This video could be called The Stupid Combos #2, I suppose, but it also contains a lot of other non-combo stuff, so that's not really accurate. It could also be called every combo I forgot to put in the first 2 vids plus some combos Mopreme told me how to do plus some other random stuff. Basically, this was a clean-up video to show every weird combo and other quirk I had come up with or read about since making the 2nd video. I hope you enjoyed it. Here's how it was done. Intro movie clip: I'll never tell. $100 to anyone that can tell me what movie the clip is from (certain people are exempt from this - they know who they are). Did you like the intro titles? Done entirely in Premiere with manual application of Motion and Radial Blur. Unlike the first two videos, the content of this video was put in seemingly random order. There actually was a specific order to it, but I wanted it to appear chaotic to match the content. Anyway, on with it, in the order it appeared. Finally, keep in mind, I performed everything in the video by myself with no assistance. I set up most of the non-combo sequences in Parry Training mode, and even used two controllers simultaneously in Versus mode when necessary. Of course, some other people helped me -come up- with some of this stuff. I don't claim full credit for that. =) Urien combo #1 How it's done - (Anywhere from about 60% of the entire playing field to the corner) Jump-in HP, low HP (one hit) into EX headbutt, juggle with EX tackle, juggle with HK tackle cancel to Temporal Thunder (stunned). Taunt. Jump-in HP, low HP, juggle with MK tackle, juggle with MK tackle, juggle with HP Explanation - This is probably the most normal combo in the video as it isn't really very stupid and requires no weird technique or glitch to perform. This is similar to the 100% on Akuma from the first video, though this compensates for the various advantages Remy has over Akuma when it comes to defense and stun recovery. Urien's taunt increases his attack strength, in case you didn't know. Twelve combo #1 How it's done - (Anywhere from -almost- full screen to the corner) EX N.D.L, juggle with X.N.D.L Explanation - This combo was supposed to be in the 2nd video, but I forgot to put it in. Can you tell? Twelve actually has to be at least a tiny bit closer than full screen or the super won't make it in time. The EX N.D.L recovers extremely quickly (similar to Hugo's claps) so this almost looks like a super cancel. Ibuki combo #1 How it's done - Jump-in HK, far standing HK super jump super cancel into MP Yami Shigure Explanation - Ah, the first of the true 3rd video combos and the first of three combos in the video to use this technique (this is the only actual useful one). Anyone that kept up with the 3s advanced strategies and tactics Q&A thread on SRK will know how this was done, but I'll explain it for anyone that doesn't know. A few characters have normals that can be super jump canceled but can't be buffered into a special or super (Twelve and Oro's -can- be buffered, so they don't count). If you super jump cancel the attack but then -immediately- perform a super (you have to "tiger knee" it really quickly), you'll never actually come off the ground. Instead, they'll perform the normal (and create whatever effect the normal usually does, like knocking the opponent into the air), crouch for one frame (only viewable by watching the video frame by frame), then cancel into the super. This is actually useful in three instances: Yun's standing close MK into Genei Jin, Chun Li's standing close HK into Houyokusen, and, to a lesser extent, the combo shown here with Ibuki. Normally, you're not going to do the jump-in part, of course. However, unlike all the other super jump cancelable normals, Ibuki's far standing HK will only super jump cancel if it actually hits. If it whiffs, gets blocked or gets parried, she can't super jump cancel it. As a result, you can theoretically keep hitting far standing HK and doing the super jump super cancel and the super will only come out (and combo) if you successfully hit with the far standing HK. Unfortunately, it'll also come out if you hit your opponent out of the air . . . Tang combo #1 How it's done - Jump-in (MK, down-toward+MK) close standing MK, super jump super cancel into Tenshin Senkyutai Explanation - Same technique as the Ibuki combo. To get the effect seen in the video, you have to hit the opponent at pretty much the exact spot I did. Aim correctly and Tang will land several Tenshin hits with his ass. That's the only reason I put it in the video. Dudley cross counter BS How it's done - The Dudley on the right performs EX cross counter right as the Dudley on the left performs MP punch and cross. Craziness ensues. Explanation - You'd think you could just buffer MP into cross counter and