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Messages - Remxi

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31
Either SvC2 or MI3 with a new engine.

32
King of Fighters 2k2/UM / Re: KOF 2002UM - Seth
« on: October 21, 2010, 01:57:57 PM »
Yeah, the df+B followup to his air qcf+A hits OTG. You can do it guaranteed after an air qcf+B.

33
General Discussion / Re: The King of Fighters XIII Video Thread
« on: October 19, 2010, 03:24:02 PM »
That's her f+B command normal.

34
SNK Games / Re: Athena name is magic, mystery, Is what you see!
« on: October 11, 2010, 10:46:58 AM »
puru puru yo~

35
King of Fighters 2k2/UM / Re: KOF 2002UM - Clark
« on: October 10, 2010, 02:56:09 AM »
- airthrow only works with C now.
- qcf+P followup now works after d,d+K
- hcfx2+K now does three slams instead of just one. It has startup invincibility and does almost 50% (!!) damage.

- hcb+P [1 hit], dp+K and hcb+P [1 hit], b~f+C both work in BC mode.
- b~f+A 2nd hit counter, s.C/j.D reset midscreen or b~f+C, dp+A near the corner.
- s.CD counterhit, b~f+C, dp+P (corner only, s.CD recovers fast so you can confirm this).
- j.A works as a crossup.

About the HSDM, you have to switch directions for the third part of the move. So the input looks like:
- hcbx2+BD
- dp+K (do this as soon as he reaches the opponent)
- hcf+P (you have switched directions here, so it's actually hcb+P in relation to the direction you started the move from. Execute this as Clark pauses at the top of dp+K)
- hcf+K (directions switch back again, so this is facing the original way. Input this immediately after the previous move)
- d,d+K (execute this just after Clark throws them into the air)
- d,d+ABCD (execute this during the Rolling Cradle)

I'm not sure on the point of this move. It does fairly weak damage, about 35% which is more than a DM but less than the SDM and doesn't have any invincibility. The only advantage is that the super flash doesn't happen until after it connects (but the shadows as he runs and loss of meter can alert the opponent). I think a run up super grab would be more effective use of the same meter. It can be comboed into from s.C [1 hit] but there are easier to execute and more damaging options.

36
Training Room / Re: KOF Player Reference
« on: October 10, 2010, 01:47:44 AM »
Thanks! Awesome list.

37
Wow, great stuff by both of you. Diavle, your style is very unique and it's really cool to see all those characters represented in an such an imaginative way. I never thought I'd ever see such high quality Mudman fanart... XD

Fuji, I like dig your rule 63 stuff. Goeniko and Krizalid are really good, and I like the Kyo too. Can you explain what's happening in the first picture though? What's the deal with the bird? (please don't say it's Tizoc haha).

38
King of Fighters 98/UM/FE / KOF 98UM - Heidern
« on: October 08, 2010, 09:09:45 AM »
Heidern




Throws:
Backstabbing:  ;bk/ ;fd;c (close)
Lead Belcher:  ;bk/ ;fd;d (close)
Critical Drive: air  ;bk/ ;fd;c (close)

Command Normals:
Steiner's Knuckles:  ;fd;b

Special Moves:
Cross Cutter:  ;bk~ ;fd;a/ ;c
Moon Slasher:  ;dn~ ;up;a/ ;c
Neck Roller:  ;dn~ ;up;b/ ;d
Storm Bringer:  ;fd ;df ;dn ;db ;bk;a/ ;c
Kill Bringer:  ;fd ;df ;dn ;db ;bk;b/ ;d

Desperation Moves:
Final Bringer:  ;dn ;df ;fd;dn ;df ;fd;a/ ;c
Heidern End:  ;dn ;db ;bk;bk ;db ;dn ;df ;fd;b/ ;d

Throws
Backstabbing - b/f+C - Good recovery and leaves the opponent closeby.
Lead Belcher - b/f+D - Switches sides, but it can be recovery rolled leaving you with no advantage.
Critical Drive - air b/f+C - Air throw, switches sides. Can be executed with the stick in db position which allows you to charge both specials at the same time.

Command Normals
Steiner's Knuckles - f+B - 2 hits, combos from heavy attacks. Normal version is overhead on both hits, cancelled version is no longer overhead, but cancellable on the first hit. Disadvantage on both hit and block (warning some chars can punish this on hit).

