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Topics - Sharnt

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1
General Discussion / About video commentary
« on: March 24, 2013, 12:47:48 AM »
I'm pondering about (re)doing video commentary and i need a bit of help :

If you could choose which form will take a video commentator what will it be?
Someone who makes things hype? Technical explanations? Huge mountains of jokes and salt?

On which plateform?
Clean youtubes videos or a twitch from the ghetto?

If you had to do it what would you do?

2
General Discussion / PC port rumors Thread
« on: February 04, 2013, 12:30:55 PM »
http://cdr.xpaw.ru/search/?q=The+King+of+Fighters

KOFXIII, 98UM and 2002UM coming soon on steam?

(I did't see anything close to this so i decided to post this there)

3
Offline Matchmaking / Washington D.C. (2013-2014)
« on: August 08, 2012, 01:35:34 PM »
It's quite early to ask but next year I might do a one year study trip to the university of maryland (this one) but before planning this eventual trip I'd like to know if there is a local scene for kofXIII there?

The university is just outside of Washington thus I might be able to move to the city by car (If I have enough $ to buy one >_>).

4
Sie Kensou / Combos
« on: December 14, 2011, 07:40:06 PM »
Combos will be sort by difficulty, then by gauge consumption and over conditions and at last by damages.
It's not because you're starting the game you can't try to learn the standard or expert ones. Especially standards are Kim players main BnBs. Basics are just here if you didn't have try a KOF yet.
Combos with a * are the ones which you must learn, they are useful at every levels of the game.

Oh and keep in mind, if you want to learn how to play Kensou forget Trials, it's just bullshit (it's true for the others character too).

Glossary :
s/d/u/f/b : The five different direction, stand (nothing, the middle of the stick), down, up, forward, backward. df means down forward etc.
Example : ff.A is the Kim's Twio Yop Chagi move (What a shitty name srly).
qcf/qcb : Quarter circle front/quarter circle back you must do d, df, f/d, db, b to do them.
hcf/hcb : Half circle front/half circle back you must do b, bf,d, df, f/d, db, b, df, f to do them.
~ : It means following to, the charge moves, follow-up moves are written like this.
Example : s.B~s.C is Kensou's Target Combo.
, : It means combo into.
Example : s.B~s.C,d.B,qcf.A~qcf.A~qcf.B
To do this you must cancel the s.B into s.C then link the d.B, then cancel the s.B, into qcf.A, then cancel the qcf.A into qcb.A and the qcf.B.


Since the two rekkas version are the same you can do it with the version you prefer. What's why they are noticed as : qcf.P/K.


No gauge consumption BnB's (Start here):

d.B,qcf.P~qcf.P~qcf.K 145 Dmg (If to much far for s.B)
s.B~s.C,d.B,qcf.P~qcf.P~qcf.K 224 Dmg
(Corner) Throw,rdp.B 189 Dmg

Gauge consumption BnB's :

(1 Ex) s.B~s.C,d.B,qcf.AC~qcf.P~qcf.P~qcf.P,qcf.K 321 Dmg Hardknockdown
(50% DC) s.B~s.C,d.B,rdp.D,(DC)qcb.P,qcb.A,qcf.P~qcf.P,qcf.P~qcf.P,rdp.B 388 Dmg
(2 Ex) s.B~s.C,d.B,qcf.AC~qcf.P~qcf.P~qcf.P,qcf hcb.P 406 Dmg

(Corner, 1 Ex) Throw,rdp.BD 340 Dmg
(Corner, 50% DC) Throw,rdp.B,(DC)qcb.P,qcb.A,qcf.P~qcf.P,qcf.P~qcf.P,rdp.B 395 Dmg
(Corner, 1 Ex, 50% DC) Throw,rdp.BD,(DC)qcb.P,qcb.A,qcf.A~qcf.A,qcf.A~qcf.A,rdp.B 479 Dmd

Maxmodes :

(100% DC, 2 Ex (Option)) s.B~s.C,(HD)s.B~s.C,[(HD)rdp.D(2Hits),(HD)qcf.P~qcf.P]*3,(HD)rdp.D(2Hits)* ,(HD)qcf.P~qcf.P~qcf.K 447 Dmg/693 Dmg With Neomax

This combo has an heavy damage reduce but push your opponent in the corner so you can end it with a rdp.D(HD)qcb.P  loop.

