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Messages - SPLIPH

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16
Terry Bogard / Re: terry bogard matchup thread
« on: April 28, 2013, 04:13:15 AM »
I'm having trouble in match-ups where my st.A / df.C gets stuffed a lot. Things like Clark hop and jump j.B / j.CD seems to always get me.

I'm not fully aware of all moves where df.C is not a good anti-air on jumps. Another one that gets me off the top of my head, while Terry is cornered, I can't seem to df.C Chin when he does full jumps on me.

17
Terry Bogard / Re: Terry Bogard (Console)
« on: April 28, 2013, 04:09:10 AM »
I have to agree that the 2 frame difference in st.B is pretty significant, given Terry's options. I feel it's harder to punish some things with Terry where another character could use some 1-3 frame special including the 5 frame buffer. I think 4 frame st.B would make me a bit more confident to commit to a st.B punish into HD or super. I'm not the sharpest player when it comes to tight punishes though. I also only have my online experiences to go by. Tight punishes with normals are not very fun online, even with a good connection. =/

18
Terry Bogard / Re: Terry Video Thread
« on: April 28, 2013, 04:08:10 AM »
This is pretty damn cool. I'm not sure if I could pull this off in a match, but this is mind blowing to me. Also a real eye opener that I need to step up my counter hit game.

19
Terry Bogard / Re: Terry Bogard Combo Thread
« on: April 28, 2013, 04:06:57 AM »
I think it's a great combo if the player can do f.A > Rising Tackle consistently. I can't. :(

At the parts of the screen this combo works, I've been doing; A Knuckle > Buster Wolf > Neomax > 3 Follow-ups (829 / 876 / 900 with cr.B / st.C / st.D). That extra 4th hit of Neomax is pretty nice. Have you been able to land that consistently?

For full screen, I've been at a bit of a crossroad for what to do with 3 bars. Basic A Knuckle > Crackshoot > Buster Wolf > follow-ups does 80-90% depending on starters, which is what I've been doing for 3 bars. Throwing in the Crackshoot for corner carry scales the combo a tiny bit more. On the other hand, the 3 bar cross-under loop is easier at full screen because can do a A knuckle after the f.A, while still doing pretty much the same extra damage.

This reminds me though, I remember seeing a JP vid where Terry does 80% damage with 2 stocks. Could you try 2 bar version at that same positioning where you do f.A > Rising Tackle (Cancel Rising Tackle into Neomax)? Full screen 2 bar combo cannot follow up the Neomax. I'm curious if that's possible closer up while still doing the loops, or if it makes the extra Neomax hit easier to land.

It's good to see the Terry page getting some posts lately.

20

Also, I feel his normal attacks could use some more clarification and details on usage in certain situations. If anyone wants to help with that, feel free.
Well, here's something short and simple. Could use some adding to or editing. I only covered Anti-Air and Air-to-Air.

Anti-Air:

st.A: Terry's best choice for dealing with hops. Very quick recovery. Not effective for jumps.

df.C: Terry's best choice for dealing with jumps. Works for hops, but st.A is a better choice and has less recovery on whiff. (Notes: Often trades in Counter Hit situations. If the opponent's move does not lead to a hard or soft knockdown, can combo into Buster Wolf. Against some moves, it makes for a poor anti-air. Ex: Kyo j.2C)

Far st.C: This makes a good alternative to st.A for anti-airing max range range hops / hyper hops. It has more reach.

Air-to-Air:

j.B: Terry's quickest move for Air-to-Air. Good horizontal reach. Use it to cover space in the air, whether you're going neutral, forward, or back. Ineffective for Air-to-Ground.

j.CD: Another great Air-to-Air that keeps Terry covered when he hops or jumps. Terry's j.CD is very swift, but has exactly twice the startup of j.B; Use accordingly. Can lead to Counterhit combos with Crackshoot. Ineffective for Air-to-Ground.

j.D: This is less of an Air-to-Air move and much better for Air-to-Ground, but if you are in a higher jump arc than your opponent, j.D can be a good choice.

j.C: This is the perfect medium in the air. Not as much horizontal reach as j.B, and is 2 frames slower. j.C can be used for both Air-to-Air and Air-to-Ground. If you are unsure which normal to throw out in a specific hop / jump, j.C is a good choice.

---

As for combos, I was thinking something along the lines of 3 different lists for HD.

One for 0-2 bar stuff that covers all parts of the screen.

Another for 3-5 bar combos that make the most out of HD and cover the entire screen. ( Max cancels, Strict Spacing, but easy execution)

Another for 3-5 bar combos that don't have such strict spacing and also covers the entire screen.

Quick combo list could use some editing imo.

21
Terry Bogard / Re: terry bogard matchup thread
« on: March 11, 2013, 05:21:23 AM »

St.B is -6 on block. The time where he's vulnerable is when Kim brings back his leg right after the kick. Just before he returns to neutral. That's your moment to strike. Pay attention to what the guy does. Even the best Kim's will fall into a pattern. Will he do two d.Bs, one down B, or three? If he does d.B, st.B, you can punish it with EX Rising Tackle and st.B, if he does two d.Bs, you can punish it with Terry's st.B!

