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Messages - karn

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31
Kula Diamond / Re: Kula's video thread
« on: December 25, 2012, 05:37:49 AM »
Cool string. I made a meterless one before but I scrapped it because it wasn't reliable in my opinion. The guard crush string in the video actually suffers from the same problem, problem being that it takes for granted that opponent blocks low. The defending player could let themselves get hit by either of the Slider Shoots to get knocked down (80 damage) and ruin the guaranteed damage from the guard crush followup combo. My combo instead used reps of [dpC-qcbB-fD-] for a clean string, but I realized it would get ruined completely if my opponent stopped blocking low, so I scrapped it.

Although I've never used it in match since I felt guard crush strings that cost meter are a waste and that it was a pain to pay attention to opponent's meter, here's the string I came up with. It's better for at least these reasons:
1. Jump C is harder to react to than jump CD and it has faster startup.
2. You have a chance of hitting them with the Jump C to confirm into a regular HD combo whereas with jump CD you'd just knock them down if it hit unless it was counter hit in which case you could follow up with HD-bypass jump CD to DM max cancelled on whiff to anywhere-juggle NEOMAX for 558 damage. (3 bars)
3. Opponent can't ruin the combo by letting go of crouch block so it's a legitimate guard crush string.
4. It does more damage. (697 instead of 653)

j.C, cl.C-f.A (HDA) cl.C-f.A-qcbBD-f.B (HDC) dpC (HDC) qcbBD-f.B (Guard Crush)
Followup combo: hop C, cl.C-f.A-qcfAC, qcfC, qcbD, qcbB-f.B, dpC (HDC) hcbhcbBD

Notes:
1. Cancel the first hit of each cl.C into f.A
2. For the first EX Ray Spin - Stand, HDC the 1st hit of the Stand followup to dpC (2nd hit can't be HDC'd) just like in the video
3. Let yourself slide forward with HD activation long enough to be able to string cl.C into f.A

There's a good chance there's a stronger combo, probably by timing a dpC juggle to qcbD then doing DM...I'll edit this post in the future if I confirm the damage is higher because I find timed juggles tedious to figure out right now; I normally use less efficient combos that rig the height so I don't have to delay the dpC especially in matches with something on the line. If I get better I'll commit to using harder combos though. Even now, instead of qcbB-f.B, dpC[HDC]hcbhcbBD at the end I would probably do qcbB-f.B[HDC]hcbhcbBD since I would have a far lower chance of messing inputs up.

32
Meet & Greet / Re: Hello! KOF XIII player from Toronto, Ontario (Canada)
« on: December 25, 2012, 12:52:31 AM »
Sounds good to me, thanks!

33
Meet & Greet / Re: Hello! KOF XIII player from Toronto, Ontario (Canada)
« on: December 24, 2012, 02:10:18 AM »
Thanks for the welcome! Btw everyone is welcome to the facebook group not only people from Toronto. Bala and Rommance are in the group too.

Do you know how I'd go about getting access to editing the wiki? (sorry if I'm asking in the wrong subforum)

34
Kula Diamond / Re: Kula wiki building thread
« on: December 23, 2012, 06:58:04 PM »
When someone tries to cross me up after knockdown oki when I am using Kula, I use her light Crow Bites(623A) (6 frame startup) in the opposite direction. Heavy Crow Bites (623C) is faster but has No Invincibility afaik. You can use the EX Crow Bites (623AC) instead since that one is 2 frames faster, is also invincible, and does 123 more more damage but I would rather spend her power meter in the corner where you get easy safe jump setups out of it (rather than just damage) unless you recognize that using EX Crow Bites will kill or that you need the increased speed. Since it's hard/impossible for a crossover attack to be safe from wakeups, Light Crow Bites with its 6 frame startup has been fast enough for me from my experience. However, If your opponent is really good at landing their crossups deep enough (like safe jumps) to block Light Crow Bites, I recommend adjusting to using EX Crow Bites. Watch out for jumps done so early they land before you get up though; those are used to bait wakeup DPs, but on the plus side, those kinds of jumps won't be able to hit you on the way down so you don't have to worry about any blockstun pressure from the jump itself.

