Robyrt's OMF 2097 Combos
Act 4: Rehit Mode Off!
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Copyright (c) 2005, Robert Marney. All rights reserved.

act4_#.rec: Shirro vs weak pilots. One combo, 100% damage.
(To see which pilots this will work on, consult the tiers below.)

3. Pyros vs Cossette/Thorn: jump punch, fierce x3, low fierce.
   This one also works on Steffan, Shirro, and Milano.
6. Shredder vs Crystal/Thorn: jumpkick, Flip Kick, jumpkick, roundhouse x3.
   Also works on everyone #3 works on.
10. Nova vs Milano: Belly Flop, fierce x2, strong.
   A variant of this (Belly Flop, fierce, strong x3) works on other pilots.

* * * *

act4_#r.rec: Crystal versus Christian/Thorn. No modifiers of any kind were used; this is the damage each combo would really deal.

0. JAGUAR
   a. Concussion Cannon, jab, roundhouse. Cannon to jab is a link, despite appearances.
   b. jumpkick, low strong, low forward, Jag Leap. Finally it works!
   c. Backwards jump over a falling opponent perfectly timed to connect on the way down, allowing further combos

1. SHADOW
   a. Crossup jump-in allows an extra low forward before the standard K,db+K.
   b. Meaty fierce won't combo into anything but low jab at this distance (out of throw range, so it can be used in a real match).
   c. The next two combos are stunned-opponent-only; normally they break after the 3rd and 2nd non-shadow hits, respectively.

2. THORN
   a. Crossup jumpkick makes difficult links much easier
   b. Left corner fat-bots madness: adding an extra kick to various combos
   c. Watch the slowdown - the opponent is killed by the one damage the Spike Charge's first "hit" deals, not by the throw itself.

3. PYROS
   a. One extra fierce in ground combos = massive damage. That first combo would have stunned the opponent if rehit mode had been on.
   b. Thorn's standing hit animation allows 6 consecutive low shorts to combo.

4. ELECTRA
   a. Electra can crossup Thorn midscreen, but you won't get the Shards after.
   b. A very tricky combo that requires a deep jumpkick and a precisely filled stun bar to get all 5 hits.
   c. Another "Thorn is big" combo, hitting the db+P at the max range it will chain from df+P. Shows you how good db+P is.
   d. Note that Electra's knee hitbox is a couple frames ahead of its animation. That's why this move is so good.

5. KATANA
   a. Even on Thorn, Katana can't cross anyone up. The opponent must be at least that close to the wall for the K,d+K,d+P,Blade to connect.
   b. Unlike Pyros, Katana can end his lots-of-shorts combo with a knockdown.
   c. Katana picks up the opponent before he's even fallen to the floor!

6. SHREDDER
Note: Ibrahim was used as a dummy for his extra health only.
   a. This combo takes advantage of Flip Kick's huge hitbox (it hits behind Thorn on the 2nd hit), the fierce->jab link (possible only at point-blank range against Thorn) and the insane speed of low jab.
   b. Another random "low jabs are fun" combo.
   c. Wall and big bots only: three roundhouse kicks in a row for truly ridiculous damage. Does not require the opponent to be stunned.
   d. Perfect timing on the destruction means the Scrap is cancelled after only one frame.

7. FLAIL
   a. Crossup jump punch allows what is normally a wall-only combo: three jabs into Punch Chains.
   b. Right wall only: jump punch, roundhouse, jab, Chains.
   c. While bouncing off the floor, Thorn is grounded, but can still knock into the wall!

8. GARGOYLE
   a. Ambiguous crossup demonstration: by tapping left during the jump, Garg hovers and crosses up (although it doesn't help your combos); by holding left, Garg would not cross up, while by going right, Garg misses entirely and can in fact d+K to land right next to an opponent. This works even against the right wall.
   b. Garg's P is actually slightly faster than his f+P, allowing all four jabs to easily connect.
   c. Garg keeps getting more powerful ground combos these days - db+P can also link to a (whiffed) df+K if you want to get fancy.
   d. Although that last combo won't connect for all 3 hits, the only way to escape is by blocking high. Great way to catch a baited Speed Kick.

9. CHRONOS
   a. Crossup jumpkick into the wall allows another combo that's normally wall-only: three jabs into roundhouse. Because of the way roundhouse works, this is harder than it looks.
   b. The next two combos show just how much range Chronos has, even when it doesn't look like he does, and how easily he can chain his normals.

10. NOVA
   (While Nova can cross up Thorn with Belly Flop, it leaves him too far away to combo with anything interesting.)
   a. The window for Belly Flop -> b+P is quite tight - b+P must connect before Thorn starts crumpling, or it will juggle. Because of the command buffer, you must press something other than down/back between the two moves, or a Mini Grenade will come out; I did it as d+P,f,b+P.
   b. These d+P<->d+K combos work much better on Thorn due to his size.


Is this the end? We'll see. I'm done with making combos for now, having done pretty much everything I can think of, but an honest-to-goodness video may still be ahead. Keep your eyes peeled!
--Robyrt