Is this one really a legit punish, or just something to throw out incase Kim continues to press after st.B? I can't get it work at all, and the frame data shows Terry's st.B as 6 frames. Only thing I can get to work is the EX tackle, and also st.A (2 frame punish?), but only against cr.B > st.B.

22
General Discussion / Re: The King of Fighters XIII Video Thread
« on: March 11, 2013, 03:07:15 AM »


KOF XIII - Terry bnb comparison & safe jump set ups



I thought the 4 frame safe jumps were interesting. Didn't know about those. Had been wondering for awhile if buster wolf would be a better choice than power geyser for 1bar/0drive combo.

This is a video I made today about punishing benimaru's qcf+k
I found out that apparently if you guard cancel roll it you can get a full fledged punish off of it. This is universal and works with everyone!

http://youtu.be/LUcFgQcyp8g

This is a follow up with all guard on just so you all know that this really works

http://youtu.be/mj9qlLJDpRA
Thank you so much for sharing! I feel that dealing with this kind of stuff is one of my bigger weaknesses.

23
Terry Bogard / Re: terry bogard matchup thread
« on: February 12, 2013, 04:41:19 AM »
Requesting a write up for Billy Kane! =o

Plenty of match ups give me trouble for Terry, but I would say my top 3 in no specific order go to Kim, Hwa, Billy.

Basically all characters that are good at poking...

What kind of characters / playstyles give you guys the most trouble as Terry?

24
Terry Bogard / Re: Terry Bogard (Console)
« on: February 12, 2013, 04:32:37 AM »
Yeah its something like 2F link, but the real problem with this tech is Crackshoot not being an overhead.

 I experimented with this a long time ago with high hopes, and in the end I couldnt really find practical situations where youll hit a crouching opponent with Crackshoot who isnt blocking. On a standing opponent theres no real combo opportunity outside of the corner, due to the spacing. If you hit an opponent with a raw Crackshoot who isnt blocking, chances are they are standing. Regardless, unless Terry is doing guessing games with Rising Tackle, he would be doing spaced Crackshoots anyway just in case they stand block.
 
I dont think it has any practical use as an HD starter outside of the corner, and even then... With the tight link, shit still seems too tough. Id admire anyone could incorporate this into their game.

Idk, maybe outside the corner you could do a spaced Crackshoot > cr.B > st.B > Buster Wolf? Sounds tough to confirm still though.

What do you guys think about Crackshoot combos as far as practicality goes?

25
Terry Bogard / Re: terry bogard matchup thread
« on: January 18, 2013, 03:18:54 AM »
Thanks for the in-depth write up Reiki, I appreciate it. This is another real tough one for me.

Kim really tries my patience.

26
I wish to finally play offline for the first time...

 I trained so hard last year trying to get better, even seeking out a mentor to help me up my game. Nowadays Im always losing my drive. Never training enough.

Aside from that just things I think are unrealistic.

I wish Roseville Golfland could become a place to play KoF (seems people play at Milpitas Golfland), but I just dont see it ever happening. I wish for the NorCal FGC in general to grow. I feel like so much of NorCal is alienated from the "NorCal FGC". Im in the bottom half of NorCal, yet im still too far up north to be a part of the of community. On the other hand, I feel like if I wasnt the only one, things would have already changed. There just doesnt seem to be any fighting game players outside the very south end of NorCal. How could one person change things alone?

27
Offline Matchmaking / Re: NorCal KOF!
« on: January 04, 2013, 12:21:34 AM »
Is Gamecenter in Sacramento?

28
Andy Bogard / Re: Andy Bogard (Console)
« on: December 24, 2012, 09:47:38 PM »
didnt know andy could go for the throw after a cr.B, always thought i would have to st.C. nice.

the far D on the back roll looks tough.

29
Andy Bogard / Re: The Human Weapon of the Shiranui: Andy Matchup Thread
« on: December 20, 2012, 02:02:41 AM »
Could use some advice on Andy vs Chin.

I dont understand how to fight him in general, but Andys my best char and he feels like my weakest against Chin.

B~D chain almost always whiffs. Fireball is useless. I find it very hard to get in and stay in on him. I feel like I cant rushdown at all, and Andy cant switch to the shoto game as the usual alternative.

 Im not really sure what my options are aside from trying to bait counters. I just try to press forward so he cant drink, while trying to be careful, but it doesnt get me very far. I only ever win a round on Chin when I can bait a lot of counters.

I do better against Chin with characters that have better reach on their normals.

30
Offline Matchmaking / Re: NorCal KOF!
« on: December 19, 2012, 09:53:07 PM »
Hey guys, i know ive said a few times before and havent, but im really tryin to start makin it out there sometime soon. Is wednesday at Starbase the best time to play ($5 8pm-1am? or does that end up as $10?)

What other places are consistent? Reiki mentioned Dragon Lounge, is it 21+ since its at a bar? =x

Someone mentioned gamecenter as well. Is that in Sacramento?

Just meeting up at somebodys place sounds pretty chill too... Im really just trying to show up for casual matches, just have some fun n meet people, train.

I also have a setup too if needed (DLC chars, typical ASUS monitor)

But yeah im pretty sure im the farthest away of all the NorCal players (way up north)... I have a car but its still gonna be pretty rough for me gettin out there n back...

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