(100% DC, Corner, 2 Ex (Option)) s.B~s.C,(HD)s.B~s.C,rdp.D,[(HD)qcb.P,qcb.A,rdp.B]*3,(HD)qcb.P,qcb.A*,qcf.P~qcf.P***,qcf.P~qcf.P~qcf.K** 555 Dmg/757 Dmg With Neomax

* If you want to end it with a Neomax it's here
** I end it with a qcf.K because of the hardknockdown which is much worthing than the 13 Dmg less.
qcf.P~qcf.P*** You can bypass this because it just add 12 Dmg, and makes the end of the combo a lot more difficult.


I don't think it worth using more than 2 Ex in an HD combo. If you really want to do it do :
(100% DC, Corner, 4 Ex)) s.B~s.C,(HD)s.B~s.C,rdp.B,(HD) qcb qcb.AC,rdp.B,...

5
Ash Crimson / Explanations or Issues Sans-Culotte Related
« on: December 07, 2011, 08:59:30 PM »


Yeah ok it's not really a good start for a discussion but it's jut to let the beginners find it easily.

6
Kim Kaphwan / Combos
« on: December 06, 2011, 10:07:13 PM »
Well, here there is a lot of work.

I will update from times to times and try to keep it up.
Some help will be nice.

Combos will be sort by difficulty, then by cost and at last by gauge consumption.
It's not because you're starting the game you can't try to learn the standard or expert ones. Especially standards are Kim players main BnBs. Basics are just here if you didn't have try a KOF yet.
Combos with a * are the ones which you must learn, they are useful at every levels of the game.

Oh and keep in mind, if you want to learn how to play Kim forget Trials, it's just bullshit (it's true for the others character too).

Glossary :
s/d/u/f/b : The five different direction, stand (nothing, the middle of the stick), down, up, forward, backward. df means down forward etc.
Example : ff.A is the Kim's Twio Yop Chagi move (What a shitty name srly).
qcf/qcb : Quarter circle front/quarter circle back you must do d, df, f/d, db, b to do them.
hcf/hcb : Half circle front/half circle back you must do b, bf,d, df, f/d, db, b, df, f to do them.
~ : It means following to, the charge moves, follow-up moves are written like this.
Example : d~u.D is the Hienzan D, d~u.D~d.D his the Hienzan D followed by the d.D follow up on the Hienzan D.
, : It means combo into.
Example : d.B,d.B,s.B,ff.A,qcb.B
To do this you must cancel the first d.B into an other one then cancel the second d.B into s.B, then cancel the s.B, into ff.A, then cancel the ff.A into qcb.B.
d.B,d.B,s.B/s.C : It means there are two ways for doing this combo, you can start with both option, the different damage will be written as : X/Y Dmg.

Keep in mind 99% of your oppening will be from d.B,s.B


Basics : Day One Combos.


d.B,d.B,d~u.B (121 Dmg) Try to avoid this one and learn d.B,d.B,s.B/s.C,ff.A,qcb.B  ASAP

*(1 Ex) d.B,d.B,s.B/s.C,qcb.BD,ff.A,qcb.D (289/301 Dmg) Best deal between cost, confirm, and difficulty to execute. Plus the okizeme on this combo is really powerful.

(50% Dc) s.C,qcb.D,d~u.D,d.D (279 Dmg) I think it's the best solution for one drive midscreen, try to avoid spending your green bar in drive cancel then you know how to do the HD combos, they are far more powerful.

(Corner) s.C,qcb.B,d~u.D~d.D (242 Dmg) Always good for dealing damage without spending any meter in corner.

(2 Ex, 50% Dc) s.C,qcb.D,(SC) qcb hcf.BD (450 Dmg)

Easy Combos : Some Hours Later.

*d.B,d.B,s.B/s.C,ff.A,qcb.B (183/179 Dmg) This is the the most important BnB to know

(1 Ex, Corner) s.C,ff.A,qcb.BD,d~u.D~d.D (333 Dmg) Whiff on crouching opponent be careful.

(1 Ex) s.C,qcf qcf.B,ff.A,qcb.D (301 Dmg) Good punition, may be too hard to hit confirm if you don't do a jump in attack before.

(1 Ex, Near Corner) s.C,qcf qcf.B,qcb.D (3 Hits),d~u.D~d.D (380 Dmg) Good punition, may be too hard to hit confirm if you don't do a jump in attack before.

(1 Ex, 50% DC) s.C,qcb.D,(SC)qcf qcf.B,ff.A,qcb.D (363Dmg) Might be of some use, same oki as d.B,d.B,s.B/s.C,qcb.BD,ff.A,qcb.D but I prefer spend my HD bar in HD combo.

(1 Ex, 50% DC, Near Corner) s.C,qcb.D,(SC)qcf qcf.B,qcb.D(3 Hits),d~u.D~d.D (431 Dmg) You can do this combo at the position where start your opponent in the practice mode, just think to add a little run after the super cancel.

