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Messages - Kane317

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2791
Chin Gentsai / Re: Chin Gentsai
« on: August 14, 2010, 02:39:43 AM »
Time for a mini write up for Chin that I'm been pushing back (some impressions have been written already but I'm going to write with a blank slate) and is a work in progress:


Normals(dmg):
Far A(25): Standing forward poke, average range (in Chin terms lol), fast, chains into s.A/d.B and is cancelable.  4/5

Far B(30): Standing low kick to the shin, must be blocked low, is cancelable but does not link to any normal.  Great for his high low game since it needs to be blocked low --> df.B.  3/5
 
Far C(80): New horizontal with a slight upwards swing with both arms (very drunken fist like), has deceivingly good range (in Chin terms) and it cancels as well (great to cancel into df.D, but not a true combo).  If anticipated early enough, use this for anti-hops into df.B.  4/5

Far D(80): Longest range move for Chin, solid kick to the gut, button can be held to go into his kick stance.  Also used for HD activations explained later.  3/5

Close A&B: Same as their far versions.

Standing close C(70): His combo starter of choice, double palm to the chest--comes out fast, cancelable, good priority, feels meaty.  5/5

Standing close D(70): Leans back drunkenly while kicking forward (very drunken fist like). Comes out slower, still cancels, I personally never use it. 2/5

Standing CD(75): Leans forward and hits with one arm, good speed, cancelable, good range for Chin.  It should be noted that due to the strange crossup mix up of XIII, avoid using his GCCD on jump-ins since it tends to miss a lot.  Use his counter qcb+B/BD instead. (4/5)

Down A(25): Quick low hit, can still be blocked high,  pretty standard, used in his BnB combos.  Chains into d.A, d.B, s.A, fast and is cancelable. 5/5

Down B(30): Front sweep, slightly slower than his down A, about the same range, is cancelable and chains into d.B, d.A, s.A.  Since it can be canceled, play around with his d.B into df.D overhead.  5/5

Down C(70): Slight diagonal upward elbow, not that good for anti air, and the new far C does a better job for that role.  Nevertheless, it's cancelable so it's somewhat useful. 2/5

Down D(80): Real low sweep as Chin basically lies on his back and does a double thrust with his feet.  Good range, good recovery but is not cancelable. 3/5

Jump A(45/40 on hops): Horizontal punch with a slight upward angle, fast and is a great choice for air-to-air.  Use this instead of j.CD if they are already above you or started jumping before you. 4/5

Jump B(45/40): Standard martial arts fly kick, comes out slower but stays out longer than any of his jump attacks. Decent range. (3/5)

Jump C(72/70): Chin lies horzontally in the air, good solid j.C, great priority and crosses up well. 5/5

Jump D(70/68): Jumps and faces backwards while kicking backwards (forward) himself drinking at the same time; it's actually a really funny animation.  Good horizontal reach, decent air to air, good priority, good move for a vertical jump too. More difficult to use as a crossup but still good.  5/5

Jump CD(90/80): Real quick horizontal swing of the foot, good horizontal range, extremely good j.CD overall (I would put it in the top 5 due to it's speed an amazing priority).  One of his key tools in zoning. 5/5


Command Attacks (weak/strong/Ex):
Far D (hold): Goes into kick stance. 3/5

df.D(45): Overhead flipkick.  Comboable by itself, too slow to combo into unless maybe off a counter (in XII it was possible off a counter) to count as a combo.  If you press and hold the D it cancels, or if you tap D again it cancels. You can be thrown during this animation strangely, but it's all worth the risk coz this is one of his key combo starters. Automatically puts you into his kick stance if you don't do anything, but most of the time press punch and it'll do his quickie punches, dx2+P.P, right after (can do 2-3 sets and canceled out of it). 5/5


Special Attacks(Posses Ex version):
qcb+K(80/40/40.70x2.80)(Ex): Chin walks backwards 2-3 steps (last for about 2 second) in a seemingly drunken state with his head down awaiting for an attack; this move is a counter.  If he is attacked he'll do on cancelable s.D (note, if you don't cancel the s.D the opponent will have frame advantage) for the B counter. The B counter counters all specials, and air attacks.  The B counter even counters projectiles, it'll trigger the kick however neither party takes damage and the projectile passes thru. The D counter counters normals including low hits, it will do the same only he'll flip backwards immediately so a df.B might work, or a well timed hcf+K.  Ex Counter counters everything, he'll do a series of four hits that end in a qcb+P that can be free-cancelled into hcf+K.  If it's the D version hcf+K you can only connect it with df.BD midscreen (otherwise df.B in the corner), and the B version you can do df.B into qcb+A [DC], hcf+K...).  The Ex counter does 26% alone without considering the combos it leads to or additional damage that comes with drinking.  5/5

