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Mr. Karate

Started by nilcam, December 06, 2011, 06:51:19 AM

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t3h mAsTarOth...!

Not safe as far as i know... You know there is a training mode where you can check it yourself right?
KOFXIII - Raiden, Billy, Mai, Karate, Kim, Ralf, Ryo, Robert

SC 1-5 - Astaroth

SaMsTarOth t3h mAsTarOth of AsTarOth...!

SAB-CA

Quote from: DepressAholic on January 21, 2012, 09:31:49 AM
how safe is dp+C~A+B and qcf+C~Dash on block?

From gaming experience:

The DP Brake isn't safe, they'll recover while you're still recovering, (Thus giving them advantage) but it does have some pushback, and people won't always expect it, so you CAN throw it out every once in a while.

His C Kou'ken -> Dash is actually safe, though the wind-up time for the projectile throw itself is pretty open to being jumped over / punished. I believe you actually Have advantage even after the dash, but the dash range is severly shortened, so instead of really getting in on them, you get to something like right around far C range.

To test this stuff on your own, in training mode, change the Dummy to "1 Guard-Jump" settings. Do an attack, and then hold up. If they jump before you, you're at a disadvantage. After you, you're at advantage. Pause the game once the jumps happen, and judge how much advantage you have by judging the jump heights.

t3h mAsTarOth...!

His Best 1 meter anti-air is qcfx2+K DM... The start-up is almost instant...

If you want to do more damage and have drive you can do EX DP... Just make sure you get them pretty low to the ground or the follow-up will whiff...

1 meter +1 drive = EX DP, DC, air hcf+B, dp+A

2 meter + 1 drive = EX DP, DC, air hcf+B, qcf~hcb+A
KOFXIII - Raiden, Billy, Mai, Karate, Kim, Ralf, Ryo, Robert

SC 1-5 - Astaroth

SaMsTarOth t3h mAsTarOth of AsTarOth...!

Rex Dart

Any difference between the B and D versions of his qcfx2+K?

Blake/White

For the EX DP anti air combo, you can Drive cancel to HCF+D instead to get closer and still have plenty of time to TK hcf+B and then juggle with whatever you like. Makes the combo much easier.

t3h mAsTarOth...!

Quote from: Blake/White on January 25, 2012, 05:10:30 AM
For the EX DP anti air combo, you can Drive cancel to HCF+D instead to get closer and still have plenty of time to TK hcf+B and then juggle with whatever you like. Makes the combo much easier.
oh ya... that would make it so i don't have to get them low to the ground... i think i've seen that in one of his HD combos... he did dp+AC, DC, air hcf+D, TK hcf+B... then was able to do qcf+C~ff... that'll be deadly... gonna try it out and see...
KOFXIII - Raiden, Billy, Mai, Karate, Kim, Ralf, Ryo, Robert

SC 1-5 - Astaroth

SaMsTarOth t3h mAsTarOth of AsTarOth...!

MAASKYO

found somthing funny

Ex Zanretsuken   ;fd ;fd  ;dn+ ;c jump cancel to other side..air  ;d
somtims the j. ;d will cross up (i think depend in the jump )

xZEPPELIx

Quote from: MAASKYO on January 31, 2012, 04:41:52 AM
found somthing funny

Ex Zanretsuken   ;fd ;fd  ;dn+ ;c jump cancel to other side..air  ;d
somtims the j. ;d will cross up (i think depend in the jump )

I do something like that but off of DP+C Break.  You do a run up B SJ then do a j.D.  Depending on your timing you can land in front or cross-up the opponent.
formerly known as TornAparT.  SoCal KoF group: http://www.facebook.com/groups/244569065571400

Dandy J

btw the c fireball ~ dash is unsafe on block. punishable by less things the further you do it but like blockstring in the corner and many characters can easily punish

BioBooster


rcorporon

I'm still trying to finalize a team for myself but have been enjoying both Takuma and Mr. Karate as of late.  Would it be redundant to have both of them on one team, or are they different enough to justify using both?
Games I Play:
SSFIV: AE Main: Cody
KoF XIII Team: haven't decided yet

PSN: Yewni
XBL: Yewni

Sharnt

You cant pick both of them in one team.
Follow me on Twitter for a lot of stuff on KoF XIII :
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rcorporon

Quote from: Sharnt on March 23, 2012, 02:15:15 PM
You cant pick both of them in one team.

That makes it easy then  :)

I just hadn't tried to pick them twice yet I suppose.
Games I Play:
SSFIV: AE Main: Cody
KoF XIII Team: haven't decided yet

PSN: Yewni
XBL: Yewni

Drizzle Bubble

I'm having trouble with super jump canceling. Do you just super jump straight up, or diagonally?
I want to be able to super jump cancel into the horizontal air kick move.

desmond_kof

Quote from: Drizzle Bubble on March 25, 2012, 08:25:38 PM
I'm having trouble with super jump canceling. Do you just super jump straight up, or diagonally?
I want to be able to super jump cancel into the horizontal air kick move.

Try to tiger knee the hcf+B after the s.C hits, so it will be like  ;bk ;db ;dn ;df ;fd ;uf + ;b
"Do not place so much importance on winning. The fight itself has value."