Special Moves
Cross Cutter - b~f+P - Can only be comboed from s.C [1 hit]. Can be made unblockable with hcb+P. C version moves faster and has faster recovery. Disadvantage at point blank range but if it travels a slight distance first you will be at advantage. Can combo afterwards if it counterhits someone out of the air.
Moon Slasher - d~u+P - Both versions combo from lights, moves forward slightly. Cannot be used as a reversal. Horribly unsafe on block. C version the hitbox takes longer to travel around Heidern's body thus it is better anti air but won't combo properly from lights.
Neck Roller - d~u+K - Possible to combo from s.C [1 hit] (not that you'd ever want to though). Cannot be recovery rolled. B version will bounce over the opponent if blocked. Can hit opponents out of the air but the hitbox is only near his hands so it isn't good for that. Horrible recovery on block.
Storm Bringer - hcb+P - instant command throw, combos from lights. The opponent can mash to reduce the damage, but you can counteract their mashing with your own. Leeches life from the opponent.
Kill Bringer - hcb+K - counter move. Counters anything that hits the active hitbox e.g. jumping normals, normals, command normals, physical specials and DMs. Moves forward slightly.

DM
Final Bringer - qcfx2+P - combos from light or heavy attacks with the right spacing e.g. s.C [1 hit] midscreen or anything in the corner. Leeches life from the opponent. A version bounces behind the opponent on block. Can grab the opponent from the air but again the hitbox is only near his hands.
Heidern End - qcb,hcf+K - B version combos from light attacks, D and SDM versions combo from heavy attacks or f+B [1 hit]. D version runs forward slightly further before activating. Unsafe on block.

NB: Moon Slasher Bug - whiffing a Moon Slasher will increase the damage dealt by both Storm Bringer and Final Bringer, but does not effect the life gained. The effect will last until you are hit or thrown (blocking attacks is fine however).

Combos
Normal
- c.A, c.A, c.A, c.B
- j.C, c.A, c.A, d~u+A
- j.C, s.C [1 hit], hcb+P

DM (both DM do the same damage, but qcfx2+P leeches life as well)
- j.C, c.A, c.A, qcb,hcf+K DM (crossup only, on a non crossup use only one c.A)
- j.C, s.C [2 hit], f+B [1 hit], qcb,hcf+K (S)DM
- j.C, s.C [1 hit], qcfx2+P (S)DM (standing only)
- crossup j.C, s.C [2 hit], qcfx2+P (S)DM OR crossup j.C, s.C [1 hit], f+B [1 hit], qcfx2+P (S)DM

Quick Max
- c.A, c.A, c.A, QM, c.D
- c.A, c.A, QM, c.C, qcb,hcf+K (S)DM
- c.C, QM, c.C, qcb,hcf+K (S)DM

Quick Dodge
- f+B [2 hit], QD, qcb,hcf+K DM (timing/positioning is pretty difficult, so just use 1 hit to make it easier (or even possible in MAX mode).

Misc
- j.CD counterhit, qcb,hcf+B midscreen or d~u+P/qcfx2+P corner

Notes
- far s.A/s.B/s.C/s.D and s.CD all whiff on crouchers.
- j.C is an amazing crossup and can be option selected with his air throw. j.D also crosses up.
- Despite how it looks, j.CD does not hit behind him. Regardless it is still a good AA.
- c.D is fast startup and cancellable on hit/whiff into specials/command normals.
- s.C has long active frames which makes it good for late cancel f+B (late cancel f+B also works from c.D).
- Most of his normals are poor on block, except s.C and c.C which are only at slight disadvantage.
- s.D has changed from OG 98 and now doesn't have the massive startup/step forward at the beginning.
- His GCCD animation has been changed from s.CD to s.C
- Choi & Chin can crouch under his fireballs, and Leona & Chris can run underneath them.

39
Neo Geo Battle Coliseum / Re: NGBC General Discussion thread
« on: October 07, 2010, 08:58:16 AM »
Are you talking about CPU King Lion? If so, that move is exclusive to his boss version.

