Final Vendetta - Duke basic Touch of Death combos
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Duke was the last character for me to record basic death combos. He has great versatility in creating juggle combos, but until you understand what moves of his can be cancelled into dash attacks and the mechanics of it, he may seem hard to grasp.
Notation:
I use CPU keypad notation for directions; 8=up, 4=left, 6=right, 2=down, 5=neutral.
A=attack, J=jump, S=special, B=block
0:00 AAA starter
(facing right)
AAA S+B,
66A x2,
[ 664S+B, 44A x2,
446S+B, 66A x2, ] x2,
664S+B
-this combo filler is good to fall back upon if you mess up any dash cancels after the S+B
0:17 66S starter
(facing right)
66S x3,
66A x2,
664S+B(late cancel) 44A(1 hit), 44S x2,
446S+B(late cancel) 66A(1 hit), 66S x2,
664S+B(late cancel) 44A(1 hit), 44S
-both Duke's 66S and S+B can be cancelled into dash moves; 66S' recovery can be cancelled into another 66S, and S+B can be cancelled into either 66A or 66S, however, you can't just cancel them into a dash; if you input the dash, nothing will come out; you must press a button to cancel it
-by cancelling multiple 66S' together, you not only add more damage during a juggle, but raise the opponent's juggle height so it's much easier to follow afterward
-also, the timing for cancelling a 66S into another 66S is fairly forgiving, so you can cancel fairly early or late and still get it
-S+B can be cancelled either early, during the swinging hooks, or late, after the uppercut; if you want to cancel later, you must wait until Duke hits the opponent with the uppercut to start to input the dash, otherwise, nothing will come out when you press S
-a late cancel of S+B into 66A will allow you to hit the opponent with the tip of Duke's jumping uppercut, making it easy to follow with his 66S
-this combo filler is also the best way to quickly side switch if you're close to the wall and can't use a fullscreen juggle to turn around
0:33 S+B early cancel
(facing right)
AAA S+B(early cancel) 66S x2,
66A x2,
[ 664S+B, 44A x2,
446S+B, 66A x2, ] x2,
664S+B(late cancel) 44A(1 hit), 44S
-S+B can also be cancelled early if you do a dash attack of some sort before the uppercut starts to come out
-S+B can also be jump cancelled at anytime, but because 66S can cancel into itself, IMO Duke's combo routes are better if you dash attack cancel his S+B instead of jump cancel
0:50 flashy bnb
(facing right)
AAA S+B(late cancel) 66A(1 hit), 66S x3, 66A,
664S+B(late cancel) 44A(1 hit), 44S x3, 44A,
446S+B(late cancel) 66A(1 hit), 66S x2
-after each 66A(1 hit), hold the dash a bit longer before pressing S so you get a bit closer
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