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Posted
wednesdays from what i've heard get overrun by kof, check before hand though. and on friday they were rocking a pretty well used setup

I see. When do they start? is it 7pm like fightclub? I hope not. i want dat afternoon

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Posted
I see. When do they start? is it 7pm like fightclub? I hope not. i want dat afternoon

better get ready to stay up late

Posted
better get ready to stay up late

i always stay up late, but that is for other things

Posted
i always stay up late, but that is for other things

My user title has never made the most sense until this quote. stay gdlk.

Posted
My user title has never made the most sense until this quote. stay gdlk.

ahaha not quite, plus >implying that takes like 4 hours

also even the latest chaos code footage seems like the skill level hasnt gone up much. feeling meh at that game because of that. maybe im watching the wrong footage

Posted (edited)

So now that my life has actually calmed down I can finally practice again and then my medium punch on my stick died. Does anyone have an opinion on which buttons are better between Sanwa and Seimitsu buttons? Thinking I might as well replace all of them as they are all over 3 years old now. I am not quite sure how to replace them yet, but I am guessing there is some sort of guide on how to replace buttons in a TE on the net. Want to try and get this done ASAP as I really want to practice KoF13 as that game is too fun. I forgot how fun doing links can be.

Thinking I am going to stick with Mai, Robert and Athena. Anyone know where I can get some info on playing them? I have gotten a few pretty fun combos with Mai, but I really would not mind some info on this game so I can speed up the learning process.

Last thing is just for Oso. Can you give me some tips on playing Spencer? Going to whore out team way too top tier until they patch both Wesker and Spencer from being stupid broken character. Shout outs to Capcom for failing to balance a character that was already top tier and giving Spencer moves that never scale allowing him to kill every character in the game with 1 bar...weeee Marvel.

Anyways, I am going to be coming back strong after I get my stick fixed as I am really having way too much fun with KoF13 before my button went out and I actually feel like I can put in the 3 to 4 hours a day now to get shit down. I would be down for taking people to either Goon's place, as I would not mind playing with some new people and the lawlz Marvel practice, or Might's place as I am going to need to grind KoF out with him and the dream cancel guys when they are over there to up my KoF game and steal tech off of everyone. Better get ready for the cheese as I am going to be mastering every BS combo and trick I can for the next couple of month. Peace out.

Edited by Frigiddeath
Posted (edited)
So now that my life has actually calmed down I can finally practice again and then my medium punch on my stick died. Does anyone have an opinion on which buttons are better between Sanwa and Seimitsu buttons? Thinking I might as well replace all of them as they are all over 3 years old now. I am not quite sure how to replace them yet, but I am guessing there is some sort of guide on how to replace buttons in a TE on the net. Want to try and get this done ASAP as I really want to practice KoF13 as that game is too fun. I forgot how fun doing links can be.

Thinking I am going to stick with Mai, Robert and Athena. Anyone know where I can get some info on playing them? I have gotten a few pretty fun combos with Mai, but I really would not mind some info on this game so I can speed up the learning process.

Last thing is just for Oso. Can you give me some tips on playing Spencer? Going to whore out team way too top tier until they patch both Wesker and Spencer from being stupid broken character. Shout outs to Capcom for failing to balance a character that was already top tier and giving Spencer moves that never scale allowing him to kill every character in the game with 1 bar...weeee Marvel.

Anyways, I am going to be coming back strong after I get my stick fixed as I am really having way too much fun with KoF13 before my button went out and I actually feel like I can put in the 3 to 4 hours a day now to get shit down. I would be down for taking people to either Goon's place, as I would not mind playing with some new people and the lawlz Marvel practice, or Might's place as I am going to need to grind KoF out with him and the dream cancel guys when they are over there to up my KoF game and steal tech off of everyone. Better get ready for the cheese as I am going to be mastering every BS combo and trick I can for the next couple of month. Peace out.

