Dream Cancel Forum
King of Fighters XIII => Character Discussion => K' => Topic started by: nilcam on October 27, 2010, 05:23:20 AM
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(http://i1005.photobucket.com/albums/af171/dreamcancel/kofxiii/kdash_01.gif)
Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick
* = EX version possible
Throw
;fd / ;bk + ;c / ;d
Command Normals
;fd + ;a = One Inch Punch
Special Moves
;qcf + ;a / ;c = Eins Trigger *
∟ ;fd + ;b = Second Shoot
∟ ;fd + ;d = Second Shell
∟ ;dn \ ;bk + ;b / ;d = Blackout
;qcf + ;b / ;d = Blackout *
;qcb + ;b / ;d (ground or air) = Minute Spike *
∟ ;qcb + ;b / ;d (Narrow Spike, ground variant only)
;dp + ;a / ;c = Crow Bites *
∟ ;fd + ;d (Crow Bites Plus, from C version only)
Desperation Moves
;qcf x 2 + ;a / ;c = Heat Drive
;qcf ;hcb + ;a / ;c = Chain Drive *
Neomax
;hcb x 2 + ;a ;c = Hyper Chain Drive
K''s Wiki entry (http://dreamcancel.com/wiki/index.php?title=K%27_(XIII)).
Console changes:
*EX Ein trigger > 2nd shoot properties have been changed. The projectile hits twice and gradually increases in speed.
-Hit box and attack frames have been altered on j.B and j.D
*Air minute spike anywhere juggles
*Recovery improved on minute spike
-Recovery lengthened on Ein trigger – includes 2nd shoot/2nd shell
-Recovery lengthened for narrow spike when blocked
-Weak crow bites has less invincibility. Note that it is only upper body invincible.
-Minute spike properties changed (includes air). Move initiates at a consistent speed regardless of distance to the opponent.
*EX chain drive has special hit properties.
Yamamoto:
Although there are several nerfs, it is possible to score extra damage using air minute spike and the special hit properties on chain drive which was not possible in the arcade. You’ll be able to make up for the nerfs by jumping on chances to aggressively score additional damage. Worthy of special mention – EX 2nd shoot has been changed. It was often used to zone, but can now be used to gain the initiative from long distance.
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Is ;fd + ;a overhead like in 2003 or just a knockback/cancelable like it was in any other game?
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Apparently it's just a knockback/cancelable, but if it's a clean attack (not canceled from previous attacks) it causes guard crush. So i guess that's better than being an overhead. Too bad the move is too slow.
That's from watching the videos,i haven't played the game yet so don't mark my words about it.
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Wow did this thread get deleted?
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I was clearing out old posts and accidentally forgot to tick the Locked Topics Only box so all of the neglected character threads were lost. I'm working on getting them back in order as I type.
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Nice thank you, I don't have a copy of anything I wrote here, but thankfully the Ash thread had most of it copied in the first thread.
Edit: It appears you can juggle after his f+A however f+A does not cancel, except in HD mode. This means that K' can do d.B -> d.B -> qcf+A -> f+D -> f+A -> BC -> f+A -> qcb+D to start his HD combo. I'll confirm this within a few days at latest.
Also on another note, I read that to avoid overlap for cancelling dp+A -> qcf+C you can do hcb,f+A -> qcf+C
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Wiki page is just about complete, need more combos though
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Might be mistakes, I just made this up real quick in 30 mins.
'''No Drive/No Meter'''
j.D -> d.B -> d.B -> qcf+P -> f+B
j.D -> d.B -> qcf+A -> f+D -> qcb+D -> qcb+D (miss) -> dp+C
j.D -> s.C -> qcf+A -> f+D -> qcb+D -> qcb+D (miss) -> dp+C
j.D -> s.C -> f+A -> qcf+A -> f+D -> qcb+D -> qcb+D (miss) -> dp+C
j.D -> s.C -> f+A -> qcb+D(miss) -> qcb+D+D -> dp+A
'''50% Drive/No Meter'''
j.D -> d.B -> qcf+A -> f+D -> qcb+D -> qcb+D (miss) -> dp+A(2hit) -> qcf+B -> dp+C
(corner)j.D -> d.B -> d.b -> qcf+A -> f+D -> qcb+D -> qcb+D (miss) -> dp+A(1hit) -> qcb+D -> qcb+D (miss) -> dp+C
'''100% Drive/No Meter'''
j.D -> d.B -> qcf+A -> f+D -> qcb+D -> qcb+D (miss) -> dp+A(2hit) -> qcf+B -> dp+A(2hit) -> qcf+B -> dp+C
(corner)j.D -> d.B -> d.b -> qcf+A -> f+D -> qcb+D -> qcb+D (miss) -> dp+A(1hit) -> qcb+D -> qcb+D (miss) -> dp+A(1hit) -> qcb+D -> qcb+D (miss) -> dp+C
'''No Drive/1 Meter'''
j.D -> d.B -> qcf+A -> f+D -> qcfx2+P
j.D -> d.B -> qcf+A -> f+D -> qcb+BD -> qcb+K (miss) -> dp+C
j.D -> d.B -> qcf+A -> f+D -> qcb+D -> qcb+K (miss) -> dp+AC
(corner) j.D -> d.B -> d.B -> qcf+A -> f+D -> qcb+BD -> qcb+K (miss) -> dp+C
(corner) j.D -> d.B -> d.B -> qcf+A -> f+D -> j.CD -> qcb+BD -> dp+A
'''50% Drive/1 Meter'''
j.D -> d.B -> qcf+A -> f+D -> qcb+D -> qcb+K (miss) -> dp+A (1hit) -> SC qcfx2+P
j.D -> d.B -> qcf+A -> f+D -> qcb+BD -> qcb+K (miss) -> dp+A (2hit) -> DC qcf+B -> dp+C
j.D -> d.B -> qcf+A -> f+D -> qcb+D -> qcb+K (miss) -> dp+A (1hit) -> DC qcb+BD -> qcb+K (miss) -> dp+C
j.D -> d.B -> qcf+A -> f+D -> qcb+D -> qcb+K (miss) -> dp+A (2hit) -> DC qcf+B -> dp+AC
(corner) j.D -> d.B -> d.B -> qcf+A -> f+D -> qcb+D -> qcb+K (miss) -> DC dp+C (1hit) -> qcf,hcb+P
(corner) j.D -> d.B -> d.B -> qcf+A -> f+D -> qcb+BD -> qcb+K (miss) -> dp+C
(corner) j.D -> d.B -> d.B -> qcf+A -> f+D -> j.CD -> qcb+BD -> dp+A (1hit) -> DC qcb+D -> qcb+K (miss) -> dp+C
'''No Drive/2 Meters'''
j.D -> d.B -> qcf+A -> f+D -> qcb+BD -> qcb+K (miss) -> dp+C
j.D -> d.B -> qcf+A -> f+D -> j.CD -> qcb+BD -> qcb+K (miss) -> dp+AC
(corner) j.D -> d.B -> d.B -> qcf+A -> f+D -> qcf,hcb+AC
(corner) j.D -> d.B -> d.B -> qcf+A -> f+D -> j.CD -> qcb+BD -> dp+AC
'''50% Drive/2 Meters'''
j.D -> d.B -> qcf+A -> f+D -> qcb+BD -> dp+A (1hit) -> DC qcb+BD -> qcb+K (miss) -> dp+C
(corner) j.D -> d.B -> d.B -> qcf+A -> f+D -> j.CD -> qcb+BD -> dp+A (1hit) -> DC qcb+BD -> qcb+K (miss) -> dp+C
'''100% Drive/2 Meters'''
j.D -> d.B -> qcf+A -> f+D -> qcb+BD -> qcb+K (miss) -> [dp+A (1hit) -> DC qcf+BD -> qcb+K (miss)]x2 -> dp+AC
(corner) j.D -> d.B -> qcf+A -> f+D -> qcb+BD -> qcb+K (miss) -> dp+A (1hit) -> DC qcf+D -> qcb+K (miss) -> dp+C (1hit) -> DC qcf,hcb+AC
'''No Drive/3 Meters'''
j.D -> d.B -> qcf+A -> f+D -> qcb+D -> qcb+K (miss) -> hcbx2+AC
'''50% Drive/3 Meters'''
j.D -> d.B -> qcf+A -> f+D -> qcb+BD -> dp+A (1hit) -> DC qcb+BD -> qcb+K (miss) -> dp+AC
(corner) j.D -> d.B -> d.B -> qcf+A -> f+D -> j.CD -> qcb+BD -> dp+A (1hit) -> qcf,hcb+AC
'''100% Drive/4 Meters'''
j.D -> d.B -> qcf+A -> f+D -> qcb+BD -> qcb+K (miss) -> [dp+A (2hit) -> DC qcf+B]x2 -> hcbx2+AC
(corner) j.D -> d.B -> qcf+A -> f+D -> qcb+BD -> qcb+K (miss) -> dp+A (1hit) -> DC qcf+D -> qcb+K (miss) -> dp+C (1hit) -> DC qcf,hcb+AC
'''HD Combos'''
j.D -> s.C -> BC -> s.C -> qcf+A -> f+D -> qcb+D -> [dp+A (2hit) -> HDC qcb+B]x4 -> dp+C -> qcf,hcb+AC
(corner) j.D -> s.C -> BC -> s.C -> qcf+A -> f+D -> qcb+D -> [dp+A (1hit) -> HDC qcb+D -> qcb+K (miss)]x4 -> dp+C -> qcf,hcb+AC
(corner) j.D -> s.C -> qcf+A -> f+D -> j.BCD -> qcb+BD -> [dp+A (1hit) -> HDC qcb+D -> qcb+K (miss)]x4 -> dp+C -> qcf,hcb+P
*(corner) j.D -> s.C -> qcf+A -> f+D -> f+A -> BC -> f+A -> qcb+BD -> [dp+A (1hit) -> HDC qcb+D -> qcb+K (miss)]x4 -> dp+C -> qcf,hcb+P
*unconfirmed
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Might be mistakes, I just made this up real quick in 30 mins.
