Hit the jump to check out the rest.
hfblade put together a combo video featuring Pai Chan in Virtua Fighter 5 Final Showdown.
Lastly, EndlessComboz uploaded an awesome Tatsunoko vs. Capcom combo video featuring multiple characters on the roster. All the combos here deal a large amount of hits getting "Tatsunical" rating.
Tips by Rafael2487 and an anonymous submitter.
@1 Dude, there are touch of death combos in Marvel. Be happy with what you have in this game.
I LOVE PAI CHAN!!! Those combos looked beyond strict but boy did they hurt. Great video all around.
@1 You mean exactly like in most other fighting games?
Just a thing to consider - Seth's ultra 1 in SF4 takes more time than any of those combos.
#5
lol me too. if you get hit by one move it becomes a waiting period. i cant stand when people play dante, magneto, doom and i have to wait like 10 sec for me to pick up the stick again.
http://www.youtube.com/watch?feature=...
That doesn't look that situational, especially considering you have a move that allows you to pick which wall to hit after a successful hit. Due to auto poistioning right after the explosion, the situation almost seems forced.
I think my initial fear of this game (hazards being too powerful) have been realized :(
#1 I hated the bounds when I played the new tekken, but I have seen the light and all the splendor of possibilities open up. It was like using focuses effectively. It really does add a whole different element to tekken, good on the doing end, but bad on the receiving.
Loving the Pai Chan combos. I'm still trying to work that 46K+G into my game effectively because you get that nasty-looking crumple/bounce if you do it right. One combo I like is after a launcher, PPKK followed by her back cartwheel (7K+G). It does decent damage and puts you at a fairly safe range even if they ground tech.
Came for the TVC video and i'm satisfied =) I like when they give that great game some love!
But also, that Pai Chan combo video is just awesome! Even if i'm a noob in VF (never understund the mechanics), i can appreciate the beauty of tight commands and spectacular results.
I'm curious about her cameo in DOA5, and i just she is just as good as in VF.
@1 Most games have long combos, i dont see how ttt2 is so much worst. Hell even marvel evolves around those. Plus pretty sure you can tag crash out of them
@1
It's called a juggles and most fighting games have them. Welcome to fighting games.
@1
1. Those juggles exist in most fighting-games, and they aren't even that long in Tekken compared to BlazBlue, Marvel, etc.
2. There are many ways to avoid/block/counter and punish combos and juggles. (especially when you fight someone who's depending on the same 2 or 3 launchers the whole time)
3d fighter juggles and 2d fighter juggles are different. Tekken really stands out as THE 3d fighter juggler
OK people don't seem to get the point of Tekken's bad juggle system. The problem isn't just juggles cause like mentioned before that is present in most fighting games, the big picture in Tekken and MvC3 is the annoying as hell OTGs. I say OTGs are completely unnecessary, ok you landed a good combo nice, but then when I fall to the ground which is supposed to be the rest period in fighting games you proceed to bounce or lift me off from it to continue your endless string? I say that is and will always be BS.
@20
The bound move is not really an OTG. Unless you're Marduk, you cannot lift someone off the ground and create a combo. When you create a bound move in a mid air combo, you're basically creating a finisher to your combo.
You cannot compare MV3's OTG to Tekken's bound system.
@20 I don't think tekken juggles are bad, just some people might not get it. Its certainly takes time to master like any other fighting properties of other fighting games. The one game I would consider the juggle system thats close to tekken's, believe it or not, is Mortal Kombat's. What do you think of the juggle system in that?
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