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Messages - LAB Falken

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16
Joe Higashi / Re: Joe Higashi (Console)
« on: May 27, 2012, 06:39:42 PM »
Keep practicing, as long as you buffer the  ;dn ;db ;bk properly prior to the second double tap, it should come out perfectly each time.

17
Joe Higashi / Re: Joe Higashi (Console)
« on: May 27, 2012, 01:56:45 PM »
thanks for the info and the video , this helped a lot. i like doing it this way, i dont have it down yet , but im practicing. Joe is a beast. Is it possible to do a 100% combo with joe?

To be frank I'm not quite sure. If there is, it will burn all of your meter most likely.

18
Well for an obvious example; what about characters that are dependant on their loops in HD (Leona for easiest example)? Sure some characters can 'mix it up', but some are relegated to much more basic combos. Meterless, her combo would drastically shoot down in damage. For example she CAN mix it up now, but it requires meter. Sure throwing in more moves could assist in that case, but balancing a game is a tricky situation.

All it would really do would make 'optimal' HD combos a loop of 3 moves instead of 2, and mess up some of the weaker characters (the ones with less options, at least) HDs.

19
General Discussion / Re: The Official What's Streaming Now Thread
« on: May 26, 2012, 04:39:31 PM »
Can anyone link pool play from UFGT yesterday? Can't find it for the life of me.

20
K' / Re: K (Console)
« on: May 26, 2012, 03:59:20 PM »
repoost from oki page, if anyone had posted this before forgive me.

I've come up with a safe jump setup with K'.

This is in particular very good for point K', as there is often times when you cannot go for an optimal 1b1d combo due to meter constraints. Some characters can use their fastest DPs or EX DPs to go through, as I continue to test I will complete the listing below.

st C > 236A > fB > st A > neutral hop B.

You can instead go for 623C off the fB, and get some more damage out of it, but I would honestly use a safe jump setup in this particular instance more often than not, as you are granted free pressure as a result.

People it doesn't work on:

Ash (d~u+B and d~u+BD)
Normal Kyo (623A and 623AC)
Benimaru (623BD)
Daimon can at best make it whiff with his invincible throw.
Terry (d~u+AC)
Saiki (236236K)
Ryo (623A and 623AC)
Robert (623A and 623AC)
Takuma (hcb+BD, hcf+BD guard point will absorb the hit but the fireball will whiff, of fhcf A, C and AC will absorb the hit but the fireball itself will be blocked)
Mr Karate (623A is the only move I could find that beat it)
Iori (623A and 623AC and hcf AC, EX maiden masher as well)
Mature (623AC allows for escape)
Elisabeth (hcbf AC, 214AC)
Duo Lon (236BD allows for escape)
Shen (CABC)
Kim (d~u+BD)
Tested everything but Raiden's 30~s drop kick.
King (236236A or AC)
Yuri (623A)
Kula (623C, 623AC)- Is her C crow bite really faster than her A? Probably the strangest thing I found out during this testing.
Athena (hcf+A and hcf+C, AC is too fast. hcbx2A and EX also work)
Chin (hcb+B, hcb+BD)
Clark (he can hcf+B it but you can jump out)
Leona (d~u+AC)

Let me know if you guys find any other escapes or if my information is erroneous, thanks.

21
I've come up with a safe jump setup with K'.

This is in particular very good for point K', as there is often times when you cannot go for an optimal 1b1d combo due to meter constraints. Some characters can use their fastest DPs or EX DPs to go through, as I continue to test I will complete the listing below.

st C > 236A > fB > st A > neutral hop B.

You can instead go for 623C off the fB, and get some more damage out of it, but I would honestly use a safe jump setup in this particular instance more often than not, as you are granted free pressure as a result.

People it doesn't work on:

Ash (d~u+B and d~u+BD)
Normal Kyo (623A and 623AC)
Benimaru (623BD)
Daimon can at best make it whiff with his invincible throw.
Terry (d~u+AC)
Saiki (236236K)
Ryo (623A and 623AC)
Robert (623A and 623AC)
Takuma (hcb+BD, hcf+BD guard point will absorb the hit but the fireball will whiff, of fhcf A, C and AC will absorb the hit but the fireball itself will be blocked)
Mr Karate (623A is the only move I could find that beat it)
Iori (623A and 623AC and hcf AC, EX maiden masher as well)
Mature (623AC allows for escape)
Elisabeth (hcbf AC, 214AC)
Duo Lon (236BD allows for escape)
Shen (CABC)
Kim (d~u+BD)
Tested everything but Raiden's 30~s drop kick.
King (236236A or AC)
Yuri (623A)
Kula (623C, 623AC)- Is her C crow bite really faster than her A? Probably the strangest thing I found out during this testing.
Athena (hcf+A and hcf+C, AC is too fast. hcbx2A and EX also work)
Chin (hcb+B, hcb+BD)
Clark (he can hcf+B it but you can jump out)
Leona (d~u+AC)

Let me know if you guys find any other escapes or if my information is erroneous, thanks.


22
General Discussion / Re: Generic Punishes + Don't Punish Thread
« on: May 25, 2012, 07:41:46 PM »
She is slightly negative but I haven't been able to punish it with any 3f normals.

