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Topics - nilcam

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151
Official Announcements & Information / Collaborations
« on: November 10, 2010, 04:18:52 PM »
First, I want to say how impressed I am with our community. The amount of information and discussion happening here is amazing. The wiki pages are really starting to come together nicely thanks to KrazyKone123's rally cry and the community's response to that. We all owe the AI players a huge thanks as well for the amount of information they's provided as well as the hype they've built both for the community and King of Fighters. Dream Cancel is growing by leaps and bounds thanks to all of the effort of the members.

I've recently been contacted by a few other sites interested in collaborating with us: Orochinagi and iPLAYWINNER. Gunsmith at Orochinagi is impressed with our wiki pages and has asked permission to link to them and to contribute there. I've discussed it with Kane317 and KrazyKone123 and we all see this as a good thing. We will maintain editorial control and will keep the wiki pages looking as good or better than they are now.

Haunts from IPW in interested in collaborating with us as he has a lot of KoF fans on his site but not that much information. As a community, we need to figure out what sort of collaboration. The front page is really just a news outlet which hosts the latest videos, news, etc. about KoF XIII. I would love to see more community written items on the homepage - analysis of matches, tips on the mechanics of XIII and 2K2UM, etc.

Please propose any ideas you have in this thread so that we can discuss them and figure out what's best for the Dream Cancel community.

152
Elisabeth Branctorche / Elisabeth Branctorche (Arcade Version)
« on: October 27, 2010, 05:15:53 PM »


Notation

;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Throws
;bk / ;fd + ;c / ;d close = Manier
A simple grab then smack, a pretty straight forward throw
- Can be broken
- Hit Detection: Close
- Damage: 100

Command Moves
;fd + ;b = Cou de Pied Ann
A hard thrust kick attack much like her CD attack, excellent reach, really good for stringing stand attacks into special attacks
- Cancellable
- Hit Detection: High
- Damage: 50

Special Attacks
;qcf + ;a / ;c = Etincelles *
Light swipe attack, the weak version comes out fairly quick so it can be safely be used to build meter when the opponent is on the other side of the screen or on the ground, the strong version stays out a bit longer but at the same time has a slower start-up so it may be difficult to combo into, it can also nullify projectiles whether they're on the ground or in the air, all versions knockdown standing opponents, both the weak and strong versions are super cancel-able on the 2nd hit
- EX does more hits and comes out just as fast as the weak version
- Super Cancellable
- Hit Detection: High
- Damage: 70/55x2/60x3

;dp + ;a / ;c = Coup De Veine *
A very fast light uppercut that juggles the opponent, weak version goes about half screen but can be chained together twice, strong version goes farther and can be chained to the weak version also has start-up invincibility, both version can be drive/super canceled on hit
- EX has complete invincibility during the dash, goes pass projectiles and when it hits it launches the opponent into the air vertically
- Drive/Super Cancellable
- Hit Detection: High
- Damage: 60/80

;qcf + ;b / ;d = Reverie-souhaiter
Forward dash, has upper body invincibility
- Cancellable

;qcb + ;b / ;d = Reverie-prier
Backward dash, has lower body invincibility
- Cancellable

;qcb + ;a / ;c = Reverie-jere
Instant counter teleport that punishes normals to EX attacks, weak version works against air attacks although it's not fast enough to follow-up with a punish so it's more like a quick getaway move or reversal, strong version works against low/mid attacks and the recovery is good enough to follow-up with a punish or a throws
- EX is an instant counter that works on high/mid/low attacks, when successfully used it temporarily locks the opponent in hit-stun long enough for you to start a combo and punish accordingly, also when used on an air opponent it automatically pulls them to the ground
- Cancellable
- Hit Detection: Close High/Mid/Low on hit

;hcb ;fd + ;a / ;c (close) = Mistral *
A light pillar instant command grab that launches the opponent into the air then they plummet to the ground
- EX launches the opponent higher into the air which allows you to combo afterward
- Hit Detection: Close
- Damage: 150/100

Desperation Moves
;qcf x 2 + ;a / ;c = Noble Blanc
Elisabeth steps forward and makes a large light energy ball, nullifies all projectiles thrown at it, good for interrupting jump-ins and attacks their attack
- EX The light energy ball leaves her hand and hits the opponent 12 times, it also carries them to the other side of the screen whether they're on the ground or in the air
- Hit Detection: High
- Damage: 18x10/20x14+60

;qcf ;hcb + ;a / ;c = Grand Rafale
Light uppercut to a light palm attack in the air, obscenely fast, it's so fast that it easily connects after the majority of air-to-air attacks along with her weak Coup de Veine, can be max-canceled on hit when in HD mode
- Max Cancellable
- Hit Detection: High
- Damage: 40+10x13+30

Neomax
;qcb ;hcf + ;b ;d = Etoile Filanto
Instant counter to full screen light wave attack, when used as a standalone move it only activates as a counter, when max canceled it completely bypasses the counter aspect
- Hit Detection: Hit
- Damage: 25x19


Elizabeth's Wiki entry.

Console changes:
- Etincelle (qcf+P) builds up less meter
- Ex Reverie-Geler (qcb+P) has a longer recovery time on a success. Because of that, normal moves can’t be used to make an additional hit. The recovery time can be canceled with a special.
- An Ex version of her Reverie-Souhaiter (qcb+K) and Reverie-Prier (qcf+K) have been added in the game. It’s invincible while in movement and cancelable with a special. What’s more, the special will automatically come out as an Ex version without the cost of a meter. However, supers are an exception and will not turn into an Ex.
* Grand Rafale’s (qcf,hcb+P) damage has been dropped from 200 to 150.
- Noble-Blanche (qcf*2+P) has longer invincibility.
- Ex Noble-Blanche’s hitbox has been changed so that it’s easier to get in all the multiple hits. With this change, it lands full hit in the corner.
* Grand Rafale has more Max cancelable frames.

