Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Raynex

Pages: 1 [2] 3 4 ... 9
16
Offline Matchmaking / Re: Toronto/Southern Ontario KOF (including XIII!)
« on: December 19, 2011, 10:40:48 AM »
Thanks  :). Hey, TSF...are you on facebook by any chance? There's a KOF group for Toronto and most of the players in the scene talk there on a regular basis. You should check it out if you haven't already.

17
King / Re: King (Console)
« on: December 15, 2011, 11:43:20 AM »
Thanks, but i'm looking for staple answers that don't involve me having to make a 50/50 guess and potentially losing 1/3 of my life and being back in the corner.  

haha yeah I know it's rough, but you can do it man. I believe in you!

If getting out of King's great corner pressure was as easy as cycling through 1 or 2 staple options, it wouldn't be very effective pressure. You're going to have to work to get out and make a good read or two. That's just how standard corner offense works in most fighters. It's not as simple as option A = you're out. You have to push forward in increments: hit a sweep, tag a high AA attempt with a quick low or armored/invul move, maybe even walk forward and throw. Your escape has to cater not only to the situation but to your opponent. King's post slide xx Venom strike pressure has holes, you just have to work at finding them.

18
Training Room / Re: How to compose a team
« on: December 14, 2011, 05:44:22 AM »
No problem. Just make sure you deviate a little and come up with your own game plan for team synergy. Robert for example, can function well as an anchor because of his high damage, meter intensive combos. Kyo is also an amazing point character; great battery, great meterless confirms, and great zoning tools. I'd rather you take my advice as less of guidelines for where the characters MUST be played, and more of an example of where/how.

Mai/Ash/Kim sounds like a great team. Make sure to practice those Kim combos! When he has bar he's an absolute beast.

19
General Discussion / Re: Tier List
« on: December 14, 2011, 01:30:19 AM »
By the time the game evolves these characters MAY be Top Tier

Yuri  :)
Mai >:(  (insane normals, crazy Neo Max I hate fanservice characters and people will use her more)

Yuri is a fairly good candidate; about the only downside to picking her (besides her voice) is her limited zoning game.

I wouldn't call Mai's normals godlike at all. Her crouch C is good, her jump B is good, and it's definitely good that she has a true c. B c. A string now to actually make it kinda meaningful to block low now. But compared to other characters AND older versions of Mai, her normals kinda suck. Most people who think they're great, I think, just haven't fought enough Mai players to learn her dead zones.

That said, her NeoMAX is legit. If anything, it's actually shifted my opinion of her from runaway battery to more of a semi-user or even anchor character. For full drive and 2-3 bars, you can take 50% life from full screen for any whiff less safe than a jab. Doesn't help her damage deficiency or bad defense, but it does something the rest of Mai is kinda poorly equipped to do -- truly scare the opponent out of hitting buttons. I usually put her 2nd now and use Kyo for battery.

Mai's normals are NOT godlike? Please, sir, explain to me whats so average about st.D. It plows through everything! Her st.C is like Honda's st.H in SF4. After throwing a fan or something, it covers so much jump space and is completely disjointed (her fan isn't part of her hurtbox). st.D alone is enough honestly. That thing is straight up ridiculous for both AA and grounded poking.

20
Duo Lon / Re: Duo Lon (Console)
« on: December 14, 2011, 01:07:13 AM »
Has anyone noticed that sometimes after cr.Ax3 xx Rekkas, qcf+B, st.C, you won't cross up after the teleport? Mid-combo it's really hard to adjust. Is there anyway to know when the qcf+B will teleport will cross-up and when it won't based on number of hits/distance before a combo? Or do I just have to wing it?

I believe it depends on the timing that you cancel the last hit of the rekka with qcf+B.  If you do it late, you won't cross up and if you do it at the earliest moment you will.

Thanks for the tip. Now all I have to do is come up with some legitimate setups outside of meaty qcb+A after the reset. :)

21
King / Re: King (Console)
« on: December 14, 2011, 12:01:11 AM »
I've just discovered the magic of AAing with df+D. It's absolutely GDLK. Her body hurtbox drops down so low she avoids pretty much everything airborne, and gets a free combo. Also, I had no idea qcfx2+A was invincible. I thought only the EX version was!

Awesome find! I keep forgetting about using crouching lows to shrink hurtboxes, and the slide's no exception - going to run that through tonight's training mode time for sure.

Also as far as the HD combos go, that's cool you can continue from hcb+D with air EX Venom Strike. I also know for 3 bars you can get an ender of (dp+B [HDC] hcb+B)x3, Double Strike, EX Surprise Rose, though you sacrifice the earlier hcb+D for an hcb+B and the air EX Venom Strike for that. I'll check which variations work best for the 1, 2, and 3 meter cases - though you may have already figured that out.

EDIT: nvm, checked the wiki and the pathway you listed always does more damage.

Yup. HD combo into Double Strike, EX Surprise Rose ender is harder to time + weaker. Doing hcb+D HDC EX Venom Strike at the beginning of King's combos usually yields the best damage. This goes for even her 2 bar 50% corner combos too!

