


Geese wrote:Gemini its just timing.... the hcb b needs to hit high, so that the opponent will juggle high but I do the combo differently
i do qcf d, d , hcb b, qcf a, qcf a, dp C sc into qcf x2 a -> LDM
cos this way I can judge how high the opponent is in the air when im juggling him and remove one of the qcf a if necessary but still hit most of the combo
:grin:

christensenray wrote:of course! however i wasnt doing the full combo, just C, qcfD,D qcfx2P, LDM, so maybe the opponent was too high in the air for it to connect? I thought this shortcut might be easier and more reliable, but i guess not.





Perfect Stranger wrote:Few things that no one's mentioned:
Since 2k3's stupid damage scaling system has been replaced with something more like Guilty Gear, Kyo's supers are usable again... the standard c, qcf d,d, orochinagi combo still does good damage, although I think you might have to hold the button for a while before releasing it.

Perfect Stranger wrote:
qcf a auto guard got pumped up *a lot*. The auto guard frames come out pretty early in the execution of the move, and I think it auto guards all the way through from there. Spaced properly, it's a fantastic poke, since it's still very safe on block (not so safe if the opponent predicts you using it and rolls, but eh, so are a lot of things)




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