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 - LAB Falken

Pages: 1 2 [3] 4 5
Podcast / Re: Drive Cancel Radio Episode 8
« on: May 23, 2012, 02:04:43 PM »
Keep it up, you both are doing a great job.

In terms of anime I've watched there's a hell of a lot, anime I've enjoyed is a whole nother story.

No particular order.

Legend of the Galactic Heroes
Hokuto No Ken
Samurai Champloo / Cowboy Bebop
Hunter X Hunter (penultimate shounen anime, though I have yet to watch Rurouni Kenshin)
Golgo 13 (the films, the anime adaptation is a nightmare).
Berserk (one week to go iirc for the OVA!!)

Are the ones that stuck with me (very tired of shounen these days), in terms of manga I've only read Kozure Okami (Lone Wolf and Cub, highly recommended), and Berserk.

Andy Bogard / Re: Andy Bogard (Console)
« on: May 23, 2012, 10:14:45 AM »
My pleasure, Andy's one of my favourites so it's about time I figured out how that move worked.

Andy Bogard / Re: Andy Bogard (Console)
« on: May 23, 2012, 10:05:46 AM »
I haven't completely tested it (attempting to alter advantage by standing during first, second, or third hit and alternating between them), but for the most part yes it appears to be a 1f punish. Perhaps my timing is off, it could very well be a 2f and my timing is off, but I doubt it.

EDIT: After testing with Iori's 3F st C, I feel confident in stating it's a 1f punish for 4F normals (feels loose enough to be a 2F link). So- pretty risky punish attempt for anyone with >3F normals.

Andy Bogard / Re: Andy Bogard (Console)
« on: May 23, 2012, 09:45:42 AM »
Only EX appears to be safe on block. In order to punish it otherwise it seems to be about -4 on block (UNTESTED) off of hcf B (feels like a 1f to punish with K' cr B), off HCF D it's prohibitively unsafe.

EDIT: Same goes for Terry, so I assume his cr B is 4f startup as well.

Andy Bogard / Re: Andy Bogard (Console)
« on: May 23, 2012, 09:19:12 AM »
I'll run some tests if you like, which character are you trying to cr B it with?

Social Club / Re: Off Topic thread:Rule 34 Edition
« on: May 16, 2012, 09:38:38 PM »
10 foot pole vaulting around this

Social Club / Re: The Seiyuu Thread
« on: May 16, 2012, 08:26:55 PM »
Kenji Utsumi

AKA Raoh (HNK), Zodd (Berserk), Sidney Sitolet (LoGH), Alex Louis Armstrong (FMA), Shenron Recoom (DBZ), Black King Boss (Casshern), World Tournament Announcer & Commander Red & Shenron again (DB), and a hell of a lot more.

My personal favourite, no one does those guttural yells like him. Not to mention he's got some of the most badass lines in anime ("Of this life, I have not one regret!" IIRC Raoh's final words).

There was a scene in LoGH where he and Wakamoto have a quick chat and it was pretty goddamn amazing.

K' / Re: K' wiki building thread
« on: May 16, 2012, 02:44:17 AM »
1-2 stock HDs

1 bar HD 731 damage

jC > cl C XX fA > BC > cl C XX fA XX 214D(whiff) > 214D(slide followup) > (623A [DC] 214D > 214D(whiff))*4 > 623A [DC] 236C > fD > fA > 2363214P

1 bar HD 747 damage

jC > cl C XX fA > BC > cl C XX fA XX 214D(whiff) > 214D(slide followup) > (623A [DC] 236C > fD > fA)*4 > 2363214P

2 bar HD 803 damage

jC > cl C XX fA > BC > cl C XX fA XX 214D(whiff) > 214D(slide followup) > (623A [DC] 214D > 214D(whiff))*4 > 623A XX 6321463214AC

there are obviously many ways to confirm into HD with K', i might write some crap up in the near future

Athena Asamiya / Re: Athena Asamiya (Console)
« on: May 15, 2012, 11:36:20 AM »
Kind of a matter of perspective. Technically it's a backhop (otherwise she wouldn't turn around for fB) but for all intents and purposes you do it as if it were a forward hop. If memory serves, she doesn't turn around period so it looks like a forward hop, not until you initiate fB does she change sides. If she DOES turn around, odds are you're going to just get a jumping B.

It is a really really strange loop though, let's say you were facing the right side of the screen and you did the 623C (DC) 214AC and walked forward and did the hop, you initiate the fB's by holding to the right (6B) still, and continue doing so for every single hit. I have a feeling by doing this you confuse the game since you're constantly travelling between their hitbox crossing them up then bouncing back, all the while their hitbox is popping back into you allowing it to continue for several reps.