40
King of Fighters 98/UM/FE / KOF 98UM - EX Geese
« on: October 07, 2010, 04:55:46 AM »
EX Geese

Throws
Tate Katate Nage:  ;bk/ ;fd;c/ ;d

Command Normals
Raikou Mawashi Geri:  ;fd + ;b
Raimei Gouha Nage:  ;df + ;c (on hard knocked down opponents)

Special Moves
Reppuken:  ;dn ;df ;fd + ;a
Double Reppuken:  ;dn ;df ;fd + ;c
Shippuken: air  ;dn ;db ;bk + ;a
Double Shippuken: air  ;dn ;db ;bk + ;c
Jaei Ken:  ;fd ;df ;dn ;db ;bk + ;a/ ;c
Joudan Atemi Nage:  ;fd ;df ;dn ;db ;bk + ;b
Chuudan Atemi Uchi:  ;fd ;df ;dn ;db ;bk + ;d
Shinkuu Nage:  ;fd ;df ;dn ;db ;bk, ;fd + ;a/ ;c

Desperation Moves:
Raging Storm:  ;db, ;fd ;df ;dn ;db ;bk, ;df + ;a/ ;c
Rashomon:  ;fd ;df ;dn ;db ;bk ;fd ;df ;dn ;db ;bk + ;a/ ;c

Throws
Tate Katate Nage - b/f+C/D - D version switches sides, both leave the opponent facing you with enough time to meaty on wakeup.

Command Normals
Raikou Mawashi Geri - f+B - doesn't combo from anything, not cancelable, disadvantage when blocked unless spaced perfectly where it will be neutral.
Raimei Gouha Nage - df+C on downed - OTG throw, not guaranteed from anything. Switches sides, poor recovery.

Special Moves
Reppuken - qcf+A - Combos from light/heavy attacks but only at close range. The hitbox is much smaller than it actually appears, most chars can hop over it (think of the hitbox more like Iori's fireball). Disadvantage at point blank, but from even a short distance away (e.g. s.C, qcf+A) you will be at advantage.
Double Reppuken - qcf+C - Combos from heavy attacks in the corner or when opponent is backturned. The first part can eat a projectile and the second wave will still come out. The hitbox for this move actually follows the sprite and cannot be hopped over. Frame advantage works similar to qcf+A.
Shippuken - air qcb+A - Can't be used on a hop, minimum height for using after a jump. Maintains jump direction during recovery. Possible to combo after if in the corner. Good frame advantage when blocked. Can be cancelled into from vertical j.C.
Double Shippuken - air qcb+C - Same as above but two projectiles, and worse recovery (can't combo after).
Jaei Ken - hcb+P - A version combos from lights, C version combos from heavy attacks and switches sides. Unsafe on block.
Joudan Atemi Nage - hcb+B - counters jumping attacks and physical specials/DMs.
Chuudan Atemi Uchi - hcb+D - counters mid-level normals/command normals. Can be used to beat CD counters.
Shinkuu Nage - hcb,f+P - instant command throw with horrible recovery after it connects. Switches sides. Don't use this when you are too close to the corner as the opponent can combo you before you recover.

DM
Raging Storm - db,hcb,df+P - combos from lights. The cage absorbs normal and some DM projectiles. The hitbox is only infront of Geese, not behind him.
Rashomon - hcbx2+P - instant commmand throw. Horrible recovery, don't use it when the opponent is too close to the corner as they can combo you before you recover.

Combos
Normal
- c.B, c.A, c.A, far s.B
- c.B, c.A, hcb,f+P or hcb+A
- j.C/j.B, s.C, hcb+P (C version does more damage, but A version might be better if you want to keep them in the corner)

DM
- c.B, c.A, (c.A/s.A), db,hcb,df+P (S)DM
- c.B, c.A, hcbx2+P (S)DM
- j.C/j.B, s.C/c.C, either (S)DM
- s.D [1 hit], AB, hcbx2+P (S)DM or hcb,f+P

Quick Max
- c.B, c.A, QM, walk s.C/c.C, hcb+A or (S)DM (omit the c.A and you don't need to walk)
- c.B, c.A, c.A/s.A, QM, far s.C/c.D

Quick Dodge
- f+B, QD, hcb+A or db,hcb,df+P (S)DM
- j.C/j.B, s.D [2 hit], QD, hcb+A or db,hcb,df+P (S)DM

Misc
- s.CD counterhit, s.C (corner only)

Notes
- j.B is a crossup (j.A will work on some chars but j.B is just a better move). j.B and vertical j.C are instant overheads (j.C only on large crouchers).
- s.A and far s.A whiff on crouchers. close s.C will whiff on small crouchers like Choi/Chin.
- s.CD is neutral on block.
- c.D is cancellable, but not to command normals.
- Only the first hitbox of c.C is cancellable, the part where his arm is fully raised is not.
- His counters have startup and will not work as reversals in meaty situations.

41
Ryo Sakazaki / Re: Ryo Sakazaki
« on: October 04, 2010, 08:41:04 AM »
I think it's in the KCE set that just got posted to the front page. Part 2 maybe?

