KoF XIII General Discussion: Part II

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  • Great_Dark_HeroGreat_Dark_Hero "Brazzers - SRK Functions." Joined: Posts: 3,065
    Joe and Andy? This was never really elaborated on but...
    Andy's pressure game is more or less safe - or seems like it. I don't really see that many Andy's at tournaments but they damn sure are ABUNDANT online... I'm sure you might just understand why that is...
    Andy's Zaneiken is punishable by a lot of characters - even before it actually hits you. Andy's Kuuhaden can be a good distance cross-up (that most people are not going to fall for anyhow) - it is still a good move because can be broken into for follow ups. Joe would have difficulty against Andy mainly due to his pressure game. Joe's D version Tiger Kick has a SHIT TON of invincibility but it is not safe. The B version has quick recover and sweet start-up. Should you use the Tiger Kick, try it when the opponent jumps towards you because it is much harder to punish. Joe's overall purposes seems to revolve around zoning the opponent. And don't get deceived by Joe's projectile - it can still get hopped over. The A version has better recovery and is far easier to conduct a follow up (something like Golden Heel, but the B version isn't safe on the ground). Andy's pressure might be safe, but he can still be easily punished, especially by the likes of Joe. Joe can punish Andy's Zaneiken attempts with D Tiger Kick - Joe has really good juggle opportunities as well after a good set up. Andy's C Hishoken has a lot of recovery while the A version does not - it is easy to take advantage of things like this.
    Andy also has very quick meter building and quite a few good meter-less combos. Andy's DM's are damn near useless however and... Andy's Neo Max has priority over... everything. I don't think his EX Kuuhaden has invincibility anymore after arcade. It is easy to bait out his attacks, but you really got to time your attacks carefully with Joe too. It's not that he is hard to use or if it is a bad match up...
    I have not spent that much time on Andy nor Joe but, I do know what they capable fundamentally speaking. Andy turned out to be a bit of a shotoclone in this game... so that also means he can get really predictable. With Joe make sure you plan your attacks. Zone with your Hurricane Uppers and then react on the opponents movement...
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  • HavatchuHavatchu Joined: Posts: 4,734
    Joe and Andy? This was never really elaborated on but...
    Andy's pressure game is more or less safe - or seems like it. I don't really see that many Andy's at tournaments but they damn sure are ABUNDANT online... I'm sure you might just understand why that is...
    Andy's Zaneiken is punishable by a lot of characters - even before it actually hits you. Andy's Kuuhaden can be a good distance cross-up

    I believe it only hits like that with the D version. Haven't used the EX version like that, but I'm pretty sure it's not high enough to do that in the first place. And I know you can jump over the tornados, I just get chipped alot by his EX one. 8-)
    The A version has better recovery and is far easier to conduct a follow up (something like Golden Heel, but the B version isn't safe on the ground). Andy's pressure might be safe, but he can still be easily punished, especially by the likes of Joe. Joe can punish Andy's Zaneiken attempts with D Tiger Kick - Joe has really good juggle opportunities as well after a good set up. Andy's C Hishoken has a lot of recovery while the A version does not - it is easy to take advantage of things like this.

    I was totally unaware of this. Thanks. :D

    Would anyone know the of good exmaples of when to use A Hishouken then?
    Andy also has very quick meter building and quite a few good meter-less combos. Andy's DM's are damn near useless however and... Andy's Neo Max has priority over... everything.I don't think his EX Kuuhaden has invincibility anymore after arcade.

    Not if you Kuuhadan and do the roll cancel thing to juggle a bit and then DM Kuuhadan and finish with a Max Cancel.

    I should probably work on the latter before trying to get down HD. My biggest weakness is that I second guess myself when actually playing someone, it isn't fear, it's just that my hands aren't doing automatically what I know I should be doing in the match. I can execute just fine after awhile in training mode, but of course it's totally different in an actual match. I know, this isn't news, just giving perspective as to why I can't consistently HD still.

    TLDR; I suck. : P

    You can actually do quite alot of damage with his HD or even just a few drive cancels into DM or NeoMax. You can pretty much Neomax after any of Andy's specials, ABC or D, I haven't tested out any of the EXs other than his Kuuhadan though, I should probably do that sometime.

