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Messages - SPLIPH

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Are most people happy with the netcode for 3-4 bar? I thought it was great at first, but I guess I haven't played enough matches or with enough people.

I had a really bad time trying to play on Sunday. Played about 7 or so random people at 3-4 bars and every match was very stuttery. It was unbearable. Going to try again today.

Terry Bogard / Re: Terry Bogard (Console)
« on: August 31, 2013, 04:37:12 AM »
so I just went to look at the wiki frame data for terry since I got blown up today but a terry that kept doing crack shoot > and looping it over and over.....

is that shit really -1 on stand block and +2 on crouch block? Wtf ??
If he is close enough to do close st.C, you should be able to tick throw him out of it. 1 frame command grab is the best option. Further away from that I would just try to poke with a 4-5 frame normal. I personally do not have enough experience being on the receiving end of this. I don't think I'm good enough to give proper advice on that. Maybe someone else can give some input. I think that B Crackshoot is -2 standing while D Crackshoot is -1.

 I can say that who I'm used to playing would blow me up for this regardless of if they had a 1 frame CG. Terry can space his crackshoot to not be punishable in most situations, but he will be in range for far C to come out instead. I'm not sure if this works on Kyo's EX Orochinagi or the biggest range CGs. A spaced crackshoot will hit at a lower angle of the kick even when you stand block.

I think the only thing to watch out for aside from spacing, if you are tick throwing the crack shoot, I think Terry can do C Tackle to beat it? It's a bit of guessing game though that imo is not in Terry's favor. If he guesses wrong he will get blown up by a HD combo unless it's early on in the first round.

Offline Matchmaking / Re: NorCal KOF!
« on: August 31, 2013, 04:13:10 AM »
Can you add me from Profile link?

Terry Bogard / Re: Terry Bogard Combo Thread
« on: August 31, 2013, 03:53:50 AM »
Has anyone checked out the rumored Terry neo max hitting fully in the corner in climax/steam edition yet? I've only seen it mentioned in comments sections so far. If this is actually the case it takes away so much of the situational (position wise) HD combos element away from Terry and makes him have a super easy set of HD combos for 3-4 bars that do 850+ to kill very quickly for minimum hits and time consumption, making him a way bigger threat in the first or second slot. I've got 862 for 3 bar and kill for 4 that are relatively easy that just depend on the spacing being mid screen off a close standing D.
This shouldn't be a rumor. It works. I always thought the standard was 3 hits for NeoMax though. Regardless, this combo doesn't change anything about how spacing strict it is to MaxCancel with Terry. Terry can potentially MaxCancel anywhere on screen with 3 hits of Neomax though. Maximizing the damage, there's about 7+ combo variations to do to cover the entire stage. For reference, 5 A knuckles cover the stage. 1 f.A = 1 A knuckle. His MaxCancels usually rely on using 0-2 f.A + 0-1 A Knuckle to get them to work. Past midscreen, there is stuff to do for slightly less damage, that is a bit more open on spacing.

The easiest combo starters in the corner would be:
cr.B > cr.A > cr.C > HD > cr.C
st.C > df.C/f.A > HD > cr.A > cr.C     > Power Wave > Power Geyser > NeoMax > Burn Knuckle > Crackshoot > Tackle
st.D > f.A > HD > cr.A > cr.C

cr.B chain done at max range will not work. Same deal if you start with a jump-in and hit at max range with j.D. I think this combo is reliable enough to hit confirm if you are able to land it, but it's not reliable enough to do off any hit you land in the corner. That is what the problem is compared to the rest of the cast. Doing st.D > (delay) df.C after a full HD slide can fix this issue, but I think doing a consistently and perfectly delayed df.C is much more unrealistic.

All that said, you make a good point. Terry can potentially land 80-90% anywhere on screen from a cr.B with 3-4 bars+HD. Even if it's spacing strict, a lot of the cast can't get that much damage off a cr.B. I think 1st and 2nd are his best positions depending how you use his meter.

