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Messages - Ginorm

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16
Love Heart / Re: Love Heart
« on: August 28, 2016, 08:35:01 PM »
That's a good point and something I need to think more about since SFV got me out of the habit on looking at good damage conversions off of lights since it just doesn't exist there.

I also just recorded a video guide as well just outlining some of my findings. It's obviously not definitive, but hopefully something to help newbies like myself with getting started.  Excuse the execution, still working on it, also just recently changed from stick to pad (yes that is correct, just getting cleaner motions with pad).

https://youtu.be/MidY9pGens4 - just be aware this was still in the process of being uploaded when I posted this.

17
Love Heart / Re: Love Heart
« on: August 28, 2016, 04:03:29 PM »
Thanks for posting your stuff too! Collaboration at it's best ;)

I couldn't find much after Sky Love Arrow, but didn't think of the run up then stomp.  When I was trying out Advanced cancels into Sky Love Arrow into MAX Elision Wave it always missed 1 of the waves basically making the cancel almost pointless, other then to just end the round of course.

I sat around trying to see if I could MAX Mode into anything 2-bars and up but the scaling would always just end up making it do less damage then just the simple cl.D, b+B xx H.Peace Slash into whatever amount of bars of super you want to spend. Only the 1-bar combo using Max mode ended up with more damage then that.

I'm sure there is a lot of style combos in the 4-5 bar area, but I'll leave finding those to the people that have much better execution and creativity then me.  Can't wait to see them though ;)

That cr.C poke is dangerous as hell to go up against.  The long range plus the cancel means pretty easy to confirm big damage by just empty canceling into H.Peace Slash and if it connects just throw out the supers. It's not flashy but it is super effective.

18
Love Heart / Re: Love Heart
« on: August 28, 2016, 08:01:49 AM »
Some of the combos I came up with the lab that seem the most practical.

Meterless:

  • cr.B, cr.A, cr.A xx L.Sky Anchor, b+B (171) - low confirm
  • cl.D, b+B xx H.Peace Slash (235) - max damage starter into max damage ender
  • CD xx L.Rush Heart, H.DP (244) - in corner

1-Bar:

  • cl.D, b+B xx MAX, cl.D, b+B xx EX.Sky Anchor, EX.Rush Heart, H.Peace Slash (423)
  • cl.D, b+B xx H.Peace Slash xx Elision Wave (395)

2-Bar:

  • cl.D, b+B xx H.Peace Slash xx MAX.Sky Love Arrow (500)
  • cl.D, b+B xx MAX, cl.D, b+B xx EX.Sky Anchor, Sky Love Arrow (488)
  • cl.D, b+B xx MAX, cl.D, b+B xx EX.Sky Anchor, EX.Rush Heart, H.Peace Slash xx Elision Wave (473)
  • cl.D, b+B xx MAX, cl.D, b+B xx EX.Sky Anchor, D (causes a reset), MAX.Elision Wave (341+292)

3-Bar:

  • cl.D, b+B xx H.Peace Slash xx Climax (562)
  • cl.D, b+B xx MAX, cl.D, b+B xx EX.Sky Anchor, EX.Rush Heart, H.Peace Slash xx MAX.Elision Wave (573)
  • cl.D, b+B xx H.Peace Slash xx Elision Wave xx MAX.Sky Love Arrow (642)

4-Bar - cl.D, b+B xx H.Peace Slash xx Elision Wave xx Climax (710)
5-Bar - cl.D, b+B xx H.Peace Slash xx MAX.Sky Love Arrow xx Climax (770)

19
Love Heart / Re: Love Heart
« on: August 28, 2016, 06:50:57 AM »
Spent some time in the lab and wanted to get everything down.

Frame Data and Explanations (the data are approximations)

A: -1, Anti Air, Cancels but only can combo into L.Sky Anchor
B: -3, Poke
C: -7-8, moves forward which can prempt Hops, Cancels, Love Heel will sometime miss at certain ranges
D: -10+, Poke, Anti Air

cl.A: +1, Cancels but only can combo into L.Sky Anchor and L.Rising Heart
cl.B: 0, Cancels but not into Love Heel
cl.C: -3, Cancels
cl.D: -1, Most Damage Cancel

cr.A: +1, Cancels but only can combo into L.Sky Anchor and L.Rising Heart, can chain 2x before cancels
cr.B: -1, Can chain into cr.A
cr.C: -5-6, Cancels, long poke that can lead into large damage
cr.D: -3, Cancels, KD

CD: -3, Canceling into specials can add distance to the move, can combo into Rush Heart in the corner

j.A: Air to Air
j.B: Cross up, but stubby
j.C: Jump in of choice
j.D: Air to Air
j.CD: KD

Love Heel (b+LK): -2, on block pushes back a large distance therefore use in block strings will keep you safe, on a KD opponent you can use it to stomp them for extra damage (75).

