CLIP EXPLANATIONS: IF YOU HAVEN’T WATCHED THE FULL CMV YET, DO THAT FIRST THEN RETURN HERE! Preface: Coffin is one of Dizzy’s supers, and this CMV is all about punishing it. The super is 9+4 frames of startup, and 1-14 frames strike invulnerable, making it usable as a reversal. It puts out a very long and very flat hitbox that “grabs” the opponent if they are touching the hitbox and not throw invulnerable and/or strike invulnerable. I’m making this comment to help explain some of the more esoteric or easily overlooked details in these combos. These are the +r community’s attempts to punish this abysmal move. 0:00 - Fitting that the cmv should start with a clip of Dizzy punishing none other than herself. Coffin is a terrible move for a number of reasons, key to this cmv being the amount of ways it can be punished, and this clip shows one of the ways that it can backfire, that being that it is susceptible to being low crushed. Dizzy’s run lifts her off the ground and allows her to low crush some things, including, as you can see in the clip, coffin. Dizzy can punish Dizzy’s coffin simply by dashing. Ironic. 0:12 - Here we see the second way coffin can be punished; it can be interrupted by a projectile while it drags you in. Starting to understand why this super sucks? Anyways, because of the way Kliff’s taunt always places the projectiles to spell バカモン in the same order, this taunt oki punish is only possible in the left corner. 0:32 - Jumping coffin is another method punishing it, and though this clip doesn’t show it, you can jump coffin after reacting to superflash. Seriously, this move sucks. As for the combo itself, this combo is RNG dependent. Zappa’s ghosts curse opponents, which causes random items to be flung at the opponent at set intervals. In order for this combo to work, you need to get correct RNG to get pot to hit the opponent after the second toss so that they get spiked downwards, without getting bad RNG on the other tosses which would disrupt the combo. 0:42 - Eddie uses the throw invulnerability on drunkard shade to punish coffin. 0:58 - See Oreo’s explanation for this clip below 1:10 - Millia is one of few characters who is capable of pushing both herself and Dizzy out of the way of coffin simply by running into her. What a fantastic move. 1:20 - Jam’s flame pillar super is a fully invulnerable reversal, which allows it to invuln through coffin. The move has 2 hits, with the first hit having an FRC point on it. What’s interesting is that this first hit has 150% initial prorate on it, meaning that if you FRC it, the rest of the moves in the combo will do 150% of their normal damage. This, of course, causes Dizzy to explode. 1:41 - Before scoring the first knockdown on Dizzy, Testament uses skull to curse her, which causes a predetermined pattern of attacks to come out at set intervals using their familiar, the crow. The pattern that comes out is random, and one of these patterns’ first 2 attacks are succubus overheads. After cursing Dizzy, Testament uses taunt to delay the crow action, and set up an unblockable using their low 2D and the succubus OH at the same time. 2:03 - FB dandy step transfers its invuln to whatever followup is used out of it, allowing Pilebunker to have 1f of invuln into its active frames, allowing it to trade with coffin. 2:41 - Dizzy actually hits the ground after hit 11 of the combo, putting her in OTG state which would normally prevent any sort of meaningful combo from happening afterwards. However, Testament catches her ground bounce using an empowered net, which preserves OTG state but locks Dizzy in place for a little bit. While Dizzy is caught in the net, Testament plants a tree, teleports to the other side of Dizzy, and uses 5P to push her into the tree before she can escape OTG’s reduced untech time. Tree then removes OTG state, allowing the combo to continue. On top of this, the combo integrates curse combo routing, using the succubus overheads’ untech time to continue the combo even further. 3:12 - Hey, it's my combo. In order for the Heavy Stun Edge to connect here and trade with coffin, you need to be pushed really far out and have a lot of pushback scaling, and this particular combination of running momentum + blockstring was the only way I could find to achieve that. You could alternatively use Slash Stun Edge, however the Slash version scales damage more, and has less hitstun, making the followup into Sacred Edge either impossible or incredibly tight. 