'''No Drive/No Meter'''
j.D -> d.B -> d.B -> qcf+P -> f+B
j.D -> d.B -> qcf+A -> f+D -> qcb+D -> qcb+D (miss) -> dp+C
j.D -> s.C -> qcf+A -> f+D -> qcb+D -> qcb+D (miss) -> dp+C
j.D -> s.C -> f+A -> qcf+A -> f+D -> qcb+D -> qcb+D (miss) -> dp+C
j.D -> s.C -> f+A -> qcb+D(miss) -> qcb+D+D -> dp+A
'''50% Drive/No Meter'''
j.D -> d.B -> qcf+A -> f+D -> qcb+D -> qcb+D (miss) -> dp+A(2hit) -> qcf+B -> dp+C
(corner)j.D -> d.B -> d.b -> qcf+A -> f+D -> qcb+D -> qcb+D (miss) -> dp+A(1hit) -> qcb+D -> qcb+D (miss) -> dp+C
'''100% Drive/No Meter'''
j.D -> d.B -> qcf+A -> f+D -> qcb+D -> qcb+D (miss) -> dp+A(2hit) -> qcf+B -> dp+A(2hit) -> qcf+B -> dp+C
(corner)j.D -> d.B -> d.b -> qcf+A -> f+D -> qcb+D -> qcb+D (miss) -> dp+A(1hit) -> qcb+D -> qcb+D (miss) -> dp+A(1hit) -> qcb+D -> qcb+D (miss) -> dp+C
'''No Drive/1 Meter'''
j.D -> d.B -> qcf+A -> f+D -> qcfx2+P
j.D -> d.B -> qcf+A -> f+D -> qcb+BD -> qcb+K (miss) -> dp+C
j.D -> d.B -> qcf+A -> f+D -> qcb+D -> qcb+K (miss) -> dp+AC
(corner) j.D -> d.B -> d.B -> qcf+A -> f+D -> qcb+BD -> qcb+K (miss) -> dp+C
(corner) j.D -> d.B -> d.B -> qcf+A -> f+D -> j.CD -> qcb+BD -> dp+A
'''50% Drive/1 Meter'''
j.D -> d.B -> qcf+A -> f+D -> qcb+D -> qcb+K (miss) -> dp+A (1hit) -> SC qcfx2+P
j.D -> d.B -> qcf+A -> f+D -> qcb+BD -> qcb+K (miss) -> dp+A (2hit) -> DC qcf+B -> dp+C
j.D -> d.B -> qcf+A -> f+D -> qcb+D -> qcb+K (miss) -> dp+A (1hit) -> DC qcb+BD -> qcb+K (miss) -> dp+C
j.D -> d.B -> qcf+A -> f+D -> qcb+D -> qcb+K (miss) -> dp+A (2hit) -> DC qcf+B -> dp+AC
(corner) j.D -> d.B -> d.B -> qcf+A -> f+D -> qcb+D -> qcb+K (miss) -> DC dp+C (1hit) -> qcf,hcb+P
(corner) j.D -> d.B -> d.B -> qcf+A -> f+D -> qcb+BD -> qcb+K (miss) -> dp+C
(corner) j.D -> d.B -> d.B -> qcf+A -> f+D -> j.CD -> qcb+BD -> dp+A (1hit) -> DC qcb+D -> qcb+K (miss) -> dp+C
'''No Drive/2 Meters'''
j.D -> d.B -> qcf+A -> f+D -> qcb+BD -> qcb+K (miss) -> dp+C
j.D -> d.B -> qcf+A -> f+D -> j.CD -> qcb+BD -> qcb+K (miss) -> dp+AC
(corner) j.D -> d.B -> d.B -> qcf+A -> f+D -> qcf,hcb+AC
(corner) j.D -> d.B -> d.B -> qcf+A -> f+D -> j.CD -> qcb+BD -> dp+AC
'''50% Drive/2 Meters'''
j.D -> d.B -> qcf+A -> f+D -> qcb+BD -> dp+A (1hit) -> DC qcb+BD -> qcb+K (miss) -> dp+C
(corner) j.D -> d.B -> d.B -> qcf+A -> f+D -> j.CD -> qcb+BD -> dp+A (1hit) -> DC qcb+BD -> qcb+K (miss) -> dp+C
'''100% Drive/2 Meters'''
j.D -> d.B -> qcf+A -> f+D -> qcb+BD -> qcb+K (miss) -> [dp+A (1hit) -> DC qcf+BD -> qcb+K (miss)]x2 -> dp+AC
(corner) j.D -> d.B -> qcf+A -> f+D -> qcb+BD -> qcb+K (miss) -> dp+A (1hit) -> DC qcf+D -> qcb+K (miss) -> dp+C (1hit) -> DC qcf,hcb+AC
'''No Drive/3 Meters'''
j.D -> d.B -> qcf+A -> f+D -> qcb+D -> qcb+K (miss) -> hcbx2+AC
'''50% Drive/3 Meters'''
j.D -> d.B -> qcf+A -> f+D -> qcb+BD -> dp+A (1hit) -> DC qcb+BD -> qcb+K (miss) -> dp+AC
(corner) j.D -> d.B -> d.B -> qcf+A -> f+D -> j.CD -> qcb+BD -> dp+A (1hit) -> qcf,hcb+AC
'''100% Drive/4 Meters'''
j.D -> d.B -> qcf+A -> f+D -> qcb+BD -> qcb+K (miss) -> [dp+A (2hit) -> DC qcf+B]x2 -> hcbx2+AC
(corner) j.D -> d.B -> qcf+A -> f+D -> qcb+BD -> qcb+K (miss) -> dp+A (1hit) -> DC qcf+D -> qcb+K (miss) -> dp+C (1hit) -> DC qcf,hcb+AC
'''HD Combos'''
j.D -> s.C -> BC -> s.C -> qcf+A -> f+D -> qcb+D -> [dp+A (2hit) -> HDC qcb+B]x4 -> dp+C -> qcf,hcb+AC
(corner) j.D -> s.C -> BC -> s.C -> qcf+A -> f+D -> qcb+D -> [dp+A (1hit) -> HDC qcb+D -> qcb+K (miss)]x4 -> dp+C -> qcf,hcb+AC
(corner) j.D -> s.C -> qcf+A -> f+D -> j.BCD -> qcb+BD -> [dp+A (1hit) -> HDC qcb+D -> qcb+K (miss)]x4 -> dp+C -> qcf,hcb+P
*(corner) j.D -> s.C -> qcf+A -> f+D -> f+A -> BC -> f+A -> qcb+BD -> [dp+A (1hit) -> HDC qcb+D -> qcb+K (miss)]x4 -> dp+C -> qcf,hcb+P
*unconfirmed
I'll take those thanks, anything that ends up wrong or different can just be ironed out later
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'''No Drive/3 Meters'''
j.D -> d.B -> qcf+A -> f+D -> qcb+D -> qcb+K (miss) -> hcbx2+AC
This one should be 100% Drive/3 Meters.
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I posted this above
*(corner) j.D -> s.C -> qcf+A -> f+D -> f+A -> BC -> f+A -> qcb+BD -> [dp+A (1hit) -> HDC qcb+D -> qcb+K (miss)]x4 -> dp+C -> qcf,hcb+P
Tested this and appears after qcf+A -> f+D the f+A will only connect if you start off with a d.B at the closest range possible and perform f+A immediately, the rest of it should be correct. I assume that if you start off with 2 d.B or s.C you'll have to do qcf+AC -> f+D to launch them higher so you can dash in and do f+A
Also posted this above:
Also on another note, I read that to avoid overlap for cancelling dp+A -> qcf+C you can do hcb,f+A -> qcf+C
Confirmed that this is the shortcut that a super will never overlap with the qcf+C.
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Also on another note, I read that to avoid overlap for cancelling dp+A -> qcf+C you can do hcb,f+A -> qcf+C
Confirmed that this is the shortcut that a super will never overlap with the qcf+C.
That's a very odd shortcut for a dp motion. Intuitively, it would the other way around, f~b~db~d~df+A. I wonder if this extends to all dp motions (which assumingly it does, so my Chin can finally drink in peace without that dumb overlap with qcb P which shouldn't even happen in the first place but strangely it exists).
The second question is how come you don't just do the sticky method that The Answer posted a while back. Wasn't it dp+A (hold A), f+C? --> dp A, [DC] qcf C.
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Also on another note, I read that to avoid overlap for cancelling dp+A -> qcf+C you can do hcb,f+A -> qcf+C
Confirmed that this is the shortcut that a super will never overlap with the qcf+C.
That's a very odd shortcut for a dp motion. Intuitively, it would the other way around, f~b~db~d~df+A. I wonder if this extends to all dp motions (which assumingly it does, so my Chin can finally drink in peace without that dumb overlap with qcb P which shouldn't even happen in the first place but strangely it exists).
The second question is how come you don't just do the sticky method that The Answer posted a while back. Wasn't it dp+A (hold A), f+C? --> dp A, [DC] qcf C.
Tried, didn't work for me no matter how many times I tried.
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Tried, didn't work for me no matter how many times I tried.
