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Messages - SakuyaSama7

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Online Matchmaking / Re: KOF XIII Steam Edition - Online Player Matchmaking
« on: September 28, 2013, 09:13:31 PM »
Still new to KOF so I'm definitely a novice player. Willing to do long sets at least once a week.

Steam name: #iDOLS sakuya a.k.a FREE BODIES
Location: Southern California

Connection info:

Pingtest to farthest West in-country:

Pingtest to Midwest:

Pingtest to farthest East in-country:


5-y/o rig, but can still run KOFXIII at 60FPS even while recording or streaming using OBS.
OS: Win7 Ultimate 64-bit
CPU: Intel Core2Quad Q6600 2.4GHz
GPU: Nvidia GTX460
60 FPS Windowed/Variable/Static/-r


Pro-Gear / Re: Fight Sticks?
« on: September 11, 2013, 05:40:01 PM »
Also you should be smacked for having that kind of artwork slapped on a stick.

Then this guy?

B15SDM The iDOLM@STER Stick Showcase

Pro-Gear / Re: Fight Sticks?
« on: September 11, 2013, 07:59:21 AM »
Necro-ing because valid questions apart from a little showcase.

I've been thinking of modding my stick to dual-mod (Tekken 6 wireless), but there was also this option of buying an eightarc or qanba Q4 at close to the same price. I've calculated that grabbing a PS360+ PCB, $4~ clear buttons (Senwa v Seimitsu question incoming), new microswitches, and a Sanwa JLF, it would almost be the same price as buying a full stick. However, I can "trickle" my mod parts, upgrading the stick slowly until it's complete. I can't do that with buying a replacement stick.

Now that we have that overview, QUESTION TIME:
1) Mod vs the two options. Does anyone have any experience with at least the Qanba Q4? It's the cheapest one on offer that has dual-mod. I've read somewhere that they're prone to breaking down easier than many other sticks at its price range.

2) Senwa vs Seimitsu buttons. I tend to graze over buttons when I play, and when I input, it's not a snappy push, it's me throwing down the gauntlet (or at least a giant finger) onto the button. Which one of these is snappier and less sensitive to light accidental inputs?

3) On both of these buttons for the clear/translucent ones, what's the inner diameter of the plunger where you can put art inserts? I've seen unconfirmed numbers thrown in like 22mm for the 30mm buttons, or approximations like a dime for the 24mm and a nickel for the 30mm, but I need hard numbers because everything will be sent to a print shop for higher-quality printing.

On that note, I've been working on some art for this stick. Just a note, there's a reason I have #iDOLSPORTS on my forum title. It's a little group a bunch of FGC friends made about a year ago, maybe two now, playing iDOLM@STER 2. Because most of us were big fans of iDOLM@STER (and now Love Live! and Aikatsu, too), during a stream we had been jokingly (maybe half-jokingly for some) going about how iM@S was going to be an eSports title because LOLWECANDREAM, and we effectively coined the twitter hashtag that actually trended during that long stream on Twitch. The person who streamed, @ChunandRice, even went as far as putting up an #iDOLSPORTS panel I believe back in Fanime in San Jose.

So behold! My Neo Maximum Love Live School Idol Fighting Stick Project!
The numbers in the circle indicate PC input according to the Game Controller Settings > Properties window (Buttons 1-10). Select/Back is 7, and Start is 8. Also, the buttons and the various holes are guides, and will not be in the actual printout.

Here's the proof-of-concept. Used an alternate button art option, but really this was meant to check for sizes and fits. Looks like I'll have to scale down the buttons.

This might sound weird, but try going through combo drills in survival mode. The CPU starts off easy but just focus on landing combos most of the time while staying alive as much as you can. Then save your meters when you get to Boss Saiki and Dark Ash (who are hella cheap) and land your combos on them. Then after the bosses the CPU gets a bit harder (doing mostly weird random moves, no mindgames) and they start blocking more, then keep doing your drills until you lose. Try that.

Sounds interesting. Unfortunately, I will have to wait till Friday since I am on Steam. Beta build only has Online and Practice enabled.


(For a super brief overview of my experience, check my intro thread:, but for the purposes of this post, treat me as a complete noob with no experience except knowing KOF and SF notations including up to, but not limited to, KOFXIII and AE2012.)

Alright so I grabbed KOFXIII on Steam a week ago because I've been itching to play it. I could have gotten it for the X360 but alas, no Gold sub. Anyways, I spent a few hours just perusing through various articles and threads about the game including character selection. Many people say that the entire cast is balanced, and because everything revolved around your execution and not some gimmick, the game is one of the most honest games out there (if not THE honest game out there).

After that, I've pretty much picked my team on the sole basis of who I remember from playing older KOF games and Fatal Fury, plus a few picks based on looks and movesets. I've actually come up with 5 picks, top 3 being Mai/EX Kyo/Leona, and the other two being Shen and Kula. Mai and EX Kyo (plus BODY-GA) because they're the ones I picked back in KOF98, Leona because I wanted to learn a charge character, Shen because I wanted a barebones character that still had amazing damage, and Kula because I well, she looked cool (and come on, Evangelion color swaps all day).

After that giant intro, finally here are my questions:
1) I am aware that while everyone is balanced, there is still the issue of skillcap, utility, and matchups with picking characters. I'd like a bit more information on the characters I have picked, and what I should be careful about using them as a new player. This will help me either revise my team, or adjust my style a little bit.

2) Knowing that KOF is an offense-based game, and my playstyle usually going for aggressive rushdown (but can play zoning characters that aren't complete turtles like Dhalsim), I'd like a top 10 picks list with disregard to their skillcap (except Ash, because I hate the character, and I heard he's got very little return from how hard he is to use).

3) Right now, I'm not spending too much time playing against people. Usually I'll get invited by a friend, but that's it. Majority of my time is spent doing drills in training mode. This includes BNB w/ mixups, low hitconfirm drills (crouch + random guard), and specific to Leona, HD Moon Slasher -> [DC] -> Grand Saber -> EX V-Slasher -> NeoMax. Any other ways to improve within training mode?

4) Watching EVO footage of KOFXIII is super hype, especially this year's. I'd like to know a few more mid and high-level player streams. I've really only got JuiceboxAbel on the guides/tips side, and the CafeID twitch channel for the higher-level side (though it's almost hit or miss with the KOF content).

That's about it, really. I hope I'm not asking too much here. Might come off as too serious, but I call it being earnest ;D

Meet & Greet / Super Scrubby Sakuya checks in~
« on: September 10, 2013, 06:36:19 AM »
Hey guys, my name is Sakuya (if that ticks you off, Saku is fine, too), and I'm a super casual FG player. What do I mean by that? Well, most of my FG experience is really just the incredibly basic stuff. You know, chaining two attacks then special, all day. Nothing as grand as HD combos or even a simple 1 stock that has a drive cancel. Most of my experience is Street Fighter, but I have played Fatal Fury and KOF, and even had a few games on Art of Fighting on the SNES.

Now with the release of KOFXIII on Steam, I'm trying to step up my game two ways: "graduating" to stick, and a goal to play competitively at local events. It's going to be rough ride, considering I've been a pad warrior for Madoka knows how long, and KOF has the tightest input accuracy I've ever seen. Either way, "we gotta keep on keepin' on; life's a garden, DIG IT!"

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