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Messages - Sharnt

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46
Kim Kaphwan / Re: Combos
« on: March 19, 2013, 11:58:11 AM »
There is a lot of discussion and things on the french kim combo community (That's more people that you might think hahaha)

KOF XIII: Kim HD Combo 914 dmg 2 bars

48
Yuri Sakazaki / Re: Yuri Combo Thread
« on: March 17, 2013, 06:21:45 PM »
In corner you can do

hcb.K,(DC)qcb.C,qcf.C,...

Works on :

Andy Joe BillyTakuma/Karate Mature Vice
Hwa Mai Yuri Kula Athena Kensou Chin Leona

It's small but it's always a bit of damage that might kill :D

Thanx to Tritri

49
Kyo Kusanagi / Re: Kyo Kusanagi (Console)
« on: March 17, 2013, 12:07:20 PM »
Dunno, i don't do it by timing but by visual height.

50
Training Room / Re: Totally registered just to ask this
« on: March 12, 2013, 11:40:10 PM »
You have to learn to do choices and commit with those.

Human reaction time is roughly 20frames for recognizing a specific object. Which is far too long in this kind of game. That's why you are screwd so much. Plus the mental impact you explain which make you freeze because your brain is still processing data.

However the amount of time for the brain to see something moving is 3-4frames at best. So you can do sometimes reversal extra fast as anti air or whiff punish a light etc. But it's not reliable, you saw something moving, but what? The time you need for processing what's happening is too long, that's why you can't really train it. You can reduce it by a small amount with practice but that's pretty much it.


Although, you can do choices and start the real mind games. Your opponent does a +3 d.A in guard, you have time to process this but you have to guess the next move, you can't see the next d.A with 4 start up frames and the gap in which you can do your reversal in time, let alone the fact of doing the motion. You have to chose whether guard, reversal normal, special or just roll.

In little gaps such as those between a d.A and a throw you have enough time for doing a cr.C in reaction, but if they mind this you can't react the fact they minded you mind a whiffed cr.C is deadly, and so on.

I won't make this extra long but that's the basical idea.




51
Kyo Kusanagi / Re: Kyo Kusanagi Combo Discussion Thread
« on: March 08, 2013, 08:44:15 PM »
Little note :
If you want to do qcf.D,qcb hcf.AC(TK),qcf.A,qcf.B,rdp.B,dp.C

Whiff canceling a far C before the fireball will give you the timing for landing the qcf.B

Although you still need to do the Orochinagi TK at the lowest height possible.

It enables you to do the optimized corner 2Ex combo or the 100% stun 6Ex one quite easily since you don't have anything to time anymore.

52
Kula Diamond / Re: Kula's video thread
« on: March 07, 2013, 06:57:06 PM »
Very good kula at the beginning of this vid.

KoF XIII : Nishinippori Versus (2013/3/2) [Part 2]

53
1/ His normals have limited reach.  I don't think that's a very subjective statement; it might be relative, but he's the smallest characters in the XIII roster and in this case has one of the shortest reach if not the shortest.
2/ His specials ARE mostly unsafe.  He only has two safe moves which aren't specials technically, they are EX Specials.  Both counters, both versions of qcb P (non-EX) are unsafe.  Anything you free cancel off the hcf K including df B (which is technically listed as a command move) is punishable.  Df D is also punishable. Once again, only his Ex hcf K and Ex qcb P are -1.
3/ You cannot activate HD off his overhead.  You can after you follow up his overhead into stance cancel s.C.  

I also wrote ^that back in the arcade days when he didn't have the s.C cancel from d x2+K but those statements are still true unless I'm mistaken which I will gladly correct if that's the case.

1/
Globally yes he his short in his normals, but he has some of the best long range moves in this game, his far C comes in 6 is cancelable and goes hella far, his j.CD, doesn't have a long reach but the hitbox is so fucked up that it works in the same way you can't win into the air against him. d.B moves him forward while hitting, it makes for the short range and allows him to be one of the few character that can do something like d.B,s.A,d.B,s.A
And you know what? It has more range than Kim d.B, the character known for having long legs.

Hit slide goes quite far too.

