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Messages - Sprint

#1
Mai Shiranui / Re: Mai Shiranui (Console)
August 17, 2012, 12:30:34 AM
I'd hardly call that 'ideal'. When started the same way as in your video, the combo I gave in the post immediately before does 671 damage (using the qcb+C,d+C ender) and doesn't require any tricky timing at all. It's stupidly easy.

If you do the instant air super ender I mentioned, it does 802 damage for 2 bars and builds about 70% of a meter at the end just like the meterless combo. It's really hard to do, but worth it for that extra bar (unless you already have max). If you have 4 bars you can chain 2 of them (example).

For just raw damage with 2 bars (after the airdive):
- hcf+D(1hit) (DC) qcf+A, qcb+C, hcf+D(2hit) (DC) qcb+C, hcf+D(2hit) (DC) qcb+A, hcf+D(1hit) (DC) Neomax
826 damage when using the same starter. This is incredibly easy, but doesn't build you a ton of meter like the aforementioned combo.
#2
Mai Shiranui / Re: Mai Shiranui (Console)
August 12, 2012, 12:00:13 PM
Quote from: Shiranui_ninja on August 08, 2012, 12:40:55 PM
My HD combo 0 meter:

b>D, HD, C, hcf+D >HDC> in air qcb+c (corner) > hcf+D > HDC > ground qcb+C > qcb+C > qcb+C > HDC > qcf+A > qcb+C > qcb+C (HD mode off) > qcb+C > air grab or DM if i want to spend some meter. about 600-650 of damage

Change the ending. You can get an extra DC in there before the gauge runs out.

b>D, HD, C, hcf+D >HDC> in air qcb+c (corner) > hcf+D > HDC > ground qcb+C > qcb+C > qcb+C > HDC > qcf+A > qcb+C > qcb+C > HDC > qcf+A > qcb+C > qcb+C

Then either do:
- airthrow
- qcb+C > d+C > cancel into walldive > cancel into d+B for an overhead (definitely do it if you think they're close to stun... it does 10 stun)
- Instant air qcb,hcf(uf)+BD > qcb+C > airthrow
You can get a bit more damage with a neomax combo, but you build a ton of meter doing this instead.
#3
Mai Shiranui / Re: Mai Shiranui (Console)
June 28, 2012, 04:13:35 PM
Just been messing around with the corner crossup and realised if you time it properly, you can do this:

Corner throw > Dash jump LK (dash immediately and very slightly delay the jump)
- If timed properly, you can hit with a safe(?) crossup jump LK before landing.
- If done a fraction later, it hits from the front instead.

Good luck blocking something when even I don't know where it's going to hit.
#4
Athena Asamiya / Re: Athena Asamiya (Console)
June 14, 2012, 07:22:12 PM
You have to do the first one the instant after leaving the ground, and delay every subsequent hit with the same rhythm as in the video.

If you're not sure whether you've got it right, you can option select the 6th hit by inputting a delayed qcf+B. This comes out as another f+B if you got the timings right, but if it drops you end up behind the opponent and get a light phoenix arrow instead. Either way you can see what happens and combo off it.
#6
Athena Asamiya / Re: Athena Asamiya (Console)
May 30, 2012, 02:32:29 AM
5 bar midscreen HD combo:

JC, 5C [HD] 5C, 623C [DC] 214AC, [walk under hop] 6B, 6B, 6B, 6B, 6B, 214D [DC] 623A [DC] 214AC, [walk under hop] 6B, 6B, 6B, 214B, 624624P [DC] 6246AC

940 damage
#7
Athena Asamiya / Re: Athena Asamiya (Console)
May 29, 2012, 09:26:23 PM
Yeah that should be 1+1.
For some reason two of the startup frames got moved into active. I guess my recording lagged as it hit and I didn't notice because of the super freeze.

Quote from: LazieFreddy on May 29, 2012, 07:03:02 PM
Thanks, that makes sense.  Can you explain why there are two values for hit stun and block stun?  (11+21/11+18)  

The first number is hitstop, the second number is hitstun.

When you hit with a normal attack, hitstop is applied to both players and cancels itself out.
When a projectile hits, hitstop is only applied to the opponent and the projectile, meaning it acts as extra hitstun that must be included. I decided to keep the values separate in case it ended up relevant to something.

