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KOF XIII - Team Japan (Kyo Kusanagi, Benimaru Nikaido & Goro Daimon)
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Topic: KOF XIII - Team Japan (Kyo Kusanagi, Benimaru Nikaido & Goro Daimon) (Read 3939 times)
Don Vecta
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KOF XIII - Team Japan (Kyo Kusanagi, Benimaru Nikaido & Goro Daimon)
«
on:
29 of June of 2010, 07:35:16 am »
Japan Team discussion here. everything about Kyo, Beni and Daimon feel free to discuss.
Kyo Kusanagi:
Command Moves:
Goufu You - f K
88 Shiki - df K
Naraku Otoshi - d + P (in air)
Special Moves:
Yamibarai - qcf P
∟EX: Hits downed opponents, travels faster.
OniYaki - dp P
∟EX: Added invincibility, higher ascension, extra hits.
Kotokskio - hcb K
∟EX: Faster startup, command grab.
Oborogurma - rdp K
∟EX: Added speed and invincibility.
Kai - qcf K K
∟EX: Executes faster, adds upper-body invincibility, launches.
-DM-
Orochinagi - qcb hcf P
∟EX: 3 hits instead of 1, longer invincibility and executes faster.
Air Orochinagi - qcb hcf P (in air)
-NM-
Ama No Murakumo - qcfx2 +AC
Benimaru Nikaido:
Command Moves:
Jackknife - f K
Flying Drill - d K (in air)
Knee Drop - d/f/b C/D (close in air)
Special Moves:
Raijin ken - qcf P
∟EX: Executes faster, does 3 hits instead of 1.
Air Raijin ken - air qcf
∟EX: 4 hits instead of 1.
- dp P
∟EX: Lands a homing lightning bolt to the opponent.
Super Inazuma - dp K
∟EX: 3 hits instead of 1, added invincibility.
Iaido kick - qcf K > d u K
∟EX: Executes faster.
Benimaru Collider - hcb f P (close)
∟EX: Crumples opponent, allowing for follow-up.
-DM's-
Raikouken - qcf x2 P
∟EX: 10 hits, executes faster, added invincibility.
Rolling Thunder - qcb x2 P
-NM-
Raiohken - qcf x 2 BD
Goro Daimon:
Command Moves:
Zujo Barai - df C
Special Moves:
Choukemi - qcb K
∟EX: Executes faster, added invincibility.
Jiraishin - dp P
∟EX: Overhead properties
Tenchigaeshi - hcb f P (close)
∟EX: Added range, allows for follow-up.
Osotogari - dp K (close)
∟EX: Added range.
Kumotsukaminage - hcf A
∟EX: Adds upper-body invincibility.
Kirikabugaeshi - hcf C
∟EX: ??
-DM-
Jigoku Gokurakuotoshi - hcb x2 P (close)
∟EX: Added range, does 7 slams instead of 3.
-NM-
Kyouten Douchi - qcf x2 AC (counter)
http://www.youtube.com/watch?v=KIlyOUbMvC0
http://www.youtube.com/watch?v=EXurbPgzWek
Please, help me out to find the names of the moves since I forgot about them... and let me know if the inputs are correct. Thanks.
«
Last Edit: 13 of July of 2010, 11:28:36 pm by OrochiLeonaUK
»
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Re: KOF XIII - Japan Team (Kyo Kusanagi, Benimaru Nikaido & Goro Daimon)
«
Reply #1 on:
29 of June of 2010, 07:46:13 am »
What's the difference between using Benimaru's qcb + P and dp + K beside the ex versions?
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Re: KOF XIII - Japan Team (Kyo Kusanagi, Benimaru Nikaido & Goro Daimon)
«
Reply #2 on:
29 of June of 2010, 01:34:18 pm »
(click to show/hide)
Kyo Kusanagi:
Command Moves:
Axe Kick - f K
Scissor - df K
Naraku Otoshi - d + P (in air)
Special Moves:
Yamibarai - qcf P
∟EX: Hits downed opponents, and travels faster.
OniYaki - dp P
∟EX: Added invincibility and ascends higher, and does more hits.
Kotokskio - hcb K
∟EX: ??
