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Messages - Emil_kof

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16
Kof13 online tourneys should not exist, there is no integrity in the results... game is unplayable online for what it demands. Dropped neomax changes the results completely, anything can happen.

17
King of Fighters 2k2/UM / Re: KOF 2002UM - Hinako Shijou
« on: March 24, 2015, 04:43:18 PM »
A few things missing here...

crouch C has big invincibility frames (probably having no hurtbox at all on a number of frames). While it's pretty slow to anti-air, the purpose is to go right through some jump attacks or even ground attacks. It can really catch some people off guard and if it connects after they land, you can cancel to f+Bx2 for a full combo.

crouch C also moves Hinako forward a good distance...very useful as a kara cancel into some moves. First, whiff cancel crouch C into dp+K gives her a command grab with good range. You can also kara cancel into her qcb+D to make it go even further.

df+C is a decent pre-emptive anti-air and if it hits, you can combo jump CD.

the block string crouch C, into (df+C, D)xN seems to be an infinite blockstring (or very close to it) that is very hard to reversal through. It doesn't do much guardcrush damage but the meter gain is pretty big...if they get hit by the D followup(that hits low), you can do the stomp combo that will hit them if they tech.

Hinako is very hard to alternate guard because she has many dangerous low frame traps. Makes her grabs more useful. Like you can be pretty creative and do something like close C, (df+C, D)xN, f+Bx2(overhead) or just command grab or even qcb+B for additional frametrap that will also eat many reversals.

18
King of Fighters 2k2/UM / Re: KOF 2002UM - Ex Robert
« on: March 24, 2015, 04:39:26 PM »
ok, his charge up down +C proximity grab is different than other ones...

other proximity grabs will not come out if the opponent is in range but knocked down or under throw protection, but this one does. It lets you set up the grab as a meaty such that the first hit connects just as they get up (and is unblockable). Pretty much any knockdown or even reset, can lead back into this grab and the opponent's options are very limited. Even if the opponent jumps out, it will hit them out of the air and Robert can followup with D flash kick.

also f+A not just leads to proximity grab but also links to crouch C in the corner.

The corner super combo off of the proximity grab is pretty simple actually...just do qcfx2+D super immediately after the grab, then flash kick. There isn't any trick to it, just do it right away.

f+A links into qcfx2+K.

stand CD is a really good normal...good range, speed, hitbox/hurtbox. Very abusable.

19
Hey guys here are the results, to avoid ties in the same place, I decided to go by highest amount of wins, with highest amount of games played, so I counted losses too. If I have anything wrong or incorrect, please post up.

1.) Emilkof: 8-0 = 8 games (32 playKOF points)
2.) Moony Blues: 6-4 = 10 games (16 playKOF points)
3.) desmond_kof: 6-3 = 9 games (8 playKOF points)
4.) Aroo: 5-4 = 9 games (4 playKOF points)
5.) KCO Astro: 5-1 = 6 games (2 playKOF points)
5.) buckweet: 3-3 = 6 games (2 playKOF points)
7.) Koko: 3-2 = 5 games (1 playKOF points)

I don't think it makes sense that Moony is ahead of you at 6-4, when you went 6-3. Why should having more games played be a deciding factor if you're tied on wins? I would have ranked it:

1.) Emilkof: 8-0 = 8 games
2.) desmond_kof: 6-3 = 9 games
3.) Moony Blues: 6-4 = 10 games
4.) KCO Astro: 5-1 = 6 games
5.) Aroo: 5-4 = 9 games
6.) Koko: 3-2 = 5 games
7.) buckweet: 3-3 = 6 games

you're also missing the 8th person.

20
Training Room / Re: Gameplay video critiques
« on: March 16, 2015, 07:14:07 AM »
Yes...bad opponents generally don't block, can't punish you when they should be punishing you and can barely execute what they want to execute. Pretty much everything going on in these videos is meaningless, nonsensical. How should I say this...there isn't a logical flow in these matches, it's random buttons being pressed without thought on the consequences.

