Friday, August 3, 2012

Behind the Visions: Epilogue

So even after I contributed some new Akira combos for the Perfect Input video, I still ended up finding more stuff that I was more then happy to showcase. This is probably my shortest video and my first VF combo video sequel but there is still some nice stuff in here.

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. Teirou Kanpo Stance- TK.

1: CH 4,3+P,u,P,2+G+K,P:P. This combo is inspired by a match where I actually lost because the combo floats the opponent and Akira lands earlier, hence the defeated Akira lending into the continue screen. It's awesome that the first sequence is guaranteed as long as the first hit is a CH. I have been abusing this in competitive play.

2: (4+P)CH P,2,1,4+P B! 3+G+K,P,4,6,6+P+K,2+P,4,6+P. One of the discoveries I found post Shihan is Akira's 4+P,P or P+K string follow ups. Note the ending, it'll become more important later on.

3: CH 6,6,6+P,2+P,4,3+P B! P, G+K:K. I actually had no Super Dashing Elbow (SDE) combos in Shihan, so I address that in this one. The 2+P must be timed like most 2+P follow up combos.

4: Blaze does 7+G+P+K, 6,6+K,P,2,1,4+P B! 3+G+K,P,4,6,6+P+K wall 2+P,4,6+P,G+K:K. One of my own discoveries, I found out if you hit Blaze whilst he does his wall cling move, you can get a higher juggle height. Note unlike in combo 2, I was able to get a 1 frame knee at the end, I believe this was because of the higher height.

5: (3+G+K)CH P+K,3+G+K,P,4,6,6+P+K. Yep, Akira can stuff low punch spammers too LOL.

6: 6,4+G+P,dash,2+G+K,P,2+P,4,6+P. A more damaging combo on light weights off Akira's 6,4+G+P throw.

7: (2,6+P):P, 2,1,4+P B! 2,6+P:P. I wanted a combo that started and ended the same. Lots of just frames in this one.

8: Sabaki 4+G+P+K,P, 2+G+K,P wall 2,1,4+P B! 3+G+K,P,4,6,6+P+K, 4,6,6+P+K. I could of end this combo many different ways but I really just wanted the double body check ender for variation.

9: (4+P)P wall, 1+P, 4+P,P. Not the fanciest combo, the story behind this is I actually tried to do 4+P,P,1+P,G+K:K wall G+K,P but it just wouldn't combo after the first time I accidentally got it. LOL as it stands, I'm happy with this one cause it's something different and keeps with the theme of ending with the same move on Sarah (combo 7).

10: (4+P)P+K,2+P,6,6+K,K wall 4,6,6+P+K. I kind of faded the ender out but I liked how it blended so I kept it as is.

11: 3+P+K,4,6+P wall G+K:K, 3+G+K,P,4,6,6+P+K. Had this one in there to illustrate how killing with a combo can sometimes break a wall. It was originally supposed to tie with a lyric but I change my mind for song choice at the last minute.

12: Dural does 7+G+P+K,(6,6+P) BT, 2+P B! 2+G+K,P:P. Once again, thanks to the research I did, I found that characters can go under Dural or Blaze as they do their wall cling move and put your opponent on an 'invisible' wall and you will end up Back turned. Also I always believed that Akira's BT 2+P would B! but I was never able to find away of utilizing it till this combo.

13: 6,6+P+K,G+P,G+P+K (TK) P, G+P+K, 4,3+P B! 2+G+K,P:P. I really wanted to explore TK, P a bit more in this video. I kept this one because I actually use G+P+K outside of his Stun Palm of Doom combo.

14: CH G+K:K, G+K,charge P B! 3+G+K,P,4,6,6+P+K. I tried to time the combo hits with the bells of the song. I think it was pretty close. Also G+K,charge P B! in mid air combo? I had to showcase that

15: 1+P,6,hold,P,4,3+P B! 2+G+K,P,G+K:K. Inspired by Bullrage's find that you can combo Eileen off a back slide knock-down, I tried to find what Akira could do.

16: (2,6+P):P wall G+K:K,2,1,4+P B! 3+G+K,P,4,6,6+P+K, 2+P,4,6+P wall G+K:K. Again exploring how to get a G+K:K even after a 2+P,4,6+P. You need to do a slight side walk towards the wall and the opponent needs to perform a mid to get this set-up. Again tried to match the hits with the rhythm of the song.

