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Messages - desmond_kof

Pages: 1 ... 4 5 [6] 7 8 ... 159
76
Rock Howard / Rock Howard
« on: April 02, 2017, 11:02:14 PM »
Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

(*) = EX OK
(!) = MAX OK

Throws
Fangs and Claws- (close) ;bk/ ;fd + ;c
Kokusen - (close) ;bk/ ;fd + ;d

Command Normals
Elbow Spike  - ;fd +  ;a
Parabola Kick  -  ;fd +  ;b

Special Moves
Reppuken - ;qcf + ;a / ;c (*)
Hard Edge - ;qcb + ;a / ;c (*)
Rising Tackle - charge briefly  ;dn then  ;up +  ;a /  ;c  (*)
   ∟Break    ;a+ ;b
Rage Run - Type "Dunk" - ;qcb +  ;b  (*)
Rage Run - Type "Shift" - ;qcb +   ;d
Crack Counter - ;qcf + ;b / ;d (Timed To Your Opponent's Attack)
Shinkuu Nage - ;hcb  ;fd + ;a / ;c (*)  
   ∟Break    ;a+ ;b

Super Special Moves
Shining Knuckle - ;qcf ;qcf + ;b/ ;d (!)
Raging Storm - ;qcf ;qcf + ;a/ ;c (!)

Climax Super Special Move
Neo Deadly Rave - ;qcf ;hcb + ;a ;c

77
Whip / Whip
« on: April 02, 2017, 02:00:44 PM »
Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

(*) = EX OK
(!) = MAX OK

Throws
Strike Three - (close) ;bk/ ;fd + ;c
Assassin Trap - (close) ;bk/ ;fd + ;d

Command Normals
Whip Shot  - ;fd +  ;a
Talon Shot  -  ;bk +  ;a

Special Moves
Boomerang Shot 'Code: SC' - ;hcf + ;a/ ;c (*)
Strength Shot Type A 'Code: Superior' - ;hcb + ;a (HOLD OK) (*)
   ∟Strength Shot Type D 'Code: Rain'   ;d
Strength Shot Type B 'Code: Strength' - ;hcb + ;b (HOLD OK) (*)
   ∟Strength Shot Type D 'Code: Rain'   ;d
Strength Shot Type C 'Code: Superior' - ;hcb + ;c (HOLD OK) (*)
   ∟Strength Shot Type D 'Code: Rain'   ;d
Hook Shot "Code Zephyr" - (in air) ;qcb + ;a / ;c (*)
Cresent Swatter 'Code: FS' - ;rdp + ;b / ;d (*)  

Super Special Moves
Sonic Slaughter "Code: KW" - ;qcb ;hcf + ;a/ ;c (!)
Destruction Barrage "Code: YGW" - ;qcf ;qcf + ;b/ ;d (!)

Climax Super Special Move
Depravity Branding "Code: FA" - ;qcf ;hcb + ;a ;c

78
I'm a little worried about Whips  ;fd ;a combo being abused in online. It just looks like one of those things that people would try to get cheap wins with. Whether or not it's effective isn't the point. It just sucks the fun out when people try to cheese a fight.

Anyhow, I got my fingers crossed for a Mary reveal tomorrow.

All of that depends on many things; how safe or unsafe it is on block or on whiff, how large hitbox is (and if Whip has her hurtbox extended) & how fast it can hit the opponent. Her f+A in past games wasn't very good because it was very slow & you can just roll past the whips (normal & Guard Cancel) or you can just super her with any DM that can reach her. If ppl use it online and its not effective at all, then it will just open them up for punishment.

I hope players online will quickly learn that her f+A wont be used for cheap wins especially if they will get punished hard for it.

-desmond

79
Benimaru Nikaido / Re: Benimaru Video Thread
« on: March 04, 2017, 08:50:30 PM »
This combo does more damage than the post above, lol

https://twitter.com/Geoffrey_4u/status/837975309169356801

j.D, cl. D [BC] cl.D, qcf+AC, qcb+C, f+B, qcf+K~down up+K SC qcfx2+P = 595 DMG

For some reason, I cant get that to connect...

