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Messages - LAB Falken

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46
it is getting really depressing to search for matches and get greeted with a swath of 1 bar connections, it wasn't quite as bad before... I'm chalking it up to the hours that I play, but it is seeming less consistent overall.

47
Leona Heidern / Re: Leona Heidern (Console)
« on: May 12, 2012, 05:12:06 AM »
Hence the emphatic 'neat'. I was trying to think of a way to combo into it so I tip my hat, simple solution.

48
Leona Heidern / Re: Leona Heidern (Console)
« on: May 11, 2012, 01:18:35 PM »
Neat! It combos in the corner as well (spacing dependant, probably the size of their hurtbox differentiates how many hits you can get easily also). For two bar one drive I get 50 less than the standard 1b1d bnb unfortunately (j 214C (DC) 214AC > D grand sabre > v slasher)

looks really cool though

49
Online Matchmaking / Re: PSN KOF XIII
« on: May 11, 2012, 11:14:44 AM »
PSN: Awesomesaur

Region: Calgary AB, Canada.

Looking to play anyone confident in their abilities!

50
Leona Heidern / Re: Leona Heidern (Console)
« on: May 11, 2012, 02:12:46 AM »
I believe it's her trial 8 where she does the corner carry. It's the one I use.

51
Athena Asamiya (forgive me if any of these have been listed)

1b 1d corner only 525 damage

j.C cl.C XX 214A > C (crouching or standing) XX 6B XX 214D (DC) 214B > 214A > 6321463214 A

with a 623C instead of super you get 493

1b 1d anywhere but corner 536 damage

j.C cl.C XX 623C (DC) 214AC (walk forward, hop forward) 6Bx4 > 6B XX 214B > 623A


52
Athena Asamiya / Re: Athena Asamiya (Console)
« on: May 10, 2012, 04:37:22 PM »
sure I'll crank out a few variations right now and notate it.

cl C XX 623C [DC] 214AC (walk forward, hop forward on last hit) > 6B x4 > 6B XX 214B > 623A = 500 damage exactly. Works everywhere onscreen but in the corner AFAIK.

Off the command throw it does 464 omitting the cl C, but everything else is the same.

Starting with 2B2B5A XX 623A [DC] etc it does 434.

It's worth noting that sometimes the character falls out of the last hit of the buttloop, going for 4 6Bs and cancelling the last one is probably the safest option. In the combos I listed there are 5.

53
Training Room / Re: Good Battery Characters
« on: May 10, 2012, 03:36:07 PM »
K' is still a fantastic battery yes. Generally by your third combo (without considering any meter usage otherwise, and not considering any meter built from taking damage or blocking) you have built enough meter for 1d1.4b and will kill the character with 400-520 from that due to the fact. Or you can hit them with 4 combos and then poke them once (his bnb off one low short does 234), kill them, then come into the next round with nearly full drive and 2 bars (again not considering meter use / blocking etc). He also builds meter passively through his zoning game, ein trigger itself does not build meter but every release does. His most simple meterless BnB builds about half a bar and 1/6th of your drive.

He's very adequate without meter for the most part as well.

54
Athena Asamiya / Re: Athena Asamiya (Console)
« on: May 10, 2012, 03:23:30 PM »
Hahahaha that's awesome.

Well after that last post I nailed it, it's actually pretty lenient (height of jump limits the amount of  ;fd ;b reps, timing of jump alters height of first hit depending on where their hurtbox is) at least off the raw DP (;c used, it pushes them out further so you can simply hold forward off something like st ;c, chainx2 ;b, etc). I would suggest you use the timing of the final hit of the fireball to do hop forward  ;fd ;b off of a normal cancelled into a psycho sword, it lines it up perfectly. It's also worth noting that since ;a psycho sword has faster startup you can get the first hit of it from further away, such as  ;dn ;b ;dn ;b ;fd ;a ;dn ;df ;a and still get the butt loop.

Off the command throw you need to hit them with the first hit of whatever DP you're using, preferably lower to the ground (less chance to get a miss or staggered fireball hits) wait a moment, then walk forward and forward hop ;fd ;b.

TK the fireball so you don't get EX super!

55
Athena Asamiya / Re: Athena Asamiya (Console)
« on: May 10, 2012, 01:35:58 PM »
Yea this is pretty specific overall I find. I've been working on it for a couple days, I think there's a few things that are very important but I'm still testing a lot so I can't be too sure.

I got Joe's dizzy figured out way faster than this though. What I'd like to know is how did someone come up with this crap in the first place?

56
Leona Heidern / Re: Leona Heidern (Console)
« on: April 24, 2012, 07:45:53 AM »
neomax cancel with her off EX V slasher or her other super, regular V slasher does not max cancel to neomax. I'm not sure what exactly you're asking, is the timing giving you trouble?

57
Joe Higashi / Re: Joe Higashi (Console)
« on: April 23, 2012, 05:38:09 AM »
Thanks for sharing! I love seeing creative Leona combos.

58
General Fighting Game Discussion / Re: Street Fighter X Tekken
« on: April 22, 2012, 06:23:41 PM »
It really needs work. There's a lot of things that just seem unpolished. Some people do outrageous damage for little reason (ie rufus ex galactic tornado does a hell of a lot of damage and wallbounces... one or the other would have been nice, combined it's outrageous, raven and ryu's meterless damage, etc). Jump properties seem very off as of now as well which is a shame since the game is so aerial to begin with.

As for pros it has a very liberal combo system, leading to lots of fun in training mode, 2v2 is honestly a lot of fun especially if you're playing with someone who knows your SF4 habits (a comparison I like to use is multiplayer katamari where one person is one hand and vice versa, you kind of just have to 'know' what's in your pal's head), and there are a few concepts that if hashed out could lead to some neat stuff.

But then there's the many, many, cons. I'm sure most of which have already been drilled into your head so I'll spare you. They're mostly real, and from what I can tell from the cracked version things are going to get super crazy before they get any better. I'll say that they don't outweigh the cons yet, not by a longshot.

59
Joe Higashi / Re: Joe Higashi (Console)
« on: April 22, 2012, 05:34:57 AM »
I'm working on the dizzy combo as well, this one in particular



I have found double tapping the TNTs and buffering  ;dn ;db ;bk between the doubletaps really helps with clean inputs, so inputs look like this with display on

 ;c
 ;c
 ;bk
 ;db
 ;dn
 ;c
 ;c

I get the perfect TNT every time due to this.

However I am having a hard time understanding the juggle count at the end (after burning both drive bars and using TNT for a couple hits then jump  ;d for dizzy). Sometimes I'll get the TNT to hit, sometimes it wont, sometimes I'll get one hit but not 2 before the 214 and be unable to jump D, sometimes I'll get it all, but it's hard to figure out WHY exactly.

I was thinking maybe it has something to do with how many hits of TNT they get hit by at the end, but it's not easy to test so if anyone has come across this issue before please share some information as I am so close to getting this dependably every time.

EDIT: My problem was I was not mashing out TNT fast enough at the end (for the final part, doubletapping disrupted my rhythm!), I'm now hitting this combo with ~75% accuracy. Still working on getting a clean launch after the 2nd hit of TNT, but at that point it's a reset to stun anyways so dropping it isn't the worst thing on the planet.

60
Offline Matchmaking / Re: The Alberta Thread (we play KOFXIII)
« on: April 20, 2012, 09:57:25 AM »
i think it's dead because most of us just talk on SRK anyways
fair enough but you'd think someone in alberta would post on dreamcancel we've never heard of :p

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