it would work. If you do that, the first hit of the EX cross counter will hit before the regular cross counter can come out to counter it. Punch and Cross strikes again! If you do the MP punch and cross, Dudley spends less time with his fist out and actually starts the cross counter earlier, giving him enough time to counter the first hit of the other Dudley's EX cross counter (then get hit in the back by the second hit). Kongo Kokuretsu Zan impact - Just do them at the same time. Wow. Brave Dance impact - See above. You do get a nice view of two Elena asses at the same time, though. Blue Nocturne vs cross counter How it's done - Dudley performs cross counter (strength doesn't matter). Remy hits with MK -> Blue Nocturne. Dudley hits Remy with a rose. Take that, Remy! Explanation - None needed, really. Remy will actually turn around to counter the cross counter, but will be so far away, he'll whiff most of the hits. Hyper Tornado impact - Same as the others with one oddity: why do they each get 2 hits? I have no idea. Urien / Ryu double fall How it's done - Urien performs PPP Aegis right in front of Ryu. Ryu performs low MK -> Shinshoryuken. Explanation - This is the first bit in the vid that takes advantage of not showing how I set it up. I actually created another short video showing how I set these bits up, but I probably won't release it unless anyone actually cares. Anyway, since Ryu is completely invincible while he's doing the Shinsho, he's overlapping the Aegis but not getting hit. As soon as he finishes the 4th hit of the Shinsho, he falls straight down onto the Aegis and gets hit. Urien soon follows him (since he was knocked so high into the air by the Shinsho). Double dizzy How it's done - The Ryu on the left is almost stunned and activates Denjin. When the Denjin is fully charged, he releases it, right as the Ryu on the right attacks with a low HK. The low HK fills Denjin Ryu's stun meter the rest of the way while the Denjin stuns low HK Ryu. It wasn't just two Denjins - look at the super meters. I could have done this with any characters, actually, but using one Denjin makes it simpler. Plus, I hate Ryu and like to see him dizzy. Basketball BS Two Sean's taunting: If two Seans, two Dudley's, or one of each both taunt at the same time, their taunt projectiles cancel each other out, just like a normal projectile. The difference with Sean is that the basketballs actually bounce off of each other and then fall to the ground and bounce off screen. Parry bonus stage: Look at all the basketballs. Hitting Necro: It looks like Necro's trying to blow himself. Basketball combos Q How it's done - Perform Deadly Double right before the basketball hits. After the BB hits, perform WP -> MP high speed barrage Explanation - No, you can't do another attack before the super or the WP will be the far, unbufferable version. I wanted to make sure the WP was in there, because WP -> MP slap should only work on a standing opponent. Sean is in the air. WTF. Deadly Double is so weird. Alex How it's done - Perform Boomerang Raid just after Sean throws the basketball (while he's still in the air). After the BB hits, perform MP -> EX air knee smash Explanation - If Alex is hit out of the Raid while hitting someone on the ground, they're not left in any sort of stun so the combo is over. However, if you hit them out of the air, they float for a bit and you can juggle. Akuma How it's done - Perform KKZ while Sean is still in the air. After the BB hits, perform WK hurricane, juggle with WP -> HK hurricane (Hoss combo!) Explanation - You actually want Akuma to get hit out of the KKZ kinda late, so you need to do it pretty early. The rest is pretty easy. Makoto How it's done - Perform low MP -> Seichusen right before the basketball hits. After the BB hits, jump straight up, do MK tsurugi, WK -> WP hayate Explanation - The first hit of Seichusen creates an insane amount of hit stun, giving you enough time to actually do a jump-in combo of sorts. You actually have enough time to do other crazy things like jump over Sean, then HP -> HP hayate. Ken How it's done - Perform low MK, WP shoryuken right before the basketball hits. After the BB hits, dash, then Shinryuken Explanation - Ken can do various things to juggle as Sean falls from the WP shoryuken, but I liked putting a dash in the middle. A quick jumping EX hurricane also looks cool. Ibuki taunt combo into Aegis Urien set a WP Aegis back a couple screens, then dashed forward until it was off screen. Then Ibuki did WP, MP, HP, taunt. Silly Ibuki doesn't look where she's going and runs into the Aegis. Urien punches her in the head on the ground. Blue Nocturne vs Total Destruction That darn Blue Nocturne will counter almost anything that hits it, even Q's blockable Total Destruction qcf+punch attack. However, once