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Messages - Ufgt

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1
Offline Matchmaking / Re: The Alberta Thread (we play KOFXIII)
« on: January 28, 2012, 12:33:29 AM »
Might be a decent idea to put some of the archive footage up on youtube. I don't think twitch has enough exposure.

2
Takuma Sakazaki / Re: Takuma Sakazaki (Console)
« on: January 27, 2012, 06:00:52 AM »
Xian from Cross Counter Asia has a really good takuma.

3
Yuri Sakazaki / Re: Ufgt's random Yuri knowledge super thread!
« on: January 26, 2012, 10:47:16 AM »
I wouldn't use J.A in air to air situations. But in pressure strings J.A-QCF BD really catches a lot of people off guard combined with her D demon flip she sets up for some incredibly nasty situations. Also is it just me or do Yuri's air normals aside from her dive kick, air throw and J.CD seems prone to trading a lot? Usually in my air to air battles if I'm not using the aforementioned normals I either trade or get stuffed entirely. I would like to think I'm spacing this wrong. I can't believe you can link a command grab after c.B. Mind=blown. Also I'm tinkering around with UFGT's setup and I was wondering do normals have longer periods of blockstun in HD mode? Because when I to the c.B into the HCB D normally my opponent will get grabbed. But if I do it the same way and at the same speed in HD mode the grab will whiff unless I delay it.

No, what happens in HD mode is that all your normals become special cancelable. This causes the hcb+D to whiff because they are still in blockstun if you try the setup in HD mode. In non HD mode, you are actually waiting for the c.B to fully recover before doing the hcb+D, so it allows the block stun and unthrow window to end.

I tried some stuff tonight, I will post impressions tomorrow. Super late now and it's bedtime lol.

4
Yuri Sakazaki / Re: Ufgt's random Yuri knowledge super thread!
« on: January 25, 2012, 10:28:26 PM »
c.B into HCB+B is a link.  It's not that tough, you just buffer the HCB after c.B, wait until recovery ends, then press B.
kk, I will give this a shot tonight. If multiple people can get it to work, obviously I'm doing it wrong.

5
Takuma Sakazaki / Re: Takuma Sakazaki (Console)
« on: January 25, 2012, 08:27:33 PM »
Hmmmm... tried his ranbu as AA, it's not great. There's some specific situations where it's pretty decent, but all in all, I don't think I will use it that much unless my opponent is being really sloppy with his jumps.

What are his "get the fuck off me" moves? Seems like none of his EX moves have invincibility, and going for EX command grab is risky at best, especially against flea man. Once they're on top of you, j.CD is pretty much out of the question.

6
Yuri Sakazaki / Re: Ufgt's random Yuri knowledge super thread!
« on: January 25, 2012, 08:21:00 PM »
So, managed to play some casuals last night, and I tried out those things in my previous post.

j.A, I'm STILL not sure when to use it. Seems like every time I land a jump A, I would have rather used a jump C. There were a couple occasions when I land an air to air j.A and if I did j.f+C, I would have gotten an airthrow instead, which I prefer. Will keep trying it out to see if there is a situation that makes the move shine. In my head movies, I'm thinking there must be some type of mid screen bizarre crossover setup you can do on a standing opponent. Will warrant more experimentation for sure though.

And regarding c.B into hcb+B... I didn't get a chance to hit up training (didn't get home till like 12:30 AM lol), but from what I saw, c.B isn't special cancelable, so I am not sure how c.B -> hcb+B is supposed to combo. Desmond, do you have a vid? But! Not all was lost! During my pressure strings, I now incorporate c.B -> hcb+D. This is NOT a cancel or true combo, but it's unblockable and it's very very fast, extremely difficult to react to. And we all know that tons of damage can come out of the command throw, so I implore you to give it a shot. The tick works very simply because there is a slight start up to hcb+D. This allows the unthrow frames of blockstun to wear off. Unless your opponent knows about this and looks for it exclusively, I think it's probably the best way to land her command grab. Also, you can condition your opponents to not jump through the use of s.C and s.D, or demon flip AC throw.

Yuri is a monster.

7
Yuri Sakazaki / Re: Ufgt's random Yuri knowledge super thread!
« on: January 25, 2012, 12:53:35 AM »
Off a hit confirm c.B? Like... c.B xx hcb+B? Hmmm... when do you use it? Does it have to be point blank c.B? Does it do more damage than c.Bx2 s.B xx dp+C?

