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Topics - Mr.Minionman

Pages: 1 [2]
16
Mui Mui / Mui Mui
« on: August 05, 2016, 04:19:25 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

(*) = EX OK
(!) = MAX OK

Throws
Daientou - (close) ;bk/ ;fd + ;c
Hien Nage - (close) ;bk/ ;fd + ;d

Command Normals
Nouten Kudaki - ;fd + ;a

Special Moves
Hien-Ryu Ken - ;qcf + ;a/ ;c (*)  
Ryusougeki -
   ∟ Ryusougeki • Derivation 1 [Ryusougeki ;a or ;c] - ;qcb + ;b/ ;d (*)
   ∟ Ryusougeki • Derivation 2 [Ryusougeki ;a or ;c] - ;qcb + ;a/ ;c (*)
      ∟ Ryusougeki • Derivation 2-1 [Ryusougeki • Derivation 2 ;a or ;c] - ;qcb + ;b/ ;d
      ∟ Ryusougeki • Derivation 2-2 [Ryusougeki • Derivation 2 ;a or ;c] -  ;qcb + ;a/ ;c
Ryusenshu - ;qcf + ;b/ ;d (*)
Doraryutotshu - (close) ;qcb + ;b/ ;d (*)

Super Special Moves
Higi • Chouryuha - ;qcf ;qcf + ;a/ ;c (!)
Enten-Gouryuha - ;qcf ;qcf + ;b/ ;d (!)

Climax Super Special Move
Seiryutenmei - ;hcb ;hcb + ;a ;c

17
Mian / Mian
« on: August 05, 2016, 03:35:14 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

(*) = EX OK
(!) = MAX OK

Throws
Houyokuten - (close) ;bk/ ;fd + ;c
Houbien - (close) ;bk/ ;fd + ;d

Command Normals
Ouka-Shu  - ;fd + ;b

Special Moves
Karin - ;qcf + ;a / ;c (*)
Bienkyu (Forward) - (air ok) ;qcf + ;b/ ;d (*)
    ∟ Attack 1 - [Bienkyu (Forward) ] ;a
    ∟ Attack 2 - [Bienkyu (Forward) ] ;b
    ∟ Attack 3 - [Bienkyu (Forward) ] ;c
    ∟ Attack 4 - [Bienkyu (Forward) ] ;d
Bienkyu (Backward) - (air ok) ;qcb + ;b/ ;d (*)
    ∟ Attack 1 - [Bienkyu (Backward) ] ;a
    ∟ Attack 2 - [Bienkyu (Backward) ] ;b
    ∟ Attack 3 - [Bienkyu (Backward) ] ;c
    ∟ Attack 4 - [Bienkyu (Backward) ] ;d
Hiyoushou - ;qcb + ;a/ ;c (*)
Rasen -  ;dp + ;b/ ;d (*)

Super Special Moves
Rangurenbu - ;qcf ;hcb + ;a/ ;c (!)
Hiren Enbu - ;qcf ;qcf + ;b/ ;d (!)

Climax Super Special Move
Zesshou Shisen Enbu - ;hcb ;hcb + ;a ;c

18
Sie Kensou / Sie Kensou
« on: August 05, 2016, 03:25:06 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

(*) = EX OK
(!) = MAX OK

Throws
Ryuu Housui - (close) ;bk/ ;fd + ;c
Tomoe Nage - (close) ;bk/ ;fd + ;d

Command Normals
Kobokushu  - ;fd + ;a
Kosentai - ;fd + ;b

Special Moves
Choukyuudan - ;qcb + ;a/ ;c (*)
Ryuugaku-Sai - ;rdp + ;b/ ;d (*)
Ryuurenga • Chiryu - ;hcf + ;a
Ryuurenga • Tenryu - ;hcf + ;c (*)
Ryuusou-Geki - (in air) ;qcb + ;a/ ;c (*)
Senkyuu-Tai - ;dp + ;b/ ;d (*)

Super Special Moves
Shinryuu • Choukyuudan - ;qcb ;qcb + ;a/ ;c (!)
Shinryuu Seio Rekkyaku - ;qcf ;hcb + ;b/ ;d (!)