3:27 - The bomb combo. A veritable bombo, if you will. You have to be the luckiest person alive to get this. 3:55 - Backdash can also avoid coffin, and because Johnny’s is so fast, he can throw coin, backdash, and recover in time to combo off of it using stepjack (a technique where you enter mist finer stance, dash forward, then input jackhound mid dash) at a very specific spacing to avoid crossing up and losing the corner. 4:07 - A combo so insane only a madman would attempt it. Robo’s overheat can actually be slashbacked with incredibly tight timing and awareness, and here he does just that and punishes Dizzy immediately afterwards. 4:22 - This one’s a doozy. It’s a combination of bugs and weird interactions that Darkcloth and I discovered while testing coffin punishes that we’ve named “coffin-kasu”, after Johnny’s enkasu. If Ky does Charge Drive at a very specific spacing during coffin, he will get hit by the initial “hit” of coffin, but he won’t get sucked in like what’s normally supposed to happen. In this state, Ky can move around, jump, throw fireballs, DP, use supers, backdash, you name it, but after a certain amount of time, coffin will drag him in regardless and work like normal. Now, If ky mashes slashback while in this state, he will, for whatever reason, jut back up out of coffin, although he’ll still get hit by it. If you create a script to have the dummy press SB every single frame, Ky gets teleported up to the ceiling (no idea why), and coffin hits him like normal, however with the height that he’s launched at combined with coffin’s untech time, Dizzy can actually combo off of coffin, which she normally can’t do. What’s funny about all this is that this actually causes coffin to do more damage than it normally would, as the first “hit” of coffin scales the rest of the attack a little bit, but doing the Charge Drive bug removes the guard bar scaling on the subsequent hits. 4:55 - By slahbacking at the beginning of an airdash, you can actually interrupt an airdash early and do a move before you’re supposed to be able to. Using this allows the sideswap jH to actually connect here and combo into Bellows Malice. 5:32 - Goku activation has invuln right until the first active frame, allowing it to trade with coffin. Also leads to crazy combos and allows ABA to flipkick over the next coffin attempt. ABA no. 6:01 - In case you were wondering what happens when coffin trades. 6:03 - Eddie has two types of shadows in this game, normal and vice. This combo uses vice ]H[ (the drill landmine) to punish coffin, then ]D[, (the shark overhead), to set up an unblockable and route into corner shark loops. This combo is so sick, just don’t look at Dizzy's healthbar. 6:17 - Slayer has a million low crushes, and 2H is no exception. From there, BBU into 6H into S Dandy pilebunker reverse hit is possible for some reason, and it looks both incredibly stupid and incredibly sick. 6:26 - See Oreo’s notes below. 6:37 - Double enkasu. That should be enough said, but basically Johnny’s Ensenga has 2 hitboxes, with the first one having a ridiculous amount of untech time. Very precise positioning is required to only get the first hit, making even a single enkasu a big deal. 6:50 - Stepjack is again used here to combo off the ensenga RC, as it’s the only way Johnny can pop Dizzy high enough to combo into cS. 6:59 - For some god forsaken reason Kliff 2D goes over coffin. I really don’t know if this is a testament to how good Kliff 2D is, or how bad coffin is. Probably both. 7:12 - 6B, as with basically every lowcrushing normal in +r, beats coffin cleanly. What’s strange about it is that it actually counterhits coffin, which can sometimes happen for reasons nobody knows. Launching with 6B allows for Toki to route into an easy 2 stars for the fatal K.O., but unlike the rest of the cast, Hokuto Ujou Haganken can’t hit Dizzy OTG, meaning you have to route into 2D after the fast fall rather than going for a banishing strike boost route. 7:37 - FB pogo both removes OTG state and knocks down for some reason. 7:47 - The giant flaming star is a byproduct of a Chipp’s instant kill glitch, where slashbacking it in the air leaves behind that part of the IK animation. 