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Messages - steamwolf

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46
Terry Bogard / Re: Terry Bogard Combo Thread
« on: December 15, 2011, 09:41:27 AM »
I'm particularly fond of qcb + D blockstrings since it's so easy to pull off and is usually pretty safe.

47
Terry Bogard / Re: Terry Bogard Combo Thread
« on: December 15, 2011, 07:49:43 AM »
Of course I would! Haha

Yeah Terry is still a character that is great for beginners, but he's one you gotta try real hard with in higher level. I'm not even very good at doing HD combos yet lol. I'm just hoping we can get more feedback on him and what combos are most recommended etc etc. I plan to do this for the rest of the FF team, and for everyone else too if need be.

48
Terry Bogard / Re: Terry Bogard Combo Thread
« on: December 14, 2011, 10:50:15 PM »
Then I am just gonna remove the "4 hits" thing and replace it with (DC)

49
Terry Bogard / Re: Terry Bogard Combo Thread
« on: December 14, 2011, 06:08:10 PM »
gonna wanna edit the following:

1 drive, no stock:

(corner only) st.C, df.C xx qcb+A (DC) qcb+K, d~u+C - (337)


put corner only on the combo above.
and add this one as a none corner option

st.C, df.C xx qcb+A (DC) qcb+B, st.C - (313)

Made the above additions. I'm assuming that "st.C, df.C xx qcb+A (DC) qcb+B, st.C - (313)" should be left as a black combo and not red?

Btw for anyone else, if you don't agree with any of the combos please speak up! I want to make sure there's a lot of conversation going on and discussion over it.

Edit: Icons now replaced with standard notation. One part in particular is one of the HD Combos says "four hits" for a qcb + D...are they implying a Drive Cancel here or no?

50
Terry Bogard / Re: Terry Bogard Combo Thread
« on: December 12, 2011, 08:28:16 PM »
I also notice you have some combos that use icons. how can we highlight them red if they use icons?

Thanks for your suggestions! And I can change those over to just text later. For the sake of speed, I just copy/pasted but I can swap those over to text. Are there any in particular you think should be red out of those?

Edit: I've made the changes based on what you suggested in your notes. I'll work on swapping those HD combos to text instead of icons.

51
Terry Bogard / Terry Bogard Wiki Submission Thread: Submit your ideas here!
« on: December 12, 2011, 05:28:08 AM »
This thread is for the sole purpose of the community submitting info to be placed onto Terry's KoF XIII wiki entry. Anything from match-ups, frame data, strategies, and damage/stun for normals, command normals, specials, supers, or even cosmetic recommendations etc can be placed here. This is however NOT for combos! To submit combos, please do so in the combo thread and read over the first post.

http://dreamcancel.com/wiki/index.php?title=Terry_Bogard_%28XIII%29


52
Terry Bogard / Re: Terry Bogard Combo/Strategies/Frame Data Thread
« on: December 12, 2011, 05:23:51 AM »
Reserved

53
Terry Bogard / Re: Terry Bogard Combo/Strategies/Frame Data Thread
« on: December 12, 2011, 05:23:31 AM »
Reserved

54
Terry Bogard / Terry Bogard Combo Thread
« on: December 12, 2011, 05:21:29 AM »
This thread is a WIP

The purpose of this thread is to talk about combos for Terry. Beyond that though, I want some community help and feedback on this subject. I'll be trying to handle this same approach with other characters as well, so same said assistance and feedback will be great. Basically? I'd like to try and highlight the combos that are the most useful/damaging/viable for competitive play. I have decided to take a page from dustloop, and for the most useful combos? They will be highlighted in red. That will be up to you guys to help us decide. I'll of course mess with what I can to see what is viable and what is not. If you wish to submit new combos, just post in this thread a combo and I will place it in the op post. Same goes with strategies and frame data. Otherwise? Take this information if it helps you, or help me help everyone else and point out the ones worth using and what's not.

I'd also like some help in pointing out which combos are bnbs, and what aren't. Listing if something is corner, how much stock/drive it uses, etc is also appreciated. For consistency's sake, I'll be posting everything up here the same way it is on the wiki. Everything in the wiki can just be viewed below:

Combos

http://dreamcancel.com/wiki/index.php?title=Terry_Bogard_%28XIII%29#Combos


No Stock, No Drive Gauge -

[spoiler]You can do the following as a starter:
st.C, df+C =>
st.D, df+C
d.B, d.A, d.C =>

d.C, df+C (Need to be close) => (Very impractical, the above is much better)
d.B, d.A, df+C (Need to be really close) => (with the new target combo, this is obsolete)

