moves. Since the whole thing is an assist combo, flying screen can't be set.
The upside down part of the combo was surprising, I didn't think the hitboxes would work out so nicely due to the bug. Hit 56 was hard to get because Spider-Man's airdash had to be cancelled right away or Dhalsim would be dragged too far away to follow-up: https://youtu.be/em7R2fuzetg?t=939
11) From what I could tell, the hitboxes were flipped sideways. The pushback was still to the left since that is the direction Dhalsim was facing Spider-man's dashes let Dhalsim move through the impact-freeze/hitstop, allowing for weird combos.
21J) 12) This clip showed the mechanic I mentioned before of being able to super jump cancel any attack as long as it makes contact with a projectile. https://youtu.be/em7R2fuzetg?t=986
The dummy had to be Dhalsim (or Omega Red or Chun-Li) because they have a unique sprite during the Tag-in stun. They're able to be swept higher off the ground which was used to start the combo the majority of the combo was a difficult-to-program air to ground using his Unfly and flight stuff. Pausing was used to get stuff to work near the end: https://youtu.be/em7R2fuzetg?t=1004 pausing at this time meant that Dhalsim needed to recover, press PP to dash, then immediately press LK as a continuous one-frame series. So by pausing, all those 1f presses were allowed to register.
13 & 14) I wanted to cover the next two combos to just focus on the 2-Character bug properties. https://youtu.be/em7R2fuzetg?t=1094
In the combo vs Doom, Flying Screen can't be set on him while Anakaris is out, so the Dhalsim's able to continue his combo after the SJ.HKs and SJ-Yoga Fire. That 'timer' of ~14 minutes pertains to a value in an address that seems to control how long the character will take to come out after pressing the A1+A2 buttons to THC. When I searched for the address in memory, I figured it was an integer that was counting down or up to some point.
14) https://youtu.be/em7R2fuzetg?t=1215 So as mentioned in the video, another effect of the bug is that the dummy cannot attack like normal. Their attacks will only be read once every 255 frames. So in this case, Dhalsim wouldn't be able to get to the top of the screen on his own, which is why Storm was used to hit him up there. From there, the combo was kinda timed so that Dhalsim's air throw could register. The teleport was buffered in during his air throw so that it would come out as soon as possible. Which is another part of the bug, since that can't be done normally After Juggernaut's super ends, everything is back to normal
15) https://youtu.be/em7R2fuzetg?t=1273 the art in the background was made by Murakumo.
The 'bouncing' has rules depending on how low to the ground the character is. In this case, he's high enough to still do air attacks. It's possible to do the bug so the character is basically underground. In that case, they're only able to do standing attacks, only 'high-reaching' ones will connect since they would be underground. It's hard to explain the properties for attacking during this mode. The 'timer' is that animation at the beginning of the combo of Dhalsim being in the air and then on the ground. But there's ways around it by holding down or up during the combo.
Another wrinkle to this thing is that Dhalsim has far and close range attacks depending on the X-position. So since Dhalsim's X-POS is tethered to Venom, any variation in the far-close attacks came from War Machine's sprite/body being different while getting hit. That made the combo kinda challenging 'cause on top of figuring out how to get an air or ground attack, I had to wait on War Machine's body to switch sprites so I could do a close or far attack.
As I mentioned, I could get around the air/ground stuff by holding down or super jump canceling an attack -- however, I couldn't do his air drills or he'd get stuck until they finished. The other thing near the end after FSD was using his Yoga Blast in a special way. I've used it before, but the Yoga Blast is one of the attacks during which the opponent is able to greatly affect their x-position while being hit. So this combo setup was a good opportunity to use it since Dhalsim can't move left/right. War Machine basically keeps the combo going for Dhalsim by holding right towards him.
16) The Icefist combo was mostly done because I had figured out how to get the camera to follow the characters, no matter how high they went. At some point, I'll go into more detail on the cheat table I made over the years since it has a ton of stuff in it. Since I mostly made this for presentation, I wanted to include Dhalsim's wife's other color in this clip:
16A) Anyway, I had sorta done this set up in Variable Atmosphere 2, but without the ice-fist: https://youtu.be/9993gSuhyBA?t=220
I mentioned before that I used the "Special-Down" technique to land faster. Again, it's hard to explain without a video, but it can be thought of 'buffering' your super jump before you land, then pressing up immediately upon landing, and having it come out. It's a 1f sequence like other stuff, so the frame skipping can affect whether or not the super jump comes out on the first possible frame. Anyway, that's what was used to get Dhalsim to do 4 super jumping LKs on Bison: https://youtu.be/em7R2fuzetg?t=1395
I'll probably do some post or video with stuff on how I incorporated the Alpha-sprites into the video. Briefly: I removed the HUD, and the characters, and recorded the combo with just the hit-sparks. I then used a camera tracker in Adobe After Effects to map out "3D" positional information on which Dhalsim's wife "layer" was placed. Meaning the camera tracker provided fake 3D XYZ-points per-frame so it made it seem like she was in the game. As for the A3 sprites, this also involved removing both characters from a combo, leaving just the hit-sparks, and then tracing over some of the sprites frame-by-frame to include the Alpha-Yoga fire sprite.
16B) Like I mentioned, getting camera tracking info worked well if there were no sprites obscuring the background -- so I captured the combo without the sprites to help After Effects have track it successfully. So after that, it just creates Nodes on the layer that contain pre-programmed animation frames so as to seem inconspicuous -- I use those to attach the sprites on, and so it looks like the sprite 'belongs' in the clip.
17) The Abyss/Last Combo: https://youtu.be/em7R2fuzetg?t=1461 This was kinda came from the idea of having the presentation first, and then the combo second. In this case, I had found the cheat-engine address to, I guess, programmatically induce the stage collapse event in abyss' stage. They ended up being these integers that go from 0, 1, 2. By just typing in 1, the stage will go through its collapsing animation.
I remember that I spent a while throughout the entire process of making the video trying to find a way to programmatically cause the clock stage's clock tower to fall. However, I could never figure out how to do it.
Anyway like I mentioned before, I used After Effects' 3D Camera tracking to achieve various editing stuff. I mostly used it to paste text onto 3D items in the world. The Special-Thanks part in this with Jed Hudson's name involved using a shatter effect that I added to go with the stage collapsing.
Anyway, the process is the same, I recorded the combo without sprites, in this case Dhalsim jumped directly over the area I needed tracked. I believe I then just placed the sprites on top where they should be using the regular clip as a guide layer. I ended up ripping the PS2-sized Dhalsim sprites for the purpose of doing this stuff I'd capture them in game -- I'd use the RAM editor to create this environment, which included scaling Shuma-Gorath's size up so he could be used as a green screen for after effects color keying -- leaving a blank/transparent background
17 I was going to mention before the combo starts -- changing the abyss stage broke the replay, so I had to set up a series of different save states, and load bits and pieces of the combo (and record them). I had used this idea in Variable Atmosphere 2: https://youtu.be/9993gSuhyBA?t=87, but it was not as elaborate. I remember I kept trying to do the FSD-idea in the DC version of the combo as well, but I could never get it. I think it might have been predicated on the size of the dummy on the ground. I.E., Colossus is too big for Dhalsim to go over and attack. Whereas Roll's smaller sprite lets Dhalsim dash over her in fewer frames, allowing him to OTG after FSD.
The FSD was the cue point I used to change the abyss stage from green to red. Again, it broke the rest of the file, so I had to keep chunking the save states and loading the combo that way. Anyway, cheat engine helped me embellish the combo-setup a lot more. I was able to show different air-to-grounds and basically have carte blanche to maximize a combo idea's potential. I ended up programming in for roll to die on the last hit of the yoga inferno since I knew this was going to be the last clip in the video
Shenanigans++ Addendum: https://youtu.be/irHQYxzqlu4
MSP Neta: https://youtu.be/UC8kH6UR9yo
MSP Stuff 1: https://youtu.be/XppH6i-AKKU
MSP Stuff 2: https://youtu.be/tALlw73smPE
MSS Stuff: https://youtu.be/aGVlSZpK3ME
Magneto Scrap: https://youtu.be/kGQPNx9kY00
There's no singular video covering the MSP/MSS stuff, so I wanted to paste them as one post. Anyway just going from memory, most of that stuff is difficult to do manually, but not impossible. As far as concepts, there isn't anything special in the clips as they are sorta-kept to the confines of a regular match. So most of it is simple enough to follow or do manually.
I wanted to mention some stuff Izumojin included in his videos: https://youtu.be/hs_qD0H0iAA This video shows a series of examples for keeping the dummy grounded after they get hit by an attack that would send them into the air. The grounded-attack has to hit right after so that the pushback-value can be 'changed'.
The other thing was this Sentinel combo from 2014: https://youtu.be/qW1WIuMdkj0 It's mainly an example of the air-to-standing thing, as well as some of the unique combo possibilities on Doom because of his hitbox. Doom is kinda heavy in the air, but it's possible to change sides on him since his air hitbox is wider than normal. Izumojin's combo gave me the idea to try this with Magneto: https://youtu.be/marFI2k9u14?t=2550 This clip shows Doom's heavy and wide enough that Magneto can follow-up after flight mode since Doom stays with Magneto while he's going into flight mode.
This clip is kinda unique from an editing/meta standpoint: NullDC emulator lets you use 'extended geometry' to render as much of the screen as possible. So for Chaos Dimension, I set the emulator's width to 2616 to get a super-wide version of marvel. It was kind of like a 'practical effect' in the video. Furthermore, there was a special MvC2-ISO that my friend created that got rid of the HUD. He basically zeroed out the opacity for Abyss sprites, and then swapped them with Felicia's name. This way, by picking Felicia, the game loads Abyss' zeroed out files, and it causes the HUD to be removed.
Izumojin made a Megaman combo that contains a unique use of the Two-Character bug: https://youtu.be/wGA3Ami7W1Q
Shuma-Gorath has the glitch on him -- so he can be called and treated like a point character. Anyway, the special part happens here: https://youtu.be/wGA3Ami7W1Q?t=7 After Shuma does his Mystic Stare (the eyeballs), he taunts, and then does Mystic Smash (the eyeball collapse) before leaving.
Izumojin mentioned that he wanted to see if it was possible to do 2 attacks without dummy-intervention. Apparently, doing Back, Forward+K for the air-mystic smash in the air is a 1F timing. He said he couldn't get any other type of input to come out. I believe he said Guile's air-2,8+K input would work if it was done on the right frame. He uses this technique to extend the time that Shuma-Gorath's eyeballs are active during the combo. Since the 2-character bug is on, the eyeballs explode when Shuma taunts, just before leaving the screen. He does this again at around hit 70: https://youtu.be/wGA3Ami7W1Q?t=13 He uses Shuma's taunt to bring back Roll after she is snapped out by Megaman. The Mystic Stare basically bides time for the snapback.
I thought I had lost this stuff: https://youtu.be/klo4gWViSeY It's a collection of clip ideas that were eventually used for the Dhalsim video.
The first two clips are variations of the Dhalsim-Tron combo vs Psylocke in the video, where the Trap Gun is used to continue the combo after it ends. The mid-screen FSD using Doom's assist also occurs in one of these. At some point, I started splicing the combos based on ideas, and how much I could extend the clip afterward. The stuff in training mode is all over the place: I decided I'd put down a bunch of stuff I knew about Dhalsim in video form when I did this.
So the ideas are all kinda scattered, but it served as a reference point when I was doing the main video. https://youtu.be/klo4gWViSeY?t=82 This shows the idea of using a normal for one frame on wakeup to get 1F of invincibility -- then the input for the teleport is finished, allowing Dhalsim to get out of being hit by the Mega Optic Blast. I'm starting to think this is similar to CVS2's Roll Cancel mechanic where you could use it to imbue invincibility into any attack.
https://youtu.be/klo4gWViSeY?t=93 This part of the clip shows the thing I mentioned about giving yourself 1F of invincibility on wakeup using NJ. Dhalsim presses UP for one frame, then finishes the input for his Command-Throw on the next. This allows him to avoid getting hit by Magneto's 2HK. The input must have been something like HCB, up, back+HP. it's just difficult to time it 'cause it's a 1F reversal.
https://youtu.be/klo4gWViSeY?t=120 This is a pretty good example of landing quicker by pressing down while you're character is near the ground.
In this case, it shows Dhalsim doing a SJ. HK right before landing, and then Dhalsim does the same setup, and lands and jabs Magneto. So at the time I did these ideas, I wasn't exactly sure how they'd fit into the combos -- again I was just kinda scribing them down in video form. But a lot of this stuff ended up in the final video. https://youtu.be/klo4gWViSeY?t=124 The stuff right here shows the Auto-Block stuff I mentioned. After the initial Super Jump -> Guard, Dhalsim just holds left towards Magneto and the autoblock allows him to guard everything. Including some stuff that's never possible under normal circumstances.