8:26 - H Benten Gari is a move that uses a DP motion, looks like a DP, and is primarily used to anti-air, but in fact is actually both lower body and throw invuln. 8:36 - Who ever said Bridget doesn’t have combos? Uses Roger Rush to interrupt coffin with the initial hits, then continues the combo until Roger comes back to Bridget, just in time to dust launch off of the stagger. 8:45 - Order Sol’s 6K is throw invuln, and leads into recharge routes using double Storm Viper 3. 8:56 - Wild ass May combo. Nobody knows what May combos look like so this is crazy even if you play +r. 9:07 - Bandit Bringer punish into 4 sidewinder combo while still keeping the corner. Very difficult combo, only a god such as Jasonriot could pull it off. CREDITS CLIP EXPLANATIONS BELOW
9:20 - Totally normal Johnny punish. Still weaker than in Xrd. 9:27 - Surprisingly hard combo. Air gorilla ball super is +4 on hit, and stand jab is 4 frames startup, meaning this combo is a 1 frame link. 9:52 - This particular route builds 7 orbs (+1 from blocking dog 2D, totalling to 8 orbs) to summon Raoh, however it’s RNG dependent whether or not you get ghosts after unsummoning dog. 10:11 - Standard Yun punish using Genei Jin. Chant along if you’re watching from home. 10:26 - For literally no reason whatsoever, bloodpack, a move that is supposed to be risky to go for and highly punishable, has 2 frames of total invulnerability right in the middle of it. Here, ABA uses a 5P framekill + bloodball FRC to line up the 2 invuln frames of bloodpack with the first 2 active frames of coffin, then interrupt coffin with the already placed bloodball, and pickup into full combo. ABA no. 10:42 - AC slayer route using that game’s 2H launch to combo into double 2 hit chokka. 2 hit chokka is already basically the single highest damage super in the game, so why not do it twice. 11:25 - Rugal can combo godpress into OTG godpress. Why can he do this? Who cares. 11:37 - Reload slayer bite loops. This is an infinite but putting the entire thing in the credits would’ve taken too long. 11:50 - For those unaware, +r actually has EX characters that are essentially reimaginings of all the game’s characters except for Kliff and Justice. In this combo you can see EX sol, who’s jD wallbounces and has air RTL. 12:00 - Reload Kliff. In this version of the game Kliff wasn’t balanced for competitive play, and so for what are probably very good reasons he can stun Dizzy in 6 hits. 12:24 - You’ve seen EX Sol, now it’s time for EX Order Sol. This version of Order Sol has FB Volcanic Viper, which, if RC’d on the first hit, causes the following combo to deal a ridiculous amount of damage. He also has the classic pre-AC Sol dustloops. Chant along if you’re watching from home. 12:36 - In AC, Kliff’s reflex roar was a fully invulnerable, frame 0 after flash, instant fullscreen projectile that wallbounced on hit and combo’d back into itself. Possibly the best super in the game, if not in the history of XX. Needless to say Kliff still wasn’t balanced for competitive play in that version. 12:51 - You’ve seen Kliff stun in 6 hits, but are you ready to see him stun in 4 hits? And then Instant Kill off the stun? 13:01 - Completely legit Raoh (the other one) coffin punish into full infinite. 13:31 - A tribute to the message that started it all. I want to thank everybody who helped make this CMV a reality, and for all their hours of lab time and theorizing and glitch hunting and video editing that it took to bring it all together. If I were to write up every single impressive thing that happens in each of these combos, this post would be at least 3 times as long, so instead I just opted to explain some of the more niche/technical aspects and trivia that I felt needed some sort of primer. Needless to say, every single combo in this video is beyond challenging, and all the players involved are supremely talented individuals. Truly, all it took was one incredibly terrible move to unite them all, and I’m so thankful that coffin exists, and I’m thankful to Wimble for uniting us all in their quest to prove how bad this move is (also for staying in vc for 7 hours while I labbed my combo). Hope this was helpful, hope you enjoyed the video, share it with anybody who you think would be interested, and above all else: PLAY. PLUS. R.