I'll just say after close 2 years of using Terry a lot, the only part of the screen I don't feel comfortable doing a MaxCancel, assuming on 1P side, would be after the 2P starting position, but between the corner (about 1/4 or 1/5 of the stage from the corner?). The only way to get a Max cancel here is to ommit f.A before HD activation, and activating into a st.C (1 hit) > Power Geyser.

I wouldn't mind seeing a video for this if you have the time. I've tried experimenting with it and I'm not sure to keep my opponents on their toes with it.

Offline Matchmaking / Re: NorCal KOF!
« on: August 31, 2013, 02:27:18 AM »
Anybody in Norcal want to try playing on Steam? I'm in Auburn, about ~140 miles north of San Francisco, ~165 for San Jose, ~120 for Modesto.

I've tried just playing with randoms and it hasn't been a good experience. Nobody really communicates and they all leave after ~2 matches. I've had incredibly smooth matches with 3/4 players and I can't tell if it's the same on their end, or where they are from, or why they are so quick to leave. =[

How do I message other players on Steam? I haven't really used Steam much for online games in many years. Would be nice to ask people how the connection felt for them, where they are from, etc.

Ok, I played with a chilean, a brazilian and a colombian

the chilean was at 300 miles of distance from mine and the match was PERFECT. 4 bars, cero lag

the brazilean was at 1200 and the delay fluctuated between 1- 3 bars, but in the match, it was great too, I could feel some lag, but still, I had no problems playing the match.

With the colombian I had problems, 2700 miles aprox, and it was unplayable.

Still, from the moment I could play with my friends from chile, who are a LOT (30 aprox) so from the moment, I'm glad with the netcode, but if SNKP could improve it more, I will be happy
Hmmm... Maybe I am just paranoid about the host advantage then. Kinda upset how nobody has wanted to stay more than a match or two regardless of how smooth it felt. Idk why people would be so quick to leave if it was just as smooth on their end.

Couldn't find any matches all afternoon today. When I played late at night I had matches with 4 people one right after the other. As far as lag goes, maybe the first 3 people I played were just a fluke. Either that or the signal readings are not accurate at all. I just don't understand how I could not feel even the slightest bit of lag when the signal was constantly changing between 1-4

Karate, Benni, Hwa/Kim sure makes for one mean ass team. If the past KoFs were really less balanced, I'm not sure how I'd feel being on the receiving ends of such teams. =o

Anybody else having this problem with the sprites? Somebody uploaded a pic of it.

Is there a host advantage still going on...? I hosted a game and things felt too good to be true on my end. This guy varied from 2-4 bars and I didn't feel any lag at all. After the 2nd match it said it was 1 bar and he left. I feel like it must have been really laggy for him.

I've played 4 people so far and only felt lag with one person. It was wierd though. I didn't feel the lag much in my inputs. I've played 3 bar matches on console with more input lag. The game was just running like a slideshow so it was unplayable.

Haven't tried the beta yet, but I wonder if the 3-4 bars are really any better than console. Based on the feedback i've read, it doesn't sound any different. Just the 1-2 bars which would likely be unplayable regardless...

3 bar has only worked for me if it's a stable ping on both ends. All my bad experience with 3 bar have been with people that will get 2 bars sometimes when they join. That said, I can't really say a stable 3 bar is fully acceptable compared to offline.

Comparing to offline, it seems like it would be no different where only 4 bar is acceptable, if even that. On console I've only had bad experiences with 4 bar when the ping wasn't stable for both players (alternating between 3 and 4). I wish we could just see the numbers in real time instead of this color coded nonsense that only shows a reading for the moment you join the room.

Anyways, these devs in charge of the beta seem to have some decent communication. Have they said anything about rollback netcode though? A lot of people have posted about it and they seem to be dancing around that question. No matter how much they fine tune it the way things are, everyone will still be restricted to more local online play. That just isn't possible for most of the world. It's hard enough for me to play online being 3+ hours away from an offline scene.

