Intro: These are pretty simple, really, so I'll just list them quickly. Makoto's Abare - Throw between 3rd and 4th hit. There's a big enough pause to hit with a quick normal instead of a throw, too. Yun's You Hou - Throw between 2nd and 3rd hit. Again, it's a pretty big pause. Even Urien's low HP is fast enough. Yang's Tenshin - You have to input the throw when he's about half a character length away. Any normal, command, or super throw should work. Dudley's Rocket Uppercut - Throw between the 2nd and 3rd uppercut. You have to input the throw right after he touches the ground. The window is pretty small. Ibuki vs Ibuki Kasumi Suzaku - If both Ibukis initiate the Kasumi Suzaku close enough to each other (position and time), every kunai will be wiped out by another. Urien's Tyrant Punish - Pretty much just like Yang's. Throw when Urien is about half a character length away. Akuma's Shun Goku Satsu - As I showed in the first vid, you can throw Akuma out of the SGS, as long as he's past the invincible part at the beginning. Any throw will work - Ibuki's taunt just looks the stupidest. Q's Deadly Double - If you parry the first hit of the Deadly Double, Q still continues with the 2nd hit. However, you are free to move and attack. There are a million things you can do to him in this position, but grabbing him from behind with the Hyper Bomb is one of the most useful and stylish. Necro's Magno Storm vs Remy's Blue Nocturne - The Blue Nocturne will counter almost anything that hits it. This includes Necro's Magno Storm. If you're blocking the Magno Storm, you can red parry and immediately initiate the Blue Nocture to counter (as long as you didn't red parry the last hit of the super). The combos: Alex combo #1 How it's done - Jump-in HP, low WP, WP, low WP, Boomerang Raid Explanation - None needed. Just flail on the stick like an idiot and it'll all come out. Why is it stupid? - This combo is actually based on a guy from Austin named Karandal Adam "Don King" Binford who used to play 3s a lot (he's in jail now). He would usually pick Alex with the Raid as his super. He had a habit of throwing out jabs for no reason, especially when his opponent had left himself totally open. A combo like low jab, standing jab, Raid looks like something he'd do. It also looks stupid to keep switching between ducking and standing. Good enough for me. Sean combo #1 How it's done - When opponent jumps, walk underneath, WP uppercut, juggle with Hadou Burst Explanation - This is actually easier to do if the opponent is jumping toward you. It's just as easy to do if they don't switch sides or with the Shoryu Cannon as the super. Why is it stupid? - Do I even need to answer this? How often do you expect to catch someone that high in the air with the WP uppercut? But hey, if you do, then go for it! Dudley combo #1 I'm almost tempted to leave this combo as a mystery for the people that don't know how it's done, but oh well. How it's done - Jump-in HP, HK, EX punch & cross Explanation - Dudley has a special move that a lot of people don't know about (since it's not listed in any move lists) called "Punch and Cross" that pretty much sucks. The command is half circle back, toward + punch. If you perform the command and it doesn't make contact (completely whiffs), then Dudley will just punch with whichever button you used. If it hits, gets blocked, or gets parried, he'll cancel the punch into that same strength cross counter. For WP or MP, you could just as easily have buffered in a cross counter on your own. However, Dudley's HP is not bufferable, so you can actually create the effect of standing HP into cross counter (even though this is pretty useless). What's even weirder is that you can EX it. If you whiff it, it just looks like a HP, but your super meter will drain off an EX anyway. If it hits, the HP turns yellow (like it was an EX special move), then the EX cross counter comes out. Why is it stupid? - Normally, HK into HP is not possible. Using punch and cross, you can actually make a combo of jump-in HP, HK, HP which, if you don't use the wasteful EX version, is actually a pretty good combo. Plus, it looks ridiculous. Oro combo #1 How it's done - EX nichirin shou, toward+MP, (nichirin shou hits), HK Explanation - If you're really close to your opponent (and they're not too fat) when you throw the nichirin shou, it will come out behind them. The EX version will attempt to home on them and aim toward the floor. If you knock them back with an attack, they'll run into the EX nichirin shou for another 2 hits. Using the toward+MP keeps you close enough to tack on yet another hit (such as an HK or another toward+MP). Why is it stupid? - Getting that close to an opponent and actually setting up the combo would be very difficult without stunning them first. It also looks hilarious (IMO, anyway). Since Oro is so good at stunning anyway, you can pull this combo off on someone and laugh until you're hoarse. Alex combo #2 How it's done - (corner) down+HP, link into Boomerang Raid Explanation - The down+HP dive has to hit really deep and close to the ground. The Raid also needs to be initiated as quickly as possible after recovering. It's actually possible to set it up so that the grab at the end will connect (if they don't jump - the 4th hit always whiffs), but it looks stupider if it misses. Why is it stupid? - Again, the opponent would need to be stunned to set this up, and it's a total waste of a super. This one's not even worth attempting in a match. It's funny to see, though! Urien combo #1 How it's done - (far from the corner) jump-in HP, low HP (one hit), WP headbutt, juggle with PPP Aegis, juggle with HK tackle into HP Aegis, juggle with HK tackle Explanation - You need to charge down as soon as you jump to have enough charge time to perform the WP headbutt. To juggle with the PPP Aegis, just initiate it the moment you land from the WP headbutt. Why is it stupid? - O.K. This combo's not all that stupid (since it's not too hard to do and does decent damage), but, after the first vid, people said, "Where are all the Urien combos!" so I wanted to put in some more this time. This combo is pretty silly looking, with all the Aegis juggling, so it qualifies. Remy combo #1 How it's done - (full screen) WP light of virtue, Light of Justice, Light of Justice Explanation - It's pretty simple. Just throw out a WP light of virtue, then perform the Light of Justice before the light of virtue gets too close. Initiate the second Light of Justice as quickly as possible after