Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Mr.Minionman

Pages: 1 ... 8 9 [10] 11 12
136
Much hype! ^.^ Kof always has the best showing at EVO.

137
Vice / Re: Vice wiki building thread
« on: July 07, 2013, 11:17:32 PM »
Vice counter hit s.C+D combos...

0 meter - s.C+D, hcf+D, qcb+C, qcf+C
1 meter - s.C+D, hcf+D, qcb+AC, qcb+A, qcf+C
1 meter + 1 drive - s.C+D, hcf+D, qcb+AC, qcb+A, DC, hcf+D, qcb+C, qcf+C
2 meters - s.C+D, hcf+D, qcb+AC, hop C+D, hcf+BD, s.D, f+A, qcb+C, qcf+C
2 meters + 1 drive - s.C+D, hcf+D, qcb+C, DC, qcb+AC, qcb+A, s.A, hcf+BD, s.D, f+A, qcb+C, qcf+C

In the corner you can do s.C+D, hop C+D, hcf+BD, s.D, f+A, qcb+C, qcf+C for a 1 bar combo...

added these to the combo section. I like that st. C+D, hcf+D is a blockstring, so even if it doesn't connect so it's still safe to do regardless. I replaced the 4 stock combo with j. C, cl. D, f+A, qcb+AC, cl.D, hcf+BD, cl.D, f+A, hcbx2+BD = 656 dmg, which I think is about as easy, and not nearly as wasteful with meter. An alternative is to just do the same combo that was there before, and replace the neo max with hcbx2+BD, which does 533 dmg for 3 meter, but I think I like what's there now.

I'll be adding more notes for her combos in the future, as well as changing some of her move descriptions. ((EX) = hcf+BD - Faster and has more invincible start-up.!??)

138
Vice / Re: Vice wiki building thread
« on: July 06, 2013, 04:23:22 AM »
I've tested and added in a bunch of combos for her wiki thread. If there are any you think I should add, or if you catch any mistakes, feel free to point it out.

I'm thinking about elaborating on oki from different finishers, and adding in a few details and notes for some of the combos.

Also, would anyone mind if I remove this combo from the quick combo reference: j.C, st.D, f.A, hcf+BD, st.D, f.A, qcb,hcf+AC = 582 dmg) ? It seems like a huge waste of meter, even if it is easier. If it needs an easy meter dump combo (though i don't think her more efficient combos are too hard), maybe something like a jump in > chain > ex Deicide > chain > super

139
Raiden / Re: Raiden (Console)
« on: November 06, 2012, 10:51:06 PM »
So why is Raiden so rarely played? I've toyed with him every once in awhile, and he feels great to me, but the almost complete lack of information and interest for him makes me reluctant to commit to learning him. In theory, he seems great to me. He's got the instant command grab, good normals, an ambiguous and strong jump in, and does great damage in combos.

Is it just the disinterest in kof grapplers in general coupled with the dropkick nerfs, or is it something else?

140
Upcoming Tournaments & Events / Re: Kaos Theory Weekly Ranbats
« on: November 04, 2012, 07:01:20 PM »
Been meaning to go to this, but I tough for me to get a ride. -_- There are a few MTNG players who show up that play kof

141
General Discussion / Re: The King of Fighters XIII Video Thread
« on: November 04, 2012, 06:57:07 PM »
CafeId We Love KoF Tournament:
Start here:
http://ko.twitch.tv/cafeid/c/1722485
Losers Finals:
http://ko.twitch.tv/cafeid/c/1722505
Winners Finals:
http://ko.twitch.tv/cafeid/c/1722500
Grand Finals:
http://ko.twitch.tv/cafeid/c/1722515


Tried to watch this when it was streaming but ended up falling asleep, currently watching the first part now. (Links gotten from their facebook page http://www.facebook.com/IdTourney)

142
General Discussion / Re: The Official What's Streaming Now Thread
« on: November 01, 2012, 10:36:43 PM »
I asked the chat but noone seems to know >_>

143
General Discussion / Re: The Official What's Streaming Now Thread
« on: November 01, 2012, 09:28:45 PM »
Who is the guy playing Kyo, Athena, and Ash? He's crazy good!

144
General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: October 29, 2012, 09:01:43 PM »
I think it'd be cool if there was some situation specific information for characters in these videos. Using King as an example, it'd be cool if you had on-field information about things such as how to get out of the corner with her despite having weak anti-air and lacking a meterless dp. Or tips on keeping/creating distance (like tk'ing projectiles).