qcb+P(60/120)(Ex): A quick hit to the face with the back of his fist.  A version is quick, C version might be a little slower and has slightly more reach (I only use A version).  Deceivingly good range and recovery but not safe if done real close.  You can drive/super/Ex cancel out of it.  Ex version has invincibility and is quicker.  5/5

hcf+K(70/90/120)(Ex): Chin rolls across the ground and ends in a backfist to the chest area.  B doesn't seem to go as far although D seems to startup quicker.  This move alone, radicalized Chin's gameplay from XII (which was strong already) since it allows you to free cancel into any special (no stances/supers).  Of course you can chose to deplete a cancel and super cancel into one of his DMs if you like.  Mid fireballers have to watch or even stop throwing them completely lest they want to eat a 35%-40%+ combo. Ex version is much faster and is invincible.  Most common specials to free cancel into are qcb+A or df.B.  If you distance yourself correctly, even if they block hcf D, qcb A, most of the time, you can qcb+A (again) them in time while they try to punish you. Mid screen, use B if you want to do df.B, qcb+A loops, and use D mid screen if you want to use df.BD 5/5

rdp+P: Drink.  Chin takes a swig from his gourd and he gets darker in color.  XIII makes Chin have an annoying overlap with his qcb+P, make sure you hold the diagonal for a split second before pressing P.  Chin increases his offense damage by 10%  The max you can drink is 5 drinks.   Every drink you also take more damage.  The scaling is as follows: 105%->111%->117%->125%->to a final 133% (Takes more damage).  The drinking animation has slight lag (Note:  Chin's taunt will cause him to drink, it's slow at first and begins to drink faster until finally going into a drunken state.  You cannot cancel his taunt so use cautiously).  If interrupted, Chin will not gain a drink counter.4/5

df.B(20.60/40x2)(ex): Kyo-like kick, juggles diagonally upwards.  You can press B again during the first kick to kick again. Landing automatically puts you into the kick stance, you can cancel the landing frames into anything.  Must anticipate early on if you want to use df.B as an anti-air, but do not use if they they are nearly above you.  Cancel the landing frames into another df.B or qcb+A.  Ex version does the second kick automatically and launches the opponent higher.  Another key tool to Chin's offense. 5/5


Stances:
d x2+P: Chin crosses his feet and squats down real low.  Apparently, he has total upper body invincibility, even d.As and jump attack misses him.  New to XIII, he can now throw an opponent by pushing forward C, he does however have a whiff animation.  In trade, he has lost his ability to cancel the stance into a d.B.  You can free cancel his stance into any special.
 ∟ Press P (Ex) The follow up is two a quick hits with both hands and has very high priority. It can be free canceled into any special. Ex version does 3 hits (only the last hit can be cancelled) and the third hit draws the opponent back to him and you can follow that up with a s.C (Perfect for HD activation). The Ex version needs to be done close for the third hit to connect and hence even if you did one d.B before the Ex version the third hit will miss. The only thing that will combo into the Ex version and have all three connect is df.D, QP, Ex QP.

d x2+K: Chin hops into one foot.  Pressing forward and backward makes him hop rapidly in that direction.  You can hop or jump out of it (the jump is new to XIII) and like most KOF stances, you cannot block.  Can be free canceled into any special.  Has multiple follow ups.
 ∟A - Standing A
 ∟B - df.B
 ∟C - Quickie Punch
 ∟D - Far D
 ∟Down - Goes into his A Stance
 ∟BD - Cancels stance.


Super moves (DMs):
qcf x2+P(30x8/20x16)(Ex): Chin flies forward with a spinning headbut a la Jackie Chan.   Normally does 8 hits if they all connect and the Ex version does 16 hits.  The Ex versions combos off a d.B, d.A, and off a df.B but the normal version can only be comboed off a df.BD or super canceled off a hcf+K.  Personaly, I stay clear of the normal version and save my stocks for his Ex df.K or Ex counter.

qcb~hcf+P (must have at least 1 drink counter)(220 for A and C does 180): Chin turns around and slams his back into the opponent a la Xiang Fei.  A version is quicker and combos off of df.Bs.  C version is slower but has wire damage and can be followed up into the A version or into qcb+A juggle combos.  C version also combos off his quickie punch.


