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Messages - Crimson_King15

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16
Terry Bogard / Re: terry bogard matchup thread
« on: December 07, 2013, 04:42:10 AM »
For Elizabeth, the way I would approach her is getting in and staying in. She doesn't have really good normals close up, but her fireball, teleport, DP, and command grab are all problematic. However, if you keep her pinned down with normals, she can't do much. From very far away, she can't do anything either and you can't do anything to her so you want to get a knock down from far away and work your way in so she's on defense.

Start off from about mid-range. You can test to see what the person likes to do by throwing the A power wave. If they like to hop, you'll have to respect it as her j.D and j.CD are relatively long reaching and will net her some damage if she hits you with them. Avoid giving her any clean air-to-airs, play on the ground if you can. If she tries to use her fireball to negate things, switch it up and use C power wave. She'll get knocked down and can't dispel it. Get in on her and stick to her.


If she has meter, you want to be careful of her counter, but for the most part, it's a pretty non-issue. Bait people who like to counter by empty jumping. Go in for a low right after to keep them honest and get a combo. Her DP is also invincible and her EX teleport as well. That's why I say stick to mid range where most of this stuff will whiff, but she has to move in on you for damage.  Without meter, her DP isn't invulnerable (or safe, sweep her after), her teleport isn't really good, and her command throw is not a combo extender. Keep pressuring her with st.B to make her frustrated and push her into the corner where she can't run.


If you can, throw in some frame traps like D crackshoot or delay normals like d.A into d.C so they're more likely not to block. Elizabeth, again, doesn't have very good normals so you can tag her if she's trying to get out with specials. Worse she can do is try to normal throw you; none of her normals or specials are super fast and you can tech the throw.

I play a lot of Elizabeth players so I'm used to it.


A few things to add/change

Terry has nothing to fear from her hop d or hop cd well nothing more so than he would any other person with a jump attack with a downward angles hurt box terry can easily AA her 9/10 with df+c, fr st c, or rising tackle depending on your positioning. Only time you really don't have a shot at AAing her is if you are chucking fireballs at mid screen when is honestly the last thing you should really be doing in a match up with a character who's hop/jump has as much range and speed as hers does she can literally jump in and punish you from 3/4 the screen so be aware doing that puts you in the danger zone not to mention with 1 bar she can just go through it and bop you into the air for a combo. Only start throwing projectiles in that range once you have established air to air superiority and ground to air superiority because that way you can ensure she stays on her toes. Another reason not to chuck plasma is because it gives her meter and does nothing for you unless she blocks it which at 3/4 screen or mid range she has no reason to because she can qcf+A or qcf+C it.

Also going air to air with Liz isn't a bad idea at all considering the most threatening option she has in case of a trade a super which does little to no damage but simply gives her mix up positioning something terry doesn't worry about as much as everyone else if he has a bar since ex tackle is 4 frames and hits on both sides. So if she tries any cross up shenanigans you can hit her out free and reset the situation. I advocate going air to air with Liz because of the awkward angle of her better jump normals and the lack of range on her light ones. Terry's jump b is no Iori jump b, but the range and the 4 frame start up not to mention the horizontal hitbox ensures her jump cd and jump d won't be hitting you since they go down at a weird angle and don't stick out 100% horizontally.

Lastly, once you start checking the Liz player and keeping her on the ground do everything rei said keep her in check via normal superiority. Don't not use crack shots, but just space them appropriately so you don't get command grab punished if they block them standing. St b is your friend and main form of frame advantage great way to end strings so you can keep your pressure going. Don't be afraid to the ex power waves at hops or even when you have them in a block string. Make her burn that meter, take the mix up, or lose a hell of a lot of guard bar it's that player's choice. One way to tell how good a person is at fighting terry is throw and ex power wave and see if they gaurd cancel blow back you or gc roll you. If they roll you they are knowledgeable about this situation. If they blow back you exploit the hell out of it by running up and just blocking it or jumping and crossing them up with a jump d as they attempt the blow back. Reason being is gc blow backs are unsafe on block and even worse on whiff. If they do it destroy that persons very soul until there is nothing left and I mean nothing!

