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Messages - GuamoKun

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Saiki / Re: Saiki
« on: November 30, 2011, 08:47:28 AM »
I have him at Stopgap as well, though I'm considering moving him to Anchor since my Hwa is nowhere near good enough to handle the show of being anchor, so I might move him to point and Kensou to stopgap.

Are you like a mirror version of me?!

I put Athena and Joe with Saiki...and you put Hwa and Kensou with yours!

I put Joe up front since I don't really rely on his long flashy combos since he has "hard" hitting simple no meter BnBs.

Saiki seems really good once he gets meter, and his damaging combos really only require HD stock more than anything else.

Saiki / Re: Saiki
« on: November 30, 2011, 08:32:58 AM »
Nice solid way to get them into the corner, good job.  Maybe we can do a little more to push them in if we're midscreen or further.  We should probably lay off on the HD combos if our backs are to the corner though.

And I will ask again, does anyone object to me making some kind of writeup for the thread, which people can of course comment on and edit if need be.

Yeah. I usually have Saiki on the 2nd position since he will most likely have his meter to fool around by then. His fireball hits crouching opponents, which is good since a lot of people tend to low poke characters in the corner, and as you know, his DP follow up switches place with the opponent.

I have no objections (hehehehe) to the writeup

Saiki / Re: Saiki
« on: November 30, 2011, 08:15:40 AM »
Simple HD combo into NeoMax to fall back on in the corner.

C, [HD], C xx [DP+B [HDC] QCF+C, QCF+A] x3, QCFx2+B (or D, guess it doesn't matter) xx [MC] QCBHCF+AC

Does 923 Damage for 3 meters and is easy to remember.

Adding a hop.D at the beginning bumps it up to 947.

Hell, just without the Neomax, it does around 700 Damage for one meter and full Drive in the corner which is very nice.

EDIT:  Also, does anyone think we should honestly start moving to cl.D as our starter of choice?  Same damage and range as C, only it won't whiff on some crouchers.

EDIT:  Another thing, if people don't mind, I can try to do a writeup on Saiki, with his normals, specials and such on here so the mods can finally update the wiki.  If no one objects, I'll try to get it up tomorrow.

I find it easier to use his C just because I'm used to it but his D seems better for the reasons you posted.

Hmm...If you are about...uh...two or three jumps away from the can do this to bring them to the corner...

C, [HD], C xx  QCB+D hold C, into [DP+B [HDC] QCF+C, QCF+A] x3, QCFx2+Dxx [MC] QCBHCF+AC

33 hits 940 damage.
EDIT: first time I said the loop had to be done 2 times. its 3.

A hop in D bumps it up to 970 HOLLA

General Discussion / Re: Trial Mode Combos
« on: November 29, 2011, 11:48:22 PM »
No, I'm used to doing the QCF+C into QCF+A already for that trial corner combo which I've been using as a placeholder for a decent HD combo.

Now how good are you at confirming into st.C in order to hit that combo and is that combo possible midscreen?

Ah it's not so hard off the st.C well I have no problem with it.

Its corner only sadly but I'll try more combos with him. I just picked him up last night lol

General Discussion / Re: Trial Mode Combos
« on: November 29, 2011, 10:53:09 PM »
 ;c;b ;c;c;dn ;db ;bk ;b- ;dn ;df ;fd ;c, ;dn ;df ;fd ;a;fd ;dn ;df ;b- ;dn ;df ;fd ;c, ;dn ;df ;fd ;a, ;dn ;fd ;df ;b- ;dn ;df ;fd ;c, ;dn ;df ;fd ;a, ;fd ;dn ;df ;d- ;dn ;df ;fd X2  ;d- ;dn ;db ;bk ;db ;dn ;df ;fd ;a ;c

moves with a hyphen are canceled into each other. you kinda have to do a TINY delay between the  ;dn ;df ;fd ;c into the  ;dn ;df ;fd ;a so that it doesn't whiff

Joe Higashi / Re: Joe Higashi
« on: November 29, 2011, 10:16:44 PM »
I dunno if it still works or not, but I can't get the EX Dynamite Punch to come out after the A Hurricane Upper (combo list on the SRK wiki says its the A version, though I don't think that f.B goes into A Hurricane Upper either, unless its done late?).

But yes I agree on keep playing Joe, for my name's sake.

I don't like doing those combos that have an ex special/normal after a fireball. Those are tooooo difficult for me.