23
Andy Bogard / Re: Andy Bogard (Console)
« on: May 25, 2012, 09:46:42 AM »
I haven't tested brake, so I can't comment. I'll do it some time soon, unless someone gets to it first.

EDIT: The brake is significantly less safe on block, I estimate that it is -6 both versions (tested with K' and Shen normals).
holy crap, that is great to know. thanks! is it a lot more reliable to stuff the EX DP? looks like i will only be using this when i screw up a blockstring. or not at all and just hope they go for the tic throw...

haha i dont think ive ever tried this off a full kuuhadan because i assumed it was more unsafe than brake @_@

well stuff isn't quite the right term, if done properly you will punish the brake or kuuhadan, I would suggest going for the C shoryu anyways if you know they're going to press a button regardless (you can OS a throw with the motion as well). This is one of those things where you're going to have to know the opponents frame data. If I know the guys fastest normal is 4F and I do a full kuuhadan, and I expect them to press a button, I will shoryu. If you brake and aren't punished, odds are the guys doesn't know that fact so you can abuse that fact against them.

tl;dr depending on the speed of your normals it can be more dependable to punish.

24
General Discussion / Re: Generic Punishes + Don't Punish Thread
« on: May 25, 2012, 03:54:12 AM »
http://dreamcancel.com/forum/index.php?topic=1652.60

andy is -4 (hcf B) and -6 (brake) respectively, technically you can punish regardless of EX DP, you just have to have a normal that starts up in 4 to 6 frames. C kuuhadan is very unsafe period.

25
Leona Heidern / Re: Leona Heidern Wiki Thread
« on: May 24, 2012, 07:04:06 PM »
amendments to the combo/damage listing and some miscellaneous goods

cl C does 40+40 (scaling brings it to +38)

as does cl D

her A is her only whiff cancellable normal

it's worth noting that her neutral jump D only comes out when jumping, not hopping.

fB is more safe from chain than raw.

COMBOS PAGE

0b0d

combo 1- omit the f+B, it simply doesn't work.

combo 3 s.C, f+B, air qcb+A does 174 (listed as 202)

additional combo to add: s.C, f+B, air qcb+C, d~u+C does 222 (corner only)

1b0d

combo 3- st.C, qcb hcf+K does 264 (listed as 292)

combo 4- st.C, f+B, air qcf,hcb+P does 310 (listed as 338)

2b0d

combo 2- nj.D, (air) qcf hcb+AC does 393 (listed as 376)

combo 3- st.C, f+B, air qcf,hcb+AC does 412 (listed as 423)

combo 4- st.C, qcb+BD, qcb hcf+K does 373 (listed as393)

0b1d

combo 1- (Corner) s.C, f.B, air qcb+C, d~u+C, [DC] b~f+D, d~u+P does 316 (listed as 344)

1b1d

combo 6- (Corner) s.C, f.B, air qcb+C, d~u+C, [DC] b~f+D, qcf,hcb+P does 428 (listed as 456)

combo 7- cr.B, st.B, f+B xx qcb+A [SC] qcf,hcb+P does 330 (unlisted damage).

2b1d

combo 2- d.B, d.A, d~u+P, [DC] b~f+BD, qcb,hcf+K does 438 (listed as 420)

combo 3- (Corner) s.D, b~f+B, [DC] qcb+BD, b~f+D, qcf,hcb+P does 419 (unlisted damage)

26
Shen Woo / Re: Shen Woo (Console)
« on: May 24, 2012, 02:56:00 AM »
At the very least, it doubles as a frametrap. It's the most simple confirm outside of cr B st B, or C > fB.

I have said this before, and it is FALSE information, but it feels easier if you doubletap the cr C (you can't doubletap 1f links, the reason I find it easier is likely because I have a rhythm with the two hits).

So if you're having trouble getting it out, I suggest giving that method a try.

27
Archives / Northwest Majors (June 2nd-3rd)
« on: May 24, 2012, 02:40:03 AM »
http://northwestmajors.com/

(I'm not a TO so you're going to have to forgive me for only giving you that link as information)

We've got a small handful of dudes driving down for NWM this year, just curious to know who else from dreamcancel might be there, I'd like to get games in with as many people as possible. It's coming up mighty soon, so if anyone else is going to be there let me know so we can play. I am going exclusively for KOF and hope to see some friendly faces, and god willing a challenge.

28
Andy Bogard / Re: Andy Bogard (Console)
« on: May 24, 2012, 02:14:37 AM »
I haven't tested brake, so I can't comment. I'll do it some time soon, unless someone gets to it first.

EDIT: The brake is significantly less safe on block, I estimate that it is -6 both versions (tested with K' and Shen normals).

29
Shen Woo / Re: Shen Woo (Console)
« on: May 24, 2012, 02:12:55 AM »
It's a 1-frame.

30
Do you think perhaps making it so you can't BC off light attacks would remedy the problem? I think you should be rewarded for getting a clean hit, but a full HD corner carry does seem to be a little much for a stray A or B.

Personally I'm fine with how the game is.

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