Nah I'm still Ralf/King/Robert. But I'm thinking about compiling a list of easier HD combos for characters that people here use. I don't know if they'll be combos that you guys 'll want to use or not but at least they'll be there just in case. And you guys with better execution than me could probably improve on them too! So what characters do y'all want HD combos for?
Man that connection was ass. Sorry Yadier. I did a speed test before I invited you and it looked good but I guess it was too all over the place. I honestly have better luck playing either on 3G or over a really fast wifi connection. The net code for this game is really strange. Sometimes I'll be on a blazing fast wifi connection and it skips and stutters, but of I'm on 3G its fine.
Okay so I've got a fairly easy Ralf HD combo that does pretty good damage: Close Punch HD Close Punch Burning Hammer EX Burning Hammer Ex Burning Hammer Bareback Vulcan Punch Super Neo Max This one does about 850 damage and is A LOT easier to do than the one in combo training which does 877. I got one to to 899 damage but I don't know how I did it. :-/ Luis, were you wanting more HD combos or just Ralf combos in general?
Any help with Athena combos and Iori combos? Much appreciated guys. I seem to be fine with Claw Iori, but I can't link the combos of Classic Iori very well, so any tips?
Yeah been reading the thread after getting a bit more serious about the game, and seems like people are against Athena lol. Uh any tips on Iori though?
Sorry man, don't have much time. Maybe after work I'll hit u up. (12am EST) not sure what time that is for you heh. Have you played a person who uses EX iori, duolon, takuma? His duolon is great but man does he talk sh!t. Beat him twice, But I'm weak. then last match he unplugs his modem and sends me a message saying "why you quit? Scared?". Lol. Wtf.
For Athena, just play athena trolls and take what works best For iori, practice practice practice his standing light kick to medium punch link. Its one of his best mix up after a hop/jump attack. Standing light kick needs to be block low so it's very unpredictable. Unless of course, you use it every time
Thanks Adam, I was hoping for hd. I just have a hard time connecting his burning hammer into his regular gantling attack. When doing the hd combos I always seem to connect the ex version of gantling attack and messing up a the super cancels. I know I'm supposed to release the joystick to a neutral position but its so damn hard. Oh I also have been on an Ash mood lately. I specially love to sans-coulette into germinal to all the Athena's of the world. Do you have any combos with him?
Anytime sir! good games the other day btw. I couldn't let you win the Ralf mirror though. xD That combo above IS an HD, and a relatively simple one at that. I usually use Burning Hammer AFTER Gatling Attack for the same reason you mentioned and I find it works pretty well, particularly considering you can follow it up with an EX BH or two. I haven't played much Ash but I'll hit the training room and see what I can come up with!
Ash is a tough one. I've come up with some combos but nothing that I feel is any better or easier than the HD combo they give you in Combo Training. :-/
Found a nice 'n' easy HD combo for Kyo: Standing P df+K HD df+K EX Super NeoMax Does 811 damage for 18 hits and is super easy to pull off!
KARA CANCELING IN KOF-i Not sure of anyone knows or not but KARA CANCELING is possible in KoF-i, and not only is it possible but everyone can do it! For those who don't know, Kara canceling is basically interrupting one move (usually a normal that inches the character forward a bit) with another move, like a Special or a throw in order to get a little extra range. For example, Ralf's Burning Hammer is generally limited in range, but if you were to hit S, then quickly execute a BH, Ralf would move forward for the S attack and then interrupt said attack with his BH giving it quite a bit of extra range! The key here is that the S attack SHOULD NOT HIT! Instead it should only act as a means for the character to move forward slightly before the move is canceled into whatever move you've chosen to follow it with. Like I said, every character can Kara cancel off their S attack into Specials and even Supers. While everyone can do it, the usefulness varies from character to character generally in relation to how far forward their S attack moves them. Ralf benefits greatly, while King and Clark don'treally benefit at all. This can make otherwise limited moves more useful and be a good way to catch your opponent off guard.
Anytime! Really helps out a lot, especially in Ralf's case! But it also makes uppercuts reach juiuust a bit farther too which can be great especially against a turtle. Man this thread's dead. We gotta get people back playing this somehow. xP