Oborogurma - rdp K
∟EX: Added speed and invincibility.
Kai - qcf K K
∟EX: Executes faster, adds upper-body invincibility, launches.
-DM-
Orochinagi - qcb hcf P
∟EX: 3 hits instead of 1, longer invincibility and executes faster.
Air Orochinagi - air qcb hcf P
∟EX: ?? Possibly the same as ^.
-NM-
Ama No Murakumo - qcfx2 +AC
Benimaru Nikaido:
Command Moves:
Jackknife - f K
Flying Drill - d K (in air)
Knee Drop - d/f/b C/D (close in air)
Special Moves:
Raijin ken - qcf P
∟EX: Executes faster and does 3 hits instead of 1.
Air Raijin ken - air qcf
∟EX: 4 hits instead of 1.
Super Inazuma - dp K
∟EX: 3 hits instead of 1 and added invincibility.
Iaido kick - qcf K > d u K
∟EX: Executes faster.
Benimaru Collider - hcb f P (close)
∟EX: Adds a crumple effect to the opponent, allowing for follow-up.
-DM's-
Raikouken - qcf x2 P
∟EX: Does 10 hits, executes faster and has added invincibility.
Rolling Thunder - qcb x2 P
∟EX: ??
-NM-
Raiohken - qcf x 2 BD
Goro Daimon:
Command Moves:
Zujo Barai - df C
Special Moves:
Choukemi - qcb K
∟EX: Executes faster and adds invincibility.
Jiraishin - dp P
∟EX: ??
Tenchigaeshi - hcb f P (close)
∟EX: Added range and allows follow-up.
Osotogari - dp K (close)
∟EX: Added range.
Kumotsukaminage - hcf A
∟EX: Adds upper-body invincibility.
Kirikabugaeshi - hcf C
∟EX: ??
-DM-
Jigoku Gokurakuotoshi - hcb x2 P (close)
∟EX: Added range and does 7 slams instead of 3.
-NM-
Kyouten Douchi - qcf x2 AC (counter)
Edit OLUK: Post updated, thanks for all teh EX insight
«
Last Edit: 29 of June of 2010, 11:10:29 pm by OrochiLeonaUK
»
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Kane317
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Re: KOF XIII - Japan Team (Kyo Kusanagi, Benimaru Nikaido & Goro Daimon)
«
Reply #3 on:
29 of June of 2010, 05:42:02 pm »
Goro:
EX DP+P is an overhead.
(EDIT OLUK: Thanks, added)
«
Last Edit: 30 of June of 2010, 02:22:36 pm by OrochiLeonaUK
»
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Kkhohoho
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Re: KOF XIII - Japan Team (Kyo Kusanagi, Benimaru Nikaido & Goro Daimon)
«
Reply #4 on:
29 of June of 2010, 07:24:21 pm »
Benimaru: You forgot that new move where he surrounds himself in electricity. The EX version has the electricity surround the opponent, wherever they are, rather then himself, and damages them.
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Don Vecta
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Re: KOF XIII - Japan Team (Kyo Kusanagi, Benimaru Nikaido & Goro Daimon)
«
Reply #5 on:
29 of June of 2010, 10:06:56 pm »
Quote from: Kkhohoho on 29 of June of 2010, 07:24:21 pm
Benimaru: You forgot that new move where he surrounds himself in electricity. The EX version has the electricity surround the opponent, wherever they are, rather then himself, and damages them.
Thanx for remind me. Added to the list, but I don't know the name of it.
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Re: KOF XIII - Team Japan (Kyo Kusanagi, Benimaru Nikaido & Goro Daimon)
«
Reply #6 on:
30 of June of 2010, 07:10:57 am »
Kyo's EX Kototsuki You (hcb K) (not Kotoskio) is a command grab move.