Or was it dp+A (hold A), f (without going to neutral).
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Doesn't combo if you do qcf+A, only qcf+C will connect after dp+P
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Doesn't combo if you do qcf+A, only qcf+C will connect after dp+P
Thanks for the clarification, I'm assuming dp+C 1[hit], [DC] qcf+C wouldn't suffice either.
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It's a cold day in hell for me to post K' stuff but I found this so remarkable I had to break tradition.
Punishing off an anti air d.B lol (http://www.youtube.com/watch?v=Uiksi9PtTu0#t=4m25). Course the combo itself it's really new, but how he incorporated off a d.B is pretty amazing and something I need to work into my gameplay.
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Wow that's an awesome combo along with only a far d.B setup
Addition instead of double post
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As seen in one of the videos in the video thread, K' definitely can do qcf+C, d.B however I tested this and only works when opponent is waking up.
Also during his juggles if you do dp+A -> (DC) qcf+C it will only connect if the dp+A hits the opponent pretty low. Many times it'd come out and whiff if the opponent is too high.
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Wow that's an awesome combo along with only a far d.B setup
Addition instead of double post
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As seen in one of the videos in the video thread, K' definitely can do qcf+C, d.B however I tested this and only works when opponent is waking up.
Also during his juggles if you do dp+A -> (DC) qcf+C it will only connect if the dp+A hits the opponent pretty low. Many times it'd come out and whiff if the opponent is too high.
Forgot to mention I tested that specific link again, The Answer said do f~qcf+A (hold A and release as soon as the first hit of the dp+A connects). I couldn't get it every time but I got it with a 30~40% rate. The f~qcf+A (hold A) strangely does a dp A instead of his qcf+A.
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I just do it as hcb, f+A, qcf+C works like a charm
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I just do it as hcb, f+A, qcf+C works like a charm
I got that to work my first try, I just wanted to figure out the mechanics of the the sticky method one.
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It is quite sad to hear that K' does not have much love here, I am gonna put in more info.
K's bread and butter MUST KNOW combo in versus and can be done anywhere.
1)Jump C or D (optional) , down B , qcf A , fwd D , as opponent lands do qcb D , follow by another qcb D (the slide one and WHIFF) , dp A (one hit) , drivecancel into EX qcb B+D , qcb D ( the slide one and whiffs) , Dp+ C
This combo is very damaging using just one powerstock and one drive cancel. It is so much worth it compared to supercancelling dp A ( 2 hits) into his qcf qcf + P DM.You can compared the damage if you don't believe. Almost every top player in my arcade use this combo.
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It is quite sad to hear that K' does not have much love here, I am gonna put in more info.
K's bread and butter MUST KNOW combo in versus and can be done anywhere.
1)Jump C or D (optional) , down B , qcf A , fwd D , as opponent lands do qcb D , follow by another qcb D (the slide one and WHIFF) , dp A (one hit) , drivecancel into EX qcb B+D , qcb D ( the slide one and whiffs) , Dp+ C
This combo is very damaging using just one powerstock and one drive cancel. It is so much worth it compared to supercancelling dp A ( 2 hits) into his qcf qcf + P DM.You can compared the damage if you don't believe. Almost every top player in my arcade use this combo.
It's great to get some insight from overseas, keep on reporting.
Reality is Ken Garou, the game is only in two arcades in the US, one that has competition, and it's a small group of friends that play that for the most part, don't really touch K' and Raiden (and of course we know how good they are). We've seen most, if not all, the Youtube clips of the XIII matches overseas.
Still, keep giving is input in case we miss something.
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Ha ha, top tier guy with the least amount of posts ha ha
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Ha ha, top tier guy with the least amount of posts ha ha
Haters gon' hate
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Ha ha, top tier guy with the least amount of posts ha ha
But the best wiki page, K' is baller son! (http://www.dreamcancel.com/wiki/images/9/92/K%27.png)
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An advanced combo of K' that a few of the top players in SG do in practice mode and EVEN in versus
Jump C or D (optional) , Near C (one hit) , fwd A , BC autodash, Near D , EX qcb BD , qcb D slide followup (whiff) , [ dp A (one hit) , HD cancel to qcb D , qcb D slide(whiff) ] x2 , dp A (one hit ) , HD cancel to qcf C and followup with fwd D , after immediately do fwd A , after it hits , do Dp C (3hits) , then HD cancel into air qcb B. As K lands and touches the ground, do dp A (one hit) and HD cancel into qcf C , and followup with fwd D, then immediately do fwd A again , after it connects , do EX qcf , hcb AC immediately.
Damage wise for 3 stocks is a lot on this one with a full hyperdrive meter, can be done from midscreen to the corner with no problem. Happy practicing !
Note: While you are in HD mode and if you want to do from Dp A (one hit) and HD cancel into qcf C , just use this shortcut to prevent the DM qcf qcf C to come out.
Like this : Do Dp A (one hit ) as per normal while you are in HD mode , and very fastly input fwd + C in order for qcf +C to come out. Never fails! :)
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Interestingly after 8months of a horde of K' users, we actually have a slightly modified version of his popular HD combos, here it is: s.C [1hit], f.A, HD, s.C [1hit], f.A, qcb+K, [HDC] Ex qcb+K, dp+A [1hit], [HDC] qcb+K~qcb+K (whiff), dp+C [1hit], [HDC] qcf+A~f+D, f.A, dp+C, [HDC] air.qcb+K, dp+C [1hit], [HDC] qcf+A~f+D, f.A, qcf~hcb+P DM (http://www.youtube.com/watch?v=YM8F2BSsuq8#t=9m50) and it does great damage for 2 stocks+HD as well...damn K'. I'm not too sure about some of the strengths of the buttons so I left them as P or K since I don't use K'.
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Interestingly after 8months of a horde of K' users, we actually have a slightly modified version of his popular HD combos, here it is: s.C [1hit], f.A, HD, s.C [1hit], f.A, qcb+K, [HDC] Ex qcb+K, dp+A [1hit], [HDC] qcb+K~qcb+K (whiff), dp+C [1hit], [HDC] qcf+A~f+D, f.A, dp+C, [HDC] air.qcb+K, dp+C [1hit], [HDC] qcf+A~f+D, f.A, qcf~hcb+P DM (http://www.youtube.com/watch?v=YM8F2BSsuq8#t=9m50) and it does great damage for 2 stocks+HD as well...damn K'. I'm not too sure about some of the strengths of the buttons so I left them as P or K since I don't use K'.
The first and third dp is A version
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Interestingly after 8months of a horde of K' users, we actually have a slightly modified version of his popular HD combos, here it is: s.C [1hit], f.A, HD, s.C [1hit], f.A, qcb+K, [HDC] Ex qcb+K, dp+A [1hit], [HDC] qcb+K~qcb+K (whiff), dp+C [1hit], [HDC] qcf+A~f+D, f.A, dp+C, [HDC] air.qcb+K, dp+C [1hit], [HDC] qcf+A~f+D, f.A, qcf~hcb+P DM (http://www.youtube.com/watch?v=YM8F2BSsuq8#t=9m50) and it does great damage for 2 stocks+HD as well...damn K'. I'm not too sure about some of the strengths of the buttons so I left them as P or K since I don't use K'.
The first and third dp is A version
I fixed the first one to A version, but the third one does 3 hits clearly and according to the Mook only the C version can hit 3 times, no?
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Interestingly after 8months of a horde of K' users, we actually have a slightly modified version of his popular HD combos, here it is: s.C [1hit], f.A, HD, s.C [1hit], f.A, qcb+K, [HDC] Ex qcb+K, dp+A [1hit], [HDC] qcb+K~qcb+K (whiff), dp+C [1hit], [HDC] qcf+A~f+D, f.A, dp+C, [HDC] air.qcb+K, dp+C [1hit], [HDC] qcf+A~f+D, f.A, qcf~hcb+P DM (http://www.youtube.com/watch?v=YM8F2BSsuq8#t=9m50) and it does great damage for 2 stocks+HD as well...damn K'. I'm not too sure about some of the strengths of the buttons so I left them as P or K since I don't use K'.
The first and third dp is A version
I fixed the first one to A version, but the third one does 3 hits clearly and according to the Mook only the C version can hit 3 times, no?
Oops, I meant the last dp
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Oops, I meant the last dp
Well the 2nd and 4th dp are followed exactly into the same cancel: dp+C [1hit], [HDC] qcf+A so it either works for both or it doesn't. I always remembered that specific cancel had to be specifically just that dp C into qcf A but I'm not the K' user either.
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I am having trouble with this combo j.D -> d.B -> qcf+A -> f+D -> qcb+D -> qcb+D (miss) -> dp+C
When the qcb+D (miss) is that when he slides across the floor after the up kick and then you go into dp+C? If so I can get the dp+ to connect.. do they have to be a specific height?
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do they have to be a specific height?
Yeah, if i'm remembering accurately you must do this as low as possible.
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The higher the qcb+D hits them the more time you have to hit the dp+C. If you're having trouble try using dp+A for a while. It's a really simple combo once you figure out the timing of when you can do the qcb+D's.
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i got a K q.
when you have a super bar stock, would juggling from his dp into fb caus the dp the supercancel into his dm instead of the fb? is this the reason why i hardy see that beastly combo of his, cause this way you do more damage than going into his teleport or ;dn ;db ;bk ;d x2 move. would it be hard not to do this?
for instance with ryu in sf4, i can do crouching mk into dp just fine. when his super is full, i get the super instead. ofoucrse the game does have those shitty input shortcuts to prevent them from happening (worst shortcut ever, but it does have purpose). is there a way to do handle this?
edit: never mind, just read the last page.
