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Messages - Mr.Minionman

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151
Kim Kaphwan / Re: Kim Kaphawn Wiki Thread
« on: September 02, 2012, 01:14:52 AM »
Quote
No Stock, No Drive Gauge

d.Bx3, s.B, ff+A, qcb+B (in air) = 202 dmg

    ... If you want more damage, and you confirm from a jumpin, you can substitute the low and stand B attacks for a cl.C or cl.D into ff+A.

I think this spot might need to be revised. While it's not necessarily false, if you do j.C, cl.C, ff+A, qcb+B  you get 239 damage, but simply confirming the combo with a jumpin will give you 259 damage (or, because you can't get three after a jumpin anywhere but the corner, 242 damage doing j.C, d.Bx2, s.B, ff+A, qcb+B). Course, I'm pretty sure if you were following it with anything else, proration would hit a bit harder.

Quote
2 Stock, 0 Drive Gauge

d.B, d.A/s.C, qcf~qcf+B, ff+A, qcb~hcf+K (in air) 357/399 damage

d.Bx3, s.B, qcb+BD, ff+A, air EX qcb+BD, ff+A, qcb+D = 396 damage

d.Bx3, s.B, ff+A, qcf+BD, s.D, ff+A, qcb~hcf+K = 404 damage

j.D, s.D, qcb+BD, ff+A, air qcb+BD, ff+A, air qcb+D = 469 dmg

Also, this section was put in twice. In the second combo, you can replace the last ff+A qcb+D with a d~u+D~down+D, but considering it does the same damage, it's somewhat irrelevant.

Anyway, I'm still working on learning Kim, (i.e fundamentals of the game through Kim), and the wiki has been a constant source for me. Hope this helps!

152
Training Room / Re: David Kong is here to answer your noob questions!
« on: August 31, 2012, 06:47:43 PM »
Hey, you answered a question a few months ago, and would just like to say I appreciated the response I got (albiet really late reply). I did get discouraged for awhile, but the game is really starting to feel better for me, and I'm starting to do solid block strings and combos, especially with King. I play (and lose) to my bro alot, and I can feel myself building a mechanical edge on him (he plays shotos and zoners because they just require the basic knowledge, but doesn't practice anything).

But I do have a few new questions. My bro plays a rather solid Andy. Regardless of my choice of characters, I'll burn through his other characters, then come to Andy and he'll just destroy. He plays rather systematically, however I'm having difficulty punishing what he is doing. I can figure out most of it one my own, but specifically two things I'd like advice on: first, when he approaches on the ground, he'll run up and do a few cr.B's, then will pause to try to punish my response with a sweep. I can foresee this is what he's planning, but I've tried jumping, backdashing, sweeping (he always stops when he's pushed me far enough to where he knows the characters I play can't respond with their own sweeps), but they always seem to get hit by the sweep. I feel because of my lack of knowledge, I resort to sitting there blocking, and wait for him to make a move, where he'll either reset to hadoken pressure, or try to elbow/hop which are both partially solid approaches. If I know that this is what he is trying, how would I punish it? The only character I play with a meterless dp is ex iori, so that is not always an option.

Second, also mostly geared towards my experience towards vs Andy (and to a lesser extent, other zoners), How do I go about doing a ground approach? Some of it's just rolling under projectiles, but after I disconnect from my opponents pressure, I'm having a hard time moving in on the ground. mostly with Andy, if i try running towards him, he'll do an EX projectile, or an EX elbow because he knows I can't block it immediately. I initially mostly tried running in and hitting with cr.Bs, but most, if not all of my attempts at this are met with preemptive sweeps or elbows. Other character's he plays have similar goals, with Leona I tend to get caught by her swing... thing, and vs Ash he'll usually set up the fireball. I understand alot of it involves not being predictable in my movements, but oftentimes in a match I'll get frustrated trying to close distance and (I'm aware of this) try to jump over it all, to which he'll always have the dp input with all of his characters on his mind, or seemingly superior air to airs.

note: for a frame of reference, I play King, Kim, Shen mostly, but I've been moving to other characters, because he knows how to punish my mindset with these characters so well... (ex Iori, who has a dp, Raiden, mindgames, used to play Maxima but he seems like a burden against characters with good keepaway, and Terry, who seems to just brute force through the pressure)

153
Kim Kaphwan / Re: Kim Kaphwan (Console)
« on: August 30, 2012, 12:32:19 AM »
It was a long time coming, but I'm finally starting to hit confirm into the finisher consistently against random guard in practice, both sides. I've gotten BnB's for Kim and King down, and a good King HD combo. So after I get a Kim HD combo down, the only character I need to practice that I want as a main is Shen.

