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Messages - DJMirror949

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61
General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: October 22, 2012, 10:19:44 AM »
Need more sessions imo. Other than that, Nov. 17 will be a blast. Please make sure you guys tune in!

62
Training Room / Re: The KOF Battle Journal
« on: October 22, 2012, 10:06:13 AM »
 Oh how fun this will be. Recently I been playing Saiki/EX Iori on my team. I used to play Kula/K/Kyo but I always felt like I never play Kula correctly so I just dropped her. Right now I'm in this characters crisis phase that I don't know who to replace Kula with. I decided to play Iori (Claw) for a few weeks but I felt like he has to be on the right moment/situation which I'm not really good at yet. So I switched to his counterpart and so far I'm kinda having some success but feeling that I'm not able play him to his fullest potential with all his tools since I'm not able to do stuff like Empty Cancel Rekkas, safe jump setups, doing DP into command grab, dp in hcb hd combo loop etc. I only been playing with arcade stick for a year and I think my execution is below average, so I think I'm just gonna keep sticking with to improve executions for now.

 Saiki on the other hand, I'm playing him because I'm have a deal with CMD Duc and improving my abilities to be patient, learning more about spacing, picking right positioning, improve defense, learning how to fight against zoners with & without, but the most important overall is picking better decisions. So far it is a big struggle since I'm just the rushdown player with my characters and it's a huge change to my gameplay. I don't know how much I have progressed with him since I have hate/love moments with Saiki. Characters like Duo Lon/Chin/Benimaru drives me nuts while characters like Daimon/Clark I can relax. My big weaknesses right now is learning how to time things better, switching up the 3 styles on the fly (Attack/Passive/Defense), fighting against zoners (which I still have a hard time getting in), learning to be patients, learning how to respond back against certain things, able to apply the zoning/defensive style of play with K/Kyo (Which I'm just used to going in all the time) and much much much more. There's still alot more but I'm going to take my time getting better. Also people has been giving me shit about taking my time learning on how to get better which I'm just ignoring most of the time because I don't think it's a good idea on stressing yourself out and wearing yourself out in the process. The games are meant to be fun not stressful.

Also I change my third character (my other two is Saiki/EX Iori) every 2 weeks: I first started with Terry now I'm going to Mr. Karate now. After Mr. Karate, I'm thinking of between Clark/Mature/Vice/Benimaru/Athena. Well I'm doing this so that way I have a better way of understanding how the characters works and see how other people punish the blockstrings/moves/setup that I seen other people do (Copying blockstring is not that hard but combos & setups are a different story for me) And there you go. That's all I can say for now I guess.

63
Ex Kyo / Re: EX Kyo (NESTS)
« on: October 22, 2012, 09:38:12 AM »
I thought the Orochinagi would be stronger but I guess not. For the second combo, I forgot to test out the safe jump with it.

64
Ex Kyo / Re: EX Kyo (NESTS)
« on: October 14, 2012, 12:52:16 PM »
Ah Sorry with all the shaking and such:

KOF XIII - EX Kyo Basic Corner Combo # 1

Standing C to QCF+D,D *wait* QCF+A to QCF+A to DP+C [Super Cancel] to QCFx2+A

*The timing for second QCF+A to DP is tricky at first but once you figure it out, it's not too bad.

-With no jump does 387
-With hop Jump Down C does 422
-With normal jump C does 444

*Requires 1 Meter & 1 Drive

Credit of this combo goes to 4Leaf & Sanchez



KOF XIII - EX Kyo Basic Corner Combo #2

Standing C to QCF+D,D *wait* QCF+A to QCF+A to QCB+B&D

*First QCF+A must be done a little early to work and QCB+B&D must be input right away after second QCF+A

- With Normal Jump C does 390
- With Jump Down C does 368
- With no jump does 339

*Only requires 1 Meter

Credit of this combo goes to Sanchez



I haven't tested with Orochinagi instead of the QCFx2 super...Hmmmm

65
General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: October 08, 2012, 09:54:27 AM »
Honestly, I'll say this: Laban always say like stupid crap about KOF13 that is not like 98/02 etc. and I know someone (He's a big name player and I'll keep it quiet) has also said that KOF 13 is not a true KOF game but he still plays because it's fun and the game is still growing which it's why he's still playing. Honestly imo (Don't get me wrong or anything I don't hate Laban, I'm down to play 98/02 with him if I get the chance) He should just stop whiny about it which could be a turn off to other people who might wanna play the game especially in his area where there's a few people playing.