17: Dural does 7+G+P+K, (6,6+P) BT, 4+G+P+K, 2,1,4+P B! 3+G+K,P,4,6,6+P+K. Easily one of my favorite discoveries. Once again makes himself back turned (something he can't do normally) and is able to get his off the wall kick.

18: Sabaki 4+G+P+K,P, 2+P, G+K:K, 2,1,4+P B! 3+G+K,P,4,6,6+P+K, 2+P,4,6+P wall G+K:K. The reason why I believe this needed the final combo was the G+K:K in the middle re-floating so well. It just looked sexy to me. Oh and getting the 2 piece ender instead of one or the other hah.

Music Choice: I originally wanted to use the Bastion soundtrack like I used for my KOF XIII combo video 'The Gunslingers'. With that in mind, I had the wall break combo and wanted to use it when the line was said "Someday that wall is gonna fall". Closer to the conclusion of the project tho I changed my mind. I felt whilst the song was awesome, the feel of it didn't match the beats of the song. So I went back to the drawing board and decided to use Bleach as my inspiration. Senna has always been one of my favorite Bleach motifs so I had to use that and the Soundscape of Ardor was a nice sober way of beginning (especially with the defeat and continue screen). In the end I'm pretty happy how it turned out.

Costumes: Once again, I decided to do some cos-playing. It started with Ryo Hazuki from Shenmue, one of my favorite Sega games. He even has a dreamcast on his back (the game that Shenmue originated on). Next is Ultimate Hawkeye. When I realized Akira had a bow and he could use it, this custom screamed to be done. I really enjoyed Hawkeye in the Avengers movie and I've been on a real archery kick lately. Here is the visual reference:
Then the shirtless Mr. Karate one (ironically I should have had this one for my previous video which used Mr. Karate theme song... ahh well spilled milk). I'm happy there was a shirtless picture online too, most of them had him with his gi on but I just liked the shirtless one more.
Finally there was the Jeff Hardy reference. This one is more subtle then rest but I hope the fact that he has a ladder on his back (and uses it in a win pose) was a nod to that. And yep, as I said at the beginning, I'm on a serious archery kick, so I had to end with the arrow shooting win pose.

So this was great, I really enjoyed making this one and I hope people can appreciate the work that was put into it. This is probably one of my last few videos for VF: FS. I am running out of ideas and there are so many good combo videos makers doing combos for other characters which I have no hope of matching (A.X.L's Kage video comes to mind). I have one more collaboration and one major project but they won't be out for a bit.

Thanks for coming along for the ride.

P

Friday, July 27, 2012

Behind the Visions: Battlefield.

So after a short break, I'm back at it. Mind you, whilst I was gone, Perfect Input's first VF 5 combo video 'Altered Directions' came out (with my contribution) and it was awesome. Probably one of my favorite combos videos I have helped with and I was real happy that TMD and his team decided to let me play in their sandbox.

Back to this video tho, I was actually planning on doing a Vanessa combo video ages ago even before my Akira combo video. This video was originally going to be a collaboration with a couple of my local Vanessa players but everyone got hella busy so they weren't able to contribute as much as I hoped. I was able to get one in from The Arkayne tho which I was happy to add. Well onto the combos:

Intro: I love item move win poses! I felt it was appropriate with the theme as well.

1: DEF: CH 4+P, 6,6+G+P, 4+G+P, Opp does wake up sweep, 8(delay)P, 2+P, K, K. This couple is similar to one that Caj used in VF: Prime (another great combo video). I decided to change it up with a different throw follow up and one of my now trademark oki blow ups. Spacing is essential for the 4+P or the opponent will hit the wall and no longer have the frame advantage for the throw.


2. DEF: 4,4+G+P wall, dash, 3+P+K, 6+P+K wall 2+P+K B! 6+G+P+K, hold 6+P, 2+P+K B! P+K,P. I tried to go for a knee/ low wall hit but I whiffed (oops). The hold 6+P is the important part here and plays a big part in all of VF: FS continued wall combos.


3. OFF: (P),CH 3+P, P, 2+P+K B! 3+K,K. Great way to stop an opponents 2+P from offensive stance into a bread and butter.


4. OFF: CH 3+P,2+K,P,4+P wall 6+G+P+K. I think after some research that the 6+G+P+K is only guaranteed if you do the 4+P follow up in the string.


5. OFF: (4+P), CH, K, wall 3+K,P,K, 3+K,K. Universal wall follow up and a handy way of blowing up a opponents 2+P as well. Need to be close to the wall with a slight side step to the top of the screen.


