Transcript for NKI Volume XI - Evolution 2008 Special By: NKI zachd.com/nki twitter.com/nkivideos facebook.com/nkivideos youtube.com/nkivideos This document should be viewed using a monospace font. Otherwise, formatting will be erratic. >-----------------< Table of Contents >-----------------< -Version History -Legend -Preface -Combos and Glitches -Thanks and Credits >---------------< Version History >---------------< Version 0.1 -updated URL info Version 0.0 -first draft >------< Legend >------< Jab = quick punch Strong = medium punch Fierce = hard punch Short = quick kick Forward = medium kick Roundhouse = RH = hard kick U = up D = down B = back F = forward direction cr. = crouching (example: cr.Jab means hold down while hitting Jab) st. = standing j. = jumping sj. = super jumping XX = cancelled into (example: st.Jab XX Shoryuken) -> = chained into (example: cr.Jab -> cr.Short) ozy kick = With Ryu or Akuma, a hop kick immediately kara canceled into hurricane kick. This is effectively an instant falling air hurricane kick. This is not so useful for Ryu because his hurricane kick knocks down, but for Akuma, it gives him a new infinite against all characters. This is practlcally impossible for humans to do. Named after Japanese X-Men vs. Street Fighter player ozy, who discovered it. >-------< Preface >-------< This video was made with the help of a program pad, however, all the combos and glitches are 100% legit. No game-altering cheats or hacks were used. >-------------------< Combos and Glitches >-------------------< -Invincible Magneto and Cammy- This glitch is set up by doing Magneto's forcefield or Cammy's counter at the same time that the ground breaks on the Manhattan stage. The easiest way to set this up is to get the ground one slam away from breaking, and then dizzy the opponent. Right before they hit the ground, do Magneto's forcefield or Cammy's counter. The next time the opponent tries to hit you, the move will just whiff. (Note that this does not work for all moves.) -Dictator shadows- This is set up the same way as above, but by doing a Psycho Crusher right when the opponent breaks the ground. You will keep your shadows for a short while, or until you do another super. The color of your shadows depends on your teammate, so because I used a double Dictator team (both white color), the shadows are white. The combo performed is: flying Short -> RH, unfly, falling Forward, dash up st.Jab, cr.RH xx super jump cancel into whiff Psycho Crusher, falling sj.RH (OTG), walk up st.Jab -> st.RH (one hit) xx super jump cancel Psycho Crusher. -Ryu shadows- Same as above, but with Ryu's super fireball. The first shadow looks like Ken because as mentioned above, the color of your shadows depends on your teammate, and my teammate is Ken. The combo performed is: j.Fierce, dash up st.RH, st.Jab -> st.Strong -> hop kick, st.Jab -> st. Strong -> hop kick, st.Jab -> st.Strong -> ozy kick, st.Strong xx super jumping hurricance kick -Storm vs. ducking Magneto- Storm uses square jumps to cross-up Mags with [sj.Short -> sj.Fierce] x4, square jumping Fierce, st.Forward xx [sj.Short xx air dash sj.Short x2] x2, j.Short -> j.Forward -> j.Fierce, land, j.Short -> j.Forward -> j.Fierce -> j.RH, cr.Short (OTG), walk up cr.Jab x12 (dizzy) Storm flies and does a Typhoon, followed by a Fierce, which causes flying screen. Storm floats off the screen as her cape repeatedly scrolls over the screen and Magneto repeatedly does [sj.Fierce xx air dash down sj.Fierce] to build meter, then brings Storm back on screen by doing a double super. -Ken vs. Rogue- Launch, sj.up+Forward, sj.Jab -> sj.up+RH, land, cr.Jab x3 -> cr.Forward, j.Jab -> j.Short -> j.Strong -> j.Forward, super jumping air throw, Rogue hits the van as Ken wave dashes over, cr.Short (OTG) -> cr.Fierce xx sj.Jab -> sj.Strong -> sj.Fierce (characters switch sides, so now Ken is in the corner), Rogue bounces off the van as Ken does falling sj.Forward, walk up cr.Jab x2 -> cr.Fierce xx sj.Forward, air throw, Rogue