And we're back! This time, things get a little crazier as Nemesis joins in on the fun, and he's brought a couple of friends with him.
I've tried to vary the combos a bit this week, focusing a little less on Tron (though she'll always be a main staple in my videos :D). I think I might've gone a little heavy on the Team Aerial Combos, but nonetheless, I think I'm happy with the final product. Now, onward to the transcript!
0:00 COMBO #1: Here is Mr. Wild Wild West, "kicking" off the video with a completely unnecessary combo. The concept of it started out by seeing how many times I could roundhouse kick She-Hulk in the face. After assists, x-factor, and a ground bounce, the answer is: EIGHT.
0:30 COMBO #2: Someone asked me last week about Tron's mid-screen combo ability. Welp, this one starts off at mid-screen, and Nemesis' assist plays a big role here. It pushes Doom all the way to the corner, so using Tron's drill I'm able to catch up and relaunch off of the wallbounce. By the time I relaunch the second time, hit-stun deterioration catches up, so I have to TAC. Looks cool, at least!
1:04 COMBO #3: I've been experimenting a lot with Nemesis (he's super fun) and this one demonstrates some ground-based moves possible before having to launch. Once he does, though, Dormammu is waiting with some meteors. Being able to do his Dark Spells in the air really opens up a lot of combo possibilities, even if they cause him to teleport to the ground before hitting.
1:27 COMBO #4: Crossover Combinations are a lot of fun with Dante. I can bounce MODOK around with Tron's j.H and S. Also, the combo builds just enough meter to fire off a Lunch Rush at the end, killing MODOK.
1:49 COMBO #5: More Nemesis stuff. His relaunch is surprisingly annoying, but well worth the damage output. Rocket Raccoon also makes his first appearance (albeit as an assist character). Expect more from him soon...
2:02 COMBO #6: This one goes way back to Vanilla, where I was trying to figure out ways to DHC from Dante to Tron. It has since become one of my favorite DHC's in the game, with the little gun following the final gunshot from Million Dollars. Nemesis' assist also is used again, pounding MODOK against the wall before he gets caught by a Beacon Bomb. On another note, Nemesis' assist is interesting, since it's technically a two-part assist. First the wallbounce and then the rocket shot which doesn't always connect. It's dependent on the location on the screen and the height of the opponent. This time it misses, but other times, such as at 0:33, it'll connect.
2:25 COMBO #7: Words cannot describe the love I have for this combo. Again, it was derived from Vanilla, and actually is completely possible in the game. The only real difference is the damage output due to the DHC glitch. My motivation for adding this combo was to show that despite the damage portion of the DHC was fixed, the spinning state the opponent is put in remains. And with Amaterasu's Vale of Mist, it allows me to catch Sentinel with FOUR(!) King Kobuns.
2:52 COMBO #8: Fun, fun, fun. Nemesis' damage output is insane, but people shouldn't be so quick to dismiss him as some low-mobility bruiser. His wavedash is actually pretty useful and he's got some super-fun ground combos. Pair that with his hyper-armor normals, and I just might replace Hulk on my team... terrifying, isn't it?
What song bro?!
Nice combos btw, and people said Tronne was nerfed tsk
TheNewDemoman 2 months ago
@TheNewDemoman It's "Lonely Boy" by The Black Keys. Their new album is amazing.
animemoshpit 2 months ago 2