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Messages - Mienaikage

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Ralf Jones / Re: Ralf Jones (Console)
« on: March 26, 2014, 12:23:47 AM »
Tiny tweak for the 2nd last combo in that video: If you cancel the standing C that causes the stun into light explosion, then do another light explosion before the opponent gets up, you will get exactly enough stock to do a super at the end of the post-stun combo. Nets you 898 damage.

Leona Heidern / Re: Leona Heidern (Console)
« on: April 10, 2013, 02:53:55 AM »
Yes I can, did it on the weekend :) I do still drop them occasionally but it's just a matter of practice.

In the video I start with D but in a match it will usually be done off 2x cr.B

Leona Heidern / Re: Leona Heidern (Console)
« on: April 07, 2013, 04:07:45 AM »
Put together a series of HD combos from Leona from a standing position. There are other combos you can do from a CH CD but I'll put those in a future video. There are ways of getting additional damage at the start of these combos but I'll leave those for you to mess with.

The King of Fighters XIII: Leona Optimized HD Combos

Leona Heidern / Re: Leona Heidern (Console)
« on: March 22, 2013, 07:16:23 PM »
I've been using a meterless carry from corner to corner for a little while now, the correct charge time took some practice but I'm getting consistency these days.

2x cr.B [HD] cr.C, b~f+B [DC] d~u+C [DC] b~f+D [DC] d~u+C [DC] b~f+D, b~f+A.

From there it varies, generally you want (depending on where you started) d~u+A or C [DC] b~f+B, d~u+A [DC] b~f+C xx Neomax.

If you have more meter replace the first 2 moon slashers with EX versions.

Clark Still / Re: Clark Still (Console)
« on: January 10, 2013, 11:57:43 PM »
Got a stun combo for Clark from midscreen.

King of Fighters XIII: Clark Still - Dead or Alive (Getting Dizzy)

Takuma Sakazaki / Re: Takuma Sakazaki (Console)
« on: November 15, 2012, 03:39:51 AM »
Takuma actually has a few kill combos with 1 bar, 50% drive

See here for example:

That first combo is nuts! Those light jabs I'm sure are pretty hard to get consistently like that!
I'll be sure to give this a try later on, thanks for the link

As for the 2nd one... I'm afraid I can't understand all those inputs....

They're effectively the same combo, it's just instead of the jumping C you grab in the corner, and you use 2x cr.A instead of one after the first QCF+D.

Takuma, 1 stock, 1 drive, corner, start with grab.

;fd ;df ;dn ;db ;bk ;b, ;c, ;fd ;b, ;dn ;df ;fd ;d, ;db ;a, ;db ;a, ;db ;fd ;b ;d, ;dn ;df ;fd ;d, ;db ;fd ;b
(skip next line on loop #3)
;fd ;bk ;fd ;c [DC] (back to start) x3
;db ;fd ;b, ;c (stun)
;uf ;c, ;c, ;fd ;b, ;db ;fd ;d, ;db ;fd ;b, ;db ;fd ;b, ;dn ;df ;fd ;df ;dn ;db ;bk ;a

64 hits, 1025 damage.

Ralf Jones / Re: Ralf Jones (Console)
« on: October 22, 2012, 03:32:39 PM »
Managed to do 485 damage out of one stock and no drive, will upload in a moment in this same comment.

Am eager to see it, the most I've got (without CH) is 480 in the corner.

General Discussion / Re: The King of Fighters XIII Video Thread
« on: October 17, 2012, 09:31:28 AM »
Ralf fullscreen HD combos, 0 to 3 stock.

The King of Fighters XIII: Ralf HD Combos

Ralf Jones / Re: Ralf Jones (Console)
« on: October 17, 2012, 09:25:09 AM »
Did some experimentation with Ralf last night. I couldn't find these HD combos mentioned anywhere, found something similar on Bala's YouTube channel but these are full screen and will score a little more damage.

The King of Fighters XIII: Ralf HD Combos

Leona Heidern / Re: Leona Heidern (Console)
« on: July 23, 2012, 03:53:03 PM »
Probably posted already but basic HD combos by bubblan

I love the 3rd one! I think the HK dash instead of LK is an odd choice though, you wouldn't happen to know why they're using it would you? (As in the combos in general, not that specific one)

General Discussion / Re: Guaranteed grabs?
« on: July 16, 2012, 09:59:58 AM »
I'm not saying these are examples of good or effective strategies, these are just instances of where the glitch does work. It's more of a proof of concept than anything else.

General Discussion / Re: Guaranteed grabs?
« on: July 15, 2012, 08:45:16 PM »
Yea, I understand that teching forfeits invulnerability, but if you tech a knockdown, you're always facing your opponent. You don't get a back turned situation in that case.

My examples with Vice and Duo Lon force the opponent to turn around at the end of their recovery rolls.

General Discussion / Re: Guaranteed grabs?
« on: July 15, 2012, 07:57:33 PM »
So basically, on a backturned knockdown, an opponent could be hit with a delayed grab and they can't do anything about it.

However, what about the 11F of throw invulnerability people have? Raiden recovers the fastest in the game after a knockdown, but other than that, that 1 frame where they're vulnerable negates throw invulnerability too? I don't get what you mean exactly. That'd be pretty stupid though (As most grapplers can set a H.KD situation off their command grabs and have enough time to roll behind people for a back-turned situation.)

Using the recovery roll negates the invulnerability. The opponent could opt not to do so but you can catch them if they do. It also works if the opponent jumps over you/you go under them while they jump.

General Discussion / Guaranteed grabs?
« on: July 15, 2012, 07:43:07 PM »
Been doing some experiments in training mode and noticed that at a certain point when an opponent hits the ground they're forced to turn around before they can jump.

This is the vulnerable frame:

There are a couple situations where I've seen it happen (if the opponent uses the recovery roll):

If Duo Lon uses Rekkas then uses another Rekka after he's teleported to the other side, the opponent will roll into him and will have this vulnerable frame while turning around.

With Vice if you use a point blank sweep then use her C DP grab afterwards (not cancelled) she'll hit the grab on the other side of the opponent.

The picture with Clark is the frame where the opponent lands after jumping over them, as far as I can see this is the only frame where it will work.

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