2/
In the frama data you're right. In game it's a bit different. The hcf.K are unpunishable without a fast invincible SDM because of the canceling properties, and the pushback. Because else if you can punish it with a long range normal into an hd combo the delaying of the cancel will certainly screw your timing. This move is a weird rekka, you can't punish it for sure without it costing a lot of meter (2Ex for the few ones with the SDM for doing that).

The counters are definitively punishables (The whole match up turns around punishing those).

qcb.P are punishables if close but the problems is the same than with the hcb, because of the pushback you often ends too far away, and anyway a Chin won't do this move in guard if it's too easily punishable because he has no interest into doing it.


Lot of char have -10+ or so moves but they can still use it because in fight you can't punish them for doing that that much easily.



3/
Here it's my fail i copy pasted it but the people who talked about this understood it has "He can' hd after his overhead"
So if it's not true litterally you might want to remove it for clarity purpose.

-King's neomax is 1F, not 0

King's NM when done in the air, is 0F.  Test it yourself, try jumping at the opponent, right when you're at about 1'0 clock of the character do the NM, AFTER The screen flashes try holding block--it won't work.

If you weren't blocking before the flash you will eat the NM.  This much I know is true as I remember testing this back at Atlus, in fact it was Yu Namba (project manager for XIII console release) himself who showed it to me.

The same way i thought King EXSDM was 3 frames (instead of 2), the NM is 0. It's just you can't tell the difference between 0 or 1 frame with a regular test, same thing goes for weird hit box which make things seems slowers.

54
I have but one stupid question : WHY??? people write wiki part while not knowing the game and such missleading someone IN A GUIDE?

There are a lot of huge misstakes from there to there that friends of mine were talking about (since I don't read this myself), some I remember :


Chin WIKI
Quote
CONS :
 
-even if you do, normals have limited reach
-Specials are mostly unsafe
-Overhead cannot activate HD (due to it being in the air)

It's just false! The exact opposite in fact ...


Doing a wiki is a looooooooooooooot of work, so why are you letting ppl without any knowledge on this game doing this?


It piss me off because this site and the community are really great, and hearing people mocking it just make me feel bad :c

55
Training Room / Re: What Separates A Good Player From A Bad Player?
« on: March 03, 2013, 01:26:19 PM »
1) Now the frame Data and punish EVERYTHING

2) Never get cocky

3) MIX MIX AND MIIIIIIIIIIIIIIIIIIIIIIIIIIIIX

4) Always stay calm and focused while on the defensive, only use your dp reversals if you know they're gonna frametrap or as an anti air. => Don't let them jump freely.

5) Do some random dp from time to time (for screwing your opponent rhythm), but if you're predictable you're dead.

56
Billy Kane / Re: Billy Kane
« on: March 02, 2013, 10:57:22 PM »
Yeah, Kyo can punish Billy's f. A on block with an EX orochinagi, but it's extremely difficult to do and kind of impractical in a match IMO. If the Kyo player misses that 1 frame timing they just wasted 2 bars, and on top of that they're more than likely going to get punished harder than the EX DM was worth anyway. But yeah it is something to look out for if you're facing a very strong Kyo player.

What? It's easy as pie, since the f.A does 2 hits makes it really easy. If you want something i find difficult try to punish a claw iori s.C with, here you need some reflexes.

57
Saiki / Re: Saiki
« on: March 02, 2013, 05:39:43 PM »

59
General Discussion / Re: The King of Fighters XIII Video Thread
« on: March 02, 2013, 03:33:34 PM »
WGC yesterday matchs uploaded :

http://www.youtube.com/user/Hakf/videos?view=0

English comment by worstegiefever.

60
I'm so nostalgic of the era where i was alone to play Kim ;_;

I will at least enter HD mode first and hit confirm into it. That's what most decent players would do. Besides, in HD mode, Neo Max will only cost two meters instead of three. If you already have three meters, you'll keep one in case your Neo Max whiffs or is blocked.

With aerial NeoMax you can do the motion +B or +C (depending if it's with the fists or feet) to activate HD mid air and then use it. Example : jump then do Mai neomax with A+B+C, your NM will only cost 2 meters.

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