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Messages - CrystalCore

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I guess now we know where Athena's chinese martial arts instructer comes from:

http://youtu.be/KQMNllz6aE0?t=2m11s

 ;) ;) ;)

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Benimaru's looks and a number of his special moves are homages to anime characters.

His Three-Stage Reflex Kick and his Phantom Hurricane super come from Polymar.
His Flying Drill kick and Raijinken come from Casshern.
And obviously his appearance is very similar to Polneraff from JoJo's Bizzare Adventure.

Ironically, despite the references to anime, he hates anime and otakus.

That's intentional on SNK's part.

Other anime references in SNK that I can think of off the top of my head:

Athena (the Greek Goddess, not the schoolgirl idol) = Athena from Saint Seiya.

Ryo Sakazaki = Ein, the Bounty Hunter from Fist of the North Star 2.

Geese Howard = Souther, also from Fist of the North Star

Andy Bogard = Shin, also from Fist of the North Star.

Mr. Big (Art of Fighting) = Umibozu from City Hunter.

--

I'm not even kidding about Ryo.  He literally looks like Ein.  Go watch it if you don't believe me.

---

What's even funnier is that Casshern and Polymar made their first ever appearances in a fighting game (Tatsunoko vs Capcom) long after their actual special moves did, with the introduction of Benimaru in KoF 94.

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Why not just brutal for it's time, this is brutal now lol

The sheer punishment of hapless thugs lol

Didn't see a move near 17m47 that looked like katategoma, but after seing that, but it's in there somewhere.

It's located around the 19:07 minute mark or so.  

I started at 17:47 because that's where he starts fighting.

If you think Polymar is brutal in his own show, go play Tatsunoko vs Capcom.  His combos combined with hypers can take 80% of your health.

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Benimaru's "Shinkuu Katategoma" was lifted from the 1974 Tatsunoko anime "Hurricane Polymar."

http://youtu.be/gVXdlHi4moQ?t=17m47s

Polymar is also playable in Capcom's recent fighter "Tatsunoko vs Capcom."

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General Fighting Game Discussion / Re: Tatsunoko vs. Capcom
« on: August 01, 2013, 07:30:44 AM »
The only current-gen Vs. series game I like playing.

I hope I'm not the only one who liked this game... it'll get really lonely in this topic if that was the case.

I only play the arcade version though, but it's all good. I play mostly as Batsu and Casshan, but I also try out everyone else.

Sorry to necropost, but I just noticed something:

Benimaru from all the King of Fighters games shares moves with Tatsunoko's "Hurricane Polymar," in particular the technique "Shinkuu Katategoma."

His Raijinken is also taken from Casshern's "Denkou Punch."

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Training Room / Re: Differences and similarties between SF to KOF13
« on: January 12, 2013, 07:30:28 AM »
-Ryo and Ryu. Ryo almost 100% reminds me of Ryu and shoto characters in SF. He has one of the strongest ground games in KOF 13 with high priority, fast ground normals, and a fireball shield that is difficult to get past. He has a fireball,  a traditional Street Fighter DP, and a move very similar to a SF shoto's tatsu. He also has a parry, so 3rd Strike fans may take a liking to him, although you can't quite use his parry the same way you would parry in 3S.
-Yuri and Akuma. Yuri has Akuma's demon flip, and an air fireball. You can do demon flip mixups with Yuri similar to how you would with Akuma in 3s (canceling demon flips from ground normals), except Yuri's demon flip has stupid good crossup potential compared to Akumas, and her demon flip throw is less effective outside of combos.


If I remember correctly, the original Art of Fighting had several former Capcom employees who worked on it, so it is not surprising the Sakazaki clan and Robert are obvious clones of the Shotos.  

Dan and Sakura from the Street Fighter II universe are deliberate parodies by Capcom of Ryo, Robert, and Yuri.

Dan's "fireball" is a parody of when Ryo, Robert, or Yuri's spirit meter in Art of Fighting II is empty and no fireball comes out.  Dan even has his own Hien-shippu-kyaku, just like Ryo.  Also, in Street Fighter Alpha, one of Dan's win quotes is, "I want to win the King of Fighters and not Street Fighter."  I kid you not.  Go play it if you don't believe me.

This has been common knowledge in the Fighting Game community for over 15 years.

Art of Fighting and Fatal Fury took a lot from Street Fighter and Street Fighter II since those games were SF and SF2's contemporaries.

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As for differences between SF and KOF games in general, the most obvious is:

Boss fights:

Akuma, Dictator, Gill, Urien, and Seth are far, far easier to defeat than any SNK boss, but that's pretty obvious.  

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Training Room / Re: Kim Kap Hwan in KOF 94 - 2000
« on: January 06, 2013, 11:21:02 PM »
Kim's bread and butter range for those particular years (though 98 can do damage in close) is mid range. I use close range in head games or mixing things up to not have a human opponent read my moves. His mid range is a lot safer then his close range. Against a computer opponent that's hard to mix things up with close range and it can get you in trouble. Real quick. Best close range he has is his normal attacks. They hit from different angles to throw off your opponents. It just takes a sec to familiarize yourself to them.

