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Messages - SummyG

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1
Blue Mary / Re: Blue Mary
« on: April 12, 2018, 09:34:29 PM »
st.A - mid. standard jab. whiffs on some characters crouching. slightly negative. cant cancel into cmd normals. special cancelable
cl.A - mid. plus on block.
f.A  - high. cmd normal. mid if canceled into. special/super cancelable if used in combo. great range. can start max mode combos after hit (not hit confirmable).
cr.A - mid. slightly less range than cr.B. cmd/special/super cancelable. plus on block.
j.A - high. good for air-to-air? cant cross up.

st.B - mid. more range than st.A. great poke. hits crouches. more negative than st.A on block. cant cancel into cmd normals. not special cancelable
cl.B - low. can cancel into itself. point blank cl.B,cl.B,cr.B works. can cancel into cmd normals (wont combo). special/super cancelable. Negative on block
f/b.B - mid,low. cmd normal. mostly used for combo filler. special cancelable. doesnt crush lows.
df.B - mid. cmd normal. special cancelable. great AA potential? (very slow to recover). launches opponent. can combo into super on trade. can combo into maxmode on hit.
cr.B - low. fast. lowers her crouching hitbox a lot! cant cmd/special cancel. standard maxmode starter.
j.B - high. little range. can cross up

cl.C - mid,mid. cmd/special cancelable. doesnt hit very high above her head (no AA potential?).
st.C - mid,mid.  only super cancelable. moves her hitbox forward.
cr.C - mid. lowers hitbox plus moves her forward a bit (can maybe make cross ups whiff?) maybe her best button to use after max mode confirm all thing considered***
j.C - high. maybe best air-to-air based off animation? cant cross up

cl.D - mid. zero on block. cmd/special/super cancelable. contender with cr.C on best button to use after maxmode confirm(does more damage than cr.C)
st.D - mid. great range. crushes the fuck outta lows. not cmd/special/super cancelable. CANNOT CANCEL INTO MAX MODE!
cr.D - low. fast. great range. very punishable on block so beware. can only cancel into maxmode
j.D - high. best jump in normal? can only cross up standing opponents? (maybe hitbox dependent)

st.CD - mid. can cancel ending frames into her cmd normals.
j.CD- mid. great hit box for jump in pressure.

***after max mode activation, cr.C seems to be the most consistent button seeing that it moves her hit box forward enough that f/b.B and f.A will pretty much always connect.

2
Offline Matchmaking / Re: Minnesota KOF Thread
« on: July 10, 2013, 07:31:59 PM »
Sup everybody, been playing with some of you guys over the last couple weeks at Rosedale. I'm Sam btw. I just wanted to drop by and say hello.

3
Benimaru Nikaido / Re: Benimaru Nikaido (Console)
« on: June 10, 2012, 04:30:12 PM »
an i dea i got from Cafe Id matches for benimaru I think the guy's name was Vash

KOF XIII Benimaru HD FullScreen Combo


I'm working on this (seriously, only on the little leak of beni if he haven't any real easy HD coast to coast) it's really strict for the timing or what i'm doing wrong? I rarely can catch with the first EX raikoken floating in the air, 8/10 them fly away (and I also wasting meter), hint?


wait for the opp to get close to the ground so when you DC into ex raikoken they will be at the proper height.

4
Benimaru Nikaido / Re: Benimaru Nikaido (Console)
« on: April 18, 2012, 01:30:36 AM »
also what the best way to get consistent instant air raijinkens  ;dn ;df ;fd ;uf ;a doesnt get me as low to the ground as that vid that Duc did.

not really much to it. the motion you posted is right, it just takes practice.

how do you connect the command grab in to his ;dn ;db ;bk ;a or  ;c

seen it in combo video

has to be a ex grab

5
Results / Re: DC KOF XIII Online Tournament (3-17-2012) Results
« on: March 18, 2012, 05:44:51 PM »
I hope you guys plan on doing this again sometime. I had a good time during my set. next time ill try to get some points  :)


6
Online Matchmaking / Re: DC KOF XIII Online Tournament - 3/17/2012
« on: March 17, 2012, 09:47:53 PM »
gt: Summy G
xbox
loc: MN

team: mature/benni/elisabeth

7
Elisabeth 1 drive 1 meter midscreen combo.

j.D > C > f+B > dp+C *delay* dp+A [DC] qcf+AC > qcf+K > qcf+C *delay* dp+A > dp+A > j.D = 512 damage

you have to cancel the command dash into qcf+C very quickly. super can be added in the end but not worth the damage unless it will kill. you can also do j.A instead of j.D at the end for less damage and better oki.

 edit: grammar

8
Benimaru Nikaido / Re: Benimaru Nikaido (Console)
« on: January 16, 2012, 07:21:23 AM »
Just a kill combo starting from cr.A with 2 bars 60% drive ;)

I've wanted to cap stuff in better quality but for now just showing this combo is ok. I think this could be an infinite if you do 7 TKs each rep but not really sure and 7 TKs is near impossible for me to do. qcf+k, d,u+k DC qcf+pp juggle is broken and should be patched out asap.