Climax Super Special Move
Zesshou Chirinshouha -  ;qcf ;qcf + ;b ;d

19
Zarina / Zarina
« on: August 05, 2016, 03:03:23 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

(*) = EX OK
(!) = MAX OK

Throws
Zarina Rocket - (close) ;bk/ ;fd + ;c
Zarina Ton - (close) ;bk/ ;fd + ;d

Command Normals
Trick • R  - ;fd + ;b
Trick • S -  ;df + ;c

Special Moves
Preduncle Pruning - ;dp + ;a/ ;c (*)
Floral Screw - ;hcb + ;a/ ;c (*)
Spinning Petal - ;dp + ;b/ ;d (*)
Growing Flower - ;qcb + ;b/ ;d (*)

Super Special Moves
Yellow Eruption -  ;qcf ;qcf +  ;a/ ;c (!)
Hurricane Dance -  ;qcb ;hcf +  ;b/ ;d (!)

Climax Super Special Move
Yellow Cyclone - ;qcf ;qcf + ;b ;d

20
Maxima / Maxima
« on: August 05, 2016, 02:39:04 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

(*) = EX OK
(!) = MAX OK

Throws
Dynamite Drop - (close) ;bk/ ;fd + ;c
Drop Bomb - (close) ;bk/ ;fd + ;d

Command Normals
M-9 Maxima Missile (Prototype) - ;df + ;c

Special Moves
M-4 Vapor Cannon -  ;qcb + ;a/ ;c (*)
Air M-4 Vapor Cannon - (in air) ;qcb + ;b/ ;d (*)
M-19 Blitz Cannon - ;dp + ;b/ ;d (*)
Maxima Press -  ;hcb + ;b/ ;d (*)
Maxima Press (Follow-Up) - ;qcb + ;a/ ;c

Super Special Moves
Double Vapor Cannon - ;qcf ;qcf + ;a/ ;c (!)
M-24 Atomic Laser -  ;qcf ;qcf +  ;b/ ;d (!)

Climax Super Special Move
MX-III CIWS Launcher - ;hcb ;hcb + ;a ;c

21
Luong / Luong
« on: August 05, 2016, 02:30:47 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

(*) = EX OK
(!) = MAX OK

Throws
Sen - (close) ;bk/ ;fd + ;c
Chou - (close) ;bk/ ;fd + ;d

Command Normals
Tsui - ;fd + ;b

Special Moves
Geki -  ;qcf + ;a/ ;b/ ;c (*)
   ∟ Geki (Keep) [Geki ;a/ ;b/ ;c(hold)]
      ∟ Geki (cancel) [Geki(Keep) ;a/ ;b/ ;c] press  ;d
Ren -  ;qcb + ;b/ ;d (*)
Rin - ;hcb + ;b/ ;d (*)

Super Special Moves
Tou - ;qcf ;qcf + ;b/ ;d (!)
Tei - ;qcf ;hcb + ;b/ ;d (!)

Climax Super Special Move
Ben - ;hcb ;hcb + ;a ;c

22
Kukri / Kukri
« on: August 05, 2016, 02:22:06 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

(*) = EX OK
(!) = MAX OK

Throws
Miken Funsai - (close) ;bk/ ;fd + ;c
Bakkonsai - (close) ;bk/ ;fd + ;d

Command Normals
Fussa Ken  - ;fd + ;a

Special Moves
Nessa Jin - ;qcf + ;a/ ;c (*)
Nessa Senpuu - ;qcf + ;b/ ;d (*)
Bossa-Shougeki - ;qcb + ;b/ ;d (*)
Air • Bossa-Shougeki - (in air) ;qcb + ;b/ ;d (*)
Genei Sajin - ;dn ;dn + ;a/ ;b/ ;c/ ;d (*)

Super Special Moves
Nessa Goku Totsuha - ;qcf ;qcf + ;b/ ;d (!)
Nessa Goku Fujin - ;qcf ;qcf + ;a/ ;c (!)

