This was one extreme Law vid. Oh my. Alittle choppy but frickin' sweet!. He plays around with a few combos just for the hell of it, but I think it was a refreshing change. Check it out!
I am curious what Castel would say about this. ( I think his fav is Law? )
rip ...I saw ur vid from the link in ur sig cuz i read the law forums.
Man, this stuff is awesome! I love that track and the slow downs were great!
Im making a vid with TMT and Aspen1910000 hat should be out soon....hope you check us out! Its gonna be a Law Tribute, featuring Law players who posted up in the combo thread and what not!
mad props rip. the juggles were sweet, the music was fantastic, and the editing was right on the money. Only complaint was the slow-down, but i LOVE the part where THE KICK is slowed down to perfectly match the music....i just may take up law again coz of this vid. best T5 vid ive seen sofar!
Yeah, sorry about the choppiness (even though its not THAT choppy). If I had just put it up in WMV or something no one would've complained hehe. But yeah, part of it is because I used my TV-IN on my video card, not a TV tuner card, and another part is that the slow motion parts blur between frames to slow it down, so it emphasizes the choppies a little more, whoops. (Actually, I just found out it might have to do with your system speed or mpeg codec that could make it choppier than I see it.. so..hmm)
In general, I only realllly slowed down combo's to emphasize them. A lot of it looks the same if you're not paying attention, so I slowed down the ones I wanted to really point out. Except for the super slow down for THE KICK..I just wanted it like that haha.
I was alittle curious about the tech part too, but most of them look guaranteed. Also, even if the last link (i.e. f,f+2,1,3.) was techable, the rest of the combo done beforehand usually did monster damage, so no worries.
If you only suspect a ff213 ender is techable because you see the ground break, then don't worry about it - the ground definitely breaks before you can tech.
I'm 99% sure that their all nontechable. The reason I think so is because I've gotten the ff+213 ender's to hit, but the counter for the combo's resets for the ff+213 even though it LOOKED like it was part of the full combo, so for those I was sure they WERE techable.
But I've tested it, (for example on CH db+3, b+2, 123, ff+213 ) and you CAN do it when techroll is turned on (tested both up and down) and have the combo counter continue. In the video, the ff+213 hits at the same time on Nina as it does later in the Steve combo, so I think its safe to say its not techable.
I wouldn't worry too much about that Steve combo though because
1) the timing is practically JF.
2) the last hit of the ff+213 doesnt hit unless there's a wall or its a big character
(Actually, the last combo in the vid on Jack that does 102 dmg with no wall is the combo)
3) Without the wall, the combo only does 89 damage. Instead, you can do
b+121, 4u+3, ff+213 for 90 damage easy, or
b+121, 4u+3, 2, ff+213 for 96 damage medium, or
b+121, 4u+3, 12, ff+213 for 97 damage harder..
and if you REALLY don't trust the techrollability of the ff+213 ender
b+121, 4u+3, 43 dss 3 is 90 damage, no chance for a techroll anywhere in that one.
Also, in general, the ff+213 ender has pretty strict timing after any 123 in a juggle.
Anyways, long story short, I'm pretty darn sure its not techrollable.
Waygamble: lol? lil john? haha I was actually thinking about using lil john or 50 cent if I ever do a lpu3.
Anyhow, I saw the video, and damn there's some damaging juggles in there; 109 dmg off of ch b+121? omg Jesus! As for techrollablility, I didn't see any juggle that was techable. From exp, the ff+2,1,3 are all guaranteed even if it looks like they hit the floor first. During game play, you'll see those come up a lot, but I'm not sure what the property is cuz sometimes it doesn't lift up. As for the UF+4,3, 221, ff+2,1,3 (on wang), you have to be sidestepped to the right slightly because it'd be almost impossible otherwise on Wang (I believe he's a smaller character). I noticed that 123 during juggles lifts em up higher, hmm...
QuoteOriginally posted by intellimien
Anyhow, I saw the video, and damn there's some damaging juggles in there; 109 dmg off of ch b+121? omg Jesus!
wt, is it THAT choppy for some people?!....there was no 109 dmg juggle .....100, 111, 118, 106, 102, etc but no 109! eh, close enough I guess
QuoteOriginally posted by intellimien
From exp, the ff+2,1,3 are all guaranteed even if it looks like they hit the floor first. During game play, you'll see those come up a lot, but I'm not sure what the property is cuz sometimes it doesn't lift up.
I'm pretty sure its just like JF timing or something for the ff+213s that looks like it lifts people off the ground. As long as everyones on axis it can always hit.