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Messages - Emil_kof

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61
General Discussion / Re: SBO Finals thread (video)
« on: September 28, 2010, 12:15:56 AM »
Quote from: Dark Geese
What is the point here? EXPOSURE or lack thereof curtains what you see and misleads you into believing things are a certain way when you have not seen it from other countries. Every country has it's own identity guys even in KOF (and within that country in KOF for sure each city has it's own identity, like AI you may see a lot of Roberts, Andys, Shens, but in Juarez you'd be lucky to see ONE Robert/Andy/Shen, that's my point, every city is DIFFERENT), and tiers are different in different countries. Why not instead of trying to overgeneralize about tiers why not try to understand what makes different characters so good in different countries?

I've already explained this on SRK. Some countries have different tierlists because some countries are lacking in knowledge compared to others. Just because some countries have different tierlists doesn't mean they are equally valid.

62
So which sign is slower and faster?

- is faster. Ralf has the fastest wakeup speed, Maxima has the slowest.

63
General Discussion / Re: The King of Fighters XIII Video Thread
« on: September 08, 2010, 05:21:46 AM »
The Singapore tournament in general was a slight let down for me, not that their level was low in particular, but Singapore in the past has had a strong KOF competition in the previous years ('97-98) and I had real high expectations.  Sadly, we have better Liz (The Answer's) and Kyo (Mr. Kof's) players at AI, and we're not that good as a whole compared to Asia.

Well I'm not sure who those Singapore players are but Singapore does have some fairly strong players like Alvin, Kelvin and Wanlong. I don't think those guys were playing in those videos.

I'm waiting for more KCE videos, the last batch I got from Nico were too damn good. I like players like Haregoro who aren't afraid to go outside the norm. Hoping for some Duolon action.

64
General Discussion / Re: The King of Fighters XIII Video Thread
« on: August 27, 2010, 10:12:05 AM »
the_judge, the problem with your analysis is that it's kind of similar to someone attempting to analyze the purpose behind a modern art painting in which the artist just randomly threw a can of paint at the paper. In other words, you're trying to find reasons behind actions that probably aren't there.

This kind of analysis is really only for grand master players. I was thinking of doing an analysis on RF's play here:



That is true mastery of their characters.

65
Training Room / Re: SNK Term Encyclopedia
« on: August 27, 2010, 10:09:28 AM »
You should probably add guard roll, cd counter, attack cancel roll.

Probably need a definition for mash.

66
Jump D, close B, hcb f+P
Jump D, crouch A, ball spin

Any combos with close D or crouch C will only come into play if you're punishing something with huge recovery time.

67
ok understood ^^
j.D, s.D does combo you just have to do j.D late. But qcfx2+K seems to wiff after s.D, it is also possible to do j.D, s.D, dd+K but it will not super cancel to qcfx2+K

You have to do the jump D very very late, and even then, the stand D will miss against almost all crouching opponents. There's no point in trying this. Just go for close B or crouch A after landing.

68
i change my team in 2k2um (2k2og as well) and now i play chang,clark,ralf.
need some advices for the big guy.. i want to connect the s.D,qcfx2+B/D (supercancel) with sth. Once in training i connected j.D,s.D,qcfx2+D (or B , i dont remember) ... just luck? i tried a lot of times but i couldnt pull it out anymore.. i tried j.A,j.B,j,C,j.D but i couldnt connect s.D afterwards.... any tips?

You aren't going to land stand D in a combo.

69
Quote from: LouisCipher
I like and respect this game. But there's one thing that absolutely kills it for me. And that is poke priority.  KOF has something similar, but not in KOF does every poke beat every special move like in Garou.

I'm just sharing my opinion here, not hating on the game. I just don't like this mechanic. And I'd like to know what others think of this mechanic, and how they get around it.

You have to consider move startups frames and invincibilities. If a special move has some startup and someone's poke has already come out, the special move will probably lose unless it had some startup invincibility.

70
how is k9999

Hard to use, you must master the moon DM to be much of a threat though he does have some other abusable moves like qcb+B.

Anyway, made some additions to the OG 2002 general section, mainly this:


== Hopping/Jumping Heights ==

Not all characters have the same hopping/jumping heights. It is particularly important to know which characters have low hops and which don't, because it affects how easy it is for a character to hop over a projectile such as Athena's psychoball, as well as whether or not they are able to hyperhop over standing opponents. The below lists are based on whether the character is able to hyper hop over a standing Daimon.


Low: Maxima, Ryo, Takuma, Chin, Daimon, Yashiro, Iori, Yamazaki, Mary, Billy, Ralf, Clark, Chang, Kula, K9999

Medium: K', Whip, Robert, Terry, Kensou, Kyo, Yuri, Shermie, Chris, Mature, Vice, Kim, Vanessa, Seth, Ramon, Angel

High: Athena, Andy, Benimaru, Mai, May Lee, Leona, Choi



== Meter building ==

Not all character's strong attacks or weak attacks build the same amount of meter. For instance, Kula's weak attacks builds more meter per hit than Iori's. This section will be further updated for other details for now, here is the list of the amount of weak attacks it takes for each character to gain one full stock. Note that the same amount of stock gets built whether the attack hits or is blocked, though whiffing a normal does not build meter.


11 - Chang

14 - Maxima, Daimon, Clark, Vanessa, Kula

17 - Ryo, Andy, Benimaru, Iori, Mary, Ralf

22 - K', Robert, Terry, Joe, Athena, Kensou, Chin, Kyo, Kusanagi, Yuri, May Lee, Yashiro, Shermie, Chris, Vice, Yamazaki, Leona, Kim, Choi, Seth, Ramon, Angel

33 - Whip, Takuma, Mai, Mature, Billy, K9999


This is actually pretty interesting...Kula's pokes  are some of the most useful pokes in the game, and she happens to build a ton of meter doing it, moreso than the majority of the cast.

71
I suggest linking some of the general pages from the wiki that discuss gameplay mechanics. I've complete the Kof2002 mechanics section:

http://www.dreamcancel.com/wiki/index.php?title=King_of_Fighters_2002

72
Quote from: krazykone123
His far B and far C can be canceled now, the first hit of his f+B command can be canceled as well, and a lot of his special attacks are significantly faster now

His f+B was always cancellable on the first hit.

Quote from: Dingo
From what I understand, the faces impact a few things. Those with a happier face are more likely to jump out of the back-ground to help you if you get caught in multi-hitting grabs, combos, etc. It also affects super meter from round to round. If a character gets knocked out and the next character in line had a happy face, I think they may gain a meter stock or something along those lines. The feature was removed in 98 UM, though.

No. If the character that got knocked out had a happy face/angry face, then the next one gets extra meter/one less meter. This is why there seems to be no impact, meter-wise, if you put the angry characters last.

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