Since the Dhalsim video was going to be combos-only, I never figured a way to include this stuff 'cause it's 2P based. Anyway, the part right after shows the aforementioned "Down" thing where Dhalsim either stays in the air or lands right away.
https://youtu.be/klo4gWViSeY?t=131 This was something I had found around the same time as I started recording this clip. Dhalsim can do 'fast-fly' style combos using the Y-Boost from his far-LK. Although I was never able to find a gauge for how much Y-Boost something has, it has to be some kind of number that counts down as your velocity decreases:
The Unfly LK and MK have to be done as fast as possible or Dhalsim won't be able to follow up after flying. The follow-up sequence after flying is a 1F link of doing Fly, recover, dash, LK. In some cases in the Dhalsim video, I paused the game to shift the frame skip so that the 1f link sequence could work: https://youtu.be/em7R2fuzetg?t=1003
https://youtu.be/klo4gWViSeY?t=140 This next part shows how airthrowing Dhalsim out of his super is possible. The only characters who can do it are the characters who are able to airthrow very low to the ground. For instance, Magneto and Sentinel can airthrow very low to the ground, but Cable can't, so he can't get out of the Yoga Strike setups.
https://youtu.be/klo4gWViSeY?t=150 this is just showing how Dhalsim can't airthrow ironman low to the ground. thus, he wouldn't be able to get out of a yoga strike setup either.
https://youtu.be/klo4gWViSeY?t=171 Again, this was showing how Dhalsim can do HCB, UP, B+HP to give himself 1f of invincibility to allow him to do wake-up command throw vs extant attacks. Then right after that part, Dhalsim does HK --> SJC --> far-LK, far-MK to yoga inferno to show that it doesn't work if it's done 'late' into the Y-Boost timer that's connected to his airdashing velocity. This is also shown again right after. The flight combo after the Unfly LK MK is timing-heavy too.
I used Dhalsim in the past to visually-confirm how fast a character recovers from certain attacks. Certain throws and airthrows have near-0 stun to them, so it's possible to do stuff with it: https://youtu.be/JFGyVCzkHUM?t=1302 https://youtu.be/klo4gWViSeY?t=220 this part vs cable was to show a unique property Dhalsim has in NJ. He can't get guard broken in some case 'cause he flies back really quickly after being hit in the air while blocking.
https://youtu.be/klo4gWViSeY?t=235 this shows how HP --> Inferno is 1F link that works 50% of the time because of the frameskip cycle. So pause/unpause was used to allow the combo to work. https://youtu.be/klo4gWViSeY?t=273 This was showing how it's possible to use the pause/unpause to basically allow the character to escape from Sentinel's 2HP unblockable. The stuff after was documenting the Y-Boost that occurs from airdashing or flying as the yoga fire connects.
https://youtu.be/klo4gWViSeY?t=290 this shows how much the dummy can affect their left/right movement while being hit by the Yoga Blast & Yoga Flame. There aren't a lot of attacks in the game which allow this -- off the top of my head, can only think of Psylocke's Psyblade and 214KK/butterfly super The stuff after shows the airthrow rules I mentioned. also, the yoga strike is unsafe on HIT on Sentinel because of his weight class. https://youtu.be/klo4gWViSeY?t=300 Some characters' attacks do more or less stun depending on the weight of the dummy. For instance, Cammy is able to link multiple LPs in the air against non-heavy characters. I believe it's the same for Magneto's air MP and Cyclops' air 2MP.
https://youtu.be/klo4gWViSeY?t=324 This shows the autoblock thing again. Dhalsim's able to avoid getting hit by otherwise unblockable attacks. This special autoblock is only active for around 5 frames after landing. During this time, the character can't do any attacks at all. Just movement (dashing/jumping). However, the autoblock will last as long as the attack sequence doesn't have gaps > 5F.
26G) https://youtu.be/klo4gWViSeY?t=354 This stuff shows how it's possible to force some projectiles to come out the opposite way by throwing the dummy 1F before they appear on-screen. The problem is that the possible projectiles to do this with are limited, and so follow-ups are hard.
https://youtu.be/klo4gWViSeY?t=370 this shows a tactical use for the autoblock stuff. Although it's kind of hard on a stick, it's easier on a hitbox because you can avoid going through Neutral while jumping. The autoguard blocks the viper beam, allowing Dhalsim to jump into it.
https://youtu.be/klo4gWViSeY?t=398 This clip against Magneto was just an idea I had, but it was rather hard to get to work because of all the pixel-perfect stuff necessary. I think this ended up being used in the Dhalsim video vs Sentinel where the Yoga Fire is given Upward Y-Boost by having Dhalsim fly before it hits.
https://youtu.be/klo4gWViSeY?t=414 this combo was basically just experimentation for what was possible in this setup. The camera will follow player-2 while the effect is active. For Dhalsim, it allows weird stuff with his far-limbs that wouldn't otherwise combo. Dizzy and Unfly were removed just to have everything in one-long-combo from which I'd pick and rearrange the ideas. The very-last-clip was also the idea that would get used in the video. I decided to just use cheat engine to forcibly move Venom to the perfect position where Dhalsim could do the most stuff.
https://youtu.be/6pS5sAo51ts I wasn't sure if I should include this -- it contains an unfinished and unused series of exchanges between cable & Magneto. Some of them were in the Magneto-reset video inside of Chaos Dimension, and some never made it through Most of them are predicated on trading hits to recover quicker than normal, and jumping up into block. I liked the fast-paced exchanges, but it's hard to keep it going w/o being repetitive.
https://youtu.be/6pS5sAo51ts?t=20 The air reset on cable is kinda special since autoguard doesn't stay active while being airborne. So dashing around cable lastly, the Hyper-Grav Tempest stuff was an idea I had in mind a while ago to get a unique follow up from the dispersion, but I ended up stopping it there.
https://www.youtube.com/watch?v=MPkOZd2D26E This combo shows Anakaris' foot hitting anywhere on-screen using an Omega Red bug setup to freeze him in place. Anakaris needs Unfly to be able to hit during this time. He can also go from NJ to SJ by pressing Down, Up; which was used after his initial 'ground combo attacks'. The Special Stun Reversal thing was used to keep the combo going. Sentinel's input for his super had to finish on the first frame of him recovering.
The last part shows a Magneto infinite that's possible in the corner: [S.HP SJC Dash Down whiff an attack] there was a trick to doing this I believe, it involves Superjumping and attacking as soon as possible to keep Magneto from turning to the right. This keeps him in the left corner and thus in a position where his S.HP will keep hitting 'from behind'.
https://youtu.be/NDtQ-T9fgmg This is the Anakaris variation of a combo idea I used in the Dhalsim video. Anakaris can take advantage of hit because he has a lot of attacks that hit all over the place. His raging-demon super lets him 'be anywhere' despite being tethered to Spider-man. It was fun doing the combo 'cause I like the look of the bug, but like the Anakaris-Magneto combo above, I don't think they are unique enough to use for a video.
https://www.youtube.com/watch?v=1bd5O0jZC5I This was a quick neta clip to show Blackheart's throw-invulnerability during his Heart of darkness super. The main idea is having the Counter flash happen on the exact frame of the super freeze. This can cause the person doing the counter to travel across the whole screen while coming in.
https://www.youtube.com/watch?v=rENiwaMC46M This combo felt too repetitive, but there were a couple of things: I used a camera-moving lua script with cheat engine to get the zoom out effect during the super. BBHood's HK mine actually falls down a bit, so I used it as a late-hitting projectile while Omega Red was in the air. The mine is able to OTG and bide time for BBHood to recover from the missile.
https://www.youtube.com/watch?v=5thyr47XHWM This was just messing around with a ruby heart glitch that puts a character underground. In this case, I used Anakaris since his coffin-drops can come out from anywhere. However, the whole thing felt uninspired and repetitive in the end. Most of this stuff can be done without the underground glitch.
https://www.youtube.com/watch?v=ZHvfbBM0w64 & https://www.youtube.com/watch?v=ta18bK-6MiU These two use the same idea.
I originally used this idea for the Dhalsim video where Spiral was used to allow Dhalsim to do the same setup that leads into the FSD. There might be some other characters who could do this combo, but I didn't feel like it warranted an entire clip to use the idea. So in both cases, the follow-up after the FSD is kinda short. Timing the EM Disruptor after the OTG-Landmine/2MP is strict. I've mentioned it before, the Spiral-Grab interrupt is probably the fastest way to interrupt a character. As in, both players will have control immediately after.
https://www.youtube.com/watch?v=jYOXZRXwqlQ This combo was a repeat of the idea in the Dhalsim Revisited video. In fact, I believe I actually made this before the Dhalsim clip. The Dhalsim clip felt like a better example of this idea as I ended up tagging out from the whole thing as part of the combo.
Anyway, I've covered this topic before -- but it's possible to keep the combo going during Hyper Armor if the character finishes their special/super attack on the first frame they would recover. In this case, Silver Samurai does his Shiruken as soon as he recovers from Venom's super. Then after the projectile hits, the combo meter keeps going because Silver Samurai is in the recovery animation from his special.
https://youtu.be/RRZ2IHRW3gI?list=PLBeCkTheRU1KDA6h5paaDqHWdsooy4YSk For a while I've tried to make a situation with Cyclops and Spiral, but for some reason I can't get one that I'm happy with. I guess most of this stuff is OK, but it feels uninspired; maybe it's because this stuff while technical, lacks substantive ideation behind everything. I use a lot of throw-minutiae to dodge or get out of throws, as well as some SJC off projectiles to null Spiral's knives.
https://youtu.be/hs_qD0H0iAA?list=PLBeCkTheRU1KDA6h5paaDqHWdsooy4YSk Izumojin made a quick video showing some examples of overwriting stun data from Air-To-Standing. That is, an attack that is set up to knock the opponent in the air is overwritten before the stun occurs. The timing is very strict.
This is kind of a neta-post, but I remade Meikyousisui5 like 10 years ago: https://youtu.be/-8qQLVVmGq4 this was way before the PCSX2-RR emulator existed, so I used programmable controllers and a VGA-capture card. I had to rescale it to 4K so that Youtube's bitrate wouldn't be so low.
https://youtu.be/oWmFsqsLBlE The Hyper-Grav lets Magneto hit any character from behind since it changes their hitbox. The other thing is showing Doom's hitbox being kind of strange where he can be hit from behind like Sentinel, but since he's not as heavy, Magneto can activate flight and follow up afterwards.
Izumojin made pretty good use out of it in his 2014 video: https://youtu.be/qW1WIuMdkj0 Doom is kinda heavy while falling, and taller than normal characters. Still, because he's easy to cross over, Sentinel's super allows him to get the corner for a little.
https://youtu.be/iJsdf1NbRYQ This was an attempt to do a similar situation clip to the unused one in Chaos Dimension: https://youtu.be/marFI2k9u14?t=19601 I think the one that I didn't use in Chaos Dimension woulda been good enough to include in a future video. There's a rhythm of movement that's hard to get between those characters: Auto Block/Guard tends to elongate the whole thing because one character constantly attacks while the other moves around -- automatically blocking stuff. This provides interstices where it's possible to call assists while keeping the action going. I didn't want to re-use a clip from CD-E in a new video, so I attempted to remake the situation, but I couldn't get what I wanted.
https://youtu.be/0ea8d9s3Q40 This clip contains a bison idea that I wanted to use. Bison had done a Knee-Press Nightmare super on the other side of the screen, then was interrupted, freezing his 'clone'. The interesting thing is that it continues to exist no matter where the game's camera is pointed. So whenever Bison is DHCed in or out, the clone will start his Knee-Press Nightmare super.
https://youtu.be/jYM9weOEuZo This is a clip from the combo video I'm working on now. I used this exact clip in Chaos Dimension, but I wanted to use it again because of the camera zoom-out effect. I wouldn't feel all right re-using a clip unless it was something small like this, where the main focus ends up being the presentation of the clip, and not the content.
Anyway, I'm not sure if I'm going to keep a 16:9 aspect ratio for the final video. If I keep it 4:3, I won't have room to include extra HUD stuff like the inputs or positional values like the one in the clip. I'm thinking about keeping it 4:3 and just showing the combo meter or health bars to keep it simple. I feel like the Dhalsim video was presentation-over-combos -- this one should be combos-over-presentation.
I'm not sure where I am going with this series of videos. But I wanted to document some of the processes that go into the way I make MvC2 stuff.
https://youtu.be/GJLGUUhZ3-g This video shows the basics of PCSX2-RR content creation. It's basically a PS2-emulator that lets you re-record, and do frame advance to get frame-pixel perfect results in replay files that can be exported in AVI (at 4K). The other stuff is different ways of finding values & offsetting the memory since PCSX2 reloads itself differently on every launch.