80
Mai Shiranui / Re: Mai Shiranui
« on: March 04, 2017, 07:12:36 PM »
Cool crossup setups using EX fan and EX wall dive

https://twitter.com/BrittMcGuire80/status/795721847853711361

81
Benimaru Nikaido / Re: Benimaru Video Thread
« on: March 01, 2017, 02:15:05 AM »
Benimaru 53% percent 2 bar (1000 max mode meter) combo:

! No longer available

j.D, cl. D [BC] cl. D, hcb,f+AC, f+B, qcf+AC, dash, f+B, qcf+K, qcfx2+P

82
Online Matchmaking / Dream Cancel KOFXIV Online Tournament #3 - 3/12/2017
« on: February 27, 2017, 11:04:27 PM »



Single Team Play Mode Tournament March 12th @ 5pm Central (3pm PST/6pm Eastern)

This event will be a standard team play bracket.  Limited only to USA & Canada.

Rules will be 2/3 matches until winners, losers and grand finals which will be 3/5.

Loser can switch characters, winner can change order.

Sign-up using your PSN handle!

http://challonge.com/DCKOFXIVOT3

NO WIRELESS/WIFI Connections please!

Test your connection with various players! Add them and play with them before the tournament!

The event will be streamed at https://www.twitch.tv/dreamcancelsnk
Not at all matches will be streamed, but the top 3 will be streamed!

We will meet in the Dream Cancel Discord Server an hour before we start in the #kofanyone text channel!

https://discord.gg/286NvPu

PRIZES:

So far, the 1st place winner will select a SNK steam game of their choice!


http://store.steampowered.com/search/?publisher=SNK%20CORPORATION

You can choose any game on the list (besides Metal Slug Defense because it is free to play)

83
Training Room / Dealing With Fireballs/Projectiles In KOF
« on: February 27, 2017, 12:40:22 AM »
These are tutorials written and recorded by Juicebox. They explain usages of projectiles in KOF, and how to deal with them both offensively and defensively:

http://pastebin.com/RkwpWcNd

"How to play King/Kensou/Athena "the right way"
 
OR
 
How to mindgame with projectiles (with some characters)
----------------------------------------------
Let me preface this by saying that objectively there is of course no wrong way to play. I am merely referencing the fact that the most likely strategy you will adopt with these characters at a low level (overly defensive projectile throwing) will not survive with you to an intermediate level of play.
 
Additionally, the tips I am about to give work with more than these 3 characters. Andy, Joe, Ash, Saiki, Robert, Mature, Duo Lon, Mai, and K' can apply some of these concepts directly if not necessarily all of the concepts.
 
King, Kensou, and Athena all have good benefits from throwing projectiles. Defense/discouragement/annoyance is the main benefit. In order to take full advantage of these characters, you will need to learn how to offensively apply projectiles, and the simplest way is to throw a light projectile and then run in after it.
 
If the opponent tries to avoid this fireball that you are trailing, you can always counter that option with good reaction time.
 
- they roll towards you, past the fireball (punish the roll with a throw or a well-timed attack/combo)
- they jump towards you (uppercut with Ken/Ath, EX trap shot or Tornado Kick with King, alternatively hit them with a j.CD with all 3)
- they jump straight up (j.CD with Ken/Ath, EX Tornado Kick/j.CD with King)
- they block it (you have frame advantage, go for a mixup or apply pressure with a hop, alternatively you can back off and throw another light projectile to continue the annoyance)
- they move/jump backwards (keep running, as one of the above situations is about to happen)
 
The direct ways to counter this light fireball approach are:
 
1) Block the fireball and deal with the mixup.
2) Go through the fireball, with something like Kyo's neomax, Iori's EX Maiden Masher super, or any other sufficiently invincible AND horizontal move.
3) Correctly time a jump-in to hit the fireball's recovery, just like jumping over a hadoken in street fighter.
4) Negate the projectile with your own (or throw a stronger one)
 
As you might have already deduced, option 3 is a read, options 2 and 4 require good reaction time and sometimes meter, and option 1 kills bad players because bad players have bad defense. Also, they tend to not have good movement either, so when faced with a barrage of projectiles, they will likely attempt options 2 and 3 but be ineffectual over time, especially if they are bad at hit-confirming.
 
If you have good reaction time and are not constantly stopped by option 3, then the above strategy is a simple and bulletproof way to "attack" with King, Kensou, and Athena. Each character will have different ways of maintaining and capitalizing on that pressure in the cases of option 1, but I won't go into that here.
 
Thus far, I have only really stated the obvious way to apply projectiles with these characters offensively. Next, I want to cover the less obvious, mindgame-centric option.
 
A player who understands the above points will make a concerted effort to prevent you from throwing fireballs in the first place. They will not allow you to be any further than 2/3 of the screen away from them, so that you are always in range of 1 or more possible jumps. Some characters' hops are high enough that they can even hop your projectiles, and so those characters have even more options (Joe and Hwa are obvious examples of this).
 