Apparently, everyone that pre-ordered has access to the beta now.
Is this ongoing, or did I snooze and lose?

I was holding off my pre-order for a bit since I'm low on cash. I'll just get it in now if I can join the beta.

Offline Matchmaking / Re: NorCal KOF!
« on: August 25, 2013, 02:09:25 AM »
I'd love to play with everyone on Steam if the netcode is legit.

Training Room / Re: David Kong is here to answer your noob questions!
« on: August 13, 2013, 12:57:34 AM »
Are normal moves the same amount of negative/positive frames on hit as they are on  block?

Ex: I poke with far C. It is -6 on block. Is it -6 on hit too?

Terry Bogard / Re: terry bogard matchup thread
« on: June 11, 2013, 07:14:17 AM »
You should punish with st.B and far C. ( 6 and 7 frames)

IIRC, A Gatling is -10, C Gatling -16, EX Gatling -10.

With practice it shouldn't be any problem to do consistently offline. Online it is tough to always get it. You can cancel into Buster Wolf or an HD combo when you're confident at punishing it.

I don't think there's any spacing issues with st.B and far C. At -10 it is just a stricter punish when you can only throw out a 6 or 7 frame move.

I can't remember if cr.B always connects, but an easier punish would be cr.B > qcf.B > qcf.B

Edit: I probly shouldn't had said anything before since I hadn't played in awhile, heheh. No one has bothered to correct me yet though. I think best punishes would be cr.C and df.C. If you are having trouble with consistency I think df.C is the best bet since it's 4 frames. Both easy to cancel into specials and HD.

The only real thing to watch out for is if the 1st hit is blocked and the 2nd hit whiffs. It's still punishable, but that's easy to throw off your timing if you're not expecting it. I unfortunately can't give any advice as when to expect the 2nd hit to whiff or not.

The 1st hit can whiff while the 2nd hit connects, but that's a bit easier to react and punish.

General Discussion / Re: Tier lists and Character Discussion Thread
« on: May 30, 2013, 08:30:18 AM »

AAA+++: Mr. Karate, Hwa Jai, EX Iori, Benimaru, Kim
A+: Claw Iori, Both Kyos, King, Yuri, Takuma, Chin, Shen Woo
A: Vice, Saiki, Duolon, Raiden, Andy, Ryo, K'
A-: Kensou, Kula, Mature, Ralf, Clark, Terry, Daimon, Robert, Athena
B+:Joe, Leona, Billy, Liz, Ash, Maxima, Mai

I agree with the top tier all the way. That's how I felt for a long time now.

I think anybody in this game will kick ass in the right hands, but it suprises me to see Daimon right next to Terry and Athena. I always thought Terry was a bit underrated despite his lack of tools, but suprises me to see him not in the bottom tier for once. Taking note that Terry/Athena aren't in the bottom tier this time.

I wonder why Billy is so low. I know he has his weaknesses, and not the greatest damage output,  but he just seems so damn good in the neutral game. I remember asking about him before and the only real answer I got was "he's weak against fireball chars". Why is Billy a bottom tier character? How do I take advantage of his weaknesses aside from throwing out fireballs? I'm not up to date with streams anymore, but he seemed very effective even in top level tournament play.

I could say similar for Joe, but people have always seemed to thought lowly of Joe.

Maxima was always considered low, but I find him terrifying to fight without a good sweep.

As for Mai, she always seems to be the bottom character. She has bad vertical reach and poor wake-up game, but aside from that her normals seem so damn good. Is it really all about the wake-up game/reversals?

Terry Bogard / Re: Terry Bogard Combo Thread
« on: April 28, 2013, 06:42:59 AM »
Wow. I've never seen 5 hit trinity geyser. That's awesome.

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