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Messages - nilcam

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1021
General Discussion / XIII Cabinet locations
« on: August 04, 2010, 03:55:59 PM »
I'll keep a running list here of known cabinet arcade locations.

Arcade Infinity
1380 Fullerton Road
Rowland Heights, CA 91748-1248
(626) 581-4361
Google Map link
UPDATE: 21 Gun Salute: R.I.P. AI, 02/26/11

Arcade UFO
3101 Speedway
Austin, TX 78705
(512) 380-1725
Google Maps link

1022
Some of the combos in those SBO videos are insane. How difficult is comboing in XIII? Is it XI easy or more like 2002?

1023
Is it possible at all to get rid of the ugly prefixes before the topic names?

I'm going to look into it. I like the function but the icon is pretty ugly. I'm still working on the direct link to post. There's a lot of documentation to get through but know that I haven't forgotten it.

1024
If anyone living near a Kinokuniya store would be willing, I'd like to pick up a few copies - 1 to scan for the site and 1 for me personally. PM me!

1025
THE ANSWER has his own YouTube page. I'm sure he would prefer to have his videos there as he's doing the work and deserves the credit. The problem is that I have no real way to capture footage of XIII. I don't live near any nice arcades and it doesn't make sense to host a video on a YouTube page that can be found elsewhere on YouTube.

1026
I've added the Offline Matchmaking board beneath the Online Matchmaking board. That seems to be a good place for it.

I've disabled the karma system.

I'm going to keep the XII forum for a little while as I know a few players who just got into KoF because they found XII very cheap. I want them to have easy access to that. If it no one uses it for a month or so, I'll delete it.

SMF does not automatically keep sent PMs. You have to check the box at the bottom of the email that says save to outbox. I have not yet found a way to modify that.

I'm looking into the location display. Edit: Location added.

When something is posted on the homepage, I put the timezone. If it's in the forums that may not happen but I'll definitely encourage it.

I still have not found a way to direct link to posts. Still looking.

I'm trying my best to keep up with these requests but I've been pretty busy. I finished posting all of the XIII movelists that users had not yet filled in last night and that was quite a feat.

1027
Applaud adds karma and smite removes it.

1028
Yeah, that stuff is in the works. I'm trying to feel out what would be appropriate for the front page. Once we have the wiki going, hopefully in the next week, I'll add links to that as well.

1029
I'd volunteer to be a mod, anyway some things I'd like to see get done in the near future

- A dreamcancel.com youtube page, it can be used to house "good" KOF videos ranging from KOF 94-XIII along with other SNK games in general, tutorials/tournaments/Casuals/GGPO/PSN/XBLA/etc the whole 9 yards

- A new skin for the website, I dunno maybe something to reflect the logo of KOF XIII

- Improved front-page layout, not urgent just something I'd like to see

I'll get to the YouTube channel once the site is moving along smoothly.

When you say a new skin for the site, do you mean the forums?

How would you like to see the front page arranged?

My idea about the design is to keep everything simple and visually unified. I'm very high on usability. The blue skin on the forum matches one of the blue hues in Kula's hair on the homepage and works well with the logo. On the homepage, I love the simplicity and plan to add a calendar and other sections as we move forward. I really want to put an upcoming events calendar in the footer along with a links to videos, etc.

I think the character discussion forum should have the characters sorted alphabetically rather than by most recent post.  This would make it easier to find a specific character.

The character discussion area is the most experimental sections on the forum. One of the moderators requested that each character have a thread rather than a sub-forum for easy access to all of the movelists. It made sense so we're going with it, at least for the time being.

1030
I've got video working though it's somewhat odd to do. I'll post a tutorial in the announcements section. Posting and replying now takes you back to the thread you posted in. The same for new topics.

I'm working on the Moderator stuff. I've asked a few people and have gotten a few "No, thank you's." With the Wiki, I have not yet had a chance to get into that at all. I would like to get comfortable with it before I grant access. I'll look into the direct link to posts after I get home from work.