6. DEF: (1+G+K),K,G+K, 4,3,2,1,6+G+P. The first hit is not part of the combo, the low side turned kick into the side turning kick is tho with a guaranteed throw opportunity.


7. OFF: 9+K, P, 2+P+K, K,P,K. Bread and butter off her launching knee on heavies.


8. DEF: CH 4+P+K, P, P+K,P, 6+G+P+K. Nice and easy combo off a very good 'stopping' ( a move that stops others) attack. I originally had it ending with Blaze spinning off the stage but I decided to save that for a later combo.


9. DEF: 3+P+K,2+P+K B! 6+G+P+K, 3+P+K,K. My boy Arkayne's contribution. A nice easy way to transition into OFF off guaranteed damage.


10. DEF (9+G+K),P+K, 3+P+K,2+P+K B! 6+P,K,K wall 6,6+P,P (G+P+K) opp does wake up sweep, 9+K, wall K,P,6,K. I love this combo due to set-up nature of it. The P+K from her grounded stance is a great way to stop people from 2+P you whilst you are down then the quick stance switch to get the launching 9+K when they do their wake up sweep.


11. DEF sabaki 4,6+P+K,P,P+K,P wall 2+P+K B! 6+P,K,K. I like this combo but I have a bone to pick with it lol. This one instance when I did it when I performed the 6+P,K,K it gave me a low wall splat. When I tried to do it again (and again and again lol) it wouldn't do it. If I was able to get it again I would have extended the combo with a 6,6+K or a 6+G+P+K. Ahh maybe in modified combo in my next video.


12. DEF 6+K,G+P variations. Showing how both of them with the proper angle can lead to a nasty exit for your opponent. The first one is particularly mean looking... ouch!


13. OFF 4+K,6,K, 9+K wall 4+K,6,K B! P, 6+G+P+K. I noticed as I was making this video that Vanessa has a lot of tools to shut down 2+P happy people. Nice to know. In hindsight I should ended this combo with a 9+K so the whole theme of repeated moves was kept.


14. OFF 6,6+P, 3+G+K: G+P. Just frame needs to be timed to get the throw and you need to delay the input slightly due to the wall stagger. Also the Cammy cos-play usually equals a broken limb.


15. DEF BT P+K, 2+P+K B! hold 6+P, 6+P,K,K. The hold 6+P is required to the get the extra jab. Nice damage off a back turned set-up and on heavies to boot.


16. OFF P+K,K wall 3+K,P,P, 9+K. Punishing another Vanessa in style. Yep, a blocked 9+K is uber punishable.


17. OFF (6+P+K), 9+P, P, 2+P+K, P+K,P. Another 2+P blown up (lol I am so adding a list of how many times 2+P got stuffed to my Utube video). Also almost mid screen set-up to a ring out? Scary.


18. OFF CH 3+P+K, 2+P, 6+G+P+K wall hold 6+P, 2+P+K B! P+K,P, 6,6+K. One of my favorite discoveries for Vanessa is how you can get a full juggle off her CH 3+P+K. Looks dirty as Hell.


19. DEF WS+P,6,6+G+K wall 3+P, 2+P+K B! 6+G+P+K, (P), 6+G+P+K. In hindsight, I should of started this combo off a blocked low sweep. Also I intentionally whiffed the standing between the two shoulders the show how much time you have to do them and it'll still connect.


20. OFF CH 9+K,K,P,6,K B! 6,6+K,P. Obligatory 9+K combo! LOL nothing else I can say about this.


21.  OFF 4,3,2,1,6,2+P, 2+P, 3+K,P,K. Remember that Blaze combo where I said I wanted to save the ring out? This is why. I love how Eileen spins out of the ring, rather poetic. Also I liked how it's timed with the big beat drop.


22. DEF CH 3+G+K,K,6,2+P,3+K,6,6+K: Another one of my discoveries I am quite proud of. Nice to see Vanessa can combo off her grounded stance (note to self, find the proper name for this stance LOL).


23. OFF 4,3,2,1,6,2+P,2+P,6+P,P,K. Nice damage off a low and on a heavy weight.


24. OFF (4+K,6) CH K,9+K,P,P,6+P,P,K. (G+P+K) Opp does wake up low 3+G+P, Opp does wake up low 2+G+P. Stance change is necessary to get the crouch throws (which can be broken) The crouch throws leave the opponent in the exact same position he was when he was downed, giving you another throw attempt. Joy!


