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Messages - Mazinkaiser

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61
Impressive Reiki thanks a lot! about the master class, yes there is a question bothering me... at the begin the table they shown what is it? a complete frame data? a translation would be awesome of the used common term.

62
Impressive :D i got all of them outside mayer, galford and duck in helicopter, but i recognize the pet jumping around on the stage eheh! They miss in Esaka ’96 on upside right (i think appear in second match) shingo and kyo gf too ;) check that.

63
imho, the online isn't enjoyable like offline no matter what kind of patch they did :) deal with that.

64
Training Room / Re: Options against roll-heavy players
« on: January 09, 2012, 03:43:05 AM »
i suggest sweep :) the recovery here in this kof are generous from the roll enough to time it.

65
Training Room / Re: Easy combo characters
« on: January 07, 2012, 05:30:52 PM »
Shen :) and with some training, Terry.

good chars and user friendly to approach 13 engine.

66
Clark Still / Re: R: Clark Still (Console)
« on: January 04, 2012, 05:20:20 PM »
My two cents

Learn to use s.A aganist hop and hyper hop. Very nice horizontal hitbox and fast poke (dunno how many frames exactly)

Additional info about ground CD, the opponents low don't connect. Didn't check if it's really an air state but I think no, because it have cancel propriety.

Air CD is also great, huge hitbox front of Clark... and on counter hit it's juggle state rape.

On close air to air the grab work perfectly AND on close mixup opponent attempt to score the overhead hop jumpin starter (trust me, if you scout the opponent pattern doing this it's punish time with the hard knockdown mixup after the air grab).

Inviato dal mio Milestone usando Tapatalk

67
Training Room / Re: KoF XIII Frame Data (Incomplete)
« on: January 02, 2012, 05:00:53 PM »
Shen danken is outdated at arcade release so some info may be wrong to our console version ;)

68
Benimaru Nikaido / Re: Benimaru Nikaido (Console)
« on: December 25, 2011, 11:44:52 AM »
And the Shoryu like move? dp+K better question... there is a source with the frame data list?

69
Results / AEX CC2 KOF XIII side event tourney
« on: December 24, 2011, 03:56:27 AM »
the long short story, we (in italy) had a two day tourney with kof xiii side event on sunday to engage players, that's the clip for best 3 match.

KoF XIII CC2 Finals.mp4

and yes i fail too much with pressure -.-, clark regular throw :| and dropped the dumb HD loop king at the corner ._. BUT was fun and we have around 14 players ;) looks good to start with.

i'm working to do better in the next challenge o.o,

70
Wonder if it works with other characters who can perform their neomax in the air.

Andy?

71
Ex Kyo / Re: EX Kyo (NESTS)
« on: December 21, 2011, 11:21:53 PM »
DP DC into Orochinagi input:  ;fd ;df ;dn ;db ;bk ;fd;a;c (DP),   ;bk ;db ;dn ;df ;fd+ ;a/ ;c (Orochinagi)

I quite like this, I've been using  ;fd ;df ;dn ;db ;bk ;db ;dn ;df ;a/ ;c (DP) ;fd ;a/ ;c (Orochinagi) myself

also:  ;fd ;db ;fd ;a/ ;c (dp) ;bk ;db ;dn ;df ;fd ;a/ ;c (orochinagi) works well :) i did the mission 10 with that shortcut hinted in K' thread (the one for dp, of course).


72
Benimaru Nikaido / Re: Benimaru Nikaido (Console)
« on: December 20, 2011, 02:14:26 AM »
ok nice vids, i like it and have random question xD seems pretty solid to the corner and the air raijeiken combo... what's input for that? TK? and is A or C version? i try a lot but always keep falling the opponent -.-,

73
Ex Kyo / Re: EX Kyo (NESTS)
« on: December 16, 2011, 05:32:10 AM »
For a beginner do you think this Kyo would be better then OG Kyo?

since we don't have the character yet it's hard to say. Also it really depends on what you're used to, but i'm thinking 13 kyo would be a better pick since the fire ball bait jump dp is a common playstyle in fighting games that is easy to adapt to. 

yes and not... ok don't forget about the qcf rekkas, for a beginner maybe is possible to mess with input and pull out mu shiki xD but other that nothing are very hard to handle. he is very user friendly too imho! the f.B comboable is very easy to confirm if connect and it open to the first veeeeery easy hyper drive combo ([qcf.C,qcf.A]x4 into DM or qcf.K orochinagi) to play with. some tools are the same (c.B, s.B combo into specials) so it's very up to you.

74
Benimaru Nikaido / Re: Benimaru Nikaido (Console)
« on: December 14, 2011, 05:02:07 PM »
agree, i feel very solid with benimaru confirm into a special activating BC it's the best solution, the HD combo of beni by the way imho isn't really reliable (mid screen, corner you have something to do ok but have to pay attention to where the falling character are for continue) but while in hyper drive beni have scary moment, everything he can do can be hit confirm in to (with meter of course) DM or NM so it's time to bait out something :D and zoning with raijiken working really good.

Guys... weeks proced, where did you play him? he is my stronger battery and on point character actually, the ground rai build really nice meter, have good shoryuken, the command grab (with fast recovery and usually guys try to punish it... and fail) who leads setup if it connect, throw into combo at the corner (and here too with meter deal easily half life gauge) and if you managed to win with good solid poke and specials... you start in the second round with enough meter to scary the opponent and manage to combo the 600 bnb with rai ex, air rai activation BC, and NM when foot touch the floor :D getting half the match in the pocket xD if thing goes wrong by the way he build good meter so the middle can manage to finish the work.

i feel very good aganist almost fighting everyone, having problem just to react to character (like eliz) who just keep me away and safe with specials where iaido fail (or him/she have advantage).


75
Clark Still / Re: Clark Still (Console)
« on: December 11, 2011, 01:44:59 PM »
I think his standing C is a decent AA if they're short hopping on you. Very difficult to close the gap with guys who want to runaway.

standing A all the way long for short hop

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