Friday, June 29, 2012

Coming Soon!

So a quick update of what's coming up.

I have most of the 'Helping Hand' KOF combos recorded. I have two hard ones (even with a helping hand assistance) I still need to record tho and once I'm done I'll upload it. 'Helping Hand' has gotten me a lot of subscribers so I know I need to deliver this one.

My weekly Virtua Fighter Final Showdown combo series continues as well with Vanessa Lewis. People want to contribute to this one but hopefully I'll be able to get this out this coming Thursday. I will then be taking a week off because I'll be out of town and I'll be back with a another character. I feel it's going to be Akira but don't quote me, still need to master that 1 frame knee launcher lol.

P

Thursday, June 28, 2012

Behind the Scenes: Quicksilver

Continuing my commitment to release a VF video every week, we now have arrived at 'Quicksilver' El Blaze's entry.

As always, follow the legend below.

Legend: 7(upback), 8(up), 9(upforward), 4(back), 5(neutral), 6(forward), 1(downback), 2(down), 3(downforward) and P- Punch, K- Kick, G-Guard. B!- bound move. :-Just frame input required. BT- Back turned.
RD- Rocket Discharge.


NOTE: I'm feeling kind of strange typing K,K,K (even with the pauses) so I'm going to type it as 3 x K (3 times kick) instead.


Combo 1: Counter hit 4,6+P+K,2+P,3+P,P,K. The 2+P must be timed to get the proper bounce for the juggle. This combo works on all sizes.


Combo 2: 6+G+K wall 4+P+K BT 8+K B! P, 2+P+K B! 3 x K. Good damage off a wall splat with a double B! This combo works on light and middle weights.


Combo 3: 6+G+K,6,P,2+P+K B! 3 x K. Blaze's Bread and Butter for heavy weights. Make sure you hold forward before the P to get the 2+P+K to connect and hold forward again to get the 3 x K.


Combo 4: BT G+K, 2+P B! P, 3 x K. The punch after the BT 2+P must be timed but other then that, it's pretty straight forward. Works on light weights only, for middle and heavy, sub out the P.


Combo 5: 4,1,2,3,6+P,P:K,P, 2+P+K B! 3 x K. The hardest part of this combo is getting the just frame K after the P. My tip is to input the K as the P connects. This combo works on light weights and some middle weights (like Lei, Brad, Lion).


Combo 6: 6+G+K,6+P+K,P,P,6+G+P wall 6+G+K. This combo only works on light weights. I tried to merge the ender with the launcher of combo 7. Not as successful as I wanted tho.


Combo 7: 6+G+K,6+P+K,P,P,9+P+K,K B! P+K,K,K. 6+P+K,P carries to walls very nicely by itself or after a combo starter. This combo works on light weights only.


Combo 8: Counter hit 4,6+P+K,4+K,P,P wall 6+G+K. Easy wall combo that sets up good oki options off a side roll due to low hitting nature of 6+G+K.


Combo 9: 4,6+G+P wall 3 x K. Nice and easy wall combo after a Blaze's 'sweet chin music'. Works on all sizes and probably the best combo to do on heavy weights.

Combo 10: 8+P+K,P,2+P+K, 3 x K. I accidentally left the counter hit on for this combo. I don't think it is needed to get this combo. Works on light weights and some middle classes.

Combo 11: 4,3+G+K: G+P. Opp does low wake up, 9+P+K, dash 3,3+G+P, Opp does low wake up,8,P,2+K,P,P. I'm pretty happy with this sequence and how it turned out. The hard part is not the Just frame off the 4,3+G+K (time it as the foot connects) but getting 9+P+K to flip over the wake up low properly. This combo works on light and some middle weights.

Combo 12: 6+G+K wall 4+P+K BT 2+P B! 3 x K. Blaze's bread and butter wall combo on heavies.

