Silber
- Geese
- Powering up...61%
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- Joined:Wed Aug 31, 2005 09:48
Err heh sorry for the late replies
as for the timing, the DC can be cancelled from any hit, first second or third except the last hits of the , P super and the , f punch counter super. The exact timing to do the move is also not strict as sometimes I do it any ol how and it still comes out
I also like to use the A to get a counter hit and then immediately do , P super. the old
into the run and then holding dwnfwd is an old trick to store down while running and it helps Silber especially against incoming characters. I also use it to crossover with the dcu kick and SC into super. 50% damage easy
as empyrian said QSing in with Silber is sucky. He comes in too slow, so it usually doesnt combo, unless with combos with longer stun. ie: duolon's A, B C
as for the timing, the DC can be cancelled from any hit, first second or third except the last hits of the , P super and the , f punch counter super. The exact timing to do the move is also not strict as sometimes I do it any ol how and it still comes out
I also like to use the A to get a counter hit and then immediately do , P super. the old
into the run and then holding dwnfwd is an old trick to store down while running and it helps Silber especially against incoming characters. I also use it to crossover with the dcu kick and SC into super. 50% damage easy
as empyrian said QSing in with Silber is sucky. He comes in too slow, so it usually doesnt combo, unless with combos with longer stun. ie: duolon's A, B C
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- ON Elite Spammer
- Posts:544
- Joined:Sat Jul 09, 2005 22:10
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- ON Elite Spammer
- Posts:544
- Joined:Sat Jul 09, 2005 22:10
- LDM can also be comboed like so:
j.D(hold back)> C> (as late as possible) f+A> b,f+E
The s.C> delayed f+A allows him to combo the LDM from a bunch of QSes, .e.g, Duo Lon's Rekka's.
- Depending on positioning, j.E> Kick Super works *if* not recovery rolled. Works best in the corner.
Actually, most of the Kick Super set ups mentioend earlier in the thread (off a B Kang Kick, off a corner Punch super) are rollable. The only unrollable set ups seem to be off a dcu+K and j.C.
j.D(hold back)> C> (as late as possible) f+A> b,f+E
The s.C> delayed f+A allows him to combo the LDM from a bunch of QSes, .e.g, Duo Lon's Rekka's.
- Depending on positioning, j.E> Kick Super works *if* not recovery rolled. Works best in the corner.
Actually, most of the Kick Super set ups mentioend earlier in the thread (off a B Kang Kick, off a corner Punch super) are rollable. The only unrollable set ups seem to be off a dcu+K and j.C.
- orochan
- Charging...35%
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- A.K.A.:Leona addict
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i'm really enjoying silber, my friend (who plays Jenet, Gato and Terry) can't deal with his sudden tearing across the screen, his charge d, u+K SC into the qcfx2+K is just painful
still no replacement for leona! she's my charge goddess!
still no replacement for leona! she's my charge goddess!
Last edited by orochan on Sat Aug 26, 2006 00:05, edited 1 time in total.
- G-Product
- Charging...69%
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I foudn the most bizzare glitch with him. Ok now this is for anyone who has this on PS2, sicne the probablity of gettin it off in the arcade is like um none
Go to training mode pick Silber....uh
Set guard to Save Shift. Hit the opponent with any attack (that they can save shift from) in this case a normal. Ok get hit by the save shift. Then walk up and perform a regular throw. It whiffs and they save shift through it???? Um ok
Silber atcually works well as anti-Gato character. d, u + K out prioritizes everything from him .
Also I didnt see this posted but the 2nd hit of f + Bx2 is an over-head, even when cancelled into.
d, u + K, qcfx2 + Kcounter, and super counter all work well as counters against save shift attempts.
Go to training mode pick Silber....uh
Set guard to Save Shift. Hit the opponent with any attack (that they can save shift from) in this case a normal. Ok get hit by the save shift. Then walk up and perform a regular throw. It whiffs and they save shift through it???? Um ok
Silber atcually works well as anti-Gato character. d, u + K out prioritizes everything from him .