All of the above starters link to the following:
=> qcb+K (Crackshoot) (blockstring)
=> qcf+A/C (Power Wave) (blockstring)
=> qcb+A

d.B x3, st.B, qcb + B/D


Safeish enders
=> qcf+A (Use against grapplers. is vulnerable to guard roll, but otherwise its completely safe. try baiting guard rolls)
=> qcb+B/D (Use on everyone else. B version is -2 frames on block, D version is +1 if they block low and like -1 if they block standing. Either way, very safe but can be command grabbed) (many characters can make this move whiff by whiffing cr.b. the move is dangerous to use excessively especially if the opponent knows about the exploit)


d.D, df+C, qcb+B/D [blockstring] - Does a lot of guard damage for not putting you very close to your opponent as well as being whiff cancellable. Sets you up to guard crush people from a frame trap. [/spoiler]


No Stock, 1+ Drive Gauge -

[spoiler][corner]st.C, df.C xx qcb+A (DC) qcb+K, d~u+C - (337)

st.C, df.C xx qcb+A (DC) qcb+B, st.C - (313)[/spoiler]


No Stock, 2 Drive Gauge -


1 Stock, No Drive Gauge -

[spoiler]You can do the following as a starter:
st.C, df+C =>
st.D, df+C
d.B, d.A, d.C =>
d.C, df+C (Need to be close) =>
d.B, d.A, df+C (Need to be really close) =>

All of the above starters link to the following follow-ups:
=> qcb, hcf+A/C (Power Geyser)
=> qcfx2+B/D (Buster Wolf)


d.B x3, st.B, qcb db f + P/qcf x2 + K/ qcb + AC/qcb + BD


Combo Starters
st.D, df+C =>
st.C, df+C =>
d.D (blocked), df+C =>
d.b, d.A, d.C =>

Safeish enders
=> qcf+AC (Use to continue pressure or add in a mix up_
=> qcb+BD (Use after d.Bx2 or a blocked d.D for low-high mix up_


[Blockstring] Standing D, df.C, qcf+AC -->


st.C (2), df.C, qcb+A, (DC) qcb+B/D, d/u+AC


d.D -> df+C -> qcf+AC -> qcb+D -> st.C (2 hits) -> df+C -> qcb+D -> st.C[/spoiler]


1 Stock, 1+ Drive Gauge -

[spoiler]You can do the following as a starter:
st.C, df+C =>
st.D, df+C
d.B, d.A, d.C =>
d.C, df+C (Need to be close) =>
d.B, d.A, df+C (Need to be really close) =>

All of the above starters link to the following follow-ups:

=> qcb+A (Burn Knuckle) [DC] qcb+K (Crackshoot), d~u +AC (EX Rising Tackle) OR d~u+A/C (Rising Tackle) (#1 BnB) (392-407 dmg)


=> qcb+A (Burn Knuckle) [SC] qcfx2+K (Buster Wolf)(EX too)/ qcb, hcf + P (Power Geyser) (EX too)


=> qcf+A (Power Wave) [SC] qcfx2+K (Buster Wolf)(EX too)/ qcb, hcf + P (Power Geyser) (EX too)[/spoiler]


1 Stock, 2 Drive Gauge -


2 Stock, No Drive Gauge -


2 Stock, 1+ Drive Gauge -

[spoiler]Corner only => qcb+A (Burn Knuckle), [DC] qcb+D (Crackshoot), qcfx2 + BD (EX Buster Wolf)[/spoiler]


2 Stock, 2 Drive Gauge -


3 Stock, No Drive Gauge -

[spoiler]st.C, df+C, qcb+A, qcb+D, qcb hcf+AC (EX Power Geyser), qcfX2 B/D or BD (Either EX or regular Buster Wolf)
Regular does 551 dmg, EX does 656 dmg.[/spoiler]


Hyper Drive Combos -

[spoiler]*2 Stock, 2 Drive Gauge -
j.D, st.D, df+C, [HDA] st.D, df+C, qcf+A, [HDC] qcfX2+AC -delay- qcb+A = 696 dmg

*Note: You can run up and do burn knuckle or if you're too far away and have another bar, you can use EX burn Knuckle to hit him.


