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Messages - PurpGuy

#1
Terry Bogard / Re: Terry Bogard
December 01, 2011, 05:43:38 AM
Quote from: blackgenma on December 01, 2011, 05:30:06 AM
nice write-up, but there's something I discovered regarding the crackshoot whiffing on characters who are crouching and not blocking: its character specific. the only character I know that this happens with is Saiki (and I assume, Ash, since they share the same sprite). it works fine with other characters like Maxima and Ryo. sucks that this issue exist at all but it could be worse.

also, from my testing, you can max cancel ex buster wolf during any of the six hits into neomax. I tested this extensively with a naked ex buster wolf only, so I don't know how it applies to mid juggle.

I just ran Ash through tester mode, B and D Crack Shots both missed a crouching, non blocking Ash.  The EX Crack Shot still hit him.  I don't have Saiki unlocked on this console so I can't test him, but presumably the same applies.

After trying a bunch of times I have been able to Max Cancel the later hits of an EX Buster Wolf into Trinity Geyser, but more often than not it fails.  Could just be a very small window on each hit.
#2
Terry Bogard / Re: Terry Bogard
November 30, 2011, 06:14:39 AM
Had some time today to play around with Terry a bit.

Good News:

-Crouching opponents do get hit by both B and D Crack Shot, guarding or not.  Only EX Crack Shot counts as an overhead.

-You can do an EX Power Wave, then Run Big Jump for a nice combo.

Bad News:

Ash (and presumably Saiki), when crouching and not guarding, do not get hit by either B or D Crack Shot.  EX does hit.

Both Level 1 and 2 Buster Wolf did the full 6 hits in the corner, but as a juggle, the Level 2 only hit 3 times.  Level 2 Buster Wolf can be Max Canceled on any hit, but after the second hit the timing is tight.

Level 2 Power Geyser in the corner loses a hit.

The third hit of Trinity Geyser misses in the corner, sometimes the second hit misses also, when juggling the opponent.  This makes a Trinity Geyser that hits once.  I couldn't land any moves afterwards either.  Kind of annoying.

--------------------

2 Drive, 4 Super:
Hop D, stand D, towards+A, HD Activate, stand D, towards+A, A Burn Knuckle, Super Cancel Level 2 Power Geyser, Max Cancel Trinity Geyser.  935 Damage Potential, 830 Damage Actual if you wind up in the corner, 746 Damage Actual if you start near the corner (both Power Geyser and Trinity Geyser lose a hit here).

--------------------

2 Drive, 3 Super:
Hop D, stand D, towards+A, HD Activate, stand D, towards+A, A Burn Knuckle, HD Cancel B Crack Shot, Level 1 Buster Wolf, Max Cancel Trinity Geyser.  800 Damage Potential, 710 Damage Actual if you wind up in the corner.

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By "kind of" I meant "really friggin"
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2 Drive, 4 Super:
Hop D, stand D, towards+A, HD Activate, stand D, towards+A, A Burn Knuckle, HD Cancel EX Burn Knuckle, (Turn Around), HD Cancel B Crack Shot, Level 1 Buster Wolf, Max Cancel Trinity Geyser.  874 Damage Potential if you're lucky enough to not touch the corner with your EX Burn Knuckle (which prevents Turn Around), and the stars align properly for your B Crack Shot to connect.  792 Damage Actual if you travel to Corner Land.

--------------------

2 Drive, 4 Super (same as above but sans B Crack Shot):
Hop D, stand D, towards+A, HD Activate, stand D, towards+A, A Burn Knuckle, HD Cancel EX Burn Knuckle, (Turn Around), Level 1 Buster Wolf, Max Cancel Trinity Geyser.  887 Damage Potential if you stay out of the corner, 790 Damage Actual if you go there.

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HD Edit:

I do have a neat combo for you though if you do happen to find yourself Burn Knuckling into the corner.  This can be done from as little as one character width away from your own corner, and it will travel the entire length of the stage.

2 Drive, 3 Super:

Hop D, standing D, towards+A, HD Activate, standing D, towards+A, A Burn Knuckle, HD Cancel EX Burn Knuckle (into corner, Don't Turn Around), HD Cancel B Crack Shot, (Pause a few frames here or else the EX Burn Knuckle will miss), C Rising Tackle, HD Cancel EX Burn Knuckle (this is not as bad as Trial 5), A Burn Knuckle, HD Cancel EX Burn Knuckle, HD Cancel D Crack Shot, C Rising Tackle.  812 damage.