Climax Super Special Move
Goku Nessa Housairyu - ;hcb ;hcb + ;a ;c

23
King / King
« on: August 05, 2016, 02:13:14 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

(*) = EX OK
(!) = MAX OK

Throws
Hold Rush - (close) ;bk/ ;fd + ;c
Hook Buster - (close) ;bk/ ;fd + ;d

Command Normals
Sliding -  ;df + ;d

Special Moves
Venom Strike -  ;qcf + ;b/ ;d (*)
Tornado Kick -  ;hcb +  ;b/ ;d (*)
Trap Shot -  ;dp +  ;b/ ;d (*)

Super Special Moves
Surprise Rose -  ;qcf ;qcf + ;a/ ;c (!)
Silent Flash -  ;qcb ;qcb + ;b/ ;d (!)

Climax Super Special Move
Illusion Dance - (air ok) ;qcf ;hcb + ;b ;d

24
Kim Kaphwan / Kim
« on: August 05, 2016, 01:54:22 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

(*) = EX OK
(!) = MAX OK

Throws
Sanren Kyaku - (close) ;bk/ ;fd + ;c
Sakkyaku Nage - (close) ;bk/ ;fd + ;d

Command Normals
Naeryo Chagi  - ;fd + ;b
Twio Yop Chagi - ;fd ;fd + ;a

Special Moves
Hangetsuzan - ;qcb +  ;b/ ;d (*)
Air Hangetsuzan - in air, ;qcb + ;b/ ;d (*)
Hienzan - charge briefly ;dn then ;up + ;b/ ;d(*)
   ∟ Hienzan (Follow Up) [Hienzan ;d] ;dn + ;d
Hishou Kyaku - (in air) ;qcf + ;b/ ;d (*)

Super Special Moves
Houou Hiten Kyaku - ;qcf ;qcf + ;b/ ;d (!)
Houou Kyaku - ;qcb ;hcf + ;b/ ;d (!)
Air Houou Kyaku - (in air) ;qcb ;hcf +  ;b/ ;d (!)

Climax Super Special Move
Zero-Shiki Houou Kyaku - ;qcb ;hcf + ;a ;c

25
K' / K'
« on: August 05, 2016, 01:33:40 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

(*) = EX OK
(!) = MAX OK

Throws
Spotpile - (close) ;bk/ ;fd + ;c
Knee Strike - (close) ;bk/ ;fd + ;d

Command Normals
One Inch - ;fd + ;a
Knee Assault - ;fd + ;b

Special Moves
Ein Trigger - ;qcf +  ;a/ ;c (*)
   ∟ Second Whip - (after Ein Trigger) ;fd + ;a
   ∟ Second Shoot - (after Ein Trigger) ;fd + ;b
   ∟ Second Knuckle - (after Ein Trigger) ;fd + ;c
   ∟ Second Shell - (after Ein Trigger) ;fd + ;d
   ∟ Blackout - (after Ein Trigger) ;bk + ;b/ ;d
Blackout - ;qcf + ;b/ ;d (*)
Crow Bite - ;dp +  ;a/ ;c (*)
   ∟ Crow Bite (Follow Up) - after ;c Crow Bite, ;fd + ;b/ ;d
Minute Spike - ;qcb + ;b/ ;d (*)
   ∟ Narrow Spike - after Minute Spike, ;qcb + ;b/ ;d
Air Minute Spike -  ;qcb + ;b/ ;d (*)

Super Special Moves
Heat Drive - ;qcf ;qcf + ;a/ ;c (Hold OK) (!)
Chain Drive - ;qcf ;hcb + ;a/ ;c (!)

Climax Super Special Move
Hyper Chain Drive - ;hcb ;hcb + ;a/ ;c

26
Geese Howard / Geese Howard
« on: August 05, 2016, 01:23:47 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

(*) = EX OK
(!) = MAX OK

Throws
Ko Sastsu Shou - (close) ;bk/ ;fd + ;c
Shinkuu Nage - (close) ;bk/ ;fd + ;d

