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Messages - AirLancer

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16
Ex Iori (Flame) / Re: EX Iori (Flames)
« on: May 10, 2015, 11:59:59 PM »
Would the f+B still retain it's juggle properties even when canceled into though? If not it'd just air reset wouldn't it?

17
King / Re: King (Console)
« on: April 21, 2015, 11:16:27 PM »
In order to connect trapshot canceled from df+D, you need to cancel it a little later into the slide's active frames. That is, add just a slight pause before you cancel into trapshot, that way King will slide deeper into the opponent, and trapshot will be able to reach them.

This is the common way to do King's 2 meter HD combo, since it does slightly better damage than going immediately into B tornado kick. However, for non-HD combos there's basically no reason to ever go directly into trapshot with a combo.

18
General Discussion / Re: Ratios
« on: November 05, 2014, 12:42:02 PM »
Wait, if the max ratio is 4 and a character can be ratio 3, does that effectively mean that character is banned?

I think there's a list like that floating around somewhere, but I'm not sure where it is.

19
Training Room / Re: I have a question about online matches vs pro matches
« on: September 15, 2014, 09:53:53 PM »
Depends on the situation and the characters. If they're playing against someone they know isn't quite as skilled, they might feel confident enough that they don't need to get DA DAMAGE right then and there. Instead, they can be fairly confident they'll be able to land the next hit to kill your character without having to spend resources.

On the other hand, maybe you have characters that they don't feel confident facing with their anchor unless they have meter/drive. It could also be that the character they're using doesn't have particularly good combo options from certain screen positions, so it's not worth spending the meter or drive. Instead, they'd push you to the corner where their resources could be better spent.

They themselves might still be figuring things out, and don't even know any decent combos for their 1st or 2nd character. In that case, saving meter for their last character that they're confident in their combos with would be a pretty smart decision.

Me? I've got no problems spending meter, so long as I have a decent reason to.

20
Meet & Greet / Re: Player from SC Old Fighter, New to KOF!
« on: August 27, 2014, 06:03:58 AM »
https://www.humblebundle.com/

If you have $6.60, no reason not to get Steam Edition.

21
Meet & Greet / Re: New Chicago KoF Player
« on: August 27, 2014, 06:02:56 AM »
Get bodied.  ;)

22
Andy Bogard / Re: Andy Bogard (Console)
« on: August 19, 2014, 12:17:10 PM »
Posted in the main video thread, but might as well put it here too.

https://www.youtube.com/watch?v=JxKJnRgvQqA

+

More damage

https://www.youtube.com/watch?v=u4ZplaMveF4

23
General Discussion / Re: The King of Fighters XIII Video Thread
« on: August 19, 2014, 11:57:16 AM »
Decided to whip up an Andy combo video... Tell me what you think!

https://www.youtube.com/watch?v=JxKJnRgvQqA

24
Offline Matchmaking / Re: New York / New Jersey Players! Stand Up!
« on: July 20, 2014, 10:40:41 AM »
Oughtta come by and play sometime. Marco Polo and I are planning on playing Monday.

25
Meet & Greet / Re: Hi I am learning KOF
« on: July 03, 2014, 05:46:20 PM »
Where in NY man? You in the city? Should come by sometime.

Otherwise: http://steamcommunity.com/id/WFF-AirLancer

26
Haha, I guess Blazblue took KOF's spot this year for the "anime timeslot" on Sunday.

27
Kula Diamond / Re: Kula Diamond (Console)
« on: July 03, 2014, 03:52:21 PM »
Just some hitboxes of note.

Kula's full j.CD has a pretty strong hitbox. It's start up, angle, and hitbox placement all seem to reinforce what I had already thought: it was intended as more of a defensive tool.


Meanwhile, the hitbox on hop C goddamn sucks. I always thought it was suspicious when I'd literally land on people's cr.Bs and they'd beat out Kula clean and cause her to air reset. The only reason this normal is good is because it hits so deep.


Both hop and jump j.D are pretty strong. I used it both as an A2A challenge and a longer range jump-in, and the hitbox reflects both of these.


Damn, the hitbox on EX Reflect tho'...


Other notes of interest:

Unlike A and C breath, EX breath's hitbox actually moves forward during its active frames. s.D has a better hitbox than you'd expect, but it still sucks. cl.C doesn't hit anywhere near as high as it looks, neither does cl.D.

28
Robert Garcia / Re: Robert Garcia (Console)
« on: July 03, 2014, 03:38:28 PM »
Rise from your grave.

Oh well, might as well just add a few notes. I thought Robert's j.A was godlike A2A, now there's proof.



A few other hitboxes that I thought were of note...







The thing that bothers me the most about EX Hien going over crouchers is that SNK had to do it on purpose! Robert's collision box literally shrinks after the first hit, which causes him to sail past! Gaaaawwrrgghh

29
General Discussion / Re: '02 or XIII for a beginner?
« on: June 30, 2014, 04:58:42 PM »
Also because XII is just a terrible game.

30
Mature / Re: Mature (Console)
« on: June 22, 2014, 05:42:44 PM »
Further refinements...

871 damage 3 meters HD

j.C cl.C HDC, s.D, qcb+AC x 5 DC qcb+D, qcb+B, qcb+B DC dp+A~A, qb+B DC dp+A~A, qcb+A DC qcb+D qcb+A x 3 qcbhcf+AC

2nd qcb+A of the last set of 3 qcb+As supposed to whiff.

889 damage 3 meters HD



j.C cl.C HDC s.D, qcb+AC x 4 DC qcb+D, cl.C, qcb+A x 3 DC qcb+D, qcb+B, qcb+B DC dp+A, qcb+A (3 hits) DC qcb+D, qcb+B qcbhcf+AC

Even more Mature Stuff

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