«
Last Edit: 30 of June of 2010, 07:12:30 am by Dody
»
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Re: KOF XIII - Team Japan (Kyo Kusanagi, Benimaru Nikaido & Goro Daimon)
«
Reply #7 on:
30 of June of 2010, 12:22:07 pm »
Credit to krazykone123 for this write up on the technical reference
Quote
Kyo
- The hitbox on his Oniyaki (dp+P) seems to be bigger to help punish jump-ins and pokes now, the EX version has autoguard (like Kusanagi in 2k2) and does more hits so that's cool
- Yami Barai looks the same, but the EX version combos after normals/commands which will make DC/SC's possible, also goes through projectiles at least once (a la SFIV Ryu's EX Hadouken)
- Oboro Guruma (rdp+K) is the same as Kusanagi's (2k2), but the difference shown is that the EX version allows him to do one of his staple corner combos at midscreen now (qcf+B B, rdp+B, rdp+D)
- Kototsuki You is the same although it got a little faster since XII, the EX version is amazing because it's a command grab that also works on crouching opponents, and judging from the animation it will probably work on grounded one's as well
- Kai (qcf+K) is the same, the EX version is faster which makes combo'ing both hits after his df+D command possible
- Orochinagi (qcb hcf+P) is pretty much the same, the EX version does three hits instead of one, the air version is down right sick because of all the possibilities, my only beef is that the EX version should have the flames surrounding his body like before lol
- As seen in the many videos before, Kyo will be a beast at drive canceling
- His neo max Ten Murakumo (qcf x2+P) is awesome, the kind of set-ups this move can have is insane, an AA version would be just evil
Benimaru
- Iaido-Kick (qcf+K) is the same, the EX version is fast enough to punish opponents before they can guard after attacking
- The follow up Handou Sandan Geri (d,u+K) is the same, the EX version does more hits but since they're separate moves you can probably EX both or just one of them
- Super Inzuna Kick (dp+K) is the same as before, the EX version has invincible start-up and does more hits for DC possibilities
- Benimaru Lancer (qcb+P) is the same, the EX version homes in on your opponent so that should keep people on their feet
- Raijinken (qcf+P) is the same, the EX version does more hits for better DC opportunities on the ground and in the air
- Benimaru Collider (hcb f+P) is the same, the EX version slightly stuns for a bit for follow ups, one of the blog posts say that the EX version works as an OTG grab as well but I'll need more info on that
- Raikouken (qcfx2+P) is the same, the EX version has a faster start-up, invincible start-up, looks more colorful, and does more hits
- His DC/SC combos should be pretty interesting
- Raikouken (qcfx2+BD) looks cool, the notes from lokes and blog posts it seems that it also can be directed (up, back, down, or forward and possibly in diagonal directions as well)
- The didn't show his Benimaru Rolling Thunder DM (qcbx2+P) but oh well
Daimon
- Chou Oosotogari (dp+P) is the same, EX version is faster so it allows follow-ups
- Kumo Tsukami Nage (hcf+A) is the same except it doesn't work on big characters now? the EX does though so that's good
- Jiraishin (dp+P) is the same, the EX version has knockdown when in close range
- Chou Ukemi Moattane (qcb+K) is the same, the EX version has invincible start-up
- Kirikabu Kaeshi (hcf+C) is the same, the EX version is quicker which will be useful after empty jump-ins and what not
- Jigoku Gokuraku Otoshi (hcfx2+P) is the same, the EX version has a wider hitbox which makes it easier to combo into after normals
- His DC/SC seem pretty unique with all the hcf's and stuff
- His neomax Kyoutendouchi (qcfx2+AC) has a lot of potential but you'll have to combo into it because of the slow start-up
«
Last Edit: 30 of June of 2010, 12:25:48 pm by PureYeti
»
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Don Vecta
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Re: KOF XIII - Team Japan (Kyo Kusanagi, Benimaru Nikaido & Goro Daimon)
«
Reply #8 on:
30 of June of 2010, 01:35:12 pm »
Daimons dp A in close has value of hit in the sprite and hits overhead, plus knocks down.
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Re: KOF XIII - Team Japan (Kyo Kusanagi, Benimaru Nikaido & Goro Daimon)
«
Reply #9 on:
03 of July of 2010, 01:24:35 am »
Axe Kick is Goufu You and Scissor Kick is 88 Shiki
Naraku Otoshi can use any down direction now. (Was it always that way or was it strictly down before?)
