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Messages - Tikok

#1
The podcast ? o:  I'm sorry , but what is it about ? What do I have to do ?

Also, here are my videos at the stunfest, team tournament~ I'm teaming with my brother.

Stunfest 2013 - KOFXIII - 2v2 -Tikok/Kyosuke x Rickyo/Yox
Stunfest 2013 - KOFXIII - 2v2 - Frionel/Tom sawyer x Tikok/Kyosuke
http://www.dailymotion.com/video/xzjx8e ... es?start=2 Playing against Koukou is so great ! I played against him quite a bit before the tournament too.
http://www.dailymotion.com/video/xzjx6y ... mbediframe

They are in order, 1/4 , 1/2 , winner and loser's finals~
#2
Yaho'~  

Yes, I still post here~ I got third place in the team tournament at the stunfest. Should I post the videos or are they a bit too old by now ?

And thank you by the way~
#3
Koukou and Kyabetsu took the team tournament. He was way stronger today than yesterday. I played him, he's godlike, seriously.
#4
Athena Asamiya / Re: Dealing with Athena
November 16, 2012, 01:15:10 AM
She doesn't get meter for reflecting, but doing the reflector itself builds quite a lot of meter. And fireballs only build meter if they hit, or get blocked. Due to the very fast recovery, even if the fireball doesn't hit the opponent, simply reflecting one is advantageous for Athena.

Also, when trying to get in , you need to be careful about Athena's s.CD, even more than her j.CD actually. That thing has a ridiculous hitbox and is a very solid anti air. She can even OS teleport , so that if it hits counterhit she can get a free DP or a free combo if she's willing to spend meter.
(s.CD counter > (OS) qcf +B > dp+C > DC qcb A+C > whatever)
#5
Athena Asamiya / Re: Dealing with Athena
November 15, 2012, 10:19:36 PM
QuoteQcb+a beats/neutralizes her projectiles whike building you meter and preventing her from gaining hers at a distance ralf should make Athena come to him for her damage
Ralf is the one who has to come. Athena can just use instant air phoenix arrow to build more meter than Ralf when he neutralizes her projectiles. There are very few characters in this game who can force Athena to get in, Raiden and Chin are among them, since drinking/charging dropkicks make them too threatening.
#6
Athena Asamiya / Re: Dealing with Athena
November 15, 2012, 09:36:07 AM
I have no experience fighting her, but I am a Athena main. So, I'll write my point of view as a Athena player.

Defying Athena in a fireball war is silly IMO, even if you are King. It's true that your fireball will die out before reaching you, but when Athena reflects fireballs, she builds meter, and you don't. The recovery is also so fast that it's extremely hard to punish. The longer the fireball war will last, the more advantage the Athena player will be at.

To me to beat Athena you need to seal off her fireball game with a threatening anti fireball move. Then, once you knocked her down, you want to attack her in an angle that will make her DP whiff , and not give her enough time to do her s.D.

Look out for gaps in her blockstrings if she uses fireballs during them, score a knockdown with your anti fireball move , and rush her down.

Be careful though, Athena's defensive options are numerous when she has meter. She has a hit invincible ex teleport, a 3f dm that must be perfectly safe jumped, and an invincible command grab.
#7
Athena Asamiya / Re: Athena Asamiya (Console)
November 07, 2012, 04:35:00 PM
QuoteI also think that without meter, the best you have to do during the throw is to let your opponent hit the ground for the 125 dmg which is pretty nice (but doesnt give meter to anyone), and to backdash -> phenix arrow 2 or 3 times to get some bar.
What do you guys think about this ?
I do something simillar to this actually. I let him fall and do one backdash phoenix arrow. That way you have enough time to do a safe jump/ambiguous crossup after.
#8
Iori as Fenrich and Axel owns !
#9
Kyo Kusanagi / Re: Kyo Kusanagi Wiki Thread
November 01, 2012, 07:43:53 PM
Oh~ I already use meaty qcf+B with Kyo so I see what you're talking about. I usually do c.D > qcf+B or s.CD > qcf +B though.
#10
Kyo Kusanagi / Re: Kyo Kusanagi Wiki Thread
November 01, 2012, 12:12:01 PM
Even the B version of Shiki Kai has a gap between the two hits. One can just reversal through it.
#11
I'm not gonna argue since since I don't agree with any of your points, but since you asked some questions, I'll reply to them.

QuoteWhat is the logic there? If something is unsafe make it punishable by everyone in the cast.
Not everyone have the same tools, so not everyone can punish everything. I don't see how that is unlogical.

QuoteCD attacks. I never got their purpose. It seems that they benefit some characters more than others. Okay, but why?
That's just how it is , CD attacks aren't the same for every characters, so, some are obviously going to be better than others.

