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Topics - Amedø310

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46
Samurai Shodown VI / SSVI: Sogetsu Kazama
« on: May 06, 2011, 01:18:30 AM »
Triangle Jump:
Up off wall:  ;ub/ ;uf
Down off wall: ;db/ ;df

Special Commands:
 ;fd+ ;m
(Air) ;dn+ ;s

Special Moves:
Moon Glow:  ;fd ;dn ;df+ ;l/ ;m/ ;s
Fake Moon Glow: ;fd ;dn ;df+ ;k
Moon Rise:  ;dn ;df ;fd+ ;l/ ;m/ ;s/ ;k
Moon Rise - Explode: (while Moon Rise orb is out): ;dn ;df ;fd+ ;l/ ;m/ ;s/ ;k
Wind Moon Slash:  ;dn ;db ;bk+ ;l/ ;m/ ;s
New Moon:  ;dn ;dn+ ;k
Read Moon:  ;dn ;db ;bk+ ;k

(Groove 2 Only) Toy Transformation: ;fd ;bk ;fd ;bk ;fd ;bk ;dn+ ;sp

Secret Art:
Obliterating Lunar Slash
(Groove 2, only once per round): ;bk ;fd ;df ;dn+ ;m ;s
(Groove 6, only when secret art gauge is flashing):  ;dn ;df ;fd+ ;m ;s

Weapon Destroyer/ Disarm Attack:
Water's Mirror Formation:
(High) ;dn ;df ;fd+ ;l ;m
(Low) ;dn ;df ;fd+ ;l ;k

47
Samurai Shodown VI / SSVI: Shiro Tokisada Amakusa
« on: May 06, 2011, 01:17:13 AM »
Triangle Jump:
Up off wall:  ;ub/ ;uf
Down off wall: ;db/ ;df

Special Moves:
Forward Evil Hornet Gaucher: ;dn ;df ;fd+ ;k (can be used while unarmed)
Reverse Evil Hornet Gaucher: ;dn ;db ;bk+ ;k (can be used while unarmed)
Magic Style Change: ;s ;sp
(Distance/ Green Orb Mode)
Holy Spirit Slicer: ;dn ;df ;fd+  ;l/ ;m/ ;s
Phoenix Flash: ;dn ;db ;bk+ ;l/ ;m/ ;s
Miasma Plasma: ;fd ;dn ;df+ ;k
(Short/ Red Orb Mode)
Hell's Demon Wave: ;dn ;df ;fd+  ;l/ ;m/ ;s
Judgment Blow:  ;bk ;dn ;db+ ;k(can be used while unarmed)
Dark Destroyer: ;fd ;dn ;df+ ;l/ ;m/ ;s
l_Dark Destroyer - Attack: ;l/ ;m/ ;s
l_Dark Destroyer - Descent: ;k

(Groove 2 Only) Toy Transformation: ;fd ;df ;dn ;db ;bk ;fd ;bk+  ;sp

Secret Art:
(Distance/ Green Orb Mode)
Hell's Holy Spirit Slicer
(Short/ Red Orb Mode)
Rescue Demon Wave
*Both Secret Arts have the same input.
(Groove 2, only once per round): ;bk ;fd ;df ;dn+ ;m ;s
(Groove 6, only when secret art gauge is flashing):  ;dn ;df ;fd+ ;m ;s

Weapon Destroyer/ Disarm Attack:
Legions of Hades Blitz: ;dn ;df ;fd+ ;l ;m

48
Samurai Shodown VI / SSVI: Enja
« on: May 05, 2011, 11:14:57 PM »
Triangle Jump:
Down off wall: ;db/ ;df

Special Command: ;fd+ ;m

Special Moves:
Hades' Flames: ;dn ;df ;fd+ ;l
l_Demon's Path: ;dn ;df ;fd+ ;m
   l_Heaven's Glow: ;dn ;df ;fd+ ;s
   l_Heaven's Glow (Spirit Gauge is Maxed): ;dn ;df ;fd ;uf ;up ;ub ;bk ;db ;dn;l ;m
Feet of Flames: ;fd ;dn ;df+ ;k (can be used while unarmed)
l_Additional Hit for Feet of Flames:  ;bk+ ;k or  ;fd+ ;k
Absolute Incinerator:  ;bk ;db ;dn ;df ;fd+ ;s

