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Messages - No Limitz

Pages: [1] 2
1
General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: November 22, 2012, 06:38:34 AM »
Anyone know if the stage backgrounds have been ripped yet?

2
Offline Matchmaking / Re: The Alberta Thread (we play KOFXIII)
« on: April 18, 2012, 06:16:12 AM »
i think it's dead because most of us just talk on SRK anyways

3
Kula Diamond / Re: Kula Diamond (Console)
« on: April 06, 2012, 09:32:27 AM »
Hey jenny, if you're still trying to do C Crow Bites DC into EX Diamond Breath, try 632146+C xx 2369AC.
Much more consistent than doing perfect DP motions and going back to neutral for 236.

4
General Discussion / Re: KOFXIII Framedata
« on: March 27, 2012, 04:32:07 PM »
Kim's data's up on Keykakko's site!
Much obliged Keykakko!

Sorry I haven't been helping translating, I've been too preoccupied with other things like school. =(

5
General Discussion / Re: KOFXIII Framedata
« on: March 21, 2012, 04:52:41 PM »
Not all the characters have their frame data filled in, but if you scroll down you'll see several characters that haven't been mentioned so far:

http://keykakko.wordpress.com/2012/03/09/kof13-%e3%82%b3%e3%83%b3%e3%83%9c%e3%83%80%e3%83%a1%e3%83%bc%e3%82%b8%e8%a8%88%e7%ae%97%e8%a1%a8-verup%ef%bc%81/

The file is: 120314_KOF13_dame.xls


Ah K, I didn't notice the tabs at the bottom of the spread sheet.

6
Online Matchmaking / Re: Building a better online player listing
« on: March 20, 2012, 08:46:42 PM »
'''Location'''
* Calgary, Alberta, Canada

'''Games played'''
* KoFXIII
* UMvC3
* SSF4 AE:2012
* BBCS:EX

'''Network/ID'''
* PSN/ djNoLimitz

7
Kula Diamond / Re: Kula Diamond (Console)
« on: March 20, 2012, 07:22:50 PM »
+1 for weak anti airs, c.C looks like it has an amazing hit box but the speed and not to mention the lack of disjointed hit boxes means it's going to trade a lot. I'm not even sure about the active frames on it; I've tried throwing it out preemptively and had jump ins go right through. =_=
The non EX Crow Bites seem like they have barely any IFs and end up trading all the time. Pretty sure Kula has no IFs by the time she leaves the ground. I always trade with j.CDs and end up flying across the screen lol.
I just stick with hop B for my anti-air.

Also you could still hit a crouching opponent with C Crow Bite if you space it far enough so that the first hit is the air hit instead of the ground hit. (c.B x 3, s.B xx C DP from point blank works but c.B x 2, s.B doesn't)

8
General Discussion / Re: KOFXIII Framedata
« on: March 20, 2012, 05:27:33 PM »
Off topic but, the KoF ATWiki also uses a really organized layout:
http://www4.atwiki.jp/kof13consumer/

Note: Unfortunately no Frame Data there afaik

I just realized if you download their excel sheet, several more characters are completed that aren't listed yet (like Chin ^.^).

Where do you see excel files for frame data?  So far I've only found damage/stun spread sheets.

10
General Discussion / Re: KOFXIII Framedata
« on: March 09, 2012, 07:14:00 PM »
Saiki's frame data is now up on keykakko's blog if anyone's interested.

11
oh god haha, I shouldn't post when it's late...

12
Does anyone know if the dlc character trials count towards the 200 trial achievement?

13
General Discussion / Re: KOFXIII Framedata
« on: February 25, 2012, 11:04:39 PM »
I personally like Dustloop's wiki style. The main page for the character is actually longer but I like how each move has its own little write up with all their properties and frame data, along with the sprite/hitbox next to it.
Then they have a separate page with all the frame data on a big chart.

14
General Discussion / Re: KOFXIII Framedata
« on: February 25, 2012, 09:41:48 PM »
Doing's Kula's atm

I just did half of Yuri's. I wonder with some of those moves, what are the extra numbers mean, for example: EX雷煌拳2-3 ...it is a part of the hits of one move?

http://dreamcancel.com/wiki/index.php?title=Yuri_Sakazaki_%28XIII%29#Move_Metadata
Those are the various stages of the move. The first hit does more damage while the 2nd and 3rd hit have different base damage values.

