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Messages - Sharnt

#1
SNK Games / Re: Metal Slug 3 on Steam
February 03, 2014, 01:27:03 PM
Gimme COOOOOOOOOOOOOOOOOOOOOOOOOODE ;_;
#3
Mai Shiranui / Re: Mai wiki building thread
January 24, 2014, 12:51:17 AM
Quote from: Great_Dark_Hero on January 23, 2014, 06:19:33 PM

Note: Kim's EX qcb+K on the ground does NOT have any invincibility. Mai needs to be a little more concerned with the air EX version. Always retain distance between yourself and Kim until you corner him.
It has partial invincibility, it goes over lows.
#4
I did a little tuto on kof mixup:
http://www.twitch.tv/sharnt/b/496759024

Telle me if it's worth anything.

FUUUUUUUUU i had the voice modificator on, gonna do it again someday.
#5
Quote from: Great_Dark_Hero on January 18, 2014, 04:10:10 PM
http://www.twitch.tv/sharnt

I don't know if it was worth sharing, I was just messing around. And there were like nobody (few people came in but leaved without saying a word ... ).
But anyway if you see me streaming and have any question or just want to talk about the game jump in :]

And here's something a lot more interesting going on :
http://ja.twitch.tv/mixupnight
#6
General Discussion / Re: Best beginner team theory?
January 02, 2014, 03:40:40 PM
It depends on your goals, you want to win games now, improve, to be better on the long run ... ?
#7
Terry Bogard / Re: terry bogard matchup thread
December 30, 2013, 11:23:25 PM
I don't see anything to add without me testing this stuff, it'll wait a few days.
#8
Terry Bogard / Re: terry bogard matchup thread
December 30, 2013, 11:01:12 PM
Takuma's 3f is d.A

A lot of far A are 4f.

I don't have the game at hand right now so I can't test stuff.

But I do think that most 4f d.A/B will beat you cleanly, even if they should whiff because you are trying to hit will expand your hurtbox and make you vulnerable. After that comboing is too character specific to be discussed here.
If you react with d.B you expose yourself to low invulnerable move, in both case if they guard the crackshoot B high and you try to push a button while crouching they should have a free jump in.

And be back at neutral is the definition of losing momentum ...

Quote from: Reiki.Kito on December 30, 2013, 10:35:03 PM
The only character so far that has a normal that can combo into after blocking qcb+B is Kim with st.B, but that only happens if he blocks standing and he can only combo into ff+A. If d.B is the normal you do, st.B from Kim trades with your d.B resulting in no combo.

You mean that if Kim does d.B after guarding your crackshoot B high on this setup and you try to mash your d.A/B his d.B loses? Or whiff?

I'm really dubious but if that's the case you're right
#9
Terry Bogard / Re: terry bogard matchup thread
December 30, 2013, 09:48:20 PM
But if you do d.A,d.C, he doesn't have to guard low, if the crackshoot B ends in guard you lose all your momentum, or worste you get punished (It's either -2 or 0, in all situations you lose the advantage).

Where it's a lot harder to punish the -1 D crackshoot, and even if your opponent guard you can take the risk to push buttons because you have a 3f with your s.C. At -2 even someone without a 3f, or who miss the timing a little with his 3f will have a free combo, even worse if you try to do d.A again.

And the big problem is, even if he guards the crackshoot crouched you're at 0, you don't have the slightiest advantage, if you try to do a d.A you will likely do a double hit with your opponent at best because everyone has a 4f move. And you will eat a combo if they have a 3f.

What do you have to keep them from pressing buttons in this situation? B crackshoot eats lows, but if they mash a standing 3f? It might work against characters without 3f, but if you never do a s.C to make them fear the frame trap, it's useless. That's why you need the D crackshoot frame advantage to keep your pressure, and so to make them fear to stand up.


PS: I checked, Terry's d.A is 5f, it's even worse :c
#10
Terry Bogard / Re: terry bogard matchup thread
December 30, 2013, 08:37:06 PM
Yeah that's what I said in my first post about it not being a true blockstring :

Quote from: Sharnt on December 29, 2013, 06:42:32 PM
Another way to mix is to do d.B,d.A (you can delay quite a lot to let you the time to confirm) d.C if it does hit, and then mix a little with either canceling the d.A into crackshoot, or doing s.B, crackshoot (d.B,d.A,s.B,qcb.D), if they get up for blocking the crackshoot high after d.A they take the risk to eat the s.B. Once they wait the crackshoot after d.A or s.B, just do d.B throw.
There is (should be, not sure again) a hole between d.A and crackshoot D, but if your opponent mash a dp between and you do s.B it's gonna hit, because it's a blockstring and he needs to stand up for buffering the motion.
However there is nothing preventing them to do a reversal between s.B and your crackshoot, so be careful.
Again if they stand up after s.B for guarding the crackshoot you can throw a sweep.