Also I didnt see this posted but the 2nd hit of f + Bx2 is an over-head, even when cancelled into.
d, u + K, qcfx2 + Kcounter, and super counter all work well as counters against save shift attempts.
- Derrace
- Almost there! ...61%
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I suspect it's a bug with the auto saveshift/block, and nothing to do with the gameplayG-Product wrote:I foudn the most bizzare glitch with him. Ok now this is for anyone who has this on PS2, sicne the probablity of gettin it off in the arcade is like um none
Go to training mode pick Silber....uh
Set guard to Save Shift. Hit the opponent with any attack (that they can save shift from) in this case a normal. Ok get hit by the save shift. Then walk up and perform a regular throw. It whiffs and they save shift through it???? Um ok
I am not too sure about XI, but can set the com to auto guard/block (not the "on 1 hit"). Attack him and force him to keep blocking. Now trying performing a grab or a command grab (e.g Iori/Clark). it would also go through..
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Finally understand the logic behind the jump C knockdown- as long as Silber's fist is above the opponent when it connects, it will knockdown. This means even if the opponent is in the air, and the fist doesn't hit above, the opponent will *not* be knocked down.
Inescable stomp set ups:
(corner) j.CD (counter)> j.C> Kick Super.
(opponent corner) Saving Shift (counter)> j.C> Kick Super.
f+A (counter)> j.C> Kick Super.
Saving Shift> Stomp connects in some situations, but its rollable anyway, and *everyone* rolls after being SSed.
In addition, j.C> Kick Super is probably the combo of choice when QSing in with Silber off characters with juggle moves.
Inescable stomp set ups:
(corner) j.CD (counter)> j.C> Kick Super.
(opponent corner) Saving Shift (counter)> j.C> Kick Super.
f+A (counter)> j.C> Kick Super.
Saving Shift> Stomp connects in some situations, but its rollable anyway, and *everyone* rolls after being SSed.
In addition, j.C> Kick Super is probably the combo of choice when QSing in with Silber off characters with juggle moves.
- orochan
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- ON Elite Spammer
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Damn, I should have figured this long time back, but Silber's counter super can, after all three hits, QS straight into most of the all-juggle supers.
Silber Counter Super> QS Oswald> LDM is especially painful- 90% anywhere on the screen, just for attacking.
Exception would be Hayate, due to the slow speed of Hayate's LDM. In the corner, it can connect after all 3 hits, no problem. Outside the corner, you have to do this instead:
Silber Counter Super (2 hits)> QS Hayate> any standing attack expect for E> LDM.
Silber Counter Super> QS Oswald> LDM is especially painful- 90% anywhere on the screen, just for attacking.
Exception would be Hayate, due to the slow speed of Hayate's LDM. In the corner, it can connect after all 3 hits, no problem. Outside the corner, you have to do this instead:
Silber Counter Super (2 hits)> QS Hayate> any standing attack expect for E> LDM.
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- ON Elite Spammer
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Counter super also sets up the Ace Combos. Timing is tight tho. Damage is... wrong. 85% per pop.
Mid screen:
(Silber) Counter Super (2 hits)> QS Oswald (morph through) > Walk forward a bit> +A> (delay) +A> +B> +E.
Silber Corner:
(Silber) Counter Super (2 hits)> QS Owald (morph through)> +A> +A> +B> +A> +E.
No idea if this works off Rush DM. Maybe after 2nd hit morph through.
Mid screen:
(Silber) Counter Super (2 hits)> QS Oswald (morph through) > Walk forward a bit> +A> (delay) +A> +B> +E.
Silber Corner:
(Silber) Counter Super (2 hits)> QS Owald (morph through)> +A> +A> +B> +A> +E.
No idea if this works off Rush DM. Maybe after 2nd hit morph through.
- Empyrian
- Almost there! ...61%
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Apparently he has a move that is done by pressing ABCD.
He flashes white and uses up meter. Not sure what it does though. I assume it is some kind of power up though.
Testing time!
Edit: need people who understands Japanese well.
