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Messages - Spooty Whiteboy

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Mian / Mian Combos
« on: August 25, 2016, 08:35:58 PM »
Here's a Mian combo collection I made. Trying to show off some of her less obvious interactions.

https://youtu.be/U_adHFq1iW8

Transcript:
1. Jump Over, qcb+B, A divekick, cl.Ax4
I wanted to start off with a standing combo out of her divekick. I figured it was a good place to throw in her mash-A combo because you won't get to see those animations very often in competitive play. Just so no one is confused, the qcb+B is done towards the opponent.

2. st.D, cr.D
Classic two-hit combo. The st.D can link into cr.D at very specific ranges. In the corner, you can also link st.D with cl.C.

3. C+D, qcf+D, D divekick, dp+D
Here I got to include a whiffed divekick in the middle of a combo. As far as I know, this is Mian's max meterless damage from a mid-screen blowback.

4. st.C, hcbx2+AC
Max range st.C into a Climax. St.C isn't really a great combo move, so I wanted to show it some love. I could have cancelled it into Max mode, but there's plenty of Max mode cancels out there already.

5. f+B, qcf+B, D divekick, qcf+D, C divekick
Midscreen meterless divekick combo. Not sure you'd ever want to do this in a real match, but divekick combos are rad.

6. cl.D, st.A, qcfx2+K
Shows off her cl.D into st.A link (her only heavy link). It's also an easy hit confirm into super.

7. cl.C, f+B, Max, C+D, dp+BD, dpB+D, qcfhcb+AC
It turns out that the first hit of Mian's dp+BD is what triggers the inability to repeat that move in the same combo. Using the distance/invulnerability of a character hit by a blowback, you can cause the first hit of dp+BD to whiff. This is how I use the move twice in one combo. Interestingly, whiffing the first hit of dp+BD also allows you to juggle with a sweep (instead of doing the second dp+BD).

8. C+D, Max, qcb+C, qcb+A, qcf+B, B Divekick, qcf+BD, B Divekick, dp+BD, C
This combo shows two things. First, it's possible to get three wallbounces in a combo from the middle of the stage. Secondly, juggling with an EX divekick after a regular divekick allows you to continue your combo the same as if you had used 2 EX divekicks in your juggle instead (just costs less of your max meter). Also ends with a reset.

9. C, f+B, Max, C, f+B, qcf+AC, dp+B, cr.A
Hitting an airborne opponent with dp+B gives just enough height to juggle into a cr.A reset. This does not work on all characters when using qcf+AC, but it seems to be more consistent if you combo the dp+B after a wallbounce.

10. f+B, Max, qcb+AC, dp+BD, qcfx2+BD
Midscreen combo using qcb+AC. It's not that great of a combo move, not sure anything other than a cornered wallbounce or f+B even combos into it. The dp+BD follow-up requires strict timing.

11. C+D, Max, cl.C, f+B, qcf+C
Wallbounce re-stand with cl.C. I've seen plenty of characters restand with light attacks in the corner, but this is a restand with a heavy attack without a corner.

12. cl.D, f+B, Max, C+D, qcb+C, qcb+A, qcf+B, B divekick, qcf+BD, B Divekick, qcfhcb+AC, hcbx2+AC
This is my attempt for a max damage combo while still showing something new. Some characters are easier to juggle into a super after divekicks, Terry is not one of those.  If you cancel the regular Divekick into an EX Divekick really late, then you can juggle into a super against Terry.

2
Elisabeth Branctorche / Re: Elisabeth Branctorche
« on: November 29, 2011, 07:54:40 PM »
Elizabeth's mission combo:  ;c,  ;fd ;b,  ;dn ;df ;fd ;b/ ;d,  ;fd ;df ;dn ;db ;bk ;fd ;a/ ;c is really hard for me to do.

I actually finished it, but it took so many tries. Is there anything I should know to preform this consistently?

It's weird.  If you watch the Demo Play of the combo, then it shows the grab coming out almost immediately after the dash starts, but even when I finished the combo it wasn't that fast.  I have no idea how to do this consistently.

3
Billy Kane / Re: Billy Kane
« on: November 29, 2011, 07:29:16 PM »
Just realized that if you end the corner combo I listed on the previous page with a cr.C, then you have a 400 damage, 0 Meter, 1 Drive combo for Billy (that ends in a reset situation).

Corner
jD, 2B, 2B, 2B, 623B, 41236C, 236C, (DC) 214C, 623B, 2C
0 Meter, 1 Drive, 394 damage, 51 stun, almost builds a full meter.

Also, if you're feeling especially confident (or you really need to pull a win) and you have 3 meters (plus 100% HD), then you can combo his NeoMax from a mid-screen 623B or 6B for an easy 1/2 life combo.

