NKI Volume III transcript By: Nicholai K. Inabnit E-mail: shin_nki@hotmail.com URL: www.gamecombos.com and www.vidop.com >------< Legend >------< Jab = weak punch Strong = medium punch Fierce = strong punch Short = weak kick Forward = medium kick RH = strong kick (Roundhouse) -> means the move was chained (using the magic series) XX means the move was cancelled into a special or super move , means the move was linked (that is, not cancelled) J. = jumping SJ. = super jumping DJ. = double jumping AD. = air dashing DN. = down plus button S. = standing C. = crouching D. = dashing /\ means hitting up to super jump after a launcher \/ means landing after an air combo that was done using /\ OTG = Off The Ground combo MOTG = Multi-Off The Ground combo FS = the move activated Flying Screen FSD = the move caused Flying Screen Deterioration >----< NOTE >----< All combos were done on the Saturn version of XSF, which is the equivalent to arcade version 3.0 >-------------------------------< Cammy vs. Juggernaut (27 hits) >-------------------------------< J.Jab -> J.Strong -> J.Fierce -> J.RH, land, D.S.Jab -> S.Strong -> close S.RH /\ SJ.Jab -> SJ.Short -> SJ.Strong, SJ.Jab -> SJ.Short -> SJ.Strong, SJ.Jab -> SJ.Short -> SJ.Strong, DJ.Jab -> DJ.Short -> DJ.Strong, DJ.Jab -> DJ.Short -> DJ.Strong, DJ.Jab -> DJ.Short -> DJ.Strong -> DJ.Forward XX Cannon Drill >--------------------------------------------< Ryu/Chun Li vs. Nash (39 hits, FSD, corner) >--------------------------------------------< C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Forward -> SJ.UP+RH (FS), falling SJ.RH, land, J.Jab -> J.UP+RH, land, J.Jab -> J.UP+Forward -> J.UP+RH, land, J.Jab -> J.UP+Forward -> J.UP+RH \/ C.Short (OTG) -> C.Strong, S.Jab (FSD) -> S.Strong XX air Shinkuu Hadouken/KikoShou team super, Hazan TenShouKyaku Explanation: To do the S.Strong -> air Shinkuu/KikoShou, you must do two things. You must have the CYODS (Create Your Own Double Super) glitch activated so that Chun will come out and do her super when you do the air Shinkuu, and you must use the old-school Tiger Knee method for doing the Shinkuu. That is, you must hit S.Strong XX D, D/F, F, U/F+PP The reason you must do the Tiger Knee method is because you are actually cancelling the S.Strong XX Super Jump into instant air Shinkuu. Also, notice that Ryu turns glitchy colors while he is flying off the screen (while Chun is doing the Hazan TenShouKyaku). >-------------------------------------------------< Dhalsim vs. Ryu (61 hits, comboed throw, corner) >-------------------------------------------------< S.Strong /\ SJ.Jab -> SJ.Short -> SJ.Forward -> SJ.RH (FS), falling SJ.RH, \/ S.Jab, Yoga Noogie, air throw, RH-Drill (OTG), RH-Slide XX Double Yoga Inferno Explanation: All the SJ. moves are the far version (where he extends his limbs). After the air throw, the RH-Drill is done immediately upon recovery. >------------------------------------------------------< Ken vs. Chun Li (35 hits, comboed throw, FSD, corner) >------------------------------------------------------< J.RH XX RH-Hurricane Kick, S.Jab -> C.Fierce /\ SJ.Jab -> SJ.UP+Forward, air throw, \/ air throw, Shinryuken (FS), C.Short (OTG) -> C.Strong -> C.Fierce (FSD) XX Shinryuken >-----------------------------------------------------------< Magneto vs. Chun Li (100 hits, 100%, comboed throw, corner) >-----------------------------------------------------------< S.Short -> S.RH XX Hyper Grav, S.RH XX Hyper Grav, whiffed C.Strong, Kick air throw, falling J.Strong, S.RH XX Hyper Grav, Magnetic Tempest, S.RH XX Hyper Grav, Magnetic Tempest, S.RH XX Hyper Grav, Magnetic Tempest, C.Short (OTG) -> C.RH XX Hyper Grav, S.Strong /\ SJ.Jab -> SJ.Short -> SJ.Strong, SJ.Jab -> SJ.Strong -> SJ.Forward XX AD.Fierce (FS) Explanation: For the Hyper Grav, Magnetic Tempest, you need to pause for just a split second to allow the Hyper Grav to wear off just as the Tempest starts hitting her, such that she is slightly higher up when she is being hit, thus allowing for the S.RH afterwards. Without pausing between the Hyper Grav and Tempest, she would be too low to the ground after the Tempest was over, and you wouldn't be able to get the S.RH in time. >-----------------------------------------------------------------< Storm/Juggernaut vs. Chun (34 hits, 100%, comboed throw, corner) >-----------------------------------------------------------------< S.RH /\ SJ.Jab -> SJ.Short -> SJ.Fierce (FS) -> SJ.RH, falling [SJ.Short -> SJ.Fierce -> SJ.RH]x4, falling SJ.Short \/ Punch throw, Lightning Storm/Headcrush (OTG) >-------------------------------------------< Cyclops vs. Zangief (38 hits, FSD, corner) >-------------------------------------------< J.Jab -> J.Short -> J.Strong, S.Jab -> S.Short -> S.Strong /\ SJ.Jab -> SJ.Short -> SJ.Strong, SJ.Jab -> SJ.Short -> SJ.Strong, DJ.Jab -> DJ.Short -> DJ.Strong, DJ.Jab -> DJ.RH (FS), falling DJ.RH \/ C.Short (OTG) -> C.Strong, C.Strong (FSD), C.Strong -> S.RH XX Mega Optic Blast >-------------------------------------------< Wolverine vs. Zangief (48 hits, FSD, corner) >-------------------------------------------< Instant SJ.DN.Forward -> RH, S.Jab -> S.Short -> S.Strong -> C.Fierce -> C.RH XX manual super jump, SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.DN.Forward -> SJ.RH (FS), land, C.Short (OTG), J.Short -> J.Strong -> J.Forward -> J.Fierce -> J.RH, C.Short (MOTG), J.Short -> J.Strong -> J.Forward -> J.Fierce -> J.RH, land, J.Short -> J.Forward -> J.RH, S.Jab -> S.Strong -> S.RH (FSD) /\ SJ.Jab -> SJ.Short -> SJ.Strong, SJ.Short -> SJ.Strong -> SJ.Forward XX Drill Claw (aimed up-towards), SJ.Jab -> SJ.RH, falling SJ.RH \/ J.Short -> J.Forward -> J.RH, land, J.Jab -> J.Short -> J.Strong -> J.Forward -> J.RH That is all. >------------------< Thanks and Credits >------------------< InfHC for all their findings - without their knowledge, this vid would not have been possible Derek Daniels, for all his help along the way Liquid Metal, for combo inspiration a huge thanks to Ben (tragic) Cureton, for being as patient as he was - I took entirely too long with this vid The End...