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Re: KOF XIII - Team Japan (Kyo Kusanagi, Benimaru Nikaido & Goro Daimon)
«
Reply #10 on:
03 of July of 2010, 01:49:27 am »
Kyo is gonna be a beast. I already got a combo:
dwn.B,dwn.B,st.B,df+D cancel first hit,ex.qcf+D,rdp+d super cancel 2nd hit into air orochinagi.
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NGBC: Shermie/Iori
KOF 98 UM: EX Yuri/EX Geese/O.Yashiro
KOF 2002 UM: Kyo-1/O.Yashiro/Kasumi
KOF XI: Malin/Kula/Gato-L
KOF XII: Athena/Clark/Iori
KOF XIII: Iori/King/Yuri Sub:Kyo,Vice and Takuma
KOF XIII Team Beefcake: Clark/Ralf/Maxima
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Re: KOF XIII - Team Japan (Kyo Kusanagi, Benimaru Nikaido & Goro Daimon)
«
Reply #11 on:
13 of July of 2010, 07:45:31 am »
Kyo
EX Kotokskio - instant command grab, just about every video shows that works on crouching opponents but I wanna know if it can be blocked?
Combo
Corner: f B, BC st. C, qcf D, rdp B, dp C [1], rdp B, qcb hcf P
«
Last Edit: 13 of July of 2010, 01:59:47 pm by krazykone123
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Re: KOF XIII - Team Japan (Kyo Kusanagi, Benimaru Nikaido & Goro Daimon)
«
Reply #12 on:
13 of July of 2010, 01:51:39 pm »
Quote from: krazykone123 on 13 of July of 2010, 07:45:31 am
Kyo
EX Kotokskio - instant command grab, just about every video shows that works on crouching opponents but I wanna if it can be blocked?
I doubt his command grabs will be blocked like Goro. The technical reference clearly shows it.
Here is some combos from the vids, I will post up other characters later. Feel to correct me if I mess up anything
*Work in progress*
Kyo
Anywhere
Crouch B, crouch A, df + D, qcf + K, K cancel to rdp + D
Jump C/d + C, Close C, df + D cancel qcf + K, K then during corner, rdp + B, dp + P
Crouch B, crouch B, Stand B, dp + P (1st hit) DC qcf + D, D, rdp + D
Crouch B, crouch A/stand B, dp + P (1st hit) DC qcf + P
Crouch B, crouch A, df + D cancel hcb + K
Close C, df + D cancel qcf + K, K
Close C, qcf + K, K, hcb K
Crouch B, crouch A, df + D cancel to rdp + D
Jump d + C, Close C, hcb + K
Jump d + C, close C, df + D cancel hcb + K (1st hit) DC dp + C
Cross up jump B, crouch B, crouch A, df + D cancel hcb + K
Cross up jump B, Close C, qcf + K, K, rdp + B, EX rdp + BD
Dp + P (1st hit) DC qcf + K, K, rdp + D (2nd hit) SC qcb, hcf + P
Corner
Crouch B, crouch B, stand B, dp + P (1st hit) DC qcf + K, K, rdp + B, dp + P (1st hit) DC rdp + D
(Near corner) Close C, df + D cancel EX qcf + BD, BD then during corner, rdp + B, rdp + D
(Near Corner) crouch B, crouch A, df + D, BC, close C, df + D (2nd hit) HD Cancel hcb + K (1st hit) dp + P (1st hit) HD Cancel qcf + K, K, rdp + B, dp + P (1st hit) HD Cancel qcf + K, K, rdp + B, dp + P (1st hit) HD Cancel qcf + K, K (2nd kick will only hit), rdp + B, rdp + D (2nd hit) SC qcb, hcf + P
Jump d + C, Close C, df + D cancel qcf D, D, rdp + B, dp + A
Jump d + C, close C, qcf + K, K, rdp + D (2nd hit) SC qcb, hcf + P, EX rdp + BD
Hyperdrive
Jump D, close C, BC, close C, dp + P (1st hit) HD Cancel qcf + K, K, qcf, qcf + AC
(HD mode) f + B HD cancel qcf + K K, rdp + K (2nd hit) SC qcb, hcf P