(Groove 2 Only) Toy Transformation: ;fd ;df ;dn ;db ;bk ;fd ;bk;sp

Secret Art:
Hell's Flame and Heat
(Groove 2, only once per round): ;fd ;dn ;df(x2)+ ;m ;s
(Groove 6, only when secret art gauge is flashing): ;dn ;df ;fd+ ;m ;s

Weapon Destroyer/ Disarm Attack:

Enja's Bursting Heat:  ;dn ;df ;fd+ ;l ;m

49
Samurai Shodown VI / SSVI: Haohmaru
« on: May 05, 2011, 10:58:34 PM »
Special Command:;df+ ;m

Special Moves:
Cyclone Slash:  ;dn ;df ;fd+ ;l/ ;m/ ;s
Fake Cyclone Slash:  ;dn ;df ;fd+ ;k
Crescent Moon Slash:  ;fd ;dn ;df+ ;l/ ;m/ ;s
Renting Tremor Slash: (while in dash) ;fd ;dn ;df+ ;l/ ;m/ ;s
Earthquake Slice:  ;bk ;dn ;db+ ;l/ ;m/ ;s
Rice Wine Whack:  ;dn ;db ;bk+ ;k (can be used while unarmed)
Sword Slash Attack:  ;fd ;df ;dn ;db ;bk ;fd+ ;m ;s

(Groove 2 Only) Toy Transformation: ;fd ;df ;dn ;db ;bk ;fd ;bk;sp

Secret Art:
Secret Move Judgment Blast Slash
(Groove 2, only once per round):  ;df ;bk ;db ;dn ;df ;fd ;bk ;dn ;db+ ;m ;s
(Groove 6, only when secret art gauge is flashing):  ;dn ;df ;fd+ ;m ;s

Weapon Destroyer/ Disarm Attack:
Judgment Destroy Flash:  ;dn ;df ;fd;l ;m

50
Samurai Shodown VI / SSVI: Andrew
« on: May 05, 2011, 05:56:45 PM »
Special Command:  ;fd+ ;m

Special Moves:
Eagle Arrow: ;dn ;df ;fd+ ;l/ ;m/ ;s
Eagle Break: ;dn ;db ;bk+ ;l/ ;m/ ;s
Eagle Cross:
*The "Eagle Break" slash must connect with the "Eagle Arrow" projectile. Spacing is required.
(Variations)
 ;dn ;df ;fd+ ;l -> ;dn ;db ;bk+ ;m/ ;s
 ;dn ;df ;fd+ ;m -> ;dn ;db ;bk+ ;s
Rising Star: ;fd ;dn ;df+ ;l/ ;m/ ;s
l_Shooting Star: ;fd+ ;l/ ;m/ ;s
Smart Bomb:  ;bk ;dn ;db+ ;l/ ;m/ ;s
Blue Eye:  ;dn ;df ;fd+ ;k
*This move builds bullet stocks for Grand Cannon.
Grand Cannon:
(Ready):  ;fd ;df ;dn ;db ;bk ;fd;s
l_(Fire): ;l/ ;m/ ;s(x)

(Groove 2 Only) Toy Transformation:  ;fd ;df ;dn ;db ;bk ;fd ;bk;sp

Secret Art:
Gold Rush
(Groove 2, only once per round):  ;dn ;db ;bk ;db ;fd;m ;s
(Groove 6, only when secret art gauge is flashing):  ;dn ;df ;fd;m ;s

Weapon Destroyer/ Disarm Attack:
Statue of Liberty:  ;dn ;df ;fd+ ;l ;m

51
Samurai Shodown VI / SSVI: Suija
« on: May 05, 2011, 05:05:08 PM »
Triangle Jump:
Up off wall:  ;ub/ ;uf
Down off wall: ;db/ ;df

Special Moves:
Soaring Moon: (air)  ;db ;dn ;df ;fd+ ;l/ ;m/ ;s
Moon of Death: (air) ;dn ;db ;bk+ ;k (can be used while unarmed)
Full Moon: (air) ;fd ;dn ;df+ ;l/ ;m/ ;s
Moon Halo Impulse: (air)  ;bk ;dn ;db+ ;l/ ;m/ ;s
Attack Moon: (air)  ;dn ;df ;fd+ ;k (can be used while unarmed)
Sickle Moon: (air)  ;dn+ ;k (can be used while unarmed)

