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).
 

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
 
When they're present in a fighting game, I feel myself often drawn to characters with float/hover mechanics.
 

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.
 

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.
 

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).
 

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.
 

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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