Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - MetalThrashingMadman

Pages: 1 2 [3] 4 5 ... 23
31
Iori Yagami / Re: Iori Combo Thread
« on: July 26, 2016, 04:41:47 AM »
Nice combo video, certainly more stylish than anything I have come up with. You should put that one in the wiki if you haven't already.

How about this one from EXWildWolf's twitter:  https://twitter.com/kd0079_/status/756121404970459136

32
Iori Yagami / Re: canceling rekka into super
« on: July 26, 2016, 04:23:38 AM »
I think you misunderstand, doing the input faster seems to have solved my problem. I still miss it sometimes, but before it was the super would come too late, or nothing happened at all. It seems purposefully trying to delay the super was making me input it too late to cancel. A little more practice and I think I'll have it down.

33
Iori Yagami / Re: canceling rekka into super
« on: July 25, 2016, 07:13:32 PM »
Do it with the other button.

Ie if you're going  ;dn ;db ;bk ;a, then do the Ya Otome input with  ;c and vice versa.
I have been doing this already, and I'm a pad player. However, for some reason, inputting the super as fast as I can has been giving me results. Don't know what the hell is up with that though.

Doesn't really matter anyway. I discovered that canceling into super from your normals is more damage.

Thanks for trying to help.


34
Iori Yagami / canceling rekka into super
« on: July 25, 2016, 02:13:22 AM »
So I have been having trouble with canceling the second part of the rekka into super. I know I'm supposed to delay it, but the timing seems super tight. Most of my attempts end up with no super coming out at all. What's frustrating is this is easy for me to do in other KOFs, but for some reason I just can't do it in this one. Anyone else having the same trouble?

Didn't want to make a whole topic for this, but since the general Iori thread is locked I guess I have to.

35
Kyo Kusanagi / Re: Kyo Combo's
« on: July 23, 2016, 09:58:24 PM »
Thanks for the suggestion, but it doesn't solve the issue of max mode running out before the super. I know my combo isn't optimal, but it's easy for me to do despite my crap execution. Honestly I don't normally even mess with Kyo, I favor Iori, but he's just so easy to use this time. His combos are so flexible it seems like I can input almost anything and get something for my effort. Iori doesn't seem any easier execution wise than he did in XIII.

36
King of Dinosaurs / Re: King of Dinosaurs
« on: July 23, 2016, 09:49:42 PM »
The more I play KoD the less he feels like Tizoc, and the more he feels like Zangief. Sure, I expected changes, but the appeal of Tizoc to me was he felt really mobile for a grappler, and KoD is certainly not moblile. Maybe after some time passes, and people discover more cool stuff about him, I'll give him another try. I'll probably be looking at Maxima or Geese to fill KoD's spot on my team.

There is no shortage of characters in this game though, I'm not going to let one disappointment discourage me.

37
Kyo Kusanagi / Re: Kyo Combo's
« on: July 23, 2016, 10:25:51 AM »
So I tried integrating the EX R.E.D. Kick into the combo and it's no dice for 2 reasons. For one, it makes the max bar run out before I get to the super which means I only get regular super instead of EX for same cost and less damage. Secondly, and this is super important, if I'm facing right I have extreme difficulty canceling  ;df ;d into  ;bk ;dn ;db ;b+ ;d. I don't know if it's the size of my hands or the placement of the d-pad, but I just can't make it work from that side.

38
General Discussion / Re: Your team(s) for XIV
« on: July 23, 2016, 02:09:55 AM »
For most KOF's I go with Terry, Blue Mary, and Iori. For XIII I went with Maxima because Blue Mary wasn't in it. In XI I used Tizoc a lot. I tried KoD in the demo, but he doesn't play like Tizoc at all. Iori is good as usual, but I'm having lots of fun with Kyo in the demo. I also want to try Luong and Gang Il. So... I guess I'll start out with Kyo, Maxima, and Terry, and I'll try swapping various characters out till I get a combination I like.

39
Kyo Kusanagi / Re: Kyo Combo's
« on: July 22, 2016, 01:48:04 PM »
Honestly, I was just going for something flashy, but easy to execute for when you want to finish your opponent in style. I did notice ex R.E.D. kick could be integrated into the combo after the fact. The hcb+b I didn't think canceled for some reason. Maybe my timing was crap.

Btw, is there a good reason to use stand C instead of down C in combos? When I do these combos I just hold df the whole time until it is time for specials.

40
Kyo Kusanagi / Re: Kyo Combo's
« on: July 22, 2016, 05:06:55 AM »
Easy 5 bar combo for big damage:

j. ;dn ;c;dn ;c, ;df ;d, quick max ( ;b+ ;c),  ;dn ;c, ;df ;d(one hit),  ;dn ;df ;fd ;b+ ;d;dn ;df ;fd ;b ;b;dn ;df ;fd ;dn ;df ;fd ;a or  ;c;dn ;db ;bk ;dn ;db ;bk ;a+ ;c

Important notes:

On the first  ;df ;d you can quick max after the first or second hit, but on the second  ;df ;d you have to cancel before the second hit.

If your combo won't make it into the corner before the  ;dn ;df ;fd ;df ;fd ;a or ;c is done, then you need to climax cancel on the first hit of the super. If you are in the corner you can wait until the final hit of the super to do the climax cancel. Mid-screen version of this combo is nearly 60% damage, but the corner version is nearly 70%.

41
General Discussion / Re: KOFXIV Announced for 2016
« on: July 20, 2016, 01:27:39 PM »
Maybe they're speeding things up? After the latest KOF station video we saw everyone, so I think they're just putting everything out there since they no longer have any surprises on the roster front.

At least the final team trailer won't come out after the gane's released anymore.
Doesn't the final boss have yet to be revealed?

42
King of Dinosaurs / Re: King of Dinosaurs
« on: July 20, 2016, 04:23:51 AM »
KoD is so similar to Tizoc, yet so different. Most of his moves have been altered, some taken away entirely. For instance, his air throw is gone and the move where he steps back and then rushes forward with a haymaker is gone as well. However, you can still jump  ;d;c;fd ;df ;dn ;db ;bk+ ;a. I'm honestly a bit disappointed he doesn't play more like his KOF XI counterpart, but he is by no means bad. Time will tell if I decide to stick with him or not.

43
General Discussion / Re: KOFXIV Announced for 2016
« on: July 19, 2016, 11:36:23 PM »
For anyone having issues with downloading the demo here is the solution.  Use your pc or cell phone to go to the psn store website. Purchase the demo through the website and select the download to ps4 option.

44
General Discussion / Re: KOFXIV Announced for 2016
« on: July 19, 2016, 03:39:10 PM »
I understand that you are disappointed at how she works now. But isn't day one of the demo a little early to say she is bad? We have afterall seen people do well with her.

45
General Discussion / Re: KOFXIV Announced for 2016
« on: July 19, 2016, 03:31:14 AM »
Argh!!! I don't want to have to wait till after work tomorrow to play the demo. I'm all ready fantasizing about what team I'll be playing with first. I think I'll start with King of Dinosaurs(I pray that he has an alt skin as Tizoc at some point), Shun'ei, and Iori.

Pages: 1 2 [3] 4 5 ... 23