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Messages - giga_d

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1
Joe Higashi / Re: Joe Higashi (Console)
« on: August 11, 2012, 04:01:38 AM »
Thanks, guys. I'm going to hit up practice mode and see if I can do it. I didn't think to hold down the last button. Can someone direct me to Bala's video of the stun combo? I don't know his youtube channel.

That tip about starting right when the second hit of the DP starts REALLY helped me out a lot, so thanks for that tip. I'm starting to get it! Now comes the part of consistently doing it and getting the DC after the finisher.

I *think* I got a more calculated method of doing it after talking to finches about his video on IRC.

Basically tap rapidly 4 times. On the forth tap make sure it's at the end of the QCB back motion for the finisher. So tap 3 times then qcb+p.

So after the DP+B second hit I hit four times rapidly and when Joe lands it will be into the finisher. Of course it takes practice but I find it more calculated than spamming and I can't double tap.  :)

2
General Discussion / Re: Tier lists and Character Discussion Thread
« on: July 17, 2012, 07:08:35 AM »
Not if you have air grab.  There are ways to stop Drunk Hwa especially in the corner with characters like Clark. . .

Duo Lon I think is the weakest character because of his unsafe strings, low damage output overall. He is still good with his instant overheads and his CD glitch, but I don't think he is as strong as everyone else.

Definitely agree. Hwa is good but doesn't belong up there with kyo and karate. Lon maybe mid tier.

3
General Discussion / Re: Tier lists and Character Discussion Thread
« on: July 16, 2012, 03:27:44 AM »
I don't think Hwa should be in the top tier category. He has some great stuff but also some flaws. Maybe in the category below the top tiers (Mr Karate etc.)

4
Duo Lon / Re: Duo Lon (Console)
« on: April 05, 2012, 05:51:29 AM »
how strict would you say the timing is to throw duo lon when he does the D teleport after the last reckka?

5
Clark Still / Re: Clark Still (Console)
« on: March 28, 2012, 03:42:21 AM »
ok as long as it's discernable if you "practice" watching how far he runs (before he rolls) so you get used to it. Will hit the practice mode with this.

6
Clark Still / Re: Clark Still (Console)
« on: March 27, 2012, 01:47:21 PM »
I mean is there any indicator as to which side to block/attack/escape when he starts running, seems like it is to negligible to determine by sight. I'm talking about the ambiguous roll after the SAB.

7
Clark Still / Re: Clark Still (Console)
« on: March 27, 2012, 01:07:07 AM »


so how do you deal with Clarks ambiguous roll after SAB? Is it a true guess, I don't see any indications on distance after he runs.

8
Hwa Jai / Re: Hwa Jai (Console)
« on: February 02, 2012, 08:14:50 AM »
I have some frame data for console Hwa, but just to confirm what frames count as the end/start?

For example opponent blocks a D Dragon Tail (2 hits), using the 1-guard-jump technique I can count (60fps) 2 minus frames then on the 3rd frame Hwa can do something (block/dp etc).

Is that minus 2 frames recovery or 3 for that move? Thx. At the moment I'm assuming it's minus 2 frames since the 3rd frame he is able to do something.

9
Training Room / Re: Hit Stun and Block Stun
« on: January 24, 2012, 12:07:37 AM »
A general tactic is to pressure a defensive opponent using hop CD attacks. The reason for this is because once the opponent is locked in blockstun, you recover from your attack before they have a chance to retaliate, letting you lead in with the mix-up of your choice.
in this game I feel the blockstun on air cd's has been reduced greatly compared to 2k2um. You can air cd clark in the corner at an early height and he can normal grab you as you land. I will have to test somethings out. Maybe because he is a bit taller than other chars.

You're not doing it right then. It has to be a late hit to really gain the advantage.
? eh my point was air cd's in 2k2 kept them in block stun much longer, so it was an awkward change seeing Clark block an air cd and have him normal throw them anyway. Air CD's I believe give more blockstun just nowhere near the same as 2k2 so you have to more or less use them as you would a normal hit to combo.

10
Mature / Re: Mature (Console)
« on: December 07, 2011, 03:05:03 AM »
from the old thread:

Quote from: Joe
For a simple HD combo that I was trying to do with Mature, I've noticed a lot of notations will say QCB+P(7)x3 or something similar. But I can't seem to HD cancel the move into itself, which I'm sure I can't. I've noticed her QCB+K move looks like the third hit of the rekka, so if I do something like QCB+Px3 HC QCB+K repeat, am I doing it wrong all together and thus ruining my damage output? (I can record something quick if it helps to understand). If I remember correctly, doing that combo from j.C>C>etc into QCB,HCF+K to Neomax only got me slightly over 620 damage.

If anyone has better ideas for HD combos, I'd like to see them, honestly I'm  bad at trying to pick up combos from videos (but I'll try nonetheless).

Since I've recently taken a liking to the character, I'd like to know of a good placement for her on my team as well. From my small experience she needs some meter but she also doesn't seem to thrive off of it either (meter helps everyone for sure, duh). The other characters I am using are Joe and King, and maybe I can use her on point, or maybe second?

I don't think she has any "easy" hd combos. If you need to cancel the last rekka into hcb+k then back into qcb+p it will take some time practicing that combo to do it on the fly, the timing is very tight but possible. I wouldn't say it was easy compared to others I've seen but it is not "youtube tool-assisted" hard either.

11
Mature / Re: Mature
« on: November 24, 2011, 07:26:02 PM »
opponent can jump over her neomax if they're in the corner at the apex of the jump during neomax active frames. Would look funny in a match seeing as everyone will think it will connect/

12
Leona Heidern / Re: Leona Heidern
« on: November 23, 2011, 06:40:11 PM »
be funny if Heidern's first name was Leon.



Leona's has a very short charge time in this game, I think it is identicle to Kim's. Something I will test and show numbers for soon. It's very hard to get used to after so long using the classic kof (96-2k2-um) charge times.

13
General Discussion / Re: The King of Fighters XIII Video Thread
« on: November 23, 2011, 04:01:54 PM »
Nameless, what a weak-tit excuse for a Testuo rip-off (K4-9 was great), could have done a bit better than that. Looks like the illegitimate child of the woman from 101 Dalmations and Krizalid.
lol

14
Training Room / Re: Suggestions for character placement list
« on: November 23, 2011, 06:08:59 AM »
I'd say some characters which benefit most from having stocks to perform the big combos such as Chin and Vice go last.

With Vice all ppl look on is that one hit into whip arm drag back. Just looking for that one air counter / opening to do it. Other chars it is harder to open them up in that manner.

Kula for building stocks for your last character and some spammy character like Kensou first. ;)

15
Training Room / Re: Hit Stun and Block Stun
« on: November 23, 2011, 06:05:04 AM »
A general tactic is to pressure a defensive opponent using hop CD attacks. The reason for this is because once the opponent is locked in blockstun, you recover from your attack before they have a chance to retaliate, letting you lead in with the mix-up of your choice.
in this game I feel the blockstun on air cd's has been reduced greatly compared to 2k2um. You can air cd clark in the corner at an early height and he can normal grab you as you land. I will have to test somethings out. Maybe because he is a bit taller than other chars.

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