Forward Throw: Hard KD

Specials - In general all versions of the special moves are unsafe on hit point blank, though spaced out will prevent punishes even they are still quite negative.

Sky Anchor (qcf+K) - Flip kick that causes a hard KD
  • L: moves a short distance (78)
  • H: moves a larger distance (87)
  • EX: moves the same distance as HK, causes Ground Bounce (107)

Rush Heart (qcf+P) - Uppercut that launches. Goes further the heavier the hit (90, 100, 118)

Peace Slash (qcb+P) - Creates a sword to make 1, 2, or 3 slash attacks. Basically used as a combo ender. (80, 126, 151)

Rising Heart (DP+P) - Typical DP attack (70, 117, 157)

Supers

Elision Wave (qcfx2+P) - Creates 1 or 2 waves and launches (200, 292)
  • For 1 bar supers you'll use this since it deals more damage.
  • Can advance cancel, which if you do want to spend the 3 bars you will use this into Sky Love Arrow for the most damage.
  • Can Climax Cancel
  • Can OTG the opponent

Sky Love Arrow (qcfx2+K) - Jump ups and comes down in a multi hit dive kick. (182, 335)
  • For 2 bar supers the will be the most damage.
  • Can advance cancel, however will drop the first hit of Elision Wave so it's not worth it
  • Can Climax Cancel

Climax (hcbx2+PP) - Flys across the screen and deals 427 damage over 2 hits.

20
Kukri / Re: Kukri Video Thread
« on: August 27, 2016, 12:34:29 AM »
This goes along with my posts in the main Kukri thread. Basically everything I talked about there plus a little more detail.

https://youtu.be/DP9xwEqrazY

21
Kukri / Re: Kukri
« on: August 26, 2016, 08:37:19 PM »
Combos

Found it's easier to break down the combo paths rather then just listing combos, but I'll provide some examples bellow to show how to put these things together.  Also note this is coming from the perspective of Kukri from the point position. To restate from my previous post, Kukri's conversions into Climax Cancels are not great meaning his 4 to 5 bar conversions are sub-par, making him most suited for the 1st position IMO.  Therefore I won't be going into his 4 or 5 bar combos.

Starters:

cl.C, f+A - 3 hit confirm - 122 / 185 w/ jump in j.D
cr,C, f+A - most damage from jump in - 127 / 190 w/ jump in j.D
cr.B x 3, f+A - 4 hit low confirm - 136 / 176 w/ jump in j.D (note can only hit 2x cr.B after jump due to push back)

Special Cancel:

Spin Kicks (qcf+K) - really the only good option for a special cancel. Either is fine to end with depends on what you want after the move
  • L. Leaves them standing for a little less damage
  • H. Soft KD more damage
  • Fireball less damage 65 vs 87 for L.Spin Kick and will leave you in the same position as ending in FB, thus making FB (Not EX) as an ender completely obsolete.
  • Flip (qcb.K) will cancel but not combo as it will only combo from st.CD

if you want to Super Cancel from here you can combo into Psycho Crusher Super (qcf x 2 + K)
  • Canceling from the first hit is easier, in which case do it from lights
  • First hit of L version is 40, H is 30, so it's more damage to do so from the L version
  • You can however cancel on the 2-hit of L or the 3rd hit of H if timed correctly giving more damage, but just harder to do.

Max Mode cancel:

any starter xx MAX, cr.C, f+A xx EX.SpinKicks xx ....
  • EX.Fireball (midscreen)
  • EX.Fireball, cl.D (corner)
  • MAX Sand Drop Super (qcf x 2 + P) during Wall Splat (mid screen)
  • MAX Pyscho Cruster Super during Wall Splat (corner)

if you are having problems with the cr.C, f+A after the MAX cancel (like me as I keep getting Fireball) use cl.HP, f+A instead. It's must easier to execute and you only lose ~5-10 damage due to scaling.

Putting it all together (Examples:)

Meterless - Starter + Special

  • cr.C, f+A xx H.Spin Kick - 219
  • cr.B x 3, f+A xx H.Spin Kick - 217

1-Bar - Starter + Special + Super | Starter + Max Mode Cancel

  • cr.C, f+A xx H.Spin Kick xx Psycho Crusher Super (canceled on 3rd hit) - 361
  • cr.C, f+A xx MAX, cl.C, f+A xx EX.Spin Kick, EX Fireball, cl.D (corner) - 388

2-Bar - Starter + Special + Max Super | Starter + Max Mode Cancel + Super (MAX)

  • cr.C, f+A xx H.Spin Kick xx MAX Psycho Crusher Super (canceled on 3rd hit) - 465
  • cr.C, f+A xx MAX, cl.C, f+A xx EX.Spin Kick, MAX Psycho Cruster Super (corner) - 496  

3-Bar - Starter + Climax (found it difficult to cancel Climax from Special since you have to cancel Spin Kicks from the 1st hit)

  • cr.C, f+A xx Climax - 523

Obviously there are other combos in there, but so far these feel the most optimal and practical I've found so far.