Producer Yamamoto says:
With the new Ex version of Reverie-souhaiter and Reverie-prier, she has more options for attacks. It can even be used as a sort of running throw with Mistral (hcb~f+P), so please try things out. Grand Rafale’s damage has been reduced to 150, but it can be Max canceled even after the first hit now. Also, Noble-Blanche can be Max canceled as well, so it can be used in various situations such as the finishing touch on combos.

153
Takuma Sakazaki / Takuma Sakazaki (Arcade Version)
« on: October 27, 2010, 04:41:34 PM »



Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Command Moves
;fd + ;b = Ashitou Kyaku
Takuma does a thrust kick kicking his opponent in the gut, good hit-stun and good reach everything that needed for a good command normal, the recovery is pretty decent as well
- Cancellable
- Hit Detection: High
- Damage: 50

Special Attacks
;qcf + ;a / ;c = Ko Ou Ken *

;qcf + ;b / ;d = Kyoukugen Ko Ou *

;fd , ;bk , ;fd + ;a / ;c = Zanretsuken *

Charge ;db , ;fd + ;b / ;d = Hienshippukyaku *

;hcb + ;b / ;d = Kyokugen Houken *

Desperation Moves
;fd ;hcf + ;a / ;c = Haohshikoken *

;qcf ;hcb + ;a / ;c

Neomax
;qcf x 2 + ;a ;c = Built Upper


Takuma's Wiki entry.

Console changes:
- Jump CD comes out faster
- Stun value on attacks has been lowered
* EX Kyokugen Koou comes out faster and has quicker recovery. Still can’t be comboed from a normal or direction attack.
- Fierce Ryuuko Ranbu comes out faster. It’s still slower than the weak version, but it has invincibility until after the hit detection comes out.
- Weak Hienshippukyaku’s damage reduced from 70 to 50.

Producer Yamamoto says:
He has less stun values than the arcade, but he’s still easier to dizzy the opponent than other characters. Also, it’s not written above but damages on his other specials have also been raised, and he’s a character that can do high damage. He’s been buffed in a lot of places like his air CD and invincible Fierce Ryuuko Ranbu, so please try using him.

154
Kyo Kusanagi / Kyo Kusanagi (Arcade Version)
« on: October 27, 2010, 04:24:10 PM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Normals

Standing
st. ;a: Standard punch attack, fast and stops a lot of short-hops too
- Cancellable
- Hit Detection: High
- Damage: 25

st. ;b: Quick low kick attack (hits low), very quick
- Cancellable
- Hit Detection: Low
- Damage: 30

st. ;c: Strong punch that's aimed slightly upward, good range and an okay AA, has pretty good hitstun so it may end up starting a few combos
- Whiff/Cancellable
- Hit Detection: High
- Damage: 80

st. ;d: Jumping turn kick, great reach and can be used to avoid some attacks that are aimed low as well, it's a little slow though.
- Hit Detection: High
- Damage: 80

cl. ;c: Up close strong punch, because of how quick it is it's gonna be your main bnb/combo starter of choice
- Cancel-able
- Hit Detection: High
- Damage: 70
Crouching

cr. ;a: Crouching punch attack, very quick poke, preferred to be chained to his df+D
- Chain/Cancellable
- Hit Detection: High
- Damage: 25

cr. ;b: A quick crouching kick, a great poke that's good for chaining into combos, excellent range, can be chained
- Chainable
- Hit Detection: Low
- Damage: 30

cr. ;c: Crouch uppercut attack, good reach, great priority, very fast, good as an AA, cancel-able, this move got it all
- Cancellable
- Hit Detection: High
- Damage: 70

cr. ;d: Crouch sweep attack, knocks standing opponents down when hit, good reach but it's rather slow
- Whiff/Cancellable
- Hit Detection: Low
- Damage: 80

Jumping
j. ;a: Jumping elbow attack, it comes out fast but the range is mediocre
- Cancellable
- Hit Detection: Mid
- Damage: 45(40)

j. ;b: Jumping knee attack, good priority and stays out for a bit, crosses-up
- Hit Detection: Mid
- Damage: 45(40)

j. ;c: Jumping punch attack, a great jump-in move and does good damage as well, crosses-up
- Hit Detection: Mid
- Damage: 72(70)

j. ;d: Good priority, useful in air-to-air and should be used earlier than later because of it's range
- Hit Detection: Mid
- Damage: 70(68)

Blowback Attack
;c ;d: Shoulder tackle, very fast
- Whiff/Cancellable
- Hit Detection: High
- Damage: 75

j. ;c ;d: Air shoulder tackle, comes out pretty quick, delivers a chunk of hitstun like many other CD attacks
- Cancellable
- Hit Detection: High
- Damage: 90(80)

GC ;c ;d: Guard Cancel Blowback Attack
- Hit Detection: High
- Damage: 10

Throw
;bk / ;fd + ;c / ;d close = Issetsu Seoi Nage
A slam to elbow drop, nothing much else
- Can be broken
- Hit Detection: Close
- Damage: 65+38

Command Normals
;fd + ;b = Goufu You
Overhead kick, works well with after moves with a lot of hitstun, overhead on crouching opponents
- Cancellable
- Hit Detection: Mid/High
- Damage: 75(60)

;df + ;d = 88 Shiki
2 low sweep kicks, good range, connects after crouch normals and his st. C fairly well
- Free cancellable on first hit
- Hit Detection: Low
- Damage: 30+45

