DreamKing

Super Street Fighter 4 Arcade Edition v2012: DreamKing Combo Video #4

Sakura:

Lvl 2 FA, Lk Tatsu, Cl. St. Mk, Cl. St. Mk, Cl. St. Hp, Cr.Hp, Hp Shoryu, FADC, Cl. St. Hp, Cr. Hp, Lp Hadouken, FADC, Cl. St. Mp, Cr. Lk, Hp Shoryu, Ultra 2 (Cr. Cammy)

Rufus:

J.Hk, Cl. St. Mp, St. Lp, Cr. Mk, Ex Tornado, Lvl 2 Focus Attack, Dive Kick, St. Hp, Mp Snake Strike, Cr. Lp, Ex Tornado, Ultra 1 (T Hawk)

Ryu:

Hp Hadouken, FADC, F+Hp, Cr.Lp, Cr.Lp, Cr.Mp, Lp Hadouken, FADC, Ultra 2 (Adon)

T Hawk:

Nj. D+Hp, Cl. St. Hk, Ex Tomahawk Buster

Nj. D+Hp, Cl. St. Hk, Ex Condor Dive

Dhalsim:

Anti-air Hk Yoga Breath, Ultra 1, Teleport, Super

Evil Ryu:

Lvl 3 FA, Cr.Mp, St. Hp, Mk Axe Kick, Cr.Mp, Lk Tatsu, Lp Shoryu, Ex Shoryu, FADC, Ex Red Fireball, U1

Oni:

J.Hk, B+Mp, St.Lp, St.Mk, Mk Tatsu, Lvl 2 Focus Attack, Ex Demon Slash, Hk Tatsu, U2

Sagat:

Lvl 3 Focus Attack, Cl. St. Mk, Cr.Lp, Ex Tiger Knee, Low Ex Tiger Shot, FADC, Ultra 1

Evil Ryu:

J.Hk, Cr.Lp, Cr.Mp (x3), Ex Hadouken, FADC, F+Mk, Ex Tatsu, U1

Ryu:

F+Hp, Cr.Lp, Cl. St. Mp, Mp Shoryu, FADC, Air EX Tatsu, Ultra 1 (Adon)

Gouken:

Lp Hadou (Charged), Ex Demon Flip, St.Hp, Mp Hadou, Cr.Hp, Mp Hadou, FADC, U2, J.Mp, Ex Tatsu(Sagat)

Dudley:

J.Hp, TC7, St.Lp, Lp MGB, St.Lp, Lp MGB, St.Lp, Lp MGB, St.Lp, Ex Duck Upper, FADC, St.Lp, TC7, St.HK, Ex MGB, Cr.Hk, U2 (Abel)

Music: Megaman 2 - Dr. Wily Stage 1

SSF4AE2k12: Oni Combo Guide Pt.1 by DreamKing

Normal Links:

1. St. Lp, St. Mp - DMG: 100, Stun: 150

2. St. Lp, St. Hp - DMG: 130, Stun: 250

3. St. Lp, St. Mk - DMG: 100, Stun: 150

4. St. Lp, St. Hk - DMG: 140, Stun: 250

5. St. Lp, Cr.Mp - DMG: 90, Stun: 150

6. St. Lp, Cr. Hp - DMG: 120, Stun: 250

7. St. Lp, Cr. Mk - DMG: 90, Stun: 150

8. St. Lp, B+Mp - DMG: 90, Stun: 100

1. Cr. Mp, St. Mp - DMG: 130, Stun: 200

2. Cr. Mp, St. Mk - DMG: 130, Stun 200

3. Cr. Mp, St. Hk - DMG: 170, Stun: 300

4. Cr. Mp, Cr. Mp - DMG: 120, Stun: 200

5. Cr. Mp, Cr. Hp - DMG: 150, Stun: 300

6. Cr. Mp, Cr. Mk - DMG: 120, Stun: 200

7. Cr. Mp, B+Mp - DMG: 120, Stun: 150

8. Cr. Mp, F+Lp - DMG: 90, Stun: 150

1. B+Mp, St. Lp - DMG: 90, Stun: 100

2. B+Mp, St. Mp - DMG: 130, Stun: 150

3. B+Mp, St. Mk - DMG: 130, Stun: 150

4. B+Mp, St. Hk - DMG: 170, Stun: 250

5. B+Mp, Cr.Mp - DMG: 120, Stun: 150

6. B+Mp, Cr. Hp - DMG: 150, Stun: 250

7. B+Mp, Cr. Mk - DMG: 120, Stun: 150

8. B+Mp, B+Mp - DMG: 120, Stun: 100

Meter-less:

