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Messages - Killey

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181
I'm not expecting anything significant for North America, as our internet infrastructure is severly behind. I'm hoping at the very least that I can play someone within my city with a good connection.

182
Elisabeth Branctorche / Re: Elisabeth Branctorche (Console)
« on: January 27, 2012, 06:01:11 PM »
Does anyone know maybe an easier way to whiff cancel CD into command grab? Ive been experimenting and so far the best way was to go  ;fd ;df ;dn ;db ;bk ;fd ;c ;d~ ;a or  ;c. But I'm not consistent at it.

I just do it normally as in s.CD, HCB~F+P. As far as I know, you can't use this to kara the command grab and extend the range at point blank distances.

183
General Discussion / Re: KOF13 Canadian Stream - twitch.tv/gameoverdamage
« on: January 27, 2012, 02:38:21 AM »
I'd like cast sme of your matchs on eLive so did you have upload it on youtube or can i do it?

I don't speak for everyone but I don't think there will be any issues if you take the footage and cast it on eLive. You'll have to mute the video volume to get rid of the commentary if you want to commentate on top of it.

Only request from me is you link us to your video after wards.

184
Duo Lon / Re: Duo Lon (Console)
« on: January 24, 2012, 11:58:03 PM »
Has anyone figured out some mix-ups off of his st.A / st.D post rekka? All have are incredibly obvious left/rights and the hop j.B, f+B (which only works on standing). st.D xx qcb+A sets up more pressure, but can't be used as tool to open up the opponent in and of itself.

This has been bothering me with Duo Lon since console release. The console changes removed fuzzy guard so his j.B, f+B post reset hit no longer works, on top of other cross up setups he had. As you said, the mix up options you get now are too obvious, and the others that set up pressure are mediocre. On top of that, as the above tutorial video demonstrated, there are multiple escape options to his mix-ups, which means you have to make good reads to punish the escapes.

I have a few mix up options that are screen specific and require bar and/or drive, which sacrifices damage to create an opening. It's a risk/reward situation and even if I land the subsequent mix up, I don't feel the use of meter/drive was worth it. Overall, it seems like a lot of effort for low damage output, when some other characters can score game over damage from a stray hit that's not hard to setup.

185
Offline Matchmaking / Re: The Alberta Thread (we play KOFXIII)
« on: January 24, 2012, 11:35:52 PM »
alberta thread? more like edmonton thread :P

Not our fault the rest of Alberta doesn't post here.

Oh yeah, get ready to lose on Saturday.

186
Elisabeth Branctorche / Re: Elisabeth Branctorche (Console)
« on: January 23, 2012, 06:00:11 PM »
Killey, Thanks for that information.  Since that day I have been leveling up my Elisabeth and now I have a solid idea on how to play her.  I used to think her normals sucked but now I take full advantage of them when I can.

No problem.
I think I have to revise my statements after I saw Bala play Elisabeth. There's another dynamic to her game involving her command grab. I find it's hard to make that work unless you're really good at making reads on your opponent.

Quote
Also I have uploaded a simple video on how to do a nice amount of damage with Elisabeth given 4 meters an HD.  Since I run her on anchor and try to be careful about my meter I tend to be in this situation more than not.  While the combo is not as extravagant as most, I feel that it's simplicity and damage output is good if you wanna just get rid of a character quickly and not have to worry about dropping the combo.  Anyways here it is:  



If you omit the 2nd f+B you can squeeze out 3 more damage in that combo. lol If you can get the far s.C you'll push the damage to 900. Doing something this simple is perfectly fine because most of the long combos I posted deal the same damage or slightly less while this is very simple and high damage. On top of that you'll be building less meter and drive your opponent as well so there's a lot of incentive to keeping it simple.

187
Elisabeth Branctorche / Re: Elisabeth Branctorche (Console)
« on: January 19, 2012, 10:08:56 AM »
You can essentially swap s.C->f.B with c.B, c.A instead or c.B, c.B for an HD starter.

Hell, some of the juggle combos can be started with CH j.CD, CH A Etincelle, C Etincelle, EX Etincelle, AA Etincelle, EX command grab, etc... I find learning these hit confirms are really important as you'll most likely land one of these then opening the opponent up.

188
Elisabeth Branctorche / Re: Elisabeth Branctorche (Console)
« on: January 18, 2012, 03:51:22 AM »
Uh wow...This is probably the most brain dead HD combo in the game and it does 900 damage.

cl. s.C, f+B, HD, far s.C, DP+C, EX QCFx2+P, Neo Max.

It's really funny because if you tack on a DP+A after the DP+C it scales the rest of the combo to 600-800 damage depending on how deep you hit the EX super.