Combo 13: 6+G+K,6+P+K,P,P,2+P+K B! 3 x K. Normally most of my combos are not reliant on open or closed stances but I noticed this combos works a lot better when Blaze is in closed stance. It also works only on light weights.

Combo 14: G+P+K (sabaki) P, 2+P+K B! 2+K,P,P. In Virtua Fighter a sabaki is when a character can deflect another opponent's active move. In Blaze's case his sabaki beats standing jabs. This combo works on lights and middle classes.

Combo 15: 6+K wall 6+G+K, 4+P+K BT 8+K B! P, 2+P+K B! 3 x K. The stun can be shaken out of so be aware of that. If the person does shake off the stun, Blaze has two different off the wall throws he can use and abuse :D

Combo 16: 6+G+K,9+P+K,K B! 4+P+K BT 2+P B! 3 x K. Blaze's wall combo for light weight and middle weights. Does pretty good damage I saw.

Combo 17: (9+P+K),K,6,K,2+P,3+P,P,K wall 2+G+P. The stun can be shaken out of and normally I don't end with ground throws BUT this ground throw can not be teched unlike others (notice the combo counter stayed white). This ground throw counts as a 'true' combo and must be broken.

Combo 18: 6+G+K wall 2+P+K BT 2+K B! 3 x K,2+G+K. This combo is only guaranteed in a corner of the wall. The 2+G+K can not be teched in this situation. Works on light and middle weights.

Combo 19: Counter hit 6+G+K,3+P,P,K wall 2+P+K B! P,P,K. A homage to my knee centric combo from my Brad combo video done on Brad :D. Works on light and middle weights, counter hit is required for a higher launch.

Combo 20:  9+K,6,K wall 2+P+K, 3 x K. Had to have a drop kick combo in their somewhere. Works on all  most sizes except heavies.

Combo 21: (2+K,P)P,2+P+K B! 3 x K. This combo works on all sizes except heavies. Noticed Blaze ends in BT to segue into the next combo.

Combo 22: BT G+K, 2+P B! P,P,K. You can sub P,P,K for 3 x K for more damage but I wanted something different.

Combo 23: Counter hit 4+P+K, 2+P B! P, 3 x K. The P needs to be timed after the B. Good damage on heavies.

Combo 24: 9+G+K,6,K,2+P, 3+P,P,K. The stun can be shaken out of. Good damage on heavies. I ended it with 1+K,6 to transition into the next combo.

Combo 25: (1+K,6)9+G+K,P,P, 3 x K. The stun can be shaken out of. On light and some middle weights you can do 2+P+K after the P to get a B! and finish with 3 x K.

Combo 26: 4,3+G+K: G+P. Opp does low wake up, 9+P+K, dash 3+G+P opp does low wake up 8+P+K, 3 x K. Again as per Combo 11, the hardest part of this combo is timing the 9+P+K to land correctly. The crouch throw can be broken. I do like how I edited this sequence. I seldom use slow motion but I liked how it showcased the low crush.

Combo 27: 4,1,2,3,6+P,P:K,P,P, 3 x K. Probably the best combo Blaze can get off half circle forward P on heavies without walls.

Music choice: I picked Shakira's Animal City instrumental because I felt it suited El Blaze well. I especially like how the howl at the end is timed with Blaze's war cry at the end. In regards to the customs, I tried to keep my blue-white theme for most of the video. A couple of the costumes I made for this video include the Cyclops (from X-Men) and an all white Q (from 3 Strike). I also threw in my King (from Tekken) outfit as well to show some love to one of my Tekken mains.

Well I enjoyed this one, hope y'all liked it too.

Up next is Vanessa Lewis.

P



Friday, June 22, 2012

Behind the Scenes: Flamenca

I am going to try to do a new VF 5: Final Showdown video every week. This week, we focus on Brad Burns, one of my main characters.