For pretty much everything that you do, you should ask yourself "why am I doing this?" Not everything you do should be with the purpose of it hitting the opponent (sometimes you know what you're doing will get blocked, but the purpose of it might be something else, such as beginning pressure). If the purpose of something that you're doing is to hit the opponent, you need to ask yourself WHY the opponent would ever get hit by it in the first place.

Like for example, Kensou fireball into that leaping attack. You do the leaping attack in advance before the fireball connects. Yes, it will combo if the fireball hits, but there is no reason for the fireball to hit except against someone who has no concept of blocking...so this "setup" you need to abandon. When you throw a fireball, you should be chasing after it (usually, depends on matchups) while keeping in mind all of the opponent's escape options (ex moves, jumpins, rolls) and reacting to what they do. If they do neither of those escapes, then you're now close to them and can do some closeup pressure.

You need to know, with each character, what you want to do in every situation. Suppose you do for example, get an opportunity to do some close pressure...do you know what that pressure could be? While being dynamic and freestyling should be a thing, it shouldn't be TOTAL freestyle...in the sense that you should have in mind certain things that you should be doing in a given situation. Making everything up on the spot, is no good.

Knockdowns is another thing...it seems like when you get a knockdown, you kinda just jump randomly at various heights and trajectories that seem unplanned and off the mark. Certain moves only give you enough time to set up certain kinds of safejumps and only at certain trajectories. You need to look into those things beforehand, so you have some idea of what oki options to choose from. If you don't, you're just going to get reversaled because your setups are unsafe on wakeup.

21
Vice / Re: Vice (Console)
« on: March 07, 2015, 06:59:25 AM »
Not sure if common knowledge (it's not listed in the wiki) but Vice can combo ex sleeve (hcf+BD) from a normal throw against Athena and Chin.

22
Online Matchmaking / Re: KOF2002UM Steam Release Party 3-1-2015
« on: March 03, 2015, 10:30:17 PM »
I appreciate your feedback, Emil. It's helping me improve. My question is how should someone practice defensive patience while playing alone in training mode for example? In practice mode, I usually grind out combos, and sometimes use command record to practice against certain moves either to evade them or punish them or to decide to respect them. What should someone do to practice good blocking when they aren't playing against another person?

I don't think this is something that can be practiced in training. I suppose if there is a specific string/frametrap that is bothering you, you can try the record feature (though they didn't exactly make recording actions easy). However, I don't think that will help much when it comes to the state of mind of the player with regards to blocking.

I just think, if you don't know how something works, it just makes sense to me to attempt to find out, by blocking. Blocking allows whatever they are doing, to actually execute, so you can see what it is and get some kind of understanding of it. I've seen people that claim they've never fought Jhun, Hinako or whoever and on the VERY first knockdown, they do reversal dp. I'd really like to understand the mentality behind that...

Anyway, I'm not saying never reversal and never hit buttons. I'm saying it probably shouldn't be the first thing you should consider and in particular, if you don't know what's going on, blocking will give you a better idea of what you're facing as opposed to mashing buttons during strings.

23
Online Matchmaking / Re: KOF2002UM Steam Release Party 3-1-2015
« on: March 03, 2015, 03:19:27 PM »
One thing that felt like a recurring problem for players I fought is that people generally weren't making an attempt to block. I understand some people's blocking not being good but there wasn't much of an attempt to even try. People are getting way too impatient and hitting buttons at the first opportunities.

Sometimes it works but mostly it is because of lag messing up my frametrap pressure. Regardless, a lot of the time opponents are counterhit. I understand getting hit by frametraps here and there but when it's a recurring thing...something is wrong.

Players have to accept that it isn't their turn to attack and might not be their turn for some time...have to wait things out until the opening is visible.

I spoke to some people and the usually response was something like "I'm new" or "I don't know anything about Jhun/Hinako/insert character and not sure where to attack". If you aren't sure, this is actually more reason to be blocking a lot, so you can understand what the opponent can do, what is a high/low/unblockable, what moves look safe and what look punishable. There's *some* players...after 10 matches against my Jhun, they might still not know what hits high or low, because there's no attempt to block.