Get sanwa. Remember that tourney where my button went out? that was semitsu, and that was less than a years worth of play. and also. SWAG at more friendly faces at goons. I typically catch a ride there with Mike Vo if you remember him :O

as far as changing buttons goes, get an allen wrench to get dem screws off, if it's a stock TE, then they're snap ins so just pop those badboys out, replace them with new snap ins since the Sanwa screw in's nut is too big for the button closest to the Stick(A/X button) and the wire type connecting them is quick disconnects so just get em off any way you can and connect them to the buttons you want after you snap em in. easy squeasy lemon peasey lol.

edit: Also lol, it wouldn't be very like you to not use some type of cheese/neat trick/lolfrigid status stuff. I look forward to some mahvel matches with ya :D

Edited by Ronin Jinobi
Posted (edited)
snip

i hate sanwa buttons but that is just me

i will type more stuff for you regarding mai later tonight and will see where i can get robert/athena info in addition to what i know

time to go fuck another final

Edited by Mightfo
Posted (edited)

FLAMES IORI IS OUTTTT at least on 360

ex dp into command grab is here

also interestingly he can whiff cancel far HP into 6lp6lp unlike clawiori (though both can whiffspecialcancel that move. i guess that's the main advantage it has over 5lk which has better recovery and a very similar hitbox and maybe better startup) may be useful as a preemptive anti hop

his neomax is unblockable but jumpable and blockstun prevents it. so i think it is gimmicky as a mixup as long as you know to jump after the superflash

also i like both ioris' close lk close hp link

also http://www.youtube.com/watch?feature=player_embedded&v=7KYWNwHlNp4 MY BODY IS READY

Thinking I am going to stick with Mai, Robert and Athena. Anyone know where I can get some info on playing them? I have gotten a few pretty fun combos with Mai, but I really would not mind some info on this game so I can speed up the learning process.

i will give you some shit for mai

let's go over her normals first, which are gdlk

2lk-pretty good range crouching lk. even on block. like most 2lks in kof, chains into 2lp and 5lp and isnt special cancellable. also chains into 5lk. Self-gatlings on whiff etc.

5lk-godlike poke. even on block! hits crouchers even though it didnt used to! fucking amazing recovery and range. ABUSE THIS POKE. Even chains into 5hk! 2lk 2lk 5lk 5hk HD is a fantastic hit confirm. however, be careful if you throw this out in expectation of a shorthop because sometimes it will be done before they actually stick out a limb/get close enough. gotta delay it a bit in those situations, or use..

5hk-also godlike. great range, a bit better at anti-shorthop than 5lk. can be sort of an anti air for normal jumps. like -5 on block, which doesnt matter much because of the huge pushblock. however, if they have meter and a really fast EX ranbu super or something(iori, shen woo's bionic arm), they can punish it on block but ssshh dont tell anyone.

keep in mind that even if a normal isnt special cancellable normally hd mode makes it such. useful for combos obviously but also for desperate blockstrings

2hk-good sweep. you probably want to cancel it. not a lot else to say. cancelling into her projectile when you expect it to be blocked is pretty good for pressure.(light fan will give you more advantage, heavy fan or light ryuenbu will be better at stopping them from jumping/attacking)

Remember, like most sweeps and CDs, hers is whiff cancellable.

Do like 2hk(whiff) light ryuenbu to kill 2 birds with 1 stone.

Close hk: Dunno what advantages this has over close HP. Bigger cancel window?

5lp-Fantastic jab. Seriously, look at the range on that sucker. Self-gatlings on whiff etc. Special cancellable. Plus on block. This and 5lk give her very nice strike/strike pressure when combined with stuff like 5lk 5hk chain and 5lp lightryuenbu. Walk 5lp walk 5lp 5lp.... Chains into 5lk too. Like 5lk, great because of how it deals with both hops and crouching opponents.

Close lp-Great for pressureing. Lots of jabbing and walking can be strong, decent confirms with her chains.

2lp- + frames, so use this for pressure. A bit more range than 2lk, too.

5hp-This is your anti air when they're gonna be kinda right above head. ( http://wiki.shoryuken.com/The_King_of_Fighters_XIII/Strategy look at this) A decent move in neutral in general because of how it covers all of the space in front of her through all its active frames. Similar to 5hk on block, though.

