VITA FIGHTERS - TECHNICAL EXHIBITION: EPISODE 3

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  • Опубликовано: 15 янв 2025

Комментарии • 8

  • @Formula_Zero_EX
    @Formula_Zero_EX  2 месяца назад +3

    *_*Part 1 of Description:*_*
    *Combo No. 1:*
    *Notation:* 5LMH xx 6S > 5LH xx 5S xx DC > run > 5LMH xx 5S xx DC > dash > 5H xx 5S xx DC > 5L > 5LMH xx 6S xx 5S xx DC > 5H xx 4S (2-Hits)
    *Timestamps:*
    (0:15-0:23) Sleve’s 5LMH > 5S juggle loops can make some strong corner carry.
    (0:27) Sleve’s 4S hitting twice in a juggle (with high gravity scaling) probably only works against characters with large, vertical hurtboxes underneath them (ex: Shawn, Millions, Wate, Ben, etc.).
    *Combo No. 2:*
    *Notation:* IAD j.H > land > 5LMH xx 6S > dL.5S xx DC > 2S, 2S > dash > 5LH xx 5S xx DC, 2S
    *Timestamps:*
    (0:33) Doing Sleve’s 5S after 6S and dash canceling just underneath the opponent allows him to extend the combo with 2S, and then link it again midscreen.
    (0:39) After dash canceling 5S, immediately 2S to prevent the combo from dropping.
    *Combo No. 3:*
    *Notation:* Jump > j.H > land > 5LMH, dash > 5LMH xx 5S xx DC > 2LMH xx 2S (1st Hit) xx DC > j.L (whiff), [2]S then hold [8] after 1st hit > [8]S > ]8[ > 5LMH xx 5S > dash > 5LMH xx 5S xx DC > 5LMH xx 6S xx 5S
    *Timestamps:*
    (0:45) Sleve’s 5H has so much hitstun, that he’s able to link it with a micro dash 5L (corner only).
    (0:49) There’s a very small window in which Sleve can dash cancel off the first hit of his 2S.
    (0:50) Sleve’s 2S launches the opponent so high in the air that he’s able to link to another 2S.
    (0:51) After the first hit of Sleve’s 2S, hold up (7/8/9) while and after he lands. This tech is called the “Silly Stance”, which is exclusive to Sleve only. Silly Stance allows him to use his crouching normals, dash and double jump in the air, and even use V-Reversal without being in blockstun! However, you must always be holding any upward direction, otherwise he goes back to his “normal” stance.
    (0:52) Press S while holding any upwards direction (7/8/9) to activate V-Reversal, which can be comboed off of, and then let go of the upwards direction to continue the combo with 5LMH.
    (0:53) Since Sleve juggles the opponent high enough and there’s one ground bounce to be used left in the combo, he’s able to dash in and continue with 5LMH after 5S.
    *Combo No. 4:*
    *Notation:* CH 5S, 5LMH, 3H > jc.LMH xx j.S > air dash > j.H > land > 2LH > jc.LMH xx j.S > land > 5LMH xx 6S xx 5S xx 5X
    *Timestamps:*
    (1:03) Sleve can link 5S on counterhit to his 5L.
    (1:04) Sleve can link 5H to his 2H. However, you must press 3 and the H button to move him close enough for 2H to hit.
    (1:07) Sleve is able to air dash after his j.S and continue the combo with j.H.
    (1:11) If the opponent is not juggled high enough at this point, then Sleve will not be able to cancel 6S to 5S to 5X without dropping the combo (esp. 5S to 5X).
    *Combo No. 5:*
    *Notation:* Jump > j.H > land > 5LMH, dash > 5LMH xx 5S xx DC > 2LMH xx [2]SSSSS… until land, (5LMH xx 5S > dash)(x2) > 5LMH xx 6S xx 5X
    *Timestamps:*
    (1:20) Sleve’s 5H has so much hitstun, that he’s able to link it with a micro dash 5L (corner only).
