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Topics - sibarraz

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46
King of Fighters 98/UM/FE / KOF 98 UM - Ex King
« on: December 23, 2010, 07:25:49 PM »
Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick


Throws
Hold Rush: ;bk / ;fd+ ;c (close)
Hook Master: ;bk / ;fd+ ;d (close)

Command Moves
Slide Kick: ;df + ;d

Special Moves
Trap Shot: ;fd ;dn ;df + ;b / ;d
Venom Strike: ;dn ;df ;fd + ;b / ;d
Tornado Kick:  ;fd ;df ;dn ;db ;bk + ;b / ;d
Moushuu Kyaku: ;rdp + ;b / ;d

Desperation Moves
Double Strike: ;dn ;df ;fd ;dn ;df ;fd + ;b / ;d
Surprise Rose ;dn ;df ;fd ;dn ;df ;fd ;a / ;c

47
So yeah, why we don't discuss the changes and re balancing the in your opinion the game should receive?

There's a lots of characters that need to be nerfed or buffed, honestly, I want to see chin buffed, and Lucky just for lolz

Well, I will remove the unlockable projectile bug to all characters except athena, Krauser Ranbu should had less priority, hell, almost all krauser moves needs less priority, and also give blitzball a longer recovery.


48
King of Fighters 98/UM/FE / KOF 98UM - Takuma Sakazaki
« on: December 22, 2010, 06:00:31 AM »
Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

Throws
Oosotogari: ;bk/ ;fd+ ;c close
Ippon Seoi: ;bk/ ;fd+ ;d close

Command Moves
Oni Guruma: ;fd + ;a
Kawara Wari: ;fd + ;b

Special Attacks
Ko'oh Ken: ;qcf +  ;a /  ;c    
Zaretsu Ken:  ;fd, ;bk, ;fd + ;a /  ;c
Moh Koh Burai Gan: ;qcb + ;a /  ;c
Hien Shippuu Kyaku: Charge  ;db,  ;fd +  ;b /  ;d
Shoran Kyaku: ;hcb +  ;b /  ;d

Desperation Moves

Shin Kishin Geki: Close ;qcf ;dn ;df ;fd +  ;a /  ;c
Haoh Shikou Ken:  ;fd ;hcf +  ;a /  ;c
Ryuuko Ranbu: ;qcf ;df ;dn ;db ;bk +  ;a /  ;c

Notes

Oni Guruma Is a no-recovery knockdown when used on its own. In theory this should not happen when is cancelled from a normal and comboed into a special or dm, but sometimes, could produce a knockdown if it's comboed, the most probably is that if you are a little too late this could happen. This Command Move could be cancelled from kight normal Attacks

Kawara Wari is an overhead when is used on its own, Could be comboed from lights attacks, even though this move has less options than Oni Guruma, because only Hao Shikou Ken and the Ryuuko Ranbu will combo after it. Personally, I found it harder to combo the Haoh Shikou Ken, since it seems than requires to be inputed quicker after this move than the Oni Guruma, but at the sime time, I found it easier to connect the Ryuuko Ranbu since you can overlap the command without pulling a Ko'oh Ken, even though after this only the A version of the DM will connect. Only the C version of the Haoh Shiou Ken will be comboed. In max mode will not connect after a heavy normal

Ko'oh Ken: A version is slower and do less damage than C Version. This is a very good move to keep pressure on your opponent, and also could be comboed after both command moves and after a Hien Shippuu Kyaku. If your opponent is in the corner and you are in the end of the other side, you can connect the D version of Hien Shippuu Kyaku or a Ryuuko Ranbu with proper timing, even though is very diffivult to connect both moves in a competitive match

Zanretsu Ken: Both version of the move do the same damage, but the C version stays longer even though has an slightly slower start up. Could be connected after an Hien Shippuu Kyaku

Moh Koh Burai Gan: This move has autoguard and produces auto crash, also, in 98 um this move could reflect projectiles. The move could only be comboed after a Hien Shippuu Kyaku, and the A version after a crouching a

