Double Dragon Neon Combo Video

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Published on ● Video Link: https://www.youtube.com/watch?v=SFmjVnxjOac



Game:
Duration: 4:00
37,049 views
695


The game feels a bit clunky at first but it's surprisingly quite technical and has scope for execution intensive combos when run cancelling and using wall bounces. The bomb special that allows otgs also opens up lots of fun possibilities.

All normals can be cancelled into a jump, crouch, special or run as soon as their active frames are over. Run can be cancelled immediately by simply taking your finger off the button, which allows seemingly instant recovery and opens up tons of new combos and infinites.

Random clip explanation...

@ 1:11 - It's not obvious when you first start playing but as soon as you realize the recovery of moves can be cancelled by running the whole game becomes more fun. Here a simple [P, Run, P, Run] loop allows an infinite juggle when the opponent has his or her back to the wall.

@ 1:21 - An odd glitch that involves using an enemy to enable you to break through a warp barrier. Fun but not too useful as it usually ends with you having to quit to the menu.

@ 1:40 - since the 'push' special (frwd,frwd+P) has so much start up it's really difficult to combo into. Here the launcher is cancelled into a run while having pre-buffered the frwd,frwd command. So with a plink-esque Run~Punch input there's just enough time to catch the opponent before they hit the ground.

@ 1:45 - the bomb special has 2 parts, activating the bomb and throwing it. Here, the opponent has to be launched high enough to safely activate the bomb and have enough time to juggle with K,K. The 2nd K is cancelled into throwing the bomb which otgs the opponent allowing for more combo.

@ 2:00 the timing here is really tight, it's easy to try to cancel too early (and get nothing) or too late and not have enough time to juggle. You have to walk forward the whole time time too in order to continue the juggle.

@ 2:34 - A weird 'ground jump' is performed. I assume this happens when you cancel out of an attack after it connects on it's final active frame (in this case a standing K).

@ 3:25 - abobo's hit box is quite wide and he doesn't travel as far when juggling him with the rising knee. This combined with the fact that the screen doesn't scroll (giving you 2 walls to bounce him off) allows for this infinite. Notice the rising knee from the left has to hit meaty to keep him up and the combo going.







Tags:
DDN
desk
double dragon
neon
combo
video
glitch
off
map
run
cancel
crouch
jump



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