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Messages - Kazuhiro

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1
Yuri Sakazaki / Re: Yuri Sakazaki (Console)
« on: January 26, 2012, 02:32:40 AM »
Nice video man!

Anyway we can use your video in her Yuri wiki? Use it as a video example for her combos? Sort of like this: http://dreamcancel.com/wiki/index.php?title=Shen_Woo_(XIII)#HyperDrive

But organized better, and you will be credited. Is that okay?

No problem, man. Go ahead.  :)

3
Mai Shiranui / Re: Mai Shiranui (Console)
« on: January 11, 2012, 08:49:42 PM »
This is great, anyway we can use this on our wiki? Plus is there a way you can annotate the combos you did on the video?

Yeah, go ahead and use it as you like.

Also yeah, I can annotate the combos directly on the video if it's necessary.

4
Yuri Sakazaki / Re: Yuri Sakazaki (Console)
« on: January 06, 2012, 06:32:33 AM »
Tried doing the loop in training mode today and managed to get it off pretty consistently once I got the timing down. It's a little weird at first because you have to do everything fast except for the part where you have to cancel the f.A into Raiouken.

You can start the loop off st.C, so as a hit confirm I used cr.B, cr.B, st.B (HD) st.C xx (f.A loop) which was easier for me to confirm.

5
Yuri Sakazaki / Re: Yuri Sakazaki (Console)
« on: January 05, 2012, 04:22:17 AM »
So did anyone tried landing that loop mid-match? I saw that video a while ago, but never took the time to actually practice it since I figured it would be impractical during matches. Re-watching it though, I have to say it doesn't look that hard to pull off so I'm gonna try it out in practice mode and in casuals. Before I jump into practice mode though, does anyone know if it can be started off a cr.B?

Also, I like that banner. Dat f.A  ;)

6
Mai Shiranui / Re: Mai Shiranui (Console)
« on: January 05, 2012, 03:58:16 AM »
Personally, I think Mai's best placement in a team depends on who she is paired with. If she is paired with characters that can play the battery role, then I'd say that she fits better in the anchor spot. Battery Mai is good, but she's certainly not the best in the department and besides the threat she can create when she has full meter/stocks and played as anchor is pretty much unique to herself, so I would use that ability if another character can fit the battery role slightly better or even a little less effective than Mai's capabilities. In the other hand, if the other two in the team are very meter hungry characters, then I'd put Mai 1st and build meter for the others.

7
Mai Shiranui / Re: Mai Shiranui (Console)
« on: December 27, 2011, 11:36:12 PM »
snip

Yeah, I kinda agree with you about Mai being a very good anchor now that I tried her out a couple of times during casuals. I used to run Mai/Yuri/Leona at first, but when I placed her last, I noticed I was using all my meters to a much better use than when I was using Leona as an anchor. She's definitely a good comeback character when placed last.

8
Leona Heidern / Re: Leona Heidern (Console)
« on: December 24, 2011, 07:08:07 AM »
Put something together for my current anchor!

KOF XIII: Leona BnBs & Practical Combos

9
Mai Shiranui / Re: Mai Shiranui (Console)
« on: December 23, 2011, 06:25:10 PM »
Not sure if this is the right place to post this kind of question, but how is Mai supposed to be played? I play her more like a zoning character than anything, mainly using her s.d for pokes. If they get in close usually I try to create more space inbetween me and my opponent and start throwing fans. In short I usually wait for my opponent to make mistakes then i attempt to capitalize on a high damaging punishment (which usually doesn't work out).

Yeah, that's pretty much how she's supposed to be played. I compare Mai a lot to Chun-Li in Street Fighter IV because she's really more of a poking/footsie type of character more than anything. Like you said, st.D is one of your best pokes to use during ground game as well as cr.D xx A Kachosen (which is safe now because of the A Kachosen buff in console ver.). As for anti-airs, st.C can act as a pseudo anti-air if you see a jump coming, but your best bet is to meet them in the air because of Mai's high priority normals while jumping. Her best moves while jumping are j.CD, j.C and Air Throw because of their sick priorities. So yeah, in short, create space between you in your opponent so that your ground pokes can hit and you are able to see a short/hyper hop coming and anti-air with st.A/st.C/st.D. This is Mai's best gameplan until you get them cornered and start doing big damage off mixups/corner pressure/mistakes.

She is my anchor atm, so if I have the HD and meter I will usually burn it on a simple HD combo into neomax. Ith a team consisting of mai, yuri, and athena would it be better to put her as a point character?

