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Messages - Splurgendii

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16
General Discussion / Re: Dream Cancel KOFXIII Wiki Community Project Thread
« on: November 27, 2012, 10:13:50 PM »
Hey guys

I Love the wiki, i've learned alot of information from them and i'll continue reading them in the near future to up my game, appreciate what you guys have done and admire the passion.

Would you guys know where I can find a source for more thorough frame data?
The wikis don't seem to have frame data for some characters and for the characters that DO have frame data the chart is not as thorough as SF4

Where as sf4 frame data charts cover start up, active, and recovery + what the moves are on hit and block
the charts i found so far only have start up and guard advantage/disadvantage

I can't seem to find anything better from searching on google
if anybody know a better source i'd appreciate a heads up...
If not, is there some strategy guide out that has all this information?

thanks

17
Takuma Sakazaki / Re: how to connect ..db,f, db,f and THEN HP?
« on: November 25, 2012, 12:05:31 PM »
yup

The only factor that seems to determine whether or not a HP can connect is whether or not there was enough juggle after the second hein...

if you're having as much trouble as you're describing then i'd agree and say that it's most likely due to late timing on the 2nd hein and thereby getting less juggle thus making the HP link harder...




18
Raiden / Re: Raiden (Console)
« on: November 21, 2012, 03:57:57 AM »
alright... I've got a question regarding Raiden's Corner HD combo...

For the past couple weeks my HD BnB has been the following:
Cr Hp xx
Ex Tackle xx Hp Spit
Ex Tackle xx Hp Spit
[Lp Tackle xx Drop Kick][ xx Hp Tackle xx Drop Kick][ xx Hp Tackle xx Hp Spit xx Air Throw]

It's recently been brought to my attention that the final Hp Spit can still be followed up by a [lp tackle xx drop kick xx Air throw] instead of just going directly into the air throw...

So I've been trying to practice this combo to make it my new BnB however there seems to be a problem reoccurring over and over and i'm not sure how to deal with it...

The final tackle leading to the final portion of the combo, [tackle xx drop kick ... air throw] seems to only connect when the final Hp spit leading up to it was proceeded by a lp tackle...

Hp tackle although it hits, comes out to slowly and causes the opponent to fall too close to the floor before cancelling into Hp spit, making it difficult/impossible to follow up with a lp tackle...
the lp tackle on the other hand being faster, makes the Hp spit strike much earlier giving a bigger juggle making the follow up much easier...

Anyway, so... what problem as I having here? Let me display the important section of the combo again and then specify where I'm having trouble:

[Lp Tackle xx Drop Kick][ xx Hp Tackle xx Drop Kick][ xx Hp Tackle xx Hp Spit xx Air Throw]



To make the BnB work the final tackle listed above needs to be changed to a lp because of the amount of juggle that it yields. However after practicing it much in training mode I find the the juggle caused by the drop kick before hand (the one listed in bold) causes to much juggle for the proceeding lp tackle to connect... it sometimes ends up whiffing underneath the opponent...

so my question is ... what can we do about it? Is there some portion of the combo before hand that we can change to help make the final part more consistent?

Because as it is right now the new BnB combo works on and off capriciously

~Thanks

19
Takuma Sakazaki / Re: Takuma Sakazaki (Console)
« on: November 15, 2012, 09:00:10 PM »
cr A after landing qcf D is pretty tough...
Any tips on how to help get more consistently?

20
Takuma Sakazaki / Re: Takuma Sakazaki (Console)
« on: November 13, 2012, 09:49:58 PM »
Takuma actually has a few kill combos with 1 bar, 50% drive

See here for example:

http://dreamcancel.com/forum/index.php?topic=2019.msg57755#msg57755
http://dreamcancel.com/forum/index.php?topic=2019.msg61324#msg61324


WOW!
That first combo is nuts! Those light jabs I'm sure are pretty hard to get consistently like that!
I'll be sure to give this a try later on, thanks for the link

As for the 2nd one... I'm afraid I can't understand all those inputs....

21
Takuma Sakazaki / Re: Takuma Sakazaki (Console)
« on: November 13, 2012, 01:03:55 PM »
100th Post
Woot!

22
Takuma Sakazaki / Re: Takuma Sakazaki (Console)
« on: November 13, 2012, 12:39:56 PM »
This 100% combo requires from the beginning: 2 Bars and Full HD meter
It obviously occurs in the corner therefore the positioning as a minimum must be at least 40-45% away from the wall...

Alright, enough blabbering
Let's get to the combo!


The combo is thus:

Jump in HP
Target combo xx HK Flying kick, 2xLk Flying Kick, HP xx EX Zanretsuken (HD Cancel) EX Command Grab

Jump in Fierce
Target Combo xx Hk Flying Kick, 2xLk Flying Kick, HP xx EX Zanretsuken (HD Cancel) Lk Command Grab
Target combo xx Hk Flying Kick, 2xLk Flying Kick, HP STUN!

Once they're stunned you continue.....

Jump in HP
Target Combo xx HK Flying Kick, 2xlk Flying Kick, HP xx EX Zanretsuken (HD Cancel), Lk Command Grab
Target Combo xx Hk Flying Kick, Lk Flying Kick(Only 1), Hp or Lp Zanretsuken

K.O.


In case your asking yourself!
"But this combo uses more than 2 HD Cancels and uses more than 2 bars worth of EX moves! how can this be?"
AnswerThe extra HD and Meter is build throughout the combo!
Like a Boss...

23
Takuma Sakazaki / Re: Takuma Sakazaki (Console)
« on: November 13, 2012, 12:31:56 PM »
Didn't see this posted anywhere, my apologies if this is already known throughout the Takuma community...

A nice fellow over at the KOF portion of SRK posted a 100% combo with Takuma for the console version!
Seeing as how Takuma's stun output was nerfed since his arcade incarnation I'm sure some of you are curious for what the new 100% is/are or if they even exist anymore...


Rest assured the combo that I'm about to go over does work, it does do 100% and it is from the console version but there are a a couple key things I need to go over before hand in order to get you guys going and that's the usage of Takuma's EX command grab!

For the few of you who may not already know, Takuma's EX command grab along with it's other great qualities, gives Takuma a little more than DOUBLE the frame advantage, +26 frames iirc...
Taking advantage of this enormous frame advantage is going to be KEY in the 100% combo!

It may sound impossible, rest assured is it very hard, but from an EX command grab, Takuma can actually HOP in toward the opponent and HP!
Yes! Takuma can EX command grab and then hop toward the opponent and hit them with HP mid combo!
It is somewhat difficult to do let alone to get down consistently but I think it would be beneficial for the lot of you to go into training mode and give this a try!

As soon as the EX command grab is finished, hop toward them and delay your HP ever so slightly as to assure enough grounded frame advantage!
Once you get this single important piece you can move on to trying the 100% combo!
Which I'll walk everyone through in the next post!

24
Raiden / Re: Raiden (Console)
« on: November 08, 2012, 01:34:46 PM »
Raiden's Trial #7 I believe has him using 2 fully charged drop kicks in a quick combo that leads into Neo Max...

I believe the combo was: Drop kick, lp, Drop Kick ... Neo Max

I recently learned that drop kicks have 4 different charge strengths and I was wondering on the combo potential on the other versions...
In other words, Raiden can combo a light normal after connecting a fully charged drop kick, could it work off of a level 3 drop kick?

Just wondering because 24 seconds is an awful long time to charge and I find that when drop kicks connect, they cause the screen to shake but not to the degree of a fully charged version... basically, many lvl 3 connect in battle, so I'm wondering the exact different between the two versions and the their potential rolls in combos..

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