But yeah your pressings are an other way to mix things.
#11
Terry Bogard / Re: terry bogard matchup thread
December 30, 2013, 02:37:19 PM
Hu? Why bother using crackshoot B?
According to the frame data it is -2 if guarded high, and 0 if guarded low. Crackshoot D is -1/+2.

If the crackshoot D lands on a crouching opponent you can combo afterward, you're + if guarded low, you're safer on block high, enabling you to restart the pressing if your opponent doesn't have a 3f. Why would you ever want to use the B version?

If you rely on the reaction time you're doing it wrong imo.
#12
Terry Bogard / Re: terry bogard matchup thread
December 30, 2013, 02:13:36 AM
Yeah but you're too far after some normals to be normal thrown, aren't you?

Basically the mind game is if you can be thrown, for the defending player to throw and when he knows you're going to tech just do is 3f and score a full combo. And this mindgame is totally at Terry's disadvantage.

That's why you have to set up your crackshoot to always be too far for being (normal) thrown.

If you want to test your setups use Chin, he has the maximum throw range in the game.
#13
Terry Bogard / Re: terry bogard matchup thread
December 29, 2013, 06:42:32 PM
NB: I'm not a Terry player but that's how I understand his gamestyle. Some people may argue with my advices.


The thing is, if your crackshoot D is blocked high, you're -1.
That means against a 1 frame throw you're doomed, hopefully if you do it after a few light you can't be normal thrown except in the corner (and even here it might not work). But you better forget it against 1f grapplers.

Then if your opponent doesn't have a 3 frame move you can try to do your s.C afterward (since you're -1, you're supposed to trade at worste and if it hits well free combo, if it's guarded free pressure!). And once he is used too it you start doing slower moves such as d.B or throws, consider jumps if he tries to mash lows to bait the throw (If you just do s.C he guards high and you will never open his guard).

If he does have a 3f you have to make him fear the rising tackle, so the first time you do your crackshoot, throw a good rising tackle afterward (Because he's gonna mash his 3f to gain the advantage). Well if you get punished it's your fault for not being good at mind games :D (Do not abuse of it obly, if you could get killed by the punition you might want to stick to a safe gameplan, you're at a disadvantage afterall).
But you have to take this risk from times to times to be respected. After that you can start to throw your s.C, and get back to the previous gameplan, with rising tackles when your opponent gets a bit moving.

From afar some 3f might come out in their far version netting you a free combo since Terry s.C has a lot of range and the first frame of their s.C will make them closer making you sure your s.C comes out in his close form. I do know I got trapped with my Kyo like that some times. You might want to work on specific setups for that.

If the crackshoot is blocked low it's free cookies and pressure since you're +2.

Never forget that Terry main opening is guard crush. He does a ton of it, and the ex fireball does really help. So if your frametraps are blocked, it means that if you make him guard the next one you will surely crush his guard. So you should consider to wait and see their reaction, because most player will panick and do a DP, a roll or a jump, either way you can punish them and start to repress with their guard gauge half empty.


Here i'm assuming that the s.B hits low, and you can't be normal thrown after d.B,d.A,qcb.D guarded high (Doesn't have the game at hand right now, so I would be glad if you could confirm it :D).

Another way to mix is to do d.B,d.A (you can delay quite a lot to let you the time to confirm) d.C if it does hit, and then mix a little with either canceling the d.A into crackshoot, or doing s.B, crackshoot (d.B,d.A,s.B,qcb.D), if they get up for blocking the crackshoot high after d.A they take the risk to eat the s.B. Once they wait the crackshoot after d.A or s.B, just do d.B throw.
There is (should be, not sure again) a hole between d.A and crackshoot D, but if your opponent mash a dp between and you do s.B it's gonna hit, because it's a blockstring and he needs to stand up for buffering the motion.
However there is nothing preventing them to do a reversal between s.B and your crackshoot, so be careful.
Again if they stand up after s.B for guarding the crackshoot you can throw a sweep.


BTW you can do frametraps after lows or d.As, but it's not under the scope of your question :D
Either way you have to mix things, and try to predict your opponent next reaction.

Any critic or comment is appreciated. Especially from experienced terry players.
#14
If you are from western part of europe you can join the KOF13 France groupe, there is roughly 400ppl here with 50 or so regular players.

http://steamcommunity.com/groups/kof13se_fr/members
#15
Clark Still / Re: Clark Still (Console)
December 20, 2013, 08:15:44 PM
Quote from: lfrd on December 20, 2013, 07:31:47 AM
Quote from: marchefelix on November 20, 2013, 01:59:10 AM
Clark safe jump setups by GuttsCL

KOF XIII - Clark: Safe jump set ups
I'm having a problem on the last combo shown above. I can't do the air grab after jump D. Any tip on how to do it?

It's Character specific, works on Ioris, and Vice ... I think?

Try it on all the characters you'll eventually find out.