Legend: 7(upback), 8(up), 9(upforward), 4(back), 5(neutral), 6(forward), 1(downback), 2(down), 3(downforward) and P- Punch, K- Kick, G-Guard. B!- bound move. :-Just frame input required. BT- Back turned.
Brad specifics: SLP: Slipping stance, SWB: Sway Back, DUC: Ducking

Combo 1: Counter hit 3,3+P,4+P+K,4+P+K wall 9+P+K B! 4,4+P BT 2+P B! 3+P+K,P: Like all 2,3 moves, you can make it come out a little faster by doing 3,3. This combo also requires close walls, 4+P+K is great for wall carries tho. This combo works on most sizes except Taka (of course).

Combo 2: 6+G+K,4+P,K,6 DUC G+K: Nice and simple triple knee combo. Works on most of the cast except Wolf, Jeffrey, Akira and Taka.

Combo 3: 6+G+K,P,9+P+K B! 2+P+K,P,6+P: Brad's bread and butter for light weights. This combo however doesn't work on Pai as easy as the other ladies for some strange reason. Go figure.

Combo 4: Opponent Blocking (SWB) P+K Guard Break 6+P+K,2+P+K,P,P,6+P,4,6+G+K. I think all three punches of 2+P+K combination are only guaranteed on Eileen, you can sub it for 2+P+K,P,6+P on the other light weights. The 6+P+K is guaranteed because of the plus frames.

Combo 5: BT P+K, 2+P B! K,P,K: Guaranteed on most of the cast, pretty good damage too.

Combo 6: DUCK P+K,P, dash 2+P,3,3+P,9+K: I believe you can break the stun after the DUCK P+K. Works on all light weights and most middle weights (Jean, Lei-Fei, Lau). For the heavier class, sub 3,3+P ender for 3+P+K,P.


Combo 7: 6+K+G,6+P+K,P,6+P+K Wall 1+P+K B! P,K,G,9+K: The original intention of this combo was for me to do as many 6+P+K's as possible. I however decided to end it with the 9+K cause it looked 'cooler'. Note the P,K,G sequence, this needs to be done quickly so the K is cancelled. Works on all light weights and Dural.


Combo 8: (SWB) K, 2+P, 3+P+K,P: I think this is best combo you can get off a gut stun on heavy weights. The 2+P must be timed so you get a higher bounce.


Combo 9: (SLP) K, 2+P, 3,3+P,9+K: Same stun, this is the best combo you can get on the rest of the cast.


Combo 10: 6+K+G,3+P,P,P,3+P+K,P: Good for ringing out (as illustrated) and good damage for all light weights and middle weights.


Combo 11: Counter hit 1+P,2+P,3,3+P,9+K Opponent does low recovery move. 9+P+K,4,6+G+K: The 2+P must be timed. 9+P+K will crush all low recovery sweeps.


Combo 12: 6+P+K,P,K,G,9+K Opponent does mid recovery move. G+P+K 6+P+K,P,3,3+P,9+K: P,K,G is used to get the knee to come out as fast as possible. Brad's G+P+K blocks all mid kicks, including recovery versions and put him on plus 15, hence another 6+P+K is guaranteed. Combo can be done on  light and middle weight classes.


Combo 13: 6+G+K, 4+P,K,6 (DUC) G+K Wall 9+P+K B! P,P,6 (DUC) G+K: I put on the tech roll to prove this combo is guaranteed but only on Eileen (she is the lightest of the whole cast). Pretty much expanding on combo # 5.


Combo 14: (BT) 6+G+P+K, 9+P+K B! 4,4+P (BT) 2+P B! P, 3+P+K,P: Reverse wall combos are sweet. This combo works on light, middle classes and Dural. The P after the BT 2+P must be timed.


Combo 15: 6+P+K,3+P,P,9+K: Combo alternative then the normal. Good for wall carries. Works on light weights only I believe.


Combo 16: Counter hit 4+P+K,K,P,K. More damaging then P,3+P+K,P for heavier classes. Timed the impact of the hit with the beat.


