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Messages - LazieFreddy

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196
Sure, just waiting for Walter to edit the official thread.  I'll post it when I see it.

197
It's official!  Tournament coming up this Sunday at Gaming ETC in Stratford, CT (address in top post)

This is the beginning of a ranbat series, the top player with most ranking points in KOF, AE, and UMVC3 get a free ticket to EVO!

More details to follow....

198
Kyo Kusanagi / Re: Kyo Kusanagi (Console)
« on: January 16, 2012, 05:55:04 AM »
It is whiffing if your opponent is turned back to you, that happens if you try to punish some dp moves or using a guard cancel roll and get your opponent while he was doing a slow move. You have to wait more to be able to hit

Thanks for info, this has been driving me crazy.  I tested it in practice mode and you are exactly right.  One thing I noticed is that it doesn't happen in cross ups.

That being said, I don't think I am willing to take the risk and wait for my opponent to turn his body towards me, so I'm now trying to figure out the best punishes in those situations.  I tried waiting a bit before doing the rdp B, but couldn't get it right. 

199
Yeah, it's the ranbats that Bacardi was talking about.  Not sure if KOF will have ranking points, but there will be a tournament for it regardless.  The first one starts next Sunday.   I'll post when there's more information.

200
A bunch of us in socal knew this since october/november of 2010. It was written in an arcadia magazine released during that time. It's in japanese, but here's it is for your viewing pleasure. Please note that specifically Kyo and Athena have the longest overall throw invincibility.

http://i.imgur.com/yumRp.jpg

Thanks for the article.  It's actually got a few other interesting things about throws mentioned in it.  I'll see if I could have it translated when I have time.

Update:  Here's some key notes from the article

- Jump weak attacks (group A, column 1 and 2), Stand Weak attacks (group B, column 3 and 4), strong attacks (column 5 and 6) induce different lengths of throw invincibility
- Exceptions to the above rule are Mature, Raiden, Ryo, Yuri, Maxima's standing weak attacks, which below to group A
- The window of throw invincibility could be shortened if you press a button (column 1, 3, 5 details the minimum length)
- Throw invincible frames during wake up= 11
- Throw invincible frames after air reset = 6
- Throw invincible frames during quick rise = 0
- Normal throws have 1 frame start up
- You cannot do a reversal normal throw on wake up, but it is possible during a quick rise
- The game has a 4 frame window for "simultaneous inputs."  e.g. if you press C, then input forward within the next 4 frames, a throw is registered.  However, some arcade cabinets may have set this to 2 frames instead.

My Japanese is kinda rusty, so I cannot guarantee 100% accuracy.  I also wonder if the data presented there have changed in the console version, especially since jump attacks have shorter hit stun now.

201
Downloadable matches sounds like a pretty good compromise. The infrastructure would already be there to filter out scrub matches with the ranking system already in the game. Like that idea.


There is already a download match function in KOF 13, but it's limited to the monthly top 100.  You have to go to leaderboards and scroll to monthly top.  However, the matches there are kind of hit or miss.  As you know, the monthly top ranks only the total wins during a month, so the people at the top are not necessary top players, just top grinders.  Also not everyone chooses to upload their matches.

What I really want though, is an auto save match log like SF4.  Most of the time I don't save my matches, because I don't want the other side waiting while I'm taking my time to save replays.

202
Lol, let's get some games next time.  There's gonna be a tournament in CT on 1/22, everyone here should go.

203
Training Room / Re: what to do against bullshit pokes...
« on: January 09, 2012, 09:27:54 AM »
It all depends on the range.  At the correct range, where the stand A or crouch B whiff, you can punish with a sweep.  You can also preempt your opponent's approach with your own stand A and Crouch B.

204
Training Room / Re: what to do against bullshit pokes...
« on: January 09, 2012, 06:00:37 AM »
What kind of pokes?  For most standing pokes, like King's st C and D, can be ducked under and countered with a sweep.  St A, at the right distance, can be countered with a sweep.  Some sweeps can be punished on block, (e.g. Iori), but you could simply hop in and land a combo if you see a sweep coming.

It's all about reading your opponent.

205
Last GU tournament was incredibly fun!  Lots of good players, and I get to play my most  beloved drummania.

Beezlemon:  Not sure if I played you last time at GU.  I was the guy who ran the first half of the brackets.

206
Kyo Kusanagi / Re: Kyo Kusanagi (Console)
« on: January 09, 2012, 05:42:58 AM »
After the D upkicks.  It only whiffs in rare occasions, and I want to know the conditions.

207
Kyo Kusanagi / Re: Kyo Kusanagi (Console)
« on: January 09, 2012, 03:24:01 AM »
I do the one Reynald used.  dp to rdp is not that hard after a bit of practice. 

BTW, does anyone know more about why Kyo's rdp B after upkicks whiff in the corner?

208
Ex Iori (Flame) / Re: EX Iori (Flames)
« on: January 07, 2012, 09:11:22 PM »
Is this character better 2nd or as an anchor? Trying to figure out where to place him and Andy on my team of K', Andy, and Flames Iori. Thanks!

I like to put him first, because he does not rely that much on meter.  I don't know much about Andy, but K' is a beast with meter, so I will put him either 2nd or 3rd.

209
Add me on XBL (LazieFreddy).  I'm also training for winterbrawl.  I hope to do a bit better than NEC.

210
Kyo Kusanagi / Re: Kyo Kusanagi (Console)
« on: January 07, 2012, 08:32:41 AM »
what is kyo's killer hd combo?

this is the one i use: http://youtu.be/wCJPdAg5OIk

although i keep messing up the dp into rdp into air orochinagi... ahhhh...

This is a nice combo, but I almost never get 5 bars so it doesn't get used much.  Most of the time I'll just go for the rdb K, dp loop.  It's a bit more flexible in meter requirements.  4 bars do around 900 damage, 3 bars do 800, and 1 bar do about 600 damage.

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