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Messages - Blake/White

#1
Mr. Karate / Re: EX Mr. Karate
August 18, 2012, 08:06:21 PM
Just saw this combo in a match vid.

Midscreen, 3 stock, 50% Drive:

crossup j. ;d, st. ;c,  ;fd ;b,  ;dn ;df ;fd ;c ;fd ;fd,  ;fd ;dn ;df ;a ;c, j. ;bk ;db ;dn ;df ;fd ;d, land, j. ;bk ;db ;dn ;df ;fd ;b, land, j. ;bk ;db ;dn ;df ;fd ;b,  ;dn ;df ;fd ;df ;dn ;db ;bk ;a ;c

695 dmg.

EDIT: Now with video.
KOF XIII - Mr. Karate combo
#2
Hwa Jai / Re: Hwa Jai (Console)
July 27, 2012, 03:28:11 AM
Yeah, one of the struggles I would run into while playing Hwa is that he can do so much, and focusing on just one aspect of his game may actually cause you to struggle.
#3
K' / Re: K’ (Console)
July 22, 2012, 03:21:00 AM
Cool stuff, similar to some of the stuff I've been working on, albeit my ideas aren't as complex/meter heavy. Though I do have to say, it's pretty easy to do high damage starting off of CH j.CD in the corner. I'm still working on just regular j.CD hit, since I think it's a really good poke for K' and he gets way more damage off of it than he deserves.
#4
Quote from: Nagato1992 on July 17, 2012, 06:55:09 PM


K' is not the best point on the game but he is one of the best.  He goes at 1st or 2nd really well and he still blows up a good bit of the cast. 


Not quite what I was getting at, I'm not saying he's not a good point, I just don't think the point position is best for him. He really does do a lot better in this game when he has some extra meter hanging around for EX Trigger.
#5
Hwa Jai / Re: Hwa Jai (Console)
July 17, 2012, 02:26:01 PM
That combo with EX super at the end does 609, which is pretty much the same damage for Reynald's combo and is much, much easier. Of course, if you do Reynald's combo, you have the option of using an extra stock to end with EX DM instead of regular DM, but I can't tell how much damage that does because of how difficult Reynald's combo is. The QCB+D has to hit 4 times for the air DP+B to hit afterwards, which is something that is either character or timing specific (or both). It seems very inconsistent from the bit that I tried it.
#6
Quote from: Nagato1992 on July 16, 2012, 06:00:12 PM

The second row to the right is the best point characters in the game. They also play anchor really well but due to their damage restraints, I would always put them first or second, but primarily first especially K.'


To be honest, I don't think K' is best on point in this game, at least not anymore. You really do need to spend meter with him to get the max benefit of his tools. It may have been a different story in arcade where Trigger was much safer and you got stronger midscreen combos, but now he seems almost reliant on meter. On the other hand, he's not exactly the best anchor either, which makes me feel that second is the best place for him. First works great, but he's extremely versatile as the middle character.
#7
K' / Re: K’ (Console)
July 13, 2012, 02:25:08 PM
Yep, I posted the possible shortcuts on here some time ago, basically the game accepts either  ;dn or  ;db for the second input and either  ;df or  ;fd for the final input. This works for any DP motion in the game, which is useful for characters who have overlapping commands for their DMs.
#8
K' / Re: K’ (Console)
July 13, 2012, 06:55:24 AM
It does in fact make instant Narrow Spikes much easier. Haven't really found a way to make the Crow Bites -> Trigger Drive Cancel easier with this method, though.
#9
Takuma Sakazaki / Re: Takuma Sakazaki (Console)
June 24, 2012, 12:36:31 AM
Seems like it's a lot harder for Takuma to get that one opening he needs, though. Karate doesn't really have that problem. That and honestly, one mistake against Karate and you might as well be dead, since you end up in the corner with half life gone and stuck in pressure, one more mistake and you're done.
#10
Hwa Jai / Re: Hwa Jai (Console)
June 23, 2012, 07:05:22 PM
I don't like playing Hwa on anchor for a couple of reasons. Mainly, playing a meter-intensive character as your anchor requires you to build your team such that you'll have meter ready for that anchor just in case. In many cases this can limit you from using meter when needed to KO characters, just because you're worried about not having any meter for your anchor. Especially in Hwa's case, not having meter at the end with him as your last character makes certain matches way harder than they should be. This leads into the other reason I don't like Hwa as anchor, he is an in-your-face character and I don't like my anchor to be limited to a certain playstyle. But that's just me, I'd rather play him second so my point can feed him a couple of stocks for drink shenanigans.
#11
K' / Re: K’ (Console)
June 16, 2012, 08:31:58 PM
Yeah, I noticed the guard point was extremely short, but in certain situations you can sort of use it as an option select. Perform the motion and hold back, then press the buttons with the correct timing against certain frametraps where you can react to the attack you want to counter. Example would be against Kyo when cornered, one of the locals likes to run up and do a point blank close  ;c followed by a standing  ;d , which I have trouble with. But you can counter this trap on reaction with EX Minutes Spike, provided your timing is good.
#12
K' / Re: K’ (Console)
June 16, 2012, 01:24:01 AM
Anybody really mess around with the guard point on EX Minutes Spike? It can be useful against certain frametraps and long range pokes. With 50% Drive, you get some decent damage afterwards, along with nearly full screen corner carry. If you have another stock ready, you can do about 43% damage midscreen and nearly 50% in the corner.
#13
Hwa Jai / Re: Hwa Jai (Console)
June 12, 2012, 06:18:45 AM
He's talking about Dragon Tail, the QCB+D, not Dragon Kick. When he's sober, slide into QCB+D is interruptable, but the window to reverse seems very small, as I've had people struggle with getting around it. When he's drunk, I think it may actually be a true blockstring, which is disgusting once you've cornered someone, as you can just do slide into QCB+D, land and close C into slide and repeat, provided they don't have any bar to get out. Makes for easy guard breaks.
#14
K' / Re: K’ (Console)
May 21, 2012, 05:07:01 AM
Midscreen use A version to knock people down and push them towards the corner during combos. For example after  ;dn ;b x 2 hitconfirm. The C version followed by Second Shoot is always guaranteed off of this regardless of range, mostly due to the speed of C version Second Shoot. However, since A knocks down, even if the Second Shoot doesn't combo, you can use it to knock them towards the corner and then force them to block the Second Shoot, allowing some pressure. Use C version midscreen if you are really desperate for the extra damage and you want to be absolutely sure.

The frame data on the wiki seems to indicate that both versions of Ein Trigger are the same on block (-5). Reiki, are you sure the A version recovers faster?
#15
Hwa Jai / Re: Hwa Jai (Console)
May 18, 2012, 01:12:42 AM
Wow, the data on those normals is absurd. Worst is st. ;d at only -1? Everything else is either neutral or advantage? st. ;c ;d is +4? Ridiculous. This will actually change how I play Hwa.