Русские видео

Сейчас в тренде

Иностранные видео


Скачать с ютуб CMV3: This Is The Last Battle! [SSFIV:AE2012] в хорошем качестве

CMV3: This Is The Last Battle! [SSFIV:AE2012] 11 лет назад


Если кнопки скачивания не загрузились НАЖМИТЕ ЗДЕСЬ или обновите страницу
Если возникают проблемы со скачиванием, пожалуйста напишите в поддержку по адресу внизу страницы.
Спасибо за использование сервиса savevideohd.ru



CMV3: This Is The Last Battle! [SSFIV:AE2012]

Part three of a series of farewell CMVs; with Ultra Street Fighter IV on the horizon, it'd be nice to take a look back at some of the stuff that was possible in AE2012 before the new entry arrives. Special thanks to Draze103 (   / draze103  ) for assisting in performing clips. See ya around, AE! Author's Notes: 0:18 - Using an air fireball to extend the combo seems to be pretty character-specific. The opponent has to be pushed into the fireball by a move, which varies from character to character. Also, goofy FADC juggle ender. 0:29 - It seems that Bison's j.MP either doesn't use up JP or can combo regardless of current JP, similar to Juri's j.MP. 0:40 - Makoto's Super has some invincibility, but not enough to blow through an EX Fireball. Armor-canceling her EX Karakusa gets rid of the first hit, but more importantly, the projectile moves further than it would have if a raw Super was performed, allowing it to pass through Makoto. 0:51 - Gouken's Kongoshin puts the opponent in an "anything juggle" state, where the opponent can be reset with ground normals. This seems to apply with almost all of his moves. Here, the Level 1 Focus is used to pop the opponent just a little higher to land the nj.HP. 0:57 - Awkward links, awkward juggles. 1:02 - Probably one of the most technically challenging combos in this video, helped in no part by the fact that I don't usually play Evil Ryu. Four 1-frame links (cr.MP, cl.HP; cr.LP, st.MP; LK Axe Kick FADC cr.LP; and EX Fireball, cl.MP), and the cr.LP after the LK Ake Kick FADC is unplinkable. More unusual links and stuff. 1:14 - Figuring out the FSE combos for this was a nightmare; stuff is character-specific, and some moves will connect only at certain ranges. I was hoping to get a more interesting string in the middle other than cr.LK-cl.MP-cr.HP, but any more moves would have caused the cr.HP to whiff. 1:25 - Another nightmare clip. I was desperately looking for someone with more health and/or less stun than Rose so I could do cool stuff after the stun glitch Ultra, but I think that this particular setup only works on Rose. 1:47 - The Yosokyaku-j.MP after the focus was a pain to time. Pretty darn annoying. Originally, the ender was going to be all 3 SRKs but it made the Ultra juggle super inconsistent so I went for the easier/more damaging option instead. 2:03 - Silly high-stun combo into air Super. You can also combo HP Electric Fireball into air Super but the timing is much stricter. 2:22 - My fingers hurt recording this one lol. The j.MP has to be timed just right for the cr.HP xx HK Fireball to hit late. This allows Juri to walk forward a bit, do another cr.HP, and continue the combo from there. The spacing for the AA LK Pinwheel into U2 is also pretty strict; only the second hit can connect, or else there won't be enough JP to juggle into the Ultra. 2:33 - The only really special thing here is that the cr.MP, cl.HP link only works if you jump in with an early-hitting attack; this allows Abel to land closer to the opponent than he would be able to if he just walked up. Originally, I wanted this to end with cr.HP xx Falling Sky, but there isn't enough JP for it to work, despite it being post-KO. 2:44 - Guy needs to be able to walk forward as much as possible after the nj.HP in order for the rest of the moves to connect properly. Stopping the Busin Chain at HP gives Guy a +3 advantage, which is enough to link into a cr.LK. 2:55 - Comboing a fireball into another fireball! 3:07 - HP Soul Spark, U2 is a 2-frame link; EX Soul Spark, cr.MP is a 1-frame link. I wanted this to end with cr.MK xx Soul Throw, but there isn't enough JP for it to work unless I used EX Soul Throw instead, and I simply didn't have the meter for that. 3:21 - Silly musical combo. Doing both cr.HPs is character-specific, and the LK Pinwheel after the LK Fireball is a 4-frame link. Also, one of the rare moments you see Juri's Super land all hits in the corner. (Well, it does; I just don't show it lol.) 3:27 - Some more character-specific stuff. You need to kara the LK Fireball off of a st.MP (so, QCF+MP~LK) or else Juri will be too far away for the Ultra to connect. 3:46 - st.HK, HK Tatsu FADC cl.MP is two 1-frame links in a row. Also, post-KO shenanigans. 3:58 - In order for the Super to connect in time, it needs to be kara'd off of a f.MK (QCF, QCF+MK~HP) to give it the most horizontal range possible. Thankfully, st.MP is +7 on hit so there's a 4-frame window for the kara-Super. 4:09 - Double KO! Draw game.

Comments