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Messages - venusandeve

Pages: [1] 2 3 ... 15
1
That's a limiting belief too. People need to quit insulting their own intelligence and realize that the game can be understood and learned properly. People saying the game is hard are giving up already. Every new and different fighting game can be difficult to learn at first (like any sport, or skill) but once you take the time out and practice, research information, ask questions and gain experience, you can improve and learn it.

KoF is was the first FG I learned to play. I can't play SF because of how weird having one jump type feels to me.
What I mean is, in KoF, you don't get to hit confirm with a 4+ hit combo like marvel or BB. Light hits have so little hit stun it's harder to combo into other stuff and heavy hits are risky. Hitstun from jumping heavies isn't that long and became even shorter post patch. Cancelling windows are much tighter than most current gen fighters and last but not least: In KoF there's a game of chess going on where movement is concerned. If you jump, you can't block. If you j.attack, you can't use another normal. AB roll? Vulnerable at the end and can be thrown.  Hit a juggled opponent? He resets to neutral. You can only hit on the lower portion of a juggled opponent (mature's NM for instance, won't hit an enemy falling down).

I'm not an ambitious player, I'll give you that. And I can kind of manage my way around a stick. But coming back to KoF after long periods of playing something else always means woodshedding.

Now that's said, I'll add this: I hope the next KoF feels a bit more modern. KoF was cutting edge when it first came out (first game with supers) but right now, it feels rather rigid and some things are plain dumb. Not being able to OTG, not being able to punch twice in a jump, really small hitboxes on falling opponents, no air recovery (EVEN LAST BLADE 2 HAD IT!!), specials that don't link for the sake of not linking and above all, moments in which you can't really do anything (Leona's J.qcb+A comes to mind...).

I'm not "just" feeling challenged any more. I'm bored too.

2
...people still have this limiting belief of "KOF IS HARD".

Des, I've been playing around with other fighters and TBH, KoF IS kinda hard. It's not unrewarding hard, but it has a steep learning curve if you compare it to, say, GG or SG. Although the strategic layer has enough to learn, execution is key. And no assists to bail you out or set stuff up.

3
General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: November 18, 2012, 03:38:56 AM »
Hell, if they had this kind of security around stuff, their credit card database wouldn't have been hacked!

*BADUM, TIS*

4
General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: September 13, 2012, 12:30:56 AM »
had that with yuri, hate her standing normals but she has nice tools... it's really hard to decide whether or not to drop a character after doing so much grinding.

5
General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: August 29, 2012, 09:00:01 PM »
they've done 3d backgrounds before, why not in 14?

6
General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: August 23, 2012, 12:35:52 AM »
methinks you just hit the pink drink one time too many ;)

7
General Discussion / Re: KOF Community Growth and Outreach
« on: August 22, 2012, 12:40:05 AM »
i heard it costs 20 grand to put a patch out on XBLA (got that on the skullgirls forum).

8
General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: August 20, 2012, 02:57:23 AM »
Hey solid, does the digital copy have cinematics?

9
General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: August 04, 2012, 12:57:50 AM »
Lol, the downside of being the headliner...

10
General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: August 03, 2012, 10:37:46 AM »
I know it won't be on xbla because it would be too big.

11

About the invincibility in the wake up and blockstun for the command grabs. Thats one of the best thing in KoF, no need to change that. I was talking about the normal throws  ;fd;c ,  ;bk ;c;fd;d ,  ;bk ;d ; thats what I think they need to change because of the accidental throw for the punish among other things.

tyrant, i actually think what we need is a standard guard cancel, one that requires pressing  ;fd after blocking to go from block stun to neutral during the last bit of blockstun. TBH, i think that if you're throwing instead of punishing, it's because the game reads C/D followed by a quick  ;fd as C/D +  ;fd. I hate it too, but changing to anything else instead of just fixing that little idiosyncratic glitch is going too far, IMHO.

12
General Discussion / Re: Official "Show your Color Edits" Thread
« on: July 30, 2012, 06:32:56 PM »
Hungry for colours huh? ;) if uu can wait till 2nite, i can do the codes for leona for you.

EDIT: DONE!

That was the last time I uploaded several at once without doing the codes...

13
yeah, that's true, i hate pressing HP, forward and having it being read like a throw...

14
If anything, get rid of normal throws and give everyone a command grab that can chain into other things.

15
hey, don't touch my grabs!

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