I can't even get the Dynamite Punch to come out when I want it to and when it does I stand still throwing out about 4 random punches trying to mash my way to get it out haha

Offline Matchmaking / Re: SoCal KoF
« on: November 29, 2011, 10:13:05 PM »
Hey guys, just posted stream info for tonight.  Would love to play some online matches with you guys :)

Hey R.E.L, is any of the MK guys coming to play KoF this weekend?

I have no idea.  I have to start messaging people to see who wants to come Friday night for casuals.

I see well if they come...I'll be handing out some smackdowns courtesy of Athena and Joe.

General Discussion / Re: After Dark Gaming KOF13 Stream
« on: November 29, 2011, 10:12:20 PM »
If that's the case, I'll just probably manually invite people to matches.

Can't wait to play ya!  Your Athena is pretty beast.

I figured out an HD, 1 bar combo with Saiki that does 750 or so damage. HOLLER.

Someone from here on DreamCancel, fought me yesterday in a random ranked match and completely bodied me left right up down and sideways with just one person. Name starts with a D....I'll check once I get home from school.

Elisabeth Branctorche / Re: Elisabeth Branctorche
« on: November 29, 2011, 09:44:52 PM »
In regards to her EX Counter special, I think this was a console specific change in which she can no longer follow up with a normal attack after a successfully EX Counter. You will have to go directly into A DP after a EX Counter.

ok thanks
and what about the A counter ? since it is strange to me that a normal counter would be better than a EX counter maybe i did a mess with te record-play stuffs in training ? cause i was able to hit with s.C after a normal A counter. maybe the training didnt record the block after the hit ?

I think it depends on what you countered it with. I countered the first hit of Kyo's df+D and was able to follow up with a cl.C.

Other times the opponent actually had time to counter my counter if they did an attack quickly enough.

General Discussion / Re: Trial Mode Combos
« on: November 29, 2011, 09:41:00 PM »
The only part of the trials that I think are ridiculous are stuff like doing  ( ;dn ;b )X3 into HD cancel or following up a projectile with a normal.

Other than that, I look at the HD cancels they give us and work from there.

For example, a lot of Saiki's HD combos have him use the  ;bk ;b follow up from his DP, but I just cancel his dp into his  ;dn ;df ;fd ;c then a  ;dn ;df ;fd ;a instead, it is easier to pull of and does give a large amount of damage if repeated into  an eventual maxcancel.

Offline Matchmaking / Re: SoCal KoF
« on: November 29, 2011, 09:10:58 PM »
Hey guys, just posted stream info for tonight.  Would love to play some online matches with you guys :)

Hey R.E.L, is any of the MK guys coming to play KoF this weekend?

General Discussion / Re: After Dark Gaming KOF13 Stream
« on: November 29, 2011, 09:10:08 PM »
Wait...I am not familiar how to set up lobbies and stuff in this game, but isn't it only a 2 person lobby?

Hmm...but yeah I'll be in this. OOOOOOH YEAH.

Athena Asamiya / Re: Athena Asamiya
« on: November 29, 2011, 02:33:58 AM »

performed by yours truly.


C, B+C, C, f+B, qcb+D-qcb+B, qcb+a, dp+C-qcf+B, qcb+A,dp+C-qcf+B, qcb+A, dp+C-qcf+B, qcb+A, hcb+fAC.

-You can add a jump in attack for extra damage.
-The trick to canceling her dp into her teleport is by pressing f+b instead of the ful qcf+B
-Replacing her psycho ball, psycho sword, teleport loops with a MAX canceled SDM/DM gives you about the same amount of damage. The combo shown is easier to pull off in a real match and costs only 2 power stocks and a full HD.
-Replacing any of her moves (besides the psycho balls) with an ex version is not worth it since Athena's damage scaling really kills her NEOMAX.

comments? questions? concerns?

so is it true that the game is rather dead on the xbox compared to the ps3?

Doesn't this happen with most fighting games?

It does doesn't it? BTW, lurving the Kula/Stocking avatar....

...I already have a panty athena color edit...and a brief kensou one....I need to unlock more colors for kula to make one that closely resembles stocking,

General Discussion / Re: Netcode Lag/Delay Test Reports
« on: November 27, 2011, 04:37:56 AM »
I was playing against someone, they were from the US, I don;t know where, but we both had a two bar connection.

The first round was pretty bad and had the "synchronizing" message for a while before the round started. After round two, the synchronizing message didn't appear and the game ran really smoothly.

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