This means a simple combo into a reset = a dead character when you have 4 bars.

189
K' / Re: K’ (Console)
« on: January 18, 2012, 12:57:58 AM »
I like watching eLive.pro|Dune's K' for a reference because he just plays a really solid game. It's nothing fancy or any specific setups, he just plays a really good footsie game.

190
i don't believe you can ever truly "punish" with a normal throw, since in this game you can always tech normal throws even if you are grabbed during the recovery of a move.

Yes, this is true but technically I should be able to always force a grab on Kyo with his QCF+K move if normal throws are 1f.

191
I'm confused about the part where normal throws have a 1 frame start up because that should mean more moves would be punishable on block. For example, Kyo's upkicks (QCF+K) is only punishable by a 1 frame command grab. Wouldn't normal throws being 1f mean that you could throw Kyo after upkicks?

192
Elisabeth Branctorche / Re: Elisabeth Branctorche (Console)
« on: January 17, 2012, 05:34:09 PM »
I cant watch stuff on twitch very well so cant comment, but Id assume that the points in his game you made were intended / guessed the opponent right or he option selected somehow.

What I meant by hit confirm was to start combo from a far sC into HD, not with sC, f+B etc.

Ah yes...you would maximize damage if you hit confirmed from the far s.C. I think far s.C does 20 points more damage then close s.C. Really hard to hit confirm in time or good for known guaranteed punishes. You could also option select HD since you can't HD off of whiff normals. For example, you could be at a range where far s.C will whiff but willl whiff punish a normal from the opponent. You could OS HD your far s.C and if your opponent happens to throw a button out at that range they could be eating a HD combo.

In terms of Bala's Elisabeth play, I feel he plays her similar to how he plays Clark. It's just really good spacing and a series of really good reads on the opponent.

193
Elisabeth Branctorche / Re: Elisabeth Branctorche (Console)
« on: January 17, 2012, 04:53:13 AM »
The Answer was streaming earlier last week with Bala.



Around the 17 minute mark they get some matches going. Bala is using Elisabeth, EX Iori, Ryo throughout these sets. I really like how he was utilizing the command dash to keep offensive momentum going, as well as mind games. It's like he keeps projecting a constant threat between command grab, counter, or Etincelle, and it's in such quick succession that it's hard to read & react to. A few good reads on the Elisabeth players part and it's a total mind fuck to the opponent.

Another thing I like from his play is that he recognizes his mistakes quickly and doesn't let it faze his momentum, and instead uses it for a resets or mind games. For example, he lands a AA Etincelle, recognizes the hit and follows up with DP+A, then goes for the j.D juggle but misses it. Rather then getting fazed by this, he lands, runs up to TheAnswer and then command grabs his tech roll recovery.

Also, noticed using f+B and whiff cancelling it into the command grab for additional mind games. A lot of corner set ups for this and there's a mix with counters to catch people pushing buttons. A lot of good things to take note of.

EDIT: Okay, at the 18:37 mark in that stream Bala does f+B whiff, and whiff cancels it early into command grab. How the hell do you do this? It's surprisingly difficult when I tried this at home.

EDIT: I bugged TheAnswer on his twitter to see how to do this and he said it's Elisabeth's s.CD that he was whiff cancelling into the command grab.

194
Archives / Re: EVO 2012 discussion
« on: January 16, 2012, 07:23:41 PM »
I would advise everyone that can make to evo to make it out if you want KOF13 to be apart of EVO for here on out.  Look at what happend to Blazblue this year.  While it's a great game Mr. Wizard said it wasn't in the line up this year due to it's scene not supporting it properly.  Don't be the reason your favorite games isn't in evo after this year!
If only I had like $1000 saved up  :(

You have until July to save up. Get cracking. :p

195
Elisabeth Branctorche / Re: Elisabeth Branctorche (Console)
« on: January 16, 2012, 05:47:43 PM »
I dont think i do anything like delay or quickly. I just do it like Im doing a normal HD combo, but thats just me.

Its quite good given the damage boost you get from it as it is better than sC, f+B. It would be even better for a player that can hit confirm with it into a HD combo...


Hmm...I'll have to play around with the timing some more then.

In any case, the s.C, f+B started should be a long enough hit confirm to go into HD far s.C, etc... I quite like this combo because it's more consistent for me to get DP+A, HDC, QCF+C then DP+A, HDC, QCF+K, QCF+C. I get some inconsistencies with the latter on the 2nd rep then just delaying my DP+A to HDC into QCF+C. The other HD combos I posted have better corner carry capabilities but you can still land this combo from midscreen to corner.


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