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Spoon
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"Some KOF:MI combos for yez" , posted Sat 28 Aug 19:19post reply


Link Here

No, I didn't make them.
And even though we've said it a million in time in the last MI thread, whoever coded the walls in MI should have played Tekken 4 first, gotten sick of walls, and then recoded the walls in MI.

Ironically, walls will save you from what would otherwise be an infinite combo with Clark that can only be described as Faust-like.

And I guess the reverse-knockdown against airborne opponents (use a knockdown-type attack like a sweep or CD against an aerial opponent's back) works off of wall slams, too. That's messed up.

I can't say that I know much about KOF, but I'll be damned if this isn't the first KOF that allows Ralf to combo into Galactica Phantom without strikers, or some crazy setup.
Gatling Punch, Galactica Phantom.
wtf.

Glad to see that the combo maker didn't show any of the retarded wall juggle combos... (Terry Power Dunk hell, Maxima crouching LK chain hell...)






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"Re(1):Some KOF:MI combos for yez" , posted Sat 28 Aug 19:43post reply


fun stuff, it mostly makes me laugh, but oh well. i actually want to play the game more after this, as silly as it all is.

but jeez.

and yeah comboing into rock's command is pretty cool. does anyone know if it's still 360input?





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"Re(2):Some KOF:MI combos for yez" , posted Sat 28 Aug 23:10post reply


Even with the crazy stuff like this, the more I play it, the more I think KOF: MI is my favorite KOF game by far. I mean, it has Iori in his alternate striker form from KOF2k, and also included his maniac laughter win pose. It's a little too wall juggle friendly and it could have used a better side step, but I still love it for what it is.

There's actually a combo vid on the dvd that comes with the game, though it's not nearly as impressive of MrWhiteFolk's work.





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"Re(3):Some KOF:MI combos for yez" , posted Sat 28 Aug 23:26post reply


iori's 2p isn't really the same thing as another iori if thats what you mean





Spoon
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"Re(3):Some KOF:MI combos for yez" , posted Sat 28 Aug 23:42post reply


quote:
Even with the crazy stuff like this, the more I play it, the more I think KOF: MI is my favorite KOF game by far.


Crazy can be good.





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"Re(1):Some KOF:MI combos for yez" , posted Sun 29 Aug 01:12post reply


quote:
Link Here

No, I didn't make them.
And even though we've said it a million in time in the last MI thread, whoever coded the walls in MI should have played Tekken 4 first, gotten sick of walls, and then recoded the walls in MI.



Why? Unlike Tekken 4, the walls in MI require you to be a certain distance away in order to use them to your advantage. Too close and they'll be able to tech almost immediately.

quote:

Ironically, walls will save you from what would otherwise be an infinite combo with Clark that can only be described as Faust-like.



What infinite is that? There's a 10-move cap on combos in this game, as a protection from infinites. After 10 moves anything else will pass through the opponent. You can plainly see during the first Soiree combo where the second hit of his third DM misses (normally it knocks the opponent away).

quote:

I can't say that I know much about KOF, but I'll be damned if this isn't the first KOF that allows Ralf to combo into Galactica Phantom without strikers, or some crazy setup.
Gatling Punch, Galactica Phantom.
wtf.



Which isn't really that broken. All it does is give use to a move that's been mostly useless in the past, save against newbies who had never seen it before. Plus lots of characters can combo into lvl2 DMs, so why shouldn't Ralf?

quote:

Glad to see that the combo maker didn't show any of the retarded wall juggle combos... (Terry Power Dunk hell, Maxima crouching LK chain hell...)



What are those? Somehow I get the feeling they're not real combos.





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Spoon
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"Re(2):Some KOF:MI combos for yez" , posted Sun 29 Aug 03:22post reply


quote:

Why? Unlike Tekken 4, the walls in MI require you to be a certain distance away in order to use them to your advantage. Too close and they'll be able to tech almost immediately.



