Thursday, December 1, 2011

Oro: Kishin-Tsui combo

http://i247.photobucket.com/albums/gg141/Skiegh/SAIBnB.gif

Standard Oro BnB only featuring his Kishin-Tsui super which turns all of his throws into much more deadly devices. As well as allowing him to throw opponents who are in hitstun while in the air.

Makoto: Pain Combo

http://i247.photobucket.com/albums/gg141/Skiegh/SAIII2hitIbuki.gif

Ah, a cruel little showing of just how deadly Makoto can be under the ideal situations. Taunts in this game can have various effects, Makoto's for the most part increases damage. (I could have used two for more damage) Getting more than the first part of the taunt off in an actual match is impossible but this isn't about possible, it's about damage. About 52% more damage from the full taunt, 50% more damage from hitting Ibuki during her command dash and double damage from using Makoto's SAIII. Needless to say, she's dead and a half and probably could die twice if I used a second taunt.

Makoto's taunt statistics
Part 1 - Increases damage for the next hit/combo by 31.3% per taunt. Maximum 2 taunts, 62.5% damage.
Part 2 - Replaces a second Part 1 taunt. One two-part taunt is the maximum.
Part 3 - Increases stun recovery rate by 10% for the first full taunt and an additional 21% for the second full taunt. Lasts the whole round. Maximum 2 full taunt, 33% bonus.



http://i247.photobucket.com/albums/gg141/Skiegh/KYSGInstantKOIbuki.gif

All credit for this combo goes to KYSG as I could not replicate this combo on my PC emulator -- only on the console version for whatever reason.

A 100% combo that requires a very precise positioning and a counterhit for extra stun which is why Ibuki is using her command dash as getting hit during her command dash makes her take twice as much damage and fall under 1 more frame of hit stun like a counter hit. Timing on linking the super is very strict, I believe it is literally only 1 frame but nothing drumming the keys on your stick can't solve.

Oro: Yagyou-Oodama Combo

http://i247.photobucket.com/albums/gg141/Skiegh/SAIIFullCombo.gif

Basic BnB but utilizing one of Oro's unique supers Yagyou-Oodama which is a special version of his typical SAII: Yagyou-Dama. All of Oro's supers have a special variation that can be done by pressing two punch buttons instead of one after the super motion. In this case, rather than tossing out a small orb, Oro uses all three of his super bars to unleash this massive one. It's uses our slim and generally not worth doing as the normal versions of his SAII are far superior.

I do certainly find doing Oro's BnB of jumping and landing very fun to do.


Ibuki: Stun Combo

http://i247.photobucket.com/albums/gg141/Skiegh/StunCombo.gif

Just a fun little stun combo for Ibuki. For those unaware of the stun mechanics of Third Strike, when an opponent gets stunned in the air they become infinitely easier to combo as the timer between each consecutive hit is increased (making it more lenient) and the opponent when hit flies higher and more rounded making him/her easier to get to. Of course, the 6 hit (7+ if you cancel into a fast special) aerial combo limit in Third Strike is still in effect but that counter can be reset to 0 using super arts but none of Ibuki's super arts can be comboed after so it's not possible with her.

Wednesday, November 30, 2011

Ibuki: Triple Hit Launch

http://i247.photobucket.com/albums/gg141/Skiegh/NoStun3hitAir.gif

A neat little combo that can only be done if you only hit once with Ibuki's close range HK (Her launch). If it only hits once, you can just barely super jump cancel into a HK in time to combo it all together. It's damage is decent but it's stun generation is quite noteworthy. Not impractical but it's not a situation that will come up often and even if it does, you have to realize it fast enough to make use of it.

Alex: Stun Gun corner combo




http://i247.photobucket.com/albums/gg141/Skiegh/StunGun.gif

Bit of a tricky combo utilizing Alex's SAIII which by most (including me) is generally considered to be a troll super. It's uses are slim as it's easy to not only avoid but to punish. Should it hit however, it's a 100% stun and decent damage.

This combo showcases one of the very tricky ways to actually combo it but don't expect to hit with this in an actual match as it requires a very precise hit of Alex's HK against an airborne opponent at a specific height and a well timed elbow charge. Not easy by any means and this combo can actually be longer and trickier...