    Lastly, I'm pretty sure you're right about EX Kuudan not having invincibility anymore.
    Insanity is freedom
    The moment I fell in love with specs- "I believe in the Beyblader philosophy, for I am one who Beyblades."
    Shaft's posts are canon.
  • Nagato/Kisame1992Nagato/Kisame1992 Dat "dropped combo" feeling Joined: Posts: 667
    Joe and Andy? This was never really elaborated on but...
    Andy's pressure game is more or less safe - or seems like it. I don't really see that many Andy's at tournaments but they damn sure are ABUNDANT online... I'm sure you might just understand why that is...
    Andy's Zaneiken is punishable by a lot of characters - even before it actually hits you. Andy's Kuuhaden can be a good distance cross-up (that most people are not going to fall for anyhow) - it is still a good move because can be broken into for follow ups. Joe would have difficulty against Andy mainly due to his pressure game. Joe's D version Tiger Kick has a SHIT TON of invincibility but it is not safe. The B version has quick recover and sweet start-up. Should you use the Tiger Kick, try it when the opponent jumps towards you because it is much harder to punish. Joe's overall purposes seems to revolve around zoning the opponent. And don't get deceived by Joe's projectile - it can still get hopped over. The A version has better recovery and is far easier to conduct a follow up (something like Golden Heel, but the B version isn't safe on the ground). Andy's pressure might be safe, but he can still be easily punished, especially by the likes of Joe. Joe can punish Andy's Zaneiken attempts with D Tiger Kick - Joe has really good juggle opportunities as well after a good set up. Andy's C Hishoken has a lot of recovery while the A version does not - it is easy to take advantage of things like this.
    Andy also has very quick meter building and quite a few good meter-less combos. Andy's DM's are damn near useless however and... Andy's Neo Max has priority over... everything. I don't think his EX Kuuhaden has invincibility anymore after arcade. It is easy to bait out his attacks, but you really got to time your attacks carefully with Joe too. It's not that he is hard to use or if it is a bad match up...
    I have not spent that much time on Andy nor Joe but, I do know what they capable fundamentally speaking. Andy turned out to be a bit of a shotoclone in this game... so that also means he can get really predictable. With Joe make sure you plan your attacks. Zone with your Hurricane Uppers and then react on the opponents movement...

    1. Andy's pressure is actually about equal with Joe's. EX Kuuhadan is stupid good. It no longer has invul. but its probably 2 frame startup(not sure, I know it was increased and it does come out REALLY fast)
    2. Zaneiken may be punishable, but some punishes are not worth the meter. So it stays relatively safe unless he has 1 pixel of health or you just don't know meter managment. Actually.... Andy has no safejumps against Joe. EX Tiger Kick > Any safejump Andy does. Zaneiken recovs too fast for Joe to punish with D tiger Kick, he has to use EX Tiger to beat it. You can hop Joe's hurricane, just don't hop he has 2 bars and 50% drive or you will get EX Screw Upper'd. If he trades with you in EX Upper, he can build meter and iirc he can confirm from it, not sure.
    3. Andy's DM's useless? NOPE. Actually they are really good. Chou Reppadan has startup invul.(not the ex version though) and you can followup if the opponent is high enough. Gekki Hishouken is safe on block and chips like a motherfucker. I use it a lot to trap the opponent and you get a safejump since it hard knockdown on the last hit. The only way to stop it? guard cancel roll at the last minute to perform the roll.if you don't, you will be trapped in the last hit of the super and if you hit any buttons trying to get a punish, you gonna get counter hit'd and wallbounced. The opponent is forced to take the chip or stay nuetral after the super. Which are good options if you ask me. It's not safe if done too close though, I do the super after a blockstring or when I know a roll/jump attempt is coming after a fireball.
    4. Andy has one of the best 5A's in the game, it goes over crouching opponents(which means you can fake a low and go for a throw, if the try and hop they will lose) and has a long hit box. Joe has an amazing 5A too.

