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Messages - Vokkan

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16
Ramon / Re: Ramon
« on: October 02, 2016, 03:57:32 AM »
how would you test that?
You just dummy record and see what it can punish.

17
Ramon / Re: Ramon
« on: October 01, 2016, 12:54:33 AM »
Ramon's grab is 5f.

18
General Discussion / Re: King of Fighters XIV Video Thread
« on: September 30, 2016, 01:03:41 AM »
The Alice and Meitenkun combos were absurd...

Hella swag with Iori though! Everything about that combo was amazing... backdash b.B and raw MAX... jeez!

19
General Discussion / Re: Your team(s) for XIV
« on: September 23, 2016, 01:01:27 PM »
My team ended up pretty far from what I had planned, mostly because I got tired of training mode, but also having my weaker characters dunked on (Billy, Tung, Chang).  

On point: a 10min Iori arguably pulling the most weight on the team (I have some past experience though).
Middle: Ryo, which I wasn't gonna play b/c his shrunken fireball and lack of a long range cancelable normal.
Anchor: Maxima, the only really new addition, basically a beefier Ryo with a 1f command grab into 740dmg.

Basically I have a penchant for mid range zoners, but begrudgingly have to admit that rushdown characters gives me more wins.

20
Tung Fu Rue / Re: Tung Fu Rue
« on: September 22, 2016, 05:12:33 PM »
Man I wish his air qcb+P had more buffer leeway, could hit crouchers, and didn't lose a2a so often... Not even his EX version does those things (and I wish that didn't have height restrictions at all)!

I feel it could be his one key move to make him a good character.

21
Tung Fu Rue / Re: Tung Fu Rue
« on: September 21, 2016, 01:39:09 AM »
Tung's "Rapid P" has upper body invulnerability from the 3rd frame onwards. The move it'self has something like 12-13f startup, but still enough to blow up some predictable pressure though.

22
Ralf Jones / Re: Ralf Jones
« on: September 20, 2016, 01:53:46 AM »
Anyone know why his dive attack is supercancelable? There's no way you can combo it, and it's blockstring tight so you can't trap anyone looking to punish either...

23
Terry Bogard / Re: Terry Bogard
« on: September 20, 2016, 01:27:41 AM »
Dunno if this is known but Terry can link s.B after a max range hcf+B, and of course go into MAX mode from there.

Would be great if any combo with hcf+B as an ender could set up that range, but for now I have to content with strings like cl.D, df+C xx qcf+A -> hcf+B, s.B MAX cl.D...

24
Ryo Sakazaki / Re: Ryo Sakazaki
« on: September 20, 2016, 12:45:13 AM »
All parry cancel shenanigans (with the exception of CD I assume) are jab punishable if done point blank, but if done after a jump-in those shouldn't reach, and you could even get a s.C whiffpunish if they try.

But in general when blocking Ryo's heavy attacks up close you should just wait a split second then press jab. You probably wont get that punish, but you won't get frametrapped by a qcf+C either, and you'll pretty much counterhit anything Ryo tries afterwards.

(Also, no max mode bypass after parry)

25
Iori Yagami / Re: Iori Yagami
« on: September 19, 2016, 10:07:28 PM »
If the demo's frame data is valid, then Iori's dp+A/C is 6f while his Climax is 8f.

https://docs.google.com/spreadsheets/d/1SbxqFBv7oSwa3CRJbM0UqP0w7LMoL5r2IGIvzca5aMw/edit#gid=1771034677

26
Ryo Sakazaki / Re: Ryo Sakazaki
« on: September 19, 2016, 09:18:57 PM »
I'm having a hard time adjusting to him in this game, and starting to question if it's even worth it...

qcf+A has much shorter range which makes it only reliable from deep jump-ins.
cr.C is unsafe even on hit, so your only option is to qcf+A and pray it won't whiff (or max range qcf+C and pray it won't get punished).
Sweep into fireball is usually suicide no matter what version you go for, since one whiffs and one's punishable.
Sweep into low parry is still unsafe.
No more late canceling overheads?
Parries will continue to be worse than just DP:ing until you can cancel into normals, run or MAX activation.
And Zanretsuken is even worse than ever...

27
Iori Yagami / Re: Iori Yagami
« on: September 19, 2016, 05:15:18 PM »
Well, no one can safejump Sylvie's 8f Climax either. Someone tried to explain it as projectile hitboxes becoming active during the freeze-animation, but it never made sense to me.

28
Chang Koehan / Re: Chang Koehan
« on: September 17, 2016, 12:48:32 AM »
cl.D links into command grab for 232 dmg.

cl.B MAX cl.B xx EX grab for 247 dmg.

You can also MAX cancel lights into the Rush Combo for 320 dmg, but it's really tight.

29
Sie Kensou / Re: Sie Kensou
« on: September 16, 2016, 08:30:57 PM »
For some reason Kensou's cl.C counts as 0 hits for scaling purposes(!).

Raw qcb+P does 65
cl.C xx qcb+P does 70+65
cr.C xx qcb+P does 70+61, as it should.

Personally I haven't gotten more than a 40 damage difference in longer combos, but it's certainly something to be aware of.

30
Chang Koehan / Re: Chang Koehan
« on: September 15, 2016, 03:41:38 AM »
Anti-air cr.C xx b_f+C (193) xx EX Ranbu (499) xx Climax (724)

Works anywhere.

If it trades you can still combo into df+A or s.C for (~130) or belly flop Super for (260).
EX belly flop does (355) but if the opponent fails to tech roll, that shoots up to a whooping (782!).


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