I think it's better to counter crossups with invincible/antiair moves rather than block them because they'll get block pressure on you. It seems even more important to do this against characters like Iori, EX Iori, and Kyo since their air command normals have large hitboxes and cause outrageously long hitstun/blockstun; better players can hit confirm off of these crossover attacks by themselves (one hit confirms). Not challenging the crossup is giving them freedom to go for the crossup again and again, or mixup (maybe a followup hop C or empty crossover jump into low or command grab, frametrap, etc. I do hate playing against EX Iori though.

Rolling towards the direction EX Iori jumped from when he uses a badly spaced taco is usable for every character in the game; If Iori spaces and times the jump lazily, he may land too far from you to punish you with run-up close C, far C, DM, or EXDM, but rather than rolling, Kula's invincible Crow Bites (A or EX version) is a much better option imo.

Doing the anti-crossup Crow Bites the other way is easiest on wakeup when you can gauge opponent's height properly and know if their jump can be hit by Crow Bites or their jump is timed so early it's an attempt to bait you.

It's a lot harder to do when someone gets enough pressure on you to jump at you while you're on your feet though. There's a tricky vulnerability window to deal with between blocking them high in front and then doing the Crow Bites the other way as they cross over because it's hard to recognize when they've crossed over... Keep in mind that the same direction you're holding to block is going to be used for the starting motion of anti-crossup Crow Bites. You can try it out but I suggest stopping if it isn't working out for you and switching to rolling. Rolling is actually much safer against jumps when you're already on your feet since you can roll on reaction earlier during their jump (as opposed to when they have wakeup oki on you and they're already on the way down); they will take longer to land so they will probably not be able to punish you as easily (if at all).

In short:
1) Consider wakeup Crow Bites against unsafe crossups on wakeup. (Any character with an invincible fast antiair can do this)
2) Use rolls on reaction against close range jumps if you are free to move (on your feet, not in hitstun/blockstun, and no slow projectiles are in your way)

35
Meet & Greet / Hello! KOF XIII player from Toronto, Ontario (Canada)
« on: December 23, 2012, 07:26:47 AM »
Hi everyone! I've been using the dream cancel wiki a lot for help to learn KOF XIII since my friends recommended it, but I'm finally making an account now. I'm really grateful for the resources available and would like to contribute to the wiki where possible.

I started out playing Street Fighter II on SNES when it was new (though I was mashing then), then learned about KOF(started with 98), Marvel Vs. Capcom and many SNK games from a friend years later in around 2001, i played various fighting games casually, then had a long Garou: Mark of the Wolves phase. I was playing that mainly even through 2009 with the comeback of fighting games on new gen consoles, and I heard KOF XII didn't work out so well, but KOF XIII's trailer sold me instantly. I met Giby online from playing lots of Garou: Mark of the Wolves and he told me about this Facebook group where I met a lot of local players:
http://www.facebook.com/groups/torontokof/

I was surprised to find others locally that also liked KOF since I thought it was really only played in Asia, and it was awesome to have two majors this year within the city (Toryuken and T13). I'd never been to a major before and I found the KOF community to be really friendly. It's been a great experience meeting people and learning the game and I'll be going to EVO for the first time next year.

PSN: TofuriousWolf
XBL (expired): TofuriousWolf
IRC Nickname: karn (lurking in #SNKPlaymore on EFNet) and also our channel #torontokof

Hoping to find more local players here to play in person; I'm kinda stubborn and don't play KOF XIII Online Edition since I can't use two-hit confirms and reaction DPs in delay, but I play a little bit of Persona 4 Arena. I hope some contributions to the wiki will be of help to somebody.

If anyone wants to see a bit of the Toronto scene, you can check out www.twitch.tv/torontotoptiers (organizers of local and major tournaments) and www.twitch.tv/acgamesonline (the main venue in the heart of Toronto where gamers from around the area meet up).

I've been improving with the help of my friends that I play with in the Toronto area and the Dream Cancel wiki's helped me a lot too. For anyone interested, here are streams from our multi-game tournament last Sunday. I was going 0-2 in the earliest tournaments this year, but I've made lots of progress!

Link 1 (starts at KOF XIII early matches):

Link 2 (starts at KOF XIII Top 3)

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