An explanation of my sections (Venom): 0:57 : Using FB stinger to trade with Dizzy's coffin causes it to bounce off her. When Venom is sucked in to the super and does dark angel, dizzy is frozen from the superflash. Though the FB stringer projectile stops moving, it starts moving again before Dizzy recovers, allow it to link and combo the dark angel super. Without the superflash to extend her hitstun, the combo drops. 6:26 : After knocking Dizzy down, I set a ball off screen for FB Carcass to bounce off of. When she does coffin, I trade with S Carcass, which allows me to input the tactical arch super. I have to input the super on a specific frame window of dizzy's hurtbox, because just like the dark angel combo, she gets frozen in place for an extended period of time during supers. Unlike Dark Angel, however, Tactical Arch keeps projectiles moving during superflash. The time I input the super is when she is at her widest, allowing the FB Carcass ball to bounce back off the off screen ball and roll down her thigh for hits. The time the charged carcass ball is hitting her thigh slows it down long enough for the tacarch balls to spawn in, which causes the FB carcass ball to hit the outermost one and send it up. FB Carcass (like FB stinger) gives balls an extra bounce when it connects. So the charged ball hits the super ball which goes up, comes back down, and combos into dizzy. Meanwhile, Venom 2S hits another one of the lighting balls. The ball set pulls off screen balls back in for more ball hits.
Hi everyone! I'm the editor for the credits and also a contributor for many combos in the credits and a couple in the main CMV This has been, I would say, my favorite video to edit as a project. It was incredible watching Wimble sort through these clips and show me and everyone else all of them while we were putting them together, truly truly amazing stuff. Everyone's combos are just as cool as when I first saw them. This community rules. I'm so happy so many people submitted. Here's to the next one!
CLIP EXPLANATIONS:
IF YOU HAVEN’T WATCHED THE FULL CMV YET, DO THAT FIRST THEN RETURN HERE!
Preface: Coffin is one of Dizzy’s supers, and this CMV is all about punishing it. The super is 9+4 frames of startup, and 1-14 frames strike invulnerable, making it usable as a reversal. It puts out a very long and very flat hitbox that “grabs” the opponent if they are touching the hitbox and not throw invulnerable and/or strike invulnerable. I’m making this comment to help explain some of the more esoteric or easily overlooked details in these combos. These are the +r community’s attempts to punish this abysmal move.
0:00 - Fitting that the cmv should start with a clip of Dizzy punishing none other than herself. Coffin is a terrible move for a number of reasons, key to this cmv being the amount of ways it can be punished, and this clip shows one of the ways that it can backfire, that being that it is susceptible to being low crushed. Dizzy’s run lifts her off the ground and allows her to low crush some things, including, as you can see in the clip, coffin. Dizzy can punish Dizzy’s coffin simply by dashing. Ironic.
0:12 - Here we see the second way coffin can be punished; it can be interrupted by a projectile while it drags you in. Starting to understand why this super sucks? Anyways, because of the way Kliff’s taunt always places the projectiles to spell バカモン in the same order, this taunt oki punish is only possible in the left corner.
0:32 - Jumping coffin is another method punishing it, and though this clip doesn’t show it, you can jump coffin after reacting to superflash. Seriously, this move sucks. As for the combo itself, this combo is RNG dependent. Zappa’s ghosts curse opponents, which causes random items to be flung at the opponent at set intervals. In order for this combo to work, you need to get correct RNG to get pot to hit the opponent after the second toss so that they get spiked downwards, without getting bad RNG on the other tosses which would disrupt the combo.
0:42 - Eddie uses the throw invulnerability on drunkard shade to punish coffin.
0:58 - See Oreo’s explanation for this clip below
1:10 - Millia is one of few characters who is capable of pushing both herself and Dizzy out of the way of coffin simply by running into her. What a fantastic move.
1:20 - Jam’s flame pillar super is a fully invulnerable reversal, which allows it to invuln through coffin. The move has 2 hits, with the first hit having an FRC point on it. What’s interesting is that this first hit has 150% initial prorate on it, meaning that if you FRC it, the rest of the moves in the combo will do 150% of their normal damage. This, of course, causes Dizzy to explode.
1:41 - Before scoring the first knockdown on Dizzy, Testament uses skull to curse her, which causes a predetermined pattern of attacks to come out at set intervals using their familiar, the crow. The pattern that comes out is random, and one of these patterns’ first 2 attacks are succubus overheads. After cursing Dizzy, Testament uses taunt to delay the crow action, and set up an unblockable using their low 2D and the succubus OH at the same time.
2:03 - FB dandy step transfers its invuln to whatever followup is used out of it, allowing Pilebunker to have 1f of invuln into its active frames, allowing it to trade with coffin.
