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Messages - Mienaikage

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46
Andy Bogard / Re: Andy Bogard (Console)
« on: January 06, 2012, 06:48:36 PM »
Is Andy a good anchor? I'm a total noob to this game, but it seems like he can get some major damage and pressure with his EX moves.

I think it depends on the rest of your characters. He can easily be a good anchor, but 5 stock seems a little overkill for him unless you intend to use a lot of EX fireballs. I use him on point personally.

47
Leona Heidern / Re: Leona Heidern (Console)
« on: January 06, 2012, 11:12:08 AM »
Combo video coming up later today similar to the Andy one I made, has a few interesting tricks. For example, Leona can guarantee a Guard Crush if the opponent's stock is empty. Also modified the 'Dirty Double Crossup' from my last video a little.

EDIT: Finished my video, managed to repair my PC in the end so editing went smoother than expected luckily!

48
Ex Kyo / Re: EX Kyo (NESTS)
« on: January 06, 2012, 01:07:29 AM »
Can anyone test a combo not at home for a while how much damage does  ;fd ;b xx HD mode activate  ;st ;c ;fd ;b then repeatedly HD cancel  ;c version of rekka into  ;c version of his dp repeatedly then finish it off with Mushiki into max cancel DM.

Edit: use  ;fd ;c as a shortcut after each DP for the rekka to come out.

Don't know exactly, but I put an almost identical combo on the last page using ;d instead of ;c, ;fd ;b. Most I got when starting with the Rekka was 829. Starting with the DP was 840.

http://dreamcancel.com/forum/index.php?topic=1657.msg41036#msg41036

49
Leona Heidern / Re: Leona Heidern (Console)
« on: January 05, 2012, 05:27:26 PM »
Oh yeah, interesting tip. Did you guys know that if you hold forwards you charge for the opposite direction? So for example, if you're holding forwards and you and your opponent switch sides you can immediately perform a charge move. If this is an old KoF mechanic then don't mind me as I'm new to the series. Worth noting that it might be a good idea to hold ;df if you're going for a crossup though.

Another thing I've noticed is that ;bk ;fd ;a will completely lock down your opponent. Training dummy was set to Guard Cancel and I would block before the ;c + ;d could hit me (This was vs Iori, maybe different characters have different speeds). If they don't Guard Cancel then you are free to use another move which will connect before they're out of blockstun. Standing ;d will lock them in, crouching ;b or instant overhead with ;a / ;d seem to be good options here as well though. Although it's not a true blockstring (if it was it would be an infinite), ;bk ;fd ;a, ;d (1 hit) xx ;bk ;fd ;a seems to be a great way to keep your opponent still.

Yet another tip, Leona's running animation for ;fd ;fd and ;bk ;fd ;b / ;d appear to be very similar, if not identical (except for the few frames at the very start) Might be worth practising a running grab. Best way to do that so far I've found is ;fd ;fd until you're next to the opponent, then neutral ;c / ;d almost instantly followed by ;bk

50
Andy Bogard / Re: The Human Weapon of the Shiranui: Andy Matchup Thread
« on: January 05, 2012, 10:25:23 AM »
Close standing ;d is quite a good anti air, far ;d is also decent if you use it in anticipation. Also I really like ;fd ;dn ;df ;a because it becomes vulnerable on the first active frame. If you trade with someone that doesn't knock you down you can go straight into ;db ;fd ;c and even follow up from there in the corner/with drive.

51
Andy Bogard / Re: Andy Bogard (Console)
« on: January 05, 2012, 10:19:18 AM »
I would say his most practical HD combo is any of his main BnB strings:
;dn ;b, ;b, ;d
;c, ;fd ;c
;d, ;fd ;a

HD from there and either go into:
;d, ;fd ;a
;c, ;fd ;a (less damage but a little easier)

Followed by:
;db ;fd ;c xx ;bk ;db ;dn ;df ;fd ;b xx ;b + ;d xx ;db ;fd ;c xx ;bk ;db ;dn ;df ;fd ;b xx ;b + ;d xx ;db ;fd ;c xx ;bk ;db ;dn ;df ;fd ;b xx ;b + ;d xx ;db ;fd ;c xx ;bk ;db ;dn ;df ;fd ;b xx ;b + ;d xx ;db ;fd ;c, ;fd ;dn ;df ;c xx ;dn ;db ;bk ;db ;dn ;df ;fd ;a + ;c

5x Zan'eiken looped with 4x Kuuhaden break, followed by C DP into Neomax

This will net you damage in the range of 770-840 (off the top of my head) depending on what you start with. It works anywhere on the screen because you'll carry them all the way to the corner for the DP regardless of where you start. Only uses 2 stock as well, plus hit confirmation is extremely easy. Definitely one of Andy's most practical combos.