25. DEF (4,6+K) CH 6, 6,6+G+K wall 4+P+K, P, 2+P+K B! 6+P,3+K, 6+G+P+K. I was trying to find different wall combos other then the ones we have already seen, here is the product of my research.


26. DEF CH 8+P, 4,3,2,1,6+G+P opp does wake up sweep 8,delay,P, 2+P, 6+P,K,K. A couple notes here. The quick stop flashes are a reference to Cammy's Ultra 2 in Super SF IV which is also a bone breaking set of moves. Vanessa is also cos-playing as her to make it more obvious. Also who would have guessed you could get a guaranteed throw attempt off a counter hit jumping P? Turns out Perfect Input's TMD02 figured that out too for his Brad combo video (which is awesome I might add).


Music: Picking the right song for a combo video has became a real pain in the ass for me since I decided I wanted to go for partnership on Youtube. Since I can no longer use popular copywritten music, I was not able to use two songs which I wanted to use (one being Jordin Spark's Battlefield, the other being Numb/ Encore by Jay Z/Linkin Park). I was really stuck for a minute. Then I remember a particular awesome Paso Doble done on So You Think You Can Dance. I decided to try this track with this video and it fit perfectly. I can't be happier with the final result to be honest. Also the track is called 'Unstoppable' and I felt it kismet because Vanessa is pretty hard to stop, blowing up 2+P all day.


Theme: I had a couple references to army based characters in this video. The blue hair one is Leona from KOF (my favorite female video game character of all time) and of course the afore-mentioned Cammy. The others ones are much more subtle. Most of them are there cause they are cool looking or army themed but two of the more subtle ones are the white outfit which is a homage to my girl Kelis




The one in the dress is actually a homage to Amber, a girl who was actually in that episode of So You Think You Can Dance which I just mentioned. She wore a dress which I tried to recreate (also notice Sarah is dressed for the evening too LOL).


And there you have it. Another video done and dusted. My contribution to Vanessa's arsenals is not done yet tho, I have another collaboration with TMD02 coming out where I contribute some more crazy Vanessa combos which y'all should look out for.

Oh and shouts outs to Virtua Fighter Dot Com for being so responsive and receptive to my VF combo video series. I appreciate it guys/gals.

P


Thursday, July 5, 2012

Behind the Visions: Shihan

Another week, another Virtua Fighter Final Showdown video! I must admit my consistency right now is pretty good and I believe my quality of videos are going up steadily as well. First, a quick history lesson. I have always wanted to be a Akira player. He always looked uber technical tho and that kind of deterred me. For this edition tho, I decided to sit down and seriously see what I could do with him. Over the course of a week I kept training him and soon I got to the point where I felt confidant enough to do a video. 'Shihan' is the end result.

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. Teirou Kanpo Stance- TK.

Combo 1: 2,1,4+P,2,1,4+P B! 3+G+K,P,4,6,6+P+K. Good combo for heavyweights and does great damage. For Akira's Dragon Lance Combo (DLC) you can subsitute for his 'easier' version by ending it with P+K for less damage but more consistency. Akira's perfect DLC is actually harder for me then his 1 frame knee believe it or not.

Combo 2: Counter Hit 3+P+K,2+P, 6,6+K,K. Nice and damaging combo off a counter hit. The 2+P must be timed to get a proper bounce. Works on all sizes.

Combo 3: Facing wall, 6+G+P+K B! 2,1,4+P B! 3+G+K,P,4,6,6+P+K. Most of my combo videos has an off the wall attack follow up. This one is no exception. As above you can sub the perfect DLC for the easier one for less damage.

Combo 4: (3+G+K) Counter hit P wall 3+K wall 2,1,4+P B! 3+G+K,P,4,6,6+P+K wall 2+P, 4,6+P. 3+G+K , P is great when your opponent is spamming low punches to stop your string. Against a wall, you get this combo. This combo works on all middle weights and lower. Note: if you do the easy DLC and not the perfect DLC you won't be able to get the 2+P,4,6+P ender.

Combo 5: 3,3+P, 2,1,4+P 3+G+K,P,4,6,6+P+K. I usually don't do combos on Taka because it's hard to combo him like other characters. I wanted to not let that deter me this time so I found this bread and butter on him.

Combo 6: Opponent guarding 6+G+P+K guard break 4,6+P, 2+G+K,K, G+K,P. Showcasing Akira's guarding breaking ability.

