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Messages - Shaman

Kyo Kusanagi / Re: Kyo Kusanagi (Console)
April 26, 2013, 12:35:42 AM
Hi, what are your best HD combos against a backturned opponent near the corner ? (from practice starting position or a bit behind) ? I'm currently using my fullscreen HD since it doesn't whiff on backturned but I think more damage can be net out of the situation
Leona Heidern / Re: Cr.D as an anti-air?
January 11, 2013, 08:17:18 PM
You can punish moves that cover the area around (above) the head of your crouching character, like Iori's j.D or takuma (early) j.CD or simply attacks used as air to air, used early in the jump by using attacks that lower your own hitbox, Leona goes very low with the d.D that's why you can do this.
Moves that aim very low like Kyo jd.C or Iori's j.C are usually moves that come very late in your opponent's jump so you have another option to anti air them. You have to guess (except your opponent does big forward jumps from super away but good players avoid this) if your opponent is gonna aim above you to prevent you from attacking or deep to combo, with the appropriate anti air
Clark Still / Re: Clark Still (Console)
December 01, 2012, 07:26:10 PM
Against ash
You can't jump on him if he's ready to throw the flash kick. You have to come attack by another way than a jump-in. Since it is a charge move he has to hold down to have it ready, so he cannot move easily or he loses his charge = he is vulnerable to throws and overheads. Clark doesnt have any overhead except the jump attack which you cannot use but he has very good throws. If he becomes too defensive and you see he is crouching forever waiting for you, run and grab or walk and grab (from a close range, dont start running from the other side of the screen), the level 2 has the biggest range, then it's level 1 super then ex throw then normal (I think, clark players can correct me on this) so you can use this to your advantage to grab him from the max range possible before he even notices that he can be thrown.
You can punish his fireballs by using ex gattling  ;bk~ ;fd ;a ;c the moment you see the startup of the fireball use the move, you have to be quick and to be close or else you can stop in front of him or he has time to block it and punish you.
If you need to come closer to him and he's spamming fireballs just block them and walk until you're at the good range (close enough to run grab or punish the fb), you get more meter when you block fireballs than your opponent that throws it. You can also jump but don't directly jump to avoid the fireball and fall on top of him or just in front, you have to land outside of the range of the flash kick, then walk a bit to be at the good range.
You have to take your time, you can't rush him down too much.
Raiden / Re: Raiden (Console)
November 09, 2012, 06:19:44 PM
Just to correct the information, neither of the drop kicks have invincibility since console version, but level 4 is really quick and often interrupts slow moves before they are active or in the whiff recovery.
Athena Asamiya / Re: Athena Asamiya (Console)
November 07, 2012, 02:52:42 PM
QuoteKeep working on her then ! I can guarantee she's good. Don't believe that "Athena is bottom tier" BS ! If you ever have any questions just ask. I lurk this board quite often, so I'll answer any questions you may have.
Yeah don't worry about the tier subject. People arguing that Athena is low tier are not understanding this game and can't analyse why she isn't played (and the answer to this question is because her combos/confirms are really execution heavy)
Ok for the C whiff cancel into phenix arrow, it seems to be only working when she's at a low height in the air, hop seems to work at every height but you can't do that at the top of a normal jump.
The corner throw combo has this good point that there is no real timing issue, you can do dpC (DC) qcfB, then keep  ;fd held and mash  ;b to have the command attack