While I love King, I have some anti-King questions :P

1.) What are the best ways to escape the corner if she does a block like cr.b, st.b, d/f b, venom strike? she is far enough to catch rolls, and jumping isn't the best idea :S

2.) Is the best way to deal with her fireballs mid-screen to roll through the fast ones and neu. jump the slow ones? or eagle eye with moves?

3.) Are there any other strats/shenanigans to help with the matchup?

1) On King's end, corner pressure boils down to will they jump/won't they. King's main AAs (st.C, st.D) have very high hitboxes which make it easy to cover jump space in front of her. The main weakness of this pressure is that  King can't cover both jumping and rolling simultaneously, even if she waits . If King thinks you'll jump, she hits st.C/st.D because it HAS to be done preemptively. Because of its hitbox, her feet are vulnerable to sweeps and cr.Bs. Rolling at this point is also great, because her attacks aren't the fastest and she can't punish you. Some Kings, myself included, use B Tornado Kick in addition to st.C/st.D to catch jumps + start a combo. If you do nothing and crouch, the second hit of B Tornado Kick whiffs for a full combo.

2) King, unlike Kensou/Athena/Mai, can't chase her fireballs well. If you roll through a fast fireball (this version has the most recovery), she usually can't punish you. This is probably distance dependent, but try it out. Jumping is actually Venom Strike's biggest weaknesses. It's pretty bad on recovery, and you can get full combos if you anticipate it. The obvious problem here is that she can fake it and AA you, and then recycle this strategy until you die. Her strength is her zoning, but she has poor defense. You have to make good reads with a combination of rolls/jumps/invincible moves to break through it and take advantage of that. I wouldn't recommend rolling through the slow Venom Strikes...as I'm sure D Tornado Kick can punish you from miles away.

3) Rush that shit down. She is free on defense with no meter, ala Rufus from SF4. Her only reversal options are Surprise Rose and EX Trap Shot. You can use this to your advantage and work on her guard gauge until it depletes.

These are simply opinions on what I'd do if I were facing a King. Feel free to watch videos or experiment in training mode+record to find better answers yourself.  :)

22
Maxima / Re: Maxima (Console)
« on: December 13, 2011, 11:36:42 PM »
I'm been having a few issues with offense too. Rather than waste meter on whiffed EX Presses/Vapors, I just wait for a hit on my guard and GCCD to get out of there. I'm really having problems using GP to stop things. Certain projectiles that st.D will GP, cr.C won't and vice versa. Its hard for me to decide which GP move to use when. Though I have to say, C Vapor Cannon is so free in blockstrings against fidgety opponents.

What are you guys doing in terms of his neutral game? I'm running him on anchor, thanks to all of your advice Reiki/SAB.

My general strategy:

-Scare tactics with A Vapor Cannon. Condition them to look for it, then run in and B Press/blockstring (40% Guard Guage gone)/or GP move depending on what the situation calls for.

-Lots of j.CD, and comboing if it CHs. Also doing a late whiff j.CD into B Press once they start blocking.

-Roll into B press, punish with B press, etc. Then run ambiguous splash/empty hop low/B Press setups in the corner.

I'm still not really familiar with his normals. st.D is usually my go-to GP move. cl.C GP is good for AA, but it resets them and you get only 1 hit for negligible damage. Far C is terrible to whiff and has to literally be psychic, plus the GP doesn't feel like it lasts as long as the others. I usually do DP+D preemptively or df+C.

23
Training Room / Re: How to compose a team
« on: December 13, 2011, 10:55:21 PM »
Ok so i'm thinking about making a second team with leona, mai, and possibly kensou (kinda on the edge with him)

What would be the best thing to do?

In terms of meter efficiency and character potential, it would be best to run those characters in this order:

1st: Mai
2nd: Kensou
3rd: Leona

Mai: Has one of the most annoying set of normals in the game. st.D is AMAZING both as an AA and as a standard poke. She has versatile specials which are mostly safe on block. She has great combos in the corner which require very little meter. Definitely one of the best point characters in the game, and VERY effective as a battery as most of her strategy requires no bar.

Kensou: Another character that requires not that much bar. At most you should be using 2 with him, which is why he fits perfect on 2nd (he's 2nd on my team as well). His 2 Bar HD combo is simple, hit confirmable, and when combined with his NeoMax does 700+. His fireball zoning game and rekka series into corner pressure requires no bar, but you can use it to up his damage potential off throws or hit confirms in the corner. He's versatile in 2nd position because he can use the bar himself and take out whole teams with his basic, effective strategy, or save the meter for...

Leona: When she's loaded with meter it's impossible to guess. Post knockdown, you can vj.D xx (EX) V Slasher for 35%, or cr.Bx2, st.B, f+B xx (EX) V Slasher for a VERY strong high/low mix-up. She is the queen of air-to-air, and uses her buff j.normals to keep opponents at bay. She comes in on HER terms and uses the bar she has to dispatch the opponent quickly.