K' / Re: K (Console)
« on: May 15, 2012, 02:07:25 AM »
Off of the st C > fA chain the minute spike is pretty easy. Buffer the first 214B(D) early and then buffer another one to release the instant it comes out. It's not the largest window but with a bit of practice it should come out 100%. Doing it raw you more or less just have to do it fast. I do it with nearly super timing (reverse heat chain) just with a tiny gap between the 214 buffers to tap a B or D.

Thanks Reiki for the tip about guard point, I'm gonna go test that.

edit: you guys DON'T like doing the 632146A (DC) 236C? It's like a source of pride for me now, thinking back to how hard this game was to start, and now I'm doing half circle back > forward for DPs of all things hahaha.

General Fighting Game Discussion / Re: Street Fighter X Tekken
« on: May 14, 2012, 05:31:48 PM »
that's a pretty wicked response from ayano, my particular favorite being

Please research combos to make Tag Cancels look more exciting and bring out their charm.

with special mention to

Consider the amount of adjusting we would have to do if new moves were introduced.

seems kind of passive-aggressive haha.

this was kind of weird though

Karin... is it possible for her to come to AE 2012?

Athena Asamiya / Re: Athena Asamiya (Console)
« on: May 14, 2012, 04:46:20 PM »
Pardon the double post but I have been experimenting with Athena's butt loop a little more lately. I was trying to pump out some extra damage after watching the aforementioned video, turns out if you delay the second fB (or potentially any of them barring the first of course, if done properly) you can squeeze out just a tad bit more and be set with a better leave allowing for a 214D followup at max height, or a 623C after the 214B.

Honestly I don't see much use in doing such a thing, since if you mess it up (very easy to mess it up) you lose a fair amount of damage, but it's worth noting that that is how it is done. So if someone decides to put that into their muscle memory they'll be a bit better off in terms of damage output.

They are completely different characters, though Karate has sped up Takuma normals (crC actually is the only notable one I can think of, actually).

First off; the reason for this thread is to discuss why you do the combos you do. In certain situations, why might you taper the combo off in order for a mixup instead heavier damage? For oki, for mixup, or perhaps a setup you have in mind?

In order to complement the 50% thread, here is a place to discuss why you might simplify your combo, why you might go for a reset, what oki mixup that results from said combos, and the setups behind everything mentioned.

I will be using numerical notation. For reference look at the numpad on your keyboard; 2 is down, 4 is left, 6 is right, 8 is up, 5 is neutral, and the rest of the numbers indicate combinations (such as up back or down forward). Oki is short for okizeme, the japanese terminology for wakeup game (ergo; what to do once you've knocked someone down). Resets are when you cut a combo short in order for mixup.

For example; Leona's 1b1d standard bnb in the corner (crB stB fB XX 214C > moonslasher (DC) grand saber > v slasher - 408 damage for reference)

turned into a reset (crB stB fB XX 214C > stA [RESET] A baltic launcher)

the damage turns to 178, which is a significant decrease in damage (with no meter whatsoever used, but you are still sacrificing damage by omitting a single moon slasher that isn't drive cancelled), but in turn allows significant mixup opportunity granted they do not EX DP through the A baltic launcher (the only option that does not result in trade, avoid, or loss- this can be amended by other characters with moves other than their DP that has full invincibility on startup, so take note). It has the added benefit of giving you more charge time if you are in the rare situation where you do not have charge off of a 214C, it is also far harder to react to on the fly or to give your opponent a moment to think off of a knockdown in place (from the moon slasher for example), so it has another added benefit of weakening their wakeup game.

So by sacrificing up to 230 damage you in turn maintain pressure, are granted huge frame advantage (at least enough to run up to two mixups!). The caveat of course is if they are hit by the baltic launcher you will not be able to combo off of it very easily into anything substantial due to how they are hit after the baltic launcher, and the scaling that comes as a result. You can however continue running the mixup (they get hit, reset them again with whichever normal you prefer (preferably special cancellable), and choose to baltic launcher, normal overhead, IOH, so you are granted the choice of pressure (though predictable after the first attempt), mixup, or to hang back.

This is the most elementary example I could think of, and contains pretty much everything in the title.

As a surnote this thread is more of a why than a how, I'd like to know why you go for the resets you do and when, in order to create a more varied database of the meta involved in KOFXIII.

Pages: 1 2 [3] 4 5