    I play both characters and overall, Andy is a better character in terms of defensive options and offensive. Joe has stun combos and better damage output at the cost of not building as much meter as one would hope(he still builds it well, dont get me wrong, but Andy is a monster in the meter build department), and defensive options. For example, if Joe is in the corner, he suffers from the Takuma syndrome... as in he has no vertical normal or attack that would stop a normal jump or super jump from the likes of Iori or Kyo and has nothing to contest with them. Andy has 5D, which is about 2-4 frames(it might be 2 frames, cant wait to see his frame data) and it is really good when he is in the corner. Joe has to EX Dp out to safety or roll. Andy can EX Kuuhadan(big hitbox on it and recovers fast), EX DP to get away, roll, 5D or Zaneiken. They have equally good CD's in the air but I think Andy has a slight edge over him because he can do anything from rushdown, zone, or reset. Joe on the other hand has to zone or rushdown, and your execution has to be on point with him. Andy is not execution heavy. In terms of matchup, its probably 5-5. Some breakdown:

    Andy pros/cons vs Joe:
    Pros: Builds meter faster. Can normal jump D and Joe cannot do jack shit about it due to no vertical anti air. Has a better DP in terms of startup. Has 2D, one of the best sweeps in the game, it makes his hurtbox smaller as well. Can use any DM to hurt Joe since he has no top tier hyperhop/jump arcs. Joe cannot pressure Andy with 5A because C Shoryuudan beats it cleanly, but it is rather "psychic" read. Let's just say Joe can't throw this out as much as he likes to.
    Cons: Can't Zaneikan at will due to Hurricanes. Can't Kuuhadan due to Hurricanes. Cannot safehop pressure Joe thanks to EX DP(on counter, Joe is guaranteed 296 DAMAGE!). Joe can slide under Hishouken fireballs for better spacing/soft knockdown/HD Bypass(yes, he can go into raw neomax for about 600 damage from slide, dont know why people do not use this).
    Pro for both characters: Both can EX DP through weak blockstrings.

    Even though it may seem like a huge gap in Andy's favor it's not. Andy is taken out of his rhythm if he cannot Zaneikan all day. Joe is also taken out of his because his best option in the matchup is to zone. He does not have good hop pressure or safejumps to stop Andy from DP'ing him. I'd say it's 5-5 for now.
    KOF13 characters I play: Kim/Andy/Iori/Ex Iori/Joe/Shen/Ex Kyo/Hwa/Kyo/K/Ralf/Mature and the list goes on.
  • HavatchuHavatchu Joined: Posts: 4,734
    Andy has no safejumps against Joe. EX Tiger Kick > Any safejump Andy does. Zaneiken recovs too fast for Joe to punish with D tiger Kick, he has to use EX Tiger to beat it.

    Thank you for reminding me, what are Andy's safejump setups other than the DM you mention later? And which Zan are you talking about A or C?
    3. Andy's DM's useless? NOPE. Actually they are really good. Chou Reppadan has startup invul.(not the ex version though) and you can followup if the opponent is high enough. Gekki Hishouken is safe on block and chips like a motherfucker. I use it a lot to trap the opponent and you get a safejump since it hard knockdown on the last hit. The only way to stop it? guard cancel roll at the last minute to perform the roll.if you don't, you will be trapped in the last hit of the super and if you hit any buttons trying to get a punish, you gonna get counter hit'd and wallbounced. The opponent is forced to take the chip or stay nuetral after the super. Which are good options if you ask me. It's not safe if done too close though, I do the super after a blockstring or when I know a roll/jump attempt is coming after a fireball.

    I love the chip it offers. So good. :D

    Good strats man, will use. 8-)
    4. Andy has one of the best 5A's in the game, it goes over crouching opponents(which means you can fake a low and go for a throw, if the try and hop they will lose) and has a long hit box. Joe has an amazing 5A too.

    Forgive my ignorance, but you mean forward + A right? Harate Uchi?
    I play both characters and overall, Andy is a better character in terms of defensive options and offensive. Joe has stun combos and better damage output at the cost of not building as much meter as one would hope(he still builds it well, dont get me wrong, but Andy is a monster in the meter build department), and defensive options. For example, if Joe is in the corner, he suffers from the Takuma syndrome... as in he has no vertical normal or attack that would stop a normal jump or super jump from the likes of Iori or Kyo and has nothing to contest with them. Andy has 5D, which is about 2-4 frames(it might be 2 frames, cant wait to see his frame data) and it is really good when he is in the corner. Joe has to EX Dp out to safety or roll. Andy can EX Kuuhadan(big hitbox on it and recovers fast), EX DP to get away, roll, 5D or Zaneiken. They have equally good CD's in the air but I think Andy has a slight edge over him because he can do anything from rushdown, zone, or reset. Joe on the other hand has to zone or rushdown, and your execution has to be on point with him. Andy is not execution heavy. In terms of matchup, its probably 5-5. Some breakdown:

    I love that about him.