 Kof is very unique in feel, and I think information like this could help people feel more comfortable with the game. Course, I always feel like I'm still in the learning phase of this game (hardly have anyone to play against, except in monthly tournaments), but the thing that took me the longest to figure out was formulating a game plan with my mains. In Street Fighter, character roles seem fairly simple: characters with good projectiles like Ryu make easy to understand zoners, whereas characters without them make straight forward close-range pressure characters, and Grapplers are always slow and powerful. King of Fighters is different though, dp's are hardly absolute AA/reversals, the grapplers have strong anti zoning tools, and the zoners also do a fair bit of rushdown.

I know this is a wall of inane gibberish already, but in short, the thing I think people have the most problems with (besides the execution barrier present) is knowing precisely what you should be going for with a character in a given match. Tutorial vids would definitely be rather cool, and I think being able to show friends a good go-to resource for their character would certainly breathe new life in my, pretty barren :( , local scene. I've never really had a problem finding combo vids for the characters I have tried, so I think if you do BnB's, it'd be cool if you include tactical details such as hit confirming, frame traps, and blockstrings.

As for my involvement in the project, unfortunately I don't have any recording material, but if there was any organizational things I could work on, or perhaps something I can sit down and research in game that we need, I'd be happy to help any way I can.

145
King / Re: King (Console)
« on: September 12, 2012, 10:30:09 PM »
I've been using the EX Trap Shot as my general dp, but I noticed on the wiki that EX tornado kick has invinc frames too. Any thoughts on when and where to use each in response to pressure (in corner, on wakeup, responding to hops)?

146
Ex Iori (Flame) / Re: EX Iori (Flames)
« on: September 12, 2012, 07:53:45 PM »
Hey, as Iori I'm having troubles dealing with characters with long range pokes in the corner (Kula, Fireball characters, Ralf), particularly with fast standing normals. What are my options out of this type of pressure as Iori? Mainly stumped because his longest range punish is the unsafe sweep, most of my counter poke attempts are snuffed by their faster longer range stuff, and the characters I'm having troubles dealing with can stand far outside my dp range (in range to snuff most of my jump in's on reaction). I've only consistently been able to get out using meter, EX dp sometimes, or a GC roll/cd. Similar issues with King, not so much with Shen.

147
Online Matchmaking / Re: KOFXIII Blue/Green Bar Search Connection List
« on: September 07, 2012, 08:11:07 PM »
PSN/ MrMinionman

Location: Cookeville TN



Hardly finding any good connections here, University connection, but still not so great. Hoping to find a training buddy of sorts, who can help point out what I'm doing wrong.

Blue

Green

Yellow

148
Online Matchmaking / Re: Building a better online player listing
« on: September 07, 2012, 08:04:45 PM »
Cookeville TN

KOF XIII

PSN/ MrMinionman

Keep seeing the same guy in ranked everyday, hopefully someone might show up to fight through this.

149
Training Room / Re: Option Select Frustration
« on: September 02, 2012, 11:21:00 PM »
Option Selects are a way for you to input a response to several situations without actually guessing exactly what they are going to do.

Can't really say all that much on it, but it's there to make your life easier, as opposed to a technique you have to go out of your way to learn.

The section at the bottom of this page explains one of the most useful ones: http://wiki.shoryuken.com/The_King_of_Fighters_XIII/Systems/Attacking:_Throws_Throwteching

Don't know much else beyond that, for examples, just anytime the enemy short hops towards you and you are prepared for it, you can try an option select.

EDIT: also forgot to mention this, but if you don't expect them to hit you with something before you can get into range, I think running up and pressing  ;bk ;c or  ;bk ;d counts as an option select. if they try to block, you'll grab him, but if they jump, you can hit them with the cl.C/cl.D which one you use depends on the character, but generally you pick the one that serves as the better anti air. This is assuming of course, there's some reason they didn't try to hit you before you get to close range, maybe empty hop, or while they are waking up.

150
Training Room / Re: David Kong is here to answer your noob questions!
« on: September 02, 2012, 10:17:23 PM »
In regards to closing distance, I would advise you to re-think the context of your goal. It is not always important to close the distance. Remember that patience is a two way road in fighting games. The important thing is to always have more patience than your opponent if he is far away. Simply having patience in this situation will solve the problem of getting in for you. Eventually, your opponent will throw a bad fireball, or give up on zoning and try to attack you. As soon as this happens, the tide has changed directions in your favor. If it's hard to get in, then stay out. Find ways to play your own zoning games in response to those of your opponent.

Yeah, this part was a big help. Don't have a very good internet connection, so it's kinda hard to get this stuff, cause I kinda have one guy to practice it on besides monthly events, so that's kinda why I keep showing up here. Good at theory crafting, not much experience playing the game. Anyway, I tried being a bit more patient, and sure enough bait and catch ash started jumping in on me, ready to eat a grounded AA. Still sitting in block against most sweeps, but I'll get there. Thanks for the help!

Pages: 1 ... 8 9 [10] 11 12