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Messages - Sikemopko

#1
I saw Dnyce was running k' kula and kyo
#2
Great tournament great experience
#3
Training Room / Re: HD Mode Activation
December 28, 2011, 12:58:32 AM
Quote from: Nate4u on December 19, 2011, 06:05:46 PM
It's been a couple weeks since anyone posted on this topic but I really wanted to add something.

Last week I was having trouble with this too, I play on a regular ps3 controller.
I was really getting anoyed with the automatic st. C that were coming out when I tried to active HD from a cr B, and then I understood why the st C was coming out (sometimes even st. B).
Here's how I believe it works: Any move that has really short "screen freeze", like light attacks, can use the HD to automatic link a st. C or st. B after the activation. What happens is that you "plink" the activation while cancelling a light attack and the first attack you pressed in the plink will automatically come out after the activation. I started using this for kensou and billy to do with more ease my links to HD combos.

If your problem is that you don't want any of these moves to come out, you're not pressing B and C at the same time. Just don't plink and the dash will come out.
It seems to me that to get a dash you need to cancel the active frames of an attack, but to get a stand c or b you need to activate the recovery frames of the normal. I can now do my hd mode activations flawlessly always getting the desired result
#4
Saiki / Re: Saiki Wiki Building Thread
December 18, 2011, 03:54:05 AM
i realize i am double posting... sorry kane317 ;) anyway it has been a week or so and this is a big entry

Saiki Combos with meter gain for both players!

Notation:
cr. - crouching
cl. - Close
qcf - Quarter circle forward
qcb - Quarter circle Backwards
hcf - Half circle forward
hcb - Half circle backwards
dp - Dragon punch - forward down down-forward
HD - Hyperdirve mode activation
HDC - HD Cancel
SC - Super cancel
DC - Drive Cancel
MG - Meter gain
OPMG- opponent meter gain
ATC - Air target Chain - Jump A cancelled by Jump forward B
> - Cancelled into

Combo’s will read as such:

Combo (Screen Location) (Damage) (MG) (OPMG)

Notes
- combos that have qcb + D HOLD D, air b+B, as the first special of the combo can be replaced with qcb + D HOLD C, if you are a few steps away from the corner. Teleporting with C will carry you to the corner, once there you can continue juggling as you see fit.
- all combos that start with cr. B’s can be replaced with hop D, cl. C or ATC, cl. C.
- all of Saiki’s teleports can be DC’ed on hit and HDC’ed in HD mode.  They do not allow for follow-ups after the teleport, but if your opponent were to be hit with a hard knock down it could serve as a cool mix-up on wake up.  So far its pretty useless though.
- if you are going to be cancelling the first hit of his dp’s you should use dp + B because the first hit does more damage.  However if you want to drive cancel into his qcb + D you need to use dp + D because it does not send them as high into the air.
-all meterless combos ending in dp can be ended in dp + BD or qcfx2 + B or D for more damage, at the cost of 1 meter.
- qcfx2 + A or C scales combos pretty badly.
- Saiki’s EX special moves do not help in extending his combo when used in the middle, however they make great combo starters. Example, qcf + AC is very difficult to juggle with but when used to start a combo you can link a special move for free after it hits.  Since his ex moves do not allow for great juggle opportunities mid combo, he can not really perform combos that burn 4 or 5 meters outside of HD mode.

0 Meter Combos:

1. cr. B, cr. B, cr. B > qcb + B (Anywhere) (136) (MG 0.15) (OPMG 0.15)

2. Hop D, cl. C > qcf + A (Anywhere) (190) (MG 0.15) (OPMG 0.20)

3. cr. B, cr. B > dp + D, Hold D (Anywhere) (168) (MG 0.35) (OPMG 0.25)

4. Hop D, cl. C or D > qcb + D HOLD C > dp + B (Anywhere) (247) (MG 0.45) (OPMG 0.40)

5. ATC, cl. C > qcb + D HOLD D, air  b+B (land) dp + D HOLD D (Corner) (336) (MG 0.60) (OPMG 0.5)

0 Meter + 1 Drive

1. cr. B, cr. B, > dp + B (DC) qcf + A (Midscreen only) (172) (MG 0.35) (OPMG 0.30)

