CvS2 Leftovers ’08
These tool-assisted combos were prepared for a video project proposed by D44-Bas. He wanted to use them as bonus materials for some sort of CvS2 advanced tactics tutorial, but never got around to completing a draft. Since then, these clips have encountered repeated debacles and delays – eventually ending up in numerous scattered community projects. Now nearly four years later, i’ve decided to reunite the whole set for the sake of completeness.
0:02 Dan makes an exceptional combo dummy in CvS2 because his Chohatsu Densetsu super bestows 1/8 meter with each of its first five Taunts, then 3/8 meter from the final Taunt. Thanks to that hefty refund, C-Morrigan gains access to four bars of meter. Her lvl1 Soul Phoenix connects after she initiates lvl2 Valkyrie Turn, fulfilling its cancelability requirements. Canceling into lvl1 air Soul Phoenix then creates a free juggle state and resets the juggle counter, allowing both hits to connect. Valkyrie Turn also locks the screen in place until Morrigan reaches neutral state, thereby creating a temporary pseudo-corner situation.
0:14 Kyo’s lvl3 Serpent Wave barely catches Iori’s descent from an air-to-air j.D+HP sudden knockdown. OTG LP Flashing Slash connects at maximum distance in the corner.
0:20 Todo’s crossup j.LK triggers Blanka’s Counter Attack facing the wrong direction, then F+MK slides into its last active frame. Todo’s momentum carries him over Blanka’s lvl2 Shout of Earth, which can only be mashed using one kick to avoid unintended special moves. Canceling into whiff LP Rolling Attack creates a free juggle state for vertical j.HP to connect.
0:25 Yamazaki’s Taunt & Counter clips Bison’s feet as HP Psycho Crusher passes through, knocking Bison back over Yamazaki. I found this cool-looking midscreen setup by accident, but unfortunately Yamazaki doesn’t have much in the way of viable follow-ups.
0:30 Normally, Todo’s lvl3 Ultimate Ecstasy Crunch is only supposed to juggle up to nine hits. Geese gains some extra altitude by sticking out j.MK from a distance, and eventually starts falling into the waves two at a time. Simultaneous hits only count once against juggle potential, which explains the three extra hits.
0:35 Blanka’s HK Vertical Rolling trades with Chun Li’s crossup j.LK, which provides barely enough air time to recharge for lvl2 Shout of Earth. The following c.HK juggle is made possible by Chun Li’s special falling hit box, creating just enough charge time for lvl1 Ground Shave Rolling. Two charge direction switches occur during this combo – one before each super.
0:41 Kyo triggers Maki’s Counter Attack glitch to demonstrate the hidden juggle potential of Seven Hurting Combos. Precise corner spacing acts as a meaty setup into lvl3 Serpent Wave.
0:49 Akuma chases after his lvl1 Messatsu Gouhadou while Dan’s air Taunts refund his meter. The fourth Taunt was probably unnecessary, but it’s shown here in case anyone needs it for another combo. Akuma’s Hyakki Goudan knockdown is nullified by connecting simultaneously with his super fireball, allowing LK Tatsumaki Zankukyaku to juggle twice. Dan is susceptible to CC mode OTG throw attempts, including Akuma’s Hyakki Goushou.
1:04 This kid in Germany used to send me e-mails about CvS2 combos all the time, going by the name DerT7. As far as i know, he moved to England and stopped playing fighting games, but some of his ideas were pretty clever. He showed me a basic version of this combo starter quite a few years ago, following up Yun’s lvl3 You Hou with his lvl3 Hiten Souryujin. I took this opportunity to spruce it up with some crossup juggle madness.
1:21 Canceling Akuma’s lvl2 Tenma Gouzanku into Tatsumaki Zankukyaku immediately after superfreeze makes him land abruptly instead of floating upward. There’s just enough time to tack on s.LP xx HP Goushoryuken amid the fireworks. This discovery was made by jchensor, and i’ve been meaning to incorpoate it into a combovid for a long time now.
1:27 My friend omni found that Akuma’s lvl2 Messatsu Goushoryu sometimes slips under opponents as it juggles after Tatsumaki Zankukyaku. Of course this means it can set up a backwards attack under certain circumstances, which even leads to a midscreen dizzy combo.
1:40 Here’s another old combo i’d been wanting to put in a video forever, and it happens to be the only previously unreleased clip from this batch. Squeamish and ALTANertive showed me their awesome Vice midscreen CC loop, way back in 2003. She whiffs far s.HP to reposition herself into HK Da Cide range midscreen. I added the HK Da Cide Slayer trade against Rolento’s LK Stinger for a little extra flavor. I can’t believe it took nine years to get this out!
1:53 Zangief’s elaborate corner-specific multi-cross CC ends with lvl1 Aerial Russian Slam. Somehow he’s able follow up with OTG HK Atomic Suplex – but only for one frame after CC, only against Dan and Rolento, and only if they’re already touching the ground plane. Choreographing the crossup juggles took a lot of work, but they were necessary to place Gief in the corner. I discovered a long time ago that the left corner lets characters pop out during certain juggle setups, so i have j.LP, walk forward, PPP Double Lariat xx s.LP, j.D+HP start the crossup jumping sequence. If i had let Dan go after the Lariat, he’d fall way too far away for poor Gief to catch up. Instead, Double Lariat knocks Dan out of the corner and s.LP pulls him back in, but the problem is that Dan still has corner position priority, which means even if Gief is walking back with absolutely zero room between him and the corner, Dan will still fall back into the corner. That’s why Gief waits until the very last frame before he would turn around and jumps forward with crossup j.D+HP to pull Dan out of the corner again. From there it’s more or less clear what happens – except for the OTG command throw, which is just crazy.
This is a tool-assisted combo video recorded with two ASCII PAD V Pro programmable controllers. Absolutely no cheats, hacks, or game-altering devices were used in the making of.