24
Training Room / Re: I have a question about online matches vs pro matches
« on: February 25, 2015, 09:26:30 PM »
Depends on many things...another scenario is this. Suppose that the opponent's character has a certain amount of life left so that they won't die in one combo(based on the meter the player has) but will die in two combos - one average combo and one higher damage combo. The higher damage combo might not allow for a good positioning afterwards, whereas the lower damage combo might give a better opportunity to land another combo afterwards...

So instead of going for the bigger combo at the first opportunity they can, they go for the one that gives better knockdown positioning, since neither one alone will kill.

But there's many other scenarios so it depends. But you also have to consider something else. Just because someone is higher skilled than you, doesn't necessarily mean they are making intelligent choices. It could also be the case that they are also making bad choices. The best players to follow aren't just players better than you but the highest level players, preferably ones that play in tournaments and arcades.

25
King of Fighters 2k2/UM / Re: KOF 2002UM - Hinako Shijou
« on: February 25, 2015, 06:15:05 PM »
Upclose pressure, no...it has some startup before the invincibility starts. Though similarly you can't use Whip stand CD to get out of pressure either. But in neutral if you're sticking out pokes, there's a high chance you will get counterhit with Hinako's qcb+D, which will lead to wallbounce.

26
Online Matchmaking / Re: KOF XIII Steam Edition - Online Player Matchmaking
« on: February 25, 2015, 10:17:54 AM »
Omg it's Crazy Li...like 10 years later.

27
King of Fighters 2k2/UM / Re: KOF 2002UM - Jhun Hoon
« on: February 25, 2015, 09:42:43 AM »
Jhun has a glitch that lets you switch from one stance to another with no delay between...if performed correctly, it will look as if you are performing stance moves from the wrong stance.

If you want to use the C moves between both stances, then when you enter a stance, you should hold ABD. Then, if you want to perform a move from some particular stance, you release the stance button of the OTHER stance, then quickly perform the move. Similarly if you want to use D moves between both stances (not really as useful as C moves), then you hold ABC instead of ABD.

Nobody in the videos posted in this thread is using this glitch. Japanese players like Oogosho used it constantly and it has a big impact on the effectiveness of his play.

Demonstration of this can be seen in pretty much any Oogosho match, like this one from SBO:



Edit: Also to the above poster...I know that post was made in 2011 but anyway, you shouldn't be having issues with Heidern. Jhun has so many answers to his projectile(like slide under?). Heidern's pokes are good but so are many other character's so I don't know why else you're specifically having issues against Heidern.

28
King of Fighters 2k2/UM / Re: KOF 2002UM - Hinako Shijou
« on: February 25, 2015, 09:37:27 AM »

If you can outpoke her, do that because she doesn't really have anything to answer against except for a nicely timed qcb + A/C which has a LITTLE autoguard.

Sorry, have to greatly disagree with this...you almost don't want to be sticking out pokes in neutral against her because her qcb+K has ridiculous invincibility...it's similar to Whip's stand CD in OG kof2k2 except more range (on the D version).

On the opponent's wakeup, it will also beat many many reversal moves, you almost never want to be doing reversals on wakeup.

29
I don't think it's fair to have Jinpachi Taki in the same pool H21, as Woo. Jinpachi is a strong Japanese player that competes in the Nishinipporri Versus weeklies and although he doesn't have tournament results to seed him, I don't think he should be in that pool.

Kyabetsu with Dakou in pool H23 seems questionable as well. Dakou will probably come out in losers from this pool.

Pam is a good japanese player (though not as strong as Jinpachi or Kyabetsu), might be questionable to put him in pool H26 with Verna.

30
Quote
My questions: Does he view his win as making him the world's very best? A few might contend that without Bala, Coopa, or Kula there that might come into question. Granted I think he's the best now, but I wonder how he feels he would have done against those guys as well ( I think he would have still won ).

Eh, winning a tournament doesn't make someone the best. To be honest, Bala, Koopa or Kula were not the players to beat anyway, and I'd still consider Bala to be on a higher level than Koopa or Kula from the matches that were shown. I think Kula wouldn't have gotten very far against the asian players.

My question would be: It seemed that Woo became more and more nervous and affected by the crowd as the matches continued on. Do you think you would have defeated Woo in a calmer setting that Woo is more comfortable with?

Honestly I don't think Woo was ready for this kind of atmosphere.

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