    (1:23) Sleve’s 2S and Avoc’s 2X share the same property of their second hit being Roman Reversible by mashing their respective specials’ buttons after the first hit. This causes both characters to just leap in the air without going to their follow up attack correlated to their second hit. To Roman Reverse Sleve’s 2S, mash S while holding down until he lands. Keep in mind that Roman Reversing 2S loses the ability to use Silly Stance.
    (1:25) Sleve’s Roman Reversed 2S can link to his 5L upon landing.
    (1:26-1:30) Since Sleve juggles the opponent high enough and there’s two ground bounces to be used left in the combo, he’s able to dash in and continue with 5LMH after 5S twice.
    *Combo No. 6:*
    *Notation:* 2 > 5L, 5LMH xx 5S xx DC > 2S, 2S > 5LMH xx 6S xx 5S xx 5X
    *Timestamps:*
    (1:38) Sleve can link his grab to his 5L.
    (1:42) Doing Sleve’s 5S and dash canceling underneath the opponent allows him to extend the combo with 2S, and then link it again.
    *Combo No. 7:*
    *Notation:* 5H xx CH 5S, 4S (1st Hit) xx DC > 5LMH xx 5S xx DC > 2LMH xx 2S > dash > 5LH xx 4S, walk > 5LMH xx 5S xx DC > walk > 5LMH xx 6S xx 5X
    *Timestamps:*
    (1:54) Sleve is spaced far enough that he’s able to hit a blocking opponent with 5H, while also not getting hit by V-Reversal at this range, so he’s able to punish it with his 5S.
    (1:54) Sleve’s 5S on counterhit can link into his 4S.
    (2:01) If timed correctly and at the right juggling height, the second hit of Sleve’s 4S can combo into 5L. This probably only works for big characters.
    *Combo No. 8:*
    *Notation:* 5X trade > 5LMH xx 5S xx DC > 2S, 2S > 2H > jc.LMH > land > 5LMH xx 5S xx DC > 5LMH xx 6S xx 5X
    *Timestamps:*
    (2:13) Sleve trades his 5X with Lazarus’ 5L. Sleve getting hit with less hitstun than Lazarus allows him to hit confirm off the trade.
    (2:16) Doing Sleve’s 5S and dash canceling underneath the opponent allows him to extend the combo with 2S, and then link it again.
    *Combo No. 9:*
    *Notation:* Fully Charged 5S xx dash > 5H > jump > j.H xx j.S xx j.22H > air dash > j.H xx j.4S xx j.22H > land > 2H > jc.L xx j.S xx j.22H > air dash > j.H xx j.4S
    *Timestamps:*
    (2:31) After dash canceling his fully charged 5S, Ray must hit the opponent with 5H _before_ the fireball hits them so that he can jump in with j.H.
    (2:32) So apparently, Ray can cancel j.H to j.S to 22H on every other scenario _except_ after the 2H launcher. I don’t know why this happens.
    (2:36) Ray can air dash after his j.22H.
    (2:39) Ray can cancel j.L to j.S to 22H after a 2L launcher. Again, _why does this happen?_
    (2:41) Ray can air dash after his j.22H.
    *Combo No. 10:*
    *Tallgeese’s Notation:* 2LM, 5LMH xx 5S xx 5X
    *Sheng Long’s Notation:* (After Tallgeese’s Combo) Air tech > air dash > j.H > land > 5H, 5H xx 4S~H, 5LMH xx 6S xx dL.j.S > land > 5LH xx 4S~L > 5S > (5LMH xx 5S)(x2)
    *Timestamps:*
    (2:45-2:52) Very recently, ZimpleAzDat from the VF Discord discovered that this combo against characters similar to Lazarus’ size causes them to air tech after 5X midscreen.
    (2:53) Sheng Long can link his 5H to another 5H, _because of course he can._
    (2:54) Sheng Long can link 4S~H to his 5L, _because of course, he can do that, too._
    (3:01) Have Sheng’s 5S hit the opponent at the peak of their ground bounce, otherwise the combo will drop due to lack of juggling height.

