Media
Combo Video

Transcript
MvC2 ComboVideo (Volume1)
Song Used: Nightwish - Nightquest
I’ve had a lot of the clips in the video for a really long time and would have done a video sooner but I started to occupy myself with the Dhalsim DVD before I ever made the combo video. There are some new ideas in the video and other things that are either silly or old. I really enjoy making situational combos/other probably more so than regular combos. Sometimes there are really interesting things that you can do if both characters perform certain things at certain times. Anyway, I hope you enjoyed the video!
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Cable-Iron Man - The two character bug was used in order to help Cable perform his FSD Mid-Screen.
- Magneto v Akuma w/ Cammy - The first part of the clip where Magneto is doing resets on Akuma is just filler for the throw à tech-hit à GB with Cammy’s assist. However, that isn’t the thing about the combo worth noting; Akuma did a Raging Demon almost right after Magneto blocked Cammy’s assist. Had he done a regular super and DHC’d right away the Proton Cannon wouldn’t have hit. Doing a Raging Demon while someone is blocking doesn’t add to their guard stiffness.
- Juggernaut v Magneto - All that happens is Magneto counters at a very specific time resulting in Cable’s initial Scimitar hit to trade with the last hit of Juggernaut’s Head Crush
- Amingo v Doom - DHC’ing out of Amingo’s super just before it hits will cause the person to bounce up. The same idea doesn’t work with someone like Sonson so it might just be a bug that the programmers didn’t fix.
- Doom w/ Spiral v Morrigan w/ Dan - Doom uses Spiral to keep Morrigan in hit stun while Doom uses Dan for suki cancel to build meter (very quickly, which is why I zoomed into the meter before the combo started).
- Sentinel v Megaman - Apparently Omega Red’s mere presence causes problems with the game.
- Full-life Strider v Juggernaut - The Head Crush was unblockable since the player has no control over Strider’s actions while he is dashing back into the screen after the air combo.
- Psylocke v Dhalsim - The main part of the clip is to show Dhalsim recovering very quickly after being thrown by Psylocke.
- Magneto v Juggernaut - Tech hits were used to put Juggernaut in normal jump mode so high up on screen.
- Shuma-Gorath v Cable - Shuma’s HK throw mashed to the fullest.
- Storm v Storm - The clip shows how good Storm’s air-throw range is. Storm’s Lightning Attack has a huge hit box and yet it can still be thrown by another Storm.
- Cyclops v Colossus - Whiffing three SJ.D.HP was possible because Cyclops SJ’d and immediately (three frames after) DJ’d then the frame after the DJ was a HP and the rest was just timing. The end of the combo was kind of unexpected…Doom’s rocks are very strange.
- Spiral v Sentinel - The standing infinite Spiral does v Sent at the start is seldom seen, as is the re-launch portion of the clip.
- Amingo v Magneto - Amingo’s DF.HP has a very strange hit box. The only part that hits the person is the very top of his arm. His standard magic series works normally which goes to show something the programmers missed when they were designing the new characters.
- Sentinel w/ Storm v Sentinel - The two character bug was used to get rid of flying screen (1P does a THC with Sentinel on point and Storm being the bugged assist) and to keep Storm on screen. Storm cannot be moved unless the character is on the ground which allowed Sentinel to do so many HKs at the start of the combo. Also, linking his S.LK after his RP was possible because Jin’s Typhoon assists moves Storm near Sentinel. The next unusual thing was Sentinel comboing two HSFs in a row without any attacks in between. That was due to a bug that occurs if Sentinel taps UF/U/UB during a certain part after HSF. In this particular case Sentinel flew then unflew to recover in time to do another HSF.
- Spiral v Cable - Spiral’s throw mashed while powered up. It’ SO close to 143.
- Servbot v Juggernaut - The infinite was shown in Meikyousisui11 for a very small period of time so a lot of people might have missed it. I just wanted to make sure people got to see it since it is kind of funny. Also, according to MikeZ tremendously old.
- Storm w/ Juggernaut v Captain Commando - The two character bug was used to get Juggernaut to bring back Captain Commando to Storm while FS was on. The tag freeze was due to the Head Crush that was done at the start of the combo. When Juggernaut did his supers at the start of the combo there weren’t any super flashes and apparently the game ‘remembers’ it and eventually the freeze time used in a super flash (and a little bit more) comes back when the character tags in the bugged assist.
- Anakaris w/Akuma v Hulk - The reason Anakaris’ Royal Curse comboed was due to Hulk starting up his super. An interesting note about that situation is that Suki cancel isn’t necessary for Anakaris to go into blocking after his 2-hit combo since Hulk provides something to block via his Gamma Crush. Also, Anakaris’ Royal Curse causes the screen to stay bugged; this allows multiple Pharaoh Magic supers to combo. In that situation the game is focusing on the lower part of the screen which is why the last hit (which travels downwards starting from the very top) doesn’t hit. Finally, DHCing into Akuma’s Raging Demon then comboing the throw was possible due to the preposterously long time the dummy stays frozen.
- Ruby w/ Magneto v Juggernaut - The special part of this combo is using Ruby’s Snapbacks and super flashes to allow Magneto to combo things he normally wouldn’t be able to.
- Cable-Bison-Sentinel v Colossus - The special part of the combo comes at the end when Cable quickly DHCs into Bison who quickly DHCs (thusly the frozen sprite) into Sentinel’s Plasma Storm.
Thanks to - MikeZ (Anakaris-Hulk idea) & Preppy for hosting the video!
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