Neo Max:
qcf x2+BD(14x27{air 14x24}): Chin breathes fire out like 2k2UM, you can control the direction.  You can also preform this in the air.

2792
Any news on Adel?

I think at this point it's safe to say he's not in, the official Mook has no word of him either.  I could be wrong but it's unlikely at this point.

2793
Offline Matchmaking / Re: SoCal KoF
« on: August 13, 2010, 10:38:46 PM »
mini ranbats? ahhhh i wanna go so bad. fuck not having a car! i was thinking about public transit, but that would take 4 buses and one metro for a 3 and 1/2 hour trip one way from westwood. fml

Ah that sucks.  Surely, there's at least one KOF player in the area.  I know people come from East LA (which isn't Westwood, but that's a start).  Network like crazy, just get with a bunch of people and get them to like Chinese/Korean food and they should just head there all the time.

2794
Offline Matchmaking / Re: SoCal KoF
« on: August 13, 2010, 12:24:47 PM »
I need to go back soon but school and work keeping me busy atm. I'll try to make it out sometime next week hopefully.

We haven't seen you guys in ages, head on over, we're starting mini-ranbats tomorrow.

2795
It's silly if you can't, it would add a nice dimension to the gameplay. Baiting and punishing blowbacks; keeping blockstrings safe/offense going; and just other general gimmicks/trickery.

That's silly if you can. I dont' wanna see another SFIV where you can mash DP and stay safe. That's the thing that is silly and make me stop playing SFIV.

BTW, Japanese Wiki stated that you can only DC on Hit and a french living in Japan told the same.

Also, don't confound Drive Cancel and Super Cancel. Super Cancel can be done on hit or on Block. There's an exception to it though : fireballs, you don't have to wait for your fireball to connect to SC.

I'm ignorant when it comes to SFIV, does FADC take meter?  Coz drive canceling does.  If the opponent wants to use his cancels for trickery then I'm all for it, I'll take that over 50% 1 cancel combos.

2796
I stand corrected.  Oh well.

Hang on, I remember seeing it in the beta videos, and I think I've done it before, but you got me second guessing myself.  I'll just have to test it out.

2797
Strangely, you can drive cancel on blocked. (If I recall).

2798
From Perfect Stranger from ON:

Tidbits from the Arcadia mook, released today:

- Neo Max moves generally do 450 (e.g. Kyo's does 10 x 45, Takuma, Clark) or 480 (e.g. Ash, Raiden, Ryo)) damage. There are exceptions though, e.g. Duolon's (10*40 damage), Goro (500).


Damage scaling:
- Every hit past the first one takes a 5% damage scaling cut.
- Damage scaling is normally capped at 20%. However, there are some moves (supposed to be limited to certain DMs/EX DMs/Neo Maxes) whose damage scaling is capped at 50% (Example given in the mook is if you have a 100 damage attack, no the 18th hit, you'd expect the damage to be 100 x (1- (17*0.05)) = 15, but the actual damage is 20. No actual example of a move in game is given however!)
- When doing a Max Cancel, the Neo Max ignores the regular damage scaling formula, but suffers damage scaling equal to the DM that was used for the Max Cancel. TLDR: Max Cancelling gives you slightly better damage scaling.
- Some multi hit DMs suffer the same damage scaling through all hits (e.g. if the first hit of a 6 hit DM suffers from 75% damage scaling, all 6 hits are scaled to 75%)
- Some moves are free from damage scaling entirely. Supposed to be common for the last hit of "Lock" type moves (once the first hit connects, the rest of the move connects as though the opponent is caught).
- Lowest damage value in the game is 4, hence if moves would suffer from damage scaling that would push them to a value less than 4, it's bumped up to 4.

Guard crush:
- Most characters have a guard crush bar limit of 100 points. Ralf and Clark have 120, Maxima and Daimon have 150, making them harder to guard crush
- Opponent being guard crushed is vulnerable for 3 counts of the timer
- Guard crush bar recovers at rate of 9 points per second.

Drive Cancels:
- You can't DC out of moves that were blocked.
- Can't DC out of projectiles/ most command grabs (Goro can DC from dp.K)
- Can't DC from weak version of move to strong version of move and vice versa.
- Can DC from non-EX version to EX version, but not vice versa.
- Can't DC from one move into the same move.