1. Cr.Mp, TC 2 - Variations (Best Punish)

-HP Goshoryu - DMG: 296, Stun: 418

-LK Demon Palm - DMG: 275, Stun: 383

-LK Demon Slash - DMG: 275, Stun: 383

-HK Tatsu - DMG: 296, Stun: 418

 

2. Cr. Lk, Cr. Lp, TC1, Lk Slash (Cr. Opponent) - DMG: 183, Stun: 300

3. Cr. Lk, Cr. Lp, Cr. Lp, St. Hk (Distance) - DMG: 142, Stun: 281

4. Cr. Lk, Cr. Lp, Cr. Lp, St. Mp, Lk Slash (Frame Trap) - DMG: 186 Stun: 300

5. Cr. Lk, Cr. Lp, Cr. Lp, St. Lk (True Block String) - DMG: 86, Stun: 175

1 Meter:

1. Cr. Mp, TC 2, Ex Shoryu : DMG - 317, Stun - 418

- EX Hurricane : DMG - 296, Stun - 418

2. Ex Slash - Variations

U1 - DMG - 365, Stun - 100 

Lk Palm - DMG - 210, Stun - 220 

Hk Tatsu - DMG - 160, Stun - 200

F+Hk - DMG - 180, Stun - 300

DP - DMG - 120, Stun - 160

B+Mp (Reset) - DMG - 140, Stun - 150

U2 - DMG - 297, Stun - 100

3. J. Hp, Cr. Mp, TC 2, Ex Tatsu - DMG - 370, Stun - 572

-St.Hp, U2 - DMG - 499, Stun - 560

-Cr.Mp, TC2, U2 - DMG - 482, Stun - 572

4. St. Hp, Ex Hadou, St. Lp, TC 2 - DMG - 314, Stun - 471

- St. Hp, Ex Hadou, St. Lp, TC 2, Mk Demon Palm - DMG - 364, Stun - 546

Music:

Megaman 9 - Dr. Wily Stage 2

Chrono Trigger - Undersea Palace 

SSF4AE: Oni - Ver. 2012 Day 1 Combos by DreamKing

*”TK” - TK stands for Tiger Knee. This term means to perform an air special very close to the ground with a specific input. In this case the input for the Air Raging Demon would be: St.LP, St.LP, Up Forward+LK+HP. If you delay pressing the LK+HP by a bit it will result in a TK air demon.”

Inputs:

1. (Anti-air) LP Goshoryuken, Air Raging Demon

“This is basic stuff. Air Raging Demon has the ability to be combo-ed into since the update. After a LP Shoryu, you can TK (so to speak) an Air Demon for a great punish.”

2. Lvl 3 Focus Attack, HP Gorai Hadouken, Air Raging Demon

“Gorai Hadouken knocks your opponent down. Before they hit the ground you can catch them with a TK Air Demon.”

3. LP Goshoryuken, F+HK, Air Raging Demon

“Same idea as the first combo but in the corner you can add the F+HK before inputting the Demon.”

4. Lvl.3 Focus Attack,  NJ. Zanku Hadosho, Air Raging Demon.

“Back in AE Zanku Hadosho was cancelable into Air Demon. But now in Ver. 2012, since the Air Demon is now considered a hit, you can hit confirm into it from Hadosho. After the level 3 Focus Attack, Oni drops down fast enough down to hit MP Hadosho before Yang is considered fully grounded. This is one of the easiest ways to combo into Air Demon from a level 3 Focus Attack.”

5. LP Zanku Hadosho, Air Ex Hurricane Kick, LP Goshoryuken, Tenchi Sokaigen

“Hitting an opponent with an Air Ex Hurricane Kick canceled from a Zanku Hadosho causes a tail spin knockdown. After hitting it in the corner you can juggle with a LP Goshoryu into Ultra 2 for some good damage.”