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You are going to start seeing the dp+p,[DC]qcf+P combo a lot more now that people are starting to master the shortcut for this.
the shortcut is hcb,f+P, [first hit DC]qcf+P, let me know how that works for you.
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You are going to start seeing the dp+p,[DC]qcf+P combo a lot more now that people are starting to master the shortcut for this.
the shortcut is hcb,f+P, [first hit DC]qcf+P, let me know how that works for you.
The hcb, f+P = His dp+P? Then you just cancel it to his normal qcf+P > f+HK?
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You are going to start seeing the dp+p,[DC]qcf+P combo a lot more now that people are starting to master the shortcut for this.
the shortcut is hcb,f+P, [first hit DC]qcf+P, let me know how that works for you.
The hcb, f+P = His dp+P? Then you just cancel it to his normal qcf+P > f+HK?
All dp motions in XIII can be long/shortcutted by doing hcb~f+P as mentioned in the Gameplay/Technical thread (http://dreamcancel.com/forum/index.php?topic=168.msg2359#msg2359).
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Yes sir that way your inputs won't overlap and and cancel into super. Happy to be of service.
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Oh ok, that is good to know. Thanks for the tip guys!
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wow this makes k even more crazy than he was. all this extra damage followed by extra gain in meter, dude too fucking beastly.
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I do the motion by doing ;fd ;df ;dn ;fd ;a ;dn ;df ;fd ;c
Doing a half circle takes too much time for me and is rather inconsistant, but this way i can do it almost everytime. Maybe different because i use a pad though.
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I do the motion by doing ;fd ;df ;dn ;fd ;a ;dn ;df ;fd ;c
Doing a half circle takes too much time for me and is rather inconsistant, but this way i can do it almost everytime. Maybe different because i use a pad though.
I've tried using that method but it always cancels into super, I use stick maybe it's different on pad.
Also welcome to DC, you should introduce yourself on the meet and greet section.
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so I've been wondering this for a little while but haven't had time to test. Since K' can DC his dp+A into qcf+C into D follow up, can he do this as a 1 drive no meter bnb? st.C(2), qcf+A, f+D, qcb+D, qcb+D, dp+A, (DC), qcf+C, f+D, qcb+D, qcb+D, dp+C?
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You probably could do that. The only problem is you'd have to do hcb+f A to do the dp+A motion or you're going to end up doing a super.
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You probably could do that. The only problem is you'd have to do hcb+f A to do the dp+A motion or you're going to end up doing a super.
Or he could just press and hold C after doing dp+A.
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Oh right, sticky method!
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You probably could do that. The only problem is you'd have to do hcb+f A to do the dp+A motion or you're going to end up doing a super.
Or he could just press and hold C after doing dp+A.
Im pretty sure that method is not possible in XIII compared to older KoFs'
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so I've been wondering this for a little while but haven't had time to test. Since K' can DC his dp+A into qcf+C into D follow up, can he do this as a 1 drive no meter bnb? st.C(2), qcf+A, f+D, qcb+D, qcb+D, dp+A, (DC), qcf+C, f+D, qcb+D, qcb+D, dp+C?
Yes you can but Reiki.Kito said you would have to do the long input to avoid input overlapping. Also even with the long input it is not that easy to do and I wouldn't risk it on tight tournament situation.
Dune feels like that combo is better since you save a meter and his trying to get Japanese players to use it.
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You probably could do that. The only problem is you'd have to do hcb+f A to do the dp+A motion or you're going to end up doing a super.
Or he could just press and hold C after doing dp+A.
Im pretty sure that method is not possible in XIII compared to older KoFs'
I take back what i said. It's only possible in HD for K'.
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The timing on the dp+A (DC) qcf+C is strange. I think it's something like you have to do dp+A as late as possible because sometimes my qcf+C whiffs after the dp+A hits. It's definitely very good. It deals around 400 damage for 1 DC no meter. I forgot to try it from mid screen so I'm not 100% sure if it works there as well. It probably should though because dp+A doesn't really send them flying.
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That's as close as you're going to get to Raiden for no super meter. K' = Pushing the limits of KoF shenanigans TO THE EXTREME!
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For that paritcualr combo. Is the trade-off 1 drive meter lost for 1 and 1/2+ power meter gain?
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I'm not sure exactly how much meter you gain from that combo but I'd say it's definitely worth using that instead of DC into qcb+BD, especially if you run people that use meter like crazy.
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Just thought about something.
In the corner, can you do d.bx2 -> qcf+A -> f+D -> j.CD -> qcb+b -> [DC] qcf+BD -> dp+C?
I saw someone do that at gamecenter, but I couldn't really remember the order. Just curious as it's not listed as an actual combo.
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it's down B x2 to Ein Trigger to Second Shell to Jump CD to EX Air Minute Spike since i think the jumping CD to Normal Air Minute Spike doesn't work
I do this corner combo instead (kinda flashy) standing C to Ein trigger to Second Shell to A ver of Crow bite -> Drive Cancel in regular minute spike then you drive cancel to EX minute spike to EX Crow bite or just A ver of crow bite.
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If that's the case, it might not even be a DC.
I was asking because I'd rather not do dp+A into qcb+k loops. This seems to do about the same damage I'd get if I tried to do an EX dp+A -> qcb+BD DC combo.
I do appreciate the suggestion and I'll give it a shot, but I am just looking to make playing K' for me a bit more easier.
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I see well I just think K HD Combos are hard to do but it just gonna take alot of practices to do it.
I just checked the damage of my combo today...so it takes 2 drives and 2 super and does 405 damage...Hopefully I'll have my HD Combos down before console comes out since I somewhat have my kula HD combos down.
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I do this corner combo instead (kinda flashy) standing C to Ein trigger to Second Shell to A ver of Crow bite -> Drive Cancel in regular minute spike then you drive cancel to EX minute spike to EX Crow bite or just A ver of crow bite.
Why would you do a combo like this? The normal BNB with him is st.C, qcf+A, f+D, qcb+D, qcb+D, dp+A. You do the exact same thing but you changed the order around so you use an extra DC for no reason. Off the dp+A you can still DC into qcb+BD and get the dp+AC or dp+A.
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I'm horrible on doing narrow spike after canceling my crow bite in minute spike
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It's really just the delay.
First off, to do it, you have to buffer the dp after the narrow spike. Once you do the dp+A motion, do a half circle back motion then let go of the stick a little so it will reset. This part is a little tricky. You have to see K' hit the opponent first and THEN do the qcb+k. Your visual queue is just the hit animation.
Try it out and see if that helps. If not, you don't have to do that. People often just super cancel too for about the same amount of damage. Works the same way, just press punch and you'll do chain drive.
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Ah I see ok then thank you
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No problem! Just don't feel like you got to play a certain type of K'. If you want to do your combo, do it, but I do want to say it's a lot of meter and would probably be good as an ender to close out a fight.
Once you have drive, you could do dp+A (2 hits), [DC] qcf+B, dp+C as a nice addition. It does about 30 damage less than qcb+k loops and only requires one drive meter to do. Give it a shot, it's real easy!
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KOFXIII - SOUTHTOWN ARCADE FALL BRAWL RANBATS 2.1 -PART 3 (http://www.youtube.com/watch?v=mLLr0r9M3VU#ws)
Just in case anyone didn't see it, Ash/CMD.Duc had some really strong K' play in the grand finals set at the past ranbat beginning around 55 minutes in.
A couple things I noticed, his K stays really active. There's rarely a point where he's just sitting there, he'll either apply hop pressure, throw out lots of triggers, whiff st.A/c.B in anticipation of a jump-in/dash-in respectively, as well as the occasional random minute spike (as do a lot of K players).
Regarding hop pressure, primary pokes utilized were hop CD and hop B (as well as the standard hop D). I assume the CD was used because of the priority and even on trade it results in a knockdown resetting the situation allowing K to resume his zoning game, as well as allowing a juggle followup on CH (@1:14:00). Hop B is good because it's a decent air-to-air as well as a quick jump-in that can be an ambiguous crossup in certain spacings. @55:57, 1:06:19 deep hop Bs that doesn't cross-up (note that they took out the crossup property in console). @56:40, 1:13:44 crossup hop B.
You also see a trigger canceled into B blackout (and also raw blackout) which is notable because blackout seems to be the least utilized out of the three possible trigger cancels. It's a bit risky as non-EX blackout has no invincibility, but can be done sparingly if you expect that your opponent won't react. @55:52 blackout crosses through the opponent but Ash wasn't ready to hit confirm the c.B. @56:00 trigger->blackout is used to advance forward which leads into the second shell juggle. @56:05,1:00:10 meaty blackouts in the corner as a fakeout(?), @56:31 blackout moves K' forward which messes with Ryo's jump spacing, Duc gets a cross-under c.B.
@1:13:03 nice confirm; far anti-air second shoot combo into minute spike juggle.
I'm sure there's a lot more that I missed, but this is some of the best K' footage I've seen online, if anyone has any videos of other strong K' it'd be greatly appreciated.
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Just in case anyone didn't see it, Ash/CMD.Duc had some really strong K' play in the grand finals set at the past ranbat beginning around 55 minutes in.
A couple things I noticed, his K stays really active. There's rarely a point where he's just sitting there, he'll either apply hop pressure, throw out lots of triggers, whiff st.A/c.B in anticipation of a jump-in/dash-in respectively, as well as the occasional random minute spike (as do a lot of K players).
