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Messages - Kirah

#1
Kyo Kusanagi / Re: Kyo Kusanagi Wiki Thread
August 10, 2012, 05:27:59 PM
Been a while since I last posted, but in my abscence i've developed new tech for this fire starter.  Some midscreen air resets. Also note despite how deep you hit since the opponent lands before you none of these actually safe jump, even if you empty though you can mixup between crossing up and not crossing up.

Midscreen 75 Shiki resets
Sequence
2B > 2A > 3D > 236D  > Sj. D

Options
Land > SJ.2C (Meaty Crossup)
Land > sh. J2C
Land > sh (EMpty) > 2B
Land > sh (Empty) > EX command throw

Those are the basic ones for meterless 75 Shiki, now with EX 75 Shiki I haven't thoroughly tested the safety of these options, but i'll probably do that to day. Also these options above can also work with the setup below, but along with that the EX 75 Shikigives you two new options listed below.



Sequence:
2B > 2A > 3D > 236BD > SJ.D


Options:
Land > Dash Forward > 2B (crossunder meaty 2b Mixup)
Land > delay HH > J.2C (Meaty Deep crossup)


#2
Sorry to double post, but Aug 17th - 19th "The Secret Society" aka My House is opening its doors and having a Pre-Summerjam KOF session. Currently the attendees are as follows. There are a few shops around to get food, and 3 tvs so we can have multiple setups, other setups can be brought to add to the excitement. This house is also very barebones and I do mean barebones perfect for gatherings. Max number of attendees is 12 so lets fill up those slots. If you want to come message me personally and i'll add your name to the list and give you the directions or the address.

1)Kirah
2)Yui (Saika)
3)Kain (Siren)
4)Malik
5)Dynasty
#3
Archives / Re: The Kumate #6 (9/7/12)
August 07, 2012, 12:58:49 AM
Yeah, i'm posting around BUT I think I have some one who can do it.
#4
Hello fellow New Jersey KOFers I haven't posted in a minute, but i'm back and we definitely need to stand up and now an announcement!!

1st Kumate #6 Has been posted and it's been pushed back to Sept 7th and pertaining to that can anyone make a flyer for this event. The main problem with tournaments and this one is no exception is publicity, and a flyer would increase it's publicity and help expose it. Kuma has posted it on SRK, DC, and Orochinagi and I personally think a folder will go nicely. At the bottoms here's the link for the event so post and show your support.

http://shoryuken.com/forum/index.php?threads/sep-7-2012-the-kumate-6-brooklyn-ny.165742/
#5
Archives / Re: The Kumate #6 (9/7/12)
August 06, 2012, 12:58:01 AM
I'm definitely in there, is it possible that can anyone make a flyer for this event so it can be posted and make it legitimate. This needs to be broadcast and promoted and a flyer would really help, I would make it but my photoshop skills are horrible.
#6
General Discussion / Re: KOFXIII Hitbox Viewer
June 22, 2012, 04:34:05 AM
I personally can't believe they didn't come out with a strategy guide for the game, or people didn't do one like an indie group or something of that nature.
#7
General Discussion / KOFXIII Hitbox Viewer
June 20, 2012, 01:44:07 AM
We need to see them, and I know i'm not the only one who needs and want it. Coming from an MB background where I had access to frame data and a hitbox viewer if there's any possible way this needs to be done. Especially since there isn't a KOFXIII strategy guide. This is something that's needed, in the SRK wiki (yeah I know taboo to mention) but they have Terry's hitboxes in the spacing explanations this is something we need to get our hands on.
#8
Raiden / Re: Raiden and Air Throw Combo Enders
May 09, 2012, 06:31:15 PM
Well I found this out a bit too late , but the phenomenon is height dependent.
#9
General Discussion / LateThrow OS
December 21, 2011, 11:22:44 PM
Sequence:
2B ~6C/D ~ 2A or 5A

This fits throw in the late cancel window, best used if baiting an opps roll attempt, or an opp tries to wake-up roll.

Option 1: IF 2B hits, you late cancel into A and can confirm into combo.
Option 2: If the opp rolls the 2B, the 2A gets dropped and automatically gets grabbed.
Option 3: If 2B is blocked then 2A comes out and you continue pressure.
#10
Mai Shiranui / Re: Mai Shiranui Matchup Thread
December 15, 2011, 07:05:39 PM
I've faced a few enemies with Mai which are as follows: Ash , Saiki, Leona

Ash
This battle, in mid-range is in Mai's favor her pokes help keep Ash honest and under wraps though predictability will be punished by 28B by Ash. Though despite that she really gives him a tough time, being able to use j214A to punish poorly timed projectiles and to stay in a comfortable distance to just out poke and annoy. Take care to watch for Ash's EX projectile, in the projectile war Mai can certainly hold her own. Her fast recovery allows her to be able to maintain her standing and keep her positioning. Also her EX Kachousen can really put Ash in his place and get Mai in there and ready to be annoying.

