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Messages - KnightKinetik

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Andy Bogard / Re: Any Bogard Combo Thread
« on: September 15, 2013, 02:34:53 AM »
@Benny1: I made some adjustments to your drive cancel combos to squeeze a lil more damage out :D.

0 Bar/1 Drive
starter -> (lk+hk) db~f.lp db~f.lp (DC) dp.hp (300/303/324)

Not really worth the drive unless you're sure that 35 damage will kill.

Starter -> hcf.B > BC, db-f.A, dp.C xDCx db-f.A (will whiff), db-f.A, dp.C (347/350/371)

1 Bar/1 Drive

starter -> (lk+hk) db~f.hp (DC) db~f.lp+hp db~f.lp dp.hp (428/431/452)

Starter -> hcf.B > BC, db-f.A, dp.C xDCx db-f.A (will whiff), db-f.AC, db-f.A, dp.C (449/452/473)

2 Bar/1 Drive

starter -> (lk+hk) db~f.hp (DC) db~f.lp+hp db~f.lp+hp dp.hp (495/498/519)

Starter -> hcf.B > BC, db-f.AC, db-f.AC, dp.C xDCx db-f.A (whiff), db-f.A, dp.C (529/532/553)

3 Bar/1 Drive

starter -> (lk+hk) db~f.hp (DC) db~f.lp+hp db~f.lp+hp qcfhcb.hp  (561/564/585)
starter -> (lk+hk) (wait a little) db~f.lp (DC) db~f.lp+hp db~f.lp+hp db~f.lp+hp dp.hp (576/579/600)

Starter -> hcf.B > BC, db-f.AC, db-f.AC, dp.C xDCx db-f.AC, db-f.A, dp.C (625/628/649)

Imo in regards to starting st.C (HP) (which I assume is the close one, since far C into hcf.B whiffs), you can cancel it into f.A which brings it's damage close to the st.B xx st.D starter and is a common intro into HD.

Andy Bogard / Re: Andy Bogard (Console)
« on: July 10, 2013, 08:37:00 AM »
Here you go man, I hope the inputs are clean enough for you, a few of attempts I remember brain melting and just mashing buttons during hd bypass (luckily I'm pretty sure that stuff didn't make it in :P)

KoFXIII Andy Shoryudan HD Cancel Zaneiken Loop Input Video

Andy Bogard / Re: Andy Bogard (Console)
« on: July 08, 2013, 04:47:41 AM »
Usually for me, If nothing comes out at all I find that I've done the input too early. I don't know what happens when regular dp happens exactly, but I'm sure it's to with the input buffer and what it thinks it has as inputs in it.

I could try to make a input video, but really just focusing on the dp xx db-f part instead of the whole combo you're looking at (it'll also only be vid camera quality as I don't have capture equipment).

Andy Bogard / Re: Andy Bogard (Console)
« on: July 05, 2013, 03:15:57 AM »
There are many combo videos for Andy, but nearly each of them lacks the input data.
 I suppose everybody know the HD combo where andy shift from left to right to left etc canceling the dp into db-f all time and keeping the enemy afloat in the air

(For example in the andy combo video from personaworld:

"Andy fighting Ralf: jp C, D xx fA xx BC, D xx fA xx db-f C xx dp C (1 hit) xx db-f C, dp C (1 hit) xx db-f C, dp C (1 hit) xx db-f C, dp C (1 hit) xx hcf K xx BD, qcb-hcf BD xx qcb-hcf AC")

There must be a shortcut or something ?! It is otherwise extremely difficult to input. Could somebody tell me the easiest way to input this HD combo?

2 methods for getting the dp.C xx db-f.C you can try (and see which works best for you);

f,hcf (holding forward at the end) then CC (holding the second C) or... f,db,f (again holding forward at end) then doing CC (again holding on the second C).

Both these involve combining both inputs into a single move motion.

See how you go, good luck :D

Training Room / Re: Cancelling
« on: August 19, 2012, 02:57:15 PM »
There is a very large buffer, learn to use it.

Special Manipulation 1 | Special Manipulation 2 | Etc ...
......................................| Special Animation 1 | Special Animation 2 | Etc ...

For the principle.

^ I knew there was something a little off on my explanation, this is way better =)

Training Room / Re: Cancelling
« on: August 19, 2012, 10:34:01 AM »
This is in tutorial #2 (which runs you through the gauges) which the drive cancel is for dp.P xDCx qcf.K (which you do the second special input on/straight after the first hit, as after that you're no longer on the ground)

Have a read of this in particular the 'Drive Gauge and Hyperdrive (HD) Mode' as it explains it pretty well.

The 'D' icon in the tutorial indicates that you'll drive cancel into the next special (however this icon actually doesn't seem to appear in the trial mode)

In regards to having trouble entering HD on pad, you set a button (shoulder or trigger most likely) to be your HD activate button (so LK+HP), that will save you having to move your hand position to far out of its regular position.

Hope this helps ^_^.

