KOFUnion KOF XII combo video

Combo videos
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PenPen
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KOFUnion KOF XII combo video

Post by PenPen » Wed Aug 05, 2009 18:36

Somehow it was uploaded to Nico video and Youku, but not Youtube (edit: Youtube's up).

Pretty awesome combo video, including cc and non-cc combos, even including Raiden's Elizabeth bug as well!

Links:
http://player.youku.com/player.php/sid/ ... NDM2/v.swf
http://www.nicovideo.jp/watch/sm7836901


Download:
http://kofunion.net/update/combo/mtv/20 ... kofxii.htm

Combo explanations here: http://arcade.fightclub.com.pk/forums/s ... p?t=271081
Apparently Athena has an infinite but it's hard to setup and you need to enter cc.

It's late over here and I don't have much time to translate things. Maybe tomorrow (or if somebody is interested enough they can feel free to translate em).
Last edited by PenPen on Thu Aug 06, 2009 17:55, edited 1 time in total.

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Re: KOFUnion KOF XII combo video

Post by PenPen » Thu Aug 06, 2009 17:53

Translation tiem!

Athena:
CD -> f+B xN (infinite)
Looks easy but in actuality it is otherwise. f+B usually bounces away the opponent, but if you hit the lowest point of the opponent, her f+B will have her drop down instead of falling back, and you can repeat. (ignore what I said above about needing CC, as long as the opponent is airborne you can do this)

Combo:
CC -> d+D -> f+B -> qcb+B -> hcbx2+P -> ABCD (cancel) -> C (ends CC) -> [CD -> f+B] xN -> qcb+B -> dp+C

Ash:
CC -> b,f+A -> CD -> qcb+B -> b,f+A (ends CC) -> forward run CD -> A,B,C,D -> b,f+C -> d,u+D - Works anywhere. But for the forward run CD you may be hitting the opponent at the wrong time, so you should do d,u+D directly instead.

CC -> b,f+A -> C -> A,B,C,D -> b+D -> CD (ends CC) -> qcb+A -> b,f+C -> d,u+D - Corner combo. Theoretically a CD can be done after the qcb+A but it couldn't come out. Perhaps it can with simple motion, and a loop of CD->b,f+A could be done that way.

b,f+A -> forward jump D -> C -> b,f+A -> C -> CD -> b,f+A ->qcfx2+D - Aside from the b,f+A at the start what happens after that forms a solid combo. CD -> b,f+C is too far away to connect, and for qcfx2+D it's better to hit the opponent at a lower point for more hits.

Jump D -> C -> b+B -> A,B,C,D -> d,u+D - Classic 2k3 Ash combo (wut?)

Kyo
Crossover jump C -> C -> CD -> rdp+B -> rdp+B -> dp+A - A useful combo, better chance of connecting as a crossover. Then says something about not being able to do reverse motion in this game (which I don't understand what he meant).

CC -> rdp+B -> f+B -> qcb,hcf+A -> wait, rdp+B (ends CC) -> CD -> qcf+D -> CD -> qcf+D -> rdp+B -> dp+C - So far the most damaging Kyo CC combo this guy found, at 64% life. For the CD -> qcf+D, the CD needs to hit high in order for this to be a loop.

Iori
CC -> qcb+B x2 -> C -> wait, AB -> C (ends CC) -> C -> f+A -> hcf+C -> dp+C -> CD -> qcb+C -> CD -> qcb+C > qcf,hcb+A - Most damaging Iori combo, 64% life. When CC ends, after the AB roll a jump C can be done but both players must be sticking to the wall, and a normal hop C, and must be done early to connect to his hcf+C. But not too early, or else it won't connect with the standing C.

CC -> qcb+B -> qcb+A -> qcb+B -> backwards super jump CD (ends CC) -> move forward a bit, dp+C -> CD -> dp+C -> CD -> qcb+C -> qcf,hcb+A - 61% life combo. if you take out the CD -> dp+C, it'll be a pretty easy to do, useful combo.

Jump C -> C -> f+A -> hcf+C -> forward run, CD -> qcb+B (misses) -> qcb+A -> dp+A or qcf,hcb+A - Easy to do with practice, most damaging combo w/o full power.

