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Messages - Ash

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31
Archives / Re: SoCal Regionals 2011 REGISTRATION OPEN!!!!!!
« on: December 06, 2011, 07:13:32 AM »
What time will KOF start?

32
Iori Yagami (Claw) / Re: Iori Yagami (Claws)
« on: December 06, 2011, 06:30:51 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?

You just haven't seen socal players yet. I'm just above average here hahah

33
Iori Yagami (Claw) / Re: Iori Yagami (Claws)
« on: December 06, 2011, 04:41:58 AM »

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.


Hahah thanks!



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?


I just run in with d.B, d.A, and press forward getting ready for forward+A. If the d.B hits, then I press A and continue. For dash s.C, I just run in and see if the opponent is doing something and may get hit then I'll do forward A if I feel it's gonna hit.




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?


j.A - Up close fast air attack (air to air or ground)

j.B - far distance air to air, use like a poke

j.C - Up close slow but low hitting air attack - good against people who like to d.A anti air

j.D - far distance / air to air

j.CD - against people who use d.C and for super long block stun




 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.


Yeah if they're able to block most of the things I do I'll go for grab/crossup/frame trap.

The best setup is using close stand B first then either
   - stand C link
   - stand C frame trap (slightly late s.C)
   - command throw / regular throw
   - another jump attack or cross up
   - s.A, s.B then far s.D for poking

Cross ups are harder in console in that you can't hop over a standing opponent in console. So I use it a lot less now.



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.  :)

Most important thing is to poke with s.B and s.D and j.B or D at it's max range to harass if you have trouble getting in. You have to really know his normals well. When you can get in, j.Cs and d.B, d.A pressure until you can hit confirm. Also manage your meter wisely meaning go for only combos using just super meter or just HD. Use both if it's for the kill. I tend to use only standard combos or HD combos. Standard combo would be s.C, f+A, qcb+C, super (or d.B, d.A as starter).

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K' / Re: K'
« on: December 06, 2011, 04:28:18 AM »
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?

They bounce a little after hitting the ground. Might only work against large characters.

35
Ash Crimson / Re: Ash Crimson
« on: December 06, 2011, 04:25:49 AM »
Germinal doesn't seem to connect in the corner !
can anyone tell me why ?

You're probably not doing it when the opponent is high enough.

36
Benimaru Nikaido / Re: Benimaru Nikaido
« on: December 03, 2011, 09:54:37 PM »
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...

You probably should turn display input on and see if you're missing a motion. Standing D gives you plenty of time to cancel compared to s.C.

37
General Discussion / Re: The Official What's Streaming Now Thread
« on: December 03, 2011, 09:35:18 PM »
For NEC they're not starting the tournament until 5:30pm EST, so look for the stream after that. I don't know what time they'll be doing the stream since they had to reschedule the tournament.

38
Iori Yagami (Claw) / Re: Iori Yagami (Claws)
« on: December 02, 2011, 07:04:21 PM »
Quote
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.

Yes the 2nd f+A will net you a little more damage. The reason you would only do 1 forward+A is that if you do 2 midscreen then qcb+C, a level 1 super will miss. EX super will hit after 1 or 2 forward+A's.

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)...
 

Both block strings are safe except to command throws and both combo. Using df+C gives more pushback than 1 f+A so after block you normals will be far normals. Either way most of the time you shouldn't be using special attacks on block strings much unless the block damage will kill or nearly kill them. It's best just to end at d.B,d.A or j.attack, s.C . This gives the opponent less time to react to what you're going to do next. This is the general rule of fast rushdown characters.

39
Mai Shiranui / Re: Mai Shiranui
« on: December 02, 2011, 11:24:20 AM »
The new 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.

Yeah just saying it's not a whiff. That would be something like K's qcb+K twice in a combo where a move actually misses.

40
Mai Shiranui / Re: Mai Shiranui
« on: December 02, 2011, 06:23:18 AM »
The new 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.

41
Ash Crimson / Re: Ash Crimson
« on: December 01, 2011, 09:04:22 PM »
Anyone complete Ash's mission number 8? If so you are godlike

42
Terry Bogard / Re: Terry Bogard
« on: December 01, 2011, 07:45:45 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?

Yes, it's pretty safe and about 50/50 depends how it's blocked. I think there's a difference between blocking high and low. But either way you won't be able to get a normal hit after to punish. The best you can get is a command throw.

One thing to note is that characters with short d.Bs can actually do d.B to duck under crack shoot and then d.B again then combo to punish if you successful duck under. These characters include Iori, K', Benimaru, Leona, Mai, Kensou, Ash and some others. You'll have to experiment to find who else can do it.

43
Benimaru Nikaido / Re: Benimaru Nikaido
« on: December 01, 2011, 06:39:06 AM »
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.

Please feel free to add them to the wiki. These combos do work, as I made them myself in training mode.

You can also add this HD combo that I use.

(near corner) j.D, s.D, BC, s.D, qcf+D, du+D (1hit), HDC qcb+A, [qcf+D, HDC qcb+A] x2, qcb+A, qcf+D, du+D (1hit), HDC qcb+A, qcf+A, qcf+D, Super Cancel qcfx2+AC, Max Cancel qcfx2+BD

This combo is practical and does about 95%. If you only have 2 meter, just skip the qcfx2+AC and it'll be around 85%

44
Benimaru Nikaido / Re: Benimaru Nikaido
« on: November 30, 2011, 04:44:08 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

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.

Damage: 365 - Power Gauge: 0 - Drive Gauge: 50%
dp+B, (DC) air qcf+A, qcf+A, qcf+D, qcf+D, du+K

Damage: 366 - Power Gauge: 0 - Drive Gauge: 50%
* qcf+D, du+D(1hit), (DC) qcb+P, qcf+D, qcf+D, du+K

Damage: 424 - Power Gauge: 0 - Drive Gauge: 50%
dp+B, (DC) air qcf+Ax5, qcf+C, dp+B

Damage: 499 - Power Gauge: 1 - Drive Gauge: 50%
* qcf+D, du+D(1hit), EX qcf+P, qcb+A, qcb+A, qcf+C, qcf+D, du+K

Damage: 536 - Power Gauge: 1 - Drive Gauge: 50%
qcf+D, du+D(1hit), (DC) EX qcf+P, qcb+A, air qcf+A x4, qcf+C, qcf+D, du+K

Damage: 563 - Power Gauge: 2 - Drive Gauge: 50%
dp+B, air qcf+Ax5, qcf+C, EX super

Damage: 667 - Power Gauge: 3 - Drive Gauge: 50%
qcf+D, du+D(1hit), EX qcf+P, qcb+A, air qcf+A x4, qcf+C, qcf+D, EX Super

45
Benimaru Nikaido / Re: Benimaru Nikaido
« on: November 30, 2011, 03:14:35 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

You would be missing out on about 10% damage by doing this set up instead of qcf+K > d,u+K or even more damage if using supers.

I'm not sure if that's worth is since most opponents will roll forward when they see a possible cross-up setup.

It would probably be better to find a similar set up after hitting them with a j.D or j.CD after the qcf+AC so you wouldn't be sacrificing 10% damage. Most of the time resets happen when damage is scaled too hard

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