42
King of Fighters 98/UM/FE / Re: KOF 98UM - Geese
« on: October 04, 2010, 02:05:08 AM »
It is possible but it's not practical. If you hit the Raging Storm in the last few active frames, you will recover in time to hit them with another move e.g. another Raging Storm. The only way this could happen in a match is if someone tries to punish you too early and runs/jumps into the last couple of frames (they'd have to be in the corner as well).

43
Ryo Sakazaki / Re: Ryo Sakazaki
« on: October 03, 2010, 08:32:34 AM »
Just saw a vid where he cancelled a naked f+A into super, didn't cost HD gauge, just the one stock for super. I wonder if it works with specials too.

44
SNK Games / Re: Reflecting on SNKP/KOFXIII/etc.
« on: October 03, 2010, 08:16:26 AM »
That 1 million signatures thing is a massive insult to fans, IMHO. I feel insulted by it and I don't even care about Darkstalkers haha.

45
King of Fighters 98/UM/FE / Re: KOF 98UM - Rugal
« on: October 03, 2010, 08:09:16 AM »
He got pretty big buffs from OG98 so he's much more viable now. Better recovery on qcf+A, faster far s.C and now cancellable, far s.B now cancellable, very fast startup on f,hcf+A, faster movement on qcfx2+K, GCCD changed from s.CD to s.C animation (better horizontal range).

- C throw - can't actually increase the damage past a typical throw, but you can counteract the opponent mashing to reduce the damage, so basically you have to mash to get standard damage T_T.
- qcfx2+K - Won't connect during blockstun, but will combo during hitstun. Can also cause fireballs to become unblockable but the timing is so specific that it's not really practical (you can try it out with fullscreen qcf+A, qcfx2+D). I don't think that gimmick you mentioned works, as it will whiff if they are still in blockstun, and they can jump to avoid it immediately after they leave blockstun.
- dp+B - the hitbox is acutally nothing like the move looks like. This will not work as AA at all as both hits are very close to the ground. Only has use as a psychic DP against low/med pokes.
- dp+D - hitbox actually covers where it looks like thus can be used as AA. Also has startup invincibilty to be used as a reversal.
- qcf+A - disadvantage from point blank, but as soon as it travels a little before hitting the opponent (s.C, qcf+A or c.B, c.A, f+B, qcf+A etc. etc.) you will be at good advantage.
- qcf+K - decent disadvantage on block and despite it's appearance, setting it meaty does not improve the frame advantage.
- hcb+P - absolutely horrible on block, only confirm into this. Same with the super version. Cannot be recovery rolled.

- close s.B and c.B are neutral on block, close s.A/c.A slight disadvantage, far s.A/far s.B fairly bad disadvantage as are the majority of his heavy attacks (except far s.D against a crouching opponent which is neutral).
- first hit of s.D and f+B don't push back on block.
- far s.B hits low.
- f+B has a gap between the two hits on block, allowing opponents to roll out or punish if they have the appropriate move
- j.B and j.D are both good crossups. vertical j.C is good for AA, vertical j.B can be used as an instant overhead.

Combos
- f+B [1 hit], hcb+P or qcf,hcb+P (S)DM (punish from a long range, can be used in situations where other chars couldn't do anything meaningful)
- far s.C, qcf,hcb+P (S)DM (connects even from the very tip of far s.C)
- j.B/j.D, s.C [2 hit], f+B [1 hit], qcf,hcb+P (S)DM (made easier by the shortcut hold C, qcf+B, hcb+P as holding the C will prevent qcf+B coming out)
- c.B, c.A, (c.A), f+B [1 hit], qcf,hcb+P (S)DM (I find this easier to do as again you can hold A while you buffer the DM motion into the f+B to prevent qcf+B coming out. This also prevents the situation where far s.B will reach but f+B will whiff leaving you to get punished)

Quick Max
c.B, QM, s.C [2 hit], f+B [1 hit], hcb+P or qcf,hcb+P (S)DM

Quick Dodge
- j.B/j.D, s.C [2 hit], f+B [1 hit], QD, qcf,hcb+P (S)DM
- f+B [2nd hit], QD, qcf,hcb+P (S)DM (this only works from close range so it needs to be on a wakeup or reset situation where you can whiff the first hit and connect with the second at close range)

Misc
- qcf+K counterhit, dp+D or qcf,hcb+P (S)DM (near corner only)

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