2. cr. B, cr. B > dp + B (DC) qcf + C, qcf + A, dp + D HOLD D (Corner) (318) (MG 0.60) (OPMG 0.45)

3. ATC, cl. C > qcb + D HOLD D, air b+B, dp + B (DC) qcf + C, qcf + A, dp + D HOLD D (Corner) (457) (MG 0.90) (OPMG 0.70)

4. ATC, cl. C > qcb + D HOLD D, air b+B, dp + B (DC) qcf + C, qcb + D HOLD D, air b+B, dp + D HOLD D (Corner) (480) (MG 1.10) (OPMG 0.75)

5. cr. B, cr. B > dp + B (DC) qcf + C, qcb + D HOLD D, air b+B, dp + D HOLD D (Corner) (349) (MG 0.75) (OPMG 0.55)

1 Meter + 0 Drive

1. cr. B, cr. B > qcf(x2) + B or D (Anywhere) (253) (MG 0.10 - 1.0) (OPMG 0.35)

2. cr. B > hcb(x2) + A or C (Anywhere) (195) (MG 0.05 - 1.0) (OPMG 0.05) (Health Regain 50)

3. Hop D, cl. C > qcb + BD HOLD A, qcb + D HOLD C (switches sides) dp + D HOLD D (Midscreen) (392) (MG 0.55 - 1.0) (OPMG 0.55)

4. cr. B > qcf + AC, dp + D HOLD D (Anywhere) (264) (MG 0.30 -1.0) (OPMG 0.45)

5. cr. B, cr. B > qcf + AC (Anywhere) (218) (MG 0.05 - 1.0) (OPMG 0.30)

6. cr. B, cr. B > qcf + AC, qcb + D HOLD D, air b+B, dp + D HOLD D (Corner) (339) (MG 0.55 - 1.0) (OPMG 0.65)

7. ATC, cl. C > qcb + BD HOLD D, air b+B, qcf + A, dp + D HOLD D (Corner) (426) (MG 0.55 - 1.0) (OPMG 0.65)

8. Hop D, cl. C > qcb + D HOLD D air qcf(x2) + B or D (Corner) (375) (MG 0.30 - 1.0) (OPMG 0.45)

9. Hop D, cl. C > qcb + D HOLD C, qcf(x2) + B or D (Anywhere) (377) (MG 0.35 - 1.0) (OPMG 0.50)

1 Meter + 1 Drive

1. Hop D, cl. C > dp + B (SC) qcf(x2) + B or D (Anywhere) ( 368) (MG 0.30 - 1.0) (OPMG 0.50)

2. ATC, cl. C > qcb + D HOLD D, air b+B, dp + B (SC) qcf(x2) A or C, qcf + C, qcf + A, dp + D HOLD D (Corner) (470) (MG 0.90 - 1.0) (OPMG 0.85)

3. ATC, cl. C > qcb + D HOLD D, air b+B, dp + B, qcf + C, qcf + A, qcf(x2) + B or D (Corner) (536) (MG 0.65 - 1.0) (OPMG 0.80)

4. ATC, cl. C > qcb + D HOLD D, air b+B, dp + B (DC) qcf + C, qcb + D HOLD D, air b+B, qcf(x2) B or D (Corner) (558) (MG 0.80 - 1.0) (OPMG 0.90)

5. ATC, cl. C > qcb + D HOLD D, air b+B, dp + B (SC) qcf(x2) A or C, qcf + C, qcb + D HOLD D, air b+B, dp + D HOLD D (Corner) (480) (MG 1.10 - 1.0) (OPMG 0.90)

2 Meter + 0 Drive

1. Hop D, cl. C > qcb + BD HOLD A, qcb + D HOLD C (switch sides) qcf + B or D (Midscreen) (475) (MG 0.35 - 2.0) (OPMG 0.70)

2. cr. B, cr. B > qcf + AC, qcb + D HOLD D, air b+B, qcf(x2) B or D (Corner) (416) (MG 0.25 - 2.0) (OPMG 0.70)

3. cr. B, cr. B > qcf + AC, qcb + D HOLD D, air qcf(x2) + B or D (Corner) (409) (MG 0.20 - 2.0) (OPMG 0.50)