6. Ex Demon Slash, MP Zanku Hadosho, Air Ex Hurricane Kick, Tenchi Sokaigen

“When Oni is cornered he can hit an Ex Demon Slash and follow up with a MP Zanku Hadosho. Hadosho can be canceled into Air Ex Hurricane Kick and finally Ultra 2 can be hit as Akuma is coming down.”

7. Lvl 3 Focus Attack, NJ. MP Zanku Hadosho, Air Ex Hurricane Kick, Meido Gotenha

“Used the same set up as combo #4. Changed the combo ender to Air Ex Hurricane Kick, Ultra 1.”

8. J.HP, Cr.MP, Target Combo 2, MK Hurricane Kick, Level 2 Focus Attack, Ex Demon Slash, MP Zanku Hadosho, Air Ultra 1

“Basic high damage combo starter ending with MK Hurricane Kick. Using MK Hurricane Kick you can cancel into a lvl 2 Focus Attack and cause a crumple. After the crumple the opponent is stunned long enough for Oni to hit Ex Demon Slash. And finally the combo ends with MP Zanku Hadosho into air Ultra 1. This seems to only work on the larger characters. On characters with smaller hit boxes, the Ultra might whiff.”

9. Lvl 3 Focus Attack, B+MP, St.LP, LP Goshoryuken, Air Raging Demon

“This idea behind this combo was to get a meaty LP Goshoryu so that I could connect an TK Air Demon. I used Abel for his abnormally large hitbox and used B+MP, St.LP to get Oni at the correct distance in order to land the Goshoryu.”

10. HP Hadouken (Charged), B+MP, Ex Hadouken, St.LP, Target Combo 2, MK Hurricane Kick, Lvl 2 Focus Attack, Ex Demon Slash, MK Zanku Hadosho, Air Ultra 1.

“A corner variation of combo #8. This uses all 4 meters and has an Ex Fireball loop to score some extra damage.“

11. J.HP, Cr.MP, Target Combo 2, HK Hurricane Kick, Air Raging Demon

“This combo is specific to Balrog in the corner. Balrog tends to stay in the air a bit long when juggled allowing for the TK Air Demon to connect.”

Music: Super Metroid - Lower Brinstar

KoF XIII: Vice Combos by DreamKing

1. St. Hp, F+Lp, Hp Mayhem, Hk Diecide, Hp Mayhem, Hk Diecide, Ex Mayhem St.Hk, Ex Diecide, St.Hk, F+Lp, Ex Mayhem, Cr.Hk, Ex Diecide, St.Hk, F+Lp, Negative Gain

2. Cr.Lk, Cr.Lk, St.Lk, Ex Diecide, St.Hk, F+Lp, HDC, St.Hk, F+Lp, Lp Mayhem, Hk Diecide, Lp Mayhem, Hk Diecide, Lp Mayhem, Ex Diecide, St.Hk, F+Lp, Lk Diecide, Negative Gain, Awaking Blood

3. St.Hk, F+Lp, Ex Mayhem, Forward Dash, St.Hk, Ex Deicide, St.Hk, HDC, St.Hk, F+Lp, [Lp Mayhem, Hk Diecide (x5)], Lp Mayhem, Ex Diecide, St.Hk, F+Lp, Ex Mayhem, Overkill

4. St.Hk, HDC, St.Hk, F+Lp, [Lp Mayhem, Hk Diecide (x6)], Ex Mayhem, St.Hk, Ex Diecide, St.Hk, F+Lp, Ex Diecide, St.Hk, F+Lp, Lk Diecide, Ex Negative Gain

5. J.Hp, St.Hp, F+Lp, HDC, St.Hp, F+Lp, Lp Mayhem, Hk Diecide, Lp Mayhem, Hk Diecide, Lp Mayhem, Ex Diecide, St.Hk, F+Lp, Ex Negative Gain, Awaking Blood

6. St.Hp, F+Lp, Ex Diecide, StHp, F+Lp, HDC, St.Hk, F+Lp, Lp Mayhem, Hk Diecide, Lp Mayhem, Ex Diecide, St.Hk, F+Lp, Lp, Mayhem, Hk Diecide, Lp Mayhem - Splash, Overkill, Awaking Blood

