Transcript for NKI Volume VII - Evolution 2004 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 -Preface -Legend -The Games -Street Fighter II' Champion Edition -Super Street Fighter II -Super Street Fighter II X -Street Fighter Alpha 2 -X-men Vs. Street Fighter -Marvel Vs. Capcom -Marvel Vs. Capcom 2 -Bonus combo! -Thanks and Credits >---------------< Version History >---------------< Version 1.1 -updated URL info Version 1.0 -updated URL info Version 0.0 -first draft >-------< Preface >-------< Because this vid is full of a lot of glitches that are already explained in The Glitch Bible, there is no need to explain them again here. I will simply note that those glitches should be referenced in The Glitch Bible when applicable. (The Glitch Bible is hosted at the URL specified above.) Also, the Japanese versions of ST and A2 were used, so I will use the Japanese names for the characters. For reference: |----------------|----------------| | American name | Japanese name | |----------------|----------------| | M.Bison | Vega | | Balrog | M.Bison | |----------------|----------------| >------< Legend >------< Jab = quick punch Strong = medium punch Fierce = hard punch Short = quick kick Forward = medium kick Roundhouse = 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 f. = flying ff. = fast fly uf. = unflying AD = air dash OTG = Off The Ground FS = Flying Screen XX = cancelled into (example: st.Jab XX Shoryuken) -> = chained into (example: cr.Jab->cr.Short) RH = Roundhouse DP = Dragon Punch TU = Tiger Uppercut FB = Fireball SB = Sonic Boom TAP = Turn Around Punch (hold 3P or 3K) >-----------------------------------< Street Fighter II' Champion Edition >-----------------------------------< (See Glitch Bible for explanation of juggles.) Guile vs. Dhalsim (juggle) Dhalsim jumps, Guile knocks him out of the air with st.Jab, juggles with cr.Fierce, juggles with flash kick Ken vs. Dhalsim (juggle) Dhalsim jumps, Ken knocks him out of the air with st.Fierce XX Fierce DP, which juggles Chun vs. Dhalsim (juggle, infinite) Dhalsim jumps, Chun knocks him out of the air with a headstomp, juggles with three more headstomps, then juggles with j.RH for the kill. This combo, if I am not mistaken, is the first infinite in the Street Fighter series. Guile may have one using a programmable stick, but this is probably the first one that is actually humanly possible. Vega vs. Guile (redizzy) cr.Jab->cr.Jab->st.Jab XX Scissor Kick, cr.Strong, st.RH >-----------------------< Super Street Fighter II >-----------------------< Display of various situations in which Gief can do his magic throw. See Glitch Bible for explanation. >-------------------------< Super Street Fighter II X >-------------------------< Ryu vs. Chun Ryu does a cr.Forward XX super, but Chun reverses with her super. The reason I included this is because of a discussion I had with Seth Killian about "combo breakers" in ST. The theory goes something like this: A reversal is canceling the last frame of any state (block-stun, hit-stun, getting up, landing, etc) into a special/super/throw. If you take an instance where one of the hits of a combo lands on the last frame of hit-stun, the defender could cancel that frame of hit-stun into a special/super/throw and escape an otherwise guaranteed combo. Hence, a "combo breaker". With the emergence of emulators, it is now possible to test this theory (which I did), and the results are surprising...kind of. For the test, I saved a state where Ryu could just barely combo cr.Forward XX super. Using that save state and the emulator's macro function, I was able to exactly replicate the same combo scenario over and over. The result, however, was