bounces off the van as Ken does dash up cr.Jab -> cr.Fierce xx sj.Jab -> sj.up+Forward -> sj.up+RH, falling sj.up+RH, st.Jab -> cr.Forward xx instant Shinryuken. (See CYODS in The Glitch Bible for explanation of instant supers.) -Sabre/Ryu vs. Juggs- cross-up j.Fierce -> j.RH, [cr.Jab, j.Jab -> j.Strong -> j.Fierce -> j.RH] x4, dash up st.Jab (two hits), cr.RH xx taunt, cr.Short (OTG) -> cr.Fierce xx sj.Jab -> sj.Strong -> sj.Fierce, falling sj.Jab, land, j.Jab -> j.Short -> j.Strong -> j.Fierce, land, st.Jab (two hits) -> cr.Forward xx team super -Akuma vs. Juggs- Akuma does a st.Fierce right as Juggernaut does a Juggernaut Punch. Akuma blocks the Juggernaut punch and does two st.Jabs xx instant Raging Demon. (The Jabs combo because of Juggernauts super armor.) Afterwards, Akuma follows up with an instant uppercut super. (See CYODS in The Glitch Bible for an explanation of instant supers.) -Dictator vs. Gambit- Same as the first few glitches described above, but using the Knee Press Knightmare. Dictator's shadows fall all the way from the street top down into the sewer as Dictator does a Psycho Crusher. -Rogue vs. double Akuma- That's what happens if Rogue kills a character in the middle of her super. -Dic/Sabre vs. Juggs- Dic causes flying screen while flying, which allows him to do a ground move as he dashes in (even though he is still in flight mode). This causes his Knee Press Knightmare to slow down considerably. Juggernaut kills both characters just for good measure. -Sabre vs. Sabre- The opponent is actually already dead before Sabre does his super. See The Glitch Bible for how to control dead characters. -Ryu vs. Juggernaut- Ryu catches Juggs out of the air with an ozy kick, [st.Strong -> ozy kick] x3, st.Strong -> st.RH, j.Jab -> j.Short -> j.Forward, land, st.Strong xx sj.Jab -> sj.Short -> sj.Forward xx air hurricane kick (dizzy), wave dashing, walk up st.Jab x 15 -> st.Fierce xx air super fireball -Akuma vs. Juggs- dashing st.Jab -> cr.Strong, st.Jab -> st.Strong -> hop kick, st.Strong -> hop kick, st.Strong -> hop kick, st.Jab -> st.Strong xx ozy kick, [st.Jab -> st.Short -> st.Strong xx ozy kick] x2, ozy kick x2, st.Jab -> cr.Fierce xx sj.Jab -> sj.Strong -> sj.up+Forward -> sj.up+RH, falling sj.up+RH, land, st.Jab -> cr.Forward, cr.Jab x2 -> cr.Fierce xx sj.up+Forward, air throw, land, [j.Jab xx air hurricane kick] x3, st.Strong -> cr.Fierce xx sj.Jab, airthrow, [j.Jab xx air hurricane kick] x3, st.Strong -> cr.Fierce xx super jumping air hurricane kick -double Ryu vs. double Ryu- The first two Ryu's that get killed actually result in a controllable dead character, which is why there are six total deaths, even though there are only four characters on screen. -Apocalypse vs. Apocalypse- While playing a 1 player game, have the second player enter right as player one kills Apocalypse. From there you will be able to play as Apocalypse, and the game will freak out. -Cammy vs. Juggs- Until they land on their feet, characters are 100% invinicible after being dizzied. Cammy is unable to lock on. -Chun/Gief vs. double Rogue- If CYODS is active for the losing team when time runs out, they repeatedly get dizzied. -Mags/Storm vs. Ryu/Juggs- If you counter in Storm with Ryu/Juggs doing a team super, the screen scrolls up for some reason. Additionaly, Ryu was already dead before doing the team super, which is why the round ends when Juggernaut is killed. -Ryu/Juggs vs. Chun- Ryu has CYODS active, air throws Chun, double super jumps, does air super fireball as Chun falls into the headcrush which pops her back up into the last hit of Ryu's air superfireball. -Mags/Sabre vs. Charlie- Magneto triangle jumps to the other side as Charlie throws a Sonic Boom the wrong way. Magneto hits Charlie out of the Sonic Boom using st.Fierce, immediately canceled into whiffed triangle jump, then square jumps over the Sonic Boom so that it is coming at him from behind. Mags uses the Sonic Boom on screen to suki cancel st.RH x3, then block the Sonic Boom