    I'm sorry, 5D? I thought initially you meant a neutral jump D, but I don't think I'm right.
    Andy pros/cons vs Joe:
    Pros: Builds meter faster. Can normal jump D and Joe cannot do jack shit about it due to no vertical anti air. Has a better DP in terms of startup. Has 2D, one of the best sweeps in the game, it makes his hurtbox smaller as well. Can use any DM to hurt Joe since he has no top tier hyperhop/jump arcs. Joe cannot pressure Andy with 5A because C Shoryuudan beats it cleanly, but it is rather "psychic" read. Let's just say Joe can't throw this out as much as he likes to.
    Cons: Can't Zaneikan at will due to Hurricanes. Can't Kuuhadan due to Hurricanes. Cannot safehop pressure Joe thanks to EX DP(on counter, Joe is guaranteed 296 DAMAGE!). Joe can slide under Hishouken fireballs for better spacing/soft knockdown/HD Bypass(yes, he can go into raw neomax for about 600 damage from slide, dont know why people do not use this).
    Pro for both characters: Both can EX DP through weak blockstrings.

    That's pretty much what I'm asking, do you mean a diagonal forward jump or neutral jump?
    Insanity is freedom
    The moment I fell in love with specs- "I believe in the Beyblader philosophy, for I am one who Beyblades."
    Shaft's posts are canon.
  • Nagato/Kisame1992Nagato/Kisame1992 Dat "dropped combo" feeling Joined: Posts: 667
    Thank you for reminding me, what are Andy's safejump setups other than the DM you mention later? And which Zan are you talking about A or C?
    I love the chip it offers. So good. :D
    Good strats man, will use. 8-)
    Forgive my ignorance, but you mean forward + A right? Harate Uchi?
    I love that about him.
    I'm sorry, 5D? I thought initially you meant a neutral jump D, but I don't think I'm right.

    That's pretty much what I'm asking, do you mean a diagonal forward jump or neutral jump?

    You should only use Zan+A.
    We use numpad for identifying moves. 5 is nuetral, 4 is back, 6 is forward, etc. I mean nuetral A and nuetral D(close D)
    798
    456
    123

    Normal jump is just a normal jump lol. We usually say Nuetral jump or not. Normal jump is just diagonal up or diagonal back.
    KOF13 characters I play: Kim/Andy/Iori/Ex Iori/Joe/Shen/Ex Kyo/Hwa/Kyo/K/Ralf/Mature and the list goes on.
  • HavatchuHavatchu Joined: Posts: 4,734
    You should only use Zan+A.
    We use numpad for identifying moves. 5 is nuetral, 4 is back, 6 is forward, etc. I mean nuetral A and nuetral D(close D)
    798
    456
    123

    Normal jump is just a normal jump lol. We usually say Nuetral jump or not. Normal jump is just diagonal up or diagonal back.

    I thought so, sorry for the scrubbish question, but I knew about that notation, I just wasn't sure if it was specific to 3D games like Soul Caliber.

    Thanks though. :D
    Insanity is freedom
    The moment I fell in love with specs- "I believe in the Beyblader philosophy, for I am one who Beyblades."
    Shaft's posts are canon.
  • LouiscipherLouiscipher Joined: Posts: 8,177
    How do you beat Beni?

