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Messages - Tikok

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91
You can always tech, even during a special move's startup. I don't really understand why they brought Alternate Guard back, since it wasn't in the arcade ver, but I don't dislike it~ , like half the cast have command grabs after all.

92
Kyo Kusanagi / Re: Kyo Kusanagi Wiki Thread
« on: December 08, 2011, 09:12:32 AM »
Since you asked in the other thread to also post here :

cr.B, cr.A, df+D (1), qcf+D, rdp+B, (SC in air) qcb hcf+P, qcf+A, hcb+D
 
This is the 1 meter 50% drive combo everyone was using in the corner with Kyo in the arcade version . It's still very good in the console version, however, after trying a lot of stuff with him in training mode, I believe that his best 1 meter 50% drive combo in the corner is :

cr.B , cr.A, df+D (1), qcf+D, rdp+B, qcf+B, dp+A, (DC) qcf+D , (air) qcb hcf+P, hcb+B. 

It deals the same damage as the arcade bnb, but even if it's a bit harder to do due to the tiger knee orochinagi, It builds a lot of meter before using the super ( nearly a full meter actually ) so you can pretty much always do it if you have 1 drive. It also builds back more meter than used, builds a little bit of drive at the end , and is a hard knockdown.

93
Kyo Kusanagi / Re: Kyo Kusanagi Combo Discussion Thread
« on: December 08, 2011, 09:04:34 AM »
cr.B, cr.A, df+D (1), qcf+D, rdp+B, (SC in air) qcb hcf+P, qcf+A, hcb+D
 
This is the 1 meter 50% drive combo everyone was using in the corner with Kyo in the arcade version . It's still very good in the console version, however, after trying a lot of stuff with him in training mode, I believe that his best 1 meter 50% drive combo in the corner is :

cr.B , cr.A, df+D (1), qcf+D, rdp+B, qcf+B, dp+A, (DC) qcf+D , (air) qcb hcf+P, hcb+B.  

It deals the same damage as the arcade bnb, but even if it's a bit harder to do due to the tiger knee orochinagi, It builds a lot of meter before using the super ( nearly a full meter actually ) so you can pretty much always do it if you have 1 drive. It also builds back more meter than used, builds a little bit of drive at the end , and is a hard knockdown.

94
Hello everyone , I was kinda afraid to make a new thread about that but, it would be great if we had a thread where we could list all the unannounced changes that happened on KoF XIII console . I have found these so far :

- Elisabeth's ground CD is whiff cancellable
- Athena's EX Psychoball keeps the opponent in hit/block stun longer
- Athena's C Psychosword's first hit sends the opponent higher in the air making it easier to combo after if you drive cancel into teleport.
- Kula's jump C's hitbox is weaker is you do a hop, it's the same as arcade version if you do a high jump
- Kula's EX Crow Bite's new hitbox makes it very hard to safe jump, kinda like Raiden's EX Raiden Bomb

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