Well, I really did think the 3rd video was going to be the last one. In fact, I almost didn't release the 3rd one because I didn't think it was that good. I still don't, really. However, this 4th one is considerably better, IMO. I hope other people agree. How I came up with enough stuff for this 4th vid is anybody's guess. Not to say I didn't pick up some of the stuff from friends, as usual. Shall we get on with it, then? Intro movie clip: I'm tempted to leave this one a secret like the one in the 3rd vid, but what the hell. The clip is from a movie called Laser Mission that stars Brandon Lee and Earnest Borgnine. You heard me. It's a hilarious movie. I highly recommend it if you can find the DVD. Oh, and in case anyone suspected otherwise, the way the guy's scream cuts off when he hits the ground is like that in the original movie. I didn't edit it at all. The titles were done by the man, Ray LeWan, who also happened to be my 3s sparring partner when I was in Chicago. He's a whiz when it comes to all things artistic. Additionally, he helped with countless behind-the-scenes aspects of the video that most people will never know. On to the footage. Oro combo #1 How it's done: Jump-in HK, MP (just first hit) -> HP disco ball super cancel to Kishin Riki, walk forward, jump and grab with punch Explanation: This one's pretty simple except for one detail. Normally, if you do a close strong, you get two hits with a launch. If you were to simply buffer the 2nd hit into the fierce disco ball, it would whiff. Likewise, it would whiff if you buffered off the 1st hit. However, if you're far enough away from the opponent when you do the strong, it'll do the close version, but only get the first hit of the strong. If you buffer that hit at that range into the fierce ball, it'll connect (this is why I backed up a couple steps at the beginning of the clip before jumping in). If you were to do a close strong launcher, then just wait for them to drop a bit and do the fierce ball and super cancel, they'd be knocked too far away to jump and grab them. The combo works specifically because the super cancel occurs before the ball actually hits. Of course, in the corner, you don't have to do any of this tricky stuff. Ryu combo #1 How it's done: (full screen) Shinkuu, dash forward, Shinkuu, dash forward, jumping HK Explanation: I was fooling around with dashing in the middle of things and came up with this. It's no big deal, but I thought it looked amusing. You can do similar things with other characters that have projectiles, but the only other interesting one is Akuma. He can do, among other things, full screen fierce red fireball, dash, dash, fierce. Heehee. Oh, and the roundhouse at the beginning means nothing. Urien taunt Double KO Urien's taunt does 1 pixel of damage if it hits. However, unlike all other taunts that do damage, you cannot KO someone with it. If someone has 0 life left, you can hit them with the taunt over and over and they'll never KO. The exception to this is (randomly) if two Urien's hit each other with the taunt at the exact same time (harder to do than it sounds). It doesn't have to be a Double KO - the other Urien could have had full life. I only did it as a Double KO because I thought it looked more amusing. Ibuki combo #1 How it's done: (corner, opponent jumping) HK tsumuji, EX tsumuji Explanation: You have to time the roundhouse tsumuji properly to get it to hit with both the 1st and 3rd hits. Timing the EX tsumuji is pretty easy except, if you just do it normally, it'll get the 1st hit and the rest will all whiff. To get the 2nd hit, you have to make the 2nd kick a whiffed low version. The slower execution on the low kick adds the necessary delay. The last hit will always whiff, so I made it low again just to keep the high/low alternation. Remy/Urien glitch O.K. No big deal here. Yes, it's camcorder footage because this glitch only works in the arcade. To perform the glitch, Urien must be backed into the corner. Throw a jab Aegis right as Remy attempts a neutral throw. If timed correctly, Remy will grab Urien, but before he can actually start hitting him, he'll get knocked away by the Aegis. There are (at least) two variations on what happens to Urien. He always gets stuck for a few seconds in his grabbed pose. After that, he will either get out of it and back to his normal stance or he'll shift to another hit stun pose (where his shoulders look huge - like he's wearing football pads) and get stuck like that, as seen in the video. He can't be thrown in this state (he's in hit stun), but you can hit him out of it with anything else. If you leave him stuck like that and time runs out, the round will never finish and you'll have to reset the machine. In other words, if you're in an arcade out of town, perform this glitch with a friend, lock up the game, and walk out. Oro/Q glitch Unlike the previous glitch, this one works still works on the Dreamcast. If Q is hit by something during his neutral throw, the opponent will go flying off and take no damage. It doesn't have to be Oro and it doesn't have to be a KO. You can do it with anything that stays out long enough to set it up. Other such things include