Combo 17: 6+G+K,P,6+P,K Wall 9+P+K B! 3+P,P 4,6+G+K: Works on light, middle classes and Dural. Spacing is very important for this combo. Also noticed I kept the matched the fighters outfits with the background.


Combo 18: 6+G+K,P,9+P+K B! 2+P+K,P,6+P Wall 3+P+K,P,4,6+G+K Combo # 3 with a wall extension. Great damage.


Combo 19: (BT) P+K, 2+P B! P, 3+P+K,P: Probably the best damage you can get off a BT P+K on most weight classes (except the heavies). P post B! needs to be timed.


Combo 20: (SLP) K, 2+P, 3,3+P,9+K. Realized in post production this was supposed to be a SWB K and not SLP K combo. My bad.


Combo 21: 6+G+K,4,4+P, 2+P B! P, 3+P+K,P: Good bread and butter combo for heavier classes. The P post B! like most combos must be timed.


Combo 22: (DUC) P+G,6+P+G Wall 3+P,P,4,6+G+K: The throw can be broken, good damage off a wall throw. Only works on light weights.


Combo 23: Counter hit 3,3+P,3+P,P,P,3+P+K,P: Best damage I found on heavies off a counter hit 3,3+P.


Combo 24: 6+G+K,P+K,P,P Wall 1+P+K,3+P,P+K: Light weights only. There are much more damaging enders but I wanted to use 3+P,P+K at least once.


Combo 25: (SLP) P+K, 9+P+K B! 4,4+P (BT) 2+P,P, 3+P+K,P. This combo can be done on most weight classes. Pretty damaging.


Combo 26: Counter hit Hold 6+K,3+P,P Wall 4,6+G+K: same as previous, no wall. Hold 6+K,3+P,P,9+K. Hold 6+K montage.


Combo 27: Counter hit 3,3+P,6+P+K, P, 1+P+K,3+P+K,P. Light weights only.


Combo 28: 4,6+G+K Wall 3,3+P, 9+P+K B! 3+P+K,P, 4,6+G+K. Good wall damage for most of the cast (I believe Jeffrey and Wolf will eat this too). The 3,3+P must be timed to get a re-wall splat.


Combo 29: Online match with funny ending. (DUC) K, 4,6+G+K,3,3+P, 9+P+K B! 2+P,P,6+P Wall Break. The (DUC) K stun can be shaken out off.


Phew, that was long!


Extra notes: I had a devil of the time trying to find music for this combo video. I really wanted a Spanish Guitar feeling and even dressed up Brad to look like Miguel from Tekken 6 and gave him the guitar case to emphasis the theme. I couldn't find anything for a long time till my friend Dave sent me a recommendation which lend to another song and we ended up with 'Flamenca'. I'm pretty happy with the final result. Also Brad is the only character I have a customization pack for so I went to town. The customs I created was the generic Pirate custom, the afore-mentioned Miguel custom, Diablo the Devil and Shockwave Blue and White Angel and The Gecko green jacket (in tribute for my buddy).


Hope you enjoy it!


New combo video to come next week. Currently debating when ether it should be Vanessa or El Blaze.


P




Wednesday, June 13, 2012

Behind the Scenes: Goh 'Basic' Combo Video

In the first of a couple basic combo videos for VF 5: FS, I decided to focus on Goh. My friend Dave aka Enter the Gecko asked me for some bread and butters for him and I decided to work on it, as I was, it blossomed into a full on project so here it is along with a transcript.

I have decided to use the Virtua Fighter legend for this one so look at your numerical pad, 7(upback), 8(up), 9(upforward), 4(back), 5(neutral), 6(forward), 1(downback), 2(down), 3(downforward) and P- Punch, K- Kick, G-Guard. B!- bound move. :-Just frame input required.

LET'S GO.

Combo 1: 6+G+K,6,6+P+K, B! 3+P,2+P,3,3+P+K. These set of combos only works on light weights (girls, Lion and El Blaze) unless noted, note the buffering of 3,3+P+K to get the instant 5,3+P+K. This is an essential Goh combo trick.

