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Messages - SPLIPH

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31
thanks zouf, much appreciated!

3C and j.CD put a smile on my face.

32
Training Room / Re: David Kong is here to answer your noob questions!
« on: November 25, 2012, 12:28:36 AM »

snip

snip
Thanks for the reply, much appreciated! =]

I guess I should rephrase what im trying to ask though. Ive very well considered just committing and sticking with my 3rd best character, but thats where my real problem comes in. Liz clicked with me a lot better than the other characters ive spent time learning. Im confident in being able to use her as an individual character, but I feel a small clash in synergy pairing her up with Andy and Terry. Ive learned Liz enough to the point where I dont think ill ever be comfortable putting her as my anchor. Kinda like how I wouldn't want to put Terry on point or Andy as anchor for my main team (admittedly, I know Liz can potentially play all 3 positions just as competently).

My most common team is [ X / Andy / Terry ] because im usually always trying to buff up a character. I can comfortably play Liz 2nd though, so I can atleast use my Andy at 100% when I feel like it. Same with Vice even though I suck with her. Im left forcing Terry on anchor, which is what I want to change the most and I just dont see happening if I stick with Liz. I can hold it down with Terry on anchor most of the time, but I just play him much better on 2nd when the opponent isnt fully loaded. I feel its due to his general lack of tools and is why im one of the only Terry players that always puts him on anchor. Would you say thats true, or can everyone play their anchor better on 2nd?

Do you guys think that im right at all about the team synergy, or am I just overthinking things and [ Andy / Liz / Terry ] is just as capable of a combination as any team?

One things for sure though. I really feel you on how all my time spent was not productive. While ive gotten better at the game, I feel im in no better a spot than I was 6+ months ago.

33
Training Room / Re: David Kong is here to answer your noob questions!
« on: November 21, 2012, 11:50:51 PM »
one thing to keep in mind about air to airs is that the player that is the highest up into the air will tend to win if both players use typical air to airs(usually horizontal) simply because the lower player will whiff or be hit in the head early. Beni for example jumps high so for characters with for example j.A's like Ryo or Joe that hit high up that's a good option if your opponent ends up higher up than you for one reason or another.

this is good stuff. i use andys j.A over j.B for the same reason.




anyways, i could use a bit of advice with team choice and synergy... ive been playing since release and even a lil bit before that messing with the arcade version. after all this time i still just cannot settle on a 3rd character for my main team. its really holding me back.

for a long time ive just been doing [ Andy / X / Terry ] and [ X / Andy / Terry. ] i really want my team to be [ Andy / Terry / X ]

ive spent time on other characters but cant settle on anyone that feels right for 3rd. these are characters ive tried learning from best to worst:

1. Andy
2. Terry
3. Elisabeth
4. Mai
5. Iori
6. Vice
7. Athena

 Iori was the obvious first choice... i stuck with him for awhile and im just not liking the feel of him.
 i originally picked up Elisabeth as anchor because she can hurt with a little meter and a lot, but the opponents amount of meter is too much of a problem for me with Elisabeth. i really like this character and shes my 3rd best, but i have to put her on 1st or 2nd to work. similar issue with Vice, the opponents meter just keeps me at bay in the last round. i felt more restricted than with terry, which is the main reason i want to get him off 3rd.

ive been reccomended to pick up takuma as anchor for the same reason i was wanting to put elisabeth there. i feel like with takumas lack of defense i will just be having the same problems i am with other characters ive tried to put on anchor. as much as i feel Terrys lack of tools hurts me in the last round, atleast he has a great jab for hops and decent command normal for jumps.

34
General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: November 21, 2012, 10:29:40 PM »
Sorry to bring up some bad news, but if anyone who's a regular of or wanted to visit STA - http://www.southtownarcade.com/archives/769

There might be one last Real Honest Sundays there with KOF XIII to play. If you've got the means to get there, I suggest you do so or try.
is this just for tournaments or what? or does this mean no more KoF scene in NorCal? :(
i wasnt feeling too big on entering a tournament, but i was really hoping to start making it down there for casuals n stuff though...

edit: oh... just realised it was closing down. how awful. =[
will people play at starbase?

35
Elisabeth Branctorche / Re: Elisabeth Branctorche (Console)
« on: November 18, 2012, 01:08:56 AM »
are there situations where hyper hop j.A > hyper hop j.B wont be a 4 frame safe jump? say i dont time the last dp+Ax2 correctly and save the combo by going for the reset after one. depending on the height the hyper hop j.A wont connect there  and i have a do a normal hop.

 will this still be a 4 frame safe jump when the hyper hop j.A connects? on a regular hop would i have to go for cr.B to not get reversaled, or is that not safe either?



36
Athena Asamiya / Re: Dealing with Athena
« on: November 16, 2012, 11:04:16 PM »
Been a while since I've played as Terry but I'm pretty sure his heavy wave (the one i mentioned eating fireballs) is pretty bad on recovery and has pretty short reach, I'll have to double check that later.  And yes, if you're going to throw out any slow projectile you should probably chase it but I was commenting on Crimson's post about people that make Athena approach them, not ways to get around Athena's zoning game.
it is pretty bad on recovery, especially in comparison to what the other character could be throwing out. its not something to rely on cuz of it, but if the opponent is getting too comfortable throwing out fireballs its definately not hard to score a soft knockdown with it.

 imo it doesnt neutralize athenas fireball game, but will atleast tone it down a bit.