    I main Billy, Clark, and Hwa in that order. I have no idea what to do in that match. Beni has great air-to-air control, a 1 frame grab, great runaway, great wakeup SRK, and that s.D poke.
    STOMP!
  • StarmonyStarmony Hawaii xbox: Starmony Joined: Posts: 3
    About to pick up the game for xbox, I haven't been following the console scene all that much but living in Hawaii I gotta ask, did they patch the netcode?
  • GrubletGrublet Button Masher Joined: Posts: 2,848
    About to pick up the game for xbox, I haven't been following the console scene all that much but living in Hawaii I gotta ask, did they patch the netcode?
    Well, they patched the matchmaking, but the netcode itself isn't patched. The netcode is playable on some 3 bar connections and on most 4 bar connections.
    KOF13: Flame Iori/Ash/Kim
    P4A: Aigis
    XBL- Senor Grublet
  • phoenixnlphoenixnl Joined: Posts: 641
    About to pick up the game for xbox, I haven't been following the console scene all that much but living in Hawaii I gotta ask, did they patch the netcode?
    The netcode is shit. Don't buy the game. As much as I love this game, if you're buying this for the online play, you'll waste your money. I live in the Netherlands, and we have some of the best internet in the world, and still playing against other people in the country is nigh unplayable, and in other countries in Europe is impossible.
  • Nagato/Kisame1992Nagato/Kisame1992 Dat "dropped combo" feeling Joined: Posts: 667
    Ok so the character I am about to study is Ryo. Been looking at his normals and he has some of the faster normals in the game all around. 2C is 2 frame normal and this character is scary AS SHIT when you start implementing Parry. He can parry and go straight into neomax for 600 damage. Right now, he can do 700 from 2 bars, 100% drive and overhead.
    Frame Data
    KOF13 characters I play: Kim/Andy/Iori/Ex Iori/Joe/Shen/Ex Kyo/Hwa/Kyo/K/Ralf/Mature and the list goes on.
  • LouiscipherLouiscipher Joined: Posts: 8,177
    Anyone? Any thoughts at all on how to beat Beni? I feel like I have to play keepaway.
    STOMP!
  • DarkGeneralDarkGeneral Joined: Posts: 4,407
    Anyone? Any thoughts at all on how to beat Beni? I feel like I have to play keepaway.

    Bingo. Zoning out Beni is your best answer. While he can somewhat "match" some fireballs he still has to maneuver around them. When you have him knocked down try to safejump to make his dp whiff. Though he has a answer to that in the way of timed wakeup command grab to catch you while you're landing and before you stickout a limb. I haven't been playing this game much lately but zoning has been pretty much the only thing Beni doesn't have a consistent answer for. He excels in controlling the space in front of him and setting up ambiguous crossups but if you're on your peas and q's you can keep him out.

    Though you don't seem to use any zoning characters except for Billy.
  • LouiscipherLouiscipher Joined: Posts: 8,177
    Clark can zone to an extent with his s.C and s.D. His CD also AA's but the timing to AA some jump ins are hard as fuck to pull off. And then you have Hwa's normals. Forget about it.

    Beni's DP isn't so much a problem, Beni players seem to use it after they runaway and try to bait you to jump at them. The bigger problem is with Beni's wakeup. I feel like I have to back off once I knock him down or I could get grabbed, if I jump I get nailed with SRK or Shield Super.
    STOMP!
  • Nagato/Kisame1992Nagato/Kisame1992 Dat "dropped combo" feeling Joined: Posts: 667
    Clark can zone to an extent with his s.C and s.D. His CD also AA's but the timing to AA some jump ins are hard as fuck to pull off. And then you have Hwa's normals. Forget about it.

    Beni's DP isn't so much a problem, Beni players seem to use it after they runaway and try to bait you to jump at them. The bigger problem is with Beni's wakeup. I feel like I have to back off once I knock him down or I could get grabbed, if I jump I get nailed with SRK or Shield Super.

    Beni's wakeup options is the MAIN reason why he's good imo. I can take your rushdown, but when it comes to a point in time where I dont know what do fucking do against you when you are waking up... thats a problem. "I'm gonna bait out the DP" *command grabbed* "I'm gonna jump C" *Air grabbed, or DP'd, or Super'd* You cant stay on the ground because of command grab. I think I may have some tech that can stop his options, but actually it doesn't :\
    KOF13 characters I play: Kim/Andy/Iori/Ex Iori/Joe/Shen/Ex Kyo/Hwa/Kyo/K/Ralf/Mature and the list goes on.
  • LouiscipherLouiscipher Joined: Posts: 8,177
    Only option I can think of is to stay out of range of his grab and try to Sweep, or bait and punish.
    STOMP!
  • LouiscipherLouiscipher Joined: Posts: 8,177
    I gave it one last chance and I don't give a fuck how I come off... The online is terrible. It looks playable but part of the problem is that half second of lag. The other part, and this is HUGE are the amount of retarded SF4 players that want to play keepaway the entire goddamn time and guess what happens when you're at mid-range? They mash out a random EX or Special that's totally unsafe on block but you're not even running in, just walking, and it hits you...