Nemesis/Dormammu/Ghost Rider Combos by DreamKing

1. Cr.M, S, J.M, M, H, D+H, Cr.M, H, Assist 1, S, J.M, M, S, Air Rocket Launcher, Assist 2, M Rocket Slam, Bioweapon Assault

 ” This combo begins with Nemesis’ relaunch loop. Dormammu’s Dark Hole assist is used to keep Sentinel in place in order for Nemesis to hit S, then neutral jump into M, M, S. The neutral jump is being used so that Nemesis will end up at the correct distance to successfully hit OTG air Rocket Launcher. The OTG air Rocket Launcher is being TK’d in conjunction with Ghost Rider’s assist in order to get the pop up. The combo finishes with M Rocket Slam into Bioweapon Assault.”

2. J.H, Cr.L, Cr.M, L Clothesline Rocket, Forward Dash, J.L, M, H, Cr.M, S, J.M, M, H, S, Crossover Combination

” This combo is a pretty basic way of getting an instant kill on anyone with 950,000 health or less using 3 hyper meters. The tricky part is, after hitting the L Clothesline Rocket wall bounce, you must dash up with Nemesis and hit the series of jumping attacks rather quickly. “

3. (Dark Spell: Destruction x2, Dark Spell: Creator x1) - Flight H, S, Cr.L, Cr.M, Cr.H, S, J.M, M, H, Flight, L, M, H, S, Dash Forward, Flame Carpet (DF+H), Assist 2, S, J.H, S, Flame Carpet (DF+H), Assist 1, Liberation, Crossover Combination, L Dark Hole, Chaotic Flame, St.L

” This combo is very impractical and mostly for show. It begins with Dormammu equipping himself with the proper Dark Spells that he’ll need later in the combo. After the first launch I performed a basic flight cancel string, (M, M, H, Flight, L, M, H, S). The dash up Flame Carpet is being done because on certain characters (smaller hit boxes it seems), using Flame Carpet up close in the corner will result in a staggering effect allowing you more time to call assists and move about. Nemesis is called to add a ground bounce and I walk backward a bit with Dormammu in order to have the correct spacing for when Ghost Rider needs to be called. Flame Carpet is used once again to allow Ghost Rider’s assist to score a wall bounce. Now Dormammu can hit liberation and the eruption and subsequent meteors cause the opponent to become grounded long enough for the Crossover Combination to successfully hit. Dormammu finishes his part of the team hyper early allowing for L Dark Hole into Chaotic Flame finisher. “

4. (Dark Spell: Destruction x1, Dark Spell: Creator x1) - H Teleport, Air H, Cr.L, M, H, F+H, H Teleport, Air S, Cr.M, H, Assist 2, Stalking Flare, Liberation, Flame Carpet (DF+H), Assist 1, S, J.S, Dark Dimension, L Purification, Chaotic Flame, St. L

” Only 2 Dark Spells are needed for this combo. After the F+H I instantly performed a H Teleport which resulted in Dormmamu staying in front of Thor. If done too late the wall bounce will occur before the H Teleport and Dorm will end up behind Thor. Nemesis is being called simultaneously with the St.H xx Stalking Flare in order to get the ground bounce and in turn have Thor positioned a bit higher up. It’s important to have Thor bounced up higher when the Stalking Flare hits because it takes longer for the 20 hits of the hyper to finish hitting and allows for Dormammu to perform Liberation and continue the combo. The meteors bring Thor back down into a Flame Carpet/Ghost Rider assist OTG. After the St. S, the J.S must be done quickly or else Thor will air recover and fall out of the combo. Dark Dimension must also be done as soon as you hit the ground in order for it to keep the combo going. Finally, the combo finishes off with L Purification xx Chaotic Flame. This combo uses 5 hyper bars and is very impractical, but still looks awesome. “

5. H ~ H, Chain of Rebuttal, H, Assist 1, M Hellfire, H ~ H, Conviction Slam, B+H, Assist 2, Hell’s Embrace, L Hellfire, Hellfire Maelstrom, XFC, Hell’s Embrace, Crossover Combination, Hellfire Maelstrom