that it was completely random if the super would combo or not. At first this might seem strange, but considering how random damage and dizzies are, it's not so surprising, really. Zangief vs. Vega (See Glitch Bible for explanation of whiffed FAB.) Chun vs. Sagat st.Jab->headstomp, headstomp This combo uses the same technique used to do Shoto's cr.Short->cr.Short XX super. You have to kara-cancel an extra st.Jab canceled into jump, then headstomp x2 M.Bison vs. T.Hawk Bison does his super, T.Hawk blocks and does reversal super after the second punch of Bison's super. When Bison does his super from that distance with the opponent in the corner, there will usually be a delay after either the 2nd or 3rd punch of the super, and this can be used to interrupt it. Guile vs. Guile They both do their supers at the same time and go through each other (because Guile's super is totally invincible). Chun vs. Ryu Chun "twitches" back and forth, and when Ryu attempts to super her, she does her super through his. The reason this was included is because Chun can actually keep her super stored without holding towards, as long as towards is tapped at least once every couple of frames. She is "twitching" because I'm hitting back~towards very quickly while still keeping the super stored. >----------------------< Street Fighter Zero 2 >----------------------< The two major glitches at work here (TUG and The CC Effect) can both be found in The Glitch Bible. TUG causes the screwy backgrounds, and The CC Effect causes the winning characters to do their win poses in the air and the losing characters to freeze in their dying animation. Vega vs. Guy Using The CC Effect, Vega does a fireball that kills Guy, but Vega does a teleport right before it hits. Because of The CC Effect, Vega freezes with his colors distorted, like they are during his teleport. Chun vs. Sodom Using the Infinite CC glitch (which can be found in The Glitch Bible), Chun does a 99+ hit combo to Sodom, which eventually kills him. The game will not continue until Chun stops doing Lightning Kicks. (Notice the points for the combo glitch out twice.) Rolento vs. Dhalsim j.Strong, cr.Forward xx Custom Combo, cr.RH xx knife toss Note: This combo only works on the Saturn version of Zero 2 because Rolento can not cancel his cr.Forward into CC in the arcade. (I am unsure if he can in the PSX version.) Dhalsim vs. Gen Same principle as the above glitch with Vega vs. Guy. Zangief vs. Dhalsim See The Glitch Bible for explanation of the Frozen Flames glitch. >------------------------< X-MEN Vs. Street Fighter >------------------------< Magneto/Storm vs. Sabretooth Sabretooth is cornered: st.Jab->st.Forward xx sj.Forward xx air dash towards->sj.Jab->sj.Short->sj.Strong->sj.Forward->sj.Fierce, land, st.Jab->st.RH xx super jumping air dash down D+Short (OTG), land, cr.RH xx super jumping air dash down Short, land, st.RH (one hit) xx sj.Short->sj.Forward xx air dash down/towards sj.D+Short->sj.Forward, land, st.Strong xx sj.Jab, punch throw, air team super (Magnetic Tempest/Lightning Storm) Combo continues as Storm: juggle with st.RH xx sj.Strong xx Lightning Attack towards->Lightning Attack down, land, juggle with st.RH xx sj.Strong xx adsj.Short->adsj.Forward xx Lightning Attack towards, opponent is dizzied Combo continues on dizzy opponent: Kick throw, walk under cross-up, st.Short (OTG)->st.Forward xx sj.Jab xx Lightning Attack towards->Lightning Attack Up->Lightning Attack down/towards, opponent dies For an explanation of how to do the team super in the air (using the CYODS glitch), see The Glitch Bible. Akuma/Storm vs. Dhalsim Note: Moves that combo after Dhalsim's air recovery will be noted with (AR). Akuma is cornered: cr.Fierce xx super jump, air throw (AR), land, super jumping air throw, land, cr.Fierce xx sj.Jab->sj.up+RH (FS), falling sj.up+RH, land, st.Strong, cr.Fierce (AR) xx sj.Jab (AR), falling sj.Forward (AR), land, sj.Jab (AR) xx air team super (AR, super air fireballs/Lightning Storm) Combo continues as Storm: cr.Short (OTG)->st.Fierce xx sjad.Short (AR), land, sj.Short (AR) xx air dash down sj.Short (AR), land, st.RH (AR) xx super jump back sj.Strong (AR) xx Lightning Storm (AR), opponent dies Rogue/Rogue vs. Sabretooth Rogue/Rogue do a team super (double Good Night Sugar) at the same time that Sabretooth does a Berserker Claw X super. They trade hits, Rogue goes flying across the screen as Sabretooth is stunned, then after Sabretooth recovers, he flies across the screen. This happens because when a character is doing a super that has a lot of forward momentum, and the character gets knocked out of the super, he or she gains retains that momentum, and it will be activated the next time you tap down. Sabretooth/Sabretooth vs. Juggernaut st.Short->cr.Fierce xx sj.Jab->sj.Short, sj.air throw, land, team super (double Berserker Claw X) Combo continues as the other Sabretooth: cr.Short (OTG) xx Berserker Claw X Note: The first team super is done with CYODS and requires no super meter. Ryu/Ken vs. Wolverine/Wolverine Strong throw, st.Short (OTG)->hop kick, falling j.Jab, land, st.Forward->st.RH xx sj.team super (double Shinkuu Hadouken) See The Glitch Bible for explanation of the Static Trails glitch and CYODS glitch. Sabretooth vs. Juggernaut st.Jab (one hit) -> cr.Fierce xx sj.Jab->sj.Short, sj.air throw (kills Juggernaut), land, dead body infinite with j.RH >-----------------< Marvel Vs. Capcom >-----------------< Only the combos will be transcribed here. See The Glitch Bible for explanation of all glitches. Some combos require a dead character to hit the comboing character out of a move (in order to combo afterwards). The dead character's actions will be listed in brackets []. CapCom/Red Venom vs. Strider This combo uses TUG (allows you to control dead characters), which can be found in The Glitch Bible. Red Venom and CapCom are sandwiching Strider (who is in the middle). Both Red Venom and CapCom are being controlled. st.Jab->st.Short->st.Strong->st.Forward xx Captain Storm Combo continues as Red Venom: st.Short (OTG)->st.Fierce xx sj.Jab->sj.Strong->sj.Fierce as CapCom (who is on the ground) does Captain Sword, Red Venom juggles out of the air with (j.Fierce->j.RH, land)x4 Gambit vs. Strider/Red Venom This combo uses TUG (allows you to control dead characters), which can be found in The Glitch Bible. Strider is cornered; Gambit is between Strider and Red Venom st.RH, dashing st.Short->st.RH xx Kinetic Card, dashing st.Short, st.Jab->st.Short->cr.Fierce xx Royal Flush, [Red Venom uses a st.Jab to knock Gambit out of Royal Flush], st.Jab->st.Short->cr.Fierce xx Royal Flush, [Red Venom uses a st.Jab to knock Gambit out of Royal Flush], st.Jab->st.Short->cr.Fierce xx Royal Flush, Strider dies Gambit vs. Red Venom This combo uses the Web Throw Escape glitch, which can be found in The Glitch Bible. Royal Flush (5 hits), st.Jab->st.Short, st.Jab->st.Short, st.Jab->st.Short->cr.Fierce xx Royal Flush Ryu vs. Red Venom This combo uses the Web Throw Escape glitch, which can be found in The Glitch Bible. Shin Shoryuken (one hit), dashing cr.Strong xx Shin Shoryuken Wolverine vs. Strider/Red Venom This combo uses TUG (allows you to control dead characters), which can be found in The Glitch Bible. Strider is in the corner. Wolverine is sandwiched between Strider and Red Venom. Berserker Barrage X (17 hits), [Red Venom