118-Hit, 100% Damage Combo!

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I've been practicing this on and off for a few weeks and after a while it became clear that it wouldn't be feasible to plan out every single hit of a 100% damage combo. Instead it would have to be (after the first 20 or so hits) improvised. Most of the practice time was spent just learning the feel of Ryu's infinites. Literally how the opponent reacts when you hit jump attacks early/late, how to recover if they fall too low and the combo is at risk of failing, nailing quick crouch cancels etc. Getting a loop or 2 of this is one thing but keeping it up for over a minute without it failing is something else.

There are a ton of small details I had to be aware of and react to during this sequence. These include...
1. Setting up the 'turn around cancel' sections when V-Ism runs out. This requires you make optimizations to have the opponent at their maximum juggle height when V-Ism ends.
2. Noticing how far behind the opponent is when you're jumping back and forth so you can recognize whether or not you can keep the opponent high with a j.mp or you have to lose a little height with the wider hit-box of a cross-up j.mk.
3. Keeping an eye on your meter so you can re-activate V-Ism as soon as possible (I wanted to activate 3 times during the combo).
4. I wanted to include an 'in the corner' section with nothing but crouch cancels at some point so I had to transition into that towards the end.
5. I also wanted to include a 'walk cancel' as the final hit of the combo, so I had to watch the remaining life super closely (you'll notice that the 2nd to last hit is a j.lk and not a j.mp in order to not KO with a jumping attack) then crouch cancel into a walk backwards into st.lp.

For your information, the opponent is attempting to flip out of the combo on every single frame. So any failure to avoid neutral states would have resulted in the combo ending immediately.

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Tags:
Ryu
desk
alpha 3
zero 3
infinite
combo
crouch
cancel
turn around



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