(extra combo from KOF union) hcf+C -> CD -> qcb+B -> qcb+A -> qcf,hcb+A - Corner combo and character dependent (Ryo, Clark, Larf, Chin, Athena).

Ryo
CC -> dp+C -> dp+A -> f,hcf+A -> dp+A (ends CC) -> wait, CD -> hcb+D,D (late) -> CD -> hcb+D,D (asap) -> hcb+D,D (asap) -> dp+C - Does 721 damage (that means 72% damage?). The hardest part is doing CD -> hcb+D,D -> CD. The hcb+D itself can do either 1 or 2 hits, but 1 hit is preferred (I'm assuming this means the first hcb+D).

CC -> dp+C -> dp+A -> qcf+A -> f+A (ends CC) -> CD -> hcb+D,D (late) ->CD -> hcb+D,D (asap) -> qcf,hcb+A - Not as much damage as above but ends with a DM (looks cooler, he said).

Robert
Jump D -> D -> CD -> dp+A -> dp+A - The first dp+A must be done in the corner. Otherwise not a useful combo.

CC -> f+C x2 -> Jump B+D X3 -> (ends CC) -> jump B+D -> D -> f+B-f+A -> qcf,hcb+A - Most damaging non corner combo. Easier to complete if one of the f+C is taken out. The last jump BD (in the triple jump BDs) before CC ends must be done earlier or else CC will end before it comes out.

CC -> (A) -> f+B-f+A -> f,hcf+A -> dp+A -> db,f+B (ends CC) -> CD -> f,b,f+D - Does about the same damage as the Arcadia combo, looks better (I think the standing A in this combo is optional).

Ralf
CC -> qcb+C -> qcfx2+A -> df+A -> qcb+C (ends CC) -> CD -> qcb+C -> CD -> qcb+C -> f+C - Most damaging Ralf corner combo, does 705 damage.

CC -> qcb+CX3 -> (ends CC) -> qcb+C -> CD -> qcb+C -> CD -> qcb+C -> f+C - Not as damaging since it has no DMs.

Home version owners: The Ralf combo of P,P,P -> D won't connect now.

Leona
CC -> d,u+A x3 -> C (ends CC) -> b,f+P x2 -> V-Slasher - Most damaging corner combo with her.

CC -> f+B> air qcb+A -> d,u+A -> CD -> qcb+B (ends CC) -> b,f+P x2 -> V-slasher - More difficult, looks cooler but less damaging.
CC -> qcb+B -> CD -> qcb+B (ends CC) -> b,f+P -> whatever - Fun combo but low damage output.

Benimaru
Low air qcf+P xN - Note that this is a loop and not an infinite. This can be done multiple times, the vid maker said he had the most at 5 qcf+Ps, but someone did 7. Think of each qcf+P (air) getting more lag afterwards as he has to hit the opponent earlier. Dependent on the first hit touching high, and must connect when the move is about to end.

CC -> qcf+C -> dp+B -> qcf+B -> f+B -> (ends CC) qcf+C -> CD -> qcb+A -> CD -> qcb+A -> qcf+B -> qcfx2+P - Most damaging corner combo at 652.

Raiden
He's here for the console version bug, basically. The bug won't come out if they land in the corner.

Kensou
CC -> d+D -> d+C -> qcb+A-qcb+C -> qcbx2+A -> qcb+A (ends CC) -> CD -> dp+A (press 6 times) -> qcb+A-qcb+C-dp+D - Lots of hits but damage scaling prevents this combo to be damaging.

Terry
qcb+B -> D -> CD -> qcb+D -> D - Only works against a crouching Chin. The qcb+D needs to be done late for all 3 hits, the D is dependent on the qcb+D's timing.

Has another CC combo that ends with qcb+B ->CD -> qcb+D -> GEYSER after finishing CC, but it's position dependent and he didn't put it on the vid.

Andy
CC -> dp+A -> f+A -> dp+A -> db,f+A -> qcb+A (ends CC) -> forward run CD -> hcf+B-BD -> CD -> qcb,hcf+K - Can start from the middle of the stage. The later you do the DM, the more hits it will connect (but very hard to do).