If you believe your opponent is competent, you will still want to throw the light fireball occasionally as it is still a great strategy and jumping at the right time to counter it is still very timing specific. However, you will want to mix up your fireball throwing with movement-predicting aggression, which I'll abbreviate as MPA going forward.
 
MPA is my term for when you attack the area just in front of a character, such that if the defender did not move at all your attack would whiff. The idea is that if the defender attempts to move forward, you will land the hit, and if they move backward you are at a neutral, safe situation where you can reassess what you want to do next. For King/Kensou/Athena, the basic MPA you will use the most is a j.CD, usually from a hyperhop.
 
Let's examine King's j.CD. It starts quickly, hits high above her head for a moment, then in front of her for a moment, then below her for a moment. It has great blockstun, will always knock away on hit, and can grant combos on counterhit. If King is standing at a 2/3 screen range and you are reading a fireball, you may try to jump at her at various heights. If she predicts this and jumps towards you with a j.CD, it is almost guaranteed to hit or at least trade. After it hits you, not only can King run fast enough to go on offense if she wants, but she can also stop, immediately throw a light projectile as you are recovering, and force the situation you were explicitly trying to avoid. By the way, the neutral state, decisions made by both players, and execution of the above situation takes less than a second. Tricky, eh?
 
If you've been paying attention you're probably wondering why I have only mentioned the light projectile up to this point. That is because the hard projectile is not suitable for the original strategy of following it in, due to its longer recovery period. However, hard projectiles with these characters start up FASTER than the light ones. They also travel faster. You know what that means? It's an MPA! If you want to mixup your MPA game, use the hard projectile in place of a hyperhop normal from time to time as an alternate way of stopping forward movement. And don't forget that there are plenty of other MPAs you can use with these characters, too!
 
By combining the threat of light projectiles and the threat of MPAs, you may be able to cow your opponent into defense. GREAT! Keep doing what you're doing and you will hopefully land mixups or even get a guard break. Otherwise, your opponent will keep attempting to counter you (as well he should), and based upon the gap in skill between the two of you involving movement, spacing, and reaction time (with the individual matchup coming a distant 4th place), one of you will come out on top.
 
Knowledge and application of MPAs are CRITICAL to understanding not only projectile characters, but KOF in general.
 
I wish you luck in avoiding all the Venom Strikes and Psycho Balls coming your way."

Juicy Bits - KOF13 System: Neutral Game Part 1, Projectiles
! No longer available

84
Character Discussion / Re: KOFXIV Team Discord Servers
« on: February 26, 2017, 05:55:37 PM »
Of course it's missing those because no one has made them yet...

85
Angel / Re: Angel Video Thread
« on: February 24, 2017, 06:24:59 PM »
アンヘル 基本コンボ集 ver1.12 Angel Basic Combos 【KOF14 KOFXIV】

86
Character Discussion / King of Fighters XIV #KOFXIV character twitter pages
« on: February 22, 2017, 07:59:35 PM »
Here are tweets with the hashtag #KOFXIV of individual characters. Hit Top to see the most liked and retweeted content, latest for newest, photos for pictures uploaded and videos for videos uploaded (most helpful for finding gameplay)

Angel: https://twitter.com/search?src=typd&q=%23KOFXIV%20angel

Andy: https://twitter.com/search?vertical=default&q=%23KOFXIV%20andy&src=typd

Alice: https://twitter.com/search?q=%23KOFXIV%20alice&src=typd

Antonov: https://twitter.com/search?q=%23KOFXIV%20antonov&src=typd

Athena: https://twitter.com/search?q=%23KOFXIV%20athena&src=typd

Bandeiras: https://twitter.com/search?f=tweets&q=%23KOFXIV%20bandeiras&src=typd

Benimaru: https://twitter.com/search?f=tweets&q=%23KOFXIV%20benimaru&src=typd

Billy: https://twitter.com/search?f=tweets&q=%23KOFXIV%20billy&src=typd

Chang: https://twitter.com/search?f=tweets&q=%23KOFXIV%20chang&src=typd

Chin: https://twitter.com/search?q=%23KOFXIV%20chin&src=typd

Choi: https://twitter.com/search?q=%23KOFXIV%20choi&src=typd

Clark: https://twitter.com/search?q=%23KOFXIV%20clark&src=typd

Daimon: https://twitter.com/search?q=%23KOFXIV%20daimon&src=typd

Gang-Il: https://twitter.com/search?q=%23KOFXIV%20gang-il&src=typd

Geese:https://twitter.com/search?q=%23KOFXIV%20geese&src=typd

Hein: https://twitter.com/search?q=%23KOFXIV%20hein&src=typd

Iori: https://twitter.com/search?q=%20iori%20%23KOFXIV&src=typd

K': https://twitter.com/search?q=k%27%20%23KOFXIV&src=typd

Joe Higashi: https://twitter.com/search?q=%23KOFXIV%20joe&src=typd

Kim Kaphwan: https://twitter.com/search?q=%23KOFXIV%20kim&src=typd

King: https://twitter.com/search?q=%23KOFXIV%20king&src=typd

King of Dinosaurs: https://twitter.com/search?q=%23KOFXIV%20king%20of%20dinosaurs&src=typd