2 Stock, 2 Drive Gauge -
(corner)j.D, st.D, df+C, [HDA] st.D, df+C, qcf+C, [HDC] qcfX2+AC -delay- qcb+A, d~u+C = 750 dmg


3 Stock, 2 Drive Gauge -
(corner)st.C, df+C, qcb, hcf+CB {HD BYPASS}, [MC] qcfx2+AC, run up qcb+A, d~u+C = 805 dmg


Position: 2p starting position(a bit less if you use the alternative listed in notes.).
j. D, D, f + A, BC, D, f + A, qcb + A, qcb db f + AC, qcfx2 + AC, qcb + A, qcb + B, d~u + C


j. C, D, f + A, BC, D, f + A,  qcb + A, qcb + AC, d~u + C, qcb + C, qcb + D, d~u + C, qcb + C, qcb + D,  d~u + C/AC


Position: 2p starting position(a bit less if you use the alternative listed in notes.).
j. C, D, f + A, BC, D, f + A, qcf + C, qcf x2 + B/D, qcf x2 + AC,  qcb + A,  qcb + B,  d~u + C


j.D, st.D, f+A [HDA], st.D, f+A, qcb+AC, qcb+B, d~u+C (1) [HDC], qcb+C [HDC], ~delay~ qcb+D , d~u+C (1) [HDC], qcb+C [HDC], ~delay~ qcb+D [, d~u+C = 727 dmg


s.C ->  df + C -> (BC) s.C, df + C xx  qcf + A/C xx  qcf x2 + B/D xx qcf x2 + AC


j.D ->  D ->  f + A -> BC ->  D ->  f + A ->  qcb + A ->  d~u + C (HDC) ->  qcb + C (opponent in corner) ->  qcb + B ->  d~u C (HDC) ->  qcb + C ->  qcb + B ->  d~u + C (HDC) ->  qcb + AC ->  qcb + D (DC) ->  d~u + AC - 789 damage, 2 power gauges. Also requires all your drive meter and the corner, of course.


Cross-up j.D -> D ->  df + C -> BC -> D ->  df + C ->  qcb + A(HDC) ->  d~u + C (HDC) ->  qcb + C ->  d~u + C(HDC) ->  qcb + C ->  qcb + D  ->  qcfx2 + B (MC) -> qcfx2 + AC (opponent in corner) ->  qcb + A  ->  d~u + AC


Hop D, stand D, towards+A, HD Activate, stand D, towards+A, A Burn Knuckle, Super Cancel Level 2 Power Geyser, Max Cancel Trinity Geyser.  935 Damage Potential, 830 Damage Actual if you wind up in the corner, 746 Damage Actual if you start near the corner (both Power Geyser and Trinity Geyser lose a hit here).


Hop D, stand D, towards+A, HD Activate, stand D, towards+A, A Burn Knuckle, HD Cancel B Crack Shot, Level 1 Buster Wolf, Max Cancel Trinity Geyser.  800 Damage Potential, 710 Damage Actual if you wind up in the corner.


2 Drive, 4 Super (same as above but sans B Crack Shot):
Hop D, stand D, towards+A, HD Activate, stand D, towards+A, A Burn Knuckle, HD Cancel EX Burn Knuckle, (Turn Around), Level 1 Buster Wolf, Max Cancel Trinity Geyser.  887 Damage Potential if you stay out of the corner, 790 Damage Actual if you go there.


Hop D, standing D, towards+A, HD Activate, standing D, towards+A, A Burn Knuckle, HD Cancel EX Burn Knuckle (into corner, Don't Turn Around), HD Cancel B Crack Shot, (Pause a few frames here or else the EX Burn Knuckle will miss), C Rising Tackle, HD Cancel EX Burn Knuckle (this is not as bad as Trial 5), A Burn Knuckle, HD Cancel EX Burn Knuckle, HD Cancel D Crack Shot, C/AC Rising Tackle.  812 damage/860 Damage


Hop D, standing D, towards+A, HD Activate, standing D, A Burn Knuckle, HD Cancel EX Burn Knuckle (into corner, Don't Turn Around), HD Cancel B Crack Shot, C Rising Tackle, HD Cancel C Burn Knuckle (this is not as bad as Trial 5), HD Cancel EX Burn Knuckle, HD Cancel B Crack Shot, Level 1 Buster Wolf, Max Cancel Trinity Geyser.  830 Damage Actual, unfortunately there's no way to set up a Damage Potential scenario with this combo.[/spoiler]


Notes

55
Terry Bogard / Re: Terry Bogard (Console)
« on: December 10, 2011, 08:45:01 AM »
If you guys don't mind, I'll be compiling some of the info listed here, the old Terry arcade thread, and things listed on the wiki, to try and get a decent Terry combo thread started. I'm also thinking I'd like to take the approach of Dustloop, and highlight the most useful combos in red, and everything else in black.

56
Online Matchmaking / Re: PSN KOF XII
« on: December 07, 2011, 09:13:35 AM »
Hey guys, you want me to rename this thread for KoF XIII? I assume no one is playing XII anymore...lol

57
General Discussion / Re: Netcode testing
« on: December 04, 2011, 11:09:27 AM »




Hey, you're really close to me. Make sure to add me on PSN cause we can probably play together and see if we can get a 4 bar connection going. I'm in Lake City, so I'm like an hour if not less away from you. If you're actually in jville. Even still, I'd like to test same-state connections.

