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Messages - Ryyudo

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16
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 :)

17
Training Room / Options against roll-heavy players
« on: January 08, 2012, 07:06:40 PM »
During a ranbat last night, I had, frustratingly, lost to a guy who has more rolls than a Kaiser ;P.  He beat me twice during the tournament getting me an unacceptable 3rd ;P.  Being new the series as a whole, I feel like while it's something that works as a gimmick, I shouldn't have lost to it.  Though at my current state, I have no great answers and all I can do is respect the frustration it brings and the fact that it works... for now ;).

My opponent often played an okay zone game with fireballs, not really mixing them up, but rolled whenever I got in or made, what seemed like, a smart jump-in.  There were times when he rolled in, and I couldn't grab him due to techs or getting cl.hp/hk instead.  That or I'd mash (yes, mash ;P) c.lp/lk to try to punish but I'd get grabbed or he would block it.  When I rolled though, he seemed to have next to no problem in catching me for damage.   Athena's command grab seemed to be the real stopper, since I can't tech that.

So what's the data on rolls.  How long is it invincible til before it can be punished?  Can rolls not be thrown during a certain period, because it feels like I couldn't.  Are the better tactics then grab/mash lows on an incoming roller?  How would I sort of stop an opponent from rolling back all day and rolling circles around me to get away.  Are there ways to stuff rolls BEFORE they happen if I know they're going to attempt for it?

tl;dr lemme know everything about dem ROLLS!

18
Meet & Greet / Re: The New Guy
« on: January 04, 2012, 02:40:56 AM »
Welcome Durzo hope you enjoy your stay. Hope to be seeing you around the forums!

Seeing this post as the last post confused me greatly for a second.

Also, welcome to the forums, as if I have much of a history here :)

19
King / Re: King Video Thread
« on: January 03, 2012, 06:59:45 PM »

I wanted to know if hop C, venom strike and hop into ex venom strike is punishable. If not how much of an advantage does king have on block?

Playing theory fighter, and using personally compiled tested information using 1-Guard Jump in training: While the original Venom Strike (B ver. I assume) IS positive, it's only very few frames only enough to make it safe.  Your EX could most likely be beaten pretty easily if anything is thrown out that isn't stupid pills slow. 

If the opponent does continue blocking and you TK EX Venom Strike, it's safe, looking like 0 or -1 on block from close-range.

As for being on topic, and being legitimately curious, are there any King players that are pretty known and would be able to search video up/watch in tournaments for?

20
Meet & Greet / Re: From Blaz to KoF
« on: December 27, 2011, 07:32:45 AM »
Well you can't disagree that Valk needed some nerfs.  He was too Guilty Gear for Blaz :(.  But yeah, definitely the same frustrations you have, too.

Regardless of that, I hope KoF lives better in your commute, as I hope it does here, too.  :)  Thanks for the greet, Vinn!

21
Meet & Greet / Re: From Blaz to KoF
« on: December 26, 2011, 07:20:57 AM »
Well it seems to be taking off decently in Colorado already.  A lot of the guys here are into it and we've had a couple small bi-weekly tournies for it.  So prospects are good for at least part of 2012, but we'll see how TTT2 and SC5 affects that :(

I'm decently knowledgeable as a whole on fighters.  But considering Blaz has somewhere between 3 to 300 different bars to pay attention to, I think that's the only thing I've pick up quickly in 13. Hahahah! 

Either way, game is great so far, and I'll continue as long as there's a community to continue it too :)  Thanks for the welcome, Solidshark! :)  Already have gotten to reading/watching character-specific things for who I'm using.  Already good info!

22
Meet & Greet / From Blaz to KoF
« on: December 26, 2011, 06:44:31 AM »
Hey all!  Picking up and learning to play KoF 13, as I'm sure quite a number of people are.  Figured being on the best fansite would be the best way to go about leveling up and getting knowledge.  So... here I am.

Previously I was a heavy BlazBlue player, but I dropped it a couple months back.  After going to Devastation in Arizona, for Blaz, I came to a horrible realization:  If I wanna continue playing Blaz in tournament, I gotta keep going out of state.  I cannot afford that win or lose.  So 13 showed up just in time! 

Either way, pleasure to meet all who reads this.  Hope to be able to be half way decent at this game sooner than later. :)

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