For multi-hit projectiles the hitstop is what causes the delay in between hits (projectile and opponent both freeze for 11f, then the next hit connects).
#8
Athena Asamiya / Re: Athena Asamiya (Console)
May 29, 2012, 06:23:21 PM
The extra advantage is due to the spacing. At point blank it's +2.
#9
Athena Asamiya / Re: Athena Asamiya (Console)
May 29, 2012, 04:31:20 PM
The startup values listed do not include the first active frame.
2f startup = Hits on frame 3.

Edit: added a note to the page stating as such.
#10
Athena Asamiya / Re: Athena Asamiya (Console)
May 29, 2012, 12:23:52 PM
Normal command grab hits on frame 7.
EX command grab hits on frame 3.
Both have invincibility.

I measured some framedata a while ago and dumped it on the SRK wiki since I already had an account there:
http://wiki.shoryuken.com/The_King_of_Fighters_XIII/Athena#Frame_Data
#11
Athena Asamiya / Re: Athena Asamiya (Console)
May 17, 2012, 02:49:50 PM
You don't need to time it. As long as you do a hop and don't accidentally jump, you can literally just hold forward and mash B to get 5 hits every time.
#12
Mai Shiranui / Re: Mai Shiranui (Console)
May 16, 2012, 02:23:15 AM
2 drive cancels and 7 burnt meters later...

King of Fighters XIII - Mai Stun Combo (1047 damage)

To give some perspective as to how hard this is to get down, I also have about an hours worth of footage of nothing but me completely failing it.
#13
Athena Asamiya / Re: Athena Asamiya (Console)
May 15, 2012, 02:40:51 PM
It's not 'technically' a backhop. It IS a backhop. The opponent just crosses back over it and ends up behind you.
f+B is inputted the way it is because moves are always inputted with relation to the opponent's position.
i.e. If you're facing left and the opponent is on your right then you input it to the right, but the move will still come out facing left.

I've been messing with this recently as a midscreen HD combo:
2B, 2B [HD] 2C, 623C [DC] 214AC, [walk under hop] 6B, 6B, 6B, 6B, 6B, 214D [DC] 236B, 623A [DC]* 426A, 623C [DC] 426C, (optional 624624P), 6246AC

It's quite easy with a little bit of practice. Hell, I mess up the initial psycho sword input more than I mess up the rest of it.

(* If you want to show off, you can DC into another 214AC here and send them to the moon twice in one combo)
(note: input psycho sword DC into command grab as 641236 and double tap punch)
#14
Mai Shiranui / Re: Mai Shiranui (Console)
May 15, 2012, 01:44:12 PM
You don't need to delay the first qcb+C if you space it a bit more. Use a slightly delayed standing A instead of a crouching A to create the extra distance. You then delay the second Ryuuenbu instead.

It's also possible to get a bit of extra height to connect with an airthrow after the last qcb+C.

Or alternatively...
Ridiculously impractical 120 Stun combo (2 drive, 2 bars):
Jump C, d.C, qcf+A, s.A, qcb+AC, qcb+C [delay] qcb+C, qcb+C [DC] qcb+AC, qcb[walk backwards]+C, qcb+C, qcb+C [DC] qcf+A, qcb+C, qcb+C, d.C

The delays basically require single frame timing for the full combo to work, i.e. the first possible frame where the Ryuuenbu connects fully. The good thing about it is once you've got it right a few times, you can immediately tell when you've delayed for too long and just switch to a different combo or go for a reset (e.g. d.C, d...uf+C, d.B). Just make sure you don't cut the delays too short or it's a guaranteed combo drop.

Post-stun:
Jump C, d.C, qcf+A, s.A, qcb+AC, qcb+C [delay] qcb+C, qcb+C, d.C or Airthrow
Jump C, d.C, qcf+A, s.A, qcb+AC, qcb+C, j.qcb-hcf+BD, qcb+C, d.C or Airthrow

The entire thing ends up doing around 800 damage, and it builds so much meter that you can end up with nearly as much as you started with. It's just a shame that it's so preventatively hard.