Hien Shippuu Kyaku: B version produces knockdown, while the D version juggles the Opponent. After this move you can connect all the special attacks excepts the Shoran Kyaku and also, could connect the Haoh Shikou Ken. This move could be comboed after a crouching C. The best is connect this move after a crouching C connected after a jumping attack, if you do it alone, there is high risk that your opponent block it and is not a safe move. If the move connects, always connect something after it, the haoh shikou ken does good damage

Shoran Kyaku: Running Command Grab

Shin Kishin Geki: In 98 um, this move is now a command grab, if the moves doesn't connect, will not had a whiff animation like 98 OG. The grab doesn't had a very good range, and if it whiff, the opponent will had a lot of time to punish you. Could be comboed after a Oni Guruma

Haoh Shikou Ken: Now in 98um, this moves became a normal DM instead of a special attack, this is move is useful now since has an slower start up, and could be comboed after both command grabs and a Hien Shippuu Kyaku. A version is Slower while c is faster

Ryuuko Ranbu: Takuma is invencible during the startup, well timed could have a very good priority. C version has an slower startup and is more hard to combo.
Crouching C could be used as a an anti air

Jumping CD has a very good priority air to air

If you try to connect an Oni Guruma after a crouching a or b, don't do the QCF input, since insted will appear a ko'oh ken, thankfully, with timing you can connect both moves and the same time, overlap the inital QCF required for the Ryuuko Ran bu and the Shin Kishin Geki, just do the normal input (  ;dn +  ;a /  ;b /  ;c and quickly   ;fd +  ;a) and this will be considered as a qcf for both dms, now only do a qcf or a hcb and the dm will appear, must be quick though, specially with the QCF since if you do it a little late, will appear a ko'oh ken

Combos

-cr b, fd + b, Strong or SDM version Haoh Shikou Ken/ Weak or SDM version of Ryuuko Ranbu
-cr b, cr a, f + a, Ko'oh Ken/ Shin Keshin Geki / Haou Shikou Ken/  Ryuuko Ranbu
-cr b, cr b, Ryuuko Ranbu
-st c, Oni Guruma, Ko'oh Ken/ Shin Keshin Geki / Haou Shikou Ken/  Ryuuko Ranbu
- cr c, Oni Guruma, Ko'oh Ken/ Shin Keshin Geki / Haou Shikou Ken/  Ryuuko Ranbu
- cr c, Hien Shippuu Kyaku, Haoh Shikou Ken / Zanretsu Ken / Ko'oh Ken/ Moh Koh Burai Gan

Please, is some mod could fix my engrish (xD) made more clear the combos or fix something that is wrong just do it, other users could help too and I will fix it


49
Well, I never get why in this forum there was an Art of Fighting forum since must be the series that everybody mentions as an ''SNK classic'' but at the same time everybody knows that sucks.

Well, I love  Art of Fighting 2, the 3 times that I played it on versus, I found it a very funny game to play it on Multiplayer, same with the original AOF, AOF 3 sucks, even though must have the best graphics on the neo geo (or it's garou?)

Well, discuss, I hope that we could play one day

50
King of Fighters 98/UM/FE / KOF 98UM - Ex Yuri
« on: December 21, 2010, 08:01:15 PM »
Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

Throws
Oni Harite: ;bk/ ;fd+ ;c close
Silent Nage: ;bk/ ;fd+ ;d close
Tsubame Otoshi: ;bk/ ;dn/ ;fd+ ;c/ ;d close in air

Command Moves

En Yoku:  ;fd+ ;b

Special Attacks
Saiha: ;dn ;db ;bk+ ;a/ ;c
Raiouken: ;dn ;df ;fd+ ;b/ ;d on air
Ko Ou Ken: ;dn ;df ;fd+ ;a/ ;c
Hyakuretsu Binta: ;fd ;df ;dn ;db ;bk+ ;b/ ;d