(Groove 2 Only) Toy Transformation: ;fd ;bk ;fd ;bk ;fd ;bk ;dn+ ;sp

Secret Art:
Flying Moon
(Groove 2, only once per round): (air) ;dn ;db ;bk(x2) ;df;m ;s
(Groove 6, only when secret art gauge is flashing):  (air) ;dn ;df ;fd;m ;s

Weapon Destroyer/ Disarm Attack:
Heavenly Field of Moon: (air) ;dn ;df ;fd+ ;l ;m

Additional Info:
;bk + ;k;dn+ ;s lifts Suija off the ground, which allows him to perform his air moves.

52
Samurai Shodown VI / SSVI: Yoshitora Tokugawa
« on: May 05, 2011, 04:05:48 PM »
Special Moves:
Pink Blossoms:  ;dn ;df ;fd+ ;l/ ;m/ ;s
*L hits low. M hits mid. S hits high.
White Lilies:  ;fd ;dn ;df+ ;l/ ;m/ ;s
Tree Pines: (Air) ;dn ;df ;fd+ ;l/ ;m/ ;s
Camellias:  ;bk ;dn ;db+ ;l/ ;m/ ;s
Only M attacks.
Morning Glory:  ;dn ;db ;bk+ ;l/ ;m/ ;s
Moon Flower: ;fd ;dn ;df+ ;k
Fluttering Butterfly Blossom:  ;fd ;df ;dn ;db ;bk ;fd;m ;s
***In order to use this move, all of Yoshitora's other special moves must hit in the round. If Yoshitora is used in "groove 2" or "groove 6", he can just hit with his secret art, "Hundred Flower Slash", to unlock this move.

(Groove 2 Only) Toy Transformation:  ;fd ;df ;dn ;db ;bk ;fd ;bk+ ;sp

Secret Art:
Hundred Flower Slash:
(Groove 2, only once per round):  ;dn ;df ;fd ;df ;dn ;db ;bk+ ;m ;s
(Groove 6, only when secret art gauge is flashing):  ;dn ;df ;fd+ ;m ;s

Weapon Destroyer/ Disarm Attack:
Hollyhocks:  ;dn ;df ;fd+ ;l ;m

53
Offline Matchmaking / Baltimore, Maryland - KOF
« on: May 03, 2011, 04:03:01 PM »
This is for future reference when KOF players are in the Baltimore area. I usual go to Xanadu Games on Wednesday to play KOF 2002UMT. It is advised to bring your own set-up if you want to play any of the old games. I used to just bring my 360 with 02UMT, 98UM, Garou: MOTW, and NGBC, but now, i take my ps2 with a lot of old fighting games, so there can always be something for everyone at Xanadu.

Xanadu Games
3921 Vero Road
Baltimore, MD 21227

http://www.xanadu-games.com/
http://www.youtube.com/user/XanaduGames

$5 to play all day on Xanbat night (Wednesdays).


54
King of Fighters 2k2/UM / KOF 2002UM Guard Cancel CD
« on: April 26, 2011, 04:06:02 PM »
Several characters in KOF 2002UMT have GCDs that can be whiffed by characters who have a low hit-box in their cr.C or cr.D.

GCD Category:

Highest: Daimon

High: Benimaru, Mature, Vice , Joe, Ryo, Yuri, Ralf, Vanessa, Yashiro, Orochi Yashiro, Angel, Lin

Mid:  Kim, Terry, Andy, Leona, Robert, Robert EX, Kensou, Kensou EX, K’, Kula, Seth, Foxy, Yamazaki, Blue Mary, Billy, Heidern, King

Low:Everyone else.

-----

Characters with high GCD can whiff over these characters' low attack:

cr. C: Athena, Bao

cr. D: Andy, Kensou, Kensou EX, Shermie, Orochi Shermie, Chris, Orochi Chris,  Ramon, Blue Mary, Chin, Leona

-----

Characters with mid GCD can whiff over these characters' cr.D:

Leona, Shermie, Orochi Shermie, Chin

-----

Now, there are characters who can block against all GCD after their light attacks. These lights attacks are +3 or higher on block and are used to make the opponent waste stock with their GCD.