    Every. Single. One. of these mofos play the exact same way. Holy fuck.

    I can only play friends and that's it. I'm fucking done with this game online.
    STOMP!
  • Hatred EdgeHatred Edge Let's end this Joined: Posts: 16,311
    I can only play friends and that's it. I'm fucking done with this game online.
    Yeah, I knew something was wrong when I wasn't able to consistently do crBstB>rekkas with EX Kyo. Offline I can hitconfirm off of crB it's so easy. But online? It's like I have to jam my inputs in. I had a decent connection but while I was able to do combos, my AA game suffered a lot. Things I could easily reversal offline, I couldn't online. On a good connection I can do combos and move around fine but it may not be enough.

    I would even playing you but unless you're east coast, it's probably a waste of time.
    Has anyone thanked you today for not setting the whole world on fire?

    They should. I won't. I advocate setting the world on fire. But morons who actually like it, benefit from society, would do well to thank you and men like you for not visiting hell upon them.

    "You don't know what it's like to hate. To have your entire life become nothing more than an expression of hate. Nothing else matters. Nothing else can compare. Or taste as sweet."
  • HavatchuHavatchu Joined: Posts: 4,734
    So, I think I inadvertently discovered something new. I didn't make the video, but just found it on youtube after searching "Duo Lon"

    Duo Lon has kara cancels.





    It would be cool if someone submitted this as a tip, because I don't think anyone in KOF is supposed to have kara cancels IIRC.

    If this does happen to be generally unknown, it would be cool if I was given credit for finding it, if not it's whatever.
    Insanity is freedom
    The moment I fell in love with specs- "I believe in the Beyblader philosophy, for I am one who Beyblades."
    Shaft's posts are canon.
  • Reiki.KitoReiki.Kito Joined: Posts: 411
    Duolon's cross up glitch is something, I believe, is well known if you're a Duolon player and researched him for a while. His CD crosses up grounded opponents. It's weird, but its been there since arcade version so I guess SNK Playmore didn't decide to change it.
  • Lord_RaptorLord_Raptor Joined: Posts: 8,810
    The kara CD Crossup is OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOLLLLLLLLDDDDDDDDDD as hell.
    Are you right? Are you READY!?
  • HavatchuHavatchu Joined: Posts: 4,734
    The kara CD Crossup is OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOLLLLLLLLDDDDDDDDDD as hell.

    Does it not always go through or does it?
    Insanity is freedom
    The moment I fell in love with specs- "I believe in the Beyblader philosophy, for I am one who Beyblades."
    Shaft's posts are canon.
  • JohnGrimmJohnGrimm A.K.A. JohnXuandou Joined: Posts: 4,329
    "Kara" CD is extremely old news, I'm almost certain everyone can do it, in fact you can "kara" anything you can special cancel. The reason I put Kara in quotes is because you can't cancel before the active frames start, so you're not really doing a kara, you're just whiff cancelling. If you were to do it in a situation where the attack would normally hit, it will hit and you'll cancel. If it's a situation where the attack will whiff, you will empty cancel.
    You lack devotion! Enduring hunger and poverty is how you find the way!
  • LouiscipherLouiscipher Joined: Posts: 8,177
    Yeah, I knew something was wrong when I wasn't able to consistently do crBstB>rekkas with EX Kyo. Offline I can hitconfirm off of crB it's so easy. But online? It's like I have to jam my inputs in. I had a decent connection but while I was able to do combos, my AA game suffered a lot. Things I could easily reversal offline, I couldn't online. On a good connection I can do combos and move around fine but it may not be enough.

    I would even playing you but unless you're east coast, it's probably a waste of time.