The very end includes a demonstration on using an Array of Bytes set to find a unique point/address in the RAM, and then jumping to the desired address.
https://youtu.be/IJqZkdeSgVA A follow-up video in the series. This one shows a macro I made to automate the launching and sorting of the Cheat Engine table. It also shows the AutoHotkey macros to re-calculate the System values, as well as the Lua scripts that search for the array of bytes (AOB) that pertain to the 3D HUD values. The rest of it is a demo of the Cheat Engine table values I've found.
https://youtu.be/eoTJ0oYk3bI This clip contains a 'whole' combo from start to finish -- without a HUD, including a demo of the Lua scripts that automate the camera and export a CSV file from the live-data. I truncated the creation process for time, but it still demonstrates everything that goes into making a clip.
The first script is a Powershell file that makes backups of my current replay and save states. I ended up making this because I've had problems in the past with de-synchronization. The replay will basically 'drop' and sometimes I'll lose a whole clip midway through. This PS script lets me have more than the 9 save states allotted by the emulator. So I can go back in time with granularity to pick out where something failed.
The Lerp-Script refers to Linear Interpolation. Anotak helped me create this a while ago to facilitate camera movements. It runs the start and end camera-points through a Linear Interpolation function that uses the Total-Frames count as a timer to compare against. In the clip, the script took 100 steps to write the camera movement that went from 900px to 95.
The next script is for exporting a comma-separated value (CSV) file from the live-data. TheIntercom wrote a variation of this a long time ago, and we recently updated it a bit. The script uses the Total-Frames counter to check its progress.
The only drawback is that the game moves too fast for it to write every-single-frame, so there are skipped/dropped rows. As a result, I have to play back the replay a few times to insure all the frames get written. Which leads to the Inputs_Table Pearl script that Anotak wrote.
The script creates a CSV file that acts as a comprehensive input converter for all the 8000+ possibilities. The CSV file from Cheat Engine is put through a Java program Joo wrote that uses Anotak's CSV converter -- the program removes duplicates, and sorts the rows by Total Frames. It also processes the Inputs from DEC to "readable" notation.
From there, After Effects was used to connect it to drive animations. I forgot to include a run-through of the AutoHotkey functions that I programmed for this thing. They basically click and type stuff in Windows/CheatEngine/PCSX2, etc. Some do image-searches to move the mouse to a specific spot on-screen. I've been using AHK for like 5 years to expedite editing stuff. I believe I began to try to learn how to do simple RAM-hacking in late 2017 or early 2018, so this table/process took a while to develop into what it is now.
There's still a bit of stuff I didn't show in Excel -- I used it to keep track of the Dhalsim project, as well as to host a wide variety of Cheat Engine related content, like Array of Bytes and some concatenation sheets.
I was thinking of doing some kind of historical posts covering various types of combo-video related topics. Maybe focusing on the ASCII devices that Joo and I used to make content, and all that it entailed I was going to start out by posting PDF-scans of the instruction manuals that came with the ASCII Pad V Pro, and ASCII Stick3.
As far as I know, there were only two companies who made good programmable devices. I believe KYSG and SAIREC used the HORI Command Stick, and Joo, Maj and myself used the ASCII programmable controller.
I believe the blue version of the Command Stick holds more inputs -- while the ASCII machines can have their memory expanded by a memory card that plugs into the expansion slot. The memory cards came in X2, X4, and X8 (multiplying the capacity of the device's max of 200 actions).
I believe the ASCII devices had some kind of partnership with Capcom for Street Fighter Alpha 2's release. The instruction manuals detail how to do a fireball, and the program pad contained this set of unique SF2 stickers or something.
The ASCII pad and stick let the user program inputs one-action-at-a-time and by physically doing the inputs into the stick in real-time as it can record your commands while you do them, and then play them back. This made the devices kinda useful for training mode since I could just do Hyper-Grav-Tempest with the stick, and try mashing out manually on another arcade stick. The ASCII stick's manual contains SOME English whereas the ASCII Pad's doesn't. When I learned how to use it, I didn't have any manuals at all; I think I was in high school so I had a lot of time.
When I first started doing MvC2 stuff, I used the PS2 version since the PSX and PS2's controller ports put out more power than the Dreamcast, and the PPAD needs 8v to power the quartz-screen. I found that PS2-MvC2's training mode was the only stage without lag, and that combos programmed in the PS2 would work on the Dreamcast once you plugged the PPAD into it with a converter. I believe I made this clip on the PS2 when I was like 15 or 16 years old. I programmed it on the PS2 version, and then recorded it on the DC. https://youtu.be/PjT_nis3R9A
It wasn't until like 3 years after receiving the programmable pad from Joo that I learned about the Total Control-1 adapter. Pretty much everyone in the community who had a PS2-Mas Stick used the Total-Control 2 adapter to play competitively. But I remember finding out there was an older version made to work with external power cables for a steering wheel, etc. This converter allows you to plug in an AC adapter into it, which provides the extra power to light up the ASCII pad's screen.
The flowchart for it was. Plugin the PSX-ASCII Pad V Pro into the Total Control adapter which also has a 9v-300mA AC adapter plugged into it, and plug that into the Dreamcast. From there, the program pad will light up as normal and the user will be able to easily see the inputs being done.
The crazy thing is that Joo specifically had already been using the programmable controller for like 4 years without this 'feature'. What he and I used to do was just use the programmable pad near a light source and try to tilt the screen in odd-angles in order to vaguely see the inputs being programmed into the pad.
As I mentioned, I think the programmable pad and stick were designed to be used for fighting games as the manual covers how to program a fireball or a super. The manual also includes a template for the user to write down their inputs so as to catalog them for archival.
The very-top row (the (3)), has the buttons used to store the command highlighted (S1 and O). From there, the next 3 rows refer to the steps and inputs. The top row with 1234 refers to the input # in the pad. The one underneath is the inputs inside that given step, and the bottom row refers to the duration of the input. So in the case of the picture, it's: Input 1 = Down For 1 frame. Input 2 = Down+Right (together) For 1 frame Input 3 = Right For 1 frame Input 4 = L1+Sq+Tr For 1 Frame
The ASCII devices have a button called "S1" and "S2" which can be thought of as modifier keys in Windows, like Shift or Control. You can assign S1+ any of the 'main' 8 buttons on the PSX pad, and S2+the 8 buttons, allowing for 16 total stored combinations. However the pad's memory was limited to 200 actions, which isn't all that much.
Once all the buttons or memory was filled up, writing stuff down was necessary for archiving since the inputs can be so specific/elaborate. This was the full-page template that ASCII provided in its manual for the user to copy.
As I mentioned, the ASCII devices had memory cards available to increase the amount of possible inputs allowed. These command packs came in x4 for the most part, although I was told a x8 existed. I had a few x4 memory cards which allow the pad to hold a total of 1200 actions, but the main form of saving stuff was transcribing it in excel. The manual has an interesting image showing the idea behind the memory card; it could act as 4 individual banks of 200 actions, OR one large one of 1200. I think at one point I had a designated-command pack that acted as 4 banks to store a bunch of setups for bugs or resets for a video.
When it came to the process taken at deconstructing MvC2, some kind of system was necessary to keep track of findings since the program pad gives the user a crazy amount of granular control. Joo had an absolutely insane collection of interconnected Excel books to document his experiments and combos. I think he showed me some of the data in 2008, which made me create my own single book of stuff in an organized way (up until then, I just kept everything in my head). This was just the input-command book, he had another 6 huge workbooks with all the information that made up the combos. It's hard to believe that much stuff can even come out of a video game at all. Joo used Excel to transcribe his combos --
I didn't do anything like that until my last program-pad video (Variable Atmosphere 2). In that case, I just transcribed all the combos, and attendant notes: I sorta came up with a system to easily track where-in-the-combo I was using a row of numbers. It made my stuff easier to decipher when I looked back at how something was done
The last big thing we found on the program pads was ironically enough a way to ensure our sequences/combos would come out 100% of the time. This is referring to the frame skip cycle MvC2 does to create 'Turbo Mode'. It skips every 5th frame, making difficult stuff 'random'. It can be thought of a IIDX game where you have to press buttons on the right frame.
That's how it was with activating the combo on a program pad. There was a 1/4 chance it would be the "right" frame.
This shows the idea behind it. Both controllers' macros have to be executed/pressed on the correct frame to identify the frame-skip cycle. From there, the entire combo can be programmed around it.
Joo found this around 2007 or 2008, just as he was finishing his DVD. It was helpful because he also got a then really expensive-capture card to record the combos in VGA quality (640x480). So he had to re-program all his combos one by one, but was able to use the 100% technique at the beginning to identify the frame skipping.
EX: Akuma's is: Neutral for 1 frame, down+LP for 9 frames, LK for 21 frames. The neutral was necessary since adding it at the beginning made the program pad more reliable. The "21" is really a variable since it changes depending on the combo.
In this case, Anakaris' 100% technique is LP for 17 frames. If the LK comes out, it means that the frame skip cycle was identified. For Hulk, it's Taunt For 53 Frames. I remember finding every characters' 'easiest' 100% technique using Joo's frame data once I understood how it worked; so even the total-duration frame data that he made came in really handy in the end. https://youtu.be/JK6RevIYFzA
I remember it was a big deal because it made some combos 'approachable' in terms of feasibility due to time constraints. However, we both had mostly finished doing stuff by then, so we didn't get to use it for more than 1 project.
Anyway, I remember this combo from Satsujin 2 because it really highlighted how bad it was to do combos w/o the 100% Technique for frame skipping: The Win counter on Storm's side is 99. This is why all the combos were always inside of training mode or had infinite-life turned on with a Gameshark. This is why it's kinda cool to be able to finally record on the regular stages and keep the "NEW HERO" display on for both -- signifying that the frame skipping was no longer an issue.
This ended up being the XLSX for Variable Atmosphere 2. I believe this was the last time I did something serious with the controllers. Like Joo, we kinda had it with how onerous the creation process was. It started getting really esoteric, even for us.
For instance, in the DVD & Variable Atmosphere 2, there were some combos that would not work on some stages for some reason. It was just attributed to 'randomness' but there probably was some inherent slowdown during some of the 3D Stage animations. Our ideas had gotten to the point where we needed an emulator with save states. Chaos Dimension sorta-made Joo want to pick up the PCSX2-RR emulator again, but didn't have time to really commit.
Variable Atmosphere 2 Excel
https://youtu.be/jQt2tSbG1Uc This is probably my favorite bug just for aesthetics.
The whole setup is included in the video, so it's easy to follow. The 'bug' happens with Dhalsim backdashing during the part where Shuma-Gorath says "CHAOS DIMENSION". If it's timed right, Dhalsim will start to do his intro-taunt. During this time, Shuma has to DHC into the next character to freeze the effect. This freezes Dhalsim permanently. The only thing he can do is mash to speed up his animation. There's no way to regain control, so the characters have to be reset.
Anyway, this bug doesn't work in the PS2 version of MvC2. The game will always crash when the DHC occurs while Shuma is saying Chaos Dimension. It's so unfortunately because I think I coulda done a much more elaborate combo using PCSX2 than what was in Chaos Dimension.
https://youtu.be/D3tSl71IMHI I wanted to show the Block_Meter thing that I mentioned before. This refers to a property in the game that causes the character to land sooner.
Basically, the game forces the character onto the ground a bit sooner than normal. It can be imagined as a threshold of pixels that the game is using to force the character to stand. I called it block meter since it counts up as the characters block stuff within a certain time. The only way to keep it active is to super jump out of the attack. Which is why this happens to be a particularly special thing with Doom since he can Super Jump Cancel his 2HK before it comes out. This is what's used in the Chaos Dimension clip. Spiral blocks Doom's attacks low to the ground, and his block meter doesn't reset. This allows him to land sooner, which is affects his SJ.HK -- it allows him to land like 2 frames after pressing the HK.
The effect is lost when the character hits the opponent. So since Spiral is the one who blocked Doom, when doom hits her, the effect is lost. The next clip shows Anakaris doing the same thing as doom. However, Anakaris doesn't have an attack that lets him cancel out of a ground-attack like doom.
https://youtu.be/WpjzYd4A0n0 This is a demonstration of a script that Anotak helped me write that animates the MvC2 camera automatically. All I need to do is input the end values, and how many steps it'll take to finish the animation, and the script will interpolate the movements necessary to achieve that animation (linearly).
The Character Select screen has a bunch of 3D layers on it that can be 'written out' by basically sending them super-far-away using a number. From there, the camera system can be used to move around and see what's being rendered. In this case, the prism-thing behind the character select screen is still there. Most of the stuff in the game that's in 3D has editable XYZ values which can create some interesting results if they're editable.
I haven't tried to find the values for the prism, but I remember during the Dhalsim Revisited video, I was able to find a lot of random objects in the game, like the boat-stage propellers, clock-stage tower and blimp.
The script was written in a nice environment and pasted into the Lua window that cheat engine has -- most of the editing is just the end points and step values. An unfortunate side effect of using a while-loop that takes control of CE, is that Cheat engine stops applying values if there are any -- for instance, infinite health/Unfly/any value that CE is currently writing to, stops being checked while the loop is going on.