22
Kukri / Re: Kukri
« on: August 26, 2016, 05:11:13 PM »
Spent some time in the lab with the sandy one and these are my findings so far:

Frame Data and Explanations

The following is just the On Block data. Some were a little easier to determine the numbers then others, but at least want to put out there what was safe and unsafe as it seem based on data I found he should have a decent pressure game.

A: -2
B: 0
C: unsafe
D: more unsafe then C

cl.A: +2
cl.B: 0
cl.C: more unsafe then D
cl.D: ~ -4-6

cr.A: +1, can hit 2 before canceling into f+A
cr.B: ~ -2, can hit 3 before canceling into f+A
cr.C: unsafe
cr.D: ~ -2, soft KD

j.A - +, combos into lights
j.B - +, general Air to Air
j.C - +, cross up
j.D - +, cross up main jump in
j.CD - +extremely, soft KD

f+A: unsafe, because of forward movement can preempt a hop/jump, but not a good Anti Air, will go over lows since it's airborne.

Nessa Jin (Fireball) L/H: -1 EX: 0
  • L: goes 1/2 screen, slower H: Full screen EX: Full screen, soft KD, 2 hits
Nessa Senpuu (Spin kicks) L: 0 H: unsafe EX: ~ -4
  • L: Stays Standing slower H: soft KD EX: Wall Splat
Bossa-Shougeki (Flip Kick) L: unsafe H: ~-2-3 EX: -1
  • L: very slight forward movement, Hard KD H: a little more forward movement, Hard KD EX: Ground Bounce
  • Can only combo from st.CD, all other cancels will not combo
Air Bossa-Shougeki (Air Flip Kick) L: ~ -3 H: ~+2-3 EX: 0
  • L: flips in place Hard KD H: flys far forward, Hard HD EX: almost keeps to the normal jump arc, Ground Bounce

The rest I didn't do Frame Data for but in case you were wondering
Genei Sajin (Teleport) - The figure left behind where you start the teleport does have a hit box.
  • A: moves forward slightly can pass through opponent
  • B: stays in place
  • C: moves forward can pass through opponent
  • D: moves backward
  • EX AC: moves forward leaving 3 images behind, on hit will pull the opponent  to Kukri for follow up
  • EX BD: moves a bit randomly but always stays on the same side leaving 3 images behind, on hit will pull opponent to Kukri for follow up

Supers
Nessa Goku Totsuha (Sand Psycho Crusher  ;) ) - Combo Ender, can Adv Cancel or Climax cancel
Nessa Gokun Fujin (Sand Drop) - does not combo from a cancel, or Wall Splat / Ground Bounce
  • can use to preempt jumps but is not invincible and will get counter hit by Air to Air
  • can OTG or catch a recovery
  • LP will drop sand close, HP will drop sand far, MAX will track
  • Can Adv Cancel or Climax cancel

Climax - Goku Nessa Housairyu (Giant Sand Mound)
  • Climax cancel from Psycho Crusher super can be tricky because the super launches on cancel, can sometime miss hits of the Climax
  • Climax cancel from Sand Drop super is more consistent, but again find it harder to find a way to use that Super in a combo since it will not combo from anything.

The Climax cancel from either super is not great damage either, sub 525 for all 5 bars. A counter example is Terry just off of MAX Buster Wolf into Climax gets 662 damage for the 5 bars. Combine that with the inconsistency of one super and the inability to combo into the more consistent super it seems like his 5 bar conversions just aren't worth the bar investment, which is the reason I've put him on point.

Combos coming on the next post.

23
General Discussion / Re: Your team(s) for XIV
« on: August 24, 2016, 03:37:31 PM »
It's already changed around for me after getting a chance to finally play around with characters on day one.  Now it's looking solidly like Terry, Luong, Kukri, and Love Heart for me.  Not sure of the default starting lineup yet, but it's down to these 4 for sure now.

I'm interested to see if anybody switched it up once getting their hands on the game.

24
Meet & Greet / Greetings All!
« on: August 23, 2016, 09:05:09 PM »
Hi everyone, my name is Ginorm, and I'm a KoF newbie.  So a little bit about me, I'll try to be brief but I'm old so...

