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Messages - t3h mAsTarOth...!

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76
And i do have to ask y is it that Ralf is the only 1 who starts of at an A and moves down when it comes to his position???that blew me away

im curious about this as well. i play mature 2nd...she seems a lot stronger with meter so i never put her on point. does she go down in tier on 2nd and 3rd because of the execution needed for some of her longer/meter burning combos or...?
When they move down in tiers as middle/anchor, it's because they are being compared to other characters in the same position. They obviously become a better character with more meter, it's just that other characters might gain more utility from having extra meter/drive.

In Mature's case, she only gains a bit of extra damage and an invincible shoryu. Her HD is also not that great. Where if you would compare her to someone like Yuri with a bit of meter, Yuri gains stronger reversals, a combo off of a 1 frame throw, an invincible + safe hcb+BD and a damaging HD.

77
KOF XIII Tier List:

An overall ranking assigned based on the total number of tools, strengths and weaknesses each character possesses.

S:    Mr. Karate, Hwa, Kyo (XIII), Benimaru, Kyo (EX), Iori (EX), Takuma, Goro

A+:  Kim, Iori (Claw), Yuri, Elisabeth, Robert, Andy, Billy, Saiki, K’, Shen

A:    Duo Lon, Kensou, Chin, Kula, Joe, Mature

B+:  Leona, Ash, Vice, Athena, Ryo, Raiden, King, Terry

B:    Ralf, Clark, Mai, Maxima


Potential Based on Position:

A ranking assigned to each character based on how strong they are when compared to other characters in the same position on the team (first/second/third). Essentially a tier list for each spot on the team.

Andy: A+/A/B+
Ash: B/B+/A
Athena: A/B+/B
Benimaru: A+/S/S
Billy: A/A/A
Chin: A/A/A+
Clark: B+/B/B
Duo Lon: A/B+/B
Elisabeth: A/A/A
Goro: B+/A+/S
Hwa: A+/S/S
Iori (Claw): A/A+/S
Iori (EX): S/A+/A+
Joe: B/B+/A
K’: A/A/A
Kensou: A/A/A
Kim: S/A/A
King: A/B+/B
Kula: A/A/B+
Kyo (XIII): S/A+/A+
Kyo (EX): S/A+/A
Leona: B/B+/A+
Mai: B/B+/B+
Mature: A/B+/B+
Maxima: B/B+/B+
Mr. Karate: S/S/S
Raiden: B+/B+/A
Ralf: A/B+/B+
Robert: S/A/B+
Ryo: A/B+/B+
Saiki: B+/A/S
Shen: B/A/S
Takuma: A+/S/S
Terry: B/B+/B+
Vice: B/B+/A
Yuri: B+/A+/S


Top 10 Batteries:

A list of the characters who both build meter very quickly, while also having many tools and strong damage options with no meter or drive.

Mr. Karate - No bad matchups, amazing at everything.
Kyo (XIII) - Also no bad matchups, good at everything, needs corner more than Karate does.
Kyo (EX) - Very strong normals, safe pressure, auto guard bullshit.
Kim - Safe as hell, fast as hell, strong as hell.
Iori (EX) - Every tool, he’s goddamn Iori.
Duo Lon - Fast fast fast, scary mixups. Hope you like blocking.
Billy - Amazing normals, safe pressure, good meter building and cost-effective combos.
Robert - Every tool in the game, meterless, so why not?
Andy - See Robert, but without grab and with higher damage.
Hwa - Like Kim until he gets a drink in him, then he’s like Mr. Karate + Takuma combined.

Honourable Mentions:


Kensou
Ralf
King
Athena
Mature


Top 10 Anchors:

Characters who have many tools and extremely high damage potential with high resources.

Hwa - Stupid damage, can start 800+ damage combos (non-HD) from any hit, and lands hits well
Mr. Karate - No bad matchups, amazing at everything, and now with high damage!
Benimaru - Throw combos, rekkas, zoning, crossups, he has it all.
Takuma - Touch of death. The end.
Goro - Grab touch of near death. The end is near.
Shen - Don’t jump! Don’t not jump! Don’t get hit! At all!
Saiki - Good zoning and defensive tools; insanely strong HD combo in the corner.
Iori (EX) - Every tool needed to get into HD mode.
Kyo (XIII) - Like EX Iori minus without grab > HD.
Iori (Claw) - Great pressure, great mixups, great damage. Lacks zoning tools.

Honourable Mentions:

Yuri
Chin
Leona
Kim
Elisabeth


Top 10 1 Meter and/or 1 Drive Potential (Ideal Middle Characters):

This is essentially an assessment of a character’s EX and Drive Cancel usefulness alongside their tools with low to medium resources.