    I'm EC. You on PSN?
    STOMP!
  • Reiki.KitoReiki.Kito Joined: Posts: 411
    Okay, so take for Example Terry and Maxima as an example and K' as another example. K' window for cancelling his CD on whiff is really short. Terry and Maxima can cancel it immediately after the CD is hit. So my question is: If a Kara cancel is cancelling the animation of a move before the active frames come out, can certain characters do it. Because in that case, Terry and Maxima can.
  • JohnGrimmJohnGrimm A.K.A. JohnXuandou Joined: Posts: 4,329
    Okay, so take for Example Terry and Maxima as an example and K' as another example. K' window for cancelling his CD on whiff is really short. Terry and Maxima can cancel it immediately after the CD is hit. So my question is: If a Kara cancel is cancelling the animation of a move before the active frames come out, can certain characters do it. Because in that case, Terry and Maxima can.
    Go point blank and try again. I can almost guarantee you the CD will hit before you can cancel it.
    You lack devotion! Enduring hunger and poverty is how you find the way!
  • Hatred EdgeHatred Edge Let's end this Joined: Posts: 16,311
    I'm EC. You on PSN?
    Yeah, PSN. TyrannicalHatred. I'm pretty bad at the game though. Offline didn't work out here so no leveling up.
    Has anyone thanked you today for not setting the whole world on fire?

    They should. I won't. I advocate setting the world on fire. But morons who actually like it, benefit from society, would do well to thank you and men like you for not visiting hell upon them.

    "You don't know what it's like to hate. To have your entire life become nothing more than an expression of hate. Nothing else matters. Nothing else can compare. Or taste as sweet."
  • phoenixnlphoenixnl Joined: Posts: 641
    Go point blank and try again. I can almost guarantee you the CD will hit before you can cancel it.
    I believe Maxima can also cancel after the guard point frames, and thus before the active frames. So that's kind of a Kara-cancel, except that it still doesn't really cancel the startup.
  • JohnGrimmJohnGrimm A.K.A. JohnXuandou Joined: Posts: 4,329
    I believe Maxima can also cancel after the guard point frames, and thus before the active frames. So that's kind of a Kara-cancel, except that it still doesn't really cancel the startup.
    You're also hoping someone will hit you, which for the purposes of Kara cancels, isn't really helpful 8-)
    You lack devotion! Enduring hunger and poverty is how you find the way!
  • Mr. XMr. X Non Stop ∞ Climax Joined: Posts: 20,239
    Anyone have the link to the chart with life you get back based on the time?
    You did not go back in time, this is how the forums look.
    "You are all just as bad as the people you hate. You're only interested in characters based on tears." - Since1717
    NO STREAM = DEAD GAME
    PSN: X_the_Genius | GGPO: Mr X | Skype: MisterEcks
  • LabanLaban KOF98 Player Joined: Posts: 2,557
    I almost went 0-2 because I kept saying that I would because I don't play KOFXIII. Then my pad broke and played one game being unable to crouch block. I said that I forfeit, but then I was convinced otherwise and decided on the spur of the moment to play stick. Won using the rainbow layout and was able to borrow a PS2 pad from a Chicago player and got out of pools through losers. Still need to find a new pad. I suck. In winners, I know I have Romance and Kane317 in my pool. Not too worried now, but the potential pads I have are kinda dank and I have to pick from the best of them and try to break it in. Wish me luck please.
  • HavatchuHavatchu Joined: Posts: 4,734
    I almost went 0-2 because I kept saying that I would because I don't play KOFXIII. Then my pad broke and played one game being unable to crouch block. I said that I forfeit, but then I was convinced otherwise and decided on the spur of the moment to play stick. Won using the rainbow layout and was able to borrow a PS2 pad from a Chicago player and got out of pools through losers. Still need to find a new pad. I suck. In winners, I know I have Romance and Kane317 in my pool. Not too worried now, but the potential pads I have are kinda dank and I have to pick from the best of them and try to break it in. Wish me luck please.

    Stick it out and have fun.
    Insanity is freedom
    The moment I fell in love with specs- "I believe in the Beyblader philosophy, for I am one who Beyblades."
    Shaft's posts are canon.
  • AirLancerAirLancer Just a touch of Honey Joined: Posts: 812
    I almost went 0-2 because I kept saying that I would because I don't play KOFXIII. Then my pad broke and played one game being unable to crouch block. I said that I forfeit, but then I was convinced otherwise and decided on the spur of the moment to play stick. Won using the rainbow layout and was able to borrow a PS2 pad from a Chicago player and got out of pools through losers. Still need to find a new pad. I suck. In winners, I know I have Romance and Kane317 in my pool. Not too worried now, but the potential pads I have are kinda dank and I have to pick from the best of them and try to break it in. Wish me luck please.

