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Highlights: Decapre corner-to-corner at 0:52, Rose mid-combo Super at 2:06, Adon getting 3-hit combo’d in his own combo at 2:50, Guile U1 link at 3:36, Dee Jay LK Sobat to U2 at 6:01. So this is it, this is the end (Or is it?). In just over a month SFV will be released, and the era of SFIV will be over. I've had a blast working with this game, it's hard to believe it's finally over. I want to thank everyone watching this, everyone subscribed to my channel, and everyone who made the game what it is today for this marvelous time! Combos and editing by Doopliss. While I'll keep working in SFV, I can't promise I'll be as active as I've been with SFIV. Life calls, so to speak. Note that all of these combos were performed using tool assistance, in some instances to save time, and in others because they aren't really doable by hand. The songs used are from the PC indie game Undertale. If you have played the game but haven't heard these themes yet, then DO NOT LOOK THEM UP! The same goes if you're curious about ever trying the game. Undertale - Hopes and Dreams Undertale - SAVE the World Undertale - Last Goodbye Transcript: Intro – The intro consists of 8 combos created to sync with the music. I calculated that the song had one beat roughly every 42 frames, with the 4th and 8th combo having one extra hit 21 frames before what’s the 1st note in the other combos. The issue with this is that most grounded moves do not have enough hitstun for this tempo, and the Focus Attack tends to be a tad too slow with all its hitstop and the dash, so that’s why it’s mostly juggles. Some quick notes about the combos: C.Viper uses meterless FADC to dash out of the EX Seismo (Which is performed by Super Jump Cancelling into FA). In the Gouken combo I use Seth’s j.d.MK to bring his hurtbox down, allowing the projectile to hit him that high up (Might be unneccesary, didn’t check tbh). For Seth’s 2nd combo, counterhit cl.HP comboes into EX Tanden, and then I had to hit sweep on the last possible frame to stay on beat. It’s only a 2-hit combo since EX Tanden deals 0 damage and 0 damage hits do not add to the combo counter. Note that I kinda messed up rendering and lost ~0.5 seconds before the music starts. 0:16 – This is an evolution of my Akuma combo in “Gotta Patch ‘Em All!”. In this version, I started with two air fireballs to keep the stun down, then I spaced myself so that s.HK hit meaty on the 2nd hit, allowing me to link s.HP (This was based on the hit-animation Abel went into from the 1st hit, which in turn depended on how he reacted to the previous hit, meaning it took a lot of trial and error). In the start you can see Abel crouch briefly, that’s to make sure his standing animation doesn’t move him out of range for the first projectile. 0:52 – In this combo I use E.Honda’s crouching medium attack reelback to bounce him off Decapre’s U1, while I walk or dash forward with Decapre to keep his main body out of the projectile while hitting him to keep the combo going. You can jump cancel EX Break after charging for Spiral Arrow, and then quickly input the rest of the move, allowing you to combo it in this fashion. 1:08 – Here’s a Dhalsim combo following the same concept as the Decapre combo before it. Dhalsim’s U1 has fewer hits, but it also has more hitstun per hit, allowing for some very slow moves to connect, like his air drills. I then use an EX Yoga Fire, that gets spaced out because of Honda’s reeling animation, to set up for a meaty c.MK slide, which combos into s.LP. Finally I use the KO to be able to juggle EX Yoga Blast after b.MK, which would otherwise cause a reset. 1:21 – Large characters tend to get hit in this way by Honda’s HP HHS, allowing him to link multiple in a row. Hugo is not the optimal dummy for this, but the main focus of this combo is the juggle possibility after Sumo Splash. You have 9 frames to juggle with something, which allows you to land EX Headbutt and EX Splash. Sadly U1 starts up in 10 frames. I messed around with several characters, but couldn’t fine one that allowed you to juggle with U1. 1:35 – If Rufus juggles Poison, he has enough time to juggle with U1 without FADCing, since she gains a lot of height and tends to land later after high launches. Oh Poison, how I love your wonky juggle properties. For some reason the post FA divekicks would miss/cause a reset sometimes when I ran this script, either it desynched or something messed up my spacing ever so slightly. I’ve noticed inconsistencies with EX Galactic Tornado before, so there might be some kind of random aspect to the move. 1:54 – Just an interesting juggle into super for Vega. Based on how it looks, one might think he could’ve comboed into it this way before they added the launcher hit to the rising part, but before then the move was a true grab, so you could never combo into it outside of stun or maybe FA trades. Due to character limits, the rest of the combo transcript can be found at: http://combovid.com/?p=8848