Desperation Moves
Haoh Shou Kou Ken: ;fd ;bk ;db ;dn ;df ;fd+ ;a/ ;c
Hien Hou'ou Kyaku: ;dn ;df ;fd ;df ;dn ;db ;bk+ ;b/ ;d
Shin! Chou Upper: ;dn ;df ;fd ;dn ;df ;fd+ ;a/ ;c

* En Yoku works as an overhead. Can't be cancelled after a normal
* Saiha reflects projectiles and also could be used as an anti air. It could be used also in combos, the A version after light or heavy attacks and the C version  only after heavy attacks
* Raiouken now only works on air, and could hit OTG
* Ko Ou Ken speed varies according to the button used, A version is slower while c version is faster. IBoth version only could be comboed after heavy attacks
* Hyakuretsu Binta is a running command grab
* A version of Hao Sho Ko Ken is slower than C version, but can be comboed, even though the timing is a little tricky, it will be a better option to use the other 2 DM
* After the SDM version of the Hien Hou'ou Kyaku, you can add a Raiouken
* If your opponent is a little too far while you execute the Shin! Chou Upper while a combo, there is the risk that only the first or second hit connect, doing little damage.

All yuri normals except crouching B and crouching D could be cancelled into a super or a DM. Even though after crouching B you can connect crouching A, Standing A, Standing B and Crocuhing C, this last one requires a very good timing


51
Is starting to get really annoying, it seems like everytime lots of SNK fans has THE NEED to bash CAPCOM in some form or another, thinking that they are making a favour to SNK or trying to sound like more ''elite players''

Im really sick of seeing someone dropping the capcom name, and more the SF IV one at every chance to justify the company

Why we just don't accept that SF IV is a game that couldn't be from your personal taste (isn't mean but I still respect it) and stop sounding like scrubs, try to fuel an ''arcade war'' that finished like 9 years ago

We should be more worried to judge SNK from their errors, and praise them for their achievements, without comparing it with friggin SF IV

Hell, I hate youtube comments, but one was very aprropiate saying that SNK fans really get pissed from capcom, and started to say MEGAMAN, DEVIL MAY CRY, LOST PLANET, STREET FIGHTER, STREET FIGHTER

52
Classic King of Fighters / Now that 2002 netcode was patched
« on: December 02, 2010, 12:37:36 AM »
Since the success of the facebook campaign for patching 2002um (if you like it or not the netcode or not, well, that's just another topic, at least I had an improvement since now I could play with a lot of more people)

Will we had a chance to get patches for the netcodes of 98um and garou? I know that it will be hard since I think that SNKP don't give a crap anymore for those games, but I don't know, I guess we don't lost anything without trying, even though it seems that you can't post anymore in SNKP wall

53
King of Fighters 98/UM/FE / King of Fighters 98 Final Edition Announced
« on: November 24, 2010, 03:57:03 PM »
Well, SNK and Taito announced today that a new KOF 98 will be released for the nesicaXlive system, called KOF 98 Final Edition.

Also, KOF 2002UM which was on other board will now make his debut in a taito system

http://game.snkplaymore.co.jp/event/nesicaxlive/index.html

Looking the images, It's me or the background are the 3d ones used in the ps2 version? they are in a very low resolution so I couldn't tell

Anyway, I know that this game will never appear on 360, but who knows, maybe will surprise us.

The only that I know is, I hope that krauser will be nerfed to hell

54
King of Fighters 2k2/UM / KOF 2002UM - Ex Robert
« on: November 15, 2010, 06:01:05 AM »
Throws:
Ryuuchou Kyaku- close  ;bk/ ;fd + ;c
Kubikiri Nage: close  ;bk/ ;fd + ;d
                    
Command Moves:
Ryuuhashuu -  ;bk/ ;fd;b
Kou Ryuu Gokyageri - ;bk/ ;fd + ;a
Nidan Sokutou Geri -  ;df + ;b
Hien Ryuujin Kyaku -  ;df + ;b/ ;d  in air

Special Moves:
Ryuugekiken - ;bk charge ;fd + ;a/ ;c
HienShippuKyaku - ;bk charge ;fd + ;b/ ;d
Sujin Ranbu Kyaku - close, ;dn charge ;up + ;a/ ;c
Ryuuzan Shou - ;dn charge ;up + ;b/ ;d