Quote5: Why do a majority of fireball characters have fireballs that are safe on block and recover too quickly to punish them?
Fireballs are safe on block in like every single fighting game though. Especially since they can be made safer by creating distance with your blockstring.
QuoteBut a character like Ash recovers even if you jump in after it that he can still AA you. Why?
There are two reasons for that. Because Ash is a zoning character , so his fireball needs to be good for his entire gameplan to be viable, and because Ash is a charge character.

Quote6: Why 8 frames of grab invincibility on wakeup? Why when a character is waking up after a knockdown they cannot grab you unless they use a command grab?
Actually those frames of invincibility also apply to command grabs. You cannot grab someone who's waking up after a hard knockdown no matter kind of grab you use.

As for why, It's just the direction KoF chose. If anything it makes the gameplay more interesting as it gives you reasons to avoid teching sometimes.

I guess they want to avoid BS throw mixups. As throws in KoF grant you a lot more damage than in other games. (Someone like Takuma can even ToD out of a throw)
#12
Athena Asamiya / Re: Athena Asamiya (Console)
October 26, 2012, 10:28:11 PM
QuoteOk i think you forgot the qcf+B but I understood the combo
Indeed, I forgot it D: .

Quotethat's why you dont really need to use the DM in combos, plus her DMs don't have an unscaled hit if I'm not mistaken ?
Her DM doesn't have an unscaled hit and only does 50 more damage than her dp+C (dp+C does 150damage), so it's pretty useless as combo finisher if you can land dp+C instead. The same goes for EX DM. Never use it as combo ender, there are better ways to spend the two meters for more damaging combos.
QuoteIs there a way to never miss the j.f+B in those combos with the EX phenix arrow ?
Buffering the jump can help, but beside that, there's unfortunately no way to make it unmissable, you'll have to practice the combo.

QuoteWhich jump is it ? Only the normal forward one ? If that's the case maybe I can just hold   after the first EX then do the butt when she's in the air for a minimal miss chance ? Lol
It's the "super hop" one. So, down > lightly tap up forward for the jump. Holding up forward won't work.

QuoteWhat's the best way to force people to not infinitely jump and backdash when there is the danger of getting throwed ?
Midscreen there's not much you can do unfortunately, You could do j.C xx Phoenix Arrow. It's cancellable even on whiff so if they jump they eat the j.C and if they don't, phoenix arrow is safe on block against most characters. Be ready to tech a throw though.

Once they are cornered you can use jump f+B if you think they are going to jump or backdash. j.f+B as air to air puts them in juggle state and grants you a full combo. (j.f+B, air qcb B, dp C for a no meter one, just use the drive cancel variants if you have meter)

Do it a few times (though you'd most likely kill at least one character if your opponent jumps/backdashes all the time, since you can easily do more than 500 damage with that j.f+B opening), and when they'll be trained not to backdash/jump, that's when you throw them.
QuoteIs it practical to buff-run the DM like a throw DM so if the guy is scared and gets into the air they take that damage ? Or is it too risky ? I don't know how safe this DM is, when I see an Athena whiff it I use an invincible move like EX Orochinagi to destroy it while she's still casting it, but I don't know about running and comboing etc.
It's not worth it/it's too risky. Athena's DM is punishable with a full jump in combo if your opponent knows what he's doing.
QuoteI would love to have a good Athena to mix with my Robert on point.
Keep working on her then ! I can guarantee she's good. Don't believe that "Athena is bottom tier" BS ! If you ever have any questions just ask. I lurk this board quite often, so I'll answer any questions you may have.
#13
I'm very sorry for derailing this thread too much. Will a 2 meter no drive combo for Yuri do ?
If so I'll post it a bit later, since I need to boot up KoF XIII to check how much damage it does. I know it's 500+ but I don't know the exact value.
#14
Quoteany cr B not done right next to your opponent then the link will not hit.
I know that, but like you said, a lot of her openings come from her dp+K mixup, and you're close enough for it from that opening.
Quoteits hard to confirm
It's not.
Quoteor dpC DC into dm or sdm.
That's a waste of drive, you might as well do c.B c.B s.B EXDM.
Quoteyou need to watch that video with MAgo and tokido VS E.T the taiwanese player.
I started watching this video and got bored so I closed. Guess I'll stick with Shoki's Yuri , the rare times he plays her

Can you please stop assuming I don't know how to play Yuri ? I wasn't supposed to reply but to be honest, it's annoying me.
#15
... Did I ever say that 1 drive combo are useless/impractical ? They are very useful, I'm totally aware of that.
Quoteim a dedicated yuri player Ex saiha combos are very rare
I'm a dedicated Yuri player too, and EX Saiha combos aren't and shouldn't be rare because she can link c.B > c.C/s.C and these are very easy, hitconfirmable 3f/2f links.

Anyway, I am done posting in this thread, I merely stated my opinion once, I'm not gonna pointlessly argue about it.