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Messages - MAASKYO

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16
Benimaru Nikaido / Re: Benimaru Combo Thread
« on: December 28, 2011, 05:51:50 PM »
About his multi air qcf+ ;c or  ;a wall  juggles ..is there any trick  or idea to  master it...??

17
Takuma Sakazaki / Re: Takuma Sakazaki (Console)
« on: December 21, 2011, 05:54:51 AM »
Does anybody know how to punish kyo's double kick pressure he uses, for some reason i can't punish it with anything.
without super bar i don't know..
but if you have a super  ...after blocking the first his and before the second one came out do the ;c version of Ryuuk Ranbu or the neo max .,, you need to get the timing..record the kyo dummy in practice.

Sorry guys but I really need help cancelling  ;fd ;b to ;db ;fd ;d please help.
;fd+ ;b  to  ;db ;fd+ ;d only...?? i don't think it's possible but  ;c ;fd+ ;b  ;db ;fd ;d it's not that hard do the  ;c ;fd+ ;b so fast then keep charging   ;db after the   ;fd + ;b   hits do   ;fd+ ;d

18
Terry Bogard / Re: Terry Bogard (Console)
« on: December 20, 2011, 05:59:41 AM »
Thanks a lot...
mmm...if i were a grappler player...i would (against Terry) always stand blocking since he doesn't have a low special (except EX power wave which it slow anyway) and  his  ;dn+ ;b;dn+ ;d have a short range..
 ;b version is so hard to stand blocking in reaction...unlike the  ;d version ...
but its is so fun to use if my opp doesn't know this info+both versions on airborne opp combo to Buster Wolf ;)

19
Terry Bogard / Re: Terry Bogard (Console)
« on: December 19, 2011, 06:31:48 PM »
kinda confused..
from srk wiki about crack shoot
http://wiki.shoryuken.com/The_King_of_Fighters_XIII/Terry
Quote
Although the   ;d Version has frame advantage on block rather than being at neutral like  ;b Version, it takes distance to space it properly to land on an opponent. Also, the  ;d Version is frequently used in Drive/Hyper Drive combos and as a preemptive anti-air from strange angles, such as the opponent trying to use a cross-up attack.
Overall, Crack Shoot is a bit slower than in the past KOF games and is more reminiscent of Terry's Crack Shoot from Garou: Mark of The Wolves. If anything, Crack Shoot in King of Fighters XIII is the medium in between KOF's Crack Shoot and MOTW's Crack Shoot, but it is not an overhead.
but when i tested it against Goro he threw Terry in both versions....just after crouch guard  i couldn't  throw the  ;d version

20
General Discussion / Re: The King of Fighters XIII Video Thread
« on: December 18, 2011, 06:00:00 PM »
We just uploaded our hotel stream video from last night!  Check out the matches from SoCal and NorCal! 

http://www.youtube.com/playlist?list=UUXezR0HxbHT_O6dMkf7g_SA&feature=plcp

Part 3 has one of the most epic matches ever so be sure to watch them all!

mm...i see a lot of terry players..

21
Shen Woo / Re: Shen Woo (Console)
« on: December 14, 2011, 03:27:52 PM »
2. In the arcade version, his command throw couldn't be canceled at all. The EX version left the opponent in a crumble state, so you could keep a combo going, but the throw itself couldn't be canceled.

1. Those are all the console changes SNK told us about. But they also said there might be other changes they didn't talk about.

thanks a lot...
...
Now i try to perfect the timing of his ;dn + ;b  ;dn+ ;c...though the combo is originally is Ryo's
... but with Shen's  ;fd  +  ;b he has a better chances to land HD combos .

22
Shen Woo / Re: Shen Woo (Console)
« on: December 13, 2011, 05:53:07 PM »
Quote
Console changes:
* Gekiken Fakeout has faster recovery. It’ll fail if the kick button is pressed too soon.
Gekiken maxed out will chip half the opponent’s guard meter
* Danken(throw) comes out slower. Neither weak nor fierce has invincibility. However, it can be Drivecanceled.
* Danken(reflect) builds up meter on a success. No drive meter buildup.
* EX Fukkogeki>Kouryuugeki has slower recovery when blocked. Completely punishable
Just to be sure...
1-the console changes that stated above..that conclude  all of it....??
2-and in arcade ver.. about his command throw.. i know he can cancel it to other specials...but
A- was he able to cancel it into super..??
B-was he able in HD mode cancel it to specials and supers..??
..sorry for the bad English...  ( :

23
General Discussion / Re: Tier List
« on: December 13, 2011, 07:46:35 AM »
 i there any hope that SNK make  few tweaks after the releasing all of the DLC characters....
it's just that i want do something bout Shen  with grapples..-_-

24
^That is BioBooster translation: http://dreamcancel.com/forum/index.php?topic=1690.msg39327#msg39327

It even says so in iplaywinner.

i removed my post ...sorry for repeating..

25
 Where i can find the frame data...???

26
Goro Daimon / Re: Goro Daimon
« on: December 04, 2011, 04:37:07 PM »
Quote
Goro is a BEAST...
More damage  & combos than old games (consider vanila 98 out of this) but i feel he is has short reach in some of his normals (fd+C..stC) and dp+c..

27
Takuma Sakazaki / Re: Takuma Sakazaki
« on: November 30, 2011, 06:27:36 PM »
there a somthing funny about his Haohshikouken(the normal one & the ex)..it does have auto guard frames before he  throw the fireball..
E.G  
Against kyo...
Record his  ;dn ;df ;fd  ;d or  ;b
Block  the first hit..and before the second one do Haohshikouken... :)

28
Iori Yagami (Claw) / Re: Iori Yagami (Claws)
« on: November 30, 2011, 06:17:25 PM »
 Clow iori i call him ' Mr. Hit Confirm'  ;D

29
Kyo Kusanagi / Re: Kyo Kusanagi
« on: November 30, 2011, 06:15:03 PM »
 About  ;dn ;df ;fd ;d or ;b
if  the opp has a fast reversal super or dp (like ryo  sakazaki) he can hit kyo before landing the second kick..
so it's prefer using the move when you sure it will hit...

30
Shen Woo / Re: Shen Woo
« on: November 30, 2011, 05:28:28 AM »
Drive cancelling his command throw make him more scary in the wall..
but i want to ask...does he have moves thAT give him advantage on block..???..you know the frame trap thing..or counter hit setups..

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