1031
Athena Asamiya / Athena Asamiya (Arcade Version)
« on: July 27, 2010, 03:01:39 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Command Moves
Phoenix Bomb - ;fd + ;b

Special Moves
Psycho Ball - ;qcb + ;a / ;c *

Psycho Sword - ;dp + ;a/  ;c *

Teleport - ;qcf + ;b / ;d *

Phoenix Arrow - ;qcb ;b / ;d (in air) *

Reflector - ;qcb + ;b / ;d *

Psychic Throw - ;hcf + ;a / ;c (close) +

Desperation Moves
Shining Crystal Bit - ;hcb x2 + ;a / ;c (ground or air) > ;a ;c (for Cancel) *

Neomax
Psycho Medley XIII - ;hcb ;fd ;a ;c

Athena's Wiki entry.

Console changes:
* Phoenix Bomb (from Cancel: f.B) has a different trajectory from arcade version and hits a crouching opponent as a combo from a normal fierce.
* Weak Phoenix Arrow’s (air qcb K) recovery time has been reduced, but it also causes a shorter Hitstun on the opponent.
* EX Psycho Teleport (Ex qcf K) can be canceled with a special or super. The Arcade version only allowed drive canceling at the second half of the move, but it no longer has that limit and it’s also a normal cancel now (doesn’t cost drive meter).
- Standing CD comes out faster.
* Shining Crystal Bit (hcb x2+P) doesn’t move back on execution.

Producer Yamamoto says:
Weak Phoenix Arrow has been balanced so that it can’t be punished with normal moves on a block. Since there’s less worries about it being punished, it should be effective to use it together with her buffed up Phoenix bomb, There’s other changes that Athena users should be happy about, like her standing CD and her Shining Crystal Bit.

1032
Benimaru Nikaido / Benimaru Nikaido (Arcade Version)
« on: July 27, 2010, 03:01:09 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Throws
Catch and Shoot - ;bk / ;fd+ ;c / ;d

Command Moves
Jackknife - ;fd + ;b / ;d

Flying Drill - ;dn + ;b / ;d (in air)

Knee Drop - ;dn / ;fd / ;bk + ;c / ;d (close in air)

Special Moves
Raijin ken - ;qcf ;a / ;c *

Air Raijin ken - ;qcf + ;a / ;c (in air) *

Benimaru Lancer - ;dn ;db ;bk + ;a / ;c *

Super Inazuma - ;dp +  ;b / ;d *

Iaido kick - ;qcf+ ;b / ;d
    ∟ ;dn ;up + ;b / ;d

Benimaru Collider - ;hcb, ;fd + ;a / ;c (close) *

Desperation Moves
Raikouken - ;qcf ;qcf + ;a / ;c *

Rolling Thunder - ;qcb ;qcb + ;a / ;c

Neomax
Raiohken - ;qcf ;qcf + ;b ;d (can be directed  ;uf/ ;df/ ;fd after activation)

*EX version possible


Benimaru's Wiki entry.

Console changes:
- Flying Drill has faster recovery, normal hit can connect afterwards
* EX Raijinken is a single hit attack. On a hit, the opponent will be stuck in the air afterwards for a limited time. They can be attacked with another move, or even get pushed by running to the edge of the screen.
* EX Air Raijinken lasts for a longer time. The timing in between the hits are longer than the arcade version. It now sort of works as a special that can be “placed” on the screen.
* EX Collider hits less times. That means less scaling for the combo to come afterwards.
* Neomax comes out faster, MAX cancel’s timing is different. Invincibility runs out before the hit detection comes out.
- Fierce/EX Super Lightning Kick does more damage. On a full hit, the fierce version’s damage has been raised from 70>100, EX from 135>192.
- Collider has faster recovery on whiff, can rarely be punished if blocked from a fierce punch.
- EX Iaigeri > Handou Sandangeki does less damage, down from 263 to 219

Producer Yamamoto says: We’ve balanced him so that even the attacks that weren’t being used in the arcades would be of use. The EX Collider and EX Raijinken should especially come to more use since the opponent can be hit afterwards. The EX air Raijinken should be fun to place around for an attack string. His Neomax has no invincibility but it comes out a lot faster, so it might be fun to think of ways in using it.

