KSD did a bunch of practical Cammy combos for SSF4 AE, all without using her ultra 1.
KSD also did a similar video for Makoto, showing more practical combos.
Tip from ThroughSilence.
You don't need to count stun with Dudley since he can stun any character in the game with 2 combos as long as he has like 1 and 1/2 stocks.
I love promoting characters that aren't played much, so I sent in that dudley tip. Hope to see a variety instead of the same ol' boring 4 to 5 chars being used all the time :)
I use DeeJay, if you guys have any good videos, please share.
The only real "flashy" combo you need to know with DeeJay is how to combo EX Machine Gun Upper into U2.
@Lioncross there's a few vidoes :P Pretty old though. I've uploaded a few combo vids that have been on the site so probs where you recognise the name
Don't really care for flashy, just want practical/useful/damaging
Well, it looks flashy, but it's also probably the most important combo to know as DeeJay since it allows you to combo into ultra 2 anywhere on the screen and we all know the Jamaican guy isn't very good at dishing out big damage.
@throughsilence
flashy is what makes a fighting game hype, sf4 obviously doesn't promote any cool combos.. and fg in general are about combos.. so to say practical and useful is saying u want a boring game.. which sf4 is... if these were practical evo would be 10x more hype then the same stupid bnb combos we see over and over.. u wanna see the same crap over and over?
look at kof13 stream.. after watching how crazy and cool it gets, sf4 just looks dull
You know those flashy KOF 13 combos are BnB's right? There's a reason why every K' player uses the same cancel combos and the same max mode combos in 13. Just because they look cooler, doesn't mean they aren't practical.
@ricefarmer, bro, don't you think I know this? lol. But either way, there's only so many combos you can do before they're all the same (looking) I just want to maximize my gaming that's all. Has nothing to do with hype or not when it comes to playing against my friends. Hype is created when you have close matches, and that happens all the time if you can play solidly against solid players. Am I right?
Either way, I'm always going to have fun, just because I enjoy the game. Not a fan of KoF, so we can agree to disagree.
So much fresh combo potential from Cammy's new normals!
Love the low chains linked into fierce, cr.mk and drill, these definitely look practical -- easy hitconfirms off the chains, linked into big damage when your mind and fingers are ready.
Fierce into fierce before going into cr.mp xx drill also looks great to use when you get a dizzy or crumple.
IMO long, easy combos kill hype, not create it.
Look at T6. Footsies for a bit, and the moment someone gets a launcher you literally have time to eat a sandwich before the combo finishes.
Hype for me is created by those moments of tension that happen when a player is deciding what to do next. Obviously we can't have too many such neutral states otherwise the game drags on too long, and early mistakes don't nearly matter as much as one made later on in the round. This is where combos come in. They make it so that those early mistakes HURT, and add to the tension early on in a round.
Make combos too long and too damaging though, and they ultimately end up taking away a lot of those wonderful mindgames that can happen before the round is done. The three-hit combos of earlier SF games, and link comboes in SF4 are IMO just right.
Also, you have to think of KoF a little differently than you do SF4. Like MvC, KoF is 3 characters, so a combo that does big damage, or even a CkC is a lot more acceptable, because even losing a a full character is only 33% of your total life.
actually long amazing combos that cost METER is welcomed, its not free and not a bread and butter, when someone has the meter to do it, i want it to count, kof cool combos actually do cost meter and alot of skill to pull off.. so stop acting like u see it every 5 seconds..
they arent long and easy.. sf4 actually has the perfect system .. to bad its not rewarded.. i would love to see these combos work in actual matches.. plus it COST METER
I didn't want to get into meter management, but yes the huge 80-100% KoF combos do cost a lot of meter. I still don't think that sort of damage from a combo (meter or not) would do well in an SF game, but as mentioned before KoF is 3 fighters, so a 100% combo is only 33% of your total assets.
If your opponent burns all his super and drive meter to kill a character, and you manage to inflict enough damage, maybe build enough of your own meter before he does so then it's not such a bad trade -- in SF4 terms probably more akin to someone using super or ultra early on in a round to get a life lead.
Honestly though, you build drive and super very quickly in KOF 13 as long as you are offensive.
I'm not interested in these characters myself, but it's good to see people helping the rest of the community with good quality videos.