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oh nice! Can you show it to us? We're very interested ahah

Sasukko-Kun's Forward heavy punch combos into stand rush then you can combo that into forward light punch, forward medium punch, then forward heavy punch then you stand rush again it's an infinite death combo not including any meter but you have to be in the corner. This can also be hit confirmed from his crouch light kick which is a low. 

In every patch Sasukko gains a new infinite, I'm losing my mind...

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It's not even the weirdest thing that has happened in this game tbh tbh

ooh what did you find?

What I did not find lmao

I've been playing ever since version 1.0.0 and Vecchio manages to find more ways to be busted with every update.

-He's had an infinite up until now that dates back to Day 1 which involved doing his Down Signature move and his Shakunetsu (46P input) one after another in the corner: with the right timing, it was a guaranteed KO. The dev thought he'd finally removed it until I labbed for less than 5 minutes and found out you can get the same result by looping 6M>6H>Shakunetsu, and it's arguably even easier to perform.

-This too was fixed in this update, but it's gone for good: Vecchio has 4 different Signature moves you can use in the air, each one tied to a cardinal direction on the control stick. Each one gives you a little more air time when used. Guess what happens if you cycle through them? Find out in this twitch clip, in which the developer assists and laughs at his own impotence: https://clips.twitch.tv/RealGentleTurnipOMGScoots-06Z6ZRkNdg5buGjr

-This is the last one regarding Vecchio but it's the highest quality bullshit you'll ever find in this game. Sadly it can't be performed anymore.

Vecchio's level 2 is a very straightforward and Marvel-esque Super Move: he hits you once and then traps you in a cinematic where all of his assistants gang up on you, then he delivers the finishing blow. The move is fairly simple, which means it will work correctly 100% of the time. That is, unless you try to use it while the opponent is being hit by his Down Signature (which is why you can't do it anymore: the pre-Super screen flash now makes all assistants disappear). Due to it being a multihit move with very low hitstun, it would override the initial hit of the Super, meaning the opponent would remain fully actionable during the cutscene.

But it doesn't end here.

Suppose the opponent is playing Agenzia Fantasmi (AF for short) and has a bar of meter to spare. AF's Forward Level 1 Super makes them invincible for a short while, and then stuns the opponent wherever they are on the screen if they're not blocking. Now suppose you have set everything up correctly, and now the AF player can move during Vecchio's LVL2 super. IF they were to use said Level 1 during this time window...

THE BOOMER ARMY SHALL NOT YIELD.

The Discord Gang decided to dub this the "Vecchio Duplication Jutsu" (tm)

(Note: this is extremely exaggerated, it actually takes a lot of tries to get to this sheer number of clones on screen. It's funny nonetheless, and you can get to the point of having Vecchio's moves not work properly because of reaching the max amount of characters possible on screen).

And this is only for one character. One.

that's some noice research, thanks

also how easy or hard is the combo?

i found a really easy infinite, you just do light medium heavy then shakunetsu then you loop. way easier than sassuko