2:41 - Dizzy actually hits the ground after hit 11 of the combo, putting her in OTG state which would normally prevent any sort of meaningful combo from happening afterwards. However, Testament catches her ground bounce using an empowered net, which preserves OTG state but locks Dizzy in place for a little bit. While Dizzy is caught in the net, Testament plants a tree, teleports to the other side of Dizzy, and uses 5P to push her into the tree before she can escape OTG’s reduced untech time. Tree then removes OTG state, allowing the combo to continue. On top of this, the combo integrates curse combo routing, using the succubus overheads’ untech time to continue the combo even further.
3:12 - Hey, it's my combo. In order for the Heavy Stun Edge to connect here and trade with coffin, you need to be pushed really far out and have a lot of pushback scaling, and this particular combination of running momentum + blockstring was the only way I could find to achieve that. You could alternatively use Slash Stun Edge, however the Slash version scales damage more, and has less hitstun, making the followup into Sacred Edge either impossible or incredibly tight.
3:27 - The bomb combo. A veritable bombo, if you will. You have to be the luckiest person alive to get this.
3:55 - Backdash can also avoid coffin, and because Johnny’s is so fast, he can throw coin, backdash, and recover in time to combo off of it using stepjack (a technique where you enter mist finer stance, dash forward, then input jackhound mid dash) at a very specific spacing to avoid crossing up and losing the corner.
4:07 - A combo so insane only a madman would attempt it. Robo’s overheat can actually be slashbacked with incredibly tight timing and awareness, and here he does just that and punishes Dizzy immediately afterwards.
4:22 - This one’s a doozy. It’s a combination of bugs and weird interactions that Darkcloth and I discovered while testing coffin punishes that we’ve named “coffin-kasu”, after Johnny’s enkasu. If Ky does Charge Drive at a very specific spacing during coffin, he will get hit by the initial “hit” of coffin, but he won’t get sucked in like what’s normally supposed to happen. In this state, Ky can move around, jump, throw fireballs, DP, use supers, backdash, you name it, but after a certain amount of time, coffin will drag him in regardless and work like normal. Now, If ky mashes slashback while in this state, he will, for whatever reason, jut back up out of coffin, although he’ll still get hit by it. If you create a script to have the dummy press SB every single frame, Ky gets teleported up to the ceiling (no idea why), and coffin hits him like normal, however with the height that he’s launched at combined with coffin’s untech time, Dizzy can actually combo off of coffin, which she normally can’t do. What’s funny about all this is that this actually causes coffin to do more damage than it normally would, as the first “hit” of coffin scales the rest of the attack a little bit, but doing the Charge Drive bug removes the guard bar scaling on the subsequent hits.
4:55 - By slahbacking at the beginning of an airdash, you can actually interrupt an airdash early and do a move before you’re supposed to be able to. Using this allows the sideswap jH to actually connect here and combo into Bellows Malice.
5:32 - Goku activation has invuln right until the first active frame, allowing it to trade with coffin. Also leads to crazy combos and allows ABA to flipkick over the next coffin attempt. ABA no.
6:01 - In case you were wondering what happens when coffin trades.
6:03 - Eddie has two types of shadows in this game, normal and vice. This combo uses vice ]H[ (the drill landmine) to punish coffin, then ]D[, (the shark overhead), to set up an unblockable and route into corner shark loops. This combo is so sick, just don’t look at Dizzy's healthbar.
6:17 - Slayer has a million low crushes, and 2H is no exception. From there, BBU into 6H into S Dandy pilebunker reverse hit is possible for some reason, and it looks both incredibly stupid and incredibly sick.
6:26 - See Oreo’s notes below.
6:37 - Double enkasu. That should be enough said, but basically Johnny’s Ensenga has 2 hitboxes, with the first one having a ridiculous amount of untech time. Very precise positioning is required to only get the first hit, making even a single enkasu a big deal.
6:50 - Stepjack is again used here to combo off the ensenga RC, as it’s the only way Johnny can pop Dizzy high enough to combo into cS.
6:59 - For some god forsaken reason Kliff 2D goes over coffin. I really don’t know if this is a testament to how good Kliff 2D is, or how bad coffin is. Probably both.
