I found a nasty little setup with Ralf today.
First of all gotta give it up to Reynald, the winner of the Ignition KOF XII tournament, for showing this little trick in the finals:
Basically he does the jumping C, standing C -> CD xx qcb+C, standing C juggle reset into fully charged CD (which will guard break on block, but for some reason it wasn’t blocked at all in this video… could be because of the projector lag). This setup works really well because when you reset them out of the air with standing C (I prefer using standing D for the juggle but whatever), immediately canceling into CD and fully charging it will make it connect pretty much the second they hit the ground, so they’re kinda stuck (but obviously not entirely - more on that later). I haven’t been trying to implement fully charged CD’s into my game much at all, but this video opened up my eyes and gave me a wicked idea for something that could further be done to get more damage out of this situation.
The simplest use for a fully charged CD that guard breaks is to just cancel it into DM if you have meter (and you often will). Bam, Galactica Phantom in the face and massive damage. If you don’t have meter though… what do you do? You could just cancel it into qcb+C (the ground pound) and knock them down again, but that’s not too great. Let’s take it a step farther.
Cancel the fully charged CD into qcf+C (the slow autoguard turn punch). When the qcf+C connects, you can actually link a standing D afterward! The timing is a little tight, but it’s not too difficult to get down. See where I’m going with this?
Jumping C, standing D -> CD xx qcb+C, standing D -> fully charged CD (guard break) xx qcf+C, link standing D -> CD xx qcb+C, standing D -> fully charged CD (guard break) xx qcf+C, link standing D, etc!
If the opponent doesn’t know how to get out of this, you could potentially keep this loop going until they die!
(note: I’m not 100% sure on this, I forgot to test it since I’m a dumbass, but it might be possible to potentially cancel a guard break CD into 4-hit vulcan punch, and then link the standing D -> CD off that. I think the vulcan punch is going to scale down the damage of all those hits a lot more than the qcf+C does, so it might not be recommended).
Now this is KOF and it’s obviously not an airtight corner trap, as the opponent has a few viable ways to get out of it:
- Do a move with invincibility (like a DP)
If your opponent tries 1 or 2, you can throw them for free. Option 3 will of course beat a throw, only things you can do about that is either block or b+CD (which I wouldn’t recommend doing randomly when they’re right in your face). So if your opponent manages to get out in this method and DP’s your standing CD, you’re probably better off not going for it and instead stalling and blocking low for a split second when they hit the ground. If they don’t do anything, you can try throwing (will get beaten if they decide to delay their attack), or do a low B, low A chain (remember - low B, low A xx Vulcan Punch is a combo, and the 4-hit version lets you link a standing D, which you can then chain into a standing CD and juggle them again…). So yeah it’s all mindgames from this point on, but Ralf definitely has the advantage in this situation.
Even if they learn to not sit there and take the guard break CD, you’re pretty much guaranteed to hit them once or twice and get some free damage in. Plus it completely rapes the CPU! (who cares…)
Ralf is good.