Combo 7: Opponent guarding 4,6+P duck throw attempt K+G:K,P+K wall 3+G+K,P,4,6,6+P+K, 2+P,4,6+P. Let the one frame knee combos begin. One of the things I knew I needed to master for a Akira combo video was his one frame knee. I knew if I didn't do at least one, I shouldn't be doing a video. To my surprise after a hardcore night of training I was able to get it multiple times and constantly. Hence tons of G+K:K combos!

Combo 7: 6,4+G+K, dash 2+G+K,P:P Opponent does wake up low kick d+P+K reversal. Another frame dependent move 2+G+K,P:P is not as hard as G+K:K but it is hard. This combo is guaranteed on all sizes . Also the opponent can do a 'just recovery' to avoid the 2nd damaging part of the reversal and I hate 'green' (no guaranteed) combos so I made sure I ringed my opponent out.

Combo 8:  (3+G+K) Counter hit P wall G+K:K wall 2,1,4+P B! 3+G+K,P,P+K. Rare non perfect DLC ender for variation sake. Of course you can end it with the perfect DLC and get a 2+P,4,6+P for a much damaging combo.

Combo 9: 2,6+P wall G+K:K wall 6+K wall 2,1,4+P B! 2+P, 3+G+K,P,4,6,6+P+K wall 2+P,4,6,6+P+K. The stun can be shaken out of. And I decided to end it with his shoulder check (4,6,6+P+K) for variation sake. This combo only works on lightweights I believe.

Combo 10: 3,3+P,hold 6+P,4,3+P B! 2+G+K,P:P. Nice damage, just frame ender. Works on all sizes except heavies.

Combo 11: 3,3+P,4,6+P,3+G+K,P,4,P+K, G+K:K. Works on most sizes, does great damage. G+K:K hits so low that it's great after a low wall splat and does considerable damage. If you can't get the G+K:K consistently, you can sub it for just G+K for less damage.

Combo 12: 1,6+G+P,G+P+K (TK) P, G+K,charged P B!G+K,P. Another Taka only combo. I knew I had to get a fully charged G+K,P combo in there. The throw can of course be broken and the P can be blocked but that's why he has an un-seeable mix-up.

Combo 13: 1,6+G+P,G+P+K (TK) K, 3+G+P+K: 4,3+P+K: 2,1,4+P: 4,6+P. Speaking of mix-ups, here is a good example. Whilst Akira has plus 15 (!) after TK, K hits, I couldn't seem to do anything that hit high or mid after it that was fast enough. However the opponent is forced to block so you can do Akira's new guard breaking just frame attack. Also Akira's guard breaking just frame attack stun CAN NOT be struggled out of no matter how fast you tap (tested it myself).

Combo 14: 6+G+P wall G+K:K. Normally an opponent can quick roll the second part of Akira's 6+G+P throw to lessen the damage, they can't do this against a wall tho and the G+K:K is just the icing on the cake. As with Combo 11, you can sub the 1 frame knee for G+K for much less damage.

Combo 15: G+K:K, 3+G+K,P,4,6,6+P+K. Probably the best damage you can get on heavy weights without a wall. Two just frame dependent moves back to back as well.

Combo 16: 4,3+P,8 opponent 2+P, 2+P+K opponent does wake up low kick hold 8+K, 3+G+K,P,P+K. Good set-up when you have equal frames and wake up kick punish to boot.

Combo 17: 4,3+P,8,P+K guard break 4,6+P, P,K,G,6,6+K,K. The alternative to the above set-up and utilizes Akira's ability to break guard very easily. The follow up combo can be changed according to weight class, I just did this one because Jeffrey is heavy. The guard break can be ducked but that's where the 1 frame knee comes into play.

Combo 18: (2+G+K,P,8) P, 2+G+K,P:P Yay more Taka combos tho I am certain this combo will work on most classes if you do a 2+P after the stun to get a better bounce and then do the just frame ender.

Combo 19: 6,4+G+P, 2+G+K,P,G+K,P. Whilst most of the combos in here are original, this one was inspired by watching a Japanese Akira player. Pretty good damage for most classes up to heavy weights. If they are heavy, do the just frame ender instead (combo 7). Throw can be broken of course.

Combo 20: G+K:K,4,3+P B! 2+G+K,P:P wall G+K:K. One of the more frame dependent combos in the video. Works on light weights only (4,3+P is in-consistent against some heavier classes).

Combo 21: Counter hit, 6+K,3+G+K,P,P+K. Counter hit 6+K,3+G+K,P,4,6,6+P+K. Showcasing the difference between easy and perfect DLC ender. 6 extra damage! It's worth learning for sure.