(2 Ex, 100% DC) d.B,d.B,s.B/s.C,(HD)s.C,qcb.D,qcb hcf.AC (602/623 Dmg) The simplest HD combo.

Standard Combos : Dozens Hours Later.

(1 Ex, 50% DC, Corner) s.C,qcb.B,d~u.B,(SC)qcf qcf.B,qcb.D(3 Hits),d~u.D~d.D (462 Dmg) To do the Super Cancel it's easier to do the hienzan as a half circle top : (2)23698+B 236+K To do the 3 Hit on the qcb.D you must do a step backward. I'm doing 21(4)+D, I hold the back motion a little time before inputting the D to time it.
Not that useful, since the release of the game I placed it once.

* (2 Ex) d.B,d.B,s.B/s.C,ff.A,qcb hcf.BD (395/408 Dmg) Brainless way to add damages when d.B,d.B,s.B/s.C,qcb.BD,ff.A,qcb.D is not enough to kill your opponent, far weaker oki.

(3 Ex, 50% DC) s.C,qcb.D,(SC)qcf qcf.B,qcb.D(3 Hits),qcb hcf.BD (582 Dmg) You must run to do the second qcb.D but if you run too far the qcb hcf.BD will miss. I never have been landing this combo.

(3 Ex, 50% DC, Corner) s.C,qcb.B,d~u.B,(SC)qcf qcf.B,qcb.D(3 Hits),hcb qcf.BD (617 Dmg)  

*(2 Ex, 100% DC, Near Full Screen) d.B,d.B,s.B/s.C,(HD)s.C,qcb.D,(HD)d~u.B,(HD)qcb.D (2Hits),d~u.B,(HD)qcf.K*(Whiff),qcb hcf.AC (694/737 Dmg) A bit harder HD combo, works everywhere, you must do the neomax after the recovery of the qcf.B. I think it's the optimised hd combo full screen. If you are full screen do the Neomax after the 2nd Hit of the 2nd qcb.D. In average I'm doing this combo once per match, on a d.B opening each time I found one and I have the meter I go for it.

* Both version works, D seems easier for some people :
http://dreamcancel.com/forum/index.php?topic=1684.msg53878#msg53878

Expert Combos : Hundreds Hours Later.

* far.D,d.B,s.B, ...   far D to d.B is a link, but a very special one, since the timings depends on the fact of which hit of the far D land, if the first one is blocked or whiff, and finally you must confirm on the d.B afterward if both far D hits are blocked. If the d.B pass, the s.B will be always at range to pass to. Keep in mind d.B is + on guard and s.B is -. If I was able to land this combo more consistently I'll land it 2-3 times per match. Because if I was landing it my opponent will be dead too fast to let me land it more.

*(1 Ex, Corner) d.B,d.B,s.B/s.C,ff.A,qcf.BD,s.D,qcb.B,d~u.D~d.D (360/388 Dmg) The true shit. It's working with s.C too, but i'm feeling like the link is easier with s.D.

The link of the s.D after the qcf.BD is surely 2 frames.

(2 Ex, Corner) d.B,d.B,s.B/s.C,ff.A,qcf.BD,s.D,qcf qcf.B,qcb.D,d~u.D~d.D (435/480 Dmg)
To hard to do to be add in my game for now. This combo is really, really hard. But it's the most powerful one for this gauge.

*(100% DC, Near Corner) d.B,d.B,s.B/s.C/f.B,(HD)d.C,qcb.D,(HD)d~u.B,[(HD)qcb.D(1 Hit),d~u.B]*5,(HD)qcb.D (477/531/526 Dmg) You can do d.C,qcb.B,d~u.B in corner but if you're a little too far the qcb.D start increase a lot the range so if you're skilled enough to do the right version at the right time GO! I do d.C for the extra range and be sure to do combo the move, if you do a far C there are chances it wont combo after a HD s.B. Because it's hard to cancel the active frame of a s.B with the HD and gain the autodash.
Keep in mind if the second qcb.D hits 2 hits you can't combo after hit with the normal loop, to do it hit one time you must cancel the first qcb.D later.

*(100% DC, Near Corner) d.B,d.B,s.B/s.C/f.B,(HD)d.C,qcb.D,(HD)d~u.B,[(HD)qcb.D(1 Hit),d~u.B]*5,(HD)qcb hcf (822/864/859 Dmg) Same thing with a Neomax ending. If you have trouble at doing hienzan supercancel Neomax, you can also end by doing a qcb.B which will whiff but recover faster, allowing you to land the Neomax




******************************

Some crazy combos videos :
http://dreamcancel.com/forum/index.php?topic=1684.msg45603#msg45603

7
Kim Kaphwan / Safe Jumps
« on: December 06, 2011, 09:26:06 PM »
Kim has a lot of Hardknockdown moves, Air qcb.K, d~u.D~d.D, d~u.BD, his throw, his qcb hcf.BD, and the last but not the least his qcb hcf.AC.

