Tizoc said:
Nice Mai combos, hope she doesn't lose the ability to combo into her air throw if KoF XIII gets an update.
No reason she should. Everyone with Airthrows can do this, with varying degrees of success (Yuri's Demonflip Airthrow being the easier.) They seem to have the "anywhere juggle" property... yet seem to require some skilled timing (loads of Clark players seem to miss the throw after Gattling attack corner loops...)
So Beni, Yuri, Clark, and Mai can all bring the opponent down after juggles in this way. I wish they'd give Leona her air throw back, for hopes of comboing into it, and catching the falling opponent with a V Slasher! (Would say that'd never happen... but I never thought I'd see her able to combo into her command normal from weak attacks, either...)
zlatko said:
I would've already picked Shen, but I'm jut unsure how to get anything done with him. Getting his offense started seems almost impossible, and his ability to apply pressure just isn't there.
I felt like that with my limited Iori play in XII. Best minor things I can suggest for a start, is that he can open people up with his command throw, and EX command throws. Mix those up with loads of crouch B pressure, and the occasional hop C after you've trained to to block everything low. Remember that he can land HD combos off 2 Crouch B -> Stand B ->HD, so this makes his expecially dangerous.
He doesn't really have a crossup, so you've gotta scare people into letting you in. Do you use SHEN WOO PUNCH cancels? Forcing them into the guessing game of Cancel / Full Charge (which nets guardcrush on block, crumple on hit) / Early punch release on wakeup, after a sweep, seems to be a great way to get them to play by your match flow.
Also, dash in, and doing that near-instant close C of his. Mix that with dash in down B for frametraps. If it lands, go into command normal -> command throw for most meterless damage at midscreen. I believe he can also link point-blank d.B into d.C in this game.
Remember his far C has autoguard on it's startup, as well. You can absorb the fireballs people throw and run after, and hit them with the C as it completes it's animation. Or use it to eat jump-ins.
Weak SWP at max distance is mostly safe, so it's a good pressure tool. Between that, and SWP cancels (Which build meter!!) It should really help you have the meter for those EX throw -> EX Uppercut combos.
Oh yeah, and don't forget that overhead move of his (the qcb+button, qcf+button one). Fairly far reaching for an overhead, it's good to catch people by suprise, and I believe you can super cancel out of it as well, for solid damage.
And don't forget that his Power Up DM is a great way to tag an extra hit off of juggles, and to counter people who are pressuring you too much.