Tuesday, October 25, 2011

東方非想天則 ver 1.10 Sakuya Izayoi Combo Video

This is a Hisoutensoku combo video.  If you are interested in this game and would like to learn more  visit http://hisouten.koumakan.jp/wiki/Main_Page. 

This video is the result of way too much time spent in training mode.  I've been wanting to make a combo video for a while so what I did was I went into training mode and tried to come up with a new combo every time before I played a game .

Transcript:
0:10  jA, 5AAA, 2B(3 hits), 5C, j5A, j5B, jA, 2A, 3A(1 hit), j623B
This is a variation of a standard Iku rejump combo.  Iku is one of, if not the, tallest characters in the game which allows jA, jC to connect. The jC only hits a few times which lets the 3A connect without going over 100% limit.

0:15 66A, 623B, j6C, j2A, 623B
Two 623Bs in one combo. The timing and spacing for j2A to connect is incredibly strict and after it hits the hitstun decay is so low that only one more attack can connect.

0:19 3A(1 hit), f5A, 3A, j5A, j6A, j6C
Connecting a f5A after a 3A in the corner.  The normal 3A corner combo doesn't work if 3A hits once on a grounded opponent so this combo is the result of seeing what I could get off that hit.

0:23 j5A, j2A, j2A, 623C
Connecting two j2As outside the corner and connecting a 623C from a j2A without counter hit.  This is one of the few combos in the video that I use regularly after recording it, albeit with a different ender. The 623C ender is too timing/spacing dependent to be used in normal play.

0:26 j623C, j5A, j2A, 66B(2 hits), Wound Sign "Inscribed Red Soul"
j623C keeps Sakuya's momentum from her D3 which puts Yukari high enough for Sakuya to recover and hit with j5A.  Hitstun decay causes the third hit of the 66B to drop but it can still be comboed after with a spellcard.

0:31 CH j2A, j22B, j2A, 66A, 623B
Teleport in the middle of a combo without timeslow/stop. 

0:34 j6A, j5C(2 hits), 2A, Conjuring "Eternal Meek"
Juggling a 2A after land canceling j5C.  Used 2A because juggling with low hits looks cool. 

0:38 j5A, j5C(2 hits), j6A, 2C, 623C
This combo was made to see what I could get off of an air-to-air j5A midscreen.  Sakuya has to be falling in order for this to work.

0:42 j5A, 5AAAA, j5A, j6A, j6C, 623B
Sakuya's normal corner combo is difficult against Youmu because of her short hitbox so I came up with this one to maximize my damage against a Youmu player I face a lot. The trick to getting the j5A to connect is to neural jump.  You can also omit the j6C and delay the 623B for an airtech trap. 

0:44 623B, j5C(1 hit), j6A, j2A
This combo was made to see what I could get off a raw midscreen 623B near the corner other than her standard j5B comb.  For those new to the game or new to Sakuya, 623B is cancelable with all air moves except A attacks and although it looks like a DP it contains no invincibility.

0:47 j2C(1 hit), j5A, 2A, 6A, 2C, 623C
Normally the only way to combo 2A/5A into 6A is with a counter hit but the knockdown from the j2C makes it possible.  Ended with 623C because it's considered hard to combo into normally. 

0:55 3A(1 hit), j2A, 2A, 3A, Scarred Soul "Soul Sculpture"
Comboing a j2A from a 3A midscreen.  The juggle after the last 3A has a lot of hitstun decay but Soul Sculpture is just fast/high enough to hit after it.

1:02 236C(setup), j5A, j5A, 236C(hit)(1 hit), j5A, j2A, 2C, 623B
Attempt to see how many j5As I could get in an air-to-air combo without timestop/slow.  Inspired by Sakuya's jA loop in IaMP.  Probably could have gotten more if I ended it differently.

1:08 22C(1hit), 214C(setup), j5A, j6, 214C(hit), Silver Sign "Silver Bound"
Aya's 214C hits Sakuya's counter, grazes through the first wave of knives and gets hit by a single knife during 214C's recovery.  A second knife would have hit her but they disappear after a period of time.  That single knife puts Aya in a juggleable state all the way down allowing enough time for Sakuya's 214C to be thrown out and highjump canceled into a j5A.  214C knives have a lot of hitstun letting the spellcard connect after the j6A.