;db / ;dn / ;df + ;c in air = Naraku Otoshi
Two-handed downward haymaker attack, when successfully used air-to-air it slams the opponent to the ground, has a lot of hitstun so it can be used to jump-in and start a combo, when used during a backdash it makes him hop backward further and quicker, can cross up
- Hard Knockdown on air opponents
- Hit Detection: Mid
- Damage: 50

Special Moves
;qcf + ;a / ;c = Yamibarai *
A flame projectile that goes across the ground towards the other side of the screen, weak version slowly goes across the ground, the strong version goes much faster
- EX comes out very quickly making it very easy to combo into, knocks opponent down
- Super Cancellable on hit, need to be close
- Hit Detection: Low
- Damage: 60/100

;dp + ;a / ;c = Oniyaki *
An uppercut imbued with flames, has a wide hitbox so it punishes a lot of jump-ins (and some pokes) easily, weak version does one hit while the strong version does 3 hits, both versions make him rise into the air in a diagonal fashion, both versions can be drive/super canceled on the first hit
- EX rises into the air vertically instead of diagonally, also has a vacuum effect on hit pulling them into the uppercut, has more invincibility/auto-guard and does 4 hits
- Drive/Super Cancellable
- Hit Detection: High
- Damage: 55+25/80+25x2/70+20x9

;hcb + ;b / ;d = Kotokskio *
Rushing elbow to grab attack, very quick and has lower body invincibility at start-up, works well after most normals and juggle attacks, weak version goes about 75% of the screen and has good recovery, strong version goes full-screen
- EX changes the properties to a 1F command grab
- Drive/Super Cancellable on first hit
- Hit Detection: High/Close
- Damage: 30+135/180

;rdp + ;b / ;d = Oborogurma *
Quick jump kick(s), weak version does one hit and juggles the opponent, strong version does three hits slamming the opponent down on the third hit, both versions are unsafe when whiffed, weak version can be drive/super canceled on the first hit while the strong/EX version can be super canceled on the second hit
- EX mimics the strong version except with more invincibility at start-up, comes out quicker
- Super Cancellable on the first/second hit
- Hit Detection: High
- Damage: 40/40x2+70/60x2+100

;qcf + ;b / ;d = Kai *
2 jumping kick attacks, weak version simply knocks the opponent down but it's pretty safe, strong version launches the opponent higher into the air for a possible folow-up, can be super canceled upon second hit
- EX comes out much quicker making it easier to connect after his df+D
- Super Cancellable
- Hit Detection: High
- Damage: 35x2/30x2/40x2

Desperation Moves
 ;dn ;db ;hcf + ;a / ;c = Orochinagi *
Flaming wave attack, does a nice amount of chip damage, hold to delay, both the ground and EX versions can be max canceled on hit

 ;dn ;db ;hcf + ;a / ;c in air = Air Orochinagi
Air flaming wave attack, mimics the ground version except done in the air now, pushes Kyo back slightly after activation
- EX has 1F invincible start-up, more damage, and does three hits instead of one
- Max Cancellable on ground, on hit
- Hit Detection: High
- Damage: 210/120x3

Neomax
;qcf x 2 + ;a / ;c = Ama No Murakumo
Kyo throws a small flame across the screen and if it hits the opponent fire pillars rise from the ground hitting the opponent ten times, comes out very quickly making it useful to punish everything from fireballs to laggy moves, however if it misses Kyo stands in place for about a second and a half leaving him wide open to be punished.
- Hit Detection: High
- Damage: 45x10


Kyo's Wiki entry.

Console changes:
- (shown in video) 88 Shiki (df+D) moves forward more. As a result, stand C, df+D, QCF+K now does the full four hits.
- Kototsuki You (HCB+K) has more lag on block
- (shown in video) B version of 75 Shiki Kai (QCF+K) can now be followed up with other attacks. On the ground you can only follow up with an uppercut, but on a mid-air hit you can do more interesting things.
- (shown in video) Added an EX version for his mid-air Orochinagi. It does 3 hits and 300 damage. Unlike the ground version it has no invincibility but is very fast, so you can use it in combos or in air-to-air battles.
- far D has less lag.

Yamamoto – The air Orochinagi which he learned in KOF Sky Stage (laughs) and now the EX version on top of that has made him a master of the move. It’s now possible to do high damage combos off of a hit confirm with his df.HK>fb+HK {df.D > qcf+D}combo. Please try him out now that he has so many more attack options.

155
Shen Woo / Shen Woo (Arcade Version)
« on: October 27, 2010, 04:08:50 PM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Throw
;bk / ;fd + ;c / ;d = Kokakugeki

Command Normals
;fd + ;b = Fusenkyaku
His forward kick to the gut from his previous version, good reach, cancelable by itself, best move to activate HD with, and perfect to be used in most his combos.

Special Moves
;qcf + ;a / ;c (C version chargeable, cancel charge by pressing ;b / ;d) = Geki-Ken *
Swinging punch that lunges himself forward, good startup and recovery for his light version. A version is the most abusable move in his repertoire, safe when blocked, perfect to stop grass hopping opponents. Fully charged C version mimicks his DM with a DM flash, does real good damage if it connects (~30% if I'm not mistaken), deceivingly good vertical hitbox, crumples opponent upon connection. Guarding a fully charged leads to a Guard Crash into full combo.
- Ex travels farther, starts up quicker, and goes through projectiles.

;qcb + ;a = Fuku Tora Geki *
;qcf + ;a = Kanyuu Ryugeki
Two-parter starting with his double hand overhead then swinging back upwards launches the opponent for a low juggle (can be Super Canceled (SC'd) into his ;qcf x2 + ;a / ;d DM). Retains it's overhead properties despite being in a block string however is not safe when blocked if your opponent has a fast countering move. Unlike XII, he can cancel his qcb + A off of his command attack f + B. Extremely useful in his mixups and most damaging special to SC off of.
- EX version juggles opponents higher (high enough to connect his qcf x2 + A/C DM).

