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Topics - jinxhand

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1
Training Room / MOVED: Leona Corner Pressure
« on: December 09, 2012, 12:50:34 AM »

2
Training Room / MOVED: Yamazaki KOF 97 Tutorial
« on: December 09, 2012, 12:49:52 AM »

4
Training Room / MOVED: Ash Trial no. 8 .... ARGH!
« on: December 09, 2012, 12:48:05 AM »

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Training Room / MOVED: Mai Shiranui d.B d.A >d.C help!!
« on: December 09, 2012, 12:45:57 AM »

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Social Club / JINXHAND needs your help!!!
« on: May 07, 2012, 04:16:55 AM »
So I recently joined a group here in San Diego that's responsible for a web comic known as "Strawberry Scented Burnout". We just had a competition where the 4 artists drew one of the characters in the series, and the people are to vote for the best one. The deadline for voting is this Friday...

That's where I need your help...

Please show some love and support for my submission... It's very much appreciated...

Here's the site:
http://strawberryscentedburnout.wordpress.com/2012/05/04/ssb-battle-royale/

Thanks in advance...

8
Online Matchmaking / New Method for KOF XIII Player Listing on XBL
« on: April 08, 2012, 04:56:43 AM »
This idea originally came from a friend of mine on virtuafighter.com, and I think it would actually help out the community even more, well the XBL players at least...

What I have done was made an account called "DC KOFers", and I'm basically adding players who frequent KOF XIII online. This is primarily for KOF XIII, but pretty much any person who plays an SNK fighter of some sort on XBL are invited to send a request. Once this fills up, another account will be made, and will be added to this list to make somewhat of a "daisy chain".

Hopefully, this will help those in need of finding matches... If it gets big enough, there will be accounts based on region and I will facilitate in rearranging the lists...

If you guys have any suggestions, please feel free to throw some ideas out... Thanks...

9
Billy Kane / Billy Kane Matchup Thread
« on: January 30, 2012, 06:26:01 PM »
Post up questions about specific matchups, and those that know, please provide that good info (punishers, char. specific combos, etc).

Eventually, what I want to do is update this thread with confirmed info for each character (grouped as teams obviously), to avoid people having to surf through a bunch of scattered posts just to find info for 1 character...

Oh yeah, just in case, those that post up info, please make sure you make it known what matchup you're talking about, so people won't be like "huh?"... Let's Go!!!

10
Mature / Mature Matchup Thread
« on: January 30, 2012, 06:21:20 PM »
It's pretty simple: post up questions about specific matchups, and those that know, please provide that good info (punishers, char. specific combos, etc).

Eventually, what I want to do is update this thread with confirmed info for each character (grouped as teams obviously), to avoid people having to surf through a bunch of scattered posts just to find info for 1 character...

Oh yeah, just in case, those that post up info, please make sure you make it known what matchup you're talking about, so people won't be like "huh?"... Let's Go!!!

11
I know we all talk about our favorite songs and artists or whatever, but this here's specifically for those who actually make music of any form to post up... Please feel free to share some of your work, be it a drum solo, freestyle, or whatever... Even you cats that sit with the guitar playing Guilty Gear songs, please post up a vid of your work... Show us whatcha got!!!

Oh yeah, if you've done something in the past, or even recently, and don't have any recordings or whatnot to post up, still please be free to share something-- a story about your band, gig stories, pics, whatever...

As promised, here's my lil offering... Not too much, but I really like the game Bullet Witch. Well, there was a song with 2 versions, one with and another without vocals. Anyway, I thought about chopping it up for fun (including the titles of both songs), and here it is:

Watching Past Days from a Vanished Sky (Bullet Witch Remix)

Enjoy!!!

12
General Fighting Game Discussion / Battle Fantasia
« on: October 31, 2011, 05:21:01 AM »
I actually thought there was a thread for this, but I guess not... Anyway, this is the solid game that inspired Ono to make SF4 go 2.5D... Crappy netcode aside, this is one of those games that make me say there was no "fighting game drought" at all... On top of that, it was heavily balanced from the arcade version...

Well, what has been your experience with this awesome game???