Regarding hop pressure, primary pokes utilized were hop CD and hop B (as well as the standard hop D). I assume the CD was used because of the priority and even on trade it results in a knockdown resetting the situation allowing K to resume his zoning game, as well as allowing a juggle followup on CH. Hop B is good because it's a decent air-to-air as well as a quick jump-in that can be an ambiguous crossup in certain spacings. @55:57, 1:06:19 deep hop Bs that doesn't cross-up (note that they took out the crossup property in console). @56:40 crossup hop B.
You also see a trigger canceled into B blackout (and also raw blackout) which is notable because blackout seems to be the least utilized out of the three possible trigger cancels. It's a bit risky as non-EX blackout has no invincibility, but can be done sparingly if you expect that your opponent won't react. @55:52 blackout crosses through the opponent but Ash wasn't ready to hit confirm the c.B. @56:00 trigger->blackout is used to advance forward which leads into the second shell juggle. @56:05,1:00:10 meaty blackouts in the corner as a fakeout(?), @56:31 blackout moves K' forward which messes with Ryo's jump spacing, Duc gets a cross-under c.B.
I'm sure there's a lot more that I missed, but this is some of the best K' footage I've seen online, if anyone has any videos of other strong K' it'd be greatly appreciated.
Great analysis TL! This is what we need more of, straight up gameplay talk. One reason that you missed about why we use hop/jump CD because it puts the opponent in longer block stun than other normals which aids with his pressure game.
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A couple things I noticed, his K stays really active. There's rarely a point where he's just sitting there, he'll either apply hop pressure, throw out lots of triggers
Thing is the console version of trigger feels much more slower now. Even simple things like negating an opponents fb with trigger followed by second shot (f+B) you have to do much earlier. And as you already have mentioned he can't cross up with j.B. In fact I was finding it increasing difficult to cross up someone standing or crouching. Otherwise the rest of the stuff you detailed is true you shouldn't really stand around like a lemon with K' defo have to be active and creative movement-wise and seize any opportunity gifted to you.
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A couple things I noticed, his K stays really active. There's rarely a point where he's just sitting there, he'll either apply hop pressure, throw out lots of triggers
Thing is the console version of trigger feels much more slower now. Even simple things like negating an opponents fb with trigger followed by second shot (f+B) you have to do much earlier. And as you already have mentioned he can't cross up with j.B. In fact I was finding it increasing difficult to cross up someone standing or crouching. Otherwise the rest of the stuff you detailed is true you shouldn't really stand around like a lemon with K' anyone defo have to be active and creative movement-wise and seize any opportunity gifted to you.
Fixed. =)
First of all, atb_555 great matches from TAC, I'm looking forward to the event coming up.
Secondly, how do you feel about K' now after playing with him in the console?
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Great analysis TL! This is what we need more of, straight up gameplay talk. One reason that you missed about why we use hop/jump CD because it puts the opponent in longer block stun than other normals which aids with his pressure game.
Oh yeah definitely, it's actually something I found out recently, I used a lot of jCD in my match against Reiki.
Thing is the console version of trigger feels much more slower now. Even simple things like negating an opponents fb with trigger followed by second shot (f+B) you have to do much earlier. And as you already have mentioned he can't cross up with j.B. In fact I was finding it increasing difficult to cross up someone standing or crouching. Otherwise the rest of the stuff you detailed is true you shouldn't really stand around like a lemon with K' defo have to be active and creative movement-wise and seize any opportunity gifted to you.
Yeah, i was actually having a conversation the other day about habits, since trigger is extremely spammable now but will be toned down in console. General consensus seems to be use the tools available now and adjust accordingly when console drops.
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A couple things I noticed, his K stays really active. There's rarely a point where he's just sitting there, he'll either apply hop pressure, throw out lots of triggers
Thing is the console version of trigger feels much more slower now. Even simple things like negating an opponents fb with trigger followed by second shot (f+B) you have to do much earlier. And as you already have mentioned he can't cross up with j.B. In fact I was finding it increasing difficult to cross up someone standing or crouching. Otherwise the rest of the stuff you detailed is true you shouldn't really stand around like a lemon with K' anyone defo have to be active and creative movement-wise and seize any opportunity gifted to you.
Fixed. =)
First of all, atb_555 great matches from TAC, I'm looking forward to the event coming up.
Secondly, how do you feel about K' now after playing with him in the console?
Thanks I personally felt I didn't play as well tbh.
The j.D nerf is like 2k2 / UM style which isn't so bad cos XIII Arcade version way too good. Just need to whip it out earlier to catch someone air to air with it otherwise an early j.B will suffice if they are close enough. But the trigger nerf is bad, its pretty hard to AA with second shell (f+D) follow up. But if you burn meter it is easier.
Imo they made K' rely on meter more now for a lot of things: damaging combos, very good AAs, staying safe. In arcade version he could do all of that without meter lol, so I would place him 2nd or 3rd position in light of these changes. Lack of cross up makes me want to pull my hair out though as usually its given right in KoF to have a damn cross up even if it is hard to space. In all fairness the cross up issue was with nearly every character its much hard to do not a change I like tbh.
Thing is the console version of trigger feels much more slower now. Even simple things like negating an opponents fb with trigger followed by second shot (f+B) you have to do much earlier. And as you already have mentioned he can't cross up with j.B. In fact I was finding it increasing difficult to cross up someone standing or crouching. Otherwise the rest of the stuff you detailed is true you shouldn't really stand around like a lemon with K' defo have to be active and creative movement-wise and seize any opportunity gifted to you.
Yeah, i was actually having a conversation the other day about habits, since trigger is extremely spammable now but will be toned down in console. General consensus seems to be use the tools available now and adjust accordingly when console drops.
I find you have to have more breathing space to really use trigger more effectively. Definitely can't pressure Arcade style anymore. Still need to experiment more to adjust to it.
And his narrow spike being unsafe regardless of spacing is another change to really used to as it is only safe if you burn meter.
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There's no point to characters that have built in cross-up mechanics if everyone can cross up real easy. Anyway, I think that's fine. Really, K' being good for everything at any given point was a bit crazy. Also, it gives him room to use more of his tools rather on relying on a few of them. For example, pushing people to the corner when they're knocked down using the blackout follow up so you can do full combos. Less poking and more combo intensive.
Lets not forget that K', as far as we can tell, can cancel most of his moves from anything he throws out. Even far C is special cancellable when others are just super cancellable. So lets not raise red flags, he's still very good, but like Raiden, he has to be played with a bit more knowledge of his movelist and normal properties.
For me, I never really understood or took note of the things that made K' broken. I never committed to memory the exact science behind doing Ein Trigger 90 billion times and although it's simple, I never really wanted to do it. Since I can't now, it's not that big a loss. The Ein trigger AA is a problem, but with a lack of cross ups, it'd just be a dp+C substitute really.
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Here you go everyone: KOF XIII: K' combo tutorial - K Prime the Fallen Angel. (http://www.youtube.com/watch?v=71Ghr9OjvBc#ws)
Credit goes to Don't Drop That Combo
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I checked it out and it's nice to see the variety of things you can do with him right now.
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First page has been updated with console changes.
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*EX Ein trigger > 2nd shoot properties have been changed. The projectile hits twice and gradually increases in speed.
-Hit box and attack frames have been altered on j.B and j.D
*Air minute spike anywhere juggles
*Recovery improved on minute spike
-Recovery lengthened on Ein trigger – includes 2nd shoot/2nd shell
-Recovery lengthened for narrow spike when blocked
-Weak crow bites has less invincibility. Note that it is only upper body invincible.
-Minute spike properties changed (includes air). Move initiates at a consistent speed regardless of distance to the opponent.
*EX chain drive has special hit properties.
Yamamoto:
Although there are several nerfs, it is possible to score extra damage using air minute spike and the special hit properties on chain drive which was not possible in the arcade. You’ll be able to make up for the nerfs by jumping on chances to aggressively score additional damage. Worthy of special mention – EX 2nd shoot has been changed. It was often used to zone, but can now be used to gain the initiative from long distance.
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The change to his minute spike is really off putting, it comes out so late. I couldn't even land simple corner driver cancel combo.
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Wow, that's going to make his juggle combos from DCs even harder. Well, I think you did pretty good today. Especially because Cristina is a pretty tough opponent.
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The change to his minute spike is really off putting, it comes out so late. I couldn't even land simple corner driver cancel combo.
Still a good showing atb_555. I'm sure the timing just needs getting used to and it'll be fine.
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Thx guys I'll try and improve for the next event. One thing I noticed is that I managed to score a small j.A cross up into bnb on a crouching EX Iori. Which I swear I couldn't do in the earlier versions of the console port.
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I am sorry if this was addressed earlier.
I'm having trouble doing the narrow spike, dp+a [DC] narrow spike. repetitions
I can't seem to be able to pull off a narrow spike constantly, even when i'm not doing a combo.
Any tips?
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From what you say I guess you're not fast enough, try to explain more precisely your problem, I can't help you with so few informations.
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The first time you do it, you want to buffer the dp so you can do the qcb+K. If you try to do it uber late, then it's based on your speed. Give yourself the room you need by buffering.
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From what you say I guess you're not fast enough, try to explain more precisely your problem, I can't help you with so few informations.
Is there a visual cue, or something that tells me when i should do the second qcb+b so a narrow spike will come out instead of a minute spike?
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From what you say I guess you're not fast enough, try to explain more precisely your problem, I can't help you with so few informations.
Is there a visual cue, or something that tells me when i should do the second qcb+b so a narrow spike will come out instead of a minute spike?
I'm not sure if this is the problem you're talking about but to get from Minute Spike to Narrow Spike I input the second qcb+B BEFORE I even see the Minute Spike hit.
