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Messages - Mr.Minionman

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76
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

77
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

78
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

79
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

80
King of Dinosaurs / Re: Video of Various KoD Combos and Armor Tech
« on: August 04, 2016, 09:16:25 PM »

81
Iori Yagami / Re: Iori Team Position
« on: August 03, 2016, 07:29:19 PM »
I've not really considered it. Is it really that good? In oki situations it doesn't really seem worth it, Though i suppose if you are trying to clutch out a match having a obnoxious fireball that just sits there is a boon. I just wished it travelled like yoga catastrophe does lol

82
Kyo Kusanagi / Re: Kyo Combo's
« on: August 03, 2016, 06:50:55 PM »
another day, another notation error -_- yeah, that's a corner combo. And niiiiiice doing what you suggested net 604 damage. that's really scary for only 2 bars. :o

83
Kyo Kusanagi / Re: Kyo Combo's
« on: August 03, 2016, 03:47:29 AM »
Actually just nabbed a combo I saw on that china exhibition set:
2 meter anywhere, 1000MAX: j.D cl.D df.D(2) MAX cr.C df.D(1) dpb+BD qcf+B~B dash forward dp+C SC (hold) qcfx2+P

568 dmg

It's almost the same as what I did, but it can be done without the extra max meter >_> Anchor combos all seem to be more trouble then they are worth...

EDIT: also

2 meter corner, 1250MAX: j.D cl.D df.D(2) MAX cr.C df.D(1) dpb+BD qcf+B~B qcf+A dp+C SC (hold) qcfx2+P

583 dmg

these guys are really optimizing their damage >_> No idea how long it'll take me to implement this stuff

EDIT 2: I uploaded a quick vid of the 2 combos. the first uses a really neat buffer tech

84
Iori Yagami / Re: Iori Combo Thread
« on: August 03, 2016, 02:08:27 AM »
Honestly, when it comes to combos I want on the wiki, I prefer to keep thinks optimal and/or practical. As a starter's guide to the character's dmg, so to speak.

Speaking of optimal, to my chagrin, the battery max mode combos I have on the wiki are slightly sub-optimal. The corner combos are still the same, but you can shove a qcb+A before the super on midscreen combos. I'm gonna have to go back and amend them >_>

Also, got quick combo reference up as well

85
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.

86
Kyo Kusanagi / Re: Kyo Combo's
« on: August 02, 2016, 05:17:52 PM »
Err yeah, that's mb it wasn't a super cancel, that's actually what I did. Ex kicks to put them as high as I can, then charge the qcfx2 for as long as possible.  Timing takes some getting used to, but it's pretty easy too otherwise. I didn't know f+B cancelled in max, gotta tack on that extra damage lo

87
Kyo Kusanagi / Re: Kyo Combo's
« on: August 02, 2016, 04:32:35 AM »
2 meter anywhere, anchor: j.D cl.D df.D(2) MAX cr.C df.D(1) dpb+BD qcf+B~B qcf+BD SC qcfx2+P

577 dmg

What kinda damage values have y'all been getting for 2 meter combos? that's the biggest one I've come up with so far

88
King of Dinosaurs / Re: King of Dinosaurs Video Thread
« on: August 02, 2016, 01:26:30 AM »
 Desk combo video for posterity's sake:



89
King of Dinosaurs / Re: Video of Various KoD Combos and Armor Tech
« on: August 02, 2016, 01:20:43 AM »
Copy paste from Discord:
https://youtu.be/nJAB-c8QtTo?t=1m9s anyone else able to get the link at the end here? it'd be a good half-screen combo if it can be consistent

I think the place to put him is probably point. Actually he's probably pretty ass on 2nd/anchor. he doesn't seem to benefit at all from 1250/1500 max combos, but his 1 meter max combos are actually pretty decent. Fullscreen/Corner: max activate > cl.C ex claws ex bite ~400 dmg
Midscreen: max activate > cl.C ex claws ex claws A claws (link cr.A!?!?!) ~360 dmg(edited)

90
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:
we can go swagger still.

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