I have moved to https://www.youtube.com/user/personaentertainment ! It would be highly appreciated if you can share the news to your friends that I’ve moved channel and will put all future videos on the channel (unless my old channel becomes free in the future). Be sure to subscribe!
Archive for the ‘CMV Showcase’ Category
This is the first time I actually had to use an arcade stick instead of a controller since to get most out of Athena’s combos, you need really precise timing. All the butt attacks in the video (other than obvious ones canceled from ground attacks) are the air version and not the ground one. Although much more difficult to do, it rewards you with many things such as more damage, quicker startup and can be done at pretty much any height allowing more hits of her Phoenix Arrow to connect. Sometimes it’s not a good idea to get more hits in the Phoenix Arrow since it will definitely add up in the damage scaling, but it actually does more overall damage when used after damage scaling is maxed. I also use all different enders for her Neo Max! Green (leftover color) for Elisabeth, yellow (lightning) for Benimaru, purple (flames) for EX Iori, black (tar?) for Saiki and bikini (KoF Kyo) for Kyo!
I won’t lie, this is probably the easiest character combo video I’ve done so far for the game. Takuma is quite a one dimensional character. His choices for ground combos or juggles are restricted to just a few options. Does that mean he’s terrible? Of course not! In fact, he does a lot of things many characters cannot. Some obvious things is that the majority of characters require HD mode in order to do severe damage. Takuma doesn’t need HD mode one bit. In fact, he shouldn’t even be going into HD mode since you gain meter while outside of HD mode which comes to the next thing Takuma is awesome at, gaining meter. He gains a ton of meter during his combos so it’s actually possible to start with less meter that the combo normally requires and still be able to do the full combo you are attempting.
Once again it’s time for some variety on CX! Released only in Japan, a new JoJo just got released. You might remember an old JoJo fighting game from Capcom ages ago (or you already know JoJo from the manga/anime) so this might put in that interest once again! To make things even more memorable, I’ve started the combo videos with two of the most popular characters in the series, Jotaro Kujo and DIO. Enjoy!
A very simple character but that doesn’t mean his combos are easy to do! He only has three techs that’s worth noting and that’s stun combos, kara cancelling his Vulcan Punch (cancel the Vulcan Punch into another special right before the Vulcan Punch comes out) which allows new extensions to combos and being able to air grab EX Iori even during an anywhere juggle situation. Other than those, it’s all about being creative with his HD cancels!
Been hella busy lately so I’ve chosen a simple character this time (simple doesn’t mean easy though!). Also Clark doesn’t have much combo potential nor new stuff at all really.
If you have watched the KOF XIII Finals at EVO 2013 earlier, you may have seen that a special treat from Combonauts that came up before the actual tournament began.
Presenting the KOF XIII Special Exhibition CMV! Featuring some interesting combos, along with cool and nifty tips and tricks.
One of the hardest characters to get a 100% combo with unless you’re willing to burn everything you’ve got to achieve it. Even if you’re willing to do that, you can’t really be too creative with her 100% combos simply because it barely KOs the opponent, obviously meaning less variety. One of the trickier characters to build combos for simply because the end of her Neo Max does very little damage so it’s easy to overkill the opponent. Luckily I built the combos in a way where the last hit KOs the opponent. The reason I’m being a bit nitpicky about it is so that you can see exactly how much meter your opponent gets because since it’s training mode and they don’t get KOed, going overkill will build useless meter simply because it’s impossible in a real match. Also I might regret it in the future but as of now, I found no use to include her rapid A attacks (it’s an exclusive trick to her where you can get three hits from one weak attack instead of one) simply because it only works on a standing opponent (meaning you can only do it either at the beginning of a combo or on a stunned opponent) and it kills all the damage very quickly.
I’m back after weeks of being addicted to Dragon Quest IX. Other than a 100% combo with HD mode and four power gauges, Kula doesn’t really have anymore new tech. Although that doesn’t mean I can’t highly optimize combos. This combo may look simple (or even old) but there’s a ton of one frame links and very strict timings. As you can see, I put in the extra effort to do a high jump after qcf C to maximize damage (that pretty much turns the timing into two one frame links, the jump C after qcf C and C after jump C), unlike pretty much every other video out there that does a small jump.