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Messages - Killey

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196
Elisabeth Branctorche / Re: Elisabeth Branctorche (Console)
« on: January 16, 2012, 03:40:07 AM »
The one thing I don't understand in this combo is how to get into far s.C range after the HD activation. The dash you get after the activation always puts Elisabeth too close to the opponent, and if I delay the activation so that a s.C comes out automatically Elisabeth is too close to the opponent and gets a close s.C anyways. If anyone has some insight on this please let me know.

Hold back while going into HD (sC, f+B, b+BC etc etc). This will cancel the auto dash and give you your far sC. You dont need to delay the activation but the timing to get the far sC is not too hard.

EDIT: I just tried the combo and all my attempts got me 53 hits - exactly 1000dmg. Does he do it on counter hit? Can you link me the vid so i can see it.



Around 22minute mark. I misread the damage output. It does 53 hits for 1003/1004 damage (hard to tell with the stream quality).

I was able to get the far s.C with your method. To add to it, it seems like you have to cancel into HD relatively quickly to get the far s.C to hit consistently. If you wait for the f+B animation to finish the far s.C tends to whiff. There's some weird tricks you can do to still get it to connect but for consistency I prefer cancelling the f+B into HD as soon as possible.

197
General Discussion / Re: Tier lists and Character Discussion Thread
« on: January 14, 2012, 07:22:01 PM »
But tier lists are always made assuming the characters are being played at their highest potential, with players of equal skill. Thus, things like execution and ease of use shouldn't have weight in the tier placings.


I definitely don't think execution requirements should be considered when ranking the character.

198
General Discussion / Re: Tier lists and Character Discussion Thread
« on: January 13, 2012, 11:25:03 PM »
The overall reception of Answer, Bala, and Romance's tier list has been blow out of proportion on multiple sites.

For people who didn't watch the stream or the archive, the players ranked the characters from a general perspective. They were taken into factors like player's skill level and execution requirements, which led to lower placement of some characters, such as Elisabeth. That tier list (like any other tier list) is personal opinion but is also subject to change as new things are discovered or consistent tournament results prove otherwise.


199
Elisabeth Branctorche / Re: Elisabeth Branctorche (Console)
« on: January 13, 2012, 05:45:58 PM »
If you missed out on TheAnswer's stream on Wednesday, Romance showed a new 100% combo with Elisabeth for 4 meters.

deep j.C, close s.C, f+B, HD, far s.C xx DP+C, (opponents in the corner), QCF+C, [DP+A, [HDC], QCF+C (1 hit), QCF+C] x3, EX QCFx2+P, Neo Max [1023 damage]

TheAnswer commented on the combo saying that when Romance cancelled into NeoMax on the first hit of the super, the super remains active and hits the opponent alongside the Neomax. I played around with this more and it doesn't matter when you cancel into the Neomax the super will remain active regardless and the damage output doesn't change.

The one thing I don't understand in this combo is how to get into far s.C range after the HD activation. The dash you get after the activation always puts Elisabeth too close to the opponent, and if I delay the activation so that a s.C comes out automatically Elisabeth is too close to the opponent and gets a close s.C anyways. If anyone has some insight on this please let me know.

The combo won't kill unless you land the j.C and the far s.C. If you get the j.C and a close s.C it'll only do 996 damage. In terms of timing with this combo I didn't find it too bad. The DP+A's have to hit deep so when you drive cancel into QCF+C it doesn't whiff. It's the same height for when you try to land the triple DP combo or drive cancel into EX Etincelle. It's easier to get the timing for the DP+A if you delay the second QCF+C so that it hits the opponent lower to the ground.

The super timing is a bit weird for me, I saw Romance do it as soon as possible and get the full damage but when I was playing around with the combo I needed to delay the super so it hits in the middle of the opponent to get the full damage. It's feels that if the super hits too deep, like at the opponents back, you don't get all of the hits of the super and you end up getting 800+ damage instead.

200
Archives / Re: EVO 2012 discussion
« on: January 13, 2012, 04:47:58 AM »
Has anyone noticed any differences in timing between the Xbox and PS3 versions?

There is a tiny bit more lag from the PS3 version but the difference is almost negligible.  It's like this for Street Fighter and Marvel as well though.

Hmmm...Marvel for PS3 was really bad though. Lots of input lag and certain stages created even more input lag.