I'm also new to the KoF series. Would a team of Kula/Ash/Vice work out? I haven't looked into Ash (as far as meter use goes) but I want to use Kula to build meter for Vice's EX grab combos. Would Vice second with Ash as my anchor be better?

Ash is on the team just because he's my favorite character so far. :s Is that a bad thing? haha

Kula's meterless game is great, so she would probably be your best bet for a point (1st) character. Both Ash and Vice can put in work with meter, but Ash's neutral game is better. Vice has to fish for hits and whiff punishes with her long range specials, and can only work with meter given to her (she has a hard time building it herself). Ash however both use meter effective AND play keep-away to build more meter. The two are interchangeable, and its really up to you because they both work in 2nd or anchor positions. IMO, you should run Kula/Ash/Vice. If you run into problems landing hits, beating zoners, or starting offense with Vice, switch her with Ash and play a mixture of zoning/rushdown until you land your hit. Ash inherent ability to zone and AA effectively allows her to control the pace of the match better than Vice can.

My second KOF game.  I'm thinking of creating the following team:
Kensou/Kula/Flame Iori
Back up: Athena/Terry
Thoughts?  Note I don't have the game yet, but will soon.

You picked great characters! Flame Iori would be the best Anchor in that line-up, hands down. Out of the 5 you listed, he translates meter = damage much more efficiently than the others. A good anchor should not only be able to use lots of meter, but should be able to open up the opponent in order to use it. Flame Iori has an overhead, cross-up, command grab, hit-confirmable rekka series, fireballs, and a DP. He has everything you could want on an anchor. Athena/Kula/Kensou/Terry are all good in either 1st or second. Terry is a tad bit meter reliant though, she he's usually run on 2nd...but that doesn't mean you can't make it work. Start off with what characters you like/interest you most and go from there!

Hey, so I have some questions. I'm playing KoF 13 and really only got started with KoF recently. I used to play 2k2 a bit, but it's been a long time, and I retained almost nothing from it.

My favorite character in this game is Ash. I understand that he's not a very good character, but I like his playstyle overall. Right now, my team is Saiki / Ash / Terry.

I lose a lot with Terry... and I'm thinking of changing him out for Kyo. Other characters I have fun playing with are Mai, Ryo, Robert, and Kim.

That in mind, any suggestions for my team? As well as order, in mind. I tried Leona and don't really like her play style much, but since she's another charge character, I thought she might be good. I also get too wreckless with Saiki, and lose with him as well.

Thanks in advance!

Good combinations based on the characters you listed:

Mai, Ash, Kim
Ash, Terry, Robert
Terry, Ryo, Kyo
Mai, Robert, Kyo

A good general rule of thumb:

Mai = amazing 1st character
Kim/Kyo = amazing anchors
Terry/Ryo/Robert = best in 2nd position, but Terry can function well on 1st
Ash = very versatile
Saiki = I'm not sure, but top players these days run Saiki 2nd (Reynald for example)


24
Robert Garcia / Re: Robert Combos
« on: December 13, 2011, 10:10:51 PM »
cross-up j.BD, st.C, f+B, hcf+BD, (wait for opp. to fall), dp+C xx  qcfhcb+A or AC

*The DP input for the shoryu acts as the qcf for the ranbu super input. So at the end of the combo all you have to do is:   ;fd ;dn ;df  ;c ;dn ;db ;bk;a

25
Offline Matchmaking / Re: Toronto/Southern Ontario KOF (including XIII!)
« on: December 13, 2011, 09:40:27 PM »
Nice meeting you yesterday Jeff, and good games. TSF, wish you could have mad it...we had some tight matches at the tournament on Sunday. Maybe we can schedule something in the upcoming weeks before the holidays.

26
General Discussion / Re: Tier List
« on: December 13, 2011, 08:52:17 PM »
Dune's impressions are a great read, but I don't think people should take it too seriously. It's only his opinion after all. Thanks for the translation BioBooster!

27
King / Re: King (Console)
« on: December 11, 2011, 11:45:03 AM »
I've just discovered the magic of AAing with df+D. It's absolutely GDLK. Her body hurtbox drops down so low she avoids pretty much everything airborne, and gets a free combo. Also, I had no idea qcfx2+A was invincible. I thought only the EX version was!

28
Duo Lon / Re: Duo Lon (Console)
« on: December 11, 2011, 11:43:48 AM »
Has anyone noticed that sometimes after cr.Ax3 xx Rekkas, qcf+B, st.C, you won't cross up after the teleport? Mid-combo it's really hard to adjust. Is there anyway to know when the qcf+B will teleport will cross-up and when it won't based on number of hits/distance before a combo? Or do I just have to wing it?

29
King / Re: King (Console)
« on: December 09, 2011, 03:48:05 AM »
My bad, I meant qcf+BD (EX Venom Strike). The enders are 1 bar and 3 bar when combined with the combo starter above them. I'll correct it.

30
Is EX Kyo out yet?

Pages: 1 [2] 3 4 ... 9