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Messages - ottomatic

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Alice / Re: Alice Video Thread
« on: June 05, 2018, 06:04:12 AM »
for any Alice players, 1 meter full guard crush from center stage any character position and a follow up combo.

Bandeiras Hattori / Re: Bandeiras Hattori
« on: July 11, 2017, 06:58:09 AM »
After several lazy sessions, and discovering double cross under still exists, I finally made this vid. Hope it helps any aspiring Bandeiras.

I'm putting together another vid for quick max mix ups. That one has to wait til after EVO.

Bandeiras Hattori / Re: Bandeiras Hattori
« on: April 18, 2017, 04:24:42 AM »
Mid NCR after getting knocked out of the tourney I came up with the following setup:

cr.A (whiff), df.D, hcf+BCD, then

on hit qcf+C, explosion super, etc. etc.

on block cr.B, cr.A, then

on hit qcf+C etc. etc.

on block (f+A), hcf+BD etc. etc

The on hit follow up is fairly self explanatory, the on block is what's important. hcf+BD is +1 on block, cr.B is 4 frames start up, so a three frame trap which goes back into itself as a guard crush string (without f+A it's not a true guard string but sometimes the pushback is too far for it to connect). Also the whiff cr.A at the beginning is to make sure the slide doesn't knock down.

Nelson / Re: Nelson
« on: July 23, 2016, 09:24:37 PM »
I made this to show a plausible use for  ;dn ;df ;fd x2 ;k ;k

After that specific guard break setup only two things can hit before they recover, SDM invisible punches and climax, invisible punches does need a small step forward to succeed in that situation though. Aside from that it seems to be more of a whiff punish super than anything else, mighty punch gets combos and invul for reversal, invisible punches gets distance and speed for punish.

Mai Shiranui / Re: Mai Shiranui
« on: July 23, 2016, 12:46:31 AM »
Ben Reed. Mai can combo into hcf+D from her target combo on crouchers, and I'd suggest either qcf+p or qcb+A on after a blocked target although you need to be careful of invul and projectile invul moves if you follow with qcf+A

General Discussion / Re: KOFXIV Announced for 2016
« on: July 22, 2016, 12:39:20 PM »
Just a FYI, max mode bypass is in the demo despite it may have not been in during previous builds (Frionel mentioned it was not in some time back). Using bypass you can simplify some combos at the cost of some damage, or (the use I am currently searching for more of) use it to confirm off overheads, I E Sylvie f+B, confirm hit, qcf+BCD, qcfx2+p. you get a decent amount of time to confirm for a single hit and if successful you get 413 damage for two meters off confirmed overhead or 385 from max range.

General Discussion / Re: KOFXIV Announced for 2016
« on: July 05, 2016, 03:25:43 AM »
After a CD Leona can D grand saber then she should be able to either grand saber follow up to v-slasher, or moon slasher to slash saber, I don't know which does more damage or if it's dependent on DM, SDM, no super situations. I'm certain it'll be tested early on upon release though (if by no one else than by me, assuming I've already got my ps4 by then).

General Discussion / Re: KOFXIV Announced for 2016
« on: June 24, 2016, 07:51:04 PM »
While the leak has been accurate, there may be some things that changed from the initial planning. Maybe they intended to have her use different stances but wanted to use several masks, and couldn't find a good way to give her several stances to match the masks she wears.

Another less interesting idea, she may be a stance character but the visual change in stance may only be her mask, normals and specials could be changed but the base stance is the same with a different mask.

One last thing to take into account, when thinking of a stance character in 2d or 2.5d fighters, who is it you think of? Are you thinking Gen or May Lee with 2 stances that have complete sets of normals and specials? Or a character more like Chin, Jhun, or NGBC Hotaru Where the stances are essentially special moves with a number of alternate follow ups (and movement options)? Considering several stances I think of SXT Lei who I don't think panned out all that well.

For whatever it's worth I don't think Mian is a stance character, but was probably planned as one.

General Discussion / Re: KOFXIV Announced for 2016
« on: June 24, 2016, 08:17:57 AM »
I'm still watching but I disagree with Deadly Rave Neo's Kukri Analysis. They showed his EX air heel drop does not combo from his jump attack when canceled into, meaning that it is somewhat slow, so it looks scary (and probably retains overhead) but we can probably learn to react to it in due time. His teleport is ok but also slow (long start up good recovery), the big threat is EX version which is still somewhat slow looking but has enough hit stun to be comboed off of and seems to push toward Kukri on hit, which is what makes it scary since he can choose his spot to reappear making it good for mix ups. But rather than a straight up mixup rush character I currently see him as a hit and run character who can confuse thanks to his teleport and trajectory changing jump attacks. But take this with a grain of salt as I have yet to play the game, so I can only visually analyze the game.