;qcf + ;b / ;d = Tenrenken *
Lunges forward with a sliding grounded uppercut. Not as useful for anti-air as XII as he slides forward even with the B version. Only useful for anticipated hops and maybe some jumps. ;d version combos off his BnB s.;c, ;fd ;b chain.
- EX version is much more useful, does an added hit and allows for juggles but is not the anti-air move that you would expect. Follow up with a ;qcf + ;d for juggles (otherwise opponent is too high and falls down vertically).

;hcb  ;fd + ;a / ;c = Tamaken *
Command throw which combos off his ;fd ;b chain and even his light attacks if he's close enough. Without and drive canceling or super canceling, this is his strongest comboable special (even slightly stronger than Shen Woo Hammer).
- EX version crumples the opponent and allows for jugglable followups like (DM, ;qcb + ;a, EX ;dp ;b / ;d).

;qcb + ;c = Tamaken Deflect
Reflects incoming projectile. You can cancel the ending frames into any move however the most practical one is ;c Shen Woo Punch Lite and cancel if needed.

Desperation Moves
;qcf x2 + ;a / ;c = Tatsu!! Gekiken! *
Buffed up version of his of Shen Woo Punch Lite, does good damage, and is invincible after startup.
- EX version is much faster.

;c ;a ;b ;c (costs two stocks) = Bakuten
Causes Shen Woo to explode and glow yellow like SSJ. The explosion itself does about 312dmg and his attack increases by 30% while in this mode.  Note, normally the minimum any DM gets scaled down to is .5 but since he gets the 30% increase the minimum the CABC DM does in a combo is .65 of 240, or 156dmg.

Neomax
;qcf ;hcb + ;a ;c = Tensho Bakushingeki
Fast chase down punisher, Shen glides across the screen and activates an upwards punch sending a blast upwards


Shen's Wiki entry.

Console changes:
* Gekiken Fakeout has faster recovery. It’ll fail if the kick button is pressed too soon.
Gekiken maxed out will chip half the opponent’s guard meter
* Danken(throw) comes out slower. Neither weak nor fierce has invincibility. However, it can be Drivecanceled.
* Danken(reflect) builds up meter on a success. No drive meter buildup.
* EX Fukkogeki>Kouryuugeki has slower recovery when blocked. Completely punishable

Producer Yamamoto says: We’ve did a lot of adjustments to his Danken. The throw version is no longer 1F, but it can be drive canceled for additional damage. Gekiken’s feint has quicker recovery so it can be used to lengthen attack strings.

156
Iori Yagami (Claw) / Iori Yagami (Claws) (Arcade Version)
« on: October 27, 2010, 04:00:03 PM »


Notation

;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible


Throws

;bk / ;fd + ;c / ;d = Sakahagi
A simple grab then scratch, pretty normal
- Can be broken
- Hit Detection: Close
- Damage: 100


Command Normals

;fd + ;a , ;a = Yumebiki
Double claw attack, he does one hit but if you input the same motion again he'll do another claw attack
- Cancel-able
- Hit Detection: High
- Damage: 30+45

;bk + ;b in air = Yuri Ori
An overhead kick attack, when timed right it crosses up on the opponent leaving them completely helpless
- Hit Detection: High
- Damage: 55

;df + ;c = Kui
An overhead haymaker, hits mid on standing opponents but it's an overhead on crouching opponents
- Cancellable
- Hit Detection: Mid/High
- Damage: 70


Special Attacks

;dp + ;a / ;c = Nueuchi *
An upward claw attack that extends from his hand, the weak version does one hit while the strong version does two, juggles opponents when used as an AA, drive/super cancellable as soon as the hit registers

- EX - Does more hits, faster start-up, and has complete invincibility making it extremely good to punish special attacks to DM's
- Drive/Super Cancel-able
- Hit Detection: High
- Damage: 60/75/65x3

;qcb + ;a / ;c = Shogetsu *
A double claw attack that juggles the opponent, weak version does one hit, the strong version does two hits, both version can be drive/super canceled on hit
- EX has invincibility at start-up and knocks the opponent into the air slightly, does two hits
- Drive/Super Cancel-able
- Hit Detection: High
- Damage: 25+40/40x2/60+80

;qcb + ;b / ;d = Akegarasu *
Forward claw slash attack, chips guard very well, weak version goes 1/3 screen while the strong version goes 3/4's of the screen
- EX - Invincibility at start-up and does an extra hit
- Drive/Super Cancellable
- Hit Detection: High
- Damage: 60/70x2

;hcf + ;a /;c close = Tsuchitsubaki *
A command grab to slam, when the opponents hits the ground they bounce into the air (switching sides) for a possible combo follow-up
- EX launches the opponent very high into the air, long enough to combo afterward
- Hit Detection: Close
- Damage: 50


Desperation Moves

;qcf ;hcb + ;a / ;c = Maiden Masher *
 Iori dashes across the screen and if he hits the opponent he does a long combo that mainly consists of scratches and it ends with one big slash, max cancel-able on the last hit
- EX is more invincible/faster start-up and does more hits
- Max Cancellable
- Hit Detection: High
- Damage: 0+8x12+12x5+120/0+10x3+16x8+150


Neomax

;qcf x 2+ ;b + ;d = Yatagarasu
Iori drags his hand on the ground then proceeds to do a very large claw slash to his opponent with a bloody, shadowy background, if it doesn't connect the range is still very horizontal and vertical but it does less damage depending on the distance between him and the opponent
- Hit Detection: High
- Damage: 80+80x5


Iori's Wiki entry.