The throw to HD combo is pretty hard but I found that I can manage to start it more often by holding  ;df during the throw animation then doing  ;uf;fd  ;b ;c the quickest possible. Actually the failed attempts are resulting in punishable situations so I think I'm gonna train this very hard to have a low chance to miss.
I also think that without meter, the best you have to do during the throw is to let your opponent hit the ground for the 125 dmg which is pretty nice (but doesnt give meter to anyone), and to backdash -> phenix arrow 2 or 3 times to get some bar.
What do you guys think about this ?
I find there is not enough japanese Athenas on Gamespot etc. videos, pretty sad because they could teach us some setups. But I think Tikok's gameplan is close to what you have to do with the character, aka run away to fill your meter while your enemy thinks youre going to hadotrap him, then let him come and harass until you can do a throw combo.
Tikok is right. Not everybody in the cast has an "easy" d.B -> heavy attack link, I think Yuri's one is precisely the easiest one so that's one counter example. Gl starting Shen combos with d.B to s.C for example (and gl thinking this is the kind of things you can master perfectly)
The combos that keep working starting from lows are the one following a "low -> command attack" pattern.
Athena Asamiya / Re: Athena Asamiya (Console)
October 26, 2012, 10:14:09 PM
Quote(fullscreen) hcf+P, f+B , air qcb B+D, j.f+B , air qcb B+D, j.f+B , air qcb+B, dp+C, DC f+B , air qcb+D , dp+C
That combo may be difficult at first, but trust me, if you practice it , it definitely is a practical combo.
Ok i think you forgot the qcf+B but I understood the combo
I see that the combo finisher (corner) is usually the same for every combo she has, it's dp+C DC qcf+B, f+B, air qcb+D , dp+C. Her dp+C really hurts, I think that's why you dont really need to use the DM in combos, plus her DMs don't have an unscaled hit if I'm not mistaken ?

Is there a way to never miss the j.f+B in those combos with the EX phenix arrow ? Which jump is it ? Only the normal forward one ? If that's the case maybe I can just hold  ;uf after the first EX then do the butt when she's in the air for a minimal miss chance ? Lol
I find her pretty hard to play because the hitconfirms are really quick if you choose to use lights and not super safe and kind of previsible if you use C+f.B
So my deduction is that everything revolves around the throw. What's the best way to force people to not infinitely jump and backdash when there is the danger of getting throwed ? Is it practical to buff-run the DM like a throw DM so if the guy is scared and gets into the air they take that damage ? Or is it too risky ? I don't know how safe this DM is, when I see an Athena whiff it I use an invincible move like EX Orochinagi to destroy it while she's still casting it, but I don't know about running and comboing etc.

I would love to have a good Athena to mix with my Robert on point.
Athena Asamiya / Re: Athena Asamiya (Console)
October 08, 2012, 12:10:59 AM
Dude your Athena is crazy. The combo from the throw in the corner is very nice too, and not hard. Is there a nice throw combo for 2 ex 1 drive, when you have to finish your opponent the quickest possible ? I checked with EX DM instead of the final dp.C, it was about 500 dmg. Maybe you know a better one ?
Nice to see some Reunion players too ! I am french.
Leona Heidern / Re: Leona Heidern (Console)
May 01, 2012, 05:28:56 PM
If youre doing the overhead after a d.B, you can buffer the qcf when she's doing the kick then do u.D qcb+A, i find it easier to do like this.
Leona Heidern / Re: Leona Heidern (Console)
March 13, 2012, 12:06:57 AM
It is doing too much hits so the damage gets scaled very quickly
Hwa Jai / Re: Hwa Jai (Console)
February 04, 2012, 12:29:35 PM
I think his best bnb without being drunk and using drive is d.B, s.B, df.B, qcf,hcb+A it does around 300 and hard knockdown.
His air attack hitting the lowest is D, you can do some safe jumps after the backbreaker with the right timing and an hyperhop D on them

KoF XIII : 1st Kyoto Tournament ( 2012/01/21 ) [Part 23]

KoF XIII : 1st Kyoto Tournament ( 2012/01/21 ) [Part 20]
Hwa Jai / Re: Hwa Jai (Console)
February 03, 2012, 05:01:57 PM
You can add qcf+A after the qcb B * 3 if you cornered the opponent (which is pretty common because you push him a lot with dp.D, qcb.B x3), gives you more meter, I think it's basically giving you one meter so you can always add the DM if you start this combo and you finish it on the corner. Drunk Hwa is god.
Ralf Jones / Re: Ralf Jones (Console)
January 29, 2012, 05:36:17 PM
Wow epic. Does it still work in console version ? I doubt it wouldn't but ...
Kyo Kusanagi / Re: Kyo Kusanagi (Console)
January 15, 2012, 12:09:44 PM
It is whiffing if your opponent is turned back to you, that happens if you try to punish some dp moves or using a guard cancel roll and get your opponent while he was doing a slow move. You have to wait more to be able to hit
Mr. Karate / Re: EX Mr. Karate
January 14, 2012, 05:22:55 PM
DP+A is quicker than DP+AC, I tested every move against Iori's safe jump after his level 1 super, DP+A and EX counter are Mr. Karate's quickest moves