Urien's Aegis reflector, Chun Li's EX kikoken, Urien's EX sphere, and Oro's EX disco ball. Car bonus stage BS If Dudley performs Rolling Thunder on the car, he really goes flying! Fierce/EX MGB is kinda funny too. Ibuki's homing EX penguin kick goes backward. WTF. Ken performs his HF air hurricane kick. Now, when he hits his opponent, they're toast! Urien flying off screen vs Chun Li One of Urien's win poses involves him dashing toward his opponent, then stopping and clenching his fist. If he's hit by something during the dash, he'll get knocked backward as though he was in the air. After a KO, the game apparently doesn't correctly take the screen edge into account. This is also what made Sean flying off screen possible in the 3rd video. To set it up, just have Chun Li back up to full screen and throw an EX kikoken right as time runs out. Obviously, she needs to have less life than Urien for him to go into a win pose. Oro combo #2 How it's done: (corner, opponent jumping) close MP (just first hit) -> EX disco ball, juggle with HP disco ball x 2, juggle with MP uppercut Explanation: You have to time the close strong such that only the first hit connects, then buffer it into the EX ball. From there, just charge really quickly. Only problem with this combo in the video is, Ken is so high in the air, you can barely even see Oro throw the first fierce ball. Fortunately, you can still see the hit count at the end of the combo. Tweleve combo #1 How it's done: (corner) EX NDL, jump, EX DRL Explanation: A hot chick told me about this combo. You gotta do the jump into EX DRL pretty fast, or it won't connect. It's a simple combo, but you can never have too much Tweleve in a video. Urien EX headbutt through Gill When Gill performs Meteor Shower, he takes a step forward during the super freeze and the upper part of his body will move through anything that's overlapping it. You can do this with several different moves, but the fact that Urien's EX headbutt would have hit had Gill not done the super, plus the EX continuing to flash yellow during the super freeze made me consider this one the most entertaining. Necro parrying Blue Nocturne You can set this up a couple of different ways, but if you're any closer than in the video, the LOV and Blue Nocturne will actually combo together. If you're far enough, the LOV will knock Necro out of range of the first hit, while Remy goes at it. You've also got to make sure you time it right - if you do the standing forward too early, the BN will hit Necro before the LOV does. If you do it too late, the LOV will hit Necro before his kick hits Remy. You can perform this same trick with Urien by replacing the high LOV with a low and having Urien also do standing forward. Ken/Makoto glitch Camcorder footage returns! As such, this is another arcade-only glitch. There's no trick to this one at all - the method is just as seen in the video. During a VS match, if Ken KOs Makoto with a neutral throw, this glitch will go into effect. However, the result of the glitch is not always the same. In fact, the version seen in the video seems to be the least common effect (for all I know, it varies from machine to machine). Often, the screen will simply black out and you'll have to reset the machine. There's also a variation where Makoto falls backward in the normal arc, but she's stuck in one frame (the same one she's stuck in at the first part of the glitch in the video) and she lands standing up, in her normal stance. At this point, the round will never end and, you guessed it, you'll need to reset the machine. I've heard there are even more subtle variations on the effects this glitch can produce. Regardless, don't attempt to perform this glitch in the arcade unless you're good friends with (or are) the manager. NG flashback combos Yes, these combos were from New Generation, not 2nd Impact. Isn't it obvious? Look at the super meters, the life bars, etc. Why did I put NG combos in the video? Why not! I'd seen lots of 2i videos but never anything for NG. That's probably because, as a general rule, NG combos aren't that interesting. Heh. Anyway, I thought it would be fun. I had so many complex and dumb ideas for how to introduce the footage into the video, then finally settled on that fade in/out. I think it worked better this way. Necro NG combo No trick to perform it. Obviously, it's only possible in NG because Necro only has one Magno Storm bar in 2i and 3s. I thought the way Ken's body got pulled in during the super freeze looked funny. Yun NG combo Yun/Yang's low forward in NG puts Chun Li's in 3s to shame. You can link a super long, long, LONG after it hits. In fact, as shown in the video, you can link multiple low forwards together (up to 3). You can even link multiple low forwards, THEN link into super. It's hilarious. Rather than just show how easy it is to link into the super by itself, I decided to show that you can also link into strong, fierce, then link THAT into the super. Too good. Yang NG combo The Genei combo itself is pretty basic (couldn't do all that toward+MK juggling in NG) but the beginning and end of the combo rely on the fact that you can super jump cancel moves in NG into