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Messages - Kane317

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2221
Mai Shiranui / Re: Mai Shiranui
« on: November 28, 2010, 10:32:24 AM »
and for air-air i guess her EX DM would beat out almost anything else...

Problem is, you can only do her regular DM in the air.  Ex DM is ground only.


I agree with this statement.

When playing 2k2um her df.B allows her to get in closer and the first hit can be canceled into DM's or SDM's. And i personally think that all her problems with hit confirming was solved with this original attack. Question is why would they remove one of her best tools that she use for most of her Bnb?

The only thing I can think of is they wanted to mix her up from the cookie cutter form she used to be in.  I never used her seriously in any of the KOFs before this.  Now, I actually find her interesting, different and now on my permanent team, go figure.

2222
Would it be a good idea to include more video links to the wiki's? Like:

1.) character specific tutorials

2.) character specific combo videos

3.) match videos (featuring a top player using a certain character)

4.) examples of game mechanics (like the video linked explaining the jump system for the KOF2002UM wiki)?

Also, this can be used to link to a direct time in video: http://youtubetime.com/

Any thoughts??



I'm definitely down for this, seeing as some characters do better than others when fighting particular characters because of certain strats... Plus certain "anomalies" occur when certain characters fight also... I don't know of any character-specific combos though...

I'm all for any amount of visual aid to help people learn the characters.  It's really crazy how far we've come in the information age and there's no reason we shouldn't take advantage of it.  People should be learning 3x or 4x faster than we did back in the days when e-mail was consider super privileged high-tech.


  • Instead of P and K we use A/C and B/D, respectively.

This is the only one I kinda disagree on, I think the easiest notation to read while being equally concise should be utilized.  I think P/K/A/B/C/D all have their places.  Let's say a combo needs a specific strength like Liz's dp+C into dp+A, we should obviously indicate which one.  However, if we're talking about Ex moves (perhaps this pertains more so to XIII) it gets real cluttered listing it as Ex qcb+AC (vs Ex qcb+P) especially when you're listing longer combos.  Furthermore, sometimes you want to indicate that a combo can use either button A or C so leaving it as P makes more sense instead of writing out A or C every time.  Lastly, I like to also list "DM" and "Ex" because I found when I'm glancing at longer combos, I want to know how many stocks this combo uses so scan for the "DM"s and "Ex"s but that's me, it might be overkill. 

In short, it doesn't really matter when you're listing out their movesets with A/C instead of P, but when you're listing long HD combos you want to be a concise as possible without omitting pertinent information.

What do you guys feel about this?

2223
General Discussion / Re: KOF XIII at EVO 2011
« on: November 28, 2010, 07:20:15 AM »
If this is run at Evo 11, i'm assuming it won't be run under the ratio system?

Nope. At a national level, XIII would most likely not run a ratio system.

2224
Mai Shiranui / Re: Mai Shiranui
« on: November 27, 2010, 07:42:30 AM »
In short, her air DM isn't that good unless done pre-emptively.  Many times I've used it on a chasing opponent when I'm jumping back and he hit me out of the DM.   I suppose if you do it early enough she has invincibility coz in the beginning she has none.

In the same situation, I think the Ex Air Dive would be safer IMO.  The Ex Air Dive also allows for follow ups if done correctly (I use s.C a lot) but hcf K should work too.

2225
General Discussion / Re: The King of Fighters XIII Video Thread
« on: November 27, 2010, 07:38:48 AM »
@Rex:  Moved your question to the Mai character section.

2226
General Discussion / Re: Balance issues and constructive suggestions
« on: November 26, 2010, 04:10:46 PM »
having a basic knowledge of the character is a good idea.

This exactly what I have about Raiden. But it's not enough for you. Everytime I try to explain my point of view, somebody say "you noob, shut up, you don't know a shit". Ok, is exactly what I'm going to do.
I'm to old for this, anyway.

But let me say this is not good way to help to grow KOF community.

Let's keep the discussion civil (both parties).  Anyways, why does it say guest under your name?

2227
General Discussion / Re: The King of Fighters XIII Video Thread
« on: November 26, 2010, 07:47:53 AM »
That's what I'm talking about, having those in your arsenal and actually using them. All I saw in those vids was pretty much exclusively poking into nothing.

Hehe we're not there yet, we're getting there. ;)

2228
General Discussion / Re: The King of Fighters XIII Video Thread
« on: November 26, 2010, 06:21:01 AM »
Look at this vid:

At around the 58th second the guy does a two hit chain into qcb+P for a three hit combo, shouldn't the two kicks give you enough time to hit confirm into HD? That's how I hit confirm into a super in MOTW with Hokutomaru, his sB, sD chain.

He does a s.D into a qcb C (which hits twice).

And can you transition into HD using an EX move? Then you should be able to do cB, cB, sB into EX HCF+K to get into HD. Kinda like with Kensou you do cB, cB and then use the rekka to get into HD.