For the dp+A (DC) qcb+B you could try inputting f, qcf+A, hcb+B.
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From what you say I guess you're not fast enough, try to explain more precisely your problem, I can't help you with so few informations.
Is there a visual cue, or something that tells me when i should do the second qcb+b so a narrow spike will come out instead of a minute spike?
I'm not sure if this is the problem you're talking about but to get from Minute Spike to Narrow Spike I input the second qcb+B BEFORE I even see the Minute Spike hit.
For the dp+A (DC) qcb+B you could try inputting f, qcf+A, hcb+B.
Just piggy backing on shortcut discussion from DemoNinja, you can also do your dp+A and then do up back or just a straight back. For some reason, that's read as a qcb move from your df move you did for the dragonpunch. So the notation is dp+A, b(ub)+k, qcb+k. He is right though. You shouldn't do it really, really fast, but you're guaranteed to hit them with the minute spike so you don't have to cancel exactly on hit. You can do it early.
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Hey guys remind me how to get qcf + P out of a dp during hd mode?
There was some funky ass shortcut.
Thx
EDIT: Nevermind its on the first page.
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Sorry still have issues with the above mentioned shortcut. Is that the only way to cancel a dp into trigger?
Also I can't recreate this combo: KOFXIII既存キャラ調整4 (http://www.youtube.com/watch?v=ma_QoLwmM_Q#ws)
Specifically after Narrow Spike; st.A -> qcb + B/D(?) xx qcb + BD
Thx
EDIT: So I figured out that after the st.A you have to the air qcb + B xx air qcb + BD. Just having difficulting getting it out fast enough as it feels like you can't tiger knee in this game.
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Pretty sure you can. Just delay the input and do qcb=>ub+K and there you go. You can TK Leona's V-slasher as well as Kyo's Air Orichinagi so you definitely can do this.
EDIT:
If you look at today's Wednesday Brawl, TKO Supa tried a couple of times to do the same thing you were doing. He might have done it too late as it came out as jump B's, but still I can see it's being tried.
SUPER EDIT:
So, was in training mode with K' today.
Basically, he can't follow up his ein trigger into Second Shell (His launcher kick) unless you do C version Ein Trigger or d.B, qcf+P, f+D or st.C (1hit), qcf+P, f+D. That's not entirely accurate, but let me explain in that if he does C version Ein Trigger, you can't follow up anything either.
He's very meter dependent and he doesn't gain meter as fast as before. Outside of the corner, he only gains close to 40% meter for a regular BnB (or atleast anything you can do without meter. He can't link dp+C as far as I can tell with any combo starters without meter. This is a strange new K'.
There's plenty of other stuff you can do. If you TK his qcb+K so it's in the air, you can anywhere juggle off of a st.A. If you manage it, I'm pretty sure you could carry someone to the corner by doing standing A and that over and over again. That'd be a nice practice.
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Something I found out while messing around with the new properties of EX Ein Trigger to Second Shoot (all this combos can be extended except the one ending with J.CD to QCB+D) I kept forgetting to show this to Mr. KOF and The Answer
(Works Mid Screen as well) Standing C to QCF+AC to F+B to QCB+D to QCB+D to DP+A does 310 Damage and takes 1 meter and no drive meter
(Corner only) Standing C to QCF+AC to F+B to J.CD to QCB+D does 299 damages and takes 1 meter and no drive meter
(Corner only) Standing C to QCF+AC to F+B to J.CD to QCB+BD to DP+C does 394 damages and takes 2 meters and no drive meter
(Corner Only) Standing C (1hit) to one inch punch to HD Mode to Standing C to QCF+AC to F+B to QCB+D to QCB+D to DP+A (3 times) to EX Chain Drive I forgot what's the damage output for this but this takes 3 meter and 2 Drive Meter
I haven't try to use the Neo Max yet but I'll get to it
EX Ein Trigger to Second Shoot is amazing
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Ex shot is easily his best new tool. I feel K''s neutral game overall is a lot weaker, cannot pressure with reckless trigger spam and the payoff from a confirm is generally lower.
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that's a pretty good find there i was wondering what it would be used for.
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Hi everyone, I need some assistance if anyone can help me. I am trying to complete K' trials in mission mode and have everything completed except Trial 6.
The specific part I am stuck on is when I have to perform DP+A DC QCF+AC
Now I understand to prevent overlap of the super I must perform the DP+A as HCB-F+A
The issue is whenever I input QCF+AC afterwards I always get a Crow Bite (DP+AC). The weird part is that when I perform HCB-F+A DC QCF+A/C it works everytime. It is just specifically when I "EX" the move it changes to a DP.
The only way I have found to prevent this is doing a HCF, though it is not consistent. There has to be a easier way, if someone could enlighten me please.
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The issue is whenever I input QCF+AC afterwards I always get a Crow Bite (DP+AC). The weird part is that when I perform HCB-F+A DC QCF+A/C it works everytime. It is just specifically when I "EX" the move it changes to a DP.
I'll try to explain :
The buffer is wide enough to allow you to DC a dp move in to a new dp move by simply holding df and press the button for the DC after the first dp.
By example you can do dp.C,(DC)dp.AC with Kula by doing : 6523+C~AC (Because moves can be drive cancelled by their Ex versions). But you can also DC the dp of yuri in her demon flip : 6523+C~D, same thing goes for qcf moves, you can DC Kensou's rekkas by doing qcf.A,qcf.A~AC (In fact you can also cancel the second rekka by the third with the same idea).
What's why sometimes a Ex dp comes out, you're not yet on the 6 you press AC the Ex dp comes out.
Now to avoid problems it seems snk makes the game recognize buffer like 6523+C 6+C and prevent it to be drive cancelled. But this thing is disable in Maxmode what's why this trick will works really well. And doing dp.C,(HD)qcf.C by this method is really easy. So if you're not using this in Maxmode i can only recommand you to do the real move, 6523+C 236+AC. It will avoid any problems if you're precise enough.
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So if you're not using this in Maxmode i can only recommand you to do the real move, 6523+C 236+AC. It will avoid any problems if you're precise enough.
Thank you for the quick response, however this method does not prevent the super from overlapping. I am checking my inputs in training mode and they are quite precise. Perhaps could you try it yourself specifically with K' to correct me?
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In Maxmode you do 6523+A 6+A/C to do dp.A,(HD)qcf.A/C
If you're not in Maxmode do 6321456+C 236+A/C to do dp.A,(DC)qcf.A/C
Your inputs must be precise if you do exactly the manipulations fast enough it works.
I'm doing it right now.
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In Maxmode you do 6523+A 6+A/C to do dp.A,(HD)qcf.A/C
If you're not in Maxmode do 6321456+C 236+A/C to do dp.A,(DC)qcf.A/C
Your inputs must be precise if you do exactly the manipulations fast enough it works.
I'm doing it right now.
Are you doing QCF.A+C though? like I said I can cancel DP+A into the regular version QCF.A/C no problem. When I EX it with A+C that is when the DP occurs. Could you verify that for me?
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Since i'm not a K' player it tooks me a while to understood it's a timing problem.
Btw i asked the french community and the answers are :
You can do 6523+A 6+C/AC but the window is really, really tight (i thought it was impossible my bad)
You can also do hcb f.A,(DC)qcf.AC the window is really tighter than the A or C version but i succeed in some times.
You can also do 6236A, 9AC but here the timing is tight too ...
I don't know for this specific case which one is the easiest.
If it's just for the trial go into HD mode.
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Since i'm not a K' player it tooks me a while to understood it's a timing problem.
Btw i asked the french community and the answers are :
You can do 6523+A 6+C/AC but the window is really, really tight (i thought it was impossible my bad)
You can also do hcb f.A,(DC)qcf.AC the window is really tighter than the A or C version but i succeed in some times.
You can also do 6236A, 9AC but here the timing is tight too ...
I don't know for this specific case which one is the easiest.
If it's just for the trial go into HD mode.
You have been very helpful. Very interesting that this has no easy solution for such a extremely specific situation. I am recording the trials so unfortunately I cannot cheat and use HD mode.
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Hi everyone, I need some assistance if anyone can help me. I am trying to complete K' trials in mission mode and have everything completed except Trial 6.
The specific part I am stuck on is when I have to perform DP+A DC QCF+AC
Now I understand to prevent overlap of the super I must perform the DP+A as HCB-F+A
The issue is whenever I input QCF+AC afterwards I always get a Crow Bite (DP+AC). The weird part is that when I perform HCB-F+A DC QCF+A/C it works everytime. It is just specifically when I "EX" the move it changes to a DP.
The only way I have found to prevent this is doing a HCF, though it is not consistent. There has to be a easier way, if someone could enlighten me please.
If you press AC or just mash AC, you're going to DC into it. Gotta time it right or it's gonna be bad. It's kinda funny, huh? I tried it 10 times today in training mode to see if I did the dp motion and just pressed AC really fast, it DCed. I didn't have to do anything.
Anyway, I've been practicing the same hcb,f+A shortcut too. The timing is really tight though...
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I don't get the point since there is a movie in the game itself
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Think of it as a journal. I also record my hands, for example The King of Fighters XIII Trials - Kyo Kusanagi (http://www.youtube.com/watch?v=IpQw93KsqLk#ws)
The most consistent way I have found for myself is HCB-F+A HC QCF-UF+AC. I think I got this now. Thanks again for everyone's help.
EDIT: Yes, this worked extremely well I was able to pull if off right away.