2hp-Very fast, 4f IIRC. Im not sure if this, 2lk, 2lp, or close HP are her fastest normals. I generally use this because it has a large cancel window. You can do 2lk2lp link 2hp. Simply does more damage than 2lk etc.

Close HP-Can be a nice anti air, but can also fuck you up when you're trying to do far hp anti air in a certain way. Even on block. Might be her fastest, 3f or 4f.

j.lp Active for years. Abuse this.

j.lk Great for ambiguous crossups, fast, bigger than it looks, knees own in kof. Good amount of active frames.

j.hp Can do nice crossups, pretty nice hitbox. More active frames than j.hk but not as deep.

j.hk Her deepest jump-in i think.

j.2lk: "Ukihane". Great move. Can trade with DPs a lot. Great for crossups. Hits overhead. Master doing these very quickly, 82lk,(Hint: DONT hit LK too early or you'll get j.lk instead of j.2lk.) very nice overhead to just throw out. Normally not good on block but cancelling into dive pretty reliably leaves you at about even. You can do double overhead with stuff like j.d j2lk(i think this was only off fulljumps not hops) and then dive to make it safe. Knocks down.

C+D Great move. Whiff cancellable like all CDs. + frames on block. Doing this and cancelling into slow projectile gives you some really nice pressure. On CH, links into neomax and shit. On oki you can space CD and do slow-fan you can usually jump in CD or run up poke and you're in good shape.

j.cd Also godlike, tons of blockstun like most j.cds. Good air to air and if you can trade with their anti air this is pretty great since unless they use a DP you will recover sooner than them in a trade. (This is a nice thing about pretty much all j.cds)

236P: Very nice. She holds up quite well in fireball wars. Hitbox reaches lower than it looks. On hit you can combo into neomax. Called "kachousen". Light version is pretty great in blockstrings in terms of advantage, 236hp will frametrap much more often though.

EX: fast as fuck, plows through things, links to neomax, chip motherfuckers when they have no life

214P: Light one is a great anti jump(As in, they jump towards you like over a projectile but not quite in jump in range..and you make them land on ryuenbu.) when spaced decently, even links into neomax. Good poke too, good blockstring ender when you're worried. Slightly - on block. Can be made even pretty easily with a little distance. Called "Ryuuenbu". Heavy is only for combos i think.. Negates projectiles but eh.

EX: +7ish on block but be wary of Guard cancel rolls. Great for combos.

41236K: Light version can be safe if spaced decently, but usually unsafe. Basically useful for the fact that it makes you into a fast forward moving hitbox, and maybe punishing them when they roll your fireball from a distance..? Heavy is pretty much always unsafe as far as i know.

EX: Only like -3.

j.214P: Great for beating DPs if you time and space it right. Normally about -3, but if you aim at their feet you can make it even or even slightly plus. Be careful about using these against grapplers. Light is aimed steeper.

There's an option select with this by mashing j.214EX when j.214p is hitting. On block nothing happens. On hit, enemy is put into a juggle state. Can get 300 damage if you do 41236HK after this but its hard to make it reliable. More reliable near the corner.

EX: Always even on block AFAIK.

[2]8P: Wallleap. She has like none of her options before aside from dive, ukihane after a certain laate point, and just landing. Maybe you can airthrow too, i haven't tested that. Mainly for runaway and a few weird things.

2141236K: EX version has invincibility. Mediocre in combos if not done right(like in the corner is ideal). EX version is pretty much your only real reversal.

2363214LP+HP: GODLIKE NEOMAX. If mai has 3 bars and full stock THEY CANNOT JUMP. FAST AS HELL. Combos off any cancellable normal. If you hit them with light ryuenbu out of the air you can often link into this. CH CD? Neomax. Hit by your projectile? Neomax. They rolled? Neomax. They're throwing projectiles? Neomax. Partially justifies putting mai in 2nd position IMO.

Oh yeah, and she has an airthrow, 4 or 6jHP.

Combos:

non-hd with super bar:

If you're Not too far from the corner(like 40% away) you can do something like: 2hp cancel EX ryuenbu link 41236 HK(1) drive cancel C ryuenbu link ryuenbu link airthrow. About 40-50% damage for 1 bar 1 stock. Good shit.