Console changes:
* Geshiki Kui (df + C) has a larger hitbox than before. Easier to attack opponent from his command throw.
* Fierce Shogetsu (qcb+P) moves more forward. It combos in most situations after close C> Yumebiki(forward + A A).
* Yaotome (including EX) can’t be saferolled after it hits.
* EX Shogetsu’s invinciblity has been taken out. However, he’s still invincible on his legs.
- Fierce Akegarasu (qcb+K) has shorter recovery when blocked. Can’t be punished with normal moves.

Producer Yamamoto says:
With Fierce Shogetsu’s longer reach and Fierce Akegarasu’s shorter recovery, it’s easier to do strings and combos. His Yaotome can’t be saferolled so attacking on wakeups may become important. With his EX Akegarasu’s projectile invincibility and EX Yaotome’s long invincibility, we’ve designed him to be playable in a different style from Flame Iori. Enjoy this Claw Iori that’s a bit different from the arcade version.

157
Duo Lon / Duo Lon (Arcade Version)
« on: October 27, 2010, 05:28:12 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Throw
;fd / ;bk + ;c / ;d

Command Moves
;fd + ;a (ground or air) = Genmu Ken *

;fd + ;b (ground or air) = Genmu Kyaku *

Special Moves
;qcf + ;b / ;d = Hike Kyaku Zen *

;qcb + ;b / ;d = Hike Kyaku Ushiro *

;qcb + ;a / ;c = Juon Shikon *

;qcf + ;a / ;c (x3) = Suteki Juryu *

Desperation Moves
;qcb ;hcf + ;a / ;c = Genmu Bakko Shikon

Neomax
;hcb x 2 + ;a ;c = Juon Ko Ha

Duo Lon's Wiki entry.

Console changes:
*Hit stun on EX f.A is adjusted. It is possible to combo with a strong attack or qcb.A after EX f.A.
*EX rekka can be cancelled with a special or greater
*fb frames have been adjusted. It is now easier to include the weak version in attacks strings and combos as it is faster.
*f.B can be cancelled by super or greater
-Damage adjusted on NM from 400 to 480

Yamamoto:
f.B, aside from one shot cancels, the following is also possible: f.A>qcb.B>f.B>super ,so a f.A intitiated hit confirm combo. His fb is now easier to leave on the screen so coordinate attacks with it on the screen.

158
K' / K' (Arcade Version)
« on: October 27, 2010, 05:23:20 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Throw
;fd / ;bk + ;c / ;d

Command Normals
;fd + ;a = One Inch Punch

Special Moves
;qcf + ;a / ;c = Eins Trigger *
;fd + ;b = Second Shoot
;fd + ;d = Second Shell
;dn \ ;bk + ;b / ;d = Blackout

;qcf + ;b / ;d = Blackout *

;qcb + ;b / ;d (ground or air) = Minute Spike *
;qcb + ;b / ;d (Narrow Spike, ground variant only)

;dp + ;a / ;c = Crow Bites *
;fd + ;d (Crow Bites Plus, from C version only)

Desperation Moves
;qcf x 2 + ;a / ;c = Heat Drive

;qcf ;hcb + ;a / ;c = Chain Drive *

Neomax
;hcb x 2 + ;a ;c = Hyper Chain Drive


K''s Wiki entry.

Console changes:
*EX Ein trigger > 2nd shoot properties have been changed. The projectile hits twice and gradually increases in speed.
-Hit box and attack frames have been altered on j.B and j.D
*Air minute spike anywhere juggles
*Recovery improved on minute spike
-Recovery lengthened on Ein trigger – includes 2nd shoot/2nd shell
-Recovery lengthened for narrow spike when blocked
-Weak crow bites has less invincibility. Note that it is only upper body invincible.
-Minute spike properties changed (includes air). Move initiates at a consistent speed regardless of distance to the opponent.
*EX chain drive has special hit properties.

Yamamoto:
Although there are several nerfs, it is possible to score extra damage using air minute spike and the special hit properties on chain drive which was not possible in the arcade. You’ll be able to make up for the nerfs by jumping on chances to aggressively score additional damage. Worthy of special mention – EX 2nd shoot has been changed. It was often used to zone, but can now be used to gain the initiative from long distance.

159
Andy Bogard / Andy Bogard (Arcade Version)
« on: October 27, 2010, 05:14:06 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Normals

Standing
st. ;a - Quick palm-strike. Can stop short hops.
- Cancellable
- Hit Detection: High
- Damage: 25

st. ;b - A short kick with decent range.
- Can't be canceled. (But please see command normals for more info on this move.)
- Hit Detection: High.
- Damage: 30

st. ;c - A strong punch with great range. Quite useful.
- Cancellable.
- Hit Detection: High
- Damage: 80

st. ;d - A roundhouse kick. A bit slow compared to his far C above.
- Can't be canceled.
- Hit Detection: High.
- Damage: 80

Close Normals
cl. ;c - Downward elbow strike with limited range.
- Cancellable
- Hit Detection: High
- Damage: 70

cl. ;d - Strong kick aimed upwards. Can be used as an anti-air.
- Hit Detection: High
- Damage: 70

Crouching
cr. ;a - A crouching short punch.
- Chain/Cancellable
- Hit Detection: High
- Damage: 25

cr. ;b - A crouching kick, with great speed. Essential for poking.
- Chain/Cancellable
- Hit Detection: Low
- Damage: 30

cr. ;c - A crouching punch aimed forward.
- Cancellable
- Hit Detection: High
- Damage: 70

cr. ;d - A crouching kicks that knocks down standing opponents. Fast and meaty. Recommended.
- Can't be canceled.
- Hit Detection: Low
- Damage: 80