Of course the combo can go on longer I was just showing a rather basic version of the combo

benni isnt the only character that can do loops using drive & ex meter. no need for a game play patch, plus im sure that is not a infinite.

9
Benimaru Nikaido / Re: Benimaru Nikaido (Console)
« on: January 10, 2012, 09:21:25 PM »

Something interesting I noted during his match against Clark.

He does command grab, whiff s.D, step forward, jump d+D (drill). It looks like it'll cross up but can't really tell what the end result is suppose to be since the Clark player did EX clothesline to escape the setup.


they were a lot of interesting setups during those matches. The benni during the 2nd/3rd match looked like he was doing command grabs after a blocked cl.C/D to reduce its recovery. Also seemed like it set up perfectly for tick throws. never realized how fast it was, also builds meter.

10
Benimaru Nikaido / Re: Benimaru Nikaido (Console)
« on: January 10, 2012, 09:54:43 AM »
http://www.twitch.tv/cafeid/b/304688463

some very good beni play. starts @ 2:40




11
Elisabeth Branctorche / Re: Elisabeth Branctorche (Console)
« on: January 10, 2012, 09:08:02 AM »

Are you saying s.C, 6B, QCF+K, QCF+A? This is a pretty standard block string but it's not 100% safe. 6A is not a command normal and will whiff on crouching opponents (which is still useful for doing something like c.B, s.A (whiff), Mistral).



my bad, I meant 6b not 6a. Let me rephrase that question. following a C, 6B... block string, what are some good options following the command dash?

12
Elisabeth Branctorche / Re: Elisabeth Branctorche (Console)
« on: January 04, 2012, 11:06:19 AM »
what do you guys think of c,6a, qcf+K ,qcf+A as a block string? if you delay the qcf+A it becomes a frame trap, but beside that it combos. has anyone tried something similar in matches at all?

13
Benimaru Nikaido / Re: Benimaru Nikaido (Console)
« on: December 20, 2011, 06:42:18 AM »
ok nice vids, i like it and have random question xD seems pretty solid to the corner and the air raijeiken combo... what's input for that? TK? and is A or C version? i try a lot but always keep falling the opponent -.-,

Its the A version. the D version will push you away while the A will move you forward.

14
Benimaru Nikaido / Re: Benimaru Nikaido (Console)
« on: December 12, 2011, 12:34:43 PM »
So any general consensus on starting corner combos with Beni?
From a damage/meter perspective are you better off starting off with (not involving EX command and normal throws)?

#1. c. ;b X2/ ;d;dn ;df ;fd ;a ;c

or

#2. c. ;b X2/ ;d;dn ;df ;fd ;k  ;dn ;up ;k (1hit) [DC]  ;dn ;db ;bk ;a

#1 seems like it could work better for meter management seeing that you can connect 4 tk Raijinken then add a qcf+k, du+k for close to 400 damage for 1 bar.

#2 not too sure of the possibilities you can use without using up more meter beside qcf+k, du+k. Would it be worth doing over combo starter #1?

now I'm just asking from a meter management perspective, outside of HD combos, whats the most damage you think can be done in the corner with Beni? At most using 1/2 drive and 2 levels.

15
Elisabeth Branctorche / Re: Elisabeth Branctorche (Console)
« on: December 07, 2011, 04:38:19 PM »
have to be low or it ll hit not accurately or whiff. do u use the shortcut  ;fd ;a ;c ?

Yes

im stucked in that trial too but i cant even cancel the first  ;fd ;dn ;df ;c in  ;dn ;df ;fd ;c any advice ?

the timing on the  ;dn ;df ;fd ;c doesnt need to be done in any paticular way. Start the  ;dn ;df ;fd motion during the recovery from her  dp+c, and then hold down  ;c. Because of the hold button buffer, the move will come out the first frame it is able.

http://dreamcancel.com/2011/10/09/the-king-of-details-3-buffering-tricks-and-motion-shortcuts/

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