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Messages - Ash

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16
Benimaru Nikaido / Re: Benimaru Nikaido (Console)
« on: December 24, 2011, 12:52:15 PM »
Anyone know if his cmdgrab/ex cmdgrab is one frame?

Yeah both are

17
K' / Re: K’ (Console)
« on: December 23, 2011, 09:44:55 AM »
Currently the best drive cancel combos for K' involve his EX qcf+P, f+B or EX qcb+K. When you combo into those, it sets them at the perfect height for dp+A (1hit), qcf+C, f+D. Midscreen I rarely go for d.B or s.C (1hit) into qcf+A, f+D because it required you to be dead close to the opponent for the launcher to hit. I just combo with his standard d.B x2, qcf+P, f+B meterless. Once I have meter, d.B x2, EX qcf+P, f+B, dp+A and if I have a drive cancel on the first hit qcf+C, f+D and you can do the following after.

Midscreen
  - no meter: nothing
  - 1 meter: qcfx2+P

Corner
  - no meter: f+A > j.CD, air qcb+K
  - no meter: f+A > dp+C (much easier)
  - 1 meter: f+A > j.CD > air qcb+BD > dp+A
  - 1 meter: f+A > qcf, hcb+P
  - 2 meter: f+A > j.CD > EX super (d.C instead of j.CD for ease)
  - 3 meter: f+A > j.CD > air qcb+BD > d.C > EX super

Assuming that you started the combo with d.B x2 > EX qcf+P or s.C > f+A > EX qcb+K you'll have to add 1 more super onto the combo.

For his non-drive cancel high damaging BnBs with 1-3 meters:

Midscreen (You can replace the starter with s.C 1 hit > f+A > EX qcb+K)
  - 1 meter: d.B x2 > EX qcf+P > f+B > qcb+D > dp+A
  - 2 meter: d.B x2 > EX qcf+P > f+B > qcb+D > EX dp+P
  - 3 meter: d.B x2 > EX qcf+P > f+B > qcb+D > d.A > EX super

Corner
  - 1 meter: d.B x2 > qcf+A > f+D > j.CD > air EX qcb+K > dp+C
  - 2 meter: d.B x2 > qcf+A > f+D > j.CD > EX super
  - 3 meter: d.B x2 > qcf+A > f+D > j.CD > air EX qcb+K > d.C > EX super

Also note I forget if it was said in this thread. But I think someone said that you can only minute spike after a heat drive hits in the air. This is false.  It works on ground hits too. Anywho....


Also note although I believe I said it in one of the descriptions for the videos as well, something to go with in the back of your mind now when playing is that.. Where you could end your combo with a L P dp before hand, now a random hit to air minute spike actually does more damage. And where you could end with a HP dp, remember that jump CD to minute spike is more damaging. Also I tried to show in this video as well a easy example of a more damaging mid screen sorta varation rather than the normal dp minute spike thing, you can do DP then on the second hit to flame trigger lk follow up then minute spike is more damaging shrug.. Duno why people dont use that.. I dont think its a console only change? But again as ive said before I never played the first game and have only fooled around with this one randomly. Thanks

Sorry that was me who said you had to do qcfx2+P against an airborne opponent. You're right, you can do it against a grounded opponent.

As for the dp+A 2nd hit into qcf+P, f+B - it's always better to do dp+A (1hit), qcf+C, f+D as it does a little more damage and it's easier to do once you get the shortcut down. The 2hit into fireball doesn't work in the corner either, so it's better to use the 1 hit into launcher since it's universal and does a little more damage.


18
Benimaru Nikaido / Re: Benimaru Nikaido (Console)
« on: December 20, 2011, 10:07:19 PM »
Ash,great vid.
Do you happen to have a Beni combo list?

Actually I don't, but if you have a specific question about one, I can answer it for you.

19
Benimaru Nikaido / Re: Benimaru Nikaido (Console)
« on: December 19, 2011, 10:50:33 PM »
The video I posted on the front page should be available again.

20
Archives / Re: UPDATE 12/114--SoCal Regionals 2011 REGISTRATION OPEN!!!!!!
« on: December 16, 2011, 05:16:42 PM »
I'll be there.  They are gonna have casual setups right?  Would definitely like to play some people.

yeah there'll be 2 casual set ups and the rest will free up after the tournament

Man what is up with the subject of this thread??

21
I got my Qanba Q4RAF Limited Red (360/PS3/PC) a week ago from Arcade Shock. I had a Hori RAP V3-SA previously as well as a TE stick. I also have a Hori Xbox RAP EX stick. By far the Qanba stick is the best stick I've used and would instantly recommend to anyone who asks for stick advice. In particular I feel the stiffness/looseness of the stick perfect. The stick has a really good center of gravity and has a felt bottom so it doesn't slide around even on your lap. Also has a handle so it's easy to carry around, perfect for tournament goers.

22
Shen Woo / Re: Shen vs. Grapplers
« on: December 15, 2011, 08:27:19 PM »
actually at most ranges Shen's j.CD can be grabbed out of the air with Goro's EX anti air. The max range j.D and far standing D and sometimes crouch D seem to be the safest way to keep him out... but even max range j.D can be snuffed by Goro's d/f+C or standing D usually. It just seems like a really rough matchup with Shen to try and beat an opponent who has better normals and an invulnerable anti air or grab... I'm really trying to come up with some good ways to maybe bait a throw without actually exposing myself to get grabbed.

Actually I think it's just the timing of your opponent. I've rarely had a problem with Shen's normals against Goro. If you're getting hit by a lot of anti airs, I would say you are jumping or hopping too often that the opponent is reading it.

Goro's s.D shouldn't beat out Shen's hop CD or D on reaction, they would have to be throwing it out somewhat pre-emptively, probably when you are in the range of hopping in. Same goes for his df.C as well. The only real anti-air he has that's viable is EX qcf+P, but it should be good since it takes meter.