1:14 236C(setup), 3A(1 hit), 236 C, j5A, j2A, j2A, 236C activate/j22C
Setting up and comboing into a self activated 236C and comboing from a 3A canceled into a 236.  After this 236 is throw out it can be activated either by throwing another one out or waiting for a period of time.  I say "this 236" because every character has two alternate versions of each of their special moves that they can switch between.

1:19 214 [B](setup), 66C,214[B](hit), Time Sign "Imaginary Vertical Time", (214C setup), j623C, 214C(hit).
The 214 bullets allow 66C to combo into the spellcard when it normally wouldn't.

1:25 Conjuring "Eternal Meek", Scarred Soul "Soul Sculpture"
 Eternal Meek's knives are thrown out randomly so the only way to connect Soul Sculpture after it is to get lucky.

1:30 Catfish's Great Earthquake(setup), Time Sign "Sakuya's Special Stopwatch",Catfish activate, 66A x5, j5A, j2A, 623C.
Attempt to combo from a situation where both characters get hit by catfish.  Catfish is a system card meaning that any character can use it. However, in this case it was Sakuya that used it.

1:40 CH 3A(1 hit), 236C(setup), j5C(3 hits), f5A, 236C, j5A, j6A, 236C
Counter hit 3A has a huge amount of hitstun which gives enough time to setup a 236C and juggle with a j5C.

1:45 5AAA, 2B(1 hit), 5C, Time Sign "Imaginary Vertical Time", 236B, j236C, j5A, 5AAAA
Combo into and out of both that spellcard and Parallel Brain without a juggle.  If the 2B hits more than once the combo will limit before you can finish the dial-a-combo.

1:54 f5A, 2B(1 hit), Stopwatch "Luna Dial", j5C(setup), 5AAA, Catfish's Great Earthquake(setup), 66A, j5C(activate)(1hit), f5A, 2B(1 hit), 5C, 22C
Combo into catfish.  The j5C stretches the combo out long enough for the catfish to hit and the teleport lets Sakuya avoid the catfish's hit while looking incredibly stylish.

2:07 214[C](setup),Sakuya's World, 214[C](hit), 214C(setup), 4Ax11, 5AAA, 214C(hit), f5A, 2B, j5A, j2A
 Highest damage timestop combo I could find without putting Alice into a juggle state.  The f5A can't be too close or else the 2B will whiff and it can't be too close or else 2B will limit.

2:18 Time Sign "Private Square", j6C, 6C, j6C, Conjuring "Eternal Meek"
Using a spellcard during timeslow cancels it out so the last set of knives has to hit after eternal meek's superflash ends in order for it to connect.

2:25 236C(setup), j5A, 66B, 236C(hit), 66B(1 hit), Scarred Soul "Soul Sculpture"
Normally it's impossible to combo 2 66Bs outside of monsoon weather but, like many other things, timestop knives make it possible.

2:30 214[C], Sakuya's World, 214B(setup), j2A, 214B(setup), j2A, 214Bx2(hit), 623C
The second wave of 214 knives hit as soon as timestop is activated keeping the knives on screen.  What's interesting about this is that Sakuya can combo the opponent just by dashing into them.  During timestop the last hit delivered to the opponent will impose its effects after time runs out similar to Arcana Heart so Patchouli is in a groundbounce state after being hit with that last j2A allowing for an extended juggle after timestop ends.

2:39 Buriallusion "Phantasmic Killer", 214C(setup), j2A, 214C(hit), 623C
Phantasmic killer is canceled by Alice's  4C doll allowing for a followup.  After the j2A the hitsstun scaling becomes extremely severe but 214C's hitstun is still large enough for 623C to hit afterward. I noticed that soku combo videos have a lack of trade cancels so I attempted my own.