If you're closer to the corner you can do something like EX ryuenbu link C ryuenbu link C ryuenbu airthrow, you may have to delay the first ryuenbu very slightly and walk backwards very slightly(What I do is i do the 214 slowly so that i get a slight walk before hitting HP) due to some weird thing with ryuenbu's hitbox not hitting the enemy when mai is right in the corner. You can get the full combo but it ends up being tighter because of that walkback. remember, airthrow will pretty much always do more damage than a ryuenbu if you're doing the juggle and feel like you messed up.

you can actually do ex ryuenbu <c ryuenbu x 3> airthrow but it requires you to not have to do a small walk backwards.

To add more, drive cancel the last c ryuenbu into 236a, and then do more ryuenbu loops. you may have to delay the ryuenbu before this 236a based on height

that dive option select combo near corner is like dive->Ex dive->land, c ryuenbu(1) drive cancel ex ryuenbu into ryuenbu loops into airthrow

if you're far from the corner and really want to carry them but dont have full HD: EX ryuenbu, link 41236HK(1) drive cancel EX ryuenbu, run a bit and 41236hk. 390ish damage, corner to corner. not great but not awful for 2bar 1stock. you could super instead of 41236hk at the end if you want but bleh, nott efficient.

HD combos:

If you are in the opposite corner and you want to do an HD combo, do something like this: 2lk 2lk 5lk 5hk(or whatever) HD 5lk 5hk 41236HK(2 hits) drivecancel C ryuenbu(1 hit) drivecancel 41236HK and possibly super(but its not very meter efficient)

Or, you can keep doing 41236HK(2) HP ryuenbu(1) on loop, but people have trouble. In any case, here's how you do the loop:

The problem is that this overlaps with her super motion, 2141236K because the game's motion buffer is pretty huge.

However, you can use this buffer to overcome this. What you do is either:

A)Input 214 very quickly after you hit HK for 41236HK, but dont hit Punch until you want the ryuenbu. The buffer will keep it, but the 214 will have been done long enough ago that you won't get super

B)Do something like this:41236hk then immediately after hitting K start doing a half circle back, "slowly". back and forth, back and forth. i feel like doing this and not letting the stick go to neutral makes this much easier. you may prefer method A.

It really helps if you are at close range and can get both of the first two ground hits of 41236hk. Hell, i dunno if you can do it with only one of the ground hits which happens sometimes due to range, but not really in HD combos.

And then, when you're close enough to the corner, do stuff like this:

Mai HD corner combo: <whatever start> 41236HK(All hits) drive cancel j.214a 41236HK(2) dcancel 214c link 214c link 214c(1) dcancel 236a link 214c link 214c(1) dcancel 236a 214c airthrow. You can probably do more 214c but that's just where i ended it the last time i was messing with corner combos. Gets you 600+ damage. Could probably toss in a neomax near the end or super after HD mode is over pretty welll.

Dont freak out too much about getting the whole thing, just get the basics down. Plus, if they have shitty defense you can end it early and land another attack and make good use of another drive cancel or two into another 400 damage, lmao.

close hp 236a links into 2hp in the corner. the realm of true ballers(not me)

OTHER RANDOM TIPS:

Normally in KOF you cant run and throw, you have to walk/stop. However, in this, you can run, hit hp or hk, and then hit back very slightly afterwards and you get throw. I think its because the startup frames of close moves are cancellable into throw or something weird like that because its SF2 style. keep in mind the throw protection window is still pretty huge.

IIRC superjumps and superhops are throw vulnerable on startup.

if they're sitting back and just eating chip damage because they have too much of a life lead for you to chip them, run in behind a light kachousen, watch for their jump attempts, and then go into pressure.

Mai has lots of pressure options. Basic mixing of 2lk, + frame 2lp or 5lp, and shorthops. Lots of strike/strike/throw mixup with 5lk and 5lp and shit. Good frametrap/+ frame options with cancels into light ryuenbu or fans. Good containment ability. Spaced ryuenbus and CDs on oki can be nice. j.2lk can be really nice. Nice crossups. EX ryuenbu is hella + so pretty decent as long as they dont have meter to guard cancel roll.

