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Messages - Ash

Quote from: Reiki.Kito on March 12, 2012, 11:42:20 PM
Fixed the typo, but I don't really know. We should still do a battle, but it doesn't seem real when it's a thrown together team. Anyway, sorry for derailing the thread. We should stick to the topic at hand: MLG. The rules should be posted soon and DLC characters are allowed.

Maybe you can work out a 5v5 versus the UCI group. I'm sure that would be a lot of fun.
Ex Kyo / Re: EX Kyo (NESTS)
February 15, 2012, 03:23:11 PM
Actually for that combo you should end with qcf+A, qcb+A, P as it does more damage.
Watch out for vampires in France. They're gonna try to take your blood
Quote from: a11111357 on January 17, 2012, 10:37:39 AM
Ash combo by 冥炎☆艾修


That's arcade version. Some of those combos won't work on the console version.

Also here's a Clark stun combo someone uploaded on youtube. Full Drive, no supers to stun.

クラーク 気絶 DG2
Quote from: Killey on January 17, 2012, 11:12:31 PM
Quote from: davidkong07 on January 17, 2012, 09:41:22 PM
i don't believe you can ever truly "punish" with a normal throw, since in this game you can always tech normal throws even if you are grabbed during the recovery of a move.

Yes, this is true but technically I should be able to always force a grab on Kyo with his QCF+K move if normal throws are 1f.

Yes it's common in Socal to use normal throws to punish like against Kyo's qcf+D, but as someone said before, it's still techable.
A bunch of us in socal knew this since october/november of 2010. It was written in an arcadia magazine released during that time. It's in japanese, but here's it is for your viewing pleasure. Please note that specifically Kyo and Athena have the longest overall throw invincibility.

K' / Re: K’ (Console)
January 10, 2012, 02:34:01 AM
Quote from: Killey on January 04, 2012, 05:31:57 AM
Quote from: Ash on December 23, 2011, 09:44:55 AMOnce I have meter, d.B x2, EX qcf+P, f+B, dp+A and if I have a drive cancel on the first hit qcf+C, f+D and you can do the following after.

I am really confused with this combo. Do you have to run forward to hit the DP+A?

Oops sorry, there's a qcb+D, qcb+K(miss) after the f+B
Mature / Re: Mature (Console)
December 28, 2011, 11:17:49 AM
Quote from: Terrastorm on December 26, 2011, 07:36:06 AM
Quote from: BiGGDaddyCane on December 23, 2011, 04:43:42 AM
Some small notes.

Use her ;c ;d as a Anti-Air is great. It may be slow, but it beats & or trades with alot of shit.

Also, her Short Hop ;c ;d causes good pressure.

Also just like in old KOF's, I find it very important that Mature players practice her Ebony Tears and get them down smoothly one after another. Furthermore, practice to understand the correct spacing & timing for tossing them out. This move is one of Matures very few strong points. It covers a good amount of the screen and can blow up short hops if used correctly. Also, clearly the EX version is Very good. Can make some pretty good pressure setups off of them.   
You don't think she's very good? Her damage output is low I know, but...

Actually her damage output is pretty decent. If you're starting from 3-4 light attacks for her combos, it's expected her damage will scale a lot more if you do drive cancel combos. If you can punish an opponent, it's best to do s.C as a starter. With 1 or 2 meters, she can output a lot of damage with s.C > qcb+BD > s.C > another loop or rekkas. With drive cancel and 1 meter, you can do light attacks into 1-2 rekkas > [DC] qcb+BD > s.C > rekkas. To be able to do high damage with her, it's important to learn the link after qcb+BD to s.C
K' / Re: K’ (Console)
December 28, 2011, 11:11:26 AM
Quote from: FakeVariable on December 28, 2011, 12:40:24 AM
for example, st.C, f.A, qcf.A, f.D, qcb.K, qcb.K(whiff), st.A, air minute spike does 5 less damage than ending with a dp.A instead of st.A, air minute spike.

Maybe I was reading his post wrong, but the way I understood what seekritdude was saying is that the st.A, air minute spike finisher should do more damage than ending with dp.A

Edit: even if you do st.B before the air minute spike it still does 1 less damage than ending with dp.A

After the qcf+A > f+D have you tried to do jump (not hop) CD > air qcb+K? This also will give you a choice to do EX qcb+K in the air instead which will let you do dp+C afterwards.
Iori Yagami (Claw) / Re: Iori Yagami (Console)
December 28, 2011, 11:09:01 AM
Quote from: Rapeurtugais on December 28, 2011, 09:43:28 AM
Hey guys !