Jumping
j. ;a - Short palm-strike aimed downward.
- Hit Detection: Mid
- Damage: 45(40)

j. ;b - A jumping kick aimed forward, giving it good range for air-to-air.
- Hit Detection: Mid
- Damage: 45(40)

j. ;c - Like j.A, it's a downward-aimed palm-strike, but more damaging and a bit slower.
- Hit Detection: Mid
- Damage: 72(70)

j. ;d - A strong kick aimed downward. Great for jump-ins, and cross-ups.
- Hit Detection: Mid
- Damage: 70(68)

Blowback Attack
 ;c ;d - A quick round-house kick.
- Cancellable
- Hit Detection: High
- Damage: 75

j. ;c ;d  - A hard kick, aimed forward.
- Hit Detection: High
- Damage: 90(80)

GC ;c ;d - Same animation as his normal blowback.  
- Hit Detection: High
- Damage: 10

Throw
;bk / ;fd +  ;c / ;d  = Kakaekomi Nage
Andy grabs opponent and flings them forward (or back).
- Can be broken
- Hit Detection: Throw
- Damage: 100

Command Normals

;fd + ;a  = Hirateuchi
Andy leans forward slightly delivering a long-range palm-strike. Can be comboed into from close C, cr. A and cr. B. Learn to love this move.
- Cancellable
- Hit Detection: High
- Damage: 55

 ;b , ;d
This is a special combination where Andy links his standing B and standing (far) D. However, outside of HD mode, he can't follow up this combination with anything. The only purpose this serves is as a lead-in to HD combos (i.e. B -> D -> HD -> B -> D -> etc.). The benefit of this is that it gives you more time to hit-confirm before starting your HD combo, and the range of the moves are better. [Close C is so short-range, that it's easy for the second one to wiff (i.e. close C -> f+A -> HD -> close C wiffs, ruining your combo).]
- Can't be canceled, except in HD mode.
- Hit Detection: High
- Damage: 30,80


Throw
;bk / ;fd + ;c / ;d = Kakaekomi Nage

Command Normals
;fd + ;a = Hirateuchi

Special Moves
;dp + ;a / ;c  = Shoryudan *

;qcb + ;a / ;c = Hishoken *

;hcf + ;b / ;d = Kuuhaden *
    > ;b ;d = Brake

(charge) ;db, ;fd + ;a / ;c = Zaneiken *

Desperation Moves
;qcb ;hcf + ;b / ;d = Choreppadan *

;dn ;df ;fd ;fd ;df ;dn ;db ;bk  + ;a / ;c = Gekihishoken

Neomax
;qcb ;hcf + ;a ;c (ground or air) = ChoShinSoku Zaneiken


Andy's Wiki entry.

Console changes:
* Normal/high jump D has better hitbox for use in crossups.
* Close C hits twice. The first hit has no knockback so his Hirate Uchi (forward + A) will combo without whiffing.
* B>D is a chain combo. Can be canceled.
* Chou Reppadan’s (qcb~hcf+K) damage has been increased from 162 to 198.
- EX Kuhadan’s invincibility (Ex hcf K) has been taken out.
* Chou Shin Soku Zan’eiken (qcb~hcf+AC) NeoMax comes out faster.

Producer Yamamoto says:
We’ve focused on buffing him up around his cancelable chains, two hit C, and crossups. In particular, you no longer have to worry about his Hirate Uchi whiffing from close C. His Neomax is very fast so please check it out.

160
Joe Higashi / Joe Higashi (Arcade Version)
« on: October 27, 2010, 05:08:35 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Throw
 ;bk / ;fd +  ;c / ;d = Sou Hiza Jigoku

Command Moves
;fd +  ;b = Step In Middle Kick

;df +  ;b = Slide

Special Moves
;hcf +  ;a / ;c = Hurricane Upper *

;dp +  ;b / ;d = Tiger Kick *

;hcf + ;b / ;d = Thrust Kick *

;a / ;c (rapidly) = Babusken * > ;qcb

;a / ;c = Follow up (during Babusken)

;qcb + ;b / ;d = Golden Heel *

Desperation Moves
;qcf x 2 + ;a / ;c = Screw Upper *

;qcf, ;hcb + ;a / ;c = Hurricane Tiger Heel

Neomax
;qcf x 2 + ;b ;d = Screw Straight

Joe's Wiki entry.

Console changes:
* Ex Screw Upper (qcf x2+P) will stay in position when it hits. With this change, Joe can’t be punished afterwards when he hits the opponent with it in the corner.
* Sliding can be canceled with his Bakuretsuken (rapid P). But not with any other specials.
* Hit detection will remain on the opponent after his sliding hits. Again, it can’t be canceled with anything but his Bakuretsuken, but he can go into HD mode from the slide.
* Slash Kick (hcf K) can be drive canceled.
- EX Tiger Kick (Ex dp+K) comes out faster. Has strong invincibility in the front.
- Screw Straight (qcf x2+K) comes out faster. It has no invincibility and it has the same shot limit as projectiles. (Probably means that you can’t do it while there’s another projectile on the screen.)

Producer Yamamoto says:
He can actually juggle other attacks aside from his Bakuretsuken after his slide so please try them from going into HD mode from his slide and whatnot. Also, his EX Screw Upper has been changed so you can use it in the corner without worrying. He does things a bit differently on a Max Cancel too.