The timing on this one is tricky.  After the C Rising Tackle HD Cancel EX Burn Knuckle, you'll know you did it right if the opponent "lands on" the tail end of the EX Burn Knuckle.  The C Rising Tackle should hit them very low to the ground.  Do this too soon, and the EX Burn Knuckle will end before the opponent lands on it.

The final D Crack Shot can be replaced with a B Crack Shot, trading a slight damage boost for increased reliability, as it's possible for the D Crack Shot to whiff if the opponent is too low to the ground.

--------------------

2 Drive, 4 Super:

Exactly the same as above, but finish with an EX Rising Tackle.  860 damage.

Here's a video I made for you.

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2 Drive, 5 Super:

Hop D, standing D, towards+A, HD Activate, standing D, A Burn Knuckle, HD Cancel EX Burn Knuckle (into corner, Don't Turn Around), HD Cancel B Crack Shot, C Rising Tackle, HD Cancel C Burn Knuckle (this is not as bad as Trial 5), HD Cancel EX Burn Knuckle, HD Cancel B Crack Shot, Level 1 Buster Wolf, Max Cancel Trinity Geyser.  830 Damage Actual, unfortunately there's no way to set up a Damage Potential scenario with this combo.

You simply omit the second towards+A so that you have enough time to cancel into the Trinity Geyser.  Trinity Geyser, btw, hits ONE TIME with this combo.
#3
Quote from: Diavle on November 03, 2011, 02:42:28 PMAnyone else having problem choosing who to main when the console version hits? I am having serious problems choosing, I look at the character select and want to use everyone.

Less than a month away and I still have no idea.
#4
We just got cable installed a few days ago.  I went ahead and did the port forwarding thing for good measure, but I'm still not sure what exactly that was supposed to achieve.  It's for KoF though, so you do it regardless.
#5
I miss how older artwork used to portray the characters at some suit and tie dinner party, like KoF is some sort of high-class event.  They should go back to that.
#6
Why Mai's B>D is not cancelable when she is worst than him in arcade version?

I was wondering that same thing myself.
#7
Leona nerfs make me sad.  Especially in light of Hwa getting the exact opposite treatment.
#8
Everyone gets a legitimate disconnect every now and then.  Red name should only stay for a given length of time, but perhaps include a stat track that shows disconnects in addition to wins/losses.  That way the red name is the first warning, and you can check to see if they have a habit of doing it, or if the number is low they may have just had a bad connection.

The higher that number is, though, the longer their name should stay red.
#9
CvS2 was amusing in it's day, but I'd rather have a new Fatal Fury than a new CvS/SvC
#10
make it say 22 again

i liked that
#11
I'm probably the only person in Ohio outside of Columbus who plays KoF, and I'm 3 hours away.  Without solid netcode, this game will be useless to me.

In this day and age, an online game having horrible netcode is really inexcusable.
#12
With all Sanwa parts, what could possibly go wrong?

If it's competitively priced vs the Madcatz TE, and I don't win a beta stick, I just might buy one later.  Damn SF4 artwork is annoying.

EDIT I recommended you, it'd be great if you'd toss one in for me too please!

mikebishop76@yahoo.com
#13
Pro-Gear / Re: PurpGuy's Mad Catz SE KoF XIII Panels
October 06, 2011, 07:22:35 AM
If you're talking about numerous images on one design, there are a few things to consider.  Those being that the SE stick has very limited, confined space to work within, and that none of the images will get any relevant level of prominence anywhere in the design.

If you're talking TE edition, I don't have a template for that one, and those images would be bigger than a printable sheet of photo paper.  I'm really not sure how you'd go about making a quality image for one of those.  It would give you a little bit more space to work with, but as with the SE, none of the images would be featured prominently.

If you've got some specific Ralf pics that you want worked into my existing design, post them here and I'll drop them into the template.  The larger the original image, the better, as I've had to blow character art up 300% for most of these.  You start losing image quality when that happens.

Which reminds me, I have V5 finished and ready to upload, once I have a few free hours.  Characters and shadows are slightly smaller, so you get less character covered by sticks and buttons, and (in most cases) the shadow is no longer cut off the top or the side.  V4 will get phased out here in a few days once I upload the new V5.
#14
I don't want to wait one month, so instead I will wait forever!

Yeah that makes no sense.  I will get the game in November.
#15
I hope there's an option to turn these off