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Messages - LouisCipher

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31
General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: October 04, 2012, 08:39:48 PM »
I thought Bala's trolling of Justin Wong's keepaway fireball game was one of the highlights.

Link please :D i miss it.


32
General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: October 04, 2012, 08:03:16 AM »
Here's the thing: Rollback netcode does work. It doesn't matter how fast paced insane the game is. It does work. For example KOF 98 and 02 and the OG Marvel games. SNKP needs to put the effort into designing the game around rollback netcode.

33
General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: October 04, 2012, 03:15:12 AM »
Even the best connections have that delay that makes punishing (which is absolutely critical in this game) all but impossible. When I can't punish Duo's Rekka into Teleport multiple times with Clark's grab and I can't even punish K's Minute Spike there's something horribly wrong and the game becomes retarded.

34
General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: October 02, 2012, 08:09:15 PM »
I thought Bala's trolling of Justin Wong's keepaway fireball game was one of the highlights.

35
General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: October 02, 2012, 11:03:52 AM »
You got rid of it before the online patch, right? All I know is that the online is preferred (mostly) over SF4 and Marvel's netcode.

36
General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: October 02, 2012, 09:05:13 AM »

Also, seriously, has a current console game that had a physical disc release used GGPO yet? And since games that have been on GGPO now aren't guaranteed to have GGPO quality netcode through digital releases (3S & Jojo lately), probably better to ask specifically for rollback, or better yet solid, far-reaching netcode (don't know if there's a word for that).

Can't think of a console release but JoJo's Bizarre Adventure HD didn't use GGPO. MVC Origins did though and I've heard nothing but good shit from the diehards except the games don't have turbo mode online and training mode is lacking. They're going to be fixing 3SOE soonish.

I believe Arc's game use rollback netcode. Not specifically GGPO though. So did Strekken.

37
SNK Games / Re: Kizuna Encounter!
« on: October 02, 2012, 07:47:05 AM »
Well excuse me princess!

38
General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: October 02, 2012, 06:05:18 AM »
http://www.eventhubs.com/news/2012/oct/01/madkof-king-fighters-scene-getting-smaller-might-give-and-go-back-real-life/

Discuss.

A couple of reasons why this is happening (IMHO): Too many fighters that are easier to get into and more people playing. A lack of a local scene for a majority of people. Bad online. Creating a vicious circle.

How this can be amended:

SNKP signs off on CVS2 HD. Free publicity for them and there's not a ton of money for Digital releases (at least in comparison with modern fighters) and best of all the game does not take away competition from recent games.

Would open the door for CVS3/SVC2 and build more hype and get more exposure. Not saying another game has to happen, but if it builds interest it could then be used to hype up...

KOF13 UM/14/Garou 2 with GGPO.

39
General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: October 02, 2012, 03:14:52 AM »
Wow, thanks!

40
SNK Games / Re: Kizuna Encounter!
« on: October 02, 2012, 02:46:21 AM »
Really? I did a quick search and didn't see it.

41
General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: October 01, 2012, 09:32:41 PM »
Link to Seasons Beatings KOF 13 Archive? My schedule's been all over the place and every time I tuned in it was either UMVC3 or SF4 :( .

42
SNK Games / Re: Kizuna Encounter!
« on: October 01, 2012, 08:23:44 PM »
It's a pretty deep game. Deeper than you would think anyway.

43
Online Matchmaking / Re: Tips against zoners (online)
« on: September 30, 2012, 06:01:05 AM »
Depends on if your characters have Supers or EX moves that go through fireball zoning. Always keep that in mind. Typically what I do is play footsies and block and punish. Sucks when you have them cornered and they mash AB roll and you can't punish it because there's tons of dudes who think they're playing Street Fighter 4.

Best solution is find someone offline to play.

44
SNK Games / Re: Kizuna Encounter!
« on: September 29, 2012, 10:29:13 PM »
Personal Tier list:

S: Kim
A+: Rosa, King Lion, Gozu
A: Hayate
B+: Mezu
B: Eagle
C: Gordon
D: Chung, Joker

45
SNK Games / Re: Kizuna Encounter!
« on: September 29, 2012, 10:28:25 PM »
Universal FAQ:


Throw                  f/b + WA close
Throw Soften           f/b + WA  just as you timing is actually kind of are being thrown tight on this
                                                  
Dash Forward           f, f
  Halt                 b
Dash Backward          b, b
  Halt                 f

Recover Forward        f, f after hitting the
                       ground
Recover Back           b, b after hitting the
                         ground
Side Step              P+K                        invulnerable for a second
Sway                   f + P+K                    can sway past opponent if
                                                    close enough; invulnerable
                                                    for a second

Air Block              ub/u/uf, b
Block High             b
Block Low              db                         will not block overheads

Tag Out                T when in your tag zone    the character on the sideline
                                                    has their lifebar
                                                    regenerate VERY slowly
Taunt                  WA+T

Universal Overhead     K+WA                       overhead
Universal Low          df + P                     must be blocked low
Guard Cancel           qcf + P immediately after blocking the opponent's attack

Character Desperation  hcb, f + P when your lifebar will flash lifebar is flashing once your initial lifebarred is depleted

Surprise Attack        b, d, db + P in your       dash in must connect (not tag zone when your  blocked) to perform the lifebar is flashing  entire maneuver; your red lifebar will flash once your initial lifebar is depleted

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