13
Neo Geo Battle Coliseum / NGBC - Athena
« on: October 01, 2011, 08:40:32 AM »
Normals

Close
* cl. ;a / ;c / ;d are cancel-able.


Standing
* st. ;b / ;d are cancel-able.
* st. ;b is whiff cancel-able.
* st. ;a / ;d are good quick pokes.

Crouching
* ;dn ;a / ;b / ;c are cancel-able.
* ;dn ;a hits mid.
* ;dn ;b can chain up to 3 hits.
* ;dn ;b can combo after cl. ;a .
* ;dn ;c hits low.
* ;dn ;d causes a techable KD.
* ;dn ;d makes Athena slide forward. If used right, this can also be a good poke.

Jumping
* ;uf ;a has a high hitbox.
* ;uf ;c has a low hitbox.
* ;uf ;c can cancel into her Hovering move (air ;b + ;d ).


Guard Cancel Tag Attack
Pressing the ;e button while blocking will allow Athena to attack with a move similar to her cl. ;d , and she will then tag out.


Throw
Silky Throw - ;bk / ;fd + ;c / ;d
* Can be broken. Regular knockdown.
* This throw doesn't take the opponent very far from her.

Command Moves
Ikaros Shoes: ;dn ;dn + ;d
* This move is a super jump that allows her to jump from one end of the stage to the other end. The arc is slightly lower than her regular jumping arc. The only real downside to this is that she can't cancel with an attack while doing this jump. She can however go into her Hover, stopping the jump and do one of her 3 attacks from Hovering.

Special Moves
Hamadryas Buster: ;qcf + ;a / ;c (air OK)
* Athena crouches a bit and shoots with her bow and arrow. This move can be charged by holding the button pressed, which the arrow then shows a fiery tip. Charging it does more damage if it connects, but only does slightly more guard damage. Button strength determines the arc of the arrow, which changes the distance as well.

Neptune Killer: ;dp + ;b / ;d
* Mermaid Shoryuken!!! This is one of her best combo finishers, and its easy to hit confirm into with ;dn ;b . ;dp + ;b does two hits on block, NH, and CH, but has a smaller hitbox than ;dp + ;d . Using ;d not only makes her travel higher and farther, it also has a wider hitbox making it easier to use. The ;d version does two hits on block only- it does one hit on CH and NH.

Morningstar Attack: ;qcb + ;a
* Athena does a flip attack that looks similar to her ;uf ;c except she uses a morningstar (mace) to attack instead of her sword. This move counts as an overhead, and does a good amount of damage.

Morningstar Crush: ;qcb + ;c
* This is the other version of ;qcb + ;a . The only difference is that the arc and jump are higher. This move does almost the same amount of damage as ;qcb + ;a (it's a sliver more, but not nothing major). 

Lion's Shield: ;hcb + ;b / ;d
* This is very similar to Athena's reflector shield in KOF, as in it still reflects projectiles or what not. The only real difference is that it's harder to actually hit with because of the hitbox. For instance,  some characters have to be airborne to get hit with this, because even just running towards an Athena doing Lion's Shield won't mean the opponent will get hit. Button strength determines how long she holds Lion's Shield up.

Hovering: (air) ;b + ;d
* While in the air, Athena gets into a hovering stance (which is shown by her wings showing and her sitting in the air). She can stay in this mode for about three seconds, after which she falls down. She can't block while doing this. To cancel Hovering, simply press ;d , and she'll drop back to the ground.

Unicorn Horn: (while in Hovering) ;a / ;c
* Athena does a downward dive with her sword pointing out. Button strength determines the angle at which she dives towards the opponent. This move causes a soft KD.

Typhon Swing: (while in Hovering) ;b
* Athena does a downward dive again, this time she does a grapple instead of a sword attack. This move cannot be blocked. The only downside to this move is that there are no combo followups after doing this. This move also causes a soft KD. If the opponent does not tech, Pegasus Fantasy can be done as a followup OTG hit causing a lot of damage.

Life Flower - Corpus: ;dn ;dn + ;a + ;c
* Athena plants a seed in the ground that restores life if the sprouting flower is touched by either Athena or her opponent.