General Discussion / Re: KOFXIII:UM Character Wishlists
« on: August 01, 2012, 05:22:16 AM »
Considering they'll have to be changed in some way for the system differences between games my 5 I'll consider as all cat2 (probably to save myself theorycrafting move sets :P);

Vanessa, Ryuji Yamazaki, Gato, Bonne Jenet, Geese, Momoko, Mukai, Chizuru, Shion & Angel (Blue Mary and Whip notable mentions)

Training Room / Re: David Kong is here to answer your noob questions!
« on: July 30, 2012, 02:03:48 AM »
If practicing the same combo over and over starts to bore you, then stop for a few minutes and just go crazy! Set your meter to infinite and see what kind of wacky setups you can find. Don't hesitate to experiment.

I agree with this. Sometimes some of the things you do while trying to do crazy/wacky stuff can be carried over to your proper/practical combos or setups. It can also allow you to understand your character more, just through trial and error discovery.

Well it wouldn't use any more drive than what you used originally for your combo, just use the drive cancel later.

Terry Bogard / Re: Terry Bogard (Console)
« on: July 20, 2012, 03:03:03 AM »
Maybe reverse the EX Power Geyser and Ex Buster Wolf? I'd think with that the second hit of Geyser will whiff allowing you to follow it up with the wolf?

Heh good stuff. Pretty impractical tho.

Indeed, but I won't complain if someone playing Raiden vs me wants to seal off both kicks, roll, CD's (unless they do the CD dropkick trick), ground command grab and neomax just for a chance to do the combo ( -_^)=b.

Like your combo too, although is it possible extend that combo a bit by linking the qcb.C (or A) after the db~f.AC then doing doing lp tackle and dc'ing that into a qcb.A, dropkick, air grab?

Raiden 5 stocks, 0% drive (Edited: got the 2nd dropkick juggle in)
j.C, cr.C xx db~f AC, Lvl 4 Super Dropkick, db~f AC, db~f AC, db~f AC, db~f AC, Lvl 4 Super Dropkick, dp A = 1006 damage!

Here's the video for this, I'm sorry about the quality - I need to jiggle around with my video camera settings T_T
KOFXIII Raiden 100% Combo (5 Bars, 0 Drive)

K' / Re: K’ (Console)
« on: July 17, 2012, 06:25:41 AM »
KnightKinetik just posted some interesting shortcut for doing DP > qcf for many characters outside HD that works.

You only need to press ;a+ ;c a bit after inputing his DP and you will get his fireball. Unfortunately you only get the LP version, which doesn't hit. =/

f.LK follow will connect however (at least in the corner), but f.HK does not.

(Apologies in advance for deviating away from your MLG/EVO talk, but I was told it was best to post this here)

So the other day I was messing around with dp into fireball drive cancel and with a little work going around the cast of characters found that the shortcut dp+p~p works with other characters besides Liz outside of HD mode (and with other buttons besides p and in different combinations i.e. dp+lp~hk, lp~hp, hp~lp, etc)

The method I used to get this was doing the dp motion (or rdp) and then quickly doing the combination of attack buttons (think of the timing/speed as that of double clicking on your mouse)

Characters and what I've been able to get: (Note that whether the moves connect or game viability was not the goal, but to see if the method worked)

- Ryo (dragon punch xdcx fireball = pp)
- Robert (dragon punch xdcx fireball = pp)
- Mr Karate (dragon punch xdcx fireball = pp)
- K' (dragon punch xdcx fireball = pp & dragon punch xdcx dash = pk)
- Kyo (dragon punch xdcx fireball = pp & dragon punch xdcx qcf+k = pk)
- Yuri (dragon punch xdcx fireball = pp & dragon punch xdcx qcf+kl = pk (Only happened once, but got dp+k every other time so it's too inconsistent))
- Kula (dragon punch xdcx fireball = pp (C ver only it seems))
- Saiki (dp+k xdcx fireball = kp)
- Flame Iori (dragon punch xdcx fireball = pp (Got to do the double tap faster than the others imo, feels inconsistent)
- Andy (dragon punch xdcx elbow using f,db,f+p~p (No matter the combination of strengths won't connect :P)
- Chin (qcb+p xdcx drink using rdp+p~p (don't know why, but qcb out prioritizes drink)
- Athena (dragon punch xdcx teleport = pk))
- Benimaru (dp+k xdcx air fireball using dp+k~p (delay the p just a fraction more than with the others. doesn't seem to do xdcx into ground fireball))
- Ex Kyo (dragon punch xdcx qcf+k = pk (pp for xdcx in rekka doesn't seem to work))
- Kensou (rdp+k xdcx fireball = kp)

I feel like this shouldn't be too hard for people to confirm for themselves, but I might try and make a video of it at some point and get it up to show it.

If that's the case I'll leave bring out the big one (I've read the combo restrictions and from what I read, as long as it doesn't use more than 50% drive it can use as many stocks as I want. If that's wrong then scratch this lol)

Raiden 5 stocks, 0% drive (Edited: got the 2nd dropkick juggle in)
j.C, cr.C xx db~f AC, Lvl 4 Super Dropkick, db~f AC, db~f AC, db~f AC, db~f AC, Lvl 4 Super Dropkick, dp A = 1006 damage!

PS: I think you misinterpreted the combo variation of the quoted Terry combo in my last post. It's just making the quoted one stronger, not a variation of the other one I posted.

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