493 名前: 443 投稿日: 2006/10/02(月) 01:40:44 [ nG0.0mqE ]
ABCD連続押しじゃないし、どこキャンモードになる訳でもなかったし
鬼キュロットはなかったことにw
つ「絶暗転」
494 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 02:17:49 [ aZLckwto ]
キュピーン!(ハッ!…ウ○コ漏れそう)>不動(嫌、耐えるんじゃワシ!)
って感じに見えたんだ、ゴメンネ銀爺
495 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 02:26:18 [ DNcH.cbQ ]
>>494
ツマンネ
496 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 02:35:05 [ 94j0FczY ]
むしろ、そこは耐えず出す方が漢だな
497 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 02:37:17 [ ziWyUz7E ]
>>492
鬼光(きこう)って感じの名前がいいな~。
498 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 02:45:37 [ ve0blUrk ]
鬼光はちょっとかっこよすぎじゃね?
なんてったって1.5秒隙だらけになるんだぞ?
俺的にはアホほど意味ない暗転、略して「アホ」
これでどうだろう
499 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 02:49:17 [ ziWyUz7E ]
無駄に光るだけ略して無光(むこう)でどうでしょう?
500 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 02:58:38 [ ve0blUrk ]
それなかなかいいね。他になんかないかな?
501 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 03:25:53 [ ziWyUz7E ]
フェイントフラッシュ
502 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 03:30:09 [ ziWyUz7E ]
太陽拳
503 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 03:31:23 [ ziWyUz7E ]
セクシィーコマンドー
504 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 03:34:57 [ ziWyUz7E ]
セクシィーコマンドー奥義 無効
or
セクシィーコマンドー奥義 太陽拳
505 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 03:35:41 [ ziWyUz7E ]
ミスった無光だった。 すまそ
506 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 03:36:58 [ ve0blUrk ]
太陽拳に一票
507 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 03:50:41 [ d4X.k5OM ]
なんかこのネタやってみてドラクエの「不気味な光」を思い出した。
きっと相手キャラが魔法に弱くなるんだよ
508 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 04:35:21 [ ve0blUrk ]
例えばどの魔法?
509 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 09:41:07 [ VwtAN8zs ]
サルゲーリ(単体に約180ダメージ)とかカカトーマ(グループに即死)とか
510 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 10:25:52 [ zPtXRH6g ]
グランQS>暗転>普通に追撃
とかは無理かな?
うん。ただのゲージの無駄遣いだけどね。
511 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 10:53:49 [ DyyKBxS2 ]
>>510 それいいねw
ちょっくらゲーセンでやってみる
512 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 13:18:31 [ 94j0FczY ]
爆真みたいに体自体に当たり判定…は無いか…
513 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 17:34:51 [ T1ksNQ3Y ]
ポチョムキンの一撃必殺技みたいなことやってる銀爺を思い浮かべた
514 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 18:22:10 [ 24IKSlkI ]
ブランドリサイクル~♪
515 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 19:36:11 [ lTXMrYxg ]
投げが決まった瞬間や飛び道具が当たった瞬間に出すと
暗転せずピカーンと光って無意味にカッコイイw
とりあえず投げ当て身でも飛び道具当て身でもなく、タイマン解除でもなく
使い道が分からんね
516 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 23:33:42 [ KmHtR0iA ]
>>492
挑発伝説
517 名前: KOF好きな名無しさん 投稿日: 2006/10/03(火) 00:33:36 [ kBq8sFQ6 ]
名前か……
発動するとき少し『ブルルッ』と奮えてるから武者震いならぬ
鬼震い
駄目だな(´・ω。:・゚+∴。・゚
518 名前: KOF好きな名無しさん 投稿日: 2006/10/03(火) 01:13:02 [ HjU8NeRU ]
もう名前は「鬼のひらめき」とかでいいよ
519 名前: KOF好きな名無しさん 投稿日: 2006/10/03(火) 01:13:54 [ eJQQ5PJs ]
ピカダリ~
He flashes white and uses up meter. Not sure what it does though. I assume it is some kind of power up though.
Testing time!
Edit: need people who understands Japanese well.
