What time will KOF start?
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Show posts MenuQuote from: tastylumpia on December 06, 2011, 06:00:06 AMQuote from: Ash on December 06, 2011, 04:41:58 AM
stuff
orz orz orz
TY, very helpful.
BTW we also agreed you're one of the best Ash/K' players, so I guess that makes you just really good at KOF?
Quote from: tastylumpia on December 04, 2011, 10:34:51 PM
Isaiah and I both agree you are one of the best Iori players and have great setups and amazing reactions. Having said that, I have a general question about your neutral game and confirms.
Quote from: tastylumpia on December 04, 2011, 10:34:51 PM
I noticed you most pressure with 2A, 2B and close C. How do you confirm and know when it will hit? Do you just have godlike reaction time or have a general feel for when the opponent will get hit. For example close C, f+A (x2) xx 214C. The special followup is unsafe, so when do you know to cancel into it? Do you just buffer 214.. then press C when you see the hit?
Quote from: tastylumpia on December 04, 2011, 10:34:51 PM
Also, your hop ins. How do you decide whether to hop in with A,B,C or D? Like do you think about the spacing, how much blockstun you want to impose or how good the opponent's anti-airs are?
Quote from: tastylumpia on December 04, 2011, 10:34:51 PM
If the opponent is good at defense, it seems you need to rely on either grab or crossup setups. Do you have specific setups you find most effective? For example I've seen you like to do hop A as a tick then go right into crossup b+B.
Quote from: tastylumpia on December 04, 2011, 10:34:51 PM
Finally, what are the most important combos/hit confirms an Iori player should know? Your go-to HD combo, what do you generally do when hit with a d+B/close C, etc.
Sorry if this is a lot of questions, I'll appreciate any response.
Quote from: Atb_555 on December 05, 2011, 01:07:57 AMQuote from: Kane317 on December 02, 2011, 09:41:28 PM
Really? Did not know he could do this:
http://youtu.be/bqN4AsDzdL0?t=6m10s
Yeah...so I really dont know how you can in the Minute spike after the Head Drive in the corner. Anyone else know?
Quote from: King of Heart on December 05, 2011, 07:46:36 PM
Germinal doesn't seem to connect in the corner !
can anyone tell me why ?
Quote from: FuuFighters98 on December 03, 2011, 02:33:29 AM
I find it so hard to cancel St.D to EX Collider+combo.
Is it advised to use his collider raw?
Also his Cr.Bx2,qcf+k,d:u+k is like the easiest combo ever...
Quote from: hiltzy85 on December 02, 2011, 05:59:19 PMQuote
That's a big problem :[
alternative: 2B 2A 6A xx 214C 623Axx 214D 214A 623A
306, 1 drive bar, omit last DP for DM
I feel like in most circumstances, you can actually hit the second 6A before 214C, unless you're hitting them with the 2B from really far away. I don't know how much it actually boosts the damage though...probably only by 10 or 20.
Quote from: hiltzy85 on December 02, 2011, 06:30:32 PM
is there any sort of consensus as to what the best blockstring for Iori to use is (without spending meter)? I tend to use cl.C, f+A,A, qcb+C because it seems to push them to the corner pretty well, and qcb+C seems to be reasonably safe due to it pushing Iori away a bit when it's blocked.
cl.C, d/f+C, qcb+B would probably be decent as well, but I can't remember if qcb+B actually links from cl.C, d/f+C (and I don't really know how safe it is on block, either)...
Quote from: Kane317 on December 02, 2011, 11:12:04 AMQuote from: Ash on December 02, 2011, 06:23:18 AMQuote from: Kane317 on December 02, 2011, 04:06:50 AM
The new SNK combo video from their blog reveals something new that I'm sure wasn't in the arcade. You can do: (hcf D {1hit}, [HDC] qcb C {1hit whiff}), xN
qcb+C is 1hit. Not sure what you mean by whiff.
Oops, must be tired, I thought it was 2 hits of hcf D, and he was canceling the beginning of qcb C for some reason.
Quote from: Kane317 on December 02, 2011, 04:06:50 AM
The new SNK combo video from their blog reveals something new that I'm sure wasn't in the arcade. You can do: (hcf D {1hit}, [HDC] qcb C {1hit whiff}), xN
Quote from: Ufgt on December 01, 2011, 05:14:31 PM
I don't play Terry, but I have a question regarding him:
How in the world do you punish a blocked crack shoot? I tried all sorts of things from command grab to close C to low b, nothing seems to work. Terry's close C beats everything except command grab, and Terry can neutral jump and punish if I go for a command grab. Is it just a 50/50 everytime a crackshoot is blocked?
Quote from: Desmond Delaghetto on November 30, 2011, 07:29:20 PMQuote from: Ash on November 30, 2011, 04:44:08 PMQuote from: t3h mAsTarOth...! on November 29, 2011, 09:10:26 PM
Posting a combo list for corner throw follow-up...
Here are some more off a corner throw. Some of them require high execution with the instant air qcf+P. I'll put a star next to the most practical/damaging one.
These are great, mind if we add these to our wiki? http://dreamcancel.com/wiki/index.php?title=Benimaru_Nikaido_%28XIII%29
And if people can test these out (like i am) and add or modify a few of them, that would really help too.
Thanks.
Quote from: t3h mAsTarOth...! on November 29, 2011, 09:10:26 PM
Posting a combo list for corner throw follow-up...
Throw (corner) -
0 meter + 0 DC - qcf+B, d~u+B = 220 dmg
0 meter + 1 DC - dp+B, DC, air qcf+A, qcf+C, qcf+K, d~u+K = 313 dmg
1 meter + 0 DC - dp+BD = 282 dmg
1 meter + 1 DC - qcf+B, d~u+B, DC, qcf+AC, Air Throw = 371 dmg
2 meter + 0 DC - qcfx2+AC = 395 dmg
2 meter + 1 DC - dp+B, DC, air qcf+A, qcf+C, qcfx2+AC = 495 dmg
3 meter + 1 DC - dp+BD, DC, air qcf+A, qcfx2+AC = 568 dmg
Quote from: Kirah on November 29, 2011, 06:35:09 PM
I found an interesting setup, haven't really calculated the potential damage but here it goes tell me what you guys think.
Example:
2A > 2A > 236AC > 66 > SJ > J.D
Explanation:
After the 236AC, the opponent is left suspended as we all know, now if you dash forward and SJ and the opponent techs. J.D will crossup extremely deep on their tech roll. It's instant for the opponent, secondly it safe jumps Leona's EX moonslasher. I know not a big deal, but I have a theory that it safe jumps other dps as well as crossing up notations. I'll be tesing it later today and will post my results, it's just hard to replicate , because you can't set the record dummy to block or passive move you can only guesstimate.
Edit:
I've finished conducting my tests and it safe jumps the entire casts normal reversals save for a few that I will now list. Some DMs I didn't get the chance to test and will later on.
Works On:
o Leona
o Benimaru
o Kyo
o Terry
o Andy
o Joe
o Ash
o Saiki (236236B/D beats safe jump)
o Ryo
o Robert (Need to jump sooner)
o Iori (Need to jump sooner)
o Mature
o Kim
o Hwa
o King (Loses to Surprise Rose)
o Yuri
o K'
o Kula
o Kensou
o Ralf