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Messages - SAB-CA

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General Discussion / Re: Official "Show your Color Edits" Thread
« on: December 14, 2011, 09:01:27 AM »
Doh, now they'd think My Hsien Ko Duo is a ripoff :( I made Chin into Gen'an, haha, nice job doing it with onw of his distant bloodline, lol. LiKe the Demitri and Morrigan Betty, and great too for Bulma and Misao. I have a Mina - Mai as well, SNKP made it almost impossible NOT to, haha.

Color Edit is too fun. Maybe I'll post some of my own eventually...

Hwa Jai / Re: Hwa Jai wiki building thread
« on: December 14, 2011, 03:26:29 AM »
Jump D is cancellable.

A Version Dragon Backbreaker is an instant grab, C version is a leaping grab with invincibility during the duration of the leap. -Bah, you know what I meant! ;) -

EX Dragon Kick has anywhere juggle properties, and can even be combo'd after a sweep.

Slide is low enough to dug under high fireballs, and is also whiff/empty-cancellable.

Leona Heidern / Re: Leona Heidern (Console)
« on: December 13, 2011, 04:07:18 AM »
To me, the IA ;d to V-Slasher is easier in this game than ever before. ANd I believe qcf x2, Up ;d, qcb+P also works for this.

I also love the fact it can hitconfirm ;a X-Calibur.

Maxima / Re: Maxima (Console)
« on: December 13, 2011, 03:19:35 AM »
st.C will often leave you facing the other direction. This is the same with Vapor Cannon.

I'm trying to remember if I've ever turned around with the window of time the GP hit causes, and done a "corrected-direction" move. I believe I have a time or 2 in there (and I've run under a crossup attempt, and landed a Blitlz cannon before they landed), but it's nothing I've tested to any extremity.

But yeah, I prefer turtling up with him. His increased guard gauge helps, and GP is gonna catch SOMETHING eventually.

Leona Heidern / Re: Leona Heidern Wiki Thread
« on: December 13, 2011, 03:03:21 AM »
The wiki is pretty good, yeah. Some things to note:

- Slash Saber is the only on-the-spot followup to a midscreen Grand Saber. This is pretty useful, as GS is great for catching backdashes, following up after counter hit CDs, or just pressuring in general.
--- B Grand Saber can combo off heavy normal hits, but is easily punishable on block.
--- D Grand Saber cannot combo off normals, but is equal or with VERY slight advantage on block. To me, this makes it as abusable as Kyo's Arcade dash'n'grab, which was used very often to maintain his pressure.

- Neutral j.D not only is a nice instant overhead, but can also be used to cover the decent portion of a neutral jump. Since the attack area is so far downward, this can me a nice suprise to use on opponents every once in a while.

- Earring Bakudan is stronger than a normal projectile. I've had it pierce through them before, and continue it's travel. I don't know what this counts as (it's not multi hit?), but it's good to remember that this could give her the advantage in a mid-distance projectile war.
--- Also, it has a very nice startup. You can use this to punish jump-ins, and it's also a very good combo-extender for her, if you're still not confident in your Saber / Slasher DCs / Want to do something less demanding.

-- Not only is EX Baltic Launcher Faster and better at recovery, the sphere is also bigger.

-- EX Grand Saber makes a nice Frametrap for twitchy opponents. People who try to jab out of a Strike Arch  for punishment will get stuck in a nasty suprise. It locks opponenets down long enough to allow her to land, get back in, and continue to apply pressure. The only way to really get out of this is a well-timed GCCD or GC Roll.

Oh, and sexy image? Sure, here's one from Homare, who also did some of those special images for XIII's arcade release for Arcadia magazine (he does lots of awesome KoF Art over the years):

Maxima / Re: Maxima (Console)
« on: December 12, 2011, 08:50:33 PM »
  • Standing C GP-Cancel into Vapor Cannon / Blitz Cannon
  • Firing up That D Press to jet away to semi-safety
  • Crouch C? I'd love for this + GP-Cancel to me the definitive answer, but we know how trusty this usually is.
  • Back Hop or Forward Run to escape sunscathed, depening on how they hit
  • ROLL!
  • Backhop so that you take the reset hit, and flip out to a more GP-happy position
  • (Waste) EX Blitz Cannon to get the heck out of there.
  • (Waste) EX Press to escape
  • (Waste!) Neomax a bit earlier to create that "You can't jump over me!" invisible barrier that forces them to fall into the Neomax.
I think I depend on just blocking... and then letting them do something throw-punishable first, though. Since he's so tall, I find it pretty easy to block "Early", and let them get desperate as they try to crack open the Iron Turtle...

I can say I found his normal DM Double Vapor Cannon to be a much better movement-controller than I initially gave it credit for. They can't do ANYTHING stupid at all while within that range. It punished poorly-spaced sweeps and normally-safe incoming moves very easily. And the Step-forward for the EX Vapor truly helps give him a near half-screen 2 meter punish to many things (like Hien-shippukyaku Roberts, Sweep/Backflip Kenso Fireball spam, or Leona's that end blockstrings with X-calibur) that people normally consider fairly safe. (EX press accomplishes this too, but you might wanna land the DM damage by itself, or spend 2 meters on a EX DM, rather than 3 + SC on EX press to EX DM... options!)

Leona Heidern / Re: Leona Heidern (Console)
« on: December 10, 2011, 11:38:38 PM »
isnt better a moonslasher after close D ? especcially if u have bars ?

Maybe. (Don't have the numbers or anything in front of me ATM), but the whole part I like about it is that going into Slash Saber, for example, doesn't need a charge. Also makes a straightforward way to get into Slash Saber -> MC -> Leona Blade without too many places to mess up, if you'd rather just get the damage swiftly and assuredly.