But on another note, he has done great tutorial videos about KOF 13 by going more in depth with the basic/alt guarding/rules of 2 & 3 etc which its really helpful alot for a low level player like myself

About America's style vs Cafeid's style, I believe the meta game is changing where HD combo is slowly become a less powerful option at a certain level of play. For example Shen, if he's loaded with full hd and 2 meters or whatever, as long that you're defending Down Bs and jump in attacks really well, there's not much shen can do since he's not hitting you for an hd and had to go for a overhead -> Drive Cancel -> whatever -> EX Super. Plus there's the part about baiting/spacing etc comes into play. I think a few examples to watch is Post EVO Reynald vs Luis Cha at the recent Super Arcade Tournament, Kaoru vs Mr KOF at EVO 2012 Day 0, Bala/Romance/Reynald vs Mad KOF or Bala vs Lacid at Season Beating.

other than that I'm done with my /rant! Sorry!

66
General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: September 21, 2012, 09:50:35 PM »
If CVS3 happens by some reason, then I hope SVC2 happens....& I mean not the card fighter series

67
K' / Re: K’ (Console)
« on: September 15, 2012, 07:13:33 AM »
Dear Fullmetal, I have to ask this question because it's killing me

but were you a marth player in the south for melee?

68
General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: September 15, 2012, 07:12:01 AM »
I just wanna play KOF XIII with the XI Tag system

69
General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: September 07, 2012, 05:47:42 AM »
A better question is...What do we want from SNK PLAYMORE?

70
Meet & Greet / Re: greetings from oc.
« on: August 04, 2012, 06:03:45 AM »
you're from the OC? There's The Thursday Runback & many other tournaments in your area! You have players like Mr. KOF, Kane317,The Answer, Bala, Reynald etc! Welcome to Dream Cancel!

71
Kula Diamond / Re: Kula wiki building thread
« on: August 02, 2012, 10:14:07 AM »
Hi, I tested this stuff several times and I still wanna be sure so I'm wondering if someone can test these out before it becomes legit on the wiki. Of course some of these things can't be punished with certain blockstrings or certain spacings

I'll put an example and please let me know what do you guys think

Duo Lon

His Genmu Kyaku (Forward+B) homes in on you so you have to keep moving so just run forward to avoid it

His Air Genmu Kyaku (Jumping Forward+B) can be beaten by DP or you can trade it with Down+C or go air to air with Jumping B or Jumping C

-Air Genmu Kyaku is also an overhead as well

•If you get knockdown and Duo Lon running and does his Standing CD on your wakeup, just block the opposite way or roll back

-KULA: You can input forward then QCF+AC because if he does the Standing CD side changing, you'll get EX Krow Bite or EX Counter Shell

-If he does it while you're in the corner, he'll ALWAYS be in front of you

A Version of the Juon Shikon (QCB+A) is safe on block but EX & C Versions are not

-If they're doing a blockstring ending with EX Juon Shikon, just Guard Cancel Roll through it

-If you hit him as the Juon Shikon is out, it'll disappear

-If you attempt to jump over the Juon Shikon, you'll eat a Standing C, Down+C etc depending where both the characters are

-You can use Counter Shell or Ray Spin to counter this

•All 3 Versions & all 3 HITS of his Suteki Juryu (QCF+P) are punishable on block but they all lead to Hike Kyaku Zen (Teleport Forward) ONLY!

-If he does two Down+A into Suteki Juryu & stop on the second hit of it, you can do Standing B into DP or Standing B into EX Ray Spin

-If you're in the corner as he's doing his Suteki Juryu and then teleport, he'll ALWAYS be in front of you

-If he does B version of Hike Kyaku Zen after the THIRD hit of the Suteki Juryu, you can use Guard Cancel Roll Back and you'll end right in front of him to pressure/punish him

-KULA: EX Ray Spin just right after he teleport but Freezing Execution will NOT get him

-If it's a D version of the Hike Kyaku Zen after the Suteki Juryu, Guard Cancel Roll will not help!