Sadly you don't have the time to safe jump right after a qcb hcf.BD.

But you can after every one else of these moves.

Nevertheless those safe jumps aren't safe for the same things, i'll try to do a list from the worst to the better.


d~u.BD
Hop.A ASAP after landing.
If your opponent is close to the ground (combo height):
4 Frames (Or more) Safe Jump, you will eat Kyo/K'/etc Ex dp, but win against the A version and guard C version.
Works both on midscreen and the corner.
In mid air it's really random. You might be safe jump only slow invincible moves, be very cautious.


qcb hcf.AC
Works for both situation, opponent on the Ground or in the Air
Little pause then hop.
3 Frames Safe Jump, you will eat Kyo Ex Orochinagi if it's well timed, and 3 Frames invincible moves, but guard Ex or normal dp, it's working both in corner and midscreen.



Throw
Midscreen :
Little delay then HyperJump.A or C or D. Or you can also do a little run and then Hop.A/D
3 Frames Safe Jump, you will eat Kyo Ex Orochinagi if it's well timed, and other 3 Frames invincible moves, but guard Ex or normal dp.
Corner :
A longer delay then Hop.A
2 Frames Safe Jump, you will eat Kyo Ex Orochinagi if it's well timed, and other 2 Frames invincible moves, but guard Ex or normal dp.

Air qcb.D
Works for both situation, opponent on the Ground or in the Air.
Little delay then Hop.A/B/C/D/CD (The C version is really nifty).
2 Frames Safe Jump, you will eat Kyo Ex Orochinagi if it's well timed, and other 2 Frames invincible moves, but guard Ex or normal dp, it's working both in corner and midscreen.
Air qcb.B
Works for both situation, opponent on the Ground or in the Air.
Little delay then Hop.A/B/C/D/CD (The C version is really nifty).
3 Frames Safe Jump, you will eat Kyo Ex Orochinagi if it's well timed, and other 3 Frames invincible moves, but guard Ex or normal dp, it's working both in corner and midscreen.



d~u.D~d.D (While a combo corner)
Hop ASAP.
3 Frames Safe Jump, you will eat Kyo Ex Orochinagi if it's well timed, and 3 Frames invincible moves, but guard Ex or normal dp. In mid air it's really random. You might be safe jump only slow invincible moves, be very cautious.



d~u.D,d.D
Hop ASAP.
4 Frames Safe Jump, you will eat Kyo/K'/etc Ex dp, but win against the A version and guard C version.
Works both on midscreen and the corner.
In mid air it's really random. You might be safe jump only slow invincible moves, be very cautious.
http://youtu.be/EtHUAqd1U_8

NB : Chin, Yuri specific :
Midscreen :
Air qcb.K -> neutral Hop.D



An extract from my docs, it wasn't made to be share, so be comprehensive with the format. I'm sharing it to help newcomers on the character and also to warn the players of other character :>

Code: [Select]

d.B,d.B,s.B,ff.A,qcb.B (183 Dmg) => ASAP Hop
Not Safe on:
0 Ex : Ash, Chin (counter)
1 Ex : Kim, Joe, Kula, Athena, Elisabeth
2 Ex : Kyo, Shen, King, Maxima
Nm : Andy, Mai, Goro


Airborn opponent to d~u.D => ASAP Hop (While a combo corner)
Not Safe on :
0 Ex :  Chin (counter)
1 Ex : Elisabeth
2 Ex : Kyo, Shen, King
Nm : Andy, Mai (Whiff corner), Goro

Neomax => walk slightly backward => Hyper Hop
Not Safe on :
0 Ex : Chin (counter)
1 Ex : Elisabeth
2 Ex : Kyo, Shen, King
Nm : Andy, Goro

Shen safe jump setup for the CABC, King qcf qcf.AC. => very slight delay Hop (Do it ASAP to be safe)

8



I'll try to organize an international online KOFXIII on Xbox360.
The tournament will take place at 19h00 GMT+1 saturday 03/12  (the third of december, to be clear).

Follow me on twitter for easier information gathering :
http://twitter.com/SharntGroMuzo

I'll cast tomorrow 21h00 GMT+1 to give further information come on to ask anything :
www.elive.pro/en/watch/LSqYlqJx3nUt

And post a comment to subscribe, write "i want to participate `Gt XboxLive`"


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