Been a gamer since my first console, the original NES, and haven't looked back. As far as my fighting game history, I played a lot of SF II, MK I, II, and III, and the occasional SNK game Fatal Fury (yes the original) and Samurai Showdown in my early years. I abandoned the 2d fighter for the 3d fighter in my mid-late teen early 20's years mostly with the Soul Caliber series, then poof, no more fighters for me.  Mostly it was getting into other genres, aRPGs, MMOs, and FPS games. 

Then about 18-24 months ago, I was surfing around Twitch and ended up watching some USF4. I had been playing a lot of MOBAs, my first foray into competitive online gaming, and the appeal of getting into single one on one virtual combat peaked my interest. Also I never stop liking fighters just went off the radar. So began my reintroduction into the FGC.  Since then I've been studying the genre, understanding fundamentals, and generally have a ton of fun.

Which brings us to today. So I've basically been hitting up all the modern games SFV, MK XL, KI, Guilty Gear, etc to see what I like and then came the random announcement of KoF 14. I've been looking forward to this day since then. For me it's a throwback to playing SNK games back in my youth (can't believe I'm basically saying I had a youth, again indicating age) and getting my hands on characters I used to love playing back in the day. But it's also a more interesting game with different fundamentals (such as the 4 jumps) and as a person that finds it tough to nail down a main, playing 3 characters at once is right up my alley.

I'm hoping to be able to post a bunch, and talk about what it's like for someone new picking up this game, what I've learned, and when I'm not too green, putting out some knowledge. Also I occasionally stream and put out some videos. It's been very sporadic as I'm not looking to make a career out of it, but it's fun when I do get time to do it.  So if you are ever interested to see a newbie play you can find me at GinormGaming at both Twitch and YouTube. 

Think that's about it. Hope to see you all in game!

25
General Discussion / Re: Your team(s) for XIV
« on: August 23, 2016, 07:32:33 PM »
Soon as I decided I was in on KoF 14 I knew right from the start Terry was in. Currently the main roster is looking like either:

  • Terry, Maxima, Vice
  • Terry, Luong, Maxima

Haven't looked beyond that for other potential teams, but I want to get some trigger time with Geese, Joe, Love, Kukri, and Alice.

26
General Discussion / Re: Approaching 3v3 style of battle (new to KOF)
« on: August 23, 2016, 07:19:03 PM »
Also being new I've been doing some homework on this as well, and here's what I've picked up so far:

  • The basics / fundamentals stay true no matter which character you are using. While there are of course differences between characters the basics stay the same. For example hops beat lows, jab beat hops, lows beat jabs. The things you learned from DandyJ stay true pretty much across the cast. So once you learn the fundamentals it should be fairly easy to translate those fundamentals to each character you want to pick up. Meaning that learning multiple characters in this game should be faster then say SF.
  • Learning MUs are similar to other games, each character has pros / cons, safe and unsafe moves, etc.  That still will need to be learned, but in addition is understanding how they may be played based on placement in their roster order.  Characters in the first position will be batteries, building meter rather then spending it, so they probably will have good meterless conversions and don't rely on meter. Characters in the last position will tend to convert meter into big damage, or are fundamentally meter hungry. Some characters will be great in certain positions but bad in others, while there are some that are good in any position and therefore may have a different game plan based on where they get placed.  Honestly it is really not that much different from learning MUs in other games, just need to learn in addition how they may play differently based on their roster order.
  • Meter management is more complicated then I've seen in other games.  Things that are important to keep in mind is your first character has a max 3 stocks, second 4 stocks, and last 5 stocks, and you gain a stock when you move onto your next character. So even though you want to build meter with your first character, what happens once you get to 2, or close to 3 stocks?  Spend it? Save it?  Does your 3rd character "need" meter to be successful?  Are you still on your 1st character, but your opponent is on their last?  Also what do you spend it on? MAX Mode? Super, into Advanced Cancel? Climax for the kill even though it's only their 1st character? There are a lot of situations that can come up so it's difficult to say without knowing your roster and the particular situation.  So I'll say this. SF meter management is pretty simple in comparison and it's not going to change that much if you save or spend like a fiend. Here meter management is a big deal because meter has such a big effect and games can be won or lost based on how meter was spent.  So my advice, and one I'll be looking at early on myself is once you solidify your roster, is figuring out what situations should I be spending meter in each order position and what you should I be spending meter on for each character.

For myself, I'm going right in on the 3v3 play, but not before spending a little time with my chosen characters to learn some basic BnBs etc in training.  Right now my team is looking like Terry, Maxima, Vice or Terry, Luong, Maxima depending on how I feel about Vice and whether I want Maxima at anchor or not (depends on what I can get without meter).  

Ultimately if you feel more comfortable with hitting singles with 3 characters to give them quality time I say go for it. Do what you think will be best way to learn. Myself I just wanted to get into the team action sooner because  this is what separates this game from others for me.

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