7:12 - 6B, as with basically every lowcrushing normal in +r, beats coffin cleanly. What’s strange about it is that it actually counterhits coffin, which can sometimes happen for reasons nobody knows. Launching with 6B allows for Toki to route into an easy 2 stars for the fatal K.O., but unlike the rest of the cast, Hokuto Ujou Haganken can’t hit Dizzy OTG, meaning you have to route into 2D after the fast fall rather than going for a banishing strike boost route.
7:37 - FB pogo both removes OTG state and knocks down for some reason.
7:47 - The giant flaming star is a byproduct of a Chipp’s instant kill glitch, where slashbacking it in the air leaves behind that part of the IK animation.
8:26 - H Benten Gari is a move that uses a DP motion, looks like a DP, and is primarily used to anti-air, but in fact is actually both lower body and throw invuln.
8:36 - Who ever said Bridget doesn’t have combos? Uses Roger Rush to interrupt coffin with the initial hits, then continues the combo until Roger comes back to Bridget, just in time to dust launch off of the stagger.
8:45 - Order Sol’s 6K is throw invuln, and leads into recharge routes using double Storm Viper 3.
8:56 - Wild ass May combo. Nobody knows what May combos look like so this is crazy even if you play +r.
9:07 - Bandit Bringer punish into 4 sidewinder combo while still keeping the corner. Very difficult combo, only a god such as Jasonriot could pull it off.
CREDITS CLIP EXPLANATIONS BELOW
9:20 - Totally normal Johnny punish. Still weaker than in Xrd.
9:27 - Surprisingly hard combo. Air gorilla ball super is +4 on hit, and stand jab is 4 frames startup, meaning this combo is a 1 frame link.
9:52 - This particular route builds 7 orbs (+1 from blocking dog 2D, totalling to 8 orbs) to summon Raoh, however it’s RNG dependent whether or not you get ghosts after unsummoning dog.
10:11 - Standard Yun punish using Genei Jin. Chant along if you’re watching from home.
10:26 - For literally no reason whatsoever, bloodpack, a move that is supposed to be risky to go for and highly punishable, has 2 frames of total invulnerability right in the middle of it. Here, ABA uses a 5P framekill + bloodball FRC to line up the 2 invuln frames of bloodpack with the first 2 active frames of coffin, then interrupt coffin with the already placed bloodball, and pickup into full combo. ABA no.
10:42 - AC slayer route using that game’s 2H launch to combo into double 2 hit chokka. 2 hit chokka is already basically the single highest damage super in the game, so why not do it twice.
11:25 - Rugal can combo godpress into OTG godpress. Why can he do this? Who cares.
11:37 - Reload slayer bite loops. This is an infinite but putting the entire thing in the credits would’ve taken too long.
11:50 - For those unaware, +r actually has EX characters that are essentially reimaginings of all the game’s characters except for Kliff and Justice. In this combo you can see EX sol, who’s jD wallbounces and has air RTL.
12:00 - Reload Kliff. In this version of the game Kliff wasn’t balanced for competitive play, and so for what are probably very good reasons he can stun Dizzy in 6 hits.
12:24 - You’ve seen EX Sol, now it’s time for EX Order Sol. This version of Order Sol has FB Volcanic Viper, which, if RC’d on the first hit, causes the following combo to deal a ridiculous amount of damage. He also has the classic pre-AC Sol dustloops. Chant along if you’re watching from home.
12:36 - In AC, Kliff’s reflex roar was a fully invulnerable, frame 0 after flash, instant fullscreen projectile that wallbounced on hit and combo’d back into itself. Possibly the best super in the game, if not in the history of XX. Needless to say Kliff still wasn’t balanced for competitive play in that version.
12:51 - You’ve seen Kliff stun in 6 hits, but are you ready to see him stun in 4 hits? And then Instant Kill off the stun?
13:01 - Completely legit Raoh (the other one) coffin punish into full infinite.
13:31 - A tribute to the message that started it all.
