miscman

KOF XIV shit

Aug 25th, 2016
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  1. VER 2.00 UPDATE
  2. KYO
  3. Max cumbles:
  4. 1.) [midscreen mixup] *starter* RDP+BD, QCF+B(2), QCF+BD(2), whiff st.CD QCF+A (delay) QCF+A (bigger delay) QCB+A
  5. - After this you can roll for a left/right mixup. Not 100% sure how to determine which side but it seems really ambiguous. Might be influenced by both running in between upkicks and whether or not you hold forward for the roll. Example: https://youtu.be/8kPENAZ7Amg?t=41
  6.  
  7. YURI
  8. Max cumbles:
  9. 1.) CHAR SPECIFIC* *starter* BC cl.D QCB+AC, TK EX fireball (has to be a superjump, not hyper hop or anything else), cl.D DP+D air throw
  10.  
  11. *works on - Mian, Sylvie (hard), ??? (Frionel says "short characters only" but Mian isn't exactly short...)
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  15. LINKS
  16. - Nak blockstring "answers": http://pastebin.com/raw/ifzvnC7C
  17. - Very important winquotes: http://pastebin.com/GnhStdjt
  18.  
  19.  
  20. UNIVERSAL TO-DO
  21. - Find some anti-roll OS stuff (like cr.B st.B~D)
  22.  
  23. SHORTCUTS
  24. - 632146x 236x for DP into QCB HCF super (wait what this doesn't work)
  25. haha just kidding it works now
  26.  
  27.  
  28. GEESE
  29. The EX Shippuken mixup is not nearly as strong as I thought
  30. - Turns out even wakeup rolls retain throw protection so they basically kill this mixup
  31. - Throw protection is so lengthy that no matter how much you delay cl.C you won't get a C throw to keep them in the corner
  32. - If you delay cl.C for long enough you'll punish the roll with st.C but this does less damage than just dropping the mixup and OTG-ing with 623P
  33. - I suppose in theory you could react and convert st.C into a max combo but you'd need some insane reaction time
  34. - Also if they block the fireball before you cross them up they can keep holding the same direction to block the following cl.C
  35.  
  36. OH SHIT SON, I FOUND THE ANTI-ROLL TECH
  37. - Just do cr.C f+A after you roll! Using cr.C allows f+A to come out on whiff, punishing the roll. It even autocorrects if they roll into the corner, yeahhhh!
  38.  
  39. CLARK
  40. Max starters:
  41. 1.) [in corner] st.CD f+B
  42. 2.) j.A cl.C(2)
  43. 3.) cr.B st.B
  44.  
  45.  
  46. Max combos (1 bar):
  47. - *starter* cl.C(1) HCF+BD HCF+AC 22C QCF+P
  48.  
  49.  
  50. Max combos (2 bar):
  51. 1.) *starter* cl.C(1) ACx4 HCBx2+P [you link the super after gatling punch, it looks like it shouldn't work but it does]
  52.  
  53. Misc:
  54. - st.CD cmd hop seems relatively safe (either -1 or -2) and if it connects in corner you can connect with b~f+C
  55. - st.CD f+B leaves you at -1 or -2 as well
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  60. ver 1.03 patch update (10/18/16)
  61. - Clark's new max route is [stuff] [b]f+AC [cr.C xx step, midscreen] or [cl.D, corner] hcf+AC
  62. - This means he now has a viable cr.Bx3 max mode starter
  63. - Additionally, since this is a real route now it might be useful for mixups
  64. - Midscreen, if you cr.C xx step early enough you can cross them up and then hit confirm into lvl2 super with cl.C
  65. - If they try to roll the mixup they get tossed for 100 damage, giving you (in the case of a cr.Bx3 starter) a total of 261 + 100 damage, slightly more than if you had just done the combo
  66. - If you don't even know which dang side you'll end up on you can just OS the super input with a roll (half circle x2 + AB). If you land on one side you get Super Argentine Backbreaker, if you land on the other you get Running Three. Running Three does noticeably less damage but the upshot is getting a super in any circumstance.
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