specials (not just supers, like in 3s). Hell, you can even super jump cancel it if it whiffs. This combo might be possible in 2i (with Yun), but frankly, I'm not sure. Ryu NG combo Of course, this is a really basic combo. The reason it's possible, however, is because of two aspects of NG. 1) Everything does way way too much stun. 2) You can keep juggling with all sorts of stuff if someone is stunned. Another amusing thing about this combo comes in if you take a look at the super meter. After the combo was over, Ryu was about one hit away from filling the meter to full again. If I had whiffed a few low strongs while Ken was dizzy, I could have comboed the final DP into the Shin Shoryuken again. Ridiculous. Then we fade back into 3s. Oh, did anyone notice that both the timer and Ryu's super meter match up between the NG combo and the 3s finish? =) Probably not. :/ Ken combo #1 How it's done (full screen, opponent in corner) EX fireball super cancel into Shippu, after landing from Shippu, jump, juggle with EX hurricane, land, juggle with EX shoryuken Explanation: This combo isn't possible on all characters (I showed what happens when you try to do it on Dudley in the preview video) but it works on more of them than you might think. The timing on the super cancel is pretty strict, but, if performed correctly, the EX fireball knocks the opponent into the air in such a way that a crucial hit of the Shippu does not connect. As a result, it hits once on the way down and allows you to juggle afterward. You can juggle with just about anything (two jab DPs work nicely) but jumping EX hurricane looks cool to do in the middle of combos. You can't do two jab DPs after the EX hurricane in this combo, so I went with an EX shoryuken instead. The jabs at the beginning are there for no reason. Oro combo #3 How it's done: (corner) Activate EX Tengu, low MK, (WK, MK), low WP, toward+MP, WK, WP, low MK, low WK, WP, close MP, juggle with HP disco ball, walk forward, close MP (just first hit), super jump cancel, HK Explantion: Holy crap, this combo was a pain to perform. It's definitely the hardest combo in the video. The timing on almost all of the hits during the Tengu is so strict, it almost feels random whether it'll all connect or not. You can't do all the hits as fast as possible and not all hits need to be done at the same pace. The reason the combo works at all is because the rocks are staggered to fill the gaps between Oro's various attacks. If you don't do the right attacks in the right order at the right times, there will be a long enough gap for the combo to end. The juggle at the end is one of those combos that sort of breaks the rules of juggling. Normally, you can do close strong launcher, juggle with fierce disco ball, then you can do one more attack. However, if you do another close strong and super jump cancel the first hit, you can tack on one more jumping attack if you do it fast enough. If you wait too long to hit them out of the air, the attack will whiff. Makoto combo #1 How it's done: (opponent in corner) HK Abare, juggle with EX tsurugi (just first hit) x 2, juggle with WK tsurugi, juggle with WP hayate Explanation: Heheh. This combo went through several evolutions before it reached its final form. I had no idea you could juggle after the EX tsurugi if it only connected with the first hit. I've never heard anyone mention it, either. Of course, I stumbled upon it by accident while trying to perform a much less interesting combo. Obviously, you have to perform the tsurugis as fast as possible to get them all to hit correctly. If you do one of the EX tsurugis too slowly, it'll hit twice and knock down. The short trurugi has to be done really quickly or it won't hit at all. I used a jab hayate because it was the only one fast enough to hit. Unfortunately, after 3 tsurugis, it only allows one more attack, rather than the usual 2 hayates. I guess the game just figures that's enough juggling for Makoto and it's time for her to stop and settle down. Oh, and the kara short beginning was just for fun (and as a reference to video #1). Houyokusen vs Blue Nocturne Not much to say here besides WTF. For almost all characters, the last hit of Chun Li's Houyokusen is a blue parry if you blocked the previous hits. This means you don't have to parry - you can do whatever you want. Due to the way Remy positions his body during Blue Nocturne, the last hit of the Houyokusen will actually miss him. Very weird. Q combo #1 How it's done: (corner) HK C&DB, juggle with MP dash punch super cancel into Critical Combo Explanation: This combo doesn't have to be on a KO for it to work, but it looked better that way. It also doesn't work on all characters. For the ones that will work, if you time the strong dash punch just right, it will knock your opponent over your head. If you super cancel it, Q will automatically turn around. DD will just whiff and TD, well, let's not talk about that. On the other hand, CC will fly after your opponent and tack on one tiny hit for almost no damage. It also looks pretty funny if that's the hit that KOs them. Necro licking Remy If Remy is crouching when he gets KOed by a jab or short (taunts also count), you