Combo 2:1+P+K,P,9+P+K B! 4,6+P+K,P,6+P. You need to enter the 9+P+K as soon as the P connects.

Combo 3:1+P+K,P,9+P+K B! 4,6+P+K,P,P. Same as Combo 2, slightly more reliable ender if you are having trouble with the top combo.

Combo 4: (Opponent back to wall) 6+P+K (stun),1+P+K,3+K,P. You'll need to delay the 3+K slightly or you'll might get his stomp attack. Note the stuns in the wall combos can be shaken out of, if your opponent is good at shaking off stuns, mix them up with a wall throw.

Combo 5: 6+K+G,9+P+K B! 4,6+P,P,6+P. This combo can work on most weight classes, a very good bread and butter of this stun.

Combo 6: 4,6+P,P,4,6+P+K,P,6+P. This combo can work on most weight classes. You need to hit the standing P on the opponent's shins as they fall back from the first hit. Timing is key.

Combo 7: (Opponent back to wall) 6+P+K (stun),1+P+K,3,3+P,9+P+K B! 3+K,P. You need to time the 3,3+P as the opponent is coming down from the wall, watch the video to get a good idea. This is essential for the later combos in this video.

Combo 8: (Opponent back to wall) 6+P+K (stun),1+P+K,3,3+P,9+P+K B! 3+P,P,3,3+P+K. Rem: the buffering tip I mentioned in Combo 1? It is applied here to get the faster shoulder ram.

Combo 9: 3+P+K,2+P+G. Guaranteed throw attempt, the throw can be broken tho. This combo works on all weight classes.

Combo 10: 6,6+P+G,3+P,P. These combos work on all light weights and middle weight classes (Jean, Jacky, Kage, Brad, Lau, Lei-Fei).

Combo 11: 3+P+K,2+P,3+P,P. Note: the 2+P must be timed as the opponent's knee touches the ground, this will give you more height off the floor bounce.

Combo 12: 3+P+K,P,6,6+P+K,4,6+P,P,6+P. A good bread and butter for light and middle classes.

Combo 14: (Opponent back to wall) 6+P+K (stun),1+P+K,3,3+P,9+P+K B! 4,6+P,P,6+P Don't forget the tip mentioned in Combo 7 to get the higher wall float.

Combo 15: 3+P+K,P,6+P:P+G. This combo works on Akira, heavy weights (Wolf, Jeffrey) as well as the afore-mentioned weight classes. The timing for the just frame grab takes a second but you'll get used to it.

Combo 16: 3,3+P, dash,2+P,3+P,P. The dashing 2+P must be timed correctly.

Combo 17: 6+G+K,9+P+K,P,6+K: P+G. Easy damage for all weight classes, just work on the just frame timing.

Combo 18:3+P+K,P,6,6+P+K,3+P,P. The 4,6+P,P,P variations are harder to get on the larger classes so use 3+P,P for more reliable ender.

Combo 19: (Opponent back to wall) 6+P+K (stun),1+P+K,3,3+P,9+P+K B! 4,6+P,3,3+P+K. Pretty good damage on a heavy.

Combo 20: 4,6+P,3+P,3+P,P. This combo only works on Dural, she's weird like that.

Combo 21: 6,6+G+P,3+P,delay,P,P. Same as Combo 20.

Combo 22: (Opponent back to wall) 6+P+K (stun),1+P+K,3,3+P,9+P+K B! 6+K: P+G. Pretty sure this combo works on all classes and is a great damaging ender. I also timed the final slam with the beat of the song :D

So there you have it. Enjoy!!

Music Choice: I picked Zack Helmsly's Mind Heist because it suited Goh's bad ass, epic nature. I love this song since the Inception trailer and I always wanted to use it for something.

NEXT UP: The big time player, Brad Burns.

P