Life Flower - Pneuma: ;dn ;dn + ;b + ;d
* Athena plants a seed in the ground that restores meter if the sprouting flower is touched by either Athena or her opponent.

Life Flower - Puroboros: ;dn ;dn + ;b + ;c
* Athena plants a seed in the ground that blows up causing damage if the sprouting flower is touched by either Athena or her opponent. This move puts the victim (whoever touched the flower) in a juggle state.


Desperation Moves
Poseidon Rage: ;qcb ;hcf + ;b / ;d
* This is Athena's ranbu super. The button strength determines the distance she travels. 

Heaven's Gate: ;fd ;hcf + ;a / ;c
* Athena summons a lion who then shoots out two giant fireballs, then disappears. The button strength determines the gap between the fireballs. ;a has the fireballs coming out with a very small gap, whereas ;c spaces them out greatly.

Flame Wand: ;qcf ;qcf + ;a
* Athena summons a fireball to float in front of her. Athena is able to run with this fireball in front of her, causing either moderate guard damage if blocked, or massive fire damage to the opponent. She is able to attack in this state, as well as cancel into specials or supers. If she does any special or super other than her ;qcf + ;a / ;c , the fireball will disappear.

Flying Fire: (during Flame Wand) ;qcf ;qcf + ;a
* Athena shoots that fireball out Mario style, except this fireball floats in a long wave pattern. If this move hits, it does a good chunk of damage. It can be easily avoided by jumping though.

Fire Storm: (during Flame Wand) ;qcf ;qcf + ;c
* Athena turns the fireball into a tornado, causing great guard damage if blocked, or fire damage. This move causes a juggle state to the opponent.

Gale Wand: ;qcf ;qcf + ;c
* Athena summons a mini tornado to float in front of her. Athena is able to run with this tornado in front of her, causing either moderate guard damage if blocked, or massive wind damage to the opponent. She is able to attack in this state, as well as cancel into specials or supers. If she does any special or super other than her ;qcf + ;a / ;c , the mini tornado will disappear.

Flying Hurricane: (during Gale Wand) ;qcf ;qcf + ;c
* This tornado is shot straight towards the opponent, doing a one hit move that does ok damage. If blocked, however, this move can and will eat all of the opponent's guard meter if you're not in the corner, while chipping away at that life meter, too. If the opponent is in the corner, it will still take a good chunk of guard meter away, but it will just pass through the opponent, and do little chip damage. Once the opponent blocks the first hit of this move, he/she is forced into blocking the rest of the move, so it's better to just simply get hit. This move does not cause a juggle state.

Storm Fire: (during Gale Wand) ;qcf ;qcf + ;a
* Athena throws that fireball in there and mixes it with the mini tornado to create that fire tornado again. It does the exact same thing that it did when Fire Storm was done from Fire Wand, juggle state and all...

Pegasus Fantasy: ;qcf ;hcb + ;b / ;d (when stock is at level 3)
* Athena summons the mother of all My Little Ponies and dashes towards the opponent, taking about 1/3 of their life away if used from a distance. When used up close though, things change. She does four hits instead of one, and she takes almost half of the opponent's life away. Nothing really changes on CH, and it does very little guard damage, plus up close she does two hits on block instead of four. The sad part is that on block, Athena is a sitting duck. This move also causes a soft KD. The only way to truly combo with this is by connecting with Hamadryas Buster, and even doing that is a gamble.


A/D Assault
Athena has no A/D Assaults, but does she need it??? I mean she has Pegasus!!!


Strats and combos (once posted) will be found here: http://dreamcancel.com/wiki/index.php?title=Athena_(NGBC)

14
Neo Geo Battle Coliseum / NGBC - Kim Kaphwan
« on: September 12, 2011, 10:03:06 PM »
Normals

Close
* cl. ;a / ;b / ;c / ;d are cancel-able.


Standing
* (to be updated)

Crouching
* ;dn ;a / ;b / ;c / ;d are cancel-able.
* ;dn ;b links with ;a.
* ;dn ;d causes a techable KD.