Combo 22: Opponent does flip kick 1+P+K wall 2+G+K,P:P wall G+K:K. Eaten one too many hail mary flip kicks? Answer it with a reversal and a frame intensive combo to boot. 93 damage will make them re-think them kicks lol.

Combo 23: (3+G+K) Counter hit P, 2+G+K,P:P wall G+K:K. Works on most light weights. Mid screen answer for combo 8.

Combo 24: Opponent guarding 3+G+P+K: 4,3+P+K: 2,1,4+P: 4,6+P opponent does wake up low, hold 8+K,2+G+K,P:P As noted above, Akira's guarding breaking just frame set-up/ throw can't not be struggled out of.

Combo 25: Counter hit 6,6,6+P,2+P, 3,3+P:P, K+G:K. First time showcasing Counter hit 6,6,6+P and 2,6 (or 3,3+P:P). Apologies, I know 6,6,6+P is an essential part of Akira's move list but I felt I had better combos to showcase. This combo works on all sizes.

Combo 26: Sabaki (4+G+P+K) P, 2+P, 4,3+P B! G+K,K. You can also end the combo with 6,6+K,K for a flip over state on the opponent. The 2+P must be timed and be careful performing 4,3+P too quickly cause the game will register it as you doing 2,4,6+P instead and missing out on your damage and oki.

Combo 27: Block low sweep, G+K:K, 6+K,P, 2+P,4,6+P. An almost Tekken-esque block a low then punish combo. One of the things that has thrown me off Virtua Fighter is the lack of good while rising launching punishers, something that Tekken is know for. Imagine my glee when I found out Akira has one. Double palm (2,4,6+P) are always painful too. Works on most sizes except heavies.

Combo 28: G+K:K,G+K:K,G+K:K. This is the Virtua Fighter equal of three Electric Wind God Fists in a row hence a slow mo showcase and yes, I did live during a match.

Combo 29: G+K:K, 2,1,4+P B! G+K:K wall 2+G+K,P, G+K:K. Continuing the just frame knee assault and also homage to my previous combo videos where I try to do as many knees as humanly possible (4!).

Combo 30: 2,1,4+P, 2,1,4+P B! G+K:K, 2+G+K,P:P. Another frame dependent combo, works on smalls only.

Combo 31: G+K:K, P,K,G, 2,1,4+P B! 3+G+K,P,4,6,6+P+K wall 2+P,4,6+P. Works on lights only. If you do not do the perfect DLC you won't get the extra wall slump and follow up combo.

Combo 32: Counter hit G+K:K, 4,6+P, 3+G+K,P,4,6,6+P+K wall 2,6+P:P. Three different frame dependent moves in one combo. Hence the final combo. The counter G+K:K floats higher I have noticed. You can even get a G+K, charged P B! on people like Dural I have noticed with a Counter.

Music Choice: I knew I wanted a Asian feeling instrumental for this video but I was debating to use heavy rock as well. I couldn't find much that really spoke to me tho till I remembered Mr. Karate's bad ass theme song in KOF XIII. I had to re-cut it slightly to make it a bit longer and the rest is history. I also feel Akira shares a lot with Takuma/ Karate. Both are karate disciples, both are teachers, both are bad asses and they both hit like a truck LOL. With Akira being a teacher, I figured Shihan would be the most appropriate title tho I was also thinking about using 'Dedication' and 'Fury'.

Costumes: I actually had a couple of cos-play homages in this video. The first is Gouki/ Akuma from Street Fighter, the white suit one with electric around his arms is my Kazuya homage (notice a lot of the combos in this outfit started with 3,3+P Akira's version of a Wind God Fist). The one in the blue hat, bandages around his chest is a reference to Bahn from Fighting Vipers, a character who was a reference to Akira. Finally we have Shao Khan (notice the first time you see him is when he does his 1 frame knee) the rising knee is a Shao Khan staple move. He also has a spear on his back (Shao used to throw spears as a special move). The non fighting game references one I like to call 'Punk' Akira and Samurai Akira and I made them simply cause they looked sweet. I also recently made a Shenmue/ Ryo Hazuki one but he wasn't made in time for the video.

Well that was fun. I seriously see myself as an Akira user because he is my type of character. A stylish, damaging, frame reliant beast. It's why I play Lee in Tekken and now I have my Lee in VF.

So I'll be out of town this coming week but when I come back, I'll be exploring Vanessa's combo potential with some friends.

P



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