EDIT: Done
Code: [Select]
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cl.A(1)
| 25 || 5 || 6 || -2 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cl.A(2)
| 20 || 2 || - || 0 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cl.A(3)
| 20 || 1 || - || +2 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cr.A
| 25 || 5 || 5 || -5 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!st.A
| 25 || 5 || 6 || -2 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!j.A
| 45 || 3 || 7 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!hop A
| 40 || 3 || 7 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cl.B
| 30 || 3 || 4 || -2 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cr.B
| 30 || 3 || 4 || 0 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!st.B
| 30 || 3 || 4 || -2 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!j.B
| 45 || 3 || 7 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!hop.B
| 40 || 3 || 5 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cl.C(1)
| 55 || 8 || 4 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cl.C(2)
| 25 || 4 || - || -10 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cr.C
| 70 || 7 || 5 || -17 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!st.C
| 70 || 7 || 14 || -18 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!j.C
| 72 || 7 || 13 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!hop.C
| 70 || 7 || 13 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cl.D(1)
| 55 || 8 || 7 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cl.D(2)
| 25 || 4 || - || -9 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!cr.D
| 80 || 7 || 8 || -13 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!st.D
| 80 || 7 || 10 || -12 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!j.D
| 70 || 7 || 6 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!hop.D
| 68 || 7 || 6 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!st.CD
| 75 || 10 || 18 || +4 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!j.CD
| 90 || 8 || 16 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!hop.CD
| 80 || 8 || 16 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!One Inch(chained)
| 50 || 4 || 15 || -7 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!One Inch
| 70 || 10 || 22 || -3 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Slider Shoot
| 80 || 7 || 8 || -13 || If the slide hits on the 21st frame(max range) the slide is -2 on block
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Ice Coffin
| 101 || 0 || 1 || - || Hardknock down
|- style="color:#003366; background-color:#99CCFF;" align="left"
!GC CD
| 4 || 0 || 13 || -15 || Start up on light attacks:13F, on heavy and jump ins attacks: 17F
|- style="color:#003366; background-color:#99CCFF;" align="left"
!A Diamond Breath
| 60 || 6 || 19 || 0 || +7 on block if done meaty
|- style="color:#003366; background-color:#99CCFF;" align="left"
!C Diamond Breath
| 70 || 8 || 33 || +3 || +11 on block if done meaty
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Diamond Breath
| 120 || 0 || 16 || +7 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!A Crow Bites
| 70 || 4 || 6 || -31 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!C Crow Bites (1)
| 70 || 6 || 4 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!C Crow Bites (2)
| 60 || 4 || - || -48 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Crow Bites (1)
| 100 || 0 || 3  || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Crow Bites (2)
| 60 || 0 || -  || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Crow Bites (3)
| 40 || 0 || -  || -48 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!B Ray Spin
| 30 || 4 || 15 || -7 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!D Ray Spin (1)
| 30 || 4 || 17 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!D Ray Spin (2)
| 30 || 6 || 15 || -3 || -1 if blocked while crouching
|- style="color:#003366; background-color:#99CCFF;" align="left"
!→Stand (1)
| 20 || 4 || 10 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!→Stand (2)
| 30 || 4 || - || -1 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!→Sit
| 30 || 4 || 7 || -14 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Ray Spin (1)
| 60 || 0 || 12 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Ray Spin (2)
| 60 || 0 || - || +1 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!→EX Stand (1)
| 45 || 0 || 7 || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!→EX Stand (2)
| 80 || 0 || - || -1 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!→EX Sit
| 50 || 0 || 6 || -8 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Counter Shell (Slap)
| 45 || 10 || 5 || -11 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Counter Shell (Projectile)
| 80 || 12 || - || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Counter Shell (Slap)
| 80 || 0 || 3 || -7 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Counter Shell (Projectile) (1)
| 50 || 0 || - || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Counter Shell (Projectile) (2,3)
| 50 || 0 || - || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Diamond Edge
| 210 || 0 || 45(16) || -24 || 29 super freeze frames
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Diamond Edge (1)
| 80 || 0 || 36(7) || - || 29 super freeze frames
|- style="color:#003366; background-color:#99CCFF;" align="left"
!EX Diamond Edge (2-4)
| 80 || 0 || - || -37 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Freeze Execution (1)
| 100 || 0 || 40(11) || - || 29 super freeze frames
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Freeze Execution (2-13)
| 15 || 0 || - || -62 ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Neo Freeze Execution (1)
| 100 || 0 || 35(6) || -48 || 29 super freeze frames
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Neo Freeze Execution (2,3)
| 70 || 0 || - || - ||
|- style="color:#003366; background-color:#99CCFF;" align="left"
!Neo Freeze Execution (4-15)
| 15 || 0 || - || - ||

15
Kula Diamond / Re: Kula Diamond (Console)
« on: February 21, 2012, 01:45:42 AM »
Hmm that was poorly worded...
A better question is; are there any ways to use standalone one-inch?

And hey Mirror, didn't I just play you online? lol

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