4. Hop D, cl. C > qcb + BD HOLD D, air qcf(x2) + B or D (MidàCorner not full screen) (429) (MG 0.15 - 2.0) (OPMG 0.45)

5. cr. B > hcb(x2) + AC (Anywhere) (MG .05 - 2.0) (OPMG 0.05) (Health Regain 75)

2 Meter + 1 Drive

1. ATC, cl. C > qcb + D HOLD D, air b+B, dp + B, (SC) qcf(x2) + A or C, qcf + C, qcb + D HOLD D, air b+B, qcf(x2) B or D (Corner) (574) (MG 0.80 - 2.0) (OPMG 1.05)

2. ATC, cl. C > qcf + AC, qcb + D HOLD D, air b+B, dp + B (SC) qcf(x2) + A or C, qcf + C, qcb + D HOLD D, air b+B, dp + D HOLD D (Corner) (498) (MG 0.95 - 2.0) (OPMG 1.05)

3. Hop D, cl. C > qcb + D HOLD C, dp + B (SC) qcf(x2) + A or C, qcf + C, qcf + A, qcf(x2) + B or D (Midscreen à Corner) (551) (MG 0.55 - 2.0) (OPMG 0.95)

4. cr. B, cr. B > qcf + AC, qcb + D HOLD D, air b+B, dp + B (DC) qcf + C, qcb + D HOLD D, air b+B, qcf(x2) B or D (Corner) (508) (MG 0.70 - 2.0) (OPMG 1.0)

3 Meter + 0 Drive

1. qcf(x2) + A or C, hcb(x2) + AC (Anywhere) (300) (MG 0.0 - 3.0) (OPMG 0.25) (Health Regain 75)

2. qcf(x2) + A or C, qcf + AC, qcf + B or D (Anywhere) (314) (MG 0.0 - 3.0) (OPMG 0.60)

3.qcf(x2) + A or C, qcb + BD HOLD D, air qcf + B or D (Anywhere) (326) (MG 0.0 - 3.0) (OPMG 0.45)

3 Meter + 1 Drive

1. cr. B cr. B > qcf + AC, qcb + D HOLD D, air b+B, dp + B (SC) qcf(x2) A or C, qcf + C, qcf + A, qcf(x2) B or D (Corner) (582) (MG 0.55 - 3.0) (OPMG 1.10)

2. ATC cl. C > qcb + BD HOLD D, air b+B, qcf + A, dp + B (DC) qcf + C, qcf + AC, qcf(x2) B or D (Corner) (605) (MG 0.45 - 3.0) (OPMG 0.95)

3. ATC, cl. C > qcf + AC, qcb + D HOLD D, air b+B, dp + B (SC) qcf(x2) A or C, qcf + C, qcb + D HOLD D, air b+B, qcf(x2) B or D (Corner) (669) (MG 0.80 - 3.0) (OPMG 1.4)

4.  cr. B cr. B > qcf + AC, qcb + D HOLD D, air b+B, dp + B (SC) qcf(x2) A or C, qcf + C, qcb + D HOLD D, air qcf(x2) B or D (Corner) (602) (MG 0.65 - 3.0) (OPMG 0.95)

HD Mode Combo’s

1. ATC, cl. C (HD) cl. C > qcb + D HOLD D, air b+B, (dp + B, HDC, qcf + C, qcf + A)x3, dp + D HOLD D (Corner) (633) (MG 0.45 - 0.0) (OPMG 1.45)

2. ATC, cl. C (HD) cl. C > (qcb + D HOLD D, air b+B, dp + B, HDC, qcf + C)x2, qcb + D HOLD D, air b+B, dp + D (HDC) qcb + D HOLD D, air qcf(x2) B or D (MAX CANCEL) qcb hcf + AC (Corner) (963) (MG 0.00 - 3.0) (OPMG 1.85)

3. Hop D, cl. C (HD) cl. C > qcb + D HOLD C, (dp + B, HDC, qcf + C, qcf + A)x3 qcf(x2) + B or D (Switch sides MAX CANCEL) qcb hcf + AC (Midscreen à Corner) (970) (MG 0.15 - 3.0) (OPMG 1.90)