37
Terry Bogard / Re: Terry Bogard (Console)
« on: October 31, 2012, 11:29:26 PM »
terrys j.CD isnt bad... well maybe compared to takuma / karate. i like to use it for neutral hops / jumps.

i dont have these incorporated in my game myself, but his most reliable and practical counterhit j.CD combos would be:
j.CD > D crackshoot > EX Tackle
j.CD > D crackshoot > EX Geyser

this works for df.C too, but as far as i know df.C always trades in any real counterhit situation...

around ~30-40+% for both. on a non counterhit terry will carry them further to the corner, land right next them and i think recovers before the opponent. on any j.CD that hits it might be safe to follow up D crackshoot without losing pressure, i havent messed with it enough myself or tried in matches. im very bad at reacting to my j.CDs...

even if you trade, a counter hit df+C is probably better in terms of reliability.

Why? If you trade, and it's counterhit, you can combo into any version of buster wolf for 1 meter. An easy 25% damage for a trade. If you trade with an air CD, you get nothing.
wow, very cool! :) i never knew that was an option. i get traded counterhit df.C so much...

38
General Discussion / Re: The King of Fighters XIII Video Thread
« on: October 31, 2012, 10:07:51 PM »
i think its a good tutorial. i never knew about the pause / all guard thing either. i wish i could have watched it when i first started playing. ive never really made good use of the record feature.

39
General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: October 26, 2012, 01:46:42 AM »
im probably wrong on this but i think the only reason AH3 never caught on here was because it was poorly advertised and probably because it's a niche title in a niche genre


with VF im guessing it's having to play keep up with tekken


and i really cant say what happend to blazblue maybe all the updates killed it


part of it was that Extend didnt offer enough to the game, and that the balance update wasnt good enough. its like they just draw names out of a hat when its time to rebalance. some even think good online keeps offline scenes for niche fighters from lasting long term. even though without the good online there probly wouldnt have been much of one to begin with. "people dont want to drive out to play when they can just stay home and play online".

i think thered still be a bigger offline community if there was better online play, but do you guys think current players would make much less effort to play KoF offline if they could just get something smooth going online whenever they wanted?

40
General Discussion / Re: Tier lists and Character Discussion Thread
« on: October 25, 2012, 11:54:19 PM »
yes it is more of a popularity list than a tier list, but part of its use is to balance out team strength. the top ratios  pretty much have all the top tiers there. its the bottom ratios that are all mixed up and makes me wonder if it will even have much effect on team strength.

say you form a team with the tokyo ratio in a tournament setting, anybody that forced to use a ratio 1 character is pretty much gaurenteed to have King on point, with robert probly being the second go-to pick out of that group. for socal, robert seems like he would be the obvious first choice over athena and mai.

as far as encouraging team variety goes, i think the Osaka chart is the only one that will do it. its the only one that doesnt truly reflect tiers for each ratio.


41
General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: October 21, 2012, 03:19:19 AM »
is the Free Play Friday a regular thing now? what about starbase?

42
General Discussion / Re: The King of Fighters XIII Video Thread
« on: October 18, 2012, 12:03:08 AM »
Andy combo video by Persona - http://youtu.be/YfYoC7Zz-vo


wallbounce on counterhit gekihishoken? thats pretty amazing and im pretty curious why it has that. to me it never seemed like a DM to be able to counterhit people with.

43
Clark Still / Re: Clark Still (Console)
« on: October 15, 2012, 12:54:54 AM »
feels like A gatling is around -6 or 7. very easy to punish with 4 frame specials or quick DM. kinda embarrassed ive been getting abused by a move this unsafe for so long. =x

i guess my problem was expecting a combo out of it. too far away to use close normals... the  cr.B is very easy to hit, but too far away to combo off of. the only character i can get a combo with is Terry because of the cr.A cr.C chain, but for some reason the one frame slower cr.A is way harder to connect than cr.B, so i dont think i could do that in a match.

44
Kula Diamond / Re: Kula Diamond (Console)
« on: October 14, 2012, 10:41:07 PM »
its just bad meter management or lack of execution. not everyone can HD at any given moment on all their chars for all meter costs. this person probly knows the combo, but doesnt feel confident landing it. spending the 2 bar 2 drive will do more damage than screwing up the HD combo.

as for me i just consider it practice, hope for the best, and let it rip at any possible moment if the amount of life calls for it.

45
Pro-Gear / Re: Questions regarding Tournaments Fight Sticks Rules?
« on: October 02, 2012, 02:29:26 AM »
no wireless should be the only rule youll come across. you can use any joystick and gate shape you want. sanwa / seimitsu joystick, and an 8 way gate of course (square, octagon, circle) so you can hit your diagonals.

other than that its just personal preferences and then theres things that give ease of use. you can use any joystick, buttons, gate shape you want. standard for fighting games though is Sanwa JLF with a square gate. so if you use that joystick, you wont have any problems when you have to use someone elses stick. chances are they will have sanwa parts in theirs so youll be familiar with it. sticks like the Eight Arc Fusion are also a good idea because they are multi-console. youll be able to bring it anywhere without having to worry about it not being compatible.

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