Hwa - Who else nearly kills you from a mid-screen invulnerable shoryu?
Takuma - Who else nearly kills you from a mid-screen meterless grab?
Mr. Karate - Have you been paying attention so far?
Benimaru - Every tool needed to land big damage without HD.
Chin - Drunk combos are scary, very strong defense and tricky offense.
Kyo (XIII) - Doesn’t really need meter but can use it to increase his already great damage.
Joe - 1 drive and 1 meter gives him access to ridiculous combo potential in the corner.
Yuri - With meter and drive her offense, defense and combo potential all skyrocket.
Goro - Meter and drive allow him to turn his grabs into amazing damage. Gains an overhead.
Iori (Claw) - High damage mid-screen and even higher damage in the corner.

Honourable Mentions:


Billy
Shen
Iori (EX)
Terry
K’





This is a well thought-out tier list of the entire cast based on which position on the team that they are most effective in, how their gameplay changes based on the amount of meter/drive they have and how they compare to one another in the team placement scenario. The tier list was mainly done by Sami (t3h mAsTarOth...!) and Matt Alder over the course of roughly the last 6 months.

78
Duo Lon / Re: Duo Lon (Console)
« on: July 13, 2012, 10:02:37 PM »
I wouldn't say air f+AC is useless... You can air-air someone with j.C+D and on regular hit do fA+C afterwards... Then do a run under mix-up on them... If you guess right then you end up with about 400 dmg for 1 bar...

79
Chin Gentsai / Re: Chin Gentsai (Console)
« on: July 13, 2012, 04:06:42 AM »
Chin with 5 drinks is funny... 2 meter HD combo... What a lazy 100% combo...

j.D/s.C, s.C, HD, s.C, qcb+C, hcf+B, qcb+C, hcf+D, d/f+B, Neomax, hcf+B, d/f+B, qcb+A...

80
Duo Lon / Re: Duo wiki building thread
« on: July 13, 2012, 04:00:22 AM »
Here are some Duo stuff I've trying out to see maximum potential for his damage... Mainly HD combos... Also some corner specific combos...

4 meters HD - j.D, s.C, HD, s.C, f+A, (qcf+C, qcf+C, DC, f+A)x5, EX DM, Neomax = 873 dmg

Corner Specific - (Also possible mid-screen but does less damage and done a little differently)

1 meters - j.D, s.C, f+A, qcf+AC, qcf+C, qcb+A, s.C, (qcf+C)x3, qcf+B, s.C = 441 dmg

2 meters - j.D, s.C, f+A, qcf+AC, qcf+C, qcb+A, s.C, qcf+AC, qcf+C, qcb+A, s.C, (qcf+C)x3, qcf+B, s.C = 532 dmg

3 meters - j.D, s.C, f+A, qcf+AC, qcf+C, qcb+A, s.C, (qcf+C)x3, qcf+B, EX DM = 616 dmg

3 meters HD - j.D, s.C, f+A, qcf+AC, qcf+C, qcb+A, s.C, HD, s.C, f+A, (qcf+C, qcf+C, DC, f+A)x6, (qcf+C)x3, qcf+B, EX DM= 792 dmg

5 meters HD - j.D, s.C, f+A, qcf+AC, qcf+C, qcb+A, s.C, HD, s.C, f+A, (qcf+C, qcf+C, DC, f+A)x5, EX DM, Neomax = 976 dmg

81
Duo Lon / Re: Duo Lon (Console)
« on: July 13, 2012, 03:29:03 AM »
So I know I don't have the "fast fingers" required to play an effective Duo Lon... However, I would like to contribute to the thread after being blown away by MadKOF's Duo Lon...

Here are some Duo stuff I've trying out to see maximum potential for his damage... Mainly HD combos... Also some corner specific combos...

4 meters HD - j.D, s.C, HD, s.C, f+A, (qcf+C, qcf+C, DC, f+A)x5, EX DM, Neomax = 873 dmg

Corner Specific - (Also possible mid-screen but does less damage and done a little differently)

1 meters - j.D, s.C, f+A, qcf+AC, qcf+C, qcb+A, s.C, (qcf+C)x3, qcf+B, s.C = 441 dmg

2 meters - j.D, s.C, f+A, qcf+AC, qcf+C, qcb+A, s.C, qcf+AC, qcf+C, qcb+A, s.C, (qcf+C)x3, qcf+B, s.C = 532 dmg

3 meters - j.D, s.C, f+A, qcf+AC, qcf+C, qcb+A, s.C, (qcf+C)x3, qcf+B, EX DM = 616 dmg

3 meters HD - j.D, s.C, f+A, qcf+AC, qcf+C, qcb+A, s.C, HD, s.C, f+A, (qcf+C, qcf+C, DC, f+A)x6, (qcf+C)x3, qcf+B, EX DM= 792 dmg

5 meters HD - j.D, s.C, f+A, qcf+AC, qcf+C, qcb+A, s.C, HD, s.C, f+A, (qcf+C, qcf+C, DC, f+A)x5, EX DM, Neomax = 976 dmg

82
Mai Shiranui / Re: Mai Shiranui (Console)
« on: July 08, 2012, 09:01:42 PM »
It's alright if you do terrible at first playing her... She plays differently than most of the cast... Her jump arc also needs time for adjustment... You also can't do high/low mix-ups regularly because her jump arc is too easy to react to... Also against grapplers you can't do knee drop mix-ups or air qcb+C recklessly because they can always punish you with 1 frame command grabs...