52
Leona Heidern / Re: Leona Heidern (Console)
« on: January 05, 2012, 02:05:12 AM »
And here is the video I promised:

53
Leona Heidern / Re: Leona Heidern (Console)
« on: January 03, 2012, 03:59:37 AM »
So I've come across some interesting tricks with Leona, but unfortunately my PC is borked and I can't capture anything at the moment.

Give this a go while standing next to your opponent:
;dn ;df ;fd ;uf, ;a + ;c

Press the buttons when you're above their head.

Have fun!

EDIT: Did some capturing using an Ubuntu live USB, capturing was a little slow due to the provided software crashing every time I stopped recording, but I got there in the end and should have a video with some interesting stuff up later today.

54
Andy Bogard / Re: Andy Bogard (Console)
« on: January 01, 2012, 04:18:49 PM »
Haven't finished my combo list yet unfortunately, you do need the right positioning for it so it's pretty situational but just outside the corner you can land a 2 stock 1 drive combo for 503 damage with the use of a DC fireball.

 ;dn ;b, ;b, ;d xx ;db ;fd ;a + ;c xx ;dn ;db ;bk ;a, ;db ;fd ;a + ;c, ;fd ;dn ;df ;c

Still exploring so it might not be the best, but it is something. I don't write anything off until it's all been tried and tested :P I may have demonstrated a 1 stock 1 drive combo for 514 damage on video, but 2 key points is that a jump-in is included for that one and also no low moves are used, which is a key element in landing a combo in the first place.

55
Andy Bogard / Re: Andy Bogard (Console)
« on: December 31, 2011, 02:31:06 PM »
It is ok to do Zan'eiken as a half-circle forward? It seems more natural to me, just wondering if doing the input like that would mess up any more advanced combos he has.

You wouldn't be able to DC into a fireball, instead you'll end up with a super.

56
Leona Heidern / Re: Leona Heidern (Console)
« on: December 29, 2011, 02:01:35 AM »
Some HD instant overhead stuff. You can also combo from the moves used for blockstun on hit:



Really cool. In your experience, how difficult is that to pull that off in a real match? Do you think you have enough time to confirm from the far C (or even close D) if they are crouching or not to decide on a followup in the pace of a regular match?

I haven't been playing many matches because I've pretty much abandoned online, but I would say doing it off far ;c is more for the surprise element because far ;c + HD closes the gap really fast. Close ;d however will give you a lot more time to confirm, especially if you start with a jump in.

There's always the possibility that an advanced player will go from crouching to standing, which is why starting the combo with low moves should also be a consideration. You're at a massive advantage because blockstun means they can't do anything but block high or low, unless they ;c + ;d your ;c / ;d

It's still possible to hit jumping ;a as an instant overhead after using crouching ;b s, so going low is the safer option. You need to commit to a special if you want to land something from the overhead however.

57
Andy Bogard / Re: Andy Bogard (Console)
« on: December 27, 2011, 10:08:22 PM »
Even though Andy is my point I've been neglecting his combos, working on him now.

Got a very nice 1 bar 1 drive combo that works from about midscreen all the way up to the corner.

;dn ;b, ;b, ;d xx  ;db ;fd ;c DC ;bk ;db ;dn ;df ;fd ;b xx ;b + ;d, ;db ;fd ;a + ;c, ;db ;fd ;a, ;fd ;dn ;df ;c

455 for this one (470 if you start with ;d, ;fd ;a) which I think is pretty insane for 1 bar and 1 drive, but it is quite easy to miss the  ;bk ;db ;dn ;df ;fd ;b if you mistime it.

Oh and another tip, if you want to throw out a Hail Mary Neomax always do it off the ground. If you Tiger Knee it (as close to the ground as possible) you will land directly in front of your opponent with a frame advantage. If you do it higher you'll go through them and they probably won't be able to punish you after that either.

Okay, combo list:

[0 Stock, 0 Drive]

;dn ;b, ;b, ;d xx ;dn ;db ;bk ;a (181 dmg, 19 stun) Safest, outside of the corner = best postition for hyper jump crossup ;d on hit or block

;dn ;b, ;b, ;d xx ;db ;fd ;c (198 dmg, 21 stun)

(Into corner) ;d, ;fd ;a xx ;bk ;db ;dn ;df ;fd ;b xx ;b + ;d, ;db ;fd ;a, ;db ;fd ;a, ;fd ;dn ;df ;a (305 dmg, 41 stun)!!!