    When's your pools start? You could borrow mine, it's already broken in and comfortable, at least to me...

    On another note: Those Athena command grabs are pretty irritating...
  • Geese PantsGeese Pants Working on it.......... Joined: Posts: 21,273 ✭✭✭✭✭ OG
    Yeah............I forgot how to roll.
    Need to take this game a bit more seriously.
    The Prince of Masturbation.........

    "Please do not use such strong words...........it makes you look weak."
    -Traitor Aizen Souske
  • Huggy BearHuggy Bear Scoops Häagen-Dazs® Joined: Posts: 2,149
    My New Team for KOF.

    Clark
    Daimon
    Raiden

    Pure Grappling. (Or at least I focus on the grappling element) I've just discovered that I'm destined to lead XBL into a new era of fear. Fear of being thrown.

    Help me decide the order?
    Logan / Spencer / Gouki

  • LouiscipherLouiscipher Joined: Posts: 8,177
    Go with Clark or Raiden on 1st or 2nd. And Daimon 3rd. Make them fear his counter Neomax.
    STOMP!
  • Huggy BearHuggy Bear Scoops Häagen-Dazs® Joined: Posts: 2,149
    Good shit. I'll post up some videos of me and my grappling team. Let's see if this can really work how I want it to.
    Logan / Spencer / Gouki

  • HavatchuHavatchu Joined: Posts: 4,734
    Good shit. I'll post up some videos of me and my grappling team. Let's see if this can really work how I want it to.

    Here's the problem, what do you do if you have rushdown or zoning characters on the other team?

    I.E. threats like Duo Lon, King, Kyo, Ex Kyo, Joe, Mature, Athena, Kensou, Robert, Saiki, Ash, Andy, Billy Kane, Beni, Kula...you get the idea.

    Personally, I've never been a proponent of an all anything team. An all zoning team would be boring, an all rushdown team would be dangerous, and an all grappling team is hella punishable if you aren't super careful IMO.
    Insanity is freedom
    The moment I fell in love with specs- "I believe in the Beyblader philosophy, for I am one who Beyblades."
    Shaft's posts are canon.
  • Great_Dark_HeroGreat_Dark_Hero "Brazzers - SRK Functions." Joined: Posts: 3,065
    Besides Havatchu's point... Grappling characters are a good edition - however, there are plenty of characters that have command throws should you be able to use them. Claw Iori has a SWEET command throw. Yuri has a nice one frame command throw as well (HCB + B and can be easily comboed off of a close C). A Clark, Goro, and Raiden team could be viable but you should simply use one (or even two) of those three characters that you are best with and then try to branch to something else that may provide some... help or an extra game plan of sorts. Shen Woo might good. Perhaps Maxima? Because he has a one frame command throw too and one where he dashes forward though you need to get used to his speed first. Mr. Karate might be a blessing... or King... er... just some character that will capitalize on any weaknesses your other grappling characters have. But, as I said, there are many characters with some nice command throw and have tools that the grapplers might not have. Duo Lon, EX Iori and Ash might be a special case since their Neo Max's involve a command grab (as well as Goro and Clark). EX Iori already has a command grab in his arsenal and he can get away with quite a few different play style if you are careful (this ain't 98 Iori, but he still does a pretty good job in this game).
    Steam ID: http://steamcommunity.com/id/GDHTP | Twitch Channel: great_dark_hero
    PSN: Dark_Ice_Saiko
    KOFXIV: Kyo / Luong / Mai [Beni, MuiMui, Geese, Shun, Leona, Terry]
    DOA5LR: Nyotengu [Mai]
    Tekken 7: Heihachi [Xiaoyu, Eliza, Jin, Lars]
    BBCF: Hakumen[Azaerl, Nine, Izayoi]
    SFV : Menat, Ryu, Cammy, Ibuki, Bison
    Come to dreamcancel.com for KOFXIV FAQS, wiki-updates, and mini-guides!

  • Huggy BearHuggy Bear Scoops Häagen-Dazs® Joined: Posts: 2,149
    I understand I'm going to get zoned to bits. But that's just all part of my challenge. I will just have to learn to overcome zoning, thus I will have to be always on-point with my movement, make sure I do as much damage as possible when I get in etc.

    All part of the challenge.
    Logan / Spencer / Gouki

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