The work-around for it is to just open another instance of Cheat Engine and have it open to just write on the values I want, while the other one does the animation
During the Dhalsim video, I didn't have this script; instead I used a bunch of hotkeys and a Logitech G13 gamepad. I set up another cheat table that just has the camera addresses with a ton of shortcut keys mapped out to basically create a camera-rig that I was able to move around using the gamepad. The Dhalsim video was my first attempt at doing most of the stuff I did in the video.
After a while, I was able to refine and optimize a lot of processes. I could still use the gamepad for some simple camera animation movements, and it also has modifier keys like Alt/Shift to do movements in different increments -- which the LERP script currently doesn't have. The only problem is that it's kind of unreliable unless I forcibly slow down the emulator using Cheat Engine while capturing to ensure each frame is affected by the movements.
https://youtu.be/AOMob6y4g-E In 2003 or so, MikeZ showed me that he had made a Dreamcast game with his own engine (which turned into Skullgirls). Anyway in 2007, I asked him if he could make a 'game' that displayed my inputs so I could key it out in a video. I designed the stick in Photoshop and he mapped it so it reacted to the inputs. I recorded the S-Video-quality Dreamcast footage, keyed it out, and put it in the combo. Back then, I didn't have the wherewithal to describe and edit a clip in order to explain it.
https://youtu.be/marFI2k9u14?t=12689 I always wondered what conditions were necessary to prevent the game from crashing doing Ruby Heart's Schwarzeile bug (the crash-effect happens when Down-Right+P is pressed in conjunction with Start).
From what I can remember, freezing the game is the usual effect, but depending on the stage and characters alive, that effect happens. I wasn't ever sure what the real hitbox on that thing must be, but it's huge. Bison is very high-up during the clip, and it's visible that Ruby's still in SJ-height.
https://youtu.be/GrAeJ7iYL3U The beginning shows a new AA script that a user named Panraven in the Cheat Engine forums graciously made for me. It's meant to replace the Array of Byte Lua Window process I used before. It uses 1 Auto Assembly script to do the 6 AOB scans, and offsets the children based on the results; it saves a huge amount of time.
So from there, the video is about achieving some of the edits I did using After Effects 3D Camera Tracker to 'glue' stuff into the game so it looks like it's part of it. In order to help the 3D Camera Tracker get the tracking points, I captured the combos without sprites to remove any obfuscations of the backgrounds, then ripped the sprites by walking out of bounds, freezing the animations, and playing through them.
From there, I keyed out the grey in AE and went about placing them on-screen using the sprite-version of the combo to act as a guide; this is the case for Iceman, who needs to be the top-most layer in the stack. However for Dhalsim's wife, I use the 3D Camera Tracker points to glue her into a spot where her presence will look seamless. I used this method a lot through the video.
I 3D-Camera-Tracked every stage-movement for all the stages. I actually had an AHK macro that I could activate using my phone to have After Effects 3D Track clips on-command. Since the effect had to be applied to new clips whenever it finished, I sent a command through my phone to apply the 3D Camera Tracker effect to the next clip in a queue throughout the day. I remember this taking over 24 hours total since some the stage-clips vary in length and they're all in 4K.
From there, I just set up projects based on the stage clips, picked out the ones that worked for the video and used them in the clip-intros, etc.
https://youtu.be/Ba2Y3dDro-k An old editing idea from like 2006 that I tried to make using the programmable controllers. I thought that if I recorded a simple clip that would never fail on the pads, I'd be able to get an animation-perfect edit by recording the clip in all the stages and stitching it together in AE. Unfortunately, the game running the way it does prohibits it from appearing seamless. If I were to do this again, I'd probably switch the stages before the game loaded them, and see if it worked like that; or record all the stages without the sprites, and then paste the sprites on top somehow.
https://www.youtube.com/watch?v=Px6Qo5ImXyw This video covers the process of doing the Multi-Camera sequence editing in the Dhalsim video that allowed for the color changes throughout. In Premiere Pro, each clip had to be stacked on top of each other, perfectly synced since I would be cutting to different tracks in one clip.
Like I mentioned before, I captured each clip in at least each of the 6 colors. However, some clips had many more captures for various editing purposes I had in mind (the air-boat stage had like 16.
The Abyss combo contained After Effects compositions that were exported and synced to the rest of the clips in Premiere. For instance, the Credits-clip was made in After Effects, and exported and synced up into the Multi-Camera sequence timeline so I could cut to it.
The next part shows the way in which one timeline contained all the clips -- and how I'd edit into them. Hard-cuts were the easiest way of doing it, but I tried to see which transitions I could use to achieve different effects when fading into the colors. Once I had the multi-camera stuff finalized, I placed it in another timeline to put in the intros and content-stuff, along with the audio sound effects for the typing noise. This would end up being the main-clip comp as I'd arrange everything from After Effects and Premiere here.
I'd then place that into the final Dhalsim Revisited Arrange comp. The rest of the video shows various bits that went into the video, like the intro files, the RAM changes, the credits, etc. For instance, the Intro-Grab sequence was this meticulously noted process since it had to be pixel and frame perfect across all the stages. I remember setting markers throughout each 'hit' and started counting them for the purposes of editing stuff together.
Everything was kept in an Excel file for the project. The grab-intro required me to fill out a lot of the pixel data per-frames in order to keep everything synchronized. Also back then (at the time of doing this), I didn't have the streamlined method to remove the HUD for each stage, so it took a bit longer to do this. That's why there's the AOB tables for the Combo Meter & Lifebars/Timers on the top right.
I used a sheet to make a storyboard for the whole video, cataloging the various parts of each clip, like the stage, intro/outro, and extra stuff. There were a few sheets denoting whether or not some editing elements would be included in a clip, like Assists, Counter, First Attack, FS Flag, KO Text, etc. I tried to keep everything updated this way because when I would take breaks from the project, it would take like 20 minutes to figure out where exactly I was when I needed to continue.
Keeping stuff cataloged like that was something I learned from doing Joo's DVD in 2009. I feel like I wouldn't have been able to make other projects without being guided by Joo in the DVD. From what I could tell, he's been doing that kind of stuff a lot, and it really helped me.
https://www.youtube.com/watch?v=B3Vw_dyxFks This video is a brief demo of the macro-workflow I developed for myself over the past 4 years. It didn't start out for PCSX2/MvC2 originally -- at first, it was something I learned from TaranVH. He's an editor who uses AHK to basically script-in features that do not exist in Adobe Premiere. This is a giant tutorial he eventually made that includes some of the AHK & devices he uses: https://www.youtube.com/watch?v=O6ERELse_QY.
I guess since I first received my program pad from Joo in middle school, I've always been interested in using devices to do stuff as fast as possible, etc. It eventually carried over to the way I edit videos. So using Taran's base-scripts, I created AHK-functions for myself, and use various devices to execute them.
At this point, I use 3 Logitech devices replete with macro keys, and an Elgato Stream Deck XL. The Streamdeck is useful for macros I use, but not super-often that I memorize them. But for the longest time, I just used the G600 mouse 'cause of all the buttons and convenience. So anyway, like video editing, some of the PCSX2 stuff can be monotonous, so I made up a bunch of AHK-functions to do stuff.
I can't imagine how much time I've saved in general by using the AHK/Logitech devices over the past 4 years to edit, etc.
https://www.youtube.com/watch?v=3CzYmLZlwFE I wanted to try ground-stuff on Sentinel with Dhalsim.
The airdash-float is tricky to time as his limbs don't hit that low from his body, so the airdash after the first SJ.HP has to be timed perfectly, or his limbs will miss.
From there, the air-link is after the SJ.HK From there, the SJLK is a close-version, which is what allows the SJ.MK (far) to connect.
The airdash-forward combo was hard to get. The far-SJ.LP was a 1frame timing after the airdash, and the SJ.HK has to be done right after. That will allow the SJ.LK to link before he lands. Dhalsim's SJ.LK does more stun on Sentinel than his S.MK.
There are some moves in MvC2 that have their stun tied directly to the opponent's weight, such as Cammy's SJ.LP. In this case, the SJ. LK is used as the in-between during the links while Sentinel is in the air.
In 2014 or so, Eidrian sent me back all the clips he saved that I had sent him since 2003 or so. He sent them back to me 'cause I wasn't as diligent about keeping stuff archived back then, so I got back like 4-50GB Blu-ray discs with a bunch of stuff.
I culled through them after a while, and kept them in a folder. This is the 1080p-version of most of those clips, put together into one.
At the time, there isn't much organization or structure in the video file. I'll probably make section-timestamps for Youtube as I wanted to release it publicly at some point. For the discord, I'll probably make a bunch of posts pertaining to the content of the video over time.
https://youtu.be/uthC0ls5Vbw?t=29 I made a bunch of small videos demonstrating different mechanics of the two character bug. Some of the most interesting stuff doesn't work on the PS2-version. That clip shows a setup that only works on big Blackheart and Sentinel. Their sprites are so tall, they clip the ground for a few frames while Spider-Man is swinging them in the webthrow. During those frames, they can tag out and they'll get 'reloaded' after the super ends, causing them to be the point characters.
https://youtu.be/uthC0ls5Vbw?t=98 MikeZ found this bug during the time we were exploring the stuff you can do with the two character bug. Felicia's super is kept active by Jin's Blodia punch. I believe the effect could be repeated until the game slowed down to a crawl, but I couldn't find that clip.
https://youtu.be/uthC0ls5Vbw?t=326 Since 2007, until 2010 or so, a group of combo video makers had their own forum on SonicHurricane where people would collaborate on videos. We would post ideas and would try to make clips for that concept. I put in a bunch of air-throw and fireball collision ideas for the project.
The neta video has the ones that weren't used, but some of the used ones as well as I didn't remember which ones made into the final videos. This combo idea in particular was used in Chaos Dimension https://youtu.be/uthC0ls5Vbw?t=391
https://youtu.be/uthC0ls5Vbw?t=530 This was my favorite derivation of the 2-Character bug. Jadon Brown showed it in a bug exhibition video that was supposed to be a teaser -- but he never finished the final one. Anyway, this bug doesn't work on the PS2, and the neta compilation shows the monotony of setting it up. https://youtu.be/uthC0ls5Vbw?t=582 this part looked like there could be something done from it as Shuma's constant bouncing around would allow for a unique combo, but it was really, really tedious to do.
This set up caused really strange effects https://youtu.be/uthC0ls5Vbw?t=639 -- mostly the characters doing their intro. Rogue would do Berserker Barrage-X from XVSF.
https://youtu.be/uthC0ls5Vbw?t=709 As it's mentioned in the title of the video, some of the clips are from 2003 (before I had a program pad), through 2010. Most of these were concept videos or me trying to figure out how to program stuff.
The Cable&IronMan idea was something that went through a bunch of iterations before I used it for something. even now, I wish I could make something interesting out of those two characters, but their mechanics are too similar to achieve anything notable, in my opinion. This is kinda far afield, but I learned about the concept of what makes a good combo while using the program pad.
Being able to identify and isolate a good idea, then 'pad it' with the proper amount of stuff to make it more substantive is sort of an art. Majestros expanded on the idea in one of his articles from Sonic Hurricane: https://sonichurricane.com/articles/sfconstruction.html & https://sonichurricane.com/articles/sftoolrationale.html
https://sonichurricane.com/articles/sfconstruction.html I wanted to expand a little bit more on one of the articles Maj wrote about the 'types of combos'. He put, starters & setups, finishers and optimization.
Most of the clips in the neta stuff lacked a central idea. They were mostly vacuous embellishments of something I thought was aesthetically interesting (https://youtu.be/uthC0ls5Vbw?t=804).
After a while, I kinda got the flow of how to present a combo, or blue-print it. It's like a small story, and you want to design it so that the main parts of it get highlighted, and the rest of it serves to underscore the main idea.
The last part he wrote about Optimization hit true when I saw Joo's DVD combos in 2009. I realized that I had never created anything as close to what he did in terms of technical-data-driven optimization. This is my favorite combo from Joo's DVD: https://youtu.be/El84-G4wTI8?t=814 Sonson80. It epitomizes the idea of methodically constructing something in the perfect order so as to show each idea -- creating a sum greater than its part because its concinnity.
https://youtu.be/uthC0ls5Vbw?t=908 I remember this 'idea' - I made like 3 or 5 versions of this thing, and I never put it in a video because I never liked how it turned out in the end. I think there was something stylistically appealing behind doing a Cyclops combo with SJGC and backwards-hitting moves. But I didn't think I ever 'got it'; I.e., I never felt satisfied with it. This was another iteration: https://youtu.be/uthC0ls5Vbw?t=939 I was trying to see what kind of stuff cyclops could do with his backwards-hitting normals.
https://youtu.be/uthC0ls5Vbw?t=1097 This was one of the first combos I tried to program in 2004 after receiving the program pad from Joo. I wanted to use the reverse-gravity bug as part of the combo, but as it progressed, I realized I didn't how to continue it.
