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Messages - MUSOLINI

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76
i did the combo by making it longer, thus easier for me. and your probably wrong, its 3 chouching  ;b's, a crouching ;a cancelled into ranbu. try it again to make sue it's the right combo. the last crouching light punch was out of range for me when itried it.

also if you got good combo execution, head to the terry thread and help me out.

77
Based on what you say, I definitely get a better appreciation for being new to KOF or converting to KOF from an SF background. I can see there being a learning curve in getting used to the drive cancels and especially the HD stuff.

How would you compare burn knuckle drive cancelled into crack shoot versus some of the trials in SF IV? I remember wanting to rip off my skin trying to complete some of the prescribed combos with Guy (one of my favs from Alpha) and Dudley.

For Dudley/Guy there were a bunch were I had to do thinks like jump attack > link normals (or target combo) > super where the linking stuff or tcs required hell 1 frame-like timing so that you are not too far away to land your special/super. My impression at the time (and after clearing some of the earlier ones after 30 tries) was that these combos were just not viable in play :(

Same feeling on KOF trials to you or do you think SF is harder in this respect? I guess anything comes down to muscle memory, but I definitely felt there was a difference. So are the input windows reasonable in KOF and timing just different or is one significantly harder than the other?

guy and dudley combos where easy mode imo, this is harder. especially the very specific stuff where you have to link, time and remember a combo consisting of 15 moves. most trouble i had with ssf4 trials where gens.

and no prob dai.

78
Terry Bogard / Re: Terry Bogard
« on: December 01, 2011, 05:57:36 AM »
im having trouble with trial 9 or 10, the one that looks like the combo mr kof did for arcade 100% vid where the burning knuckles change sides. whats the trick to the combo to make the hard crackshoot hit like its supposed to? cancel 1st rising tackle as late as possible and cancel the C burning knuckle as late as possible? what about the second one? anybody here land that combo consistently to help me out?

79
General Discussion / Re: Netcode Lag/Delay Test Reports
« on: November 30, 2011, 11:18:43 PM »
hey i tried playing some guys with 3 bar and it was actually playable. there is some minor input delay but def playable. you will drop some combos etc and at times be late with that last sec dp. maybe 4 bars is actually on par with ssf4.


80
Double post:

Bonus Artworks from KOF XIII Euro Special Edition

http://www.jeuxactu.com/images/kof-13-les-bonus-en-images-77723-4-6-1.htm#img

hey that's supposed to be just for us, just kidding.

81
raiden:  ;db ;fd ;db ;a hold downback till it hits and press ;fd ;a ;c.

leona is easy:  ;db ;ub punch into ;fd kick.

82
General Discussion / Re: Netcode Lag/Delay Test Reports
« on: November 30, 2011, 04:07:18 PM »
kbn, hit me up when your copy arrives.

83
General Discussion / Re: Trial Mode Combos
« on: November 29, 2011, 06:54:48 PM »
easier said than done, especially in a match. and yeah was just making a point with duo, cause his is actually easy compared to takumas retarded one. is there anybody that can actually do thqt one consecutive without cheating, using more bars than needed?

84
General Discussion / Re: The King of Fighters XIII Video Thread
« on: November 29, 2011, 06:51:18 PM »
don't know bout bb, but sf def isnt as hard to be good at compared to kof, unless you meant sf3ts, but even then you could still just pick chun. kof XIII > SSF4 whatever edition.

85
Here's a good question for our tourney players: Do you absolutely have to know Neo Max combos in order to be competitive? Just curious if there's anyone that's done well in tournies (like Top 8) without using the extended Neo Max combos for select characters.

yes, otherwise your handicapped vs players that can do it. also it's not just about the NM, it's more about the HD activation and learning those combos. shen for instance can do like 80% damage of a hd combo with 1 super bar added. if youd try to do a similar combo without going into hd mode, you cou use all your dc meter and 5 super bars and stil not get 80% damage. so do you need to know these combos, no. will they help you out tremendously, fuck yeah cause you'll be conserving bars while doing more damage. isn't 1+1=3? in kof, yes. whatever the fuck i meant.

86
General Discussion / Re: The King of Fighters XIII Video Thread
« on: November 29, 2011, 06:37:20 PM »
Just a guy tellin it like it is.





hearing a black guy rambling think8ng shit son, god don't know wtf he be talking bout yall, *****z is getting my money yall, word is bon.
 
but seriously, dude is straight up honest and telling like it is. can anybody imagine VF6 becoming mainstream next year, people would go fucking crazy after trying to get good with that game, lol.

on a sidenote, what are the hardest fighters to play and be good at out there, kof and vf, maybe gg and perhaps even bb?

87
General Discussion / Re: Trial Mode Combos
« on: November 29, 2011, 06:20:42 PM »
i really needed to cheat my way with some of the easier combos. takuma for instance had this seemingly easy of 3x crouching ;b crouching ;a into ranbu, easy, right? guess not. had to make the combo 50+ hits, use all my dc bars and some dm bars to make it work cause they kept on getting out of range with the final crouching ;a before the the ranbu. i needed to do this method with other seemingly easy combos that where actually hard. duo long 3x crouching ;a into rekka? check. vice's 2 crouching lights into her grab dm, check.

oh yeah, on that point. a lt of the old buffer methods and shortcuts don't seem to work or are a lot harder this time around, ive completed some more characters trials but am still having difficulty with some things, for instance:

is there an easy way to cancel 2 crouching lights into ;fd ;df ;dn ;db ;bk ;fd ;df ;dn ;db ;bk grab dm's. im stuck with actually cancelling that last light into the dm very fast but can't do it consistently, the old ;df ;bk ;df ;bk shortcut doesn't seem to work  anymore, any help? also any execution help with cancelling into vice's air dm after the shoulder follow-up?  shit seems harder than it should be. in the end we can cheat our ways through the trials, but not being able to do these combos means that in a lot of cases you'll have to spend extra bars or sacrifice damage to make it work. in some cases you can cut on the amount of crouching lights to make it work without using extra bars. butin other cases like the grapplers we need to learn how to do those crouching lights into grab dm etc.

 if people wanna share some tips, go ahead. i got 1 for raidens ;db ;fd ;a into ;db ;fd ;a ;c, just do ;db ;fd ;db ;a, keep charging and after the hit do ;fd ;a ;c. this way you wont have to use an extra dc meter for the combo to work.

88
i got terrys NM stopped after first hi was blocked. this was versus nekid boss, dont know wtf he did and why the rest didn't come out.

89
SNK Art & Images / Re: KOF Fan Art
« on: November 29, 2011, 08:17:58 AM »
something like ugly betty?

90
General Discussion / Re: KOF XIII Console Unlocking & Miscellaneous Thread
« on: November 28, 2011, 08:52:06 PM »
the belly button flashers has been in kof since 97, maybe even 96.

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