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Messages - JennyCage

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31
Kula Diamond / Re: Kula Diamond (Console)
« on: March 20, 2013, 01:14:05 AM »
Down D to Diamond Breath?
Down B to Down D to Diamond Breath?

I haven't touch this character in ages

Thanks, I forgot to include those.  I haven't been able to find much else in the meantime.

32
Kula Diamond / Re: Kula Diamond (Console)
« on: March 20, 2013, 12:56:19 AM »
OK, so it turns out Kula's crossup off D DOES hit standing opponents.  I don't know how I didn't know that before, but... oops?  Anyway, here are some crossup setups off block/hitstun:

Medium depth j.C on block -> regular hop D
Medium depth cr.B -> regular hop D
Deep j.D/A, cr.B -> regular hop D
Deep j.D, cr.B x2 (fast for less pushback) -> regular jump D

33
Kula Diamond / Re: Kula Diamond (Console)
« on: March 17, 2013, 05:33:08 PM »
Hey guys.

I've been on a quest to find more frametraps with Kula.  So far I have these:

Generic cr.B, cl.C
cr.B, st.B, f+A
cr.B, cr.A, f+A
cr.B, st.A, f+A
st.B after Diamond Breath in the corner
st.A, st.B, EX Diamond Breath... or any number of variations off B/A

Does anyone know other good frametraps?  I've been struggling to open people up on this character mainly due to a lack of crossups.

34
Kula Diamond / Re: Kula wiki building thread
« on: January 02, 2013, 10:43:39 PM »
Great information, I'll correct that immediately.  Personally I relied heavily on EX DPs when I was having problems making C's "invulnerability" work.  Knowing A is actually invincible will change the way I play a lot.

I'll add your drive cancel option-select information as a note to the DP section.  Thanks again for your contributions.

35
Kula Diamond / Re: Kula wiki building thread
« on: January 02, 2013, 08:17:31 PM »
Hey karn, from what I understood, DP+A had no startup invincibility - only C and EX did.  Is this incorrect?

36
Kula Diamond / Re: Kula Diamond (Console)
« on: January 02, 2013, 08:10:02 PM »
Great combos, karn!  I added them to the wiki and included a link to your post with them.  I also added you to the list of contributors.  I love that 100% combo, going to try practicing it tonight.  Keep 'em coming!

37
Kula Diamond / Re: Kula wiki building thread
« on: January 01, 2013, 08:47:13 PM »
Hey Karn, thanks a lot for the contributions you've been making to the Kula forums lately.  I've been really busy the past two months and haven't had much chance to update the wiki (sorry guys), but there's a lot of great information that should be added.  I'll try to work on this in the coming weeks now that the holidays are settling down.

You're absolutely right, these crossups can be countered by reverse-input reversals.  I started doing this recently (mostly with EX DP) and it absolutely beats taking the blockstun pressure.  I'll add this as a note and include you in the list of contributors for the page.

38
Takuma Sakazaki / Re: Takuma Sakazaki (Console)
« on: November 12, 2012, 04:15:45 PM »
Cr.B is always my answer to tick grabs, but it doesn't get me out of the corner.  I don't want to make it sound like I can't beat the character - I can.  I just feel like this character gets so much for so little.  One j.CD or one command grab and I'm dead.  There's lots of characters that can threaten big damage off a j.CD/command grab but they have to spend upward of 3+ meters and both drives to do what Takuma can do with 1 or 2.  It reeks of cheese and I'm looking to give some of that cheese back.

I think I'll give Duo Lon a try since he can EX teleport out of the corner situation (which is my biggest issue), and maybe Athena, too.  Thanks again for all the advice Diavle, I appreciate it. :)

39
Takuma Sakazaki / Re: Takuma Sakazaki (Console)
« on: November 12, 2012, 03:30:37 PM »
Back dash.

Mash normals. Regular version has 8 frames of startup and no invincibility.

Use Iori's command grab and Saiki's grab super on wakeup. You can also dp with Saiki. You might miss/whiff a few times but showing that you are reversal happy on wakeup will make your opponent hesitant about standing grounded next to you regularly on wakeup.

Hi, thanks for the advice.  DPs/command grabs are not usually viable because he'll hang back just outside of that range as I mentioned. Mashing normals... seems to usually lose vs his j.CD.  Back dashing I could see working somewhat since if I get hit it'll just reset me... I'm just afraid he'll command grab afterward or still be able to link EX Zanretsuken off it.

I hate to admit it, but I'm starting to think about counterpick options at this point.  Any of the cast good at blowing Takuma up specifically?

40
Takuma Sakazaki / Re: Takuma Sakazaki (Console)
« on: November 12, 2012, 04:53:06 AM »
I was wondering if anyone could give me any advice dealing with Takuma when I'm cornered.  Here's the situation:  I get knocked down in the corner.  I don't ukemi/recovery roll because if I do I'll forfeit the 7 frames of grab invulnerability and get command grabbed into massive damage/death.  So, as I get up, I have a few options... I can jump and eat his j.CD into massive damage or I can not jump and get command grabbed into massive damage.  I feel like the only viable options I have are a hop B or a GC roll, or a command grab/cl.C if he's close enough... but he'll usually hang back just slightly out of that range and just wait to j.CD me on reaction or run in/tick command grab.

This character is starting to hurt my enjoyment of the game (900+ damage off 1 meter 1 drive... really?), so any advice would be appreciated.  I play Kula, Claw and Saiki most of the time.

41
General Discussion / Re: The Official What's Streaming Now Thread
« on: November 10, 2012, 02:41:13 AM »
http://www.twitch.tv/cafeid streaming again with Ssong!  Someone send this man to EVO.

42
General Discussion / Re: The King of Fighters XIII Video Thread
« on: November 08, 2012, 12:21:21 AM »
Juicy Bits-KOF XIII Tutorial Series-The Button Hold Trick

Great tutorial, very concise and easy to follow.  Hope to see a lot more of these in the future.

43
Raiden / Re: Raiden (Console)
« on: November 07, 2012, 01:55:05 PM »
I've been trying to half-assedly learn Raiden for a while now.  I mentioned in a previous post I liked charging D dropkicks so I could still use rolls for evasion and grab setups, but it occured to me this week if someone was feeling cheeky, they could just D throw me over and over and I'd have to release my dropkick to tech it.

I know B dropkicks are superior but it just feels so wrong being forced to eat hard knockdown after hard knockdown.  If people have an aversion to Raiden, it might be because playing him with dropkicks means you have to sacrifice fundamental tools - with D dropkicks you sacrifice throw techs, blowbacks/CDs, the crossup and overhead.  With B you sacrifice ukemi-ing, rolling/GC rolls and low combos.  Charge both dropkicks?  Forget about it, you might as well be a turtle flipped on its back for how vulnerable it feels.

My friend doesn't seem to charge any dropkicks and does a lot better than me.  Maybe dropkicks are overrated?

Right now it's hard for me to see a positive side to the situation when I could just play a character like Vice or Daimon who are just as strong without any of the downsides.  His qcfx2+P super seems trashy as well, haven't found a practical use for it.

44
Iori Yagami (Claw) / Re: Claw Iori video thread
« on: November 04, 2012, 04:17:37 PM »
Desmond found this yesterday but forgot to post it:

Iori Yagami KOF XIII COMBO Tutorial

I'll probably translate these combos into the Wiki sometime this week.

Edit:  Translated.

45
Iori Yagami (Claw) / Re: Claw Iori video thread
« on: October 30, 2012, 12:20:34 AM »
Check out this dirty shit y'all:

https://www.youtube.com/watch?v=GmYn-VC9Zrc

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