Super Cancels
- CAN SC from projectiles
- CAN SC blocked moves
- CAN SC from certain moves without hitting like kara cancel. (example picture shown is Robert SCing (into Ranbu?) after a fireball while the opponent is on the other end of the screen)

Hyper Drive Mode
- Can only do when Drive bar is full.
- Can Hyper Drive in mid-air. There's no Hyper drive animation like on the ground, but if you do BC in air apparently your character automatically does a jump C after going into Hyper Drive mode.
- Some characters can do some bypass type stuff. Example was Leona, where doing mid air qcf~hcb+BC automatically does her V-Slasher (If hit, I guess you can immediately do a Max Cancel).
- On ground activation, if you do a Hyper Drive Cancel from a normal/command move, character automatically dashes forward slightly. During this dash animation, if you input a motion/press a button, the dash animation stops.
- Can cancel from special moves to Neo Max
- Can Hyper Drive cancel even when moves are blocked.

2799
General Discussion / Re: The King of Fighters XIII Video Thread
« on: August 13, 2010, 12:02:15 AM »
He let him drink 5 times, that's 1.33 damage increase (although the wiki says 1.5 increase), it was Iori's fault.

Ok I it got translated correctly (thanks to PS over at ON) and now I know the correct figures when you drink. Correction about Chin's drinking: Each drink increases your attack by 10% for a total of 50% increase but each drink decreases your defense accordingly: 105->111->117->125->133% more damage taken.

2800
Offline Matchmaking / Re: SoCal KoF
« on: August 12, 2010, 11:49:14 PM »
good games today at AI and thanks to Kane and Oscar for sharing their vast knowledge of KoF  I'm improving with every visit.
 see and play everybody soon

GG yourself, I can see you're improving a lot.  Keep at it Abe!

2801
Offline Matchmaking / Re: SoCal KoF
« on: August 12, 2010, 03:11:15 AM »
Me, Kane317, and 4leaf are the old men hahahah

Who you calling old?! :)

2802
Clark Still / Re: Clark Still
« on: August 11, 2010, 11:34:54 PM »
yamazaki had that problem in 98. in 97 his grab was the shit. in 98 after ticking when he should have grabbed you he just did his miss animation. even in some combos he missed and you got that miss animation. considering the other grapplers didnt have this in 98, wtf they done did to yamas throw in 98?

Getting OT but Yamazaki isn't a true grappler so they gave him crappy range. If his range was good he would rely on that too much instead of zoning, which really is his forte.
---
On Topic:  I manage to accidentally air throw a "grounded" opponent coz he did back dash for a brief second lols.

Forgot to mention, during his Gatling Attack (charge back~f+P) you can [DC] his Step (f.BD) which might just setup some nasty mindgames but I'll have to test.  Blocked Gatling Attack, [DC] Step into combo of your choice --unconfirmed.  You cannot [DC] on block unless in HD.

2803
WOW even Mr.KOF him self was a victim of focusing in landing and an HD combo, well I guess that sets the record straigh. So now that we all understand the point about HD combos we can move on.

In regards to HD Mode bypass, Kensou has a neat one. He can d.B,s.B,s.BC and you will get a standing C in HD mode. IMO a great way to start an HD combo since it's a lot easier to land a d.B than a s.D.

For Kensou I don't see why d.B x2, qcf ABC wouldn't come out as qcf AC+hyperdrive activated since the strongest strength button (in this case C) usually overrides (hence d.B, s.B, s.BC produces a s.C).  EDIT:  Didn't read above.

2804
General Discussion / Re: The King of Fighters XIII Video Thread
« on: August 11, 2010, 09:22:39 PM »
Didn't know about the damage increase for Chin, that's a nice balance then since on the positive side you get power meter and power up but on the negative eat more damage. Sucks that it carries over to the next round though, so forget what I said about chugging it throughout rounds.

From the looks of it Chin's weakness will be distance. The only long distance move of his I remember seeing is his roll forward on the ground into hit thing, which seems to be unsafe on block and succeptable to cr.B.

His drinking doesn't carry over between rounds.

Indeed his weakness is his general mobility and range-- Chin's one of my main characters as you can probably guess :)

2805
In regards to HD mode, can you bypass like 2k2 could?? Like old maxima cB, cB, qcf+BC etc.

And have anyone found certain links into DM via BC bypass aswell? EG : Yashiro cA, cA, sA, sB, qcf x2 BC

Sorry for the late response-- Since all the specials can be bypassed into (qcf+BC), Shen's Ex command throw (hcb~f+ABC), K' j.CD into air.qcb +BCD etc, I'm sure you can do the same DMs as well but I'll confirm.  It's going to be a variation of ABC or BCD.

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