On his qcb + K move the object is to graze him. The further away you are to him while still getting in his hitbox the safer you are. Master the in air qcf + K move. On a short hop it's harder to punish and a good setup for close range attacks, but the best way to use it is to be in mid range to start then short hop to not give your opponent time to prepare for it. He always has good range on his flash kick (down up k) I think the hit box is right in between close and mid range in the earlier games starting in 02 I think it extends to mid range. Better to use LK cause it's safer on most occasions.  I'm playing 98 and 02 of late mostly so my 99 is rusty.

So what you're saying is use Hishokyaku (his air qcf +k) to get close enough to Krizalid, but still be in Kim's mid-range to use Kim's normals?

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Classic King of Fighters / Help Beating Krizalid in KOF99
« on: January 06, 2013, 08:10:36 AM »
How do I beat him while playing as Kim Kap Hwan?  Does Krizalid have any easily exploitable A.I. loops?  I've been looking on Youtube for any playthrough videos, but can't find any for Kim.

Yes, I know that practice is required, as well, but I am sure someone here has done it.

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Training Room / Re: Kim Kap Hwan in KOF 94 - 2000
« on: January 06, 2013, 04:11:13 AM »
I am trying to be at least competent at these particular SNK games using Kim Kap Hwan, so I have several questions:

Uh, what KOF game specifically are you talking about?

Also, just to let you know, we try to specialize in competitive play against other humans rather than fighting the AI. If you have a question regarding older KOF games, you can find some stuff in this section http://dreamcancel.com/forum/index.php?board=20.0

KOF99.  I guess I wasn't being specific enough.  Sorry about that.

I don't consider myself good enough to go up against other people, so that's the only reason I asked about the AI. 

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Training Room / Kim Kap Hwan in KOF 94 - 2000
« on: January 06, 2013, 03:08:11 AM »
I am trying to be at least competent at these particular SNK games using Kim Kap Hwan, so I have several questions:

1) What are some good ways to practice Kim's normals and combos? Also, in the KOFs I mentioned which have Ground Stomp that can be cancelled into his DM, how much buffering is needed to pull it off consistently?

2) As SNK players here on these forums are well aware, the boss fights are ... something else, and even have their own named Syndrome, which needs no introduction.

The problem I am having is that by using Kim Kap Hwan, he needs to get in their faces to have any chance at all, especially with Goenitz and Krizalid.

Besides practice (obviously) and exploiting A.I. Loops, how on Earth do you get near them to be able to do any damage? What do you guys do in those particular KOF editions? I know I am going to kick myself (no pun intended) trying to find the A.I. loops, but what A.I. loops are there that Kim can exploit?

Over at shoryuken.com's forums, I was told that the Bogards and Kyo, among others, were noob friendly characters, so is it a bad idea to use Kim as one's first SNK character? Also, I am using a Madcatz Brawlstick (the one with the WWE art).

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Social Club / Unusual Problem and a Request
« on: September 12, 2012, 05:34:27 AM »
Does anyone here also frequent Shoryuken.com's forums?  

If so, can one of you PM one of the mods over there to manually activate my forum account there?  My username there is also CrystalCore.

Their e-mail activation system does not work for me, no matter how many times I click the "re-send activation e-mail" button and even after whitelisting shoryuken.com in my e-mail's spam filter, I never receive the e-mail.

What's worse is that I cannot post while the account is not activated, so I also cannot message any mods to try to get out of this annoying limbo.

I've tried using the main site's contact email and the contact us button in the forums, but no one gets back to me.

If anyone here could help me, I would really appreciate it.

------

9/12/2012 Edit:  Please disregard.  The issue has now been resolved.

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SNK Games / Top 5 Easiest SNK Bosses
« on: August 25, 2012, 06:34:10 AM »
Everyone here knows that SNK bosses are famous for their difficulty and cheapness, so:

In the forum's opinion, what SNK bosses are the easiest?

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King of Fighters 98/UM/FE / Re: KOF98UM - Kim
« on: August 15, 2012, 05:57:03 AM »
Lower the sound.

KOF98 세계2위 대입구 동영상 1 (LOWER SOUND)

I know this is a bit of a random comment, but at 4:57 in the video, since they're in the Middle East, isn't Athena supposed to be covered up? 

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Pro-Gear / Beginner's Fightsticks That Are Easily Upgradeable
« on: August 12, 2012, 10:59:30 PM »
I am looking into getting a fight stick and a lot of people say that the Madcatz SE Brawlstick is easily upgradeable if one wants to put in Sanwa or Seimitsu quality parts later.

Are there any other brand fightsticks similar to the Madcatz ones in terms of just switching in and switching out arcade parts without being able to solder?

Also, if I wanted to use a fightstick for both fighting games and shooting games/shmups (stuff like Gradius, Galaga and R-Type, not 1st Person Shooters), would it be better to use Seimitsu for the joystick?

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