Combotober 2025
Over on Twitter and Bluesky "A Bad Idea" posted a list of fighting game combo prompts to do throughout October.
I only use Fediverse nowadays, and I figured this would be a good excuse to repost a bunch of my (mostly) Twitter clips onto there. I recorded some new stuff though. I figured a blog post like this to bundle all of my posts together would be nice.
Day 1
Street Fighter Main
I didn't bother following the prompts for every day, such as
today. I didn't have any Street Fighter combos I felt like posting, so
here's a BBTAG one instead (I posted quite a few BBTAG clips
throughout the month because it's my favorite fighting game):
Day 2
King Of Fighters Main
I don't have enough experience with KOF to be creative with my combos, so here's just something from the KOF 13 combo trials. The audio in the clip was crazy desynced, so I replaced it with Fight With Honor from Custom Battler Bomberman.
Day 3
Tekken Main
I've played like 5 minutes of Tekken ever, so instead here's an infodump on a MultiVersus combo that I posted months ago.
Throwing an item while in Marceline's bass stance will temporarily grant her full actionability before returning her to the stance. If you go airborne during this state, you're able to pull off multiple attacks before reverting into the stance.
Marceline's elbow drop has a cancel window, and it's a weirdly specific window for being so late into the attack's duration. Similar attacks like Iron Giant's down-special or Shaggy's air-down-special just have indefinitely long cancel windows beyond a certain point in their durations.
The stake toss being charged at level 2 rather than 1 or 3 also isn't that weird, it just technically requires the most setup. It requires dodge canceling the charge midway rather than letting it play out in full (I believe letting it play out in full is faster), or simply getting hit midway through the charge. I set up the stake charge before the clip, so that's why you don't see it. The level 2 stake toss has more frame advantage than level 1, and the same frame advantage as level 3, although level 1 actually does actually work in this combo. The stake toss also requires a double tap input at levels 1 and 2, which makes using them a little bit more executionally difficult.
Lastly I think it's worth noting the instant-air-dodge into the 2nd elbow drop. Instant-air-dodge performed by inputting up-left/up-right + dodge while grounded. It visually resembles regular grounded dodge, but it's functionally able to cancel into aerial attacks. I believe it's actually a pretty commonly known mechanic within the MultiVersus community, but it's one of those arcane pieces of knowledge that I don't think outsiders would've ever heard of or noticed. Instant-air-dodge is used here (in part for horizontal travel, but also) because the air version of Marceline's elbow drop travels slightly higher than the grounded version (it's just enough to be the difference maker on whether or not Marceline's able to land onto the platform at the end).
Throwing an item while in Marceline's bass stance will temporarily grant her full actionability before returning her to the stance. If you go airborne during this state, you're able to pull off multiple attacks before reverting into the stance.
Marceline's elbow drop has a cancel window, and it's a weirdly specific window for being so late into the attack's duration. Similar attacks like Iron Giant's down-special or Shaggy's air-down-special just have indefinitely long cancel windows beyond a certain point in their durations.
The stake toss being charged at level 2 rather than 1 or 3 also isn't that weird, it just technically requires the most setup. It requires dodge canceling the charge midway rather than letting it play out in full (I believe letting it play out in full is faster), or simply getting hit midway through the charge. I set up the stake charge before the clip, so that's why you don't see it. The level 2 stake toss has more frame advantage than level 1, and the same frame advantage as level 3, although level 1 actually does actually work in this combo. The stake toss also requires a double tap input at levels 1 and 2, which makes using them a little bit more executionally difficult.
Lastly I think it's worth noting the instant-air-dodge into the 2nd elbow drop. Instant-air-dodge performed by inputting up-left/up-right + dodge while grounded. It visually resembles regular grounded dodge, but it's functionally able to cancel into aerial attacks. I believe it's actually a pretty commonly known mechanic within the MultiVersus community, but it's one of those arcane pieces of knowledge that I don't think outsiders would've ever heard of or noticed. Instant-air-dodge is used here (in part for horizontal travel, but also) because the air version of Marceline's elbow drop travels slightly higher than the grounded version (it's just enough to be the difference maker on whether or not Marceline's able to land onto the platform at the end).
Day 4
Guilty Gear Main
Out of all characters, my favorite in GGXXAC+R is EX Order Sol. For
those who don't know, the EX characters in this game were unlockable
character variants with altered movesets. Enjoy this low quality
footage:
Day 5
Marvel Vs Capcom Team
Zero Lightning Loops are the most difficult thing I've ever learned
in a fighting game, maybe in a game in general. I cannot do them in a
real match.
Day 6
Mortal Kombat Team
Some attacks can restand opponents in BBTAG, while some attacks crumple opponents instead. Hitting someone during the correct time during a crumple though has the ability to restand.
Day 7
Under Night Main
Despite very much preferring easy stuff in fighting games, I don't mind negative edge that much. It does hurt my hands though which sucks.
(I actually prefer negative edge characters over charge characters.)
Day 8
Soul Caliber Main
There's a strange Record/Replay feature in the PC version of Guilty Gear X. It's a comically primitive version of what would become dummy recordings and match replays in future fighting games. You get 100 Tension to start with, and 15 second to wail on Ky, and the game records it.
(For those who don't know, I have a strange fascination with Guilty Gear X, especially the GBA version.)
Day 9
Dead Or Alive Main
Junpei's cool, his bat feels so satisfying. I think it's overstated how complicated his baseball score mechanic is. In practice Junpei just needs to hit opponents (or you can hit projectiles I guess) with his bat.
Day 10
Virtua Fighter Main
Here's a good ol' dustloop, but with Stylish controls which makes it more difficult because you have to time your inputs around the auto-combo inputs.
