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Messages - Tikok

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:~             ... why do you want to change the purpose of the thread??!!...
I don't, I even said that I may just be nitpicking, so don't mind me too much. I'm just stating my opinion~
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I usually substitute the jump attack with a low even though I may get less damage. The jump attack starters are for the max damage. Any other starter (from a low or a ground attack) will make the damage a bit less. I would assume people have done the same thing.
The thing is a lot of combos aren't doable from a low, either because they require a hard attack's hitstun (like Yuri's EX Saiha combos) , or because your character doensn't have a reliable way to keep comboing from a low without meter (like K' without EX Ein Trigger midscreen). It's not just about damage.

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General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: October 25, 2012, 04:16:04 PM »
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Hardcore fans need a game that shows how hardcore they are.
But that game is 02UM, not XIII. XIII is hard by this generation's standard, but it's still a pretty easy to learn fighting game overall. It's not a "hardcore game for hardcore players" by any means, even if it's a bit harder than this gen's fighting games.

GGXXAC+R will most likely be a lot more that "hardcore game for hardcore players" that you're looking for than XIII.

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General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: October 25, 2012, 02:13:16 PM »
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KOF XIII does not at all.
02UM doesn't, XIII definitely does.

They added things like HD activation auto dash , that huuuuuuuuuuuuuge buffer time, both buttons breaking throws instead of having to guess, input shortcuts and so on.
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Other then VF what else is there?
Whether we like it or not, SF4 is still the biggest and most played fighting game by far.

But I agree that XIII is very, very far from dead.

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To me , this thread would be more interesting if we listed optimal stuff from different openings instead of always j.C > strong attack.

A lot of characters like Kula or Takuma need meter to combo off a low, some characters to get the most damage out of their lows need a link, like Yuri or NESTS Kyo.

I think that always listing everything in the best possible situation (landing a combo as soon as Hwa gets drunk, jump in combos, lvl4 drop kick combo for Raiden and so on) kinda defeats the point of this thread, which is to see how effective a character is without a lot of meter. Because these situations are the least likely to happen in a match.

But I may just be nitpicking though~ Please don't mind me~

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A lot of the things in this thread is very practical and optimal, Tikok.
I kinda think this thread would be better if it were about practical stuff instead of "look how much damage my character can do with 1 drive !"

But yeah, after looking again, quite a lot of stuff here are practical, my bad~


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General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: October 24, 2012, 03:23:12 PM »
How is KoF XIII dead ?

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By unpractical I didn't mean "too hard to do" though.

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why is this thread so dead.
Because this thread is all about damage instead of practical stuff.

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General Discussion / Re: KOFXIII Framedata
« on: October 23, 2012, 02:56:37 PM »
http://wiki.shoryuken.com/The_King_of_Fighters_XIII/Athena#Frame_Data

We already had a more complete frame data for Athena that lists startup, active, recovery and advantage on hit frames for all her moves~

Also, there are quite a few mistakes in the frame data you just posted.
"Shining Crystal Bit 34(5)"  Shining Crystal Bit is a 3f DM. Not a 5f one.
Athena's regular throw isn't a hard knockdown. Just that no one is going to recovery roll it if they failed to throw break.
I also doubt that EX Reflector's reflect startup is faster than regular one, from all my tests, it wasn't the case, but I don't have a solid enough proof.

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Athena Asamiya / Re: Athena Asamiya (Console)
« on: October 07, 2012, 11:40:24 PM »
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Dude your Athena is crazy.
Thank you very much~
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Is there a nice throw combo for 2 ex 1 drive, when you have to finish your opponent the quickest possible ?
Yes, There are these combos :
(corner) hcf+P , qcb+A , qcb+C, dp+C , SC air hcbx2+P, ground hcbx2+P

(midscreen) hcf+P, f+B , air qcb B+D, j.f+B , air qcb+B, dp+C , DC qcf+B, f+B, air qcb+D , hcbx2+P
I believe that the last dm is a waste since you'll most likely get like , 50 more damage than dp C , but since you wanted 2 meter combos, I listed DM instead~

(fullscreen) hcf+P, f+B , air qcb B+D, j.f+B , air qcb B+D, j.f+B , air qcb+B, dp+C, DC f+B , air qcb+D , dp+C
That combo may be difficult at first, but trust me, if you practice it , it definitely is a practical combo.