Characters with light attacks that are +3 or higher on block:

1. Iori: Far st.A (+4)

2. Andy: cr.B (+3)

3. Angel: st.A (+4)

4. Kasumi: cl.A (+3)

5. Lin: Far st.A (+4), cl. A (+3), cl.B (+5), cr.B (+5)

6. K': cl.A (+3)

7. May Lee (Standard Mode): cr.A (+3)

-----

Some characters' GCD are faster than others. These GCDs have priority over set-ups such as Ryo's cl. C-> F. A (Parry).

Characters with fast GCD:
Iori, Whip, Leona, Angel, Shermie, Orochi Shermie, Choi, Billy, Chin, Kyo-2, Krizalid

Set-ups against GCD (Characters Specifics)
All moves must follow a cancel-able attack such as normal attacks.

Auto-Guard Moves:
(In process...)

Parries:
(In process...)

Evasive Move:
1. Daimon’s qcb+K:  This set-up only works on another Daimon’s GCD. This is the reason why Daimon’s GCD has the highest hit-box in the game. Daimon will roll direclty under the other Daimon’s GCD and can follow up by a grab or combo.

(More to come soon...)

Counter Moves:
(In process.....)

Invicible Start-up Moves:
(In process...)

55
Meet & Greet / Well, I'm not new but I want to introduce myself.
« on: April 06, 2011, 07:18:31 PM »
I've been on DC for awhile but I've never introduced myself, so this would a good time do that.

Hello everyone,  I'm AmedoS310.
I'm from Baltimore, Maryland.
I'm one of the "few" KOF players in Baltimore that attends the local gamespot, Xanadu Games and mostly play KOF 2002UM.
Most of the time, i'm inactive when in comes to contributing to something but know I want to help out with the forum.

56
King of Fighters 2k2/UM / KOF 2002 UM - Shingo Yabuki
« on: November 11, 2010, 04:10:39 AM »
Normals:
Far A: Cancel-able/ whiff cancel-able.
Far B: Decent reach for pokes, slower than Kyo's Far B.
Far C: Slow on start-up and pushes Shingo back. Whiffing this meaning absolute punishment.
Far D: Anti-air with a little slow start-up.

cl. A: Cancel-able, can link into itself, Far A, cl. B, cr. A, cr. B, and cl. C (in corner only).  
cl. B: Cancel-able, can link into itself, Far A, cl. A, cr. A, and cr. B.
cl. C: Cancel-able, anti-air, can link into f+B, preferable over cl. D.
cl. D: Cancel-able, can link into f+B.

cr. A: Cancel-able/ whiff cancel-able, can link into itself, Far A, Far B, cl. A, cl. B, and cr. B.
cr. B: Cancel-able/ whiff cancel-able, can link into itself, Far A, cl. A, cl. B, and cl. C.
cr. C: Cancel-able/ whiff cancel-able, anti-air, can link into f+B.
cr. D: Cancel-able/ whiff cancel-able, sweep.

neutral high j. B
neutral high j. D

j. A
j. B: Instant overhead, can be used as a cross-up.
j. C
j. D: Can be used as a cross-up.

CD: Knockdown, cancel-able/ whiff cancel-able, cancel-able into command move.
j. CD: Knockdown, 2 hits on counter-hit.

Throw
Hatsu Gane -  ;bk/ ;fd+ ;c: Tech-able

Issestu Seoi Nage Fukanzen -  ;bk/ ;fd+ ;d: Untech-able

Command Moves
Geshiki: Goufu You "Kakkodake" - ;fd+ ;b
*Cancel-able, high hit-stun like cl. C and cl. D

Special Moves
104 Shiki: Aragami Mikansei -  ;dn ;df ;fd+ ;a

105 Shiki: Dokugami Mikansei -  ;dn ;df ;fd+ ;c

202 Shiki: Kototsuki Mikansei -  ;fd ;df ;dn ;db ;bk + ;b/ ;d
*1st Hit Super Cancel-able, 2nd hit is an overhead and  knock-down

Shingo Kick -  ;bk ;db ;dn ;df ;fd+ ;b/ ;d

100 Shiki: Oniyaki Mikansei-  ;fd ;dn ;df+ ;a / ;c

Shingo Kinsei Ore Shiki Nietogi -  ;fd ;dn ;df+ ;b/ ;d close
*Launcher, unblockable

Shingo Kinsei Ore Shiki Zenpou Tenshin -  ;dn ;db ;bk + ;a/ ;c
*Overhead and knock-down. It is also a counter that wall-bounces.

