TZW is thanked in the video and credited with first demonstrating the glitch as well as being generally awesome, but more stuff has happened!
After doing a ridiculous amount of research before making this video, I could find exactly 4 clips of TZW doing combos using this glitch online. They were basic set-ups with Ryu + Ken. Plus OTG throws with Chun and Gief. They were hidden in a random uncredited youtube video which you can see here...
Now the man himself has uploaded a rip of the long lost VHS Combo video he did back in the day from which those clips were apparently taken. After watching it, I was somewhat relieved to see that using the corner pause thing to take advantage of double jump-in and mid combo jump in combos don't appear (so I did manage to do some combos that haven't been shown before plus a new application of the Claw OTG glitch) but maaaaaaaaan was he already all over a bunch of the other stuff, lol. The Sim sweep loop is there, he does double fireball combos and even starts a combo with that ST Honda cross-up thing. So, I must give an even bigger shout out to him.
For the record then, The Blanka double jump-in combo, Chun meaty sweep to jump in combo, Guile mid-combo jump-in stuff, Chun Full Screen 7x OTG sequence and the Honda 5x OTG Sequence are, as far as I'm aware, new WW combos. And, as I mentioned, using meaties and precise screen spacing in order to squeeze out all the frames necesary to do mid-combo jump-ins, is an application of the glitch that I don't think has been done before. Having said that though, keeping the name of this video as 'New WW Combos' (which could definitely be seen as me suggesting that everything in this video is new) seems somewhat disingenuous after watching his video. So, it's changed :)
Finally, the post KO stance glitch I use was originally a reference to TZW (as he does it a bunch) and a way to include the video credits within the actual video.
For your viewing pleasure: 動画:ZKsV-j0jB9A
Although it's crazy how much stuff he'd already done, I'm super happy that my video prompted him to unearth this after all of this time.
Also of note. It seems that the way he got around the uber frustration of having to deal with CPU controlled claw is that he was able to use DIP Switches to have infinite time and, it appears, refilling or some kind of on/off infinite health.
This video uses a glitch which some players were actually aware of back in the World Warriors era, Exclusive to Claw, it allows you to continue to attack him after a sweep knockdown.
As far as I'm aware the first demonstration of this glitch was done by TZW. Back in the days when combo videos only existed on VHS. Not only did he popularize the glitch but I wouldn't have known about the OTG throw effect were it not for watching his old clips.
Aside from his footage and a few clips scattered around over the years, as far as I'm aware no one has ever really tried to explore the extent to which the glitch can be exploited.
For the purposes of this video 'Falling into the Corner Pause' is done by knocking the opponent down outside of the corner but having him fall into the corner. The point at which he hits the wall causes a brief pause, giving us a few precious frames of extra time. Here, we use this time to do things that were previously impossible (Blanka j.HK, cr.HK, j.HP, cr.HP or Chun meaty cr.HK into jump-in combo, for example).
As usual, everything in this video is done by hand on a HRAP stick and a couple of the clips were done on a PS Controller. Also, every clip you see is recorded from the character select screen before fighting Claw. This meant that there was lots and lots and lots of 'pre-play'. By which I mean hella time spent testing combos and the extent of what can be done with this glitch against a 'live' CPU dummy. There was simply no other way to do it though, since the 4 Boss characters weren't playable in SF2:WW.
This meant that I had to slowly learn, as much as is possible, to manipulate the actions of CPU controlled Claw. As many of these combos require pretty exact screen spacing in order to take advantage of that 'falling into the corner pause' at specific points, this AI manipulation was vital.
This might sound like a joke but It's actually true. In the Zangief Clip, the post-stun teabagging is actually luck manipulation. I completed that combo exactly as you see it in the video somewhere in the region of 40-50 times. However, the final version that actualy made it into the video is only the 2nd that ever caused Stun on that cr.HK (vital for the SPD to connect). I tried whiffing a bunch of stuff and mixing up the strengths of some of the attacks many times to reproduce it but nothing worked except for the repeated crouching motion, done while Claw was stunned.