Clark Still / Re: Things that beat B SAB
« on: December 10, 2011, 10:39:20 PM »
So anything that makes your aerial, after the initial "Guarded" hit, but before Clark actually does his grab animation.

Conversely, this also means that oppoments can use this to their advantage. For example, you can use B SAB as an anti-air to step jump-ins, but also, people Mai and Hwa, who can cancel into secondary air actions, can get the drop on you.

If a K's approaches you with his "SHADAAAAA!" Minute Spike, you can absorb the Minute and Narrow Spikes, and throw him, if he does the second hit instantly, but if he staggers it, or stays in the air, foregoing the Narrow Spikes, you'll be left open.

I do think that's the supreme beauty of B SAB, though. It trains people to attack in ways they wouldn't, and makes them react in risky ways that Clark can take advantage of. Standing D, Gattling attack, Standing C, and just hopping after and grappling all beat their backdashes, but EX SAB, GP SAB, and D SAB all make staying still or attacking on wakeup so dangerous...

Leona Heidern / Re: Leona Heidern (Console)
« on: December 10, 2011, 08:21:05 PM »
Hmm, so I was totally Wrong on not being able to do grounded actions off close ;d, lol. You can do Slash Saber or ;b Grand Saber out of it, it just has awkward timing to some small degree.

On cancelling X Calibut into V-Slasher, my best tip for it is to just start the motion as early as possible. KoF has a fairly generous move buffer built in, So if you do Hop ;a , X-Calibur, V-Slasher, you should be starting up the V-Slash motion right after you've entered X-Calibur into the queue.

Ok, and another random note: You can actually combo EX X-Calibur after a ;c Excalibur in corner. Do it before you hit the ground (of course), and they'll bounce for 2 hits off the projectile. Might be useful for a "Cool" combo somewhere, but itdoes not seem to have too much use otherwise....

Then that should make his B theme THIS, from Art of Fighting:
Art Of Fighting - Mr. Karate Theme OST

I would have prefered the SNES Version:
Art of Fighting SNES Theme of Mr.Karate

But I'm just glad he has a form of "The Tengu Show" at all.

KoF XII had alt soundtracks for download, so wouldn't be suprised if SNKP planned for it in this game, too. XII's remixes sounds kinda cool too, so it'd be cool if they either offered more classic themes (as Rex noted), or new remixes of the XIII themes (maybe even Neo Geo style versions, as they did with XI's arranged side...)

General Discussion / Re: bug and exploit? of course console version
« on: December 08, 2011, 06:52:46 PM »
Chin, Kensou, and Beni being able to combo off corner throws was mentioned and talked about for weeks before the game came out. Frionel noted it with his testing of the game, and the eLive crew highlighted it some more in their focused character change videos.

So no Bug / Glitch with that.

The Goro thing... yeah, that's pretty odd. Wonder if you can ;df ;c to combo off it? *cackle* I wonder if it's related to the "if opponenet hits an AA throw, then a counter-hit occurs, causing both opponenets to blow back" condition that exist for these throws...

General Discussion / Re: The King of Fighters XIII Video Thread
« on: December 08, 2011, 11:30:03 AM »
With that blog post comes 2 vids:
Shows his winpose in game, and his victory screen art, which is all pretty cool.

Continuation of the Maniac combo series, I believe they wanted to give more characters 100% combos? Lookit Terry kill an opponent in only 18 hits, haha. Hwa's combos make my execution cry.

They mention that they'll get into (Classic "combo" Basic "combo gauge," "fire combo HD" "Maniac combo") for NESTS Kyo next week, going by the wonders of Google Translate.

Hwa Jai / Re: Hwa Jai (Console)
« on: December 08, 2011, 06:05:59 AM »
i thought u couldnt do anything after the ex tnt........... well i dont use it any way it almost seems like a waste of a move just using A TNT can only give u more juggle but i dont know

Well, to me, that's the thing. ;a and ;c TNT+ Followup is hard to land at midscreen, especially if you're itchy on when to do it. The ;a followup only combos well if you make sure to start that TNT at the end of his ;df ;b slide, once Hwa has let his momentum get closer to the opponenet. And the punches push back, which make the followup even more annoying to use.

However, the EX TNT had an auto-advance with it, that make the full thing land anywhere; it dashes in and kinda locks / draws them into the hits. This also means you should be able to use it off pokes, such as with crouching ;c, or stand ;b.

It gives a launch that give you a free juggle oppurtunity, and with his Dragon Dance, you can get a DM or EX DM off (Normals, command slide, EX TNT) anywhere on the screen.

Another note, If you're poking at a further away enemey who'se in the corner, the EX TNT will help you get into position for those ;b Dragon Kick (DC), ;c Dragon Tail Loops. You could even toss in an extra ;a TNT after the EX, to make it a bit easier.

The only thing I personally really like for Normal TNT is that it can be super cancelled into Dragon BackBREAKA, which can then be MC'd into FINAL DRAGON KIAAAKAKAKAKAK, or however he says it. It's his nice short SC -> MC combo, since there's no time for Final Dragon Kick to land in Dragon Dance...

It's actually possible. If you look at the "Track A / Track B" soundtrack option, there is enough space for something like a "Track C" option to fit in there... much like there's room for the DLC characters to fit into Mission Mode Trial screen.

Leona Heidern / Re: Leona Heidern (Console)
« on: December 07, 2011, 11:57:52 PM »
Baltic Launcher Setups are always great XD. Nice way to pressure someone like Takuma or Mai, who have no natural DP-like skills to punish you with.

Reminds me of the random note that AC Baltic can be followed up by C Baltic (probably only in corner). The amount of damage scaling kills followups to death, but it's a nice tool to have in your arsenal.

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