can hit him up to 5 more times as long as the hits are all chained together (like shoto low shorts, etc.). Necro's taunt can get up to 3 hits before he's knocked out of range, normally. As a result, he can do a 3 hit taunt combo to KO, followed by 5 more taunt hits after the KO. 8 hit taunt combo. Too good. Believe it or not, the way I found out about the crouching Remy KO thing in the first place was when I saw a friend KO Remy with the taunt and keep hitting afterward years ago. Good times. Ryu hitting Dudley during Rocket Uppercut In the 2nd video, I showed that you could throw Dudley between the 2nd and 3rd uppercut of his Rocket Uppercut if you blocked the first part. Little did I know that you actually have time to hit him with something else if it's fast enough. This actually includes all sorts of stuff like Yun/Yang's robot combo, Oro's close strong, Makoto's karakusa, etc. How did I originally find out about throwing Dudley out of the middle of the Rocket Uppercut? That's right - I saw the CPU do it. Oro Kishin vs Sean The point of this clip is the range at which Oro can connect with the grab. There are two tricks used to achieve this. 1st, when shotos do low roundhouse, they move forward quite a bit. 2nd, Oro has a really easy kara cancel for his HCB+punch grab that gives it crazy range. Far standing forward being the attack. The reason it's so easy to do is because Oro has no HCB+kick special. Thus, you can simply perform HCB+MK, punch to kara cancel the grab. Now, the normal grab is blockable, but the super is not. You can make a grab attempt during Kishin simply by tapping punch, but you will also make a grab if you do HCB+punch. You can't combo into it, but you can kara cancel it like the standard grab. Not only is the Kishin grab unblockable, but it's also even longer range than his normal grab. As a result of all this, he can grab Sean from around 2/3 of the screen away. Crazy. Ryu bouncing between Aegis Set an EX Aegis, jump over, super cancel a jab sphere into another EX aegis to get it going. I hate Ryu. Tweleve combo #2 How it's done: (corner, opponent jumping) HP AXE super cancel into XCOPY, juggle with HK tackle, juggle with MK tackle, juggle with WP headbutt Explanation: No real trick to this one, though it obviously has to be done on Urien. You want to hit him as high as possible with the fierce axe, super cancel, then charge away. You can only do 3 attacks, so the 3rd one can be another tackle, a headbutt, a fierce, whatever. Yagyou Dama vs Resurrection While Gill is in the middle of Resurrection, he pushes everything away from him, including projectiles. Since Oro's Yagyou Dama travels in an arc, it continues arcing, even while being repelled by the Resurrection. It looks kinda funny - nothing special. Raishin Mahaken vs Ibuki's dash If you dash at the right time with Ibuki, the Raishin will barely touch her, getting only 2 hits. Again, no big secret, just looks amusing. Ibuki combo #2 How it's done: Jump-in HP, HK, juggle with (back+MP, HP) -> WK kasumi gake, juggle with Yoroi Doushi grab Explanation: Gill has a very small period of time while he's falling to the ground where, if hit by a juggle, he'll act as though he was hit while standing on the ground. In 2i, just about everyone could take advantage of this to perform crazy combos (many of them infinites) on Gill. In 3s, it's considerably stricter. To hit Gill in this way, the attack actually has to hit his -back- instead of just anywhere (looks like it needs to hit his head, actually). Most characters have no way to hit him with anything at the correct point. However, Ibuki actually has several attacks that will combo in this way. The original combo that Jack Lee showed me was simply close roundhouse, back+strong, fierce, kubi ori. I noticed that any normal version of the attack would work but the EX version would whiff, and I set out to figure out why. After lots of testing and various odd combos, I ended up with what you see in the video. 3s is weird. Hugo standing Gigas vs Akuma SGS Yes, it was a standing Gigas breaker. No special tricks. No hidden buffering (someone actually suggested that I buffered in a 360 during the super freeze, which is not possible). Just spin the stick really fast. Especially annoying since my MAS stick is terrible for performing 360s, let alone 720s. I could have done this just walking up, but grabbing Akuma out of fierce red fireball -> SGS was a reference to video #1. Ending credits were also created by Ray. The music is actually a midi, believe it or not. The thing is, played through the proper (expensive) hardware, it sounds like it does in the video. I happen to know a midi freak who has such hardware. He played the midi through his box, jacked the output into his PC, recorded a WAV and made an MP3 of it for me. So, yes, an MP3 of the version heard in the video does exist, but only I have it. If possible, I'll make it available to people. The song itself is from the unreleased Thunder Force 6. Meikyousisui used another song from the same game in their volume 7 video. I liked that song so much that I found the (now defunct) webpage of the creators where they had midis of the music. Cok Bacon