General Discussion / Re: Your team(s) for XIV
« on: June 24, 2016, 07:10:28 AM »
I don't know my mains or subs yet, but I have some theme teams for fun I've been mulling over

Team Contact Sports: Goro, Joe, Nelson

an Ancient Art: 3 of Tung, Chin, Mian, and Mui Mui

Armed and Dangerous: 3 of Chang, Choi, Nak, Love Heart, and Billy

Glorious Beards: 3 of Antonov, Chang, Gang-Il, Tung, Chin, and Xanadu, maybe Robert and Bandeiras

Bandanas: Ralf, Billy, Zarina

Earth, Wind, and Fire: Kukri, Joe, choose a character with flames

XYZ: Xanadu, Yuri, Zarina

Keep it Classy: 3 of Hein, Robert, King, and Mature. If either gets his suit as an alt Geese or Billy, and depending on his fight attire Antonov

Team Ninja: Andy, Mai, Bandeiras

The list goes on and on and on

General Discussion / Re: KOFXIV Announced for 2016
« on: June 10, 2016, 09:20:10 AM »
Luong has short movelist. I hope she is fun to play.

What is that Yuri's Houyoku ( ;fd ;dn ;df+ LK or HK)? Is it some sort jump move, that has follow-ups?

Pretty much. She had it in XIII. Think of it like Akuma's demon flip without a slide option

General Discussion / Re: KOFXIV Announced for 2016
« on: June 03, 2016, 04:20:35 AM »
Chin's counter was cancellable to any special or super for free in XIII (even into itself). I have no reason to believe otherwise for XIV currently. His punch seems to be able to cancel to drink, maybe he just has a bunch of free cancelable moves, or maybe the amount of free cancels he can do are tied to his drink counter.

Sent from my SAMSUNG-SGH-I747 using Tapatalk

General Discussion / Re: My thoughts on KOFXIV (24 character build)
« on: June 01, 2016, 08:12:34 AM »
Not sure if they took it out but I recall seeing someone hit Kyo's rush after a cr.B in the 6 character build all that time ago. Aside from that thanks for the overview, it's always nice to see first hand impressions.

On other items, did you try to Alt guard at all during your time with the game? I know that's something Frionel said was gone, and it's absence could be very helpful to characters such as Clark and KOD, so I'd like confirmation from other players before I write it off (some players at the first showing said there wasn't GCCD's in the game when some of the early vids showed otherwise).

Lastly, on KOD, his qcf+k seems to be similar to the Garou active tupon (Tizoc's lands on the foe then back flip throws them) which had to land right on the opponents head, the only things I can think of for it's use are to go for it while resetting the opponent (not sure how his break works on his swipes but if he can jab them in mid air he should be able to follow with it), or after forcing a block (IE cr.D 1st hit blocked, qcf+D, it seems slow enough to reach them after they're no longer throw invincible).

General Discussion / Re: KOFXIV Announced for 2016
« on: May 27, 2016, 01:49:40 PM »
I like Mai's two giant tits. jk. She looks strong this game, I'd be surprised if she ends up top tier, but I can see her upper or upper-mid (with 50 characters her appearing strong now may not mean much if 20 characters suddenly jump ahead). Where ever she lands she's got a place among my alts (maybe even a main if the other characters I'm looking at don't pan out the way I hope they do).

After looking through the move lists I'm kinda surprised Ralf no longer has any charge moves in his arsenal. He lost a major key to his XIII game "burning hammer" and gains a new move "Ralf impact." He still has gatling attack but now it's hcf+p. Here's what I hope he kept from XIII:
cl.C hits twice and first hit has no pushback.
qcb+AC retains XIII on block properties (+5 on block, qcb+AC cl.C was a true block string with high guard gauge damage and was also an excellent frame trap when slightly delayed)
If Ralf keeps those I'm fine with changes to his other attacks (except his Cs, but those haven't really changed much from older games).

General Discussion / Re: KOFXIV Announced for 2016
« on: May 25, 2016, 03:30:04 PM »
On the Mai mix up, I like the idea of wall dive 2B double cross up while that fan comes down, give em even more to think about.

Isn't the build only 11 new characters as we get King back, or have we learned enough new mechanics that we should fully re-examine her?

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