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Messages - Great_Dark_Hero

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Congratulations to Xiao Hai!! GG's to Tokido and everyone else at KOFXIII EVO2014!

Mai Shiranui / Re: Mai Shiranui (Console)
« on: June 26, 2014, 06:48:33 AM »
Winners Bracket Finals for Imperium KOFXIII:

Mai Shiranui / Re: Mai Shiranui (Console)
« on: June 15, 2014, 03:39:02 AM »
Here is a small sample of Mai's crouching heavy normals canceled to Musasabi (down~charge~up+P) then j2B.
As implied in the Mai tutorial THIS CAN BE A BLOCK STRING if you are quick enough with the j2B input after ground Musasabi. The j2B is still going to be an overhead (and cr.D can be whiff cancelled in to her ground Musasabi or other special moves as well).
j2B used in front of the opponent is plus frames on block. Most of Mai's light normals, close heavy normals and her cr.C will come out quick enough to keep the pressure going.

(cr.C/cr.D, ground Musasabi > instant j2B, (land) cr.C...
you can repeat this to confuse or continue on with block strings... or she can pressure the opponent with crouching light normals, stand A... and tick throws/running throws - low/throw games are general dangerous in this game.

Note that EX Iori can not mash DP or normals between Mai's crouching heavy normals into ground Musasabi instant j2B.

Mai Shiranui / Re: Mai Shiranui (Console)
« on: June 07, 2014, 01:27:03 PM »
Take a look at Louffy's Mai! This is very recent!

Leona Heidern / Re: Leona Heidern Wiki Thread
« on: June 01, 2014, 02:22:50 PM »
Leona Strategy and Team Position section is updated. There will be more to follow later.

Mai Shiranui / Re: Mai Shiranui (Console)
« on: May 28, 2014, 08:52:40 PM »
Mai offensive strategy from up close:
 There is a pretty proficient method of continuing offense with Mai: Notice that Mai is plus frames on her j2C (in front) and 0 frames on block from EX air qcb+P while cr.C comes out quickly and whiff cancels. Basically, you're like a loop in a way. cr.C, d~charge~uf+P, j2B, air qcb+A (or EX), then cr.C or cr.D into d~charge~uf+P again. cr.D WILL cancel into special moves... cr.D into d~charge~uf+P, j2B for low overhead. Relatively safe on block if you use j2B as early as possible during d~charge~uf+P. As you mix the opponent up this way, you can also try visually confirming into a combo or run-up throws.
 Always remember that Mai's j2B will hit the opponent overhead and that it is plus frames at lower heights.
 Air qcb+A is safe if you aim towards the opponents legs. EX air qcb+P is safe altogether (at 0 frames on block).
 cr.C comes out very quickly. You can also resort to her cr.B or st.A for confirming into a combo.
 You can also whiff cancel her cr.D into her special moves.
 Try to maintain a degree of discretion while applying the offense. Because, Mai has quite a few moves that are, in fact, plus frames or neutral on block. Don't be afraid to go for mix ups.

 The player also needs to remember that they don't always have to play a certain way either. If something is not working, try something else. Be creative. A intermediate player is not going to fall for generic tricks, unless they are ignorant of the match up (i.e. bad at the game) altogether. Play keep away or passive aggressively when the situation calls for it, so that you can win. Mai is very good at that sort of thing, even supporting the concept of "Yomi", and/or dealing with players who are desperately aggressive or like to auto-pilot too much.

 #ShiranuiNinja. (^ That's what ninja's do).

Mai Shiranui / Re: Mai Shiranui (Console)
« on: May 20, 2014, 04:55:09 AM »
To combo after Mai's air version EXDM, the opponent needs to be on the ground. In the corner, this means Mai can get a lot of damage if she has drive meter and she build more meter during the combo follows after hitting the opponent with the air EXDM. Use the air to your advantage when applicable.

Another thing to remember is that Mai's ground CD attack is also very nice.
CH CD attack (whiff cancel) qcf+A, qcb+C, qcb+C, qcb+C, Air Throw will net Mai 466 damage for meter less. Try to capitalize off of counter hit CD/j.CD attacks in the corner. If you get a counter hit CD/j.CD in the mid screen, Mai can similar dash forward and perform an air throw to get the hard knockdown.

Mature / Re: Mature wiki building thread
« on: May 12, 2014, 05:23:23 PM »
Mature's match up guide is complete but it will continued to be updated depending on what tech is found next. The Mature wiki page is also finished.

Mai Shiranui / Re: Mai Shiranui (Console)
« on: May 11, 2014, 05:10:52 AM »
Getting three Ryuenbuu's after EX Ryuenbuu in the corner.
The Four Ryuenbuu trick. It is easier to do from cr.Bx2, cr.A.
One you will visually be able to tell if the opponent is blocking or and if you're getting in a few hits before continuing the combo. If you do get the confirmer, fire away with EX qcb+P... then IMMEDIATELY follow up with another qcb+C. Make a slight delay on the next qcb+C then fire off another qcb+C.
After then, you can either do a drive cancel off of the last qcb+C or simply end the combo. Either way, Mai will be the one with the advantage.

Training Room / Re: The KOF Battle Journal
« on: May 06, 2014, 04:15:36 PM »
Nowadays, I've been mostly playing KOF with a old pals from school who played 98 on a religious basis, along with German players and soldiers. I've also recently picked up both Daimon and Elisabeth (after getting pass her execution barrier. I find her juggle combos to be fun to do now)!

Training Room / Re: Hit confirms/Reaction Practice Guide
« on: May 06, 2014, 04:01:58 PM »
Well done!!

Mai Shiranui / Re: Mai Shiranui (Console)
« on: May 06, 2014, 02:34:31 AM »
Guttscl himself has a Mai Shiranui safe jump set up for us! Check this out!

GG's!! Kudos to Tokido!

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