Well activating on the light hits is an extra step (extra hit) then just activating with the shortcut (hcf BCD etc..)

Just poking won't get you far, is what I'm trying to say, because the opponent has nothing to fear. You gotta find ways to get in there and create pressure and to let them know that they will be in a world of hurt if they mess up.

Poking into HD into a full combo is something to fear.  Yeah of course, if they did a whiff dp I'll unleash a full HD but till then pokes works well (see how KCE vids how they activate with light hits).

2229
King (XIII) character page updated. added more notes to special move section and revamped the combo section. will add HD combos soon. give criticisms as necessary, otherwise this is the format i'm going to run with in the future for updating other character pages.

Added a bit to the df.D slide description.  As for the combo section, I'll probably go and change all the 2C and 3Ds to d.C and df.D respectively for you later.  The number notation works well if you have a number pad in front of you and slightly more universal if you can't read English but I hate having to look at a number pad and it's also character side dependent (1p bias).

thanks kane, i'll keep it in mind for future updates. i didn't even think of the player side bias lol also, i'm thinking of adding a subsection to the Combo area with "Combo Starters" to kinda show the variation available when initiating combos. for example, i hate how the combos i listed generally start with (2C, 3D) since i usually use (d.B, d.A, df.D) or (s.D, df.D), but that's how the JP wiki lists them sooo... yeah. also, i didn't ask, but are commas ( , ) or greater than symbols ( > ) easier to look at? personally it doesn't matter to me.

I use commas coz it's easier to do on my phone lol.  Generally both are accepted.   Taking a step further we could use commas to differentiate links (,) vs cancels (>) and so forth. 

2230
King (XIII) character page updated. added more notes to special move section and revamped the combo section. will add HD combos soon. give criticisms as necessary, otherwise this is the format i'm going to run with in the future for updating other character pages.

Added a bit to the df.D slide description.  As for the combo section, I'll probably go and change all the 2C and 3Ds to d.C and df.D respectively for you later.  The number notation works well if you have a number pad in front of you and slightly more universal if you can't read English but I hate having to look at a number pad and it's also character side dependent (1p bias).

2231
Mai Shiranui / Re: Mai Shiranui
« on: November 26, 2010, 01:16:21 AM »
I wanted to ask how her matchups are looking. Is there a specific char she has trouble against? or she fair really well against?

Well the characters that I've had trouble in the past, off the top of my head and but no means a definitive list:  King, Leona, Ralf, Ryo, Mai, K' (but who doesn't lol).

King's j.CD is really effective against Mai because of it's swooping anti-air arc, Leona coz of her air-air normals and her V-Slasher which shuts down Mai real well.  Ralf coz of his huge hit boxes for his j.normals but also coz of his qcb+P stops Mai real well.  Ryo coz of his Parries and his DPs.  Mai coz of her own jump arcs.  K' for being K' lol (ok his qcf+P~f.D).  I suppose Chin would be a pain as well.

Otherwise she holds her own against other players well.

2232
General Discussion / Re: Balance issues and constructive suggestions
« on: November 26, 2010, 12:12:18 AM »
So far in 13 there doesn't seem to really be a counter to K, although I'm sure we've all seen the occasional Beni or Andy win.  

I remember Kane winning Duc's K' with Mai :D

Maybe a meterless K', but once Duc has meter then his K' is a pain in the ass; it'll require me to use Chin against him and even that's a tough match up.

2233
K' / Re: K'
« on: November 25, 2010, 02:26:41 PM »
I just do it as hcb, f+A, qcf+C works like a charm

I got that to work my first try, I just wanted to figure out the mechanics of the the sticky method one.

2234
Meet & Greet / Re: Hi
« on: November 25, 2010, 01:05:46 PM »
Hey guys, old school canadian SF gamer here.  I`ve played the fatal fury's other snk games back in the day, but kof12 was my first kof game.  Sad that I actually didnt get to play it much, as its life was short lived.  Anyway, I enjoy watching the posted vids and the wikis.  I dont have the luxury of an arcade kof13 here in edmonton, so you might see me lurking the forums and watching vids until console release.  Keep up the great work on the info!

Welcome to DC!  I know that Vancouver has it but I think that's a 3-4 hour flight I forget how far it is.   

2235
K' / Re: K'
« on: November 25, 2010, 01:03:20 PM »
Wow that's an awesome combo along with only a far d.B setup

Addition instead of double post
---------------------------------------
As seen in one of the videos in the video thread, K' definitely can do qcf+C, d.B however I tested this and only works when opponent is waking up.

Also during his juggles if you do dp+A -> (DC) qcf+C it will only connect if the dp+A hits the opponent pretty low. Many times it'd come out and whiff if the opponent is too high.

Forgot to mention I tested that specific link again, The Answer said do f~qcf+A (hold A and release as soon as the first hit of the dp+A connects).  I couldn't get it every time but I got it with a 30~40% rate.  The f~qcf+A (hold A) strangely does a dp A instead of his qcf+A.

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