Outside of midrange, you have to play patient and smart and look for your in. Since her limbs are so long I find myself baiting looking to make the Ash flinch and get itchy with  his somersault so always be on the look out for that.

Leona
This battle is bit easier for Mai, since you both can build a wall of normals though I believe Mai's limbs are better. Though Leona has access to a reversal and one hell of an air to air the "Vslasher", it'll punish you for what ever limb you stick out so when facing a Leona with meter pay close attention. Besides that I prefer to stay just inside st.D range. That normal checks Leona at the door and forces her to use moonslasher or EX moonslasher, Leona's normals are monstrous but nothing Mai can't handle. Also you have a WAY better projectile this way it'll force the Leona to make a tough decision and you can swoop in to put her in a real tight spot, on wake up her reversal (EX moonslasher) is all that great and being able to safe jump in the corner after a comboed Air throw lessens her chances even further.

Just play carefully with Mai's limbs, force the Leona to become impatient and poke at her until she dies and watch out for her meter don't get caught by a Vslasher by surprise.

Saiki
This is an easier Ash matchup since he doesn't have an EX projectile, but he does have some tools at his disposal I personally don't think he's anything out of the ordinary. His projectile is slow on startup and can be reacted to with EX Kachousen and his limbs are just Ash's. Even though he has J6B and J4B to bait dps, Mai zones with normals so those are worthless with nothing to bait. Saiki has to do additional work to actually get in or do any of his dirty work. Up close he can be a bit of pain, mixing up his strings into his projectile or being able to summon his super orb can put a damper on Mai, since she's pretty much stuck.

Though she has triangle jump and other things to escape, just play your game and this win can be clinched. Also watch for his EX Supper command throw and Neo Max. The command throw EX has ridiculous range and his Neo Max fullscreen punishes though not as fast as Kyo's in my opinion. When on offense bare in mind his H and EX Dp they trade places so if you're not aware you can find yourself hard knockdown in the corner with Saiki at the ready.


#11
Mai Shiranui / Re: Mai wiki building thread
December 14, 2011, 07:46:51 AM
After C throw in the corner you can roll for an ambiguous roll setup that crosses up, or roll late to land on the same side each option leads to meaty cr.b

After air throw ender in the corner you delay a full jump > J[1]D for a safejump setup.

Edit:
For the safejump setup certain characters get up slowly so some need a Super Jump which are as follows:
o Ash
o Yuri
o Kensou
#12
Saiki / Re: Saiki Wiki Building Thread
December 14, 2011, 12:27:10 AM
Saiki safe jumps.

_-Midscreen -
236236B/D > wait a second > Full super jump > J1D
Works on:
o K'
o Kyo
o Benimaru
o Terry
o Andy
o Joe
o Ash
o Saiki
o Ryo
o Robert
o Elisabeth
o King
o Yuri
o Kula
o Athena
o Kensou
o Leona
o Ralf
o Kim
o Hwa
o Iori

Safe Jump OS 2 (Corner)
JD > 5C > 214D > 5[D] > Land > h8 > J1D
o Kula A/C
x Kula  EX dp
o Kyo
o Benimaru
x Benimaru EX DP
x Ash
o Terry
o Andy
o Joe
o Ryo
o Robert
o Elisabeth
o King
o K' J[1]A
o Athena
o Kensou
o Leona
o Kim
x Kim EX dp
o Hwa
o Ralf
o Iori
o Raiden

Safe Jump OS 3 (Corner)
J236236B/D > FJ > J[1]D
o Kyo
o Benimaru [SJ > J[1]A]
o Terry [SJ > J[1]D]
o Andy
o Joe
o Ash [SJ > J[1]A]
o Saiki [SJ > j[1]D]
o Ryo [SJ > J[1]D]
o Robert [SJ > J[1]A]
o Iori [SJ > J[1]A]
o Elisabeth [SJ > J[1]D]
o Kim [SJ > J[1]A]
o Hwa [SJ > J[1]A]
o King
o Yuri [SJ > J[1]A]
o K' [SJ > J[1]A]
o Kula
x Kula EX DP
o Athena
o Kensou
o Ralf [SJ > J[1]A]
o Leona [SJ > J[1]A ]
#13
Athena Asamiya / Re: Athena Wiki Building Thread
December 14, 2011, 12:06:31 AM
Athena Throw Crossup OS setup

After C or D throw midscreen you do

short hop J6B > J214BD

1) Now the option select comes here, if J6B hits then J214BD combos and you convert.

