Thursday, February 9, 2012

THE RETURN OF THE KING, ER... QUEEN



So with after an extended break from Tron, she's back and better than ever! Okay, yeah, she's still low-tier and has an ass-load of bad matchups, but she's back! This time, I paired her up with some new friends: Nova, Spencer, Hawkeye, and Vergil all make their debuts here. I also explore the combo possibilities of her lesser used moves (boulder throw, crossover counters)

Anyway, onto the breakdown!

0:02 - We start off with Nova chucking an Energy Javelins at M.O.D.O.K., with Joe's bomb assist called. The crossover counter juggles M.O.D.O.K. and Tron and continue to combo, but it seems as if it ONLY works with M.O.D.O.K. Sentinel, Hulk, and Tron herself all failed the test, but M.O.D.O.K.'s aneurism-inducing hitbox allows for this to work.

0:42 - This combo's sole purpose is to see if I could hit her Lunch Rush hyper after the Servbot Launcher. It works! But I imagine hitstun would prevent it from happening at any later place in the combo. As for Hawkeye, he's only here for the poison nips.

0:57 - Spencer makes his debut here, and who woulda thunk of putting two Bionic Arm's back to back with the help of Tron's Lunch Rush? I would say it's particularly practical, since Bionic Maneuvers does more damage, but then again, who ever said I made practical combos? They're for boring people who collect stamps and eat cereal with water.

1:24 - Nemesis is probably the only character (I think) whose hyper combo not only keeps the opponent grounded, but in a knockback state. This allows for a DHC to Nova and, after X-Factor, a crumple.

ALERT! Another M.O.D.O.K.-only combo! His hitbox is wide enough for me to hard-tag in Tron as he's crumpling to the ground, and CONTINUE the combo. I thought it was only possible with characters like Spencer and Zero (aka the buff-ass ones), but an accidental discovery led to this combo.

1:39 - My first Vergil combo! Don't laugh please. Tron's servbots prevents the first from ground-bouncing the opponent, so he can follow up with two Dancing Swords combos. And I added the teleport at the end for style points because, hey, it's Vergil.

2:10 - While Tron lost invincibility on her Gustaff Fire assist, it still retains SOME as a crossover counter. Here, she ruin's Doom's day by interrupting his hyper, and then killing him with X-Factor. While it's not likely that your opponent will toss out a random hyper at point blank range, the move is still useful for those rare situations, and could possibly be the turning point in a match.

Just keep in mind that fast beam or gun hypers (such as Iron Man's or Dante's) still can hit Tron if her counter is not timed right (you have to hit it very early on during blockstun). It's best to counter slow, physical hypers, such as Hawkeye's Gimlet or Hulk's Gamma Wave.

2:30 - Hello M.O.D.O.K. Long time no see. Relaunch with Tron, and then a TAC into Nova. Because of M.O.D.O.K.'s huge hitbox, Nova can continue with an extended fly combo, before TACing back into Tron (the third spot is dead). Nova is all about style points at the end, as he tosses an Energy Javelin and causes another ground bounce before piling on the hits with another hyper.

3:07 - Boy this is one long combo. Starts off with Tron landing a beacon bomb after each assist. She goes back in after a DHC to Frank, and launches again. The up-TAC allows for Frank to do an extended plunger loop, and build enough meter for another bar (which Spencer then uses).

After a zip-line all the way to the ground, it's just a bunch of Bionic Arms until Tron finishes the combo.


And there you have it. Another Tron combo video. I hope you learned something this time around!

Tuesday, January 10, 2012

Repetition Exhibition




0:12 (Mad Hopper) - While not particularly impressive in terms of execution, this is the most hilarious combo I've done in a long time. The game gives me time for a hyper just as the opponent is falling from the previous one, so as long as Rocket Raccoon is in the right spot on screen, this can go on indefinitely.

0:23 (Servbot Surprise) - An oldie, but goodie. Formerly used with the DHC glitch in Vanilla, Ammy's Veil of Mist slows the opponent long enough to land four Servbot Surprises in a row. It even allows me to combo two in a row at one point without any normals in between.

0:47 (Stalking Flame) - The relaunch here is fun, as Frank's Shopping Cart assist pushes Tron upwards after the OTG. So when she's knocked back down, she lands back on the Flame Carpet. This allows enough time for Dormammu to fly and input a j.S for a hard knockdown.

Tron goes boom. I throw out a Stalking Flame. Right before it ends, though, I call Strider's Vajra assist and throw out another Stalking Flame. The assist hits at just the right time, and pushes Tron into the second flame. It took me a while to figure out the timing for Strider's assist, but if you throw it out right after Dormammu yells "Run!" for the first time, it should be timed perfectly.

1:11 (Beacon Bomb) - After a little experimentation, I realized you could do Tron's launcher immediately after hitting two Beacon Bombs in a row. However impractical this might be, it makes for a fun looking combo, as I'm able to shoot off NINE of them (including the hyper combos).

In order for the 5th Beacon Bomb to hit, however, Rocket Raccoon's assist must hit immediately afterwards, as the timing gets extremely strict (there's almost no hit-stun at that point).

1:35 (Impact Punch) - I still like calling this move The Incredible Punch. But I digress... We all know that the move causes a wall bounce, right? Did we all know it could cause THREE? As I demonstrated in my previous video, the move has some odd properties when it comes to wall bounces.

1:50 (Roundhouse Kick) - This was actually my opening combo in a previous video, but I felt it was relevant enough to feature again. After all, who doesn't love seeing Frank roundhouse kicking the crap out of She-Hulk?