Speaking of which, you should be using your meter as well to punish. If the Goro you're fighting likes to poke a lot, then you should punish any hard attack or jump with Shen's qcfx2 super. Another normal you should use depending on how you use it is s.CD against pokes. Use it right outside their normal's range or pre-emptively if you know they're going to stick out an attack soon. If you get a counter hit, go for a super.

It's difficult to give you the exact answer you're looking for, cause if there was, Shen would beat any Goro player any time. It depends a lot on the type of player using Goro - defensive/poke/offensive/zoner. I can only help you with general advice.


23
Offline Matchmaking / Re: SoCal KoF
« on: December 15, 2011, 03:00:46 PM »
Went, it was pretty slick. Got stuff to do tomorrow so I can't stay there the full time tonight BUT I'll probably make it out to the one on Thursday and if I do I'll stay the full time.  What is their policy on setups? Because I can bring mine and was considering setting up KoF 13 as well or maybe Blazblue.

I know we didn't get to talk much but it was nice meeting you Kane, also it was nice seeing Ash (I think it was Ash), again. I remember you from Alex's and from Evo.

Hopfully see you guys on Thursday, ggs to all.

Yeah that as me =P As for setups, I think anyone can bring one, but I don't know if anyone there plays Blazblue. Some times they have extra monitors as well.

24
Benimaru Nikaido / Re: Benimaru Nikaido (Console)
« on: December 14, 2011, 12:55:17 PM »
A note on the video I posted, it'll be listed as public again in a few days.

Anyone have any tips for going into HD mode with Beni?  I feel his hit confirms are very short and I seldom have enough time to verify I landed something for HD mode unless it's a guaranteed punish.  Does he have any good HD bypasses or do you think it's best to leave him on point or middle?

For Beni, it's best to learn to use d.B, d.B, s.B, BC, s.C into whatevers for his HD combo. If you want to use the bypass method you can do d.B, d.B, qcf+BC. The 2nd one is only recomended to be in the corner since most likely the qcf+C will come out and you can only juggle with dp+B into air qcf+P in the corner to start your combo.

Another bypass method is d.B, d.B, late d.BC, but I'd advise against that since most HD combos involve qcf+K, d~u+K(1hit), qcb+P and the qcb+P will miss if you do that method.

25
Archives / Re: SoCal Regionals 2011 REGISTRATION OPEN!!!!!!
« on: December 14, 2011, 12:49:40 PM »
Did anyone else see that KOF is only going to be Top 4 on Sunday?

The Capcom fighters get Top 16 =/

Pretty bummed.


http://www.socalregionals.com/?page_id=29

Along with Sunday's top 4, top 16 is being streamed Saturday around 5pm PST. Anything before top 16 probably won't be streamed. There's also a possibility of the 5v5 norcal vs socal being streamed as well.

26
Shen Woo / Re: Shen vs. Grapplers
« on: December 13, 2011, 06:50:58 AM »
It seems to me that Shen gets absolutely destroyed by grapplers. Specifically Daimon or Clark. Any time Shen is close enough to start a combo, he gets thrown, and he can't even really use ground pokes against Daimon, or he could eat an invulnerable throw. Shen's EX Grab is not even going to help him against Daimon's invulnerable throw, since basically any situation when Shen could land a grab, Daimon could also land a grab, and if they both come out at the same time, Daimon's will always win.

Are there ANY tools Shen has to deal with this matchup at all? I've been just basically trying to play keepaway with far D, any of Shen's hyperhops can be grabbed out of the air by Daimon, seems like far standing D and crouch D are his only pokes that he can't get thrown out of. Even a far stand C can be grabbed through sometimes.

Shen should be even at least or have an advantage against goro. You should be using more hop CD's and hop D's from max range as well as getting used to his autoguard on his s.C. Which those alone you should be able to lock him down. Goro isn't able to use his anti-air grab against those if you are playing at the right distance. I wouldn't try for a combo until you can either hit him out of the air or score a knock down. Also from farther range, use him qcf+C, fake in order to make them think twice about coming in to attack.

You also have to know your opponent when he tries for a command throw. If you do know, it's way more risky for goro to try for it since you can just hop C and punish with a full combo. You can keep him in check for going for the command throw by hopping in with CD then hopping again with CD and test how he reacts.

27
Benimaru Nikaido / Re: Benimaru Nikaido (Console)
« on: December 09, 2011, 02:01:50 AM »

28
Shen Woo / Re: Shen Woo (Console)
« on: December 07, 2011, 04:22:23 PM »
Strongest HD combo so far with no meter or 1 meter is:

(near corner) j.C -> s.C -> f+B -> BC -> s.C -> f+B -> hcb,f+P -> HDC qcf+D -> HDC qcf+C (slight hold) -> HDC qcf+D -> qcf+A -> HDC qcf+D -> qcb+A -> qcf+A -> HDC qcf+D -> qcf+A -> HDC qcf+D -> qcf+D -> s.C or super

819 damage with level 1 super

29
K' / Re: K’ (Console)
« on: December 07, 2011, 02:00:33 PM »
To Atb_555 and DJMirror949, when you hit with the heat drive it has to be when they are in the air meaning qcf+A, f+D, qcfx2+P or dp+A(2hit), DC qcfx2+P

Next it has to be at the lowest point possible. The easiest and most consistent way to do this is qcb+B during back dash. I'm able to do it many times but not consistently.

30
Archives / Re: SoCal Regionals 2011 REGISTRATION OPEN!!!!!!
« on: December 07, 2011, 01:18:13 PM »
will it be at the beginning where it all begins?

Hahah that sounds familiar.

Found out main tournaments will start 10am.

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