Day 11
Free Space
Day 12
Other Favorite Capcom Game
MCVI is one of the only Capcom fighting games I could see myself playing extensively (the only 1 I have played a good bit is SF6).
Day 13
Other Favorite SNK Game
The combo system in SNK Heroines is odd. You're naturally only allowed
to each attack once per combo (I believe the SP item allowed me to reset
all my attack uses) except for dash-attack, so combos consist of trying
to squeeze dash-attack in between as many attacks as possible.
Day 14
Other Favorite ArcSys Game
Kill La Kill IF is my 3rd favorite fighting game, I find it so cool. It
particularly has my favorite movement out of any fighting game.
This combo is omega burstable by the way, it only takes 50% meter to burst, and as you can see this game gives out a crazy amount of meter.
This combo is omega burstable by the way, it only takes 50% meter to burst, and as you can see this game gives out a crazy amount of meter.
Day 15
Favorite Other Publisher Game
Melty Blood Type Lumina is another one of my favorite fighting games,
and I also love the movement in it. Kouma is a funny character.
Day 16
Favorite Indie Game
Skullgirls is my favorite indie fighting game, but Them's Fightin' Herds is what I already had installed, and I was hankering to lab out some Oleander anyways.
My main goal with this combo was to use all of Fred's charged attacks.
Day 17
Favorite Tag Team Game
This combo's a pretty good example of the flexibility I like in Active-Tag fighters.
Character wise I really like Makoto, she's one of my favorite BlazBlue characters, and I like her gameplay wise as well, but alas there's always a couple of other characters I like playing more, so I don't play her a ton in any game.
Character wise I really like Makoto, she's one of my favorite BlazBlue characters, and I like her gameplay wise as well, but alas there's always a couple of other characters I like playing more, so I don't play her a ton in any game.
Day 18
Favorite Guest Character
I've never really been sold on a game due to a guest character (I've been eyeballin' Iori in Million Arthur Arcana Blood for years though), Akatsuki's cool though.
Day 19
Combo That Repeats The Same Move
This is a combo I used in my first CMV. It's privated now though because
I didn't realize until sometime after uploading it that the audio was
corrupted. (I don't have the original files anymore, and I don't feel
like remaking it.)
I was inspired to make a CMV in the first place because of Moustached Villain's Super Air Driver, I didn't use it as a reference though on how to make CMV's because his was clearly a lot of work. I came up with the goal of making a CMV before I even first played BBCF, it ended being a good motivator for me to teach myself this game's combo system (I'm far from an expert though, even as Lambda).
I was inspired to make a CMV in the first place because of Moustached Villain's Super Air Driver, I didn't use it as a reference though on how to make CMV's because his was clearly a lot of work. I came up with the goal of making a CMV before I even first played BBCF, it ended being a good motivator for me to teach myself this game's combo system (I'm far from an expert though, even as Lambda).
Day 20
Combo That Starts With A Throw
For those who don't know, there's actually a game featuring Deadspike, it's a rhythm game.
Day 21
Free Space
BBTAG's demo has a glitch that resembles MCVI's Soul Stone. I believe
it's performed by tagging right as your assist is coming out (it's a
pretty specific timing from what I can tell).
Training mode isn't accessible in this demo, so I labbed this out in one of the tutorials.
Training mode isn't accessible in this demo, so I labbed this out in one of the tutorials.
Day 22
Combo That Includes A Taunt
Taokaka's taunt used to have some CRAZY damage scaling in the first 2 BlazBlue's. Here's the same combo in BBCT and BBCF for comparison.
Day 23
Touch Of Death Combo
Something I learned while coming up with this TOD was that a lot of
characters' most optimal combo starters in BBTAG are actually in their
auto-combos.
Day 24
2-Hit Combo
In my mind the Ding-Dong is one of the most representative combos of Smash 4. It embodies the weird middle ground between Brawl's lack of combos, and Ultimate's plentiful and strong combos. The Ding-Dong's a weirdly powerful for how short and linear it is, and I find it lovingly hilarious (granted I intentionally recorded an extreme example).
Day 25
Non Fighting Game Combo
If y'all are seeing this, then I have tried and failed to beat my personal best Bomberman kick chain, and have reupload a clip from my Twitter 2 years ago.
Day 26
Combo That Interacts With A Wall
One of the modifiers you can get in the M.O.M. mode in GGXXAC+R forces
most attacks to wallsplat. Modifiers like this can also be used in
Training and Versus which I quite appreciate.
Day 27
Combo That Doesn't Physically Touch The Opponent
I couldn't think of anything that doesn't involve at least something
touching the opponent in some sense, so I opted for a very projectile
based combo instead. (I figure something like this was probably the
intention with the prompt.)
Day 28
Highest Vertical Distance Traveled
If Adachi's high enough above the ground while hitting Atom Smasher, it can actually becomes punishable on hit. It
doesn't have to be this extremely high up, it can actually be just a
bit above Adachi's super-jump + double-jump height, but using as much
vertically as possible fits with the prompt, and gives me enough frame
advantage to start a punish combo with a super which is cool and
awesome.
Day 29
Combo That Starts From The Other Side Of The Screen
I chose to do an Arcana Heart combo for today's prompt because the camera in this game stretches across the entire horizontal stage length (horizontally) which I think is neat.
Day 30
Combo That Uses The Most Meter
I think it's likely possible to squeeze out some more meter here,
but I didn't feel like bothering. 14 bars is already a lot to spend in
this game.
Day 31
Free Space
Happy Halloween, here's a combo that puts Elizabeth or Yang into their installs, while only dealing recoverable damage.

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