LATE EDIT FOR JOURDAL: A basic mixup aside from using kneefall or throw or guardbreak's threat is to do..i think it is either 2 or 3 2lks(might be 2lp) and then do either hop or hyperhop j.hk. Hop wont crossup, hyperhop will. If they start mashing when they see the poke setup, you might be in range for far lk far hk for an easy to confirm big punish, i dont remember, havent done this shit on a long time.

There's certainly tons of other shit I forgot but whatever. I'll think of things later.

i apologize for the mixed notation.

as for athena/robert/other stuff

athena's reflector is a pretty dickish move. it is + frames(though its big pushback so this isnt super meaningful), is an attack as well as reflect, is pretty meaty, can AA, and is just kind of annoying as fuck.

to not get dp when doing run command grab, do 412369

robert's heavy flying kick is unsafe. i think light flying kick is kinda safe idk

learn this combo or you arent really playing athena: http://www.youtube.com/watch?v=_co66AR5Yp4#t=3m04s

While grabs normally catch rolls, robert's kickthing is an unblockable technically, not a grab. So it is like a grab in every way but doesnt catch rolls.

athena's jumps are MUCH floatier than most characters. this really affects how she uses shorthops

when looking at their normals consider http://wiki.shoryuken.com/The_King_of_Fighters_XIII/Strategy

using athena's dive to crossup is one of the dirtiest crossups known to mankind

the fact that athena has both a dp and a command grab means that she has fantastic options after her light dive even though its like -1 or so. this same principle helps you be an extra shitwad after teleports as well which leave you at a significant disadvantage when cancelled into but..

ex teleport is special cancellable. praise be to anime

remember that like marvel, a lot of normals are whiff cancellable, but the window ends in recovery, so try to time it at the end of active frames

the fact that robert's 6lp gives a really easy juggle on anti air even when not counterhit is really fantastic. exploit that

i think robert is the only dude who not only has two command normals but can chain one into another. you should have no trouble hit confirming. maybe i should play robert lol

when you are running, your roll goes farther

athena has one of the few sweeps that isnt cancellable

http://wiki.shoryuken.com/The_King_of_Fighters_XIII/Game_Elements/Command_Interpreter

comboing off lows is generally 2lk 2lp and then either a command normal or a cancellable normal like 5lk or something. like yuri does 2lk 2lk 5lk special, iori does 2lk 2lp 6lp, or some dont have a "third normal" for low chains and just special cancel off 2lp, like mai

if yuo havent seen http://www.youtube.com/watch?v=r75Lz1Drp8g then watch it

http://wiki.shoryuken.com/The_King_of_Fighters_XIII/Robert

http://wiki.shoryuken.com/The_King_of_Fighters_XIII/Athena

http://www.dreamcancel.com/wiki/index.php?title=Athena_Asamiya_%28XIII%29

http://www.dreamcancel.com/wiki/index.php?title=Robert_Garcia_%28XIII%29

And the dreamcancel forum character topics can have good stuff but the DC forums appear to be down!

note that both of these wikis can have old info from arcade or just plain wrong stuff

Edited by Mightfo
Posted (edited)
snip

God damn that is a lot of info. Amazingly enough I figured out most of those Mai combos except for anything to do with HD as I have not really messed with it too much. So basically her HD combo is a slightly longer versions of her basic corner combos. Really like how easy it is for Mai to just carry you to the corner. Her damage feels pretty solid and her combos aren't too hard. I know people say combos are pretty hard overall and maybe the HD combos are painful but so far to me most of the combos outside of the fact that I need to practice my links with her seem fairly easy to time.

Have only slightly messed with Robert and Athena so the early advice will allow me to experiment more once my buttons come in. However, why is that DP HDC teleport, DP good? Is it because it is a reliable mid screen combo that does fairly solid damage? Going to have to sit down and really go over everything you wrote more once the new buttons are in and I can break some of it down. Thanks for all of the info once again.