Crouch B, crouch A, df + D BC close C cancel df + D cancel hcb K
Cross up jump B, Close C, df + D, BC, Close C, hcb + K (1st hit) HD Cancel dp + P (1st hit) HD Cancel qcf + D, D, hcb + K (1st hit) HD Cancel dp + P
Cross up jump d + C, crouch B, crouch A, df + D BC close C HD cancel hcb + K (1st hit) HD cancel dp + P (1st hit) HD cancel qcf + K K, rdp + D (2nd hit) SC to qcb, hcf + P
Corner f + B, BC, close C, df + D cancel hcb + K HD cancel dp + P (1st hit) HD cancel qcf + K,K, rdp + D (2nd hit) SC qcb, hcf + P
(5 Stocks only, fullscreen) Jump D, Close C, crouch df + D (1st hit) BC, hcb K (1st hit) HD Cancel df + D (1st hit) cancel hcb K (1st hit) HD Cancel dp + P (1st hit) HD Cancel qcf K, K, rdp B, hcb K (1st hit) HD Cancel dp + P (1st hit) HD Cancel rdp + B, dp + P (1st hit) SC qcb, hcf + P
(5 Stocks only, fullscreen) Close C, df + D, BC Close C, qcf + D, D, hcb K (1st hit) HD cancel dp + P HD cancel qcf + D, D (2nd kick will only hit) when corner rdp + D SC qcb, hcf + P, then hcb + K HD Cancel qcf, qcf + AC
Benimaru
Anywhere
Jump D, Crouch B, qcf + K > d, u + K
Goro
Anywhere
Jump D, close C cancel hcb, f + P
Counterwire
Jump C (counterwire), df + C cancel hcf + A
«
Last Edit: 16 of August of 2010, 09:07:05 pm by PureYeti
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krazykone123
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Re: KOF XIII - Team Japan (Kyo Kusanagi, Benimaru Nikaido & Goro Daimon)
«
Reply #13 on:
13 of July of 2010, 02:19:24 pm »
Kyo
Some combos from the Tech Reference video
Anywhere
cr. B B, st. B, qcf P
cr. B, st. B, qcb hcf P
EX
cr. B B, st. B, qcf AC
qcf D D, rdp B, rdp BD
2-in-1 Drive Cancels
dp P, qcf K K
dp AC [1], rdp D
hcb K, dp P
Super Cancels
qcf P, qcb hcf P
qcf AC, qcb hcf P
rdp B, qcb hcf P
rdp D [2], qcb hcf P
rdp BD [2], qcb hcf P
cr. B, st. B, qcb hcf AC
Max Cancels
qcb hcf P, qcf x2 AC
qcb hcf AC, qcf x2 AC
Benimaru
Anywhere
cr. B B, qcfx2 P
EX
cr. B B, qcfx2 AC
2-in-1 Drive Cancels
hcb f AC, dp K
qcf K, dp K
qcf BD, dp K
qcf K, d u K [1], qcf P
qcf BD, d u K [1], qcf P
dp K [2], qcf P
dp BD [3], qcf P
Super Cancels
qcf P, qcfx2 P
qcf AC, qcfx2 P
Max Cancels
qcfx2 P, qcfx2 BD
qcfx2 AC, qcfx2 BD
«
Last Edit: 13 of July of 2010, 02:30:29 pm by krazykone123
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你好
Re: KOF XIII - Team Japan (Kyo Kusanagi, Benimaru Nikaido & Goro Daimon)
«
Reply #14 on:
12 of August of 2010, 11:06:09 pm »
His qcf B/D kicks seem to have large enough block stun to be relitively safe on block.
His fundamental rush down from his older games is almost gone. His jump is not as fast (everyone's jump seems to be floaty) making his jump B and naraku otoshi game alot weaker than before. Plus naraku otoshi also has longer start up frames making it not as good for air to air. Its like, he lost his fundamentals in exchange for crazy drive cancel and super cancels. Plus naraku otoshi lost a huge portion of his cross-up box same with his jump B.
Keep in mind i'm comparing this with XI since I really think this game is like a crossover of KOF XI/2k2UM/SSFIV
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