I think she saw the hit and went for combo. But me, with a bit of practice you can master the timing, if he’s going for the block, you can actually jump D hitting first, same time or afterwards. Circumstantial strat though, but nice to know it’s there.
she also might have missed the V-Slasher and ended up with the special instead. The VSlasher combos (but combos off the qcb+B jump D as well). Maybe she didn’t know the trick?
She did the qcb+C before the earring actually made contact…and there was no time left on the clock so using V-Slasher there wouldn’t make sense. I really have no idea what happened there. qcb+P was probably used to build stock, no other reason.
you don’t have to be close. The SDM has the same type of motion as K’s HSDM, but you obviouslyl can’t do it…because it overlaps with his qcf+C move.
The only way you can do it is if you enter part of the motion when you are recovering from some move (or you are in some stance) such that you cannot do qcf+C in that stance. Such stances would be landing from a jump, coming out of a roll, entering maxmode, getting up from a knockdown, etc. Supercancelling into it from dp+C is rather easy.
I don’t know about qcb hcf+K hitting, never tried…but for using the HSDM, it requires specific spacing…how close you are to them, how close they are to the edge of the screen. I never really cared for that combo, so I haven’t tried it often.
I guess you’ve seen this, but holy shit such a creative video.
[media=youtube]awFJiBLrP90[/media]
what buggy version of the game are they using to get all these infinites?
I saw kyo doing hcb+B infinite in corner, kula qcb+B in corner, Vice CH CD then j.qcb+B in the corner. Do you know how to perform all of these?
[media=youtube]202J1k5BghI[/media]
Yep…but wait, the combos after it says “Speeded up combos” don’t exist. The Vice counterhit infinite is hard, but exists. If you mean Kyo does repeatedy hcb+B (and only hcb+B), that cannot be done…but he can juggle repeatedly with qcf+A, hcb+B. Kula cannot repeatedly juggle with qcb+B for an infinite.
I was fooling around with combos and whatnot in training last night.
All I’ll say is, Angel gives me a headache. She has like literally a dozen mix-up combinations and most of them combo into her DM.
I’ve been having a hell of a time cancelling into QCF-QCF motion DM’s from crouching attacks as well. It’s probably just my keyboard, but I end up getting a DP half the time.
These are easy to hit confirm and a lot of them start off low hits, so they’re great after cross-ups and whatnot. I’m not looking for damage with these, just utility. Anytime you can turn 2 low hits into a super is fine by me.
I can do them if I buffer the motion really really slowly, but then that totally messes my rhythm up for the chains.
Some other things are pissing me off about this game on KB as well. If I try to do
:d::snkb: :d::snka: :r::snka: > :hcb::snkc: > :qcf::qcf::snka: with Chris, I get :qcf::snka: instead of :r::snka: half the time, and the only way to remedy that is to either use standing :snka: which has less range or make sure that I release the down key before I hit forward, which is awkward. Especially since you have to hit :r::snka: so quickly for it to combo properly.
Or if I try to do :d::snkb: into :hcf::snka: with Whip, I get her super every single time.
Stupid KB seems to buffer a lot of motions because there’s no in-betweens on this thing.
The Vice CH infinite man also has been a staple in KOF since her first debut…seriously…the people that do it have done it in like every KOF she has been in…th TK Chun Li kicks infinite right? Evenin CVS2 I saw BAS do it…
Hey Emil, do you know how to punish K’'s (K dash’s) qcfx2 super? I’m playing this scrub who likes to try and punish my laggy whiffed normals (s.CD s.D s.C and c.C), using this super as a psychic uppercut. I block in time, but I can’t punish for shit.
Also how do you deal with really obvious tick throws? stuff like c.B c.A walk in throw. I can’t roll, I can’t jump and my c.As get thrown. I can’t backdash cause I’m in the corner and I don’t have an uppercut. Using Ralf, Maxima (thanks to your strat update), O.yash.
If it’s done from fullscreen, then nope…unless you have super reaction speed to roll backwards when you see him disappear to do the attack.
Well, do you try to react to their walk animation, or do you just throw out crouch A’s after some number of weak attacks they do? If you are reacting to their walk animation, you can just command throw with a grappler who has a fast throw (not Clark dp+K). Why doesn’t jumping back work? Because their throw attempt becomes a C/D instead of a throw? You can try jumping back with a really fast move, such as Leona jump C, Billy jump A, Vanessa jump C, etc. Also, you can just tech hit with CD…
I"m attempting to write up some Kim stuff now…what do you think is more beneficial for him in terms of team order, first or third? If you save him for third, you can pull out his big max combos, but if you have him first, then there’s more of a chance to utilize his stomp bug (assuming you are good at it). Kim is also pretty good at generating stock himself, although as stated, if you have him first place, the best you will be able to do is a 3 stock max combo, if you get the chance…and less opportunities to land overheads into max combos.
I don’t play Kim myself, but from what you’ve outlined, I’d place him whereever and base my desicion on what other characters I was using. For instance, say it was ralf, choi kim. I’d play Kim last, but if it were Kim, Vanessa, and say Athena, I’d have Kim in first. I don’t know really. Hard to say since I don’t use him. Heck, just put that blurb you have written about the advantages of both positions in your strats.