” After Chain of Rebuttal, Dormammu’s assist is used to keep Ryu in place long enough for Ghost Rider to hit M Hellfire then a St. H ~ H afterward. Following up with Nemesis’ assist after Conviction Slam bounces Ryu high enough allowing for Ghost Rider to hit Hell’s Embrace. X Factor Canceling Hellfire Maelstrom allows for Ghost Rider to hit another Hell’s Embrace. And finally after the Crossover Combination, Ghost Rider finishes early enough for him to perform another Hellfire Maelstrom. This combo uses all 5 meters. “

6. H ~ H, Chain of Rebuttal, J.M, M, S, Cr.M, S, J.M, M, S, L Hellfire, Assist 2, Hell’s Embrace, B+H, Assist 1, Conviction Slam, Crossover Combination, Hellfire Maelstrom 

” This combo will kill off anyone with 1,150,000 health using 4 meters. A jumping series of attacks can be performed after Chain of Rebuttal. Using L Hellfire to OTG into Dorm’s assist allows for Ghost Rider to hit Hell’s Embrace. Following up with B+H and Nemesis’ assist gets the ground bounce enabling Ghost Rider to hit Conviction Slam. Follow up with Crossover Combination then a Hellfire Maelstrom to finish the opponent. “

Music: Megaman X - Sigma Stage 2

SSF4AE: Zero by DreamKing



Inputs and Damage Info:

Gen:

1. MK Wall Dive, Ultra 2 - Dmg: 443 Hits: 12

2. J.HK  (Crane), St.MP (Mantis), Cr.LK (Crane), LK Gekiro (Mantis), Super (Crane) - Dmg: 321 Hits: 10

 3. J.HK (Crane), St.MP (Mantis), St.MP, St.HP-MK, EX Rapid Hands, St.MK, HP Rapid Hands, FADC, St.LP, St.MP, Cr.MP, EX Rapid Hands, Ultra 2 (Dee Jay) - Dmg: 418 Hits: 22

Guy:

1. J.HP, Cr.HP, St.MP, LK Tatsu, Super - Dmg: 555 Hits: 13

 2.  J.HK, St.MK, Cr.LK, St.MP-HP, LP Shoulder, Ultra 1 (Dhalsim) - Dmg: 445 Hits: 13

Adon:

1. J.HK, St.HP, Cr.LK, Cr.MP, LK Rising Jaguar, Super (T. Hawk) - Dmg: 414 Hits: 9

2. Lvl 3 Focus, Nj. MK, EX Jaguar Kick, Cl. St. MP, Cr.MK, EX Rising Jaguar, FADC, Ultra 2 (Zangief) - Dmg: 468 Hits: 15

Dan:

1. J.HP, St.HP, HP Hadouken, FADC, St.HP, HP Hadouken, FADC, St.HP, HK Dan Kicks, Lvl 3 Focus Attack, EX Hadouken, St.MP, LK Dan Kicks, Ultra 2 (E Ryu) -  Dmg: 536 Hits: 19

2. Lvl 3 Focus Attack. St.MP, EX Hadouken, Cr.MP, HP Hadouken, FADC, St.MP, EX Hadouken, St.MP, LK Dan Kicks, Cr. Taunt - Dmg: 427 Hits: 11

Rose:

1. LP Soul Spark, Cr.MP, EX Soul Spark, Cr.MP, EX Soul Spark, FADC, Ultra 1 (Crouching Honda) - Dmg: 526 Hits: 13

2. Lvl 3 Focus Attack, Ultra 2, Lvl 2 Focus Attack, St.HK, EX Soul Spark, Focus Attack, EX Soul Spiral, Cr.MP, HP Soul Reflect, HP Soul Throw - Dmg: 443 Hits: 13

Cody:

1. Lvl 3 Focus Attack, F+MP, St.MP, Cr.LK, HK Ruffian Kick, FADC, EX Zonk Knuckle, Ultra 2  - Dmg: 388 Hits: 12

E. Ryu:

1. J.HK, Cr.MP, St.HP, MK Axe Kick, Cr.LP, Cr.MP, LP Hadouken, Focus Attack, Jump Over, HP Shoryu, FADC, Ultra 2 (Cody) - Dmg: 427 Hits: 18