    • @Formula_Zero_EX
      @Formula_Zero_EX  2 месяца назад +3

      *_*Part 2 of Description*_*
      *Combo No. 11:*
      *Notation:* 5X Trade > run > 5LMH, dash > 5LMH xx 6S > dash
      *Timestamps:*
      (3:09) Wate trades the first hit of his 5X with Legato’s 5L. Wate getting hit with less hitstun than Legato allows him to hit confirm off the trade.
      (3:12) Wate’s 5H has so much hitstun, that he’s able to link it with a microdash 5L midscreen.
      *Combo No. 12:*
      *Notation:* (5LMH, dash)(x3) > 5LMH xx DC > 2LMH > dL.jc.L > land > 2LH > jc.LMH > land > dash > 5LH > walk > 5LMH xx DC > (5L > 5LMH xx DC)(x2) > 5L > 5LMH xx 5S~L
      *Timestamps:*
      (3:18-3:24) Henyoko’s 5H has so much hitstun, that he’s able to link it with a microdash 5L a few times.
      (3:29) Henyoko’s 5H has so little recovery that he’s able to juggle with his 5L without dropping the combo.
      *Combo No. 13:*
      *Notation:* 4S > 5S~H, 5S~L, 5LMH, 2S xx 5S~L xx DC > 5L > (2LH > jc.LMH > land)(x2) > 5X
      *Timestamps:*
      (3:39) Henyoko’s 4S hitting the opponent just after his 5S~H hit them allows him to link to his 5S~L.
      (3:43) Henyoko can link his 5H to his 2S.
      (3:49) Henyoko’s 5X has a restand property, which allows him to use a ground bounce and end the combo.
      *Combo No. 14:*
      *Notation:* 5X Trade (1st Hit) > jump > j.4S > 5LMH xx DC > 2LH > jc.LMH > land > 2H > jc.LMH xx j.S > land > 5LMH
      *Timestamps:*
      (3:57) Wate’s 5X gets interrupted by Henyoko’s 4S just before the super’s second hit. Wate being in less hitstun than Henyoko allows him to extend the combo with j.4S.
      (4:04-4:08) Wate’s 2H launches the opponent high enough for him to do 2H > jc.LMH loops a couple times.
      *Combo No. 15:*
      *Notation:* SFG j.4S xx j.6S > j.L > land > (5LMH xx jc.H, j.H > land)(x2) > 5LMH xx 5S > 5X (10 hits) > jump > j.H > land > 5LMH xx 4S xx 6S
      *Timestamps:*
      (4:11) Akira enters his prejump frames just as Wate activates his 5X super. This causes Akira to use his 4S in the air after the super freeze, which then can be canceled to his 6S. This is called the Super Freeze Glitch. More details about this glitch are in “VF Technical Exhibition: Episode 2”.
      (4:16-4:20) Akira is able to link his j.H to another j.H.
      *Combo No. 16:*
      *Notation:* 5H, walk > 5LMH xx 6S > jump > j.H xx j.S xx DC j.L > dL.j.L > land > 5LMH xx 6S xx 5S xx DC > 5LMH xx 5S xx DC > 5LMH xx 5S xx 5X
      *Timestamps:*
      (4:31) King’s 5H has so much hitstun, that he’s able to walk and link with his 5L (corner only).
      *Combo No. 17:*
      *Notation:* SFG j.5X > dash > 5L > 2H > jc.LMH > land > 2LH > j.H, j.H > land > 5LMH xx 5S xx 22X, 5X > dash > 5LMH xx 6S
      *Timestamps:*
      (4:51) Rikimaru enters his prejump frames just as Wate activates his 5X super. This causes Ares to use his 5X in the air after the super freeze. This is called the Super Freeze Glitch. More details about this glitch are in “VF Technical Exhibition: Episode 2”.
      (4:57) Rikimaru is able to link his j.H to another j.H.
      (5:00) Rikimaru can link his 22X to his 5X if the opponent is juggled near the corner.
      *Combo No. 18:*
      *Notation:* SFG j.5X > dash > 5LMH xx dL.5X > iad j.H > land > 5LMH xx 2S xx 6S~S > 5LMH xx dL.5X > dash > 5LMH xx 2S xx 6S~S
      *Timestamps:*
      (5:10) Ares enters his prejump frames just as Wate activates his 5X super. This causes Ares to use his 5X in the air after the super freeze. This is called the Super Freeze Glitch. More details about this glitch are in “VF Technical Exhibition: Episode 2”.
      *Combo No. 19:*
      *Notation:* (5LMH xx 4S xx DC)(x2) > 5H xx 6S > jc.LM > land > 5LH xx 6S > jc.LM > land > 5LH xx 6S > jc.H xx j.S > land > 5LMH xx 6S > (5LMH xx 4S xx 6S > walk)(x11)
      *Timestamps:*
      (5:43) Ben’s 6S jump cancel has a small window where he can get stuck in the air a split-second while being very close to the ground.
      *Combo No. 20:*
      *Notation:* 5X Trade > 5S xx 5X
      *Timestamps:*
      (6:26) King’s 5X gets interrupted by Henyoko’s 6S. Each hit of his 5X has so much hitstun that he’s able to continue the combo with his 5S.
      Miscellaneous Tidbits:
      Sleve’s 5L on counterhit can link into his 2L.
      Sleve’s 5H can link into another 5H (can be done anywhere).
      Sleve’s 2S can counter Wate’s backdash, apparently.
      With a lot of juggling height, Sleve can extend off of his 5X against Prime.
      At the corner, Shin Rae can link 5S to his 2L.
      At the right distance away from the opponent while near the corner, Henyoko can combo off of his grab thanks to his j.S, which then can be linked into 6H. Shoutouts to @PenZFGC!

  • @randall4528
    @randall4528 Месяц назад +1

    Hey; man! I know there is a very small window to Sleve can dash cancel his 2S. How do you actually dash cancel his 2S?

    • @Formula_Zero_EX
      @Formula_Zero_EX  Месяц назад +1

      Very shortly after the first hit, tap forward twice like you’d do in a regular dash cancel. Weirdly enough, he does a “ground” dash cancel rather than an aerial one.

    • @randall4528
      @randall4528 Месяц назад +1

      @Formula_Zero_EX I tried, and it is not working. Can you give me some tips to make this dash cancel a bit easier?

    • @Formula_Zero_EX
      @Formula_Zero_EX  Месяц назад +1

      @ I suggest mashing forward very rapidly until you dash cancel. That’s how I did it.