161
Ash Crimson / Ash Crimson (Arcade Version)
« on: October 27, 2010, 04:14:57 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible


Throws
;bk / ;fd +  ;c /  ;d = Recompenses
Ash grabs his opponent with his hand on their face and makes a small green flaming explosion.
- Can be broken
- Hit Detection: Close
- Damage: 100


Command Normals
;bk +  ;b = Floreal
Ash does a twirl-like motion while standing on one leg and thrusts his other leg towards his opponent, it's still pretty safe and fast so it's prone to catch people off guard, use it sparingly.
- Cancellable
- Hit Detection: High
- Damage: 50

;bk + ;d = Floreal (backward)
Same as Floreal except he's moving backwards now, useful after a jump-in/cross-up
- Faster than ;bk + ;b
- Cancellable
- Hit Detection: High
- Damage: 50


Special Attacks
Charge ;bk, ;fd +  ;a / ;c = Ventose *
Ash makes flaming green crescent then throws it at the opponent, the weak version shoots one crescent, the strong version still has slower start-up but travels faster with more damage potential and bigger hitbox, does two hits and counter acts other projectiles as well, neither versions can be spammed much because of their fixed recovery but you should feel obligated to use them regardless, zoning tool for far or mid-screen pressure.
- EX shoots two separate crescent blades very fast
- Super Cancellable
- Hit Detection: High
- Damage: 60/22+45+70/40+80+40+80

Charge  ;dn, ;up + ;b / ;d = Nivose *
Ash somersaults up into the air with green flames coming out near his feet, An excellent AA that can be used to punish jump-ins, makes for a good wake-up attack and an all around punisher as well, the B version is really quick and the recovery on it allows it to be somewhat spammable, the strong version lasts longer but because of the bigger hitbox it's harder to punish now, use it in BnB's just to be safe.
- EX does more hits and has an invincible start-up
- Drive/Super Cancellable
- Hit Detection: High
- Damage: 50+30/65+30x2/80+40x3

Charge ;bk, ;fd +  ;b /  ;d = Germinal Caprice *
Ash dashes forward and tackles the opponent while covered in flames, the weak version comes out faster and knocks the opponent. the strong version goes further and juggles the opponent.
EX does more hits and juggles the opponent into the air for a follow-up.
- Drive/Super Cancel-able
- Hit Detection: High
- Damage: 60/75/20x3+80

;qcb + ;a /  ;b / ;c / ;d = Genee *
Ash blows a kiss that makes a green flame appear in an area depending on which button you press, it works a lot like Orochi Shermie's Moonless Thundercloud, an excellent zoning and pressure tool for opponents getting up or in the corner. weak punch version comes out at arm length. weak kick version comes out at about half screen. strong punch version comes out at 3/4 screen. strong kick version comes out at the other side of the screen.  
- EX comes out quicker and makes the flame explode instantly.
- Super Cancellable
- Hit Detection: High
- Damage: 30/40x2+50

Desperation Move
;qcf x 2+ ;a / ;c = Thermidor
Ash makes a giant green energy ball then propels it towards his opponent, the start-up is mediocre so you have to be very careful when you use either version of this DM.
- Hit Detection: High
- Damage: 20x7+40

;qcf x 2+ ;b / ;d = Pluivose *
Ash does three Nivose's in a row, comes out pretty fast making it pretty easy to combo into, it's still an okay AA since the hitbox on Nivose is a bit bigger, there isn't much of difference between the B or D version except the D version is faster and goes a bit higher.
- EX has an invincible start-up and executes another Nivose rep.
- Max Cancellable
- Hit Detection: High
- Damage: 20x6+30x3/20x9+40x3

;a ,  ;b , ;c , ;d = Sans Culotte
Greens flames shoot from the ground around Ash causing him to glow a green aura, this move allows all his charge moves to have zero charge time (Ventose, Nivose, and Germinal Caprice) for a short period (lasts a little over five seconds) allowing Ash to freely combo with any of his charge moves, incredibly good against opponents in the corner and has immense juggle potential, the start-up frames aren't invincible so be sure to combo into it just to be safe, works very well as a reversal, uses 2 stocks.
- Hit Detection: High
- Damage: 100

;qcb, ;hcf +  ;a  ;c = Germinal
Ash dashes across the screen leaving a trail of green flames (and his opponent) behind him, it's an interesting move because the damage potential is good and it seals your opponents special attacks, drive meter, and special meter for about 10 seconds, doesn't work as an AA unless they're right near the ground as soon as you activate it, if both characters are in the corner when this is used they'll both be returned to the middle of the stage, also has okay cross-up potential, it's also only usable while Sans-Culotte is active, and if this move is activated it will cancel out San-Culotte.
- Hit Detection: High
- Damage: 0+15x12

Neomax
;hcb x 2+  ;b ;d = Fructidor
Ash grabs the opponent an laughs while he engulfs them in a myriad of purple flames, then it ends with the flames exploding launching the opponent far into the air then hitting the ground. When max canceled into it pulls the opponent to the ground to execute it.
- Hit Detection: Close/High
- Damage: 480


Ash's Wiki entry

Console changes:
- (shown in video) All versions of Genie stay on the screen longer.
- (shown in video) Sans-culotte (ABCD) has had its damage scaling adjusted. It scales more overall.
- Floreal (forward) (b+B) has faster startup and can be comboed from light attacks.
- B version of Nivose (d_u+K) has had its invincibility increased. The invincibility ends as soon as the hitbox appears.
- EX Genie now knocks away while retaining its juggling properties
- (shown in video) Germinal now takes no gauge
- (shown in video) Thermidor’s startup is faster
- (shown in video) The version of EX Genie done using both kicks tracks the opponent.

Yamamoto – Genie remains on the screen for a longer time. It may be interesting to use Genie as a wall of defense as Ventose can now be used while Genie is present. Although Sans Culotte scales more frequently, please try using Germinal as that no longer requires stocks itself.

162
King of Fighters 2k2/UM / 2K2UM XBLA Player Compendium
« on: October 26, 2010, 02:59:56 PM »
List your  Dream Cancel handle, gamertag and location.