201
much as i like kof i would like for it to take the back seat for a while would like to see a new fatal fury,samsho, last blade,ngbc, or hell even a new ip if there up for it

I really like SNK's characters and with the new HD sprites of KoFXIII (and a solid gameplay system) I would be totally down for a new NGBC.

202
Good find and will be particularly helpful for characters with a command grab. I noticed Benimaru wasn't on the list. Was that just a miss or is he a special case.

203
Wasn't KoFXII considered a dream match?

KoFXIV would most likely be a dream match since due to story purposes they would have to scrap characters like Ash and Saiki and I think it would be a waste to toss a character like Saiki that they specifically made for the console version of XIII. On top of that, I think they would probably remove some teams to include other teams in the game. I can't really see Team Elisabeth returning in XIV. That being said I would be pretty pumped to see some brand new characters along side some older characters like Angel, Foxy, Vanessa, Whip, and Oswald.

In terms of new characters here's an old image that was put out during KoFXII development stage. The very bottom of the image had concepts for some new characters.

http://i26.tinypic.com/2qcme4o.jpg
http://i27.tinypic.com/1ieh78.jpg

204
General Discussion / Re: The King of Fighters XIII Video Thread
« on: January 11, 2012, 06:29:03 PM »
Now that's out of the way I'll get back on topic and post a video of Southtown's latest ranbat (the rest are on their youtube channel):


Yo, fuck Roger Dodger calling Canada free. lol I'll be a NCR on March 24-25 with a few people from Edmonton, Alberta, Canada aiming for a top 16 spot. Come at me bro.

205
Archives / Re: EVO 2012 and beyond
« on: January 11, 2012, 06:27:23 PM »
As long as the KoF community around the world continues to support this game like they are now, then I don't think we need to worry about KoF dying out. So far, at every major KoF has garnered a really good presence, and in combination with the stream exposure it's getting around the world I think KoF is in good shape, at the moment. In North America, I'm not sure if entry numbers at majors will be able to rival SF4 or UMvC3 due to how difficult the game is for the casual gamer. I think Evo will be fine since it looks like top KoF players from around the world are aiming to attend. As long as we attend Evo (if possible) and hype the matches up then we'll be in good shape for the future. If the top KoF players from Brazil, Mexico, Peru, China, Korea, Europe, North America and Japan show up then I can't imagine how crazy the top 32 would look.


I think the rumor is that elive.pro's RF and Kindevu are going to play XIII since elive.pro LOVEs XIII couple that with Juicebox's own admission that he wants to play, Xian from SG and possibly even PoongKo...I think that there's a real good chance Evo'12 is going to be off the hook.

Really cool if RF and Kindevu are getting into the game. It also helps that eLive.pro is boycotting Capcom games, atm. lol



206
Archives / Re: EVO 2012 discussion
« on: January 11, 2012, 06:05:33 PM »
Has anyone noticed any differences in timing between the Xbox and PS3 versions?

207
Elisabeth Branctorche / Re: Elisabeth Branctorche (Console)
« on: January 11, 2012, 01:18:01 AM »
I'm actually in the middle of writing a comprehensive guide to Elisabeth covering everything that I know. It's going to take a while to complete since I'm trying to be as thorough as possible.

Personally, I have trouble against Yuri as Elisabeth since the answers to her dive kick pressure require reading your opponent and taking some risks. Obviously, the best way to stop that dive kick pressure is to not get put into it but easier said then done. This all being said Yuri is realllllyyyy good and I think she's an underrated character, at the moment. It feels like within a few months she'll be considered top tier.

Anyways, I'm not an expert player or an expert Elisabeth, but I can only give insights from my own experiences, as well as my analysis from other Elisabeth players I've seen. Essentially, I find the character to be very passive aggressive during the neutral game until she can find the right space to start her offensive pressure, which always leads into the corner.

From what I've seen of Arcade version Elisabeth, she was solid in any position. This was mostly because she was a high damage character that was easy on your resources. She could play passive aggressively and control a lot of key space with j.CD, j.D, s.A, s.C, cl.s.D and Etincelle's, which built a lot of meter. This was frustrating to the opponent as it made them second guess their approach as any stray hit would lead into Grand Rafale. Basically, you maximized on damage with minimalist play.