that TD attack makes contact, Q is thrown into the air and the Blue Nocturne only gets a couple juggle hits. Q ends up with the advantage. Inviso parry Brave dance was a good candidate for this because it hits slowly and zooms the screen in. Obviously, Twelve is invisible and parrying. Ibuki combo #2 How it's done - Jump-in (WP, HP), low HK, HK, super jump super cancel into Yoroi Doushi Explanation - One hit super! Same super jump canceling technique from before. The hard part is actually getting the jump-in WP, HP chain into low HK. You have to get the jump-in HP really deep. Ken combo #1 How it's done - Jump-in HP, low MK -> WP shoryuken, juggle with WP shoryuken Explanation - Not telling. Just kidding. O.K. Yes, you have to kara the second WP shoryuken. With what? Either low HK or low MK. I find low MK easier but I used low HK in the video. Mopreme told me about this, and he got it from Japanese Ken players. Who first discovered it? We may never know. Stop pretending you already knew how to do it/saw someone else do it/"thought it was common knowledge"/etc. I admit I didn't know about it - why can't you? Anyway, I do it by inputting toward, down, down-toward+MK, WP. It works because Ken doesn't have a DP+kick special. If he did, it would be a lot harder to do. It's actually a very good combo. Two WP shoryukens do more damage than the Shippu. Twelve combo #2 How it's done - Anti-air WP A.X.E, juggle with X.F.L.A.T Explanation - Easy. Just have to make sure the A.X.E only hits once and that you do the X.F.L.A.T pretty quickly. I know this combo isn't that impressive, but you can never have too much Twelve stuff in a video. Aegis EX sphere volleyball There actually is a specific method to this. If you don't do it right, you only get two bounces instead of three. Red Urien did EX sphere cancel to PPP Aegis. When the EX sphere got close, Blue Urien did his own PPP Aegis. If Blue Urien had done his Aegis first, the EX sphere would have bounced less. I'm really not sure why. Makoto's spinning high jump Most people probably didn't even realize anything was unusual here. I guess the rest probably already knew what I did. :/ Anyway, both Makoto's performed an Abare at almost the same time (right one a little earlier). Since the Makoto on the right scrolled the screen so fast with her HK Abare, the Makoto on the left could never reach the wall and kept doing the flipping jump that normally only lasts until she hits the wall. Sean jumping off screen I thought of just sticking in the "SEAN WINS" part with him already off screen. Then, people might say, "Where's Sean?" or "Where did Sean go?" etc. However, I thought it looked even funnier to see him bounce himself off screen. This has to be done in VS mode, as Sean won't go into that victory "stance" (where he does his old NG/2i uppercut) unless he wins a VS round. In case it's not obvious, I just took Urien down to 1 pixel of life, backed him up, threw a HP Aegis, waited a bit, then threw a basketball to KO Urien (you can actually see the basketball still bouncing off screen at the beginning of the clip). The Dudley OTGs They're all done the same way, so I won't bother explaning each one individually. It works with the four supers shown in the video plus Ryu's Shinshoryuken. You do a toward+throw (or neutral for anyone besides Ken), then immediately perform the super. For Sean and Ryu, it has to be in the corner. For Akuma or either Ken super, you can do it midscreen, but Ken's Shoryureppa is a lot harder, for some reason. Why can you do it at all? Why only on Dudley? Who knows. There's no trick, just do the super after the throw. Note that Dudley can escape this combo by quick standing after the throw. Ibuki kicking Alex into the ground This is just Ibuki air throwing Alex very close to the ground. You can do it to anyone, but bigger characters stick even farther through the floor, so it looks funnier. Hugo red parry into Megaton I heard the Remy red parry into Blue Nocturne from the 2nd video was popular, so I put in another fun similar instance in this vid. Make sure to use Hugo's WK Megaton to grab in time. Ken KOing himself How it's done - Chun Li stands right in front of Ken. Right as Chun Li peforms an EX kikoken, Ken back throws her. Explanation - When you grab someone right as they throw a projectile, the projectile keeps going, but the grabber is invincible. However, Ken's back throw doesn't actually do damage until the opponent hits the ground. Chun Li's EX kikoken is just the right speed to hit Ken the moment he finishes throwing. As a result, he actually gets hit by the EX kikoken before Chun Li can hit the ground and take damage (which would have KOed her). If Ken had done a toward or neutral throw, he would have won. Poor Ken. TENSHIN SENKYUTAI BLOCKINGUUUUUUUUUUUUU!!!!!!!!!!!!!