Desperation Moves:
HaohShokoken -  ;fd ;bk ;db ;dn ;df ;fd + ;a/ ;c
Ryuuko Ranbu -  ;dn ;df ;fd ;df ;dn ;db ;bk + ;a/ ;c
Kuzuryuusen - ;dn ;df ;fd  ;dn ;df ;fd + ;b/ ;d

Super Desperation Moves:
Ryuuko Ranbu - ;dn ;df ;fd ;df ;dn ;db ;bk + ;a + ;c

HSDM:
Metsu Ryuuko Ranbu - ;dn ;df ;fd ;df ;dn ;db ;bk + ;b + ;d

55
Samurai Shodown / Samurai Shodown Sen
« on: October 25, 2010, 09:07:46 PM »
Lol, I just realized that there's a SamSho subforum, is sad that nobody posts here

Anyway, I would have created a thread of the much better samsho 2, but I don't know a shit about that game, even though I always wanted to learn how to play it, I just bought in XBLA, so I will try to practice one day

Meanwhile, some opinions of this game? The game is REALLY bad, but I still had some love for it, I lol with all the button mashing and oddly enough the online battles are funny, so if anyone wants to try just to justify the bought : p

56
King of Fighters 98/UM/FE / Would a Ratio system work in 98UM?
« on: October 24, 2010, 07:44:46 PM »
Discuss, if you could post your own ratio list will be cool too, even though personally this games doesn't seem that bad with characters appearing every match, except krauser

57
SNK Games / I'm the only one who wants a Hyper Neo Geo 64 Collection?
« on: October 23, 2010, 06:12:54 PM »
Yeah, I know that the games weren't that good (except fatal fury wild ambition which is near of my house in a local arcade, but with lame sticks, also some months ago one local had road's edge which is not bad, but doesn't had anything special)

Anyway, if SNK releases another collection of something, I will kill to see the games from that though (even though I know that it will sell bad) but at least if they are included in another collection with games that are more popular, maybe we could have something, at least I was hoping that the garou collection will include wild ambition, or the sam sho one the 2 games, and over all, I really want to play buriki one, even though when I was a kid it was in my country, and some guys told me that it wasn't  that good

At this point is more curiosity than expecting to play something good (except again, WA which is amazing for me, but I want the arcade version, no the PSX) but I had no hopes in see it one day, because like I said, the collection will not sold that well, and I think that SNK never tried to emulate or port those games to be similar to the arcade counter parts

58
SNK Games / Athena name is magic, mystery, Is what you see!
« on: October 11, 2010, 02:21:27 AM »
Her crystal is the answer fighting fair to keep us free She's just a little girl with power inside burning bright You'd better hide if you are bad... she'll get you She'll read your mind and find if you believe in right or wrong!  "Fire," "Fire..." Psycho Soldier "Fire," "Fire..." Psycho Soldier


http://www.youtube.com/watch?v=684yGJRre0A


Well, SNK was not always fighting games, before the neo geo they created a lot of other games

So yeah, today I was playing Psycho Soldier and Athena, and I think that both games are really good

So yeah, any opinion with those games?

59
SNK Games / Trouble Witches Neo
« on: September 15, 2010, 04:16:33 PM »
According to Siliconera the Australia’s Classifications Board showed the release of trouble witches, a very good horizontal shooter that at first was a doujin game and later was released as an arcade game

This news was very shocking for me, but more shocking was the fact that in the board, appears that SNK-P will publish the game

I'm glad to see that SNKP now can publish games from other studios, and that now will had a very good shooter

60
Classic King of Fighters / Question About KOF 2000 *console releases*
« on: September 12, 2010, 07:06:19 PM »
I always had this doubt, somewhere I read that the DC has some extra stages from previos neo geo games, like real bout, kof 95, etc

My question is, those stages appear in the PS2 port?

Also, where could I find a video of this stages? also, which is the best port?

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