493 名前: 443 投稿日: 2006/10/02(月) 01:40:44 [ nG0.0mqE ]
ABCD連続押しじゃないし、どこキャンモードになる訳でもなかったし
鬼キュロットはなかったことにw
つ「絶暗転」
494 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 02:17:49 [ aZLckwto ]
キュピーン!(ハッ!…ウ○コ漏れそう)>不動(嫌、耐えるんじゃワシ!)
って感じに見えたんだ、ゴメンネ銀爺
495 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 02:26:18 [ DNcH.cbQ ]
>>494
ツマンネ
496 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 02:35:05 [ 94j0FczY ]
むしろ、そこは耐えず出す方が漢だな
497 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 02:37:17 [ ziWyUz7E ]
>>492
鬼光(きこう)って感じの名前がいいな~。
498 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 02:45:37 [ ve0blUrk ]
鬼光はちょっとかっこよすぎじゃね?
なんてったって1.5秒隙だらけになるんだぞ?
俺的にはアホほど意味ない暗転、略して「アホ」
これでどうだろう
499 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 02:49:17 [ ziWyUz7E ]
無駄に光るだけ略して無光(むこう)でどうでしょう?
500 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 02:58:38 [ ve0blUrk ]
それなかなかいいね。他になんかないかな?
501 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 03:25:53 [ ziWyUz7E ]
フェイントフラッシュ
502 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 03:30:09 [ ziWyUz7E ]
太陽拳
503 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 03:31:23 [ ziWyUz7E ]
セクシィーコマンドー
504 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 03:34:57 [ ziWyUz7E ]
セクシィーコマンドー奥義 無効
or
セクシィーコマンドー奥義 太陽拳
505 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 03:35:41 [ ziWyUz7E ]
ミスった無光だった。 すまそ
506 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 03:36:58 [ ve0blUrk ]
太陽拳に一票
507 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 03:50:41 [ d4X.k5OM ]
なんかこのネタやってみてドラクエの「不気味な光」を思い出した。
きっと相手キャラが魔法に弱くなるんだよ
508 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 04:35:21 [ ve0blUrk ]
例えばどの魔法?
509 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 09:41:07 [ VwtAN8zs ]
サルゲーリ(単体に約180ダメージ)とかカカトーマ(グループに即死)とか
510 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 10:25:52 [ zPtXRH6g ]
グランQS>暗転>普通に追撃
とかは無理かな?
うん。ただのゲージの無駄遣いだけどね。
511 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 10:53:49 [ DyyKBxS2 ]
>>510 それいいねw
ちょっくらゲーセンでやってみる
512 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 13:18:31 [ 94j0FczY ]
爆真みたいに体自体に当たり判定…は無いか…
513 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 17:34:51 [ T1ksNQ3Y ]
ポチョムキンの一撃必殺技みたいなことやってる銀爺を思い浮かべた
514 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 18:22:10 [ 24IKSlkI ]
ブランドリサイクル~♪
515 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 19:36:11 [ lTXMrYxg ]
投げが決まった瞬間や飛び道具が当たった瞬間に出すと
暗転せずピカーンと光って無意味にカッコイイw
とりあえず投げ当て身でも飛び道具当て身でもなく、タイマン解除でもなく
使い道が分からんね
516 名前: KOF好きな名無しさん 投稿日: 2006/10/02(月) 23:33:42 [ KmHtR0iA ]
>>492
挑発伝説
517 名前: KOF好きな名無しさん 投稿日: 2006/10/03(火) 00:33:36 [ kBq8sFQ6 ]
名前か……
発動するとき少し『ブルルッ』と奮えてるから武者震いならぬ
鬼震い
駄目だな(´・ω。:・゚+∴。・゚
518 名前: KOF好きな名無しさん 投稿日: 2006/10/03(火) 01:13:02 [ HjU8NeRU ]
もう名前は「鬼のひらめき」とかでいいよ
519 名前: KOF好きな名無しさん 投稿日: 2006/10/03(火) 01:13:54 [ eJQQ5PJs ]
ピカダリ~