Friday, 27 May 2011
So, if you haven't been keeping score, my previous best attempt was 149. Since then, Majestros managed 181 in his awesome, tool-assisted Chun Li combo vid. So, sticking with my self-imposed rule of performing the combo on a standing opponent, this is my latest attempt to hit the 'highest combo' ceiling. Performed outside of training mode to prove that I'm hardcore.
Friday, 20 May 2011
In previous versions of MvC3 (1.00-1.02) this would have been a perfect set up for Spencer's H-Wire Grapple loop, now he has to make do with repeated OTGs with the help of hidden missiles. It is possible to get more damage out of this same combo (by omitting the first sj.M and allowing further missiles to connect before the H-Wire Grapples) but I just wanted to end the clip with a KO on the instant air j. H-Wire Grapple. The 2nd variation is there to show something that would lead easily into Spencer's Bionic maneuvers, if you needed the extra damage.
Wednesday, 18 May 2011
Monday, 16 May 2011
Spencer is one of the few characters who can practically, set-up the DHC trick and combo out of it from another character (in this case x-23).
[X-23] (St. H xx L-Mirage Feint xx cancel) x5, j. M-M-H-S, st. M-S, sj. M-M-H-S, call Chun Li γ assist, Charged Ankle Slice xx Weapon X Prime xx DHC [Spencer] Bionic Maneuvers (whiff), cr. L, St. M-H-S, sj. M-M-H-S, j. H-Grapple, j. S, st. M xx fb xx Bionic Maneuvers xx DHC [X-23] Silent Kill Activate, (St. H xx L-Mirage Feint xx cancel) x2, H xx Silent Kill Hit,*dash forward* xx Charged Ankle Slice
Note: Mirage Feint canceling in this combo is achieved but performing a quarter-circle back and holding L, then hitting S. This will return you a neutral state and allow you to continue the combo.
This combo is not intended to be practical. It is inescapable and doesn't use X-Factor. Hits 1 Million Damage with 1.2 meters spent and ends at 1.938 Damage.
Thursday, 12 May 2011
This combo is not intended to be practical. It is inescapable and doesn't use X-Factor. It KOs Sentinel with 0.8 meters spent and ends at 1.762 damage with opponent in 'slow' state.
[Spencer] j. M-H-S, st. M-H xx Bionic Maneuvers xx DHC [Joe] Viewtiful God Hand (whiff), st. M-H xx M-Groovy Upper , j.M xx M-Red Hot Kick, L-Voomerang, dash in, j. M-H xx M-Red Hot Kick, L-Voomerang, dash in, st.S, sj. M-H, dj. M-H, tj. H xx hk, hk xx Six machine xx DHC [Spencer] Bionic Arm, j. H-Grapple, Armour Piercer xx Bionic Maneuvers xx DHC [Joe] Viewtiful God Hand (whiff), st. M-H xx M-Groovy Upper , j. M, dj. M-H, M-Red Hot Kick, M-Red Hot Kick, H-Red Hot Kick, Viewtiful God Hand... dash back.
Monday, 9 May 2011
Kicking off a new series of MvC3 videos. Showing direct feed + Stick footage:
L -Seismo xx sj, airdash-down, st. H xx L -Seismo xx sj, airdash-down, st. H xx L -Seismo xx jump canceled snapback, cr. M, st. H, st. S (1 hit) xx L -Seismo xx sj, airdash-forward, j. H, j. S, st. S, sj. M-M-H, dj. M-H-S, L. Seismo xx Jump canceled S. Burning Kick , H. Thunder Knuckle (cancel on hit), sj. H-Burning Kick , [st. S (1 hit) EX. Seismo xx sj, airdash-down]x4, st. S (1 hit) xx H. Thunder Knuckle (cancel on hit), sj. H-Burning Kick , st. S *KO*
Tuesday, 3 May 2011
"DESK please get w/ a friend or someone who lets you do this to them online to see if you can lock up both machines!????"
This was basically a proof of concept, to see if was possible to simultaneously lock-up 2 machines at the same time.
Initially, it seemed like this wouldn't work. Firstly, attempting to properly time the single, stacked Hidden missile seemed to be very inconsistent under laggy online conditions. Secondly, for reasons that I can't explain, the game randomly speeds up after around 15 launchers, making the timing even more difficult. Finally, we were actually able to set off 25 Hidden missile launchers at one point and the game showed no signs of crashing (in normal gameplay 20 will lock-up your machine).
However, after a little more testing, it finally worked and I persuaded a friend of mine (the legendary WBW) to set-up a camera and begin filming for the video.
I was quickly able to get over the timing issue by triple tapping H every time and just trying to react to any speed changes in the gameplay. The MvC3 online code seemed to take care of the rest and it ended up being really straight forward.
We quickly found that the 'crash' threshold was 31 Missile launchers. 30 would do nothing but inflict a silly, 1 million+ in chipdamage (see 0:38). But whenever we hit 31, both machines would consistently lock-up.
I now have no doubt in my mind that, before the 1.03 update patch, when the Zero glitch was still possible. You could have entered a random online match, snapped back your opponents characters and then proceeded to tag in Dr. Doom and freeze both your own and your opponents machine (In normal gameplay, you could never get this glitch to work because it takes around 30seconds to set up and you can be easily interrupted at any point). Now, this would mean that anyone who didn't know about the glitch would get a possibly funny, possible infuriating surprise. And anyone who did know what was going on, would be forced to quit out of the game.
This isn't game breaking in normal gameplay but I have to assume that it will be removed in the next patch. Simply by forcing an extra few frames, during which time, Doom can't spawn another missile launcher.