Another good thing you can do is play the player not just the character. At that person's good and bad habits then counter and take advantage of those. Don't put too much focus on the character match up that you forget there is still a person behind the controller using them.

17
Duo Lon / Re: Duo Lon Video thread
« on: November 29, 2013, 04:52:37 PM »


I'm surprised people still check my channel.lol
I was going to post this myself, but I got too busy. Thanks for the upload

18
Terry Bogard / Re: Terry Bogard Combo Thread
« on: October 22, 2013, 08:59:07 PM »
A combo I just made. Variable Damage based on which Rising Tackle and Power Geyser is used. Normal mode, requires full Drive Gauge. Notice that Rising Tackle is in a backward Tiger Knee motion which acts as a shortcut to the Power Geyser at the end of the combo; just input  ;dn ;df ;fd ;a OR ;c IMMEDIATELY after Rising Tackle hits.

cr. ;b cr. ;a cr. ;c ;dn ;db ;bk ;a DRIVE CANCEL  ;dn~ ;db ;bk ;ub ;up ;a SUPER CANCEL  ;dn ;df ;fd ;a OR ;c

^That'll net you 368 Damage.
Replace Rising Tackle ;a with Rising Tackle ;c and you get 376 Damage.
Keep Rising Tackle ;a but use EX Power Geyser (or  ;dn ;df ;fd ;a ;c) and you get 481 Damage.
Use Rising Tackle ;c instead and keep EX Power Geyser and you get 489 Damage.
That's a waste of meter for 2dtives. And 1 bars when I can just hd instead

19
Duo Lon / Re: Duo wiki building thread
« on: October 15, 2013, 08:51:24 PM »
I just finished writing up on Duo Lon's normals. Feel free to look it over and see if it's thorough enough.
Do not agree with that post about standing b at all. Stb is a great normal and is very important to duo Lon's game. St.b is great for tick throws, it his low, is cancelable, has little push back, has frame advantage, it shares start up animation of f+b so it has uses there as well, also it's whiff cancelable. The move has tons of uses.

21
General Discussion / Duo lon indepth guide inside! (Currently in progress)
« on: September 14, 2013, 04:02:30 AM »
I am currently working in a google document that will assist players in learning the complex character that is Duo Lon.
This guide is currently in progress however the normals offensive and defensive have both been completed. Next, these will be followed by specials as well as more in-depth strategies and mind games. Please look at the guide and tell me what you think of it so far! I would enjoy feed back and opinions if any changes need to be made please let me know. Over all I hope it will be Informative and you will enjoy learning Duo lon.
Also I am currently in the process of creating a Duo Lon tutorial video to go along side the document so be on the look out for that as well.

https://docs.google.com/document/m?id=1o2RjTOzoWGsfLRGQ9wZDJU1up13XiraZd_N63wDW5u0

22
Duo Lon / Re: Duo wiki building thread
« on: September 14, 2013, 03:56:52 AM »
I have currently began to work on a duo lon indepth breakdown via a word document which will soon be followed by a video that will be a visual and vocal version of the guide. This is just starting and more in will be coming, but please look it over and add corrections or tell me what you think.

https://docs.google.com/document/m?id=1o2RjTOzoWGsfLRGQ9wZDJU1up13XiraZd_N63wDW5u0

23
Duo Lon / Re: Duo Lon (Console)
« on: September 08, 2013, 11:28:53 AM »
Hi Duo Lon players. Im just curious if Duo Lon really as meter intensive as ive heard......basically, can I play a team of Duo Lon / Leona ? The main reason im asking is because Leona loves her meter......but from what ive seen / heard, Duo Lon is kinda a meter hog too. I kinda want to run a team of Duo Lon / (Terry / Kyo) / Leona, but I dont know if there will be enough meter to go around. If there wont be enough meter for Leona, then ill just make a second team.....Leona is my girl and is my true main, so shes non negotiable.

