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Messages - Kane317

Pages: 1 [2] 3 4 ... 191
16
Vice / Re: Vice Video Thread
« on: August 31, 2016, 05:16:46 PM »
Vice concepts and Maxmode combos:
https://youtu.be/LUKC5wgz1oA

17
Chin Gentsai / Chin videos
« on: August 29, 2016, 08:59:00 AM »
Chin 100% 5 meter combo starting from a midscreen Ex Roll:
https://youtu.be/7zT8xlVd6zY

18
Vice / Re: Vice
« on: August 26, 2016, 10:28:12 PM »
And I rolled back the hcf+D > qcb+C combo. I can see why you could miss it, but I have tested it. They just made the link stupid tight in this game for whatever reason

What?  It works?  I kept trying it out at WNF and I couldn't get it to work in a match lol.  I guess I should try it in training mode. :)

Anyone make a video on Vice's AA routes yet using MAX Mode Cancel?

What do you mean, like a tutorial? https://twitter.com/DC_Kane317/status/768961029162139648

19
Vice / Re: Vice
« on: August 25, 2016, 08:19:07 PM »
I fixed a couple stuff like hcf D doesn't combo into qcb P in XIV.  I mourn the loss of d.B, d.C link they had even up to the Evo build but they took out now :(

20
Sylvie Paula Paula / Re: Sylvie Paula Paula
« on: July 26, 2016, 11:49:05 PM »
Been messing with Sylvie to fill out the wiki and she's definitely growing on me. That OTG MAX Paula Experiment does a lot for her -- for 2 bars, stuff that would otherwise tickle at midscreen, like random st.CD and cr.D hits, suddenly HURTS. She does great damage for 1-2 bars in the corner as well, with some surprisingly easy juggles (then again, I'm used to 13 Mai, who had some strict-ass juggles even with the hold buffer).

I once called her "Kula Minor" in Discord, but I don't think that was fair to her. She might end up being "Kula Major" in this game, but the jury's out on that until people can actually go into the lab with Kula. Her only real limitation is her short reach, but her mobility, safety, and defensive options will help her thread the needle to keep the spacing she needs. Probably not a top character, but definitely a solid one.

First and foremost, great work on the wiki so far!

I added two combos to the 2 meter corner section.  I'm not to sure with the formatting of how I added it, I forgot how to do sub headings lol.  I'll have to play around with it later.

21
General Discussion / Re: KOFXIV Announced for 2016
« on: July 05, 2016, 04:03:55 PM »
I watched a video from the E3 build and I saw king do this. Close to the corner C+D, venom strike and it combos and the opponent is still standing. I don't think she has anything else fast enough to continue the combo, tornado kick Perhaps.

Forgot to mention in the podcast: After anyone's stand CD (wall crumples), there are several frames where if your character is fast enough, you can hit them and keep the opponent standing and continue a corner combo.

Basically, as they hit the side wall and begin to slump, you have to hit them then.  After they "leave" the wall you can't hit them (at all) until they're on the ground again.

Several videos show that but you have to be quick to see it.

22
General Discussion / Re: KOFXIV Announced for 2016
« on: June 21, 2016, 06:02:48 AM »
Aww, that's so cute.

Marketing sure is better than in XIII's case, but will it lead to better sales?

Honestly, I think SNK is a whole different beast compared to it's former shell that was XIII era.  From marketing, art direction, soundtracks...100% improvement.

Does anyone know if any of the characters have been balanced? Desmond said King of Dinosaurs was too slow. Ive also heard  Ryos f+a (?) into maxmode, into combo takes off way too much damage.

There's definitely been done damage adjusting from the 24 to 36 build.  Ryo's Maxmode is a great example off the top of my head.

23
General Discussion / Re: KOFXIV Announced for 2016
« on: May 19, 2016, 10:41:01 PM »
That Ryo damage: https://www.twitch.tv/gaminglive_tv1/v/67178503?t=01h59m27s

About 50% for 1 power bar.

Have they showed kof XIV on that link ? Link isn't working for me just now..

Well it's that time again for hopefully another update for the kof website. Last week's update happend about 7 or so hours from now.

Ignore me, the French have the game,  didn't realise, thx Diavle

WOW that ryo combo is decent.

I helped illustrate it in a GIF:
https://twitter.com/DC_Kane317/status/733396719530954752

24
General Discussion / Re: KOFXIV Announced for 2016
« on: May 14, 2016, 03:36:24 AM »
I wonder if Kyo's Ex RDP+K is still homing; since it has ground bounce, you probably could modify his Maxmode BnB to: s.C, df+D, [MM], s.C, df+D (1 hit), qcf+D, EX RDP+K, dp C (1 hit), [SC] Orochinagi.  (/End theory combo)

25
General Discussion / Re: KOFXIV Announced for 2016
« on: January 29, 2016, 11:37:43 AM »
She's was unable to translate correctly Andy's Kuuhadan cancel-- hcf K --> d.B

27
Iori Yagami (Claw) / Re: Claw Iori (Console)
« on: December 05, 2015, 10:43:50 AM »
Fwd+B: You jump over the opponent and simply hold up fwd (from jumping) and roll it one directional click to fwd and press B.

28
Dunno if we got Stunfest 2015 Tokido vs Misterio:

https://youtu.be/bc3jx_XSMhY?t=3m43s

29
General Discussion / Re: The King of Fighters XIII Video Thread
« on: November 25, 2015, 09:04:34 AM »
Don't know how many people saw this (happened in September 2015) but Gunsmith recorded a FT5 between Tortita & Tenkawa in the middle of it. Good Ash action & play all around.


Pretty damn entertaining.  Tenkawa was always a favorite to watch since the pre-1.1 arcade days.

30
Duo Lon / Re: Duo Lon Video thread
« on: December 06, 2014, 03:40:19 AM »
A rather useful situational use, 1 stock anti-air: KOF XIII - Duo lon: Anti-air rekka confirmation: http://youtu.be/qYUWbkuYLBU

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