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Messages - KrsJin

#1
Bandeiras Hattori / Re: Bandeiras Hattori
February 28, 2017, 01:48:20 AM
Quote from: Smoke on February 27, 2017, 10:45:39 PM
Quote from: KrsJin on February 27, 2017, 08:49:20 PM
I like the thinking behind some of those counter setups a lot. I just wish his dang counter were better, would make those really threatening.

His counter is best used against opponents who know their frame data and like to attack when they feel it's their turn. I wouldn't recommend using his counter unless in situations when you know your opponent will attack. There's other setups that involve using his EX Shining Ninja Arts on block or his light version  of Kawarimi on block or even a blocked overhead.
I think the real problem I have is that if they attack with a light attack, they're often safe. Or depending on which attack they throw out, the angle may not line up and it will whiff entirely. If it's not a guarantee'd hit, he definitely should not be punishable on a successful counter, I feel.
#2
Bandeiras Hattori / Re: Bandeiras Hattori
February 27, 2017, 08:49:20 PM
I like the thinking behind some of those counter setups a lot. I just wish his dang counter were better, would make those really threatening.
#3
Random interjection, I'm all for max damage,  but don't let this one combo stop you from playing Tung if it ever comes to that. His normal Max mode combos do plenty of damage without the jumping ex twirly.

Also I read that doing a hyper hop/super jump helps get the fastest timing on air specials. May want to try hyper hop in those combos. I haven't really tried much to weigh in on this.
#4
Kyo Kusanagi / Re: Kyo Kusanagi
February 01, 2017, 09:06:14 PM
Ah! Appreciate it, I'll have to try that out then. So used to almost everything being fastest input for cancels.
#5
Kyo Kusanagi / Re: Kyo Kusanagi
January 30, 2017, 06:13:40 AM
Ignorant question but what's the proper input to get rekka cancel into qcb, hcf+A/C ? Referring to the corner combos that user this.
#6
Billy Kane / Re: Billy Kane
January 09, 2017, 08:25:01 PM
Does Billy have any invincible reversals? I'll test later but don't know the best way to ensure my test is accurate (bad at labbing). Thanks!
#7
Gang-Il / Re: Gang-Il
December 09, 2016, 08:16:57 PM
Some genuinely good stuff in there. Some real stuff you can apply in matches, too.
#8
Offline Matchmaking / Re: Colorado KoF
December 02, 2016, 11:47:23 PM
Bumping in-case any CO players are looking.

We don't have a huge scene, though some veteran players are slowly getting into XIV. That said, we do have an active scene. We play at least once a week usually.

Best way to get a hold of our current players would be through Twitter probably. Feel free to post here, PM me, or catch me on twitter @KrsJin.

Players of all levels are welcome, we don't harass/criticize/judge. Just want to get better together.
#9
Tung Fu Rue / Re: Tung Fu Rue
November 23, 2016, 07:17:57 PM
I get that the air QCB+P is probably more intended for combos and air to air stuff but not hitting crouchers really hurts this move big time. I agree with all those points. Still trying to figure out when to use it really, if I should be at all.
#10
Joe Higashi / Re: Joe Higashi
November 18, 2016, 09:50:51 PM
Now that his D uppercut is invincible I think he's pretty damn viable. He's not going to be opening up people good on at defense but his standing D and tornadoes are great tools for zoning. He also hits like a truck if he does land a hit. He's a solid point character I feel but your fundamentals will need to be on point to make him work at higher levels of play.
#11
Gang-Il / Re: Gang-Il
November 14, 2016, 09:13:08 PM
Wow, crouching B is +3 on block? I need to utilize this more.
#12
Oh snap, maybe. I'd be down for more outfits and colors for sure.
#13
Gang-Il / Re: Gang-Il
October 24, 2016, 10:30:36 PM
Yeah, has to hit deep off 6B and you have to cancel it fast to ensure consistency. Out of fear of whiffing, I usually just end with B xx  ;dn ;dn D.
#14
I don't know if it was too drastic but the buffer window was reduced. My guess is you are entering them correctly just maybe a bit too slow for it to register in time.
#15
Gang-Il / Re: Gang-Il
October 19, 2016, 11:35:17 PM
Gang-il feels so much more complete after yesterday's patch. Far standing D alone makes his ground game noticeably better and more consistent. The increased damage on the supers helps a lot, too, especially during Max mode conversions.

Still not going to be an easy character to use by measure of some other high tiers but I do think he's viable now with work.

Thanks SNK!