Jumping
* ;uf ;c can cancel into either his ;qcb ;db ;fd + ;b / ;d or his air ;dn ~ ;up + ;a .


Guard Cancel Tag Attack
Pressing the ;e button while blocking will allow Kim to attack with a kick similar to his cl. ;c , and he will then tag out.


Throw
Sakkyaku Nage - ;bk / ;fd + ;c / ;d
*Can be broken. Regular knockdown.


Command Moves
Neri Chagi: ;fd + ;b
* This move is an overhead kick that doesn't combo from any normal moves. This kick can be canceled into, in which case this will hit twice, and the last hit is cancel-able.

Special Moves
Saren Geki: ;qcb + ;a (up to 3 times)
* Kim does a mid kick combo that can causes a techable KD after the last hit.

Sankuu Kyaku: ;qcb + ;c (up to 3 times)
* Kim does another kick combo, but this one ends in an overhead kick. The overhead kick causes a non-techable KD.

Hangetsu Zan: ;qcb + ;b / ;d
* This is the familiar flip kick that everyone who has fought Kim remembers seeing and hearing. The button strength determines the distance traveled and number of hits. Using ;b does 1 hit, but can super cancel. Using ;d does 3 hits. Both versions do cause a non-techable KD.

Haki Kyaku: ;dn ;dn + ;b / ;d
* This stomp move is great because it serves many purposes. For starters, using the ;b version allows Kim to cancel into a super. Using the ;d version doesn't allow a super cancel, but causes non-techable KD, but also serves as a way to crush ground projectiles. Both versions of this move cannot by reversed. (Testing to see if Shishioh can reverse this move).

Hishou Kyaky: (air) ;dn + ;b / ;d
* Kim does his dive kick. The only real benefit is that this move can be done instantly the moment Kim's feet no longer touch the ground.

Ryusei Kyaku: ;bk ~ ;fd + ;b / ;d
* Kim does a low hitting slide kick to an aerial axe kick. Button strength determines the distance traveled, as well as changing the 2nd kick properties to either a non-KD hit, to a KD causing hit. Using ;d makes the 2nd hit an overhead. The low hit from both versions are super cancel-able.

Hien Zan: ;dn ~ ;up + ;b / ;d
* Kim does his flash kick. Using ;d allows Kim to super cancel into his air super. Both versions cause a techable KD.

Tenshou Zan: (while doing ;d version of Hien Zan) press ;dn + ;d
* This is the finisher to the ;d version of Hien Zan. Doing this prevents the opponent from teching after the KD. This is the better option to use instead of canceling to a super, since Kim has stronger combos that lead into his air super.

Kuu Sajin: charge ;dn ~ ;up ;a / ;c OR (air) ;dn ;up + ;a
* Kim does double spin kicks in an upward angle. Using ;a does 2 hits, while ;c does 3 hits. All versions are super cancel-able and cause techable KD. Note that the ;c version tends to whiff on the first hit vs a grounded opponent. Using the air version, note that only ;a can be used.  


Desperation Moves
Hou'ou Hiten Kyaku: ;qcf ;qcf + ;b / ;d
* Kim does a super kick that causes a juggle state to the opponent. Using ;b launches up and outward, while the ;d version launches straight up. If blocked, this move does 2 hits.

Hou'ou Kyaku: ;qcb ;db ;fd + ;b / ;d (air OK)
* This is Kim's ranbu. When executed, Kim does a dash in the direction of the opponent. If Kim touches an opponent who isn't blocking, Kim does his ranbu attack dealing severe damage. If blocked, Kim just stops. If the ranbu whiffs, Kim continues to dash and then stops. Button strength determines the distance dashed. This move can be done in the air also. Most times, a ;dn ;dn + ;d follow up is possible if the ranbu was successful, since this super can push the opponent into the corner, and this causes a non-techable KD.


A/D Assault
Kim has no A/D Assaults.

Strats and combos (once posted) will be found here: http://dreamcancel.com/wiki/index.php?title=Kim_Kaphwan_(NGBC)

15
Neo Geo Battle Coliseum / NGBC - Mudman
« on: August 05, 2011, 02:18:32 AM »
Normals

Close
* cl. ;a is cancel-able.
* cl. ;c acts as an overhead.