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Billy Kane / Re: Billy Kane
« on: November 29, 2011, 08:45:54 AM »
Someone asked about qcb+C being cancel-able to qcb+A for free.  It's actually cancel-able to any special/super for free.

The standard corner combo:
jD, 2B, 2B, 5B, 623B, 41236A, (DC) 623BD, 6B, 623B, D
1 Meter, 1 Drive, 418 damage, 42 stun, builds 3/4 a bar of super meter.

I messed around and tried to find a better (and more consistent) corner combo. I came up with:
jD, 2B, 2B, 5B, 623B, 41236C, 236C, (DC) 214C, 623B, 2363214C
1 Meter, 1 Drive, 490 damage, 44 stun, builds 9/10 a bar of super meter.

5
General Discussion / Re: Netcode Lag/Delay Test Reports
« on: November 27, 2011, 06:34:07 PM »
After practicing offline for hours, playing online does feel like underwater.  At first, my actions were all a little off anyways, and I was dropping shit left-and-right.  Now that I have gotten a little better at the game, I can definitely feel the difference.

I hate to say the netcode is bad, because I want to be a positive person, but it definitely isn't good.

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General Discussion / Re: Netcode Lag/Delay Test Reports
« on: November 24, 2011, 04:40:53 PM »
NAT1 is straight wired connection.

NAT2 is wireless, but with open ports.

NAT3 is wireless, but with closed ports.

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General Discussion / Re: Netcode Lag/Delay Test Reports
« on: November 23, 2011, 05:52:42 PM »
multiple people who have had fiber optics like myself (i personally have a 43mbit/37mbit upload connection, 5ms to my local test server) have said the same thing, extremely hard to find excellent games on their setup. Zerp000 uploaded a video a few days before release showing a test on SRK. ShinOni (who also has fiber optics, in MD) saying the same thing as well. he could not get smooth games either except for a few people. when we actually connected, input delay was great. but its fiber/fiber which is not typical for most of the US.

if you're somewhere on the east coast, id love to test it with you personally. ill test it again but i played for 12 hours and came back with a sour taste in my mouth.

I'm in NC, so I am on the East Coast.  I can test with you if you play on 360, but it would have to wait until next week (holidays and such).

I don't have Fiber Optics, I have slightly above average internet.  And it might just be that I'm ok playing with a little more input lag than you.  Or maybe I'm just not that great at the game yet, so I'm ok with dropping combos, because I figure it is my fault and not the game's fault.

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General Discussion / Re: Netcode Lag/Delay Test Reports
« on: November 23, 2011, 05:37:28 PM »
I talked with a friend.He has the 360 version and a cable connexion and he is not a brainless fanboy.The netcode is bad period.NOT bad as in XII but bellow ssf4 ...there is a lot of room for improvement.If you like 3 to 5 max combos and lag enjoy it... but stop defending a bad netcode.Personally i hope playmore will patch it good this time so it will be at least sf4 standards.


I like the KoF series, but I'm not a fanboy.  I mean, I just joined this site yesterday.

That doesn't change the fact that I have had good experiences with online 3-bars.  I have performed Kyo's corner orochinagi juggles and I can link Mature's qcb+D to standing C.

It is about SF4 quality.  It perplexes me that people are having such bad experiences.  Is it perfect?  No, it could definitely use some tuning, but it isn't shit either.

9
General Discussion / Re: Netcode Lag/Delay Test Reports
« on: November 23, 2011, 07:34:54 AM »
Xbox 360
My location: Seattle
My connection: 15Mbps cable (Comcast), wired
My friend's location: Detroit (or thereabouts)
My friend's connection: Not sure, but it is wired
Connection: 2 bars

Just so people don't have to check.  That's almost 2,400 miles.

10
General Discussion / Re: Netcode Lag/Delay Test Reports
« on: November 23, 2011, 02:54:23 AM »
system:xbox

usual connection:3 bars

ive played a guy who lived in the same state as me it ran great a 3 bars and we were both using wireless

i played deadly rave neo i had 2 bars but i believe he said that his internet was cause him some trouble so im not sure yet

played saitsuofleaves a few minutes ago didn't feel anything noticeable though he said somethings felt iffy on his end

I was the guy from the same state.  I actually have Wired, and not Wireless.

And to repost what I said at SRK.

I played with Mycah Leonhart (who is 1,200 mi away) and the match ran almost the same as my match with Xxenace.  So, the netcode does hold up.

11
General Discussion / Re: Xbox 360 player listing
« on: November 22, 2011, 10:21:23 PM »
Live Gamertag - Spootz
Chapel Hill, NC

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