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VesperArcade I love your channel alot
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guys just a question... i cant beat a good K (i mean one who actually knows how to play him), i m still looking for a team (or 2) but it's not easy...what about ASH vs K? the "guile" turtle mode (more or less of course) can be productive?
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Ash is not an easy character to start the game off with, but if you're used to charge character play, most of the time you won't have to do much. In fact, if you learn how fast your moves are and what you punish, you'll be on easy street. Take for example when K' gets you in the corner and he does Ein Trigger => Second Shoot (F+D, the high kick follow up). He's not safe. You can punish him royally.
If K' does Minute spike by itself. That's also not safe, get in a full combo. If he does Narrow Spike, also not safe, you should definitely punish that. Almost all his jump-ins have to be landed meaty to hit crouching people so a poorly timed hit can mean full combo. People like Ash can do low B to lower their hit box and catch them when they whiff.
Now, aside from his EX moves, which are a little harder to catch, his neutral game is a bit easier to deal with and gives you ample opportunity to beat him. You just have to be patient.
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Ash is not an easy character to start the game off with, but if you're used to charge character play, most of the time you won't have to do much. In fact, if you learn how fast your moves are and what you punish, you'll be on easy street. Take for example when K' gets you in the corner and he does Ein Trigger => Second Shoot (F+D, the high kick follow up). He's not safe. You can punish him royally.
If K' does Minute spike by itself. That's also not safe, get in a full combo. If he does Narrow Spike, also not safe, you should definitely punish that. Almost all his jump-ins have to be landed meaty to hit crouching people so a poorly timed hit can mean full combo. People like Ash can do low B to lower their hit box and catch them when they whiff.
Now, aside from his EX moves, which are a little harder to catch, his neutral game is a bit easier to deal with and gives you ample opportunity to beat him. You just have to be patient.
i ll try ash as soon as i get a K online... i so xxcking hate him
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Ash is not an easy character to start the game off with, but if you're used to charge character play, most of the time you won't have to do much. In fact, if you learn how fast your moves are and what you punish, you'll be on easy street. Take for example when K' gets you in the corner and he does Ein Trigger => Second Shoot (F+D, the high kick follow up). He's not safe. You can punish him royally.
If K' does Minute spike by itself. That's also not safe, get in a full combo. If he does Narrow Spike, also not safe, you should definitely punish that. Almost all his jump-ins have to be landed meaty to hit crouching people so a poorly timed hit can mean full combo. People like Ash can do low B to lower their hit box and catch them when they whiff.
Now, aside from his EX moves, which are a little harder to catch, his neutral game is a bit easier to deal with and gives you ample opportunity to beat him. You just have to be patient.
Are both of those moves you mentioned punishable enough to get a st.C/D with most characters? I had no idea it was that unsafe. I thought it pushed him away too..
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You can get beat out if they're close enough or if someone has a really fast normal like Kula.
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not really feeling K' in this game I like the side kick (fwd HK) he had in NGBC, XI, and that fwd LK Knee he could cancel into minute spike. Those were pretty good command normals. *SIGH* :( I mean he is obvisously still good to use I just miss those moves
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Couple of things I noticed in the corner. You can get a full combo from his regular second shoot. Here's the break down.
d.B x2, qcf+A, f+B qcf hcb+AC (EX Chain Drive) - 385 dmg
d.B x2, qcf+A, f+B, ~delay~, st.A, qcf hcb+AC - 399 dmg
d.B x2, qcf+A, f+B, ~delay~, st.B, qcf hcb+AC - 403 dmg
So for 2 stock, you can do 40 percent off an easy hit confirm. I was trying to figure out a way to TK an EX Air Minute spike off an Ein Trigger, Second Shoot chain, but either my execution is pretty bad or it's not possible. I thought I'd done it, but I might have just popped them up really high. You could do air minute spike after the st.A though which can be followed into an Air Minute spike so that might be interesting too.
EDIT:
The next big thing I wanna focus on is his new hit confirm with st.C, f+A. In order to get a decent combo off of that one, you have to do qcb+D x2 really fast to make the slide come out and combo. After, you can do st. A into TKed Air Minute spike..
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What are the main BnB and combos i should be learning in the console version?
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Standing C to Ein Trigger to Second Shoot to C ver of Crow Bite does 249
Standing C to Ein Trigger to Second Shoot to C Ver of Crow Bite super cancel into Heat drive does 337
A ver of Crow Bite will connect on certain spacing/height but C ver will get it all the time.
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also don't do this but it's just for kicks:
Standing C to EX Ein Trigger to Second Shoot then do heat drive asap and it does 354 but I wouldn't use this at all since it's not worth with two meters damage wise but you can get the position of them in the corner >.>
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Standing C to Ein Trigger to Second Shoot to C ver of Crow Bite does 249
Standing C to Ein Trigger to Second Shoot to C Ver of Crow Bite super cancel into Heat drive does 337
A ver of Crow Bite will connect on certain spacing/height but C ver will get it all the time.
Is this in the corner or can you do this anywhere? I was also trying out some corner combos and found a few things.
[Corner only]Hop D, St.C(1), f+A, qcf+A, f+D, qcb+K, qcb+K (whiff), dp+A(1), qcf hcb+P (Chain Drive) = 488 dmg
[Corner only]Hop D, st.C(1), f+A, qcf+A, f+D, qcb+K, qcb+K (whiff), dp+A(1), qcb+BD, qcb+K (whiff), dp+C = 466 dmg
So, finishing into a DM is more damage. Also, heat drive in the same instance did around 436, not really the best option.
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Those are corners, sorry
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Those are corners, sorry
Ah, well that changes things. I managed to modify your combo a little so it does a bit more damage.
[Corner only]Hop D, st.C(1), f+A, qcf+A, f+B, dp+C (326 dmg).
That's pretty good damage and meter gain, you'll gain about 60% of your meter and do 30% on top of it. Nicely done, DJ.
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haha the credit doesn't go to me, it should go to Mr. KOF since he kinda just "hint" it to me since you can do this in the arcade ver. I like the new changes to the combo tho
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Couple of things I noticed in the corner. You can get a full combo from his regular second shoot. Here's the break down.
d.B x2, qcf+A, f+B qcf hcb+AC (EX Chain Drive) - 385 dmg
d.B x2, qcf+A, f+B, ~delay~, st.A, qcf hcb+AC - 399 dmg
d.B x2, qcf+A, f+B, ~delay~, st.B, qcf hcb+AC - 403 dmg
So for 2 stock, you can do 40 percent off an easy hit confirm. I was trying to figure out a way to TK an EX Air Minute spike off an Ein Trigger, Second Shoot chain, but either my execution is pretty bad or it's not possible. I thought I'd done it, but I might have just popped them up really high. You could do air minute spike after the st.A though which can be followed into an Air Minute spike so that might be interesting too.
EDIT:
The next big thing I wanna focus on is his new hit confirm with st.C, f+A. In order to get a decent combo off of that one, you have to do qcb+D x2 really fast to make the slide come out and combo. After, you can do st. A into TKed Air Minute spike..
Yeah you can do stuff like this in the corner:
cr.B, cr.B, qcf+A, f+B, [delay], st.A, [delay], TK air qcb + B [DC], qcb + BD, [land]:
- st.A, [delay], qcf hcb+AC
or
- dp+A [DC], qcb+D, qcb+D [whiff], dp+C, f+D
etc
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Also noticed that back dash cancel into air minutes spike actually hits crouchers lol.
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Although it's great that he can continue comboing further in the corner with his qcf+A -> f+B, it's still much better to do qcf+A -> f+D to net more damage for less meter.
The BnB to go for in console version is this:
(corner) j.D, d.B, d.B, qcf+A, f+D, j.CD, (air) qcb+BD, dp+C
This does about 40% damage with just one super meter. The qcb+BD in the air you can just cancel from the j.CD and don't have to jump a second time to do. If you do choose to do drive cancels or use extra meter, you can always do dp+A(1hit) at the end then drive cancel to qcb+BD -> dp+C. If you don't have drive meter, after the air qcb+BD you can always just use super meter instead with dp+AC or EX super.
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Ah thanks Duc it's really helpful
(Counter Hit Only) Jumping CD to D ver of Minute Spike to Narrow Spike (Whiff) to A ver of Crow Bite does 236 but replace it with EX Crow bite does 345 works in both mid screen & Corner
The great thing about this combo is that this can be extended really well because counter hit jumping CD send them up higher and you can combo from D ver of Minute Spike to Narrow spike into the A ver of Crow Bite into Minute Spike to Narrow Spike loops. I haven't try it with ending it into EX Chain Drive or Neo Max but I'll try it out asap.
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Can s.C no longer go to qcf+A->F+D? I'm trying to do the HD combo off the wiki and they won't connect outside corner.
Also dp.A (2hit)->[DC]qcb+D doesn't work for me.
If those no longer work, anyone have his console HD?
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close C qcf+A > f+D should work if you cancel the first hit of close C.
close C, f+A, activate, close C qcf+A > f+D, qcb+D > qcb+D, [dp+A (1 hit) qcb+B/D > qcb+B/D] x3 dp+A (1hit) qcf+C > f+D, f+A, super xx Neo max
^that should still work.
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close C qcf+A > f+D should work if you cancel the first hit of close C.
close C, f+A, activate, close C qcf+A > f+D, qcb+D > qcb+D, [dp+A (1 hit) qcb+B/D > qcb+B/D] x3 dp+A (1hit) qcf+C > f+D, f+A, super xx Neo max
^that should still work.
Ah both st.C and DP are 1 hit now, okay.
I will do that, thank you.
