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Messages - AirLancer

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61
Offline Matchmaking / Re: New York / New Jersey Players! Stand Up!
« on: March 03, 2013, 05:10:56 PM »
And, after what seems like the longest flight ever, I am finally back in the States...

62
I have some questions but don't know the answers to so it might be usefull for the FAQ (coming from someone really new to kof)

Are there character roles? I come from SSF4 and I play Balrog, is there set roles such as turtle or rushdown?

Certain characters may lend themselves to a defensive style of play (such as Saiki, Leona), and others to a rushdown style (Kim, Claw Iori). That being said, most characters have the tools that, when combined the various movement options available, allow them to switch styles as needed.

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Are there any characters that can combo from CD Attack?

The blowback attack causes a soft knockdown, and puts the opponent into an unjuggleable state. However, characters with moves that have the Anywhere Juggle property can combo after a CD attack. Moves with that property allow characters to juggle an enemy which would be untouchable by normal attacks, such as after you hit an airborne opponent with a normal. Such characters and moves include but are not limited to:

K': j.qcb+B/D, qcfhcb+AC
Vice: hcf+BD
Takuma: fbf+AC
Hwa Jai: dp+BD
Elizabeth: qcfhcb+A/C

Are the ones I can think of off the top of my head.

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Is there a place or way that  show how people who KOF write thier move anotation, or is not a set way to write it.?

The one I use now...

s.X: Standing
c.X: Crouching
cl.X: Close standing
j.X: Jumpping

f+X: Holding torwards
b+X: Holding backwards
d+X: Holding downwards

QCF+X: Quarter-circle forward. Down, down-forward, forward
QCB+X: Quarter-circle back. Down, down-back, back
HCF+X: Half-circle forward. Back, down-back, down, down-forward, forward
HCB+X: Half-circle back. Forward, down-forward, down, down-back, back
DP+X: The "Dragon Punch" motion. Forward, down, down-forward. Made famous by Ryu and Ken's Shoryuken.

DC: Drive Cancel/HD Cancel

A: Light Punch
B: Light Kick
C: Heavy Punch
D: Heavy Quick

qcf+A = quarter-circle forward motion and press light punch.

cl.C = Close Standing Heavy Punch

Example Robert mid-screen 2 meter combo:

cl.C, f+B, dp+C DC qcb+D, qcfhcb+AC

63
General Discussion / Re: The King of Fighters XIII Video Thread
« on: February 23, 2013, 03:42:05 PM »
Anyone have any high level Robert match footage? I hardly ever see the character in use.

64
General Discussion / Re: The King of Fighters XIII Video Thread
« on: February 20, 2013, 05:33:15 AM »
I have my own preferred Robert combos from 2-4 meters, as well as a 4 meter kill combo (if you notice in the previous Robert 100% video, they're all 5 meter combos.) Might as well get it out of the Robert thread.

Video quality's not exactly the best, but you see what you need to see.




65
Offline Matchmaking / Re: Washington D.C. (2013-2014)
« on: February 09, 2013, 06:52:22 PM »
I'm actually about to be stationed near DC in the near future, so I was wondering if there was a scene here as well.

66
Offline Matchmaking / Re: NYC: SNK
« on: February 09, 2013, 06:37:06 PM »
Well, yeah, 'course I'm interested in playing other people.

67
Offline Matchmaking / Re: NYC: SNK
« on: February 09, 2013, 04:46:32 PM »
In March I'll be leaving Okinawa and will be headed back to NYC for about a month of leave. Where's the NYC action at? Haha...

68
Robert Garcia / Re: Robert Garcia (Console)
« on: February 08, 2013, 04:54:17 AM »
Honestly, I think I'll stick with my 99% combo. It's much easier.

69
Robert Garcia / Re: Robert Garcia (Console)
« on: February 07, 2013, 05:50:05 AM »
Robert's 4-meter 100% HD Combo


70
Robert Garcia / Re: Robert Garcia (Console)
« on: February 06, 2013, 02:32:24 AM »
As I said, it'll work anytime you have a backturned, cornered opponent. You can also reset off of dp+C DC divekicks and EX divekicks.

71
Online Matchmaking / Re: PSN KOF XIII
« on: February 03, 2013, 03:38:51 PM »
Name: AirLancer
Location: Okinawa, JP

Honestly though, I almost never play online. The few times I do I usually get really mad because of all the lag.

72
Robert Garcia / Re: Robert Garcia (Console)
« on: February 02, 2013, 03:41:54 PM »
I'd just be worried about the consistency of being able to it in the heat of the moment. I mean, there's a reason Robert's other HD combos (dp+C, fireball, dp+A, divekick repeat) are more prevalent.

EDIT: The combo itself works, but the damage is less. In that video, j.C, cl.D HD cl.D did 310 damage. In the console version, the same string does 265. The same combo does 954, not 1003. It's because cl.D in console took a damage nerf compared to Arcade. Even watching the first time, I thought "the amount of damage he did compared to the amount of hits he gave is way off right now."

Btw: The reset posted previously of course works with dp+C DC divekick/EX divekickk as well.

73
Robert Garcia / Re: Robert Garcia (Console)
« on: February 02, 2013, 02:39:21 AM »
I haven't really tried it, but getting two consecutive reps of dp -> fireball is totally new to me.

I've tried it before, it's pretty hard and I can't do it consistently. You can see BALA do it in some of his combo vids. Note that the combo video is from the arcade version (non-Climax), so I'm not sure if that combo is even still possible.

EDIT: Actually, now that I try it again it's not really that hard...

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is there a reason Robert doesn't have frame data on the wiki...?

Probably because it doesn't exist.

74
Robert Garcia / Re: Robert Garcia (Console)
« on: February 01, 2013, 10:40:52 AM »
Also I recorded some EX Ryuuren Geneikyaku to HD Combo footage. While they might not be touches of death, they do make getting grabbed by a stocked Robert a real concern, especially if the opponent has already taken some damage.


75
Robert Garcia / Re: Robert Garcia (Console)
« on: February 01, 2013, 02:09:34 AM »
Very extensive Robert combo video, out of Japan.



Looks like they've yet to discover my own patented max-damage Partial Law combo set ups. Let's beat them to the punch!

Meanwhile, let's see if I can find some more damage HD combos after the EX Command Grab (yet another idea that seems so obvious on the surface, yet I just never put 2 and 2 together.)

Also, I discovered this neat little trick. I think it's a useful trick to keep in mind if you ever have a back-turned opponent in an HD combo.



I also don't have it on video, but if you hop backwards, they'll land in front of you at which point you can do a divekick into dp+A, or EX divekick if you have the meter. In that fashion, opponents who associate Robert's immediate hop with the cross up will then once again block incorrectly and get hit. Within that vein, you could also delay the reset hit, causing the opponent to fall in front at which point you could hop, potentially triggering the same "cross up" thought response.

EDIT: Another option to reset is to walk a very short distance backwards and then reset the opponent, which will always cause them to land in front. If the opponent is ever caught in Robert's back-turned combo, one wrong guess can mean immediate loss of a character as Robert's corner combo with Partial Law finisher generally does more than 730 damage, along with the extra reset hit. Whereas the follow-up combo can deal more than 270.

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