Too close definitely nixes combos, but carrying someone towards walls from random play with my friends seldom brings them to that distance so suddenly. Mind you, it's not like any of us play this game seriously, so I don't mind being corrected. But bringing people to effective wall distances isn't a rarity; we just figured out a few chains and combos that we could do, and roughly the distances that they could push people when they hit or when they're blocked, and that's enough... It does get mixed up a bit depending on the arena, for sure.


quote:

Ironically, walls will save you from what would otherwise be an infinite combo with Clark that can only be described as Faust-like.


What infinite is that? There's a 10-move cap on combos in this game, as a protection from infinites. After 10 moves anything else will pass through the opponent. You can plainly see during the first Soiree combo where the second hit of his third DM misses (normally it knocks the opponent away).



My bad, I forgot all about that.


quote:

Which isn't really that broken. All it does is give use to a move that's been mostly useless in the past, save against newbies who had never seen it before. Plus lots of characters can combo into lvl2 DMs, so why shouldn't Ralf?



It's not broken, it's just crazy :)

quote:

Glad to see that the combo maker didn't show any of the retarded wall juggle combos... (Terry Power Dunk hell, Maxima crouching LK chain hell...)



I think that they are probably techable "combos", but me and my pals didn't mash hard enough to escape them. Maxima has a chain combo that is more or less d.LKx3. If you get a decent wall slam and are distanced properly (as in not too close to the wall), you can use this chain to juggle/OTG (forget which... I haven't got my MI disc w/ me right now) and the last hit of the chain will produce another wall slam. Thus, you just repeat this until you hit the combo cap.

I think the repeated Power Dunks with Terry are probably a case like SFA3 Sakura. All it is is OTG Power Dunk into/off of wall slam. Most likely techable.





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"Re(3):Some KOF:MI combos for yez" , posted Sun 29 Aug 18:57:post reply


Well shit, i knew i forgot to post that video here. :D

gojira: there's already 1 infinite found in the game. it belongs to maxima and is a command grab reset combo(buktooth figured it out). doesnt do alot of damage, but it breaks the 10hit limit rule...but it doesnt really matter because he's A)too god damn slow and B)has to be close for it to work.

other things to note:
www.pimp-productions.com
my main page has a huge write up on how the engine works, what is legit for combos(ie...non techable), etc.

if you got any questions about stuff(frame specific combos, etc), lemme know.

-edit-
anyone wanting to fuck around with K' should try this:

jumpin fp/fk,(wp,fp,d+fk),qcf+wp~b+fk,d.fp(frame specific),qcf+wp~b+fk,glasses super(qcf,hcb+fp).

can be done anywhere as long as it doesnt push them into the corner, and does over 50% dmg easy.

the frame specific part has to be done as follows: After the b+wk part of K's 2hit special(qcf+wp~b+wk),you have to time the d.fp so it connects at the EXACT same frame they touch the ground.

This is what we call a "ground reset" and stops the opp from techrolling off of normal juggles.

Both terry and mai have a good chunk of these things as well(and i'm currently working on one for Chae-Lim, where her Ground-Reset is a shorthop j.wk...don't ask, it's weird as hell)





[this message was edited by MrWhitefolks on Sun 29 Aug 19:33]

Fygee
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"Re(4):Some KOF:MI combos for yez" , posted Sun 29 Aug 21:07post reply


Link is dead. :\





MrWhitefolks
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"Re(5):Some KOF:MI combos for yez" , posted Sun 29 Aug 22:39post reply


quote:
Link is dead. :\



the video is online, and has been so for over 2 days now. maybe the link on srk is dead, but just go to www.pimp-productions.com





Siegfried
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"Re(6):Some KOF:MI combos for yez" , posted Mon 30 Aug 04:52post reply


Considering that people are actually finding out these combos, it must mean that there is a relatively solid engine, otherwise you could mash whatever together.

Playing versus I got some nice combos together with Iori, but obviously I have no idea how I did them or how to recreate them.





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