Capcom Fighting Jam [Logical Progression] by 538

Originally released back in 2005 as a “100,000 Hit Memorial” for the KYSG Movie Page, this reuploaded Capcom Fighting Evolution combovid is an absolute classic. It’s amazing to see a combo system utterly dismantled in this fashion, whether or not you like the game itself.

highlights:
CFE Pyron zigzag rolling attack juggle at 1:35, Felicia OTG interrupt followup at 2:28, Yun pushing buttons at 3:15, Kenji double Rasetsu Jin at 3:49, Rose double sweep juggle at 5:21, Guy stylish KO at 6:21, Demitri double Demon Billion KO at 8:22, Guile advanced parry charge tricks at 8:59, and everything from 9:04 onward

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combos and editing by 538 (of the group KYSG)

soundtrack: Dub Squad – Ledo

originally released on December 20th, 2005

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9 Responses to Capcom Fighting Jam [Logical Progression] by 538

  1. onreload says:

    I was disappointed at first to realize that this wasn’t a new video, but I’m glad he’s doing this – people are giving positive feedback, and he’s getting some deserved recognition, and maybe even motivation to make a new video…? But I’m satisfied with what he’s already got down, he is my TZW, quite frankly.

  2. Keiko says:

    Hope 538 upload the rest of their old vids on the channel.

  3. onreload says:

    Also, since Maj is one of the 3 people on this earth who know anything about the game’s engine:

    can you tech before those OTGs hit? i’m not complaining, but it seems out-of-character for 538 to include stuff you can get out of, since in his 3s series, he wouldn’t even let program-pad-mashable dizzy recoveries slip by.

  4. Maj says:

    He didn’t pay much attention to that in this video. I think only the SFA and SF3 characters can shorten their knockdown durations to avoid OTGs. Darkstalkers and Red Earth characters can roll forward or backward as they get up, but that only happens after their normal knockdown duration.

    As for mashing out of dizzies in 3S – maybe he started doing that to get the combo counter to appear sooner when he didn’t want to follow up the dizzy, and then it just became a habit. It does look cooler to see them trying to mash out.

  5. onreload says:

    hm…i hadn’t thought about the combo counter showing up that way… it seemed like every time he follows up a dizzy, they don’t even remotely have a chance to mash out, this is also probably a stylistic tick, but very rarely will he take the chance to build meter.

    • onreload says:

      which is why i found the pseudo-yet-not-pseudo combo of akuma vs. ibuki to be so amazing; she recovers in the air, but she can neither parry nor block the first hit of his Max Level KKZ; seemed like it wasn’t DEFINITELY LEGIT, though I can’t imagine any way out of it

    • Maj says:

      Oh i wouldn’t consider that Akuma groundpound a true combo. There are too many ways to set up inescapable resets in every game that look nothing like combos. Then you may as well consider oldschool SPD setups against reversal-less characters to be combos as well. It’s a steep slippery slope.

      Not to mention, sicdic used to use that dirty trick on me at SHGL all the time. He also used to red parry the next-to-last hit of Chun’s SA2 with Dudley just so he could EX Cross Counter the upkick.

      Anyway, getting back on topic, i think 538 made the right choice with these OTGs. Even if some of them are technically escapable, it’s better than the alternative of leaving all those combos looking unfinished.

      They’re aren’t all easy to land either. Some of them barely connect in time, considering how much recovery those knockdowns have. And using Hauzer’s rush to set up his OTG is dope, because Hauzer’s OTG doesn’t cover the entire screen. Though i think Tosaka may have been the first to come up with that ghetto trick.

  6. onreload says:

    never thought about that anti-wakeup SPD thing. even if you hold “Up” on the stick, you’re saying in some games, Zangief can grab you?

  7. Maj says:

    Pre-jump was vulnerable to throws all the way up to Alpha 2. SFA3 was probably the first game to make jump startup frames invincible to throws.

    But i’m not even talking about wakeup. I just mean SF2CE Zangief vs Dhalsim – hit a bunch of buttons until you’re outside Dhalsim’s throw range, then SPD on Dhalsim’s first recovery frame. He can’t do anything. Does that make it a combo? Not really, because every other character can escape it.

    And if you consider that a combo, then you can just have Gief SPD from inside Sim’s throw range, attempt the counterthrow using an emulator, record it failing (since it’s 50/50 when both characters attempt to throw at the same time), and claim that the SPD was inescapable on that particular frame.

    And if you consider that a combo, you can do the same exact thing with Ryu after any positive frame advantage normal and call it a combo.

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