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Messages - Sir Octopus (Saiki)

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ID: Sir Octopus

My location is Mexico city

I'm running on 4 GB DDR3 of RAM, 1 GB of Video porwer and i5 processor

I just love to contribute.

General Discussion / Re: The King of Fighters XIII Video Thread
« on: June 05, 2013, 12:39:24 AM »
Don't think he knows, Bala is a 2 hour drive from my home, I should know xD

General Discussion / Re: The King of Fighters XIII Video Thread
« on: June 03, 2013, 04:22:23 PM »
You just need to Kara cancel (empty cancel) as you would do with Clark.

On any ground normal, command normal or special move (Excluding qcb.C 'They excluded the ability of this move being able to cancel into the TNT Cane [mash A or C or AC, the spinning move] in order to prevent infinities I would suppose) on any of those hit's you can cancel into the spinning move, and it is the only move you can cancel into if you do, say, ;bk ;a, that will not allow you to cancel into anything other than the spinning cane.

That being said, during the first couple of starup frames, you can cancel into any special move (have not been able to cancel into dp or EX dp yet) at no drive requirement. Although you do need drive to cancel INTO the spinning cane from another move.

That being said, you can see how a  ;dn ;df ;fd can seem to be canceled into itself.

Duo Lon / Re: Duo wiki building thread
« on: May 25, 2013, 02:08:44 AM »

Quote from: Sir Octopus
High vertical hit stretching about 3/4 of the screen. Has too many active frames, although the animation stays there a while, only the first couple of active frames can be canceled, much like you would see in Iori's close C

You probably mean "recovery frames" here. Moves have 3 stages: startup, active, recovery. Active only refers to the frames when a move can hit. Like you said, because the d.C has a 6f startup, it generally has to be done a bit preemptively instead of on reaction, unlike other characters with faster d.C's *coughShencough*

Quote from: Sir Octopus
Kara canceling his cl.CD into reverse rekkas

You should probably just refer to it as s.CD rather than cl.CD since there is no property difference between close and far s.CD; the crossup is merely due to proximity.

It's worth noting that both j.f+B (both normal and EX versions) hit overhead, which can be used as a pseudo instant overhead. If cancelled from a j.B, it acts as a sort of double overhead, though only on standing characters. Using this setup, on crouching characters, the normal version will not come out at all, and the EX version will spend the meter but the move will not actually come out.

Quote from: Sir Octopus
-   First rekka
Fast, really fast.

For reference, the startup is 7f, which means it's not adequate for punishing a lot of "generally safe" moves, unfortunately. You should probably denote frame data when you can (though it isn't perfect, it is helpful), as it gives a better understanding of move utility rather than just stating that something is "really fast" or "really slow".

Important to note that stopping after the first rekka leaves you at -8f, which is relatively punishable. The reason most people don't punish is due to reaction times and fear of a delayed rekka. Otherwise, it isn't safe or abusable on paper.

Lastly, one thing I'm curious about is your use of "high/low profile". Are you judging this based on just visual cues? Or have you extensively tested this? Without seeing actual hitboxes, approximated or official, it can be difficult to accurately gauge where an attack actually covers without making assumptions.

Overall, a good attempt at a writeup, just needs minor clarification of stuff and a bit of cleanup, then it's good to go.

On d.C, I did really mean "active frames" because it does have a lot active frames, but only the first couple of frames can be cancelled, much like Iori's cl.C, or Kyo's cl.C, whereas the active frames are divided into [cancellable and non cancellable]. Like Dou lon, you cannot cancel in roughly the last half of the active frames.

On rekka, I do mean mostly nonpunishable at max block range, but, nevertheless, I will try it today against the whole roster and give you a better detailed information. Thank you for your input x]

Duo Lon / Re: Duo wiki building thread
« on: May 23, 2013, 01:00:18 AM »
I'll get on it today, doing the graveyard shift, so I'll have it for you tomorrow afternoon or something like that. Thank you for reviewing the article.

Podcast / Re: Welcome to the Dream Cancel podcast!
« on: May 21, 2013, 09:40:13 AM »
That Hwa Jai podcast, helped me big time!
Oh man! So much more stuff to do! Thanks Des!
Glad we were able to help man, Des is putting up a lot a work into it, props to you Des.

Sie Kensou / Re: Sie Kensou (Console)
« on: May 20, 2013, 03:30:07 AM »
I've been trying this for a while since I'm trying to get a 3 stock kill combo . . . still no luck.

Duo Lon / Re: Duo Lon (Console)
« on: May 19, 2013, 07:46:36 AM »
Well, the way I usually do it is as follows; Do CD as soon as possible as to get the hit at the last possible couple of frames, you they try to reversal you with a special move, say, EX Iori, if he does a reverse DP, only the first hit will hit you and you will end up standing on the correct side, allowing for a full punish, and, if you get a counter hit, you can do a DM and get back in the same exact situation, allowing for a semi vortex situation.

Duo Lon / Re: Duo Lon (Console)
« on: May 18, 2013, 12:35:12 AM »
I can be done and it works. The reason why I don't do it as often is because I have to commit to the EX move and spend the bar, now, if you're going to spend the bar on an EX, you're better off using it in a situation where you yourself are not forced to use it. Say against Kim, I do use it against him because he can option select which side I'm going to end up hitting him with his EX flash kick, this way, since they've already commited to the flash kick since the dawn of time, you can risk a whiff CD into the EX because it's likely you'll get rewarded, otherwise if they don't feel secure about a reversal, they'll just block one way and you'd have spent a stock plus given them a vantage point.

Podcast / Re: Welcome to the Dream Cancel podcast!
« on: May 16, 2013, 01:10:44 AM »
Looks great Desmond, I was kind of stuttering there in the beginning for a bit, glad to hear my voice in english for once to say the least.

General Discussion / Re: The King of Fighters XIII Video Thread
« on: May 07, 2013, 09:10:06 PM »
Here's the Billy combo video I promised.

Also, don't forget to check this out

Road to Evo International Mexico!! hope to see you there.
Five days remaining!!!!!!!!!!!!!!!!!!
Early registration: $20 dlls + $10 per game.
Register fee Include: - Entrance to Japonawa 2013
- Register
- Road To EVO T-Shirt
- Badge.
Sir Octopus Billy Kane CMV vol. I-

Billy Kane / Re: Billy Kane video thread
« on: May 07, 2013, 09:07:05 PM »

Chin Gentsai / Re: Chin Gentsai Videos
« on: May 06, 2013, 04:14:05 AM »
So many hits man. I'm actually working on getting 4 s.C, s.D into HD but having trouble with the pad controller.

General Discussion / Re: The King of Fighters XIII Video Thread
« on: May 06, 2013, 04:06:06 AM »
Sup people, I uploaded a couple of corner to corner HD combos for people having trouble with hwa Jai kill combos. As well as some high damaging and easy 1 drive 1 stock combos.

Sir Octopus -Hwa Jai combo video vol. I-

General Discussion / Re: The King of Fighters XIII Video Thread
« on: April 23, 2013, 03:38:53 AM »
Yo Persona. Legit stuff.

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