Transcript for NKI Volume V 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 -Preface -Legend -A Note About Backwards Moves -The Combos -Balrog -Bison -Cammy -Chun Li -DeeJay #1 -DeeJay #2 -Fei Long -Ken #1 -Ken #2 -Ryu #1 -Ryu #2 -Ryu #3 -Vega -Ten Gouki #1 -Ten Gouki #2 -The Glitches -Blanka super turn-around -Bonus stage glitches -E.Honda phantom Ochio -Bison frozen super -Zangief telekinetic throws -Ten Gouki freeze opponent -Thanks and credits >---------------< Version History >---------------< -Version 0.2 -updated URL info -Version 0.1 (beta) -first draft >-------< Preface >-------< Because the combos were done on the Japanese version of the game, I will use the Japanese names throughout this transcript. For reference: |----------------|----------------| | American name | Japanese name | |----------------|----------------| | Vega | Balrog | | Balrog | M.Bison | | M.Bison | Vega | | Akuma | Gouki | |----------------|----------------| So in the Jap version: Claw guy = Balrog Boxer guy = M.Bison Scissors Kick guy = Vega Raging Demon guy = Gouki Also, a note about platforms: All combos were done on the Dreamcast version of Super Turbo. Even though the DC version's character sizes are off, I think all these combos will work in the arcade. >------< Legend >------< Jab = quick punch Strong = medium punch Fierce = hard punch Short = quick kick Forward = medium kick Roundhouse = hard kick cr. = crouching (example: cr.Jab means hold down while hitting Jab) st. = standing j. = jumping XX = cancelled into (example: st.Jab XX Shoryuken) RH = Roundhouse DP = Dragon Punch FB = Fireball SB = Sonic Boom backwards = the move was done with your character facing the wrong way, but it still hits the opponent [see note below] >----------------------------< A Note About Backwards Moves >----------------------------< Backwards moves allow for some truly devastating combos because the pushback is reversed - that is, the opponent is pushed TOWARDS you, rather than away form you. This leads to many 100% combos. To do a backwards move, you must have your spacing and timing perfect. You want to space your character so that you will *barely* make it to the other side for the cross-up. You want to time the backwards move so that it comes out on the first frame of your landing animation - basically ASAP. Some backwards moves are extremely easy to do, and it seems like they almost set themselves up. Vega (American Bison) cross-up j.RH against a cornered, ducking Chun Li is a good example. It's very, very easy to get a backwards move that way. For most characters, however, the spacing and timing must be very exact. >----------< The Combos >----------< -=Balrog vs. Blanka=- [10 hits, backwards move, ~70%, dizzy] Backwards Roll (7 hits), cr.Forward XX Flip Kick (2 hits) To set this up, have Blanka jump over you, then walk towards you as soon as he lands. Do the Roll at about the same time that Blanka lands, also. -=Bison vs. ducking E.Honda=- [9 hits, backwards move, 100%, dizzy] Cross-up j.Fierce, backwards cr.Strong, cr.Forward, cr.Forward, super (5 hits) You can do either do j.Fierce or j.RH; they have the same animation. For the cr.Forward, super, you do not have to cancel the cr.Forward into super - you can link it. Cancelling into super will work, but in my opinion, linking it is easier. -=Cammy vs. Blanka=- [7 hits, backwards move, ~75%] Backwards st.Strong, st.Strong, cr.Strong XX super (4 hits) Same set-up as the Balrog combo - have Blanka jump over you and walk towards you as you do the first st.Strong. -=Chun Li vs. ducking Ryu=- [13, backwards move, 100%] Cross-up j.Forward, backwards st.Strong, st.Jab x2, cr.Jab XX super (6 hits), juggle with up kicks (2 hits) -=DeeJay vs. T.Hawk=- [8 hits, ~90%] Cross-up j.RH, cr.Jab, st.Strong XX Forward Rasta Kick (2 hits), juggle with Forward Rasta Kick (1 hit), juggle with super (2 hits) -=DeeJay vs. ducking Chun Li=- [11 hits, backwards move, ~99%, dizzy] Cross-up j.Forward, backwards st.Forward, cr.Jab x2, st.Strong XX super (4 hits), juggle with Rasta Kick (2 hits) -=Fei Long vs. Vega=- [11 hits, ~97%] Cross-up crazy kick (3 hits), cr.Forward XX super (5 hits), juggle with crazy kick (2 hits) The cross-up crazy kick only works on certain characters, like Vega. Some characters he can't make it over (like Zangief, Sagat, etc.), and on some characters, all the hits won't connect. -=Ken vs. Blanka=- [5 hits, ~50%] Early Jab FB, RH HK (1 hit), FB hits from behind, super (3 hits) To set this up, do a Jab DP from as far away as