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Messages - Shishioh

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SNK Games / Re: PSN NeoGeo Station
« on: September 14, 2011, 12:08:28 AM »
KOF 95....

I don't know if this game has this, but I really wish there was a easier way to get my match videos on Youtube...

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Did anyone ever find out how to use the classic BGM yet?

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King of Fighters 98/UM/FE / (98 UM) Heavy D!
« on: January 01, 2011, 05:42:29 AM »



Throws:
Stomach Buster:   ;bk/ ;fd +  ;c (close)
Reverse Stomach Buster:   ;bk/ ;fd +  ;d (close)

Command Moves:
Rock Crush:  ;fd +  ;a
 * hits overhead

Special Moves:
Ducking Combination:  ;dn ;db ;bk +  ;a/ ;c (up to 2 times)
 * A version hits mid then overhead, while the C version hits mid then low
Dancing Beat: (close)  ;fd ;dn ;df +  ;a/ ;c
Soul Flower:  ;dn ;db ;bk +  ;b/ ;d
RDS:  ;dn ;df ;fd +  ;a/ ;c
Blast Upper:  ;dn ;df ;fd +  ;b/ ;d
Shadow:  ;dn,  ;dn +  ;a/ ;c
 * adds a bonus move after his Ducking Combination, an extra punch after one  ;dn ;db ;bk +  ;a/ ;c,
    a third punch after two   ;dn ;db ;bk +  ;a/ ;c's,
    or a Blast Upper if you do two  ;dn ;db ;bk +  ;a/ ;c's then     ;dn ;df ;fd +  ;a/ ;c
 * adds an extra move after Blast Upper ( ;fd ;dn ;df +  ;b/ ;d), RDS, Dancing Beat, and Soul Flower

Desperation Move:
D. Crazy:  ;dn ;db ;bk,  ;bk ;db ;dn ;df ;fd +  ;a/ ;c
D. Magnum:  ;dn ;df ;fd,  ;dn ;df ;fd +  ;a/ ;c (push down to hold)
D. Shadow:  ;dn ;df ;fd,  ;dn ;df ;fd +  ;b/ ;d

I'll get into B&B's and strategy when I get more time but this is cut and pasted from Orochinagi's D! thread:

I really hate the fact that D! loses his charged specials due to glitchy circumstances....such as doing a special motion while in block stun for it not to come out and you still lose the charge.

BUT! I do like the fact that he has 4 moves that are invincible and can really fuck with people's timing. Ranbu super(a version) is SO FAST and INVINCIBLE! This is how fast and invincible: Kaiser Wave from Rugal at midscreen distance, you do the ranbu super, D!'s fist hits Rugal's hand through the wave. Normally, with most moves of this type, i.e. Joe or Mature, you get hit after the initial blow. D just keeps going.

QCB.P  is totally invincible on startup too and can really screw with jump-ins and hyper hops. The invinc frames last long enough to go through pratically any conventional fireball. And when properly spaced, it's virtually unpunishable(cept maybe Krauser) if you choose to not do either ender or do the low ender.

QCB.K is invincible...but everyone knew that. But what most don't know is that the powered version has less recovery. Still pretty bad though! LOL!

And finally...QCF QCF .P SDM version...This move is so strange...seems like it's invincible to physical attacks but fireballs just smack the shit out of you...You can punish CD counters on reaction with it but when your other super is so godlike, why even try? I gotta test this thing some more...

Edit: Forgot to mention his link combo of c.B to c.C...not much but nice to know.
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I know it's a rough start but...

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I guess I could do write ups for Brian, Heavy D!, and Lucky.

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