-KULA: EX DP or Freezing Execution (The timing for Super is really hard)

•His B & EX Version of Hike Kyaku Zen goes the SAME Distance while D Version of Hike Kyaku Zen goes 70% of the screen

-This also applies ONLY a certain degree/spacing to Hike Kyaku Ushiro (QCB+K) (Teleport Back)

72
Kyo Kusanagi / Re: Kyo Kusanagi Wiki Thread
« on: August 01, 2012, 06:22:35 AM »
Hi, I tested this stuff several times and I still wanna be sure so I'm wondering if someone can test these out before it becomes legit on the wiki. Of course some of these things can't be punished with certain blockstrings or certain spacings

I'll put an example and please let me know what do you guys think

Maxima

•Standing C, Standing D, Standing CD & Down+C have Guard Points so you have to hit him low (Except Down+C, which you'll have to hop in with an attack)

•Use your quick movement to your advantage because you can bait out his normals & specials

•Remember that you'll have an easier time to cross up with Naraku Otoshi (Jumping Down+C)

Double Vapor Cannon (QCF X2 +P) has Guard Point all over his body in a form of a blue shell

-The regular one you can avoid it with Guard Cancel Roll Forward or just time your roll forward for a free punish

EX Double Vapor Cannon doesn't have Guard Point but it's 3 frames and does 2 hits

-You can block the first hit and just run forward & roll toward him before the second hits for a free punish

-If you can still get hit by him even if you're behind him but you can use super or EX moves

•When he does Standing C then Standing A then slightly pause, he can go for a D Version of Maxima Press so just jump up or just DP it or Vapor Cannon

-This is NOT a true Block String

•He have a 1 Frame Command Grab so DO NOT END YOUR BLOCKSTRINGS TOO CLOSE!!! END IT SAFE AS YOU CAN!

-Blockstrings like Down+A to Down+B to 88 Shiki to Yamibarai (QCF+P) or Down+B x2 to Standing B (You can use Standing D after the Standing B to stuff the command grab if you know it's coming or else you'll eat a Vapor Cannon on counter hit)

•His Vapor Cannons are not safe when you roll toward him in early (Not Guard Cancel Roll)

All 3 Versions of Vapor Cannons are safe on block but you can just Down+B it to beat it!

-You can use the 88 Shiki (Down Forward+D) to Kai or HD Combo if he does it raw and you're somewhat close to him

-If he does Standing C into M9 Missile (Down Forward D) into any versions of the Vapor Cannon, you can just Guard Cancel Roll on the M9 Missile.

•His EX Air Vapor Cannons have Guard Point so just roll forward or block because he'll do a frametrap of Standing C into Vapor Cannon or just Vapor Cannon, the moment he lands to stop but keep in mind he can also do an command grab after the EX Air Vapor Cannon or Standing C

-DO NOT CHALLENGE THIS MOVE! HE WILL BEAT WHATEVER YOU DO CLEAN AND IT WILL BE A COUNTER HIT FOR HIM!

-You can just Guard Cancel Roll out of it and punish him as he lands

His M19 Blitz Cannon (DP+K) will NOT hit you if you're standing or crouching!

-His EX M19 Blitz Cannon is fast & will HIT you on Standing & Crouching so just block!

•His Maxima Press can grab you out of rolling but you can interrupt it by DP/Super/ SHORT HOP UP to punish him on reactions

-If you're in the corner then just Neutral Jump

-His EX Maxima Press is a HIT! NOT A GRAB SO JUST BLOCK IT!!

73
Training Room / Re: David Kong is here to answer your noob questions!
« on: July 27, 2012, 04:56:28 AM »
I'd say Kula, Athena, Kyo is a stronger order. I don't have any tips for getting through survival.

Sorry David but I think Athena, Kula, Kyo is a stronger order imo because Athena does better than Kula without meters

74
Ex Iori (Flame) / Re: EX Iori (Flames)
« on: July 26, 2012, 11:43:27 AM »
How do you do that 2 hits with Rekka into c version of DP without drive canceling? I'm having an hard time like is it a timing thing or I have to cancel the Rekka faster? Thank you

75
K' / Re: K' wiki building thread
« on: July 22, 2012, 06:01:59 AM »
I just added some infomation to Leona/Maxima

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