Edited by Frigiddeath
Posted
snip

lmao i actually dont know if HD mode DP teleport DP teleport is her best option midscreen, i was slightly joking. i have no idea what athena does midscreen with HD. http://www.youtube.com/watch?v=V0sF2ZN4Opw may end up being helpful but keep in mind that DDTC includes a LOT of junk combos. i wish they would just trim that shit down to "here's optimal for this much better midscreen/corner/off specific". regardless, very useful for showing you the building blocks of stuff.

anyway, you're welcome! i love putting out info like this :D

btw in the corner athena can do close hp light fireball link 5lp. the closehp sets up enough distance to..make the fireball "more plus" due to distance to put it quickly

I know people say combos are pretty hard overall and maybe the HD combos are painful but so far to me most of the combos outside of the fact that I need to practice my links with her seem fairly easy to time.

i think a lot of it is they are judging by mission mode. mission mode has some stuff that is actually mostly easy but has a 1f link between the first two parts which makes it overall harder, and some of the combos are hard but just not necessary. you can do stuff off the same hits that takes 1/3 the effort and does 90% of the damage. mission mode is more like bbcs1 challenge mode which was more HERE IS SOME BULLSHIT TRIAL WHICH MAY OR MAY NOT BE USEFUL and less like bbcs2 challenge mode which seems to me to actually teach a bunch of bnbs now.

Posted

AHHHH ALTERNATE KYO WONT BE OUT UNTIL DEC 20

that is two weeks too many ;_;

at least we have a date now

Posted

btw in the corner athena can do close hp light fireball link 5lp. the closehp sets up enough distance to..make the fireball "more plus" due to distance to put it quickly

Fucking sweet :)

i think a lot of it is they are judging by mission mode. mission mode has some stuff that is actually mostly easy but has a 1f link between the first two parts which makes it overall harder, and some of the combos are hard but just not necessary. you can do stuff off the same hits that takes 1/3 the effort and does 90% of the damage. mission mode is more like bbcs1 challenge mode which was more HERE IS SOME BULLSHIT TRIAL WHICH MAY OR MAY NOT BE USEFUL and less like bbcs2 challenge mode which seems to me to actually teach a bunch of bnbs now.

lol basically this. I mean some of them are pretty cool looking but I can't help but feel like "...Am I really gonna go for this instead of a link/combo I'm already well versed with mid match?"

Posted

Who all is going to TBF6? It is in Plano this time, like 15 minutes from my place or something like that, $5 venue, $5 bb, $5 kof13, saturday.

Next week, I think this is what I'll do:

I'll host saturday the 17th, 3pm-10pm, usual stuff.

I'll host friday and possibly wednesday from like 2:30-8pm or something like that. People who want to go to Goons on those days could come by and then leave early for goons. Hopefully I'll be up for going as well one of those days.

So yeah, Three meetups! Flexibleness! Goons is also close to my place soooo that's pretty easymode.

Hope everyone comes by for some KOF and Animooo.

Posted

I have not decided if I am going to go. Right now my stick is broke and I have not practiced any of the games I would want to play enough to really be effective right now. It would be a pretty expensive day for me to just to get blown up. However, if enough people I know goes maybe I will go and watch.

Posted

the dreamcnacel guys are going for dat kof, oldboy is going, and i think 1-2 others i forget

but otherwise nobody else has told me anything which discourages me a bit since i am tired from finals and still have more

but i will probably go because i love kof and bb too much and it is cheaper and closer this time

i will text more people tomorrow and see if i can produce a better count of who is going

Posted
I have not decided if I am going to go. Right now my stick is broke and I have not practiced any of the games I would want to play enough to really be effective right now. It would be a pretty expensive day for me to just to get blown up. However, if enough people I know goes maybe I will go and watch.

Hope you do end up going. I'm in the same boat as you. Work full time = no practice time. And judging from my crap run last meetup, pretty sure it's just money down the drain. (That and the only game I play is the game I am COMPLETE ass at). I'll definitely be going and chilling out, but really not feeling the urge to throw down dat cash.

Posted

Son goons is that shit~~~

Really not that far from my house so thats sick.

Q-- id if you didnt live out the way id do it.

Ill be there 2morrow hit my job with a excuse to not come in so ill be there yellin and talkin shit.

swag

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