Which goes back to the thing I said about constructing the pieces of a combo in your head/on paper, before attempting to program it. Some of the ideas in the video are present in Chaos Dimension or Dhalsim Revisited. In a sense, this neta video is like a backlog of ideas that I had which could be expanded or used for something.
https://youtu.be/uthC0ls5Vbw?t=1136 This was sorta my take on 'the corner-Dhalsim combo' that was in a bunch of old videos (http://www.zachd.com/mvc2/combos/betterthanme%20(shakunetuHadouken_EX%20preview).wmv) & (http://www.zachd.com/mvc2/combos/betterthanu.wmv).
A Japanese player named LiquidMetal was one of the pioneers behind that concept, and it had various iterations throughout different people's videos. I guess mine is just a combination of that stuff, with a bunch of fierces added at the beginning, using the FS-rules to prevent flying screen at first.
https://youtu.be/uthC0ls5Vbw?t=1179 This doom infinite was never used in a video. I forgot the reason this video exists, but I know I didn't put it in a regular combo video.
I remember the timing and positioning are strict since his beam is like Cyclops' Mega Optic Blast in that its hitbox is instantly a bit in front of him, instead of right where his face is. https://youtu.be/uthC0ls5Vbw?t=1234 This combo was probably one of the first ones I did on PS2, then recorded it on the Dreamcast. I mentioned before that the Dreamcast's controller port doesn't power the PSX ASCII pad's LED screen. So it's next-to-impossible to see what you're doing on it unless you have it directly under a lamp, angled in a certain way.
So for a while, I would program stuff on the PS2 version of MvC2, and then just plug the pad into the PSX-DC converter to record it. I found out that the training mode stage on the PS2 has 0 lag, and was useable to do this. https://youtu.be/uthC0ls5Vbw?t=1289
This no-FS combo stuff was expanded on in Variable Atmosphere 2, Chaos Dimension and Dhalsim Revisited. I eventually figured out that the frozen character comes out to do their super like 14 minutes after the bug is set. That realization made the other combos kinda obsolete since they felt like incomplete ideas.
https://youtu.be/uthC0ls5Vbw?t=1450 I made this combo in like 2008, and I didn't use it until 2010 when I made Variable Atmosphere 2.
I ended up turning it into the combo where Sabretooth's 14-minute-delayed super comes out to trigger Magneto's forcefield. https://youtu.be/9993gSuhyBA?t=124
https://youtu.be/uthC0ls5Vbw?t=1472 This combo was a weird way of showing a particularly esoteric property in MvC2: it's possible to cause dizzy using specials or supers if the character is hit inside of a capture move like Amingo's, Thanos', or Magneto's. I didn't notice it again until Joo's Vol11 combo near the end: https://youtu.be/wShaqWt2eMw?t=227 You can see Juggernaut spin-out while being hit by Shuma's super. We figured out that throws can also allow that stuff to happen.
The next series of Magneto-Flight combos always ended up feeling like it was an unrealized idea due to the dizzy limitations. I figured that I could make a compilation of Magneto's flight stuff some day, but I never did. So when I figured out how to remove dizzy in PCSX2, I did a particularly long Magneto-flight combo trying to include all the variations I could think of: https://youtu.be/P4XhKRqgZOw
https://youtu.be/uthC0ls5Vbw?t=1618 This was the 2nd combo I ever did on the program pad. I think I was still in middle school, or just getting out of it and going into high school.
I remember picking 3 sentinels for player 2 because the combo would drop so often, and it involved a death, so I could only try it twice-per-round. Dan's super-taunt doesn't trigger blockstun, and if you DHC into iron man within like 3 frames of activating it, his super will be unblockable (Morrigan's 236pp as well). I remember Psylocke was another character I thought was aesthetically interesting, and for whom I spent a while trying to create some idealistic combo.
I think it was like Cyclops' multiple-jumps and backwards-hitting attacks that intrigued me with her. I think I started learning that style vs substance is definable once you develop your own interests; you can explicitly choose which route to go when creating something.
For example, this ruby heart combo https://youtu.be/uthC0ls5Vbw?t=1807 was just trying to include all the Schwarzeile patterns in one -- then on accident, I found out that DR-variation of the bug could hit anywhere on screen if certain characters were picked. I believe this video was sped up because I remember it took like 5 minutes for it to resolve.
https://youtu.be/uthC0ls5Vbw?t=2131 The super-fireball-collision stuff has a big watermark to my site 'cause I was paranoid that even posting it on the 'secret forum', it'd get posted somewhere else. Some of those ideas didn't get used for the FBC video, however I used a couple of them in Chaos Dimension, like the Guile-Megaman one, and the 2-spiral-mirror one.
At some point in the process of creating Chaos Dimension, I ran out of material, and spent a while just looking at old videos to see if I could come up with anything. I spent a while trying to refract my focus on what was possible because I wasn't used to controlling randomness, etc. The PS2 emulator allows the user to attempt a bunch of ideas that were un-approachable on a programmable controller due to their inherent randomness or in-game slowdown.
One of the hardest clips I did involving slowdown and randomness was a tiny one that was used for VA2: https://youtu.be/uthC0ls5Vbw?t=2290 Strider's Legion super both causes slowdown and has a random pattern. So I realized IT COULD BE kicked away by Cyclops, but it took forever to program because of the inherent RNG. However, since this is not an issue on the PS2, I ended up making an entire video of different characters nullifying Strider's Legion: https://youtu.be/vs7Sg5fwDe0
It's like puerile, but I remember feeling annoyed with how easy it was to create clips at some point. I ended up showing Joo and he understood what I meant because of how much time he spent using the programmable pads as well. It was such a huge-leap forward finding the 100% technique because we could do stuff like this: https://youtu.be/uthC0ls5Vbw?t=2357 -- Magneto's S.LP's ability to SJC is heavily dependent on the frame skip cycle, so just doing that infinite in and of itself wasn't really possible until we found the 100% technique to identify the frame skipping.
https://youtu.be/uthC0ls5Vbw?t=2495 this was one of the very first PCSX2 combos I did. The original 999 hit combo I did in 2007 for Variable Atmosphere 1 took like 3 weeks of summer-vacation while I was in high school: https://youtu.be/hx_xAmwENa8?t=552 .
The process takes 14 minutes at least -- and it was painfully protracted because in addition to the frame skipping, some parts in the combo cause the game to slow down, even in training mode, sort-of-throwing off the entire thing. I still-sorta feel kind of anxious watching this combo play back because I remember how nightmarish it was to make it. Watching it again, I realized I made lulls in the combo to wait for the slow down to go away before attempting to do the reflies.
The Magneto-War Machine reflies were always 'random' because if I tried them too fast, the inputs wouldn't get recognized right 'cause the game would be slowing down too much. So the PCSX2 version was one of the first combos I tried because of the memories I had doing the Dreamcast one. The 999 hit combo ended up being the last clip in Chaos Dimension https://youtu.be/JFGyVCzkHUM?t=2718 because the last combo in VA1 was a 3-character combo, and the last combo in VA2 was a 999 Hit combo. So using the PS2 emulator, I made a 3-Character-999-Hit combo.
https://youtu.be/uthC0ls5Vbw?t=2667 I redid Joo's Cyclops59 from Meikyousisui8. I think this was around the time I was thinking of doing meikyousisui5 using the program pads, and the VGA capture card.
In the case of Meikyousisui8, I would have had to re-program the entire thing using Joo's combo-transcripts he made. I remember watching this video as a kid, thinking that he managed to make Thanos' bubble-assist not feel like a copout to extend the combo. I don't think I possessed the vocabulary to articulate the feeling, but I kept wondering why he was able to 'make it look ok'. Honestly, the best way to put it is: they are crutches, so you better have good ideas in between the assist call to merit its presence.
I remember thinking about this stuff when I made this combo in the new Dhalsim video: https://youtu.be/em7R2fuzetg?t=693 I picked two 'crutch-assists' in Zangief-Y and Thanos-A. However, the combo-ideas I had made it feel like they could be presented in an interesting light.
https://youtu.be/uthC0ls5Vbw?t=3046 I didn't know what to comment as it pertained to the resets in the neta video. I chose this one because I guess it encapsulated the attitude I had back then of utilizing the programmable pad to maximize Magneto's reset-potential, per-attack.
That is, I wanted to see what kind of stuff was possible using just-the-HK SJC. I did something similar for the 2LK, but I couldn't find the clip. As far as execution goes, I might have done like almost-half by hand, and the rest on the program pads. At some point, I started realizing that it was difficult to make a meritorious reset-clip using the program pads because I lacked the technical knowledge to make one. After doing a bunch of banal clips, I started finding like 1 or 2 things worth 'keeping' for a good video.
I believe that Magneto-Storm one was done in 2009, maybe. The Magneto Reset video I did with the program pad was super-basic looking back at it: https://youtu.be/Fpeqv4gPsUg I think I was 14 or 15 when I made it. I remember thinking that at some point, I wanted to make a good Magneto-reset video, and I felt like Chaos Dimension was a good place to incorporate it.
At first, I was just going to include Magneto resets in every single video in CD. At some point, I realized it was dumb, and I started trying to accrue resets for a singular video. I ended up calling it Magneto Revisited and I was thinking of releasing it after Chaos Dimension, or at the same time. But I scrapped it because I thought the clips were still bad in comparison to Chaos Dimension. I decided to just remake a big part of Chaos Dimension in 2015. I ended up finishing it in like late 2016 or early 2017.
By then, I had made the other Magneto video that was inside: (remix) https://youtu.be/Q465_K24gGw I was proud of this video because it felt like I finally realized this nebulous goal of making a video I was happy with; which is such a dangerously quixotic goal to have for this type of stuff.
https://youtu.be/uthC0ls5Vbw?t=3367 I believe this video is the first time I stumbled onto the Doom SJHK-quick-land thing. Back then I had no idea why it happened, and I didn't really understand it until recently. I think this clip was never used for anything, but it personally emphasized an inadequate feeling of understanding when I 'stopped doing videos' in 2010.
I felt like an idiot for never understanding why some of the stuff worked in the videos I did. That -- and I always kept the Magneto-HK-Throw-Bug in the back of my mind as "things I wish I understood before stopping" There was something super-satisfying upon completing the Magneto video in Chaos Dimension in a completionist way: https://youtu.be/marFI2k9u14?t=3272
The throw bug felt like I finally checked every base and excised whatever doubt I had about the quality of the video. I suppose it goes back to this like inexplicable predilection I have for Magneto. I ended up really getting into the game when I saw how much stuff he could do. I guess it was just-beginning then, and the Magneto video in Chaos dimension felt like I made something that would have made 13-year-old me happy to see.
https://youtu.be/uthC0ls5Vbw?t=3424 I vaguely remember the reason for making this -- I wanted to do a clip with these two characters, but couldn't. However, this idea lingered in my head, and Chaos Dimension became a good place to include it.
https://youtu.be/uthC0ls5Vbw?t=3527 This was the first attempt at the Spiral-Doom situation I did for Variable Atmosphere 2. I made it in like 2008, and didn't include it in anything until 2010. This clip is actually 3 different ones stitched together to look like 1 long one. I believe I had used the 100% technique to do them, but they were still so long, I had to make 3 different clips. However, the Variable Atmosphere 3 version ended up being sort of an abridged version of this clip. It was around then I figured out how the Doom SJ HK thing worked a bit, so that I could cause it on purpose: https://youtu.be/uthC0ls5Vbw?t=3585
It was a novel thing to see, and I didn't appreciate how exact-to-Doom it was at the time. It just looked super-interesting to me because it required this technical very-technical scripting to do something that looked so chaotic.
I mentioned that before, but I guess it's what draws me to MvC2 -- that it can look so hectic, but it's very technical at the same time. The Spiral-Doom clip was the embodiment of that, and thus my favorite clip in Variable Atmosphere 2, so I made it again in Chaos Dimension using the PS2 emulator: https://youtu.be/JFGyVCzkHUM?t=709 I figured that incorporating assists into the interplay would be a way to up-the-level of difficulty in the clip.
https://youtu.be/uthC0ls5Vbw?t=3660 This clip, and the next one with Strider-Ken felt like they could have been good and interesting, but I never had the time to figure out how to remake them to get something out of it. Moreover, I looked at trying to make them again for Chaos Dimension, but ran into the same problem.
Sometimes the clips get too far afield, even for me -- and I feel like it's better to just avoid them altogether. There are some exchanges between the characters that appeal to me, but I couldn't sustain a whole clip's worth of material.
