Always played claw and didn't enjoy him as much when I played at the arcade.
Good to know we have flame iori
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Kyyuna
United States1222 Posts
Always played claw and didn't enjoy him as much when I played at the arcade. Good to know we have flame iori | ||
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GTR
51323 Posts
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Trumpet
United States1935 Posts
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GTR
51323 Posts
b-c-d but i dunno if its worth relearning | ||
Noocta
France12578 Posts
I didn't put any concideration into moving my button setup before learning the game. I just have A C B D On the first 4 buttons of my stick By the way, I'm trying to learn a few combo with King to start with, and going from stD into dfD is weird, dunno why oO | ||
Trumpet
United States1935 Posts
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sung_moon
United States10110 Posts
Other than that it doesn't matter. edit: Only real awkward notion in 13 I've come across is Takuma 5.C, 6.B Cadillac Kick (his 1~6.D charge), but after awhile that's not so hard either. | ||
Trumpet
United States1935 Posts
I was able to hit takuma combos online. Those get messed up for me just by playing on laggy TVs, so I feel pretty good about the netcode at least for people within the same region. sung_moon & Demoninja you on the beta yet? add me on steam fools! :D | ||
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pachi
Melbourne5338 Posts
Trumpet, Takuma corner bnb with close c, 6B, [1]6D, [1]6B, [1]6B, Super. Should i be learning to do a qcf within the [1]6B so i can just hcb for super or do I just man up and fit a full super motion in there | ||
Noocta
France12578 Posts
I'm having a lot of trouble hit confirming so far. The timing to drive cancel stuff is fine, although motions are a bit complicated, but doing simple stuff like linking normal into each other is weirdly difficult for me. Do you need to link them ? Chain them ? Do you need to input early ? One example of normal chain that I can't get out is Leona crB crB crA the crA never connect, I don't understand the timing at all. | ||
Trumpet
United States1935 Posts
On August 30 2013 06:58 pachi wrote: GTR add me on steam: http://steamcommunity.com/id/wildpachi Trumpet, Takuma corner bnb with close c, 6B, [1]6D, [1]6B, [1]6B, Super. Should i be learning to do a qcf within the [1]6B so i can just hcb for super or do I just man up and fit a full super motion in there Do a full super motion! The reason you dont want to do the shortcut way you listed is that you can actually drive cancel the [1]6B into super if you're not careful, which is something you can do midscreen and would just waste meter in the corner. if you have trouble getting the super out, just skip the last charge kick imo. Majority of my takuma drops come off that damn 2nd charge kick anyway, I always get jump b T_T | ||
Trumpet
United States1935 Posts
On August 30 2013 10:53 Noocta wrote: Ugh. I'm having a lot of trouble hit confirming so far. The timing to drive cancel stuff is fine, although motions are a bit complicated, but doing simple stuff like linking normal into each other is weirdly difficult for me. Do you need to link them ? Chain them ? Do you need to input early ? One example of normal chain that I can't get out is Leona crB crB crA the crA never connect, I don't understand the timing at all. hmmm I dont think i've ever seen that chain in use. For leona, you'd go into st b so you can chain into f B into whatever special / super. The only time leona chain's into a cr A / st A is for the fancy and totally unnecessary flash chop combos where the A is just there to be whiff canceled and doesn't actually connect. I think it's one of her trials. which reminds me: The combo trials in this game are not to teach you bnbs like other fighting games, they are pointlessly hard and inefficient, just execution trials! Other things that reminds me of, you will normally chain cr As/Bs when you see a combo featuring multiple. One important thing to note is that if you chain into overhead moves, they change their properties and are no longer overheads (except for chin's!). Leona's f B for example is an overhead that knocks down (and gives an awesome 3 frame safejump if you immediately hop afterward), but if you chain st B into f B it's not an overhead and does not knockdown, but is instead special & super cancelable to her air moves. | ||
sung_moon
United States10110 Posts
@Noocta- That sounds like a really fast chain. If it's like Kim (probably not I never really played Leona) just try to mash it out asap. But why would you do that for confirms? For 2.Bx2 2.A 2~8 B+C (HD Bypass) ? edit: Speaking of Leona, anybody who watched Evo remember the name of the Japanese Leona player? That guy was so legit, but I forget his name. He was apart of Woo's entourage if that helps any. | ||
Noocta
France12578 Posts
Practicing crB stB fB xx special right now Getting the qcf hcb in time is quite challenging for the 1 meter version of the combo I must say. | ||
Trumpet
United States1935 Posts
On August 30 2013 11:56 sung_moon wrote: @Pachi- Try doing 2362361.A if original command is proving too difficult/annoying. @Noocta- That sounds like a really fast chain. If it's like Kim (probably not I never really played Leona) just try to mash it out asap. But why would you do that for confirms? For 2.Bx2 2.A 2~8 B+C (HD Bypass) ? edit: Speaking of Leona, anybody who watched Evo remember the name of the Japanese Leona player? That guy was so legit, but I forget his name. He was apart of Woo's entourage if that helps any. Was that ogosho (sp?) I dont remember all the names lol @noocta yea that one bar version is a little rough. You can make it easier by doing qcb A xx super, but it costs a drive. | ||
Soulstice
United States288 Posts
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Trumpet
United States1935 Posts
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Noocta
France12578 Posts
Not a marvel player so team building is a bit foreign to me still, but I'm leaning for some easy to use character to start with. I'm really liking King, K', Leona, Shen and Vice for now. Does a King, K', Shen order sounds okay ? From what I've seen, King is a good first, she doesn't rely on meter much. And both K and Shen benefit a lot from meter but aren't helpless without it. No idea if it let me open to a particular bad match up tho. Still like learning second day on this, feel free to demolish my train of thought. | ||
Soulstice
United States288 Posts
On August 31 2013 12:58 Noocta wrote: Ugh, still only toying with the practice mode, trying to see what team to use to learn the game. Not a marvel player so team building is a bit foreign to me still, but I'm leaning for some easy to use character to start with. I'm really liking King, K', Leona, Shen and Vice for now. Does a King, K', Shen order sounds okay ? From what I've seen, King is a good first, she doesn't rely on meter much. And both K and Shen benefit a lot from meter but aren't helpless without it. No idea if it let me open to a particular bad match up tho. Still like learning second day on this, feel free to demolish my train of thought. Lucky for you the thought process behind KoF and Marvel are completely different. Kof has no assists, and very few 'bad match ups' in the game. Therefore KoF team order is more about meter management than matchups/synergy like marvel. With that said, unless you plan to be winning a tournement, just pick three characters you like and put them in any order. Play around with them in some matches and you'll notice you tend to use more meters with certain characters, and make the order based on your meter use, not what you see top players use. | ||
Trumpet
United States1935 Posts
one cool trick I just remembered: for any quarter circle / 236 motions in this game, if you go to up forward or 2369 and press the button before leaving the ground, the game will never give you a DP. Really useful imo for character with that fireball / command grab / DP overlap like beni / iori / kyo. | ||
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