KOF Maximum impact regulation a thread

Thanks for the clarification. That definately helps a lot.

B B 2B 2B 214C 6B 2D D (D) - 263D or 236236 B/D for the finisher…

time the 214C as soon as the 4th hit launches and it’s pretty easy to get the 6B for the follow-up…

if you delay the 214C you might get a weird ground crossup that sometimes makes you drop the combo…

the 2D D (D) is kinda tricky, the 3rd D is optional, depends if your first D hits or not … the timing for the super requires some practice…

for meterless combo, go for B B 2B 2B 214C 3B then - 214C (easiest follow-up) / 236C (need to be delayed a bit for the 3 hits) / 236 D (better if near the corner)

for lvl1 super, B B 2B 2B 214C 3B 632146 A/C, i believe that you can’t juggle after the kiss super, but try it anyway…

just keep practicing and you’ll end up getting the timing for the combo you wanted…

thanks for clearing that up, i’ll keep trying

I really, really like this game. I was surprised by how awesome it is.

I think my team is going to be Ash/Mai/Kula

Just because there’s no Vanessa in this game. =(

few vids released today of setups for Ash 100% combos
midscreen
[media=youtube]OZ7LMqeHTf8[/media]
you need four stocks and it involves going into his Leader mode twice
corner / wall ( by Persona )
[media=youtube]eg3tkprEZ64[/media]
pretty cool, the problem that presents itself is damage scaling
but you get the basic idea, cancel into leader mode, flash kick x dive kick for as many reps as you can do, then ender

That just broke my heart…Nappy screw my stats in the WI thread…just do that shyt!

Ash is like Guile and Yun wrapped in one!

Eh, 4 stock and a specific location…

If someone hits this on you, you probably deserve to die that round.

(Why anyone would sit on 4 stocks for that long is beyond me though… Meter doesn’t seem to build as fast in this version anyway.)

You’d be surprised how fast you can build meter, but in all honest I would go for his projectile super 100%. It’s 5 bars but it can be done anywhere.

Well, no I’m not all that surprised. Opening hit into a decent combo will leave you with just under 2 stock.

My real point is that sitting on meter, or having 4-5 stocks means you’re loosing pretty bad anyway. There is just no point in sitting on meter in this game.

I play Duke (obviously), which means that every ‘P’ initiated combo ends in ground fire. Most defensive situations end in L1 reversal super. That’s just a small example, but from my experience, constant meter use is a far better match regulator than the A-bomb threat of a 100% combo. (Which really never ever is. You opponent likely isn’t at 100% when it starts and at best you kill 1 character, or 1/3 of his gross life bar).

ash builds meter pretty quickly

Sitting on meter is really dependent. Take Lien or Clark for example, they would work better on saving their super bars and setting up a high damaging combo rather than end every combo they had an opportunity to with a super. Characters like Duke and Ralf, although not effected as much in damage scaling, are better suited to enforce their super bars.

I also think it’s dependent on the player type (rush, turtle, etc…). I personally play a bit more defensive, and to use “playing to win” here I tend to be more on the “obsessive” side when it comes to doing combos. I really only look at two or three stylish combos for the characters I play with and try to adjust them to what can work. I guess you could say I’m more of a chameleon than anything.

edit: Let me give an example:

My Leona, I play her a bit more aggressively than I would normally play. However, I still only use two main combo starters. Now for sitting on bars, I would check to see how many characters my opponent has left. If he has 1 or maybe 2 but one is almost dead, then It would be better to use them to get the characters out of the way faster. However if the person was about to ocv me, I would easily sit on my bars, using maybe one or two for a SC, and chip away at my opponent.

<.< That’s just me though.

How many people around your area are active players on this game?

We’ve got 3 or 4 here in DE and with MIRA out now, there are others getting into it.

You’ll have to make the long trip out sometime for some gaming. :tup:

O.o Active players? Besides me and Rez(4649) I really don’t know who else plays. Don’t get me wrong though, I’ve gotten so many people into this game after they had said that they weren’t going to get it so I’m sure there’s more. I could easily go back to my old school and check up on who’s still playing, and yeah I would love to get out to play some more people but as it is I’m horrible broke. Not to mention I’m going to have to pay off tuition soon DX. sigh Oh well, hope to see you guys at a C3 in the future if I can’t get out to DE.