1:58 (The Hammer) - Hey, joke time! What is Dante's favorite Beatles song?

...

Yeah... sorry about that. Couldn't help it. (HINT: It's not Maxwell's Silver Hammer)

The Million Carats after the first Beehive has some strict timing, and probably has to be inputted on the first frame of recovery. Sadly, going into Devil Trigger prevents Dante from reminding us how good "Get Back" is.

2:27 (Spirit of Vengeance) - Ghost Rider time! I've taken my love for wheelies and sweet rides to new heights with this combo. Since hitting S during the hyper causes the opponent to fly in the air, in addition to a hard knockdown, DHCing to Dante gives me enough time to hard tag back in and do a second wheelie.

Fun Fact: Ghost Rider cannot X-Factor until after he's jumped off the bike. After the OTG and wall bounce, I use Hell's Embrace for the hard knockdown. Doom is called RIGHT before I do my third Spirit of Vengeance, and I actually press L to end the hyper early. This way, the Hidden Missiles hit, and I can follow it with another Hell's Embrace into the final hyper.

And like I said, you can't end a combo in a better way than by slamming them with the backside of the bike.

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That's it, folks! Hope you enjoyed watching and reading this write-up. I always enjoy having a specific theme for my videos. It makes coming up with ideas for combos all the more fun.

Wednesday, January 4, 2012

HULK SMASH


Hello errrrrbuddy! If you've been following my YouTube page, thanks! I really appreciate it.

After a couple months of writing up transcripts for my videos, I've come to find that the YouTube description seems to be a little limiting in terms of how much I can fit in the box. So I figured I would save people a lot of headache trying to read through everything on the YouTube page and just create a separate blog for my write-ups. I'll probably also be putting other stuff here as well, such as random thoughts about mechanics and links to other videos I find helpful. Stay tuned!

0:21 - Starting things off with a simple bread and butter, this combo is also the first use of Hulk's Standing H as a hard knockdown. Everyone knows the move as the most "noob-friendly" normal in the game, but it does have some fun uses mid-combo. 

0:37 - The recoil on the j.H is also another fun thing to play around with. Instead of immediately following the move up with a j.S, I go into a jump loop and end it with a hard knockdown using s.H.

0:51 - As far as relaunches go, Hulk tends to have a pretty good number of options. He can self-OTG with Gamma Wave, so a good assist can easily extend his combos and do some massive damage. Here, I'm even able to kill Nemesis with two Gamma Crushes using Doom's Hidden Missiles in between.

1:09 - WESKER... Anyway, my favorite thing about this combo is definitely being able to get a fully charged Incredible Punch in. Although it may seem like I'm getting two wall-bounces (with the off-the-wall Gamma Crush), I feel like the Incredible Punch has some faux wall-bounce properties when used mid-combo (more on that later on). I also threw in the s.H / X-Factor / s.H because, you know... Wesker...

1:22 - Ghost Rider finally gets some screen time here, with a little bit of Hulk's help. You got Rider's bread and butter, but with Hulk's Gamma Wave assist, I can get a couple more s.H's in. Honestly, though, I made this combo because I love doing wheelies with Ghost Rider. And also, turning the bike around is probably the most badass thing ever.

1:46 - This is actually an unfinished combo that I ended up scrapping for a more lengthy one (you'll see it at the end). I figured it'd be a good way to whet your appetites, and also help me reach my quota of at least one display of animal abuse per combo video.

1:52 - Okay, this is probably the weirdest combo of the bunch. It starts out simple, but a couple of interesting things happen halfway through. First, I do have to X-Factor after the OTG to get enough time to charge up my punch. And you'll notice, again, that the punch wall-bounces Thor AFTER he just bounced off the wall from getting hit by Iron Fist. The Incredible Punch feels awfully similar to Dante's Sky Dance (QCF+H in the air) where it ignores the rule of one ground-bounce per combo. I like it.

Second, the launcher after the wall-bounce... HUH? I've actually noticed this happening ever since day one--that Hulk will be turned around in the opposite direction following an Incredible Punch wall-bounce in the corner--but have simply been annoyed at the properties instead of trying to utilize them (if you hit them with the S even a LITTLE bit off, it won't launch them and they'll easily flip out of the combo). By hitting Thor in the opposite direction, it puts him right back into the corner, allowing me to follow up with Doom's Missiles into a Hyper.

2:12 - Hulk's got the clap! (No, not that kind, you sicko) Three claps in a row, to be exact, thanks to Iron Fist's assist. Now, keep in mind that his assist only crumples grounded opponents, which is why this works so well with Hulk. The j.H does a ridiculous amount of stun, yet the enemy never leaves the ground. So with tall characters (Sentinel, Haggar, Dormammu, etc.), you can actually land TWO j.Hs in succession.

2:34 - Looks like Tron's vacation is over, because I'm putting her back to work! This combo heavily borrows from my Vanilla MvC3 bread-and-butter. The only difference is (surprise!) the DHC glitch doesn't work. But as I've explained in previous videos, the spinning animation is still intact, allowing for the same set-up, albeit with less damage. 

2:55 - Combine the clap technology we learned two combos ago with a little bit more brutality in the form of a wall-bounce and a hard knockdown, and you've got yourself a dead Nemesis. 

3:10 - DISCLAIMER: As of the latest patch, this combo no longer works. Apparently, they changed out the Gamma Wave 2nd H's knockdown properties so that only two hard knockdowns in a row are possible. What a shame, because there is nothing more satisfying than seeing an inter-dimensional deity repeatedly getting his face slammed into the pavement, I say.