possible, then throw the Jab FB so that it gets past Blanka as he gets up, then immediately do a RH HK to hit him into the FB, followed with a Shoryureppa. -=Ken vs. ducking Zangief=- [8 hits, ~90%] Cross-up RH, cr.Strong, cr.Fierce XX super (5 hits) -=Ryu vs. ducking Zangief=- [9 hits, ~90%] Cross-up RH, overhead, cr.Fierce XX super (5 hits) -=Ryu vs. jumping Fei Long=- [5 hits, ~60%] j.Strong (1 hit) XX whiffed Short HK, land, j.Strong (1 hit) XX whiffed Short HK, land, j.Strong (1 hit) XX whiffed Short HK, land, super (2 hits) The timing of the first j.Strong is the key to this combo. Make sure that you hit the opponent on his way up and on your way down. -=Ryu vs. Zangief=- [9 hits, ~90%] j.Strong (2 hits), cr.Strong, cr.Strong XX super (5 hits) -=Vega vs. ducking Chun Li=- [7 hits, backwards move, ~95%, dizzy] Cross-up j.RH, backwards cr.Strong, st.Short, cr.Strong XX super (3 hits) This would be a 100% combo if the opponent weren't dizzied (you could follow up with a j.Strong x2 juggle to finish him off). -=Ten Gouki vs. Blanka=- [6 hits, ~45%] Jab air FB over his head, st.Fierce XX Forward HK, air FB's hit from behind (2 hits), HK hits (2 hits), air HK juggle (1 hit) -=Ten Gouki vs. Sagat=- [11 hits, ~85%] From full screen, Fierce air FB, land, take a step forward, first set of FB's hit (2 hits), Strong air FB, land, second set of FB's hit (2 hits), land, j.Fierce XX Fierce air FB (2 hits), land, st.Fierce XX Fierce red FB (3 hits) The first set of air FB's (Fierce version) is done from full screen, at the peak of your jump. You have to then take a step towards the opponent, jump towards him and do the second set (Strong version) as soon as the first set hits, then land, and at the peak of your jump, do j.Fierce XX Fierce FB's, then land, st.Fierce XX Fierce red FB. >------------< The Glitches >------------< -=Blanka super turn-around=- Blanka is on the right and charges up for the super, then Vega does a Psycho Crusher over Blanka, so that Blanka is now on the left, but Blanka turns around (mid-super, mind you) and nails Vega with the super. -=Bonus Stage Glitches=- E.Honda phantom Ochio: On the car stage, E.Honda is on the left of the car facing the right, Bison is behind him on the left. Honda does an ochio which grabs Bison, but Bison is teleported to the other side of the car, on the ground. Honda butt slams the car as Bison makes goes into the "hit" animation of the Ochio. Bison freeze super: On the car stage, E.Honda is sandwiched between Bison and the car. Bison charges up to do the super, the first hit comes out (which hits both the car and E.Honda), but he just stops there, stuck in the animation of the first punch. He is completely invincible (from both hits and throw), and the only way to make him finish the super is to get out of the way (by jumping) or by destroying the car. (Note: To charge for the super, have your opponent throw you and charge during that time.) Zangief telekinetic throws: On the barrels stage, T.Hawk is sandwiched between Zangief and the barrels. Zangief does his Fierce throw (the face mash) on T.Hawk who is then placed floating in the middle of the barrels. When Zangief finishes the throw, T.Hawk is teleported to the other side of the barrels. A similar effect is done with Zangief's Forward throw (the suplex). -=Ten Gouki freeze opponent=- Ryu throws a Shinkuu Hadouken which hits Gouki just as he charges up for the Raging Demon. Everything is frozen except Gouki, who can still move around. He walks up to Ryu and does a throw. Gouki does his throw animation, but Ryu isn't thrown (he's still frozen). Gouki then jumps back and does a double air FB, but nothing comes out. He then does another Raging Demon to unfreeze the game, and at that moment, Ryu is thrown and the double air FB appears. With the glitch activated, Gouki walks up to Sagat (who has almost no life left) and throws him. Sagat remains frozen in his Tiger Shot animation as his life is depleated and Gouki goes into his winning animation. (But there is no "You win" and the round does not advance.) With the glitch activated, Gouki does a Fierce red FB, then whiffed Short HK, Raging Demon. The game unfreezes as the red FB appears and Gouki starts the Raging Demon. Ken is grabbed by the Raging Demon just before the FB gets to him, and the FB passes right through. >------------------< Thanks and credits >------------------< TZW, for combo inspiration Mike Z, for finding the Ten Gouki Raging Demon glitch UNCONKABLE!!!!, for co-discovering the Blanka turn-around