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I haven't been playing for very long against live players, but yesterday I had a Kyo vs Kyo match in OG 98. So this thing happens: the opponent knocks me down and does qcf+A (Aragami aka "body ga") on my wakeup. I'm pretty confident my light DP would beat it with autoguard. Instead, I get countered, my attack doesn't even hit him. The spacing is pretty close too, so he connects the followups too. I feel dumb but it's my wakeup again, and the same thing happens: he does Aragami, I do a light DP and get countered! I feel like a total noob.

So, in short: the opponent simply does rekkas on my wakeup, and my reversal light DP doesn't do anything.

I know Kyo's light DP does have a full-body hurtbox on the autoguard frame. But I still don't get it… Why doesn't autoguard catch him? Does he somehow hit my hurtbox too? It's almost like I'm trying to DP a projectile.

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Training Room / Re: Gameplay video critiques
« on: January 08, 2016, 02:07:52 PM »
https://youtu.be/8hFmwgDrxxA

First time against a good grappler player online in KoF '98 (Fightcade). There was some lag so if occasionally I do something really stupid (like Terry's f+A), that's probably it. (Plus it was my 5th game vs a living opponent overall)

I admit I don't usually use grapplers, but playing against Vice made me reconsider. My biggest avoidable mistake was not blocking low, I realized it halfway through the games. Vice can and does cancel cr.B, and that hurt me more than anything else.

But beyond that, there are certain tactics I'm not sure I know how to respond to: for the most part, the player used rolls to get behind me while I did standing attacks, then use an invincible throw. I didn't know Vice very well, so I assumed it was not invincible, but on the 10th grab it became apparent that it was (confirmed through FBA with collision boxes turned on).

It's pretty hard to react to, and I didn't use throws as much as I had to in that match. But what surprised me was how easily he could roll behind me and just do a throw—I never could hit him on the ending frames of the roll. I again checked this in FBA: the results were inconsistent, but 50% of time I could roll behind a player who mashed cr.B or cr.A and grab him with an invincible throw.

The obvious choices are to hop with/without attack, or simply move away from them. But it requires reaction, or maybe better reads. Plus, something irks me about just escaping from a grappler—I wish their actions made them eat a dip hit and a combo off it, but it just doesn't happen, plus grab whiff animations are ridiculously short. People also suggested meaties to me… but it requires a precise timing, because the character has to attack in the correct direction. With a normal grab, this isn't a problem, because you can press forward or back and the grab will still come out.

So I think like I'm in an unequal situation here… Please help!

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Recently I've been practicing playing Kyo in OG KoF '98, and I just can't seem to get the hang of following up his hop B with his cl.C. I think it might be because he attacks with his knee, and the hitbox is located a little below his body. As a result it connects earlier than, say, Benimaru's hop C, which I can follow up more consistently. Most of the time I press the button too early and nothing comes out. With crouching opponents it's easier though.

Any tips on how to get better at this? Or is KoF '98 simply less forgiving than 2002 in terms of following up jump-ins?

Keep practicing. Keep in mind that light jump normals have less hit stun than heavy jump normals, so be sure to keep that in mind, and dont give up. I can't really say much to help you deal with it faster, but if you believe you can do it consistently and keep practicing it, you will eventually.

Wait a minute… It says right here http://dreamcancel.com/2011/10/31/hitstun-and-blockstun-miniguide/:

"Jumping light attack: 11 frames hitstun, 9 frames blockstun
Jumping heavy attack: 11 frames hitstun, 17 frames blockstun"

I see this everywhere, so I assume they really have the same hit stun but different blockstun.

4
I've gone to playing OG KoF '98 after 2002, and it seems that the timing for following up jump-ins is a lot stricter in it.

Recently I've been practicing playing Kyo, and I just can't seem to get the hang of following up his hop ;b with his cl. ;c. I think it might be because he attacks with his knee, and the hitbox is located a little below his body. As a result it connects earlier than, say, Benimaru's hop  ;c, which I can follow up more consistently. Most of the time I press the button too early and nothing comes out. With crouching opponents it's easier though.

Any tips on how to get better at this?

5
Recently I've been practicing playing Kyo in OG KoF '98, and I just can't seem to get the hang of following up his hop B with his cl.C. I think it might be because he attacks with his knee, and the hitbox is located a little below his body. As a result it connects earlier than, say, Benimaru's hop C, which I can follow up more consistently. Most of the time I press the button too early and nothing comes out. With crouching opponents it's easier though.

Any tips on how to get better at this? Or is KoF '98 simply less forgiving than 2002 in terms of following up jump-ins?

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