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Everything posted by AtTheGates
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oswald has an unblockable that leads to 60% damage without stock. what can i say?
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long active time, good hitbox.
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sol still needs specific situations for his setups and has problems getting close imo.
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- crazy larry
- dirty mary
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s: testa, eddie <-- only favourable or equal matchups a+ slayer, pot <-- few mismatches a jam <-- couple of mismatches, still enough bullshit potential b+ baiken, aba, may, millia <-- strong chars with apparent weaknesses b venom, faust, axl, hos <-- a little better than average c sol, chipp, zappa, i-no, robo-ky, ky <-- fail against high tier chars d buri, anji, johnny, dizzy <--
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- crazy larry
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no, they whine because its broken as fuck. not 2003 broken, but still broken enough. also, xi has faded into obscurity. last videos i saw were from gamers vision, and the files turned out to be a year old. not to say that i dont like xi, i think its fun, kind of.
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very, very impressive vid. i particularly loved the run under combo vs. pot, but all of them were really cool, no fillers, no long credits, no bullshit, just excellent combos.
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hey there. well, just play and play and don't give up. also, when you watch match videos, watch them several times and think about why a player did something, with every little thing he does. once you have more experience this will be easier, but it helps you understand their choices in situations. for combos, go with the easy stuff first. S,6P,S,2D anti air: 6P counterhit, 6HS, j.p,k,s, dj.p,k,s, tj.hs, beta (or leave the beta away, that way you land earlier, less dangerous) if you don't get a 6p counterhit you can simply do HS, then the air combo. preemptive anti air: you see your opponent jump at you - immediately jump or running jump j.P j.P into air combo. dust combo: mash j.D (3 j.dusts), j.S,HS,beta zoning: zone & poke with 2D, 6P and dashing 2S for a start. vs. some chars, try dashing 5HS. movement: if you are airborne, make sure the make it as unpredictable as possible when and where you land. example: running jump forward, you see your enemy is awaiting your jumpin, air dash back to get out. escape: - k teleport in the right moment - superjump, airdash - corner: double jump straight up, then 4,6 for the walldive - against dangerous chars: if you pressure and can't get anything to connect, sometimes it is best to S teleport back out of a gatling. then just 214K and try to get close again. teleports: don't abuse them, especially not full screen. they are most useful to escape (k teleport), for okizeme (P tele and D tele).
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haha yeah that was really hard to do. also, the shortest combos in the vid were usually the hardest, no. 1 being the coast to coast combo vs. baiken where i fly right next to her, took me forever to record that, xeno almost lost his temper, heh. Another hard one was the only alpha juggle combo vs. dizzy, and of course the final combo vs. chipp. Timing had to be perfect for the second 6hs, or the whole combo would not work.
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music too slow? i thought it was fast enough, mainly picked it because of the beginning and epic ending
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i considered revenge of the ninja II clips, but that movie is mostly cool, not trash, so i'll save it for my next vid, if there will be one.
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thx, i really appreciate it!
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http://www.dustloop.com/forums/showthread.php?p=281688#post281688 my combovid is done. enjoy.
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Hey there, my combovid is finally done. http://www.youtube.com/watch?v=FoxzjUOh6LU http://files.filefront.com/Exploiting+the+East+ATGavi/;11091874;/fileinfo.html (74 mb) First of all, thanks to xenophobian, i could only capture at his place. Because of this, many of the combos you will see were created in less than a day each - somewhat improvised. Recording began when AC came out, i honestly can't remember - so some of the stuff might not be as fresh as it was back then. Also, if you don't like ninjas, don't bother. Cheers, ATG
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damn, nice combovid. starts with a boring BnB, so i thought this was nothing special, but it kept getting crazier and crazier until it reached a point where it was just really sick.
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i took a quick look at that video. you need to learn to react to things - to anything at all. i know this is hard when playing against the AI, but you need to condition yourself to do certain things at certain times. no invis in the corner when the enemy is right in front of you, no 3 rekkas all the time (predictable & punishable), no random beta blades (absolutely not, will get you killed in a real match, especially in reload). for starters, try to react to a jumping enemy and anti air him with 6p. then 5HS, air combo, or, if you think the 6p will hit as a counterhit, 6p,6hs. you really need to play against people. maybe you should try reload online? since you seem to play reload anyway.
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feel free to post vids & ask for advice in the general questions thread: http://www.dustloop.com/forums/showthread.php?t=3316&page=9
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the input delay i'm talking about though can also be found in kof 98 classic =) it's the one thing i hate the most about kof. every 2 hit combo feels like a link, not a cancel
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making good progress on the frame data. complicated explanation on some details: we found out that my data differs by 4 frames from the data for kof 98 classic you can find elsewhere on the internet. this has to do (that is my theory, and i'm convinced it holds true) with a move not activating for 4f after the button press. sounds absolutely ridiculous, but its true. Have you ever noticed in kof that when you push HP, hcb or hcf, very often a throw comes out? the frame window where a normal can be turned into something else is much bigger in kof than in other games. another example would be a c.lp, let go of "down" in less than 3 frames - standing lp comes out. Also, I think that this rule does not apply to specials - first of all, you cannot trigger this behaviour after the button press that activates a special move, and secondly, i found specials that are quicker than 5 frames, namely ryo's lp dragonpunch (3 frames startup). Since 3 frames minus the 4 frames that i'm off would be minus 1 frames, this is impossible. Therefore, the 4 frame rule does not apply to specials.