uses st.Short to hit Wolverine out of BBX], Berserker Barrage X (all 18 hits), [Red Venom uses st.Short to hit Wolverine out of BBX], Berserker Barrage X (OTG, 15 hits, Strider stands up), [Red Venom uses st.Short to hit Wolverine out of BBX], cr.Short->cr.Forward->cr.RH xx sj.Short->sj.Strong->sj.Forward->sj.D+RH->falling sj.RH, cr.Forward->cr.Fierce, Strider dies >-------------------< Marvel Vs. Capcom 2 >-------------------< Mag/Storm vs. Mag/Storm P2 does a Hyper Grav XX Tempest combo, P1 mashes out and does his own Tempest, then both DHC to Hail Storm. Because both players did a DHC at the exact same time, the game freezes for an extended period of time. Mag/Spiral vs. Cable st.Jab->st.Strong xx sj.RH xx air dash down/towards sj.RH (FS), land, cr.Short (OTG)->cr.Forward, Flying Screen causes screen to pan over, punch throw+Spiral Alpha assist, cr.Fierce xx sj.RH (hits backwards) xx air dash down sj.Fierce->sj.RH (OTG), land, cr.RH Cable/Sent/CapCom vs. Cable/Sent/CapCom Both Cables call Sent, AHVBx3 the other's Sent, then DHC at the exact same time to Captain Sword. This works because when doing AHVB, Cable can't hit what's right in front of him, which in this case, is another Cable doing AHVB. This bit was done using a "mirror image" joystick I wired up that allows me to control both players at the same time. Sent/Storm/IM vs. Sent Sentinel is tagged in, and while he is doing his entrance taunt, the other Sent does super jumping air throw+Storm Alpha assist (OTG), sj.Jab Rocket Punch xx sj.air super, DHC to Proton Cannon Sent/Storm/CapCom vs. Doom Doom is cornered, unlfy is active: f.RH, uf.Fierce, land, dashing st.RH xx sj.Jab->sj.Strong, ff.Short->f.Fierce, uf.Short->uf.Forward, land, throw+CapCom, punch super immediately DHC'ed to Hail Storm Sent/Mag vs. Cable st.RH xx sj.Jab->sj.Strong, ff.Short->f.Fierce, uf.Short->uf.Fierce xx fly, Hyper Grav assist hits as Sent flies up higher, f.Jab->uf.Fierce, land, (Cable bounces,) unblockable cr.Fierce (one hit) xx Rocket Punch xx Hyper Sentinel Force, dashing st.RH xx sj.Jab->sj.Strong, ff.Short->f.Fierce, Hyper Grav assist hits, f.Rocket Punch, f.Short, f.Rocket Punch Storm/Cyke vs. Juggernaut (Triangle jumping RH) x4, dashing st.Short, st.Forward, Gene Splice assist hits as storm activates flying, f.Jab x11 Sent/CapCom vs. Strider (95% damage, no meter required) j.Fierce, land, dashing st.RH xx sj.Rocket Punch, sj.Short, ff.Short->(f.Fierce as CapCom assist hits) xx f.Rocket Punch >------------< Bonus combo! >------------< Street Fighter II Hyper: Anniversary Edition SSF2T Ken vs. SSF2 Sagat cross-up j.Forward, cr.Short->j.Jab xx air Hurricane Kick (3 hits), land, cr.Short->cr.Short xx super This combo will not work on SSF2T Sagat--only CE, HF, and SSF2. SSF2T Sagat has a different hit box, and the air Hurricane Kick will not combo all three hits on him. It should also be noted that this combo does not work in ST--only in Anniversary Edition. This is because O.Sagat in ST is not the same character as SSF2 Sagat (different hit boxes, different cancelable normals, etc). >------------------< Thanks and credits >------------------< Of course the biggest thanks go out to Tom and Tony Cannon (and the entire staff) for throwing the Evo tournaments every year. Your efforts are much appreciated. A big thank you to MrWizard for giving me the honor of having the vid premiered at Evo. Many thanks to all of these people (in no particular order) who have given me inspiration: mofojo, Mike Z, TZW, Tosaka, Team Seattle, eKiN and the top-players.com staff, Mouko, Prozac` and T-Kimura, s-kill, ozy and co. at Bugrave, omni and Chen and the rest of InfHC, jeaux, and anyone I may have forgotten.