4. ATC, cl. C (HD) cl. C > qcf + AC, qcb + D HOLD D, air b+B, dp + B (HDC) qcf + A or C, qcf + C, qcf + A, dp + B (HDC) qcf + C, qcf+ A, qcf(x2) + B or D (Switch sides MAX CANCEL) qcb hcf + AC (Corner) (1009) (MG 0.0 - 5.0) (OPMG 2.15)
#5
General Discussion / Re: Tier List
December 14, 2011, 06:31:32 AM
Quote from: BioBooster on December 14, 2011, 02:47:51 AM
Quote from: Sikemopko on December 13, 2011, 10:27:22 PM
I think it's funny how much dune's opinion differs from frionel's. Frionel thinks terry and duo Lon are both really scary and high tier while dune calls them low tier.
It would be awesome if we could get the opinions of the guys who are playing in the NorCal vs SoCal and get an American tier list going

Out of curiosity, do we have any post release impressions from Frionel in English? I would love to hear what he has to say - he did an amazing job analyzing console changes pre-release and his chr opinions where quite interesting/entertaining.

Totally agree, it would be great to have the same from US top players.
I was going off his opinions from the elive cast. I would be interested to hear what he has to say now
#6
Saiki / Re: Saiki Wiki Building Thread
December 14, 2011, 01:13:01 AM
Practicing my punish combos and after doing qcb+BD hold A -> qcb+D hold C -> qcfx2+B or D with your opponent about 2-3 steps away from the corner, the DM hits once and whiffs on the teleport portion of it.

Interesting to know that this DM does not have a vacuum effect so check your spacing carefully before attempting this super after a teleport into the corner
#7
General Discussion / Re: Tier List
December 13, 2011, 10:27:22 PM
I find myself agreeing with dune in everything but terry in the list, and not because I play him lol. I used him the first week that the game came out just out of familiarity but I have since dropped him for saiki to better balance my own team. Any way terry is strong imo he may be a little one dimensional but he hits hard  with a little meter an kills with a lot of meter. I think it's funny how much dune's opinion differs from frionel's. Frionel thinks terry and duo Lon are both really scary and high tier while dune calls them low tier.

It would be awesome if we could get the opinions of the guys who are playing in the NorCal vs SoCal and get an American tier list going
#8
Zero Suit Samus Kula



1/13, 2/11, 3/23, 4/22, 5/23, 6/23, 7/22, 8/22, 9/22, 10/22, 11/6, 12/23, 13/26, 14/26, 15/23, 16/23, 17/24, 18/24, 19/24, 20/24, 21/23, 22/24, 23/7, 24/7

EDIT: image fixed
#9
Yeah Jebailey let's get kof hype in Florida!!!!!
#10
Pull me off the 360 bracket I am stuck at work :(
#11
Training Room / Re: HD Mode Activation
December 01, 2011, 01:26:20 PM
Okay I will try again today after work, I want to dash every time as it sets me closer to the opponent. Maybe I am activating HD mode late and getting a stand c instead

EDIT: I was activating way too late I get auto dash every time now thanks guys
#12
Training Room / HD Mode Activation
December 01, 2011, 06:03:26 AM
okay so here is my problem with it, i am new to KOFXIII having only played it on console so activating HD mode is still making me a little crazy.  I have played previous kof's and never had a problem like this.  Anyway, when i activate with shen woo, st.c f.b HD, sometimes shen will auto dash, other times he will automatically do another st.c, and rarely he will do a st.b.  Am I activating HD incorrectly? Why is it inconsistent?  Also i play on a TE stick with the four button setup, all other buttons turned off.

I did some searching through the forums and could not find an answer. PLEASE HELP!!! Consistent activation is all that is keeping me from my fatal combos
#13
Takuma's j.c, s.c, f.b qcf+d ->c.a b~f. bd feels like a one frame link.
#14
Ralf Jones / Re: Ralf Jones
November 26, 2011, 07:09:09 AM
I barely use the galactica phantom super mainly because the other one does more damage and has a hit at the end that does not seem to scale, plus in hd combos it gives you a really long time to buffer In the neo max
#15
Quote from: Atb_555 on November 24, 2011, 08:34:00 AM
Can you tiger knee in this game?

Thanks

Seems okay to me, I can instant air Leona's v-slasher super without a problem