When you throw the oppenent into the corner, you can go into qcbB [!] dpC classic max mode mega loop, but what do you do if you throw him into the midscreen ?

Actually doing a command throw to the opponent into the corner, the best combo follow up would be dp+C > qcb+B > qcb+A > dp+A or super

Midscreen you would just do qcb+K, then super if you have it.
Benimaru Nikaido / Re: Benimaru Nikaido (Console)
December 28, 2011, 11:04:46 AM
Quote from: BioBooster on December 26, 2011, 03:38:50 AM
B.A.L.A feels that good Ol' beni is the ultimate XIII chr in a recent interview.


In that, plenty of extra inspiration for us beni users :)

He doesn't seem to know what he's talking about when it comes to Benimaru.

"I have heard you mention Benimaru as being the best character in KOF13, why do you think this?

He has a fireball, uppercut (1 frame), command grab(1 frame), he has many attacks that have high priority, his jump is a crossup and it has priority, he has a normal air grab, he has an air fireball, he can do a fireball on a backdash and has good recovery, his HD combo is easy to finish off with a neomax, he can punish you  after a normal grab in the corner ( anywhere on the screen with an EX command grab), he can keep you away with his normal. His only bad matchup is Vs Benimaru hahahahahaaha. If I forgot something please add it."

He doesn't have a 1 frame uppercut, no one does in the game. Priority wise, he's just the same as any other character, there's many other characters that have better pokes than him. HD combo easy to finish with neomax can be found with most characters in the game. The whole mention about fireball is not that great especially the backdash part since it's not that useful to do so. Also his qcf+P is not a projectile in regards to calling it a "fireball". He and The Answer are pretty biased in this case.

Benimaru did get a little better, but the main points that make him better is his regular throw in the corner allowing followup and changes to his EX moves (making him more meter dependent). Other than that he's the same as he was in the arcade version and he was never considered to be top tier there.
Quote from: JuiceboxAbel on December 23, 2011, 10:16:43 PM
Quote from: GoldenGlove on December 23, 2011, 09:02:05 PM
I don't know what critique there is to offer for vids of you beating up on people who don't know how to play.

Probably just watch the matches with git_thrown in the 2nd video then, lol.

Yeah, they're still learning.

Seems like you have a lot of practice with your offense since you're playing against players that you have no problem with. You'll probably need more help with defense and zoning against better players, but we would need videos of you having matches with players closer to your level or better.

Other than that, general gameplay is overall good, but some things I did notice.

- Probably shouldn't use sweeps as often. A player with stronger offense will notice and you'll get hopped in on and combo'd
- Didn't see much use of air CD attacks. They generally have high priority and will beat out anti air normals if you control the distance of the attacks correctly. Another thing is that move has the longest blockstun, useful for pressure. Counter hits will allow you to juggle further, so you'll need to get used to the appropriate follow-up combos.
- Meter management was ok, but could be better. Generally I see most people get full drive meter, but don't seem to use it for a while. In a game against a player that actually has very good meter management, you'll want to make sure you use your gauge while their's is full before they do. If you land an HD combo first, they'll have to play catch up and burn their meter, thereby filling yours quickly. Probably one of those most important factors in a game where players around the same level who can both land full HD combos.

Let us know when you have matches that you have close games or losing games. I'm sure there would be much more help we can provide you with.
Benimaru Nikaido / Re: Benimaru Nikaido (Console)
December 25, 2011, 01:50:06 PM
Quote from: Mazinkaiser 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?

There's an arcadia magazine that listed only certain startup and recovery of some moves from each character. I think Reiki had posted it somewhere translated. Benimaru's dp follows the same rules of most dp's in the game - light version is fast but no invincibility while heavy version is slightly slower but has more invincibility.
Benimaru Nikaido / Re: Benimaru Nikaido (Console)
December 25, 2011, 09:40:26 AM
Quote from: Dobiqwolf on December 25, 2011, 03:40:45 AM
Quote from: Reiki.Kito on December 24, 2011, 01:04:41 PM
There you have it! Fastest punisher Benimaru has.
qcf+BD (EX knee) is near instant and have a better range than the grab

You can use it as a punish, but not as a reversal/invincible move. It's 3 frames btw.
Quote from: LaSwagga on December 25, 2011, 09:30:55 AM
What do you mean doing it too fast? Its ABCD all together isn't it?
I literally can't get it to happen without activating HD first.

You don't press them at the same time, you press them in order A, then B, then C, then D.