For example, here: https://youtu.be/uthC0ls5Vbw?t=3732 I wasn't able to figure out which parts of it I liked enough to include for Chaos Dimension, so I scrapped it altogether. I realized that I can make 1 long clip or like 5 short ones that I can intersperse throughout. It got to the point where I had like 500 clips for Chaos Dimension. As I was editing, I'd get ideas for content, then I'd have to figure out how to incorporate it into the video. I ended up in this cycle of refinement that took like a year+.
https://youtu.be/uthC0ls5Vbw?t=3846 This was the first iteration of the Morrigan-Wolverine Situation from Variable Atmosphere 2: https://youtu.be/9993gSuhyBA?t=236 This was the first clip where I really messed with having 4 characters on-screen doing stuff based on what each other was doing. I don't think I ever did another clip that was this involved, and I'm happy I went through that first revision, because I had some insights on what I could do on the 2nd attempt.
If I recall correctly, this clip took almost a month of time to make since I went over it twice. There was a bunch of stuff I wanted to leave out, and other stuff I wanted to optimize. Putting it all together for one clip felt like its own challenge as well.
I didn't really appreciate a lot of Joo's content until I finished Variable Atmosphere 2 and his DVD. It felt like I gleaned a new perspective for the art-side of making something, as well as the science-side. Their harmonious existence is the je ne sais quoi that makes the whole endeavor so tantalizing. Like, getting the music and the content to work on multiple levels is really satisfying, I kinda learned then that you can't force creativity into existence or whatever.
It's like just having the will to do something won't facilitate its existence any. I remember it took a month to do the Morrigan-Wolverine clip because I kept running into 'writer's block'. Joo mentioned that keeping the Excel files as a 'notepad' of ideas was helpful because it instantly provided the tools with which to embellish and maximize your idea if you systematically organize everything.
https://youtu.be/uthC0ls5Vbw?t=3958 This clip represents my own abundance of ambition woefully backed up by a lack of creativity. I've tried to make a good Spiral-Cyclops situation clip like 4 or 5 times now, ranging from 2009-2020 (https://youtu.be/RRZ2IHRW3gI & https://youtu.be/marFI2k9u14?t=18239). I can never make one clip that I feel happy with. I think I have to write down all the disparate ideas, and maybe record them -- then arrange them together like a puzzle that only has one solution.
https://youtu.be/uthC0ls5Vbw?t=4036 These Shockwave-FSD clips were something I wanted to include in a video that I was supposed to make with Joo.
Like we quixotically decided to collaborate together for a combo video, but it never happened. The FSD with the Hyper-Grav -> Mash -> Tempest was going to be one of the clips for that video.
When I started to use the PS2 emulator for Chaos Dimension, I showed Joo how easy it was to create content that would be next-to-impossible using the program pads, and he thought about trying to learn and make his own content, but he couldn't' find the time to do it. So I didn't show him any of the clips that went into Chaos Dimension because I wanted to pay him back for never showing me anything he made in his DVD until it was all complete.
That sounds weird, but doing this stuff at this level makes it hard to be surprised by something, so it's always a welcomed thing. His DVD combos blew my mind when I saw them, and it felt like this crazy Christmas gift in 2008. So I wanted to be able to elicit that response from him with Chaos Dimension. I made Chaos Dimension twice, essentially, and didn't show him until 2016 -- and he liked it a lot, and mentioned that it was cool that he didn't understand a lot of the material in my video. It was probably the best compliment I've ever received.
Given as how I had known him almost 20 years, and was never able to show him something he really liked or was completely new to him. I believe most of the neta content in the video was at some point shown to Joo in some capacity, and I decided to write on the meta-context of these clips as it affected my perspective in creating content. L
ike through the vicissitudes of doing MvC2 content, I learned a lot of stuff. These neta clips cause me to remember my own state of mind as a person back then. Most of the clips are relatively simple, but they are cogs in a larger part of what I did or will do.
While doing the MIS video, I found a weird bug. It's possible to influence Sentinel's Drones during Magneto's Shockwave-Flying Screen if Sentinel is Assist 1. Anotak tested other characters and assists, and was not able to yield any atypical results.
There must be something inherently different with Magneto's Shockwave as it somehow affects Assist-1-Sentinel's Drones while Flying Screen is active.
I made this a while ago using shape layers in After Effects, but didn't have a reason to use it until the blog came up. Most of the translation came from the ASCII Stick manual which contains more English than the programmable controller's manual.
The stuff on the left side of the screen pertains to Turbo+ functions it can do per-button. There is also an ability to loop things using one of the buttons. This was helpful for simple infinites as you could just set the program pad to loop them forever.
The infinite achieved using the 2-Character setup with Rogue to allow for the 999-hit bug. The programmable controller was set to loop the slide infinite.
As I mentioned, I believe this controller might have been created in collaboration with Capcom as Ryu appears in some of the official ASCII papers that come with the pad. The pad was definitely created with a 'special' type of people in mind as it allows for maximum granularity in the content-creation process that it can be overwhelming.
The MSS Video: https://youtu.be/aGVlSZpK3ME
The MIS Video: https://youtu.be/ly4UUpGdKPw
Were both kind of made on a whim. I tried to include some doable-by-hand stuff, but felt like it was mostly an exhibition of synergy and ideas that could be granularly incorporated into gameplay given some effort.
MSS Video Notes:
Like I mentioned, I didn't know where I was going to go with the video before I made it.
https://youtu.be/aGVlSZpK3ME?t=42 I was trying to put seldom-seen, but doable stuff like the Storm FSD follow-up into Magneto.
https://youtu.be/aGVlSZpK3ME?t=54 I put some flight stuff into it as it was one of the last things I practiced by hand a while ago. It's not 'too-hard', it just requires strict timing on the 2MP-Flight cancel, and the Airdash-Down-LK afterwards. Sentinel Drones allow Magneto to follow up with a throw since they cause the dummy to bounce after being hit that-low-to-the-ground.
https://youtu.be/aGVlSZpK3ME?t=64 I wish this was not so hard to do, because it'd be cool to see it done in a match. However, it's predicated on the position of the tag-in, as it will result in whether or not the follow-up will be unblockable – it's also a 1-frame link that requires unfly before it happens.
https://youtu.be/aGVlSZpK3ME?t=69 I wanted to show how to get out of Magneto's 2HK cross-up, and Sentinel's 2HP unblockable as it could happen in a match.
https://youtu.be/aGVlSZpK3ME?t=79 I believe I included this idea twice in the video because they each had different timings or setups. https://youtu.be/aGVlSZpK3ME?t=266 It's possible to the Typhoon bring back a dummy who has been snapped out – however the timing is kind of difficult.
https://youtu.be/aGVlSZpK3ME?t=89 This 'infinite' was something I figured out in like 2015, while making the Magneto Reset video for Chaos Dimension; I knew it was possible with Sentinel, but I had never tried it with Magneto.
It's surprisingly easy to do as long as the S.HP hits from behind. From there, it's just about waiting for a bit before flying and tapping down to catch Sentinel with a LP-MP chain. I believe the LP-MP chain breaks his Super Armor in 'one hit', that is, both hits connect fast enough that if Sentinel was not already blocking before being hit, he will not be able to.
https://youtu.be/aGVlSZpK3ME?t=101 this is something that may not be possible with Storm's projectile assist. The drones hit stagnated and late enough that it gives Magneto time to get the unfly-follow-up.
https://youtu.be/aGVlSZpK3ME?t=134 This might look easy, but it's kind of hard since Sentinel's HK-Drones & Plasma Storm super come out kind of slowly. Meaning, that there isn't much leniency in doing the action after the Unfly-HP connects. From there, the DHC has to happen right after the first hit since it brings them toward Magneto's Shockwave.
https://youtu.be/aGVlSZpK3ME?t=145 I wanted to show that it while it was possible to go from Storm to Sentinel (on Sentinel), it was not possible to get an unrollable follow-up.
https://youtu.be/aGVlSZpK3ME?t=162 This variation of Magneto's infinite is possible by doing a QCB/F upon crossing Sentinel from underneath. This technique basically lets Magneto stop his dash's momentum, and immediately-face Sentinel, allowing him to follow up after crossing sides.
https://youtu.be/aGVlSZpK3ME?t=179 This Guard Break is kind of unique as it uses the Super flashes to bide time for the GB to occur. Sentinel's Plasma Storm comes out quick enough to hit before the dummy lands.
https://youtu.be/aGVlSZpK3ME?t=206 I wanted to show that the Hard Drive super tends to cross Sentinel (dummy) up in the corner due to the hitboxes. Furthermore, the Flight-Mode version of the super prevents Sentinel from comboing afterward. The Flight-Mode version forces him to sort-of-hover a bit before he lands, whereas the Unfly/Normal Jump/Super Jump version does not. https://youtu.be/aGVlSZpK3ME?t=274
https://youtu.be/aGVlSZpK3ME?t=210 This is super-esoteric. It's possible to force some projectiles to come out from the 'other side' of the screen by throwing the character 1 frame before their projectiles materialize. In this case, one Sentinel threw the other 1f before the Drones came out – this forces the Drones to come out from the 'wrong' side.
https://youtu.be/aGVlSZpK3ME?t=222 I think this is a bad example to show the idea of dashing-on-the-first-frame-of-landing. This ability allows the character to call their assists from the side they were originally facing. In this case, Storm comes out from the left side because Magneto called her a bit before he landed, but prevented her from coming out from the right by back-dashing as soon as he landed – preventing him from turning around. This was shown again a few seconds later: https://youtu.be/aGVlSZpK3ME?t=238
https://youtu.be/aGVlSZpK3ME?t=252 Sentinel's version of the corner-infinite. There is a small window to catch the opponent before they turn around during this setup. Sentinel's flight mode allows this to be a 'real infinite'.
https://youtu.be/aGVlSZpK3ME?t=285 This concept has been around for a while, but it's not super-hard to do as the hardest part is figuring out how to mash the Plasma Storm long enough for the HK-Drones to connect right. From there, there is a lot of time to follow-up as they have a lot of stun.
https://youtu.be/aGVlSZpK3ME?t=309 Magneto's SJ.2LK hits Sentinel while he is crouching; as does his SJ.LP.
https://youtu.be/aGVlSZpK3ME?t=344 This setup is rare, but it's possible to do Unfly/Refly stuff on a standing character. I wanted to show the realized-follow-up that lead into a super.
https://youtu.be/aGVlSZpK3ME?t=350 I thought this was the only version of Sentinel's standing infinite when I did this. At some point, I asked Joo about it, and he said that he thought it was possible to make a true-infinite by using Unfly LK-HK instead. In this case, the MK moves Sentinel too-far away from being able to follow-up.
https://youtu.be/aGVlSZpK3ME?t=383 The Y-Boost allows Sentinel to follow-up after the Hyper Sentinel Force.
https://youtu.be/aGVlSZpK3ME?t=450 This cross-up is kind of hard to do because the Air Dash has to be timed right so that he Magneto can stay on the original side by holding back while-doing the HK. However, it's something I practiced for a while – the hardest part is judging when it's OK to ADDF since it's kind of tricky.
https://youtu.be/aGVlSZpK3ME?t=466 I thought this was a cool way to show the Force-Roll setups. Sentinel's Drones allows Magneto to call him 'twice', and follow-up after the Magnetic Shockwave as a result of Sentinel's body acting as a wall.
https://youtu.be/aGVlSZpK3ME?t=513 This setup is really rare, but it's definitely possible. There is workable amount of lee-way in doing the HP-Throw glitch. It's just doing QCB+LP over and over while Sentinel has the dummy in his arm.
https://youtu.be/aGVlSZpK3ME?t=519 This was the infinite that Joo wondered about. He was never able to program it, and I saw why; it's very strict. In fact, I had to use the pause-un-pause technique to allow a particular frame to exist in order to continue it. The whole infinite is a just frame link, of sorts as you have to be careful how you buffer Fly-Unfly.
https://youtu.be/aGVlSZpK3ME?t=537 From there, a technique I found a while ago that lets Sentinel always-get-close to the opponent was used. In the corner, Sentinel can always follow-up with an Unfly-LK if the LP-HP is delayed a bit. In this case, Sentinel only does it a few reps, but the technique shows the level of delay necessary to bide time for the dummy to lower a bit before getting hit by the Flying-HP.
I wish I had shown it as long as I did in the MIS Video.
This is an old infinite, but it's really hard to do so there's almost no footage of it. It randomly popped up into my mind when I was recording, so I included it. The timing is very strict, and it requires holding up for a little in order to allow her SJ.HP to connect.
The follow up right afterwards is kinda special-to-Magneto since he's a bit taller than the other characters. Moreover, it required her air dash to come out at the fastest possible frame, not always available due to frame skipping.
The technique of doing a QCB to stop the characters dashing momentum shows up here. Magneto calls Sentinel before dashing, then stops his dash by doing QCB, LP.
I don't know how much damage this does, but I'd imagine it'd be north of half-life since it contains 3 Rocket Punches. Out of all the stuff in the video, this is probably worth-learning since it can do a ton of damage without meter.