Opinions?

His mix ups and damage get significantly better with meter, also his only invincible options come with meter. So ,to answer your question yes he is meter reliant but he can also sustain the meter he uses if played properly.

24
Terry Bogard / Re: Terry Bogard Combo Thread
« on: September 08, 2013, 02:23:42 AM »
Spliph you asked and you shall receive!!!!

KOF tech update:  Terry Bogard delay canceling of normals and usefulness
http://youtu.be/SpaDTeUGY7k

25
Terry Bogard / Re: Terry Bogard Combo Thread
« on: September 04, 2013, 01:49:50 AM »
I've actually been doing d.B, st.B, df+C as a block string/hit confirm. Since it's a tight link, it's not easy, but it does more damage and much easier to hit confirm off of than st.B into EX burn knuckle.

St b> ex knuckle is pretty easy to confirm lol.

Your link isn't all that difficult because its the exact same timing as a st b> cl st c butttt it's a lot riskier and easier to punish because as previously stated you have to cancel it or get punished

One thing I do that I don't see many people doing is delaying the cancel timing in his normals. Terry has 3 normals he can preform this with and they can put this property to great use.  It can make people think Terry is open to a punish and can eat a special or a super. This this technique has actually helped me win a tourney or two. Ill make a tech video going more in depth with the consept

One-hit hit confirms are not easy. It's also capable of hitting a lot more farther than st.C which makes it a nice filler after striking someone with st.B. st.C might whiff or turn into far C from a specific range. But hey, I'm not trying to attack how you play or force you to play like me. I'm just trying to give out what I'm learning.

As for the neomax, I'm pretty sure that the Neomax hasn't been "fixed". I can test if it hits 4 times at specific ranges again, but I don't remember it changing.

EDIT: Nope, still doesn't hit all the way in the corner.


As previously stated st b> df+c iis an easy link because you have to cancel it regardless to mitigate the risk of going for it in the first place. At least if you are out of range after a st b to get a cl st c you are generally safe because of fr st c push back but on the other hand if you are out of range for a df+c you have a pretty large recovery window and you also can't whiff cancel it.

@spliph I'll get on it tonight I promise!

26
Terry Bogard / Re: Terry Bogard (Console)
« on: September 04, 2013, 01:40:59 AM »
so I just went to look at the wiki frame data for terry since I got blown up today but a terry that kept doing crack shoot > cl.st.C and looping it over and over.....

is that shit really -1 on stand block and +2 on crouch block? Wtf ??

Look you can force him to tech your throw if you. Stand block then mash throw. But if you are cr blocking the whole time that's your fault you are constantly giving him Frame advantage for free always I mean always be aware of what your opponent is doing as terry.

27
Duo Lon / Re: Duo Lon Video thread
« on: August 27, 2013, 02:37:13 AM »
^ Pretty dope man. Thanks for recording and uploading that! The explanations were throughout too. The only thing I would pick at is getting the camera closer to the game screen but I can understand how tough that can be when you don't have much equipment. Good job.
I really gotta quit being lazy and get me a new laptop so I can use my webcam again

28
Duo Lon / Re: Duo Lon Video thread
« on: August 26, 2013, 09:31:56 PM »
Me breaking down and performing the Duo Lon stun combo


http://youtu.be/G_HWRDioMBU

29
General Discussion / Re: The King of Fighters XIII Video Thread
« on: August 08, 2013, 01:06:03 PM »
Yeah, I met Jamarr at Final Round.  I was surprised when he told me that kof is the most popular game in Nebraska, with more than 20 players.
Yeah man we have quite a few guys here in Nebraska playing. 20 is a stretch but we have quite a few jamarr, Chris, and myself are the best 3 here.

We have a tourney to shoot out to in KC this Saturday ill see if I can get some footage from that

30
Ex Kyo / Re: Ex Kyo's (NESTS) video thread
« on: July 31, 2013, 10:21:36 PM »
My three bar HD combo:

Enjoy!

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