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.

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