Kizuna Encounter combos

andsuchisdeath

General Morden's Aide
20 Year Member
Joined
Oct 2, 2003
Posts
7,581
I fooled around with the engine and I can combo some basic chains into some specials with most of the castl (haven't tried supers), but are they any game-breaking/abusive combos for this game.

I know there is a KE combo video floating around somewhere, but I wouldn't dare view with it with my pos pc.

combo's anyone?
 

COMEDISDEGNO

Krauser's Shoe Shiner
Joined
Mar 18, 2003
Posts
245
The video can be found at www.arcade-extreme.com

Some basics:

- standard combos go like this:

1) air to ground chain (2 or 3 hits) -> ground chain (up to 7-8 hits) -> special\DM (-> possible OTG)

2) air to air chain (up to 7 hits) -> special (-> possible OTG)


- air chain system:

(A\B -> B\A) -> (f\df+A\B -> f\df+B\A) -> C -> f\df+C

Brackets mean that you have to alternate the attacks (you start with A, second hit must be B - and viceversa).

- ground chains system: same as above, but you don't have to alternate the attacks. Timing is less strict, the general system make no difference between close or far, high or low moves. Both air and ground chains can be started at any point of the mentioned pattern, keeping in mind that you can't go backward (so, no C- > f+C -> f+B...)


Some examples with Rosa:

jump A -> B, land, B -> B -> df+A -> f+B -> C -> f+C, cancel into qcb+B, follow up with qcf+B

(enemy jumping) jump B -> A -> f+B -> C, cancel into d+C, follow up with d+C, land, hit the enemy off the ground with a crouching B.


There're more advanced techs, let's just say most of them revolve around linking and glitches. The first recovery frame bug, Kim's vs Gordon DM bug, messing with fireballs etc.
 
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