2. J.HK, St.HP, MK Axe Kick, FADC, Cr.MP, St.HP, MK Axe Kick, Cr.MP, HP Hadouken, FADC, Cr.MP, St.HP, MK Axe Kick, HP Shoryu, Lvl 3 Focus Attack, St.LP, St.MK, EX Hadouken, St.MP-HP (Akuma) - Dmg: 538 Hits: 19

Sakura:

1. Lvl 3 Focus Attack, LK Tatsu, St.MK, LK Tatsu, Cr.HP, LK Tatsu, Cr.HP, LK Tatsu, St.Lk, HP Shoryu, FADC, St.Hp, LK Tatsu, Cr.HP, LK Tatsu, St.LK, EX Tatsu, NJ. EX Tatsu, Ultra 2 (T.Hawk) - Dmg: 467 Hits: 26

2. J.HP, St.MK, LK Tatsu, St.MK, LK Tatsu, Cr.HP, LK Tatsu, Cr.HP, LK Tatsu, Cr.MK, HP Shoryu, FADC, St.HP, LK Tatsu, Cr.HP, EX Tatsu, LP Shoryu, MK Sakura Otoshi - Dmg: 462 Hits: 22

Frank West Combos by DreamKing

1. Cr.L, St.M, Cr.M, Assist 1, St.HP, H Giant Swing, J.M, M, H, S(x3), S, J.M, M, H, S, Assist 2, Snapshot, Snapshot, Survival Techniques

“Corner loop on larger characters. After the H Hammer Throw, Frank has enough time to continue his combo. In this case I used a jumping series of attacks enabling me to create a loop.” 

2. Forward Throw, Blue Light Special, XFC, S, J.M, M, L Tools of Survival, M, S, Assist 2, Snapshot, S, J.H, S, Assist 1, Snapshot, Snapshot, Survival Techniques

“A instant kill combo against anyone with 1,000,050 health or lower. All you need for this combo is a Lvl 1 Frank, 1 bar of hyper meter, and Lvl 1 X Factor, (and the proper assists). This combo also leaves you at Lvl. 5 when it’s finished.”

3. Cr.L, St.M, Cr.M, St.H, M Tools of Survival, J.L, M, M, L Tools of Survival, H, J.L, M, M, S, St. S, J.M, M, H, S, Assist 1, H Roundhouse Kick, Survival Techniques

“This combo has a series of jump attacks after the M Tools of Survival wall bounce and actually has a 2nd series of jumping attacks following it. Also ends with the H Roundhouse kick to OTG into Eye of Agamatto .”

4. J. M, M, J.M, M, Assist 1, H, H Hammer Throw, H Giant Swing, St. S, J.M, M, H, M Tools of Survival, J.S, H Tools of Survival, St. S, J.H, S, Assist 2, Snapshot, L Tools of Survival, Survival Techniques

” Using Sentinel’s height and large hit box I was able to get a loop of jump in attacks on a standing Sentinel. Using Eye of Agamotto I was able to hit a H Hammer Throw and H Giant Swing into a launcher. After the M Tools of Survival in the air a jumping S sends Sentinel to the ground. And lastly using Dormammu’s Dark Hole assist I was able to combo a standing L Tools of Survival into Survival Techniques.” 

5. Cr.L, St.M, Cr.M, St.H, L Tools of Survival, Blue Light Special, XFC, St. S, J. M, M, L Tools of Survival, M, L Tools of Survival, M, S, H Tools of Survival, St. S, J.H, S, Snapshot, Survival Techniques 

“Instant kill combo on Thor. You need a Lvl. 4 Frank, 1 hyper bar, and Lvl. 1 X Factor. There are no assists required to pull this combo off. Using Blue Light Special (not as an OTG), it allows for Frank to send the opponent into the air, bring him down, then relaunch with H Tools of Survival without hit stun deterioration interrupting. Frank can OTG on his own with Snapshot and cancel into Survival Techniques to finish Thor’s last bit of health.”

Music: Megaman 9 - Dr. Wily Stage 1