The Knee-dive can recover right away if it hits very close to the ground; otherwise, Iron Man will pop up back and away after connecting. I also wanted to show how he can do instant-overheads on Sentinel (and follow-up with Magneto).
Iron Man can get ambiguous cross-ups using his S.HP on Sentinel. I showed this was possible mid-screen later on.
The other thing about that moment is that HP->HK produces an instance of Chain Unfly. That will let Iron Man attack after he does Fly -> Unfly.
This is an unblockable. A DHC is done right before the character lands on the Proton Cannon. The follow-up after FSD with the 2MP was meant to show how easy it is to tag from it – at least into Sentinel his tag comes in at an obtuse angle. The follow-up combos also show more 2MP combos leading into Iron Man assist: https://youtu.be/ly4UUpGdKPw?t=92
Iron Man can also do that cross-up Fly-Infinite that Magneto and Sentinel can do on another character in the corner. Iron Man's refly lets him keep doing it as an infinite, like Sentinel; Magneto can't refly, so it's only as long as his flight timer.
This is a variation to the ROM Infinite I found a while ago, but it doesn't have practical uses outside of positioning Magneto; and even then, there are easier ways of doing it.
It was around the end of the MSS video where I found that Sentinel's S.LP can be used to cross-up another Sentinel after knockdown or incoming (https://youtu.be/ly4UUpGdKPw?t=256). But since this almost never happens with MSS, I wanted to use it for something else.
In this case with Iron Man, Sentinel has an opportunity to use the S.LP to cross-up another Sentinel, but the timing is a bit tricky. However, it's probably one of the faster-cross-ups he can do. https://youtu.be/ly4UUpGdKPw?t=155
I was surprised Iron Man could follow-up the way he did in this case. I guess Storm's hitbox is small enough where she doesn't land on the ground, even though she's very close to it. The S.LK causes the opponent to pop-up a little bit, and his SJ.LP is fast enough to follow-up.
The amount of stuff he can do on a character after his 2.MP mostly depends on their hitbox. Out of the big 4, Storm has the 'tallest' air-hitbox (disregarding Sentinel).
It's kind of a small thing, but I wanted to highlight Sentinel's S.LP knocking the character down – allowing him to get a reset afterwards; whereas his S.LK doesn't knock the opponent down that way, facilitating different types of follow-ups.
This combo requires strict positioning so that Sentinel can recover after the LK-Drones. It's also a bit difficult to hit them staggered that way.
Although it's kinda rare to get a combo up to that height, I wanted to show it's possible to knock down into Iron Man from the very-top-of-the-screen. Sentinel's J.HP has a lot of stun, and it's possible to hit them down onto Magneto and Iron Man's assist from the maximum distance.
This was kind of amusing to do since most assists don't allow for a follow-up after a variation of Magneto's HK-Throw bug. To do it, you have to call Iron Man, then do a HK throw and do QCB+LP/LK repeated while Magneto is grabbing them. If done right, he'll let them go in a weird way, directly into Iron Man's assist. Second example: https://youtu.be/ly4UUpGdKPw?t=290
Similarly, Sentinel can do the same thing into Iron Man as well. The method is the same as Magneto, perform QCB+LP/LK repeatedly while Sentinel is grabbing the opponent.
This whole thing was something I had in the back of my mind a while ago. I thought about the possibilities of using Magneto's SJ.LP/2LK on a crouching Sentinel for really fast instant-overhead sequences.
The whole thing is really difficult by hand, and it was done as an amusing way to get the characters into the corner, and to see what it looks like when Magneto does stuff as fast as possible.
The S.HP is also an infinite in the corner, but it's very difficult to do; I kinda wish I had done more than 4 repetitions of it, though.
This combo is dependent on the positioning. Iron Man has to be right under Sentinel, and as close to the edge of the screen as possible so that he can recover after Sentinel's Drones hit.
This variation of the Shockwave happens often on Sentinel, but it never occurred to me to try this follow-up. The only hard part is timing the air dash before Flying Screen reactivates. From there, it's just linking his SJ normals.
I wanted to show that, like Sentinel, Iron Man's 2.HP has a lot of stun, and can be used to combo into assists from the very-top-of-the-screen. Following-up is kind of difficult because of how slow Iron Man's air dash is.
I wanted to use this to show that Iron Man can do unique stuff at the very top of the screen because of how his normal are. However, the follow-up after with the FSD-Dash 2.HP was on accident.
Flying Screen Deterioration cancels the 2.HP's recovery after he releases it, allowing Iron Man to follow-up.
It was here that I accidentally found that Sentinel's Drones are moveable during Magneto's Shockwave's FS.
It was so bizarre, even after testing it, it's only Magneto's Shockwave and A1 Sentinel's Drones; it's super-particularly.
In this case, Sentinel's Drones were nudged up a little bit so that they'd stay on-screen longer, allowing them to hit after Magneto's Shockwave finished.
I found this in the last video. The particular set of Refly movements that always get Sentinel near the character in the corner to follow-up. It's just 3 Refly LPs, then delay the HP so that the dummy has time to lower themselves a bit before being hit; otherwise the HP will whiff.
I know reflying like that is difficult and there are only like 3 people who can consistently do it, but that's a way to guarantee follow-up and I wanted to show it to the umpteenth degree to kinda 'prove' that it was an infinite.
I'm not sure what to call this timer/counter/meter. I refer to it as Block Meter because it increases as the character blocks, but its value kind of rules over a set of mechanics in the game.
In the case of the clip, the particular number is not important, as long as it is greater than zero. The second part of the clip is the Super-Jump-Guard technique. This allows the character block anything while the "Block Meter" value is greater than zero.
Furthermore, while the value is greater than zero, Ryu won't be able to attack at all; the character can only 8-way-move, dash, or Super Jump.
This Block Meter is also responsible for a few other things, but I'll elaborate on them in another post.
I was thinking of making a medium-sized tutorial on a bunch of the advanced mechanics I've found over the years of using the PCSX2 emulator. Most of them were found after Chaos Dimension – and some were incorporated into the Dhalsim Revisited video.
I data-captured the Magneto 2HK loop VS Servbot. I'm not sure why, but Servbot's Y-Pos goes from 24 to 0 in one frame, and Magneto's 2HK can't hit as a juggle.
I'm thinking it has to do with raised-gravity for some reason, or just due the positioning of the 2HK and all the effects of the frame skipping from one loop to the other.
I wanted to create a system of automated compositions for all my MVC2 HUD stuff that gets made in After Effects.
The video shows how the MainPath controls where each script is looking for data. The compositions that get launched from the panel all take their global-path from the "PathString" comp. However, there's also a switch to toggle it to a "Local" path – which is a text layer in its own composition.
The new few demos are the Timer and Camera Y-POS to show the rows, and rounding options. Most of the compositions are the same – the only unique combos are the ones that start with "T_" (for template.)
The first template comp is the Combo_FS_Callout one that has the basic display info that most-every clip will contain. There's options to toggle the visibility of the FS Flag and Callouts, so only the Combo Meter could be left on its own.
Each comp is set up in its own vacuum since each clip is its own entity. So changing colors, sizes, and fonts won't affect the other compositions unless I script them to do so.
The Inputs and are probably going to get changed a bit to just include both sides by default. At first, most of the clips didn't need to show both sides' inputs, but it's not too distracting, and it saves time to have them both display at once instead of importing two versions of the inputs comp.
The next thing the Characters_Type2 composition which has each character's portrait lined up by seconds. The other comps going forward that need to display a characters' portrait will use this comp to get the image.
There's a slider set up whose number corresponds to the character based on its timestamp in the Characters_Type2 timeline.
For instance, that X_BAR file is a generic file that can display any data in a P1/P2-style skewed-bar. In this case, I wanted to show Anakaris' Health.
Although I didn't show it much, there's a necessary syncing process before the video and data line up. It involves aligning the video file to the data since the data is always going to start at 00:00. From there, I just lock the video file so that it can't be moved.
The particular clip uses and idea Joo had to use Anakaris' unique Normal-Jump mode kicks to allow Iron Man to combo a Flying 2HP to Smart Bombs.
Anakaris has to be facing away from Iron Man or else his foot will always trade since it has a huge hitbox.
I think I might make a tutorial video on some of the advanced mechanics discovered since Chaos Dimension. Some of them were used in the Dhalsim video, and others haven't been used at all. I kind of wanted to use the After Effects HUD-stuff with the MvC2 data for something, and a tutorial is probably the best way to properly show that stuff.
I feel it's too distracting for a combo video. My current plan was to just use the Combo Meter and Inputs for each clip. I'd probably omit using any other data types as they'd be too distracting with the complicated, and fast-paced content.
The Dhalsim video's overall rhythm felt slow enough to use a bit of the data since all the setups were shown in some way; and the video wasn't synced to the music as an overarching style choice.
I was testing out how well Adobe After Effects' 3D Camera Tracker works with the stages because I wanted to use Anotak's Linear Interpolation Camera Script (https://www.youtube.com/watch?v=WpjzYd4A0n0) to do very long (~ 1 minute) camera movements, and have points get tracked so that I could stick text onto them for a tutorial video.
The idea is nascent, but later on in the video, it shows how a bunch of text layers would look, glued onto the stage: https://youtu.be/EfeKT7_qDwk?t=61.
There are some stages that look OK when the camera is zoomed out, like the Carnivals, Training, and the Factory. A lot of stages do not have material to get rendered after the camera zooms out even a little bit, like the bridge stages and the caves.
I thought it would be an interesting way to have information delivered, but it might take away from the video unless I can glue the tutorial-video-content on the screen as well, so the text and the tutorial-content are both on-screen at once. Something like this: https://youtu.be/em7R2fuzetg?t=1327
This was a composite test of how I wanted to present the Block Meter information as part of a tutorial video. However if I use the previous post's idea about placing the video inside of a stage, I'd probably use training mode with 0 HUD info, and keep the Block Meter box somewhere else on screen, maybe.
This clip contains a lot of information that's not explained at all, but basically that Block Meter is an invisible trigger for some mechanics. For instance, if P1_A has it, and is on-screen at the time as the point character, all of Player 2 can be affected by it. This previous clip shows another aspect of the Block Meter Mechanic: https://www.youtube.com/watch?v=krvcrvZdxGY
The main effect of the Block Meter is that it allows characters to land faster if they are doing an attack in the air. That is, they will be put on the ground 1F sooner than normal if they are doing an attack. This has some practical effects, but it's difficult to tell when it's active.
Anyway, I wanted to use the 3D Camera Tracker idea, so I might re-record the clip in training mode, and find which stage I can glue it on as part of a tutorial. There were about 9 or so techniques/ideas I wanted to show, and I think I could different stages to show the videos onto, along with the text and HUD information pertaining to the mechanic.
The new version of After Effects introduced the ability to create template-compositions that retain a granular level of customizability. It took a while, but I put together a bunch of templates for the staple-HUD items that I would use for any future video, taking out a lot of tedious work from it.
Shoultzula sent me this infinite concept for me to try. It was kinda hard to do consistently since the J.LP has to be done as soon as possible most of the time. From there, Strider can wait a while before doing the J.LK. Then, it's about waiting enough time for Strider's declivity to begin, and then go into J.MP, followed-up by a J.HP as late as possible.
The main component to getting at least one repetition of this infinite is to wait to press the LK almost as late as possible after the J.LP. From there, it feels kind of intuitive to wait for his descension to begin.
I included a bunch of the extraneous data to give insight into what's going on in the game during a very frame-specific infinite. I included the velocity since it mattered in following-up after the J.HP. The lower the number, the easier it is for Strider to follow-up.
This is a test composite for an idea a long time ago when I was a teenager. It's just green-screening MvC2 to put the sprites doing stuff on any background, but getting there took a while.
Cheat Engine was pivotal in being able to remove the HUD, and let the characters go beyond the X-boundaries in the game (-1280, 1280). In this case, I removed everything but the sprites, and moved them to like 26,000, according to the X-Camera. At this range, the super-screen (the blue screen with the meteors) doesn't even appear.
The camera movements were done using Anotak's linear interpolation script to automatically move the camera based on how many 'steps' I decide on. In this case, I chose 5000 steps to move from my point A to point B. This equals around 1 minute and 13 seconds worth of movement. I suppose I have to record the combo/video footage for my idea, then plot out how long the camera movement will take afterwards for it to make sense.
The effect that gets rid of the black-background and turns it into an alpha matte is called unmultiplier, it uses the black of a video to create an alpha channel which allows for transparency.
I added an extra drop shadow and outer-glow (black) to push more darkness into the clips so they aren't as transparent after applying the Unmult effect.
Once I capture the camera movement, I use an effect called 3D Camera Tracker which plots points on the footage: on which the user can stick video/images/text to appear as if they are seamlessly interconnected in the video.
