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Super Gem Fighter Mini Mix: Pseudo Infinites

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Uploaded on Feb 16, 2010

*This is Super Gem Fighter Mini Mix arcade version*
Deviating from some BnB and regular combos, this video displays the game's possible pseudo infinites. Please note, pseudo means false or fake. Yes, that means these infinites are fake, but not in the sense of game altering hacks or anything of that sort. This still follows the regular game mechanics, but the purpose is of this is to show how people can get abused if they don't air recover. This is meant to be a shits and giggles demonstration on the game's mechanic.

If you were to do a combo with a juggle, throws usually do not add not the hit counter when it connects with a combo. The only exception to that is Zangief's one frame throw combo, delayed air recoverable throw, and Hsien Ko's air throw (that's with certain exceptions too). If the throws were to link after a juggle, they usually just stall the hit counter and never add to it. All throws can either be teched or air recovered and that's a fact. CLN1 and Beast Coast did various combos that involved pseudo infinites or threw in throws in the combo and those are in fact false combos because they can be teched or air recovered.

Ken and Dan's pseudo infinite only works on Player 1 corner, due to Capcom's infamous programming on the Player 1 side corner with weird mechanics. Felicia's work anywhere as long as the opponent is in the air.

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