Standing
* st. ;a is whiff cancel-able.
* st. ;c has some range, but a slight delay.

Crouching
* ;dn ;a / ;b / ;c are cancel-able.
* ;dn ;d causes tech-able KD but has the shortest range for a sweep move.
* ;dn ;b can link to ;dn ;a .
* ;dn ;c can hit up to 2 times if close enough to opponent.

Jumping
* ;ub / ;up / ;uf ;b looks exactly like Mud Rider, and has the exact same properties and hitbox.


Guard Cancel Tag Attack
* Pressing the ;e button while blocking will allow Mudman to do counter with an attack similar to his cl. ;b , and he will then tag out.


Throw
Dakitsuki Punch: ;bk / ;fd +  ;c ;d
*Can be broken. Does 2 hits and puts the opponent far enough to zone.


==Command Moves==
Mud Slider: ;df + ;c  
* Mudman hits the floor and slides, tripping the opponent and causing tech-able KD. This move links from ;dn ;a and can also be used to avoid projectiles while advancing.
 
Mud Air Rider: (air) ;dn + ;b
* Mudman does a dive attack at an angle. This move has a good priority, and should be used whenever possible. There are a few moves that do beat it like dp anti-air moves, and some standing/crouching normals, but depending on the match-up, you can tell as to whether or not this will be a good move to abuse. This move can also be used to bait out certain attacks if timed right. This move also cancels out of Mud Flight.


Special Moves
Mud Flight: (air) ;a + ;b + ;c
* As Mudman takes to the air, this move allows him to glide across the screen, or cancel/change his jump arc. This allows Mudman to go over alot of moves, projectiles, and some supers even.

Mud Dance: ;dn ;dn + ;a + ;b + ;c
* This move is rather dumb. The only purpose this move has is to build meter, but seeing as the game system gives you meter for free and at a fast rate, the only real use for this move would be a taunt. I guess if you're in range, and you have just enough to taunt and throw out a super, it would have some purpose. Mudman is an annoying character, and this would probably add to the annoying factor.  

Mud Attack: ;qcf + ;a / ;c
* Mudman spits out a water midget that runs towards the opponent. Button strength determines the speed at which the projectile runs.

Mud Launcher: ;qcf + ;b / ;d
* Mudman spits out a water midget in the air. The button strength determines the arc at which the projectile flies, ultimately changing the distance.

Mud Cutter: ;qcb + ;b / ;d (air OK)
* Mudman levitates holding onto his mask, while spinning, whipping with his loin cloth. While doing this move, holding ;bk or ;fd will allow Mudman to move at a slow pace. This move can also be performed in the air.

Mud Gyro: ;dn ~ ;up + ;a / ;c
* Mudman does a spinning jump, attacking with his head/mask. This is an ok anti air, but this move can be beaten out and at times can trade in favor of the opponent.


Desperation Moves
Super Mudman Attack: ;qcf ;qcf + ;a / ;c
* Mudman spits out a super water midget that runs across the screen. This is a great move for projectile setups, and is a quick way to counter a projectile of any type.  

Sprite Sphere: ;qcf ;qcf + ;b / ;d
* Mudman calls out a giant blue orb that falls to the ground at a 45 degree angle. This move is also great for jump in setups and wake up game.

Heaven's Cross: ;hcb ;fd + ;a / ;b / ;c / ;d (requires 2 stocks of meter)
* Mudman busts out drumming, summoning a blue beam. If the opponent touches this in any way, 2 muscular beings come down, and lift the opponent in the sky, followed by sending them crashing down to the ground. The beam can be blocked, and if blocked can leave Mudman open for an attack because he doesn't stop drumming for awhile. This can make a good anti air as well if timed right. Button strength determines the position of the beam. ;a goes behind Mudman, ;b goes slightly in front of him; ;c is a bit farther, and ;d is the farthest.


Combos and strats are found here: http://dreamcancel.com/wiki/index.php?title=Mudman_(NGBC)

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