My idea was to make a tutorial about advanced MvC2 mechanics found since Chaos Dimension, and display them in a style similar to this. I would use different stage, probably record all the clips in the black-background style so that I could incorporate them into the stages once I do the camera-movement recordings and 3D Camera Tracker stuff.
An After Effects plugin called Mocha was used to track the plane on which Amingo was posted. It's good for tracking points, and walls which are affected by 3D camera animation.
I don't think I'll put full-videos on anything like I was originally intending. I don't think it ends up looking good enough to merit the whole process, and supplant the extant workflow I've established.
However, I'll probably use it for some intros and editing sequences in videos as it does a much better job than After Effect's native point-motion tracker. I can use Mocha to glue text or images as part of intros or just to subtly include stuff inside of combos.
I used Lord_Yoshi's Cheat Engine script to program a combo-setup -- for a combo I've wanted to try to do on an emulator for a long time: https://youtu.be/9hxs47Y3Qdo
The CT-Script allows the user to import TXT files as P1 and P2 inputs, which it will then precisely perform each time, as long as the game's save-state is in the right place.
In this case, this script works on multiple stages as long as it starts at the default positions at the very start of the match.
Once Dhalsim dashes back, his only readable commands are to increase the speed of his intro taunt -- which causes Shuma to bounce around erratically: https://youtu.be/EjQClCM5huI
This setup was done like 5 years ago for Chaos Dimension -- and I lamented that I didn't have access to an emulator so that I could systematically test and push the possibilities of this idea. https://youtu.be/pPGT5yieICA
When i started doing the Dhalsim Revisited video, I didn't expect to figure out a lot of mvc2-inner-address stuff. Cheat Engine, the program I use to hack the MvC2 RAM has a huge learning curve if the person's interested in delving deeper.
Recently, LordYoshi's MvC2 script helped me figure out how to find particular addresses and values that are useful for the stuff I do in Adobe After Effects.
Using Lua, Cheat Engine is able to do a bunch of stuff, including outputting a CSV file out of what's going on in-game, in real time. Using Microsoft Excel, I put together a huge list of "Labels" for Cheat Engine to write. These labels pertain to my Cheat Table's address' description. So Player-1-A (first character)'s Y-Position is labeled as: P1_A_Y_Pos.
At this point, I have 450 labels; so every frame, Cheat Engine is writing 450 values into the CSV file when I capture data. It seems excessive, but there's a lot of repeated values since there are 6 characters loaded at once.
The CSV ends up being huge because I capture the data multiple times to ensure there are no empty/skipped frames (as a result of it being so many items). Once the data capturing is done, I process it using a program that Joo wrote for me that removes duplicates, sorts it by Total Frames ascending, and converts the inputs from Decimal to a notation that I use in After Effects.
This is what the final data-capture file for the Iron Man combo ends up being. There's 450 columns, with hundreds of rows.
I wanted to show what it looked like to zoom out the Z-Camera to "9000" from its default (usually unchanging) value of 812. I'm not sure what units it uses to measure, but if those numbers are changed, the camera will zoom in/out.
This idea kinda warrants it, but the PS2 version of the Z-Camera doesn't set the sprites right when it's zoomed out. Plus, a bunch of stages and other 3D effects don't translate well.
So I'm not going to release the clip this way, but it helps to see what's going on:
Psylocke's LP-Psyshot causes a lot of Y-Boost when she teleports right when it hits. From there, Blackheart's HK-Demons change Psylocke's stun after Silver Samurai's super hits and sets Flying Screen.
In order to keep the combo going as a standing-combo, Silver Samurai's HP had to hit on the very first frame Psylocke lands, or she'll go into the air -- and after bouncing, won't get comboed.
Since Flying Screen is active, the screen keeps shifting to the left to follow Psylocke while Silver Samurai is hitting her. From there, SS' 2HK/Sweep-animation gets canceled by FSD, and he is forced to FSD-Dash back on-screen.
This combo idea is something I've wanted to do for a while, Joo used this idea in his DVD with Spider-Man: https://youtu.be/El84-G4wTI8?t=1888
Recently, Lord_Yoshi' helped me figure out how to find and fix the Z_Sprite camera value. From there, he updated Anotak's Camera-LERP script to automatically animate the MvC2 camera by writing a value to its XYZ addresses every frame.
The video shows the finished script -- particular to the redone Silver Samurai combo (the Factory stage looks better when it's zoomed out).
The first stuff in the script activates AutoAssembly-scripts I wrote to automatically prevent MvC2 from writing to the camera on its own. By doing so, the user can input changes to the camera's XYZ values without the game's interference.
When the scripts are activated by the Camera-Script, the game stops controlling it, then when the Camera-Script finishes, it gives MvC2 control of the camera again, allowing for seamless animation/transitions between the custom-camera stuff and the game.
The bottom of the script (after all the pointers and functions) shows the 8 camera movements the script performs after activating.
I used Excel to help me time out the frames each animation took. For instance, the first line says frames = 80, this indicates how long that particular animation will last. In this case, it just holds the camera still while the game progresses, and starts the other stuff after 80 frames.
I use the total frame counter at the very top left to help me figure out where and when I want stuff to happen. It helps me get a sense of how long to time the animations during different chunks of the combo. In this case, the camera animation is supposed to start at frame 6561.
The second half of the video is the process of removing the HUD and shadows from the clip. This process has undergone multiple iterations since its inception in like 2018. Back then, I had NO idea what I was doing and I didn't ever plan on being able to remove the HUD and Shadows at will.
Now, I don't know what I'm doing for a different reason. A while ago I posted a question-topic asking for help on expediting my HUD-removal process on the Cheat Engine forums, and a user named Panraven replied with a method that uses AutoAssembly to calculate every group of addresses in one script. I tried to do it, but it was way too technical for me. He graciously ended up doing pretty much all of it after I provided him my table. I just filled in some names and AOB values.
The video shows the Lua code he wrote, followed by the AutoAssemble stuff that contains the Array of Bytes (in green). It automatically finds and sets the right addresses for each entry in the respective group.
After it finds everything, I just press F20 and it sets the values to some number which removes the HUD items from the screen.
The last part of the video deals with the shadows. They are in a pool of addresses and I can't just "clear them" because they sometimes don't exist until they are needed.
For instance, at the very start of the round, there isn't a way to clear Silver Samurai's address since he's not on-screen at all. Moreover, if I 0-out the value, it can create errors in the playback, or prevent the replay from executing correctly.
Anyway, the video shows the excel-counterpart to this Lua file that contains like 70 Shadow-AOBs for each character+. For instance, BBHood's Dog, Strider's Tigers, Jill's Bird, etc.
It wasn't hard to find any of them, it's just monotonous because I wouldn't know which addresses were 'right' and which ones would break the replay.
The script I wrote executes the search for the AOB according to which character I set, then creates an address in the main table with its value already frozen and set to 0.
If multiple addresses are found using the AOB scan, it performs that action for each address found. This is really useful for Legion or Servbot-related shadows as there's always a bunch of them on-screen.
I repeat this for whichever characters I need. Although recently, I updated the code so I could include multiple characters at once, and have the script loop through each character's AOBs. That way I don't have to execute the code multiple times.
It takes a bit of time to execute, and it doesn't check for duplicates, but it works
The last part of the original video is just 0'ing out Silver Samurai's ability timer, then replaying the final version with the attendant camera-animation.
Recently, I updated my Cheat Table and the script to include a lot more addresses that were derived from Lord_Yoshi's MvC2 Table: https://github.com/lord-yoshi/MvC2-CE-Trainer-Script
As a result, I also updated the Lua script I use to write out a CSV in real time. The processed CSV is still huge by regular-CSV standards, but it gets broken up by a PowerShell Script that makes a JS file for-each column in the CSV.
The attendant CSV file for the clip is: http://magnetro.com/Combo_BBHoodGuileCammy63_F.csv
That's what all that information on the clip is -- various data sets I'm rigging up to automatically fill in text, colors and other types of info so that my animations can automatically construct themselves.
Back in 2018 when I started this whole thing, I would have never imagined that it would have gotten this automatic and whatnot. I think it was important for me to get better at doing this stuff quickly because of the time constraints of doing 'this' for multiple clips.
At least with the Dhalsim video, there were only 17 clips and since I embellished the presentation for each of them with After Effects-animation-stuff, I didn't have to focus on expediting the process since it was only done once or twice.
I don't plan on showing all that extraneous information in any public combo video, but at some point I might make a process video on this thing.
Storm's float mechanic allows her to move left/right and sorta-up/down during any of her normal-attack's pre-and-post hitstop states. So she's able to adjust her position during the flight-mode semi-infinite. The flying-LP is the only linkable move she has in the air; so in order to move around the dummy, dashing in between each repetition of the LP was necessary.
Her flight is also unique, the input for the flying-HK -> Unfly was: ...MK, QCB+KK. By doing that, Storm's HK comes out and finishes, then she automatically unflies. From there, she must wait a little before dashing or else her lightning ball will come out, since they share the same motion-input.
The air-to-ground employs a facet of her floating mechanic which enables her to cancel her unfly-air-dash momentum by tapping up. The dummy needs to be a bit higher-up while she does her HP so they can fall together, allowing her to do a HK. Holding forward during all of this allows her to stay close to Commando. Again, left/right control during unfly is unique to Storm.
The follow-up infinite is possible since her S.LP has a large Super Jump Cancel window, and Commando's air-hitbox is really big. The upwards-knockback of her LK doesn't cause Commando to go very high, allowing her to fall and follow-up.
The air combo leading into the FSD was Joo's idea. He suggested trying to loop LK -> HK while falling from the top of the screen. In order to connect it, Storm has to intercept Commando as early and high-up as possible, or the final LK -> HK will not connect.
Finally, doing triple-Lightning Attack -> Lightning Storm on took some figuring out. The idea was to keep Commando as low as possible while somehow staying above him.
A revised version of the xy-Tracker using a new 'formula' derived from way more data points. Last time I tried it, I only had the "Arena" XY to use. With all these other values, there's more room for variation and tweaking.
I haven't tried it for other clips, but I think it should be adaptable. The "ease" is basically a built in linear interpolation method in After Effects that converts values. The idea was that I converted the xPos and yPos values' min and max, into 4K screen-coordinates, clamping the movement of the hexagon.
I also created expressions to automatically have the hexagon face left/right and disappear if the character is not active.
The combo uses a bug that sometimes happens when a DHC is done on the same frame of a super freeze. I'm not exactly sure why, but sometimes the character who DHCs in (Strider, in this case) will jump across the entire screen to do their super.
So using that, it allows Magneto to come in from the right side; and since he's facing left when the Shockwave is hitting, the knockback in to the left; leaving Sentinel right in front of him for the FSD follow-up.
From there, I wanted to show a hard-to-do infinite that was all like a 1 frame link starting from the first S.HP.
The SJ direction is "Up" but there's a bug(?) to the S.HP where it will drag Magneto to the side he hit it on if it hits from behind. So since Magneto was facing left, he will get dragged to the left after SuperJumping up, making it look like he jumped into the corner.
Anyway, that causes a problem of sorts: as a result of side switching, Magneto can't follow up with the next S.HP in time if he is facing right. As a result, I had to wait extra frames for him to finally turn back to the left before air-dashing-down.
Air-dashing-straight-down is the fastest way to get to the ground during a triangle jump, but it's possible to mildly affect your left/right while you are falling straight down. I held left to put Magneto closer to the corner so that he could do the infinite.
The last thing: I set Sentinel's UnDizzy counter to 46 before the combo started so it would let him spin out after a few of the HP-infinite repetitions. Anyway, there's a property in MvC2 where if the dummy is captured in a move like the Hyper-Grav or Amingo's child-helpers, any special or super can dizzy for a short time after.
So in this case, Sentinel was hit by the EM Disruptor after he shook out of the hyper-grav, but while he was still in stun from it. During this time, any special or super attack will be able to cause Undizzy.
I've been creating Dreamcast-MvC2 clips using Lord_Yoshi's Macro+ scriipt (https://github.com/lord-yoshi/MvC2-CE-Trainer-Script).
Most of the Dreamcast-only ideas I have are kinda complicated, but this one was on another level. It took a while just to figure out what was possible during this bug..
Each input that Dhalsim & Sentinel do counts towards mashing Dhalsim's intro-taunt. So after a while, pressing a single direction or button would trigger Dhalsim to rapidly repeat his intro taunt.
Shuma is basically being hit out of everything he does every few frames, constraining him to only his LP/LKs, and very-specifically-timed MP or HK.
The effect is broken by using Ruby Heart's capture-assist to catch Sentinel, who counts as a point character because of the two-character bug's effect.
This allows Dhalsim to float underground, and for Sentinel to be grabbed by the Chaos Dimension.
I also figured out how to remove the HUD and transpose the CSV-writer for the Dreamcast-MvC2/Demul. Most of the memory structure was the same as the PS2 version, so it wasn't that hard to get rid of the HUD.