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 - AirLancer

Pages: 1 ... 5 6 [7] 8
91
Robert Garcia / Re: Robert Garcia (Console)
« on: October 25, 2012, 03:08:27 PM »
Additional combos I came up with after considering what I'd put up in my last video.


92
Robert Garcia / Re: Robert Garcia (Console)
« on: October 23, 2012, 03:39:44 PM »


A pretty listing of Robert combos from FGA Mono, though there are a few of them aren't very practical or meter-efficient...



Two new(er) combos I decided to put up.

93
Training Room / Re: The KOF Battle Journal
« on: October 20, 2012, 06:43:40 PM »
I play, practice, and try to improve even though I really have no competition in my area. (There's barely anyone around who's even played a fighting game before, much less KOF.) I beat the only other competent player, my former roommate by a 10:1 margin. When I went to LV for EVO, I played a lot against Fernando and Zero, and actually got a few compliments on my play, much to my surprise, since I was still adjusting to the TV's latency (or lack thereof). I still remember one casual match where it was my Kim (who I had only recently picked up to replace K', and was still very much a W.I.P.) vs his Yuri. We both had little life left, though I'm sure he had the life advantage. Yuri did a Raiohken, probably to catch a hop, instead I had neutral jumped and immediately EX Supered to win the match. Zero and anyone else watching had a good cheer from that. Fernando's Athena was a real surprise, I'd never played against one (which applies to a lot of characters, with my small playing pool) and got caught in all kinds of setups.

The sets I've played are usually so one-sided that I can't get a handle on myself as a player, since my flaws aren't being exploited as hard as they should be.

I practice so that when I get back to the States, and hopefully find some competition, I won't be as far behind everyone else that's been playing in their scenes. Trying to find other players, and getting new players into KOF, or even fighting games is a battle in itself. Despite the general lack of players, I still play because I just love the game so much.

My Main Team:

Kula: My first character that I picked up, as well as my favorite. It was Kula that really helped me get down comboing out of c.B hit-confirms. Of all my characters, she was generally the one my former roommate hated fighting the most until I picked Kim.

Robert: Robert is strange. Sometimes I'll have runs where everything goes right, I make all the right moves, and Robert is just unstoppable. Other times he just gets beaten out by everything. I don't think either Kim or Kula ever get as hot or as cold as my Robert does. But still, perhaps much like David Kong, I've put so much work and time into Robert that I don't think I'll let him go. I actually picked up Robert because my roommate tried picking him when we first started playing the game, and he was just really annoying. So, fight fire with fire, and I've stuck with him from then on. I feel that when Robert is well played, he can shut down anything his opponent tries. I also feel that players haven't taken Robert to his full potential, unless there's some sick Robert match videos someone can point me to.

Kim: The last addition. In general, I tend to be a fairly defensive player. In SF I mained Guile. On the other hand, I just throw away all my fucks with Kim. It's gotten to the point where I can tell that my one real opponent is extremely hesitant to press buttons whenever Kim is in c.B range.  The main problem is perhaps I get too button happy with Kim.

My former roommate generally plays Kyo, Saiki, King, and Mr. Karate. He clearly understands and applies footsies and spacing. Though, he tends to play very recklessly. Occasionally, he can just zone me out extremely well with King with the combination of her great j.CD and the use of smartly placed fireballs. It's very rare for him to throw a bad fireball for a full punish. A flaw I need to correct is that I don't tech throws as much as I should, especially the ones where I literally see him coming up and think "he's about to throw me." My main advantage over him is the fact that I can do HD combos with pretty much all my my characters, whereas he can only really try to do one with King, and he often forgets what combo he's even going for as he does it. If he improved his combos, we'd probably be much more evenly matched, since right now the times I'm most fearful is when his Mr. Karate anchor is loaded with 5 meters. I know that he'll EX Ranbu me for just about anything, so doing everything is potentially a risk. Still, the last time we played it was 45:6, so it's hard for me to think about how I can improve.

94
General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: October 01, 2012, 04:36:14 PM »
Good KOF commentary?

Hmmm...

Look like we're not gonna have that unless everyone understands Spanish...

95
Robert Garcia / Re: Robert's Command Grab, Hitstun, Recovery Time, Glitch?
« on: September 30, 2012, 02:49:04 PM »
Shouldn't this be in the Robert section?

96
General Discussion / Re: KOF Community Growth and Outreach
« on: September 02, 2012, 08:12:21 AM »
If you live in a college town, try putting up flyers for events or gatherings around the university.

Unfortunately, a Marine Corps base is far less likely to contain players (of FGs anyway, not so much FPSs)...

