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Messages - EXWildWolf

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people are gonna get so freaking mad at Whip's J.C, J.CD, and Yama's  ;st ;c ;d Arm Pressure. I feel it.

If you are near Sacramento, California in the middle of April, come and check out NorCal Regionals (NCR)!

XIV is a main game there and there is also going to be a XIII side tourney hosted by N4US, a buddy of mine. Early Bird Registrations ends the day of this post, so try to hop on it now! To sign up, go to:

Try to make it out, get in the grind, and most of all get out and have fun. Make it YOUR tourney by making the best of it.

General Discussion / Re: Post on Guard Crush Frame Advantage
« on: February 20, 2017, 09:30:33 PM »
that is in my theory, but I don't think it's intentional. The hit stop that happens during guard crush shaking has some sort of effect on hitstun that allows for certain links to happen with a strict timing.

General Discussion / Post on Guard Crush Frame Advantage
« on: February 19, 2017, 07:16:33 AM »
When Guard Crushing an opponent, there is a certain period of time where if they are hit, they are put into a big amount of hitstun.

Now you maybe asking, "Why does this happen?"

Well here is my theory. When you see a character get guard crushed, do you ever notice that there's a small little shaking in the character getting crushed when their hands are up in the air? You don't really pay attention to it, you just hit them and be on your way to comboing them. But what I found and this is my theory is that if you hit them before that little shaking animation, they will replicate the length of that whole animation in a hitstun state if they are hit before the shaking animation comes out. This leads to combos and links that shouldn't really happen but do anyway. Here are a few video examples of what Wauhti and I gathered when rediscovering this tech.

As you can see the possibilities for punishment could expand more depending on the character, so try and experiment with your main and see what can work. It's an interesting "Bug," If I could describe it.

Online Matchmaking / Re: KOF XIV Online Player Matchmaking
« on: February 14, 2017, 08:56:44 PM »
I have PSN for XIV. Add Me. PSN is EXWildWolf. I'm from the Bay Area in California.

Offline Matchmaking / Re: NorCal KOF!
« on: February 06, 2017, 11:46:17 PM »
Yo guys! We have local meetups every now and then on Thursdays @ The San Francisco Foundry! We usually have 2 setups and some people coming out to play! Come out if you're in the area.

The Address is 1425 Folsom St, San Francisco, CA 94103.
Doors open around 6:00 PM! For more info, hit up

Come on down and play some casuals. This is OUR game.

General Discussion / Re: Re: So I want a KoF shirt, but...
« on: February 06, 2017, 09:19:46 PM »
I can't seem to find any sign of the one I'm looking for anywhere, that being the one with Orochi's chest tattoo pattern on it. I know it exists, I remember watching footage from an event and someone was wearing one, but I have no idea who it was made by or if it's still available anywhere.

Would anyone here happen to know about this?
You can find them here:

Sent from my LG-H901 using Tapatalk

Kyo Kusanagi / Re:
« on: January 28, 2017, 04:21:24 AM »
So I noticed His Cr.A is -2 now which sucks, because that was one of his main pressure tools. His frametraps from Cr.B however are still really solid, even with a 2 frame gap between the Cl.C link. His stagger pressure doesn't lead to much either, so run pressure is pretty solid with him.

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Ralf Jones / Re:
« on: December 22, 2016, 09:09:12 AM »
Also J.CD & J.B for Ralf pretty much dominate Terry's hop normal approach. They're faster than Terry's normals and Ralf's hop being really low to the ground pretty much give Terry hell to deal with.

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Ralf Jones / Re:
« on: December 22, 2016, 09:02:12 AM »
Ok, first, you want to hop over Terry's Power Wave. You can punish him really badly for it, and it gets you corner carry.

Second, Ralf can really make it hell for Terry midscreen with faster and superior pokes, as well as hop J.CD upclose and at the right angle where all his AAs get stuffed.
Terry can mash out of some frametraps with quick normals like Df.C, though you can capitalize on tight frametraps that have a very small gaps in between them.

Also I believe his St.D can be whiff punished with Ralf's Sweep.

Once you get Terry playing Ralf's game, he has to respect it. Rising Tackle is really bad, and gets destroyed by Crossups. Abuse this fact.

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Ramon / Re: Ramon
« on: December 21, 2016, 12:54:23 AM »
Following Mixups:

J.CD, Hop Again, Empty Low

J.CD, Overhead

J.CD, Command Grab

J.CD, J.C Crossup

Offline Matchmaking / Re: Colorado KoF
« on: December 14, 2016, 10:08:35 AM »
Bumping in-case any CO players are looking.

We don't have a huge scene, though some veteran players are slowly getting into XIV. That said, we do have an active scene. We play at least once a week usually.

Best way to get a hold of our current players would be through Twitter probably. Feel free to post here, PM me, or catch me on twitter @KrsJin.

Players of all levels are welcome, we don't harass/criticize/judge. Just want to get better together.

Get into the E-Sports Support Program, homie.

Angel / Re: Angel
« on: December 10, 2016, 03:21:00 PM »

Iori Yagami / Re: Iori Tech Thread
« on: December 05, 2016, 12:35:13 AM »
Just gonna leave this here. It's all of the tech I found that I put on a Google Doc. some other stuff written by others too.

Where is it?



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