Kyo: https://twitter.com/search?q=%23KOFXIV%20kyo&src=typd

Leona: https://twitter.com/search?q=%23KOFXIV%20Leona&src=typd

Luong: https://twitter.com/search?q=%23KOFXIV%20Luong&src=typd

Love Heart: https://twitter.com/search?q=%23KOFXIV%20Love%20Heart&src=typd

Mai Shiranui: https://twitter.com/search?q=%23KOFXIV%20Mai&src=typd

Maxima: https://twitter.com/search?q=%23KOFXIV%20Maxima&src=typd

Mature: https://twitter.com/search?q=%23KOFXIV%20Mature&src=typd

Meitenkun: https://twitter.com/search?q=%23KOFXIV%20Meitenkun&src=typd

Mian: https://twitter.com/search?q=%23KOFXIV%20Mian&src=typd

Mui Mui: https://twitter.com/search?q=%23KOFXIV%20Mui%20Mui&src=typd

Nakoruru: https://twitter.com/search?vertical=default&q=%23KOFXIV%20Nakoruru&src=typd

Nelson: https://twitter.com/search?q=%23KOFXIV%20Nelson&src=typd

Ralf: https://twitter.com/search?q=%23KOFXIV%20Ralf&src=typd

Ramon: https://twitter.com/search?q=%23KOFXIV%20Ramon&src=typd

Robert Garcia: https://twitter.com/search?q=%23KOFXIV%20Robert&src=typd

Rock Howard: https://twitter.com/search?q=%23KOFXIV%20Rock&src=typd

Ryo Sakazaki: https://twitter.com/search?q=%23KOFXIV%20Ryo&src=typd

Shun'ei: https://twitter.com/search?q=%23KOFXIV%20Shun%27ei&src=typd

Sie Kensou: https://twitter.com/search?f=tweets&q=%23KOFXIV%20Kensou&src=typd

Sylvie Paula Paula: https://twitter.com/search?f=tweets&q=%23KOFXIV%20Kensou&src=typd

Terry Bogard: https://twitter.com/search?q=%23KOFXIV%20Terry&src=typd

Tung Fu Rue: https://twitter.com/search?q=%23KOFXIV%20Tung&src=typd

Vanessa: https://twitter.com/search?q=%23KOFXIV%20Vanessa&src=typd

Verse: https://twitter.com/search?q=%23KOFXIV%20Verse&src=typd

Vice: https://twitter.com/search?q=%23KOFXIV%20Vice&src=typd

Whip: https://twitter.com/search?q=%23KOFXIV%20Whip&src=typd

Xanadu: https://twitter.com/search?q=%23KOFXIV%20Xanadu&src=typd

Yamazaki: https://twitter.com/search?q=%23KOFXIV%20Yamazaki&src=typd

Yuri Sakazaki: https://twitter.com/search?q=%23KOFXIV%20Yuri&src=typd

Zarina: https://twitter.com/search?q=%23KOFXIV%20Zarina&src=typd

87
Tung Fu Rue / Re: Tung Fu Rue
« on: February 22, 2017, 06:52:07 PM »
Tung's wiki page is blank if you want to add some stuff to it, Reiki:

http://dreamcancel.com/wiki/index.php?title=Tung_Fu_Rue_(XIV)

88
General Discussion / Re: King of Fighters XIV Video Thread
« on: February 22, 2017, 05:41:32 PM »
OTG (On The Ground) anywhere juggle (?) moves in KOFXIV

89
General Discussion / Re: King of Fighters XIV Video Thread
« on: January 31, 2017, 09:42:59 PM »
Frosty Faustings XI 2017 KOFXIV money matches between El Rosa, Violent Kain and KCO Pedro

! No longer available

! No longer available

! No longer available

90
Mui Mui / Re: Mui Mui Video Thread
« on: January 05, 2017, 07:43:03 PM »
Mui Mui Master Class

! No longer available

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