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Training Room / Re: Tips on upping my KoF game?
« on: January 08, 2012, 08:09:15 PM »
I'm gonna just make comments/notes here on what I see from both players. Outside of King, things can be taken with a grain of salt I'm sure, because I'm new too and only use King between the total 6 characters.
The King player is very set on the fireball followup after slide. It's safe as long as it's blocked at least, but as shown once in the matches, you can get punished for the predictability. For two, there is no knockdown oki game. Sure, you can Super Cancel and knockdown, but that puts them faaaar away, uses a bar of meter, and 50% Drive for alright damage. Work on the hit confirm, because those cl.D double kicks landing should be a nice big sign of what you wanna do after. Also, there is a huge window on the slide where you can still cancel into whatever special you want. Play it slower, see if cl.D hits + slide should give plenty of time on what to do. Doing a late Trap Shot is great for midscreen damage, and Tornado Kick brings them to corner.
If you really want extra damage and are going into corner with Tornado Kick:
Use C ver. and follow up with Trap Shop
Use D ver. and follow up with EX Fireball, dash-in Trap Shot or (no dash-in) a fireball (I THINK you can do two if you do lk ver. -> hk ver.) if you really gotta use that 50% drive and bar. I think it's better spent on a full HD combo though if you're in corner and hit confirming.
Mai is using the exacty same color scheme I used for Litchi in BlazBlue and both got tig ol' bitties. Best choice right there.
Yuri player seems to be solid in pressure and linking into good combos. While dive kicks are gooooood, predictability is baaaaad.
Athena seems to be really on point with oki command grabs. Nice!
1P doesn't seem to use many "get-out-of-stuff" tactics when in corner. Even if it's a semi-desperate DP or roll, sometimes you need that luck, or just good read to make it happen. Also, 1P doesn't keep 2P in the corner as well as 2P does. The difference shows in the matches won of who had good corner control.
1P has Leona as anchor. I saw nothing from Leona that made me think that it was best to save her for last with all those delicious Super and Drive Meters. Maybe 1P knows an HD combo with her but just never got to land it, but even then, she'd be better second in that regard, where Drive Cancels would be full. Lizabeth needs bars as I could see from her BnB combo, and King needs bars too because I seldom, if at all, saw an EX trap shot, her only good DP. If I had to reorganize the team from what I saw for 1P, it would go Leona, King, Elizabeth. There was a lot of jump-in attacks from far away, making it unsafe as it'd hit on the earliest frames. Wait a little bit if you're jumping in because if you hit from far away, opponent will recover and will be able to punish it.
2P had good hit confirms and landed plenty of combos, kept them in the corner. The only problem I'd say is combo-spacing and predictability. Repetitive Yuri dive kicks pressure, high jumps Mai, etc. And there'd be times where (s)he'd confirm something awesome but would miss the follow up due to being too far away. Something that can/will be fix through time and seeing more situations, I'm sure. There was HD activation with Yuri, so there was most likely something there and good to keep her anchor.
Hopefully some of this note-taking ramble helps y'all out. Like I said, I'm new too, so some of it could be off-key or what not. Either way, keep playing, y'all.
Outside of video: We all have bad days. I will go a similar or worse number against friends I shouldn't be losing against and I don't take it well as they all know. Especially after training mode sessions. I usually just say/yell "F*** that" or "F*** me", make a and move on. Being genuine salty is a good thing IMO and learning to manage it quickly is better cause in a tournament setting you won't have a lot of time to cool off (if you play tournament). Find whatever works for you to get your stresses out as fast as possible and to get back into the game. Hopefully something like that works for you too
The King player is very set on the fireball followup after slide. It's safe as long as it's blocked at least, but as shown once in the matches, you can get punished for the predictability. For two, there is no knockdown oki game. Sure, you can Super Cancel and knockdown, but that puts them faaaar away, uses a bar of meter, and 50% Drive for alright damage. Work on the hit confirm, because those cl.D double kicks landing should be a nice big sign of what you wanna do after. Also, there is a huge window on the slide where you can still cancel into whatever special you want. Play it slower, see if cl.D hits + slide should give plenty of time on what to do. Doing a late Trap Shot is great for midscreen damage, and Tornado Kick brings them to corner.
If you really want extra damage and are going into corner with Tornado Kick:
Use C ver. and follow up with Trap Shop
Use D ver. and follow up with EX Fireball, dash-in Trap Shot or (no dash-in) a fireball (I THINK you can do two if you do lk ver. -> hk ver.) if you really gotta use that 50% drive and bar. I think it's better spent on a full HD combo though if you're in corner and hit confirming.
Mai is using the exacty same color scheme I used for Litchi in BlazBlue and both got tig ol' bitties. Best choice right there.
Yuri player seems to be solid in pressure and linking into good combos. While dive kicks are gooooood, predictability is baaaaad.
Athena seems to be really on point with oki command grabs. Nice!
1P doesn't seem to use many "get-out-of-stuff" tactics when in corner. Even if it's a semi-desperate DP or roll, sometimes you need that luck, or just good read to make it happen. Also, 1P doesn't keep 2P in the corner as well as 2P does. The difference shows in the matches won of who had good corner control.
1P has Leona as anchor. I saw nothing from Leona that made me think that it was best to save her for last with all those delicious Super and Drive Meters. Maybe 1P knows an HD combo with her but just never got to land it, but even then, she'd be better second in that regard, where Drive Cancels would be full. Lizabeth needs bars as I could see from her BnB combo, and King needs bars too because I seldom, if at all, saw an EX trap shot, her only good DP. If I had to reorganize the team from what I saw for 1P, it would go Leona, King, Elizabeth. There was a lot of jump-in attacks from far away, making it unsafe as it'd hit on the earliest frames. Wait a little bit if you're jumping in because if you hit from far away, opponent will recover and will be able to punish it.
2P had good hit confirms and landed plenty of combos, kept them in the corner. The only problem I'd say is combo-spacing and predictability. Repetitive Yuri dive kicks pressure, high jumps Mai, etc. And there'd be times where (s)he'd confirm something awesome but would miss the follow up due to being too far away. Something that can/will be fix through time and seeing more situations, I'm sure. There was HD activation with Yuri, so there was most likely something there and good to keep her anchor.
Hopefully some of this note-taking ramble helps y'all out. Like I said, I'm new too, so some of it could be off-key or what not. Either way, keep playing, y'all.
Outside of video: We all have bad days. I will go a similar or worse number against friends I shouldn't be losing against and I don't take it well as they all know. Especially after training mode sessions. I usually just say/yell "F*** that" or "F*** me", make a and move on. Being genuine salty is a good thing IMO and learning to manage it quickly is better cause in a tournament setting you won't have a lot of time to cool off (if you play tournament). Find whatever works for you to get your stresses out as fast as possible and to get back into the game. Hopefully something like that works for you too