Right now, I'm still seeing a lot of people play Elisabeth in this manner (except for TheAnswer), and while this still works it doesn't seem to be the most optimal way to play her. I feel the console changes force her to be played in a different manner. Seems like she needs to burn meter for options or to deal the 500+ damage she use to deal in the arcade version. Personally, I will burn meter and drive when I land a solid hit because it's always 500+ damage into a corner carry combo that leaves the opponent in an aerial reset state for a mix up.

The standard combos I go for are:

0 bar, 0 drive
s.C, f+B, C DP, A DP, A DP, j.C or small hop j.A for particular mix ups

0 bar, 1 drive
s.C, f+B, C DP, A DP, DC, QCF+K, QCF+C, A DP, A DP, j.C

1 bar, 1 drive
s.C, f+B, C DP, A DP, DC, EX QCF+P, QCF+K, QCF+C, A DP, A DP, j.C

While you can end any of these combos with Grand Rafale for a bit more damage and a hard knockdown I tend to prefer the mix up you get with the aerial reset. On top of that I find the damage scaling after wards to be a waste of meter (let me know if I'm wrong on this).

HD Combo:
I only go for HD if they're near the corner
3 bars
s.C, f+B, HD, s.C, f+B, C DP, (opponent in the corner), QCF+C, A DP, [HDC], QCF+B, QCF+C, QCF+C, A DP, [HDC], QCB+B, QCF+C, QCF+C, A DP, [HDC], QCF+B, QCF+C, QCFx2+P, Neomax (850ish damage)

4 bars
s.C, f+B, HD, s.C, f+B, C DP, (opponent in the corner), QCF+C, A DP, [HDC], QCF+B, QCF+C, QCF+C, A DP, [HDC], QCB+B, QCF+C, QCF+C, A DP, [HDC], QCF+B, QCF+C, EX QCFx2+P, Neomax (900ish damage)

s.C, f+B, HD, s.C, f+B, C DP, (opponent in the corner), QCF+C, A DP, [HDC], EX QCF+P, QCF+C, QCF+C, A DP, [HDC], QCF+B, QCF+C, QCF+C, A DP, [HDC], QCF+B, QCF+C, QCFx2+P, Neomax (850-900ish damage)

5 bars
s.C, f+B, HD, s.C, f+B, C DP, (opponent in the corner), QCF+C, A DP, [HDC], EX QCF+P, QCF+C, QCF+C, A DP, [HDC], QCB+B, QCF+C, QCF+C, A DP, [HDC], QCF+B, QCF+C, EX QCFx2+P, Neomax (1000+ damage)

I find if you can hit confirm from an C Etincelle (both hits or just the 2nd hit), anti-air Etincelle, CH j.CD, and CH A Etincelle you can really capitalize on the damage output for Elisabeth. All of those moves can lead into A DP into a full juggle combo, which puts your opponent back into the aerial reset state for a mix up.

To me, I find this to be the optimal play for Elisabeth. It's bascally using the passive aggressive play to find the optimal space to launch my offense and any hit is going to lead into a juggle corner carry combo leaving you in a reset state. In this manner, a full combo into a mix up will always kill the opponent as the subsequent combo should be dealing 400-500 damage as well. This is why I find Elisabeth to be better suited for 2nd or 3rd position but I tend to shy away from placing her in 3rd position as I don't feel Elisabeth covers enough match ups if she gets put into a reverse OCV situation. I'd rather have her 2nd to deal as much damage as possible so that my anchor has the best chances to finish off the opponent or in a worst case scenario be able to have the tools to reverse OCV.

In terms of mix ups, here's what I've discovered:

s.C, f+B, C DP, A DP, A DP, small hop j.a, run underneath or in front of your opponent
-s.C, f+B into a full combo if the opponent guesses wrong on your position
-Throw or Command Grab (have to wait a bit as the opponent has an unthrowable window upon landing)
-Meaty c.B, link into s.C into a full combo (meaty specific combo)
-Delay the run and then do a delayed EX DP to beat certain reversals (very match up specific). This is more effective in the corner when the opponent wants to jump to escape a command grab or out space a bad jump in
-Counter or EX Counter to bait something from your opponent
-Do nothing and bait out a reversal

s.C, f+B, C DP, A DP, A DP, j.C, land
-A deep normal jump j.B cross up
-Small jump j.B (harder to see and react to but very one dimensional)
-Empty small hop into Throw, Mistral, or low
-Throw or Command Grab (have to wait a bit as the opponent has an unthrowable window upon landing)
-Meaty c.B, link into s.C into a full combo (meaty specific combo)
-Counter or EX Counter to bait something from your opponent
-Do nothing and bait out a reversal.

