North Carolina Thread LXIII

So K or Takuma would definitely be your third character, so having both on the same team would perhaps not really work well?

EDIT: After some thought I think I’m gonna switch my third to perhaps second. I don’t really use my third for meter and pretty much poke and combo with them instead. For the most part I burn whatever meter I have instead of trying to use it beneficial, unlike with other characters I play with.

K’ can go second. He’s not as reliant on Hyper Drive as other characters, but he can benefit from it. You can run him second and use the bar you’ve built up from your first character, which will let you basically end a character in two hits. Then he has the HD bar to use on the last character as well.

Honestly though, I think he works in any slot, you just have to play him differently depending on where you put him. The first character on the team will not spend bar or HD meter at first, but if you win the first round and you get a clean hit on the second character, using resources to potentially KO them is a good idea. The third character is going to come in loaded, but he has to beat your first character (who will be weakened depending on how well you did) and then power through two whole characters by himself. The more versatile characters can work most any gameplan in terms of meter management.

sigh i was hoping when i saw duo lon for the first time that he played like sim, turns out hes the complete opposite:(. but i have found a new replacement named BILLY FUCKING KANE.

Does Billy have good safe pokes? Haven’t tried him at all, but from the sound of you wanting someone like sim I’m guessing Billy has some really good pokes. Billy makes me think of Kilik from Soul Calibur, so I wonder if his range is just as destructible.

From what I’ve seen with Duo Lon he was some really good mixups that can lead to some pretty damaging combos. But I can also see if he doesn’t fit what you were looking for.

@TBeast: I was starting to think I should switch my now first and second with each other, but first I’m gonna try changing up my game plan with them in their current positions. I completely wasn’t thinking “You don’t HAVE to use this character for ONLY this reason.” Just learned something else.

LEVEL UP!

Kane has 2A, j.C, and j.CD for poking. They are excellent tools, but none lead into high damage. That’s his major problem, in a game where some characters are pulling off 50%-100% combos during their crazy rushdown, Kane is left poking. He does have some decent combos, but they require a corner.

Prolly do some games tonight @ my place, figured I’d start posting here when I do (prolly earlier next time haha). PM me if your looking for my address, cell is 704-345-7964, I’m right near RTP. I’ve got three potential setups (if no systems brought… just 1) & space, need systems/games.

Leme kno.

So would Kane be a good first character then? Also, how’s his meter gain? If he can gain meter and poke well then I guess you could put him first, use him to out poke your opponent (worse case scenario you TO your opponent :/), and build meter. In the result he’s knocked out you now have your second character you can inflict big damage with the meter you now have if you ever need it.

If you could could you PM me the address please sir. Also, what are you trying to play?

I would run Kane as a first character. That is going to lessen the damage gap that would exist between you and a character with a strong, mid-screen super combo. His pokes should put you at an advantage in the neutral game. He builds decent meter, and should leave your second character in a good position.

I am looking for a training partner for UMVC3 my two teams are Captain America, Iron fist, and Hawkeye and Felicia, deadpool, She hulk. If anyone one is interested send me message and I will give you my xbox live id.

sorry about this weekend y’all. family stuff. good to see people learning. get those game engine rules down along side those combos and and you are on your way.

Note from the old wise man,
don’t get hit…
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Finally uploaded my video… :slight_smile: The meterless combo is at the end. None of the combos are really fancy, just stuff that only needs like 1 or 2 meters to get your opponent to the wall no matter where you are on the screen.

www.youtube.com/watch?v=G-U-8OmXY00

[media=youtube]G-U-8OmXY00[/media]

EDIT : Not sure how to make the video show up here… But oh well. D:

When posting/replying, More Options -> Media button

Probably take a while before I get those combos up, K’ has so many options depending on what resources are available. Max damage for a 1 bar combo so far is 339, that’s midscreen. For no bar and no drive, max damage is 244 midscreen, 290 in the corner. Working on the rest, will probably post tomorrow.

Thanks.

Also been messing around in the lab with Yuri, and found some really cool stuff. I can already see many unseeable mixups in the future. xD

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Sounds alot like I’m going though with Kula except most of my stuff turns is how many one inch punches and frost breaths can I do before I have to spin kick X infinity.

On streams I’ve seen people do this Billy corner combo:

jD, 2B, 2B, 5B, 623B, 41236A, (DC) 623BD, 6B, 623B, D
1 Meter, 1 Drive, 418 damage, 42 stun, builds 3/4 a bar of super meter.

I messed around and tried to find a better (and more consistent) corner combo. I came up with:

jD, 2B, 2B, 5B, 623B, 41236C, 236C, (DC) 214C, 623B, 2363214C
1 Meter, 1 Drive, 490 damage, 44 stun, builds 9/10 a bar of super meter.

So, is there a reason I should use the standard combo over the second one? Am I missing something crucial, or have people just not tried to find something better? On a side note, Billy’s 214C can be canceled into any super/special without using a Drive (it can be canceled anytime after the attack hits). EDIT: I guess the first one lets you reset, so that could be nice.

First one is easy enough you can do it in 3 tries, and have it consistently immediately, second one is a bit trickier. He has only been out for a week now, and people on streams might of just played him for a day or maybe less, they are probably just making sure on being consistent and figuring out his neutral game then doing perfect combos.

I am having trouble consistently doing the first combo. If the 6B doesn’t hit at the right height, then the 623B will not juggle, and this seems to happen to me quite a bit. The second one is fairly easy. The only part that you could mess-up is the Drive Cancel from 236C to 214C, and worst case scenario is you get a super and end the combo early.

ROUND AND ROUND

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and i thought sf4 voices were bad.