1033
Chin Gentsai / Chin Gentsai (Arcade Version)
« on: July 27, 2010, 03:00:48 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Command Moves
Uronkochu - ;df + ;d
 ∟Feint - Press ;d again or hold ;df + ;d

Nikiyaku - ;df + ;b. ;b *

Special Moves
Chokaroh - ;dn ;dn + ;b / ;d >
 ∟Standing A (Press ;a during Chokaroh)
 ∟Nikiyaku (Press ;b during Chokaroh)
 ∟Getsugasosho (Press ;c during Chokaroh)
 ∟Far D (Press ;d during Chokaroh)
 ∟Zanbantetsu (Press  ;dn during Chokaroh)
 ∟Press  ;b ;d to cancel stance

Zanbantetsu - ;dn ;dn +  ;a / ;c *
 ∟Getsugasosho (Press ;a / ;c during Zanbantetsu)
 ∟Press  ;up to stop crouching

Suiho -  ;dn ;db ;bk+ ;a / ;c *

Ryu Sogeki - ;dn ;db ;bk + ;b /  ;d *

Inshu - ;bk ;dn ;db + ;a / ;c (Drink up to five times.  Increases offense while decreasing defense per drink)

Kaitenteki Kutotsuken - ;bk ;db ;dn ;df ;fd + ;b / ;d *

Desperation Moves
Tohkuhitenhoh - ;dn ;df ;fd ;dn ;df ;fd + ;a / ;c *

Tetsuzankou - (Drunk) ;dn ;df ;fd ;dn ;df ;fd + ;a / ;c

Neomax
Suisou Gouran Enbu - ;dn ;df ;fd ;dn ;df ;fd + ;b ;d (ground or air, can be controlled the direction of the flames)


Chins Wiki entry.

Console changes:
- (shown in video) Chin can do a close C from his d,d+K stance
- (shown in video) The weak version of his counter now has the attack come out faster than before and can connect into his rolling attack (HCF+K). As a result of this the counterattack almost never whiffs anymore, and there are very few situations in which he can’t follow up.
- (shown in video) He has less lag after his normal throw (both when in his stances as well as normally) and he can actually do followups in the corner.
- Chin’s defense no longer decreases when he has drink stocks
- The active time of his counters has been decreased. The normal version now has the active duration of the arcade’s EX version, and the EX version’s is shorter still.
- His EX counter does less damage, reduced from 237 to 199.

Yamamoto – We added some interesting buffs to gameplay using d,d+K. Although parry time on hk+LK {Ex qcb+BD} has been reduced, the overall frames are shorter making it difficult to get punished. Drinking is easier to use compared to the arcade now that there is no defense penalty. Please have fun with the now trickier Chin

1034
Clark Still / Clark Still (Arcade Version)
« on: July 27, 2010, 03:00:27 AM »


II. Command List

Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Throws
Death Mountain Buster:  ;bk/ ;fd+ ;c/ ;d close

Death Lake Drive: ;bk/ ;dn/ ;fd+ ;c/ ;d close in air

Command Moves
Jet Uppercut: ;df + ;a

Step: ;fd + ;b ;d

Special Attacks
Super Argentine Backbreaker: ;bk ;db ;dn ;df ;fd+ ;b/ ;d* close  
┗Flashing Elbow: ;dn ;df ;fd+ ;a/ ;c

Vulcan Punch: ;a / ;c* (repeatedly)

Gatling Attack: [ ;bk ] , ;fd + ;a/ ;c*
┗Death Lake Drive follow-up:  ;fd ;dn ;df+ ;a/ ;c (after C version/EX)

Desperation Moves
Ultra Argentine Backbreaker:  ;fd ;df ;dn ;db ;bk x2+ ;a/ ;c* close

NEO MAX
Ultra Clark Buster: ;fd ;df ;dn ;db ;bk x2+ ;b ;d

III. An In-depth look

WIP!!!

Information provided by krazykone123


Clark's Wiki entry.

Console changes:
* His Stepping (Forward+BD) is faster
* Weak SAB has full-body autoguard but comes out slower than before
- EX SAB>Flying Elbow can be MAX canceled
- EX Gatling Attack’s invincibility runs out when its hit detection comes out. Projectile invincibility doesn’t, even after hit detection comes out.
- If Fierce or EX Gateling gets blocked, the Afterattack throw won’t come out any more
* Vulcan Punch can be canceled with another move on startup. This allows for some new combos like close Fierce punch (2nd hit)>VulcanPunch>SAB

Producer Yamamoto says: He’s a throw character so we’ve buffed his throws. With moves like his Weak SAB, his front step, and being able to do a super cancel from a 1-frame throw, he should be able to fight like a real thrower.