58
General Discussion / Re: Netcode testing
« on: December 04, 2011, 03:04:29 AM »
2 observations:

You guys should be posting primarily ping times, and of lesser importance, bars.

We don't know if playing with your modem connected to a router could cause delay.

I can't get everyone to give me their ping. I provided mine, but that's all I can do. If you want theirs, I'll give you their PSN handles and you're welcome to go ask them.

59
General Discussion / Re: Netcode testing
« on: December 04, 2011, 02:13:25 AM »
I have recorded everything I can from the tournament today, as well as some matches prior to playing in the tournament itself, with very bad results. I'd like to mention everyone I played was aware that ports need to be forwarded and they need to on a wired connection without anything else using up the internet. That being said, here is my speedtest.net and pingtest.net results:



Now, here is the results of all my matches. Believe what you like, folks? But this is bad. I see very little good in this and I have to agree with Desmond: If things don't change for the better soon, this game is gonna die out. KoF doesn't have the popularity Namco does, so the players can't keep their community surviving on sheer offline play alone. Maybe we can? Maybe we can't...I won't give up trying but this is gonna make it a lot harder...

Opponent Location: New York
Bars: 0-1
Color: Red
Playable? No. Absolutely not. It was a button mashing spam fest. The person I played was someone I have played several times on other games for PS3 with no lag what-so-ever. We have played without lag on GGPO, Supercade, AND Arclive. I'd even be willing to test a connection with him over p2p Kaillera to be extra sure, it's not us. We have everything port-forwarded and nothing using our internet. No wireless connections. This is just out-right bad and it makes no sense! We're on the same coast...even the sever kaillera days weren't as bad as this. At least same coast play was tolerable!

Opponent Location: USA
Bars: 2
Color: Yellow
Playable? Slightly, still had input lag that was too
much for my tastes and caused me to drop simple bnb combos.

Opponent Location: Toronto
Bars: 3
Color: Green
Playable?: Actually? Yeah. I noticed no input lag at all. Surprisingly, it was tolerable. The guy is in Toronto! Which makes no sense to me since he's much further away than the person I played in NY.

Opponent Location: Minnesota
Bars: 2
Color: Yellow
Playable?: Yeah it was pretty playable. Some minor input lag that was a bit noticeable, but overall it was tolerable and not too bad. Odd since I had a green connection that was a lot worse than this...

Opponent Location: Houston
Bars: 3
Color: Green
Playable?: Very playable. Hardly any input lag noticed. There was a little bit, but still tolerable enough to play.

Opponent Location: Japan
Bars: 1
Color: Red
Playable?: Absolutely not. Too much lag, and then after a bit we lost connection. Every single time we tried since, continuously lost connection. Unplayable 100%.

Opponent Location: Texas
Bars: 3 and 2
Color: Green and yellow
Playable?: Despite the color and bars alternating based on who was hosting and how many times we tried, we constantly lost connection. My opponent had everything set just fine. Ports forwarded, no downloads or anything going on, and a decent connection. Same on my end. We both had no problems playing other people before other than just lag. No idea what caused this problem but it was 100% unplayable as we couldn't even get ONE match going.

That's it guys. I am sorry for all you optimists? But it's not good. This isn't opinion, this is the sad truth. I wanted the netcode to be good and I wanted this game to get played. I dunno how well that will work out now. I'll keep playing but it's a real downer that makes me wanna give up, as I have to drive 45 minutes to 2 hours just to get to anywhere with ANY fighting games being played offline, let alone KoF XIII which is from an unpopular series. Without good netcode, it makes it hard for me to practice online really, which makes things a lot more difficult if I wanna play in a tournament for this. Same-state connections might be the only way to play so I'd recommend everyone find players from their own states to play online. Otherwise? I dunno if I would recommend anyone play KoF XIII online.

60
General Discussion / Re: Netcode testing
« on: December 03, 2011, 08:39:40 PM »
So far, only played one match online. It was 3 bars, a green connection. However, the input lag was HORRIBLE. I dunno what some people call "a little" lag, but to me this was not playable at ALL. I don't see how anyone could call this playable. I couldn't do anything and felt like I was stuck underwater. This was Soul Calibur IV bad, except SCIV only got this bad on the worst connections. If this is a GREEN connection then I am scared to see a red. I'll be playing in the tournament today, so I'll see how it goes and record every bit of data in this thread. I expect to be having quite a few negative things to say...

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