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Messages - Rex Dart

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General Discussion / Re: The King of Fighters XIII General Discussion Thread
« on: September 12, 2010, 07:58:07 AM »
It isn't just you. Looks like technical difficulties. Perhaps resulting from a time paradox.

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In XII, hcb,f+button moves could be input as qcb,f+button. In my time with the game, it hasn't seemed like that shortcut is still there, but I'd love to be proven wrong. It made a lot of combos easier.

723
General Discussion / Re: The King of Fighters XIII General Discussion Thread
« on: September 08, 2010, 05:40:21 PM »

Rant on:
It's not even the tier list really, it's really the internal BS radar that goes off in me.  Some characters just have too many options that serve them well.  Liz, could lose her counter or her command throw (as they both lead into damaging combos) and I think she's ok after that, to have both is just nasty.  Goro has both a counter and command throws but he needs a NM for his counter, and he doesn't have Liz's mobility/ damage options.  Chin has a damn good Ex counter (like Liz), but he's more vulnerable if it whiffs, smaller hitbox,  and he doesn't have the command throw mixup game.  Maxima on the other hand, is high up in the so called tier list, but I can't imagine him shutting down a good Kula, K' or Kyo with ease.  Maybe it's just matchups.

For some reason Iori still doesn't feel as high as they say he is, I find he's kinda like Takuma where he's massively strong in some departments yet his shortcomings make him balance still.  Maybe I'm missing something completely, or maybe our Iories haven't been fully explored--it just seems like it takes slightly more work to win with Iori compared to K'/Kula/Kyo (and even Kyo's not that bad imo).  This of course is my opinion, who knows.

Kula is still giving me a hard time as well (poor Chin, can't get in at all), I'm trying to figure out when to GCAB roll between her attack strings but I fail miserably and eat a combo (or a throw).  I think the level of skill is slowly rising especially if you compare us to the tourney, that's probably another factor why I'm/we're struggling.

/rant off

Good read. Thanks for the rant.

SNK has said that they were going to take their time with the console port, which I think was a great decision. I do wonder how much they're going to change for the console port.

- The glitches listed in the SBO rules are almost certain to be removed.
- Mature's infinite will definitely be fixed, not sure about Joe's, as it doesn't seem too easy to land/execute. I'd guess it will be, though.
- The free EX moves for Takuma/Goro will probably get removed.

Beyond that, however, I wonder if they're considering doing more substantial re-balancing. On the against side, it might end up like the Arrange mode of KOF XI, with no one using it since tournaments were run on the arcade system. Still, SNK has a chance to turn a really fun, not-too-broken game into a really fun, mostly-balanced game. I'd be interested to know what other fans thought about this possibility. (I'm not sure if this question warrants its own topic, though.)

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Maxima / Re: Maxima
« on: September 07, 2010, 05:12:05 PM »
In terms of execution, I think this is the easiest 100% in the game:

j ;c -> close ;d ->  ;df ;c -> HD activation -> close ;d ->  ;df ;c ->  ;dn ;db ;bk ;a --DC-->  ;dn ;df ;fd ;dn ;df ;fd ;a ;c --MC-->  ;fd ;df ;dn ;db ;bk ;fd ;df ;dn ;db ;bk ;a ;c

1110 damage, 5 bars.

725
General Discussion / Re: The King of Fighters XIII General Discussion Thread
« on: September 04, 2010, 06:16:58 PM »
I could be wrong, but I don't think the overwhelming amount of K' is indicative of him being overpowered. He's definitely really, really strong; but I think part of the reason for his popularity (and I guess a reason for his strength too) is that he's so close to his 2002UM incarnation. And since 2002UM was the last popular KOF game, and K' was top-tier in that, a lot of players are just sticking with what they know.

From what I've seen and played, the game is more balanced than that list of teams would suggest.

726
General Discussion / Re: The King of Fighters XIII Video Thread
« on: September 02, 2010, 05:19:34 PM »
Raiden's GCCD -> Drop Kick almost sounds like a glitch. Can any other character follow-up a GCCD?

If it is intentional, and remains in any future versions of the game, it pretty much solidifies Raiden's spot in the god tier.

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Chang and Choi (and most older KOF characters I think) would benefit from Maxima-style revamps. Where they keep some of their trademark moves, but get some new moves that match their existing style, yet are functionally very different.

What I'm saying is I think they should half-way revamp the character's gameplay, while staying true to their original style.

And I'd be happy with all those characters returning. (Although I suspect this was just a tease.)

728
Robert Garcia / Re: Robert Garcia
« on: August 24, 2010, 03:30:39 PM »
You might want to include the fact that Robert can triangle jump off the sides of the screen in his movelist.

A bit off-topic, but why do all the movelist (in all the character threads) use Low Punch/Kick and High Punch/Kick instead of Light and Strong? Wouldn't a low attack be a crouching attack? Is this some kind of mistranslation from SNK? Regardless, it seems misleading.

729
Ryo Sakazaki / Re: Ryo Sakazaki
« on: August 17, 2010, 09:31:38 AM »
Couldn't you just cancel his parry into his uppercut? It has enough invincibility on start-up that it should be able to beat just about any multi-hit move cleanly.

And if you have the bars, you could DC his uppercut into just about anything else.

I agree that Ryo isn't the powerhouse that Robert and Takuma are, but he can be played very safely. He makes an excellent first-round character in my opinion.

EDIT: I don't think his Hienshippukyaku has the D-followup any more. There was no difference I could detect between hcb+D and hcb+D,D.

730
Raiden / Re: Raiden
« on: August 15, 2010, 05:02:34 AM »
His drop kick has four different levels.

Level 1: 4 seconds (slow)
Level 2: 8 seconds (slow)
Level 3: 12 seconds (medium)
Level 4: 16 seconds (fast)

There are other differences between the different versions, but I can't read the Japanese info on it.

Combo:

jCD -> LV3 or LV4 drop kick -> EX Giant Bomb -> Strong Giant Bomb -> Raiden Bomb (air grab)

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Ralf Jones / Re: Ralf Jones
« on: August 14, 2010, 02:49:33 PM »
- j. C, st. C, df+A, qcf+C, st. C [HD], st. C, df+A, qcf+C, b~f+A, ([DC] qcf+C, qcf+A)×3, qcfx2+AC, [MC] hcbx2+BD = 1002 damage

Is this not a typo? Ralf DC's from his light Hammer Punch into his strong Hammer punch three times? I thought the same move couldn't be DCed into unless it was an EX version (i.e. Burn Knuckle into EX Burn Knuckle). Is Ralf's Hammer Punch the only exception?

732
Terry Bogard / Re: Terry Bogard
« on: August 13, 2010, 04:52:33 AM »
Here's a combo from Arcadia magazine:

Jump  ;d ->  ;d ->  ;fd;a -> HYPERDRIVE ACTIVATION ->   ;d ->  ;fd ;a ->  ;dn ;db ;bk ;a ->  ;dn_ ;up ;c (one hit) ->  ;dn ;db ;bk ;c (opponent in corner) ->  ;dn ;db ;bk ;b ->  ;dn_ ;up ;c (one hit) ->  ;dn ;db ;bk ;c ->   ;dn ;db ;bk ;b ->  ;dn_ ;up ;c (one hit) ->  ;dn ;db ;bk ;a ;c (HD mode ends) ->  ;dn ;db ;bk ;d (four hits) ->  ;dn_ ;up ;a ;c

789 damage, 2 power gauges. Also requires all your drive meter and the corner, of course.

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