the first. Why is it stupid? - Any combo you perform from full screen is stupid. Plus, throwing the WP light of virtue in at the beginning makes the whole thing do less damage. If you manage to knock someone across the screen and stun them at the same time, you could actually do this combo in a match. Just leave out the WP light of virtue unless you really want to show off (and don't mind losing some damage). Akuma combo #1 How it's done - (full screen) HP red fireball, juggle with Messatsu Gou Hadou, juggle with HP hadouken into Messatsu Gou Hadou Explanation - To do this entire combo, you have to throw the HP red fireball from full screen and perform the first Messatsu Gou Hadou -before- the HP red fireball hits. If the red fireball has already begun to hit when you throw the Messatsu Gou Hadou, you can still juggle with the second Messatsu Gou Hadou, you just have to leave out the HP hadouken super cancel. Why is it stupid? - Just like Remy's combo, you'd have to knock them away and stun them at the same time to set up for this. Plus, since you have to wait for the HP red fireball to make its way over to them, you'd have to throw it before they got up or they could easily shake out of the dizzy in time to block it. Dudley combo #2 How it's done - HK, link into low MP, HK ducking cancel into Rocket Uppercut Explanation - This combo is inspired by a slightly simpler one I saw in a Dudley combo video made by Three-11. In his video, he did HK, link low MP, Rolling Thunder on Necro. That got me thinking and I came up with the idea of using ducking into super instead of Rolling Thunder. I thought the link was only possible on big chars like Necro, but I found that it's also possible on Shotos. It's still not possible on small characters. To do the low MP into ducking, I did back, down-back, down, low MP, down-toward, toward, HK, then QCF+P for the super cancel. You can also use Corkscrew Blow in this combo. You could use Rolling Thunder, too, but then the ducking would be unnecessary. Why is it stupid? - Mainly because you could have just done HK, MP jet upper cancel into Rocket Uppercut at lot more easily and for more damage. Don't even bother trying to do this combo in a match (the HK, low MP link is quite hard to time) unless you really want to show off and your opponent will appreciate the difficulty of the combo. Heheh. Urien combo #2 How it's done - (Necro in the corner, Urien almost full screen) EX sphere cancel into PPP Aegis, HK tackle, (EX sphere hits), low HP, juggle with EX tackle, (Aegis hit), EX knee drop Explanation - Heh. This seems to be everyone's favorite combo from the video. I came up with the basic concept for it while asleep at my PC. =) The super cancel into Aegis gives you enough time to get ahead of the slowly-moving EX sphere. You don't have to do this on Necro; you can also do it on Hugo, Twelve, or Alex. All four of these characters will bounce backwards if juggled by the EX tackle in the corner. Without this bounce-back effect, they wouldn't hit the Aegis and the only thing interesting about the combo would be the EX sphere hitting in the middle. Oh, and to land the EX knee drop, make sure you charge down as soon as you do the EX tackle. Why is it stupid? - Again, starting a combo from full screen is ridiculous. Plus, all the bouncing around, etc, looks quite amusing. Bet you thought that Aegis up there was just to cut off the EX sphere recovery. It makes a cameo later in the combo! Yes, I'm tired. Akuma combo #2 How it's done - Jump-in HK hurricane (must hit twice), juggle with jumping HK hurricane (must hit three times), land, juggle with air Messatsu Gou Hadou Explanation - These last two combos are the only ones that are all that difficult to perform (this one being the most so). You don't have to do this combo on Urien, but getting both hits out of the first jump-in HK hurricane is a LOT harder on shorter characters. The second HK hurricane is pretty easy to land. The super must be done immediately after landing, and you need to "tiger knee" the super to get it to come out close enough to the ground to connect. Often, even if it looks like the super will hit, the opponent will suddenly end up too low and it will whiff. You can always perform a ground Messatsu Gou Hadou to make this a whole lot easier. Why is it stupid? - Because he keeps jumping! I liked the fact that Akuma performs a rather lengthy, 11 hit combo without ever attacking on the ground. It's funny. Really. Necro combo #1 AKA "The stupidest 3s combo I've ever seen" How it's done - Back+HP, juggle with HP electric blast (two hits) cancel into Magno Storm (three hits), juggle with WP electric blast, juggle with HP electric blast Explanation - Really, this combo was my whole inspiration for making this second video. The first HP electric blast has to hit at just the right point to set up for the rest of the combo. Make sure not to mash the Magno Storm at all. If the first part was performed correctly, just perform the other moves to land the juggles. Why is it stupid? - Come on! Just look at it! Three electric blasts! They keep switching sides! Comboing after the Magno Storm! This combo is nothing but stupid. I came up with it on accident while screwing around late at night while I still worked at "the magazine" way back then. If you liked this vid, then thank this stupid combo for inspiring me. Finale: Certain supers create a hit stun on the first hit to allow for the rest to connect. Q's Deadly Double creates more of this stun then just about any other super. It's not invincible, however, so if it comes into contact with another such super, they cancel each other out (but not before having a battle to see who's hit stun will win). Q tops it off with a nice "Ugh." Etc: You get the extra character colors on the DC version by beating the game with that char, then holding start when you pick them. Didn't anyone notice the weird screenshot behind the "Special Thanks" ? " [ ]. WINS " ? WTF? No one ever notices! I got a previewable copy of DC 3s back when I worked at XG that had some (but not all) of the text translated into English. The character names were the US versions (Akuma instead of Gouki) and the supers were translated, but the quotes and System Direction text were still in Japanese. Apparently, they hadn't finished the name translation and Akuma's name was replaced by some place-holder garbage if you won a match with him. (I also got a preview beta of CvS1 where you could juggle with a Power Geyser after a WP rising tackle! WTF!)