and alpha counter in Sabre. The rest of the combo is: launch xx sj.Jab -> sj.Strong -> st.Fierce -> sj.RH, falling sj.RH (OTG), st.Short -> cr.Fierce xx sj.Strong, air throw, Weapon X, early normal jump straight up, falling j.Strong, land, j.Jab -> j.Strong -> j.Fierce, land, j.Strong -> j.Forward -> j.RH -double Wolvie vs. Rogue- If a double Wolvie team gets hit out of their team super, the yellow streaks will remain on screen until you do another team super. If you do a Berserker Barrage X, the streaks will turn blue. If you then tag, the streaks will turn back to yellow. The combo performed is: repeated [st.Jab -> st.Strong, down cancel, dash] -> cr.Fierce xx BBX (streaks turn blue), st.Jab -> repeated down canceled st.Strongs -> st.Fierce (FSD), dizzy, tag in the other Wolvie (streaks turn back to yellow), wave dashing, st.Jab -> st.Jab -> st.Strong, down cancel, dash, st.Jab -> cr.Strong -> st.RH xx sj.Jab -> sj.Strong -> dive kick -> sj.RH, [cr.Short (MOTG), j.Short -> j.Strong -> j.Forward -> j.Fierce -> j.RH, land] x2, cr.Short (MOTG), j.Short -> j.Strong -> j.Forward -> j.RH, cr.Short (MOTG, switches sides), j.Short -> j.Strong -> j.Strong -> j.Forward, land, j.Short -> j.Strong -> j.Strong, land, Strong throw back into the corner, dashing cr.Short -> cr.Forward -> down/towards+Fierce -> cr.RH xx sj.Short -> sj.Strong -> dive kick -> sj.RH, land, st.Jab -> cr.Forward -> down/towards+Fierce -> cr.RH xx super jumping air throw -Mags/Juggs vs. Chun- There are no new techniques used in this combo. These are just regular old super jump cancels, MOTG's and whiffed triangle jumps. cr.RH x3, whiff tri-jump, dash back, cr.RH (MOTG) xx tri-jump down+Short, cr.RH, whiff tri-jump, cr.Short (MOTG) -> cr.RH xx whiff tri-jump, dash back, [cr.RH (MOTG) xx whiff tri-jump, cr.RH, whiff tri-jump, dash back] x2, cr.Fierce xx sj.RH xx Tempest/Headcrush team super, (now controlling Juggernaut) cr.Short (MOTG) xx Headcrush -Storm vs. double Rogue- The dougle Rogue teams has CYODS activated, so the super doesn't connect properly, ends prematurely, double Rogue does another team super (the first one only required one level), and then storm kills them both with a glitchy KO flash. -Mags/Storm vs. Juggs/Sim- Juggernaut is already dead, so as soon as Magneto touches him, his body starts to bounce off screen. Mags is in flight mode, so he chases Juggernaut's corpse around with flying down+Shorts, ending with a flying Fierce. Mags then uses a flying Forward kick to combo Sim as he's coming in, followed by Hyper Grav, [st.RH (one hit), whiff super jump cancel] x4, st.Fierce xx super jumping Hyper Grav, fly, six down+Shorts to position Sim, flying down+Short -> Forward, punch throw into the corner, Tempest, flying Jab xx Hyper Grav, fly runs out, st.Forward xx sj.down+Short -> sj.Forward, land, st.Jab -> st.Fierce xx Hyper Grav, whiffed tri-jumps, [st.RH (one hit), whiff super jump cancel] x2 xx tag in Storm. Storm whiffs some tri-jumps, cr.Short x3 -> cr.Strong xx [sj.Short -> st.RH, land] x3, sj.Short -> sj.Forward -> sj.Fierce, sj.Fierce -> sj.RH, land, dash in st.Jab -> st.Strong xx sj.Short air dash sj.Short, sj.Short -> sj.RH, land, dash in st.Jab, cr.Jab, st.Jab -> st.Strong xx sj.Short -> sj.Fierce, sj.Fierce, land, tri-jump Fierce x3, tri-jump RH x3, [sj.Short xx air dash down/towards sj.Short, land] x3, sj.Short xx air dash sj.Fierce, sj.Fierce, sj.RH, land, dash in st.Jab -> st.Forward xx sj.Short -> sj.Foward, land, launch xx Lightning Storm, OTG st.Short -> st.RH xx fly, flying Short x4, air throw, fly down/towards, flying Short x12, air dash down towards Forward kick, fly runs out, dash up st.Fierce xx sj.Strong, team super >------------------< Thanks and Credits >------------------< Big thanks to ozy for the Apocalypse glitch, discovering the ozy kick, and general XSF inspiration. Big thanks to the Evo staff for all their hard work every year. And biggest thanks to Jef Pearlman and all of One-Framers, without whom this video would not be possible.