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i started a little project (frame data), which i am posting about here: http://kingoffighters.planets.gamespy.com/forums/viewtopic.php?t=2227 i will move the framedata to dustloop if no one shows interest on kof orochinagi. feel free to contribute.
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chipp's airdash isn't low at all, check slayer for some lolz. comboing after 236s,236s only if the 2nd hits as CH -> you can link a sweep, for example.
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unblockable projectiles were a nice little gimmick that was never imballanced. I think it's nice it's in the game. they could have fixed other bugs though... o.yashiro doing headgrab on geese, who wakes up & does reversal deadly rave -> o.yashiro freezes after 1st hit and cannot move until geese shows some mercy and hits him.
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14 players who qualified play EX geese, only 2 normal geese.
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http://homepage2.nifty.com/HeavyMetalUniverse/ more matches feat. that sick hos player Sanma vs (IN) MEW Sanma vs (VE) MEW Sanma vs (SL) MEW Sanma vs(TE) MEW http://blog.livedoor.jp/roz_to_beni/ via filebank most current matches are: password "neyagawa" Charisma (FA) vs Kid (JO) Charisma (FA) vs Nezu (RO) x2 Defure (FA) vs Nezu (RO) Kazu (JA) vs Nezu (RO) eki chan (ZA) vs Nezu (RO) x2 eki chan (ZA) vs Kid (JO) x 4 2nd from the top left, also new & posted on http://gamenyarth.blog67.fc2.com/ password "ggxxac" ・予選リーグ: SPIKE (SL) vs Reihou (霊宝) (AB) ・予選リーグ: Takuan (MA) vs CPO (PO) ・決勝T1回戦: Kazu (JA) vs CPO (PO) ・決勝T2回戦: Roz (KY) vs Hiiro (JO) ・決勝T2回戦: eki-chan (ZA) vs Ageha (揚羽) (CH) ・準決勝: Ageha (CH) vs CPO (PO) ・準決勝: Roz (KY) vs Kanata (彼方) (SL) ・3位決: Roz (KY) vs Ageha (CH) ・決勝: CPO (PO) vs Kanata (SL) http://blog.livedoor.jp/trf_ggxx/ M-ya (MA) / Keba (AB) / Teresa-Testament (TE) vs NOB (SO) / Gakusei NEET (PO) / Chou-Buryoku (FA) NOB (SO) / Gakusei NEET (PO) / Chou-Buryoku (FA) vs Mayo (AN) / Murasaki (BR) / Inoue* (MI) / Yama (PO) Keba (AB) / M-ya (MA) / Teresa-Testament (TE) vs Suzumiya (SL) / Rosary (BR) / Consomme (PO) Kotomi (JA) / Reido (JO) / Dai Ban Youjou (DI) vs Suzumiya (SL) / Consomme (PO) / Rosary (BR) Inoue (TE) / Uri (JA) / Sharon (BA) vs Kotomi (JA) / Dai Ban Youjou (DI) / Reido (JO) Tsu (ED) / Yabu Isha (FA) / Jonio (JO) vs Bashi (SL) / Batako (ZA) / Kanon (AX) Keba (AB) / Teresa-Testament (TE) / M-ya (MA) vs Bashi (SL) / Batako (ZA) / Kanon (AX) Rosary (BR) / Suzumiya (SL) / Consomme (PO) vs Jonio (JO) / Yabu Isha (FA) / Tsu (ED) Dai Ban Youjou (DI) / Reido (JO) / Kotomi (JA) vs Murasaki (FA) / Inoue* (MI) / Mayo (AN) / Yama (PO) Rosary (BR) / Suzumiya (SL) / Consomme (PO) vs Inoue (TE) / Sharon (BA) / Uri (JA) M-ya (MA) / Keba (AB) / Teresa-Testament (TE) vs Chou-Buryoku (FA) / NOB (SO) / Gakusei NEET (PO) Suzumiya (SL) / Rosary (BR) / Consomme (PO) vs NOB (SO) / Chou-Buryoku (FA) / Gakusei NEET (PO) Batako (ZA) / Bashi (SL) / Kanon (AX) vs Uri (JA) / Inoue (TE) / Sharon (BA) Keba (AB) / M-ya (MA) / Teresa-Testament (TE) vs Inoue (TE) / Uri (JA) / Sharon (BA) M也 = M-ya 学生ニート = Gakusei NEET 超武力 = Chou-Buryoku 井上 = Inoue* 涼宮 = Suzumiya 台バン幼女 = Dai Ban Youjou 瓜 = Uri ヤブ医者 = Yabu Isha 火音 = Kanon
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i can recommend the newest gamer's vision ranbat. the file is big, and the level is sub par, but yossan (IN) is playing, that totally makes up for it. nice 250 dam combo against dark 13 eddie
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koichi color, koichi slashbacks, koichi combos, and, above all, the annoucer says KOICHIIII =)