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Kof 98 UM - How to pick your system

Started by sibarraz, January 22, 2011, 04:30:43 AM

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MAASKYO

 i in love with goro's  (on max)  evade attack to command throw or super.. :)
in some of final edition matches  i see some players  with charge meter activate after a hop attack  e.g eiji's j. ;d
what is best for grapplers run or dash..??

marchefelix

What this thread needs is a list of moves that can be done with dashing and how effective they are.

desmond_kof

You mean charge moves that can be buffered into while dashing?
"Do not place so much importance on winning. The fight itself has value."

marchefelix

No, dude. Air moves that can be done while dashing, such as Kyo's jump d.D or Athena's qcb + K.

desmond_kof

Quote from: marchefelix on November 07, 2011, 07:06:16 PM
No, dude. Air moves that can be done while dashing, such as Kyo's jump d.D or Athena's qcb + K.

You can't do those moves while dashing forward anymore, only backward, it got removed in 98UM. The only advantage for Kyo's j. down + D or Iori's j.4b is a faster back dash.
"Do not place so much importance on winning. The fight itself has value."

sibarraz



Waifu Material

marchefelix

Quote from: Desmond Delaghetto on November 07, 2011, 08:04:24 PM
Quote from: marchefelix on November 07, 2011, 07:06:16 PM
No, dude. Air moves that can be done while dashing, such as Kyo's jump d.D or Athena's qcb + K.

You can't do those moves while dashing forward anymore, only backward, it got removed in 98UM. The only advantage for Kyo's j. down + D or Iori's j.4b is a faster back dash.

Well... that sucks.

I still think it should be done anyways. After all, this sub-forum isn't just for 98 UM (though I can see this might not be the right thread to do it on).