Still feel rather inexperienced in regards to playing against actual players, but I'm not having nearly as much trouble as I had with inputs. Can't wait to start kicking some teeth in with Kim :)

154
Kim Kaphwan / Re: Kim Kaphwan (Console)
« on: August 17, 2012, 02:18:50 AM »
Alright, thanks for the response! I was thinking cr.B, cr.B st.B then the ff.A qcb.B, but breaking the lows from the st.B (did cr.As for a bit to transition the mindset) allowed me to start repeating the chain successfully. Now I just have to spam that a few hundred times, and on the left side as well and i should have it :)

And yeah, Kim will probably be the last character I drop, he's my favorite right now. Once I get this down, I think he'll be a really rewarding character to play. He's really in league with the characters I play in other fighters.

155
Kim Kaphwan / Re: Kim Kaphwan (Console)
« on: August 16, 2012, 10:29:13 PM »
Hey, I've been practicing Kim for a couple days now, but I really can't seem to consistently get this string down: d.Bx3, s.B, ff+A, qcb+B (in air)

I can do the jump-ins fine, and I haven't had too much difficultly comboing after that point, but it's like my fingers flip out the moment the s.B hits and random inputs come out instead (or sometimes happen to come out) of the ff+A. Any tips that might make it easier? I'm mostly fine doing King's d.B, d.A, df D, qcf K. It seems to be just getting that one motion out so quickly that's killing me.

Also, is this right?: d.Bx3, d~u+D~down+D = 142 dmg 
I've only been able to get 2 d.B's in before the d~u+D~down+D, and that's been doing 173 dmg...

156
General Discussion / Re: The King of Fighters XIII Video Thread
« on: August 16, 2012, 09:29:40 PM »
Not interested in the hitbox, but the KoF vids they did are absurdly well done >_>

Props to them for using Diablo Rojo for the other kof vid.

157
General Fighting Game Discussion / Re: Skull Girls
« on: April 21, 2012, 07:21:27 AM »
I've been doing well with Painwheel and Cerabella. PW is freaky as heck, but it's soooo easy to confirm in combos. It's actually kinda a nice break from kof in that regard >_>

158
i know several people really excited about this, though I think they are all hardcore BB players more the GG players...  Dustloop is still pretty busy, seems moreso then this board is

159
As a starting kof player, I was really glad to see Leona tear it up in that tournament, though there are still a few I'd really like to see more of. Chiefly, think I can die happy if I can find a match where Terry or Ralf stomp, or really to find any good match with Maxima, Ryo, or Mai in it at all. Especially as a new player, it's rather easy to become convinced when people say that certain characters lack all of the tools required to be successful and thus lack viability. Also when no one plays them it's rather hard to learn from scratch at that.

Just my two cents anyway.

160
Benimaru Nikaido / Re: Benimaru Nikaido (Console)
« on: April 18, 2012, 08:25:34 AM »
Not sure if this has been said already, but I love the Zoro colors on this guy :o

Almost makes me want to play him for it.

161
Training Room / Re: still not understanding the block string game....
« on: April 18, 2012, 03:27:43 AM »
You just need to throw the move you think they least expect. They'll always have options out of it, else this wouldn't be a very fair game, eh? A healthy mix of overheads, lows, grabs, and guard baiting should get you places. Course, I'm still getting my scrubbish strings interrupted by low kicks, but eh, I'll get there.

162
Kim Kaphwan / Re: Combos
« on: April 18, 2012, 03:22:44 AM »
argh I keep missing the ffA in combos >_> don't do the twitch motions so easily.

163
Results / Re: DC KOF XIII Online Tournament (4-7-2012) Results
« on: April 13, 2012, 08:45:49 PM »
Shaky screen :o was fun to watch anyway though

164
Pro-Gear / Re: i need a new Controller for KOF Xiii
« on: April 13, 2012, 08:38:31 PM »
I know several people who just use the dualshock controllers, and seem to do really well. I used one up until I got a stick, and I couldn't really get halfcircles down on them, so idk... There's a monthly BB tournament in TN, and there was at least one guy who seemed to do well with this old school controller and a converter:


165
Training Room / Re: David Kong is here to answer your noob questions!
« on: April 13, 2012, 08:30:16 PM »
---

Here's my noobish attempt at answering some of these:

Doubt there's an anti-mashing mechanism in the game, I would just try to know my character well enough to see what combos the best. Not every light normal will combo, or even combo the same way. Something I learned the hard way when I had random select.

Wake-up inputs, I'm still learning that myself. With obserivng King the only input I've seen very successful with wake-up is EX Trap Shot; anything else doesn't seem reliable.

Jump-in's, I'd say aim for your opponents waist or lower. The arcade version use to be hitting upper body was ok and hitstun would let you continue. You have to adjust this and aim a little lower, almost right before you hit the ground. Took a lot more practice with me, but hopefully a lot less with you.

Alright that helps. I suppose that it's just a matter of putting in a bit more effort. That's the first thing I've noticed about KOF, it's way more mechanically strict then the other fighting games I've tried; BB, Smash, MVC3, etc

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