Sign me up, please.
Name: Saika.
Team: EX Kyo, K', Iori (Tsume), EX Iori
Region: HFIL
Name: Saika.
Team: EX Kyo, K', Iori (Tsume), EX Iori
Region: HFIL
New to the forums? Introduce yourself HERE!
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts MenuQuote from: Malik on August 17, 2013, 06:44:34 PMQuote from: Tyrant292 on June 09, 2013, 01:12:14 AM
Anyone knows any good Saiki players I could follow. Reynalds Saiki matches; I cant find them.
Look up Violent Kain from Mexico, search on DarkGeese's & ChetosGame's YT accounts, Zeal from NY, and Mr. KoF plays Saiki sometimes still
Quote from: Crimson_King15 on July 16, 2012, 01:15:03 PM
1st: Flame Iori's Neo max tracks yes, but at the same time The Neo max isn't the fastest in the world (18 frames after animation to be exact) and you need to make a pretty nice read on your opponent to catch them with the neo max. Reason being is some characters with faster recovery on their projectiles will be able to jump away before flame touches them. Also I would think meter is pretty important to flame Iori so, I think that it's a massive gamble to do that neo max HOPING your opponent throws a fireball at the right time, or that you timed the neo max to hit them at the right time before they can be mobile again.
Quote from: Crimson_King15 on July 16, 2012, 01:15:03 PM
Best case scenario for Claw: Claw Iori's Neo max (6 frames) The fireball goes through Iori and My opponent eats the full 480
Worst case scenario for claw: I trade with the fireball users and eat 50-70 damage, but my opponent eats 360-400 damage
Best case for flame Iori: You hop over the fireball and blow them up for 480
Worse case for flame Iori: You overestimate the recovery time, and your opponent dodges. Result: you get punished
Quote from: Crimson_King15 on July 16, 2012, 01:15:03 PM
As for the Range on Claw Iori's neo max is about the same as flame iori's. Claw Iori's neo max's range is very deceptive because he runs forward then slashes meaning my range for punish is slightly past half screen. That means I've effectively shut down my opponent's fireball game simply by having a neo max from about 1/2 screen making my entry that much easier.
Quote from: Crimson_King15 on July 16, 2012, 01:15:03 PM
Now, You are correct about the whole "run and stop type" St.B thing doesn't make it worse. But In matches it is Very easy to have an execution error on those type of normals is my point even pros do it. Reynald for example does it with Kim's overhead sometimes when he wants to do run far st b. Claw Iori just removes the whole possibly of messing it up in general is my point.
Quote from: Crimson_King15 on July 16, 2012, 01:15:03 PM
2nd: Claw Iori's Overhead (21 frames) is faster and easier to use than Flame's (24 frames). The reasons it's easier to use are. First, It's faster (I am captain obvious). Second If you look Iori's QCB+K and his Kui and compare them both have the same or about the same start up animation up until Iori pulls his hand over his head. So, you can use the similarities in animation to your advantage to mask your overhead. Flame has NO move whatsoever that looks anything like Gofu In.
Last, Claw's overhead is superior to Flame's because of the amount of time you have to cancel a raw one into a super and have it still combo. Claw Iori's overhead has more hitstun and it's easier to notice/take advantage of a hit. While flame's is kind of you have to expect the hit or be buffering then wait for the confirmation to input it.
Quote from: Crimson_King15 on July 16, 2012, 01:15:03 PM
3rd: Flame Iori's "Frame traps with rekkas" Aren't effective if you know the Iori player is -9 on block at best on the first rekka. At that point using rekkas for pressure does not become a reliable means for frame trapping PERIOD. -9 rekka is a free super, Light poke into an hd. You can't do jack with it outside of knockdown into mix ups so I don't know where this frame trap stuff occurs. So what do you truly have up close besides normals. Even his fireballs are horribly negative up close (don't know why you would want to throw fireballs up super close with Iori anyway but eh.)
As for mix ups his better mix ups will come off a Knockdown from shogetsu. But you still have great options of a Akegarasu. Also Landing an akegarasu on an impatient opponent is an easy bait on top of the other mind games you already have in your hip pocket.
Quote from: Crimson_King15 on July 16, 2012, 01:15:03 PM
4th: Up close Claw Iori has a far better command grab and EX command grab that Flames in terms of speed and IMO Mix up potiential.
Claw Iori: 9 frames Normal and 5 frames for EX
Flame Iori: 13 regardless of version just EX has Invincibility
Not only is Claw's Faster but it produces more damage without drive meter burn.Reason being is Flame's command grab does 0 damage, BUT Still scales your next hit meaning you are opening the opponent up but you are losing damage.Claw's however does 50 damage puts them into a juggle state and allows for massive follow ups.
Flame iori's max damage combo without burning drive hits about 496 and that's me command throwing him into the corner and using 3 bars for ex rekka>DP> ex maiden masher
Claw Iori Pops 410 off this hcf+P> DP+C> Ex maiden masher Anywhere on the screen
in the corner with no drive and 2 bars 495. But If Claw match Flame at 3 bars he hits for 552 in the corner
This means Claw get about the same damage for a whole bar less or way more for the exact same amount.
Quote from: Crimson_King15 on July 16, 2012, 01:15:03 PM
These are quite a few of the main reasons why Claw's Game up close is a lot better than flames. Hope it this is more understandable. lol
Quote from: Matt Alder on July 01, 2012, 05:34:01 PM
Though it's true that you can super cancel the ovrheads, you'd be pretty foolish to do it. Both Ioris are completely punishable after super by a close normal into an HD or whatever. Many characters' meterless B&B combos from a close normal deal more damage than Iori's super. You're totally free if you do this, and you can't really hit confirm from either overhead since it's a cancel. So when you do it, it's a 50/50 guess for you, and the risk versus reward is just nowhere near good enough.
You CAN do it, but you should pretty much NEVER do it.
Quote from: Matt Alder on June 28, 2012, 06:48:07 PM
I haven't looked at the frame data for both of their command overheads yet, but I would give the edge to Claw for the better overhead option. First of all, both of them are only able to follow up after their overheads with HD activation, and Claw obviously gets more damage from that.
Quote from: Tikok on June 29, 2012, 12:12:54 AM
I think (s)he means Flame Iori's dp A+C , as his qcf~hcb+AC isn't invincible, and his EX DP is also a 3f.
Quote from: Sharnt on May 22, 2012, 11:25:36 AMQuote from: Bloom of the Wolf on April 27, 2012, 05:50:10 PMIt isn't.
As for the news that it might have been removed in climax, I really hope that it isn't so.
https://twitter.com/eLivefrionel/status/204627907149185024
Quote from: nightmoves on May 15, 2012, 10:40:16 PM
BTW, is there an English translated list of changes for Climax?
Quote from: Rex Dart on April 29, 2012, 08:10:54 PM
The subject of that section is Arcade Version -> Climax version. So most of the changes are probably already known.