I will be there in October for sure. The September (22nd?) one I can’t make.

I’m getting a lot of interest in the game here locally in DE. We have a lot of variety in the teams as they are now. (which has been great for figuring out some relative placements in the tiering, kind of…)

At any rate, I look foward to encountering some different play styles and such when we battle.

For people who don’t sit on stocks for Ash, wouldn’t one lvl 2 LDM be enough? :stuck_out_tongue:

I’m pretty sure you will get your money’s worth for 2 stocks without needing it to be 4 (the midscreen combo video). The bad thing about that midscreen lvl 2 LDM is that it only works midscreen, has to be EXACTLY that juggle to keep the LDM going for that long and the b~f B has to crossup or else you mess up and lose 2 stocks for nothing since lvl 1 and 2 run out QUICKLY if you don’t keep the hits connecting. If you don’t want to risk it, I’m pretty sure the 2 stock ranbu super is just fine. And as far as I remember, lvl 1 and 2 corner juggle doesn’t work due to the combo limit system. It might work if you start his LDM near corner and then do corner juggle but I’m pretty sure the loop is only like 2-5 before it breaks. If it worked as well as lvl 3, then Ash would be more broken that he already is (he is consider S rank by japanese players).

To be honest, IMO in a real match, if I’m going for LDM juggles, I’d only use lvl 3.

ash is definately top tier

now that i know more about the game, i’m going to try to tackle xiao lon

Right now I play the kyos, billy, ninon, k’

normal k is definaly better than kyo-c however after talking with the guy i play with I think he’s a bit overrated. Almost all his move are stepable, and a lot of his strings don’t connect on ducking opponents consistantly. His ground game is ok but sometimes a bit hard to time against someone who will tech correctly every time (and end up behind you). Also his A juggles don’t lead to lvl 1 super where other characters can. His A combo into qcf+C,C,C dp C is good but really unsafe, but a decent amount of damage. I like his wall game a lot, however. dp+D, dp+D, dp+D, orochinagi in a juggle is just too. He is very solid but just because a couple people posted videos of a good kyo, people shouldn’t be jumping the gun.

K’ is fun because of his keepaway game. B,D,A,C is a great launcher and leads to awesome damage (along with his punch throw), but sometimes I feel I need to work for damage unless my opponent messes up and I get a free sunglasses rave.

I just started playing Ninon versus human tonight and I gotta say that she’s a lot better then I thought she would be. dp+a is really good as well as her fireball mixups, especially against aggressive opponents. I’m trying to find a better juggle off of d+D. I’ve been using d+D, d+bx4, lvl 2 super but I was wondering if there was anything better that was guaranteed (not techable). I hardly even have to resort to using regular strings with her however, as her keepaway game is so good. But I would like to find out a good combo of of her A string for punishment.

Billy… I wonder how other people play him. I spend most of my time on the other side of the arena, just chipping away damage but pretty much know what to do when I get close. f+C and b+C strings are great but too slow when you’re getting locked down so I’ve started using his A,b+C string and it’s working pretty well for now. Otherwise he’s pretty easy to play, and I like him a lot (he’s always the third member on my team). I always tell my friend that I wish I could just pick 3 Billys (I dont’ like Lilly that much)

I’m also planning on picking up Kula, she seems pretty easy to play but I’ll see. I’ve messed with a few other characters but I’m not sure who I’m going to play as my mains besides Billy and Kyo.

Also I’m suprised how underated miziguchi is here. He has his A string into running sweep, and doing a DM after it doesn’t use and extra bar as far as I can tell.

Some characters really don’t benefit from meter at all. Sitting on meter is pretty common practice.

That and mizoguchi is so powerful… 99 for 2 meters? hell yes

Mizoguchi FTW!

I’m that opponent that Syxx plays against BTW. Hopefully as we get better at this game I’ll post up some match videos.

After I get done with this Naruto GNT4 Combo Video I’m making. I’m gonna force all my time and energy into MIRA. And post some specifics. Since I play very flashy and I’m probably one of the most offensive style players I know…I’m very interested in talking about “absolute rush down” with all the characters in this game. I think MIRA is definitely the game where rush down = WIN!

More to come…

yea he’ has to be up their in the teirs

I’d play him too but we’re trying to learn different characters.