Command Normals
Raikou Mawashi-Geri -  ;fd + ;b
Tendoh Kudaki -  ;fd + ;a

Special Moves
Reppuu Ken - ;qcf + ;a ;c (*)
Shippuu Ken - (in air) ;qcb + ;a/ ;c (*)
Fudou Ken - ;qcb + ;a/ ;c
   ∟Fudou Ken • A [Fudou Ken ;c or (*)] ;fd + ;a/ ;c
   ∟Fudou Ken • Ba [Fudou Ken ;c or (*)] ;dn + ;b/ ;d
   ∟Fudou Ken • Un [Fudou Ken ;c or (*)] ;fd + ;b/ ;d
Jyoudan Atemi - (parry) ;hcb + ;b(*)
Chuudan Atemi - (parry) ;hcb +  ;d
Gedan Atemi - (parry) ;hcf + ;b(*)
Raimei Gouha Nage - (On the ground) ;dp + ;a/ ;c

Super Special Moves
Raigou Reppuu Ken - ;qcf ;qcf + ;a/ ;c(!)
Oni Hammon - (parry) ;qcf ;hcb + ;a/ ;c(!)

Climax Super Special Move
Raging Storm - ;qcb ;hcf + ;a ;c

27
Vice / Vice
« on: August 05, 2016, 01:08:31 AM »


Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

(*) = EX OK
(!) = MAX OK

Throws
Death Blow – (close) ;bk/ ;fd + ;c
Backlash – (close) ;bk/ ;fd + ;d

Command Normals
Monstrosity – ;fd + ;a

Special Moves
Deicide –  ;hcf +  ;b/ ;d (*)
Gorefest – (close)  ;hcb, ;fd +  ;a/ ;c (*)
Splash –  ;dp + ;a/ ;c (*)
Mayhem –  ;qcb +  ;a/ ;c (*)
   ∟ Splash • Derivation [Mayhem]  ;qcf + ;a/ ;c

Super Special Moves
Negative Gain – (close) ;hcb ;hcb + ;b/ ;d (!)
Overkill – (in air) ;db ;qcf ;uf ;up ;dn (!)

Climax Super Special Move
Obscura –  ;hcf ;hcf +  ;a/ ;c

28
Iori Yagami / Iori Team Position
« on: August 03, 2016, 02:01:05 AM »
Honestly? I think Iori is supposed to be a point character in this game. 1250/1500 MAX only marginally add to his damage in combos, his metered damage seems on the lower end of what people can do even in the trailer, and all of his ex moves are bad outside of combos except ex DP, which is a DP. He gets no damage gain from 1250 to 1500 either. Additionally, that damage pales in comparison to what Shun Sylvie and Kyo are doing in the demo with MAX, and what we've several other characters do in the exhibition builds.

His battery combos are easier to do, and if you are in the corner they'll even do more damage. Or what if you use him as a battery? His meterless combos on average are higher than most characters, and always give you juicy hard knockdowns.

He has plenty of options without meter, his damage doesn't really improve much with more max gauge, and there are potential anchor characters that will do more with that meter and extra max gauge in later positions. I think he should be on point, optimally.

29
Iori Yagami / Iori Combo Thread
« on: July 26, 2016, 03:27:46 AM »
I'm hoping to refine the list of combos I've got on the wiki. http://dreamcancel.com/wiki/index.php?title=Iori_Yagami_%28XIV%29#Combos

Suggestions welcome.

Also a combo I did that I thought was neat: https://www.youtube.com/watch?v=2fmWjT_lRoQ
we can go swagger still.

30
Meet & Greet / New to KOF, @ TN, PSN
« on: April 09, 2012, 09:21:01 PM »
Hey all, Mr.Minionman here,

I've been playing League of Legends and Starcraft 2, got bandwagon'd into playing some fighting games by some friends, but now I'm mildly hooked. Long history of SSB, but had a vendetta against real fighting games up to this point, so consider me fresh (besides getting some experience playing Bang in BB a bit before kof). Still working on getting inputs in muscle memory, etc, but I'll be coming here occasionally to ask questions and the likes. Excited to learn some KOFXIII, and hopefully my visit here will allow me to start winning some games!  ;)  On PSN, so if you want to beat up a scrub or something feel free to add me, username: mrminionman

And because I don't want to start a new thread for a short question, mind giving opinions/advice on my team build? Wanting to focus on a few characters to start to learn the games core, I'm pretty set on learning King and Maxima, but looking on a starter. Initially considered Shen or Kim, but they don't seem to be strong on point. Not all that interested in Benimaru, the Kyo's, or the Iori's, but I'm still hoping for him to be solid in all matchups. suggestions?

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