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As someone without a lot of K' experience, I have to say I think his trials are by far the hardest. :(
Does anyone have any advice for me on Trial 5? The one with the air qcb+BD, stA reset, air qcb+BD, heat drive? I've tried tiger kneeing the motion, but it seems to hit more reliably when I just input u,qcb+BD. In the rare, rare instances I've been able to get both EXs to connect, the DM's start-up always seems way too slow.
Of course, it's entirely possible I just suck at K'. Any advice would be much appreciated!
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try this: when you do the tiger knee motion, go to neutral before you press B+D.
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Wow, thank you so much! That advice was all I needed to pass the trial. Still cheated a bit at the end by doing dp+A (SC) heat drive, but whatever! It's finished! :)
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dp+A (1hit) qcf+C > f+D, f+A
How can I do this, the DM comes out everytime, even going back to neutral.
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close C qcf+A > f+D should work if you cancel the first hit of close C.
close C, f+A, activate, close C qcf+A > f+D, qcb+D > qcb+D, [dp+A (1 hit) qcb+B/D > qcb+B/D] x3 dp+A (1hit) qcf+C > f+D, f+A, super xx Neo max
^that should still work.
It doesn't work anymore in console. The best you can get is C (1hit), qcf+A, f+D
For HD combos do j.D, C(1hit), f+A, BC, C(1hit), f+A, [dp+A(1hit), qcb+D, qcb+D(miss)] x 4 or 5 I forgot, then dp+A(1hit), qcf+C, f+D, f+A, finisher
Finisher can be dp+C or qcf, hcb+P
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dp+A (1hit) qcf+C > f+D, f+A
How can I do this, the DM comes out everytime, even going back to neutral.
You should look for earlier posts before you ask your question. You should find your answer.
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Ok I see it now, that's very odd.
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Haha its really amusing as k! is quite tricky to get combos out of him. He's not as easy as people thought, k! is like a pro character to do his best combos. Wonder why he's not used alot on console version.
Thanks for the shortcut guys, i was doing qcf+C really late from hid dp+A and qcf+C still never came out but the dm did.
I thought his new C, f+A qcb+K (miss) qcb+K move was difficult to combo.
On the trial with f+A f+A now, took like 40 minutes to get there lol
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So i finally got my copy of xiii
KoF XIII is here!!! - Mini CMV (Hand Visuals) (http://www.youtube.com/watch?v=R2RVPV5L_uE#ws)
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As someone without a lot of K' experience, I have to say I think his trials are by far the hardest. :(
Does anyone have any advice for me on Trial 5? The one with the air qcb+BD, stA reset, air qcb+BD, heat drive? I've tried tiger kneeing the motion, but it seems to hit more reliably when I just input u,qcb+BD. In the rare, rare instances I've been able to get both EXs to connect, the DM's start-up always seems way too slow.
Of course, it's entirely possible I just suck at K'. Any advice would be much appreciated!
www.youtube.com/watch?v=4GWQMNPJcYY (http://www.youtube.com/watch?v=4GWQMNPJcYY#ws)
VesperArcade uploaded the K' trials recently. There's also a mini-blog in the description on how he was able to do them if you need help.
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Really? Did not know he could do this:
http://youtu.be/bqN4AsDzdL0?t=6m10s (http://youtu.be/bqN4AsDzdL0?t=6m10s)
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If he had a little more meter, he could have NMed instead for 100%.
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yo as a K player
that shit is stupid as fuck
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Sadly hcb,f+A -> qcf+C still comes out as a DM for me. :(
I suppose I'll have to settle on lesser damage.
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Really? Did not know he could do this:
http://youtu.be/bqN4AsDzdL0?t=6m10s (http://youtu.be/bqN4AsDzdL0?t=6m10s)
You're referring to the minute spike (most likely air version) after the super. It probably only works on Raiden cos he's a fat bastard would be cool if it works on any character.
EDIT: attempted the combo couldnt even get it out once...Mission accepted!
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How do you drive cancel K's srk into his ein trigger without letting his super come out :/
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I was just about to ask that same question. Returning the stick to neutral isn't helping either. For the HD combo ender, we loop into dp+A [DC] Trigger~f+D, f+A, QCFHCB+AC...right?
edit: I found the answer on the Shoryuken KOF guide:
"input dp+A [DC] qcf+C as forward, down, down forward, forward A, hold forward, C"
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I just tried this and I don't know how I'm doing it right but i think i just input the commands asap after I did the DP motion.
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cancel k's f,d,df+A, hold uf+C,f+D. That should make it alot easier, also only in HD mode but not sure.
Also found a nice k guard break combo, enter HD mode and do qcb+B, qcb+B, f,d,df+A, qcb+B, qcb+B, f,d,df+A, qcb+B, qcb+B, f,d,df+A, when they low on guard meter just end it with qcf+A, f+D etc
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How do you drive cancel K's srk into his ein trigger without letting his super come out :/
Exact same problem I was talking about.
Will try that though Raynex.
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This has been said many times within the thread.
In HD mode - dp+A~C. You dont need to do another motion for the qcf+C to come out, you just press C after you have done dp+A. It also works the other way around (dp+C~A). Only reason you need to hold forward during that combo is for the f+D part to effectively come out.
Outside of HD mode - hcbf+A qcf+C. This is the only time you need to do the actual qcf+C for the cancel.
Its even in the vid I posted below with my hand movements.
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Really? Did not know he could do this:
http://youtu.be/bqN4AsDzdL0?t=6m10s (http://youtu.be/bqN4AsDzdL0?t=6m10s)
Yeah...so I really dont know how you can in the Minute spike after the Head Drive in the corner. Anyone else know?
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Hey fellas, got a little assignment for ya.
http://dreamcancel.com/wiki/index.php?title=K%27_%28XIII%29 (http://dreamcancel.com/wiki/index.php?title=K%27_%28XIII%29)
Read it, and if there is any mistakes or weirdness in it (combos not working, bad descriptions) please post them here, and they will be added. As well as anything you want to add.
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I got the dp+A [DC] qcf+C HD ender down consistently using Chaotix's method. His HD combo with 2 bars does tooooo much damage.
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How does that work in a HD Combo? I would like to know please?
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This has been said many times within the thread.
In HD mode - dp+A~C. You dont need to do another motion for the qcf+C to come out, you just press C after you have done dp+A. It also works the other way around (dp+C~A).
I'll add, just make sure you don't hold df when you do the dp, return to neutral after you input the motion otherwise it won't cancel.
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Well I meant like how do you use in a hd combo like at the end of it or at the beginning of it?
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Well I meant like how do you use in a hd combo like at the end of it or at the beginning of it?
You can do it anytime but for simplicity sake, its easier to use it as a HD ender. Using it during or at the beginning of combo starts to move into the intermediate or advance combo area. At least learn how to do at the end, then incorporate mid combo later.
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Outside of HD mode - hcbf+A qcf+C. This is the only time you need to do the actual qcf+C for the cancel.
Its even in the vid I posted below with my hand movements.
Yeah that only gets me a DM instead, but I will find a method.
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Outside of HD mode - hcbf+A qcf+C. This is the only time you need to do the actual qcf+C for the cancel.
Its even in the vid I posted below with my hand movements.
Yeah that only gets me a DM instead, but I will find a method.
If you are saying that this method gets you a DM out of HD mode, then that just comes down to a execution error on your part. There isnt a qcfx2 motion in there at all, yet a DM still comes out?
All the required methods in doing dp+A, qcf+C in and out of HD mode are written here. It's just a matter of practice and getting your execution right.
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Outside of HD mode - hcbf+A qcf+C. This is the only time you need to do the actual qcf+C for the cancel.
Its even in the vid I posted below with my hand movements.
Yeah that only gets me a DM instead, but I will find a method.
If you are saying that this method gets you a DM out of HD mode, then that just comes down to a execution error on your part. There isnt a qcfx2 motion in there at all, yet a DM still comes out?
All the required methods in doing dp+A, qcf+C in and out of HD mode are written here. It's just a matter of practice and getting your execution right.
Not in HD.
hcbf+A qcf+C
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Really? Did not know he could do this:
http://youtu.be/bqN4AsDzdL0?t=6m10s (http://youtu.be/bqN4AsDzdL0?t=6m10s)
Yeah...so I really dont know how you can in the Minute spike after the Head Drive in the corner. Anyone else know?
They bounce a little after hitting the ground. Might only work against large characters.
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Hi >< new guy here.
I'm able to do the dp+A xx qcf+C drive cancel through the actual inputs, but it doesn't come out most of the time. Though, I think it's cause, for some reason, it's hard for me to do DP motion period >< But it's coming out much more often than the super does.
My question is, should I keep practicing drive cancelling through the actual inputs, or is it better to just practice the shortcut way of hcb-f+A xx qcf+C?
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The easiest way to do during the loop is:
(after the last qcb+D~qcb+D) *wait for your opponent to fall really close to the ground* ;fd ;dn ;df ;a~ ;c ;fd ;d
You don't have to actually input the ;dn ;df ;fd for the Ein Trigger. For some reason the game stores the input off the DP. Just do the dp and hit C when you would normally do trigger. The trigger+second shell will whiff if your opponent is too high, so the pause is important.
To answer your question: do it using the most reliable+easiest method. You're looking for consistency, so basing it off that is what's most important IMO.
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Really? Did not know he could do this:
http://youtu.be/bqN4AsDzdL0?t=6m10s (http://youtu.be/bqN4AsDzdL0?t=6m10s)
Yeah...so I really dont know how you can in the Minute spike after the Head Drive in the corner. Anyone else know?
They bounce a little after hitting the ground. Might only work against large characters.
Even then can you pull it off? Cos I can't lol