AM2
Gamertag: Arvoyea
Location: Sacramento, CA

AmedoS310
Gametag: Amedo310
Location: Baltimore, MD

Ash2k4
Gamertag : MBN Yatchinator
Location: San Antonio, TX

Ashspiralingblood
Gamertag: angetoussaint
Location: WPB, FL

Blood Feast Island Man
Gamertag: ThePunisherXBL
Location: Las Vegas, Nevada

Chowdizzle
Gamertag: xG Face Kittyx
Location: San Francisco Bay Area, CA (norcal)

Cibernetico
Gamertag : Positively Ralf
Location : Yonkers, NY

DeadlyRave-Neo
Gamertag: DeadlyRaveNeo
Location: Atlanta,Ga

Desmond Delaghetto
Gamertag: des DELAGHETTO
Location: MN

Dr.Faust
Gamertag: DrFaustSNK
Location: SC

FreeRunner
Gamertag: SonicLord
Location: NYC

GenesisDC
Gamertag: GenesisDC
Location: Cleveland, OH

Gorehound
Gamertag: Gorehounnd
Location: Corona, CA

Jinxhand
Gamertag: JINXHAND
Location: San Diego, CA

Judge Fudge
Gamertag: pharaoh of funk
Location: Boston, MA

krazykone123
Gamertag: KrazyKone
Location: Pittsburgh, PA

Kyored
Gamertag: Kyored
Location:Jackson,MS

Mecha-Shiva
Gamertag: Drksan
Location: Boston, MA

metaphysics
Gamertag: MetafyzikaL
Location: Moreno Valley, CA SoCal

Mortum
gamertag: Mortum Kujo
loc: Nottinghamshire, UK

Mr Bakaboy
gamertag: Mr Bakaboy
Location: St. Louis, MO

N4Us
Gamertag: N4Us
Location: Northern CA

neomas77
Gamertag: neomas77
Location: South Central PA

Nikolai VolKOF
Gamertag: OGSRKKILLA
Location: San Diego, Cali

nilcam
Gamertag: nilcam
Location: Oklahoma City, OK

Noodlz
Gamertag: instanoodlz
Location: San Gabriel, CA (Socal/LA)

Phoenixazure
Gamertag: Riotspark
Location: Vancouver, BC Canada

realkim
Gamertag: RealKim KOF
Location: L.A California

SAB-CA
Gamertag: SAB CA
Location: Raleigh, North Carolina

Sibarraz
Gamertag: SIBARRAZ 4 LIFE
Location: Santiago, Chile

Shinra Shiranui
Gamertag: Blackninja305
Location: Miami, Florida

SilverPhoenix
Gamertag: AgPhoenix2581
Location: Crown Heights, Brooklyn, New York

solidshark
XBL: solidshark151
Location: near Detroit, MI

steamwolf
Gamertag: steeeeeaaam
Location: Lake City, FL

StolenHope
Gamertag:StolenHope
Location: Los Angeles CA

The Crimson Air
Gamertag: The Crimson Air
LOcation: Seattle, Washington

VicViper
Gamertag: Astejos
Location: Chesterfield, VA

Winterkit
Gamertag: Winterkit
Location: UK

Wu Fei
Gamertag: Splackavellie G
Location: ATL, GA

XTG
Gamertag: XTG8680
Location: Houston, TX

Xxenace
Gamertag: Xxenace
Location: New Bern, North Carolina  

Last update: March 23, 2011

163
Offline Matchmaking / Oklahoma City locals
« on: September 26, 2010, 07:00:46 PM »
We had our first gathering last night. Lots of King of Fighters XI, XII and Garou, a little bit of 98UM, OG 2002 and SmaSho IV. We're growing and preparing for KoF XIII and the ranbats that will lead to.

164
General Discussion / XIII Cabinet locations
« on: August 04, 2010, 03:55:59 PM »
I'll keep a running list here of known cabinet arcade locations.

Arcade Infinity
1380 Fullerton Road
Rowland Heights, CA 91748-1248
(626) 581-4361
Google Map link
UPDATE: 21 Gun Salute: R.I.P. AI, 02/26/11

Arcade UFO
3101 Speedway
Austin, TX 78705
(512) 380-1725
Google Maps link

165
Athena Asamiya / Athena Asamiya (Arcade Version)
« on: July 27, 2010, 03:01:39 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Command Moves
Phoenix Bomb - ;fd + ;b

Special Moves
Psycho Ball - ;qcb + ;a / ;c *

Psycho Sword - ;dp + ;a/  ;c *

Teleport - ;qcf + ;b / ;d *

Phoenix Arrow - ;qcb ;b / ;d (in air) *

Reflector - ;qcb + ;b / ;d *

Psychic Throw - ;hcf + ;a / ;c (close) +

Desperation Moves
Shining Crystal Bit - ;hcb x2 + ;a / ;c (ground or air) > ;a ;c (for Cancel) *

Neomax
Psycho Medley XIII - ;hcb ;fd ;a ;c

Athena's Wiki entry.

Console changes:
* Phoenix Bomb (from Cancel: f.B) has a different trajectory from arcade version and hits a crouching opponent as a combo from a normal fierce.
* Weak Phoenix Arrow’s (air qcb K) recovery time has been reduced, but it also causes a shorter Hitstun on the opponent.
* EX Psycho Teleport (Ex qcf K) can be canceled with a special or super. The Arcade version only allowed drive canceling at the second half of the move, but it no longer has that limit and it’s also a normal cancel now (doesn’t cost drive meter).
- Standing CD comes out faster.
* Shining Crystal Bit (hcb x2+P) doesn’t move back on execution.

Producer Yamamoto says:
Weak Phoenix Arrow has been balanced so that it can’t be punished with normal moves on a block. Since there’s less worries about it being punished, it should be effective to use it together with her buffed up Phoenix bomb, There’s other changes that Athena users should be happy about, like her standing CD and her Shining Crystal Bit.

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