2:43 214C(setup), Time Sign "Private Square", 214C(hit)(3 hits), (4A, j5A)x3, j5B, j5A, 5AAA, Conjuring "Eternal Meek"
214C is canceled into timeslow immediately letting Sakuya combo after timeslow's recovery ends.  All the hits during timeslow are links and the timing is relatively tight even with timeslow also, it only only works on standing tall characters.  This combo is an attempt at a rejump combo without bullets, the sideswitch was just a bonus.

2:52 CH 3A(1 hit), 214C(setup), Stopwatch "Luna Dial", 214B(setup), j2A, 214C(1 hit), j2A, 214B(hit), 623C
An attemp to see how long I could keep a combo going after the KO screen. Counter hit 3A on an airborne opponent gives enough time for both a 214C and a combo into luna dial from nearly full screen.

3:03 Time Sign "Private Square", j5Ax4, j2Ax2, 623B
Like the combo at 1:02 I wanted to see how many j5As I could get but this time with timeslow.

3:09 236C(setup), j5A, 2A, 3A, 623C, Buriallusion "Phantasmic Killer", 236C(hit)
Phantasmic killer is one of two of Sakuya's spellcards that can be used in the air.  The startup is way too long to combo from a 623C without the use of timestop knives.

3:13 Time Sign "Private Square", 3A(1 hit), 236C(setup), 4Ax7, 236C, j6A
I wanted to see if it was possible to combo after canceling the first hit of 3A into 236 without a counter hit.  Turns out you can but not without timeslow or having a set of timestop knives already out.

3:19 214B, j5C, Silver Sign "Silver Bound", j5A, 5AA, 5AAAA
A crossup setup for comboing into and out of silver bound.  Although Sakuya is on the other side of Reisen she is still considered to be on the left side which let's j5C bounce off the far wall and combo into silver bound.  This lack of side switching is also the cause of the infinities in this game. As a side note, the music syncing up with the hits at the end was a complete accident.

3:25 j5A, j5A, j5B, j5A, j5A, j6A, 66B(1 hit), Conjuring "Eternal Meek"
Timeslow rejump combo, this time with bullets.  

3:31 Sakuya's World, j6A, 236Cx2, j6A, j623C
Sanae uses her Divine Lottery "Disorderly Fortune Slip Bulk Discount" which throws out a bunch of her fortune bombs at once which can have one of four random effects.  The "very bad luck" effect creates a large dark explosion that hit both players.  Sakuya jumps to the other side of Sanae after timestop recovers in order to push her into her own bomb.  Then she uses j623C to graze through the bomb and continue the combo after timestop ends.  The damage Sanae does to herself has ignores the damage scaling of the hits Sakuya does which leads to some big damage. For some unknown reason she is shown as hitting herself 13 times and doing 1993 damage after the first hit of the bomb and the only extra damage she does to herself comes from after the 12th hit. 

3:40 (Monsoon weather), 3A(1 hit), (2A, 3A(1hit))x2, (2A, Conjuring "Eternal Meek")x2, 2A, 6A
Monsoon weather causes attacks that would normally knock down to groundslam. For more information on the weather system in this game see http://hisouten.koumakan.jp/wiki/Weather.
Sakuya monsoon loop into two eternal meeks and a followup.  You must step backwards a little after the first spellcard in order to get the followup after the second one.  This combo can be teched out of but since there are so few combos that can be teched out of it should be okay to put this in. Plus, the threat of Sakuya's air-unblockable 3A means that most opponents won't be teching anyway.

3:57 (Magic Potion), j5A, (5AAA, 2B, 5C, Hakurouken)x2, 5AAA, 2B, Hakurouken, 5AAA, Conjuring "Eternal Meek"
 The magic portion system card constantly refills spirit for a period of time letting Sakuya use as many spirit consuming moves as she wants including the Hakurouken system card which is essentially a dash cancel.  Fairly standard potion/sword combo.  It comes so close to 100% limit at the end that the spellcard only hits once.

4:14 Catfish's Great Earthquake, Sakuya's World, 236C, j236C, 236C
A recreation of the famous Dio combo. Sakuya is able to dodge the steamroller(catfish) with the invincibility from timestop.  Marisa was chosen as the dummy because, like Jotaro, she says "da ze" a lot.

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