Yamazaki's NEW Infinite below Notes on , TOD, Critcial Hit, below Shingo's 100%er.. Hey don't complain! I'm running outta memory space!!! --------------------------------------------------- Notes on Shingos' TOD I managed to maneuver the CPU opponent (hey, it was late, competition was gone) into the corner without Shingo hitting him (I believe it was Terry) at all. I then jumped in with a C, then did a Crouching C, and then qcf,qcf+C. I decided to give the Unfinished Twilight Ride ANOTHER try, since I still had a nagging feeling that it really CAN juggle. So I did the hcb+D... ... and nearly fell to the ground when I saw it CONNECT. My jaw dropped as I watched the combo counter rise to Rush 4 Hits... then 5... then... still 5?! What's this, the last kick missed? Why in the hell did that happen?! Well, when Terry got back up, he was DIZZY. As far as I know, this is the ONLY combo I've seen in '97 that will actually dizzy outright. I hadn't hit Terry with another attack yet in the round, so I think it is guaranteed. And since it does over 50% damage, it's a... TOUCH OF DEATH! I tried to do the combo again later (twice, even), and just couldn't get the Unfinished Twilight Ride to connect. I'm fairly sure it's not a Terry-only thing, I bet it just requires quite a bit of timing to land the juggle, you can't do it too soon or too late... if you actually get the combo off in a battle, then you deserve to win the round. It's a lot harder to land then Mary's 100%, that's for sure. -Matt Ah ha ha.... so many characters seem to have 100% combos... and the newest one found is for.... Shingo Yabuki! (not who you'd expect to have one, eh?) However, you'll be DAMN lucky if you can get this off in a match, as it requires Shingo to be on MAX (and have either a DM stock or be in red life), plus they must be in the corner, or else the last hit whiffs... Jumping C, Crouching C, qcf, qcf + P, Standing D. I believe you can also juggle with either a Jumping D or his dp+P (for style) and it would still probably be the full 100%. I only did this once today, and it was against the moron CPU first team. So I don't think this will have any effect on his place in the rankings, since the combo's a bit harder to land then... say, Mary's. :) (and besides, it's one of those damn double qcf motions. You must be VERY precise or you get a DP... ugh) -Matt 1. If your opponent got knocked up into the air and the message "Critical Hit" came up but NOT the "Counter" message, you can't juggle. 2. If your opponent got knocked up into the air and the message "Counter" came up, you can juggle. ("Critical Hit" does not affect it in any way) 3. If your opponent DIDN'T get knocked up and was only staggered, plus the "Critical Hit" message came up, you have enough time to link in an attack or maybe a super. The "Counter" message has nothing to do with this. Thanks to YuriMai and Kensou! ....about the Yamazaki 's infinite.Here it goes: JumpC/D~Stand.L.K~DP+B~Snake Arm(Cancel off this move by holding the B or C depending on which button u pressed,then press D.This will cancel off Snake arm)~DP+B~(again cancel off the Snake arm)~DP+B. Note:After 3 DP+B,there is 90% that your opponent is dizzy.Then,either u continue that infinte or finish him off with a DM(Hehheh).This combo is confirmed.I have already managed to pull it off.But at first,I wasted a lot of tokens trying it out.It is very damaging. -Darren Ong TO RECAP 1. Jump C 2. B 3. F,D,DF+B (sand kick) 4. QCB+C (very fast, followed by... 5. D (cancelling the snake arm....) rpt 3,4,5....ad infinitum... Also A, sand kick+B, A, sand kick B, QCF QCF A= Woohoo!!! Nast Combo!!!!