(Corner only) ;dn ;b, ;b, ;d xx ;db ;fd ;a, ;fd ;dn ;df ;a (242 dmg, 29 stun)

(Stand only) ;dn ;b, ;b, ;d xx ;bk ;db ;dn ;df ;fd ;b (213 dmg, 25 stun) You need to be point blank for this

(Into corner, stand only) ;dn ;b, ;b, ;d xx ;bk ;db ;dn ;df ;fd ;b,  ;fd ;dn ;df ;a (266 dmg, 33 stun) Need to time the DP quite well to get all 3 hits

;d, ;fd ;a xx ;bk ;db ;dn ;df ;fd ;d (232 dmg, 29 stun)

(Into corner) ;d, ;fd ;a xx ;bk ;db ;dn ;df ;fd ;b, ;fd ;dn ;df ;a (263 dmg, 33 stun) Again you need to time the DP to get all 3 hits

(Opponent in corner) ;dn ;db ;bk ;a, ;db ;fd ;c (136 dmg, 14 stun) You need to be perfectly spaced about 2/3 of the screen away for this, directly under the word 'Guard' in 'Guard Gauge', if ;db ;fd ;c is blocked you're too close, if it whiffs, too far.

[1 Stock, 0 Drive]

;dn ;b, ;b, ;d xx ;bk ;db ;dn ;df ;fd ;b + ;d, ;dn ;d (stand 330 dmg, crouch 314 dmg, 20 stun)

;dn ;b, ;b, ;d xx ;dn ;df ;fd ;df ;dn ;db ;bk ;a (313 dmg, 13 stun) Opponent cannot tech roll

(Corner only) ;dn ;b, ;b, ;d xx ;db ;fd ;a + ;c ;fd ;dn ;df ;c (356 dmg, 23 stun)

(Into corner) ;d, ;fd ;a xx ;bk ;db ;dn ;df ;fd ;b xx ;b + ;d, ;db ;fd ;a + ;c, ;db ;fd ;a, ;fd ;dn ;df ;c (416 dmg, 35 stun)

(Into corner) ;dn ;b, ;b, ;d xx ;dn ;db ;bk ;db ;dn ;df ;fd ;b, ;fd ;dn ;df ;c (339 dmg, 23 stun) Works from around midscreen

(Into corner, crouch only) ;dn ;b, ;b, ;d xx ;dn ;db ;bk ;db ;dn ;df ;fd ;b, ;db ;fd ;a, ;fd ;dn ;df ;a (341 dmg, 29 stun) Same as the last combo, only works if opponent was crouching

(Into corner) ;dn ;b, ;b, ;d xx ;bk ;db ;dn ;df ;fd ;b + ;d, ;db ;fd ;a, ;fd ;dn ;df ;a (343 dmg, 29 stun) Don't have to be in the corner to start this one, but you do need to be closer to it than the last couple of combos

(Into corner) ;d, ;fd ;a xx ;bk ;db ;dn ;df ;fd ;b xx ;b + ;d, ;dn ;db ;bk ;db ;dn ;df ;fd ;b, ;fd ;dn ;df ;c (358 dmg, 27 stun) You'll need to use the ;fd in the super motion to walk forward slightly or this will not work

;dn ;db ;bk ;a, ;db ;fd ;a + ;c (202 dmg, 6 stun) Works midscreen about 2/3 to 3/4 away from opponent, also functions as a true blockstring

(Opponent in corner) ;dn ;db ;bk ;a, ;db ;fd ;a + ;c, ;fd ;dn ;df ;c (314 dmg, 16 stun)

(Opponent in corner) ;dn ;db ;bk ;a, ;dn ;db ;bk ;a + ;c (174 dmg, 6 stun) Also functions as a true blockstring, I'm just putting this here because it works...

More still to come

Oh, and a combo video:


And the lethality of Andy putting you anywhere near the corner:

58
Ex Kyo / Re: EX Kyo (NESTS)
« on: December 25, 2011, 02:55:02 AM »
Got some relatively easy 3/4 bar HD combos off the overhead for 829/908 damage respectively.

;fd ;b HD  ;d ;dn ;df ;fd ;c ;fd ;dn ;df ;fd ;c ;c ;fd ;dn ;df ;fd ;c ;c (add ;fd ;dn ;df ;fd ;c ;dn ;df ;fd ;c for Mu Shiki)

(;fd ;dn ;df ;fd ;c ;c is a command to get DP + HD cancel into Rekka)

Cancel the end into either EX Orochinagi or Mu-Shiki, followed by Neomax

You get more damage if you skip the first  ;dn ;df ;fd ;c and go straight into the DP, but it's a lot safer to close any potential gap first, especially if you hit the overhead at max range.

The most damage I've got with variants of these while still starting with the overhead is 840/924, both of which start and finish with DPs before the supers, but I feel that doing it this way is the safest while still doing a legitimate amount of damage. Feel free to experiment.

59
Leona Heidern / Re: Leona Heidern (Console)
« on: December 24, 2011, 05:29:50 AM »
Some HD instant overhead stuff. You can also combo from the moves used for blockstun on hit:


60
Ex Kyo / Re: EX Kyo (NESTS)
« on: December 22, 2011, 12:00:08 AM »
I found quite a nice loop with  ;fd ;dn ;df ;fd ;c ;c (DP/Rekka) repeatedly, but I have yet to incorporate it into a proper combo so I don't know how viable it is. Of course with that many cancels you're going to burn your drive out pretty quickly though.

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