97
General Discussion / Re: KOF Community Growth and Outreach
« on: September 02, 2012, 03:04:49 AM »
FG players or KOF players?

Let's just put it this way. If I ask if someone's played a fighting game before, the majority of the people around me will think of UFC or Smash Bros.

98
General Discussion / Re: KOF Community Growth and Outreach
« on: September 01, 2012, 07:00:46 AM »
Stuck trying to find any players at all...

99
Training Room / Re: Cancelling
« on: August 27, 2012, 01:58:25 PM »
Are most players using standard controllers with this game (360)?

If you can help it, I'd suggest you take your 360 controller and throw it into the Cracks of Doom replace it
with a better pad (if you're inclined to stick with pad). The 360's d-pad is just the absolute worst for fighting games (or...anything). Personally, I use a Dualshock 2 (PS2 Pad), but I also hear good things about the Sega Saturn pad and its clones.

100
Robert Garcia / Re: Robert Garcia (Console)
« on: August 24, 2012, 11:50:53 AM »
For HD Combos, you should leave out the f.A from your hitconfirm string, since for longer combos it causes them to do less damage overall due to scaling. Also, I've made a few videos and written out quite a bit on SRK about
how to maximize Robert's HD damage output, and on squeezing out a bit more efficiency when possible with his drive-cancel combos.

One of my combo videos, which I think are all practical enough:



(I'm not sure how to just get this to come up as a link, rather than embedding.)

101
Robert Garcia / Re: Robert Garcia (Console)
« on: August 10, 2012, 04:17:44 PM »
Normal jump after regular command grab in the corner is a safe jump.

Speaking of which, I found this setup today. May be of use.

[KOF XIII] Robert Garcia

102
Meet & Greet / Greetings from AirLancer
« on: August 08, 2012, 01:51:18 PM »
I didn't notice this board up until now.

Hello, I'm AirLancer, currently playing KOF XIII out of Okinawa, JP.

Started playing in late January, and haven't stopped since, even with the severe lack of competition (that I can find, on or offline) around me.

103
Robert Garcia / Re: Robert Combos
« on: July 29, 2012, 07:31:11 PM »
Another thing is that if you don't confirm off of a heavy, the most you'll get off DM > Neomax is 750ish. With the full 3 meter HD combos off c.B c.A f.B you can still get over 800 damage in the corner. This is mostly due to loveliness of EX Geneikyaku and how it still does mean damage even when fully scaled. (Numbers might be a bit off, but that's about where I remember from when last I was testing things)

Also, regardless of if the fireball hits, Robert's ranbu will still hit when close enough to the corner. So really, there's no reason not to throw the fireball unless you have trouble canceling it into DM.

Later tested. Off c.B c.A f.B damage for simple HD dp, fireball, dm, neomax is 772, while optimized was 815.
dp, dm, neomax 727
dp+c, fireball, dm, neomax 737
 

On another note:

4 Meters + HD 950~ Damage Corner

j.D, s.C, f.B, HD, s.C xx dp+C, DC, qcb+BD, qcf+P, dp+C, DC, qcf+C, dp+A, DC, qcb+K, dp+C, DC, qcf+A, fbf+BD, DC, qcfhcb+BD

Leave off the 2nd f.B to give just enough time for Robert to cancel EX Geneikyaku into NeoMAX.

104
Robert Garcia / Re: Robert Combos
« on: July 28, 2012, 09:25:20 AM »
In most cases, if I know either combo will kill, of course I would go for the simpler one. Still, one has to be aware of positioning when you're using the dp > fireball > dm > neomax combo, since dp+A DC qcf+A will whiff if you're too close to the corner, which means only the super > neomax will hit, for okay damage. Just not as good as it could've been. Also, of course there's still the versatility aspect in that if you realize mid-combo you can kill with less than 3 meters, you have the option to, whereas with the simple one, you just have to commit to using all 3 meters as soon as you hit the DM.

Still, I find the full corner carry to be very easy. I also think it gives you time to get a quick glance at your position on the stage, and if you're too close to the corner, you can switch to a different combo after the EX Divekick.

I find it strange that David Kong didn't know about the easy HD combo though, it's been in the SRK wiki since I started playing Robert a few months ago...

105
General Discussion / Re: Tier lists and Character Discussion Thread
« on: July 26, 2012, 12:28:18 PM »
Really, I only thought about most of this stuff after EVO, when I realized that my Robert wasn't doing much but being very annoying at the back of my team.

Pages: 1 ... 5 6 [7] 8