A lot of people like using her as an anchor because of the new NeoMax buff she received in console version. Now that it comes out faster and freezes time, with 3 stocks + 2 Drive meter you can punish almost any whiffed moves from full screen for 45%. In my opinion, even with this buff, I still believe that she's best played as a battery but at the end of the day, it really depends on who she is paired with. Like in your case, I would also place her as an anchor because Athena can play the battery role (she doesn't really need meter to be annoying with) and Yuri benefits a lot from Drive meter. So if it was me, I would place them like that: Athena/Yuri/Mai.


10
Mai Shiranui / Re: Mai Shiranui (Console)
« on: December 16, 2011, 08:10:34 AM »
Does anyone know if out of crouching C, crouching B, crouching A, close A, and close C which of mai's normals is the fastest? Or are they all like 4f?

There's no confirmed frame data released, but if I'd have to guess I'd say

cr.B > cr.A = st.A > cl.st.C > cr.C

11
Mai Shiranui / Re: Mai Shiranui (Console)
« on: December 15, 2011, 02:23:25 AM »
Made a practical combo video. Nothing too fancy, just practical combos a battery Mai user should be using.

Most of the combos are already noted in this thread, though.

KOF XIII: Mai BnBs & Practical Combos

12
Mai Shiranui / Re: Mai Shiranui
« on: December 05, 2011, 08:48:00 PM »
Yesterday found an ambiguous roll setup in the corner, after her throw you can do roll and cross up in the corner and your 2B will hit meaty. In order to further mixup you can delay roll to fake crossup and 2B meaty.

Yeah, found out that you could crossup with a roll after a throw in the corner when I first started playing because I always wanted to go to the other side in training mode when the dummy was cornered, lol. Never thought it was unique to her. I believe you have to roll right after the throw for it to crossup properly. If you roll a little too late, she's gonna stay on the same side.

Quote
(1 Meter + 0 DC) - j.C/cr.B, cr.B, cr.B, s.A, qcb+AC, qcb+C, qcb+C, Air Throw = 437 dmg

I believe you can tack on an extra qcb+C in that combo, but the timing for it is pretty strict. You have to time the 1st pretty early after the qcb+AC for the 2nd and 3rd one to hit properly. I can't remember what the damage was, but I remember doing it 4 to 5 times in-game.

13
Mai Shiranui / Re: Mai Shiranui
« on: December 02, 2011, 09:41:47 PM »
Glad to hear that a lot of people like her as much as I do. :) Mai is indeed a very solid battery when she's played correctly and she is by far the character I enjoy playing the most since she fits my play style perfectly (Footsie/ runaway/pokes).

I play Mai on point as a battery character (like most people using her), so my mentality when playing her is to maximize damage while using the least meter I can. That said, I'm not a fan of burning 2-3 meters on corner combos when I know my 2nd and 3rd character will use them more efficiently and deal more damage with them (Unless I'm on the verge to OCV, then I don't mind  ;)).

I also use: cr.B, cr.B, st.A/B as a starter string as it is really easy to confirm a hit (or block) and go from there. From the starter string I either go for hcf+B off the st.A if I see I'm close enough to the opponent to land it or directly go to st.B xx st.D which is the easy target combo. cr.B, cr.B, st.A xx hcf+B is definitely my preferred BnB as it does more damage (only 1 point higher, but still...) and brings the opponent closer to the corner. The only bad thing with this BnB is that the hcf+B sometimes whiffs if you're too far from the opponent and we all know what happens when that move is blocked. So, if I'm unsure about my range, I do the Target Combo BnB for similar damage without the positioning advantage. Also, If I see that my starter string is blocked, I cancel st.A into qcf+A which make the whole thing pretty safe.

When my opponent is backed to the corner, I use the same starter string and If I have some meter to burn I go for: cr.B, cr.B, st.A xx EX Ryuenbu, C Ryuenbu, C Ryuenbu, Air throw. Only a single meter used for pretty good damage. If I don't want to spend meter but have Drive meter to burn I do: cr.B, cr.B, st.A xx hcf+A(DC) air qcb.C, C Ryuenbu, Air throw . I believe this one does less damage than the first one, but you save a meter at the expense of a drive meter and a little less damage.

14
Mai Shiranui / Re: Mai Shiranui
« on: November 28, 2011, 04:32:32 PM »
In Mai's case, cr.C is a better move to whiff cancel because it gives her more ground and distance. I find whiff cancelling cr.C into A Ryuuenbu very useful if you want to apply corner pressure your opponent when you're just out of her st.D's range. It pins your opponent down to place and A Ryuuenbu is pretty safe on block.

15
Mai Shiranui / Re: Mai Shiranui
« on: November 23, 2011, 05:45:11 PM »
Yeah, that's basically the last combo I noted in my previous post. I like it too because it's guaranteed damage off a low since there's no way someone can miss this combo.

But yeah, I guess the most damaging meterless BnB would be the cr.A into cr.C link, so I need to practice that to at least make my Mai a little bit scary once she lands a hit.

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