2) If the opp blocks J214BD still has + frames so you continue your pressure.

3) If the opp rolls back, Athena lands from the J6B , and you get reflector which hits the back roll.

4) If the opponent rolls forward Athena EX teleports forward and tracks the opponent.
#14
Raiden / Re: Raiden and Air Throw Combo Enders
December 11, 2011, 09:26:23 PM
Yeah I'm glad I tested it before I fought a real Raiden, I wonder if this is akin too his rise speed. It doesn't happen to Benimaru or Yuri's air throw they still get the knock down sound cue, but he rises too fast so a safe jump won't work so that maybe just his rise speed, but the Mai Shiranui air throw situation is different I mean no knockdown sound, it's more like he landed on pillows.
#15
Kyo Kusanagi / Kyo Kusanagi Match-up Discussion
December 11, 2011, 07:58:00 PM
I figured i'd start this thread so that we can understand the trials and tribulations of this Flame wielding protagonist with out further a due lets start.

Ash
This match is a bitch, in just every sense of the word, forcing Kyo to get impatient and take those unfavorable arcs. You have to play very patient, since Ash's A DP can pick you off and reset your progress. Once you get in close though Ash's A dp is his best friend and worst enemy. It's fast enough to punish your spacing options, even 5D so watch out for this. Bait it out and on block you can 5C > convert, or if he whiffs you have to react quickly dash up and 5C > convert for a punish and put it in Kyo's favorable position. Also don't be too predictable and don't stagger your strings too much or you'll eat an A DP free.

In neutral, you surely have to react Kyo's EX projectile is a big help so it's not completely a loss. Reacting to Genie placement and projectiles knocks down Ash and gives you some ground for extreme measures Kyo's Neo Max punishes quite well.

Leona
There's quite a few points in this match-up that can be annoying for Kyo too deal with. Her normals are fast and are long reaching so spacing can be quite tasking. Her 2D shrinks her hit box so she can get under your J.B as well as dodge your 5D and knock you down. Other then that moonslasher keeps her area safe and is almost always a constant danger though if blocked she's in deficit so you can punish her hard and make her pay for it. Once Leona has meter she pretty much has free jump-ins as Vslasher is truly scary. Especially EX since it can take a good chunk of your life and punish your anti-air attempts.

I personally play this match grounded and patient, rushing is ill-advised unless you punish her projectile startup with Kyo's EX which will knock her down and give you the advantage.

Saiki
This matchup is easier then Saiki, you can play this match up patiently since he doesn't have an EX projectile that can punish your projectiles. So you can walk up and be a nuiscance, just don't get out of control or you'll quickly find yourself in the corner in a soft knockdown state. This battle becomes a little bit more annoying passed midscreen since his projectile becomes that more effective. Rolling passed it is ill-advised, and at the proper spacing jumping over projectile will only get you DPed or anti-air super into safe jump.  When under seige by the flamboyant antagonist, J4B can always be used to bait you out so always be aware of this fact.

Iori (Claw)
Haven't fought this match up too much, but it seems to be more in Kyo's favor due to having a projectile, and some pretty good normals. Kyo's ability to effectively switch from zoning to aggression is simply great, being able to annoy him and keep him under wraps. Though Iori's normals are great and are able to battle back Kyo's great onslaught. You have to be careful if you get knockdown as he can put into an intense level of hurt especially with his command cross up and overhead.  Also his 2D actually goes under J.B , but can be punished on block by a dash up 2B conversion.

Iori (Flame)
This fight is a bit more to deal with, since he has his fire back. His C projectile is something to keep in mind as it travels fast and will more than likely catch you in startup if you're trying to clash projectiles with him better to neutral jump over it to keep your space or roll if the spacing is in your favor. Though it's still quite straightforward, his 2D also goes under your J.B, but can be punished on block by a dash up 2B conversion.

Elisabeth
This match-up is a battle of patience as an attentive Elisabeth can have you knocked down and guessing from a simple 5A anti air. Her dp is also something to worry about, it can punish your projectiles at closer ranges so stay aware. In neutral she can nullify projectiles and gain meter and stay put forcing you to come to her which is a bad thing since EX dp will be waiting for you around the corner. Just relax and play solid and safe, jumping too much and playing too overzealous will get you into definite trouble.

In air to air situations it's hard to win that battle, her J.CD is great and it out ranges a lot of your jump normals, it seems like you have to get above her J.CD to punish her will tell more once I play this match-up more.