1035
Goro Daimon / Goro Daimon (Arcade Version)
« on: July 27, 2010, 02:58:51 AM »



Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Throws
Okuriashi Harai - ;bk/ ;fd+ ;c/ ;d

Command Moves
Zujo Barai - ;df + ;c
Goro's old crouching swing upwards.  It is a great for anti air and has a great hit box.  It chains off a d.A and s.C and can be combo into his qcb+K, hcf+C, hcb~f+P command grab or his hcbx2+P DM.  You can still do df.C (anti-air) cancel into qcb+K.

Special Moves
Choukemi - ;qcb + ;b / ;d *
Goro's command roll.  This move eluded me for so many years until his 2k2UM version which made move cancelable mid roll.  That's right, you can roll and if they jump immediately you can cancel into hcf+A or if they don't move you cancel into hcb~f+P, if they try to poke and you time it just outside their range, you probably can use his dp+K command throw.  Only the B version is cancelable, D version seems to go farther, and the Ex version has invincibilty.

Jiraishin - ;dp + ;a / ;c *
Goro's earthquake.  With two hands raised about his head, Goro slams the ground with great force and if the opponent is blocking up then he will fall to the ground (he must crouch or jump).  The C version is his earthquake feint and the A version is the one that actuallly "connect".  His Ex version is faster, can be canceled out of (so far it seems like only dp+K) when his hands slap the ground, and is an overhead.

Tenchigaeshi - ;hcb ;fd + ;a / ;c (close) *
Goro's trusty command throws.  Goro picks up his opponent and slams him or her to one side, picks them up again and throw them back into the sky.  The Ex version has GREAT range and allows a follow up juggle attack such as far D.

Osotogari - ;dp + ;b / ;d (close) *
Goro's command throw.  Has one or two frames of invincibility but basically (much like Clark's dp+K Frankensteiner ) Goro performs a judo trip on his opponents; it'll catch you if you don't escape.  This move is DC'able into hcf+C.  Great move to cancel into after his command roll.

Kumotsukaminage - ;hcf + ;a *
Goro's standard anti-air.  Reaching into the sky with one hand outstretched.  Used well with predicted jumps (due to it's slow startup you have to use it pre-emptively) and in conjunction with Earthquake Feints (dp+C) on wakeups (Opponents tend to jump and so you do hcf+A to snatch them out of the air.

Kirikabugaeshi - ;hcf + ;c
Goro reaches and attacks the ground with one hand.  Relatively slow attack, however if you sweep your opponent and they do not tech roll, you get a free OTG hit.  Combos off a d.A, df.C chain.

Desperation Moves
Jigoku Gokurakuotoshi - ;hcb x2 ;a / ;c (close) *
Goro's standard command throw DM from iterations.  Picks up the opponent, slams them from side to side violently several times before throwing them into the sky.  Ex has increased range so he can combo s.A, d.B, Ex DM.

Neomax
Kyouten Douchi - ;qcf ;qcf ;a ;c (counter)
Goro's counter move DM, raises his hand like he's doing Earthquake.  If any physical attack hits Goro during this time he'll throw them into the sky and slam the ground like his Earthquake.  If used as a MaxCancel he'll just do the second part and slam the ground.


Goro's Wiki entry.

Console changes:
- Crouching C’s recovery time has been reduced.
- Kirikabugaeshi’s (qcf+C) recovery time on a whiff has been reduced. Doesn’t cause a knockback when blocked.
* EX Chou Ukemi (qcb+BD) can be canceled with a special or a super. Meaning that Goro can go straight into a throw from his invincible roll.
* Kirikabugaeshi (hcf+C) and Kumotsukaminage (hcf+A) can be drive canceled.
* A super cancel version of Jigoku-Gokurakuotoshi (hcb*2+ P) has been added to the game.
* EX Chou Oosotogari’s (dp+BD) recovery time on a whiff has been reduced.

Producer Yamamoto says:
As a judo fighter, we’ve strengthened his grab attacks. You need to super cancel, but he can combo his Jigoku-Gokurakuotoshi from all sorts of grab attacks. He can even do HD combos with just grab attacks, so please try them out.

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