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Note: This page is full of mp4s and will thus this page will take a long time to load, will find a better way to do this page.

Clips

Game: Blazblue Central Fiction.

Fatal Counter 6C combo, utlizes 6C>5D loops, i crammed in as many loops as i could, but you can also cut one of the loops and instead for 236B>66B>Gadget finger instead..

Game: Blazblue Central Fiction.

Fatal Counter 6C combo, utilizes whiff gadget finger loops which i love to do, also allows for a safejump I think, which is why i did j.B after atomic collider.

Game: Blazblue Central Fiction.

Fatal Combo 2D combo, perhaps one of the hardest combos i can do in a fighting game to dubious consistency, lots of things you have to keep in mind, like a high hitting 5B, low hitting 6A, and Gadget Finger into Wedge catapult at the end. But this combo is so fucking cool.

Game: Blazblue Central Fiction.

Raw Atomic Collider combo, you cant usually get much out of it, but when you have magnetism fully charged, you can uses anti air sparkbolt (623D) to extend after 5A.

Game: Persona 4 Arena Ultimax.

More Basic sideswitch combo, uses double super at the end.

Game: Persona 4 Arena Ultimax.

One more cancel combo using j.236D, which is both an overhead on first hit, and a low on second hit, can also be used with j.236C which is just a low.

Game: Persona 4 Arena Ultimax.

Sideswitch combo using autocombo, also uses 2D and Deathbound.

Game: Persona 4 Arena Ultimax.

Air Throw combo, accidentally figured out that a shorthop j.B puts you at a perfect range for 2B Loops

Game: Persona 4 Arena Ultimax.

Corner route using Counterhit j.2A starter.

Game: Persona 4 Arena Ultimax.

A shitton of damage if you get a counterhit 2D, very funny to land. Hitting the clean hit on the Vorpal Swing super is always super hard though.

Game: Persona 4 Arena Ultimax.

Corner combo using EX Deathbound, this was a bit of a meterdump combo, but doing 2 supers afterwards isnt neccesary really, use 236AB>A for runs, 236AB>B for knockdown.

Game: Persona 4 Arena Ultimax.

Midscreen Clean Hit loops with j.C as the starter and EX deathbound after. EX Deathbound notably does a shitton of base damage.

Game: Super Smash Bros Ultimate.

Old Clip from when I was playing in a random lobby. You would never catch me playing Ultimate online nowadays unless with friends, but I thought I was cool for this clip. Everything up to the 7 second mark was a true combo.

Piranha Plant is such a fun character, I don't think you can ever replicate a character like Plant in a traditional Fighting Game.

Game: Persona 4 Arena Ultimax.

TOD Combo I did for a another combo contest many years (that I was late to submit to) ago using Junpei.

Not Impossible technically, but you'll never see a Junpei with 55 runs. Highly Impractical anyways.

Landing the last super at the end was incredibly hard, I remember it taking a few hours doing this.

Used Elizabeth as the dummy since she has the lowest health in the game IIRC. She has 8000 HP and my Combo did 8001 lol

Game: Tatsunoko Vs. Capcom: Cross Generation of Heroes.

TOD: Combo I did for a combo contest many years ago using Hakushon Daimao, an extremely obscure fighting game character whom only exists in the 2nd Version of TVC exclusive to Japan. I was actually surprised I still had this on my drive when I was searching for fighting game clips.

Impossible combo since the meter never depletes in training mode, I did not win the contest.

I want to talk about Hakushon Daimao one of these days, because If I don't, nobody will. As you can see, he's certainly wacky to say the least.