I am sorry for not giving you the damage of these combos, since I don't know them by heart and cannot play KoF XIII right now. But unless new things are discovered, I believe that these are the best, practical combos that you can have off Athena's throw for 2 meter and 1 drive.
 
You can also confirm into EX throw in the corner , and do some pretty nice things with that ammount of meter. Like this combo :
c.B , c.A , hcf A+C , qcb A+C , qcb+A , qcb+C , dp+C , DC qcf+B, f+B , air qcb+D , dp+C.

Be careful with c.A though, it has less range than s.A and s.A also hits crouching opponents. However in that case, since you need to be pretty close for that combo to work, it's better to use c.A because c.A leaves Athena at +3 on block, so you can keep the pressure going in case c.B , c.A gets blocked. This combo is meant to be hit confirmed, two light attacks give you enough time to see if you should do the ex throw or not. Don't just randomly do it and hope it hits.

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Nice to see some Reunion players too ! I am french.
Oh~! I hope that next year I can come to France and challenge you guys !

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Athena Asamiya / Re: Athena Asamiya (Console)
« on: September 28, 2012, 10:14:14 AM »
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Also the first dp+C has to be at a perfect height or the last f+B won't connect at the end... I still get 691 damage...
Is that so? I never had any problems with it, since the dp teleport loops should launch the opponent high enough.
ESXR CUP 4, Tournoi KOF XIII, Grande Finale Tikok vs Kyosuke
At 2:28~

If you're worried about your opponent not being high enough, you can replace your last DP with a DP+A, that way no matter how low your opponent is , f+B connects fine.

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CH s.C+D, f+B, *delay* qcb+B, dp+C, DC, qcf+B, f+B, qcb+D, dp+C = 403 dmg
This is good, but it's better if you get used to doing j.f+B after CH s.CD. That way you'll be able to confirm it into HD once you get the opportunity.
GEEK.RE, Tournoi KOF XIII, Finale Winner Hades vs Tikok
Look at 1:12~

Another thing about her s.CD is that you can easily do option selects with it. If you buffer a move really late into it, it will only come out if s.CD hits something, you can for example buffer qcf+B so that if s.CD hits counterhit you can followup with dp+A midscreen and if it doesn't, you still have the momentum.
ESXR CUP 4, Tournoi KOF XIII, Finale Winner Tikok vs Johker
See that late cancel teleport at 1:18? It was an OS. If s.CD was a counterhit , I could have followed with dp~

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hcf+C, qcb+A, qcb+C, dp+C, DC, qcf+B, f+B, qcb+D, dp+C = 407 dmg
Yes, that's her best 1drive no meter bnb off her throw in corner. It builds a lot of meter as well~ I used that combo in the vids I linked actually.

[/shameless self promotion]

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Athena Asamiya / Re: Athena Asamiya (Console)
« on: September 27, 2012, 10:30:52 PM »
Yes, I really meant f+B. Your opponent is high enough from the DP teleport loops to give Athena enough time to do it.

It also makes the kick of air qcb+D connect without requiring any timing.

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Athena Asamiya / Re: Athena Asamiya (Console)
« on: September 22, 2012, 10:20:00 AM »
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Are those consistent?
Totally. I always land these in matches. Anyway... here we go~ 

Athena 2 meter HD off throw :

Corner -  hcf+P , qcb+A, j.f+BC, air qcb+B, [dp+C , DC qcf+B, qcb+A]x3 , dp+C, DC qcf+B, f+B, air qcb+D , Neomax = 720 damage

Midscreen - hcf+P , j.f+BC, air qcb+D, DC qcf+B , dp+A , DC qcf+B , qcb+A , [dp+C , DC qcf+B, qcb+A]x2, dp+C , DC qcf+B, neomax = 674 damage

Pretty much the same as your combo but with another dp+C added. I have a fullscreen HD too it's not worth it , and DP ~ teleport loop HD or just buttloop without HD is better.

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Athena Asamiya / Re: Athena Asamiya (Console)
« on: September 22, 2012, 12:33:02 AM »
Athena's 2 meter corner HD from throw does about 720 damage actually. I'll post the combos and the damage later if you want, I have a headache right now...

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Athena Asamiya / Re: Athena Asamiya (Console)
« on: August 08, 2012, 01:21:55 AM »
Or if you want to do run > grab for a longer distance, you should do run > hcf , uf+P . That way you won't get her DP.

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