Any of the meter and drive cancel combos I listed can lead into the j.C/A, small jump j.B mix up as well. They will all put the opponent in the corner so cross up or cross over stuff won't apply. For the most part the majority of the mix up games I listed above are applicable. Additionally, you gain access to the following meaty setup:
-Meaty QCF+C, off a j.C they have more time to recognize and escape the meaty with a roll or reversal. Off of a j.A only the tail end of the 2nd hit of QCF+C will connect. If it's blocked it leaves you at around +1 or neutral. If it hits you can go into DP+A into a drive combo for 400-500damage.

A lot of the mix ups are the same in each set up but there's a lot of subsequent mind games that come from the aerial reset states.

c.B, c.B, c.A (whiff), whiff cancel into EX/QCF+K:
-EX/QCF+P - If you do the EX version of the command dash any special move done during a certain time window will be EX moves for free. A, C, or EX Etincelle will catch back dashes or jumps and will lead into A DP for a full juggle combo
-EX/Mistral - From the regular mistral you can wait for your opponent to land, then take a step forward and roll behind them for a mix up.
-EX/DP+P - Catch back dashes or people pushing buttons. More risky as the DP can be stuffed with normals, certain reversals, or be avoided with rolls or neutral jumps. On top of that blocked C and EX DP's are unsafe.

j.CD, small jump j.B cross up.
-Hit confirm into a full juggle combo

I guess this is a modification to how she played in the arcade. The way I'm playing Elisabeth is controlling space with specific normals or specials to land a juggle combo into a reset situation then utilizing a series of specific mind games to finish the opponent off in two or more mix ups.


208
Benimaru Nikaido / Re: Benimaru Nikaido (Console)
« on: January 10, 2012, 07:39:19 PM »
That HD combo he did at 12:51 was this:

c.b, c.b, s.b, HD, s.D, QCF+D, D, U+D, [HDC], QCB+A, QCF+D, D, U+D, [HDC], QCB+A, QCF+P, QCF+D, D, U+D, [HDC], QCB+A, QCF+P, QCF+D, D, U+D, [HDC], QCB+A, air throw.

Based on that video I think it deals about 400~ish damage since he was well below half life and it still didn't kill him.

Something interesting I noted during his match against Clark.

He does command grab, whiff s.D, step forward, jump d+D (drill). It looks like it'll cross up but can't really tell what the end result is suppose to be since the Clark player did EX clothesline to escape the setup.



209
Mr.Karate looks really freaking good. I know it's really early to say but based on the footage we've seen, he seems overpowered to me. I hope it's not another case of SSF4 Dudley. lol

@Killey, I def understand the elive ban. Their business would be utterly destroyed if that passes. I really hope that it won't affect KOF either. I would hope that snkp would be against the bill bc of all of the positive press kof got due to streams and youtube.

I understand it too and I definitely applaud eLive and twitch.tv for making a stand. However, it seems like pulling players from events hurts the players more.

210
Elisabeth Branctorche / Re: Elisabeth Branctorche (Console)
« on: January 09, 2012, 06:48:23 PM »
Do you guys still think doing stray hits into Grand Rafale is still worth meter after it's damage nerfs? Doing that is like maybe 20% damage and a hard knockdown. It's worth doing if they are low on health but I feel the meter is better saved for EX QCB or QCF+K or drive cancel combos that corner carry. Just comparing Elisabeth plays and I noticed TheAnswer will save his meter to take advantage of her other options or drive cancel combos, while a lot of other people still play her like the arcade version.

what do you guys think of c,6a, qcf+K ,qcf+A as a block string? if you delay the qcf+A it becomes a frame trap, but beside that it combos. has anyone tried something similar in matches at all?

Are you saying s.C, 6B, QCF+K, QCF+A? This is a pretty standard block string but it's not 100% safe. 6A is not a command normal and will whiff on crouching opponents (which is still useful for doing something like c.B, s.A (whiff), Mistral).


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