Am intrigued... will try tonight.

8
Yuri Sakazaki / Re: Ufgt's random Yuri knowledge super thread!
« on: January 25, 2012, 12:28:44 AM »
Re: j.A

I don't really use this move much, it's super sweet that you can chain dive kick from it, but the hitbox is small and doesn't extend low enough to be used as an instant overhead (that I have found, anyways). I will give it a shot this week to see if I can shove it in my gameplan somewhere, but I really like the j.f+C option select with air throw. You get a pretty good all purpose air attack that can cross up as well as a hard knockdown airthrow if they jump (not that there's any really solid followup to said throw since they bounce so far away).

Re: hcb+k combo ender

It's good when it lands, but you can't combo it from a c.B. I can only manage to land it off a point blank s.C. I've been meaning to use it in my HD combojust to experiment with the damage (c.Bx2, s.B [HD] s.C xx hcb+D into whatever). I will give that a try this week as well.

9
Takuma Sakazaki / Re: Takuma Sakazaki (Console)
« on: January 23, 2012, 08:41:00 PM »
Is takuma's best AA option his ranbu? I have problems with people flea-manning me and attacking from all sorts of angles in the air. c.C kinda blows, and I guess s.D is okay, but I'm really looking for something I can rely on.

Trapping with qcf+A/C and punishing jumps with ranbu is a legit tactic, right? How much invicibility does ranbu have?

10
Yuri Sakazaki / Re: Ufgt's random Yuri knowledge super thread!
« on: January 19, 2012, 06:17:13 PM »
Absolutely! If you find something, definitely share it up so we can all get better with Yuri.

I've started a Yuri master document as well, once I get through most of it, I will post it for you guys to take a look at and critique. I certainly don't claim to be the best yuri player in the world, but I'm working on it ;).

If you guys want, you can definitely take a look at how my yuri plays. Just hit up http://www.twitch.tv/gameoverdamage and the most recent archive (I think it's S02E01), I play yuri on point. I will find the exact time stamp for you when I get home, but it's near the end of the archive. I really try to utilize the s.B xx qcf+BD method of getting in, still experimenting on when the best situation to use it is.

Let me know what you think!

11
Training Room / Re: Gameplay video critiques
« on: January 11, 2012, 10:19:23 AM »
Guess I will start off posting in this.

This match is between me and a friend who is relatively new to the game. From watching it I can see two major flaws. I need to work on my spacing for when its safe to throw fireballs, and also I need to stop backing myself into the corner.

I also remembered last night that Athena has a relatively safe block string where she can do s. c x psycho ball

KoF 13: Kokujindayo (Athena/Mai/Yuri) vs friend

Heyo, check out this link:

http://www.twitch.tv/gameoverdamage/b/304571741

I start playing at 35 minutes, Athena/Yuri/Takuma. You might be able to pick some stuff up. Also, I would like any critique you guys have of my play.

12
General Discussion / Re: KOF13 Canadian Stream - twitch.tv/gameoverdamage
« on: January 10, 2012, 12:27:35 AM »
What is the plan for this week?
They're not changing the venue fee til end of the month, so we are gonna be doing the usual schedule on Wednesday. You in?

13
Archives / Re: EVO 2012 discussion
« on: January 07, 2012, 12:41:59 AM »
So, did they say if it would be PS3 or Xbox360?

14
Takuma Sakazaki / Re: The s.C, F+B, db~f+K Thread
« on: December 30, 2011, 05:49:25 PM »
I run Takuma anchor so I never have meter problems.

I'm not saying you shouldn't learn the f+B, D tatsu combo. It's really useful, particularly off a command grab. I guess what I'm saying is that's it's not critcal for you to learn it if it's giving you so much trouble. Maybe try out the other combos and once youo are comfortable with the nuances of Takuma, go back and learn it.

15
Takuma Sakazaki / Re: The s.C, F+B, db~f+K Thread
« on: December 30, 2011, 05:30:31 PM »
Instead of practicing this combo, I just do s.C, f+B, qcf+D, c.A xx EX tatsu.

Easier to confirm, slighting tighter timing. But... carries farther to the corner (which means death combo) and depending on where you have Takuma in your order, you shouldn't be short of meter to do the ex tatsu.

Feels better for me, YMMV.

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