Also for her qcb+AC combo in th corner, just do two ryuenbus... Don't bother with stuff that are too hard and only nets you small rewards... It's better to land solid damage than to chance messing up... Mainly she just pokes from close/mid range and runs away when pressured... Also her meta game changes if you play her as battery or second... As second i am more aggressive with her cause i'm trying to push them near the corner so i can land a damaging HD... As battery you wanna play more of a footsie game and build meter...

83
Mr. Karate / Re: EX Mr. Karate
« on: July 04, 2012, 01:16:19 PM »
Mid-screen combo update...

cr.B, s.B, f+A, dp+C~A+B, hcf+B, dp+A, DC, hcf+B, hcf+B, DM...

qcb+AC, dp+C~A+B, hcf+B, dp+A, DC, hcf+B, hcf+B, DM...

Corner CH s.C+D, *link* qcf+C~ff, dp+A, DC, hcf+B, DM

84
Clark Still / Re: Clark Still (Console)
« on: July 03, 2012, 06:47:01 PM »
No get into HD from s.D, d/f+A... Then hold back and far s.D, b~f+A...

85
Billy Kane / Re: Billy Kane
« on: July 02, 2012, 09:55:10 PM »
Oh i know it's risky... I barely ever do it... Only when i'm 100% sure and it'll most likely kill them, then i'll do it... Against patient players it's a bad idea... Works only against players whose patterns you can read clearly...

86
Billy Kane / Re: Billy Kane
« on: July 02, 2012, 04:45:47 PM »
I'll just relentlessly attack them even on negative frames... So they'll want to attack back... f+A is -2 on block... So say against Hwa he can s.D after blocking it and there isn't anything really that Billy can do...

I'm not really following you...you're saying since Billy's f A is -2F, Hwa can far D him and Billy can't do anything about it.  Hwa's far D is 7F.  Are you saying that Billy can't block in time because clearly that's not the case.
No no... If Hwa does s.D after blocking Billy's f+A then Billy can't beat by doing any normals... Every one of his normals will loose... Even if he does hopping normals... That's what i meant...

87
Mai Shiranui / Re: Mai Shiranui (Console)
« on: July 02, 2012, 04:39:02 PM »
Dont bother... It's a one frame link... cr.B, cr.B, s.A and cr.B, s.B, s.D are your hit confirms... They are consistent and you will never drop them... To learn her, learn how to use all her normals first... She heavily relies on them in every match-up... Also dont waste drive with her... She should only waste drive on HD... Learn the different FB usage... As they will help you with your spacing... Also keep things simple mid-screen... She only lands damage in the corner...

88
Billy Kane / Re: Billy Kane
« on: July 02, 2012, 01:37:59 AM »
I do it on a read... If i get them to try to press a button then i'll do it... It'll beat almost anything they do... Also against Billy people like to roll a lot...

On a read, i'll just see the roll then cr.B, cr.B, dp+B punish... If i read a hop/jump then i'll d.C, qcb+A... You can even optionselect and input dp+BD... If you anti-air on a counter hit then it'll combo and you can land pretty good damage...

89
Billy Kane / Re: Billy Kane
« on: June 29, 2012, 01:15:19 PM »
I'll just relentlessly attack them even on negative frames... So they'll want to attack back... f+A is -2 on block... So say against Hwa he can s.D after blocking it and there isn't anything really that Billy can do... So against him i'll even intentionally eat a s.D to make him want to do it again... Then EX DP... It also hits behind him... So works against opponents who want to jump out of the corner...

90
Mai Shiranui / Re: Mai Shiranui (Console)
« on: June 29, 2012, 03:25:35 AM »
Ya that's been mentioned before... It's really good against wake ups... I've baited Shen's CABC and punished him... Sometimes i'll just roll... It gives you the same mix-up but it's susceptible to wake up command throws... What is best is after someone knows about the mix-up they tend to try to roll out on wake up... I'll do the cross-up a couple times... Then they will want to roll back... Then i'll intentionally not cross-up... Then they roll themselves into the cornr and i get a full corner HD...

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