Joe
Like Terry has a position dependent combo which he didn't release.

Kim
CC -> jump qcf+B -> d,u+D -> d,u+B -> qcf+B (ends CC) -> CD -> qcb,hcf+K - Useful combo, very damaging. On the first move, you have to enter motion as qcf,uf+B for additional 10 points of damage. d,u+D must be done immediately afterwards or else CC will end.

Duo Lon
CC -> d+D -> D -> C-qcf+C-qcf+C-qcf+B -> C(misses)-qcf+C-qcf+C-qcf+B (ends CC) -> C(misses)-qcf+C-qcf+C-qcf+B -> qcb,hcf+A - Basically shows what DL can do, even though it doesn't do as much damage as Arcadia's.

He can also do fully charged CD -> C-qcf+C-qcf+C-qcf+B -> qcb,hcf+A - Apparently C juggles. According to him, if they didn't do this it would be an infinite (?). He then complains about XII's juggle system, having characters get changed to suit the system and losing their own style.

Chin
CC -> df+D -> (stance)-df+B-B -> df+B-B -> (ends CC) -> df+B -> (in-stance) BX4 ->qcfx2+P - Corner combo (No special comment here, just that I feel that Chin really stole Kyo's old qcf+D in here)

CC -> df+D -> (stance)-df+B-B -> qcb+A -> df+B (ends CC) -> (enter stance)-A(misses) -> CD -> df+B -> (in-stance) BX4 -> qcfx2+P - Doing the A missing is important since it's faster than the stance cancelling BD, or else what happens next won't work.

SHEN WOO
(this is really, really long and my health is far from 100%, so I'll just post combos here and leave it at that...basically it's about the timing of his qcf+K followups and his qcfx2+P 'super cancel', I will find time to post the translation in Shen's thread)
CC -> f+B -> qcf+C-qcf+B -> qcf+C (slightly charged)x2 (ends CC) -> (CD->qcf+D)x3 -> qcf+A-qcf+B -> qcf+B->qcfx2+P

Just for the heck of it, SHEN WOO SPEAK: CC -> SHEN WOO KICK -> SHEN WOO PUNCH LITE (C)-SHEN WOO UPPERCUT (B) -> SHEN WOO PUNCH LITE (C + slightly charged) x2 (ends CC) -> (CD -> SHEN WOO UPPERCUT (D)) x3 -> SHEN WOO PUNCH LITE (A)-SHEN WOO UPPERCUT (B) -> SHEN WOO UPPERCUT-SHEN WOO PUNCH!!!!!1111

Super hard combo to do. 745 damage. He said there's a better combo but it's for arcade version only (involves insta-SHEN WOO PUNCH in CC I believe), and it might be a 100% combo.

qcf+C (fully charged) -> D (juggles) -> CD -> qcf+D -> CD -> qcf+D -> qcf+A-qcf+B -> qcf+B->qcfx2+P - Most damaging non-CC combo with Shen. Damage is 656, not included in the vid.

= Console characters =
Elizabeth
CC -> qcf+A -> qcf+A -> qcf+B-A -> qcf+A (ends CC) -> CD -> qcf+C -> CD -> qcf+C -> qcfx2+A -> qcf+A - Simple and damaging combo. Photo says 691 damage.

Mature
CC -> qcb+B -> dp+A-A(asap) x3 (ends CC) -> CD -> qcb,hcf+B -> run forward B/d+A -> qcb+B - The last part is the most important. The DM can be followed by more stuff, but how you follow it is totally dependent on the opponent's size.

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Re: KOFUnion KOF XII combo video

Post by hebretto » Fri Aug 07, 2009 05:24

:worship1: Pen :worship2:

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Re: KOFUnion KOF XII combo video

Post by Gunsmith » Fri Aug 07, 2009 07:02

hebretto wrote::worship1: Pen :worship2:


Hear Hear! :salute:

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Re: KOFUnion KOF XII combo video

Post by resurgentcaesar » Sun Aug 09, 2009 02:54

it's beautiful wow

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