101 Shiki: Oboro Kurama Mikansei -  ;bk ;dn ;db+ ;b/ ;d
*;bk ;dn ;db+ ;b 1 hit
*;bk ;dn ;db+ ;d 2-3 hits, 3rd hit knock-down, 3rd will connect more successfully in corner.


Desperation Moves
Geshiki: Kake Hourin -  ;dn ;df ;fd x2 +  ;a/ ;c
*Guard Crushes
*;dn ;df ;fd x2  ;c; Launcher, Can be followed up by rdp B/D

Shingo Kinsei Ore "Mushiki" -  ;dn ;db ;bk ;db ;dn ;df ;fd +  ;a/ ;c

Super Desperation Moves
Geshiki: Kake Hourin - ;dn ;df ;fd x2 +  ;a ;c
*Launcher, Guard Crushes)

HSDM
Shingo Kinsei Oreshiki Kamichiri -   ;fd ;df ;dn ;db ;bk x2 +  ;a ;c
*Instant Command throw


Combos
0 stock:
cr. B,  qcf+A
Far A,  qcf+A/ hcb+B
(Meaty)cr. B, cr. B, A, qcf+A
cl. A,  dp+ B/D,  hcb+D
cr. B,  cl. A,  qcf+A/ hcb+D
cr. B,  cr. A,  qcf+A/ hcb+D
cr. B,  cl. C,  qcf+C/ hcb+B
j. B/ j. C/ j. D, cl. C, f+B, qcf+C / hcb+B
cl. A/ cl. C,  dp+B/D,  hcb+D
(Corner) cl. C,  dp+B/D,  rdp+D

1 stock
cr. B, cr. A qcb, hcf+A/C
cr. B, cl. C, qcf(x2)+C, rdp+D

2 stocks:
[cr. B (x2)/ cr. B, A], hcb+B (1st hit)(SC), qcb hcf+A/C
cl. C,  f+ B,  hcb+B (1st hit)(SC),  qcb hcf+A/C
(Corner) cl. C,  f+B,  hcb+ B (1st hit)(SC),  qcf x2+C,  rdp+B/D

3 Stocks
cr. B, cr. A, hcb(x2)+AC
cr. B, cl. C, qcf(x2)+AC, rdp+D
qcb+P (Counter connects), qcfx2+AC, rdp+D

4 stocks:
(Corner) cr. B, st. A, hcb+B (1st hit)(SC), qcf x2+AC,  rdp+D
(Corner) cl. C,  f+B,  hcb+B (1st hit)(SC),  qcf x2+AC,  rdp+D

Max Mode Combo Starters:
cl. C,  BC(Max mode),  dash,  cl. C....
[cr.B, cr.A /cl. C, f+B], hcb+BC (1 hit)...

Max Mode:
cl. C, f+B, hcb+BC (1 hit), qcf+A,  dp+B/D (2 hits),  qcf+A,  dp+B/D,  hcb+D
cl. C,  BC(Max mode),  dash,  cl. C,  dp+B/D (2 hits),  qcf+A,  dp+B/D (2 hits),  qcf+A,  dp+B/D,  hcb+D

Max Mode plus 1 stock:
cl. C,  BC(Max mode), hcb+B (1 hit),  qcf+A,  dp+B/D (2 hits),  qcf+A,  dp+B/D (2 hits),  qcf x2+AC,  rdp+B/D / hcb+D
cl. C,  BC(Max mode),  dash,  cl. C,  dp+B/D (2 hits),  qcf+A,  dp+B/D (2 hits),  qcf+A,  dp+B/D (2 hits),  qcf x2+AC,  rdp+B/D / hcb+D

While in Max Mode plus 4 stocks (5 stocks altogether):
cl. C,  f+B,  hcb+ B (1st hit)(SC),  qcf x2+AC, qcf x2+AC, rdp+B/D / dp+A/C
cl. C,  dp+B/D (2 hits),  qcf+A,  dp+B/D (2 hits),  qcf+A,  dp+B/D (2 hits),  qcf x2+AC, qcf x2+AC  rdp+B/D / hcb+D
qcb+P (Counter connects), (qcfx2+AC)x2 , rdp+D

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