I want to thank everybody who helped make this CMV a reality, and for all their hours of lab time and theorizing and glitch hunting and video editing that it took to bring it all together. If I were to write up every single impressive thing that happens in each of these combos, this post would be at least 3 times as long, so instead I just opted to explain some of the more niche/technical aspects and trivia that I felt needed some sort of primer. Needless to say, every single combo in this video is beyond challenging, and all the players involved are supremely talented individuals. Truly, all it took was one incredibly terrible move to unite them all, and I’m so thankful that coffin exists, and I’m thankful to Wimble for uniting us all in their quest to prove how bad this move is (also for staying in vc for 7 hours while I labbed my combo). Hope this was helpful, hope you enjoyed the video, share it with anybody who you think would be interested, and above all else:
PLAY. PLUS. R.
An explanation of my sections (Venom):
0:57 : Using FB stinger to trade with Dizzy's coffin causes it to bounce off her. When Venom is sucked in to the super and does dark angel, dizzy is frozen from the superflash. Though the FB stringer projectile stops moving, it starts moving again before Dizzy recovers, allow it to link and combo the dark angel super. Without the superflash to extend her hitstun, the combo drops.
6:26 : After knocking Dizzy down, I set a ball off screen for FB Carcass to bounce off of. When she does coffin, I trade with S Carcass, which allows me to input the tactical arch super. I have to input the super on a specific frame window of dizzy's hurtbox, because just like the dark angel combo, she gets frozen in place for an extended period of time during supers. Unlike Dark Angel, however, Tactical Arch keeps projectiles moving during superflash. The time I input the super is when she is at her widest, allowing the FB Carcass ball to bounce back off the off screen ball and roll down her thigh for hits. The time the charged carcass ball is hitting her thigh slows it down long enough for the tacarch balls to spawn in, which causes the FB carcass ball to hit the outermost one and send it up. FB Carcass (like FB stinger) gives balls an extra bounce when it connects. So the charged ball hits the super ball which goes up, comes back down, and combos into dizzy. Meanwhile, Venom 2S hits another one of the lighting balls. The ball set pulls off screen balls back in for more ball hits.
wonderful bombos
Average venom combo technicality
Big amazing waterfalls at viewing distance
hit me with whatever you want. i will still never stop using dizzy coffin super.
first CMV ever to reach one morbillion views
a wonderful community effort
Hi everyone! I'm the editor for the credits and also a contributor for many combos in the credits and a couple in the main CMV
This has been, I would say, my favorite video to edit as a project. It was incredible watching Wimble sort through these clips and show me and everyone else all of them while we were putting them together, truly truly amazing stuff. Everyone's combos are just as cool as when I first saw them.
This community rules. I'm so happy so many people submitted. Here's to the next one!
Good shit to all the people that worked on this you guys rock !
Shoutouts to Wimble for organizing the community around their own stupid addiction for this god awful move
Absolute banger, proud to be a part of it
saw it early because i live in australia its a slapper
even after reading the entire pinned comment i still have no idea what those non +r games were and no ones talking about what's happening 😭
? You've never seen Toki in +R?
Great job guys. The work you put in this really shows.
We did it we saved the community
Fun one, thanks wrangling us cats here Wimble and congrats!
This video is fiery goodness.
Best video ever made, pack it up people this is peak
I will never coffin again
probably the best video ever
Damn, insane CMV and with some banger Eurobeat songs, this is definitely a golden one
The HOS combo was insane!
I'm Speechless. 🔥y'all rock
Great work to everyone who worked on this, I loved every moment!
Gaming
Commenting to bless the coffin algorithm
Amazing video! Great work!
This is sick
coffin deez
Someone's FFXIV character lead me here of all things
so true oomfie
5:06 I do a combo and it hits her
amazing
STILL 2 HOURS TO RELEASE BUT LES FUCKING GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
epik
nice!
sick nasty
Finally, coffin is dead
Oh yeah and play +R
can't believe y'all wanna hit some two frame frc windows
Joyous day for Dizzy haters
Cool :)
COPE DIZZY PLAYER
gorilla gaming
great work!
Dizzy is cool and Honest
This is propaganda to try and make dizzy's super less used then sol DI2 and I am all for it
everyone hates dizzy
Xri is really cool chip player
Damn Dizzy being abused lol
lmao the random ass mugen clip
Bad at the game